Arena Codex Scientia PDF
Arena Codex Scientia PDF
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C"1taCti".cJ Be[heJ)d Sl,ft"".A.I......il Vampire........ ..21
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Redguard.,.........................24
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Mines of Khuras.............76-79 Magic Armor......................l32
Cr)apt of HeaIls....,..........80ng5 Marks) Crystals, Bracers
Vaults ofGemin..............86*9 & Rings............,.........,........,l33
Healing....,.................,.....l34
haifacts and
Restore Power................l35
Their Attributes..................1 19
Resist Fire..,.........,....,.....135
Rumors on artifacts............I l9
Resist Cold...................,..135
ft,|agical Artifacts................ 1 2l
Resist Shock....................l36
I,ord's Mail 121
Cure Disease...................l36
Vollendrung....................l22
Heal True ,..,......,..,....,.....l36
Ebony Mail I 22
I,evitation ,.......................l36
Aurie1,s shield.................l23
Resist Poison...................137
Spell Breaker..................l23
Free Action.....................137
Ebony Blade...................l24
Cure Poison..,.................l37
Auriel's Bow....................l24
Invisibility.......................l38
Chrysamere.....................l25
Purification 1 38
StaffofMagnus..............125
Warlock's Ring...............l26
Formulae 139
Ring of Phynaster...........l26
Saving Throws....................139
Ring of Khajiit................l27
\Varrior Class..................140
Necromancer's Amulet... I 27 Mage Class......................140
Artifacts Which Do ThiefClassl 14l
Not Cast Spells...................128
Stealing and lock Picking...141
King Orgnum's Coffer.... l28 Combat Formula to Hit......l42
Oghma Infinium.............128
Chances ofa Critical Hit....l43
Skeleton Key..,..,........,....l29
JVIiscellaneous...................... I 45
Magical Items & Diseases........,.........,............145
Their Attributes..................I 5l Holidays ofTamriel............l46
Metal PropeIlies.................l31
Magic Weapons..................l3l l53
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hen first creatingyour character, try
and pick a race that is conducive to
spellcasting abilities. Usually Bretons)
High Elves, or Dark Elves are the best
choices, since their starting INT values
I are the highest. Bretons make espe-
EJEJEfiEfifiJEJEJEJEJEJEEIEriI cially good choices since they are natu-
rally resistant to spells.
3
. If\,ou have the money buy as many Restore Power po-
tio_ns as possible from the JVIages Guild. Each potion \\ill
g.ive_you 25 spell points. These can be used to cast spells.
4
one else, both to buy and to cast. For example, a Nightblade
could buy and cast a standard lst Circinate invisibility spell
for the same cost as any other spellcaster would pay. If he or
she made an Invisibility spell in the Spellmaker, it would
cost half as much to buy and cast. The following classes pay
special Spellmaker prices and have certain other nuances
that translate to different game-playing strategies.
t3cerd§:
Bards get only their INT in spell-points, up to a maxi-
mum of 100. This would seem a pretty strong limitation
for a character class who also doesn't get any special
breaks in the Spellmaker, and it is if the player playing
the bard really considers his or her character primarily a
spellcasterl not a thief subclass. The bard,s spellcasting is
best reserved for emergency defenses: the bard's good
armor and shield capabilities, decent weapon selection,
and odd chance of critical striking are more likely to be
regularly useful. Invest in healing' shielding, cure poi-
son, cure disease, and cure paralysis spells-and maybe
a low-level levitation, invisibility) and destroy wall spell.
healers:
Healers pay half-price on Cure, Drain Attributel Ele-
mental Resistance, Fortify Attribute, Heal, Transfer, and
Regenerate spells in the Spellmaker, so get as many of
these as possible. It would be embarrassing to die of'a
spider's bite or a fall into a lava pit with a full supply of
spellpoints just becauseyou didn't have the right spell in
your spellbook. Donlt waste your time with many of'fen-
sive spells (you pay twice as much for Continuous Dam-
age and Damage spells), you have a small variety of
weaponry to choose f'rom. If'you need some of'fensive
spellsl look in well-stocked equipment stores and JVIages
guilds for marks, rings, crystals, broadswords, and other
items capable of flring of'fensive spells and keep them
fully charged.
5
t3crfcLe ma9es:
Battle Mages pay less for Cause, Continuous Damagel
Damage, Drain Attribute, Elemental Resistance, and Si-
lence spells than any other class. A high level, highly in-
telligent Battle jVIage has the capability of casting might-
ier spells of destruction than even a fully-charged sor-
cerer, ifyou consider a flreball costing a sorcerer all 300
of his spell-points would cost a Battle jVIage only 150
points, leaving him 25 points to plan a strategic with-
drawal if the flreball still didn't destroy what it was sup-
posed to. Like sorcerers, Battle Mages can use any
weapon they wish. This is a very strong class indeed.
Just remember that any defensive spell (Cure, Fortify
Attribute, Heal, and Regenerate) costs twice as muck
foryou to cast as anyone else. Keep some healing po-
lions at hand, as you'll probably hurt yourself playing
this class.
Ni9l.edLedes:
Nightblades are the "thiefy" JVIages, capable of lots of
sneaky spells like Cause, Designate as Non-Target, In-
visibility, IJeVitate, Lock, and Open, which they pay half
the cost of others. A lot ofyour time is spent sneaking
around, which can be tremendously exciting and re-
warding, but won't enable you to raise levels very
quickly-you need to kill things to get the experience to
do that. The best attack strategy is to hack atyour ad-
versary with your saber (your best weapon)I and hope
for a critical strike. Ifyou donlt get one andyour foe
seems to beyour equall don,I be proud, turn invisible
and either run away or get to a more advantageous spot
(a bridgel for example) where you can flre spells
(though donlt bother with con.tinuous Damage spells:
they cost twice as much for you to cast) or arrows with
impunity. Nightblades are alot offun to play, but aren,t
the noblest of breeds.
G
WARRIOR a WARRIOR SUBCLASSES
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he best rat,es for the warror and warrior
subc\lasses are the Nords and the KhaLjitS.
They have great strength and endurance.
Get the best armoryou can possibly
afford/acquire. You can,t heal/shield your-
i self magically.
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. Use the Dan-Katana (max damage),
unless you don't have a very good armor class in which
case a combination Kata- and the best shield you calm
use is best.
. Start the major (staff) quest later, begin looking for Fang
Lair at 5th or 6th level.
7
. Invest in high-qualityweapons. Look for at least mithril
weapons for use on golems and other high-level monstersl
since these monsters won't get damaged dy ordinary steel
weapons. Check the sections on special tips for fighting
monsters for the particulars!
8
THIEF a THIEF SUBCLASSES
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chance of'succeeding (very slig.ht) ifyou get a
"Itwould be a miracle ifyou pick this lock."
9
. On leveling, invest primarily in AGI and TNT for thieves.
Ifyou're an acrobat, invest in STR, as it/ll increase your
already phenomenal jumping abilities.
There are few other places that any character of any level
can venture and always find something new: a ruined mau-
soleum, a farming community, an unexplored cave, a
bustling suburb, an abandoned tower, a squirels country es-
tate. It is a dangerous area, even in daylight, but the re-
wards for exploration are enormous. Asyou may have sus-
pected, risk and reward go hand-in-hand, the more danger-
ous the area, the greater the reward. Expect the island cr)pt
ofa lich to have more sumptuous treasures than the hovel of
some poor slob.
/4
I.ir,c=s cxnd Cjtps for
¬ysf,Lorir,g theVMLderness
/5
Sr,ow-wolf
Although they are considered fairly low-level monsters
(4th level), when you're surrounded by a group of'these
beasts and they're blastingyou with frost spell after frost
spell, you better hope for some extra protection. Like with
many spell-casting monsters, one good defense is a spell
reflection -with any luck, theylll damage themselves so
you won't have to touch them. Ifyou don't have any
means to reflect spells, get as close to the beasts as fast as
you can. They do less damage at close quarters, especially
ifyou have a potion or two of resistance to cold (or are au
member of the Nord race, which are naturally resistant to
cold) inyour inventory. Snow wolves have anJIVhere be-
tween l5 and 30 health points, so a couple good swipes
with your best sword should take care of` them.
Sf,ider:
Ifyou donlt have any potions or spells of`resist poison,
cure poison, or cure paralyzation (called Free Action)I
orare not a high elforaknight (both of whom are im-
mune to poison), you are best of'fapproaching these
beasts at a distance. The chance of contracting a paralyz-
ing poison is not great, 150/o at most, but it's hardly ever
convenient when it does happen. Bow & arrow or tar-
geted magic spells are best to take out these arachnids.
ffiHREti
C;I.auL:
See Spider. Ifyou don,t have potions or spells of cure
disease or are not a barbarian (and thus immune to dig-
eases) or covered from head to toe with silver armor
(and thus immune to disease whereveryou,re covered),
ghouls can be very dangerous indeed for their ability to
transmit diseaLSeS. It should also be noted that ghouls/
like skeletons, ghosts, zombies, wraiths, vampires, and
Itches, are undead monsters, and take double-damage
from silver weapons. Ifyou don,t have any good cure
disease spells or potions, you would still be better off
shooting spells or arrows at them from a distance rather
than flghting them hand-to-hand.
I)eLLJ+aur>c1:
See Snow Wolf, substituting "fire" for any "cold" refer-
enCeS.
C;I.asc:
Very nasty, the bane of spellcasters. Ghosts can drain
spell points from you even ifyou,re shielded and are able
to reflect spells, and they can be very difflcult to see in
any terrain. Once you see them/ chop them down fast
before they drain all your spell-points down. Carry some
restore power potions around so you can replenish your-
selfafteryour encounters. Note: ghosts, like a. couple of
other monsters (wraith, homunculus, flredaemOn, Van-
pire, lick), vaporize after being killed. A nice spell to
have available for such combats is a combination
freeze/damage spell to cast when they are almost dead.
With luck, the spell will kill and paralyze it simultane-
ously so it freezes before being completely vaporized and
can thus be picked for treasure.
2fo-big.-
See Ghoul.
/l\,
C1-OIL:
The only way to permanently kill a troll is to use spells
(either cast lyyou or a magic weapon) -so ifyou,re
sent on a noble quest to kill one, make sureyou have a
spell capable of delivering 75 to 100 points of damage (a
troll,s number of hit points). Ifyou only need to get one
out ofyour way) you can knock it down with a conven-
tional weapon and run past it,. just remember that when
the troll regenerates enough to regain consciousness,
you,re going to want to be long gone.
Vunai\cTh..
See Ghost. Wraiths cast paLrtiCularly powerful da-gins
spells, but don,t have a terriflc number of hit points
themselves-so a spell reflection spell is particularly use-
ful against them, not to mention a da-ge/paralysis
spell.
f9omur}ctlLus:
See Ghost. Resist shock spells and potions are effective
against the homunculus,s electrical bolts.
lce C;ore-:
Ice Golems cause damage to anyone coming within a
certain range ofthem; so ifyou can,t flght them from a
distance) make certain your armor and health are at their
maximum. Again) Nords have less to worry about than
other character races, for they have a natural immunity
to cold. When attacking, it is best to use a fire-based at-
tack as it does double-da-ge against ice golems, while
they are immune to spells invoking frost or electricity.
/9
Sz=or,a CoLe-:
Stone Golems do not have damage auras like their ice
and iron brethren but they fire large boulders that dO a
lot of damage, so it is best to engage them in hand-to-
hand rather than distance combat. Use electric attacks
on them, as they take 2x damage from them. They take
half damage from flre and cold attacks.
1ror, C;ale-:
See Ice Golem. Bretons have less to worry about than
other charac,ter races in hand-to-hand combat with Iron
Golems, for they have a natural immunity to magic
forces like that ofthe Iron Golems, damage aura. Fire
and cold based attacks only cause half damage to Iron
Golems, and electrical attacks deflnitely should be
avoided as they actually heal rather than damage.
Fire I)ae-or,:
Do not attempt to hurt a flre Daemon with aweapon
unless it is mithril quality or above.
medusa:
Do not attempt to hurt a Medusa with a weapon unless
it is dwarven quality or above. Also, keep Free Action
(cure paralysis) potions/spells at hand. Medusas are re-
sistant, but not immune to paralysis and other magic, so
don,I rely on a spell reflection spell to protectyou.
2O
ve-pire:
Do not attempt to hurt a vampire with a weapon unless
it is dwarven quality or above. Vampires also have a
chance of giving some particularly nasty diseases like
wound rot, blood rotl and dementia, so donlt leave home
without cure disease potions and spells. Vampires regen-
Crate from non-magical attacks, so follow the advice
listed under Troll." Vampires have approximately 500
hit points so plan accordingly.
Licl~:
Do not attempt to hurt a hchwith aweapon unless it is
mithril quality or above. Lichs regenerate from non-
magical attacks, so follow the advice listed under "Troll."
Lichs have approximately 750 hit points so plan accord-
ingly. Resist shock spells and potions are effective
against the lich/s electrical bolts.
_J/
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TLeference C
I`+Tasl(_i%fr1~J\^:e"-Ag;¥[).?
!a(
Table ofRacial
Starting StatisticsNa1-dS
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AEG-F +n\n - .
Luck 40-60
E
50_70
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iE
40_60
40_60
40_60
40_60
40_60
Endurance 40_60
Personality 40-60
40_60 50_70
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i
r2ed9Hard
30-50
30_50
30_50
40_60
50_70
Endurance 30_50
Personality 40_60
50-70 50-70
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t3rec]on§
=J=JErEJEJEJEJEJEJEJEJEJEJEJEJEJEJEJEJEJEJEJEJEJEJEJEJEJEJEJEJEJEJEJEJEJEJEJEJEJEJi=
30_50
50_70
50_70
40-60
40-60
Endurance 30-50
Personality 40_60
40_60 40_60
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i
A.r9or,ian§
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JAjgE6=ciFFS_ha5@ GfihaL@
40_60 50_70
40_60 40_60
40_60 40_60
50-70 40_60
50-70 40-60
40_60 40_60
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25
Wood elf
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--. _
- .
rE3cflfi Lee
Luck
ii
E]
30_50 40_60
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l®i9h elf
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` _ ` ` _ _ GneL@ [fo=flfio c
Luck
ii 40_60 40-60
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I)ark eLf
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40_60
Intelligence 50_70
30_50
40_60
40_60
EnduraLnC,e 40_60
Personality 40-60
40-60 40-60
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27
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Character Class Level
Advancement Table
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I,160,021 1,044,019 I ,276,993 1,l60,021 1,392,026
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Special note on JayarTba-:
He is a level 20 Battle Mage. He makes no noise. He has
a resistance to spell percentage of 50O/o and had a 250/o
chance of reflecting spells back atyou. He is resistant to:
Fire) Cold, Poison, Shock and Acid. He has 500 hit
points and his damage range in hand to hand combat is
10 - 25. Hewill castthe following spells at level 20: Wiz-
ard/s Fire, Ice Bolt, WJrvern'S Sting, Lightning, and Far
Silence. He has 300 spell points. He sees invisible char-
acters. He has no aura or breath weapons and he does
NOT regenerate his lost health points.
&_RE-y
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Rat 20 lO 10 35 30 30 40 50
Goblin 30 20 30 40 50 30 30 50 (i(Q=frir+-#%ae:_;i)TLr"»l,I
ifeifeRE; ,I-Ji((",_((((!!)I:)!)3(
IJiZard Man 70 30 40 60 70 60 30 50
Wolf 60 50 30 75 60 50 40 50
Snow Wolf 65 40 50 75 70 60 50 50
Ore 60 30 50 65 50 50 30 50
Skeleton 50 20 50 65 60 70 30 50
Minotaur 80 40 50 75 60 60 40 50
Spider 65 30 50 75 80 70 lO 50
Ghoul 70 40 60 80 50 60 10 50
Hell Hound 60 40 60 75 60 70 40 50
Ghost 30 50 60 70 70 50 40 60
Zombie 70 30 70 75 40 50 20 50
Troll 80 40 60 80 50 90 30 50
Wraith 60 50 70 85 70 60 50 50
Homunculus 20 60 70 85 60 60 ]0 50
1VIedusa 70 80 80 90 60 70 50 60
Vampire 80 85 90 95 70 90 80 70
Lich 90 90 90 90 80 90 20 80
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C;er,Oral DLIr,9eor, key
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Locks are marked both by their composition (diamond)
mithril, gold) and their "lock levell" the relative hardiness of`
the lock. Thus two locks may be made of'iron, but the one
with a lock level of2 can be opened with a few whacks of
the sword or the lockpicking skill of a low-level thief, while
the one with a lock level of26 would only open with a high-
level spell or with a special iron key.
Not every lock has akey, and some have more than one. In
the Halls of Colossus, for example) there are two amethyst
keys and one ametlyst lock. Sometimes the only key to a
3G
lock is on a monster: in Dagoth-Ur, a vampire lord holds the
mithril keyyou need. Occasionallyyou will find a room like
the one in Black Gate, with three outside doors with three
different lock levels. You only need flnd One Of the three
keys to get inside.
I-portal I)ur,qeor,s
47
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loo
/a/
lO2
lO3
I-pertouL Palace
lO2+
IO5
I-f}e1-iaL Palace
Level 3
lO6
lO7
I Daily am in Eldweyr, and in Skyr.un,
ANS: SUN
gatheI.ed again?
ANS: RAIN
There L! a thing, whicl"wthing.ld,
ANS: S-OW
AVS: EGG
//a
From the beginning of eternity,
AINS: E
ANS: TIRE
///
My decon@ LJ PerfOrlneb by nay firot,
And, it b thongbt,
Might be caagbt.
ANS: FOOTSTEP
AVS: CELL 2
ANS: GAUNTLET/GLO\"
//L2
I touch yourface,
rm in youI. WOrdd,
rm lack of apace,
What amI?
ANS: AIFrmND
@eab...
ANS: ONION
//i
I a,n twice at, ol@ atl three tired the age of
ANS: 108
ANS: THEODORUS
//4
Whatforce and dtrength
ANS: KEY
ANS: NOTHING
ANS: HOURGLASS
//5
Whatflayed ap
ANS: MATCH(TORCH)
AINS: LOVE
uns: WATER
//G
CI.uldbe@ I)eneath tI.amPllng feet,
ANS: GRAPE
//7
Rumors on artifacts:
i!JEJEJEJEJ=JEJEJEJEJEJE!
I.a ocus a,f a characc;cr 9cCCinq a i-u-
-or about c- arcitfact- cxrc l% J}e1-
le`,cL (cof}f}ir,q <ff ac l5%,) lf you arc
ir, posscssior, <yF an arcif;act o1- arc
I on a qucsc' t=o 1-CCrtc`,a a ccrCit`ir, ar-
=JEri=Li!Li!JEJEJ=JEJEJEri=
ctfacc-, 1vu will I,oc gcc anod.c1- arCi-
Fcc ru-a,r. lr, addlcic,n rc,u car,r,oc f}ossess n,ore
cf.an c,nc cerci.Fcc ac a ci,T,C. A;rdlfacc rLrmO1-S arc
1-and<,-, but if rc,u war,I a rrClcLhar arCflFc`cc, clon'c-
qo c]o chc p1-O`,inca Wl.CrC C1.a co-cif;acc's ''rr,af} dun-
qcor," is l^,caz]ed. Chc arctfacc qucscgi`,cr ",ill al=wcors
scr,i lvu C=o a f,rct9r, P,-c,`,incc.
If you want: Don,I oukfor artifact runwrd in:
The map to the artifact dungeon and the artifact itself are
always located in a chest on the 4th level of their respective
dungeons. There is no time limit on retrieving the map or
the artifact, so take your time.
I2O
Artifact quests are obtained ky clicking on the GENERAL
option under RuVIORS when conversing with citizens in
towns. If there is an opportunity for an Artifact quest, the
NPCwill name the artifact and the Inn at which a "nysteri-
ous stranger" is selling information about the location of the
Artifact.
All magical Artifacts have 50,000 spell points and each time
the character uses an artifact the casting cost is subtracted
from 50,000. The number of charges in each artifact can
be calculated by dividing. 50,000 by the casting cost. How-
ever) since the casting costs on spells is reduced based on
the level of'the caster, the given casting cost is for a level 1
caster. The artifact can be "repaired" (i.e. re-charged) if
taken to a blacksmith BEFORE the number of charges
reaches 0. When the number of charges reaches 0 the
artifact will vanish.
ma9tcerL A.rcftfcacc=s
LORD'S rmL
(caster only)
The Lord,s Mail) sometimes called the Armor of Morihaus)
the Gift of Kynareth, is an aLnCient Cuirass Of unSurPaSSable
quality. It grants the wearer the power to regenerate lost
health, resist the ef'fects of spells, and cure oneself'ofpoison
when used. It is said that whenever Kynareth deigns the
wearer unworthy' the Lord's Mail will be taken away and
hidden for the next chosen one.
/L2/
VOLENDRUNG
(1 target at touch, save versus magic)
The Hammer ofMight, Volendrung is said to have been cre-
ated dy the Dwarves ofthe now abandoned clan of Rourken,
hundreds ofyears before they disappeared from the world of
Tamriel. It has the ability to grant health to its wielder, but it
is best known for the paralyzing and strength leeching ef-
fects it has when cast at an enemy. Like the Dwarves who
created it, Volendrung is prone to disappearing suddenly/
resurfacing sometimes in days, sometimes in eons.
EBONYrmL
(casteI- Only)
The Ebony lVIail is an artifact created before recorded his-
tory) according to legend, dy the Dark Elven goddess
Boethiah. It is she who determines who should possess the
Mail and for how long a time. If judged worthv, its power
grants the wearer invulnerability to all commo'n magical at-
tacks that drain talents and health. It is Boethiah alone who
determines when a person is ineligible to bear the Ebonv
Mail any longer/ and the goddess can be very capricious-.
per level
Cl.eate Shield: 80 hp shield, +1 pts per level.
l22
AURIEIJ'S SHIELD
(caster only)
Auriel's Shield, an Ebony shield said to have once belonged
to the quasi-mythical Elvish deity Auriel, can make its
wielder nigh i:vulnerable. In its resistance to flre and magick,
Auriel's Shield is unsurpassed. To defend its wielder from any
attacks it cannot absorb, the Shield lends him or her health.
Like many artifacts of Tamriel/ the Shield has life and person-
ality of its own, and does not feel bound to its user. A popular
fable tells the tale of it abandoning one wielder in her greatest
hour of need, but this is perhaps apocryphal.
SPELL BREAKER
(caster only)
Spell Breakerl superflcially a Dwarven tower shield, is one
of the most ancient rehcs ofTamriel. Aside f'rom its historic
importance dating from the Battle of Rourken-Shalidor/ the
Spell Breaker protects its wielder almost completely from
any spellcaster, either by dispelling magicks or silencing any
mage about to cast a spell. It is said that the Breaker still
searches for its original owner, and will not remain the prop-
erty of any one else for long. For most, possessing Spell
Breaker for any time is power enough.
AURIEL'S BOW
(1 target at range, save versus magic)
Auriel's Bow appears as a modest Elven Longbow, but it
one of the mightiest ever to exist in Tamriel's history. Al-
legedly created and used, like its sister Auriel's Shield, by
the great Elvish demi-god, the Bow can turn any arrow into
a missile of'death and any wielder invulnerable to any lesser
attacks. Wthout Auriel,s power behind it, however, the bow
uses its own store of energy for its power. Once exhausted
of this energy, the bow will vanish and reappear where ever
chance puts it. Its most recent appearances have been sub-
ject of gossip for hundreds ofyears.
l24
I)llml1.lJr I.`ll I i.lJlle: 50to50pts.) +I to I ptsperlevel.
CHRYSAMERE
(caster only)
Chrvsamerel the Paladin)s Blade and Sword of Heroes, is an
anci.ent claymore with of,i,ensive capabilities only surpassed
by its defenses. It lends the wielder healthl protects him or
her f'rom flre, and reflects any deletory spells cast against
the wielder back to the caster. Seldom has Chrvsamere been
wielded dy any bladesman for any length of time, for it
chooses not to flavor one champion.
per level.
STAFF OF nIAGNUS
(caster only)
The Staf[` of` Magnus, one of the elder artif`acts of Tamriel,
was a metaphysical battery of sorts for its creator, the Arch-
Mage Magnus. When usedl it regenerates both a mage,s
health and mystical energy at remarkable rates. In timel the
Staf'fwill abandon the mage who wields it before he orbe-
comes too powerf'ul and upsets the nystical balance it is
sworn to protect.
l25
WARLOCK'S RING
(caster only)
The Warlock/s Ring of the Al.l`h-l\1age S},rabane is one o[`
the most popular I.eliCS O['m_Yth and f'able. In Tamliells an-
cient history' Svrabane saved all of'the continent b.v judi-
cious use oi.his.Ringl and ever sincel it has helped adventur-
ers with less lof|ygoals. It is best known f'or its ability to re-
flect spells cast at its \\.earer and to improve his or he.I. speed
and health, though it -y have a(I(]itional po\\.erg. No ad-
\,entul-eI- Can Wear the Warlock's Ring for long., [`or it is said
the Ring is S_\,rabane's alone to command.
RING OF PITYNASTER
(caster only)
The Ring of Ph\,master was made hundreds of`vears ago b_\,
a person who n.Ceded good def,enses to sur\,i\,e-his ad\,entur-
ous lif'e. Thanks to the Ring, Ph},nastel. lil.ed l'ol- hundl-a(ls
o('vears' and since then it has passed f'rom person to pcl.son.
Th.e ring improyes its wearer,s oveI.all resistant.e to damage
and grants total immunity to poison, spells' and electril`it\,.
Still,Ph\master was cunning and said to hal,e cllrsed the
Ring. Itueventually disappears from its holder,s possessions
and I.eturns to an;ther I-esting plac.e, discontent to stay any-
\\rheI.e but With Phvnaster himselI`.
I26
Spell Re.liJ[llnCe: lOOO/o chance, + 10/a per I level.
Duration 1 round per level.
RING OF KIIAJIIT
(caster only)
The Ring of the Khajiiti is an ancient relic, hundreds ofyears
older than Rajhin, the thief'who made the RIng famous. It
was Rajhin who used the Ring/s powers to make himself'as
invisible, silent, and quick as a breath ofwind. Using the
Ring he became the most successful burglar in Elsweyr,s his-
tory. Rajhin's eventual fate is a nystery, but according to leg-
end, the Ring rebelled against such constant use and disap-
peared, leaving Rajhin helpless before his enemies.
NECROn¢ANCER'S AJVIULET
(caster only)
The legendary Necromancer's Amulet, the last surviving
relic of the mad sorceror Mannimarco, grants any spell-
caster who wears it the ability to absorb magical energy and
regenerate from injury. The Amulet is mystically fortified to
give the person wearing it an armor rating equivalent to
plate armor, without the weight and restriction of move-
ment. This maLkeS the artifact POPular amongst thieves and
mages alike. It is the one flaw of the Amulet that it is unsta-
ble in this world - forever doomed to fade in and out of exis-
tence, reappearing at locations distant from that of its disap-
pearance.
CaJting Co_lt: 1825
OGIIn¢A INFINIUM
The Oghma Infinium is a tome of knowledge written by the
Ageless One, the wizard-sage Xarses. All who read the In-
l28
flnium are filled with the energy of the artifact which can be
manipulated to raise onels abilities to near demi-god propor-
tions. Once used, legend has it, the lnflnium will disappear
from its wielder.
SKELETON FEY
The power of the Skeleton,s Key is very simple, indeed.
With it, any non-magically locked door or chest is instantly
accessible to even the clumsiest of lockpickers. A particu-
larly skillful lockpicker may even open some magically
barred doors with the Key. The two limitations placed on
the Key by wizards who sought to protect their storehouses
were that the Key could only be used once a day and it
would never be the property of one thief for too long. Some
of those who have possessed the Key have made themselves
rich before it disappeared, others have broken into places
they never should have entered.
l2C)
a
rb
(
Dwarven
Mithrail
Adamantium
Ii
=Ji±JEJ=JEJEJEJEJEJEJEJ=JEJE!JEJEJEJEJEJEJEJEJEJE!JEJE!r=Ji=JEJEJEJE!JEJEJEJEJEJEJEJEJEJEr=riI
i
magic Vheaf}ons
All weapons can be magic weapons. Magic Weapons either
increase the attributes of the character or will cast a spell.
To gain the beneflt of the magic, the weapon must be
equipped. If it has the powerto cast a spell, the usermust
"click" on the use icon and then click on the target to cast
ona9ic ^r-or
Onl_y plate armor can be magic armor. All shield t},pes can
be magic. Just as in the case of weapons, the armor can ei-
ther increase attributes or allow the wearer to cast spells.
The following is a list of the magic armor types:
l32
mcxrks, Crrsc]aLs,
t31-aCerS & J2ir,qs
This group of magic items give the user the ability to cast
spells. Only one of each type may be active (highlighted) in
the characterls inventory/ although the player can switch be-
tween the active items of the same I)ape. The following spells
can be associated with any mark) crystal, bracer, or ring.
Stalnina Potion
You see a flask of oily liquid
You see a flask of gelatinous liquid
You see a bottle of dead insects and hair suspended
in a thick clear liquid
You see a decanter ofa clear oil suspending globules of
a dark brown substance
You see a bottle filled with a semi-solid gray matter
resembling a liquefied brain
Strength Potion
You see a beaker of reddish liquid
You see a flask of orange-colored liquid
You see a flask of rudy-red liquid
You see a beaker of crusty red liquid
You see a beaker of foaming, pink gelatin
Healing Potion
You see a beaker ofyellowish fluid
You see a flask of golden liquid
You see a bottle ofyellow flzzing liquid
You see a flask of dull yellow fluid
You see a flask of decomposed insects in a dingy
yellow fluid
l34
Redtore Power Potion
You see a flask of black fluid
You see a beaker of inky black liquid
You see a bottle of thick black liquid
You see a beaker of foaming black liquid
You see a decanter of black speckled fluid, webs of
scum floating at the surface
l35
Redidt Shock Potion
You see a beaker ofa clear liquid with floating
white curds
You see a beaker of cloudy gray fluid, the smell of bat
guano seeping out the cork.
You see a decanter c,hoked with small red berries in
a clear semi-solid jelly
You see a flask of gray fluid, decomposed black objects
settled at the base
You see a decanter of clear grainy liquid
Le(IitatiOn Potion
You see a beaker of silvery liquid
You see a beaker of clear liquid
You see a flask of milky-white fluid
You see a beaker of semi-transparent liquid
You see a beaker of silvery fluid
l36
RedLJt Poidon
FreeAction
You see a bottle of reddish-orange gelatin, slightly
warm to the touch
You see a flask of deep purple fluid
You see a bottle of scaLrlet-red liquid, speckled With the
corpses of a million fleas
You see a flask of brick-red material, the consisteney of
coagulated blood
You see a flask of purplish fluid suspending scraps of
some kind of meat
Cure Poidon
You see a decanter of opaque liquid, clumps of black
moss growing at the base
You see a flask of crystal-clear liquid, a black beetle
moldering at the bottom
You see a bottle fllled with wildflower petals, suspended
in an emerald-green fluid
You see a beaker ofwhitish blue fluid, the cork reeking
of sulphur
You see a flask of phosphorescent fluid
l37
IIevidibility
Purification
You see a bottle filled with flngernail filings churning
in the bubbles ofa green fluid
You see a flaLSk filled With a SParkling Silver concoction
You see a bottle of effervescent gray liquid, speckled
with black particles.
You see a beaker of brown, bubbling liquid that smells
vaguely of flsh
You see a decanter of bubbling clear liquid
l38
For-ube
Sovlr,g Cl.1-OWS
=JEJEJEJEJEJEJEfiJEfiJi=
u1-tn9 cc"mbc`I ar,i bccaL.SC Of choir
a,xF,crier,cc, col-C,air, cl.ourc`cZjerS arc
i i
"T,c,1-a adCPC aC- c`,c.diy,g or 1-CduCinq
da,T,age I:a Cl.a-SCL`/cs. this is I-C-
EJEJ=JEJEJEfiJEJEJEJEJi!
ftcc:cd br a sc*`,ing cl.row, whicl. ls a
r,u-bet f-I,Irr, I-loo. Wl.cr, 1-OLLir,9 a
1-ar,CtO- r"Ln.bCr ir, this 1-ar,9e, the I".,I,bC1- 1-OuJeCl
-usc be I.lGn¬J2 c1.ar, cl.a sco,ir,9 C1.row f,r cl.a
cI+ctracc;cr ac cl+a level
l39
80 80 86 /-0
72 72 80 60
64 64 /-4 50
56 66 68 40
48 48 62 35
40 40 56 30
l4O
THIEF CLASS
EJEJEJi±JEfiJE!JEJEJEJ=JEJEJEJE!JEJEJEJEJEII=JE!JEJEJEJEJEJEJEJEJE!JEJEJE!JEJEJE!JEJEJEJEJEJEJi=
=JEJEJEJE!JEJEJEJE!JEJE!JEJE!JEJEJEJEJEJEJEJEJEJEJEJEJEJE=JEJEJEJEJEJE!fiJEJE!fifiJEJEJE!JE!JE!JE!
i
/4[/
The f'ollowing. messages are issued b_y the game AFTER
your percentage of chance to pick the lock has been calcu-
lated based on the I,ormulae given above:
ALV = Attacker'sI_evel
DLV = Defender's Level
AAG _- Attacker,s Agility l\,1odifier
DAG = Defenderls Agility Modifier
ALK = Attacker's Luck l\1odifier
DLK = Defender's Luck l\1odifler
DAR = Defender's Armor Value Modifier
AIN = Attacker's Intelligence l\1odif`ler
D\VI = Defender's Willpower l\1odif`ler
GEN = GeneralModi[`lers
MAG = l\,1agical Modif`lers
SHD = ShieldBonusModifler
Assassin 3x Level
l43
I)isecrses
=JEJEJEJEJEJEJEJEJEJEfiJEJEJEJEJEJEJEJEJEJEJEri!JEr=rE!JEJEJEJ=JEJEJEfifiJEJEJEJELi!Li=Lj=Ji=
Zombie,Ghoul
Ghoul, Rat
Ghoul, Rat
Ghoul, Rat
Rat
Ghoul, Rat
Ghoul
=JEJEJE!JEr=JEri=J=JEJEJEJE!JEJEJEJEJEJEJE!JEJELi=JEJEJEJEJEJEJEJEL+JEJEJEJEJELi!JEJEJEJEJEJE
I?oLtdarys of c1.a Wo1-LEI
of C=cx-rteL
17 18 lC) 2O 21 22 23
24 25 26 27 28 2C) 3C)
South WmdJs prayer.
i/ 15th ofMorning Star.
It is a plea by all the religions
of Tanriel for a good planting season. Citizens with every
affliction known in Tamriel flock to services in the various
temples, as the clergy is known to perform free headings on
this day. The people lmow that only a few will be judged
wortky ofthis service, but few can afford the templets usual
price.
l46
First Planting - 7th
Fit-sz= Seecl
Sundae Morndas Tirdas Middas Turdas Fredas I.oredas
ofFirst Seed
I 2 3 4 5 6 Everyyear, the people cele-
brate First Planting by sym-
gr 8 ') IO II I2 I3
bolically sowing the seeds
14 I5 I¢ I7 I8 r) 2O
for the autumn harvest. It is
2I 22 '2 3 24 25| 26 27 a festival offresh begin-
28 2') 3O 3I
nings, both for the crops and
for the men and women of
Tamriel. Neighbors are rec-
onciled in their disputes, res-
olutions are formed, bad habits
dropped, the diseased cured. The clerics at the temples run
a free clinic all day long to cure people of poisoning, differ-
ent diseases, paralyzation, and the other banes found in the
world ofArena.
/l9 /9 ?a 2/ ?? 23 ?4 overthecommunity,for
25 26 27 28 2() 3C)
even the most tacitum and
dignifled councilman might
attempt to play a joke. The
Thieves Guild finds particu-
lar attention as everyone looks
for pickpockets in particular.
l47
SecoHd Seed Second Planting -
Sundae Momdas Tirdas Middas Turdas Fredas horedas 7th of Second Seed
/ It is a holiday with tradi-
2 3 4 5 a 7 8 tions similar to First Plant-
ing, improvements on the
9 IO II l2 I3 I4 I5
first seeding symbolically to
I6 I7 I8 I9 2C) 2I 22 suggest improvements on
23 24 25 26 27 28 2() the soul. The free clinic at
the temples is open for the
3O 3l
second and last time this
year, offering cures for those
suffering from any kind of disease or affliction. Because
peace and not conflict is stressed at this time, battle injuries
are healed only at full price.
l49
heclrzfirc Tales and Hallows _
Sundas Momdas Tirdas AIiddas Turdas Fredas I.oredas 5rd ofHeart Fire
I '2 3 4
No other holiday divides the
5| a 7 8 L) IO II people of Tamriel like the
I2 I3 I4 I5| I6 I7 I8
3rd of Hearth Fire. A few of
the oldest, more supersti-
r) ,2O 2I 2,2 '23 2Ll 25.
tious men and women do
26 rJ 28 2') acn not speak all day long for
fear that the evil spirits of
the dead will enter their
bodies. jVIost citizens enjoy
the holiday but even the most lightheaIled avoid the dark
streets ofthe city for everyone knows the dead do walk
tonight. Only the Mages Guild completely thrives on this
day. In celebration of the oldest magical science, necro-
maney, all magical items are half price today.
Witches, Festival _
Ft-aszfal| 15th ofFrostfall
Sundae Morndas Tirdas Middas Turdas Fredas I.oredas
I
The \lr|tches, Festival is a
'2
l5O
Emperor's Birthday - goth ofFrostfall
Once the 30th of Frostfall, the Emperor,s Birthday, was the
most popular holiday ofthe year. Great traveling carnivals
enteIlained the masses, while the aristocraey enjoyed the
annual Goblin Chase on horseback. Recently, these tradi-
tions have fallen into neglect. It has been decades since
there was a big camival and longer still since a a Goblin
Chase was sponsored.
/5/
ofsaying' "It could be much worse." The temples ofl'er all
their services blessing, curing, healing for half the donation
usually requested.
l52
1r,dex
A G
Argonians... ........... lO, 25 Ghost... ...18,31,53
Armor CLass........... .....7,lO Ghoul... ...18,3l,33
Artif'ac,ts.... ....1 19-129 Goblin..... .......3l,33
Auriel's Bow.,..,..,..
Auriers Shield........
..,...l24
............l23
H
Automap..,.. ... l5 Halls of Colossus.... .....34,64-67
Assassin..... ........9, 10,1l Harvest's End..... ...l5l
Healers
B Heart's Day...... ...l46
Hellhound.... ...l8,3I,33
Barbarian.... ... l8 Helpful Spellmaker spells...........4
Battle Mages... .....6 High Elves...... .....3,17,26
Black Gate...... .......34,94-97 Hit I,ocation..,.. ...l43
Holidays..... ....,146-l52
Bretons.........,.. ..,....,,.3, 20, 25 Homunc,ulus... ...l9,5l,33
C I
Critica_I Hit..... .....l45 lee Golem.............. ...l9,31,33
Crypt of Hearts.... .....34,80rfe5 Imperial Dungeons...... ........37
Imperial Palace...............104-lO7
Chrysamere.... ... 125 Invisibility........... ..,,.....9
Crystal Tower................34,72-75 Iron Golem..... .......20,31,33
Combat
D
J
Jagar Tharn..... .....30,3l,33
Dagoth Ur... ........34,98-103 Jester's Day..... ............147
Dark Elves.... ......3,lO,27
Diseases.... ...145
K
E Khajiiti.. ..............7,10,24
King Orghum's Coffer..10,1 1,128
Ebony Blade....... ... l24 Knight
Ebony Mail... ..,122
Elden Grove...................34,56-59
L
Emperor's Birthday..... ... 153 LabyrinthiaLn....... ........34,49-51
F Legendary location............
Level Advancement...........
.....35
.....29
Fang IJair...................... .....34,40
IJiCh.... ...............2l,5l,53
Fire Daemon..... ......20,31,33 I,izard Man........ .......3l,53
First Planting............ ...... 15l Lock Picking...... .......9,143
Fortress of Ic,e.................34,44i7 I,ord's Mail... ,.,,.l21
l53
lr,deys coy,I._.
S Z
Zomble. l8,31,33
Saving Throws.-.......... ... l39
Second Planting....... ...l46
l54