Author Archives: Serge

Khenarthi’s Roost Quest Locations

Quest nameLevelActionWalkthrough
available
Dark Knowledge

Part of: 3
0More info
Starting NPC:
Cartirinque
NPC location images:
Tears of the Two Moons

Part of: Temple of the Mourning Springs Objective
3More info
Starting NPC:
Gathwen
NPC location images:
The Family Business3More info
Starting NPC:
Azbi-ra
NPC location images:
Cast Adrift

Part of: Shattered Shoals Objective
4More info
Starting NPC:
Sergeant Firion
NPC location images:
Moon-Sugar Medicament

Part of: Hazak’s Hollow Objective
4More info
Starting NPC:
Note
NPC location images:
The Root of the Problem4More info
Starting NPC:
Spinner Benieth
NPC location images:
The Tempest Unleashed

Part of: Cat’s Eye Quay
5More info
Starting NPC:
Zaeri
NPC location images:
Notes:
Upon completing this quest, you get an Achievement "Stop the Maormer Invasion"

Auridon Quest Locations

Quest nameLevelActionWalkthrough
available
Lifting the Veil

Part of: Skywatch Objective
0More info
Starting NPC:
Royal Guard
NPC location images:
A Hostile Situation6More info
Starting NPC:
Watchman Heldil
NPC location images:
Aicessar’s Invitation6More info
Starting NPC:
Fighters Guild Handbill
NPC location images:
Notes:
Auridon Fighters Guild prerequisite quest.
Curinure’s Invitation6More info
Starting NPC:
Mages Guild Handbill
NPC location images:
Notes:
Auridon Mages Guild prerequisite quest.
Ensuring Security

Part of: Vulkhel Guard Objective
6More info
Starting NPC:
Watch Captain Astanya
NPC location images:
New in Town6More info
Starting NPC:
Malareth
NPC location images:
Notes:
This quest objective requires you to have a specific ability. This saves you from spending 1000 gold, that you will otherwise have to pay to each Outlaw. Game notification "You need the Persuasion Perk before you can choose this option" shows up as hint for what skill you need to spend your skill point in.

In order to complete it without spending gold you need to have the first passive ability from either the Fighters or the Mages Guild (Intimidating or Persuasive Will). Unlocking one of these passive skills makes you able to influence Outlaws without giving them gold.

In order to unlock Fighters/Mages Guild talents you need to complete their introduction quests in Vulkhel Guard. Introduction mission’s name for Fighters Guild is "Aicessar’s Invitation" while its equivalent in Mages Guild is "Curinure’s Invitation".

Once you have one of the guild passive abilities approach the quest objective Outlaws at the nearby dock. Different Outlaws have different options to persuade them. Find the ones that have conversation option to influence them with your Fighter/Mage Guild passive ability. Once you persuade one of them, you receive + 1 Remind Debtors accomplishment. Once you find and persuade 5 of them return to Malareth for mission completion.

Unaccounted Crew6More info
Starting NPC:
Captain Erronfaire
NPC location images:
Anchors from the Harbour7More info
Starting NPC:
Guildmaster Sees-All-Colors
NPC location images:
Corruption Stones7More info
Starting NPC:
Priestess Langwe
NPC location images:
In the Name of the Queen

Part of: Tanzelwil
7More info
Starting NPC:
Prince Naemon
NPC location images:
One of the Undaunted7More info
Starting NPC:
Turuk Redclaws
NPC location images:
Real Marines

Part of: Silsailen
7More info
Starting NPC:
Hanilan
NPC location images:
Teldur’s End

Part of: Silsailen
7More info
Starting NPC:
Elenwen
NPC location images:
The First Patient

Part of: Phaer Objective
7More info
Starting NPC:
Velatosse
NPC location images:
The Serpent’s Beacon7More info
Starting NPC:
Legionary Artaste
NPC location images:
To Tanzelwil

Part of: Tanzelwil
7More info
Starting NPC:
Queen Ayrenn
NPC location images:
Long Lost Lore8More info
Starting NPC:
Valaste
NPC location images:
Plague of Phaer

Part of: Phaer Objective
8More info
Starting NPC:
Anganirne
NPC location images:
Rites of the Queen

Part of: Tanzelwil
8More info
Starting NPC:
Queen Ayrenn
NPC location images:
Notes:
Upon completion of the quest you get rewarded with achievement "Veil’s First Fall".
Silsailen Rescue

Part of: Silsailen
8More info
Starting NPC:
Watchman Cirdur
NPC location images:
The Racer8Full Guide
Starting NPC:
Firtoril
NPC location images:
Notes:
You can find Firtoril, NPC quest giver, just north of a nearby Skywatch harbor. She stands at the end of an interesting, small, frog racer track.

The first step: Grab a frog. There are couple of nearby Citizens from whom you can get the frog from. Some of them want money for their frog. Others require the Persuasion/Intimidation skills from the Fighter/Mage Guild skill lines.
In order to unlock Fighters/Mages Guild talents you need to complete their introduction spells in Vulkhel Guard. For Fighters Guild introduction mission name is "Aicessar’s Invitation", for Mages Guild introduction mission name is "Curinure’s Invitation".
Unlocking one of these passive skills makes you able to influence some of the citizens without spending gold.

The second step: Examine / Feed the Frog.Next to NPC Firtoril (the one that gave you the quest in the first place), there is a Bag of Frog Chow. This is a small sack next to the end of an improvised frog raceing track. When you get the frog, use this Bag to examine and feed it. Feed your frog ONCE. You can feed it more than once, but in this case the frog is going to be too fat to win.

The third step: Win the Race!Bring your frog near to starting baskets at the begging of an improvised frog racing track. Option to place the frog inside of it becomes available at the start of any race. Once you are able to place the frog inside of the basked, do it. Frog might not win the first time, and you may have to repeat the process more than once.

The last step: Claim your prize!Once your cute frog wins you are ready to complete the quest. This is one of the most interesting and quickest quests out there.

Note:You can not win by shooting other frogs that race against yours. Believe me, I’ve tried!

To Mathiisen

Part of: Mathiisen Objective
8More info
Starting NPC:
Battlereeve Urcelmo
NPC location images:
Depths of Madness

Part of: Glister Vale Objective
9More info
Starting NPC:
Eminelya
NPC location images:
Putting the Pieces Together

Part of: Mathiisen Objective
9More info
Starting NPC:
Razum-dar
NPC location images:
The Unveiling

Part of: Mathiisen Objective
9More info
Starting NPC:
Razum-dar
NPC location images:
To Skywatch9More info
Starting NPC:
Razum-dar
NPC location images:
Assisting the Assistant10More info
Starting NPC:
Neetra
NPC location images:
Final Blows10More info
Starting NPC:
Egranor
NPC location images:
Repentant Son10More info
Starting NPC:
Bloody Journal
NPC location images:
The Veil Falls

Part of: Skywatch Objective
10More info
Starting NPC:
Alandare
NPC location images:
Notes:
Upon completing a long quest chain "Skywatch" you get additionally awarded with achievement "Part the Veil".
Quest nameLevelActionWalkthrough
available
To Dawnbreak

Part of: Dawnbreak Objective
10More info
Starting NPC:
Queen Ayrenn
NPC location images:
Wearing the Veil

Part of: Skywatch Objective
10More info
Starting NPC:
Palomir
NPC location images:
Notes:
This quest unlocks as you complete "Lifting the Veil" prerequisite quest in eastern Errinorne Isle. Quest has three different challenges.

The first (Ohmonir) challenge.

Ohmonir is going to test your mind with puzzles. In order to complete his puzzles, you need to choose the appropriate puzzle solution item that are behind him on tables. You can check out some of the puzzles and their solutions bellow.
Puzzle Test 1: Two bodies have I, two joined into one,
The more I stand still the faster I run.
I flip on my head,
Some watch me with dread.
What am I?
Solution: Hourglass.

Puzzle Test 2: Friend to soldiers, guardsmen, and mercs.
Scarred from battle, unbowed by hurt.
I always face forward when battle is joined.
When on the march, I watch from behind.
What am I?
Solution: Shield.

The Second (Varustante) challenge

Varustante tests your speed. Follow and reach all the markers (blue lights) in 110 seconds. In order to complete this task efficiently you need to start running toward the first one as soon as you talk with Varustante and let him know you are ready. Blue markers start showing up in the north side of the island, following its east and south borders, back to Varustante again. Keep sprinting when you have stamina to do so (potions also help).

The Third (Alandare) challenge

Alandare tests your strength. This is the quickest and the least fun part. To complete it you need to defeat waves of enemies.

Quest ends as you complete the last challenge.

A Village Awakened

Part of: Shattered Grove Objective
11More info
Starting NPC:
Merormo
NPC location images:
An Act of Kindness

Part of: Ezduiin Objective
11Full Guide
Starting NPC:
Sirinque
NPC location images:
Notes:
Quest giver NPC Sirinque can be found on the side of the road in eastern Ezduiin. She stands close to yellow rooftop tents.

Objective: Use Sirinque’s Crystal on Weakened Spirits
You can find these spirits all around Ezduiin. Bring them to low Health Pool and use the default interaction button.

Objective: Talk to the Spirit at the Ayleid Vault.
Quaronaldil Duure spirit you need to talk to is in Northwestern Ezduiin.Objective: Solve the Puzzle and Collect the Artifact.
Entrance to the vault where you should solve the puzzle is just north of Quaronaldil Duure.
Correct combination (at least it was for me) was: Mage, Thief, Warrior and The Serpent.

What if the combination given above is not true? There are stone pillars in the room and each has an image on its side. Look at the images and step on the pressure plates on the ground that have the same images. In-game quest Hints, that show up by default in the top right corner of the screen, will tell you three pressure plates you need to press so you only have to figure out the fourth. In short – 4 stone pillars with 4 different plate engraved markings, reflects 4 different solving puzzle solutions.

Objective: Watch Sirinque Lift the Curse
The last two steps happen outside of the puzzle vault.

Objective: Talk to Sirinque
You are awarded with an awesome quest prize at the end of a very interesting quest.

Breaking the Barrier

Part of: Firsthold Objective
11More info
Starting NPC:
Razum dar
NPC location images:
Notes:
Inside the largest house in eastern Skywatch, upon completing the quest "The Veil Falls".
Preventative Measure11More info
Starting NPC:
Delves Deeply
NPC location images:
Notes:
To reach Quendeluun, head North from nearby Quendeluun Wayshrine. There is a small tunnel that you should go through.
Silent Village

Part of: Shattered Grove Objective
11More info
Starting NPC:
Halino
NPC location images:
Simply Misplaced11More info
Starting NPC:
Arch-Mage Shalidor
NPC location images:
The Dangerous Past11More info
Starting NPC:
Bera Moorsmith
NPC location images:
The Mallari-Mora11More info
Starting NPC:
Rellus
NPC location images:
The Toothmaul Ploy

Part of: Toothmaul Gully Objective
11More info
Starting NPC:
Pirondil
NPC location images:
The Veiled Choice

Part of: Quendeluun Objective
11More info
Starting NPC:
Rolancano
NPC location images:
Through the Ashes

Part of: Dawnbreak Objective
11More info
Starting NPC:
Captain Landare
NPC location images:
Well-Armed Savages

Part of: Toothmaul Gully Objective
11More info
Starting NPC:
Jilan-dar
NPC location images:
Altmeri Relic12More info
Starting NPC:
Beddi Alielle
NPC location images:
Notes:
Inside Bewan – Public Dungeon, southwest of College Wayshrine, south of Dawnbreak.
Blessings of the Eight12More info
Starting NPC:
Aldarch Colaste
NPC location images:
Eye Spy

Part of: North Beacon Objective
12More info
Starting NPC:
Scout Arfanel
NPC location images:
Harsh Lesson

Part of: College of Aldmeri Propriety Objective
12More info
Starting NPC:
Baham
NPC location images:
Spirited Away12More info
Starting NPC:
Ancalin
NPC location images:
The Wayward Dagger

Part of: North Beacon Objective
12More info
Starting NPC:
Scout Endetuile
NPC location images:
Banishing the Banished13More info
Starting NPC:
Keeper Cirion
NPC location images:
Notes:
You can enter Banished Cells without manually entering the dungeon itself. Simply go to Auridon map, and press the Banished Cells Map Icon or use the group finding feature to be matched with a group and teleport to your group’s leader.
Eye of the Ancients

Part of: Greenwater Cove Objective
13Full Guide
Starting NPC:
Captain Cirenwe
NPC location images:
Notes:
Objective 1 : Talk to Scout Lorumel
Scout Lorumel is in a barn in eastern Greenwater Cove.

Objective 2: Get a Welkynd Stone from the Maormer Captain
Maormer Captain called Captain Parondo can be found on the ground floor of the largest house in Greenwater Cove. After you kill him, do not forget to pick up the Welkynd Stone that he drops.
Objective 3: Collect 2 Welkynd Stones
You can find one of them inside Marrayna’s Tap Room in western Greenwater Cove on a wooden desk, close to a warm fireplace. The other Welkynd Stone is on the second floor of Mage Fiirenir’s House in western Greenwater Cove, inside a Bookshelf (chest).

Objective 4: Place Welkynd Stones in SconcesThere are five locations on top of which you can place 3 shards. When you place them on the correct "Sconce" they start to shine. All three have to be placed in the correct location if you want to activate the next quest objective. If, for some reason, you make a mistake, simply remove the one that does not shine and place it on top of another free "Sconce" spot.
Objective 5: Use the Eye of the Ancients
There is an orange crystal inside Eye of the Ancients near the two boats, just under the platform where you have placed 3 crystals on "Sconces".Objective 6: Talk to Captain Cirenwe
Captain Cirenwe is now in western Greenwater Cove. On a road that leads to the same settlement.

Rightful Inheritance

Part of: Castle Rilis Objective
13More info
Starting NPC:
Gilien
NPC location images:
Sever All Ties

Part of: Firsthold Objective
13More info
Starting NPC:
Razum dar
NPC location images:
Notes:
If you complete this quest, and you still have 2/3 closed portals, you need to restart the mission by abandoning it.
The Great Tree13More info
Starting NPC:
Queen Ayrenn
NPC location images:
Take Me Home14More info
Starting NPC:
Ozozur
NPC location images:
The Jester’s Joke15More info
Starting NPC:
Lisondor
NPC location images:

Bleakrock Isle Quest Locations

Quest nameLevelActionWalkthrough
available
Lost on Bleakrock4More info
Starting NPC:
Halmaera
NPC location images:
Tracking the Game4More info
Starting NPC:
Hoknir
NPC location images:
Escape from Bleakrock5More info
Starting NPC:
Captain Rana
NPC location images:
Sparking the Flame5More info
Starting NPC:
Captain Rana
NPC location images:

Bal Foyen Quest Locations

Quest nameLevelActionWalkthrough
available
Crossroads5More info
Starting NPC:
Aera Earth-Turner
NPC location images:
Finding the Family5More info
Starting NPC:
Esqoo
NPC location images:
If By Sea

Part of: Dhalmora Objective
5More info
Starting NPC:
Captain Rana
NPC location images:
Salt of the Earth5More info
Starting NPC:
Wenaxi
NPC location images:
The Bard of Hounds5More info
Starting NPC:
Bishalus
NPC location images:
Unorthodox Tactics5More info
Starting NPC:
Iron-Claws
NPC location images:
Breaking the Tide6More info
Starting NPC:
Eleven-Skips
NPC location images:
Warning Davon’s Watch6More info
Starting NPC:
Centurion Mobareed
NPC location images:

Stonefalls Quest Locations

Quest nameLevelActionWalkthrough
available
A Son’s Promise

Part of: Crow’s Wood Objective
5More info
Starting NPC:
Telbaril Oran
NPC location images:
Decree of the Court5More info
Starting NPC:
Knave of Rooks
NPC location images:
City Under Siege6More info
Starting NPC:
Holgunn
NPC location images:
Delaying the Daggers6More info
Starting NPC:
Tanval Indoril
NPC location images:
Hilan’s Invitation6More info
Starting NPC:
Fighters Guild Handbill
NPC location images:
Legacy of the Ancestors6More info
Starting NPC:
Holgunn
NPC location images:
Percussive Ranching6More info
Starting NPC:
Drelden Orn
NPC location images:
Proving Trust

Part of: Senie Objective
6More info
Starting NPC:
Aeridi
NPC location images:
Quiet the Ringing Bell6More info
NPC location images:
Rudrasa’s Invitation6More info
Starting NPC:
Mages Guild Handbill
NPC location images:
Through the Aftermath

Part of: Starved Plain Objective
6More info
Starting NPC:
Sergeant Rhorlak
NPC location images:
Wayward Son

Part of: Starved Plain Objective
6More info
Starting NPC:
Furon Rii
NPC location images:
Close the Scamp Caves

Part of: Ash Mountain Objective
7More info
Starting NPC:
Sergeant Jagyr
NPC location images:
Desperate Souls7More info
Starting NPC:
Neposh
NPC location images:
In With the Tide7More info
Starting NPC:
Walks-in-Ash
NPC location images:
Mystery of Othrenis7More info
Starting NPC:
Garyn Indoril
NPC location images:
Quieting a Heart7Full Guide
Starting NPC:
Bala
NPC location images:
Notes:
Objective 1: Collect 5 Graven Caps
Graven Caps can be found on the ground all over Othrenis. They are usually close to nearby stone structures rather than in the open. They are like other gathering resources, if someone else picks it up, it disappears for you.

Objective 2: Use Dust on Eanen’s Tomb

Objective 3: Talk to Bala

Rending Flames

Part of: Othrenis Objective
7Full Guide
Starting NPC:
Mavos Siloreth
NPC location images:
Notes:
Objective 1: Collect Candle / Skull
For Skull Shrine Color Combination is: Yellow-Blue-Yellow.
For Candle Shrine color combination is: Red-Yellow-Blue.


These puzzle solving combinations were active during the beta. Couple of tips can help you out if it changed since the beta. Tip 1: During the night, there are shrines above the ones you are trying to mix colors with. These shrines have colors shining in night. Copy their combinations and you are done. Tip 2: If you come here during the day, and the combination above is not true, you should attempt finding the right combination manually. Start with (for example) combination of colors : Blue-Blue and then mix the third one Blue/Yellow/Red. Now change the second color. Start with: Blue-Yellow and then mix the third one Blue/Yellow/Red. Eventually you end up with changing the first color as well and end up with the right combination.

Objective 2: Talk to Mavos / Acolyte
When you get back to Mavos, he teleports you to the Acolyte and the objectives that come after.

Objective 3: Shut Southern/ Western / Northern Daedric Portal
Approach to Fire Portals and use your default action button to shut them down.

Objective 4: Talk to Magister Enuse

Objective 5: Summon a Guardian at the Western / Eastern Flame Well
Upon using one Flame Well, the other one receive a short reset limit. Don’t freak out because it will reset after a short pause.

Objective 6: Talk to Mavos

Objective 7: Use the Altar
Completing this objective takes us back to the starting location.

Objective 8: Talk to Mavos

Restoring the Guardians7More info
Starting NPC:
Garyn Indoril
NPC location images:
Suspicious Silence

Part of: Fort Arand Objective
7More info
Starting NPC:
Captain Hjolm
NPC location images:
The Death of Balreth

Part of: Ash Mountain Objective
7Full Guide
Starting NPC:
Walks-in-Ash
NPC location images:
Notes:

Objective 1: Summon Blaze and Ragebinder
This part is the same as the objective in "Rending Flames" quest. Blaze’s Ritual Braziers are just south of the location where you’ve picked the "The Death of Balreth" quest.

Objective 2: Talk to Mavos Siloreth
Mavos is satisfied with your work and he opens up a portal behind him. At this point you might want to invite some other people around the portal to join you for this quest.

Objective 3:Enter Ash Mountain
This is where the hardest part of
"The Death of Balreth" takes place.



Objective: Defeat Balreth
Balreth has three important characteristics you should be aware of. The First move: Balreth patrols from one lava pool to another. When he reaches it, he starts regaining his health. The Second Move: While he is on a platform where he patrols, he summons an add and casts a fire trail that moves away from him.

How to deal with him alone? At the same platform where you fight vs Balreth there is NPC called Garyn Indoril. This npc is your ticket to a winning the fight. If you stand close to him he revives your health, magicka and stamina. Another helpful device is the Storm Talisman. This medium time cooldown ability allows you to stun Balreth for a short period of time.

How to defeat Balreth? Damage, damage, damage. This should be followed by a wise usage of Storm Talisman. Sometimes this Storm Talisman stops Balreth from regaining his health in lava pools. Nevertheless, use it while he is still on the platform to slow his movement towards the other lava pool. Be close to Garyn Indoril for faster regeneration of your health and mana.

Objective 4: Talk to Mavos Siloreth
When you defeat Balreth, Mavos Siloreth shows up on the same platform.



Objective 5: Leave Ash Mountain and Talk to Walks-in-Ash
Portal that teleports you out of Ash Mountain, takes you to your last quest objective NPC.

This mission rewards achievement "The Death of Balreth" at the end of successful completion.

To Ash Mountain7More info
Starting NPC:
Onuja
NPC location images:
Wake the Dead

Part of: Othrenis Objective
7More info
Starting NPC:
Onuja
NPC location images:
Ebonheart Anchors from the Harbour8More info
Starting NPC:
Bera Moorsmith
NPC location images:
The Venom of Ahknara

Part of: Fort Arand Objective
8More info
Starting NPC:
Captain Llaari
NPC location images:
The Brothers Will Rise9More info
Starting NPC:
Sorcerer Nilae
NPC location images:
Window on the Past

Part of: Brothers of Strife Objective
9More info
Starting NPC:
Sorcerer Vunal
NPC location images:
A Bit of Sport10More info
Starting NPC:
Hraelgar Stonecrush
NPC location images:
Notes:
NPC quest giver Hraelgar Stonecrush can be found inside a tent in southern Ebonheart.

Objective: Defeat a Lumber Wagon Guard / Log Roller / Wood Sawyer

In order to start a fight with these three targets you first need to grab a Mug of Mead from a nearby Keg of Black-Briar Mead. Drink the Mead. When you are not sober enough to fight – that it is the right time to fight. Find three targets at the locations marked on the map. They are fairly close to Hraelgar Stonecrush. Conversation option to start a fight is now unlocked. Use it. Wait for them to turn hostile and defeat them. Repeat this actions on three different targets and turn in the quest to Hraelgar Stonecrush in the end.

A Goblin’s Affection10More info
Starting NPC:
Valdam Andoren
NPC location images:
Cleansing the Past10More info
Starting NPC:
Priestess Brela
NPC location images:
Quest nameLevelActionWalkthrough
available
Ebonheart Long Lost Lore10More info
Starting NPC:
Adelle Montagne
NPC location images:
Night of the Soul

Part of: Ebonheart Objective
10More info
Starting NPC:
Acolyte Madrana
NPC location images:
Peril at the Pools

Part of: Sulfur Pools Objective
10More info
Starting NPC:
Cloya
NPC location images:
Recovering the Guar10Full Guide
Starting NPC:
Hennus
NPC location images:
Notes:
You can find "Recovering the Guar" NPC quest giver Hennus next to a small pond in Sulfur Pools.

In order to send 6 Guars home you should collect the Guar Harness first. Ingame description of Guar Harness – These heavy leather straps and yokes are used to attach a mine cart to a guar for towing.
You can collect them from dead Guars. Dead Guars are all around Sulfur Pools. Once you have them, find live Guars and attach Harnesses to them. Miraculously they find their way home now. This counts toward the quest objective – Send Guar Home. There is a limited number of Guars in the area and other players can send them home as well. This means that if there are many players in the area, finding Guars might be a problem.

Jin-Ei, the final quest objective NPC gives a valuable prize for completion of this quest.

Restoring Order10More info
Starting NPC:
Nilthis
NPC location images:
Taking the Tower10More info
Starting NPC:
Naril Heleran
NPC location images:
The Coral Heart

Part of: Vivec’s Antlers Objective
10More info
Starting NPC:
Sergeant Larthas
NPC location images:
The Sapling10Full Guide
Starting NPC:
Zasha-Ja
NPC location images:
Notes:
Quest giver NPC is inside a large hut in northern Ebonheart.

Objective 1: Collect 3 Mudcrab Meat and 4 Ashreeds
Mudcrab meat drops from small Mudcrabs in the area. Upon killing them, loot their meat for quest objective. Ashreeds are Clump of Reed plants that you can find and gather on the shore.

Objective 2: Talk to Zasha-Ja
She sometimes spawns right after you complete the previous objective. Pay attention if she spawns near you, as you can save yourself some time.

Objective 3: Fertilize the Hist Sapling
Hist Sapling is a small tree, north of the hut from where you have taken the quest. This tree is on top of a small island in the middle of a pond. Approach it and use the default action button in order to fertilize.

Objective 4: Talk to Zasha-Ja and Biiril
At this point the quest is almost done so go back to the hut and talk with Zasha-Ja and Biiril for mission completion.

The Truth about Spiders10More info
Starting NPC:
Hjagir
NPC location images:
To Fort Virak10More info
Starting NPC:
Holgunn
NPC location images:
A Story Told in Footprints13More info
Starting NPC:
Qa’tesh
NPC location images:
An Unwanted Twin

Part of: Sathram Plantation Objective
13More info
Starting NPC:
Feldsii Maren
NPC location images:
Savages of Stonefalls13More info
Starting NPC:
Shaali Kulun
NPC location images:
Shattering Mirror

Part of: Sathram Plantation Objective
13More info
Starting NPC:
Ruvali Manothrel
NPC location images:
Waylaid Wine Merchant13More info
Starting NPC:
Garon Drothan
NPC location images:

The Banished Cells Dungeon Playthrough

During the February beta session we managed to go through level 12-15 dungeon called The Banished Cells. Dungeon is located in Auridon and has 5 bosses. I took a video of one of our run-throughs for our own collection, because at the time the NDA was still in place, but now that the NDA has lifted we decided to add some commentary and share it with the world. We didn’t manage to finish the whole instance due to one of the group members leaving before the last boss, but you can see what grouping in Elder Scrolls online looks like. We’ll update this post with full HD video and full guide on how to defeat all bosses in this instance. DISCLAIMER: footage bellow was made during a beta weekend and it might differ from what we’ll see at release of the game.

Click here for full strategies and boss abilities

Where Magical Paths Meet Lorebook

Collection:Dungeon Lore
Location(s):Glenumbra
Location Notes:Found about half way through the group dungeon Spindleclutch. We marked the location of the entrance into the dungeon as the location of this shard in Glenumbra. There is a screenshot showing the exact location inside the dungeon itself.
Image walkthrough:

Find a group of friends and venture into Spindleclutch

After you clear the first three caves, just before you go into the cave with the last boss, you can find this lorebook lying on the ground next to a lantern and a few wooden crosses.

Exact location of the lorebook on the map of Spindleclutch dungeon

Map:
Glenumbra map

Lorebook text

By Warlock Aldaale

Mastering Conjuration means having access to an entire spectrum of utility.

—Are you in need of a flame spell? Conjure a Flame Atronach. You’ll have command of a dozen such spells, in the form of a fiery avatar.

—Are you caught in the dead of night and wishing you had prepared a light spell? Conjure a Will-o-the-Wisp: its natural luminescence banishes darkness.

—Do you lack a telekinesis spell to move a boulder out of your way? Conjure a Storm Atronach to lift it for you.

—Did you forget the shield ward you’ll need to protect yourself from a sudden hail? Conjure a Frost Atronach to crystallize the air above for temporary shelter.

—Is your life detection spell unable to discern a fleeing target from all the other living things in the wilderness? Conjure a Wolf Familiar to pick up the scent.

The flexibility of Conjuration magic has been an unsung passion of mine, and I’ve compiled a comprehensive guide for replacing specific, commonly-used spells with Conjuration substitutions (see Volume II, page seven, for more).

Conjuration even allows access to Daedric abilities (for those who dare to wield them). A mage well-versed in Conjuration can summon all variety of Daedra, from Scamps to Dremora Lords. Mine wouldn’t be the first primer for spells like these, but Volume III of this collection contains detailed instructions on beckoning the denizens of Oblivion. "The Origins of Conjuration" is also a useful read on the subject.*

I realize I write highly of Conjuration here, almost extravagantly, but if you’ll do me the favor of reading the rest of this collection (Volumes II-XXII), you’ll find that my words have weight.

*Author’s Note: It should go without saying, but contact the Oblivion planes only with the utmost discretion: the unwary mage could lose her life—or worse—in dealings with the Daedra.

With Regards To The Ebony Blade Lorebook

Collection:Dungeon Lore
Location(s):Stonefalls
Location Notes:Inside Fungal Grotto – 4 man dungeon. Entrance to Fungal Grotto is in western Stonefalls. You can simply press the Fungal Grotto Map Icon from another map. This saves from running to the entrance.
Image walkthrough:
Map:
Stonefalls map

Lorebook text

The following is an intercepted Morag Tong memorandum in full, noted here for conjecture on the Daedric artifact Ebony Blade:

Before I begin, let me preface by stating: the Daedric Prince Mephala and her worshippers value arcanum above all else—you will learn this, in time. To Hermaeus Mora, knowledge is power, but Mephala concerns herself with only the choicest morsels: knowledge secluded, undisclosed.

The various Daedric artifacts associated with Mephala share this disposition, chief among them, the Ebony Blade, of which little is known. The records of the Tong themselves disagree on the properties locked within the Blade’s metal. But I’ll share what I know about it, and in return, you will complete your first assignment for the guild. I hope you’ll find the Flowers of Gold as a suitable base of operations. Your room is a favorite of mine. Warm and dry.

First: the Blade initially passed into the Morag Tong’s notice (this decade, at least) when our brother Orndras obtained it, taking it from Rivis, another brother. Rivis had the Blade kept in a safehouse for years, hidden from his fellow Morag Tong. How did Orndras find Rivis out? He’ll take that secret to his grave, but his handlers whispered that the Web Spinner herself had told him. Even the Tong is unsure how the Blade is connected to Mephala, whether it is an extension of her physical form, or if her essence is bound to it, but it’s important to her. And that makes it important to us.

Second: Rivis was a keen magic user. One of the Tong’s most powerful. And he was not about to allow Orndras to leave his safehouse with the Ebony Blade in tow. There was a duel between them, and when Orndras drew first blood with the Blade—and failed to kill—he was surprised Rivis did not engulf him in a fiery spell. It’s possible the Blade can stymie the flow of magicka in a body, or simply absorb it.

Third: Rivis was keen with an edge, and better skilled than Orndras. But Orndras wielded the Ebony Blade, and the wounds he suffered stitched themselves together as the battle continued—as Orndras dealt his less-precise cuts. Perhaps a restorative property of the Blade.

Fourth: Rivis’ last words were, "The Vampire will be the end of us all." Orndras believed he was referring to the Blade, that Rivis had hidden it out of legitimate fear. I believe that even the most venerable of the Morag Tong will say anything when backed into a corner. I have.

Fifth: Orndras retrieved the Blade, made a detailed report to his handlers—and then attempted to slaughter them. He murdered all but one. His actions had no discernible rhyme or reason or motive, and he was last seen on the third floor of the Flowers of Gold.

Return the Ebony Blade to us, whether Orndras comes with it or not. Look for a Dunmer with a scar under his left eye.

Guide To The Daggerfall Covenant Lorebook

Collection:Glenumbra Lore
Location(s):Glenumbra
Location Notes:Found in the Beldama Wyrd Tree area, which you’ll come across during the quest "Reclaiming the Elements". It is next to some small sleeping tents.
Image walkthrough:
Map:
Glenumbra map

Lorebook text

The Daggerfall Covenant is a compact between the peoples of northwest Tamriel—Bretons, Redguards, and Orcs—that forms an alliance of mutual defense, with a vision of establishing peace and order across Tamriel. Indeed, the kings of the Covenant take the Remans as their model, claiming to be the spiritual heirs of the Second Empire.

The Daggerfall Covenant was born in 2E 542, when the kings of High Rock allied to repulse an invasion by a horde of Reachmen under the command of Durcorach, "the Black Drake." Howling out of the eastern mountains, the Reach barbarians razed Evermore, besieged Wayrest, sacked Camlorn, and marched as far as the gates of Daggerfall before the Bretons finally stopped them. In the wake of Durcorach’s defeat, the kings of Daggerfall, Wayrest, Camlorn, Evermore, and Shornhelm swore the so-called "first" Daggerfall Covenant, a solemn oath to defend each other’s kingdoms and stand as one against all foreign foes.

High Rock prospered as the Bretons rebuilt, especially after 2E 561, when miners near Wayrest made the biggest orichalcum strike in recorded history. Emeric, Earl of the domain of Cumberland, the site of the mines, proposed to use the resulting wealth to enhance Wayrest’s fleet and improve trade throughout High Rock. King Gardner of Wayrest granted his approval, but before the fleet was completed, the dreaded Knahaten Flu swept through Wayrest and killed the entire Gardner royal household. Earl Emeric was elevated to the throne and House Cumberland became the second royal dynasty of Wayrest.

The new King Emeric of Wayrest had been courting the daughter of King Ranser of Shornhelm, but in 2E 566 he married Princess Maraya of Sentinel. This nearly brought down the first Covenant when Ranser, who felt betrayed, launched a surprise attack on Wayrest. The kings of Camlorn, Evermore, and Daggerfall all sided with Wayrest, and Emeric’s superior diplomacy brought the armies of Sentinel into the fray to protect Emeric’s queen. Furthermore, Emeric reached out to a great clan of Orcs in Wrothgar and offered them Orsinium in return for aid. Shornhelm was defeated and the Covenant was reborn: not as a mere Breton defensive pact, but as a new, multinational alliance.

The conclave that negotiated the alliance lasted for months, with argument and debate at every turn. The final result was the child of King Emeric’s vision, made manifest in dozens of compromises and carefully negotiated provisions. Freedom of trade was guaranteed throughout the region, and over the objections of the nobles of Rivenspire and the Crown Redguards of Alik’r, the Orcs were accepted as full members of the alliance. Eventually, all the city-states of northwest Tamriel swore fealty to the Covenant’s Royal Council, presided over by High King Emeric. As the architect of the alliance, he claimed supreme leadership.

So this is the modern Daggerfall Covenant, an alliance of the Redguards of northern Hammerfell, under King Fahara’jad; the Orcs of the mountainous northeast, under King Kurog of Orsinium; with the Breton King Emeric of High Rock presiding from his palace in Wayrest. At its best, it is a noble alliance of honorable and chivalrous peoples, representing all the best aspects of the First and Second Empires. And from this solid foundation, perhaps a third, even mightier Empire shall arise, providing all the peoples of Tamriel the benefits of mutual respect, vigorous trade, and reverence for the Divines.

Schemes Of The Reachmage Lorebook

Collection:Glenumbra Lore
Location(s):Glenumbra
Location Notes:This lorebook is located in vicinity of Red Rook Camp, southern Glenumbra, north of Deleyn’s Mill Wayshrine.
Image walkthrough:

Loc.1 – Just south of Red Rook Camp in one of their tents. Lorebook is inside that tent with a quest objective as well.

Loc.2 – Inside another tent. Just beside a nearby house.

Loc.3 – Inside house, in northern Red Rock Camp.

Loc.3 – On floor, next to chairs, pile of wooden boards …

Map:
Glenumbra map

Lorebook text

By Gabrielle Benele, Wizard

As the official Mages Guild representative to the Lion Guard’s efforts to stop the Reachmage known only as Angof the Gravesinger, I have decided to record my findings and speculations in case anything untoward happens to me while I’m out in the field. Who knew that the work of the Mages Guild could be so dangerous or so exciting? Anyway, this is accurate and up to date as of the time that I write this. Anything that turns out to be proven false or revealed at a later date I’ll have to deal with in a later volume. Unless I can devise a spell that automatically updates my writing—no, no, I need to focus on one thing at a time!

Angof has a number of associates helping him to complete his plans. I think he calls them "Minions." Let’s review the ones I suspect to be working with this vile necromancer.

Faolchu, who seems to be associated with were-creatures and has launched an assault on Camlorn, appears to me to be following the orders of a more-powerful individual. I believe that individual to be Angof, but I have no proof of this connection as yet.

The Bloodthorn Cult obviously has ties to Angof. Whether he leads the cult or is simply a member I haven’t yet determined, but I’m positive that the two are connected. The cultists scour the land for relics and items of power, and they seem to count a large number of necromancers as part of their order. I wouldn’t be surprised if they had ties to some Daedric Prince or other. Molag Bal, if I had to hazard a guess.

Daedra, too, appear to be arrows in Angof’s quiver. He casts them out into the world as a farmer throws seeds into the wind. I’m sure there are more of Angof’s minions hiding in plain sight, but anything else I put forth at this point would be beyond pure speculation. Instead, let me turn to what I have discovered about the Reachmage himself.

First, he seems to be poisoning the land in some way. The vile vines that grow wherever he has passed demonstrate how his foul magic pollutes the countryside. His very name—Gravesinger—speaks to his fascination and fluency with death magic. Death and decay are his domains, and he seeks power over life and death.

His followers consider him a strong and persuasive leader. Many of them would literally die to please him. Such devotion isn’t healthy, and I find it more than a little scary that someone could have such an effect on people.

Angof seeks to cause as much chaos and mayhem as possible. Beyond that, I’m not sure of his ultimate motives. Has he come to Glenumbra to conquer us or destroy us? And in the end, does that distinction even matter? All I know is, we have to find a way to stop him. We have to!

Well, I’ll have to pick this up again at a later date. Now I have to head out and meet up with the Lion Guard at their redoubt near Cath Bedraud. Let’s see if I can apply the knowledge that I’ve gathered to the task at hand.