These guides were created a couple years back by this forum's regular posters. They were in Zaam's index, but were sadly deleted due to inactivity.
Well, I had found out that by using the WaybackMachine I could still access a few of those guides. They had to be reformatted, but here they are plus a couple new ones:
---------------------------
Walkthroughs:
1. Main Questline - sSync
2. Shivering Isles Questline - Pharen
3. Knights of the Nine - Everlast ES
4. The Dark Brotherhood - sSync
5. The Fighters Guild - sSync
6. The Mages Guild - sSync
7. The Thieves Guild - sSync
Guides/FAQs:
8. The Vile Lair: Comprehensive - sSync
9. Oblivion Leveling Guide - Pharen
10. Vampirism FAQ - Backdraft123
11. Soul Gems and Enchanting - Sepp the Bunny
The tale of the Elder Scrolls IV follows the events after the assassination of the Emperor of Tamriel. The gateways to the realm of Oblivion are opening over the land; you must find the Emperor’s lost son and heir before the evil of Oblivion takes over the land. The fate of the empire is in your hands.
Section One: Tutorial
Well, you’re in a jail cell. After creating your character, this is where you’ll find yourself, as with all the Elder Scrolls games. The pathway from here, through the sewers and out into Tamriel is completely linear, and introduces you to your character and forming what you want him to be like.
First you’ll create the physical features (appearance) and race of you character. After this, wander around your jail cell for a while, get used to the controls, look around, admire. Welcome to Tamriel. You can sit down, throw the cups around if you so desire, or just run in circles. After you’ve satisfied yourself and that, yes, you are in fact stuck in this cell, go to the cell gates and the prisoner across the hallway will start talking.
Then the emperor will appear, and he’ll speak to you. When they make their exit through your cell wall (one must wonder why they put a secret exit in a prisoner’s cell), follow them through. Eventually, you’ll be told by one of the guards not to follow them any further. Welcome to the real game now. A few rats will appear through a wall behind you; once they’re dead, this is the way you want to go.
From the Imperial Prison, follow the rather linear (but dark) path through the substructure. It’s not hard to find your way through, but be sure to explore and take a look around. Eventually you’ll meet up with the Emperor and his guards again, and you’ll witness the Emperor being assassinated. There’s nothing you can do to stop it, okay? It’s not worth panicking over.
--------
I witnessed Emperor Uriel Septim's assassination. Before he died, the emperor gave me the Amulet of Kings. He told me to take it to someone named Jauffre, and that Jauffre would know how to find his last surviving son. He warned that the assassins were in the service of the Lord of Destruction.
-------
Now you have your first task; to take the amulet to Jauffre, at Weynon Priory. It’s near the town of Chorrol, FYI. But first, you must get through the sewers. You’ll get to know these sewers very well over the course of the game. The path is pretty linear and it’s very hard to get lost. I mean, if you purposefully close your eyes and run around, you’ll have a problem, but otherwise, you should be fine. Just before you leave, you’ll be asked if you want to change your character in any way. Do you? If not, exit the sewers and begin your game.
Section Two: Delivering The Amulet
Now you’re on your own. Head up and around the hill to the Imperial City (trust me, you can’t miss it), and from here you can continue any quest line you want. Let’s just get on with the Main Quest for now, though.
Head out of the West Gate, and follow the road past the Wawett Inn. If you carry on through the forest, you’ll find yourself at Fort Ash. Beware, there’s a bandit who’ll ask you for 100gold. If you have it, you can pay him off. However, it is possible to skirt around this area and avoid the entire confrontation, but you won’t be forewarned as to where exactly the bandit will appear.
Eventually you’ll arrive at Weynon Priory, close to Chorrol.
I found Jauffre and gave him the Amulet of Kings. The Emperor's words to me filled him with foreboding. Mehrunes Dagon, the Lord of Destruction, is one of the prices of Oblivion, the demonic world. Jauffre fears that with no Emperor on the throne, the daedra from Oblivion may be able to invade our world.
Jauffre told me that the Emperor has an illegitimate son named Martin who is currently serving as a priest in the Chapel of Akatosh in the city of Kvatch. I must proceed to Kvatch at once and bring Martin safely back to Weynon Priory.
Section Three: Find The Heir
You can fast travel to Kavatch, if you want, or travel on foot. Whatever, when you arrive a NPC will run up and start a conversation with you. Kavatch has been overrun by the Daedra from Oblivion. A few people have escaped and there is a camp up ahead where the former residents are residing. However, there are a few more survivors still inside Kavatch, barricaded inside a church. And wouldn’t you know it, Martin is one of them.
Before you get into Kavatch, another NPC will talk to you. He’ll tell you where Martin is and present you with two options; you can either enter the Oblivion gate outside Kavatch and close it, or ignore it and go get Martin, and deal with the gate later.
Savlin Matius told me that he believes Martin is with a group that barricaded themselves within the Chapel of Akatosh inside the city. I need to follow his instructions in order to break the siege of Kvatch and rescue the survivors.
I have found Martin among the survivors inside the Chapel of Akatosh. He was surprised to learn that Emperor Uriel Septim was his father, but he will not leave until the way is safe for everyone to escape.
If you haven’t closed the gate, now’s the time to do so…
Section Four: Breaking the Siege of Kavatch
Savlin Matius asked me to help close the Oblivion Gate outside the ruins of Kvatch. He sent some of his men into it, but they never came back. I should let him know when I'm ready to help.
I have agreed to help Savlian Matius of the Kvatch Town Guard and his men as they attempt to reach some survivors trapped in the Chapel of Akatosh inside the city. He is willing to lead his guardsmen back into the city to attempt a rescue, but the enemy have opened an Oblivion Gate across the entry to the city.
Time to go and enter Oblivion for the first time! Take a good look around. You’ll be seeing this fiery scenery a lot during the game. To enter, just stand near the gate and you should be able to "Activate" it. This will make you enter the realm of Oblivion. Inside, you’ll find one surviving soldier, whom you can either ask to accompany you, or tell him to go back and defend the survivors. Either way, it doesn’t really matter.
You are now looking for some survivors in a tower. You can’t enter it directly, you must take a longer, round-about route via the west. You’ll come to the Tower Portal leading to the Blood Feast (cute names). Remember, save often. I can’t emphasise this enough. Save often. Save often. Save often. Do not think, I’m doing well, because trust me, it’s easier to die than you think. Save often.
You have to make your way up through the various levels on this tower, but your compass arrow will direct you. You should move like this. Blood Feast > Rending Halls > Blood Feast [Level Two] > Corridors of Dark Salvation > Plane of Oblivion > and into the Reaper‘s Sprawl. Here you’ll find the Sigil Keeper, whom you must kill. Take they key from his body and speak to the NPC in the cage.
I found the prisoner in Oblivion. He told me I need to reach the top of the largest tower and look for the Sigil Stone. But I will need the Sigil Keeper's key to gain entry into the Sigil Keep.
Basically, the Sigil Keep is at the top level of that tower you passed through earlier, above the Blood Feast. The large flame leads up to the Keep. If you continue up the edge of the Blood Feast, you’ll find a portal, which teleports you up to the Sigil Keep. Once you’re there, head up to the Sigil Stone and take it.
I have closed the Gate by taking the Sigil Stone that anchors it within Oblivion. I should tell Savlian Matius that the way into Kvatch is now open.
Now you have to help the soldiers take back Kavatch. This is annoying and can be difficult, especially if your character is at a higher level. I did this at level 40. It was a bloodbath. Once this is all finished, enter the chapel and talk to the survivors. Yay, they’re now safe and free. Catch up with Martin and tell him to come with you to Weynon Priory.
Section Five: Weynon Priory
Well, you’ll arrive and the place will be under attack from some assassins. Head over to the chapel and help Jauffre defeat the assassins inside. He’ll tell you he believes the assassins may have taken the Amulet of Kings; follow him into the Priory and you’ll find he’s correct. It’s gone. In the next conversation you’ll discover that the next move is to hide Martin at Cloud Ruler Temple, near Bruma.
Section Six: The Path of Dawn
When you arrive at Cloud Ruler Temple, go up the steps and exist whilst Martin and Jauffre make their speeches. Touching, isn’t it. Alright, after this, speak to Martin. Then, speak to Jauffre, and get inducted into the Blades. Please don’t be clever and say "no", as this can potentially mess up your game.
You’ll be told to find Baurus in the Imperial City. It’s not hard, it’s on your compass. Once you get there and find him, you’ll be told to follow his lead and sit next to him. Do so. When he gets up and leaves, notice someone follows him. This is an assassin. Once he’s dead, speak to Baurus again and take the Mythic Dawn book from the assassin’s body.
Baurus has learned that the enemy is a secret cult of Mehrunes Dagon worshippers known as the Mythic Dawn. He will continue to track down agents in the Imperial City. I should talk to Tar-Meena at the Arcane University, an expert in daedric cults. She may be able to tell me more about how to find the Mythic Dawn.
Go speak to Tar-Meena in the Arcane University.
Tar-Meena told me that Mankar Camoran is the leader of the Mythic Dawn. Tar-Meena believes that the location of their secret shrine is hidden within Mankar Camoran's books about the Mysterium Xarxes. If I want to locate the Mythic Dawn, I must find and decipher the clues in all four volumes.
She’ll give you Volume One and Volume Two of the books. Wahey! Keep hold of these, alright, they’re important. She suggests you go see the owner of the bookstore in Imperial City about getting one of the next volumes.
Phintias, the bookseller at First Edition, has told me that he has a copy of Volume 3 of Mankar Camoran's "Commentaries on the Mysterium Xarxes" locked away. He is holding it for a client named Gwinas who has already paid for it. I need to get that book, and find out why Gwinas wanted it.
Wait in the corner of the bookstore. Sit down on a stool and hum tunes in your head. I counted the books in the store. Eventually, Gwinas will enter the store. Watch him receive the book, then speak to him. Tell him about the assassination of the emperor and the link, and he’ll gladly hand the book over to you. Now, for the final volume.
Gwinas told me that Volume 4, the last book I need, can only be given to you by a member of the Mythic Dawn. He had set p a meeting with one, whom he called "The Sponsor". He was to go alone and sit at the table in the Sunken Sewer beneath the Imperial City. I will go and take that meeting instead, but should find Baurus first.
Follow your compass to locate Baurus again. Enter the boarding house, then exit, and he’ll be standing on the street. Tell him what you’ve found out and he’ll decide you should both go to the meeting. Just follow Baurus now, he’ll take you all the way to the sewers and the meeting place.
You can sit at the table or stand guard, but whatever happens, the assassins will appear and kill the second person who’s guarding you guys. There’ll be a battle, obviously. Survive. Go to The Sponsor’s dead body (he’ll be dead) and take Volume 4. Take the Sewer Key’s from one of the assassin’s bodies. This’ll help you get out. You’ll need a lock pick, but you can exit through the basement. Now go find Tar-Meena again.
Tar-Meena says that Mankar Camoran hid a message within his writings, so only the "enlightened ones" could join him and the Mythic Dawn. I should study these books some more.
You’ll need to come back the next day. Wait 24-hours, then a bit more, then go and visit her.
Tar-Meena thinks using the first word of each paragraph in the books may reveal a message. I need to keep looking and see where this leads.
She won’t hurry up. Wait another day.
Tar-Meena has discovered the message in the books: "Green Emperor Way Where Tower Touches Midday Sun". I should go to Green Emperor Way by the Imperial Tower and see what can be found.
Okay, about midday, check the tomb of Prince Camarill (located via your compass). A map of Cyrodil will appear, along with a maker. Curious. Activate it for a journal update. You’ll go to Lake Arrius, where you can find the entrance to the Mythic Dawn’s lair. The guard will let you into the shrine, now to find the Amulet… remember? An NPC will accept you as an initiate, and you must give him all your belongings. It’s annoying, and gives you two options.
Decide you don’t like the way he’s looking at you. Maybe you’re not keen on his sexuality. Maybe you don’t want him straight up jacking all your stuff in a civilized way. Kill him. Kill everyone. RAWR. You’ll have to kill absolutely everyone. This is called, "the cave-man method". I like it.
Or, you can give him everything. You’ll still end up with everyone attacking you, and you’ll only have a dagger to defend yourself with… and Camoran will still escape into the Realm of Paradise with the Amulet. You can free the slave you’re about to sacrifice, if you want.
If you gave your stuff away, it’s not hard to locate. But seriously, I prefer just killing everyone. Call me bloodthirsty, whatever, but it’s so much… simpler. And I really didn’t like the guy asking for my stuff.
Once you’ve collected the Mysterium Xarxes, escape the shrine and return to Cloud Ruler Temple. Jauffre will greet you and you must go and see Martin.
Section Seven: Spies
------- I delivered the Mysterium Xarxes to Martin, and told him that Mankar Camoran had escaped to Paradise with the Amulet of Kings. Martin believes the key to opening a portal to Camoran's Paradise lies within the pages of the Mysterium Xarxes, but he will need some time to study it, and ward himself against its evil power.
Martin will ask you to speak to Jauffre about the Mythic Dawn spying on the temple. They are probably hiding in Bruma, it appears. Speak to Steffan (a Blade) for some more information.
Steffan told me that the suspicious strangers have been seen on the road to Cloud Ruler Temple, usually near the runestone at dusk.
This will appear on your map now. Okay, head into Bruma and speak to Captain Burd in either the Barracks of the Castle Hall.
Captain Burd told me that no strangers were in town, although he said that Jearl had recently returned from a trip, I should talk to Jearl.
Go to his house, you’ll have to lock pick your way in. There you’ll meet Jearl and his friend, who will immediately attack you, no questions asked. Kill them both and search the bodies, take the Basement Key. The basement is under your feet, kinda hidden by carpet. Get down there, and find the scroll about the Mythic Dawn plans. Take it to Jauffre.
Jauffre was pleased that I eliminated the spies in Bruma, but is worried that the Mythic Dawn have already learned that Martin is at Cloud Ruler Temple. He promised to warn the Countess that Bruma is in grave danger. Speak to Martin, too.
Section Eight: Blood of the Daedra
Martin has found a section of the Mysterium Xarxes which describes a ritual which will allow him to open a portal to Camoran's Paradise, where Manker Camoran has taken the Amulet of Kings. He has learned that four items are required for this ritual, but has only identified one so far: 'the blood of a Daedra Lord', which he says refers to a Daedra Artifact.
Basically, you need to get a Daedric Artifact to give to Martin. If you read one of the books on Martin’s desk, you learn about the Shrine of Azura, and the quest to get Azura’s star. But you do not need to give this to him if you don’t want to, it can be any Daedric Artifact.
If you want some help doing a Daedric quest, I have also produced a "Daedric Shrines" Walkthrough. This’ll help you, and also describes what you get when you complete each Daedric Quest, so you can decide what you want to do and what to give away.
Once you have the Daedric Artifact, give it to Martin.
Section Nine: Bruma Gate
Martin will direct you to Jauffre, who’ll tell you about an Oblivion gate opening by Bruma. You must go close it. Remember Kavatch, and how you closed the gate there? Good. This tower is called the Fury Spike, and follow this layout. Fury Spike > Rending Halls > Corridors of Dark Salvation > Sigil Stone Chamber. Remove the stone.
Captain Burd thanked me for my help, and said that he and his guardsmen will do their best to close any new Oblivion Gate that open near Bruma. I should report my success to Jauffre.
Section Ten: Blood of the Divines
Speak to Martin, and he’ll tell you the next thing you need to get to the Paradise realm is the blood of the gods. Not as hard as it sounds, kinda. You must retrieve Tiber Septim’s armour from beneath Sancre Tor. Jauffre will give you the key to the place.
When you’re in there, you must locate the skeletons of the four ex-blade guards. Kill them and their ghosts will be free. They will help you and remove the barrier surrounding Septim’s grave, so you can approach and take his armour. Just follow your compass to locate each skeleton, and when you free the fourth ghost, follow it to the shrine.
Once you have the armor, return to Martin at Cloud Ruler Temple.
I gave Martin the Armor of Tiber Septim. He was able to recover Tiber Septim's blood from it, which he needed for the Mysterium Xarxes ritual.
Section Eleven: Miscarcand
Martin has deciphered the third item needed for the ritual: a rare Ayleid artifact known as the Great Welkynd Stone. He knows of only one place that still might contain one, the Ayleid ruins of Miscarcand. I must find the Great Welkynd Stone of Miscarcand and bring it to Martin at Cloud Ruler Temple.
This is not fun. Miscarcand is between Kavatch and Skingrad, but is shown on your compass. Get there. Enter. There are a few confusing aspects to this dungeon/place, but luckily you have me. Ignore the false wall at the beginning, this will be explained later. Continue to the first section.
In the western most room, there’s a glowing button. Press it once, as it opens a gate in a later section and it’s not immediately evident. This often tricks people into thinking they haven’t pressed it right or something, but press it once and leave it.
Head into Sel Vanua. There are two buttons. First, there’s one in the northeast corner of the large room you’ll find. Press it to uncover a stone which will replenish your magical armour and such. The next button is in a hallway to the south, and it opens a gate in the next section.
Enter Morimath, and stick to the higher ground. Eventually, you’ll reach the Great Welkynd Stone. Suddenly, some walls will lower and the Great Miscarcand King will be released. Kill him, and take the Miscarcand Key from his body. Go through the hidden doorway he came through, and use the key to unlock a door which leads you… right to the entrance, through that false wall I was telling you about.
Section Twelve: Allies for Bruma
This will have been mentioned earlier, but if you’re going to do it, now is the time. You do not have to complete the quest, but I did, just for the fun of it. It is also very, very useful to have the extra soldiers helping you out, especially if you don’t think you’ll be able to survive the tons of enemies that will be thrown at you. Can you take on six or more enemies at the same time? If you can, alright, but if not, get some help.
Jauffre is worried that the Bruma Guard will not be able to defend Bruma from a full-scale attack by the Mythic Dawn and their daedric allies. He suggested that I try to obtain support from the other cities of Cyrodiil. Perhaps I can persuade the Elder Council in the Imperial City or the guilds to help as well.
Alrighty, time to go visit some cities asking for help. In each case, you’ll need to close an Oblivion Gate. Here’s a suggested route.- Chorrol,- Cheydinhal,- Leyawiin,- Bravil,- Skingrad,- Kvatch,- Anvil.- I don’t believe you will get any reinforcements from the Imperial City.
Section Thirteen: The Defence of Bruma
Alright, take the Welkynd Stone to Martin. He’s speaking to Jauffre, things are not so good. You now need to get a great Sigil Stone… which means allowing a Great Oblivion Gate to open. This means allowing the attack on Bruma to take place.
Speak to the countess and take her to the chapel in Bruma, where she’ll speak to Martin. She’s not pleased, but accepts it must be allowed to happen. When you’re ready for battle, let her know. Potions, repaired armor; whatever you need, get it, before starting this.
You can still go get some reinforcements. But if you’re really ready, tell her so, and start this quest for real. Follow Martin down to the battlefield.
I arrived at the battlefield to find one open Oblivion Gate. Once all three are open, the Mythic Dawn will open a Great Gate, which I must enter and retrieve its Great Sigil Stone.
While you’re battling, ensure Martin doesn’t get killed. Soon two more gates will open and the Great Oblivion Gate will appear. Enter it and… WTF IS THAT??? It’s the Daedric Siege Engine. Notice it slowly trundling towards the gate. You have until it reaches the gate to get to the stone and take it. You have thirteen minutes. You’ll notice the four towers with bridges connecting them. Looks confusing? It is. The main tower is called "World Breaker" and the other towers are the "World Breaker Guards". You’ll only have to enter two of the three "guard" towers.
Go to the closest tower. Get to the top. At the top of the tower is a lever which you must activate. You can use the ascending platforms to reach it.
Between the second and third tower is a broken bridge. Awesomeness. You need to jump across. That’s right, jump. Get a good run up… some decent Acrobatics Skills would help out here a lot. Enter the Main World Breaker Room. Go to the Vaults of the End of Times, > World Breaker (again) > and through a locked door to the Sigilum Sanguis. [The lock is "Average" difficulty]. Take the stone, and you’re done.
I reached the Great Sigil Stone and closed the Gate. The Battle of Bruma is won! Now to give the sigil stone to Martin.
Alright, give the stone to Martin. He’ll open the gateway to Paradise in Cloud Ruler Temple.
Section Fourteen: Paradise
When you enter the portal, you’re stuck in Paradise until the end. Make sure you have everything you need/want with you. Lots of health potions, trust me. There’s a battle with Camoran at the end, so be prepared for that, too.
Martin performed the ritual and opened the portal to Camoran's Paradise. He warned me that the portal would close behind me.
Martin believes that since Mankar Camoran bound himself to the Mysterium Xarxes in the creation of Paradise, I can only return to Tamriel by killing him. I must enter the portal, kill Mankar Camoran, and recover the Amulet of Kings
Just follow the stone paths to reach Camoran. He has some tiring sections of monologue, but listen to him and get it over with. You’ll meet some "locals", who’ll tell you that they’re trapped here, in an eternal *** that appears beautiful. From the Savage Garden, enter the Flooded Grotto.
I met a dremora named Kathutet who offered to help me get into the Forbidden Grottos if I helped him by freeing a Xivilai that the Mythic Dawn immortals have trapped in a cave. He claimed that the only way to leave the Savage Garden was by wearing the Bands of the Chosen, which he would give me if I help him.
Kathutet will tell you how to get to the Lair of Anaxes. Xivilai is trapped behind a boulder, just activate the logs to release him. Go back and speak to Kathutet, who’ll give you the Bands of the Chosen, and enter the Forbidden Grotto at the back of the Flooded Grotto.
I have entered the Forbidden Grotto. Now to find my way through to the Terrace of the Dawn where I hope to find Mankar Camoran and the Amulet of Kings.
En route, you’ll meet an Elf named Eldamil, and will get this journal update.
He served Mankar Camoran and the Mythic Dawn on Tamriel, but since coming to Gairar Alata and seeing the true nature of Mankar Camoran's 'paradise', he claims to have regretted his deeds. He warned me that it was impossible to leave these caves while wearing the Bands of the Chosen, and offered to help me by removing them.
Accept his offer and pretend to be his prisoner. Get in the cage and let him lower you, don’t worry. When you’re let back up, escape from the cage. Head in a vague southerly direction and you’ll find Eldamil, who’ll remove the Bands.
Now, follow the caves, it’s pretty linear. Eventually you’ll re-emerge in Paradise. Follow the path to Camaron’s Palace. Listen to his speech and then the battle will start.
When Camaron is dead, quickly steal some leveled items from his body. You’ll have to be fast, as Paradise begins to disappear around you. You’ll still have the Amulet of Paradise no matter what, though. Give the Amulet of Kings to Martin. Travel to Imperial City and Martin will be made Emperor. It’s not over yet, though.
Section Fifteen: Light the Dragonfires
The Final Act
You’ll be in the Elder Council Chambers. Just before you can present Martin as emperor, a guard will enter and tell you the city is under attack. You must get Martin to the Temple of the One. This is hectic. Enemies everywhere, and you’re just hacking your way through. Guards will help defend you and Martin, and you must battle your way to the temple. And then you’ll notice that Mehrunes Dagon is actually present and attacking people. Please don’t try and kill him. He’s a hundred times your height and really won’t be much affected by some midget attempting to clip his toenails with a little sword.
Get into the temple and stand where you’re supposed to stand. Watch Martin, who’ll give you his final speech. Now, just stand and watch the ending cinema scene. Nice one, you have saved humanity.
You‘re not quite finished, though.
Section Sixteen: Imperial Dragon Armor
Chancellor Ocato has ordered a suit of Imperial Dragon armor forged for me in gratitude for the services I rendered to the Empire during the Oblivion Crisis. It will be waiting for me at the armory in the Imperial Legion Compound in two weeks.
The armor is… okay. You can actually get better! However, it’s nice to have, and looks pretty cool.
Purchasable Areas
Bedroom Area
Price : 1770
Included - You get a desk with some ingredients, and a coffin bed for those uber-vampires out there.
Cattle Cell
Included - A prison cell with a captive inside who never wakes up, perfect for those vampires in need of a quick snack. You can heal him when you've... erm... drained him of his life force, so to speak.
Dark Minion
Included - Does what it says on the tin. A dark minion who you can send out to murder someone. He will bring back the persons items to you, which is useful, but bear in mind, your infamy will go up one point each time.
Dining Area
Included - You get a table with food on and some kitchen cupboards. There is also better lighting in the Lair.
Garden Receipt
Included - The main room will become the Garden of Venomgrowth, with many poisonous ingredients growing their for the budding murderer. This includeds the Chokeberry Vine, a new addition.
Storage Area
Included - Chests, crates, the usual. Places to store stuff. You also get "Greywyn's Poison Supply" chest.
Study Area
Included - Desks and bookshelves, you know the drill. There are also many skill books that will appear (very useful).
Ichor of Sithis
Included - Ichor, The Blood of Sithis. Buy it to find out more.
-----------------------------------
Feature Number One : The Dark Minion (more detailed version)
He will live in your Vile Lair, but don't worry, he keeps to himself, creating works of art with various corpses to pass the time. He has his own disgusting little room (i mean, attractive). You can talk to him and ask him to murder in the name of Sithis, at which point he will disappear for a few days before returning. He will have gone off to kill someone, by the way. Note, he is not always successful. I think he has a 75% chance of killing his victim. Everytime he kills, you will recieve one infamy point. The "Victim's Loot Chest" will also fill with the belongings of the person your minion killed. This loot can be left and will accumulate rather than disappearing everytime he kills again.
Feature Number Two : The Cattle Cell (more detailed version)
This is simple. Inside is a person who will never wake up, so you can feed on him as you like, whenever you want (if you're a vampire, of course). He is an "essential NPC" inside the game, and so cannot die, no matter how much you drain him.
Feature Number Three : Garden of Venomgrowth (more detailed version)
This is where all the ingredients you could ever need to make various poisons will grow. If you check various FAQs and Walkthroughs, you will find a list of plants that grow here. I'm going to list it below, but I don't take credit for compiling the list.
2 Morning Glory Vines
6 Ginseng Plants
3 Chokeberry Vines
4 Fennel Plants
5 Elf Cup Caps
4 Milk Thistle Plants
6 Nightshade Plants
10 Stinkhorn Caps
? Wisp Stalk Caps
Feature Number Four : The Font of Renewal
Here you can get rid of your vampirism by using some of the Purgeblood Salts you can find in the nearby veins. You don't need to buy anything to use this, it's free. Handy hint - if you use the Font of Renewal, it is possible to take the "Cure Vampirism" quest without being a vampire.
Feature Number Five : The Shrine of Sithis
You know the altars of the nine in every town? Well, here you have an altar designated for the evil players amongst you (and we know there are quite a few). You need the Ichor of Sithis to activate it (purchased in an upgrade, see my earlier post). If you have completed the theive's guild and didn't loose the Cowl of Nocturnal like I did, then donning the mask will give you an instant 100 infamy points, allowing for the greatest blessing from the altar. Here's a list of the various blessings you will recieve...
Infamy 1-20 : Call of Sithis
Restore Health 200, Restore All Attributes 100, Fortify Health 10, Cure Disease. Duration: 900 secs.
Infamy 21-50 : Scream of Sithis
Restore Health 200, Restore All Attributes 100, Fortify Health 15, Cure Disease, Fortify Agility 2, Fortify Sneak 5. Duration: 900 secs.
Infamy 51-90 : Lament of Sithis
Restore Health 200, Restore All Attributes 100, Cure Disease, Fortify Health 20, Fortify Agility 5, Fortify Sneak 10. Duration: 1000 secs.
Infamy 90+ : Death Knell of Sithis
Restore Health 200, Restore All Attributes 100, Cure Disease, Fortify Health 25, Fortify Agility 10, Fortify Sneak 20. Duration: 1200 secs.
Feature Number Six : The Study
If you buy the study, you will find two entirely new books. One is called the Menifesto Cyrodiil Vampyrum, the other Opusuculus... something. So sue me, the name is complicated, and really hard to remember.
Little Presents Around The Lair
Crimson Eviscerator
An enchanted dagger you will find in the Unusual Box by the Shrine of Sithis. This is free with the Lair, you don't need to purchase any upgrades. Here is a mini-guide to it's attributes, as tested by me, so don't get mad if they're a little bit off.
Level 1-4
Weight - 2.7
Health - 100
Value - 10
Damage - 6
Effects : Absorb Strength 5secs (3pts), Damage Health (5pts), Weakness to Poison (5%), Damage Magika (5pts)
Level 5-9
Weight - 3.5
Health - 155
Value - 40
Damage - 8
Effects : Absorb Strength 5secs (5pts), Damage Health (10pts), Damage Magika (10pts), Weakness to Poison (10%)
Level 10 - 14
Untested.
Level 15-19
Level 20-24
Weight - 9
Health - 475
Value - 1250
Damage - 18
Effects - Absorb Strength 5secs (12pts), Damage Health (25pts), Damage Magika (25pts), Weakness to Poison (25%)
Level 25+
Weight - 10
Health - 530
Value - 2700
Damage - 20
Effects - Absorb Stength 5secs (15pts), Damage Health (30pts), Damage Magika (30pts), Weakness to Poison (30%)
Raiment of the Crimson Scar
Sorry, but I never got 'round to testing this out. However, I will list the attributes for the level I got it at.
Weight - 26
Health - 750
Value - ???
Armour Rating - 24
Effects - Fortify Agility, Speed (15pts), Fortify Sneak, Fortify Marksman, Fortify Blade (25pts), Reflect Damage (35%)
Ingredients : The Chokeberry
Normally, I wouldn't have bothered listing this, but it's a bit easy to get mixed up over this item in particular. It will appear under ingredients, but you can't make poisons with it. At master level, you can make a potion used to.. kill yourself (handy, eh). It is used in the same way otherwise as a Poison Apple (like in the Dark Brotherhood quests). You drop it, someone eats it, guess what; they choke and die. You may now loot their corpse. The Chokeberry is worth (1) gold.
Ingredients : Purgeblood Salts
Ok, yeah, technically this may not be an ingredient, but can be used to cure vampirism. They are found in the Purgeblood Crystal Formations near the Font in the Vile Lair. They are mined exactly like Iron Ore and Silver, from veins. The Purgeblood Salts are worth (0) gold.
The Handy-Hints Section
Above the first room, where the Garden of Venomgrowth will appear when purchased, is a bucket. In this bucket is a bunch of gold. Shoot the bucket with arrows and the gold will fall out, scattering on the floor. Yay, free gold! Don't rejoice too much, as you'll have to pick up each piece individually. If you don't pick up the gold, the bucket will reset once you've gone and you can shoot it again.
Above the Shrine of Sithis in the "Unusual Box" is the Crimson Eviscerator, an enchanted dagger (see above). This is a free present and is there when you first enter the Lair.
Search around the place for Jewellery Boxes. These contain nice titbits and costly items, and will respawn every now and again, so keep checking back for more loot. When you level up a bit the items will improve, so you can get some nice stuff.
When you have purchased everything you can for the Vile Lair, you will get something extra added for free. It is Greywyn's Armorie, and is by your Coffin Bed. This is where the Raiment of the Crimson Scar is found (see above, also).
The Storage Area is to your left when you first enter the Lair. Once furnished, you will find Greywyn's Poison Supply hidden at the back of the room. This chest is filled with about twelve random poisons of varying usefulness, but it's free, so who cares. I store my more evil and deadly poisons in this chest, it's useful for keeping things separate.
An extension of the Jewellery Box mention above. Greywyn's Jewellery Caches are scattered throughout Deepscorn and contain a lot of jewellery and gold. Seriously good stuff. You don't need any upgrades purchased for these to spawn. Greywyn's First Cache is in the left corner of the first room you enter in the Lair, behind the Garden (or where the Garden will be, if you haven't purchased it). Greywyn's Second Cache is right next to the Font of Renewal, check under the water. This annoyed me initially but it's pretty easy. Greywyn's Third Cache is in the Cattle Cage near the cell door. The easiest way to locate where the cage if you haven't purchased the upgrade is to search the west side of the Deepscorn Cloister, for a cave-like room. It's right by the entrance. Look around. Greywyn's Fourth Cache (and Final Cache), is on the left of the Shrine of Sithis area. Search behing the glowing blue rock, and presto, there it is. Remember to check back to these areas after you level up a bit, about 3-5 levels normally, as more loot will appear and it will be even better than last time.
Parts:
1- Armor Levels
2- Creature Levels
A- Animal Levels
B- Monster Levels
3- Skill Levels
4- Perks To Skill Levels
5- Speed Leveling Tutorial
1. Armor Levels
Level 3- Fur/Iron
Level 5- Leather/Steel
Level 8- Chainmail/Dwarven
Level 12- Mirithril/Orcish
Level 17- Elven/Ebony
Level 22- Glass/Daedric
2. Creature Levels
2A. Animal Levels ( when you start to see them)
1- Deer, Mudcrab, Rat, Slaughterfish (enemies)
1- Dog, Horse, Sheep (friends)
2- wolf
6- Timber wolf
7- Boar
9- Blackbear
12- Mountain Lion
16- Brown bear
2B. Monster levels (when you start to see them)
1- Imp, Goblin, Skeleton, Stunted Scamp
4- Zombie
5- Clannefear Runt
6- Goblin skirmisher, Ghost
7- Scamp
8- Troll, Skeleton Guardian
9- Flame Atronarch
10- Goblin Berserker, Headless Zombie
11- Will-o-Wisp, Ancient Ghost
12- Skeleton Hero
13- Clannefear, Spriggan
14- Minotaur, Faded Wraith
15- Goblin Shaman, Frost Atronarch
16- Dread Zombie, Daedroth
17- Land Drough, Skeleton Champion
18- Ogre, Wraith, Spider Daedra
19- Nether Lich, Storm Atronarch
20- Minotaur Lord, Goblin Warlord
22- Xivaili
23- Gloom Wraith
26- Lich
3. Skill Levels
Novice- 0-24
Apprentice- 25- 49
Journeyman- 50-74
Expert- 75-99
Master- 100+
4. Perks to skill levels
Acrobatics
Novice- Cannot attack while falling through the air
Apprentice- Can make normal attacks while falling
Journeyman- Has the ability to dodge (hold block and dump in any direction)
Expert- Only uses 50% fatigue when jumping
Master- Has the ability to jump off the surface of water in succession
Alteration
Novice- Can only cast Novice alteration spells
Apprentice- Can cast Novice and Apprentice level Alteration spells
Journeyman- Can cast Journeyman, Apprentice and Novice level Alteration spells
Expert- Can cast Expert, Journeyman, Apprentice, and Novice level Alteration spells
Master- Can cast all Alteration spells
Armorer
Novice- Can only repair basic items
Apprentice- Your repair hammers will last twice as long
Journeyman- Can now repair magic items
Expert- Can now repair items up to 125%
Master- Never breaks his repair hammers
Athletics
Novice- Regenerates fatigue slowly while running
Apprentice- Regenerates fatigue 25% faster
Journeyman- Regenerates fatigue 50% faster
Expert- Regenerates fatigue 75% faster when running
Master- Fatigue doesn't decrease when running or swimming
Blade
Novice- Does a basic power attack
Apprentice- Gains a standing power attack
Journeyman- Gains left and right power attacks, has a chance to disarm opponents
Expert- Gains backwards power attack, has a chance to knockdown opponents
Master- Gains forward power attack, has a chance to paralyze opponents
Block
Novice- fatigued while blocking, and hand-to-hand blocking has no effect
Apprentice- No longer fatigued while blocking
Journeyman- Blocking item isn't damaged, now has the chance to recoil opponent
Expert- Now has the chance to block and counter attack, in which may cause the opponent to stagger
Master- Has the chance of disarming the opponent with counter attack
Blunt
Conjuration
Novice- Can only cast Novice Conjuration spells
Apprentice- Can cast Novice and Apprentice level Conjuration spells
Journeyman- Can cast Journeyman, Apprentice and Novice level Conjuration spells
Expert- Can cast Expert, Journeyman, Apprentice, and Novice level Conjuration spells
Master- Can cast all Conjuration spells
Destruction
Novice- Can only cast Novice Destruction spells
Apprentice- Can cast Novice and Apprentice level Destruction spells
Journeyman- Can cast Journeyman, Apprentice and Novice level Destruction spells
Expert- Can cast Expert, Journeyman, Apprentice, and Novice level Destruction spells
Master- Can cast all Destruction spells
Hand-to-Hand
Expert- Gains backwards power attack, has a chance to knockdown opponents. When blocking also has the chance to do a knock-back attack.
Master- Gains forward power attack, has a chance to paralyze opponents. When blocking also has the chance to disarm during a knock-back attack.
Heavy Armor
Novice- Degrades at a rate of 150% the normal rate
Apprentice- Degrades normally
Journeyman- Degrades at 50% the normal rate
Expert- The armor encumbers you only 50%
Master- The armor doesn't encumber you at all
Illusion
Novice- Can only cast Novice Illusion spells
Apprentice- Can cast Novice and Apprentice level Illusion spells
Journeyman- Can cast Journeyman, Apprentice and Novice level Illusion spells
Expert- Can cast Expert, Journeyman, Apprentice, and Novice level Illusion spells
Master- Can cast all Illusion spells
Light Armor
Expert- Your armor doesn't encumber you at all
Master- You get a 50% armor bounus to the armor you're wearing
Marksman
Novice- Normal fatigue loss when drawing the bow
Apprentice- No fatigue loss when drawing the bow
Journeyman- Can now zoom-in on the target by holding block with arrow drawn
Expert- Now has a chance to knockdown opponents
Master- Now has a chance to paralyze opponents
Mercantile
Novice- Gold is reduced because of wear
Apprentice- No longer has prices reduced because of wear
Journeyman- Can sell all types of goods to any vendor (except for stolen items)
Expert- Can invest 500 gold in shops permanently
Master- All shops have 500 more gold to barter, and can sell/buy items at a 100/100 ratio
Mysticism
Novice- Can only cast Novice Mysticism spells
Apprentice- Can cast Novice and Apprentice level Mysticism spells
Journeyman- Can cast Journeyman, Apprentice and Novice level Mysticism spells
Expert- Can cast Expert, Journeyman, Apprentice, and Novice level Mysticism spells
Master- Can cast all Mysticism spells
Restoration
Novice- Can only cast Novice Restoration spells
Apprentice- Can cast Novice and Apprentice level Restoration spells
Journeyman- Can cast Journeyman, Apprentice and Novice level Restoration spells
Expert- Can cast Expert, Journeyman, Apprentice, and Novice level Restoration spells
Master- Can cast all Restoration spells
Security
Novice- Drops up to four tumblers
Apprentice- Drops up to three tumblers
Journeyman- Drops up to two tumblers
Expert- Drops one tumbler
Master- Drops no tumblers
Sneak
Novice- 4x damage for weapon attacks, 2x for bow attacks (when in sneak mode)
Apprentice- 6x for weapon attacks, 3x for bow attacks (when in sneak mode)
Journeyman- Weight of boots don't penalize detection
Expert- No penalty for running while sneaking
Master- As long as you are undetected you can attack through someones armor
Speechcraft
Novice- Can offer bribes to increase deposition
Apprentice- Can rotate the persuasion minigames wheel once for free
Journeyman- Disposition falls 50% slower in the minigame
Expert- "Hate it" results in the minigame are lowered from 150% to 100%
Master- Bribes cost half as much
5. Speed Leveling Tutorial
Acrobatics: In the little pond in Anvil, stand under the dock and keep tapping the "y" button. Remember to keep moving forward or you may get thrown back. You can also go into many inns (inn of ill omen) and do this trick from the top of chairs/counters.
Alchemy: You can either dupe ingredients, or just find ingredients and eat them. The best places to find great amounts of ingredients are farms and guilds.
Alteration: Get the spell protect, or create a small shield spell and keep spamming the RB until you reach level 100.
Athletics: Get a water breathing enchantment on one of your items and then get your guy swimming. Make sure he's wedged in between two rocks or two items. Now tape your left toggle down, and leave the system running. Make sure you check on the system every once and awhile to save.
Armorer: Make a disintegrate armor/weapon spell on self and than repair those items. Once you reach expert level, go to a store and buy all the armor/weapons and repair them to 125%. You can than sell those items back.
Blade: If you have the Vile lair, go down and keep attacking your prisoner (make sure the item isn't enchanted). He will not die, and you will get to level 100 extremely fast. Or you can do the whom gods annoy quest and keep killing the scamps until you level up.
Block: Get into a cave which has a high concentration of goblins/rats. Get as many as you can to follow you and than let them attack you while holding block (make sure you have a lot of health potions or spells).
Blunt: If you have the Vile lair, go down and keep attacking your prisoner (make sure the item isn't enchanted). He will not die, and you will get to level 100 extremely fast. Or you can do the whom gods annoy quest and keep killing the scamps until you level up.
Conjuration: This is one of the easiest skills to level up. Buy/create an extremely low level spell and keep on casting it until you level up to 100.
Destruction: Keep casting a weakness to fire spell on self. It is best to just keep doing this while doing quests, because this is one of the spells that takes longer.
Hand To Hand: If you have the Vile lair, go down and keep attacking your prisoner. He will not die, and you will get to level 100 extremely fast. Or you can do the whom gods annoy quest and keep killing the scamps until you level up.
Heavy Armor: Get into a cave which has a high concentration of goblins/rats. Get as many as you can to follow you and than let them attack you while holding block (make sure you have a lot of health potions or spells). You can also go to a daedric shrine and let them attack you. It is also a good idea to wear half heavy and half light armor so the both level up equally.
Illusion: Cast a low level light spell on self. Keep casting untill you reach the desired level.
Light Armor: Get into a cave which has a high concentration of goblins/rats. Get as many as you can to follow you and than let them attack you while holding block (make sure you have alot of health potions or spells). You can also go to a daedric shrine and let them attack you. It is also a good idea to wear half heavy and half light armor so the both level up equally.
Marksman: Dupe or buy thousands of arrows, than fire at the vile lair prisoner or the scamps from the whom gods annoy quest.
Mercantile: Buy 20 cheap arrows from a shop keeper at a time, than sell them back one at a time (repeat). Or go to the mages guild halls and take large amounts of items and sell them to the halls merchant.
Mysticism: Buy a cheap Detect Life spell or create your own and keep casting until you reach level 100.
Restoration: This is the hardest skill to level up. Have a minor heal spell or a custom made fortify spell. Keep casting it until you reach the desired level. Also like Destruction, it is best to keep casting while doing a quest, because it will take a long time.
Security: Join the fighter guild or mages guild and auto pick their very hard locks. Once picked wait a few days and their locks will reset. Also in the thieves den there is a training chest in which you can keep picking forever. You can purchase lockpicks from various members of the thieves guild or check my sig to get an unbreakable lockpick.
Sneak: Like athletics you get your self stuck behind something that can't see you and tape down the left thumbstick. There are NPC's who will never detect you: Rufio, and the Vile lair prisoner are two examples.
Speechcraft: Go to the speech game and keep twirling the thumbstick while continually pressing "A" to level this.
10. Vampirism FAQ
How did I contract Vampirism?There are multiple ways you got it. The first way is that you fought a vampire and contracted it that way. The second way is that you slept near a vampire and didnt know it.Is being a vampire a good thing?Yes and no. Being a vampire can be very difficult at times. Even though it does add some points onto your stats it can get in your way if your daily activities. If you dont feed for awhile you become sensitive to light and people begin to fear you. You have a few added powers when you become a vampire, such as night eye (night vision).How can I get rid of Vampirism?Well if your lucky you can cure yourself before you get the full blown effect. Find a "cure disease" potion and take that or find a temple and receive a blessing. That should regenerate your stats and cure your vampirism.I'm now having dreams, is this a bad thing?This is the signal that you have now become a vampire. A potion or a temple will not heal you, you have to find the cure for yourself. The dreams do not hurt your stats but are just there to let you know your still a vampire.Ok, I can't get rid of it. What do I do?You have a few options. If you contracted vampirism early in the game you can simply start a new game. If you dont want to do that, you will have to go on a quest to find a cure for vampirism. Please be advised, that this quest is not an easy one. It will take time and patience.What is the quest?You first need to speak to a chapel priest about finding a cure for vampirism. He will tell you to visit Raminus Polus, who is located at Arcane University in the Imperial City. He will then send you off to visit Count Hassildor of Skingrad. You should find his steward at Castle Skingrad. When you arrange a meeting with the Count he will tell you to find a woman by the name of Melisande, in the wilderness along the Corbolo River, east of the Imperial City and South of Cheydinhal.When you find her she agrees to help you cure yourself. Your first task is to find 5 Empty Grand Soul Gems. You should first look in the Mages Guilds in the major cities. They usually cost somewhere between 300-400 gold, so be prepared to spend some gold. Once when you have collected the Grand Sould Gems, take them back to Melisande. She will then give you another task.Melisande will now send you out to find five ingredients to complete the cure. Here is a list:1.) 6 cloves of garlic2.) 5 nightshade leaves3.) 2 shoots of bloodgrass4.) Argonian Blood5.) Vampire Ashes of HindarilThe garlic and nightshade leaves can be found in some of the Mages Guilds. Look in some of the ingredient and magic shops also to find what you need. The bloodgrass can be found in Oblivion. Enter through a gate and you should see some around the entrance. Melisande will also give you a dagger to stab an argonian with. Any argonian will do. He does not have to be killed, but beware that you will most likely receive a bounty for this crime.You can go back to Melisande and return those 4 ingredients or wait and find the Vampire Ashes of Hindaril. Hindaril can be found in Redwater Slough, which is near the North Panther River. Beware that there are a lot of enemies between you and Hindaril so come prepared.After you aquire the ashes head back to Melisande so she can whip up a potion for you. It will take her 24 hours to make the potion. When she is done, she will hand you two doses. One of them is for you and the other is for the Count. Take the 2nd dose back to Hal-Liurz in the Skingrad Castle. Follow what she says, and the quest will come to an end. You do get a small reward also.What happens if I get it again?You should immediately find a "cure disease" potion or temple to heal yourself. After that long quest, you should've learned your lesson. Return to Melisande to see if she has another dose if you "forgot".
11. Soul Gems and Enchanting
What are Soul Gems and why would I need them?- Soul Gems are capable of holding souls, captured from creatures you kill, for use in recharging magic items you already have or making magic items of your own. Grand Soul Gems are also needed in the vampire cure quest.
How do I capture souls in a soul gem?- Souls are captured by use of the Soul Trap spell. This is a mysticism base spell. Cast the spell on a creature and they'll begin to glow a faint purple for the duration of the spell, if they are killed while the effect is working on them their soul will be placed in an empty soul gem in your inventory.
Where can I find the Soul Trap Spell?- Unforunatly I purchased this spell some time ago and do not remember from which Mage's Guild location I did so. But read any of the Mage's Guild charters found all over the guild halls, flip to the last mage and it lists the specialty of each Mage's Guild, go to the one that specializes in Mysticism and they should have it there.
Do I need to be in the Mage's Guild to buy spells from them?- No, anyone may be spells from them.
What do the different types of soul gems mean? Petty, Lesser, etc?- Souls come in different sizes, so to do the soul gems. The sizes, in ascending order are: Petty, Lesser, Common, Greater, Grand. If you get a message after a creature has been killed that says you had no soul gem larger enough to hold the soul, it means the soul was larger than any of your empty gems or that you had no empty gems left. Azura's Star is a special soul gem, it is a reusable grand soul gem that does not go away after it has recharged or made a magic item.Where can I find Azura's Star?
- Azura's Star is a reward from a Daedric Shrine quest. Her Shrine can be found directly north of Cheydinhal's West Gate in the mountains. Approach her shrine and speak to her worshippers (you may need to raise their disposition to get them to answer questions) and they'll tell you to leave an offering of Glow Dust to speak to her at a certain time. Do so and Azura's will send you on a quest to a nearby cave to kill some vampires, after doing so return and she'll reward you with Azura's Star.
Where can I find Glow Dust?- Glow Dust comes from Wil-o-Wisps, small balls of light. These can be found near water and bridges most of the time, but tend to be rather rare. An easier way may be checking various alchemist shops. The Main Ingredient in the Market District of the Imperial City often sells Glow Dust.
Why am I getting the 'soul too large' error when I have an empty grand soul gem in my inventory? (Or Azura's Star)
- Humanoid souls cannot be captured by 'normal' soul gems, they can though be captured! But doing so enters into the realm of Necromancy. To capture humanoid souls you'll need Black Soul Gems, which are grand soul gems at their heart, but able to hold humanoid souls. An easy way to tell if something is considered humanoid is whether or not it can wear the same armor as you are! If they drop armor and clothing pieces that are equiped, they are humanoid (so the Dreamora = humanoid).Where do I get Black Soul Gems?- Several can be found in the natural course of the Mage's Guild quest line. Also during this quest line you'll find altars that will allow you to make your own. These gems are single use.
How do I use the altar, and where is it, to make Black Soul Gems?- The altar is found outside the cave known as Dark Fissure, which if you have not done or progressed far enough in the Mage's Guild is east of the Reed River (SouthEast of Cheydinhal). Approach the shrine at certain times and you'll see a red beam of light (or just light, it fades over time) coming down upon the altar. It may be surrounded by hostile enemies, if so kill them and there will likely already be a black soul gem inside. Place an empty Grand Soul Gem inside the altar, and then cast Soul Trap upon the altar, and it'll transform into a Black Soul Gem. The beam of Light seems to come down in the hour or two before midnight on various days. I've found it on Tirdas personally, many others have reported Sundas as the only day they've seen it. (Hit wait to see which day it is.)
I've heard of a Black Azura's Star? Can this be made?- There have been some reports of this, but they are untrue. Placing the Azura's Star in the altar and casting soul trap gives an effect which would imply it was transformed, but no change takes place. Confusion stems from the fact that the graphic for Azura's Star is black by default, and some thought this happened only after placing it in the altar. Azura's cannot hold humanoid souls.
How do I recharge weapons with a soul gem?- Select the gem you wish to use and equip it, a list will come up of your various magic items as well as how much of a charge they have remaining, select which one you want to recharge. The soul gem will be consumed in this process unless it is Azura's Star.
How do I create magical weapons/armor with a soul gem? How do I enchant?- You will need to be in the mage's guild for this! After finishing all the recommendations you'll be directed to the Arcane University and advanced to the 2nd rank. You can now enter the University. A building known as the Chironasium on the left side of the university back area houses Altar's of Enchanting (they look a bit like ornate gold music stands). Clicking on these Altars will bring up the item enchant screen.
At this screen pick the item you wish to enchant and the soul gem you wish to use. The bigger the soul the stronger the effects you can place on the item. The soul gem is consumed in the process, unless it is Azura's Star.
You can now select from the Applicable Effects section and pick which effects you wish to place on the item. The list of spells avaliable here is based on which spells you can cast yourself! As such, its a good idea to pick up all the basic spells you can find, even if you do not plan on using them, so they will be amoung your options for enchanting.
For armor pieces you can only pick on effect, and it will be constant as long as you wear the item. Oddly enough, you can place negative effects on armor pieces and they'll hurt you, so do not do so.
On weapons you can pick as many effects as you have room for! The limiting factors for this are the Maximum Uses and Magika Cost, larger soul gems give you more room in this section. All effects on weapons are "on strike" and effect the target. You cannot place constant effects on weapons, and though you can place positive effects on them, you'll only be helping out your enemy by doing so.
Is there any other method to enchant items?- You can use the sigil stones found from closing Oblivion Gates as well. Each stone has two effects, one positive and one negative, selecting the stone will bring up a menu of items, pick one and if its armor, the postive effect is applied, if a weapon, the negative is applied. The sigil stone is consumed in the process.
Which creatures have Grand Souls?- Stronger enemies have larger souls. The Blue Skinned Dreamora (Xivilai) have grand souls (notice they wear no armor, hence, not humanoid!) and are easy to find in Oblivion Gates past level 20. Under level 20 you may find Goblin Warlords and Minotaurs that have grand souls. Many other creatures that show up after level 20 do as well, such as the more powerful wraiths and liches. Some enemies get stronger with level and eventually become grand souls, such as ogres.
Can Summoned Creatures Soul's be captured??- Yes they can! This is very useful, especially with Azura's Star and if you're able to summon powerful creatures. Cast Soul Trap and kill your own summons to get their soul, very useful as eventually you can summon creatures with Grand Souls. This can be done for making many good items, or for charing your weapons up at your own convinence.Where do I buy the various Soul Gems? Where can I find Grand Soul Gems?- Most mage's guild and magic shops sell them in massive quanaties. Check all of them and you'll have plenty. Many mages guilds also have them lying all over the place and won't mind if you pick them up so long as you are a memember. The quality and number of grand soul gems avaliable increases as you level. They'll also sell full soul gems at times.Is there any other way to recharge weapons?- Yes, you can pay many Mage's Guild members to do so for you, but at a cost of 1 gold per 1 charge, so it gets very expensive. Soul gems are a far cheaper alternative.