User:CarloV3r/Sandbox

 CarloV3r's Sandbox

The Prophet
{| class="wikitable collapsible2 collapsed" style="width:100%; margin-bottom:0px; margin-top:1px;" ! sab="1148"| Click for the Prophet dialogue {|border="0" cellpadding="1" cellspacing="1" class="obqtable" style="width: 100%;"
 * - sab="1147"
 * - sab="1149"
 * sab="1150"|

Topics
NDUmarilTopic Audio for NDUmarilTopic
 * He is the enemy of all who walk free on Tamriel today. A survivor of the ancient race of Ayleid slavemasters who once ruled Cyrodiil. He was struck down by Pelinal, but by his art Umaril had bound himself to the realm of his mistress, the Daedra Lord Meridia. So he was not slain, but simply cast adrift upon the waters of Oblivion. Now he has returned to seek vengeance upon the gods who helped bring about his downfall so many ages ago.

NDProphetStartC1 Audio for NDProphetStartC1
 * You would quest for the holy panoply of Pelinal Whitestrake? The legendary Relics that have been sought by mighty warriors throughout the ages?

NDProphetStartB1 Audio for NDProphetStartB1
 * Alas. Umaril cannot be stopped. Not without the aid of the gods. Not without the Crusader's Relics. Without a champion, the gods are powerless to act. But who among us is worthy to wield the Divine Crusader's weaponry?

NDProphetStartA3 NDProphetStartA3
 * "As oiobala Umarile, Ehlnada racuvar", in the Ayleid tongue. "By the eternal power of Umaril, the mortal gods shall be cast down." A curse upon Umaril's ancient foes -- and a threat.

NDProphetStartA2 Audio for NDProphetStartA2
 * Does no one remember the old tales? Saint Pelinal, the Divine Crusader of legend -- Alessia's companion when she overthrew the rule of the Ayleids 3,000 years ago. Pelinal, with the aid of the gods, fought the Ayleid sorceror-king Umaril and slew him. But Umaril's spirit survived, and he has now returned!

NDProphetStartA1 Audio for NDProphetStartA1
 * Umaril the Unfeathered, the sorceror-king of the Ayleids who ruled over this land for long ages before the rise of Men. He was cast down by Pelinal Whitestrake. But Umaril's spirit survived, and now he has returned to seek vengeance upon the gods.

NDProphetQuest Audio for NDProphetQuest
 * Are you a worthy knight?
 * A vision from the Divine Crusader himself is a powerful sign. You are truly blessed by the gods. Hold to your purpose, and you may yet fulfill the prophecy.

NDEightAndOneTopic Audio for NDEightAndOneTopic
 * Just as the Eight aided Pelinal of old, now the ascended One, Talos who was Tiber Septim, provides his Blessing to you, the new Crusader.

NDCrusadersRelicsTopic Audio for NDCrusadersRelicsTopic
 * The weapons and armor of Pelinal Whitestrake, Alessia's comrade, granted to him by the Eight Divines. He went alone into the White Gold Tower, challenged the Ayleid sorceror-king Umaril to single combat, and slew him. Alas, Umaril was not truly slain, but only cast beyond the bounds of Nirn. And now he has returned to wreak his vengeance upon the gods, as was prophesied by Pelinal himself with his dying breath. Only a true knight, wielding the holy Relics of the Divine Crusader, has a chance to defeat Umaril. But, alas for Tamriel, the Crusader's Relics have been lost for many an age. Who now can succeed in the quest for the Relics, where the greatest knights of legend all failed?

NDChapelAttackTopic Audio for NDChapelAttackTopic
 * This is only the beginning. Umaril has returned, as foretold by Pelinal Whitestrake in his dying breath!

NDProphetGreeting03 Audio for NDProphetGreeting03
 * It will allow you to follow Umaril into the spirit realm upon his death. It will allow you to destroy him, body and soul, utterly and for all time. You must first kill his living body. While beyond the power of most mortals, this is only the lesser of your two tasks. His Daedric nature allows his spirit to escape into Oblivion after death. This is what Pelinal learned upon defeating Umaril the first time. But you can do what Pelinal could not. The Blessing of Talos will allow you to follow Umaril's spirit when it leaves his body.

Conversation
NDProphetSpeechLoremasters Audio for NDProphetSpeechLoremasters
 * You pore over your dusty tomes of lore. You study ancient genealogies and bloodlines. Look you to blood for truth? There is truth in blood, but it is not the truth that you seek! The truth is written in the blood of the innocent, there in the Chapel of Love! Can you not read the ancient runes? "As oiobala Umarile, Ehlnada racuvar"! A curse and a threat to those who have eyes to see and ears to hear! Are there are any among you who still understand the ancient tongue? "By the eternal power of Umaril, the mortal gods shall be cast down."

NDProphetSpeechMQ Audio for NDProphetSpeechMQ
 * The gate, once open, cares not who passeth through. Our ancient enemy has returned, from the deeps of time, to exact his revenge upon the gods. The gods, the Eight Attendants of Saint Pelinal when he smote down Umaril the Unfeathered...

NDProphetSpeechUmaril Audio for NDProphetSpeechUmaril
 * Umaril -- yes, your children know that name if you do not. The Dread Castellan of fearful legend. Did you think him a myth? Or dead? Have you not heard the Abadal-a? Spake Peninal: "Beware, Morihaus, beware! With the foresight of death I know now that my foe yet lives, bitter knowledge to take to my grave..." "Better that I had died believing myself the victor. Although cast beyond the doors of night, he will return." "Be vigilant! I can no longer shield the host of Men from Umaril's retribution." Thus spake Pelinal in the hour of his death.

NDProphetSpeechAmulet Audio for NDProphetSpeechAmulet
 * Can you feel that, people of Cyrodiil? The red gem is nearby! The Oversoul is speaking! The Al-Esh is near! Mother of the Empire! She weeps for fallen Cyrod and all her children that call it home for truly she is the mother to us all! Citizens, the Queen of Stars asks you: where is her issue? Where are the men who can walk in her steps? In whose blood has the dragon taken purchase? Alessia! Reman! Talos! They cry for blood akin to theirs to rekindle the dragonpact! Citizens, take to your knives! Are there no ears to hear the warnings? Are there no eyes to witness the Wheel's breaking?

NDProphetSpeechMain Audio for NDProphetSpeechMain
 * Hear me, o people of Cyrodiil! Look well upon the Chapel of Dibella. Look at the faces of the dead. This is your future. Evil has returned, and the Nine need a champion! Is there no one who would stand for the Nine? Now Mara's children cry out from beyond the grave for vengeance! How many more must die at Umaril's hand? I AM CYRODIIL COME, he said, Old Reman, born from the earth that IS Al-Esh, and yet he would scorn this country now! Repent! I say again, REPENT! The blood of Dibella's slaughtered acolytes cries out for vengeance. Vengeance! Who will take up this holy crusade? Love and Mercy! Do you still think me mad? Who shall next fall to Umaril's bloody revenge? The Eight And One require a champion, a Divine Crusader reborn. Pelinal Whitestrake once struck down the enemies of man and god. Who will now reclaim his Relics and fight again for the true faith? There are loremasters among you, heads so heavy with learning that you cannot raise your eyes to the heavens to see the truth there written! Cut eight-wise he was, Pelinal the Blamer, champion of Men, and though dispersed he left us a warning! Heed it! Umaril is returned, as was foretold by the head of Pelinal to the Bull of Kyne in those days of old Cyrodiil. Who will walk the Pilgrim's Way, as did the questing knights of old? The blood tide rises! Will no one take up this holy crusade? Will no one walk the ancient Pilgrim's Way? Oh unhappy Tamriel! Where is your Divine Crusader, in these latter days of petty strife and lesser men?


 * }
 * }
 * }

Umaril the Unfeathered
{| class="wikitable collapsible2 collapsed" style="width:100%; margin-bottom:0px; margin-top:1px;" ! sab="1148"| Click for Umaril dialogue {|border="0" cellpadding="1" cellspacing="1" class="obqtable" style="width: 100%;"
 * - sab="1147"
 * - sab="1149"
 * sab="1150"|

Conversation
ND10UmarilVoice

First ** = Translation Second ** = Pronunciation


 * Man kana mitta abasel Umarile?
 * "Who dares enter Umaril's forbidden hall?" all the vowels are short.
 * "Mahn kah-nah mitt-ah ah-bah-sell OOH-ma-rill-ay"


 * Pelinal na vasha. Sa yando tye.
 * "Pelinal is gone [dead]. So also [will] you [be]."
 * "Pelinal na VAH-sha. Sa YAN-do tie."


 * Shanta, ehlno. Tyavoy balangua!
 * "Come, mortal. Taste my power!"
 * "SHAN-tah, ELL-no. Tie-AH-voy bal-AHN-gwa!"


 * Asma bala ni hilyat sino?
 * "By what power [do] you follow me here?" all the vowels are short.
 * "AZ-mah BA-la nee HILL-yaht SEE-no?"


 * Heca!
 * "Begone!/Stand aside!"
 * "HEK-ah!"


 * Rahtan Pelinale na anda!
 * "Pelinal's reach is long!" (with grudging respect)
 * "RAH-tahn pell-ih-NALL-ay na AHN-da!"


 * As balangua, Ehlnada racuvar!
 * "By my power, the mortal gods shall be cast down!" (repeating the curse from the chapels)
 * "ahss BAH-lang-gwa, ell-NAH-da RAH-koo-var!"


 * Abagaianye Ehlnadaya!
 * "I do not fear your [mortal] gods!"
 * "Ah-ba-GUY-ahn-yae ell-nah-DAH-ya!"


 * }
 * }
 * }

Pelinal Whitestrake
{| class="wikitable collapsible2 collapsed" style="width:100%; margin-bottom:0px; margin-top:1px;" ! sab="1148"| Click for Pelinal Whitestrake dialogue {|border="0" cellpadding="1" cellspacing="1" class="obqtable" style="width: 100%;"
 * - sab="1147"
 * - sab="1149"
 * sab="1150"|

Conversation
HELLO Audio for HELLO
 * Hail, Sir Knight!

NDPelinalVisionSpeech  Audio for the first part of NDPelinalVisionSpeech  Audio for the second part of NDPelinalVisionSpeech  Audio for the final part of NDPelinalVisionSpeech
 * Hail knight! You seek my Relics with a worthy heart! Your prayers have woken me from my endless dream. Or perhaps you have entered my dream, and I still sleep. I think others have sometimes spoken to me, others like you, but my memory is doubtful. Perhaps the others came after you. Your need must be great for the gods to allow us to speak.
 * Has Umaril the Accursed found a way back? The foulest of a foul race. A thousand curses upon his unholy name! I thought I'd won. But I should have known. The Slavemasters are a cunning breed. Umaril found a way to cheat death, as I could not. If you would seek for my Relics, I know little that can help you. All that has passed since my death is like mist that my mind cannot take hold of. My friends built a shrine upon the site of my death, where the Elves tormented me in a final act of revenge. I can show you where it once stood. Perhaps it is there still.
 * Fare thee well, sir knight. May the gods grant you to destroy Umaril utterly, as I failed to do.


 * }
 * }
 * }

Diabox
"You there... You dont quite seem to be in the same state as the others. Very interesting. May I ask what it is you're doing here?"

I'm looking for someone named Miraak:  "Miraak...Miraak... It sounds familiar but I cant quite place... Oh. Wait. I recall. But that makes very little sense. Miraak's been dead for thousands of years."

What does that mean?: "I'm not sure, but it is fascinating, isn't it. Perhaps it has some relation to what's going on here. Quite unexpected. I'm afraid I can't give you any answers. But there are ruins of an ancient temple of Miraak's toward the center of the island. If I were you, I'd look there."

Stuff
 Welcome

Armor (Oblivion)
Aegis of Reflection - 00053D77 - Light Iron

Annealed Cuirass - 0004939B - Glass

Archer's Gauntlets - 00049170 - Chainmail

Armor Crafter's Gauntlets - 0004F3F7 - Ebony

Barkeep's Gauntlets - 0004950B - Iron

Battle Medic's Cuirass - 00049362 - Mithril

Black Marsh Helmet - 0004951A - Iron

Bladefall Cuirass - 00049389 - Elven

Blower's Cuirass - 000A577F - Glass

Bonfire Greaves - 0004F401 - Ebony

Boots of Grounding - 0004917A - Chainmail

Boots of Insulation - 00049160 - Leather

Boots of Legerity - 0004916A - Chainmail

Boots of Plain Striding - 0004F3F2 - Ebony

Boots of Running - 00049509 - Iron

Boots of Shock Resistance - 00049370 - Mithril

Boots of Silence - 00049173 - Chainmail

Boots of Soft Walking - 000A5785 - Glass

Boots of the Calming Sea - 00049392 - Elven

Boots of the Cheetah - 0004899E - Fur

Boots of the Cutpurse - 0004914E - Leather

Boots of the Eel - 000489AF - Fur

Boots of the Forest Stalker - 000A5784 - Elven

Boots of the Harbinger - 00049652 - Steel

Boots of the Savannah - 0004F3F8 - Ebony

Boots of the Shark - 000489B3 - Fur

Boots of the Siltrunner - 00049377 - Mithril

Boots of the Storm - 0002C23F - Daedric

Boots of the Taskmaster - 0002C21E - Daedric

Boots of the Thrall - 0002C215 - Daedric

Boots of the Tiger - 000489A6 - Fur

Borosilicate Boots - 000493A6 - Glass

Broadhead Gauntlets - 000A577A - Mithril

Burning Shield - 00049688 - Orcish

Canopy Helmet - 00049388 - Elven

Cave Diver's Helmet - 00049684 - Dwarven

Cave Scout Helmet - 00049676 - Dwarven

Cavern Guide Gauntlets - 00049674 - Dwarven

Clannfear Hide Shield - 0004F3F9 - Ebony

Clear Sight Gauntlets - 000A577C - Glass

Copperhead Cuirass - 0004915F - Leather

Crystal Greaves - 0004939A - Glass

Cuirass of Anu's Blessing - 00049380 - Elven

Cuirass of Battle - 00049672 - Dwarven

Cuirass of Cleansing - 000493A5 - Glass

Cuirass of Fortitude - 0002C218 - Daedric

Cuirass of Health - 0004916C - Chainmail

Cuirass of Lifeblood - 0004966C - Dwarven

Cuirass of Natural Assimilation - 0004938B - Elven

Cuirass of Pain Resistance - 0004969B - Orcish

Cuirass of Poison Blood - 0004969D - Orcish

Cuirass of Protection - 00049179 - Chainmail

Cuirass of Resilience - 00049520 - Steel

Cuirass of Resistance - 00049515 - Iron

Cuirass of Skill - 0004950C - Iron

Cuirass of Tenacity - 0004968A - Orcish

Cuirass of Vitality - 0004966A - Dwarven

Cuirass of the Bear - 0004899F - Fur

Cuirass of the Blood Legion - 0002C223 - Daedric

Cuirass of the Cave Viper - 0004967C - Dwarven

Cuirass of the Cobra - 000489AE - Fur

Cuirass of the Diplomat - 00049660 - Steel

Cuirass of the Elephant - 000489AD - Fur

Cuirass of the Farlands Trader - 000A577E - Elven

Cuirass of the Herald - 00049521 - Steel

Cuirass of the Juggernau - 00049692 - Orcish

Cuirass of the Pit Viper - 0002C23B - Daedric

Cuirass of the Thiefcatcher - 0004914F - Leather

Cuirass of the Undefeated - 0002C21B - Daedric

Cured Shield - 0004914C - Leather

Darksplitter Helmet - 00049696 - Orcish

Deathmarch Greaves - 0002C21A - Daedric

Deepdweller's Shield - 00049668 - Dwarven

Defender's Shield - 00049670 - Dwarven

Dwarvenskin Shield - 0002C220 - Daedric

Eagle Feather Shield - 000489AA - Fur

Enchanterbane Helmet - 00049514 - Iron

Extinguishing Shield - 0004951E - Steel

Fence Cuirass - 00049154 - Leather

Ferocious Cuirass - 0004968C - Orcish

Fire Ritual Greaves - 00049699 - Orcish

Firewalker Greaves - 00049176 - Chainmail

Flamewalker Greaves - 0002C229 - Daedric

Fleetfoot Boots - 00049360 - Mithril

Flowing Greaves - 0004939C - Glass

Footpad's Boots - 00049156 - Leather

Forgemaster's Gauntlets - 00049523 - Steel

Fortress Shield - 00049653 - Steel

Frost Shield - 00049656 - Steel

Frozen Shield - 00049693 - Orcish

Gauntlets of Brutality - 0002C217 - Daedric

Gauntlets of Brutality - 00049691 - Orcish

Gauntlets of Force - 0004F3F3 - Ebony

Gauntlets of Infiltration - 00049155 - Leather

Gauntlets of Lockbreaking - 000A5780 - Mithril

Gauntlets of Might - 00049669 - Dwarven

Gauntlets of Passing - 000A5781 - Elven

Gauntlets of Potence - 0004951F - Steel

Gauntlets of Punishment - 0002C221 - Daedric

Gauntlets of Survival - 0004969A - Orcish

Gauntlets of Vigor - 00049500 - Iron

Gauntlets of Winter - 0004F402 - Ebony

Gauntlets of the Forge - 00049524 - Iron

Gauntlets of the Fray - 00049671 - Dwarven

Gauntlets of the Gladiator - 00049654 - Steel

Gauntlets of the Horker - 000489AB - Fur

Gauntlets of the North - 0004965D - Steel

Gauntlets of the Rat - 000489A5 - Fur

Gauntlets of the Tundra - 0004915C - Leather

Gauntlets of the Woodsman - 000489A3 - Fur

General's Cuirass - 00049655 - Steel

General's Shield - 00049369 - Mithril

Greaves of Canyon Striding - 00049364 - Mithril

Greaves of Fire Resistance - 0004936B - Mithril

Greaves of Fluid Motion - 000493A4 - Glass

Greaves of Free Movement - 0004936F - Mithril

Greaves of Freedom - 0004F404 - Ebony

Greaves of Grace - 0004937D - Elven

Greaves of Legerity - 00049169 - Chainmail

Greaves of Movement - 0004938A - Elven

Greaves of Poise - 00049398 - Glass

Greaves of Proficiency - 00049365 - Mithril

Greaves of Protection - 00049382 - Elven

Greaves of Purity - 000493AB - Glass

Greaves of Quickness - 0004914D - Leather

Greaves of Shaded Rest - 00049387 - Elven

Greaves of Skill - 00049152 - Leather

Greaves of Spell Absorption - 0004917E - Chainmail

Greaves of Spell Consumption - 00049376 - Mithril

Greaves of the Acrobat - 0004916E - Chainmail

Greaves of the Cat - 0004899D - Fur

Greaves of the Deep Dweller - 00049679 - Dwarven

Greaves of the Everlasting - 0004937F - Elven

Greaves of the Footsoldier - 0004916F - Chainmail

Greaves of the Kiln - 000493A1 - Glass

Greaves of the Laborer - 0004966B - Dwarven

Greaves of the Monkey - 000489A1 - Fur

Greaves of the Rhino - 000489A2 - Fur

Greaves of the Tree Runner - 00049381 - Elven

Greaves of the Tumbler - 00049151 - Leather

Greaves of the Unstoppable - 0004969C - Orcish

Greaves of the Warmonger - 0004968B - Orcish

Hammerfell Shield - 0004950A - Iron

Hand of Akatosh	- 00049657 - Steel

Hardened Shield - 000493A9 - Glass

Helmet of Enlightenment - 00049363 - Mithril

Helmet of Magicka Resistance - 0004936D - Mithril

Helmet of Night Eye - 00049175 - Chainmail

Helmet of Power - 00049522 - Steel

Helmet of Spell Resistence - 0004F403 - Ebony

Helmet of the Apprentice - 0004915D - Fur

Helmet of the Deep - 00049664 - Steel

Helmet of the Drowned - 000496A5 - Orcish

Helmet of the Flood - 0002C24E - Daedric

Helmet of the Lemur - 000489AC - Fur

Helmet of the Owl - 000489A0 - Fur

High Rock Helmet - 00049503 - Iron

Horselord's Cuirass - 0004F3FB - Ebony

Huntsman Gauntlets - 000A577B - Elven

Infiltrator's Gauntlets - 00049172 - Chainmail

Insulated Shield - 000493AA - Glass

Iron Mountain Shield - 00049681 - Dwarven

Ironheart Cuirass - 00049502 - Iron

Lightning Run Boots - 00049399 - Glass

Lightning Strider Boots - 0004F405 - Ebony

Lightning Strider Shield - 0002ADCF - Ebony

Lion's Paw Gauntlets - 0004F3FA - Ebony

Mage Fighter's Greaves - 00049683 - Dwarven

Mage's Helmet - 0004916D - Chainmail

Magebane Greaves - 0002C247 - Daedric

Magehunter's Helmet - 00049178 - Chainmail

Magekiller Greaves - 000496A4 - Orcish

Mageslayer's Helmet - 0002C235 - Daedric

Magnifying Gauntlets - 000A5782 - Glass

Marathon Greaves - 0004916B - Chainmail

Master Forge Gauntlets - 0004966E - Dwarven

Merchant's Cuirass - 00049171 - Chainmail

Mercury Shield - 00049678 - Dwarven

Miner's Boots - 0004966F - Dwarven

Monolithic Shield - 0002C244 - Daedric

Moonlight Gauntlets - 0004F3FE - Ebony

Moonlight Shield - 0004F3FD - Ebony

Moonshadow Gauntlets - 0002C224 - Daedric

Moonshadow Shield - 0002C226 - Daedric

Mountaineer's Gauntlets - 0004967A - Dwarven

Mountaineer's Shield - 00049673 - Dwarven

Mudcrab Shield - 000489B2 - Fur

Nighteye Helmet - 00049368 - Mithril

Nimble Greaves - 0004935F - Mithril

Nord Gauntlets - 00049177 - Chainmail

Nordslayer Gauntlets - 0002C233 - Daedric

Ogre Skin Shield - 0002ADCE - Ebony

Outrider Shield - 00049163 - Leather

Peak Climber's Boots - 0004968F - Orcish

Quartz Cuirass - 000493A3 - Glass

Reflecting Helmet - 000493A2 - Glass

Retributive Justice - 00049511 - Iron Shield

Riverwalking Boots - 00049164 - Leather

Royal Cuirass - 00049516 - Iron

Rugged Cuirass - 00049501 - Iron

Salamander Scale Shield - 0004899C - Fur

Salubrious Cuirass - 0004F3F6 - Ebony

Savage Gauntlets - 00049689 - Orcish

Seastrider's Helmet - 0002ADD1 - Ebony

Shaman Helmet - 0004968D - Orcish

Shield of Animus - 0002C228 - Daedric

Shield of Elsweyr - 0004950E - Iron

Shield of Frost - 00049157 - Leather

Shield of Grounding - 00053D79 - Light Iron

Shield of Justice - 00053D76 - Light Iron

Shield of Lightning - 000496A3 - Orcish

Shield of Mirrors - 000493A0 - Glass

Shield of Nature's Vengence - 00049385 - Elven

Shield of Reflection - 0004F400 - Ebony

Shield of Retribution - 00049677 - Dwarven

Shield of Retributive Strike - 0004F3FF - Ebony

Shield of Returning - 0004936A - Mithril

Shield of Shattering - 0004939F - Glass

Shield of Storms - 00049375 - Mithril

Shield of Summer - 00049366 - Mithril

Shield of Vengence - 0002C227 - Daedric

Shield of Vindication - 0004915A - Leather

Shield of Winter Solstice - 00049383 - Elven

Shield of the Divine - 0004965A - Steel

Shield of the Empire - 00049510 - Iron

Shield of the Flame - 00053D74 - Light Iron

Shield of the North - 00053D75 - Light Iron

Shield of the Pathfinder - 00049675 - Dwarven

Shield of the Red Mountain - 0004935E - Mithril

Shield of the Sun - 00049658 - Shield

Shield of the Tower - 00049519 - Iron

Shield of the Turtle - 00053D78 - Light Iron

Shield of the Unbroken - 000496A2 - Orcish

Shield of the Undefeated - 00049663 - Steel

Shield of the Unrelenting - 00049690 - Orcish

Shield of the Untamed - 00049698 - Orcish

Silica Boots - 000493AC - Glass

Skyrim Gauntlets - 00049513 - Iron

Slavemaster's Greaves - 0002C239 - Daedric

Smelter Shield - 000494FF - Iron

Smuggler's Boots - 000A5783 - Mithril

Sniper Gauntlets - 00049153 - Leather

Snowblind Gauntlets - 00049694 - Orcish

Snowblind Shield - 00049695 - Orcish

Solid Shield - 00049374 - Mithril

Spellbinder Greaves - 0002ADD0 - Ebony

Spellblocker Shield - 0004915B - Leather

Spelltaker's Greaves - 00049391 - Elven

Spiked Shield - 00049697 - Orcish

Stalwart Cuirass - 0004F3F4 - Ebony

Storm Stomper Boots - 0004969E - Orcish

Stormhammer Boots - 0004967D - Dwarven

Stormhammer Shield - 00049682 - Dwarven

Stormlord's Shield - 0002C245 - Daedric

Stormrider Boots - 0004938C - Glass

Stormrider Shield - 00049390 - Elven

Sunburst Gauntlets - 0004950D - Iron

Sylvan Barkshield - 0004938F - Elven

Sylvan Scout Boots - 0004937E - Elven

Tempered Greaves - 0004939D - Glass

Threefold Shield - 00049386 - Elven

Tiger Fang Shield - 000489A9 - Fur

Tireless Greaves - 00049361 - Mithril

Tireless Greaves - 0004F3F5 - Ebony

Unyielding Cuirass - 0004936E - Mithril

Viperbane Cuirass - 00036355 - Ebony

Vvardenfell Trader's Cuirass - 000A577D - Mithril

Warforger's Gauntlets - 0002C21D - Daedric

Warmage's Helmet - 0004966D - Dwarven

Warmaster Gauntlets - 0004968E - Orcish

Waterwalking Boots - 0004917F - Chainmail

Weaponbane Cuirass - 0004967B - Dwarven

Weaponward Cuirass - 0004915E - Leather

Winterbane Shield - 0004F3FC - Ebony

Witchfinder's Shield - 0004965B - Steel

Witchhunter Helmet - 0004965E - Steel

Wizard's Helmet - 00049150 - Leather

Battlespire TXT.BSA
Level 1 Amulet Table 01-00	31_ 9030	D=DOHT

Level 2 Amulet Table 01-25	31_9039	M=MEHT 26-50	31_9044	R=ROHT 51-75	31_9049	W=WEB 76-00	31_9052	Z=ZYR

Level 3 Amulet Table 01-25	31_9027	A=AYEM 26-50	31_9034	H=HEKEM 51-75	31_9041	O=OHT 76-00	31_9047	U=YOODT

9/12		ken		L5: Boat disappears from game. PC stands in boat in saved game. On restore saved game, no boat. 9/16		ken		User gets stuck on monsters when the monster gets too close to the user. 9/16		ken		BALANCE BUG: Pushback [special key and mouse forward] kills EVERYTHING wihtout fail and without risk. 9/18		ken		L5: Near Temple of Dust, Fire & Frost Daedra march out from land across the water about 30 feet in the air for a distance of about 100 feet. They then stand there a long time. 9/18		ken		Cause Damage Spell disappeared from spell list after use. Second occurrence of this bug. Possibly associated with zero or close-to-zero spell points condition. 9/18		ken		BALANCE BUG: Melee and Spell attacks permitted and effective while Etherial. This contradicts the manual ["cannot affect [monsters] in any way], and makes Etherialness a Gross Spell. 9/22		ken		BALANCE BUG: Spell Absorption: Regain your own spell points by casting ground zero magic. [Isn't this a Daggerfall bug, too?] 9/22		ken		REmove color-coding for racial skill bonuses and replace with text references in race-selection during character creation. 9/22		ken		L5: Trap doors on roof of Barracks in Granvellusa. Both work from inside barracks to roof, but one crashes game when traveling from roof back inside barracks. [Don't recall which is the bad trapdoor; Structures checked in BSEdit.] 9/22		ken		L1: Automaps not reliable on restore saved games. 9/22		ken		L1 & L2: Double Scamp and Vermai hit points. Scamps are not going to do significant harm even with twice as many attacks, and Vermai, though they can harm the player, cannot kill them in less than a couple of whacks, giving the player a chance to flee and heal. At present, Scamps and Vermai are more buttons than monsters, and level has no dramatic tension at all. 9/29		ken		"Modify Miscellaneous Skills" helptext appears where old scroll for Miscellaneous skills used to be. 9/29		ken		Select the "No Regenerate Spell Points" Disadvantage and it COSTS 1000 points rather than provides a BONUS 1000 points. [Because of this bug, none of the current Existing Characters were created using this feature.] 9/29		ken		I cannot be sure that any of the Existing Characters will start with pants and top. Garments are apprently randomized each time you create a character. This is either stupid or offensive, depending on your sense of humor -- and unintentional humor blows. Please LOCK the specific clothing items in the Existing Characters. 9/29		ken		Four out of approximately 25 entries into level 1 from character creation produced death animations. Character point of view moves out towards bridge; character either begins too close to bridge, or crashes [though there is no movement of the POV into the pit preceding the death animation]. Plenty of room on the walkway; can we move the startup marker? 9/29		ken		Repeated crashes to "Invalid Object Data" or Causeway error when using "Endgame" and creating a new character. Crashes typically on selecting an Existing Class or Advantages/Disadvantages. 9/29		ken		L5: No Boots of the Savior's Hide in the chest in inspire. Broken Level. KEN: Checked inspire in BSEdit; structure is intact and fine. Kate also reports empty sacks appearing after kill monsters. 9/29		ken		Booty Hall has SERIOUS issues. Corners don't connect (ie, you can see 	into a room from outside of it by peeking through the cracks.	Also, if you kill a creature, and then click on its stuff, you	fall into the water. KEN: Checked in BSedit. Nothing obvious wrong. Need a save game.	HOWEVER, if you use the mouse to click on the stuff, it's fine.	This is true for all monsters in this section of the game. also reported in artBugs 9/29		ken		Sound still doesn't load from a load game (while playing a game, haven't checked all other options) KATE: UNCLEAR! If you mean Sound Level [as set in Options Bar] is not restored properly when you load a restored saved game, I also frequently encounter this bug. 9/29		ken		The Automap in level three has stripes in it, but always shows entire 	map, even if you've just started the level. 9/29		ken		L1: Received a Yoodt Amulet of Entry as random treasure. Amulet Table lists ONLY the Doht amulet, therefore YOU, Julian, are letting the game do wonky things. Stop it immediately. 9/29		ken		L1: Crashed to Causeway error while approaching lower vestibule of healing gem area [where two Vermai are locked on Commad 13 and often initiate dialog]. Could not reproduce crash, but suspect dialog initiation.

Scrawled hastily on a page from a log journal 6th moon ....... "Alas, the Battlespire appears to be falling into the hands of evil. Their many attempts in the past have failed, until now. Dagon seems to have new minions at his side this time. These new horrors are not at all too powerful beyond our magicks and weaponry, but their numbers are feverishly great. We grow low on supplies and soldiers for this holdout. I fear the worst."

8th moon ....... "I have presented to the few remaining Battlemages my last hope plan. I will fight my way to the bowells of the Battlespire, where I will mount Dragonne Papré, my Dragon companion. From his lair, we will take flight. Since the Weir Gate has been taken, teleportation is not possible. Only Papré can make such a journey to the Imperial Palace. There, we will report the evil infection and return with a regimental force of rescue. May the Powers be with me."

9th moon........ "It is as I feared. A carcass is all I have come to find. They have sealed the main gate so Papré could not escape. I am not sorrowful though, for I will be eternally reunited with Dragonne Papré. Hope for the living is lost. My name is Samar Starlover. Tell my sister I am dead, and if all the seas were ink, I could not write enough how I shall miss her."

Scrawled in a cramped, almost illegible hand is a single word:

boustrophed

$%PCF $ I've found another of those damn things like the ones which are blocking the Weir Gate - and a little Daedra went straight by it! I think he's got some sort of special charm or something that lets him through. I sure can't get past. $ Oh, and here's another hint for you - there's a big gem thing just near here - heals you right up! Boy, was I glad to find it! $

%APF $

%PCF $ I sure hope you come through here, I could use the help. $ We are in so much trouble! All hell's broken loose here, and the gate home's blocked with some sort of damn thing which hurts to touch. A lot. $ Have a look around, see if you can find anyone alive to talk to. I'm going to try to get a disguise and get out in the confusion. $ I'm trying to remember what the instructor always said - scout out the land, eliminate your threats and gather resources. Or search, slaughter and steal for short.$ See if you can keep up. $ We're getting a real big test, looks like! $

%APF $

For the eyes of the Exalted Grand Marshall of His August Imperial Highness' Legions, from his Peer of the Twilit Fastnesses, the Battlemage Clarentavious Valisious.$

As you read this, I am dead. My life, however, has not been given in vain, for I have vouchsafed you one small hope in all this tide of despair. The Great Star Galley, wrought by my own hand, still stands ready for your service. It will transport you to the High Halls and Librarium of the College.$

Feigning vile possession and fellowship with the Enemy, I have contrived to conceal it from them, by dismantling my ingenious Opening Mechanism, and hiding away the five cogs upon which its workings depend. I leave one cog here for you, the others I have cunningly secreted. Assemble the mechanism, and you shall gain entry to the Star Galley Crib.$

Beware the one that is named Methats.$ He alone, I fear, suspects my ruse and might discover the workings.$

One more criterion must be fulfilled before the Star Galley can convey you to the Colleges. Despite my many exertions upon the issue, the Galley requires the full puissance of all five anchors to pierce the mana streams and win free of its moorings.$ One such anchor is here in my quarters. If but one anchor is not conjoined, the Galley will lack the power to depart this space.$

Now listen and pay heed. If you would achieve this undertaking and drive the dark ones from our Emperor's sovereign estate, seek out my remains. There you shall find the Typos Sophia, that shields any who possess it from the Taking into puppetry that is Possession. If you find me yet alive by some miracle, it shall be yours for your great purpose.$

In Finis, when addressing the burial of those souls fallen here, I pray you remember their valour and their service in the name of Empire and forever hold high the name of Battlemage.$

On the indispensable Anchors and the absolute need of their perpetual preservation.^

For the edification and admonition of all that should pass through this hall. ^ Know that this is one of the five great Anchors that moor the Battlespire in its place and retain it in the life-flood of sustaining Mana, without which there is no light, no life, no Being.^ In their o'er-reaching wisdom, the Powers have required me, against my every protest and complaint, to affix to it a dreadful device, which you see before you, whose purpose is to sunder and divide this anchor and imperil the Spire and all who inhabit it.^

Never divide the Anchor. It is the rock on which all our lives are founded.^

All Anchors must be conjoined to assure the safety and stability of the Spire.^

Above all, never allow them all to be unloosed. Sure destruction shall follow, as the Battlespire departs the flux that keeps all sides of nature in unity. ^

Now avaunt, and quit this chamber, lest the imp of temptation, or some unhappy humour overcome you, and lead you onto the path of certain annihilation.^ ^ C.V.^

%PCF $ I've heard that one of the Battlemages is still alive - Clarentavious, I think. I haven't seen him, but then, I haven't had time to look for any secret doors or anything. They wanted him because of some machine or other that's broken. $ Oh, and Methats seems to be the one who's being left in charge, if you're interested. $ Stay close, you might need me! $ %APF $

ehFor Mactana Greenway, Gatekeeper. $ A few more names for the Annals and Assizes of Entry. I believe these will be the last for today. $

Samar Starlover, Master of the Serpent Blade. $ Grad Helthen, Grand Ipsissimus of the dissolving fires. $ Clarentavious Valisious, Venerable Artificer, greybeard master of the Hammer and the harness $ Paxti Bittor, Exalted Summoner, Lion-Lord Invoker Pursuivant $ %APF %APS, novice. $

scribbled in an unsteady hand $ The daedra prince has forced entry. Battlespire is fallen. $ Lomegan surrendered the Portal Keys, and he was struck down. I saw others Taken. Trust no one. $ The gate home is closed by the invader's sigil; the only way out now is the old Star Galley. $ I tried to guard the anchors, but most were loosed. If you may avenge us, restore the anchors. If you despair, free the last anchors, and die with our enemies. $

%PCF

Glad you could make it.

bad news - 1. wizards & guards dead. No prisoners I could find. 2. Daedra everywhere. Little long-ears - weak, but sneaky pack fighters. Big eyeless things with long arms - stupid and very tough. 3. Paxti Bittor is the traitor. Daedra may have some codes and keywords, but there're plenty of rooms and passages I can't get into. 4. Teleports don't work. Maybe mana locks, keywords? Look around - wizards are sloppy with security. 5. Floating symbols are magic sigils, and deadly! Weir gate is sealed by a REAL nasty one. Daedra wear amulets marked with same symbols. Tried to pass symbols wearing right amulets, but some work, some don't - can't figure pattern.

Good news - 1. I'm sticking close to a boss daedra named Sumeer. Stole a cloak, hood, & amulet from a careless bodyguard. Sumeer has a mass teleportation artifact, I think. I wear the amulet, and go when he goes. 2. My Plan A: stay close to Sumeer and improvise. 3. My Plan B: Find an amulet with the same symbol as the one blocking the weir gate to get me back through the gate, or find something or someone else to get me through. Elseways we will never see Tamriel again. 4. My Plan C: Sneak until I'm discovered, then take as many with me as I can. 5. Don't think they know I'm here. 6. Command and security are sloppy. Politics? 7. Left you a pair of healing potions in this scroll. Toast my health when you quaff them.

Suggestions - 1. The door to the teleportal off the north corridor near the tiger rug has some sort of password protection on it. Get it working. It leads upsection to Battlespire libraries, barracks, armories, and such. DON'T COUNT ON ME to get this open. I'm riding the boss daedra's coattails. 2. Find out how daedra got here. Bittor, the traitor, was master of teleportation and voidgates; that's the likely route. 3. Search for codes and keys and clues and weapons. I don't think the daedra got them all by a long shot. I couldn't search the battlemages or guards without drawing attention to myself, but some of them may have had time to leave something for posterity. And this is the Battlespire, for gods sakes. Who knows what stuff they have around here? 4. Stay with me, pal. Even if something happens to me, look for what's left. I'll make sure I pass on anything I can.

Stay with me. %APF

HOW YOU SHOULD KNOW US

DEATH, DEFEAT, AND FEAR

We do not die. We do not fear death.

Destroy the Body, and the Animus is cast into The Darkness. But the Animus returns.

But we are not all brave.

We feel pain, and fear it. We feel shame, and fear it. We feel loss, and fear it. We hate the Darkness, and fear it.

The Scamps have small thoughts, and cannot fear greatly.

The Vermai have no thoughts, and cannot fear.

The Dremora have deep thoughts, and must master fear to overcome it.

THE CLAN BOND

We are not born, we have not fathers nor mothers, yet we have kin and clans.

The clan-form is strong. It shapes body and thought.

In the clan-form is strength and purpose.

THE OATH BOND

We serve by choice. We serve the strong, so that their strength might shield us.

Clans serve by long-practice, but practice may change.

Dremora have long served Dagon… but not always so.

Practice is secure when oath-bonds are secure, and trust is shared.

When oath-bonds are weak, there is pain, and shame, and loss, and Darkness, and great fear.

HOW WE THINK ABOUT MAN

Perhaps you find Scamps comic, and Vermai brutish.

How then do you imagine we view you humans?

You are the Prey, and we are the Huntsmen.

The Scamps are the Hounds, and the Vermai the Beaters.

Your flesh is sweet, and the chase is diverting.

As you may sometimes praise the fox or hare, admiring its cunning and speed, and lamenting as the hounds tear its flesh, so do we sometimes admire our prey, and secretly applaud when it cheats our snares or eludes pursuit.

But, like all worldly things, you will in time wear, and be used up. You age, grow ugly, weak, and foolish. You are always lost, late or soon.

Sometimes the prey turns upon us and bites. It is a small thing. When wounded or weary, we fly away to restore. Sometimes a precious thing is lost, but that risk makes the chase all the sweeter.

MAN'S MYSTERY

Man is mortal, and doomed to death and failure and loss.

This lies beyond our comprehension - why do you not despair?

[scawled on a piece of foolscap torn from a book]

Roht = Rishaal = Peytif

[a passage from the text of THE VAGARIES OF MAGICA]

"...but take care, lest power enfeeble the fundaments, and curtail the flow through the Congeries, except when functions be warranted. And safeguard that the Congeries shall not be abused by prideful wizards, confident in their skill and blinded by their ambitions. In this, hold the ordering of the Congeries among the oldest and most trusted of mages, and make secure this ordering through arcane codes and keys to confound even the most clever students.

"The Restorals must be most carefully guarded, for how often have even the wise lusted to overreach their bodies and souls with vitality and mana. And also must the Magica Fountains be damped and banked, sanctioning their engendering only to the reconsecration of essential arcane engines and templates, and then only by common assent of the Council."

[beneath this passage from THE WATERS OF OBLIVION someone has scrawled a comment in blood; the script is still damp]

An hundred and twenty numbered ages in the void that fated folk had grown deep-schooled in evil. Then the Bright Gods resolved to punish those faithless spirits, and shatter the unruly caitiffs, those huge, unholy scathers, loathsome to the Light. They repented exceedingly that they had gazed upon Oblivion, and seen there the first of dark kin, and welcomed them as brothers and sisters.

The Principalities of Victory beheld how great was the wickedness of the wayward spirits, and saw that they were bold in sin and full of wiles. They resolved then to chasten the tribes of daedra, and smite darkkind with hammer and hand.

But ever shall Darkness contest the Light, and great were the Powers that breathed the void and laid waste upon one another, and no oath might bind them, so deep were they in envy and perfidy. For once the portals are opened, who shall shut them upon the rising tide?

[the comment] Crap!!! Where do they GET such silly ideas?

[handwritten scrawled on the floor with a piece of charcoal]

I am dead. Tell my tender Mother dear I loved her, and Tamriel and my Emperor. Akatosh curse the name of the traitor and all daedra. Mara bless and guard my soul.

You who find me - avenge me, take the traitor's blood in my name, and take in hand The Dagger of the Stolid Kin, borne by my father and forged by his father before him. Beware of magic while you carry this blade, but fear neither the sting of poison nor the sear of shock.

ul"Not till the very evening they came," answered he; and then told of his dealings with Mehrunes Dagon's thralls, saying that Mackkan would find it easier to whistle on the wind's tracks and go on a fool's errand than to fight his toads. Then said Mackkan: --

(34)^    "Now see to thy safety henceforward,^     And stick to thy parts and thy pride;^     Or this mallet of mine, Malacath's Scourge,^     Will meet with thine ear of a surety.^     For quick as I can cry "Equality",^     Though eight arms thou couldst boast of,^     Such bumps thou shalt comb on thy brainpan,^     Thou that breakest the howes of the dead.^

EXPLICATION: The mace Scourge, Blessed of Malacath, Mackkan's legendary weapon, forged from sacred ebony in the Fountains of Fickledire, has ever been the bane of the Dark Kin, and many a black spirit has been hurled back into Oblivion with a single blow of this bold defender of the friendless. Scourge now hangs within the armory of Battlespire, ready to take up in the name of the Emperor against the Daedric Lord

from THE REQUISITE BOOK OF DAEDRA

[This volume is an encyclopedic reference to the Lords of the Daedric Realms, their chief clans, the themes and spheres of influence of each clan, and to the legends and lore associated with those mortals who traffick with Daedra.]

Azura, whose sphere is dusk and dawn, the magic inbetween realms of twilight^ Beothiah, whose sphere is deceit and conspiracy, and the secret plots of murder, assassination, treason, and unlawful overthrow of authority^ Clavicus Vile, whose sphere is the granting of power and wishes through ritual invocations and pact^ Hermaeus Mora, whose sphere is scrying of the tides of Fate, of the past and future as read in the stars and heavens, and in whose dominion are the treasures of knowledge and memory^ Hircine, whose sphere is the Hunt, the Sport of Daedras, the Greatest Game, the Chase and Sacrifice of Mortals^ Malacath, whose sphere is the patronage of the spurned and ostracized, and the Sworn Oath, and the Bloody Curse^ Mehrunes Dagon, whose sphere is Destruction, Change, Revolution, Energy, and Ambition^ Mephala, whose sphere is obscured to mortals; known by the names Webspinner, Spinner, and Spider; whose only consistent theme seems to be interference in the affairs of mortals for her amusement^ Meridia, whose sphere is obscured to mortals; who is associated with the energies of living things^ Molag Bal, whose sphere is the domination and enslavement of mortals; whose desire is to harvest the souls of mortals and to bring mortals souls within his sway by spreading seeds of strife and discord in the mortal realms ^ Namira, whose sphere is the ancient Darkness; known as the Spirit Daedra, ruler of sundry dark and shadowy spirits; associated with spiders, insects, slugs, and other repulsive creatures which inspire mortals with an instinctive revulsion ^ Nocturnal, whose sphere is the night and darkness; who is known as the Night Mistress^ Peryite, whose sphere is the ordering of the lowest orders of the Oblivion; who is known as the Taskmaster^ Sanguine, whose sphere is hedonistic revelry and debaucherie, and passionate indulgences of darker natures^ Sheogorath, whose sphere is Madness, and whose motives are unknowable^ Vaernima, whose sphere is the realm of dreams and nightmares, and from whose realm isues forth evil omens^

[especially marked for special interest under the heading "Malacath" you find a reference to SCOURGE, blessed by Malacath, and dedicated to the use of mortals. In short, the reference suggests that any daedra attempting to invoke the weapon's powers will be expelled into the voidstreams of Oblivion.]

"Of the legendary artifacts of the daedra, many are well known, like Azura's Star, and Sheogorath's Wabbajack. Others are less well known, like Scourge, Mackkan's Hammer, Bane of Daedra....

"...yet though Malacath blessed Scourge to be potent against his daedra kin, he thought not that it should fall into daedric hands, then to serve as a tool for private war among caitiff and forsaken. Thus did Malacath curse the device such that, should any darkkin seek to invoke its powers, that a voidhole should open and swallow that daedra, and purge him into Oblivion's voidstreams, from thence to pathfind back to the Real and Unreal Worlds in the full order of time."

[scawled on a piece of linen torn from a drape]

Meht = Gatanas = Memasgi

[scawled on a piece of linen torn from a drape]

Zyr = Zenaide = Berk

s.Among the hundreds of riddles in this weighty tome, THE KENDHALL BOOK OF RIDDLES, four have been marked with scraps of paper:

Page 1

Loadbearer, Warrior Spirited, Brave Fleet-foot, Ironshod Faithful One, Slave

Answer: Horse

Page 2

I rise above the roofs below Finger up-raised to heaven. I speak in clear tones That aim for others To gather where I call.

Answer: Bell Tower

Page 3

Some live in me, some live on, And some shave me to stride upon. I rarely leave my native land. Until my death I always stand. High and low I may be found Both above and under ground.

Answer: Tree

Page 4

Armor bright Gleaming white A single rank Their faces blank Now hid by night Now bold by light Bright red the land Where soldiers stand

Answer: Teeth

Codex Arcana, Volume I

STUDENTS AND SCHOLAR: Attend our Abjurations!$ SHOWING DUE PROPRIETY IN THE CUSTODY OF BOOKS$

We not only render service to the Emperor in preparing volumes of new books, but also exercise an office of sacred piety when we treat books carefully, and again when we restore them to their proper places and commend them to inviolable custody; that they may rejoice in purity while we have them in our hands, and rest securely when they are restored to their repositories. And surely next to the vestments and engines dedicated to the Emperor's glory, arcane books deserve to be rightly treated by the battlemage, to which great injury is done so often as they are touched by unclean hands. Wherefore we deem it expedient to warn our students against various negligences, such as might be easily avoided and which do wonderful harm to books.$

Being a partial index of arcane contrivances known to the scholars and alchemists of Battlespire, that these contrivances might more readily be known to all students, and neither abused, nor neglected, nor wasted in their employment.$

"Art of Corruption"$ Produces the casting of Major Poison Damage Range$ $ "Beaks of Lightning"$ Casts the spell of Major Shock Damage Range$ $ "Bite of Fleshrime"$ Renders the power of Medium Frost Damage Range$ $ "Blossom of Chastening Fire"$ Produces the casting of Minor Fire Damage Range$ $ "Boils of Handfire"$ Produces the casting of Minor Fire Damage$ $ "Bone of Resolve"$ Produces the casting of Spell Resistance$ $ "Breath of the Vampire"$ Produces the casting of Vampiric Drain$ $ "Candle of the Lesser Vigil"$ Renders the power of Minor Shield$ $ "Coals of Bonesear"$ Renders the power of Major Fire Damage $ $ "Din of Revelations"$ Renders the power of Major Delayed Damage$ $ "Dove of Blistering Fire"$ Renders the power of Medium Fire Damage Range$ $ "Ewer of Purity"$ Renders the power of Cure Poison$ $ "Excrescence of Ice"$ Produces the casting of Major Frost Damage $

Codex Arcana, Volume II

STUDENTS AND SCHOLAR: Attend our Abjurations!$ SHOWING DUE PROPRIETY IN THE CUSTODY OF BOOKS$

We not only render service to the Emperor in preparing volumes of new books, but also exercise an office of sacred piety when we treat books carefully, and again when we restore them to their proper places and commend them to inviolable custody; that they may rejoice in purity while we have them in our hands, and rest securely when they are restored to their repositories. And surely next to the vestments and engines dedicated to the Emperor's glory, arcane books deserve to be rightly treated by the battlemage, to which great injury is done so often as they are touched by unclean hands. Wherefore we deem it expedient to warn our students against various negligences, such as might be easily avoided and which do wonderful harm to books.$

Being a continuance of a partial index of arcane contrivances known to the scholars and alchemists of Battlespire, that these contrivances might more readily be known to all students, and neither abused, nor neglected, nor wasted in their employment.$ $ "Faremyle of Burning Blows"$ Renders the power of Medium Fire Damage $ $ "Father of Blight"$ Produces the casting of Medium Continuous Damage to the victim$ $ "Fin of Spite"$ Produces the casting of Minor Continuous Damage to the victim$ $ "Flakes of Snow"$ Produces the casting of Minor Frost Damage $ $ "Flame of the Greater Vigil"$ Casts the spell of Medium Shield$ $ "Forks of Bonefrost"$ Casts the spell of Major Frost Damage Range$ $ "Glaze of Mysteries"$ Produces the casting of Medium Delayed Damage$ $ "Gleam of the Shock Ward"$ Produces the casting of Resistance to Shock$ $ "Harkenor of Agony"$ Renders the power of Major Continuous Damage to the victim$ $ "Harrow of Wizardbrand"$ Casts the spell of Major Magic Damage $ $ "Heart of the Subtle Force"$ Produces the casting of Minor Shock Damage $ $ "Horn of Magepain"$ Renders the power of Medium Magic Damage Range$ $ "Hue of the Journeyman"$ Casts the spell of Medium Poison Damage $ $ "Husk of the Fiery Ward$ Casts the spell of Resistance to Fire$ $ "Incidence of Biter Bitten"$ Produces the casting of Fire shield$

Codex Arcana, Volume III

STUDENTS AND SCHOLAR: Attend our Abjurations!$ SHOWING DUE PROPRIETY IN THE CUSTODY OF BOOKS$

We not only render service to the Emperor in preparing volumes of new books, but also exercise an office of sacred piety when we treat books carefully, and again when we restore them to their proper places and commend them to inviolable custody; that they may rejoice in purity while we have them in our hands, and rest securely when they are restored to their repositories. And surely next to the vestments and engines dedicated to the Emperor's glory, arcane books deserve to be rightly treated by the battlemage, to which great injury is done so often as they are touched by unclean hands. Wherefore we deem it expedient to warn our students against various negligences, such as might be easily avoided and which do wonderful harm to books.$

Being a continuance of a partial index of arcane contrivances known to the scholars and alchemists of Battlespire, that these contrivances might more readily be known to all students, and neither abused, nor neglected, nor wasted in their employment.$ $ "Knight of the Grand Vigil"$ Produces the casting of Major Shield$ $ "Lot of Fate"$ Produces the casting of Medium Continuous Damage to the victim$ $ "Maid of Rime"$ Casts the spell of Medium Frost Damage $ $ "Mote of Cleansing Fire"$ Produces the casting of Major Fire Damage Range$ $ "Plume of Baleful Woe"$ Renders the power of Minor Magic Damage $ $ "Prayer of Fleshfire"$ Casts the spell of Medium Poison Damage Range$ $ "Principle of the Broad Force"$ Renders the power of Medium Shock Damage $ $ "Ribs of the Mana Ward"$ Produces the casting of Resistance to Magic$ $ "Root of the Hero"$ Renders the power of Medium Cure Health$ $ "Rose of Weirdbane"$ Produces the casting of Medium Magic Damage $ $ "Seal of the Grand Force"$ Casts the spell of Major Shock Damage Range$ $ "Seed of Healing"$ Produces the casting of Minor Cure Health$ $ "Shells of Magewrack"$ Casts the spell of Major Magic Damage Range$ $ "Shimmer of the Frosty Ward"$ Produces the casting of Resistance to Frost$ $ "Sifting of Stain"$ Produces the casting of Minor Poison Damage Range$ $ "Skein of Convulsion"$ Renders the power of Confusion$ $ "Skins of the Poison Ward"$ Casts the spell of Resistance to Poison$ $ "Sliver of Skinchill"$ Produces the casting of Minor Frost Damage Range$ $ "Sweetpin of Secrets"$ Renders the power of Minor Delayed Damage$ $ "Swirl of the Bright Well"$ Renders the power of Spell Absorption$

Codex Arcana, Volume IV

STUDENTS AND SCHOLAR: Attend our Abjurations!$ SHOWING DUE PROPRIETY IN THE CUSTODY OF BOOKS$

We not only render service to the Emperor in preparing volumes of new books, but also exercise an office of sacred piety when we treat books carefully, and again when we restore them to their proper places and commend them to inviolable custody; that they may rejoice in purity while we have them in our hands, and rest securely when they are restored to their repositories. And surely next to the vestments and engines dedicated to the Emperor's glory, arcane books deserve to be rightly treated by the battlemage, to which great injury is done so often as they are touched by unclean hands. Wherefore we deem it expedient to warn our students against various negligences, such as might be easily avoided and which do wonderful harm to books.$

Being a continuance of a partial index of arcane contrivances known to the scholars and alchemists of Battlespire, that these contrivances might more readily be known to all students, and neither abused, nor neglected, nor wasted in their employment.$ $ "Tale of the Whole Flesh"$ Casts the spell of Major Cure Health$ $ "Tear of Despair"$ Produces the casting of Major Continuous Damage to the victim$ $ "Thimble of Magefire"$ Produces the casting of Minor Magic Damage Range$ $ "Thread of Sparking"$ Renders the power of Minor Shock Damage Range$ $ "Tides of the Between"$ Produces the casting of Teleport$ $ "Tinct of the Apprentice"$ Produces the casting of Minor Poison Damage $ $ "Waft of Lightness"$ Produces the casting of Jumping$ $ "Web of the Master"$ Renders the power of Major Poison Damage $ $ "Whim of the Grand Warding"$ Renders the power of Resistance to All elements$ $ "Wind of Swiftness"$ Renders the power of Running$ $ "Winds of Storm"$ Produces the casting of Medium Shock Damage Range$ $ "Wing of Spellshifting"$ Casts the spell of Spell Reflection$ $ "Withy of Withering"$ Casts the spell of Minor Continuous Damage to the victim$

Malham's Annotated Compendium of Arcane Contrivances of the Second Age, Volume IV

Just as it is necessary for the state to prepare arms and to provide abundant stores of victuals for the soldiers who are to fight for it, so it is fitting for Imperial Servants to fortify themselves against the assaults of pagans and heretics with a multitude of sound writings. So all know, and Malham speaks. $ $ $ $ "White Finger of Lingering Death" $ Produces the casting of Poison $ By envious fate's decrees$ Abide not long the lords of earth;$ Beneath the poisoned bite the flesh must fall. $ $ "Shroud of Night" $ Casts the spell of Shadow $ Whence art thou come? Know by his mien$ $ That Shadow is power. $ $ "Beacon of Warning" $ Renders the power of Detect Enemy $ Thine enemy be known. $ $ "Glove of Service" $ Grants the gift of lesser Monster Summoning $ Though they be least, least answer thy call. $ $ "Horn of the Hunt" $ Grants the gift of modest Summon Brute $ Pour out libations from the mingled cup; the soldiers answer; the captain's call. $ $ "Badge of the Steward" $ Grants the gift of Summon Wise Monster $ From parched and arid wastes beyond the stars, the Wise harken to the clash of war. $ $ "Guerdon of the Warden" $ Grants the gift of grand Summon Guard" $ From darkness he comes. $ $ "Knower of Nightmares" $ Grants the gift of Summon Surpassing Horror $ When his horn sounds, the hosts shall part in fear and shame. $ $ "Eyes of Arcane Sight" $ Renders the power of Detect Spell $ What works, bright or dark, are written between this world and the next? Those works you shall read as threads woven in fire. $ $ "Curtain of the Unseen World" $ Renders the power of Invisibility $ Behind this curtain he moves unknown to friend and foe. $ $ "Beckon of the Averted Eye" $ Renders the power of Chameleon $ The stalker is lost in the blend of light and shadow, color and texture. $ $ "Arms of Feathered Grace" $ Renders the power of Slow Fall $ He falls, but with grace and keen eye, like the raptor upon his prey. $

at[from ARCANA RESTORED: A HANDBOOK, by Wapna Neustra, Praceptor Emeritus of the Imperial College]$

FORM THE FIRST: Makest thou the Mana Fountain to be Primed with Pure Gold, for from Pure Gold only may the Humors be rectified, and the Pure Principles coaxed from the chaos of Pure Power. Droppest thou then the Pure Gold upon the surface of the Mana Fountain. Takest thou exceeding great care to safeguard yourself from the insalubrious tempests of the Mana Fountain, for through such Assaults may one's health be utterly Blighted.$

FORM THE SECOND: Make sure that thou havest with you this Excellent Manual, so that thou might speak the necessary Words straightaway, and without error, so that thou not in carelessness cause thyself and much else to discorporate and disorder the World with your component humors. $

FORM THE THIRD: Take in hand the item to be Restored, and hold it forth within the Primed Fountain, murmuring all the while the appropriate phrases, which are to be learned most expeditiously and faultlessly from this Manual, and this Manual alone, notwithstanding the vile calumnies of Kharneson and Rattor, whose bowels are consumed by envy of my great learning, and who do falsely give testament to the efficacies of their own Manuals, which are in every way inferior and steeped in error. $

FORM THE FOURTH: Proceed instantly to Heal thyself of all injuries, or to avail yourself of the Healing powers of the Temples and Healers, for though the agonies of manacaust must be borne by any who would Restore a prized Arcana to full Potency, yet it is not wise that suffering be endured unduly, nor does the suffering in any way render the Potency more Sublime, notwithstanding the foolish speculations of Kharneson and Rattor, whose faults and wickednesses are manifest even to the least learned of critics. $

[a neatly penned message on a small piece of paper, many times folded, and signed in a bold, formal hand]

Read this and let it be judged fair, nor doubted.

The bearer wears the form of Lomegan Mariel, Imperial Secretary, but is indeed Sirran Angada. Sirran Angada enjoys my countenance, and speaks with my voice.

Jagar Tharn