recursal/Fanatic-Fandom huggingface dataset:
Zardom's Battle Plan

*This article is a stub. You can help ELEX Wiki by expanding it.*

**Zardom&'s Battle Plan** is one of the main missions in *ELEX*.

## Sub-missions

* Origin - The Power of the Center
	+ Promising Living Arrangements
	+ A Foot in the Door (Lloyd)
	+ Freeing the Camp (Jonesy)
		- Mutant Siege
	+ Defense of the Camp (Eckard)
		- Measuring Strength with the Camp Master
	+ Salvage Work (Harley)
		- Defective Motor
* Chosen
	+ Before the City Gates
* Invasion of Abessa
* The Converter in North Abessa
	+ Operating Instructions: Converter
* The Big Bang
	+ An Exercise in Megalomania
		- A Proprietary Edwards Condenser
		- An Inverse Phase Inductor
		- A Concentric Cross-Armature Coil
	+ Where is Big Bang?
	+ Taming Big Bang
	+ Death of a Genius
* Elexetor on the Hunt
Wine

*This article is a stub. You can help ELEX Wiki by expanding it.*

 Regeneration Duration | 10s

**Wine** is one of the Food items in *ELEX*. It is also used in the following recipes:

* Bone Marrow Soup Recipe
* Instructions to make Small Healing Potion
* Instructions to make Healing Potion
* Instructions to make Strong Healing Potion
* Instructions to make Powerful Healing Potion
Withdrawal Order

*This article is a stub. You can help ELEX Wiki by expanding it.*

**Withdrawal Order** is one of the mission items in *ELEX*.

23 10 155
The lead engineer from Research Station A1 was called to the Ice Palace.
Construction of the new research station has begun.

## Location

* Master (red) console inside the Converter in West Xacor.
Waitress's Journal 1

*This article is a stub. You can help ELEX Wiki by expanding it.*

**Waitress's Journal 1** is one of the mission items in *ELEX*. Reading it provides 20 .

Sandy is a son of a bitch. I am gone, GONE as soon as I have enough money. I'll find myself a better job and leave.
  I think I should apply to Infinite Skies. They pay a lot better. The adverts look amazing, so even if 50% of that is bullshit they will be way better than here.
I have had enough of this place and the guys he gets into that spare room. The latest guy has lived in the back room for over a month. He is always staring at me...
Doesn't he have a life? All he does is sit at the same table and write in his scribbled, crazy notebook. The guy probably thinks himself an artist, or something. His stare is driving me crazy.
He was listening to the radio today while washing up...
There was a man who claimed that a comet is going to destroy everything soon.
My hands are shaking just at the thought of it. It was just a crazy guy who hacked into the radio, but he sounded so certain, so convinced, but it's just some crazy guy, right...
Sandy doesn't believe the rumors. He wants to leave the diner open. He's even talking about a comet party on the day the guy said it would hit us. A lot of people have panicked. The roads were jammed today. People going in different directions looking for a safe place. Sandy takes their money and laughs at them. He thinks they're idiots.
This afternoon, a woman who was completely hysterical showed up. She absolutely believed that we were going to die.
I know Sandy won't give me the money I need to go, he doesn't believe in this comet at all.

## Location

* The diner at Sandy Pines, in the back room with the radio.
The Law of the Berserkers

*This article is a stub. You can help ELEX Wiki by expanding it.*

It is necessary to complete this quest to join the Berserkers.

If Abiding the Law appears as being completed, it means **the Law of the Berserkes** is ready to be closed.

If Breaking the Law appears as being completed first before **Abiding the Law**, it means too late and the collective approval is meaningless. An alternative option requires a second chance Making Things Right by Ragnar in order to complete **The Law of the Beserkers**.

If you may overlooked the feedback**. Abiding the Law** and **Breaking the Law** can be checked over  "Complete" under the category of Edan. It can be only one of them.

## Sub-missions

* Elex for the Mana Shrine
* Bad Debts
* Mysterious Aura
* The Seedling in the Forest
* Harvest Time
* Forbidden Technology
* Drog's Word
* Departure to Foreign Lands
* There Is Always Something to Do!
* The Bigmouth
* A Special Piece
* Elex Supplies
* False Teachings
* Mutant Attack
* Disappeared without a Trace
* Lost Guns and Dead Men
* Hakon's Alb Hunt
* Searching for Clues
* The Messenger of Death
* Pleased Caldrim

## Objectives

```
Attention: In order to achieve the mission, you need to reach Abiding the Law first, which is 7 approvals before Breaking the Law, which is 5 disapprovals. Otherwise will result in a refusal, unwelcoming and Ragnar is against you. A second chance will be given, to pay 2000 Elexits and owe Angrim a favor.

```

The mission givers don't affect the support:

* Duras Murder's Quest, Cormag, Thorgald, Sinda, Lennart, Eldur, Katta and others ...

### Guide - fastet way to complete the mission from start

+ Drog's word by passed Skill Check or paid with Elexits or won duel. (Free +2 Combat, Soldier's amulet is in the caserne stone ruin behind the Hotel)

+ Angrim's test passed

+ Born, helped Mutants problem

+ Irdor got 50 Cultivator's loafs - (buy from Sinda, max. 250  for 50 pieces or steal many bags of Cultivator's loaf in houses of cultivator, especially near Sinda's house)

+ Antique Sword returned to Ragnar

+ Cleric Weapons were given to Jora.

+ Told Jora about Ornir illegal action or Bigby is killed.

**or**

x Fail Angrim's test

x Sell Antique Sword to Alrik

x Give Betram the cleric weapons

x Give Irdor a moldy bread (behind Sinda's house, garbage place)

x Keep Kral the Elex packages and lie to Caldrim

Pay 2000  to Ragnar and talk to other two warlods. Done.

## Notes

* After done with **Abiding the Law**, the rest of the remaining missions willn't affect anymore, but Ragnar still will making a comment. No backlash, even you got 7 approvals and the rest only disapprovals afterwards.
	+ Same applies for **Breaking the Law**, the dis/approval of support is meaningless.
* Departure to Foreign Lands is a seperate mission (no consequence) and doesn't matter before or after done with **The Law of the Berserkers**. It's just one of two key parts for joining Berserkers's faction.
* Disapproval doesn't subtract the counter of approval.
* After done with **Drog's word**, this approval will stay even Drog got replaced by Katta.
Ancestor Glade

**Ancestor Glade** is a large wondrously beautiful grove located high up in the mountains to the east of Peak's Shade Tower, protected by three Spriggan Earth Mothers.

Five trees in bloom dot the meandering path to the other side of the cave. Canticle Bark can be collected from these trees, provided the Dragonborn has the right tool, a Draw Knife, at hand.

## Items of Note

* A few rare Ancestor Moth Wings and some Tundra Cotton can be collected here.
* In the very west of the cave, in the rock face, near the third blooming tree: Elven Shield of Dwindling Fire (L35).
* Near the fifth tree on a stone pile: Amethyst and Silver Jeweled Necklace.
* And at the very end of the path: Ruby and Steel Helmet of Conjuring.
16 Accords of Madness, v.VI

A book about Sheogorath

## Found

* Nightcaller Temple
* Nightingale Hall, after Darkness Returns

## Content

> “
> ircine's Tale
>
>
>
>
> ver proud and boastful, Oblivion's Mad Prince stood one fifth day of mid year among the frigid peaks of Skyrim, and beckoned forth Hircine for parlay. The Huntsman God materialized, for this was his day, and the boldness of Sheogorath intrigued him.
>
>
> Wry without equal, Sheogorath holds in his realm giggling loons, flamboyant auteurs, and craven mutilators. The Mad Prince will ply profitless bargains and promote senseless bloodshed for nothing more than the joy of another's confusion, tragedy, or rage. So it was that Sheogorath had set a stage on which to play himself as rival to Hircine.
>
>
> Without haste, the coy Prince proffered his contest; each Prince was to groom a beast to meet at this place again, three years to the hour, and do fatal battle. Expressionless behind his fearsome countenance, Hircine agreed, and with naught but a dusting of snow in the drift, the Princes were gone to their realms.
>
>
> Confident, but knowing Sheogorath for a trickster, Hircine secretly bred an abomination in his hidden realm. An ancient Daedroth he summoned, and imbued it with the foul curse of lycanthropy. Of pitch heart and jagged fang, the unspeakable horror had no peer, even among the great hunters of Hircine's sphere.
>
>
> In the third year, on the given day, Hircine returned, where Sheogorath leaned, cross-legged on a stone, whistling with idle patience. The Prince of the Hunt struck his spear to the ground, bringing forth his unnatural, snarling behemoth. Doffing his cap, sly as ever, Sheogorath stood and stepped aside to reveal a tiny, colorful bird perched atop the stone. Demurely it chirped in the bristling gusts, scarcely audible.
>
>
> In a twisted, springing heap, the Daedroth was upon the stone, leaving only rubble where the boulder had been. Thinking itself victorious, the monster's bloodied maw curled into a mock grin, when a subdued song drifted in the crisp air. The tiny bird lightly hopped along the snout of the furious Daedroth. Sheogorath looked on, quietly mirthful, as the diminutive creature picked at a bit of detritus caught in scales betwixt the fiery eyes of the larger beast. With howling fury, the were-thing blinded itself trying to pluck away the nuisance. And so it continued for hours, Hircine looking on in shame while his finest beast gradually destroyed itself in pursuit of the seemingly oblivious bird, all the while chirping a mournful tune to the lonesome range.
>
>
> Livid, but beaten, Hircine burned the ragged corpse and withdrew to his realm, swearing in forgotten tongues. His curses still hang in those peaks, and no wayfarer tarries for fear of his wrathful aspect in those obscured heights.
>
>
> Turning on his heel, Sheogorath beckoned the miniscule songbird to perch atop his shoulder, and strolled down the mountain, making for the warm breezes and vibrant sunsets of the Abecean coast, whistling in tune with the tiniest champion in Tamriel.
>
>
>
> — 16 Accords of Madness, v.VI
>
>
Weathered Picture 05

*This article is a stub. You can help ELEX Wiki by expanding it.*

**Weathered Picture 05** is one of the mission items in *ELEX*. It shows the location of Four Houses Part 6.

## Location

* East, North, East of 'The Fort' in Tavar. Other side of the road, below the fork.

## See also

* Weathered Picture 01
* Weathered Picture 02
* Weathered Picture 03
* Weathered Picture 04
* Weathered Picture 06
* Weathered Picture 07
* Weathered Picture 08
* Weathered Picture 09
A False Front

*This **disambiguation** page lists articles associated with the same title. If an internal link referred you here, you may wish to change the link to point directly to the intended article.*

Depending on which faction the Dragonborn chooses, **A False Front** can refer to either:

* A False Front (Stormcloak)
* A False Front (Imperial)
A Return to Your Roots

* Discover the significance of Crimson Nirnroot
* Collect Crimson Nirnroot in Blackreach (30)
* Bring 30 Crimson Nirnroot to Avrusa Sarethi

## Walkthrough

This quest begins when the Dragonborn either reads Sinderion's Field Journal found in Sinderion's Field Laboratory or picks the first Crimson Nirnroot both found in Blackreach.

### Discover the significance of Crimson Nirnroot

If the Dragonborn picks some crimson nirnroot before finding Sinderion's Field Laboratory, this objective is added to the Quest Journal.

### Collect Crimson Nirnroot in Blackreach (30)

After reading Sinderion's Field Journal it becomes clear what amount of Crimson Nirnroot is required and what should be done with it.

The crimson nirnroots only grow in Blackreach. There are more than thirty there (44 actually), but they are spread all over the location and do require a fair amount of searching to find. However, this does provide the opportunity to also mine Geode Ore Veins which are also only found there.

### Bring 30 Crimson Nirnroot to Avrusa Sarethi

Once the Dragonborn has thirty crimson nirnroots these should be brought to Avrusa Sarethi at her farm, to then receive Sinderion's tome The Nirnroot Missive and Sinderion's Serendipity as a reward.
Torn-out Page 5

**Torn-out Page 5** is one of the mission items in *ELEX*. Reading this provides 10 . (25  with Bookworm perk.)

Eddie was right, we are under attack.
They are everywhere.
Eddie was right.
The Albs are coming...

## Location

* Ruins of a plant west of the Old Factory teleporter

## See also

* Torn-out Page 1
* Torn-out Page 2
* Torn-out Page 3
* Torn-out Page 4
* Eddie
Akatosh

**Akatosh** is one of the Aedra, or Divines. He is the god of time and the chief deity of the Nine Divines. He is depicted as a dragon, a form he chose to battle Mehrunes Dagon in the Oblivion Crisis.

In *The Elder Scrolls IV: Oblivion*, Martin Septim smashed the Amulet of Kings and took on the form of Akatosh to battle Mehrunes Dagon to save Tamriel and the Imperial City from the Encroaching Oblivion invasion forces, killing himself in the process. After Mehrunes Dagon was defeated, Martin turned to stone whilst still in the form of Akatosh, and now stands as a statue in the temple as a reminder his sacrifice.

**Akatosh** is also known, by the Mer, as Auri-El.
Trainer

*This article is a stub. You can help ELEX Wiki by expanding it.*

To improve your various abilities, it is necessary to find an appropriate **Trainer** and ask them to teach you. To do this, you must have sufficient Skill Points and Elexit.

Training via the trainers also has a secondary importance. With each skill trained in a particular field (such as Crafting) you also gain 1 point in that general field of knowledge. Many characters in the game will have conversation options at various points or during quests that you will need enough points in a particular field to be able to use it, such as needing 4 Charisma to unlock a new option with Sinda in the Berserker village.

## Combat trainers

* Big Jim
* Cormag
* Hagen
* Jonesy

## Crafting trainers

* Alrik
* Doc (only if you join the Outlaws)
* Karsten
* Nyra
* Xander
* Yasma

## Personality/Charisma trainers

* Chloe
* Eva
* Lloyd
* Sinda

## Survival trainers

* Born
* Eckard
* Geron
* Godehard
* Hakon
* Mad Bob

## Faction ability trainers

* Balder (Cleric abilities)
* Caldrim (Berserker abilities)
* Rat (Outlaw abilities)
* William (Outlaw abilities)
Absorb Health

**Absorb Health** is an effect or enchantment found on certain weapons which transfers points of Health from the target to the person wielding the weapon.

## Notes

1. ↑ The Staff of Magnus only absorbs health if the target is out of magicka.
2. ↑ The Ebony Blade is a weapon which Absorbs from 10 to 30 points of Health, depending on how many friendly NPCs the player betrays.
3. ↑ The Gauldur Blackblade is a levelled weapon which Absorbs from 5 to 25 points of Health.
4. ↑ The Nightingale Blade is a levelled weapon which Absorbs from 5 to 25 points of Health.

## See also

* Absorb Magicka
* Absorb Stamina
Alduin

> “
> And the Scrolls have foretold, of black wings in the cold, that when brothers wage war come unfurled! Alduin, bane of Kings, ancient shadow unbound, With a hunger to swallow the world!
>
>
>
> — Song of the Dragonborn
>
>

**Alduin** is the first Dragon ever born, the jewel of Akatosh and original the crown of creation, and so the most powerful and ancient of all the dragons. However, his rule of ancient Men and Mer was brutal and tyrannical, and his evil brought about the revolt against the Dragon cult that eventually laid dragons low as a race.

Alduin is the one resurrecting all of his buried bretheren, one at a time from their various ancient burial mounds. How he came to reappear in Tamriel is known only to the Greybeards, but his first known appearance was at Ulfric Stormcloak's abortive execution at the hands of the Imperial Army and Thalmor in Helgen in central Skyrim. It has been deduced that he was probably attempting to eliminate the nascent Dragonborn of prophecy, whom he had somehow discovered would also be present at this event - to be executed along with Ulfric. However, Alduin's interference with the event unwittingly prevented the death of the Dragonborn, as well as that of Ulfric, leading to his own undoing and that of the resurgent Dragon race at the very halls of Sovngard.

As to the Greybeards' knowledge of Alduin's arrival in present-day Skyrim: he was apparently hurtled forward through time, thousands of years, by the humans who developed the Dragonrend Thu'um, independently of their dragon allies, in an attempt to destroy him. They apparently never realized he would again surface one day. In the present day, Alduin is defeated by the Dragonborn at the halls of Sovngard with the assistance of the original heroes who banished Alduin from their time.

Alduin is tremendously powerful, moreso than any other dragon. He attacks with a viciously powerful fire or frost attack, and with physical attacks with his tail and jaws as with other more powerful dragons. Additionally, he employs a magical attack wherein burning boulders rain down on his foes, inflicting physical and fire damage. He is effectively impossible to defeat without the Thu'um 'Dragonrend', which was created to depose him as ruler of the world in ancient times by Nord heroes.

## Quests

* Unbound, attacks Helgen at beginning of the game.
* Alduin's Bane
* Dragonslayer, target
Aicantar's Lab Journal

ID | 00065c35

Journal describing the origin of the Spider Control Rod

## Content

> “
> Uncle Calcelmo got back from Mzinchaleft today. Lots of artifacts this trip. He even brought me something- a spider that didn't completely shatter when the guards smashed it. He wants me to get it working again. My first big research project!
>
>
> **Spider Centurion Research, Week 1**
>
>
> I've reassembled the spider with spare parts from the museum. All the joints move, just not on their own. Uncle said the spider needed a 'control crystal' with the right 'electroharmonic signature'. The Guards are out looking for one now.
>
>
> **Spider Centurion Research, Week 2**
>
>
> After yesterday's incident, I assembled a staff to hold the crystal. It actually works! When you use the staff, it creates a beacon of some kind, and the spider just walks on over to it. Better yet, it doesn't attack everyone on sight now!
>
>
> **Spider Centurion Research, Week 3**
>
>
> Apparently it will still attack, just not on sight. During this morning's experiment, one of the newer guards was startled and drew his sword, and he was dead before anyone could react. Did it actually detect hostile intent?
>
>
> **Spider Centurion Research, Week 4**
>
>
> Further testing confirms that the spider seems to detect the intent of its controller in some way. Last week, it tried to defend me from a threat. This week, I snapped at a guard who interrupted my latest test, and it lashed out at him. Fascinating!
>
>
> **Spider Centurion Research, Week 5**
>
>
> No one appreciates my work. Uncle Calcelmo is buried in his Falmer research, and doesn't have time to help me with the spider anymore.
>
>
> The Guards are all afraid of it. I keep telling them it's harmless as long as I keep it under control, but there have been too many accidents. They just don't believe me.
>
>
> I wanted to show the Jarl, but I can't seem to get the spider to leave the lab - it looks like its control crystal only works up here. Maybe if I can reattune the enchantment...?
>
>
>
> — Aicantar
>
>
Amulet of the Moon

* Find the Moon Amulet inside <Dungeon>
* Return the Moon Amulet to Kharjo

## Walkthrough

The Moon Amulet might be found in the course of your normal exploring of Skyrim. Otherwise, speaking with Kharjo can initiate this quest.

### Find the Moon Amulet inside <Dungeon>

He will specify the location. The amulet can be found at one of the following randomly chosen locations:

* Bilegulch Mine
* Broken Helm Hollow
* Broken Oar Grotto
* Cracked Tusk Keep
* Cragslane Cavern
* Embershard Mine
* Faldar's Tooth
* Fort Fellhammer
* Frostmere Crypt
* Gallows Rock
* Halted Stream Camp
* Knifepoint Ridge
* Lost Knife Hideout
* Orotheim
* Redoran's Retreat
* Rift Watchtower
* Robber's Gorge
* Stony Creek Cave
* Swindler's Den
* Treva's Watch
* Uttering Hills Camp
* Valtheim Keep
* White River Watch

* Bilegulch Mine
* Broken Helm Hollow
* Broken Oar Grotto
* Cracked Tusk Keep
* Cragslane Cavern
* Embershard Mine
* Faldar's Tooth
* Fort Fellhammer
* Frostmere Crypt
* Gallows Rock
* Halted Stream Camp
* Knifepoint Ridge
* Lost Knife Hideout
* Orotheim
* Redoran's Retreat
* Rift Watchtower
* Robber's Gorge
* Stony Creek Cave
* Swindler's Den
* Treva's Watch
* Uttering Hills Camp
* Valtheim Keep
* White River Watch

### Return the Moon Amulet to Kharjo

Once found, return to Kharjo with the amulet.
Ancient's Ascent

**Ancient's Ascent** is a Dragon Lair located in the mountains south-west of Helgen and north of Bloodlet Throne. It is accessed from the north via Bonechill Passage. The word wall contains one of the words of power from the shout Animal Allegiance.

## Related Quests

* A courier can give you a Letter from a Friend to seek out this location.
Advances in Lockpicking

ID | 0001b01c

Increases Lockpicking skill

## Content

> “
> I am not a writer. I am a thief. I am a good thief. I am not such a good writer. Anyway, I want to write about picking locks. I read a book about designing locks once. It was good. It gave me lots of ideas.
>
>
> Some guys make locks with angled keyholes. Always carry a bent lockpick. They will work good in these locks. I do, and I open lots of locks. Sometimes I carry copper lockpicks. Copper bends easy. That way I can bend it right there. Copper lockpicks break easy too. Be careful.
>
>
> Sometimes the locks have weird spings. They all spring differently, which makes picking it hard. I hold my torch close to the lock. This makes it hot. When it's hot, the springs are all the same. They don't bounce so differently any more. Be careful not to burn yourself.
>
>
> Some thieves can't read. If you can't read, get someone to read this book to you. It will make more sense then.
>
>
>
> — Unknown
>
>
Weathered Picture 06

*This article is a stub. You can help ELEX Wiki by expanding it.*

**Weathered Picture 06** is one of the mission items in *ELEX*. It is found along with Four Houses Part 6 and shows the location of Four Houses Part 7.

## Location

* A building East side of North, straight up from the 'Abandoned Cliffs' teleport.

## See also

* Weathered Picture 01
* Weathered Picture 02
* Weathered Picture 03
* Weathered Picture 04
* Weathered Picture 05
* Weathered Picture 07
* Weathered Picture 08
* Weathered Picture 09
Alchemy Tutorial

* Craft a potion

## Walkthrough

Depending on which settlement the Dragonborn visits first, a different alchemist can offer the same tutorial.

### Craft a potion

The quest giver tells the Dragoborn how to make a simple healing potion and provides the recipe, which requires some wheat and blisterwort which can either be gathered by the Dragonborn for free or purchased from the quest giver.

The tutorial ends when the potion has been created.
A Few Words with You

There are six quests which fall under the title "A Few Words with You". These include:

* Talk to Irnskar about Octieve
* Talk to Mikael about Carlotta
* Talk to Mulush about Omluag
* Talk to Ranmir about Haran
* Talk to Roggi about Iddra
* Talk to Torbjorn about Scouts-Many-Marshes

In each case, the Dragonborn is asked to speak with one NPC on behalf of another. In several cases, it can turn into a brawl.
A Lovely Letter

* Deliver Faendal's / Sven's letter to Camilla
* (Optional) Tell Sven / Faendal about Faendal's / Sven's letter
* Talk to Faendal / Sven

## Walkthrough

When the Dragonborn arrives in Riverwood, inquiring about the goings on around town, the topic of a local love triangle involving Faendal, Sven and the object of their mutual affection, Camilla will come up. The Dragonborn can then speak to the trio individually to find out more information.

Depending which of the young men spoken to first, either Sven or Faendal will give unhand a fake letter, meant to put Camilla off the other, to give to Camilla:

* Faendal's Fake Letter from Sven or
* Sven's Fake Letter from Faendal

### Deliver Faendal's (or Sven's) letter to Camilla

The Dragonborn must then choose which letter to deliver to Camilla.

### Tell Sven about Faendal's letter / Tell Faendal about Sven's letter

It is possible for the Dragonborn to change allegiance by speaking to the other suitor about the deception.

### Talk to Faendal / Talk to Sven

Once the decision has been made and a course of action chosen, the Dragonborn can then return to either Sven or Faendal with the good news. The consequence is, however, that the spurned suitor will have a decidedly less friendly attitude toward to the Dragonborn from then on.
Aela the Huntress

**Aela the Huntress** is first encountered fighting alongside Farkas and Ria, fighting a Giant just outside of Whiterun.

When spoken to, she says she is part of the Shield Brothers and if you are interested, speak to the leader of The Companions. Aela is a werewolf which is discovered during the Companions quest line. She wears Ancient Nord Armor.

Aela becomes a potential marriage candidate, but only after completing the Companions quest line. She is a great bow user making her the ideal companion for a Dragonborn inclined to close combat and at close range combat she can easily kill enemies.

Once the Dawnguard DLC is installed, should the Dragonborn have been cured of being a Werewolf can approach her to receive *the Gift* a second time. She admonishes the Dragonborn for being fickle, but will pass the blood on again if they so choose.

Aela becomes available as follower after Glory of the Dead.

## Quests

* Speak with the leader of the Companions
* Take Up Arms
* Animal Extermination
* Stealing Plans
* Striking the Heart
* Glory of the Dead
* Purity, indirectly, can bestow 'the gift' again
* Retrieval
* Totems of Hircine
Alchemists

There are number of Alchemist NPCs throughout Skyrim. These include:

* Angeline Morrard in Solitude
* Arcadia in Whiterun
* Atub in Largashbur
* Babette at the Dark Brotherhood Sanctuary / Dawnstar Sanctuary
* Bolar in Narzulbur
* Bothela in Markarth
* Elgrim in Riften
* Elynea Mothren in Tel Mithryn
* Frida in Dawnstar
* Lami in Morthal
* Murbul in Dushnikh Yal
* Nurelion in Windhelm
* Quintus Navale in Windhelm
* Sharamph in Mor Khazgur
* Zaria in Falkreath
Aldmeri Dominion

The Thalmor had always been a powerful faction within Summerset Isle, but had also always been a minority voice. During the crisis, the Crystal Tower was forced to give the Thalmor greater power and authority. Their efforts almost certainly saved Summerset Isle from being overrun. They capitalized on their success to seize total control in 4E 22. They renamed the nation Alinor, which hearkens back to an earlier age before the ascendency of man. Most people outside of the **Aldmeri Dominion** still call it Summerset Isle, either out of peevishness or ignorance.

In 4E 29, the government of Valenwood was overthrown by Thalmor collaborators and a union with Alinor proclaimed. It appears that Thalmor agents had formed close ties to certain Bosmeri factions even before the Oblivion Crisis. The Empire and its Bosmer allies, caught completely off guard, were quickly defeated by the much-better prepared Altmer forces that invaded Valenwood on the heels of the coup. Thus was the Aldmeri Dominion reborn.

Shortly afterward the Aldmeri Dominion severed all contact with the Empire. For seventy years they were silent. Most scholars believe there was some sort of internal strife in Alinor, but very little is known of the factional struggles that went on inside the Dominion while the Thalmor consolidated its power in Summerset and Valenwood.

On the 30th of Frostfall, 4E 171, the Aldmeri Dominion sent an ambassador to the Imperial City with a gift in a covered cart and an ultimatum for the new Emperor. The long list of demands included staggering tributes, disbandment of the Blades, outlawing the worship of Talos, and ceding large sections of Hammerfell to the Dominion. Despite the warnings of his generals of the Empire's military weakness, Emperor Titus Mede II rejected the ultimatum. The Thalmor ambassador upended the cart, spilling over a hundred heads on the floor: every Blades agent in Summerset and Valenwood. And so began the Great War which would consume the Empire and the Aldmeri Dominion for the next five years.

The signing of the White-Gold Concordat evenutally put an end to the Great War.
Alor House

**Alor House** is the general goods store in Raven Rock. The front door has an Apprentice level lock.

## NPCs

* Dreyla Alor
* Fethis Alor

## Includes

* 1× Tanning Rack
* 1× Wood chopping block

Inside:

* 2× Beds
* 1× Cooking Pot
* 1× Grindstone
* 1× Tanning Rack
* 1× Workbench
* 1× East Empire Company Strongbox

## Items of Note

* Potion, Iron Ingot ×7, an East Empire Company Strongbox with East Empire Pendant, gems ×5, and chests ~820, ~1130  value (L70).
* Copies of The Poison Song, Book VII, The Poison Song, Book V (all books in the series), Words of the Wind, History of Raven Rock, Vol. III and 11 other books.
* A letter Dearest Dinya, and First Letter from EEC, Second Letter from EEC, and Third Letter from EEC.
Advanced Armors

**Advanced Armors** is a perk in the Smithing skilltree which allows you to create Scaled and Plate armor at forges, and improve them twice as much . It requires a minimum of **50** points in the Smithing skilltree and the Elven Smithing perk.

## Armors affected

This perk affects the following types of armor as well as any enchanted versions:

### Scaled Armor Set

Scaled armors are light advanced armors which are improved with Corundum Ingots.

* Scaled Armor
* Scaled Boots
* Scaled Bracers
* Scaled Helmet

### Plate Armor Set

Plate armors are heavy advanced armors which are improved with Corundum Ingots.

* Steel Plate Armor
* Steel Plate Boots
* Steel Plate Gauntlets
* Steel Plate Helmet

### Morag Tong Armor Set

Scaled armors are light advanced armors which are improved with Leather.

* Morag Tong Armor
* Morag Tong Boots
* Morag Tong Bracers
* Morag Tong Hood

### Nordic Carved Armor Set

Plate armors are heavy advanced armors which are improved with Quicksilver Ingots.

* Nordic Carved Armor
* Nordic Carved Boots
* Nordic Carved Gauntlets
* Nordic Carved Helmet
A Jarl's Justice

Dawnguard

 * Warn <Jarl> about the vampire threat
* Find evidence linked to the vampire
* Bring evidence to <Jarl>
* Destroy the vampire masquerading as a Visiting Advisor
* Return to Isran

## Walkthrough

Isran at Fort Dawnguard has become aware of subversive vampire activity close to the rulers of the holds, i.e. the Jarls. The latter need to be warned of this threat and the "Advisers" removed from the picture.

### Warn <Jarl> about the vampire threat

Travel to the Jarl's long house in the indicated town and inform them of the vampire threat. The Jarl will listen to the Dragonborn, but will not act unless there is definite proof.

### Find evidence linked to the vampire

The target is usually right there in the long house with the Jarl, sneak up and pickpocket the vampire. This yields Orders to the "Visiting Advisor".

**Alternately:**: Discreetly kill the target. Sneaking and using a bow, may require the right time of night to pull off.

### Bring evidence to <Jarl>

Bring the Orders note to the Jarl, he will allow the execution of the target and the guards will not interfere.

### Destroy the vampire masquerading as a Visiting Advisor

Kill the vampire.

Examples:

* Warn Skald the Elder in Dawnstar at The White Hall, reward Glass Bow of Blizzards or Necklace of Extreme Sneaking.

The only other location is Riften.

### Return to Isran

Return to Isran and receive a reward.

Since these are Radiant (randomly generated) quests, this quest can be repeated endlessly.
The Missing Gear

*This article is a stub. You can help ELEX Wiki by expanding it.*

**The Missing Gear** is one of the sub-missions of the main Berserker mission "The Lift" in *ELEX*.

## Tasks

* When playing on the **easiest** difficulty, it should be no problem to venture down to the ground of the elevator platform.
* It can be useful to have a companion, as there are a few enemies around. Use the jet pack to pass the broken bridge (those who feel adventurous, can also try to loot all the dead bodies under the bridge), watch out, there is a Spine Hound lying on the other side.
* Follow the path down until you reach the lower part of the elevator. On the way, some smaller enemies and creatures can be found.
* Look down to the left, there should be a river and probably some Critter.
* Find the gear near the bottom of the waterwheel waterfall of the Great Lift. Look for 4 of the yellow pod plants downriver. The gear will be in the centre of the triangle on a rock.
* Use the jet pack again and pick it up.
* Return to Sten.
A False Front (Stormcloak)

Stormcloaks

 * Find the Imperial courier
* Retrieve the Imperial courier's package
* Bring the documents to Galmar Stone-Fist
* Bring the forged documents to Legate Taurinus Duilis

## Walkthrough

Galmar Stone-Fist tells the Dragonborn that the Stormcloaks need to deliver some forged orders to Legate Taurinus Duilis in Morthal. In order to do this, the Imperial Documents need to be intercepted so they can be forged. He then says that the Imperial courier should be in either Dragon Bridge and Rorikstead.

### Find the Imperial courier

It can take a few attempts before the courier is located. Speaking to the innkeeper in either town will provide some clues as to his location at the time.

The innkeeper at the Frostfruit Inn, Mralki, will require some stern talking to though, in form of persuasion, intimidation or 845 , to reveal information about the courier.

### Retrieve the Imperial courier's package

To retrieve the package of documents, the Imperial Documents, the courier can either be pickpocketed or killed and looted. If the Dragonborn opts to kill the courier, this should be done outside either of the towns and out of sight of anyone, otherwise a bounty will be incurred.

### Bring the documents to Galmar Stone-Fist

Once the documents are secured, they must be brought back to Galmar Stone-fist and exchanged for forged copies, the Forged Documents.

### Bring the forged documents to Legate Taurinus Duilis

The forged copies must then be brought to Legate Taurinus Duilis who is in Morthal. The Dragonborn, pretending to be a courier, receives a whopping 5  reward for the effort.
A Kiss, Sweet Mother

ID | 000a0322

A book describing the Black Sacrament.

## Found

* Aretino Residence
* Bards College
* Fellglow Keep Dungeons
* Fort Snowhawk, inside
* Rimerock Burrow

## Content

> “
> So you wish to summon the Dark Brotherhood? You wish to see someone dead? Pray, child. Pray, and let the Night Mother hear your plea.
>
>
> You must perform that most profane of rituals — the Black Sacrament.
>
>
> Create an effigy of the intended victim, assembled from actual body parts, including a heart, skull, bones and flesh. Encircle that effigy with candles.
>
>
> The ritual itself must then commence. Proceed to stab the effigy repeatedly with a dagger rubbed with the petals of a Nightshade plant, while whispering this plea:
>
>
> "Sweet Mother, sweet Mother, send your child unto me, for the sins of the unworthy must be baptized in blood and fear."
>
>
> Then wait, child, for the Dread Father Sithis rewards the patient. You will be visited by a representative of the Dark Brotherhood. So begins a contract bound in blood.
>
>
>
> — A Kiss, Sweet Mother
>
>
Aetherium Forge

The **Aetherium Forge** is a located beneath the Ruins of Bthalft and only accessible once all four Aetherium Shards have been assembled to form the Aetherium Crest. The over 4000-year-old forge is guarded by by Dwarven Constructs, including The Forgemaster.

The area inside is divided into different chambers separated by tunnels, stairs or bridges. There are a number of pieces of Dwarven metal scrap, some gems, two Silver Ore Veins.

## Items of Note

* Chests ~1110, ~940 (behind waterfall), ~1140, ~2450  value (L51).
* Dwemer Gyro on table; at the bottom of the lake: Grand Soul Gem.
* Passing the stone gateway, keep left, into the rock: Dwarven Battleaxe of Fire.
* Dwarven Bow on table before resonator gate.

In forge chamber:

* Potions ×6, Dwarven Helmet, Dwarven Greatsword of Flames, Dwemer Gyro, Centurion Dynamo Core, Dwarven Metal Ingot ×3.

## Secret Areas

* In the forge walk towards the lava, both on the east and the west ramp, keep going east and west respectively to find gates and secret passages. Some degree of fire resistance helps.
* Chests ~1080, ~2280  value (L51).

## Issues

* **Consoles**: For the Xbox 360 and PS3 versions of the game, swimming through lava while using the Become Ethereal shout or using items with the Resist Fire enchantment will obscure the player character's vision.
* **PC**: If the player chooses to add the Aetherium Crest to their inventory via console commands (cheating) will cause the quest to stall.
Ahzidal's Descent

ID | xx033bd8

The tale of Ahzidal.

## Found

* Glover Mallory's House
* Kolbjorn Barrow, in the remains of Bradyn
* In one of the tents outside the barrow.

## Quests

* Reading the book launches: Investigate Kolbjorn Barrow
* Unearthed

## Content

> “
> n the days beyond memory, when men first walked the lands of Skyrim, there arose in the city of Saarthal a great enchanter. As a boy, his gift for magic and artifice had been evident to his tutors. As a man, his skill surpassed them all. And finding nothing more to learn among his kin, he left wife and child, and set out to train under the elven masters.
>
>
> A year became two, then three. And when finally his path led him back to Saarthal, he found only ruins: for the elves had sacked the city, and all that lived there were dead or gone. Amid the ashes, in the smoldering ruins of his home, he swore a terrible oath of vengeance. And from that comes the name the legends give him: Ahzidal, the embittered destroyer.
>
>
> Alone, he could do nothing. And so, he bided his time, delving deeper into his art than any before him. From the Dwemer, he learned the seven natures of metal and how to harmonize them. From the Ayleids, the ancient runes and dawn-magic even the elves had begun to forget. Among Falmer and Chimer and Altmer he traveled, taking what he could from each, and all the while plotting how he might turn that knowledge against them.
>
>
> Finally, word reached him of Ysgramor and his Companions, newly-arrived from Atmora. For three days and nights, he rode north, and met them as they made landfall on the icy coast near the ruins of Saarthal, which the elves had fortified against them. He offered the Companions his service, and all he had produced in his years of labor. And with Atmoran steel imbued with his enchantments, the elves fell before them, and at last he had his revenge.
>
>
> But he was not content. His craft had become his life, and his hunger for knowledge still gnawed at him, driving him to delve ever deeper. At long last, he exhausted the lore of the elves, but it was not enough. He sought the secrets of Dragon-runes, and won for himself a seat among their high priests, but it was not enough. And at length, he turned his gaze to the planes of Oblivion, and found there both power and madness.
>
>
> Some say he ventured there, never to return. Others, that he was betrayed by his fellow Dragon Priests, and killed, or driven into hiding in the ruins beneath his beloved Saarthal. Among the Skaal of Solstheim, it is said he fled to their island, and was sealed in the depths of Kolbjorn Barrow, together with the last of his relics.
>
>
> But that is the tale, as it was told among the bards of Winterhold. Whatever the truth, the legend of Ahzidal was intended as a warning: in pursuit of perfection, one must take care that the pursuit itself does not become all-consuming.
>
>
>
> — Halund Greycloak
>
>
Akaviri Sword

ID | xx014555

A unique weapon

## Found

* Carried by Dexion Evicus. This sword is obtainable with a special trick. You must either have the maximum pickpocketing skill which allows you to pickpocket equipped items, or place a weapon on him that is better than this weapon, walk out of the Castle and back in. Then when you pickpocket him, you now have the option no matter what your skill level is. The confirmed weapons that work are a Daedric Dagger and/or Dragonbone Dagger.
Weathered Picture 09

*This article is a stub. You can help ELEX Wiki by expanding it.*

**Weathered Picture 09** is one of the mission items in *ELEX*. It shows the location of Four Houses Part 1.

## Location

* In the biggest building, West of the 'Company Premises: West Edan' teleport.

## See also

* Weathered Picture 01
* Weathered Picture 02
* Weathered Picture 03
* Weathered Picture 04
* Weathered Picture 05
* Weathered Picture 06
* Weathered Picture 07
* Weathered Picture 08
Absorb Magicka

**Absorb Magicka** is an effect or enchantment found on certain weapons which transfers points of Magicka from the target to the person wielding the weapon.

## Notes

1. ↑ The Gauldur Blackbow is a levelled weapon which Absorbs from 10 to 30 points of Magicka.
2. ↑ The Staff of Magnus will absorb health if the target is out of magicka.

## See also

* Absorb Health
* Absorb Stamina
Alduin's Wall (quest)

Blades

 * Escort Esbern to Riverwood
* Talk to Esbern
* Gain entrance to Sky Haven Temple
* Learn the secret of Alduin's Wall

## Walkthrough

 **Alduin's Wall** is an ancient wall bearing depictions of a sequence of events, describing the struggle of ancient Nords against the leader of the Dragons, Alduin. It explains the use of a special shout in the language of the Voice, 'Dragonrend'. This wall is found in Sky Haven Temple, which becomes the headquarters of the Blades on the arrival of Delphine and Esbern. New Blades recruited by the Dragonborn remain there (up to three new members).

**Note:** The actual Sky Haven Temple only becomes accessible during this quest.

### Escort Esbern to Riverwood

Having located Esbern in the Ratway, the Dragonborn must first follow him to Riverwood to find Delphine.

**Tip:** It is possible to fast travel there.

### Talk to Esbern

Having reunited Esbern and Delphine, the Dragonborn listens to Esbern's plan which entails returning to Sky Haven Temple where the fabled, long-forgotten *Alduin's Wall* depicts ancient knowledge on how to battle Alduin.

Conveniently, Delphine and Esbern lead the way. Though the team runs into a major obstacle trying to cross Karthspire Camp.

### Gain entrance to Sky Haven Temple

Having defeated the Forsworn and arrived at the Karthspire cave, the Dragonborn opens the entrance to the temple itself which involves solving several puzzles:

* First, the group is confronted with three three-sided pillars. Esbern explains that the Dragonborn must turn the pillars to expose the sides which contain the symbol of the Dragonborn (this symbol resembles two dragon faces flanking a down arrow). This causes a bridge to appear leading to a room with suspicious tiles on the floor.
* Once again, the safe path across the room is determined by choosing the tiles with the same symbol as the pillars. Once across, there is a chain which deactivates the fireball trap and allows the rest of the team across.
* This leads the team to the main antechamber and entrance to the temple which is a large stone resembling a human head. To open the entrance, the Dragonborn must activate a seal by cutting his or her hand and dropping some of their blood on the seal on the floor.

**Note:** Even without playing the quest, right up to "head gate" the puzzles and the cave can be explored.

### Learn the secret of Alduin's Wall

Once inside the Sky Haven Temple, Esbern explains the significance of Alduin's Wall.

As it turns out the Dragonborn must learn a specific shout to bring down dragons, but what that shout may be and how to learn it, only the Greybeards know. The Dragonborn continues the adventure in The Throat of the World.

**Note:** The Sky Haven Temple contains a few interesting items, e.g. the Dragonbane and a full Blades Armor Set (including the shield).
Addvar

**Addvar** is a fishmonger who has a stall in the market area of Solitude. He is married to Greta and they have a daughter, Svari.

At the market he sells food and ingredients (Salt Pile). When asked he will inform the Dragonborn that his fish is freshly caught from down at the docks.

## Trivia

* Strangely he does not seem to carry a key to his own house.
Adversary

The **Adversary** was the primary rival of the All-Maker, god of the Skaal, an isolated tribe of Nords. They believed the Adversary took delight in tormenting and testing them to ensure that they do not become lazy and weak. The Greedy Man was another name by which the Adversary was known as to speak his name was thought to expose the Skaal to his evil ways.
Abecean Longfin

ID | 00106e1b

Abecean Longfin is an ingredient used to craft potions for Alchemy. They can be found in rivers and lakes. As it is difficult to see underwater just look for dragonflies above the water they usually are right above the fish so they should be easy to find. They are found in more shallow waters and small streams. see also Alchemical fish

* Weakness to Frost
* Fortify Sneak
* Weakness to Poison
* Fortify Restoration
An Axe to Find

* Retrieve the Ancient Nordic Pickaxe
* Return Ancient Nordic Pickaxe to Glover Mallory
* Tell Glover Mallory lie about the Ancient Nordic Pickaxe

## Walkthrough

Speaking to the blacksmith Glover Mallory in Raven Rock reveals that his favourite pickaxe, not any old pickaxe, but an Ancient Nordic Pickaxe has been taken by one
Crescius. No last name mentioned. Now Glover wants his pickaxe back.

### Retrieve the Ancient Nordic Pickaxe

It is up to the Dragonborn find Crescius.

The local innkeeper Geldis Sadri mentions the name and relates it to the town's mine. Or exploring the mine will let the Dragonborn stumble into the eighty-year-old ex-miner.

Asking the old miner about the pickaxe lets the Dragonborn tell him to hand it over, or to keep it.

### Return Ancient Nordic Pickaxe to Glover Mallory

In the former case, return to Glover Mallory and tell him you got the pickaxe from Crescius Caerellius. He will reward you with said Ancient Nordic Pickaxe (useful since there are several Stalhrim Deposits in the town's mine alone requiring this tool to mine them).

### Tell Glover Mallory lie about the Ancient Nordic Pickaxe

Alternately: If the old miner got to keep the pickaxe, lie about him losing it. This still yields a gold reward scaled to the Dragonborn's level.
Agnis

**Agnis** is a housekeeper at Fort Greymoor, and has seen many different tenants come and go over the many years, like orcs, vampires, and more recently bandits.

## Quotes

* *Hard enough to keep up with who owns this fort. One side takes over, the other runs away. I tell them, "I ain't leaving! I come with the place!" Ha!*
* *I remember one morning, long time ago, I woke up and the place was run by some Orcs. Went to bed that night, it was all vampires. Don't matter to me.*
Alteration Ritual Spell

College of Winterhold

 * Use Kavohzein's Fang to collect Heartscales
* Bring Dragon Heartscales to Tolfdir

You have mastered Alteration spells, what is next?

## Walkthrough

Once you have reached **90** skill points in Alteration, a new conversation option is revealed when speaking with Tolfdir. If you ask him

*"What else is there to be learned about Alteration magic?"*,
he will mention that he has been working on a new spell, but requires Dragon Heartscales obtained with a special dagger known as Kahvozein's Fang.

He will then tell you where you can retrieve the dagger. This location could be any of the following:

* Forelhost
* High Gate Ruins
* Lost Valkygg
* Ragnvald
* Valthume
* Volskygge

Proceed to whichever dungeon Tolfdir mentions and retrieve it.

**Note:** This dagger can be found by simply exploring Skyrim, so do not be surprised if no dagger location is mentioned by Tolfdir.

### Use Kavohzein's Fang to collect Heartscales

Next, find a dragon. It does not usually take very long for one to appear. Once it has been defeated, use the dagger to retrieve the heartscales.

### Bring Dragon Heartscales to Tolfdir

Return to Toldir who will reward you with Spell Tome: Dragonhide. Thereafter, he will also sell Spell Tome: Mass Paralysis.