Алан-э-Дейл       05.02.2024 г.


Ettiene of Glenmoril Wyrdedit

A mysterious large raven

«%PCName, did you hear about the raven at the Altar of Thrond? It’s enormous! They’re saying it’s a sign that the Witches have come to Solstheim…»Odd Rumor by Helena

Description: This strangely large raven appears at a certain time on Solstheim.Found: At the Altar of Thrond.

Creature Drops Attacks Soul
Ettiene of Glenmoril Wyrdglenmoril_ravenglenmoril_raven_cave Rat Meat 10000
  • 4−12 pts melee
  • Blackheart Blight disease — Drain Strength & Endurance 40

Ettiene is normally found as an Imperial woman.


Hircine’s Aspect of Guile

Hircine’s Aspect of Speed

Hircine’s Aspect of Strength

«You are now irrevocably involved in the Bloodmoon Prophecy and it’s a fight for survival.» — Korst Wind-Eye

Description: These creatures represent the Daedric Prince Hircine during his hunt on the mortal plane.Found: Mortrag Glacier, Huntsman’s Hall

Creature Drops Attacks Soul
Hircine*BM_hircineBM_hircine2 nothing 50 50
Hircine’s Aspect of GuileBM_hircine_huntaspect Spear of the Hunter
A Glowing Key
1850 4 75 100 50 100 100 50
  • 85-120 pts melee plus weapon
  • Hunter’s Venom -Burden 50 pts, Paralyze in 1 ft for 10 secs on Touch
Hircine’s Aspect of SpeedBM_hircine_spdaspect Hunter’s Amulet of Speed
A Glowing Key
  • 80-95 pts melee
  • Hircine Resists ability — Restore Fatigue 5 pts
Hircine’s Aspect of StrengthBM_hircine_straspect Hunter’s Amulet of Strength
A Glowing Key
  • 100-140 pts melee
  • Hircine Resists ability — Fortify Attack 25 pts

*These two versions of Hircine are seen only during cutscenes, and cannot be attacked.



«I have met the master of that place, though I hope never to meet him again.» — Captain Falx Carius

Description: This frost giant is probably the largest creature on Solstheim, and unfortunately on the same mission as yourself.Found: During Hircine’s hunt.

Creature Drops Attacks Soul
Karstaagbm_frost_giant nothing 1500 4 100 50 100 100 50
  • 80−125 pts melee
  • Icy Blood ability* — Restore Health 5 pts

*This ability is turned off if Karstaag is receiving Fire Damage.

The Udyrfrykteedit

The Udyrfrykte

«The Udyrfrykte? That’s a children’s tale, meant to scare the wee ones to get them in bed. Don’t believe everything you hear.» — Reinhardt Red-Spear

Description: A dreadful monster that dwells in an ice cave and has a taste for human flesh.Found: Lair of the Udyrfrykte.

Creature Drops Attacks Soul
The UdyrfrykteBM_udyrfrykte(Involved in the Massacre at the Mead hall) Nord Leg (blunt weapon)Heart of the Udyrfrykte 1000 100 100 100 100 100 250

Сухой форт

Награда: 3 зелья лечения обычных недугов

После получения задания и расспрашивания деталей идем в правую от Кариуса комнату, где на полочке «одалживаем» флин. 😉 Потом говорим с любым охранником, который почувствует аж сквозь бутылку запах алкоголя и попросит выпить. Ну не по-русски пить одному, наливаем и ему. Потом расспрашиваем своего «собутыльника» и выясняем подробности. Снова идем к Кариусу. Тот удивится и пошлет нас к священнику Антониусу Нункиусу. Выходим из Главных помещений и идем налево, в Святилище Имперского Культа. Там, на первом этаже, находим нашего священника и говорим на тему «сухого форта». Через несколько сообщений он попрощается и не будет больше на эту тему говорить. Что ж, выходим и идем налево, в Арсенал, по винтовой лестнице на второй этаж и в правую дверь. Видим закрытый стол, открываем и видим… алкоголь, в таком количестве, что на месяц запоя хватит. Скрепите волю и воздержитесь от возлияния. Снова идем к священнику Антониусу. Говорим на тему «нет поставок» и далее, если Вы добрый человек, выбираем пункт «твоя тайна умрет вместе со мной», если нет, то другой. Итог один: идем к Кариусу и получаем зелья.

Quick Walkthrough[edit]

  1. Speak to Korst Wind-Eye to learn about the Bloodmoon Prophecy (if you aren’t a werewolf).
  2. Rest somewhere for a while to be taken by the Hunter, Hircine. Be ready, you cannot return to town until the end.
  3. Enter the Outer Circle of the Mortrag Glacier and find Captain Carius. Team up with him to kill werewolves and find the key to the central gate in a chest (just kill him if you’re a werewolf).
  4. Leave Carius behind and enter the Inner Circle to find Tharsten Heart-Fang inside.
  5. Team up with Tharsten and explore the area. Eventually he will turn into a werewolf and attack you. Kill him and get the key from his corpse (he will turn into a werewolf immediately if you are also a werewolf).
  6. Continue to the Huntsman’s Hall where you’ll meet, and kill, the frost giant Karstaag.
  7. Move to the portal in the north where you’ll meet Hircine once again.
  8. Select one of the three aspects that you wish to fight. Defeat it in battle.
  9. Loot the key from the corpse and exit via the portal.
  10. Watch a short cutscene. Return to Korst and Fort Frostmoth to finish the main quest.


  • The Blood Moon’s effects on enemy spawn rates stack with that of the Water Candle and Battle Potion.
  • A Blood Moon only affects spawn rates above the surface. Spawn rates below the surface remain the same.
  • Whether or not a Blood Moon will occur is determined at dusk each night.
  • Every nightfall has an equal chance of being a Blood Moon and does not change if the previous night was a Blood Moon. It is possible to have four or more Blood Moons in a row and, conversely, a Blood Moon will not necessarily occur even over the course of many in-game weeks.
  • In a multiplayer game, using the time adjustment server commands (dawn, noon, dusk, midnight) will not trigger the Blood Moon check, and so using «dusk» repeatedly does not force a Blood Moon to occur.
  • Water in an Ocean biome will not turn red even though all other water in biomes will. However, the blue water is still affected by the red shader, giving it a purple color.
  • If a player chooses to, they can cancel a Blood Moon by summoning the Pumpkin Moon or Frost Moon.
  • A Blood Moon can happen in the middle of a Pirate Invasion. The invasion will still go on until it ends, then the Blood Moon starts. A Blood Moon can also occur during Slime Rain.
  • Blood Moons occur more often than Solar Eclipses, as Solar Eclipses have a 5*1/20 (5%) chance to happen each day (when the criteria are met).
  • If a Blood Moon and Full Moon coincide, Werewolves will spawn with increased frequency, rather than Zombies, but the special Zombies will still spawn.
  • Similar to the Solar Eclipse, a Blood Moon will increase the spawn rate of Truffle Worms once in Hardmode.
  • The player cannot speed up a Blood Moon by sleeping.
  • At daybreak, all unkilled special enemies will attempt to flee the screen.

Замок Карстааг

Награда: Сталгримовый меч пламени

Говорим с шаманом о зловещих знамениях. Идем на северо-запад острова в замок Карстааг. И не надейтесь пройти через парадный вход – закрыто, а звонка-то нет. Идем на север от замка и ныряем под воду, где надо найти «черный ход» в замок Карстааг.

Входим туда и видим рьеклинга Криша, который заводит разговор. Пообщаемся немного и выясним, что без этого куска мяса нам не попасть в замок, да еще и придется всех грахлов вырезать. Вырезаем всех «смертоносных» грахлов, говорим с Кришем, затем идем по первой развилке от входа в пещеру налево и проходим в Банкетный зал. Затем идем в Тронный зал и на первой же развилке встречаем Далка. Говорим с ним и выясняем, что никто из замка не мог быть причастен к смерти хоркеров, и что ледяного гиганта Карстаага увели, как и Кариуса с Клыком Сердца. Возвращаемся к шаману, он подарит нам меч и расскажет все, что знает о пророчестве Кровавой Луны. Заданий он не даст, и скажет, что остается только ждать.



«The tree spirits of this island. When the All-Maker breathed life into the creatures of the land, his Breath blew through the trees as well. Some of these trees kept a part of this life, and these are the spriggans you see today.» — A Skaal

Description: These spirits of the icy forest are like the local trees: strong and resistant. Protecting the woods against intruders, they fight anyone coming near and are feared greatly because they cannot be killed easily.Found: Common in the greener southern region of Solstheim.

Creature Drops Attacks Soul
SprigganBM_spriggan_co1, BM_spriggan_co2,BM_spriggan_co3, BM_spriggan_co4In and around Raven Rock during
the Razing the Forest quest
Ripened Belladonna BerriesHeartwood (rarely) 200* 1−5 −50−50




SprigganBM_spriggan_st_UNIQUE(Five of them in the Isinfier Plains
during The Ritual of Trees






A Spriggan resurrecting itself

  • Spriggans will self-resurrect completely the first two times you kill them. Each time, they come back bigger, and with more resistance. As a result, you can harvest three souls from them if you Soultrap them each time. This makes them the most convenient source for high-end soul gem filling for long-lasting weapon enchantments, especially if one is saving maximum-value souls (Golden Saints, Ascended Sleepers) for Constant Effect enchantments.
  • If you kill a spriggan once and immediately loot its body you can dispose of its corpse and it won’t resurrect again, but it won’t count as being killed (so don’t do it during a quest where you have to kill spriggans). It does not appear possible to loot a spriggan corpse between its second and third lives, as it starts to self-resurrect without any delay.


  • Desktop
    • Blood moon now increases fishing power.
    • Added the Chum Bucket, an item that increases fishing power.
    • Added 5 new enemies, the Blood Eel, Zombie Merman, Wandering Eye Fish, Hemogoblin Shark and Dreadnautilus.
    • Enemies drop extra money during Blood Moons.
    • Can now be summoned using the Bloody Tear summoning item.

Desktop The Dryad will now sell Vicious Powder in a Crimson world.

  • Desktop
    • The Bride, Blood Zombie and Drippler introduced, including their drops and banners.
    • Improved atmosphere.
    • The Skeleton Merchant was introduced, and sells the Slap Hand during the night of a Blood Moon.
    • The Clothier sells the Fallen Tuxedo Shirt and Fallen Tuxedo Pants during the night of a Blood Moon.

Desktop 1.2.4: Rain no longer cancels Blood Moon, and now falls as blood.

  • Desktop 1.2:
    • The water during this event now turns blood red.
    • The KO Cannon now has a chance of dropping from enemies during this event.
    • Bunnies/Goldfish spawned from statues no longer drop coins during a Blood Moon.

Desktop 1.1: The chance of a Blood Moon was decreased to 1/9 from its previous chance of 1/7.

Desktop-Release: Introduced.

 Console version

Console-Release: Introduced.

 Switch version

Switch 1.0.711.6: Introduced.

 Mobile version

Mobile-Release: Introduced.


3DS-Release: Introduced.



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  • ​The Groom
  • ​The Bride
  • ​Blood Zombie
  • ​Drippler

On a Corruption world:

  • ​Corrupt Bunny
  • ​Corrupt Goldfish
  • ​Corrupt Penguin

On a Crimson world:

  • ​Vicious Bunny
  • ​Vicious Goldfish
  • ​Vicious Penguin

From Fishing:

  • ​Wandering Eye Fish
  • ​Zombie Merman

During Hardmode:

  • ​Clown
  • ​Chattering Teeth Bomb

From Fishing during Hardmode:

  • ​Hemogoblin Shark
  • ​Blood Eel
  • ​Dreadnautilus
  • ​Blood Squid

Unique Drops


  • ​The Groom Banner
  • ​The Bride Banner
  • ​Corrupt Bunny Banner
  • ​Corrupt Goldfish Banner
  • ​Corrupt Penguin Banner
  • ​Blood Zombie Banner
  • ​Drippler Banner
  • ​Vicious Bunny Banner
  • ​Vicious Goldfish Banner
  • ​Vicious Penguin Banner
  • ​Wandering Eye Fish Banner
  • ​Zombie Merman Banner

Hardmode Banners:

  • ​Clown Banner
  • ​Hemogoblin Shark Banner
  • ​Blood Eel Banner
  • ​Dreadnautilus Banner
  • ​Blood Squid Banner

From Corrupt Bunnies and Vicious Bunnies:

From Corrupt Penguins and Vicious Penguins:

From Corrupt Bunnies during Windy Days:

From Vicious Bunnies during Windy Days:

From The Groom:

  • ​Top Hat
  • ​Brain

From any Enemy or NPC (Dropped in Hardmode only):

From Dreadnautilus:

  • ​Sanguine Staff
  • ​Blood Moon Monolith

From Hemogoblin Shark:

From Blood Eel:

From The Bride:

  • ​Wedding Veil
  • ​Wedding Dress

From any Blood Moon Enemy:

From any Blood Moon Enemy caught during fishing:

From Hemogoblin Shark & Blood Eel:

From Wandering Eye Fish & Zombie Merman:

  • ​Blood Rain Bow
  • ​Vampire Frog Staff
  • ​Chum Caster

From Drippler & Blood Zombie:

  • ​Money Trough
  • ​Shark Tooth Necklace

From Clown (In Hardmode only):

  • ​Bananarang
  • ​Trifold Map

From Vegetation:

From Fishing:

For Sale

From Clothier:

  • ​Mime Mask
  • ​Fallen Tuxedo Shirt
  • ​Fallen Tuxedo Pants
  • ​George’s set
  • ​Fabulous set

From Zoologist:

From Dryad:

  • ​Vile Powder(if world has Corruption)
  • ​Corrupt Seeds(if world has Corruption)
  • ​Corrupt Grass Wall(if world has Corruption)
  • ​Vicious Powder(if world has Crimson)
  • ​Crimson Seeds(if world has Crimson)
  • ​Crimson Grass Wall(if world has Crimson)
  • ​Sparkly Wings(if world is Hardmode)

From Arms Dealer:

  • ​Silver Bullet
  • ​Tungsten Bullet

From Dye Trader:

From Cyborg:

  • ​Rocket II
  • ​Cluster Rocket II

From Merchant:

From Painter:

From Steampunker:

  • ​Purple Solution(if world has Corruption)
  • ​Red Solution(if world has Crimson)

From Skeleton Merchant:


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Miscellaneous Information

  • Cheats — Various cheats to modify and manipulate your game
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  • Unused Content — Content that is unreleased, scrapped, or unavailable to the player through normal gameplay
  • Voice Actors — List of the actors who provided voices for Morrowind’s NPCs
  •  — Official wallpapers, available in various sizes

The Transformation[edit]

Every night you will have a vision of Hircine, and after that, you will be in werewolf form and will have to kill an NPC that night, or you will lose large amounts of health the following morning. While in werewolf form, you will have a permanent Detect Animal for 4000 points around you; however unlike the regular Detect Animal spell, this shows only NPCs on the Map (seeing as you need to kill an NPC every night to maintain your health, this is quite handy). You will also have 25 points of Night Eye. Your inventory is inaccessible and you cannot interact with anything (no looting, opening, unlocking, talking, etc.). Your only weapons when in werewolf form are your claws (they damage health instead of fatigue despite technically being considered your hands); you also can’t use magic.

Your attributes and skills are set to the following values, regardless of what they are in normal form:

Hircine, Daedric Lord of the Hunt and Werewolves

Stat Value
Health Twice Normal Amount
Strength 150
Agility 150
Speed 150
Endurance 150
Hand-to-Hand 100
Athletics 150
Unarmored 100
Acrobatics 150
Everything Else 1

Additionally, your inventory weight is ignored, run speed is increased by 50%, and jumping distance is increased.[verification needed — This function?] Damage with a fully drawn Werewolf claw is normally equal to 125, or 175 if the Dream of Hircine quest has been completed.

More technically, maximum damage is equal to Hand-to-Hand * 5 * WerewolfClawMult, where WerewolfClawMult starts at 25 and is set to 35 after the aforementioned quest.

Normally, no one will know that you are a werewolf, but if you are seen transforming by anyone (even if you kill them immediately afterwards), all of Tamriel will know you are a werewolf and will usually attack you on sight even during the day. Each morning, you will transform back as you were before the transformation, except all of your equipment will be removed.

Tribunal Temple Quests[edit]

General Quests and Information
Tuls Valen’s Quests, Ald’ruhn Temple
  • Compassion: Cure a mortal enemy of Blight to learn of compassion.
  • False Incarnate: Investigate the claims of a possible Nerevarine in Suran.
  • Pilgrimage to Maar Gan: Perform another pilgrimage to the shrine in Maar Gan.
  • Dark Cult in Hassour: Destroy a dark Sixth House cult in the cave of Hassour.
Endryn Llethan’s Quests, Vivec High Fane
  • Disease Carrier: Convince a pilgrim in Vivec who has Corprus to leave the city.
  • Silent Pilgrimage: Take a vow of silence to perform a pilgrimage to the Sanctus Shrine, west of Dagon Fel.
  • Shoes of St. Rilms: Recover these precious artifacts of the Temple in the depths of Ald Sotha.
  • Foul Cult Beneath St. Delyn Canton: Eliminate this foul cult operating somewhere in St. Delyn canton of Vivec.
Tharer Rotheloth’s Quests, Molag Mar Temple
  • Cure Lette: Cure a villager in Tel Mora of swamp fever.
  • Pilgrimage to Mount Kand: Demonstrate your wisdom and bravery by visiting the Mount Kand shrine.
  • Necromancer in Mawia: Eliminate a necromancer from Mawia.
  • Slay Raxle Berne: Cleanse out the vampire lair Galom Daeus and kill the elder vampire Raxle Berne.
Uvoo Llaren’s Quests, Ghostgate Temple
  • Cure the Outcast Outlander: Cure an ill Ashlander in his camp nearby.
  • Food and Drink for the Hermit: Deliver some food to the hermit Sendus Sathis on Shuran Island.
  • Hair Shirt of St. Aralor: Recover this lost relic from Kogoruhn.
  • Cleaver of St. Felms: Recover this lost relic from Tureynulal.
  • Crosier of St. Llothis the Pious: Recover yet another artifact in the crater of Red Mountain.
Archcanon Tholer Saryoni’s Quests, Vivec High Fane
  • Malacath of the House of Troubles: Start the Pilgrimages of the Four Corners by visiting the Statue of Malacath.
  • Mehrunes Dagon of the House of Troubles: Renew the pact with Mehrunes Dagon by visiting his shrine.
  • Molag Bal of the House of Troubles: Renew the pact with Molag Bal by visiting his shrine.
  • Sheogorath of the House of Troubles: Visit the Statue of Sheogorath to finish the Pilgrimages of the Four Corners.
  • Ebony Mail: Retrieve this artifact from the shrine at the top of Mount Assarnibibi.


  • The Hunter’s Game is the Skaal’s name for the Great Hunt. The Great Hunt has previously appeared in Battlespire. It has also appeared in future installments of The Elder Scrolls series, in Skyrim, and ESO.
  • The werewolves are humanoids so you can use Calm Humanoid

    A cheat is to use a weapon with a 1 pt. Calm Humanoid in 50 ft on Strike; in the unpatched game, 1 point of calm works regardless of target level. If you are using MCP or another code-patching project, or OpenMW, this exploit is not available, and you will need the proper level 70 effect.

    for crowd control.

  • Silver weapons do double damage against werewolves, but they are weak weapons as a class, so it may still be less damage than that dealt by various higher-end weapons.
  • With high Acrobatics or a Jump effect, you can jump up to various ledges and platforms to either recover or engage the enemy with ranged weapons, spells, and summoned creatures from safety.
  • Using Invisibility or Chameleon

    Invisibility, Chameleon, and Sneak do not work once a werewolf has become aware of you.

    you may avoid most of enemies (unless they are close or have already seen you) and proceed to the portal with less combat.

  • You can leave Carius early in the outer ring if you come too close to the center area (e.g. first werewolf statue on the right from entrance).
  • Karstaag is a creature and susceptible to Calm Creature, if you need a breather or want to land another sneak attack. He also has very high Reflect; be careful what you hit him with.
  • When using Night Eye you can see an easy approach to the top of the wall behind the portal/doorway. Karstaag can’t reach you if you are shooting him from the top edge of the wall.
  • After this quest, appears in the main hall of the Skaal Village, inside the mouth of the only Cliff Racer on Solstheim.
  • The teleportation into the glacier that occurs during this quest is scripted, and will happen no matter where you happen to be the next time you rest at this point in the quest, even in locations where other forms of teleportation are disabled. One example of a way to use this to your advantage is the Magas Volar shrine that you are transported to by the amulet found in Tel Fyr. Killing the Dremora there will automatically transport you back to Tel Fyr with a brand new Daedric Crescent. But if you cast a Mark spell there before, you can Recall yourself back in and get a second Crescent for free. Only problem is getting out — intervention spells won’t work, and you’ve already used your only Mark to get in. Well, if you time this quest right, all you need to do is take a little nap, and you’ll wake up in the glacier (with a nice new weapon to boot).
  • Normal teleportation (i.e. Recall) does not work to get out of the glacier; if you happen to have finished the Tribunal expansion and possess Barilzar’s Mazed Band, or have one of the Vampire clan amulets, or the Daedric Sanctuary amulet from Tel Fyr, you can equip them and be transported away. Doing so without casting Mark first will break this quest and thus the entire Bloodmoon Main Quest, because you have no way to get back in—other than via a Console cheat such as or .
  • If you are a werewolf, but don’t want to kill Carius for whatever reason, you can rest until transforming back into a human before entering the glacier and do this quest as such. This might be a good idea if you rely on Restore Health, Silver weapons, Paralyze, Calm, etc., to deal with werewolves, and will probably be necessary at high difficulty settings. It is also possible to spare his life if you simply run from him and reach the gate before the other werewolves kill him.
  • Before starting this quest, it may be a good idea to make yourself a lot of strong restore health and strong restore magicka potions. It may also help to consume plenty of fortify intelligence potions. This safety net and the use of flame-based Destruction spells will be useful against the many werewolves within the glacier.
  • If you are trying to Rest when there are enemies nearby such as during the maze, you may cast Chameleon first to circumvent the game preventing you from Resting. Just be aware that your Chameleon may have worn off by the time you finish Resting and so you may wake up to a fight. (This workaround can be used in other locations and situations as well, not only here.)

Character Information

  • Attributes — A guide to the character attributes
  • Birthsigns — A guide to the birthsigns, their granted abilities and in-game influence, in Morrowind
  • Classes — Guide to the game’s built-in character classes, both for the player and NPCs
  • Diseases — A complete catalogue of all diseases contractable within the bounds of Morrowind
  • Level — Explains how your character gains levels, and how to make the most of each one
  • Races — A thorough explanation of the defining characteristics of each race found within Morrowind, including their starting attributes and special abilities
  • Skills — A definitive guide to character-based skills, with descriptions where applicable
  • Vampires — Complete guide to vampires in Morrowind featuring information on becoming a vampire, vampire clans, how to cure vampirism, and vampire-based quests




A typical wolf pack approaching

«Wolves are one of the most blessed of the All-Maker’s creations. They are fast and agile, and they are careful and clever hunters.» — A Skaal

Description: Next to the plague wolf the most common animal on Solstheim and they often travel in packs.Found: Common all over Solstheim apart from the coldest northern region.

Creature Drops Attacks Soul
WolfBM_wolf_grey_lvl_1 Wolf Pelt 40 50
WolfBM_wolf_grey 60
WolfBM_wolf_hroldar(Pets of Hroldar the Strange)
WolfBM_wolf_grey_summon(Created by the Call Wolf spell)
Caenlorn WolfBM_wolf_caenlorn1, BM_wolf_caenlorn2(Appear in Skaal Village to kill Rigmor Halfhand
during The Skaal Test of Wisdom quest
nothing 800 100
Caenlorn WolfBM_wolf_caenlorn3(Appears in Skaal Village to kill Rigmor Halfhand
during The Skaal Test of Wisdom quest

Plague Wolfedit

Plague Wolf

«They’re all over this island. Some travel in packs, which makes them especially dangerous. I’ve heard some carry disease, as well.» — A guard at Fort Frostmoth

Description: This natural hunter likes to attack in packs, surrounding the prey. These creatures can spread diseases and should be treated carefully.Found: Common all over Solstheim apart from the coldest northern region.

Creature Drops Attacks Soul
Plague WolfBM_wolf_red Wolf Pelt 120 50
  • 7−12 pts melee
  • Resist Paralysis* — Resist Paralysis 50 pts for 30 secs
  • Yellow Tick disease — Drain Strength & Speed 10 pts

* It’s likely the plague wolf was given this spell by mistake instead of the Resist Paralysis ability, since the wolf does not have enough magicka for this or even the ability to cast spells.

Snow Wolfedit

Snow Wolf

«Funny you should mention it. I’d swear I saw one the other day. But maybe it was just my eyes playing tricks on me. All this snow all the time, and you’re bound to start thinking you’re seeing things in it.» — A Miner at Raven Rock

Description: This rare creature is the toughest of its kind and often sought after because of its fur.Found: Five locations in and near the Moesring Mountains :

  1. The narrow passage through the Moesring Mountains that leads from the Harstrad River toward Hrothmund’s Barrow, located in the northwestern corner of the island.
  2. Outside of Hrothmund’s Barrow.
  3. Near Captain Roberto Jodoin amid the wreckage of the Dwemer Airship, in the Isinfier Plains.
  4. Just a little southwest of the airship.
  5. Southwest of the Water Stone.
Creature Drops Attacks Soul
Snow WolfBM_wolf_snow_unique Snow Wolf Pelts 200 −50 20
  • 10−30 pts melee
  • Frostbite — Frost Damage 15−30 pts for 1 sec on Touch

Единение Скаалов

Награда: Булава Аэвара каменного певца

Предметы: запасайтесь зельями подводного дыхания и факелами

Теперь придется прогуляться чуть ли не по всему острову. Корст Ветроглазый дал нам книжку о камнях, которая содержит в себе подсказки по активации камней, а также свиток с их расположением. Вот какие камни нам предстоит активировать: Воды, Земли, Солнца, Ветра, Растений и Животных.

Камень Воды

Этот камешек находится на западном побережье острова на склоне холма, чуть восточнее небольшой раздвоенной бухты (не перепутайте с другим заливом южнее).

На карте этот холм обозначится, как Пик Хвиткалд. Подходим и «говорим» с камнем. Высветится что-то непонятное, но не беда, идем к западу на побережье и немного севернее на маленький островок. На нем будет лежать «Пловец» — крупный черный хоркер. Следуем за ним, пока не увидим на дне пещеру Сталмана. Используйте зелье дыхания под водой. Проплываем по пещере и всплываем в холле со скелетом (да больше и негде). Убираем скелет и берем баночку с Живой Водой (кстати, в углу, наполовину закопанное в снег, есть зелье водного дыхания). Теперь идем обратно к Камню Воды и окончательно активируем его.

Камень Земли

Теперь разберемся с Камнем Земли. Он находится в глубине материка, северо-западнее от Вороньей Скалы, куда можно попасть на корабле из Форта Инеевой Бабочки.

Активируем камень и идем в пещеру скрытой музыки. Она находится на склоне холма прямо напротив того места, где раздваивается большой залив (надо идти на восток от раздвоения). После входа идите на юг, потом, в первый правый поворот, и найдите Зал Пения. Там будут издаваться странные звуки. Найдите комнату со сталагмитами и сталактитами. Именно они и выдувают эту музыку. Задача состоит в том, чтобы нижними сталагмитами сыграть эту музыку. Схема такова: центральный > правый > левый > правый. Ваш дневник дополнится. Теперь музыка станет другой. Подберите и эту, схема: левый > правый > центральный > левый. Возвращаемся к нашему камешку и активируем его.

Камень Зверя

Очередной камешек. Располагается немного южнее деревни скаалов.

Активируем его и получаем задание: найти доброго зверя. Идите на юг от камня мимо озера Фьялдинг. Там увидите белого медведя, которого осаждает толпа рьеклингов. Избавьтесь от рьеклингов, но ни в коем случае не бейте медведя. После зачистки подойдите к медведю и вытащите стрелу из его инвентаря. Медведь последует за вами. Доведите его до камня и активируйте последний.

Камень Дерева

Этот находится к юго-западу от озера Фьялдинг, между южной рекой, вытекающей из озера и началом реки на западе, на травянистом пригорке.

Идем на восток и встречаемся с веселой компанией: рьеклинг в окружении 5 спригганов. Уничтожаем все, что дышит, и собираем с рьеклинга странные семена. Возвратитесь к камню и отойдите от него на северо-запад в сторону камней. Там игра сама спросит, желаете ли Вы посадить семена. Ну, конечно же, мы их сажаем и затем активируем камень.

Камень Солнца

Идите на восток от реки, текущей на юг из озера Фьялдинг.

Там, где эта река делает поворот, ближе к побережью, пройдите восточнее, и на холме Вы найдете этот камень. Он попросит найти пещеры полумрака и освободить теплое солнце. Идите на запад. После реки, там будет обозначен путь двумя камнями. В заснеженных холмах и будет эта пещера, главное, идти все время ровно на запад. Тут и стоит использовать факелы. Спускаемся вниз, на первом перекрестке сворачиваем налево, а на следующем направо и встречаем очень «доброго» и «слабого» монстра – ледяного тролля Грахла-смотрителя. Берем его глаз и активируем стенку льда пробелом. Свет вырвется наружу и зажжет все факелы в пещере. Возвращаемся и активируем камень.

Камень Ветра

Крепитесь, этот камень последний. Местоположение: там, где широкая северная река раздваивается, одним руслом впадая в озеро Фьялдинг, идите на юг по западному побережью.

Камень сообщит нам, что надо найти могилу Гленсхула. Легче всего ее искать от местного трактира – Тирска. Он находится восточнее от озера Фьялдинг. От Тирска идите на юго-восток, пока не увидите холм. Этот холм пересекает ущелье, в южной части которого и находится нужная нам могила.

Рядом с хрустальным гробом находится Мешок Жадины. Активируем сумку и зажигаем факел, так как свет погаснет. Возвращаемся к камню и активируем его.

Все, с камнями закончено. Задание очень надоедливое, однако и награда неплоха. Возвращаемся в деревню скаалов, Большой зал, и говорим с Тарстеном Клыком Сердца. В результате получаем весьма неплохую зачарованную палицу. Но сделанного, как ни странно, было мало. Для того, чтобы завоевать доверие скаалов, необходимо пройти еще и тест мудрости.

Living as a Werewolf[edit]

Solstheim is a good place to live as a werewolf because Berserkers and Fryse Hags make great re-spawning sacrifices. You can leave your house at eight (an hour before you become a werewolf), and sit around for a while away from anybody that may spot you. When you transform, you can maul a couple of Fryse Hags or Berserkers, and then wait until you become human again and resume your normal life.

Using any non-instant transport can be tricky because you may transform during the journey. Travel early in the day.

As a Werewolf your athletics are increased, so swimming becomes a viable method of travel.

Back on Vvardenfell, living as a werewolf is not as tough as it might seem. There are plenty of places to hide and plenty of people to kill, but there are fewer bandits and re-spawning no-name NPCs. Guards, though, if lured from the safety of their towns, make good victims.

Living as both a werewolf and a vampire is tough, as the disadvantages of both add up. Travel and general interaction with people become pretty limited, for instance, and you take sun damage and must kill every night. The stat increases, however, are considerable.

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