Many gamers today take automapping for granted. Very likely, they couldn’t imagine a product without it. We of the (cough) “elder generation”, however, know otherwise. Those who go back to the “golden era of gaming” remember well, perhaps all too well, the joys of manual cartography.
(I’ve noticed that a number of people have come by looking for enchanting tips. If that’s what you want, Click here for Enchanting Tips)
Y’know, I’d forgotten to mention how dangerous it is to talk to people in Elder Scrolls games. Anyone at all. You never know when another quest will pop up on your list.
So I finished up the Mage Guild stuff, and received entry to the “big HQ” in Imperial City. That, as you may have guessed, is just the beginning with the MG. Next I had to have my own personal magic staff made for me. They do the work, I provide the wood.
First off, looks like I made a mistake last time (oops). Reviewing the manual, I realized there is no school, spell, or skill for enchanting items. Since anyone can join the guild and get the recommendations, it looks like any class can use the enchanting stuff in the main HQ.
Well, I was right, and that beginner dungeon was easier than what comes after. But first things first.
After exiting the sewers, I took a little time to visit the Imperial City and do a bit of shopping. Then I hurried off on my errand. Getting there was easy. The game has something called “fast travel”. It is and it isn’t.
This isn’t all that a long a game. It can seem that way because of all the herb-gathering you have to do. Also, you can become stuck if you don’t talk to everyone, or forget to tell someone something. I had a hard time for awhile in Act II because I forgot to talk to Baker after finding out the thief’s identity. BIG mistake there.
By the way, the herbs regenerate over time, but you never know which ones will be turning up, or where. Watersleep is easiest to find; just stroll along all the streams, the river in the swamp, the ponds (lakes?) and you’ll find some. Tears of Stone are found in the rocky areas across the bridge in the monastery area (upper and lower). The rest can turn up anywhere, even in town. So take your time and look everywhere.
I have included four screenshots, considerably lightened up, to show locations of the items that were most difficult for me to find.
Okay, I can see there will be a lot to say about this one. First, the usual ten races are back: Argonian, Khajit, Breton, Redguard, Nord, Imperial, Dark Elf, High Elf, Wood Elf, and Orc. They also come with about the same bonuses as in Morrowind
The skill system has changed somewhat. In Morrowind, you had Major, Minor, and Miscellaneous skills. Now there are just Major and Minor (which is everything not Major). Major skills have been increased from five to seven.