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Any Fast Travel in this game?

The elder scrolls: arena, the elder scrolls: arena (pc).

  • Is there some sort of Fast Travel button in this, like in Daggerfall and Oblivion? I've been walking south from Camlarn for two weeks trying to get to Hammerfell, and no such luck. I'm no n00b, I'm a lv. 82 Breton Spellsword in Morrowind, and a lv. 50 Breton Spellsword in Oblivion, so I know that world pretty well. MissNemisisFace - 14 years ago - report

Top Voted Answer

  • You can either right click on the map icon or press Shift + m to bring up the world map. After the world map has appeared you must then select a province (e.g. Hammerfell) which will bring up the province map. From inside the province map you must then select a town or city to enter (e.g. Rihad). After you select a town a box will appear telling you the amount of in-game time it will take to fast travel to said town. Lastly, select the horse icon in the bottom left of that map and you will fast travel to the town. Hope this helps. Wtknight - 12 years ago - report 12   2
  • If you have the normal controls, and are using DOSBox, simply hit the W key. electricbugs2 - 14 years ago - report 0   3

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elder scrolls arena travel

The Elder Scrolls: Arena

elder scrolls arena travel

The Elder Scrolls: Arena - 8 Tips For Players New To The Classic RPG

The Elder Scrolls: Arena can be a bit tricky for those used to modern RPG mechanics. Luckily, these tips are here to help.

With Bethesda finally releasing The Elder Scrolls: Arena to Steam for free, fans of The Elder Scrolls can finally deep-dive into the game that started it all. As fans may remember, Arena was originally just an arena RPG concept that soon expanded to include hours and hours’ worth of content to the larger world of Tamriel. And soon, Arena became a part of the larger The Elder Scrolls franchise that spawned a huge fanbase.

RELATED: The Elder Scrolls: Inconsistencies In The Series' Lore

For players booting Arena for the first time, they might be surprised to find that the game’s dated graphics don’t hold back the title’s sheer openness and the number of options available. And to those who want to maximize the experience, just how can they fully enjoy their first playthrough of the classic RPG?

8 Mind The Saves

Unlike other Elder Scrolls games, Arena is unfortunately plagued with potential bugs while still being fit to run on most low-end computers. There’s a nifty list of glitches in the Unofficial Elder Scrolls Pages , but a general rule of advice is to shut down all other programs except for Arena to get the most optimal experience. Aside from this, it’s recommended to keep on saving during most moments, such as during rest, killing something, or even opening doors.

However, players should also mind where to save, as Arena doesn’t allow saving inside taverns, temples, and stores. Not only that, it helps to save and take a rest at night indoors, as monsters roam city streets at night. Likewise, organizing saves into current saves, travel saves, killing saves, and story mode saves can help players reorganize quickly whenever the game glitches out.

7 Familiarize Yourself With Combat Optimization

Given the age of Arena , its application of the FPS formula is quite different compared to modern games. As such, it helps players to be more familiar with how the game’s combat mechanics work to avoid getting stuck in a rut. First, it helps to remember that attacking, shooting, and movement are all attached to a single control. As such, players can’t exactly move and attack at the same time. Players may want to practice to be able to react much faster in these situations.

RELATED: Most Powerful Bosses In The Elder Scrolls Series, Ranked

A nifty tip during combat is to pause the game using the U-Key. Not only can players use this to reposition their cursors, but this is practically a pause feature that allows them to use potions and prepare for combat.

6 Get Magical Accessories

Compared to other Elder Scrolls games that only allow characters to wear limited kinds of jewelry and accessories, there are a lot of equipment slots reserved for players in the game. Some items provide passive bonuses to attributes and armor (amulets, belts, bracelets, torcs), while there are items that provide special abilities with limited uses (bracers, crystals, marks, rings).

Due to the number of benefits players could attain per accessory, it’s advised they get these items whenever they get the chance. Understanding what certain classes need and how best a Magical Item can aid them can help players avoid unnecessary dungeon resets.

5 Be Careful Of Diseases

Similar to Morrowind , Diseases do exist in Arena . However, instead of ordinary diseases that simply decrease attributes, a lot of Diseases in Arena not only affect attributes but may even kill characters vigorously. There’s also an early prototype of vampirism ! It’s advised for players to carry Potions of Cure Disease at all times, especially since a lot of creatures often transmit various diseases.

Among creatures to watch out for are Mages, Rats, Ghouls, Zombies, and Vampires. If players don’t have the necessary potion, they may want to make their way to the nearest Mages Guild or Temple for healing.

4 Remember How Dungeons Work

There are potentially “infinite” dungeons players can explore throughout the game simply because the game can randomly generate them whenever players visit an area. However, dungeons more or less work the same way, and players can find them much easier to traverse and complete if they know what’s going on. First and foremost, random dungeons are always the equivalent of two to four square blocks, with two exits on the east and west side. Staircases leading to the next level are always in the northeastern section of that block.

RELATED: Common Misconceptions About The Elder Scrolls Online

Aside from that, it helps to use the go-to advice for navigating any maze: hug the walls. This can help with understanding the game’s mapping feature and make it much easier to check a dungeon’s details that players might miss if they are stuck in the middle of the area.

3 Try The Thief For Easy Item Access

Unlike other Elder Scrolls games where players are generally allowed to immerse themselves in almost any “path” they like , classes pretty much restrict what players could do within the game. And a lot of these restrictions come with money, wherein most characters often need to earn money the hard way in order to constantly purchase and upgrade their equipment.

This is where the Thief comes in. Once this class is chosen, players do get the ability to Lockpick and even Steal items, provided they’re able to sneak up to a person properly and be prepared to defend themselves if things go awry. With the right approach, players at their early levels could access extremely powerful equipment pretty quickly without a lot of monetary investment.

2 Use The EXP Farming Exploit

While there are a lot of ways players could get attacked in Arena and get EXP from kills, the unpredictability of monster encounters can get quite frustrating for players. Thankfully, players who understand the system well enough can actually “hack” their way into EXP farming with a few easy steps.

For instance, players can simply break into a house and position themselves in a corner before trying to rest. This will prompt the appearance of monsters such as skeletons that drop around 2,000 EXP a pop. It’s recommended to do this in a house with a bed to access immediate resting.

1 Game The Level-Up Bonuses

Unlike other games in the series where players can choose which attributes to improve upon leveling up, Arena provides players with random gains in Attribute and Hit Points. More specifically, players can get around three to six Attribute Points they could distribute per level, as well as specific rules as to how much extra HP is gained depending on the class and Endurance bonuses.

In this regard, it may help players to save right before they embark on leveling up. That way, players can restart the saves as much as they want until they get decent Attribute Points to spend. This might feel like cheating, but the process helps considering the level of imbalance with regard to enemy difficulty.

Players can now access The Elder Scrolls: Arena for free via Steam.

MORE: The Elder Scrolls: Surprising Things To Know About Vampires

The Elder Scrolls: Arena/Walkthrough

Table of Contents

  • First Imperial Dungeon
  • Base Weapons
  • Magic Items
  • Magical Effects
  • Greenspring
  • Tenmar Wall
  • Alten Corimont
  • Alten Markmont
  • Alten Meirhall
  • Branchgrove
  • Portdun Mont
  • Riverbridge (Black Marsh)
  • Stonewastes
  • Brukreich Bridge
  • Darvulk Haven
  • Ein Meirvale
  • Meir Lynmount
  • Portneu View
  • Tenmar Forest
  • Black Heights
  • Cori Darglade
  • Darkarn Place
  • Duncori Walk
  • Heimthor Mount
  • Helkarn Land
  • Markgran Brook
  • Neumar Walk
  • South Guard
  • Tardorn Wood
  • Valley Guard
  • Verkarth Hills
  • Dragon Glade
  • Karththor Dale
  • Silgrad Tower
  • Silnim Dale
  • Stoneforest
  • Amber Forest
  • Corkarth Run
  • Cormar View
  • Darnim Watch
  • Greenheights
  • Heimlyn Keep
  • Helnim Wall
  • Karththor Heights
  • Markgran Forest
  • Reich Parkeep
  • Riverbridge (Morrowind)
  • Sailen Vulgate
  • Verarchen Hall
  • Belkarth Guard
  • Heldorn Mount
  • Lainebon Place
  • Vulnim Gate
  • Corten Mont
  • Dragon Gate
  • Dragon Grove
  • Karnver Falls
  • Nimbel Moor
  • Thorstad Place
  • Verkarth City
  • Vulkneu Town
  • North Point
  • Cloud Spring
  • Ilessen Hills
  • Kings Guard
  • Meir Darguard
  • Portdun Creek
  • Raven Spring
  • Vermeir Wastes
  • Black Wastes
  • Dunkarn Haven
  • Dunlain Falls
  • Eagle Brook
  • Ebon Wastes
  • Glenpoint (High Rock)
  • Karthgran Vale
  • Markwasten Moor
  • Meir Thorvale
  • Normar Heights
  • Norvulk Hills
  • Reich Gradkeep
  • Thorkan Park
  • White Haven
  • Dragon Bridge
  • Granitehall
  • Karthwasten Hall
  • Vernim Wood
  • Amber Guard
  • Dragon Wood
  • Dunpar Wall
  • Dunstad Grove
  • Helarchen Creek
  • Laintar Dale
  • Markarth Side
  • Neugrad Watch
  • Nimalten City
  • Pargran Village
  • Reich Corigate
  • Archen Grangrove
  • Belport Run
  • Corgrad Wastes
  • Marnor Keep
  • Vulkhel Guard
  • Ebon Stadmont
  • Graddun Spring
  • Holly Falls
  • Karndar Watch
  • Karnwasten Moor
  • Kings Haven
  • Marbruk Brook
  • Silsailen Point
  • Silver Wood
  • Thorheim Guard
  • Wasten Coridale
  • White Guard
  • Emperors Run
  • Karthdar Square
  • Thormar Keep
  • Vulkwasten Wood
  • Wasten Brukbrook
  • Archen Cormount
  • Cori Silmoor
  • Cormeir Spring
  • Glenpoint (Valenwood)
  • Heimdar City
  • Lynpar March
  • Marbruk Field
  • Stonesquare
  • Tarlain Heights
  • Vullain Haven
  • Imperial City
  • 1 Title sequence
  • 2.1 Class selection
  • 2.2 Name and gender
  • 2.4 Stat bonus
  • 2.5 Appearance adjustment
  • 3 The Quest

The Elder Scrolls: Arena walkthrough is split up by the eight dungeons necessary to retrieve the parts of the Staff of Chaos. For the most part the game is highly randomized, so you will need to get the primary quest and go to the random locations provided by the quest givers. We begin here with the character creation process.

The game begins with the title screen, title sequence , and then it shows the load/start game screen. Clicking Start game will show a sequence of images before prompting you to choose your class . You then enter your name and gender , and region/race of origin . Then you roll stats and add additional bonus stats to your preferred stats. Finally, you get to choose from several pre-set face and head appearances .

Title sequence [ edit ]

Elder Scrolls Arena title sequence 1.png

For centuries different factions battled in petty wars and border conflicts, until in 2E 896 Tiber Septim crushed all those who opposed him and took control, proclaiming himself as Emperor. Still, the bitter years of war had its affect on the populace. The name Tamriel, Elvish for 'Dawn's Beauty', seldom fell from anguished lips and was soon forgotten. In a place where life and death were different sides of the same coin tossed every day, the people of the known world began calling the land of their sorrow, the Arena... Now, 492 years after Tiber Septim took control and kept the peace, the land of Arena has a new threat. The Emperor, Uriel Septim VII celebrates his forty-third birthday. But jealous hearts desire the throne and plot his downfall. It is said that hope flies on death's wings. Prepare then, for as the Elder Scrolls foretold, it will be here that your adventure begins... — Game title sequence

Starting a new game [ edit ]

Uriel Septim IV, Emperor of Tamriel, stands with Talin, leader of the Imperial Guards.

Uriel Septim IV, Emperor of Tamriel, stands with Talin, leader of the Imperial Guards.

They have been summoned by Jagar Tharn, Imperial Battle Mage of the Empire, on rumors of treachery...

They have been summoned by Jagar Tharn, Imperial Battle Mage of the Empire, on rumors of treachery...

The Emperor is betrayed...

The Emperor is betrayed...

And transported to a dimension of Tharn's choosing...

And transported to a dimension of Tharn's choosing...

After months of preparation Jagar Tharn, takes the throne...

After months of preparation Jagar Tharn, takes the throne...

Ria Silmane, once Tharn's apprentice, is capture before she can warn the Elder council of the Imperial Battle Mage's treachery...

Ria Silmane, once Tharn's apprentice, is capture before she can warn the Elder council of the Imperial Battle Mage's treachery...

Manipulating the essence of magic, Tharn prepares to take the Emperor's place as ruler of the known land...

Manipulating the essence of magic, Tharn prepares to take the Emperor's place as ruler of the known land...

The Imperial Wizard wastes no time in gathering his servants...

The Imperial Wizard wastes no time in gathering his servants...

And turning them into twisted counterparts of the Emperors Guard...

And turning them into twisted counterparts of the Emperors Guard...

Class selection [ edit ]

You can now select from one of the following pre-made classes or make your own.

  • Acrobat : "Thy body and mind must be agil and quick if thou art to succeed as a Acrobat."

Name and gender [ edit ]

After selecting your class, you will be prompted to enter your name and gender.

Origin [ edit ]

Elder Scrolls Arena origin map.png

"From where dost thou hail"? Choose one of the regions on the map to select a race (starting from the top and rotating clockwise; Imperial Province is not selectable):

  • Skyrim: Nords
  • Morrowind: Dark Elves
  • Black Marsh: Argonians . "Thy race is born of the swamps, thou hast stayed thyself from the open fields, for thou art hunters of a different sort, those who stalk thy prey in the still black waters..."
  • Elsweyr: Khajits
  • Valenwood: Wood Elves
  • Summerset: High Elves
  • Hammerfell: Redguards
  • High Rock: Bretons

"Go ye now in peace. Let thy fate be written in the Elder Scrolls..."

Stat bonus [ edit ]

After selecting your origin you get to see your stats. To re-roll stats press Done, then Re-roll. Try to get above 59 in your primary stats (e.g. Acrobat uses Agi & Spd). Then you can click on the stat in the left column, then click the up or down arrow to add or remove stat points (you cannot lower the stat below what was rolled). In general, for every 5 points 50 stats you will get a +1 to a modifier (e.g. Agi 55 = +1 to hit, Agi 60 = +2 to hit, etc.).

Appearance adjustment [ edit ]

Click on your character's face to change to a different facial/head appearance. Each race has several to choose from. See Gameplay#Races for more info.

The Quest [ edit ]

To rescue the Emperor from the dimension in which Jagar Tharn has imprisoned him, by recovering the eight pieces of the Staff of Chaos. — Manual p.4

The game then shows you an image of a woman:

Elder Scrolls Arena Ria Silmane welcome.png

Do not fear for it is I, Ria Silmane. <Character Name>, listen to me, there are no others left to carry on this fight. You have been left in this cell to die. Jagar Tharn, Imperial Mage of Tamriel has taken on the guise of the true Emperor. He does not see you as a threat, being only a minor part of the Imperial Court. In that act of arrogance, he has made his first mistake. Look to the north wall of this cell. You will find a ruby key which will unlock the door. Take it and make your escape. The passages here were once used by Tharn to hide treasures he had stolen from the Emperor's coffers. If you wish, you can gather enough to support yourself away from the Imperial Seat. Be careful, there are many creatures which inhabit the sewers now, vile rats and goblins. It is too late for me, for I am already dead. Only my powers as a Sorceress keep me between this life and then ext. That power however is waning. Do not succumb to greed or you may find these tunnels to be your resting place as well. I can still work my magic to a certain extent. If you travel west from this cell, then south, you will find a Shift Gate. It will transport you far enough from the center of the Empire that you should be safe. If you survive these sewers you will see me again. Remember, <Character Name>, Tharn has taken on the guise of the Emperor. No one will gainsay his word for yours. I will come to you again in your dreams, so it is imperative that you rest from time to time. In that way I will be able to communicate with you and send my aid. You are entering a dangerous arena, my friend, one in which the players are beings beyond your mortal comprehension. I do not envy your role. There is however a power within you as yet untapped. Look for me when you have gained experience in the world. You are my last and best hope... — Ria Silmane

According to Ria, you begin in the sewers below the Imperial City ("Imperial Seat"). She is the narrator of the game who will provide descriptions throughout the game. She also mentions that if you rest in the dungeons, enemies will come for you so be careful how long you take to get out.

Finally you wake up in the First Imperial Dungeon .

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Play The Elder Scrolls: Arena

About this game, system requirements.

  • OS: PC/MS-DOS 5.0
  • Processor: Intel 386 25 MHz
  • Memory: 4 MB RAM
  • Storage: 25 MB available space

The Elder Scrolls®: Arena™ © 1993 Bethesda Softworks LLC, a ZeniMax Media company. The Elder Scrolls, Arena, Bethesda Softworks and ZeniMax are registered trademarks or trademarks of ZeniMax Media Inc. All Rights Reserved.

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Elder Scrolls

Mines of Khuras (Quest)

  • Edit source
  • View history

Mines of Khuras is a quest in The Elder Scrolls: Arena .

  • 1 Quick walkthrough
  • 2.1 Ria Silmane
  • 2.2 Camlorn
  • 2.3.1 First Level
  • 2.3.2 Second Level
  • 3 Appearances

Quick walkthrough [ ]

  • Receive Ria Silmane's vision while sleeping.
  • Travel to the city of Camlorn , High Rock.
  • Talk with the Priest on the Brotherhood of Seth and accept his quest.
  • Travel to the Mines of Khuras.
  • Retrieve the Map Fragment.
  • Give the Map Fragment to the Priest and he will mark the Crypt of Hearts on the map.

Walkthrough [ ]

Ria silmane [ ].

https://elderscrolls.fandom.com/wiki/File:Ria_Silmane_(Crypt_of_Hearts)_vision.ogg

After obtaining the Fifth Piece of the Staff of Chaos , the Eternal Champion once more receives a vision of the deceased Ria Silmane during their sleep. The sorceress congratulates them for conquering the Fifth Piece from the ruins of Crystal Tower and warns there are three other pieces yet to be reached. Ria discovered the location of the Sixth Piece traveling among ethereal planes—the dungeon Crypt of Hearts .

Camlorn [ ]

Talking with people about the Crypt of Hearts will eventually direct the Eternal Champion to the city of Camlorn , High Rock . The citizens of the city will advise that the Champion to go to a local temple, the Brotherhood of Seth. The citizens of Camlorn can also give directions to the temple if the Champion does not know where it is.

Inside the temple, the Senior Brother Halfas Varn will greet the Eternal Champion, and further interactions indicate that he seems to already know about the quest to discover the Crypt of Hearts. The Priest says that one of the monks, Brother Barnabas of Thetis , went crazy thinking that, "The Emperor was captured and only an item called Staff of Chaos could free him." Not believing their brother, the monks did not pay any attention to his warnings. However, Barnabas recently assassinated Brother Martinus and stole a Map Fragment which contains a code to decipher the location of the Crypt of Hearts. Halfas theorizes that his Brother traveled to the Mines of Khuras , a dangerous dungeon, and certainly perished there. The Senior Brother then asks the Eternal Champion to recover the fragment from the Mines and in return he will reveal the location of the Crypt of Hearts.

After receiving a positive reply, the Senior Brother will then mark the Mines of Khuras on the map.

Mines of Khuras [ ]

Recommended effects:

  • Resist Fire , which can be used in form of spell and potion, both are sold at Mages Guild—two potions are enough.
  • Resist Shock , for enemies at the dungeon tend to use shock attacks.

Mines of Khuras is a bi-level dungeon and as already said by Halfas, a dangerous location. The First Level is more tricky than the other area, due to its streams of lava, while the Second Level is easier, however there is an abundant presence of abysses. Creatures encountered inside the dungeon include Homonculi and Stone Golems .

First Level [ ]

Mines of Khuras First Level

Mines of Khuras First Level.

After entering Mines of Khuras, there will be two ways to reach the door to the Second Level, which is exactly south of the entrance ( as seen on the map ). The way to the left will be flooded with lava, which can be passed safely with the Resist Fire effect, though still dealing damage. The way to the ring will also be flooded with lava, however this lava can be passed without the Resist Fire effect; just by jumping from a platform to another. Still, the Eternal Champion may fail and fall into the lava, easily killing them or removing a great portion of Health .

Alternatively, a magic user can use the spell Passwall to break the walls, reaching the door to the Second Level through a much shorter way. However it is important to remember that the door must be entered through the correct side, otherwise the Eternal Champion will be locked inside the walls.

Mines of Khuras Second Level

Mines of Khuras Second Level.

Regardless of the way taken, in this level the demoniac Homunculi will again appear against the Eternal Champion, mainly in the First Level. Using Resist Shock is useful when fighting these creatures at long range. Not only the first corridors, but all the First Level is flooded with lava, especially on the northeast area.

Second Level [ ]

Map Fragment

Map Fragment.

The Second Level is considerably safer than the First, not having streams of lava, but a great number of comparatively inoffensive abysses. Stone Golems will appear in this area, these are the medium strength golem, between its Ice and Iron relatives. Stone Golems, like the Homunculi, use Shock attacks at long range.

Brother Barnabas

Brother Barnabas remains.

The Map Fragment stands inside a room in the southeast area locked by two doors. To reach this room, the Eternal Champion can choose to take either the upper way or the lower way ( the map on the right shows the location of the Map Fragment, represented by a green marker ). Close to the Map Fragment, the remains of Brother Barnabas reveal the end of the priest who could not rescue the Emperor .

Once the Eternal Champion obtained the Map Fragment, they must give it back to Halfas Varn on the Brotherhood of Seth. The Senior Brother fulfills his part of the exchange deciphering the location of Crypt of Hearts and marking it on the map.

Appearances [ ]

  • The Elder Scrolls: Arena
  • Elder Scrolls
  • 1 Marriage (Skyrim)
  • 2 Console Commands (Skyrim)
  • 3 Trainers (Skyrim)

Gaming’s Definitive Fantasy RPG Was Almost Something Totally Different

There were role-playing aspects, but they took a backseat to the furious fighting.

elder scrolls arena travel

To some, The Elder Scrolls series defines the action role playing game genre. Though the last installment in the main series, Skyrim , came out all the way back in 2011, and the next one, VI , has no set release date, Elder Scrolls looms over the industry. Every entry is treated as a bonafide event and Skyrim ’s continuous success allowed it to be ported over a dozen times since its original release. Which is a little funny, considering that when Elder Scrolls was born, it was nothing like the RPG standard bearer that we’ve come to recognize.

To go back to the first Elder Scrolls game, Arena , one must travel 30 years into the past, before the birth of Bethesda Game Studios and the massive popularity it would acquire. Back in the late ‘80s and early ‘90s, Bethesda Softworks was a tiny video game publisher behind fairly forgettable titles like Wayne Gretzky Hockey and video game tie-ins to The Terminator . As such, The Elder Scrolls: Arena was one of their first games to have a distinct personality — it just wasn’t the personality that it would eventually develop .

Elder Scrolls Arena

The Elder Scrolls: Arena was originally focused on gladiatorial battles.

When director Vijay Lakshman and his team of artists, designers, and programmers set out to make Arena , they didn’t envision the epic open world odysseys that would turn titles like Oblivion and Skyrim into modern classics. Rather, they sought to, as the “Arena” title suggests, concoct something more focused on combat. You’d form a team of gladiator-esque warriors and travel around with them to battle in different cities in the land of Tamriel, a massive continent that has essentially become the Elder Scrolls version of Middle Earth. There were role-playing aspects, but they took a backseat to the furious fighting.

With a small team that had to divide its attention among multiple projects, Bethesda would have to rise above expectations, many of which were based around the idea that a small company would never be able to pull off an action RPG of any size. In an interview with Planet Elder Scrolls , designer Ted Peterson recalled another studio mocking Bethesda’s aspirations and at some points even believed that a game like Arena would be more ruinous than beneficial.

“I remember talking to the guys at SirTech who were doing Wizardry: Crusaders of the Dark Savant at the time, and them literally laughing at us for thinking we could do it,” Peterson said.

Elder Scrolls Arena

The Elder Scrolls: Arena began as an attempt to turn D&D into a video game.

It didn’t help that Arena changed entirely during the course of its creation. The game’s minimal role-playing side quests grew more and more prominent, while the main mission of winning tournaments with your combat crew evaporated. Testing proved that no one really cared about Arena’s gladiator battles, but the other stuff? Now that was fun. By the time The Elder Scrolls: Arena was released on March 25, 1994, all that remained of its former identity was the title. And the “Elder Scrolls” part? It was allegedly added on by Lakshman, but according to Peterson: “I don’t think he knew what the hell it meant any more than we did…”

Though its box art has certainly aged poorly, with a very scantily clad swordswoman in front of what look like generic RPG party members, Arena garnered a number of positive reviews at the time. PC Gamer called it “ entrancing ,” while Computer Gaming World predicted that fans would “find the storyline and game world rich and compelling.” That said, Elder Scrolls: Arena bore all of the growing pains that one typically finds in a first installment made by developers still getting their feet wet in the genre. Much of the game’s lore feels a little empty, and the story can seem bare, especially in comparison to what would come with the next entries, Daggerfall and Morrowind .

Elder Scrolls Arena

If you play any game from 30 years ago, you’re bound to encounter a few flaws when compared to its modern day successors.

But according to Peterson, word of mouth was strong and a “cult” following developed. It garnered enough success that The Elder Scrolls II: Daggerfall went into development immediately after Arena was released. It was now clear where the team wanted to go from the beginning. Rather than focus on the entire realm of Tamriel, they’d instead load copious details and locations into the fictional continent’s northwest region and the provinces of High Rock and Hammerfell. Customization and a more fluid role-playing process would take center stage, and Daggefall increasingly moved the series toward the experience that players know today.

If you play any game from 30 years ago, you’re bound to encounter a few flaws when compared to its modern day successors. This is especially true when it comes to the RPG, a genre marked by a more-more-more approach. Newer Elder Scrolls entries have more places to go, more ways to personalize, more methods for fighting, and more bits of information to take in.

But still, The Elder Scrolls: Arena is marked by the lust for adventure and discovery that has driven the series’ most renowned installments. Just as the creative team of the game itself had to explore their options before settling on the proper route, Arena ’s journey takes you down multiple paths aside from the main one. You investigate and check every nook and cranny, speak to every character, and take on every monster, and in the grand scheme of things, it’s never a waste of time. Because one day, you will return to find your way.

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The Elder Scrolls: Arena – Walk Across the Map

Or should I call it Fast Travel Across the Map? Nobody can walk across the entire Map in one piece. The areas between the villages are procedural generated and are infinite. Earlier I walked about 2 hours and I was still in the same place with the same name, I didn’t upload that video. In this video I only walk without fast traveling in the first 42 minutes. Then the game world is all about repeating and everything stays the same. I have to choose between walk further forever and ever without reaching anything or use the fast travel. Since I am not totally crazy I choose the second option. And that’s what I keep doing. Fast tarvel to the next town, walk a while, fast travel to the next town, walk a while, etc.  until I reach the other side of the Map. There is no other way to do this. How Big is the Map always tries to achieve two goals: showing you how Big a Map is and showing you what the game world looks like. Can’t attain the first objective, but the second goal is achieved!

Map Size: infinite (release date: march 1994)

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How Oblivion Paid Homage to The Elder Scrolls: Arena

  • The Elder Scrolls: Arena set the foundation for the franchise, inspiring future games & Easter eggs in Oblivion & Skyrim.
  • Despite its dated look, Arena's legacy lives on through references in newer Elder Scrolls games found in weapons, loading screen tips, and so on.
  • Arena's influences can be seen in the Labyrinthian in Skyrim, as well as the Staff of Chaos & Sweet Roll joke.

Releasing all the way back in 1994, The Elder Scrolls: Arena was far from Bethesda's first video game, but it quickly became the studio's most defining piece of work upon its initial launch. Though it wasn't the first fantasy RPG out there, The Elder Scrolls: Arena learned from those that came before it, and used that knowledge to produce a truly genre-defining experience. Though it looks and feels extremely dated all these decades later, The Elder Scrolls: Arena is still incredibly impressive to think about, establishing so much of the expansive world and lore that the franchise would use as its basis going forward.

Obviously, the Elder Scrolls franchise has evolved a lot in the last 30 years. With around 4–6 years coming between mainline entries, each Elder Scrolls game represents a major leap in technology, coinciding with the rapid evolution of video game technology at the time. But no matter how advanced The Elder Scrolls has gotten over the years, Bethesda never forgets the series' roots, and that's evidenced by the number of times that Elder Scrolls: Arena has been referenced in the rest of the series.

How The Elder Scrolls 6 Can Finally Give a Major God Their Due

Oblivion's elder scrolls: arena easter eggs explained.

One of the most iconic Elder Scrolls: Arena Easter eggs can be found in The Elder Scrolls 4: Oblivion . When players arrive in the Imperial City in Cyrodiil, they'll be able to find a collection of posters strewn about the city's walls. These posters depict four characters, all wielding various fantasy weapons and wearing a range of different armor. Above their head reads "The Arena." This poster is a clear reference to the original cover art for The Elder Scrolls: Arena , which itself depicts four classic fantasy archetype characters, all positioned in a very similar way and wielding very similar weaponry. Though the classes of these characters don't quite match up, it's a very neat reference that's been integrated well into the world of Oblivion .

But this poster isn't the only reference to The Elder Scrolls: Arena found in Oblivion . When players eventually get to the Imperial City Arena , they'll find a slew of references to a character named Gaiden Shinji. A Redguard Blademaster, Gaiden Shinji is a character frequently mentioned throughout The Elder Scrolls: Arena , including the game's opening line of text, which is a quote that reads "The best techniques are passed on by the survivors." Gaiden Shinji is also mentioned a few times throughout the rest of The Elder Scrolls series, including on Skyrim 's loading screen.

Arena References in Other Elder Scrolls Games

Being the first game in the franchise, it's only natural that certain elements from The Elder Scrolls: Arena have popped up a few times throughout the rest of the series. One of the best examples of this is Skyrim 's Labyrinthian . Introduced during Arena 's main quest, the legendary Labyrinthian is the resting place of a piece of the Staff of Chaos, which the player needs to find and restore. The Labyrinthian returns in Skyrim , where another staff can be found, this time the Staff of Magnus. While the Staff of Magnus and the Staff of Chaos are two different weapons, the Staff of Magnus can also be found in Elder Scrolls: Arena , albeit through a weapon-specific questline that doesn't involve the Labyrinthian at all.

The Elder Scrolls: Arena is also the birthplace of Bethesda's long-running Sweet Roll inside joke.

Though it isn't a weapon in the game, Skyrim does feature a direct reference to the Staff of Chaos. The shattering of the Staff of Chaos can be seen engraved on Alduin's Wall , where major plot points from the rest of the Elder Scrolls series can also be seen.

The Elder Scrolls: Arena

Franchise The Elder Scrolls

Platform(s) PC

Released March 25, 1994

Developer(s) Bethesda Softworks

Publisher(s) Bethesda Softworks

Genre(s) Action RPG

How Long To Beat 25 Hours

How Oblivion Paid Homage to The Elder Scrolls: Arena

Arena:Classes

There are eighteen classes to choose between for your character in Arena . The decision of which class to play as, made during character creation , is permanent and largely defines how the game will be played. The Player's Guide and Codex Scientia categorize classes as Thieves & Thief Subclasses , Warriors & Warrior Subclasses , and Mages & Mage Subclasses .

Enemy humans also follow the eighteen classes.

  • 1 Class Tables
  • 2 Experience Thresholds
  • 3.1 Acrobat
  • 3.2 Assassin
  • 3.4 Burglar
  • 4.2 Barbarian
  • 4.6 Warrior
  • 5.1 Battle Mage
  • 5.4 Nightblade
  • 5.5 Sorcerer*
  • 5.6 Spellsword
  • 8 References

Class Tables [ edit ]

This table summarizes the statistics of the various classes for ease of comparison. There are several things to note in reading this chart:

  • The Experience Table column indicates which of the columns in the Experience Thresholds chart below the class utilizes.
  • The Hit Die column indicates the value range used in determining Health for each level up. At first level, all classes begin with 25, plus the random result of the Hit Die, plus a bonus from the Endurance attribute. Every time the Hit Die is used, a random value between 1 and the listed number will be chosen.
  • The Armors a character can wear, from worst to best, are Leather, Chain, and Plate. For this table, the best variety of armor available to a class is listed, and they can generally use all armor qualities below that one.
  • The Shields a character can wield, from worst to best, are Buckler, Round, Kite, and Tower. For this table, the best variety of shield available to a class is listed, and they can wield any shield of a lower quality.
  • The Spell Points column indicates the calculation for how many Spell Points are available to a class. You take the multiplier listed times the Intelligence score of the character. If no value is listed, the class does not have any Spell Points and therefore cannot cast spells.
  • The number listed under Critical Strikes is the chance, per level, to inflict a hit that does three times the damage to an enemy. To use the Thief as an example, at level 1, there is a 2% chance to land a Critical Strike. At level 10, that chance has increased to 20%.
  • ^ This Critical Strike chance only applies to attacks with missile weapons.
  • ^ a b This Critical Strike chance only applies to attacks with melee weapons.
  • ^ The Spell Points multiplier displayed in the manual is incorrect.
  • ^ A Knight cannot wear Leather armor.

Experience Thresholds [ edit ]

  • Each level up to 10 requires 1.875 * the previous level's experience requirement, rounded down.
  • For every level past 10, the total experience needed is the previous level's requirement multiplied by 1.5, rounding down.
  • To calculate the experience points required beyond Level 10, multiply the experience you needed to level up the last time around by 1.5 and round down. The resulting number is the experience you need to get to the next level. For example, as a Level 10 Thief, you needed 122,171 experience to get to that level. Take 122,171 and multiply it by 1.5, giving you 183,256.5. Rounding that down, you need 183,256 experience to reach Level 11. If you multiply that latter number by 1.5 and round down, you will then determine the experience you need to reach Level 12 (274,884)
  • The Experience Tables listed in the Codex Scientia and Player's Guide are incorrect. They use the same multipliers, but the decimal value is maintained when calculating the next level's requirement, rather than rounding after each stage. As such, the experience values needed in game are slightly lower than those listed in those documents.

Thief Classes [ edit ]

Although all thieves and thief sub-classes have the ability to pick locks, pick pockets, and steal items, various classes have certain advantages or disadvantages in these areas. The governing statistics for all thief classes are Agility and Intelligence. A high Speed rating is also very desirable. All thief classes begin with a Shortsword.

Thief class enemies have a 10% more chance to have gold on them.

Acrobat [ edit ]

Acrobats are Thieves who have honed their physical skills in agility and balance to such a degree that they are almost supernaturally adept at scaling walls, running, jumping, and tumbling. They retain the ability to score a critical hit. They also have the ability to leap great distances and climb walls more securely and faster than the average Thief. They are, in general, the fastest characters on foot. Further, because of their nimbleness, Acrobats deduct a certain percentage from their opponent's base chance to hit when engaged in combat with them. This makes them difficult foes to hit, and dangerous adversaries.

  • Acrobats are naturally quicker, jump further, and are harder to hit.

Disadvantages

  • Limited weapon selection
  • Can not use shields.

Assassin [ edit ]

Assassins are the dark hand of the night, their skills honed to the killing of others. They are very adept at this, able to find weak points or areas to strike, often felling opponents much more powerful than themselves. Assassins have the greatest chance per level to score a critical hit (triple damage) when attacking.

  • At first level, Assassins are 1.5 to 3 times more likely to perform a critical hit than any other class; by level 10, about 1 in 3 attacks will be a critical hit.
  • Assassins can use any weapon in the game.
  • Assassins are one of the deadliest classes in melee combat.
  • Can only wear leather armor and cannot use shield spells.
  • Worst thievery skills out of the thief class.
  • The d8 hit dice gives Assassins relatively poor starting health.

Bard [ edit ]

A Bard is the proverbial "Jack of all Trades". They are able to perform many tasks, including but not limited to critical strikes, weapons skill, picking locks/pockets, and magic. They are a very versatile class, able to take up slack in almost any situation. Bards receive an amount equal to their Intelligence in spell points. A Bard's critical strike capability is useful when cornered by stronger opponents, though their chance to score is not as great as Thieves and the others in this subclass.

  • The Bard can cast spells, engage in both melee and ranged combat, pick locks, and steal items.
  • Bards can maximize their attributes with spells, which helps them in combat.
  • Tied with Mage for the fastest leveling spellcaster. This makes them able to make the most of spells with high "per level" growth, which are already more efficient than spells that don't scale.
  • Though Bards can do everything, other classes can usually do any one of those things better. Warriors will out-fight them, Mages will do magic better, and Thieves will outperform them in critical hits.
  • Though they can handle weaker monsters a bit better than Mages can starting out, their low spell points mean they will be unable to heal in combat as often.
  • Unless you level very carefully, you will probably have some problems taking on the harder quest dungeons.

Burglar [ edit ]

Burglars are adept at picking locks and infiltrating different areas. They do this better than any other class, honing their skills to be able to find ways into areas thought inaccessible. They are very useful when exploring new dungeons, palaces, or other areas where others may be stopped by locked doors and/or chests. Burglars also receive a chance per level to score a critical strike (triple damage) when attacking an opponent, though they are not as adept at this as Thieves.

  • Burglars have the highest chance of successfully picking a lock.
  • Limited weapon selection .

Rogue [ edit ]

Rogues are Thieves who have also trained in using arms and armor. They have combined the agile and cunning of their brethren with the skill of arms found in Warriors. This makes them formidable and versatile. They are comparable in combat to the Warrior class, but still retain the ability to pick locks and pockets. Rogues have a slight chance per level to critical strike an opponent (triple damage).

  • Having access to all but the heaviest of armor and shields grants the Rogue a somewhat better degree of physical protection
  • Lessened chances of Critically striking their opponents

Thief [ edit ]

Quick, agile, and cunning, thieves use agility and speed to steal for a living. They are useful in combat to surprise the enemy, scout, or try for critical hits. Thieves have a chance per level of experience to score a critical hit when attacking an opponent. A critical hit is defined as triple the damage the weapon normally does. Thieves are the fastest to rise in experience levels. Thieves can pick locks and pockets. This ability increases as the Thief increases in levels.

  • Thieves have the 2nd best chance at successfully picking a lock.
  • Thieves get a d14, better than any other Thief class.
  • Thieves level up faster than any other class.
  • Lower health than most other thief classes.

Warrior Classes [ edit ]

Warriors and their subclasses are the strong arm of the Empire. They are versatile and useful in most situations, since there is no question that any problem can be solved with a sword. Warriors and their subclasses cannot ever cast spells without the aid of enchanted equipment. The governing statistics for Warriors and their subclasses are Strength and Endurance, although high Agility is also desirable, as without it, Strength and Endurance have little meaning in terms of survival- if one can't hit often enough, the damage bonus is wasted, and if one cannot dodge, his Endurance can only do little at best. All warrior classes begin with a Broadsword.

Archer [ edit ]

Archers are the marksmen of the Empire, adept at using any missile weapon during melee. Archers have a chance of causing a critical strike upon a target per experience level when using any missile weapon (long bow or short bow). A critical strike causes triple the normal damage caused for the weapon used.

The archer is the perfect class for the player with lightning reflexes that uses both hands and feet on the controls. With a higher powered bow like Ebony, or Auriel's Bow, and the detail level turned all the way down, archers can fire about 15 arrows per second. This is the highest hit probability of any character in the game. Added to that, though hardly necessary, is the triple damage that becomes notable up around the 20th level.

One downside is that archers miss out on 7 magical items that plate armor potentially offer, plus the extra protection, an additional -21 to the armor class, that a full set of plate receives. Making matters much worse, archers cannot wear ebony armor that can offer a whopping total of an additional -35 to the protection for a complete set.

Then, to make things more difficult, the archer has to rely entirely on the 8 supplemental items plus artifacts and potions for magical abilities and protections. The rot sets in in the higher levels where nearly all enemies are blasting you with long range spells, hitting nearly as fast as you can fire arrows. You will find yourself being killed almost instantly without magical protections and your only way to prevent this is constantly dosing on potions or using up your magical items limited number of charges, when you can't bring your firepower into play and almost instantly kill your enemy. At the higher levels this boils down to slowly creeping through every dungeon level, and blasting any enemy that appears before you. If they appear behind you and you don't have an appropriate magical protection going, you are probably toast.

Another issue is that, until rather high levels (when level based spell cost reduction eventually makes it possible to create a weak light spell that costs zero spell points), Archers can't use the Light spell. This means they must rely on magic items with finite uses to actually see targets past melee range, severely hampering their ranged attacks.

  • The Archer gets the same brutal +3% Critical Strike chance per level with a dagger, a short bow, and a long bow that the Assassin has with melee attacks.
  • Archers can wear Chain armor.
  • Archers can hit faster than any other character with the right bow and high Speed and Agility.
  • The Archer is a distance combat expert in a game that nearly always places you in close combat melee situations.
  • The d16 hit dice are better than the Assassin's, but not quite as good as some of the other Warrior-based classes.
  • Archers are not adept thieves, and will likely have to earn their gear the old-fashioned way.
  • Archers have no ability to see in the dark, limiting the distance they can make ranged attacks.

Barbarian [ edit ]

Barbarians are Warriors who have learned to fight in order to survive the harsh life of their homeland. Barbarians begin with the most hit points of any character class. Because of their hardy upbringing, barbarians have a natural immunity to poison. barbarians, because of their incredible physique, heal additional health points based upon their endurance.

  • The barbarian's d30 for Hit Dice lands them among the toughest to kill; they could potentially have more HP than Jagar Tharn himself as early as level 14.
  • Immunity to Poison often means less Potions to carry in your bag.
  • Their Healing bonus reduces time spent healing wounds, giving them more leeway before failing quests.
  • Barbarians cannot equip Plate Armor, and thus, cannot have as much of their gear enchanted as that of the Warrior. The Barbarian may therefore need to rely more on potions and other magical items than some of the other Warrior sub-classes. Their high hit points can help, but below-average rolls can make playing a Barbarian significantly harder at later levels.
  • Cannot Critically Strike their opponents.

Knight [ edit ]

Knights are the fighters of the noble class. They are well schooled in the ways of chivalry and conduct themselves with honor and dignity. Because of a knight's innate strength of character, he or she is immune to paralyzation, whether they be carried by spells or poison. They also have the ability to repair damaged weapons or armor. This ability is done automatically to any weapons or armor in their inventory. Knights and the other Warrior subclasses do not rise in experience as quickly as a Warrior.

  • Knights have decent vitality levels.
  • Immunity to Paralyze effects keeps a knight going against Spiders and spellcasters whereas others require a Potion or enchantment.
  • Being able to automatically repair your gear means you won't have to visit blacksmiths to repair for a fee. In addition, if a knight possesses a renowned Artifact, unless it is the Oghma Infinium, they will not need fear of losing it at a critical moment. Repairs occur at midnight.
  • Granting access to Plate Armor, knights can have more enchantments on their gear.
  • Cannot equip Leather Armor, making for a slightly weaker start armor wise.
  • Cannot critically strike their opponents.
  • Cannot cast any magic. This means that knights must use potions where other classes can use a spell (most importantly, the ability to heal), and might have difficulty facing the variety of enemies that are immune to lower class weapons.
  • As knights automatically repair equipment, they cannot use the Artifact duplication glitch the same way as other classes do. (but is still possible, as the equipment repairs itself once every day.)

Monk [ edit ]

"Monks use the discipline of their mind to hone their bodies into lethal killing machines. Monks may not wear armor or use shields, but may use any weapon they prefer. Monkshave a chance per level of experience to deliver a critical strike (3x damage) when engaged with an opponent. They do not have this ability with missile weapons. Further, Monks deduct from their opponents base chance to hit for each level of experience they have attained. Because of their mental discipline, Monks can actually reduce the amount of damage they would normally take. If they successfully save versus a spell, it will result in no damage, as opposed to the normal result of taking half damage."

You will have a hard time surviving as a Monk, especially if you cannot make lots of saving throws and bring firepower into play quickly. Like the archer, at the higher levels, you will get annihilated by distance spells without various resistances up, and to make matters more interesting, you will have less hit points to start with, and of course, no armor. Even the goblins and rats hand the monk severe damage in the training dungeon, and it doesn't get much better as you progress. Grab a melee artifact, even Auriel's bow, if you can find it. The loss of the measly triple damage from a melee weapon doesn't mean much when several fireballs are headed your way and you can't even touch your enemies.

  • Can use all weapons in the game.
  • Has a higher chance of getting a critical hit compared to? but not with a bow.
  • Lower chance of being hit per level.
  • Will take no spell damage with a successful spell save instead of half damage.
  • They can not wear any armor, and can not cast spells to shield themselves.
  • Monks get a d14, resulting in lower health than any other warrior class.

Ranger [ edit ]

Rangers are woodsmen and hunters, adept at tracking, survival, and pathfinding. Rangers, because of their skills at tracking and survival, automatically decrease their traveling time between cities. In addition, Rangers do extra damage equivalent to their level to their opponent.

  • Rangers, like Warriors, get pretty high hit points.
  • Being allowed access to plate armor, Rangers can prove to be a difficult target to hit, potentially going to the mid-late -30's range if everything was maxed out.
  • The Ranger gains a bonus to damage equal to their level.
  • Rangers have their travel time reduced by 2.34% per level, but only if it is 43 days or more.
  • Rangers cannot cast spells.
  • Rangers are slow to level up, which makes their level dependent bonuses less useful.

Warrior [ edit ]

Warriors are the basic stock of the world of Tamriel. They are a versatile character, able to employ their skill at arms in almost any situation. Warriors are one of only three classes able to wear plate armor. This fact is important, for only plate armor is strong enough to be enchanted. Therefore, only Warriors, Knights and Rangers may wear enchanted armor. Warriors are the second fastest to rise in experience , thieves being the fastest. At high levels this, along with the use of magical equipment, puts them in equal standing with Mages and their ilk.

  • Warriors can use any combat item in the game, including plate armor.
  • Augmented with magic items, a Warrior can be one of the most dangerous classes in melee combat, and not too bad with ranged attacks either.
  • Warriors have d20 hit dice, which amounts to an excellent degree of vitality, topped only by Barbarians.
  • Warriors take less experience to level up than the other Warrior-based classes.
  • Warriors can't cast spells naturally, and can't break into houses or steal at lower levels.
  • The Warrior doesn't have Critical Strike.

Mage Classes [ edit ]

Mages and their subclasses use and manipulate the essence of magic. They are, at high levels, some of the most powerful characters available to play, mainly because of the wide variety of spells they can employ. Wizards and their subclasses use Intelligence and Willpower as their governing statistics. They can increase their survivability by using spells to fortify their attributes to maximum. Because of this, it is most important for mages to naturally raise Endurance and Intelligence, for permanent gains in hit points and spell points. They are the only class (with the exception of Bards) that can cast spells. All mage classes begin with a Dagger.

Battle Mage [ edit ]

Battle Mages are trained and bred to manipulating the essence of magic in battle. They are highly skilled at delivering offensive spells at their targets. They have 1.75 times their Intelligence in spell points. Certain offensive spell effects in the Spellmaker are cheaper for a Battle Mage to buy. In combat, a trained Battle Mage has few equals.

  • Can use any weapon and round shields, which also gives them a decent pool of available magical items
  • Cause (Disease/Curse/Paralyzation/Poison), Continuous Damage, Damage, Drain Attribute, Elemental Resistance, and Silence spell effects cost less to cast [1]
  • Cure, Fortify Attribute, Heal, and Regenerate spell effects cost more to cast [1]
  • Can only use leather armor

Healer [ edit ]

Healers are Mages dedicated to treating injuries and helping those in need. Their powers tend to be powerful in a defensive nature, and weak in an offensive nature. Healers have an increased base healing rate. Certain defensive spell effects in the Spellmaker are cheaper for a Healer to buy. Despite what the manual states, Healers have double their Intelligence in spell points, not times 1.75.

  • Good spell point multiplier, same as Mage. Only Sorcerer has more spell points.
  • Cure, Drain Attribute, Elemental Resistance, Fortify Attribute, Heal, Transfer and Regenerate spell effects cost less to cast [1] This is the only way for a spell with the Transfer Spell Points effect to restore more Spell Points than it costs to cast before high levels.
  • Damage and Continuous Damage spell effects cost more to cast [1] This can be worked around somewhat by using Transfer effects to damage enemy HP.
  • Category E level up rate makes them less able to take advantage of spells with high "per level" scaling.

Mage [ edit ]

Mages are born and bred for manipulating magic. They may however use a limited assortment of weapons. They depend upon spells for defensive and offensive power. Mages have double their Intelligence in spell points.

  • Mages, along with Bards, level up faster than any other spellcasters. This makes them able to make the most of spells with high "per level" growth, which are already more efficient than spells that don't scale.
  • Compared to the Bard, the Mage has twice as many spell points.
  • Along with Sorcerers, have the lowest health of all the classes.
  • Can use only two types of weapons, less than any other class.
  • Cannot equip any armor, not even leather.

Nightblade [ edit ]

Nightblades are those Mages who have perfected their arts to help in activities involving infiltration, spying, and stealth. They are much like Thieves, creatures of the night, able to use their considerable powers to help them in their nocturnal activities. In combat, Nightblades receive a chance per level of scoring a critical hit (triple damage). Nightblades can pick locks about as well as Rogues. They also receive 1.5 times their Intelligence in starting spell points.

  • Like the Bard, Nightblades can critical strike, steal items and pick locks reasonably well, and fight with some potent weaponry (including ranged weapons).
  • The Nightblade has 50% more Spell Points at its disposal than the Bard, which means that it can cast better spells at lower levels, or cast weaker spells more often.
  • Cause (Disease/Curse/Paralyzation/Poison), Designate as Non-Target, Invisibility, Levitate, Lock, and Open spell effects cost less to cast. [1]
  • Nightblades sacrifice some of their fighting ability in exchange for increased spellcasting ability.
  • Nightblades are unable to equip chain mail or any shield larger than a buckler.
  • The Nightblade levels up much more slowly than Bard and pure Mage. This makes them less able to take advantage of spells with high "per level" scaling.
  • Only Sorcerers and Mages have worse hit point gains than a Nightblade.
  • Continuous Damage spell effect costs more to cast. [1]

Sorcerer * [ edit ]

Sorcerers are a strange breed of magic users. They are those born with the potential of casting spells, but with no power to generate spell points internally. This does not make them any less powerful; in fact, Sorcerers have the potential to be the most powerful of all the Mage classes. This is because of the unique way in which they manipulate magic. Sorcerers are in essence magical batteries. They absorb spell points from spells that are targeted at them. Sorcerers may absorb up to triple their Intelligence in spell points. If a spell is absorbed, the Sorcerer takes no damage, but instead adds the spell's total power points, divided by the Sorcerer's level, to his/her spell points. These points are permanent until used. If the Sorcerer fails to absorb a directed spell, they take the normal effects, whatever they may be. The chance a Sorcerer will absorb the spell is equal to minimum of 75% and the sum of his Intelligence and Willpower divided by one hundred (min[75/100,(INT+WIL)/100]). Sorcerers do not regenerate spell points and they do not absorb points from their own spells. If a Sorcerer has absorbed spell points to his/her maximum, he/she will be unable to absorb more spells, and will take damage from spells just as any other character. Regardless of these restrictions, they have the ability to cast more powerful spells because when they are fully charged, they have more spell points than any other Mage class. They can therefore cast more powerful spells at lower levels, provided that the spell is in their spellbook.

While the Sorcerer may not absorb their own spells targeting or centered on themselves, they may absorb the effects of a ranged explosion of their own making.

  • Sorcerers have the unique ability to absorb spells projected at them.
  • Sorcerers have a natural spell point multiplier of three. (With INT maxed out, a Sorcerer has at least 300 SP to play with, meaning you can get out high-power custom Shield spells or "God's Fire"-style combat effects at much lower levels than other classes, and much more frequently).
  • The Sorcerer can use any weapon, and can wear chain armor.
  • Sorcerers cannot regenerate spell points through resting.
  • The Sorcerer, along with the Mage, has the worst hit dice in the game (d6).
  • Sorcerers will progress at the slowest rate possible in the game. This makes them less able to take advantage of spells with high "per level" scaling.

Spellsword [ edit ]

Spellswords are those few Mages who have found that they have an unique ability to cast spells while in armor or using weapons. They are warrior-mages, dedicating their lives to learning not only the arts of war, but the ethereal ways of power. Spellswords, because of their dedication to learning both arts, receive only 1.5 times their Intelligence in spell points. This is more than made up for by their versatility in combat and their increased starting hit points.

  • Are capable of, and often do, possess the highest amount of health out of the mage classes.
  • Possesses a nice balance of spellcasting and melee capabilities.
  • Rather taxing on optimal stats. Spellswords will need a good mix of Strength, Endurance, Agility, Intelligence, and Willpower to perform nicely, compared to other Magi.
  • Spellswords have one of the worst caps on their pool of spell points; only 150 spell points at max Int.
  • Very slow to progress in levels. This makes them less able to take advantage of spells with high "per level" scaling.

Notes [ edit ]

  • Sorcerer is incorrectly spelled 'Sorceror' throughout the game. It is spelled correctly within the Arena Player's Guide and Codex Scientia and only uses the misspelling when using direct quotes from the game.
  • "Lockpick Effectiveness" is not the "chance of success" when a character attempts to pick a lock; it actually refers to how able a character is, with all other things being equal (such as race, attributes, and level), at picking a lock. For example, a Burglar with 50 AGI, INT and LUC, at Level 10 will be able to pick a lock four times better than a level 10 Knight with the same amount of the aforementioned stats. After a certain point, all classes will be able to pick locks effectively. However, classes with stealthy backgrounds will become proficient at lockpicking much faster than those that do not have stealthy backgrounds.
  • There are times you may find the game slowing down, especially during extended play times. This may become a critical issue for archers that depend on the speed which they can fire arrows. Because their best defense is their offense, a lack of consistency in speed may leave them open to attack. Saving often and reloading will sometimes alleviate this problem.
  • The max level for E classes (such as Battlemage) is 38. For C classes it is 31. When leveling up from 26 to 27, you will get the remaining levels immediately. Could be around 34 for D and 27-29/30 for A-B classes(source needed for classes A, B and D).
  • While non-mage classes have zero maximum spell points, they can still cast a spell if its spell point cost is zero. It's possible to make such spells at higher levels due to how a spell's spell point cost decreases with character level. This gives these classes access to several useful utility spells, provided one doesn't mind repeatedly recasting them due to their short duration.
  • Battlemages are quite different from later depictions as lightly armored, spellcasting and weapon using fighters, unlike later games where they are able to use heavy armor.
  • The Game Director of Arena , Vijay Lakshman , explains the origins of the Sorcerer class: "I’m an avid reader, I think I’ve read over 2000 fantasy and sci-fi novels to date. One of my favorites is Elric of Melniboné . He had a sword, Stormbringer, which would absorb the life force of his opponents and sometimes his friends. I wanted a class to become the Stormbringer of The Elder Scrolls world, and so I made the Sorcerer this living weapon." [UOL 1]

Bugs [ edit ]

  • The hit points used in game are incorrect for several classes: Acrobat, Assassin, Burglar, Rogue, and Thief. The spell points used in game are incorrect for Healer. Based on class descriptions, the values found in the manual were the intended values.
  • Despite the manual stating that Rangers don't get the damage bonus against undead monsters, due to a bug it is almost constantly applied.

References [ edit ]

  • ^ a b c d e f Codex Scientia — Judith Weller and Ted Peterson

Note : The following references are considered to be unofficial sources . They are included to round off this article and may not be authoritative or conclusive.

  • ^ The Making of The Elder Scrolls Arena — Vijay Lakshman
  • Arena-Confirmed Bugs
  • All Pages Missing Data
  • Arena-Pages Missing Data

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IMAGES

  1. The Elder Scrolls: Arena/Hammerfell

    elder scrolls arena travel

  2. elder scrolls arena world map » 4K Pictures

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  3. Map (Arena)

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  4. マップ (Arena)

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  5. Map coverage of all Elder Scrolls games (updated)

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  6. Arena:Maps

    elder scrolls arena travel

VIDEO

  1. The Elder Scrolls Online

  2. Как играется TES: ARENA сейчас!? [часть 1]

  3. Let's play Arena (017)

  4. Let's play Arena (030)

  5. Game Over: The Elder Scrolls

  6. В трёх словах о The Elder Scrolls Arena

COMMENTS

  1. Any Fast Travel in this game?

    After the world map has appeared you must then select a province (e.g. Hammerfell) which will bring up the province map. From inside the province map you must then select a town or city to enter (e.g. Rihad). After you select a town a box will appear telling you the amount of in-game time it will take to fast travel to said town.

  2. Arena:Places

    Arena:Places. Tamriel. The world of Arena contains many places that can be visited. In total, there are 387 settlements and dungeons that can be traveled to, plus wilderness outside the City Gates and additional dungeons to Upon leaving the Imperial Dungeons, the player's character will be transported to a random settlement in the home province ...

  3. Steam Community :: Guide :: Quick Start Guide for Arena

    A Guide for The Elder Scrolls: Arena. By: SavageCabbage05. This guide covers various mods and configurations to improve the gameplay, performance and visuals of your Arena experience. Important Note The Steam version of Arena is the floppy disk 1.06 version of the game, which... TES Arena Remapped Keys / CD Version Setup.

  4. Arena:Hints

    The Game. Arena is primarily a dungeon crawl. The number of dungeons to be raided is seemingly limitless, as you will continuously find new dungeons and land to explore. You can either follow the main quest line, do the randomly-generated quests from talking to people, or just strike out on your own, walking and exploring the wilderness.

  5. Arena:Arena

    The Elder Scrolls: Arena (also known as The Elder Scrolls Chapter One: The Arena when booting the game up and in some companion pieces) is the first game in the Elder Scrolls series. Emperor Uriel Septim VII is betrayed by Imperial Battlemage Jagar Tharn and imprisoned in another realm.You alone are left to travel the vast continent of Tamriel in search of the legendary Staff of Chaos that ...

  6. The Elder Scrolls: Arena

    The Elder Scrolls: Arena can be a bit tricky for those used to modern RPG mechanics. Luckily, these tips are here to help. ... Likewise, organizing saves into current saves, travel saves, killing ...

  7. The Elder Scrolls: Arena

    The Elder Scrolls: Arena is an open-world action role-playing video game developed and published by Bethesda Softworks.The first game in the Elder Scrolls series, it was released for MS-DOS on March 25, 1994. The game follows the player trying to uncover a conspiracy against Emperor Uriel Septim VII. Arena takes place on the entire continent of Tamriel, complete with wilderness, towns and ...

  8. The Elder Scrolls: Arena

    For the continent called Arena, see Tamriel. The Elder Scrolls: Arena is a single-player role-playing video game developed by Bethesda Softworks in March 25, 1994. Arena is the first installment The Elder Scrolls action/adventure RPG fantasy video game series, taking place during the ten years of the Imperial Simulacrum of the Third Era. Arena was one of the largest games created at the time ...

  9. The Elder Scrolls: Arena/Walkthrough

    The Elder Scrolls: Arena walkthrough is split up by the eight dungeons necessary to retrieve the parts of the Staff of Chaos. For the most part the game is highly randomized, so you will need to get the primary quest and go to the random locations provided by the quest givers. ... If you travel west from this cell, then south, you will find a ...

  10. The Elder Scrolls: Arena on Steam

    The imperial battlemage Jagar Tharn betrays the Emperor Uriel Septim by imprisoning him in an alternate dimension, then assuming the Emperor's identity and place on the throne. A lone prisoner must travel to Tamriel's most famous and dangerous sites to collect the shattered Staff of Chaos, save the Emperor and free the Empire.

  11. The Elder Scrolls

    The Legend Begins. The imperial battlemage Jagar Tharn betrays the Emperor Uriel Septim by imprisoning him in an alternate dimension, then assuming the Emperor's identity and place on the throne. A lone prisoner must travel to Tamriel's most famous and dangerous sites to collect the shattered Staff of Chaos, save the Emperor and free the ...

  12. How do i travel? (ARENA) : r/ElderScrolls

    The Elder Scrolls (commonly referred to as TES) is an award-winning series of roleplaying games created by Bethesda Softworks. Set in the vast world of Nirn, The Elder Scrolls series is renowned for the level of unprecedented control given to the player over their character's destiny, establishing itself as the benchmark in immersive, independently-living worlds for the RPG genre.

  13. Arena:Main Quest

    The goal of the main quest line is to collect the eight pieces of the Staff of Chaos in order to defeat the evil Jagar Tharn, a battlemage of great power, and give the world of the Arena the peace it so desperately needs. Your guide through the quests is Ria Silmane, Tharn's ex-apprentice. She will visit you in your dreams, so it is advised to ...

  14. What's the best way to play Arena in 2022? : r/ElderScrolls

    The Elder Scrolls (commonly referred to as TES) is an award-winning series of roleplaying games created by Bethesda Softworks. Set in the vast world of Nirn, The Elder Scrolls series is renowned for the level of unprecedented control given to the player over their character's destiny, establishing itself as the benchmark in immersive, independently-living worlds for the RPG genre.

  15. Travel Times in the Elder Scrolls Arena vs. Later Games

    The shortest travel time I got the game to give me for Whiterun to Riverwood is three days (time can vary based on current weather). Most of the time, it takes 20-30 days to travel from one side of Skyrim to the next. That either means Skyrim's landscape is very compressed, or Arena's times and distances are too high.

  16. Mines of Khuras (Quest)

    For other uses, see Mines of Khuras. Mines of Khuras is a quest in The Elder Scrolls: Arena. Receive Ria Silmane's vision while sleeping. Travel to the city of Camlorn, High Rock. Talk with the Priest on the Brotherhood of Seth and accept his quest. Travel to the Mines of Khuras. Retrieve the Map Fragment. Give the Map Fragment to the Priest and he will mark the Crypt of Hearts on the map ...

  17. 30 Years Ago, Bethesda Launched an Unstoppable Franchise That ...

    To go back to the first Elder Scrolls game, Arena, one must travel 30 years into the past, before the birth of Bethesda Game Studios and the massive popularity it would acquire. Back in the late ...

  18. Arena:Hammerfell

    It is a desert region in the west of Tamriel, bordering the Imperial Province to the southeast, Skyrim to the northeast, and High Rock to the northwest. Starfall Bay separates western Hammerfell from High Rock's peninsula. During the Main Quest, you will travel to Stonekeep, as well as locate the first piece of the Staff of Chaos in Fang Lair.

  19. Elder Scrolls Arena how to travel : r/ElderScrolls

    The Elder Scrolls (commonly referred to as TES) is an award-winning series of roleplaying games created by Bethesda Softworks. Set in the vast world of Nirn, The Elder Scrolls series is renowned for the level of unprecedented control given to the player over their character's destiny, establishing itself as the benchmark in immersive, independently-living worlds for the RPG genre.

  20. The Elder Scrolls: Arena

    The Elder Scrolls: Arena - Walk Across the Map. Or should I call it Fast Travel Across the Map? Nobody can walk across the entire Map in one piece. The areas between the villages are procedural generated and are infinite. Earlier I walked about 2 hours and I was still in the same place with the same name, I didn't upload that video.

  21. How Oblivion Paid Homage to The Elder Scrolls: Arena

    Releasing all the way back in 1994, The Elder Scrolls: Arena was far from Bethesda's first video game, but it quickly became the studio's most defining piece of work upon its initial launch ...

  22. Arena:Halls of Colossus

    Travel to the Mages Guild in Corinth, Elsweyr. Go to the Temple of Agamanus and retrieve a stone tablet. Return the tablet to the Mages Guild in return for the location of the Halls of Colossus. Travel to the Halls of Colossus and recover the fourth piece of the Staff of Chaos. Survive an attack from Jagar Tharn's minions. Detailed Walkthrough

  23. The Elder Scrolls Travels

    The Elder Scrolls Travels: Stormhold is a role-playing video game developed for J2ME and BREW devices, in the style of the games from the main The Elder Scrolls series. Like the other two titles in The Elder Scrolls Travels series, it was developed and published by Vir2L Studios. The game was released on August 1, 2003.

  24. Arena:Classes

    There are eighteen classes to choose between for your character in Arena. The decision of which class to play as, made during character creation, is permanent and largely defines how the game will be played. The Player's Guide and Codex Scientia categorize classes as Thieves & Thief Subclasses, Warriors & Warrior Subclasses, and Mages & Mage ...