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Shadowkey:Game Manual

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BK-cover-Shadowkey Manual.png
Release Date Nov 2004
Time Period 3E 397
Publisher Bethesda Softworks
Pages 16
Game Shadowkey

This is the game manual included with The Elder Scrolls Travels: Shadowkey. The manual contains information about how to set up, run, and play the game, as well as information about the game world.

Excerpts[edit]

THE ELDER SCROLLS TRAVELS®: SHADOWKEY™ STORY (Page 4)[edit]

In the Third Era of Tamriel, year 3E 397, the nefarious schemes of the evil Battlemage Jagar Tharn have turned the attentions of the Empire’s armies inward.

Into this void rush three other ambitious kingdoms: High Rock, unconquered home of the Bretons, Hammerfell, ruled by the Ra Gada, also known as the Redguard, and Skyrim, the proud kingdom where humans first settled the continent.

These kingdoms clash in the ferocious conflict known as the War of the Bend’r-Mahk, which now embroils even the mighty city of Dragonstar. In the shadow of this war looms a much more ominous threat, a war fought in secret between Jagar Tharn and his rivals. It is this threat that rouses you from your village to cross sword and spell with practitioners of an ancient magic, to master your destiny, and to harness the power of the shadowkey.

CHOOSING CHARACTER RACES (Page 6-7)[edit]

Argonian, Wood Elf, Khajiit… How will your character’s bloodline help in combat? Each race has certain traits that enable characters to become more potent as they advance to each new level.

Argonian[edit]

A highly evolved reptilian race native to the Black Marsh region. Agile and cunning, the Argonians make excellent thieves. Argonians also possess the Merchant Sense trait, which allows them to surpass other races in their ability to buy low and sell high.

Breton[edit]

Native to High Rock, the Bretons are descendants of the rebellious slaves of the Aldmeri, an ancient elven race. Intermingling with Elfin blood has given Bretons an affinity for magic but hardiness is part of their heritage as well. This hardiness allows Bretons to recover quickly from fatigue and illness.

Dark Elf[edit]

Tall and dark-skinned with glowing red eyes, the Dark Elves are not commonly seen outside of their native province of Morrowind. Dark Elves have the Shadowed Path trait, which increases their stealth and slightly improves their attack ability.

High Elf[edit]

The High Elves have the purest and longest of the Aldmeri bloodlines. Their Mystic Blood increases their Magicka capacity and rate of Magicka recovery.

Khajiit[edit]

This agile cat race was native to Tamriel long before the arrival of the humans and elves. The Khajiit trait enables them to avoid blows.

Nord[edit]

A hardy race that gives better in battle than they take—and they are known to take quite a bit. Because of this resilience, Nords are less likely to sustain serious injuries when attacked by their enemies.

Redguard[edit]

Redguard is the common name for the Ra Gada, who hail from the nearly forgotten continent of Yakuda, and are descended from a long line of warriors and mystic seers. Fortified by the Ra Gada spirit, Redguards are less likely to sustain serious injuries from enemies’ magical attacks.

Wood Elf[edit]

The Wood Elves’ lineage is less noble than that of the High Elves yet they have adapted well to Tamriel. Nature’s grace allows wood elves to recover from injury quickly and makes them very effective at casting healing and restorative spells.

ASSIGNING CHARACTER CLASSES (Page 8)[edit]

Each character class is defined by its powers and abilities. These give each character an edge in battle and affect their destinies!

Assassin[edit]

Assassins are deadly, silent slayers and masters of arcane combat forms. Their Lethal Strike ability allows them to add considerable damage to a blow.

Barbarian[edit]

Nordic blood runs through the veins of these fierce mountain warriors. When wounded, a Barbarian’s Rage will increase the effectiveness of their ensuing attacks.

Battlemage[edit]

Battlemages are the masters of combat magic and are able to withstand many magical attacks. Their Mystic Might ability increases the damage inflicted by these casters and provides them with a substantial Magicka bonus as well.

Knight[edit]

Often of the Redguard race, these noble warriors are able to use the heaviest weapons and armor with ease. Their Righteous Will helps Knights shrug off damage from the enemy’s blows.

Nightblade[edit]

Trickery and illusion give the Nightblades an edge in battle. Their Night Magic ability increases their chances of targeting a spell and provides them with a Magicka bonus.

Rogue[edit]

Brigand blood and harsh battles have made these clever warriors terrifying opponents. The Rogue’s Dodge ability makes them a difficult target to hit.

Spellsword[edit]

The members of the Spellsword class combine deadly bladesmanship with quick-hitting magic. Their Precise magic allows them to target foes easily.

Sorcerer[edit]

Sorcerers are pure mages, powerful masters of all mystic crafts. Their sorcery makes them resistant to magical attacks and earns them a substantial Magicka bonus.

Thief[edit]

As one would expect, characters of this class are stealthy and crafty. Their most notable talent is their ability to find worldly goods and “liberate them” from their owners. Thief Lore makes them especially skilled at picking locks, avoiding or disarming traps and moving stealthily.