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	<id>https://en.uesp.net/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=24.33.141.151</id>
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	<updated>2026-06-09T09:25:17Z</updated>
	<subtitle>User Contributions</subtitle>
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	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Arniel%27s_Endeavor&amp;diff=780513</id>
		<title>Skyrim talk:Arniel's Endeavor</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Arniel%27s_Endeavor&amp;diff=780513"/>
		<updated>2011-11-26T01:02:04Z</updated>

		<summary type="html">&lt;p&gt;24.33.141.151: Created page with 'I got two warped soul gems from the last box, but it said to return to Arniel so I went to him, yet the quest could not be completed.'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I got two warped soul gems from the last box, but it said to return to Arniel so I went to him, yet the quest could not be completed.&lt;/div&gt;</summary>
		<author><name>24.33.141.151</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=UESPWiki:New_Page_Requests&amp;diff=778795</id>
		<title>UESPWiki:New Page Requests</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=UESPWiki:New_Page_Requests&amp;diff=778795"/>
		<updated>2011-11-25T03:35:19Z</updated>

		<summary type="html">&lt;p&gt;24.33.141.151: &lt;/p&gt;
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&lt;div&gt;{{UESPWiki Trail}}&lt;br /&gt;
If you were '''prevented from creating a new page''' on UESP, but believe that the page is one that should be created, you can place a '''request''' here.&lt;br /&gt;
&lt;br /&gt;
Anonymous editors are prevented from creating new pages on the site.  Also, limits have been placed on new page creation within the [[Skyrim:Skyrim|Skyrim]] section of the site.  These limits have been put in place to help ensure that new content is properly organized.  In particular, we want to make sure that duplicate articles are not created.  For example, we do not want an article named &amp;lt;nowiki&amp;gt;[[Skyrim:Dragons]]&amp;lt;/nowiki&amp;gt; to be created, because we already have an article at [[Skyrim:Dragon]].&lt;br /&gt;
&lt;br /&gt;
Note that it is only necessary to use this page if you were prevented from creating the page yourself.&lt;br /&gt;
&lt;br /&gt;
==Requested Pages==&lt;br /&gt;
Please type the name of the page that needs to be created below.  A UESP editor will then create the page and update this page accordingly -- or provide a link to an existing page on the same topic.  Before adding a request here '''use the search''' feature to make sure the page does not already exist.  We already have several ''thousand'' Skyrim articles.&lt;br /&gt;
&lt;br /&gt;
Also, if you wish, you can start posting the content you want to add on the article's ''talk page''.  All editors are free to create Skyrim talk pages.&lt;br /&gt;
===Skyrim:Frost===&lt;br /&gt;
There is no page for Skyrim:Frost (horse) with ID and bugs/problems during the quest.&lt;br /&gt;
===Skyrim: Random Encounters===&lt;br /&gt;
There should be a page listing and describing all the possible random encounters in the game. Conditions and results too. [[User:Applepixie|Applepixie]] 05:26, 22 November 2011 (UTC)&lt;br /&gt;
:I'm in the process of figuring out how all of the miscellaneous quests/objectives are organized in the game data.  Within the next day or so, appropriate pages will start to get created.  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 16:26, 22 November 2011 (UTC)&lt;br /&gt;
::There are other encounters that may be random and may or may not be covered by quests. For instance, the three bandits posing as soldiers who demand payment, the roving Thalmor, hunters, Khajiit and others who move through the map. Definitely wait until you've uncovered more quest detail though. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 14:58, 23 November 2011 (UTC)&lt;br /&gt;
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===Shrine of Molag Bal===&lt;br /&gt;
The shrine is located in Markarth (inside the abandoned house) and there are side missions relating to it&lt;br /&gt;
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: There's no location explicitly called &amp;quot;Shrine of Molag Bal&amp;quot; (or Shrine to Molag Bal or any other similar phrase), so I'm gonna say &amp;quot;no&amp;quot; here. [[Skyrim:Molag Bal]] already contains links to the related quests, so I'm not sure a redirect is necessary. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 22:45, 23 November 2011 (UTC)&lt;br /&gt;
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:I am no expert myself but shouldn't that go [[Skyrim:Abandoned House|here?]]&lt;br /&gt;
:[[User:Krogglidor|&amp;lt;font color='#FF0000'&amp;gt;-&amp;lt;/font&amp;gt;&amp;lt;font color='#E71700'&amp;gt;K&amp;lt;/font&amp;gt;&amp;lt;font color='#D02E00'&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color='#B94500'&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color='#A25C00'&amp;gt;g&amp;lt;/font&amp;gt;&amp;lt;font color='#8B7300'&amp;gt;g&amp;lt;/font&amp;gt;]][[User Talk:Krogglidor|&amp;lt;font color='#738B00'&amp;gt;l&amp;lt;/font&amp;gt;&amp;lt;font color='#5CA200'&amp;gt;i&amp;lt;/font&amp;gt;&amp;lt;font color='#45B900'&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color='#2ED000'&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color='#17E700'&amp;gt;r&amp;lt;/font&amp;gt;]][[Special: Contributions/Krogglidor|&amp;lt;font color=pink size=5&amp;gt;♥&amp;lt;/font&amp;gt;]] 01:15, 25 November 2011 (UTC)&lt;br /&gt;
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===Quest: Recover Andurs' Amulet of Arkay, and Whiterun Catacomb===&lt;br /&gt;
Quick quest given by [[Skyrim:Andurs|Andurs]]. Associated with this quest, you may want a page for the Whiterun Catacomb where the Amulet is found&lt;br /&gt;
:The quest is a radiant quest.  We're not sure yet how to deal with quests that have multiple different names.  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 03:21, 16 November 2011 (UTC)&lt;br /&gt;
::At least there's a page for the whiterun catacombs, and I've put a reference to it there, and the Objectives page, so this will probably be fixed when the Objectives Organization request is fixed.----[[User:Dalsio|Dalsio]] 05:18, 22 November 2011 (UTC)&lt;br /&gt;
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===Objectives Organization===&lt;br /&gt;
Obviously, the miscellaneous objectives and the Radiant Quest system are awkward things to organize, and to do it right would probably take time. However, it would be nice to have a bit more organization. I've been trying my best, but it isn't great. Of course, in order to really do it well, one would need to figure out a lot more about how the Radiant Quest system works. How it procedurally generates quests, how the quests are categorized and what categories get what parameter lists, etc. The best method would be to put them all in a large list, splitting them up by general location, and having various links to the lists that correspond to each of the parameters. A list similar to the ones for weapons and items and such, except instead of attribute types, there would be categories like Start Location, Quest Location, End Location, and Reward, each linking to a separate page explaining what that category means. In the subsequent content fields for the objectives, would be either a direct link to the item in the case of fixed parameters, or a link to the corresponding list of possible parameters in the case of the variable items. It probably wouldn't cover all of the miscellaneous quests, but would cover most of the Radiant Quests. Also, there may need to be a separate page called &amp;quot;Open World&amp;quot;, meant for explaining how some miscellaneous quests (Such as the [[Skyrim:Objectives|Visit Shrine of Azura]] quest) are found through rumors or other means in the open world. Basically, it would be nice to have a separate page for all of the possible parameter types I just mentioned started, so that people can populate them with their own experience of what they had to do in their playthrough. I expect eventually, with everyone pitching in their own experience, we could figure out all of the possible combinations. I can make the big sortable list under the Objectives page, or if you'd like a new Radiant Quest page. Umm... that's all I got. Let me know if any of that didn't make sense.--[[User:Dalsio|Dalsio]] 09:12, 19 November 2011 (UTC)&lt;br /&gt;
: At this very moment, we're working on solving this difficult task - you can expect a solution in the very near future. --[[User:Krusty|Krusty]] 09:21, 19 November 2011 (UTC)&lt;br /&gt;
:: Oh.. well then.. I guess all this work I just started doing will be for nothing then. Alrighty.--[[User:Dalsio|Dalsio]] 10:12, 19 November 2011 (UTC)&lt;br /&gt;
::: There's no such thing as 'wasted work' these days and I'll encourage you to continue what you are doing. What I meant was, we're working on figuring out how to label all of these Objectives, Favors, Side Quests, Radiant Quests and so on. We're talking 200+ in-game tasks not labeled as regular quests, so we'll have to figure out a method on how to Wikify it. --[[User:Krusty|Krusty]] 10:22, 19 November 2011 (UTC)&lt;br /&gt;
:::: Well in that case, I will. Unfortunately, until someone can figure out the patterns that the Radiant system uses to determine what list of parameters goes with what kind of quests, I can't do anything more. Heck, there may not even be a pattern so that every objective has it's own list, meaning over 200 lists of possible start locations, end locations, destinations, and rewards, which would suck. What would be fantastic, is if there could be made a web diagram for each parameter type, showing all the parameters of a certain type connected to all of it's quests, which are then connected to all of it's parameters, which are then connected to all of it's quests. Sort of like a food web. Alas, this is turning into a forum thread more than a page request.--[[User:Dalsio|Dalsio]] 06:17, 20 November 2011 (UTC)&lt;br /&gt;
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===Leveled Content===&lt;br /&gt;
I'd like there to be a page specifically devoted to explaining how things scale with level in Skyrim. Either a new page, or a recreation of the [[Oblivion:Leveled Lists|Leveled Lists]] page to a more general one. It would be nice to be able to link people to that when describing leveled quest rewards, especially for the miscellaneous quests. I don't know much about the specifics of how things scale with level, but I'm sure someone can find that data and post it there eventually.--[[User:Dalsio|Dalsio]] 02:15, 23 November 2011 (UTC)&lt;br /&gt;
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===Open World and Radiant System===&lt;br /&gt;
I've put a short description for the Radiant quest system, and the concept of an Open World quest aspect on the [[Skyrim:Objectives|Objectives]] page, but could someone make a redirect to them both (or perhaps a separate page if you feel it necessary) when searching for &amp;quot;Radiant&amp;quot; and &amp;quot;Open World&amp;quot;? I've tried to search for how to do it myself, and upon failing, I assumed I can not.--[[User:Dalsio|Dalsio]] 02:27, 23 November 2011 (UTC)&lt;br /&gt;
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=== Quest: Bring one Song of the Alchemist to Lami ===&lt;br /&gt;
Not sure if this is a Radiant quest or not. [[Skyrim:Lami|Lami]] in Morthal asked me to find her a copy of [[Skyrim:Song_of_the_Alchemists|Song of the Alchemists]]. It doesn't seem to fit the basic [[Skyrim:Delivery|Delivery]] pattern (start and ends at the same place, and the quest giver does not give me the object to deliver). Would it belong to [[Skyrim:Miscellaneous|Misc]] or somewhere else? Thanks [[User:Krag|Krag]] 13:18, 23 November 2011 (UTC)&lt;br /&gt;
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: I've had to being Night Falls on Sentinel to someone or other in the past, so it definitely seems to be Radiant. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 13:40, 23 November 2011 (UTC)&lt;br /&gt;
::Same here, Night Falls on Sentinel was in Dawnstar, and it was a miscellaneous quest for me. May need multiple or a generic entry for the &amp;quot;Retrieve a book&amp;quot; type quests, but that will come when the Radiant system has been organized.&lt;br /&gt;
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=== Quest: Investigate the Bard's College ===&lt;br /&gt;
This quest comes from Ogmund the speech trainer in the inn at Markarth.  It is important to note that if you already completed the bard's college questline, then this quest cannot be completed.&lt;br /&gt;
==Completed Requests==&lt;br /&gt;
=== I Done Got Thaned! ===&lt;br /&gt;
This is a quest in [[Skyrim:Riften|Riften]] where you can earn the title of Thane of the Rift. You gain this miscellaneous quest by completing enough quests in Riften to become liked by the [[Skyrim:Jarl of Riften|Jarl of Riften]]. Once you have completed enough quests in Riften, the Jarl will want to speak with you. She will then tell you to buy a house, [[Skyrim:Honeyside|Honeyside]], in Riften first. Once the house is purchased, you will need to talk to her again and she will name you Thane of the Rift.&lt;br /&gt;
&lt;br /&gt;
(Possibly fill in material from the [[Skyrim:Honeyside|Honeyside]] page as to how to progress in this quest. I think that the Honeyside page should be about the house, not the quest that allows you to get the house. Instead the house page should link back to the quests.)&lt;br /&gt;
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Known Bugs:&lt;br /&gt;
Once you have completed enough quests for the Jarl to speak with you about buying a house, it is possible to purchase the house prior to speaking with the Jarl. This will make the quest bugged and render it uncompleted. This quest can also become bugged if you speak to the Jarl first, buy the house, and visit the house before speaking to the Jarl the second time. (Confirmed PC)&lt;br /&gt;
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Temporary Solution (PC):&lt;br /&gt;
Use the console to complete quest. This command will complete the quest and give you the dagger: player.setstage FreeformRiftenThane 200&lt;br /&gt;
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Bug Avoidance:&lt;br /&gt;
Talk to Jarl first, immediately buy house, and immediately talk to Jarl again. Do not visit the house before talking to the Jarl the second time or deviate from this order.&lt;br /&gt;
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: What is the actual name of this quest? Is it even a quest? I can't find anything like this. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 22:49, 17 November 2011 (UTC)&lt;br /&gt;
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::It is a miscellaneous quest and therefore doesn't have a name in the game itself. However, the quest does have a name in the code: FreeformRiftenThane It is also known as the Thane of Riften. I don't know how you guys are handling miscellaneous quests yet since they don't have a formal name in the game. According to another user, the quest is called &amp;quot;Thane of the Rift&amp;quot; in the strategy guide. Apparently you guys have started calling them &amp;quot;objectives.&amp;quot; So, I don't know. I don't know why you are separating them from the other quests. At least in this example, the game treats it just like any other quest in the code. It can be progressed through with &amp;quot;setstage&amp;quot; and it has a QuestID = FreeformRiftenThane. It seems to me that if it has a QuestID, it is by definition a quest. - Oldbucsfan&lt;br /&gt;
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:::Actually, in the game files I'm seeing a quest listed with the name 'Thane of the Reach', and (edid=Favor250, formid=0x000a2c86).  The edid FreeformRiftenThane (0x00065bdf) corresponds to a different quest, with the name 'I Done Got Thaned!'  So you seem to be combining two different quests into one. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 03:23, 18 November 2011 (UTC)&lt;br /&gt;
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::::No, the Reach is the western part of Skyrim. The Rift is the southeastern part of Skyrim. You can get named Thane in both regions. The quest I outlined only applies to the Rift (where Riften is located). That seems like a weird name for the Riften Thane quest. It may actually be named &amp;quot;I Done Got Thaned&amp;quot; since the first place you become Thane is Whiterun, but it is not separate from the main questline. Therefore, it won't have its own name. The next place one might become Thane (true in my case) is Riften. So, perhaps in the Rift (Riften) they just named it &amp;quot;I Done Got Thaned!&amp;quot; If we need to name the page that, that is fine. - Oldbucsfan&lt;br /&gt;
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::::: There are 9 Thane objectives, one for each hold - each and every one of them will net you a specific sword (Blade of Whiterun, Blade of Winterhold and so on), a Thane title (whatever that is), a house for sale if possible and maybe a follower or two within each hold. They are all objectives, so if you feel like creating a page, do it in a Sandbox for starters and make sure to create information about all 9 objectives. Otherwise, until we figure this system out, use the [[Skyrim:Objectives|Objectives]] page. --[[User:Krusty|Krusty]] 09:13, 18 November 2011 (UTC)&lt;br /&gt;
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:::::: I get that there are eight similar quests (or objectives), but each one is its own quest with its own QuestID, its own bugs, and its own way for completion. In my opinion, they each belong in their own page linked to by the town that they are received in. I don't have the knowledge of every single Thane quest to be able to fill out the page on 9 different quests entirely on my own anyway. The information about this quest seems too specific and long to be added to the Objectives page. All the others there right now have a one sentence description. My incomplete one already has a few paragraphs. - Oldbucsfan&lt;br /&gt;
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{{od}} All Thane quests can now be found on [[Skyrim:Thane|Thane]] --[[User:Krusty|Krusty]] 07:17, 21 November 2011 (UTC)&lt;br /&gt;
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===The Bonds of Matrimony===&lt;br /&gt;
This quest allows you to get married to specific people after fulfilling a certain prerequisite for them and after purchasing the Amulet of Mara from the temple in Riften. It could contain a table of all of the character eligible for marriage and what you need to do to get their approval (e.g. For Aela the Huntress you need to complete the Companions questline). {{unsigned|Dovahfron613|13:59, 19 November 2011}} &lt;br /&gt;
: As of now, we keep all the marriage related info on the [[Skyrim:Marriage|Skyrim:Marriage]] page. As the Bonds of Matrimony is yet another &amp;quot;Objective&amp;quot;, we might as well use the other page for now - which, by the way, could use the condition info you want to add. --[[User:Krusty|Krusty]] 14:11, 19 November 2011 (UTC)&lt;br /&gt;
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===Honeyside People===&lt;br /&gt;
(A page to allow proper formatting for the [[Skyrim:Honeyside|Honeyside]] page. [[Skyrim:Iona|Iona]] lives there and needs to be added to the page appropriately.)&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable {{#ifeq:{{PAGENAME}}|People|width=25%|width=25%}}&lt;br /&gt;
![[Skyrim:Honeyside|Honeyside]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
;[[Skyrim:Iona|Iona]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(Alternatively, you might add her to Riften People instead?)&lt;br /&gt;
:Separate &amp;quot;people&amp;quot; pages are not appropriate for individual buildings -- they're used to list all the people in a city or town.  On the Honeyside page, you should just use a table such as the one you've shown here.  She should then also be added to the Riften People page -- which will make her show up on both [[SR:Riften]] and [[SR:People]]. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 22:43, 18 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Stormcloak quest page===&lt;br /&gt;
i am up to [[Skyrim:The Battle for Fort Snowhawk|The Battle for Fort Snowhawk]] in the stormcloaks quests and i am willing to add to the page if someone would make it please. i would also like [[Skyrim:The Battle for Fort Sungard|The Battle for Fort Sungard]], [[Skyrim:Battle for Whiterun|Battle for Whiterun]] [[Skyrim:Liberation of Skyrim|Liberation of Skyrim]] [[Skyrim:The Battle for Fort Hraggstad]] and [[Skyrim:Battle for Solitude|Battle for Solitude]] created, i am going to end up doing them tonight, and possibly tomorrow for battle for solitude. ([[user:Eddie the head|Eddie The Head]] 12:03, 18 November 2011 (UTC))&lt;br /&gt;
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: It's currently believed those are all Radiant quests - see the note above. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 12:19, 18 November 2011 (UTC)&lt;br /&gt;
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:: i cant see much room for radiancy in them so how are they radiant?, the battle for fort snowhawk is just you and stormcloaks attacking a fort. same for sungard and seeing as thats an [[Skyrim:Achievements#War Hero|achievement]]. battle for whiterun is defiantly not radiant. and liberation of skyrim comprises most of those.&lt;br /&gt;
:::It's radiant because it can be &amp;quot;The Battle for Fort {Insert name here}&amp;quot;.  The battle at Whiterun and Solitude are not though, unless there's some way around them I didn't find. --[[User:Saphireking65|Saphireking65]] 09:51, 19 November 2011 (UTC)&lt;br /&gt;
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{{od}} all quests for [[Skyrim:Stormcloaks|Skyrim:Stormcloaks]] and [[Skyrim:Imperial Legion|Skyrim:Imperial Legion]] created. --[[User:Krusty|Krusty]] 07:17, 21 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Skyrim:Battle for Solitude===&lt;br /&gt;
Important quest in the Stormcloaks quest line.&lt;br /&gt;
:The quest is a radiant quest.  We're not sure yet how to deal with quests that have multiple different names.  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 03:21, 16 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
{{od}} all quests for [[Skyrim:Stormcloaks|Skyrim:Stormcloaks]] and [[Skyrim:Imperial Legion|Skyrim:Imperial Legion]] created. --[[User:Krusty|Krusty]] 07:17, 21 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Quest: Assist the people of Hjaalmarch===&lt;br /&gt;
Quest from the Jarl of Morthal.  Help 3 citizens of Morthal to become a Thane of the city.&lt;br /&gt;
&lt;br /&gt;
:: {{od}} all quests for [[Skyrim:Stormcloaks|Skyrim:Stormcloaks]] and [[Skyrim:Imperial Legion|Skyrim:Imperial Legion]] created. --[[User:Krusty|Krusty]] 07:17, 21 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Largashbur People ===&lt;br /&gt;
List of people for the [[Skyrim:Largashbur|Largashbur]] orcish settlement. &lt;br /&gt;
:Done: [[SR:Largashbur People|Largashbur People]]. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 16:15, 20 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Daedra Quest Category ===&lt;br /&gt;
Category to mark all the Daedra Quests.&lt;br /&gt;
:Actually, anyone can create new categories.  Nevertheless, I went ahead and created it: [[:Category:Skyrim-Quests-Daedric]]. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 16:15, 20 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
===rockwallow mine===&lt;br /&gt;
this small mine is a good location to mine for iron ore.&lt;br /&gt;
:[[Skyrim:Rockwallow Mine|Done]]. --[[User:Krusty|Krusty]] 15:51, 14 November 2011 (UTC)&lt;br /&gt;
=== Skyrim Merchants, Trainers, and Inns needs creation ===&lt;br /&gt;
http://uesp.net/wiki/Skyrim:Services&lt;br /&gt;
&lt;br /&gt;
I wanted to fill in some locations for e.g. a potion merchant, but the page isn't created...&lt;br /&gt;
:[[SR:Merchants]], [[SR:Trainers]], [[SR:Inns]] done. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 06:55, 13 November 2011 (UTC)&lt;br /&gt;
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===Skyrim: Miscellaneous===&lt;br /&gt;
&lt;br /&gt;
Due to the new miscellaneous quests in the game, I believe a page that listed them all, under the name miscellaneous would be helpful for users looking to find these quests or get help.&lt;br /&gt;
:We already had [[Skyrim:Objectives]] for the miscellaneous objectives; [[Skyrim:Miscellaneous Quests]] for miscellaneous quests has been created.  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 16:26, 12 November 2011 (UTC)&lt;br /&gt;
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===Skyrim: Treasure Maps===&lt;br /&gt;
Solution to the various Treasure maps found in Skyrim would be nice. There are at least 4 of them. Based on the fact that i carry a Treasure Map IV in my inventory.&lt;br /&gt;
: The book pages (including notes) are about to be created. Presumably, the treasure map (I've found that one too) relates to a quest, so a solution will eventually appear on a quest page. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 13:43, 12 November 2011 (UTC)&lt;br /&gt;
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===Skyrim Glitches Page===&lt;br /&gt;
If you have arrows equipped to you when you put them in a chest, they will remain on your back but not in your inventory. To fix it, put the arrows back into your inventory, re-equip them, and the unequip them. [[User:Kremlin16|Kremlin16]] 04:34, 12 November 2011 (UTC)&lt;br /&gt;
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At the beginning of the game, the executioner sometimes freezes causing the cut scene to stop, and might crash the game. (PS3)&lt;br /&gt;
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: Not yet. I'd rather not have a page that quickly becomes crammed with every little problem somebody experiences. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 13:43, 12 November 2011 (UTC)&lt;br /&gt;
::[[Skyrim:Glitches|done]].  Although the executioner bug belongs on [[SR:Unbound]].  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 07:24, 13 November 2011 (UTC)&lt;br /&gt;
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===Skyrim Spell Pages===&lt;br /&gt;
Now that Skyrim has been released (at least in Australia) I have started creation on the spell pages as I play. Currently Restoration and Destruction have placeholders with basic info. Please open pages for the remaining spell schools: Illusion; Conjuration and Alteration. -- [[User:Alienangel|Alienangel]] 21:00AEST 11 Nov 2011.&lt;br /&gt;
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: [[Skyrim:Restoration]], [[Skyrim:Destruction]], [[Skyrim:Illusion]], [[Skyrim:Conjuration]] and [[Skyrim:Alteration]] all exist already. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 11:08, 11 November 2011 (UTC)&lt;br /&gt;
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:: Thanks but I'm not referring to the skill perk pages, but the separate spell list pages per spell school. There is general agreement on the skill page discussions that spell lists should be a separate page, and you currently navigate to these pages from main --&amp;gt; [[Skyrim:Magic]] --&amp;gt; [[Skyrim:Spells]]&lt;br /&gt;
:: [[Skyrim:Destruction Spells]] and [[Skyrim:Restoration Spells]] are live; but [[Skyrim:Illusion Spells]], [[Skyrim:Conjuration Spells]] and [[Skyrim:Alteration Spells]] are not. -- [[User:Alienangel|Alienangel]] 22:15AEST, 11 November 2011&lt;br /&gt;
:::I'll create the pages later today when I'm ready to fill them -- completely, from the game data. In the meantime, having you fill in spells one at a time is pointless. -- [[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 13:20, 11 November 2011 (UTC)&lt;br /&gt;
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===Skyrim Items===&lt;br /&gt;
I was going to begin creating pages for the weapons/armors that were confirmed via demo videos. I.E the Glass Sword and Banded Iron Shield as well as other items from the video. {{Unsigned|Helhag|02:31, 30 October 2011 (UTC)}}&lt;br /&gt;
:I don't think we need much more besides redirects for these items. However, we don't know much about Skyrim items yet (probably because they're not the best selling point). Currently, pretty much all pages that need to be created are linked to from [[Skyrim:Items]]. --[[User:Alpha Kenny Buddy|AKB]] &amp;lt;sup&amp;gt;[[User_talk:Alpha_Kenny_Buddy|Talk]] [[Special:Contributions/Alpha Kenny Buddy|Cont]] [[Special:Emailuser/Alpha Kenny Buddy|Mail]]&amp;lt;/sup&amp;gt; 02:31, 30 October 2011 (UTC)&lt;br /&gt;
::(e/c) We're not going to have individual pages for most items in the game.  Rather, we're going to have pages providing statistics for a large set of related items (pages such as [[Oblivion:Weapons]]) and then redirects for individual item names (e.g., [[Oblivion:Glass Longsword]]).  However, it's really not even worth your effort to start putting together any of those pages, because we're going to be auto-generating all the redirects and statistics as soon as we get the game data.  Plus some of the statistics you'd be posting are sure to be inaccurate -- the armor ratings and weapon damages are skill-dependent, and we don't know how to convert the values seen in the videos to the base armor rating or base damage. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 02:37, 30 October 2011 (UTC)&lt;br /&gt;
:::How about arrows? I was stunned to figure out that you cannot CRAFT arrows. --[[Special:Contributions/77.36.50.9|77.36.50.9]] 04:23, 11 November 2011 (UTC)&lt;br /&gt;
::::They'll be done too, in time. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 11:11, 11 November 2011 (UTC)&lt;br /&gt;
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===Skyrim creature: The Falmer===&lt;br /&gt;
The Falmer are in skyrim, encountered in some dungeons.&lt;br /&gt;
: [[Skyrim:Falmer]] - done. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 11:11, 11 November 2011 (UTC)&lt;br /&gt;
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===Skyrim Item: The Jaged Crown===&lt;br /&gt;
The Jaged Crown is the key item in the quest The Jaged Crown. (duh) Its also a key part to the imperial legion storyline.&lt;br /&gt;
: The quest page [[Skyrim:The Jagged Crown]] exists. There's already a redirect [[Skyrim:Jagged Crown]] for the item that takes you to the artifacts page. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 13:43, 12 November 2011 (UTC)&lt;br /&gt;
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===Skyrim Activities Pages===&lt;br /&gt;
Requesting pages [[Skyrim:Milling]], [[Skyrim:Mining]] &amp;amp; [[Skyrim:Chopping Wood]] to be created so I can add information on the linked pages. [[User:xTheTrueSmithyx|xTheTrueSmithyx]] -- 12/11 06:32 GMT&lt;br /&gt;
: Done, done and done. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 13:43, 12 November 2011 (UTC)&lt;br /&gt;
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===Easter Eggs Page===&lt;br /&gt;
When leaving Markath, A guard says &amp;quot;Aw, did someone take your sweetie roll&amp;quot; the same line from Fallout 3 when you're still in the vault.&lt;br /&gt;
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This should be created - I've met an NPC called &amp;quot;Temba Wide-Arms&amp;quot;, an obvious reference to the Star Trek: TNG episode.&lt;br /&gt;
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: Not yet. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 13:43, 12 November 2011 (UTC)&lt;br /&gt;
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:: I second the request for this page to be created. Found, as an easter egg, the [[Skyrim:Kolb &amp;amp; the Dragon|Kolb &amp;amp; the Dragon]] book. Before I forget: the book was in the main hall of  [[Skyrim:Dragonsreach|Dragonsreach]] [[User:Krag|Krag]] 23:21, 12 November 2011 (UTC)&lt;br /&gt;
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:::I've created [[SR:Easter Eggs]]. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 07:24, 13 November 2011 (UTC)&lt;br /&gt;
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===Skyrim:Jobs===&lt;br /&gt;
A page for the various jobs you can do (chopping wood, etc.)&lt;br /&gt;
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:See [[Skyrim:Activities]] --[[User:Timenn|Timenn]]-&amp;lt;span style=&amp;quot;font-size: 9px; letter-spacing: 1px;&amp;quot;&amp;gt;&amp;amp;lt;[[User talk:Timenn|talk]]&amp;amp;gt;&amp;lt;/span&amp;gt; 17:42, 12 November 2011 (UTC)&lt;br /&gt;
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===Skyrim:Alain Dufant===&lt;br /&gt;
This page will give information about Alain Dufant a named person in Skyrim. -- [[User:Degger|Degger]] 5:14 AEST 12 Nov 2011.&lt;br /&gt;
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Already Exists - [[SR:Alain Dufont|Alain Dufont]] --&amp;lt;span style=&amp;quot;font-size:large&amp;quot;&amp;gt;[[User:Kiz|&amp;lt;span style=&amp;quot;color:#B8860B&amp;quot;&amp;gt;Kiz&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;sup&amp;gt;&amp;lt;span style=&amp;quot;font-size:x-small&amp;quot;&amp;gt; ·•· [[User_Talk:Kiz|Talk]] ·•· [[Special:Contributions/Kiz|Contribs]] ·•· [[Special:EmailUser/Kiz|Mail]] ·•·&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt; 18:27, 12 November 2011 (UTC)&lt;br /&gt;
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===Honorhall Orphanage===&lt;br /&gt;
I would like to make a request to make the honorall orphanage&lt;br /&gt;
: Done: [[Skyrim:Honorhall Orphanage]]. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 19:56, 12 November 2011 (UTC)&lt;br /&gt;
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===Skyrim:bugs===&lt;br /&gt;
A bugs page should be added ASAP, so work-a-rounds and solutions can more quickly be disseminated and posted. A well structured page to assist in providing information on confirmed problems is in order. Not so concerned with whether the terminology should be 'bugs', 'glitches', or 'bugs/glitches', or which conjures the thought of petty errors and exploits, versus game-breaking problems.&lt;br /&gt;
&lt;br /&gt;
Reason being: A severe release day bug prevented the game from saving. Neither manual or auto-save of any kind functioned, and ruined a good two hours worth of play. After downloading a release day update on xbox live the game would save. Was that the solution? Don't know, there was no page to check if others had a similar problem. It's a new game and a page like that is one the first places I &lt;br /&gt;
go, I'm sure others would agree.--[[Special:Contributions/74.77.139.0|74.77.139.0]] 20:46, 12 November 2011 (UTC)&lt;br /&gt;
:[[Skyrim:Glitches|done]]. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 07:24, 13 November 2011 (UTC)&lt;br /&gt;
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===Dogs Page===&lt;br /&gt;
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For more information regarding dogs, their locations, uses, etc.&lt;br /&gt;
:I've created [[SR:Dog]] as a redirect to [[SR:Animals]] --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 06:55, 13 November 2011 (UTC)&lt;br /&gt;
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===Skyrim:Trainers===&lt;br /&gt;
&lt;br /&gt;
For more information on location of skill trainers.&lt;br /&gt;
:[[SR:Trainers]] done. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 06:55, 13 November 2011 (UTC)&lt;br /&gt;
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===Skyrim Counties===&lt;br /&gt;
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All the major cities have their own pages, however the counties don't.&lt;br /&gt;
[[User:Cokeman|Cokeman]] 03:02, 13 November 2011 (UTC)&lt;br /&gt;
:Done, see [[SR:Holds]] for links.--[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 06:58, 13 November 2011 (UTC)&lt;br /&gt;
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===Skyrim Platform Specific Information: Xbox 360===&lt;br /&gt;
Add a console information page for the Xbox 360. I want to add a section about controls and felt it would be relevant here.&lt;br /&gt;
:Info about controls belongs on [[SR:Controls]] --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 06:55, 13 November 2011 (UTC)&lt;br /&gt;
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===Player Home Pages===&lt;br /&gt;
Requesting individual pages for the possible player homes so more information/screen shots can be added for them without cluttering the [[Skyrim:Houses]] page.&lt;br /&gt;
:Done, see links at [[SR:Houses]]. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 07:36, 13 November 2011 (UTC)&lt;br /&gt;
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===Redbelly Mine===&lt;br /&gt;
A mine in the town of Shor's Stone.  Contains spiders for enemies and ebony ore.  Will add pictures and map.&lt;br /&gt;
: [[Skyrim:Redbelly Mine]] - done. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 13:27, 13 November 2011 (UTC)&lt;br /&gt;
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===Earlund===&lt;br /&gt;
Skyrim:Earlund&lt;br /&gt;
:Who or what is Earlund?  I don't see anything in Skyrim with that name. Are you thinking of [[SR:Eorlund Gray-Mane]]?--[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 09:59, 13 November 2011 (UTC)&lt;br /&gt;
::That's who i thought of, there is a few links to Earlund however, i'll change them now :) --&amp;lt;span style=&amp;quot;font-size:large&amp;quot;&amp;gt;[[User:Kiz|&amp;lt;span style=&amp;quot;color:#B8860B&amp;quot;&amp;gt;Kiz&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;sup&amp;gt;&amp;lt;span style=&amp;quot;font-size:x-small&amp;quot;&amp;gt; ·•· [[User_Talk:Kiz|Talk]] ·•· [[Special:Contributions/Kiz|Contribs]] ·•· [[Special:EmailUser/Kiz|Mail]] ·•·&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt; 10:01, 13 November 2011 (UTC)&lt;br /&gt;
*Yes, its the same character.  It just didn't come up when I typed my search for Eorland so I didn't find it.&lt;br /&gt;
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===Vilemyr Inn===&lt;br /&gt;
Skyrim:Vilemyr Inn&lt;br /&gt;
I'd like to upload a screen shot and short description of this inn so it can be linked from the NPC pages of those that live in it.&lt;br /&gt;
: [[Skyrim:Vilemyr Inn]] - done. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 13:30, 13 November 2011 (UTC)&lt;br /&gt;
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===Smithing Recipe Pages===&lt;br /&gt;
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I'm thinking it'd be a fantastic idea if there were several pages with tables featuring all of the smithing recipes available in the game, complete with required materials, output objects and quantities, and other things like net revenue (for hypothetical example, gold ore is 50g per unit, a gold ingot is worth 150g, it takes two gold ores to make a gold ingot, so you gain 50g by making the recipe; just an example, not actual values).&lt;br /&gt;
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Which then poses the question: should there be a separate article for each type of crafting (smelting, forge, tanning rack), or should they all be in one article separated into subheaders? --[[User:Dividebyichi|Dividebyichi]] 10:38, 13 November 2011 (UTC)&lt;br /&gt;
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If the page can be started, I can pop a crap ton of what I'm just looking at right now. I can give materials needed and price values up to dwarven in heavy, and up to leather in light. Also, is there a materials page for these? I know there's a smelting page, so that could be included. Separating them by crafting station is good, but why stop at smithing? There should be a whole recipe page with subheaders of each crafting skill and subsequent links to each crafting station. The forge can be divided into subheaders for the armor and weapon types.&lt;br /&gt;
--[[User:Dalsio|Dalsio]] 00:07, 14 November 2011 (UTC)&lt;br /&gt;
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:Pages have been created at [[SR:Tanning]], [[SR:Forge]], [[SR:Grindstone]], and [[SR:Workbench]].  Info has also been added to [[SR:Cooking]] and [[SR:Smelting]]. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 06:14, 14 November 2011 (UTC)&lt;br /&gt;
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===Alchemy Effects===&lt;br /&gt;
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I  have posted a comprehensive list of alchemy effects and the ingredients that produce them in the Talk section of the Ingredients page. Oblivion had an Effects page and it was very convenient for figuring out what was necessary to create specific potions. We can reuse the same format but just fill in the new information, which can be found at [[http://www.uesp.net/wiki/Skyrim_talk:Ingredients]]&lt;br /&gt;
:I just generated the page directly from the game data: [[SR:Alchemy_Effects]]. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 06:14, 14 November 2011 (UTC)&lt;br /&gt;
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===Skyrim:The_Lusty_Argonian_Maid===&lt;br /&gt;
Simply to serve as a redirect to Skyrim:The_Lusty_Argonian_Maid,_v1, specifically to allow &amp;quot;seen in&amp;quot; on [[Lore:The_Lusty_Argonian_Maid]] to function.&lt;br /&gt;
: Not necessary, the lore page link has been fixed. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 06:42, 14 November 2011 (UTC)&lt;br /&gt;
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===Blacksmiths===&lt;br /&gt;
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This page could be useful to find both blacksmith NPCs, and locations of Blacksmithing stations (forge, grinder, etc.). I know of three locations/blacksmiths so far in my short time, two in Whiterun with a smelter, and one station in Riverwood (I think that's the name). If it's just vaguely started, I can take care of the rest, and add some more as I travel around.--[[User:Dalsio|Dalsio]] 00:07, 14 November 2011 (UTC)&lt;br /&gt;
: Done: [[SR:Blacksmith]].  There are also separate pages for each crafting station (see links under [[#Smithing Recipe Pages]]), so if you're starting to list locations, it would be good to have them on those pages, too. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 06:42, 14 November 2011 (UTC)&lt;br /&gt;
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===Dragon Priest(s)===&lt;br /&gt;
A group of priests, members of the Dragon Cult, that each have a specific magical mask with very powerful effects.  There are eight masks that share the name of the priest that holds it; Hevnoraak, Krosis, Morokei, Nahkriin, Otar, Rahgot, Vokun and Volsung.  There is also a &amp;quot;Wooden Mask&amp;quot; that when worn at a alter in Labyrinthian will teleport you to another version of the alter where you are able to use the 8 masks with the alter.  (I haven't actually done this yet as I am missing one mask but will update the page as I get it...  Also a page for each priest is needed, their location, their different weaknesses useful in fighting them.  We also need to make pages like &amp;quot;Vokun(mask)&amp;quot; or &amp;quot;The Mask of Vokun&amp;quot;)&lt;br /&gt;
:I've created [[SR:Dragon Priest]], which contains links to the individual priests.  The masks already exist as disambig pages (e.g., [[SR:Vokun (item)]]).  Right now, they are all redirects pointing to [[SR:Artifacts]], but eventually they'll be turned into individual pages providing more complete information.  Anyone's free to start doing that.  Similarly, [[SR:Wooden Mask]] exists.  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 06:42, 14 November 2011 (UTC)&lt;br /&gt;
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===Hamelyn===&lt;br /&gt;
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A Mage found under [[Skyrim:Honningbrew_Meadery|Honningbrew Meadery]]. Drops Hamelyn's Journal.&lt;br /&gt;
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: [[Skyrim:Hamelyn]] - done. He got skipped by the bot because of his weird race. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 11:14, 14 November 2011 (UTC)&lt;br /&gt;
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===Valga Vinicia===&lt;br /&gt;
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Well I wanted to create many Skyrim related pages with NPCs and places but I'm unable to do so because of the restrictions... Can somebody unblock this option for me? For example, there's NPC named Valga Vinicia, she is the owner of the Inn Dead Man's Drink located in Falkreath. She doesn't have her own page yet nor does the Inn ''Dead Man's Drink''... --[[User:Arkhon|Arkhon]] 06:18, 15 November 2011 (UTC)&lt;br /&gt;
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: [[Skyrim:Valga Vinicia]] already exists. So does [[Skyrim:Dead Man's Drink]] - although that was only created a couple of hours ago. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 11:02, 15 November 2011 (UTC)&lt;br /&gt;
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===Maiq the Liar===&lt;br /&gt;
We need this page just as a redirect to the proper one. Super easy; text is below, just copy and paste.&lt;br /&gt;
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&amp;lt;nowiki&amp;gt;#REDIRECT [[Skyrim:M'aiq the Liar]]&lt;br /&gt;
[[Category:Redirects from Misspellings]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: [[Skyrim:Maiq the Liar]] - done. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 11:02, 15 November 2011 (UTC)&lt;br /&gt;
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===Powers===&lt;br /&gt;
Currently there is no page explaining powers, what they are, what they do, how you get them, or how you use them.  I think this is a necessary page, especially now early on in the game when people are having a hard time figuring out how stuff works.  We can mention things like powers map to the same slot as shouts, and are used similarly.  And that you can't equip both a shout and a power at the same time.  And which powers are timed and which aren't, and which are once a day and which aren't.  Essentially we'll need just an opening paragraph then a combined list of the racial powers, with some known stats.&lt;br /&gt;
: [[Skyrim:Powers]] created. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 12:57, 15 November 2011 (UTC)&lt;br /&gt;
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===Shrines===&lt;br /&gt;
We need a &amp;quot;Skyrim:Shrines&amp;quot; page. [[User:Minor Edits|Minor Edits]] 02:18, 15 November 2011 (UTC)&lt;br /&gt;
: [[Skyrim:Shrines]] done. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 13:00, 15 November 2011 (UTC)&lt;br /&gt;
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===Dwemer Ruins===&lt;br /&gt;
The places article is missing the category of Dwemer Ruins (for lack of a better term). I would like a page to be created under places as: [[Skyrim:Dwemer Ruins]] so we can list different Dwemer Ruins. I think they are unique enough to be separate from other  places.&lt;br /&gt;
: Done. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 13:00, 15 November 2011 (UTC)&lt;br /&gt;
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=== Draugr ===&lt;br /&gt;
If not a complete page, the [[Skyrim:Draugr]] page should probably redirect to [[Skyrim:Creatures#Draugr]]. It is referenced in many places and is a natural link. [[User:Sj26|Sj26]] 12:56, 15 November 2011 (UTC)&lt;br /&gt;
: Done. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 13:00, 15 November 2011 (UTC)&lt;br /&gt;
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===Skyrim:Hired Muscle===&lt;br /&gt;
One of the missions that the player receives after joining the Companions in Whiterun. The mission is to intimidate [[Skyrim:Jervar|Jervar]].&lt;br /&gt;
:It already exists at [[SR:Hired Muscle]], and was created five days ago.  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 03:21, 16 November 2011 (UTC)&lt;br /&gt;
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===Skyrim:The Eye (and Staff) of Magnus (artifact)===&lt;br /&gt;
There is a quest of the same name, but I want to make a page which represents the actual orb/artifact thing. I thought about putting it under lore, but I'm not sure. Let me know where you decide is best to place it.&lt;br /&gt;
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I also need the Staff of Magnus. Again, there is a quest of the same name, but this is the artifact. In this particular case, there are already refs to it from Morrowind, Daggerfall and it's in the Lore section, but there's no Skyrim version as of yet. Thanks. [[User:Predator106|Predator106]] 20:08, 15 November 2011 (UTC)&lt;br /&gt;
:Not sure about the eye, but the Staff should be confined to the [[SR:Artifacts|Artifacts]] page - neither have a pivotal enough role or a deep enough lore to really warrant their own pages, in my opinion... [[User:Tentacle|Tentacle]] 22:49, 15 November 2011 (UTC)&lt;br /&gt;
::There already is a redirect at [[SR:Staff of Magnus]] (the quest is at [[SR:The Staff of Magnus]]).  And there is no item called the &amp;quot;Eye of Magnus&amp;quot;.  There is an activator -- something you can click -- but nothing that you can pick up.  Therefore, there are no item stats and no reason to create an item page for it.  Information relevant to completing the quest belongs on the quest page. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 03:21, 16 November 2011 (UTC)&lt;br /&gt;
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===The Numbers Job===&lt;br /&gt;
A page detailing possible options for this quest should be made.&lt;br /&gt;
:The page [[SR:The Numbers Job]] was created five days ago. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 03:21, 16 November 2011 (UTC)&lt;br /&gt;
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===Dragon Priest Masks===&lt;br /&gt;
A page dedicated towards the 9 masks of the Dragon Priests. Already have the research and ready to post. Not used to the formalities of a wiki, but can figure out the formatting and already understand the etiquette required to create such a post.&lt;br /&gt;
:There are already invidual redirects for every one of the masks, pointing to [[SR:Artifacts]].  As stated under [[#Dragon Priest(s)]] you are free to update those redirects and turn them into full articles.  Any general information, common to all of the masks, probably belongs on the Artifacts page instead of creating a third page covering the same items. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 03:21, 16 November 2011 (UTC)&lt;br /&gt;
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===Bandit Chief===&lt;br /&gt;
Bandit leader; usually a single Chief is found in a fort of Bandits. At least one confirmed location- Robber's Gorge, and I know for certain they're all over Skyrim. Pages for [[Skyrim:Bandit|Bandits]] and [[Skyrim:Bandit Thug|Bandit Thugs]] already exist.&lt;br /&gt;
:Information about Bandit Chiefs belongs on the [[SR:Bandit]] page (for comparison, see the [[OB:Bandit]] page).  Although a redirect for Bandit Chief will be created before too long, that will be a ''redirect'', and it's not where you should be adding any information. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 03:21, 16 November 2011 (UTC)&lt;br /&gt;
::Yeah, that's what I meant- I just don't know the terminology yet... Thanks. [[User:Willman|Willman]] 05:05, 17 November 2011 (UTC)&lt;br /&gt;
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===Skyrim:Blackreach===&lt;br /&gt;
An absolutely vast dungeon featured in the [[Skyrim:Main Quest|Main Quest]], featuring a few sidequests and plenty of auxiliary dungeons. Would aid cohesion of pages such as [[Skyrim:A Return To Your Roots|A Return To Your Roots]] and [[Skyrim:Elder Knowledge|Elder Knowledge]].&lt;br /&gt;
:Done [[SR:Blackreach]]. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 05:07, 16 November 2011 (UTC)&lt;br /&gt;
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===Skyrim:Night Mother===&lt;br /&gt;
For the Dark Brotherhood's Night Mother&lt;br /&gt;
:Done [[SR:Night Mother]]. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 05:07, 16 November 2011 (UTC)&lt;br /&gt;
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===Skyrim Books by Subject===&lt;br /&gt;
Since we already have the same articles for [[Daggerfall:Books by Subject|each]] [[Morrowind:Books by Subject|previous]] [[Oblivion:Books by Subject|game]] and one for all of the games [[Lore:Books by Subject|combined]], we could use one for [[Skyrim:Books by Subject|Skyrim]] too. -- [[User:Kertaw48|kertaw48]] 13:06, 15 November 2011 (UTC)&lt;br /&gt;
:Done [[SR:Books by Subject]]. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 05:07, 16 November 2011 (UTC)&lt;br /&gt;
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===Dragon Bridge People===&lt;br /&gt;
A page listing the NPC's in Dragon Bridge needs to be made, as well as every other town/city in Skyrim for that matter, so that in the Dragon Bridge page, they will appear; e.g. http://www.uesp.net/wiki/Skyrim:Whiterun has http://www.uesp.net/wiki/Skyrim:Whiterun_People. I'm fully prepared to go through every detail of Dragon Bridge at the moment, and would be more than willing to do the same for the other settlements. Also, how can I become a UESP editor and be able to create my own pages, bypassing this request process?&lt;br /&gt;
:People pages created for all cities and towns, although they still need to be transcluded on all those pages.  If you qualify to be a [[UESPWiki:Userpatroller]] you can make a request on that page. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 05:07, 16 November 2011 (UTC)&lt;br /&gt;
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===Paarthurnax===&lt;br /&gt;
Younger brother of Alduin, and son of Akatosh. Paarthunax is the Master of the Graybeards. He teaches the Player the &amp;quot;Fire Breath&amp;quot; shout. Paarthurnax also helps the Dovahkiin defeat Alduin in the first battle between the two. Resides on the Throat of the World.&lt;br /&gt;
:Already exists: see [[SR:Paarthurnax]]. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 21:11, 14 November 2011 (UTC)&lt;br /&gt;
::Can't we have one for the eponymous NPC as well? [[User:Tentacle|Tentacle]] 16:47, 15 November 2011 (UTC)&lt;br /&gt;
:::Agree we need a page for the NPC as well. [[User:Revoran|Revoran]] 19:08, 15 November 2011 (UTC)&lt;br /&gt;
::::Sorry about not catching that the first time.  But since he's a dragon (according to both his race and class), I created the page at [[SR:Paarthurnax (dragon)]]. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 05:07, 16 November 2011 (UTC)&lt;br /&gt;
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===Blessings: Blessing of Talos===&lt;br /&gt;
There should be a page for all the Skyrim blessings. However, the Blessing of Talos has a specific/unusual bonus, &amp;quot;fortify shout&amp;quot;, which reduces shout cooldown times. As this is A) extremely useful and B) rare, and not obvious, it should be mentioned somewhere on the wiki. The Blessing of Talos can be obtained in Markath, in the Shrine of Talos, at the statue of Talos. Blessings have no time limit in Skyrim.&lt;br /&gt;
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:Request: please explain the blessing: &amp;quot;0% shout time bonus&amp;quot;.  It's possible implications are unclear or ambiguous.  0% means 'zero', so it could mean that the time between shouts is now zero, and that blessing seems extreme!  It could mean that time between shouts has been modified by 0% (zero), but that blessing seems lacking.  It could mean ....    Much thanks.  --[[User:Ebola influenza|Ebola influenza]] 19:22, 23 November 2011 (UTC)&lt;br /&gt;
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:Just a hint: The blessing of talos can also be aquired in Whiterun (behind the screaming priest), in Riften and probably many other places as well.--[[User:Irian|Irian]] 19:45, 23 November 2011 (UTC)&lt;br /&gt;
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===Skyrim:Stables===&lt;br /&gt;
An articles outlining the information of Skyrim's stables including the locations, horses for sale and price should be created.&lt;br /&gt;
:Done [[SR:Stables]] --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 05:07, 16 November 2011 (UTC)&lt;br /&gt;
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===Skyrim:Traps===&lt;br /&gt;
We don't have a page for detailing the various traps, triggers, and disarming mechanics for the assorted traps to be encountered in the Skyrim dungeons.&lt;br /&gt;
:Done [[SR:Traps]] --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 05:07, 16 November 2011 (UTC)&lt;br /&gt;
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===Hired Thugs===&lt;br /&gt;
Merchants who notice you've stolen their items AFTER the event will hire three thugs to &amp;quot;teach a lesson&amp;quot; to you. One thug will hold the contract which will also list the NPC's name who hired them. It seems going back to the contractor does not give any extra dialogue or action.&lt;br /&gt;
:Done [[SR:Hired Thug]]. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 05:07, 16 November 2011 (UTC)&lt;br /&gt;
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===Skyrim:Thalmor and Skyrim:Gray-Manes===&lt;br /&gt;
Both of these are fairly important non-joinable factions in Skyrim, the former a little more than the latter. Not sure exactly how Gray-Manes is spelt. We already have a [[Skyrim:Battle-Born|Battle-Born]]s page for reference. [[User:Revoran|Revoran]] 19:08, 15 November 2011 (UTC)&lt;br /&gt;
:[[SR:Thalmor]] and [[SR:Gray-Mane]] (although there is still a [[SR talk:Battle-Born#Faction Name|minor question]] about the correct name of the latter page). --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 05:07, 16 November 2011 (UTC)&lt;br /&gt;
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===Skyrim:Deepwood Vale===&lt;br /&gt;
Located in The Reach but has no map icon. Can only be reached through [[Skyrim:Deepwood Redoubt|Deepwood Redoubt]] and must be passed through to access [[Skyrim:Hag's End|Hag's End]]. [[User:Teklanis|Teklanis]] 2:02, 15 November 2011 (CST)&lt;br /&gt;
:Done [[SR:Deepwood Vale]]. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 05:07, 16 November 2011 (UTC)&lt;br /&gt;
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===Darkwater Crossing People===&lt;br /&gt;
NPC list table for Darkwater Crossing Residents. Its marked as mine, but is really a settlement. The mine has its own zone and a different.&lt;br /&gt;
: [[Skyrim:Darkwater Crossing People]] - done. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 14:30, 16 November 2011 (UTC)&lt;br /&gt;
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===Babette===&lt;br /&gt;
That creepy little girl...&lt;br /&gt;
: [[Skyrim:Babette]] - done. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 14:30, 16 November 2011 (UTC)&lt;br /&gt;
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===Multi Effect Poisons and Potions List===&lt;br /&gt;
Might be useful since I am starting to compile a list of ingredients that go beyond 1 effect.&lt;br /&gt;
: [[Skyrim:Useful Potions]] created for consistency with other games. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 14:30, 16 November 2011 (UTC)&lt;br /&gt;
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===Left-Handed Elves===&lt;br /&gt;
A race of Mer which should be added to the list of races on this wiki. Only briefly mentioned in a few in-game books, the Left-Handed Elves supposedly lived in the Redguard homeland of Yokuda. It is implied they were entirely destroyed by the Redguards in a war between the two. The rest died with Yokuda. They are thought to have created the Orichalc Tower of Yokuda. These elves haven't been reported to have Touched even the Abecean Isles, and therefore had died long before the Ayleids started White Gold Tower. (Directly Sourced from &amp;quot;The Elder Scrolls Wiki&amp;quot;)&lt;br /&gt;
: Not done. Sounds like fanfic. The ES Wiki is not a reliable source. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 10:16, 17 November 2011 (UTC)&lt;br /&gt;
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===Barenziah's Stone===&lt;br /&gt;
kind of a spoiler page for the &amp;quot;unusual gems&amp;quot;. Posting of the quest and location of all 24 stones (i have no clue where all 24 are)if anything user contribs would help to make life *significantly* easier. [[User:Xthatfrenchguyx|Xthatfrenchguyx]] 08:29, 17 November 2011 (UTC)&lt;br /&gt;
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: The quest [[Skyrim:No Stone Unturned|No Stone Unturned]] already exists, with a list of stone locations. I've created a redirect from [[Skyrim:Stone of Barenziah|Stone of Barenziah]], which is the correct name, to that quest. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 10:24, 17 November 2011 (UTC)&lt;br /&gt;
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===Udefrykte===&lt;br /&gt;
Found in &amp;quot;A Cure For Madness&amp;quot; in the ice caves portion of the mission, is most certainly a reference to the Udyrfrykte from Bloodmoon, who was found in a similar area. Not sure if the spelling is a game error, but it's different than both previous appearances. It's a unique troll nonetheless. --[[User:Applepixie|Applepixie]] 11:43, 17 November 2011 (UTC)&lt;br /&gt;
: [[Skyrim:Udefrykte]] - created. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 22:49, 17 November 2011 (UTC)&lt;br /&gt;
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=== Dremora Kynreeve ===&lt;br /&gt;
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The Dremora return from Oblivion, they play a role within the quest [[Skyrim: The Black Star|The Black Star]]. They are one of the very few ways to obtain Daedra Hearts and this would help many players in acquiring these much sought-after items. There currently exists, no articles within Skyrim for Dremora.&lt;br /&gt;
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: [[Skyrim:Dremora Kynreeve]] - created as redirect for now. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 22:49, 17 November 2011 (UTC)&lt;br /&gt;
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=== Skyrim:Orcish Strongholds ===&lt;br /&gt;
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These Orcish Strongholds are a specific category of places in Skyrim, being at least four: Narzulbur SE of Windhelm with initiation of an objective to be find gauntlets called the Forgemaster's Fingers, Largashbur W of Riften, Dushnik Yal SE of Markarth and Mor Khazgur far W of Solitude.&lt;br /&gt;
The Forgemaster's Fingers can be obtained from several locations:&lt;br /&gt;
[http://elderscrolls.wikia.com/wiki/Cronvangr_Cave Cronvangr Cave],&lt;br /&gt;
[http://elderscrolls.wikia.com/wiki/Morvunskar Morvunskar],&lt;br /&gt;
and Cragwallow Slope, which has not yet been put up showing the location, but it is South of Narzulbur, which is East of Kynesgrove - which is South of Windhelm.&lt;br /&gt;
&lt;br /&gt;
: Please forget ESWiki as a reliable source. I've created [[Skyrim:Orcish Strongholds]] in any case. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 22:43, 17 November 2011 (UTC)&lt;br /&gt;
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::Very good. I did not add those references in my original request. That was added by an anonymous user. Maybe I should have signed my part when I started it, so that the different sources of questions and of information had been more clear? Anyway. As I am not a very experienced wiki user, I appreciate the addition of new categories as a framework to participate as user. They make it easier for me to contribute in my little ways. --[[User:MortenOSlash|MortenOSlash]] 09:45, 18 November 2011 (UTC)&lt;br /&gt;
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===Skyrim:Alduin===&lt;br /&gt;
I think we would benefit from an SR:Alduin page, to replace any links in Skyrim articles to his Lore article. It will allow us to give more focused and applicable information about him, rather than a general overview of his role in Tamriel, perhaps? [[User:Tentacle|Tentacle]] 08:13, 18 November 2011 (UTC)&lt;br /&gt;
: [[Skyrim:Alduin]] - done. Definitely needed. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 09:54, 18 November 2011 (UTC)&lt;br /&gt;
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===Lore:The Great War===&lt;br /&gt;
I would just like for a redirect about the [[Lore:The Great War|the Great War]] to be created, to the section about it on the [[Lore:Wars#The Great War|Wars]] page. -- [[User:Kertaw48|kertaw48]] 13:05, 19 November 2011 (UTC)&lt;br /&gt;
: [[Lore:Great War]] created - we don't use &amp;quot;The&amp;quot; in such redirects. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 13:14, 19 November 2011 (UTC)&lt;br /&gt;
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=== Spriggan ===&lt;br /&gt;
Figured with all the shuffling of creatures into their own individual pages, I could write a quick overview of spriggans. [[User:Xthatfrenchguyx|Xthatfrenchguyx]] 04:32, 19 November 2011 (UTC)&lt;br /&gt;
: [[Skyrim:Spriggan]] created as a redirect for now, but it can easily be expanded into a full page. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 13:14, 19 November 2011 (UTC)&lt;br /&gt;
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===[[Skyrim:Shadowmere|Shadowmere]]===&lt;br /&gt;
Shadowmere needs a page.  She is different than she was in Oblivion (in that she can die), and requires her own page to inform readers to this fact. --[[User:Saphireking65|Saphireking65]] 09:46, 19 November 2011 (UTC)&lt;br /&gt;
: NepheleBot took care of this one earlier. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 13:14, 19 November 2011 (UTC)&lt;br /&gt;
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===Daedric===&lt;br /&gt;
Please redirect to [[Skyrim:Daedric Quests|Daedric Quests]]. Thanks. [[User:Elliot|elliot]]&amp;amp;nbsp;&amp;lt;small&amp;gt;([[User_talk:Elliot|talk]])&amp;lt;/small&amp;gt; 18:52, 19 November 2011 (UTC)&lt;br /&gt;
:[[Skyrim:Daedric]]. There you go. --[[User:Alpha Kenny Buddy|AKB]] &amp;lt;sup&amp;gt;[[User_talk:Alpha_Kenny_Buddy|Talk]] [[Special:Contributions/Alpha Kenny Buddy|Cont]] [[Special:Emailuser/Alpha Kenny Buddy|Mail]]&amp;lt;/sup&amp;gt; 22:44, 19 November 2011 (UTC)&lt;br /&gt;
::That one might not have been a good idea. We may want a page on Daedric weapons and armor, in the style of [[MW:Daedric]]. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 22:52, 19 November 2011 (UTC)&lt;br /&gt;
:::I was basing my decision here due to [[Oblivion:Daedric]] redirecting to [[Oblivion:Daedric Quests]]. I'd imagine that an entire article won't be necessary as Daedric equipment doesn't seem to be as important as it was in Morrowind (though a lot more valuable than it was in Oblivion). I always thought that the linked to Morrowind page existed due to the extreme rarity of Daedric equipment, I believe it isn't as big a deal this time as you can make the armor from scratch now. --[[User:Alpha Kenny Buddy|AKB]] &amp;lt;sup&amp;gt;[[User_talk:Alpha_Kenny_Buddy|Talk]] [[Special:Contributions/Alpha Kenny Buddy|Cont]] [[Special:Emailuser/Alpha Kenny Buddy|Mail]]&amp;lt;/sup&amp;gt; 23:03, 19 November 2011 (UTC)&lt;br /&gt;
::::Yes, and I was mainly doing it for the trail. [[User:Elliot|elliot]]&amp;amp;nbsp;&amp;lt;small&amp;gt;([[User_talk:Elliot|talk]])&amp;lt;/small&amp;gt; 00:29, 20 November 2011 (UTC)&lt;br /&gt;
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=== Skyrim:Frostglow Lighthouse===&lt;br /&gt;
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A page on the location would be nice. Just an overview.&lt;br /&gt;
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: I think you mean [[Skyrim:Frostflow Lighthouse]], which already exists. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 22:38, 19 November 2011 (UTC)&lt;br /&gt;
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=== Skyrim:Fencing ===&lt;br /&gt;
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I would like to make a page with an overview of all the fences that are in the game. Who they are, how much coin they carry, where they are on the map and how they are obtained. This would come in handy for players who want to sell lot's of stolen items.&lt;br /&gt;
:It doesn't need a separate article.  Fences should be included with all other merchanats [[SR:Merchants]],  with an appropriate (e.g.,[[File:Fenceicon_small.png]]) icon to identify them.  A separate list of just fences can be included in [[SR:Crime]]. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 15:51, 19 November 2011 (UTC)&lt;br /&gt;
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=== Dragon Priest Shrine ===&lt;br /&gt;
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This is the place to obtain ninth dragon mask after you've collected all other masks, including the wooden one. I think this page should contain links to all other masks and instructions on obtaining the artifact. --[[User:Electricitydrive|Electricitydrive]] 02:38, 19 November 2011 (UTC)&lt;br /&gt;
:There's no place named &amp;quot;Dragon Priest Shrine&amp;quot;.  Whatever the place's proper name actually is, there is probably already a page there. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 15:51, 19 November 2011 (UTC)&lt;br /&gt;
::My fault. Its called Bromjunaar Sanctuary and the page does exist. Thx. --[[User:Electricitydrive|Electricitydrive]] 23:20, 19 November 2011 (UTC)&lt;br /&gt;
:::You should still create the page and add a redirect to [[Skyrim:Bromjunaar Sanctuary]] since the term has been coined and there are lots of incoming searches without the proper name --[[User:Notjester|Notjester]] 19:46, 22 November 2011 (UTC)&lt;br /&gt;
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=== Orma, Yerpest, Horwalli ===&lt;br /&gt;
Th Orma, Yerpest, and Horwalli are all tribes and races of men which should be added to the list of races on this wiki. The  Orma, Yerpest, and Horwalli  are tribes dating from the First Era. There is an elevated occurrence of congenital blindness in the Orma tribe, more specifically completely lacking eyes, and such individuals are said to be masters of their other senses. The  Orma, Yerpest, and Horwalli  were humans. They, along with the Kothringi, did not survive the outbreak of the Knahaten Flu and they may have not been around long before that as the Kothringi were the only humans to persist for long in Black Marsh. (2920, The Last Year of the First Era) (Sourced from &amp;quot;The Elder Scrolls Wiki&amp;quot;) &lt;br /&gt;
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Each race(please correct me if i am wrong, as they may have merely been just human tribes, not races) should receive their own page.&lt;br /&gt;
: Not done. Sounds like fanfic. The ES Wiki is not a reliable source. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 10:16, 17 November 2011 (UTC)&lt;br /&gt;
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::&amp;quot;In additional [sic] to the reptilian Argonians, who are today Black Marsh's most visible denizen, there were once tribes of men – '''Kothringi, Orma, Yerpest, Horwalli''' — and tribes of mer — the '''Barsaebic Ayleids and the Cantemiric Velothi''' — and even a tribe who may have been related to the Khajiit of Elsweyr, the vulpine '''Lilmothiit'''. Some were sent to Black Marsh as refugees or prisoners, others settled along the coastal waterways and adapted to its strange and usually insalubrious environment.&amp;quot;(In game book) The Kothringi and the Lilmothiit are both considered in lore, but the other bolded races are not. They all hail from Black Marsh. I believe I have found several new and maybe extinct races.  These races are not fan fiction, as they were referred to by the in game book, a [[UESPWiki:Pocket Guide to the Empire, 3rd Edition/Argonia.|Pocket Guide to the Empire, 3rd Edition/Argonia.]]&lt;br /&gt;
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:::Sounds to me they are nothing more than tribes of Nedic people. Just like the Barsaebic Ayelids were Wild Elves and the Cantemiric Velothi were Chimer. No mystery here. -- [[User:Kertaw48|kertaw48]] 13:05, 19 November 2011 (UTC)&lt;br /&gt;
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::::Fair Enough, but the Kothringi were a tribal race from Black Marsh with differing physical descriptions than other human races. As described above, the Orma have drastically different physical traits than say, an Imperial. They may have been related to the Nedes, but i think they are everything as much as their own race as the Kothringi are. I'm sure you have read the Pocket Guide to The Empire/Argonia, and the book refers to several tribes of men &amp;quot;In additional to the reptilian Argonians, who are today Black Marsh's most visible denizen, there were once tribes of men – Kothringi, Orma, Yerpest, Horwalli...&amp;quot; Because of their own unique cultures and physical descriptions, I think they could be considered their own races, and not simply different tribes of Nedic men. (if not their own races, then maybe have a Tribe page be set up, naming and describing all known indigenous tribes of Tamriel as well as all other non-indigenous tribes that we know of.) Thank you for the two previous replies, let's figure this out.&lt;br /&gt;
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::::: Fine, they receive one-word mentions in one book. There's nothing to say about them. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 22:53, 19 November 2011 (UTC)&lt;br /&gt;
::::::Ok, no need to come off as closed minded. I just wanted to help the Wiki in any way I can. Lore is lore, whether it is short or not, but what do I know? It's not like cannonical, written lore found in game can be considered good enough to be on this Wiki. &lt;br /&gt;
:::::::Okay, [[Lore:Orma]], [[Lore:Yerpest]], [[Lore:Horwalli]] created as redirects to Lore:Kothringi for now. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 14:58, 23 November 2011 (UTC)&lt;br /&gt;
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===Sinderion===&lt;br /&gt;
A recurring character from Oblivion, found in Blackreach (under Alftand), again searching for his beloved Nirnroot.&lt;br /&gt;
:He's mostly calcium by the time we reach him in Blackreach. I think his Skyrim status is fine as a trivia note on his [[Oblivion:Sinderion#Trivia|Oblivion page]].&lt;br /&gt;
::Done. [[SR:Sinderion]]. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 15:51, 19 November 2011 (UTC)&lt;br /&gt;
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=== Souls ===&lt;br /&gt;
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A page for [[Skyrim:Souls]] needs to be created so that a list of various soul sizes for different creatures can be started just like in [[Oblivion:Souls]].  There are also several pages already linking to [[Skyrim:Souls]], including [[Skyrim:Soul Trap|Soul Trap]], [[Skyrim:Soul Gem|Soul Gem]], [[Skyrim:Animals|Animals]], [[Skyrim:Dremora Kynreeve|Dremora Kynreeve]], and [[Skyrim:Mammoth|Mammoth]].  The only pages about souls in Skyrim are the various pages about the items and spells that have the word &amp;quot;soul&amp;quot; in them.  Much obliged :) --[[User:Nicklink483|Nicklink483]] 11:43, 21 November 2011 (UTC)&lt;br /&gt;
: Done. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 13:40, 21 November 2011 (UTC)&lt;br /&gt;
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=== Job Oriented Redirects ===&lt;br /&gt;
There's a redirect for Tanning Rack to Tanning. Could use a few redirect pages created: to [[Skyrim:Cooking]]: [[Skyrim:Cooking Pot]], [[Skyrim:Cooking Spit]], to [[Skyrim:Enchanting]]: [[Skyrim:Arcane Enchanter]], to [[Skyrim:Alchemy]]: [[Skyrim:Alchemy Lab]].&lt;br /&gt;
: Done. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 13:40, 21 November 2011 (UTC)&lt;br /&gt;
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===Second Treaty of Stros M'kai===&lt;br /&gt;
I'm willing to write the page if someone will add it. I'll be using [[Skyrim:The Great War|&amp;quot;A Concise Account of the Great War Between the Empire and the Aldmeri Dominion&amp;quot;]] as a reference. [[User:sans|sans]] 18:52, 20 November 2011 (UTC)&lt;br /&gt;
: Don't think this needs a page of its own, although maybe a redirect would be helpful eventually. For now, add any information to the Wars page - see [[Lore:Great War]]. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 13:40, 21 November 2011 (UTC)&lt;br /&gt;
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=== [[Skyrim:Atronach|Atronach]] ===&lt;br /&gt;
Should redir to [[Skyrim:Daedra#Atronach]]. &amp;lt;span style=&amp;quot;font-size:85%;&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;background:#000;padding:4px;&amp;quot;&amp;gt;[[User:Lukish|&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;Lukish&amp;lt;span style=&amp;quot;text-decoration:blink;&amp;quot;&amp;gt;&amp;amp;#95;&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; [[User talk:Lukish|Tlk]] [[Special:Contributions/Lukish|Cnt]]&amp;lt;/span&amp;gt; 14:35, 21 November 2011 (UTC)&lt;br /&gt;
: Done. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 15:05, 21 November 2011 (UTC)&lt;br /&gt;
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=== [[Skyrim:Atronach Forge|Atronach Forge]] ===&lt;br /&gt;
unsure whether it needs redirect to [[Skyrim:The_Midden#Atronach_Forge]] or a new page containing compiled list of recipes while also sorting out the different [[Skyrim:Atronach Forge Recipe]] books (disambig). &amp;lt;span style=&amp;quot;font-size:85%;&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;background:#000;padding:4px;&amp;quot;&amp;gt;[[User:Lukish|&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;Lukish&amp;lt;span style=&amp;quot;text-decoration:blink;&amp;quot;&amp;gt;&amp;amp;#95;&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; [[User talk:Lukish|Tlk]] [[Special:Contributions/Lukish|Cnt]]&amp;lt;/span&amp;gt; 14:35, 21 November 2011 (UTC)&lt;br /&gt;
: Done. Coincidentally, I was just splitting up the different recipes. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 15:05, 21 November 2011 (UTC)&lt;br /&gt;
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===Skyrim:Shout===&lt;br /&gt;
Redirect to &amp;quot;Skyrim:Dragon Shout&amp;quot;, so people can just search &amp;quot;Shout&amp;quot; and get what they want.&lt;br /&gt;
:Done [[SR:Shout]]. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 04:41, 22 November 2011 (UTC)&lt;br /&gt;
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=== Enchantments ===&lt;br /&gt;
List of all possible unlockable enchantments, and what they can be placed on. Unique enchantments, like Huntsman's Prowess, which can only be found on certain weapons, will have links to that weapon's page. Also included will be the default enchantment with a grand soul gem.&lt;br /&gt;
--[[User:Minimang|Minimang]] 17:35, 20 November 2011 (UTC)&lt;br /&gt;
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EDIT: Never mind. Some wonderful human being added it to the [[Skyrim:Enchanting]] page.--[[User:Minimang|Minimang]] 00:44, 22 November 2011 (UTC)&lt;br /&gt;
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===Stormcloak/imperial quests===&lt;br /&gt;
[[Skyrim:A False Front|A False Front]] and [[Skyrim:Compelling Tribute|Compelling Tribute]] (and most likely more quests) are the names of imperial and stormcloak quests, so i think we will need to move the ones mentioned there to &amp;lt;nowiki&amp;gt;[[Skyrim:A False Front (Stormcloak)|A False Front (Stormcloak)]]&amp;lt;/nowiki&amp;gt; and &amp;lt;nowiki&amp;gt;[[Skyrim:Compelling Tribute (Stormcloak)|Compelling Tribute (Stormcloak)]]&amp;lt;/nowiki&amp;gt; as they already have the stormcloak information, then make a imperial version for them, and make the current pages disambiguation. ([[user:Eddie the head|Eddie The Head]] 04:12, 20 November 2011 (UTC))&lt;br /&gt;
:In each case, there is only one quest by that name.  Variations are due to the Radiant Quest system, and should all be incorporated into the same article.  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 04:26, 20 November 2011 (UTC)&lt;br /&gt;
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::no its not the radiant quest thats varying it, its the two factions, imperials and stormcloaks. ([[user:Eddie the head|Eddie The Head]] 04:43, 20 November 2011 (UTC))&lt;br /&gt;
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:::You'll note on [[Skyrim:The Jagged Crown|The Jagged Crown]] They attempted to put them both together, and as far as I can tell it just makes a huge mess of the page and makes it unduly large. Really, it's better to have them each send to their own pages and if someone searches for the quest name alone, have it send to a disambiguation with the links to each. In addition to [[Skyrim:A False Front|A False Front]], [[Skyrim:The Jagged Crown|The Jagged Crown]] and [[Skyrim:Compelling Tribute|Compelling Tribute]] it also happens with, [[Skyrim:Message to Whiterun]] [[User:Shardok|Shardok]] 14:55, 20 November 2011 (UTC)&lt;br /&gt;
:::And yeah, if you look in The Jagged Crown you'll see they have different quest IDs too.[[User:Shardok|Shardok]] 14:56, 20 November 2011 (UTC)&lt;br /&gt;
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::::Maybe there needs to be a completely different concept for organizing these particular sets of quests. Due to their extreme importance in the main story-line, I think some extra time can be put into them. The current page used for the both is not a real combination of the two quests, but an awkward concatenation (addition). What would be better, to show where the differences and similarities lie, would be this: A page that, when there are similar sections, (such as name, destination, general description) all information is displayed as a single quest. When there become divergences, (specific quest text, dialogue, etc.) the page is split into two, side by side, the left half of the page showing Imperial design, and the right showing the Stormcloak design. The similar sections would likely need to be all at the top, to give enough space to explain what the heck is with the side-by-side pages near the bottom. Any pictures and references can probably remain combined together at the bottom. Just a thought, tell me why I'm crazy.--[[User:Dalsio|Dalsio]] 04:01, 21 November 2011 (UTC)&lt;br /&gt;
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:::::I see that the pages are being created/split, thanks, im going to make a new character when i get home and ill fill in the stormcloak pages properly.([[user:Eddie the head|Eddie The Head]] 04:54, 21 November 2011 (UTC))&lt;br /&gt;
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{{od}} all quests for [[Skyrim:Stormcloaks|Skyrim:Stormcloaks]] and [[Skyrim:Imperial Legion|Skyrim:Imperial Legion]] created. --[[User:Krusty|Krusty]] 07:17, 21 November 2011 (UTC)&lt;br /&gt;
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:thanks, im gonna do the stormcloaks now, just gonna make a new character for it. ([[user:Eddie the head|Eddie The Head]] 07:47, 21 November 2011 (UTC))&lt;br /&gt;
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===Imperial Legion quest pages===&lt;br /&gt;
Please create pages accordingly for [[Skyrim:Imperial Army]] quest line. I have created the links to them in &amp;quot;[[Skyrim:Imperial Army#Quests|Quests]]&amp;quot; section.&lt;br /&gt;
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Also i'd like to ask someone with more experience to validate quest hierarchy i've created. As I understand there have never been multiple quest names before so this seems to be a fairly new concept.&lt;br /&gt;
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:: all quests for [[Skyrim:Stormcloaks|Skyrim:Stormcloaks]] and [[Skyrim:Imperial Legion|Skyrim:Imperial Legion]] created. --[[User:Krusty|Krusty]] 07:17, 21 November 2011 (UTC)&lt;br /&gt;
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=== Dragon Claws ===&lt;br /&gt;
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Greetings. I would like to suggest a page with all of the Dragon Claws (keys) listed, also with their respective locations and uses. Right now searching for some of them leads to miscellaneous section of Skyrim items. --[[User:Electricitydrive|Electricitydrive]] 02:38, 19 November 2011 (UTC)&lt;br /&gt;
:It should just be a subsection of [[SR:Miscellaneous Items]]. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 15:51, 19 November 2011 (UTC)&lt;br /&gt;
::Could you please elaborate on how it should be done? Should it be another section/chart listing all the claws or something like notes section, so the person clicking on claw in main chart would be directed to the lower section of the page?   --[[User:Electricitydrive|Electricitydrive]] 23:07, 19 November 2011 (UTC) &lt;br /&gt;
:::See [[SR:Miscellaneous Items#Dragon Claws]]. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 04:41, 22 November 2011 (UTC)&lt;br /&gt;
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=== Unique Weapons ===&lt;br /&gt;
A unique weapons page would for one clean up the Generic Magic Weapons page, also that page is making it sound that the unique items are randomly generated.  Tried making the page myself but was unable too [[User:AlphaOmega|AlphaOmega]] 23:42, 21 November 2011 (UTC)&lt;br /&gt;
:[[SR:Unique Items]] and [[SR:Quest Items]] created. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 04:41, 22 November 2011 (UTC)&lt;br /&gt;
::On the subject of [[SR:Quest Items|Quest Items]], how many are there? And are they categorized yet? --&amp;lt;span style=&amp;quot;font-size:large&amp;quot;&amp;gt;[[User:Kiz|&amp;lt;span style=&amp;quot;color:#B8860B&amp;quot;&amp;gt;Kiz&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;sup&amp;gt;&amp;lt;span style=&amp;quot;font-size:x-small&amp;quot;&amp;gt; ·•· [[User_Talk:Kiz|Talk]] ·•· [[Special:Contributions/Kiz|Contribs]] ·•· [[Special:EmailUser/Kiz|Mail]] ·•·&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt; 10:06, 22 November 2011 (UTC)&lt;br /&gt;
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===Message to Whiterun===&lt;br /&gt;
This one obviously got missed, its name is shared by the imperials and stormcloaks, but there is only one page, can someone create them please? ([[user:Eddie the head|Eddie The Head]] 09:37, 22 November 2011 (UTC))&lt;br /&gt;
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: [[Skyrim:Message to Whiterun]] - already exists. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 10:01, 22 November 2011 (UTC)&lt;br /&gt;
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::no, i meant it needs a stormcloak, and imperial version, both factions have a quest of the same name, like [[Skyrim:The Jagged Crown (Imperial)|The Jagged Crown (Imperial)]] and [[Skyrim:The Jagged Crown (Stormcloaks)|The Jagged Crown (Stormcloaks)]] ([[user:Eddie the head|Eddie The Head]] 10:05, 22 November 2011 (UTC))&lt;br /&gt;
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:::Fine. [[Skyrim:Message to Whiterun (Stormcloaks)]] and [[Skyrim:Message to Whiterun (Imperial)]] created. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 10:18, 22 November 2011 (UTC)&lt;br /&gt;
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===[[Skyrim:Sapphire_(NPC)|Sapphire (NPC)]]===&lt;br /&gt;
Current [[Skyrim:Sapphire]] should be disambig for her and for [[Skyrim:Sapphire (item)]]. &amp;lt;span style=&amp;quot;font-size:85%;&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;background:#000;padding:4px;&amp;quot;&amp;gt;[[User:Lukish|&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;Lukish&amp;lt;span style=&amp;quot;text-decoration:blink;&amp;quot;&amp;gt;&amp;amp;#95;&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; [[User talk:Lukish|Tlk]] [[Special:Contributions/Lukish|Cnt]]&amp;lt;/span&amp;gt; 14:09, 22 November 2011 (UTC)&lt;br /&gt;
:Page move and disambig done. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 16:26, 22 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Khajiit Traders ===&lt;br /&gt;
Because they are traveling and don't have a place to stay, a people page (like riverwood people ect.)for them would be nice. With this I would be able to group and add them to the [[Skyrim:People]] page. --[[User:Lex|Lex]] 22:49, 21 November 2011 (UTC)&lt;br /&gt;
: [[SR:Khajiit Traders]] done. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 16:26, 22 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
The combat system in Skyrim is more dynamic than that of Morrowind or even Oblivion. More important than a general combat strategy is a strategy for fighting specific creatures like Giant Frostbite Spiders or Dragons. I propose adding specific combat strategy sections to creature pages along with a description that particular creature's combat effectiveness. Maybe creating a index of creature under the page Skyrim:Combat that includes do's and don't's when fighting particularly tough critters.&lt;br /&gt;
:This does not require a new page request.  Pages already exist at [[SR:Combat]] and for every creature type ([[SR:Animals]], [[SR:Monsters]], [[SR:Undead]], etc.), not to mention redirects for every individual creature name and/or individual pages for every unique creature.  You are free to add any information you like to those pages.  Requests are only necessary if a page needs to be created -- if the wiki restrictions are making it impossible for you to otherwise make the edits you think need to be made.  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 17:21, 22 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Quest: Deliver Idgrod's Note to Danica===&lt;br /&gt;
This might be another Radiant quest. Given by [[Skyrim:Idgrod_the_Younger|Idgrod the Younger]], in Morthal. Deliver a note regarding her brother Joric to Danica Pure-Spring in Whiterun. I'll update this section if/when I get more details. [[User:Krag|Krag]] 02:30, 23 November 2011 (UTC)&lt;br /&gt;
:Yep, it's a radiant quest, but I used it as a test case for how to set one up: [[SR:Delivery]] (with redirects for the names of each possible objective, including [[SR:Deliver Idgrod's Note to Danica]]).  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 08:21, 23 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Sweet, thanks! Looks quite good actually. [[User:Krag|Krag]] 11:42, 23 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Psijic===&lt;br /&gt;
Psijic and their order need a page&lt;br /&gt;
: [[Skyrim:Psijic Order]] created, although an awful lot of the content should go on [[Lore:Psijic Order]] and be transcluded. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 14:58, 23 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Skyrim:Lake Tear===&lt;br /&gt;
Not sure if its mentioned in game by name, but its clearly marked on all the map literature. The smaller lake near Ivarstead. [[Skyrim:Treva River]] flows between it and &lt;br /&gt;
[[Skyrim:Lake Honrich]]--[[User:Bwross|Bwross]] 11:30, 23 November 2011 (UTC)&lt;br /&gt;
:Actually maybe just a redirect from Lake Tear to Lake Geir. Name appears to have changed. If that is the case a rediret from Black River to Darkwater River could be used as well. The print maps of the game often refer to these areas as Black River and Lake Tear.--[[User:Bwross|Bwross]] 11:30, 23 November 2011 (UTC)&lt;br /&gt;
::[[Skyrim:Lake Tear]] created as a redirect for now. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 14:58, 23 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Skyrim:Synod===&lt;br /&gt;
There should be a page with a description of the Synod and some key members of the group.&lt;br /&gt;
: [[Skyrim:Synod]] - done. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 14:58, 23 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Lore: Great Collapse===&lt;br /&gt;
There should definitely be an article about the Great Collapse.&lt;br /&gt;
: I'm not sure this is necessary. Everything to do with this is related to Winterhold, I believe, so can go on that page. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 14:58, 23 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Serpentstone Isle===&lt;br /&gt;
The isle isn't indicated on the map by an icon or anything like that, but you ''are'' told to go there as part of the Stormcloaks initiation and it is an island. Perhaps create the page and list it as a landmark? [[User:Revoran|Revoran]] 19:28, 15 November 2011 (UTC)&lt;br /&gt;
:Are you sure the place actually exists?  There is no place with a name or editor id remotely resembling that name.  It's not a separate worldspace, unlike several of the other missing places names.  All I can find is a dialogue asking what's there. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 05:07, 16 November 2011 (UTC)&lt;br /&gt;
::If I remember correcly this is the small island where the The Serpent Stone is located. Its also part of the [[Skyrim:Joining_the_Stormcloaks|Joining the Stormcloaks]] quest and mentioned in the questlog. You are also able to Fast Travle to this island but the icon on the map is the one for the standing stone. --[[User:Lex|Lex]] 22:37, 21 November 2011 (UTC)&lt;br /&gt;
:::Then is there a page for that standing stone? You may want to roll the two places into one, if the island is small enough. That's likely what the developers intended anyway.--[[User:Dalsio|Dalsio]] 05:03, 22 November 2011 (UTC)&lt;br /&gt;
::::[[SR:The Serpent Stone]] just has a redirect -- but if the only intent is to tell people where the location is, then Serpentstone Isle could redirect to the same place. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 16:26, 22 November 2011 (UTC)&lt;br /&gt;
:::::[[Skyrim:Serpentstone Isle]] - created as a redirect. It's mentioned in one quest update and one bit of dialogue, and even though a search would probably take you to the right place, we may as well have an official redirect. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 15:20, 23 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Hired Thugs ===&lt;br /&gt;
These may attack the character when the character has stolen something. These do not appear to be mentioned in the NPC's section and should be added as an official page.&lt;br /&gt;
&lt;br /&gt;
:This page already exists but as a redirect - [[Skyrim:Thug|Thug]]. You can just edit it though to add information on it. --&amp;lt;span style=&amp;quot;font-size:large&amp;quot;&amp;gt;[[User:Kiz|&amp;lt;span style=&amp;quot;color:#B8860B&amp;quot;&amp;gt;Kiz&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;sup&amp;gt;&amp;lt;span style=&amp;quot;font-size:x-small&amp;quot;&amp;gt; ·•· [[User_Talk:Kiz|Talk]] ·•· [[Special:Contributions/Kiz|Contribs]] ·•· [[Special:EmailUser/Kiz|Mail]] ·•·&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt; 19:46, 23 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Actually, there's an existing article at [[SR:Hired Thug]].  Please use the search feature to look for pages before making a request.  Or even just try searching on this page to find the [[#Hired Thugs|previous request]] and previous response. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 19:57, 23 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:The Song of Pelinal|Skyrim:The Song of Pelinal]]===&lt;br /&gt;
&lt;br /&gt;
A page for the series of books, see [[Lore:The Song of Pelinal|Lore:The Song of Pelinal]] you can probably just {Lore:The Song of Pelinal} actually. I have already made all the necessary changes to the book pages (and cleaned them up).&lt;br /&gt;
&lt;br /&gt;
[[User:Krogglidor|&amp;lt;font color='#FF0000'&amp;gt;-&amp;lt;/font&amp;gt;&amp;lt;font color='#E71700'&amp;gt;K&amp;lt;/font&amp;gt;&amp;lt;font color='#D02E00'&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color='#B94500'&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color='#A25C00'&amp;gt;g&amp;lt;/font&amp;gt;&amp;lt;font color='#8B7300'&amp;gt;g&amp;lt;/font&amp;gt;]][[User Talk:Krogglidor|&amp;lt;font color='#738B00'&amp;gt;l&amp;lt;/font&amp;gt;&amp;lt;font color='#5CA200'&amp;gt;i&amp;lt;/font&amp;gt;&amp;lt;font color='#45B900'&amp;gt;d&amp;lt;/font&amp;gt;]][[Special: Contributions/Krogglidor|&amp;lt;font color='#2ED000'&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color='#17E700'&amp;gt;r&amp;lt;/font&amp;gt;]] 08:14, 24 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Actually while you are at it do you think you could make [[Skyrim:Anvil]] redirect to [[Skyrim:Forge]]? There are [[Skyrim:Forelhost|anvils around]] that allow you to forge. (Didn't really see a need to create a new section for such a small matter :/)&lt;br /&gt;
&lt;br /&gt;
:[[User:Krogglidor|&amp;lt;font color='#FF0000'&amp;gt;-&amp;lt;/font&amp;gt;&amp;lt;font color='#E71700'&amp;gt;K&amp;lt;/font&amp;gt;&amp;lt;font color='#D02E00'&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color='#B94500'&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color='#A25C00'&amp;gt;g&amp;lt;/font&amp;gt;&amp;lt;font color='#8B7300'&amp;gt;g&amp;lt;/font&amp;gt;]][[User Talk:Krogglidor|&amp;lt;font color='#738B00'&amp;gt;l&amp;lt;/font&amp;gt;&amp;lt;font color='#5CA200'&amp;gt;i&amp;lt;/font&amp;gt;&amp;lt;font color='#45B900'&amp;gt;d&amp;lt;/font&amp;gt;]][[Special: Contributions/Krogglidor|&amp;lt;font color='#2ED000'&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color='#17E700'&amp;gt;r&amp;lt;/font&amp;gt;]] 11:24, 24 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Done and done. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 14:19, 24 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Thanks. :)&lt;br /&gt;
&lt;br /&gt;
:::[[User:Krogglidor|&amp;lt;font color='#FF0000'&amp;gt;-&amp;lt;/font&amp;gt;&amp;lt;font color='#E71700'&amp;gt;K&amp;lt;/font&amp;gt;&amp;lt;font color='#D02E00'&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color='#B94500'&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color='#A25C00'&amp;gt;g&amp;lt;/font&amp;gt;&amp;lt;font color='#8B7300'&amp;gt;g&amp;lt;/font&amp;gt;]][[User Talk:Krogglidor|&amp;lt;font color='#738B00'&amp;gt;l&amp;lt;/font&amp;gt;&amp;lt;font color='#5CA200'&amp;gt;i&amp;lt;/font&amp;gt;&amp;lt;font color='#45B900'&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color='#2ED000'&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color='#17E700'&amp;gt;r&amp;lt;/font&amp;gt;]][[Special: Contributions/Krogglidor|&amp;lt;font color=pink size=5&amp;gt;♥&amp;lt;/font&amp;gt;]] 00:47, 25 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Creating Pages==&lt;br /&gt;
If you are creating a new Skyrim article in response to a request made on this page, first check whether a talk page has been created.  If appropriate, you may want to simply move the talk page to the article; otherwise, you may want to copy and paste content from the talk page.&lt;br /&gt;
&lt;br /&gt;
If you have no other information to add to the article, simply add the following content:&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;{{Trail}}{{Empty}}&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
If possible, provide a more complete trail, e.g., &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Trail|Creatures}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; on an article about a creature.  Also, try to add a link to the new article on the appropriate parent article, for example, add the new article to [[Skyrim:Creatures]].&lt;/div&gt;</summary>
		<author><name>24.33.141.151</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Ogmund&amp;diff=778790</id>
		<title>Skyrim:Ogmund</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Ogmund&amp;diff=778790"/>
		<updated>2011-11-25T03:32:27Z</updated>

		<summary type="html">&lt;p&gt;24.33.141.151: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Empty|NPC}}&lt;br /&gt;
{{NPC Summary&lt;br /&gt;
|essential=&lt;br /&gt;
|respawn=&lt;br /&gt;
|loc=Ogmund's House&lt;br /&gt;
|race=Nord&lt;br /&gt;
|gender=Male&lt;br /&gt;
|class=Bard&lt;br /&gt;
|faction={{Faction|BardSingerFaction}}; {{Faction|The Reach}}; {{Faction|JobBardFaction}}; {{Faction|Skill Trainer}}; {{Faction|Speechcraft Trainer}}; {{Faction|TownMarkarthFaction}}&lt;br /&gt;
|refid=000198F4&lt;br /&gt;
|baseid=000133AD&lt;br /&gt;
|image=&lt;br /&gt;
|imgdesc=&lt;br /&gt;
|train=[[Skyrim:Speech|Speech]]&lt;br /&gt;
}}&lt;br /&gt;
Ogmund is the resident bard (or as he puts it, &amp;quot;old skald&amp;quot;) at the Silver-Blood Inn in [[sr:Markarth|Markarth]]. He spends most of his time at the Inn or else in his home nearby. He claims to have been very influential amongst Skyrim singers, as his styles and songs are still passed down by teachers to their students at the [[sr:Bards College|Bards College]]. He will perform Age of Agression or the Dragonborn Comes upon request. Also, he is an expert [[sr:Speech|Speech]] trainer.&lt;br /&gt;
&amp;lt;!-- Instructions: Provide an initial sentence summarizing the NPC (race, job, where they live).  Subsequent paragraphs provide additional information about the NPC, such as related NPCs, schedule, equipment, etc.  Note that quest-specific information DOES NOT belong on this page, but instead goes on the appropriate quest page.  Spoilers should be avoided. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Related Quests ==&lt;br /&gt;
* {{Quest Link|Investigate the Bards College}}&lt;br /&gt;
{{Stub|NPC}}&lt;/div&gt;</summary>
		<author><name>24.33.141.151</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Enthir&amp;diff=778787</id>
		<title>Skyrim:Enthir</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Enthir&amp;diff=778787"/>
		<updated>2011-11-25T03:28:00Z</updated>

		<summary type="html">&lt;p&gt;24.33.141.151: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Empty|NPC}}&lt;br /&gt;
{{NPC Summary&lt;br /&gt;
|essential=yes&lt;br /&gt;
|respawn=&lt;br /&gt;
|loc=Hall of Attainment&lt;br /&gt;
|race=Bosmer&lt;br /&gt;
|gender=Male&lt;br /&gt;
|class=Sorcerer&lt;br /&gt;
|faction={{Faction|College of Winterhold|3}}; {{Faction|Winterhold}}; {{Faction|Fence}}; {{Faction|Enthir Services}}&lt;br /&gt;
|refid=0001C1AA&lt;br /&gt;
|baseid=0001C19C&lt;br /&gt;
|image=&lt;br /&gt;
|imgdesc=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
&amp;lt;!-- Instructions: Provide an initial sentence summarizing the NPC (race, job, where they live).  Subsequent paragraphs provide additional information about the NPC, such as related NPCs, schedule, equipment, etc.  Note that quest-specific information DOES NOT belong on this page, but instead goes on the appropriate quest page.  Spoilers should be avoided. --&amp;gt;&lt;br /&gt;
'''Enthir''' is a male Bosmer living on the second floor of the [[Skyrim:Hall of Attainment|Hall of Attainment]], in the [[Skyrim:College of Winterhold|College of Winterhold]].  When meeting him for the first time, he claims to be able to obtain &amp;quot;hard to find&amp;quot; items, and instructs the player to meet him in his quarters to conduct business discreetly.  &lt;br /&gt;
&lt;br /&gt;
He sells mainly mage equipment and supplies, such as staves, robes, scrolls, ingredients, spell books, and soul gems.  He does sell some rare items, such as Daedra Hearts and [[Skyrim:Black Soul Gem|Black Soul Gems]].  He will buy any type of item.&lt;br /&gt;
&lt;br /&gt;
He can also be found at The Frozen Hearth Inn in Winterhold.&lt;br /&gt;
&lt;br /&gt;
NOTE:  When you become Archmage, he will no longer trade items with you.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Instructions: If this NPC is related to any quests, uncomment this section and replace &amp;quot;Quest Name&amp;quot; with the quest's name--&amp;gt;&amp;lt;!--&lt;br /&gt;
== Related Quests ==&lt;br /&gt;
* {{Quest Link|Quest Name}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{Stub|NPC}}&lt;/div&gt;</summary>
		<author><name>24.33.141.151</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Enthir&amp;diff=778785</id>
		<title>Skyrim talk:Enthir</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Enthir&amp;diff=778785"/>
		<updated>2011-11-25T03:26:10Z</updated>

		<summary type="html">&lt;p&gt;24.33.141.151: /* Enthir services? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Enthir services?==&lt;br /&gt;
&lt;br /&gt;
I'm wondering if there are any limits or blocks on Enthir buying and selling, because I can't get him to do either. I didn't talk to him until after I'd become Archmage of the College of Winterhold, so that might be the cause; he always says &amp;quot;nothing illicit going on here, Archmage&amp;quot; when I run into him. --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 14:42, 21 November 2011 (UTC)&lt;br /&gt;
:I'm starting to think that when you become archmage he won't trade with you anymore.  I loaded an old save from before I was archmage, and it took a couple tries, but I got him to open up the trade dialogue.&lt;br /&gt;
It's a shame since he's one of the very few places you can get daedra hearts.  If I had know this before I became archmage I never would have done it. [[Special:Contributions/24.33.141.151|24.33.141.151]] 03:26, 25 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Doesn't Buy/Sell Anything ==&lt;br /&gt;
&lt;br /&gt;
The only conversation option is 'What's not allowed here?', and that doesn't lead to him buying/selling anything.&lt;/div&gt;</summary>
		<author><name>24.33.141.151</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Enthir&amp;diff=778724</id>
		<title>Skyrim talk:Enthir</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Enthir&amp;diff=778724"/>
		<updated>2011-11-25T03:00:35Z</updated>

		<summary type="html">&lt;p&gt;24.33.141.151: /* Doesn't Buy/Sell Anything */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Enthir services?==&lt;br /&gt;
&lt;br /&gt;
I'm wondering if there are any limits or blocks on Enthir buying and selling, because I can't get him to do either. I didn't talk to him until after I'd become Archmage of the College of Winterhold, so that might be the cause; he always says &amp;quot;nothing illicit going on here, Archmage&amp;quot; when I run into him. --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 14:42, 21 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Doesn't Buy/Sell Anything ==&lt;br /&gt;
&lt;br /&gt;
The only conversation option is 'What's not allowed here?', and that doesn't lead to him buying/selling anything.&lt;/div&gt;</summary>
		<author><name>24.33.141.151</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Speech&amp;diff=778667</id>
		<title>Skyrim talk:Speech</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Speech&amp;diff=778667"/>
		<updated>2011-11-25T02:48:47Z</updated>

		<summary type="html">&lt;p&gt;24.33.141.151: /* Training Prices */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Redirect Mercantile Here?==&lt;br /&gt;
Mercantile seems to have been effectively merged with this skill. Should we be creating redirects for skills that have been merged with other skills or have been renamed from their Oblivion version? --[[User:Alpha Kenny Buddy|AKB]] &amp;lt;sup&amp;gt;[[User_talk:Alpha_Kenny_Buddy|Talk]] [[Special:Contributions/Alpha Kenny Buddy|Cont]] [[Special:Emailuser/Alpha Kenny Buddy|Mail]]&amp;lt;/sup&amp;gt; 17:14, 1 October 2011 (UTC)&lt;br /&gt;
:Huh. Nephele has already done that. Still, it's worth discussing if we should be doing this. --[[User:Alpha Kenny Buddy|AKB]] &amp;lt;sup&amp;gt;[[User_talk:Alpha_Kenny_Buddy|Talk]] [[Special:Contributions/Alpha Kenny Buddy|Cont]] [[Special:Emailuser/Alpha Kenny Buddy|Mail]]&amp;lt;/sup&amp;gt; 17:15, 1 October 2011 (UTC)&lt;br /&gt;
::Yes, since people will definitely be searching for them. [[User:Elliot|elliot]]&amp;amp;nbsp;&amp;lt;small&amp;gt;([[User_talk:Elliot|talk]])&amp;lt;/small&amp;gt; 17:20, 1 October 2011 (UTC)&lt;br /&gt;
:::(e/c) Yep, we seem to have had the same idea ;)  My thinking was that it's the easiest way to help Oblivion players looking for information on Mercantile.  And similarly, the Speechcraft redirect helps anyone who hadn't realized the skill name was tweaked.  I don't think there's any downside to doing it -- unless it turns out one of the perks is named 'Mercantile' or there's some other way that Skyrim uses that name, in which case the &amp;quot;proper&amp;quot; Skyrim usage should probably take precedence over a backwards-compatibility redirect.  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 17:22, 1 October 2011 (UTC)&lt;br /&gt;
::::Works for me. Just wanted to make sure we had some kind of agreement on this. --[[User:Alpha Kenny Buddy|AKB]] &amp;lt;sup&amp;gt;[[User_talk:Alpha_Kenny_Buddy|Talk]] [[Special:Contributions/Alpha Kenny Buddy|Cont]] [[Special:Emailuser/Alpha Kenny Buddy|Mail]]&amp;lt;/sup&amp;gt; 17:29, 1 October 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Character Dialogue ==&lt;br /&gt;
I think we should decide how NPC dialogue should be handled (if it hasn't already). In Oblivion it was ok to say &amp;quot;When asked about Bruma Bob will say X&amp;quot; because most NPCs only had a line or two of unique dialogue that was usually about the city they lived in. In Skyrim though, most NPCs have several topics to discuss. Here is a suggestion:&lt;br /&gt;
:'''Alvor'''&lt;br /&gt;
''What can you tell me about Riverwood?'':X&lt;br /&gt;
&lt;br /&gt;
''Can I use your forge?'':Y&lt;br /&gt;
&lt;br /&gt;
''What do you do here?'':Z&lt;br /&gt;
&lt;br /&gt;
This could be in a seperate section of the NPC's page called Dialogue or something like that. Any thoughts? [[User:RIM|RIM]] 17:11, 9 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:How massive is the average amount of dialogue? Personally I don't find fully quoting every dialogue option that useful. If it will be much stuff hiding it on a subpage or into a show/hide box might be worth considering. --[[User:Alfwyn|Alfwyn]] 17:23, 9 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I don't see a reason to handle it differently. We've handled complicated NPC dialogue paths before. If anything, I'm glad that I won't just have to write about an NPC's one unique greeting and topic on their city anymore. Quite honestly, I just thought we'd end up creating a Skyrim NPC Redesign Project, with the same rules and standards as the Oblivion version. I don't see why writing, &amp;quot;Asking Alvor what his current occupation is will have him reply by saying: ''&amp;quot;X&amp;quot;'' Asking him for information on his hometown, [[Skyrim:Riverwood|Riverwood]], will have him reply to your query with: ''&amp;quot;Y&amp;quot;'' Asking him for permission to use his forge will have him  say, ''&amp;quot;Z1&amp;quot;'', if your standing in his eyes is to low. If you are on more friendly terms with Alvor, he will instead say: ''&amp;quot;Z2&amp;quot;''&amp;quot;, would be a problem.&lt;br /&gt;
&lt;br /&gt;
::Essentially, if it isn't broken, why fix it? --[[User:Alpha Kenny Buddy|AKB]] &amp;lt;sup&amp;gt;[[User_talk:Alpha_Kenny_Buddy|Talk]] [[Special:Contributions/Alpha Kenny Buddy|Cont]] [[Special:Emailuser/Alpha Kenny Buddy|Mail]]&amp;lt;/sup&amp;gt; 17:25, 9 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I don't think it's a problem either but it might be better to organise npc dialogue into a section on their page rather than have a huge block of writing,e.g:&lt;br /&gt;
&lt;br /&gt;
:::(basic info)&lt;br /&gt;
&lt;br /&gt;
:::'''Services'''&lt;br /&gt;
&lt;br /&gt;
:::'''Dialogue'''&lt;br /&gt;
&lt;br /&gt;
:::'''Notes'''&lt;br /&gt;
&lt;br /&gt;
:::I don't really mind, it just might look better on the page rather than something like [[Oblivion:Roland Jenseric|this]]. [[User:RIM|RIM]] 17:32, 9 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I used to do this, and it looked rather terrible. More importantly, certain categories blend into one another quite a lot (schedule can effect what someone says, whether they offer services, what they wear, etc.). If Skyrim goes the extra mile with it's NPC complexity as I suspect, the separation will lead to articles becoming either rather redundant, or a confusing mess. The current system is what we've done for the longest time, and I don't see any practical reason to change this. --[[User:Alpha Kenny Buddy|AKB]] &amp;lt;sup&amp;gt;[[User_talk:Alpha_Kenny_Buddy|Talk]] [[Special:Contributions/Alpha Kenny Buddy|Cont]] [[Special:Emailuser/Alpha Kenny Buddy|Mail]]&amp;lt;/sup&amp;gt; 17:55, 9 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::Whatever works best is fine, I was just thinking about the look of the page. If npcs have a lot of dialogue then it might be good to try and break it up just a little, maybe a single line gap or an image somewhere or something like that. Either way I don't really mind how it is handled.[[User:RIM|RIM]] 18:32, 9 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::::::Really complicated NPCs '''do''' get extra sections. See [[Oblivion:Janus Hassildor]] as an example. My point is, we only do this for VINPCs, the main or major characters. --[[User:Alpha Kenny Buddy|AKB]] &amp;lt;sup&amp;gt;[[User_talk:Alpha_Kenny_Buddy|Talk]] [[Special:Contributions/Alpha Kenny Buddy|Cont]] [[Special:Emailuser/Alpha Kenny Buddy|Mail]]&amp;lt;/sup&amp;gt; 18:34, 9 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::::Some NPCs have tabled dialogue, although the only current example is in a sandbox being tabled. And that looks better for much more than normal amounts of dialogue, the NPC is sheogorath. And i'd say that it looks an improvement for the VINPCs. Normal NPCs should be treated, as well, normal. Until at such point during our almost inevitable SRNPCRP we decide to change it. I will also reiterate that &amp;quot;if it's not broke don't fix it&amp;quot;. With the tag line of look into the tables and try it in a preview if you think it may look better :) --&amp;lt;span style=&amp;quot;font-size:large&amp;quot;&amp;gt;[[User:Kiz|&amp;lt;span style=&amp;quot;color:#B8860B&amp;quot;&amp;gt;Kiz&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;sup&amp;gt;&amp;lt;span style=&amp;quot;font-size:x-small&amp;quot;&amp;gt; ·•· [[User_Talk:Kiz|Talk]] ·•· [[Special:Contributions/Kiz|Contribs]] ·•· [[Special:EmailUser/Kiz|Mail]] ·•·&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt; 18:42, 9 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Flames spell won't unequip for brawl ==&lt;br /&gt;
So I can't brawl because I can't play unarmed at all. The flames spell seems to have no way to get it off my right Han. Even using something else and then getting rid of that item just reverts to flames instead of bare hands.[[Special:Contributions/68.200.239.165|68.200.239.165]] 13:30, 13 November 2011 (UTC)otakun&lt;br /&gt;
&lt;br /&gt;
== Accurate info about speech challenges? ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;These Speech Challenges will be provided as options during certain dialogues, along with the percentage chance of success.&amp;quot;   I don't recall percentages being in the game. Am I correct?&lt;br /&gt;
[[User:Vontos|Vontos]] 09:06, 15 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I removed the following text from that section &amp;quot;, along with the percentage chance of success.  You can choose whether or not to accept the challenge, but a failed challenge cannot be retried.&amp;quot; because it is incorrect. I also removed &amp;quot;(This is pretty much guaranteed success with the Khajiit race considering they have extra unarmed damage compared to other races)&amp;quot; as player skill, level and difficulty setting have more effect than your choice of race. [[User:Kai Heilos|Kai Heilos]] 00:36, 22 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Free skill boost ==&lt;br /&gt;
Not really sure where to put this but if you jump from the top of Red Valley Redoubt, the forsworn's main fortress, and land on the lower cliff level, use become ethereal to survive, a ghost of a bard will appear and tell you that it has been a long time since anybody survived the jump. After that he will vanish and your speech skill will increase.[[User:RIM|RIM]] 14:16, 15 November 2011 (UTC)&lt;br /&gt;
Nice info.  I never even thought to use become ethereal to survive long falls.&lt;br /&gt;
&lt;br /&gt;
== Training Prices ==&lt;br /&gt;
&lt;br /&gt;
I noticed that the price for training speech from the novice trainer was your skill level X10, plus 50.  For instance if your level was 45, the cost would be 500.  However when that trainer could not teach me anymore, I went to the bard's college to use the trainer there, only to find out the cost had jumped to 1800 something.  I thought that maybe it was because I wasn't a member of the college, so I finished that whole questline, but the price stayed the same.&lt;br /&gt;
&lt;br /&gt;
Is this common for all trainers?  I tried looking for info on training skills, but the wiki only lists skill trainers and their locations, and doesn't mention price.  [[Special:Contributions/24.33.141.151|24.33.141.151]] 02:48, 25 November 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>24.33.141.151</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Speech&amp;diff=778660</id>
		<title>Skyrim talk:Speech</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Speech&amp;diff=778660"/>
		<updated>2011-11-25T02:45:25Z</updated>

		<summary type="html">&lt;p&gt;24.33.141.151: /* Free skill boost */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Redirect Mercantile Here?==&lt;br /&gt;
Mercantile seems to have been effectively merged with this skill. Should we be creating redirects for skills that have been merged with other skills or have been renamed from their Oblivion version? --[[User:Alpha Kenny Buddy|AKB]] &amp;lt;sup&amp;gt;[[User_talk:Alpha_Kenny_Buddy|Talk]] [[Special:Contributions/Alpha Kenny Buddy|Cont]] [[Special:Emailuser/Alpha Kenny Buddy|Mail]]&amp;lt;/sup&amp;gt; 17:14, 1 October 2011 (UTC)&lt;br /&gt;
:Huh. Nephele has already done that. Still, it's worth discussing if we should be doing this. --[[User:Alpha Kenny Buddy|AKB]] &amp;lt;sup&amp;gt;[[User_talk:Alpha_Kenny_Buddy|Talk]] [[Special:Contributions/Alpha Kenny Buddy|Cont]] [[Special:Emailuser/Alpha Kenny Buddy|Mail]]&amp;lt;/sup&amp;gt; 17:15, 1 October 2011 (UTC)&lt;br /&gt;
::Yes, since people will definitely be searching for them. [[User:Elliot|elliot]]&amp;amp;nbsp;&amp;lt;small&amp;gt;([[User_talk:Elliot|talk]])&amp;lt;/small&amp;gt; 17:20, 1 October 2011 (UTC)&lt;br /&gt;
:::(e/c) Yep, we seem to have had the same idea ;)  My thinking was that it's the easiest way to help Oblivion players looking for information on Mercantile.  And similarly, the Speechcraft redirect helps anyone who hadn't realized the skill name was tweaked.  I don't think there's any downside to doing it -- unless it turns out one of the perks is named 'Mercantile' or there's some other way that Skyrim uses that name, in which case the &amp;quot;proper&amp;quot; Skyrim usage should probably take precedence over a backwards-compatibility redirect.  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 17:22, 1 October 2011 (UTC)&lt;br /&gt;
::::Works for me. Just wanted to make sure we had some kind of agreement on this. --[[User:Alpha Kenny Buddy|AKB]] &amp;lt;sup&amp;gt;[[User_talk:Alpha_Kenny_Buddy|Talk]] [[Special:Contributions/Alpha Kenny Buddy|Cont]] [[Special:Emailuser/Alpha Kenny Buddy|Mail]]&amp;lt;/sup&amp;gt; 17:29, 1 October 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Character Dialogue ==&lt;br /&gt;
I think we should decide how NPC dialogue should be handled (if it hasn't already). In Oblivion it was ok to say &amp;quot;When asked about Bruma Bob will say X&amp;quot; because most NPCs only had a line or two of unique dialogue that was usually about the city they lived in. In Skyrim though, most NPCs have several topics to discuss. Here is a suggestion:&lt;br /&gt;
:'''Alvor'''&lt;br /&gt;
''What can you tell me about Riverwood?'':X&lt;br /&gt;
&lt;br /&gt;
''Can I use your forge?'':Y&lt;br /&gt;
&lt;br /&gt;
''What do you do here?'':Z&lt;br /&gt;
&lt;br /&gt;
This could be in a seperate section of the NPC's page called Dialogue or something like that. Any thoughts? [[User:RIM|RIM]] 17:11, 9 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:How massive is the average amount of dialogue? Personally I don't find fully quoting every dialogue option that useful. If it will be much stuff hiding it on a subpage or into a show/hide box might be worth considering. --[[User:Alfwyn|Alfwyn]] 17:23, 9 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I don't see a reason to handle it differently. We've handled complicated NPC dialogue paths before. If anything, I'm glad that I won't just have to write about an NPC's one unique greeting and topic on their city anymore. Quite honestly, I just thought we'd end up creating a Skyrim NPC Redesign Project, with the same rules and standards as the Oblivion version. I don't see why writing, &amp;quot;Asking Alvor what his current occupation is will have him reply by saying: ''&amp;quot;X&amp;quot;'' Asking him for information on his hometown, [[Skyrim:Riverwood|Riverwood]], will have him reply to your query with: ''&amp;quot;Y&amp;quot;'' Asking him for permission to use his forge will have him  say, ''&amp;quot;Z1&amp;quot;'', if your standing in his eyes is to low. If you are on more friendly terms with Alvor, he will instead say: ''&amp;quot;Z2&amp;quot;''&amp;quot;, would be a problem.&lt;br /&gt;
&lt;br /&gt;
::Essentially, if it isn't broken, why fix it? --[[User:Alpha Kenny Buddy|AKB]] &amp;lt;sup&amp;gt;[[User_talk:Alpha_Kenny_Buddy|Talk]] [[Special:Contributions/Alpha Kenny Buddy|Cont]] [[Special:Emailuser/Alpha Kenny Buddy|Mail]]&amp;lt;/sup&amp;gt; 17:25, 9 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I don't think it's a problem either but it might be better to organise npc dialogue into a section on their page rather than have a huge block of writing,e.g:&lt;br /&gt;
&lt;br /&gt;
:::(basic info)&lt;br /&gt;
&lt;br /&gt;
:::'''Services'''&lt;br /&gt;
&lt;br /&gt;
:::'''Dialogue'''&lt;br /&gt;
&lt;br /&gt;
:::'''Notes'''&lt;br /&gt;
&lt;br /&gt;
:::I don't really mind, it just might look better on the page rather than something like [[Oblivion:Roland Jenseric|this]]. [[User:RIM|RIM]] 17:32, 9 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I used to do this, and it looked rather terrible. More importantly, certain categories blend into one another quite a lot (schedule can effect what someone says, whether they offer services, what they wear, etc.). If Skyrim goes the extra mile with it's NPC complexity as I suspect, the separation will lead to articles becoming either rather redundant, or a confusing mess. The current system is what we've done for the longest time, and I don't see any practical reason to change this. --[[User:Alpha Kenny Buddy|AKB]] &amp;lt;sup&amp;gt;[[User_talk:Alpha_Kenny_Buddy|Talk]] [[Special:Contributions/Alpha Kenny Buddy|Cont]] [[Special:Emailuser/Alpha Kenny Buddy|Mail]]&amp;lt;/sup&amp;gt; 17:55, 9 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::Whatever works best is fine, I was just thinking about the look of the page. If npcs have a lot of dialogue then it might be good to try and break it up just a little, maybe a single line gap or an image somewhere or something like that. Either way I don't really mind how it is handled.[[User:RIM|RIM]] 18:32, 9 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::::::Really complicated NPCs '''do''' get extra sections. See [[Oblivion:Janus Hassildor]] as an example. My point is, we only do this for VINPCs, the main or major characters. --[[User:Alpha Kenny Buddy|AKB]] &amp;lt;sup&amp;gt;[[User_talk:Alpha_Kenny_Buddy|Talk]] [[Special:Contributions/Alpha Kenny Buddy|Cont]] [[Special:Emailuser/Alpha Kenny Buddy|Mail]]&amp;lt;/sup&amp;gt; 18:34, 9 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::::Some NPCs have tabled dialogue, although the only current example is in a sandbox being tabled. And that looks better for much more than normal amounts of dialogue, the NPC is sheogorath. And i'd say that it looks an improvement for the VINPCs. Normal NPCs should be treated, as well, normal. Until at such point during our almost inevitable SRNPCRP we decide to change it. I will also reiterate that &amp;quot;if it's not broke don't fix it&amp;quot;. With the tag line of look into the tables and try it in a preview if you think it may look better :) --&amp;lt;span style=&amp;quot;font-size:large&amp;quot;&amp;gt;[[User:Kiz|&amp;lt;span style=&amp;quot;color:#B8860B&amp;quot;&amp;gt;Kiz&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;sup&amp;gt;&amp;lt;span style=&amp;quot;font-size:x-small&amp;quot;&amp;gt; ·•· [[User_Talk:Kiz|Talk]] ·•· [[Special:Contributions/Kiz|Contribs]] ·•· [[Special:EmailUser/Kiz|Mail]] ·•·&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt; 18:42, 9 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Flames spell won't unequip for brawl ==&lt;br /&gt;
So I can't brawl because I can't play unarmed at all. The flames spell seems to have no way to get it off my right Han. Even using something else and then getting rid of that item just reverts to flames instead of bare hands.[[Special:Contributions/68.200.239.165|68.200.239.165]] 13:30, 13 November 2011 (UTC)otakun&lt;br /&gt;
&lt;br /&gt;
== Accurate info about speech challenges? ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;These Speech Challenges will be provided as options during certain dialogues, along with the percentage chance of success.&amp;quot;   I don't recall percentages being in the game. Am I correct?&lt;br /&gt;
[[User:Vontos|Vontos]] 09:06, 15 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I removed the following text from that section &amp;quot;, along with the percentage chance of success.  You can choose whether or not to accept the challenge, but a failed challenge cannot be retried.&amp;quot; because it is incorrect. I also removed &amp;quot;(This is pretty much guaranteed success with the Khajiit race considering they have extra unarmed damage compared to other races)&amp;quot; as player skill, level and difficulty setting have more effect than your choice of race. [[User:Kai Heilos|Kai Heilos]] 00:36, 22 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Free skill boost ==&lt;br /&gt;
Not really sure where to put this but if you jump from the top of Red Valley Redoubt, the forsworn's main fortress, and land on the lower cliff level, use become ethereal to survive, a ghost of a bard will appear and tell you that it has been a long time since anybody survived the jump. After that he will vanish and your speech skill will increase.[[User:RIM|RIM]] 14:16, 15 November 2011 (UTC)&lt;br /&gt;
Nice info.  I never even thought to use become ethereal to survive long falls.&lt;/div&gt;</summary>
		<author><name>24.33.141.151</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Smithing&amp;diff=778645</id>
		<title>Skyrim talk:Smithing</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Smithing&amp;diff=778645"/>
		<updated>2011-11-25T02:41:18Z</updated>

		<summary type="html">&lt;p&gt;24.33.141.151: /* Smithing Master Quest */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Create page ==&lt;br /&gt;
I saw that Elliot said we could create pages, but it still says that I'm not allowed. If it is only for Administraters or patrollers etc. I'm sorry. But if someone wants to create a pickpocketing page, I have a list of all the perks for it on my User page. Thanks. [[User:RIM|RIM]] 19:45, 25 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It's on a blacklist at the moment. Elliot is on about removing it so it's just that anons can't create and edit (i think) and think under 'Skyrim'. It is only Admins at the moment though. --&amp;lt;span style=&amp;quot;font-size:large&amp;quot;&amp;gt;[[User:Kiz|&amp;lt;span style=&amp;quot;color:#B8860B&amp;quot;&amp;gt;Kiz&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;sup&amp;gt;&amp;lt;span style=&amp;quot;font-size:x-small&amp;quot;&amp;gt; ·•· [[User_Talk:Kiz|Talk]] ·•· [[Special:Contributions/Kiz|Contribs]] ·•· [[Special:EmailUser/Kiz|Mail]] ·•·&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt; 20:06, 25 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Thanks:), I have the perk tree for pickpocketing too so if anybody needs it it can be copied and pasted from me. [[User:RIM|RIM]] 20:09, 25 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Verifying the 'Custom items' statement ==&lt;br /&gt;
&lt;br /&gt;
On the page, it claims that hides can be used to customize your items, and I'd like to know an official source for this before I start telling people about it. UESP is usually  very professional, but seeing as how there is very little information about the game so far, and the source for this info isn't cited on the page, I'd like to know where the person who added it got this information from. {{unsigned|76.20.221.160|9 October 2011}}&lt;br /&gt;
&lt;br /&gt;
:First, as the banner at the top of the article says, all information is preliminary and subject to change.   The only way to be completely certain about any game facts is to wait until the game is released.&lt;br /&gt;
:The statement about using hides is a summary of several statements I've seen about how Smithing works.  For example, [http://www.videogamer.com/xbox360/the_elder_scrolls_v_skyrim/preview-3152.html a Videogamer preview] says:&lt;br /&gt;
::&amp;quot;''Kill a wolf, for example, and you can skin him for his hide, which you can then take to a tannery and turn into leather to use as material to design leather-hilted axes and daggers.''&amp;quot;&lt;br /&gt;
:If you prefer hard-copy sources, the PC Gamer Skyrim article says, in reference to &amp;quot;an animal hide&amp;quot; found at a crafting station:&lt;br /&gt;
::&amp;quot;''... here you'd take leather and make leather strips... you'd then use leather strips to make your own swords and stuff like that.''&amp;quot;&lt;br /&gt;
:It also says:&lt;br /&gt;
::&amp;quot;''You could get other items from the tanning rack and combine them all to create weapons and armor''.&amp;quot;&lt;br /&gt;
:--[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 03:46, 12 October 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Sword Sharpening ==&lt;br /&gt;
&lt;br /&gt;
I understand weapons and armor do not degrade, but if you can sharpen your blades does that mean they become dull after a while of fighting, or does it just increase the damage one time depending on your skill level. Thanks.[[User:Apod|Apod]] 18:44, 2 November 2011 (UTC)&lt;br /&gt;
:No, they just stay at that level until you improve them further. Then when you're smithing skill improves, you can improve your weapons even more and they will never degrade below that new level and so on until your weapon is at the highest improved level possible.[[User:RIM|RIM]] 19:05, 2 November 2011 (UTC)&lt;br /&gt;
::In that case would the swords spawn with a set dullness/sharpness or start at a zero percent until your character brings it to the grind stone. [[User:Apod|Apod]] 21:04, 2 November 2011 (UTC)&lt;br /&gt;
:::Let's say you find a steel longsword that does 10 damage, it will be at 100% health and it will never degrade any further. Then you can sharpen it to 110% and now it will never degrade below 110% health and it will do more damage. Then you can sharpen it to 120%(if you are skilled enough) and then 130% and so on. Once you sharpen it, it will never degrade below it's new level so basically you permanently increase it's damage and health. I don't know if you can find weapons that have already been sharpened though.[[User:RIM|RIM]] 12:50, 4 November 2011 (UTC)&lt;br /&gt;
:::: Ah, yeah I understand now, it's similar to being an expert armorer in oblivion when you could raise the condition past 100%. Thank you for your help. One more week... [[User:Apod|Apod]] 20:44, 4 November 2011 (UTC)&lt;br /&gt;
:::::Except they've taken weapon condition out of the game entirely.  Weapons and armor simply no longer have &amp;quot;condition&amp;quot;.  They have quality levels now instead.  Item durability/health is not a part of this game. [[Special:Contributions/24.237.190.24|24.237.190.24]] 18:33, 16 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Maces sharpenning? ==&lt;br /&gt;
&lt;br /&gt;
I'm wondering, can we also upgrade maces and warhammers at a grindstone? It wouldn't really make sense but on the other hand it would mean that we can't upgrade these weapons. Or do we have to do it at a workbench?{{unsigned|77.84.51.169|18:36, 5 November 2011}}&lt;br /&gt;
:You can sharpen any weapon. Maces usually kill by causing a large impact to organs or other important areas such as blood vessels with effects such as internal bleeding but by sharpening it the mace might cause puncture wounds resulting in blood loss. Workbenches are for improving armour.[[User:RIM|RIM]] 20:52, 5 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:“Sharpening” a mace might be improving the flanges (i.e. the bit on the side that help to focuses the impact) or improving the weighting (again increasing how much damage it courses) rather than literally sharpening it.&lt;br /&gt;
&lt;br /&gt;
:You can sharpen bows as well. :) --[[Special:Contributions/86.9.123.15|86.9.123.15]] 03:48, 20 November 2011 (UTC)&lt;br /&gt;
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== There is only one rank of every perk. ==&lt;br /&gt;
&lt;br /&gt;
None of them have two ranks. Not a single one. Why, when I try to change this, does someone change it back? Look at the images from all of the prerelease gameplay floating around. 1 rank of each Smithing perk. Whoever is keeping this charade of two ranks a piece is perpetuating a falsehood with malice aforethought. Stop it! [[Special:Contributions/97.103.109.193|97.103.109.193]] 02:49, 6 November 2011 (UTC)&lt;br /&gt;
:The only reliable sources that I've seen show two ranks for each perk.  Although it's very possible that it's been changed since the beta version of the game, we'll have to wait for the game is actually released to confirm that.  Any other information that you're seeing right now is from a pirated version of the game, which is not a reliable source.  I'd rather perpetuate beta-version information than perpetuate illegal information.&lt;br /&gt;
:Also, I'm not sure what you mean by &amp;quot;Why, when I try to change this, does someone change it back?&amp;quot;.  The [http://www.uesp.net/w/index.php?title=Skyrim:Smithing&amp;amp;action=history edit history] of the page does not show any edit, ever, where the number of ranks was changed for any of the perks.  Furthermore, none of the edits that you've made to any of the skill pages has been undone. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 03:10, 6 November 2011 (UTC)&lt;br /&gt;
::1 as in O-N-E rank for all the smithing perks. {{uns|91.113.8.202|12:35, 6 November 2011}}&lt;br /&gt;
:::There are two ranks for them as for as official sources have shown. We are sticking with official sources for now. --&amp;lt;span style=&amp;quot;font-size:large&amp;quot;&amp;gt;[[User:Kiz|&amp;lt;span style=&amp;quot;color:#B8860B&amp;quot;&amp;gt;Kiz&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;sup&amp;gt;&amp;lt;span style=&amp;quot;font-size:x-small&amp;quot;&amp;gt; ·•· [[User_Talk:Kiz|Talk]] ·•· [[Special:Contributions/Kiz|Contribs]] ·•· [[Special:EmailUser/Kiz|Mail]] ·•·&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt; 12:54, 6 November 2011 (UTC)&lt;br /&gt;
::::It's one rank per perk according to all people that have had a &amp;quot;hands-on&amp;quot; game. If the official information says otherwise, then it is just bogus. The version that has been made available illegally is also the retail version, not a beta. {{uns|Loufoque|13:17, 6 November 2011}}&lt;br /&gt;
:::::My neighbor is a reviewer and has an official copy of the game for the Xbox. One rank per perk. [[Special:Contributions/174.109.111.197|174.109.111.197]] 18:44, 8 November 2011 (UTC)&lt;br /&gt;
{{od}}Well, we'll update it as soon as he posts a review with this information in it. Or, better yet, when the game is released this Friday. --[[User:Alpha Kenny Buddy|AKB]] &amp;lt;sup&amp;gt;[[User_talk:Alpha_Kenny_Buddy|Talk]] [[Special:Contributions/Alpha Kenny Buddy|Cont]] [[Special:Emailuser/Alpha Kenny Buddy|Mail]]&amp;lt;/sup&amp;gt; 18:48, 8 November 2011 (UTC)&lt;br /&gt;
:::::Skyrim broke street date in Australia yesterday (final release). I confirm there is only one rank per smithing perk. Updated accordingly. Back to gaming... --[[User:Alienangel|Alienangel]] 11 November 2011&lt;br /&gt;
::&amp;quot;Illegal information.&amp;quot; oO --[[Special:Contributions/188.109.121.159|188.109.121.159]] 22:52, 22 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Power Leveling Section ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Power leveling Theory&lt;br /&gt;
&lt;br /&gt;
Continually switch forges, buy out all iron ignots and leather strips, then produce as many iron daggers as possible and sell the daggers back to the forge master. Keep doing this at every forge possible and you will easily level up smithing. For those with less money, you may mine your own iron ore, but it is less effective, as it slows time.&lt;br /&gt;
&lt;br /&gt;
Hunt animals for hides, process these into leather and leather strips at a tanning rack, then use the forge to craft leather bracers. Enchant bracers to level enchanting at the same time. Sell to level speech and make some gold.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Is this section really necessary? I mean, it's pretty obvious that you would level your smithing faster by getting items and crafting them into things. The only thing it really tells me is that Iron Daggers and Leather Bracers are some of the best possible options. But I don't see a Power Leveling section on Enchanting or Alchemy, let alone on any pages in Oblivion for those skills.&lt;br /&gt;
&lt;br /&gt;
If anything I'd expect a page like this: http://www.uesp.net/wiki/Oblivion:Increasing_Skills to be started on instead of putting the leveling tips on each page as it makes it easier to find and leaves the skill pages for explaining the hard facts about the skills instead of suggestions and such [[Special:Contributions/76.115.250.108|76.115.250.108]] 12:15, 13 November 2011 (UTC)&lt;br /&gt;
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It's not even that good of a method of power leveling your smithing. If you are willing to use a bit of alteration magic, get yourself transmute. Then upgrade all your iron ore into gold ore, and from there smelt that down to gold ingots that you then use in the forge to create gold rings. This way not only will you be working on your smithing, but your alteration too. You'll also net a profit in the end. Of course this method is a bit mana intensive, meaning that if you haven't upped your magic reserves at all, you'll only be able to cast transmute once before needing to let your pool recharge. Sort of annoying if you consider that you have to cast the smell 4 times to get enough gold ore for a single ingot. [[User:Syntic|Syntic]] 13:01, 13 November 2011 (UTC)&lt;br /&gt;
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:I agree, so I removed it and added a section to the &amp;quot;Notes&amp;quot; about this method, because it is the fastest. [[User:Baron|Baron]] 01:47, 14 November 2011 (UTC)&lt;br /&gt;
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== Rings vs Necklaces? ==&lt;br /&gt;
&lt;br /&gt;
It says in the notes section that one ingot is used for necklaces and rings, but it doesn't say that you get two rings with one ingot. I just started the game so have only been able to make silver jewelry, but the value of the two rings added together is the same as the value of the necklace, so is this statement even true, let alone necessary?  If someone who knows what they are doing could remove that statement, or edit it to reflect the truth, I'm afraid I don't know how... [[Special:Contributions/24.9.7.137|24.9.7.137]] 06:04, 15 November 2011 (UTC)&lt;br /&gt;
:That note needs to be removed, the one ingot for two rings is the same as the necklace. As well as the fact two rings is twice the objects you can enchant ;) [[Special:Contributions/75.150.195.86|75.150.195.86]] 15:04, 14 November 2011 (UTC)&lt;br /&gt;
::Not sure why neither of you removed it if you felt it should be removed, but I went ahead and got rid of it. [[User:Baron|Baron]] 17:04, 14 November 2011 (UTC)&lt;br /&gt;
:::Thanks Baron, when I tried to do it yesterday I couldn't get the edit screen to show me any text I could edit, when I looked again just now, it was all there. weird. [[Special:Contributions/24.9.7.137|24.9.7.137]] 06:04, 15 November 2011 (UTC)&lt;br /&gt;
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== Any qualities beyond Legendary? ==&lt;br /&gt;
&lt;br /&gt;
Have smithing maxed at 100 (like a BAWS)&lt;br /&gt;
&lt;br /&gt;
Can smithing improvement gloves/etc. be used to create anything better than legendary?&lt;br /&gt;
&lt;br /&gt;
:Legendary is the highest quality. [[User:Baron|Baron]] 12:14, 15 November 2011 (UTC)&lt;br /&gt;
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you can continue to improve the att/def of items with plus smithing enchants and potions after 100. &lt;br /&gt;
Works on Armor Hand Neck and Ring. Active effects list ring x3 instead of each piece of gear. i only had one potion of 20% so dont know if more can be added or stronger potion. Glass Armor with +100% went to 90 Def. legomike&lt;br /&gt;
:My alchemy skill and perks have me making 71% potions. And there are stock potions for 50%+ in the game. [[Special:Contributions/24.156.216.144|24.156.216.144]] 14:14, 19 November 2011 (UTC)&lt;br /&gt;
::Smithing upgrades seem to have a cap somewhere around 230 skill, can anyone confirm exactly where? Or perhaps the values do not scale linearly? -[[Special:Contributions/91.153.22.204|91.153.22.204]] 18:17, 23 November 2011 (UTC)&lt;br /&gt;
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== Effects for improving weapons? ==&lt;br /&gt;
&lt;br /&gt;
I see someone added columns to the chart showing the amount of bonus given to torso armor and the other pieces. Does anyone have any data on the amount of bonus given to weapons? Is it different for daggers, maces, warhammers, bows, etc? --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 18:14, 15 November 2011 (UTC)&lt;br /&gt;
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== daedra hearts ==&lt;br /&gt;
&lt;br /&gt;
Anyone find a somewhat steady supply for daedra hearts to craft daedric items?&lt;br /&gt;
other than ingrediant merchants that is. If there is some way to get them possibly put it in the notes section&lt;br /&gt;
JJ Lopez&lt;br /&gt;
&lt;br /&gt;
:The Azura's Star quest line gives you 3-5 Daedra Hearts, as well as the ingredient vendors as you mentioned. [[User:Baron|Baron]] 08:01, 16 November 2011 (UTC)&lt;br /&gt;
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:Enthir at the college of Winterhold sells two Daedra heart at a time and restocks about every two days. You can find him either in the courtyard of the college or in his room in the Hall of Attainment second level.  - Simnos.&lt;br /&gt;
::Also at the College of Winterhold you can use the Atronach Forge down the midden to create them; if I remember what I read correctly it requires a black soul gem and a human heart. Of course, neither of those is exactly common so I don't know if it's worth doing. --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 19:23, 19 November 2011 (UTC)&lt;br /&gt;
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== Which branch to take ==&lt;br /&gt;
&lt;br /&gt;
Should the note about going up the right side be edited? Yes the right side has stronger armor, however it is all heavy armor. For a light armor type person like myself, the left tree was a much better choice. Just a thought.&lt;br /&gt;
&lt;br /&gt;
:There's no reason to use Light Armor over Heavy Armor. Once you get the Weightless perk for Heavy Armor it is better in every way than Light Armor, unfortunately. Also, as the note says, going up the right side gives you access to Daedric weapons, which at their base are better than Glass weapons. [[User:Baron|Baron]] 07:59, 16 November 2011 (UTC)&lt;br /&gt;
::I disagree with this statement, Baron. If you're a sneaky type (at least a GOOD sneaky type), you won't get hit enough to ever level your heavy armor skill to the necessary 70 to get the Weightless perk. Until then it'll make more noise than light and seriously impact your carrying capacity due to the increased weight. For a combat character I'd agree, heavy &amp;gt; light armor. --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 15:49, 17 November 2011 (UTC)&lt;br /&gt;
::The Wind Walker perk is also quite usefull --Lex 23:20, 18 November 2011 (UTC+1)&lt;br /&gt;
:Isn't it also untrue that the right side is all Heavy Armor? The strongest Light Armor smithing is Dragon Smithing. [[Special:Contributions/81.233.217.129|81.233.217.129]] 08:26, 16 November 2011 (UTC)&lt;br /&gt;
::Dragon Smithing is both heavy armor and light armor. [[User:Baron|Baron]] 08:34, 16 November 2011 (UTC)&lt;br /&gt;
:::My personal belief is that the answer to the question &amp;quot;what is your character using?&amp;quot; is also the answer to which path to take, if you're only going to take one. However, I will say that the left path produces substandard weaponry in the long run. Glass weapons are good, but they just don't compare to ebony or daedric. I went the right path but also took elven smithing because elven weapons are slightly better than dwarven and quite a bit better than orcish.--[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 19:31, 19 November 2011 (UTC)&lt;br /&gt;
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== Fortify Smithing ==&lt;br /&gt;
&lt;br /&gt;
Does this effect increase the statistics of an item when you make it or does it just increase the improvements made at the grindstone and workbench? [[User:Olioster|Olioster]] 15:39, 17 November 2011 (UTC)&lt;br /&gt;
:I &amp;lt;i&amp;gt;think&amp;lt;/i&amp;gt; it increases your effective skill. Another site has a chart for the improvements that goes well beyond 100 smithing skill, and shows higher improvements at higher skill levels. I have no idea how far it goes. However, I will say this much: when my first character reached 100 smithing, I made and improved an Ebony Mace for myself, since the damage for the ebony was the same as the daedric. I had a necklace that added 12% to smithing, but didn't use it then. Later, when I was making a Daedric War Axe, I had disenchanted that necklace, enchanted another as well as two pieces of leather armor to 8% each, and used all of those plus a smithing potion for the improvement. When I did, I discovered that I could improve the ebony mace yet again, to higher than it was before. There is definitely some category higher than 100 smithing. --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 15:53, 17 November 2011 (UTC)&lt;br /&gt;
::Yes, even if the item is Legendary quality, it can still be improved upon, and there does not appear to be a cap on how far the improvement can go, so potions and enchantments that fortify smithing, perks and smithing skill can combine to make weapons and armor that have exorbitant stats. In theory, a character that perks heavily into crafting can make some of the highest rated weapons and armor possible, through fortified enchantments, fortified potions and max smithing perks and skill. There's also a cross-crafting exploit with enchanting and alchemy that could potentially push the smithing improvements beyond game breaking limits. [[Special:Contributions/24.156.216.144|24.156.216.144]] 14:10, 19 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
To directly answer your question, it only affects improvements made at the grindstone/workbench.  Items stats can also be increased with fortify smithing enchants/potions, though the name will remain legendary.&lt;br /&gt;
&lt;br /&gt;
== Materials  ==&lt;br /&gt;
&lt;br /&gt;
It might be useful to provide a list of what crafting items correspond to which item types&lt;br /&gt;
i.e.&lt;br /&gt;
Leather to Hide Armour&lt;br /&gt;
Iron Ingot to Iron Armour&lt;br /&gt;
Steel Ingot to Steel Armour&lt;br /&gt;
Refined Malachite for Glass...&lt;br /&gt;
etc.&lt;br /&gt;
&lt;br /&gt;
== Steel Smithing ==&lt;br /&gt;
&lt;br /&gt;
I recently aquired the steel smithing perk and am unable to smith steel...does anyone else have this problem? How do I fix this?  I have reached level 30 smithing.&lt;br /&gt;
&lt;br /&gt;
[[Special:Contributions/216.167.237.76|216.167.237.76]] 01:09, 21 November 2011 (UTC)confused smith[[Special:Contributions/216.167.237.76|216.167.237.76]] 01:09, 21 November 2011 (UTC)&lt;br /&gt;
:At a guess, you either didn't confirm the selection of the perk (in which case you don't actually have it yet, I did that once, open your skills and see if you have any unspent perks) or you are lacking one or more materials to make it. If you have the perk, there should be a category at the forge interface named Steel. If you're lacking materials then the choices will be greyed out. --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 16:30, 22 November 2011 (UTC)&lt;br /&gt;
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== Legendary pt. 2/3/4/5/etc ==&lt;br /&gt;
&lt;br /&gt;
Apparently (according to other wiki's and my personal experience), there are more than one tiers of Legendary. I have 100 smithing and the correct perks, and I was able to upgrade my legendary daedric sword to legendary (but two damage points higher) by wearing 20% boost smithing gauntlets... Somebody with the construction kit look into this. [[User:Stouf761|Stouf761]] 14:04, 21 November 2011 (UTC)&lt;br /&gt;
:Not out just yet, but yes there are tier(s) above basic Legendary. I've got two 12% smithing items and two 10% smithing items, which allow some nice improvement. Tossing a 40-50% potion on top of those allows still more improvement. I'm just not sure if the data table on the other wiki is correct. --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 18:50, 21 November 2011 (UTC)&lt;br /&gt;
::That's true, look up some crazy smithing and enchanting videos - you can boost a Daedric dagger to 100 dmg or more. The limit is very high and you can boost smithing via potions and enchanting armor. --[[Special:Contributions/147.251.215.82|147.251.215.82]] 20:09, 21 November 2011 (UTC)&lt;br /&gt;
:::I'd don't believe it would be possible to boost a dagger's damage to 100.  I've got 100 smithing and about 60% fortify smithing items, plus a 30% potion, and I could only get a glass SWORD to 40 damage.&lt;br /&gt;
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== SIDES IN SMITHING ==&lt;br /&gt;
&lt;br /&gt;
i was wondering, your choice is smithing (right-left), is permanent..?i mean if u choose heavy than u cant smith light and the opposite???&lt;br /&gt;
:If you start taking heavy armor smithing perks, they wont stop you from gaining light armor smithing perks later {{FC|purple|[[User:Andil the mage|Andil the mage]] 19:19, 23 November 2011 (UTC)}}&lt;br /&gt;
::You can get both...did it myself.  It's not very wise to waste the perk points though, so I'd just pick one and stick with it.  No respending perk points, so only if you're playing the PC version can you remove/add perks through the console.&lt;br /&gt;
&lt;br /&gt;
== Random armor/weapon loot ==&lt;br /&gt;
&lt;br /&gt;
Just curiosity on my part here: has anyone randomly found any pieces of daedric armor or weaponry aside from arrows? If so, how much and what level were you? My orc is level 44, and I haven't seen a single piece of daedric yet as random loot. I've found a few pieces of ebony armor and weapons in dungeons, and even once ran across a hostile NPC on a road (just called Breton) who was wearing ebony armor/boots/gauntlets, but no daedric thus far aside from what I made myself. Smithing has been well worth the investment to me just for this reason. --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 22:18, 23 November 2011 (UTC)&lt;br /&gt;
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I am hoping that you can find daedric weapons ingame at least.  I didn't want to waste points going down to daedric just for weapons.&lt;br /&gt;
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== Each type ==&lt;br /&gt;
&lt;br /&gt;
Should we here add list of all thing that can be made in smith and what we need for it? From Iron to Dragon?&lt;br /&gt;
--[[User:Aleksa|Aleksa]] 21:36, 24 November 2011 (UTC)&lt;br /&gt;
It would be nice to have a crafting page that lists the materials required, their base value, and the final item's base value.  But don't do it unless you can make it look good, in a table.&lt;br /&gt;
&lt;br /&gt;
== Certain weapons can't be improved ==&lt;br /&gt;
&lt;br /&gt;
I know at least two weapons that can't be improved via smithing, Skyforge Steel Dagger and Supple Ancient Nord Bow, I think the article should mention that as a bug. Also, does anyone know if there is a console command to &amp;quot;unlock&amp;quot; these items into making them improveable? :)&lt;br /&gt;
&lt;br /&gt;
== Smithing Master Quest ==&lt;br /&gt;
&lt;br /&gt;
I know there are some other master quests that open up when you reach 100 skill, like the one that gives you a new spell in destruction.  Is there one for smithing, that gives you say, a new craftable item?&lt;/div&gt;</summary>
		<author><name>24.33.141.151</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Smithing&amp;diff=778640</id>
		<title>Skyrim talk:Smithing</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Smithing&amp;diff=778640"/>
		<updated>2011-11-25T02:40:12Z</updated>

		<summary type="html">&lt;p&gt;24.33.141.151: /* Each type */&lt;/p&gt;
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&lt;div&gt;== Create page ==&lt;br /&gt;
I saw that Elliot said we could create pages, but it still says that I'm not allowed. If it is only for Administraters or patrollers etc. I'm sorry. But if someone wants to create a pickpocketing page, I have a list of all the perks for it on my User page. Thanks. [[User:RIM|RIM]] 19:45, 25 September 2011 (UTC)&lt;br /&gt;
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:It's on a blacklist at the moment. Elliot is on about removing it so it's just that anons can't create and edit (i think) and think under 'Skyrim'. It is only Admins at the moment though. --&amp;lt;span style=&amp;quot;font-size:large&amp;quot;&amp;gt;[[User:Kiz|&amp;lt;span style=&amp;quot;color:#B8860B&amp;quot;&amp;gt;Kiz&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;sup&amp;gt;&amp;lt;span style=&amp;quot;font-size:x-small&amp;quot;&amp;gt; ·•· [[User_Talk:Kiz|Talk]] ·•· [[Special:Contributions/Kiz|Contribs]] ·•· [[Special:EmailUser/Kiz|Mail]] ·•·&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt; 20:06, 25 September 2011 (UTC)&lt;br /&gt;
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::Thanks:), I have the perk tree for pickpocketing too so if anybody needs it it can be copied and pasted from me. [[User:RIM|RIM]] 20:09, 25 September 2011 (UTC)&lt;br /&gt;
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== Verifying the 'Custom items' statement ==&lt;br /&gt;
&lt;br /&gt;
On the page, it claims that hides can be used to customize your items, and I'd like to know an official source for this before I start telling people about it. UESP is usually  very professional, but seeing as how there is very little information about the game so far, and the source for this info isn't cited on the page, I'd like to know where the person who added it got this information from. {{unsigned|76.20.221.160|9 October 2011}}&lt;br /&gt;
&lt;br /&gt;
:First, as the banner at the top of the article says, all information is preliminary and subject to change.   The only way to be completely certain about any game facts is to wait until the game is released.&lt;br /&gt;
:The statement about using hides is a summary of several statements I've seen about how Smithing works.  For example, [http://www.videogamer.com/xbox360/the_elder_scrolls_v_skyrim/preview-3152.html a Videogamer preview] says:&lt;br /&gt;
::&amp;quot;''Kill a wolf, for example, and you can skin him for his hide, which you can then take to a tannery and turn into leather to use as material to design leather-hilted axes and daggers.''&amp;quot;&lt;br /&gt;
:If you prefer hard-copy sources, the PC Gamer Skyrim article says, in reference to &amp;quot;an animal hide&amp;quot; found at a crafting station:&lt;br /&gt;
::&amp;quot;''... here you'd take leather and make leather strips... you'd then use leather strips to make your own swords and stuff like that.''&amp;quot;&lt;br /&gt;
:It also says:&lt;br /&gt;
::&amp;quot;''You could get other items from the tanning rack and combine them all to create weapons and armor''.&amp;quot;&lt;br /&gt;
:--[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 03:46, 12 October 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Sword Sharpening ==&lt;br /&gt;
&lt;br /&gt;
I understand weapons and armor do not degrade, but if you can sharpen your blades does that mean they become dull after a while of fighting, or does it just increase the damage one time depending on your skill level. Thanks.[[User:Apod|Apod]] 18:44, 2 November 2011 (UTC)&lt;br /&gt;
:No, they just stay at that level until you improve them further. Then when you're smithing skill improves, you can improve your weapons even more and they will never degrade below that new level and so on until your weapon is at the highest improved level possible.[[User:RIM|RIM]] 19:05, 2 November 2011 (UTC)&lt;br /&gt;
::In that case would the swords spawn with a set dullness/sharpness or start at a zero percent until your character brings it to the grind stone. [[User:Apod|Apod]] 21:04, 2 November 2011 (UTC)&lt;br /&gt;
:::Let's say you find a steel longsword that does 10 damage, it will be at 100% health and it will never degrade any further. Then you can sharpen it to 110% and now it will never degrade below 110% health and it will do more damage. Then you can sharpen it to 120%(if you are skilled enough) and then 130% and so on. Once you sharpen it, it will never degrade below it's new level so basically you permanently increase it's damage and health. I don't know if you can find weapons that have already been sharpened though.[[User:RIM|RIM]] 12:50, 4 November 2011 (UTC)&lt;br /&gt;
:::: Ah, yeah I understand now, it's similar to being an expert armorer in oblivion when you could raise the condition past 100%. Thank you for your help. One more week... [[User:Apod|Apod]] 20:44, 4 November 2011 (UTC)&lt;br /&gt;
:::::Except they've taken weapon condition out of the game entirely.  Weapons and armor simply no longer have &amp;quot;condition&amp;quot;.  They have quality levels now instead.  Item durability/health is not a part of this game. [[Special:Contributions/24.237.190.24|24.237.190.24]] 18:33, 16 November 2011 (UTC)&lt;br /&gt;
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== Maces sharpenning? ==&lt;br /&gt;
&lt;br /&gt;
I'm wondering, can we also upgrade maces and warhammers at a grindstone? It wouldn't really make sense but on the other hand it would mean that we can't upgrade these weapons. Or do we have to do it at a workbench?{{unsigned|77.84.51.169|18:36, 5 November 2011}}&lt;br /&gt;
:You can sharpen any weapon. Maces usually kill by causing a large impact to organs or other important areas such as blood vessels with effects such as internal bleeding but by sharpening it the mace might cause puncture wounds resulting in blood loss. Workbenches are for improving armour.[[User:RIM|RIM]] 20:52, 5 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:“Sharpening” a mace might be improving the flanges (i.e. the bit on the side that help to focuses the impact) or improving the weighting (again increasing how much damage it courses) rather than literally sharpening it.&lt;br /&gt;
&lt;br /&gt;
:You can sharpen bows as well. :) --[[Special:Contributions/86.9.123.15|86.9.123.15]] 03:48, 20 November 2011 (UTC)&lt;br /&gt;
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== There is only one rank of every perk. ==&lt;br /&gt;
&lt;br /&gt;
None of them have two ranks. Not a single one. Why, when I try to change this, does someone change it back? Look at the images from all of the prerelease gameplay floating around. 1 rank of each Smithing perk. Whoever is keeping this charade of two ranks a piece is perpetuating a falsehood with malice aforethought. Stop it! [[Special:Contributions/97.103.109.193|97.103.109.193]] 02:49, 6 November 2011 (UTC)&lt;br /&gt;
:The only reliable sources that I've seen show two ranks for each perk.  Although it's very possible that it's been changed since the beta version of the game, we'll have to wait for the game is actually released to confirm that.  Any other information that you're seeing right now is from a pirated version of the game, which is not a reliable source.  I'd rather perpetuate beta-version information than perpetuate illegal information.&lt;br /&gt;
:Also, I'm not sure what you mean by &amp;quot;Why, when I try to change this, does someone change it back?&amp;quot;.  The [http://www.uesp.net/w/index.php?title=Skyrim:Smithing&amp;amp;action=history edit history] of the page does not show any edit, ever, where the number of ranks was changed for any of the perks.  Furthermore, none of the edits that you've made to any of the skill pages has been undone. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 03:10, 6 November 2011 (UTC)&lt;br /&gt;
::1 as in O-N-E rank for all the smithing perks. {{uns|91.113.8.202|12:35, 6 November 2011}}&lt;br /&gt;
:::There are two ranks for them as for as official sources have shown. We are sticking with official sources for now. --&amp;lt;span style=&amp;quot;font-size:large&amp;quot;&amp;gt;[[User:Kiz|&amp;lt;span style=&amp;quot;color:#B8860B&amp;quot;&amp;gt;Kiz&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;sup&amp;gt;&amp;lt;span style=&amp;quot;font-size:x-small&amp;quot;&amp;gt; ·•· [[User_Talk:Kiz|Talk]] ·•· [[Special:Contributions/Kiz|Contribs]] ·•· [[Special:EmailUser/Kiz|Mail]] ·•·&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt; 12:54, 6 November 2011 (UTC)&lt;br /&gt;
::::It's one rank per perk according to all people that have had a &amp;quot;hands-on&amp;quot; game. If the official information says otherwise, then it is just bogus. The version that has been made available illegally is also the retail version, not a beta. {{uns|Loufoque|13:17, 6 November 2011}}&lt;br /&gt;
:::::My neighbor is a reviewer and has an official copy of the game for the Xbox. One rank per perk. [[Special:Contributions/174.109.111.197|174.109.111.197]] 18:44, 8 November 2011 (UTC)&lt;br /&gt;
{{od}}Well, we'll update it as soon as he posts a review with this information in it. Or, better yet, when the game is released this Friday. --[[User:Alpha Kenny Buddy|AKB]] &amp;lt;sup&amp;gt;[[User_talk:Alpha_Kenny_Buddy|Talk]] [[Special:Contributions/Alpha Kenny Buddy|Cont]] [[Special:Emailuser/Alpha Kenny Buddy|Mail]]&amp;lt;/sup&amp;gt; 18:48, 8 November 2011 (UTC)&lt;br /&gt;
:::::Skyrim broke street date in Australia yesterday (final release). I confirm there is only one rank per smithing perk. Updated accordingly. Back to gaming... --[[User:Alienangel|Alienangel]] 11 November 2011&lt;br /&gt;
::&amp;quot;Illegal information.&amp;quot; oO --[[Special:Contributions/188.109.121.159|188.109.121.159]] 22:52, 22 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Power Leveling Section ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Power leveling Theory&lt;br /&gt;
&lt;br /&gt;
Continually switch forges, buy out all iron ignots and leather strips, then produce as many iron daggers as possible and sell the daggers back to the forge master. Keep doing this at every forge possible and you will easily level up smithing. For those with less money, you may mine your own iron ore, but it is less effective, as it slows time.&lt;br /&gt;
&lt;br /&gt;
Hunt animals for hides, process these into leather and leather strips at a tanning rack, then use the forge to craft leather bracers. Enchant bracers to level enchanting at the same time. Sell to level speech and make some gold.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Is this section really necessary? I mean, it's pretty obvious that you would level your smithing faster by getting items and crafting them into things. The only thing it really tells me is that Iron Daggers and Leather Bracers are some of the best possible options. But I don't see a Power Leveling section on Enchanting or Alchemy, let alone on any pages in Oblivion for those skills.&lt;br /&gt;
&lt;br /&gt;
If anything I'd expect a page like this: http://www.uesp.net/wiki/Oblivion:Increasing_Skills to be started on instead of putting the leveling tips on each page as it makes it easier to find and leaves the skill pages for explaining the hard facts about the skills instead of suggestions and such [[Special:Contributions/76.115.250.108|76.115.250.108]] 12:15, 13 November 2011 (UTC)&lt;br /&gt;
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It's not even that good of a method of power leveling your smithing. If you are willing to use a bit of alteration magic, get yourself transmute. Then upgrade all your iron ore into gold ore, and from there smelt that down to gold ingots that you then use in the forge to create gold rings. This way not only will you be working on your smithing, but your alteration too. You'll also net a profit in the end. Of course this method is a bit mana intensive, meaning that if you haven't upped your magic reserves at all, you'll only be able to cast transmute once before needing to let your pool recharge. Sort of annoying if you consider that you have to cast the smell 4 times to get enough gold ore for a single ingot. [[User:Syntic|Syntic]] 13:01, 13 November 2011 (UTC)&lt;br /&gt;
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:I agree, so I removed it and added a section to the &amp;quot;Notes&amp;quot; about this method, because it is the fastest. [[User:Baron|Baron]] 01:47, 14 November 2011 (UTC)&lt;br /&gt;
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== Rings vs Necklaces? ==&lt;br /&gt;
&lt;br /&gt;
It says in the notes section that one ingot is used for necklaces and rings, but it doesn't say that you get two rings with one ingot. I just started the game so have only been able to make silver jewelry, but the value of the two rings added together is the same as the value of the necklace, so is this statement even true, let alone necessary?  If someone who knows what they are doing could remove that statement, or edit it to reflect the truth, I'm afraid I don't know how... [[Special:Contributions/24.9.7.137|24.9.7.137]] 06:04, 15 November 2011 (UTC)&lt;br /&gt;
:That note needs to be removed, the one ingot for two rings is the same as the necklace. As well as the fact two rings is twice the objects you can enchant ;) [[Special:Contributions/75.150.195.86|75.150.195.86]] 15:04, 14 November 2011 (UTC)&lt;br /&gt;
::Not sure why neither of you removed it if you felt it should be removed, but I went ahead and got rid of it. [[User:Baron|Baron]] 17:04, 14 November 2011 (UTC)&lt;br /&gt;
:::Thanks Baron, when I tried to do it yesterday I couldn't get the edit screen to show me any text I could edit, when I looked again just now, it was all there. weird. [[Special:Contributions/24.9.7.137|24.9.7.137]] 06:04, 15 November 2011 (UTC)&lt;br /&gt;
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== Any qualities beyond Legendary? ==&lt;br /&gt;
&lt;br /&gt;
Have smithing maxed at 100 (like a BAWS)&lt;br /&gt;
&lt;br /&gt;
Can smithing improvement gloves/etc. be used to create anything better than legendary?&lt;br /&gt;
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:Legendary is the highest quality. [[User:Baron|Baron]] 12:14, 15 November 2011 (UTC)&lt;br /&gt;
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you can continue to improve the att/def of items with plus smithing enchants and potions after 100. &lt;br /&gt;
Works on Armor Hand Neck and Ring. Active effects list ring x3 instead of each piece of gear. i only had one potion of 20% so dont know if more can be added or stronger potion. Glass Armor with +100% went to 90 Def. legomike&lt;br /&gt;
:My alchemy skill and perks have me making 71% potions. And there are stock potions for 50%+ in the game. [[Special:Contributions/24.156.216.144|24.156.216.144]] 14:14, 19 November 2011 (UTC)&lt;br /&gt;
::Smithing upgrades seem to have a cap somewhere around 230 skill, can anyone confirm exactly where? Or perhaps the values do not scale linearly? -[[Special:Contributions/91.153.22.204|91.153.22.204]] 18:17, 23 November 2011 (UTC)&lt;br /&gt;
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== Effects for improving weapons? ==&lt;br /&gt;
&lt;br /&gt;
I see someone added columns to the chart showing the amount of bonus given to torso armor and the other pieces. Does anyone have any data on the amount of bonus given to weapons? Is it different for daggers, maces, warhammers, bows, etc? --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 18:14, 15 November 2011 (UTC)&lt;br /&gt;
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== daedra hearts ==&lt;br /&gt;
&lt;br /&gt;
Anyone find a somewhat steady supply for daedra hearts to craft daedric items?&lt;br /&gt;
other than ingrediant merchants that is. If there is some way to get them possibly put it in the notes section&lt;br /&gt;
JJ Lopez&lt;br /&gt;
&lt;br /&gt;
:The Azura's Star quest line gives you 3-5 Daedra Hearts, as well as the ingredient vendors as you mentioned. [[User:Baron|Baron]] 08:01, 16 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Enthir at the college of Winterhold sells two Daedra heart at a time and restocks about every two days. You can find him either in the courtyard of the college or in his room in the Hall of Attainment second level.  - Simnos.&lt;br /&gt;
::Also at the College of Winterhold you can use the Atronach Forge down the midden to create them; if I remember what I read correctly it requires a black soul gem and a human heart. Of course, neither of those is exactly common so I don't know if it's worth doing. --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 19:23, 19 November 2011 (UTC)&lt;br /&gt;
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== Which branch to take ==&lt;br /&gt;
&lt;br /&gt;
Should the note about going up the right side be edited? Yes the right side has stronger armor, however it is all heavy armor. For a light armor type person like myself, the left tree was a much better choice. Just a thought.&lt;br /&gt;
&lt;br /&gt;
:There's no reason to use Light Armor over Heavy Armor. Once you get the Weightless perk for Heavy Armor it is better in every way than Light Armor, unfortunately. Also, as the note says, going up the right side gives you access to Daedric weapons, which at their base are better than Glass weapons. [[User:Baron|Baron]] 07:59, 16 November 2011 (UTC)&lt;br /&gt;
::I disagree with this statement, Baron. If you're a sneaky type (at least a GOOD sneaky type), you won't get hit enough to ever level your heavy armor skill to the necessary 70 to get the Weightless perk. Until then it'll make more noise than light and seriously impact your carrying capacity due to the increased weight. For a combat character I'd agree, heavy &amp;gt; light armor. --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 15:49, 17 November 2011 (UTC)&lt;br /&gt;
::The Wind Walker perk is also quite usefull --Lex 23:20, 18 November 2011 (UTC+1)&lt;br /&gt;
:Isn't it also untrue that the right side is all Heavy Armor? The strongest Light Armor smithing is Dragon Smithing. [[Special:Contributions/81.233.217.129|81.233.217.129]] 08:26, 16 November 2011 (UTC)&lt;br /&gt;
::Dragon Smithing is both heavy armor and light armor. [[User:Baron|Baron]] 08:34, 16 November 2011 (UTC)&lt;br /&gt;
:::My personal belief is that the answer to the question &amp;quot;what is your character using?&amp;quot; is also the answer to which path to take, if you're only going to take one. However, I will say that the left path produces substandard weaponry in the long run. Glass weapons are good, but they just don't compare to ebony or daedric. I went the right path but also took elven smithing because elven weapons are slightly better than dwarven and quite a bit better than orcish.--[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 19:31, 19 November 2011 (UTC)&lt;br /&gt;
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== Fortify Smithing ==&lt;br /&gt;
&lt;br /&gt;
Does this effect increase the statistics of an item when you make it or does it just increase the improvements made at the grindstone and workbench? [[User:Olioster|Olioster]] 15:39, 17 November 2011 (UTC)&lt;br /&gt;
:I &amp;lt;i&amp;gt;think&amp;lt;/i&amp;gt; it increases your effective skill. Another site has a chart for the improvements that goes well beyond 100 smithing skill, and shows higher improvements at higher skill levels. I have no idea how far it goes. However, I will say this much: when my first character reached 100 smithing, I made and improved an Ebony Mace for myself, since the damage for the ebony was the same as the daedric. I had a necklace that added 12% to smithing, but didn't use it then. Later, when I was making a Daedric War Axe, I had disenchanted that necklace, enchanted another as well as two pieces of leather armor to 8% each, and used all of those plus a smithing potion for the improvement. When I did, I discovered that I could improve the ebony mace yet again, to higher than it was before. There is definitely some category higher than 100 smithing. --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 15:53, 17 November 2011 (UTC)&lt;br /&gt;
::Yes, even if the item is Legendary quality, it can still be improved upon, and there does not appear to be a cap on how far the improvement can go, so potions and enchantments that fortify smithing, perks and smithing skill can combine to make weapons and armor that have exorbitant stats. In theory, a character that perks heavily into crafting can make some of the highest rated weapons and armor possible, through fortified enchantments, fortified potions and max smithing perks and skill. There's also a cross-crafting exploit with enchanting and alchemy that could potentially push the smithing improvements beyond game breaking limits. [[Special:Contributions/24.156.216.144|24.156.216.144]] 14:10, 19 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
To directly answer your question, it only affects improvements made at the grindstone/workbench.  Items stats can also be increased with fortify smithing enchants/potions, though the name will remain legendary.&lt;br /&gt;
&lt;br /&gt;
== Materials  ==&lt;br /&gt;
&lt;br /&gt;
It might be useful to provide a list of what crafting items correspond to which item types&lt;br /&gt;
i.e.&lt;br /&gt;
Leather to Hide Armour&lt;br /&gt;
Iron Ingot to Iron Armour&lt;br /&gt;
Steel Ingot to Steel Armour&lt;br /&gt;
Refined Malachite for Glass...&lt;br /&gt;
etc.&lt;br /&gt;
&lt;br /&gt;
== Steel Smithing ==&lt;br /&gt;
&lt;br /&gt;
I recently aquired the steel smithing perk and am unable to smith steel...does anyone else have this problem? How do I fix this?  I have reached level 30 smithing.&lt;br /&gt;
&lt;br /&gt;
[[Special:Contributions/216.167.237.76|216.167.237.76]] 01:09, 21 November 2011 (UTC)confused smith[[Special:Contributions/216.167.237.76|216.167.237.76]] 01:09, 21 November 2011 (UTC)&lt;br /&gt;
:At a guess, you either didn't confirm the selection of the perk (in which case you don't actually have it yet, I did that once, open your skills and see if you have any unspent perks) or you are lacking one or more materials to make it. If you have the perk, there should be a category at the forge interface named Steel. If you're lacking materials then the choices will be greyed out. --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 16:30, 22 November 2011 (UTC)&lt;br /&gt;
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== Legendary pt. 2/3/4/5/etc ==&lt;br /&gt;
&lt;br /&gt;
Apparently (according to other wiki's and my personal experience), there are more than one tiers of Legendary. I have 100 smithing and the correct perks, and I was able to upgrade my legendary daedric sword to legendary (but two damage points higher) by wearing 20% boost smithing gauntlets... Somebody with the construction kit look into this. [[User:Stouf761|Stouf761]] 14:04, 21 November 2011 (UTC)&lt;br /&gt;
:Not out just yet, but yes there are tier(s) above basic Legendary. I've got two 12% smithing items and two 10% smithing items, which allow some nice improvement. Tossing a 40-50% potion on top of those allows still more improvement. I'm just not sure if the data table on the other wiki is correct. --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 18:50, 21 November 2011 (UTC)&lt;br /&gt;
::That's true, look up some crazy smithing and enchanting videos - you can boost a Daedric dagger to 100 dmg or more. The limit is very high and you can boost smithing via potions and enchanting armor. --[[Special:Contributions/147.251.215.82|147.251.215.82]] 20:09, 21 November 2011 (UTC)&lt;br /&gt;
:::I'd don't believe it would be possible to boost a dagger's damage to 100.  I've got 100 smithing and about 60% fortify smithing items, plus a 30% potion, and I could only get a glass SWORD to 40 damage.&lt;br /&gt;
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== SIDES IN SMITHING ==&lt;br /&gt;
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i was wondering, your choice is smithing (right-left), is permanent..?i mean if u choose heavy than u cant smith light and the opposite???&lt;br /&gt;
:If you start taking heavy armor smithing perks, they wont stop you from gaining light armor smithing perks later {{FC|purple|[[User:Andil the mage|Andil the mage]] 19:19, 23 November 2011 (UTC)}}&lt;br /&gt;
::You can get both...did it myself.  It's not very wise to waste the perk points though, so I'd just pick one and stick with it.  No respending perk points, so only if you're playing the PC version can you remove/add perks through the console.&lt;br /&gt;
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== Random armor/weapon loot ==&lt;br /&gt;
&lt;br /&gt;
Just curiosity on my part here: has anyone randomly found any pieces of daedric armor or weaponry aside from arrows? If so, how much and what level were you? My orc is level 44, and I haven't seen a single piece of daedric yet as random loot. I've found a few pieces of ebony armor and weapons in dungeons, and even once ran across a hostile NPC on a road (just called Breton) who was wearing ebony armor/boots/gauntlets, but no daedric thus far aside from what I made myself. Smithing has been well worth the investment to me just for this reason. --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 22:18, 23 November 2011 (UTC)&lt;br /&gt;
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I am hoping that you can find daedric weapons ingame at least.  I didn't want to waste points going down to daedric just for weapons.&lt;br /&gt;
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== Each type ==&lt;br /&gt;
&lt;br /&gt;
Should we here add list of all thing that can be made in smith and what we need for it? From Iron to Dragon?&lt;br /&gt;
--[[User:Aleksa|Aleksa]] 21:36, 24 November 2011 (UTC)&lt;br /&gt;
It would be nice to have a crafting page that lists the materials required, their base value, and the final item's base value.  But don't do it unless you can make it look good, in a table.&lt;br /&gt;
&lt;br /&gt;
== Certain weapons can't be improved ==&lt;br /&gt;
&lt;br /&gt;
I know at least two weapons that can't be improved via smithing, Skyforge Steel Dagger and Supple Ancient Nord Bow, I think the article should mention that as a bug. Also, does anyone know if there is a console command to &amp;quot;unlock&amp;quot; these items into making them improveable? :)&lt;/div&gt;</summary>
		<author><name>24.33.141.151</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Smithing&amp;diff=778632</id>
		<title>Skyrim talk:Smithing</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Smithing&amp;diff=778632"/>
		<updated>2011-11-25T02:38:29Z</updated>

		<summary type="html">&lt;p&gt;24.33.141.151: /* SIDES IN SMITHING */&lt;/p&gt;
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&lt;div&gt;== Create page ==&lt;br /&gt;
I saw that Elliot said we could create pages, but it still says that I'm not allowed. If it is only for Administraters or patrollers etc. I'm sorry. But if someone wants to create a pickpocketing page, I have a list of all the perks for it on my User page. Thanks. [[User:RIM|RIM]] 19:45, 25 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It's on a blacklist at the moment. Elliot is on about removing it so it's just that anons can't create and edit (i think) and think under 'Skyrim'. It is only Admins at the moment though. --&amp;lt;span style=&amp;quot;font-size:large&amp;quot;&amp;gt;[[User:Kiz|&amp;lt;span style=&amp;quot;color:#B8860B&amp;quot;&amp;gt;Kiz&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;sup&amp;gt;&amp;lt;span style=&amp;quot;font-size:x-small&amp;quot;&amp;gt; ·•· [[User_Talk:Kiz|Talk]] ·•· [[Special:Contributions/Kiz|Contribs]] ·•· [[Special:EmailUser/Kiz|Mail]] ·•·&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt; 20:06, 25 September 2011 (UTC)&lt;br /&gt;
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::Thanks:), I have the perk tree for pickpocketing too so if anybody needs it it can be copied and pasted from me. [[User:RIM|RIM]] 20:09, 25 September 2011 (UTC)&lt;br /&gt;
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== Verifying the 'Custom items' statement ==&lt;br /&gt;
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On the page, it claims that hides can be used to customize your items, and I'd like to know an official source for this before I start telling people about it. UESP is usually  very professional, but seeing as how there is very little information about the game so far, and the source for this info isn't cited on the page, I'd like to know where the person who added it got this information from. {{unsigned|76.20.221.160|9 October 2011}}&lt;br /&gt;
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:First, as the banner at the top of the article says, all information is preliminary and subject to change.   The only way to be completely certain about any game facts is to wait until the game is released.&lt;br /&gt;
:The statement about using hides is a summary of several statements I've seen about how Smithing works.  For example, [http://www.videogamer.com/xbox360/the_elder_scrolls_v_skyrim/preview-3152.html a Videogamer preview] says:&lt;br /&gt;
::&amp;quot;''Kill a wolf, for example, and you can skin him for his hide, which you can then take to a tannery and turn into leather to use as material to design leather-hilted axes and daggers.''&amp;quot;&lt;br /&gt;
:If you prefer hard-copy sources, the PC Gamer Skyrim article says, in reference to &amp;quot;an animal hide&amp;quot; found at a crafting station:&lt;br /&gt;
::&amp;quot;''... here you'd take leather and make leather strips... you'd then use leather strips to make your own swords and stuff like that.''&amp;quot;&lt;br /&gt;
:It also says:&lt;br /&gt;
::&amp;quot;''You could get other items from the tanning rack and combine them all to create weapons and armor''.&amp;quot;&lt;br /&gt;
:--[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 03:46, 12 October 2011 (UTC)&lt;br /&gt;
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== Sword Sharpening ==&lt;br /&gt;
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I understand weapons and armor do not degrade, but if you can sharpen your blades does that mean they become dull after a while of fighting, or does it just increase the damage one time depending on your skill level. Thanks.[[User:Apod|Apod]] 18:44, 2 November 2011 (UTC)&lt;br /&gt;
:No, they just stay at that level until you improve them further. Then when you're smithing skill improves, you can improve your weapons even more and they will never degrade below that new level and so on until your weapon is at the highest improved level possible.[[User:RIM|RIM]] 19:05, 2 November 2011 (UTC)&lt;br /&gt;
::In that case would the swords spawn with a set dullness/sharpness or start at a zero percent until your character brings it to the grind stone. [[User:Apod|Apod]] 21:04, 2 November 2011 (UTC)&lt;br /&gt;
:::Let's say you find a steel longsword that does 10 damage, it will be at 100% health and it will never degrade any further. Then you can sharpen it to 110% and now it will never degrade below 110% health and it will do more damage. Then you can sharpen it to 120%(if you are skilled enough) and then 130% and so on. Once you sharpen it, it will never degrade below it's new level so basically you permanently increase it's damage and health. I don't know if you can find weapons that have already been sharpened though.[[User:RIM|RIM]] 12:50, 4 November 2011 (UTC)&lt;br /&gt;
:::: Ah, yeah I understand now, it's similar to being an expert armorer in oblivion when you could raise the condition past 100%. Thank you for your help. One more week... [[User:Apod|Apod]] 20:44, 4 November 2011 (UTC)&lt;br /&gt;
:::::Except they've taken weapon condition out of the game entirely.  Weapons and armor simply no longer have &amp;quot;condition&amp;quot;.  They have quality levels now instead.  Item durability/health is not a part of this game. [[Special:Contributions/24.237.190.24|24.237.190.24]] 18:33, 16 November 2011 (UTC)&lt;br /&gt;
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== Maces sharpenning? ==&lt;br /&gt;
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I'm wondering, can we also upgrade maces and warhammers at a grindstone? It wouldn't really make sense but on the other hand it would mean that we can't upgrade these weapons. Or do we have to do it at a workbench?{{unsigned|77.84.51.169|18:36, 5 November 2011}}&lt;br /&gt;
:You can sharpen any weapon. Maces usually kill by causing a large impact to organs or other important areas such as blood vessels with effects such as internal bleeding but by sharpening it the mace might cause puncture wounds resulting in blood loss. Workbenches are for improving armour.[[User:RIM|RIM]] 20:52, 5 November 2011 (UTC)&lt;br /&gt;
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:“Sharpening” a mace might be improving the flanges (i.e. the bit on the side that help to focuses the impact) or improving the weighting (again increasing how much damage it courses) rather than literally sharpening it.&lt;br /&gt;
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:You can sharpen bows as well. :) --[[Special:Contributions/86.9.123.15|86.9.123.15]] 03:48, 20 November 2011 (UTC)&lt;br /&gt;
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== There is only one rank of every perk. ==&lt;br /&gt;
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None of them have two ranks. Not a single one. Why, when I try to change this, does someone change it back? Look at the images from all of the prerelease gameplay floating around. 1 rank of each Smithing perk. Whoever is keeping this charade of two ranks a piece is perpetuating a falsehood with malice aforethought. Stop it! [[Special:Contributions/97.103.109.193|97.103.109.193]] 02:49, 6 November 2011 (UTC)&lt;br /&gt;
:The only reliable sources that I've seen show two ranks for each perk.  Although it's very possible that it's been changed since the beta version of the game, we'll have to wait for the game is actually released to confirm that.  Any other information that you're seeing right now is from a pirated version of the game, which is not a reliable source.  I'd rather perpetuate beta-version information than perpetuate illegal information.&lt;br /&gt;
:Also, I'm not sure what you mean by &amp;quot;Why, when I try to change this, does someone change it back?&amp;quot;.  The [http://www.uesp.net/w/index.php?title=Skyrim:Smithing&amp;amp;action=history edit history] of the page does not show any edit, ever, where the number of ranks was changed for any of the perks.  Furthermore, none of the edits that you've made to any of the skill pages has been undone. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 03:10, 6 November 2011 (UTC)&lt;br /&gt;
::1 as in O-N-E rank for all the smithing perks. {{uns|91.113.8.202|12:35, 6 November 2011}}&lt;br /&gt;
:::There are two ranks for them as for as official sources have shown. We are sticking with official sources for now. --&amp;lt;span style=&amp;quot;font-size:large&amp;quot;&amp;gt;[[User:Kiz|&amp;lt;span style=&amp;quot;color:#B8860B&amp;quot;&amp;gt;Kiz&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;sup&amp;gt;&amp;lt;span style=&amp;quot;font-size:x-small&amp;quot;&amp;gt; ·•· [[User_Talk:Kiz|Talk]] ·•· [[Special:Contributions/Kiz|Contribs]] ·•· [[Special:EmailUser/Kiz|Mail]] ·•·&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt; 12:54, 6 November 2011 (UTC)&lt;br /&gt;
::::It's one rank per perk according to all people that have had a &amp;quot;hands-on&amp;quot; game. If the official information says otherwise, then it is just bogus. The version that has been made available illegally is also the retail version, not a beta. {{uns|Loufoque|13:17, 6 November 2011}}&lt;br /&gt;
:::::My neighbor is a reviewer and has an official copy of the game for the Xbox. One rank per perk. [[Special:Contributions/174.109.111.197|174.109.111.197]] 18:44, 8 November 2011 (UTC)&lt;br /&gt;
{{od}}Well, we'll update it as soon as he posts a review with this information in it. Or, better yet, when the game is released this Friday. --[[User:Alpha Kenny Buddy|AKB]] &amp;lt;sup&amp;gt;[[User_talk:Alpha_Kenny_Buddy|Talk]] [[Special:Contributions/Alpha Kenny Buddy|Cont]] [[Special:Emailuser/Alpha Kenny Buddy|Mail]]&amp;lt;/sup&amp;gt; 18:48, 8 November 2011 (UTC)&lt;br /&gt;
:::::Skyrim broke street date in Australia yesterday (final release). I confirm there is only one rank per smithing perk. Updated accordingly. Back to gaming... --[[User:Alienangel|Alienangel]] 11 November 2011&lt;br /&gt;
::&amp;quot;Illegal information.&amp;quot; oO --[[Special:Contributions/188.109.121.159|188.109.121.159]] 22:52, 22 November 2011 (UTC)&lt;br /&gt;
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== Power Leveling Section ==&lt;br /&gt;
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&amp;quot;Power leveling Theory&lt;br /&gt;
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Continually switch forges, buy out all iron ignots and leather strips, then produce as many iron daggers as possible and sell the daggers back to the forge master. Keep doing this at every forge possible and you will easily level up smithing. For those with less money, you may mine your own iron ore, but it is less effective, as it slows time.&lt;br /&gt;
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Hunt animals for hides, process these into leather and leather strips at a tanning rack, then use the forge to craft leather bracers. Enchant bracers to level enchanting at the same time. Sell to level speech and make some gold.&amp;quot;&lt;br /&gt;
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Is this section really necessary? I mean, it's pretty obvious that you would level your smithing faster by getting items and crafting them into things. The only thing it really tells me is that Iron Daggers and Leather Bracers are some of the best possible options. But I don't see a Power Leveling section on Enchanting or Alchemy, let alone on any pages in Oblivion for those skills.&lt;br /&gt;
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If anything I'd expect a page like this: http://www.uesp.net/wiki/Oblivion:Increasing_Skills to be started on instead of putting the leveling tips on each page as it makes it easier to find and leaves the skill pages for explaining the hard facts about the skills instead of suggestions and such [[Special:Contributions/76.115.250.108|76.115.250.108]] 12:15, 13 November 2011 (UTC)&lt;br /&gt;
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It's not even that good of a method of power leveling your smithing. If you are willing to use a bit of alteration magic, get yourself transmute. Then upgrade all your iron ore into gold ore, and from there smelt that down to gold ingots that you then use in the forge to create gold rings. This way not only will you be working on your smithing, but your alteration too. You'll also net a profit in the end. Of course this method is a bit mana intensive, meaning that if you haven't upped your magic reserves at all, you'll only be able to cast transmute once before needing to let your pool recharge. Sort of annoying if you consider that you have to cast the smell 4 times to get enough gold ore for a single ingot. [[User:Syntic|Syntic]] 13:01, 13 November 2011 (UTC)&lt;br /&gt;
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:I agree, so I removed it and added a section to the &amp;quot;Notes&amp;quot; about this method, because it is the fastest. [[User:Baron|Baron]] 01:47, 14 November 2011 (UTC)&lt;br /&gt;
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== Rings vs Necklaces? ==&lt;br /&gt;
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It says in the notes section that one ingot is used for necklaces and rings, but it doesn't say that you get two rings with one ingot. I just started the game so have only been able to make silver jewelry, but the value of the two rings added together is the same as the value of the necklace, so is this statement even true, let alone necessary?  If someone who knows what they are doing could remove that statement, or edit it to reflect the truth, I'm afraid I don't know how... [[Special:Contributions/24.9.7.137|24.9.7.137]] 06:04, 15 November 2011 (UTC)&lt;br /&gt;
:That note needs to be removed, the one ingot for two rings is the same as the necklace. As well as the fact two rings is twice the objects you can enchant ;) [[Special:Contributions/75.150.195.86|75.150.195.86]] 15:04, 14 November 2011 (UTC)&lt;br /&gt;
::Not sure why neither of you removed it if you felt it should be removed, but I went ahead and got rid of it. [[User:Baron|Baron]] 17:04, 14 November 2011 (UTC)&lt;br /&gt;
:::Thanks Baron, when I tried to do it yesterday I couldn't get the edit screen to show me any text I could edit, when I looked again just now, it was all there. weird. [[Special:Contributions/24.9.7.137|24.9.7.137]] 06:04, 15 November 2011 (UTC)&lt;br /&gt;
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== Any qualities beyond Legendary? ==&lt;br /&gt;
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Have smithing maxed at 100 (like a BAWS)&lt;br /&gt;
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Can smithing improvement gloves/etc. be used to create anything better than legendary?&lt;br /&gt;
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:Legendary is the highest quality. [[User:Baron|Baron]] 12:14, 15 November 2011 (UTC)&lt;br /&gt;
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you can continue to improve the att/def of items with plus smithing enchants and potions after 100. &lt;br /&gt;
Works on Armor Hand Neck and Ring. Active effects list ring x3 instead of each piece of gear. i only had one potion of 20% so dont know if more can be added or stronger potion. Glass Armor with +100% went to 90 Def. legomike&lt;br /&gt;
:My alchemy skill and perks have me making 71% potions. And there are stock potions for 50%+ in the game. [[Special:Contributions/24.156.216.144|24.156.216.144]] 14:14, 19 November 2011 (UTC)&lt;br /&gt;
::Smithing upgrades seem to have a cap somewhere around 230 skill, can anyone confirm exactly where? Or perhaps the values do not scale linearly? -[[Special:Contributions/91.153.22.204|91.153.22.204]] 18:17, 23 November 2011 (UTC)&lt;br /&gt;
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== Effects for improving weapons? ==&lt;br /&gt;
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I see someone added columns to the chart showing the amount of bonus given to torso armor and the other pieces. Does anyone have any data on the amount of bonus given to weapons? Is it different for daggers, maces, warhammers, bows, etc? --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 18:14, 15 November 2011 (UTC)&lt;br /&gt;
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== daedra hearts ==&lt;br /&gt;
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Anyone find a somewhat steady supply for daedra hearts to craft daedric items?&lt;br /&gt;
other than ingrediant merchants that is. If there is some way to get them possibly put it in the notes section&lt;br /&gt;
JJ Lopez&lt;br /&gt;
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:The Azura's Star quest line gives you 3-5 Daedra Hearts, as well as the ingredient vendors as you mentioned. [[User:Baron|Baron]] 08:01, 16 November 2011 (UTC)&lt;br /&gt;
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:Enthir at the college of Winterhold sells two Daedra heart at a time and restocks about every two days. You can find him either in the courtyard of the college or in his room in the Hall of Attainment second level.  - Simnos.&lt;br /&gt;
::Also at the College of Winterhold you can use the Atronach Forge down the midden to create them; if I remember what I read correctly it requires a black soul gem and a human heart. Of course, neither of those is exactly common so I don't know if it's worth doing. --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 19:23, 19 November 2011 (UTC)&lt;br /&gt;
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== Which branch to take ==&lt;br /&gt;
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Should the note about going up the right side be edited? Yes the right side has stronger armor, however it is all heavy armor. For a light armor type person like myself, the left tree was a much better choice. Just a thought.&lt;br /&gt;
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:There's no reason to use Light Armor over Heavy Armor. Once you get the Weightless perk for Heavy Armor it is better in every way than Light Armor, unfortunately. Also, as the note says, going up the right side gives you access to Daedric weapons, which at their base are better than Glass weapons. [[User:Baron|Baron]] 07:59, 16 November 2011 (UTC)&lt;br /&gt;
::I disagree with this statement, Baron. If you're a sneaky type (at least a GOOD sneaky type), you won't get hit enough to ever level your heavy armor skill to the necessary 70 to get the Weightless perk. Until then it'll make more noise than light and seriously impact your carrying capacity due to the increased weight. For a combat character I'd agree, heavy &amp;gt; light armor. --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 15:49, 17 November 2011 (UTC)&lt;br /&gt;
::The Wind Walker perk is also quite usefull --Lex 23:20, 18 November 2011 (UTC+1)&lt;br /&gt;
:Isn't it also untrue that the right side is all Heavy Armor? The strongest Light Armor smithing is Dragon Smithing. [[Special:Contributions/81.233.217.129|81.233.217.129]] 08:26, 16 November 2011 (UTC)&lt;br /&gt;
::Dragon Smithing is both heavy armor and light armor. [[User:Baron|Baron]] 08:34, 16 November 2011 (UTC)&lt;br /&gt;
:::My personal belief is that the answer to the question &amp;quot;what is your character using?&amp;quot; is also the answer to which path to take, if you're only going to take one. However, I will say that the left path produces substandard weaponry in the long run. Glass weapons are good, but they just don't compare to ebony or daedric. I went the right path but also took elven smithing because elven weapons are slightly better than dwarven and quite a bit better than orcish.--[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 19:31, 19 November 2011 (UTC)&lt;br /&gt;
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== Fortify Smithing ==&lt;br /&gt;
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Does this effect increase the statistics of an item when you make it or does it just increase the improvements made at the grindstone and workbench? [[User:Olioster|Olioster]] 15:39, 17 November 2011 (UTC)&lt;br /&gt;
:I &amp;lt;i&amp;gt;think&amp;lt;/i&amp;gt; it increases your effective skill. Another site has a chart for the improvements that goes well beyond 100 smithing skill, and shows higher improvements at higher skill levels. I have no idea how far it goes. However, I will say this much: when my first character reached 100 smithing, I made and improved an Ebony Mace for myself, since the damage for the ebony was the same as the daedric. I had a necklace that added 12% to smithing, but didn't use it then. Later, when I was making a Daedric War Axe, I had disenchanted that necklace, enchanted another as well as two pieces of leather armor to 8% each, and used all of those plus a smithing potion for the improvement. When I did, I discovered that I could improve the ebony mace yet again, to higher than it was before. There is definitely some category higher than 100 smithing. --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 15:53, 17 November 2011 (UTC)&lt;br /&gt;
::Yes, even if the item is Legendary quality, it can still be improved upon, and there does not appear to be a cap on how far the improvement can go, so potions and enchantments that fortify smithing, perks and smithing skill can combine to make weapons and armor that have exorbitant stats. In theory, a character that perks heavily into crafting can make some of the highest rated weapons and armor possible, through fortified enchantments, fortified potions and max smithing perks and skill. There's also a cross-crafting exploit with enchanting and alchemy that could potentially push the smithing improvements beyond game breaking limits. [[Special:Contributions/24.156.216.144|24.156.216.144]] 14:10, 19 November 2011 (UTC)&lt;br /&gt;
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To directly answer your question, it only affects improvements made at the grindstone/workbench.  Items stats can also be increased with fortify smithing enchants/potions, though the name will remain legendary.&lt;br /&gt;
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== Materials  ==&lt;br /&gt;
&lt;br /&gt;
It might be useful to provide a list of what crafting items correspond to which item types&lt;br /&gt;
i.e.&lt;br /&gt;
Leather to Hide Armour&lt;br /&gt;
Iron Ingot to Iron Armour&lt;br /&gt;
Steel Ingot to Steel Armour&lt;br /&gt;
Refined Malachite for Glass...&lt;br /&gt;
etc.&lt;br /&gt;
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== Steel Smithing ==&lt;br /&gt;
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I recently aquired the steel smithing perk and am unable to smith steel...does anyone else have this problem? How do I fix this?  I have reached level 30 smithing.&lt;br /&gt;
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[[Special:Contributions/216.167.237.76|216.167.237.76]] 01:09, 21 November 2011 (UTC)confused smith[[Special:Contributions/216.167.237.76|216.167.237.76]] 01:09, 21 November 2011 (UTC)&lt;br /&gt;
:At a guess, you either didn't confirm the selection of the perk (in which case you don't actually have it yet, I did that once, open your skills and see if you have any unspent perks) or you are lacking one or more materials to make it. If you have the perk, there should be a category at the forge interface named Steel. If you're lacking materials then the choices will be greyed out. --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 16:30, 22 November 2011 (UTC)&lt;br /&gt;
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== Legendary pt. 2/3/4/5/etc ==&lt;br /&gt;
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Apparently (according to other wiki's and my personal experience), there are more than one tiers of Legendary. I have 100 smithing and the correct perks, and I was able to upgrade my legendary daedric sword to legendary (but two damage points higher) by wearing 20% boost smithing gauntlets... Somebody with the construction kit look into this. [[User:Stouf761|Stouf761]] 14:04, 21 November 2011 (UTC)&lt;br /&gt;
:Not out just yet, but yes there are tier(s) above basic Legendary. I've got two 12% smithing items and two 10% smithing items, which allow some nice improvement. Tossing a 40-50% potion on top of those allows still more improvement. I'm just not sure if the data table on the other wiki is correct. --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 18:50, 21 November 2011 (UTC)&lt;br /&gt;
::That's true, look up some crazy smithing and enchanting videos - you can boost a Daedric dagger to 100 dmg or more. The limit is very high and you can boost smithing via potions and enchanting armor. --[[Special:Contributions/147.251.215.82|147.251.215.82]] 20:09, 21 November 2011 (UTC)&lt;br /&gt;
:::I'd don't believe it would be possible to boost a dagger's damage to 100.  I've got 100 smithing and about 60% fortify smithing items, plus a 30% potion, and I could only get a glass SWORD to 40 damage.&lt;br /&gt;
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== SIDES IN SMITHING ==&lt;br /&gt;
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i was wondering, your choice is smithing (right-left), is permanent..?i mean if u choose heavy than u cant smith light and the opposite???&lt;br /&gt;
:If you start taking heavy armor smithing perks, they wont stop you from gaining light armor smithing perks later {{FC|purple|[[User:Andil the mage|Andil the mage]] 19:19, 23 November 2011 (UTC)}}&lt;br /&gt;
::You can get both...did it myself.  It's not very wise to waste the perk points though, so I'd just pick one and stick with it.  No respending perk points, so only if you're playing the PC version can you remove/add perks through the console.&lt;br /&gt;
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== Random armor/weapon loot ==&lt;br /&gt;
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Just curiosity on my part here: has anyone randomly found any pieces of daedric armor or weaponry aside from arrows? If so, how much and what level were you? My orc is level 44, and I haven't seen a single piece of daedric yet as random loot. I've found a few pieces of ebony armor and weapons in dungeons, and even once ran across a hostile NPC on a road (just called Breton) who was wearing ebony armor/boots/gauntlets, but no daedric thus far aside from what I made myself. Smithing has been well worth the investment to me just for this reason. --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 22:18, 23 November 2011 (UTC)&lt;br /&gt;
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I am hoping that you can find daedric weapons ingame at least.  I didn't want to waste points going down to daedric just for weapons.&lt;br /&gt;
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== Each type ==&lt;br /&gt;
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Should we here add list of all thing that can be made in smith and what we need for it? From Iron to Dragon?&lt;br /&gt;
--[[User:Aleksa|Aleksa]] 21:36, 24 November 2011 (UTC)&lt;br /&gt;
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== Certain weapons can't be improved ==&lt;br /&gt;
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I know at least two weapons that can't be improved via smithing, Skyforge Steel Dagger and Supple Ancient Nord Bow, I think the article should mention that as a bug. Also, does anyone know if there is a console command to &amp;quot;unlock&amp;quot; these items into making them improveable? :)&lt;/div&gt;</summary>
		<author><name>24.33.141.151</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Smithing&amp;diff=778617</id>
		<title>Skyrim talk:Smithing</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Smithing&amp;diff=778617"/>
		<updated>2011-11-25T02:36:23Z</updated>

		<summary type="html">&lt;p&gt;24.33.141.151: /* Random armor/weapon loot */&lt;/p&gt;
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&lt;div&gt;== Create page ==&lt;br /&gt;
I saw that Elliot said we could create pages, but it still says that I'm not allowed. If it is only for Administraters or patrollers etc. I'm sorry. But if someone wants to create a pickpocketing page, I have a list of all the perks for it on my User page. Thanks. [[User:RIM|RIM]] 19:45, 25 September 2011 (UTC)&lt;br /&gt;
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:It's on a blacklist at the moment. Elliot is on about removing it so it's just that anons can't create and edit (i think) and think under 'Skyrim'. It is only Admins at the moment though. --&amp;lt;span style=&amp;quot;font-size:large&amp;quot;&amp;gt;[[User:Kiz|&amp;lt;span style=&amp;quot;color:#B8860B&amp;quot;&amp;gt;Kiz&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;sup&amp;gt;&amp;lt;span style=&amp;quot;font-size:x-small&amp;quot;&amp;gt; ·•· [[User_Talk:Kiz|Talk]] ·•· [[Special:Contributions/Kiz|Contribs]] ·•· [[Special:EmailUser/Kiz|Mail]] ·•·&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt; 20:06, 25 September 2011 (UTC)&lt;br /&gt;
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::Thanks:), I have the perk tree for pickpocketing too so if anybody needs it it can be copied and pasted from me. [[User:RIM|RIM]] 20:09, 25 September 2011 (UTC)&lt;br /&gt;
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== Verifying the 'Custom items' statement ==&lt;br /&gt;
&lt;br /&gt;
On the page, it claims that hides can be used to customize your items, and I'd like to know an official source for this before I start telling people about it. UESP is usually  very professional, but seeing as how there is very little information about the game so far, and the source for this info isn't cited on the page, I'd like to know where the person who added it got this information from. {{unsigned|76.20.221.160|9 October 2011}}&lt;br /&gt;
&lt;br /&gt;
:First, as the banner at the top of the article says, all information is preliminary and subject to change.   The only way to be completely certain about any game facts is to wait until the game is released.&lt;br /&gt;
:The statement about using hides is a summary of several statements I've seen about how Smithing works.  For example, [http://www.videogamer.com/xbox360/the_elder_scrolls_v_skyrim/preview-3152.html a Videogamer preview] says:&lt;br /&gt;
::&amp;quot;''Kill a wolf, for example, and you can skin him for his hide, which you can then take to a tannery and turn into leather to use as material to design leather-hilted axes and daggers.''&amp;quot;&lt;br /&gt;
:If you prefer hard-copy sources, the PC Gamer Skyrim article says, in reference to &amp;quot;an animal hide&amp;quot; found at a crafting station:&lt;br /&gt;
::&amp;quot;''... here you'd take leather and make leather strips... you'd then use leather strips to make your own swords and stuff like that.''&amp;quot;&lt;br /&gt;
:It also says:&lt;br /&gt;
::&amp;quot;''You could get other items from the tanning rack and combine them all to create weapons and armor''.&amp;quot;&lt;br /&gt;
:--[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 03:46, 12 October 2011 (UTC)&lt;br /&gt;
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== Sword Sharpening ==&lt;br /&gt;
&lt;br /&gt;
I understand weapons and armor do not degrade, but if you can sharpen your blades does that mean they become dull after a while of fighting, or does it just increase the damage one time depending on your skill level. Thanks.[[User:Apod|Apod]] 18:44, 2 November 2011 (UTC)&lt;br /&gt;
:No, they just stay at that level until you improve them further. Then when you're smithing skill improves, you can improve your weapons even more and they will never degrade below that new level and so on until your weapon is at the highest improved level possible.[[User:RIM|RIM]] 19:05, 2 November 2011 (UTC)&lt;br /&gt;
::In that case would the swords spawn with a set dullness/sharpness or start at a zero percent until your character brings it to the grind stone. [[User:Apod|Apod]] 21:04, 2 November 2011 (UTC)&lt;br /&gt;
:::Let's say you find a steel longsword that does 10 damage, it will be at 100% health and it will never degrade any further. Then you can sharpen it to 110% and now it will never degrade below 110% health and it will do more damage. Then you can sharpen it to 120%(if you are skilled enough) and then 130% and so on. Once you sharpen it, it will never degrade below it's new level so basically you permanently increase it's damage and health. I don't know if you can find weapons that have already been sharpened though.[[User:RIM|RIM]] 12:50, 4 November 2011 (UTC)&lt;br /&gt;
:::: Ah, yeah I understand now, it's similar to being an expert armorer in oblivion when you could raise the condition past 100%. Thank you for your help. One more week... [[User:Apod|Apod]] 20:44, 4 November 2011 (UTC)&lt;br /&gt;
:::::Except they've taken weapon condition out of the game entirely.  Weapons and armor simply no longer have &amp;quot;condition&amp;quot;.  They have quality levels now instead.  Item durability/health is not a part of this game. [[Special:Contributions/24.237.190.24|24.237.190.24]] 18:33, 16 November 2011 (UTC)&lt;br /&gt;
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== Maces sharpenning? ==&lt;br /&gt;
&lt;br /&gt;
I'm wondering, can we also upgrade maces and warhammers at a grindstone? It wouldn't really make sense but on the other hand it would mean that we can't upgrade these weapons. Or do we have to do it at a workbench?{{unsigned|77.84.51.169|18:36, 5 November 2011}}&lt;br /&gt;
:You can sharpen any weapon. Maces usually kill by causing a large impact to organs or other important areas such as blood vessels with effects such as internal bleeding but by sharpening it the mace might cause puncture wounds resulting in blood loss. Workbenches are for improving armour.[[User:RIM|RIM]] 20:52, 5 November 2011 (UTC)&lt;br /&gt;
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:“Sharpening” a mace might be improving the flanges (i.e. the bit on the side that help to focuses the impact) or improving the weighting (again increasing how much damage it courses) rather than literally sharpening it.&lt;br /&gt;
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:You can sharpen bows as well. :) --[[Special:Contributions/86.9.123.15|86.9.123.15]] 03:48, 20 November 2011 (UTC)&lt;br /&gt;
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== There is only one rank of every perk. ==&lt;br /&gt;
&lt;br /&gt;
None of them have two ranks. Not a single one. Why, when I try to change this, does someone change it back? Look at the images from all of the prerelease gameplay floating around. 1 rank of each Smithing perk. Whoever is keeping this charade of two ranks a piece is perpetuating a falsehood with malice aforethought. Stop it! [[Special:Contributions/97.103.109.193|97.103.109.193]] 02:49, 6 November 2011 (UTC)&lt;br /&gt;
:The only reliable sources that I've seen show two ranks for each perk.  Although it's very possible that it's been changed since the beta version of the game, we'll have to wait for the game is actually released to confirm that.  Any other information that you're seeing right now is from a pirated version of the game, which is not a reliable source.  I'd rather perpetuate beta-version information than perpetuate illegal information.&lt;br /&gt;
:Also, I'm not sure what you mean by &amp;quot;Why, when I try to change this, does someone change it back?&amp;quot;.  The [http://www.uesp.net/w/index.php?title=Skyrim:Smithing&amp;amp;action=history edit history] of the page does not show any edit, ever, where the number of ranks was changed for any of the perks.  Furthermore, none of the edits that you've made to any of the skill pages has been undone. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 03:10, 6 November 2011 (UTC)&lt;br /&gt;
::1 as in O-N-E rank for all the smithing perks. {{uns|91.113.8.202|12:35, 6 November 2011}}&lt;br /&gt;
:::There are two ranks for them as for as official sources have shown. We are sticking with official sources for now. --&amp;lt;span style=&amp;quot;font-size:large&amp;quot;&amp;gt;[[User:Kiz|&amp;lt;span style=&amp;quot;color:#B8860B&amp;quot;&amp;gt;Kiz&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;sup&amp;gt;&amp;lt;span style=&amp;quot;font-size:x-small&amp;quot;&amp;gt; ·•· [[User_Talk:Kiz|Talk]] ·•· [[Special:Contributions/Kiz|Contribs]] ·•· [[Special:EmailUser/Kiz|Mail]] ·•·&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt; 12:54, 6 November 2011 (UTC)&lt;br /&gt;
::::It's one rank per perk according to all people that have had a &amp;quot;hands-on&amp;quot; game. If the official information says otherwise, then it is just bogus. The version that has been made available illegally is also the retail version, not a beta. {{uns|Loufoque|13:17, 6 November 2011}}&lt;br /&gt;
:::::My neighbor is a reviewer and has an official copy of the game for the Xbox. One rank per perk. [[Special:Contributions/174.109.111.197|174.109.111.197]] 18:44, 8 November 2011 (UTC)&lt;br /&gt;
{{od}}Well, we'll update it as soon as he posts a review with this information in it. Or, better yet, when the game is released this Friday. --[[User:Alpha Kenny Buddy|AKB]] &amp;lt;sup&amp;gt;[[User_talk:Alpha_Kenny_Buddy|Talk]] [[Special:Contributions/Alpha Kenny Buddy|Cont]] [[Special:Emailuser/Alpha Kenny Buddy|Mail]]&amp;lt;/sup&amp;gt; 18:48, 8 November 2011 (UTC)&lt;br /&gt;
:::::Skyrim broke street date in Australia yesterday (final release). I confirm there is only one rank per smithing perk. Updated accordingly. Back to gaming... --[[User:Alienangel|Alienangel]] 11 November 2011&lt;br /&gt;
::&amp;quot;Illegal information.&amp;quot; oO --[[Special:Contributions/188.109.121.159|188.109.121.159]] 22:52, 22 November 2011 (UTC)&lt;br /&gt;
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== Power Leveling Section ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Power leveling Theory&lt;br /&gt;
&lt;br /&gt;
Continually switch forges, buy out all iron ignots and leather strips, then produce as many iron daggers as possible and sell the daggers back to the forge master. Keep doing this at every forge possible and you will easily level up smithing. For those with less money, you may mine your own iron ore, but it is less effective, as it slows time.&lt;br /&gt;
&lt;br /&gt;
Hunt animals for hides, process these into leather and leather strips at a tanning rack, then use the forge to craft leather bracers. Enchant bracers to level enchanting at the same time. Sell to level speech and make some gold.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Is this section really necessary? I mean, it's pretty obvious that you would level your smithing faster by getting items and crafting them into things. The only thing it really tells me is that Iron Daggers and Leather Bracers are some of the best possible options. But I don't see a Power Leveling section on Enchanting or Alchemy, let alone on any pages in Oblivion for those skills.&lt;br /&gt;
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If anything I'd expect a page like this: http://www.uesp.net/wiki/Oblivion:Increasing_Skills to be started on instead of putting the leveling tips on each page as it makes it easier to find and leaves the skill pages for explaining the hard facts about the skills instead of suggestions and such [[Special:Contributions/76.115.250.108|76.115.250.108]] 12:15, 13 November 2011 (UTC)&lt;br /&gt;
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It's not even that good of a method of power leveling your smithing. If you are willing to use a bit of alteration magic, get yourself transmute. Then upgrade all your iron ore into gold ore, and from there smelt that down to gold ingots that you then use in the forge to create gold rings. This way not only will you be working on your smithing, but your alteration too. You'll also net a profit in the end. Of course this method is a bit mana intensive, meaning that if you haven't upped your magic reserves at all, you'll only be able to cast transmute once before needing to let your pool recharge. Sort of annoying if you consider that you have to cast the smell 4 times to get enough gold ore for a single ingot. [[User:Syntic|Syntic]] 13:01, 13 November 2011 (UTC)&lt;br /&gt;
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:I agree, so I removed it and added a section to the &amp;quot;Notes&amp;quot; about this method, because it is the fastest. [[User:Baron|Baron]] 01:47, 14 November 2011 (UTC)&lt;br /&gt;
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== Rings vs Necklaces? ==&lt;br /&gt;
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It says in the notes section that one ingot is used for necklaces and rings, but it doesn't say that you get two rings with one ingot. I just started the game so have only been able to make silver jewelry, but the value of the two rings added together is the same as the value of the necklace, so is this statement even true, let alone necessary?  If someone who knows what they are doing could remove that statement, or edit it to reflect the truth, I'm afraid I don't know how... [[Special:Contributions/24.9.7.137|24.9.7.137]] 06:04, 15 November 2011 (UTC)&lt;br /&gt;
:That note needs to be removed, the one ingot for two rings is the same as the necklace. As well as the fact two rings is twice the objects you can enchant ;) [[Special:Contributions/75.150.195.86|75.150.195.86]] 15:04, 14 November 2011 (UTC)&lt;br /&gt;
::Not sure why neither of you removed it if you felt it should be removed, but I went ahead and got rid of it. [[User:Baron|Baron]] 17:04, 14 November 2011 (UTC)&lt;br /&gt;
:::Thanks Baron, when I tried to do it yesterday I couldn't get the edit screen to show me any text I could edit, when I looked again just now, it was all there. weird. [[Special:Contributions/24.9.7.137|24.9.7.137]] 06:04, 15 November 2011 (UTC)&lt;br /&gt;
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== Any qualities beyond Legendary? ==&lt;br /&gt;
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Have smithing maxed at 100 (like a BAWS)&lt;br /&gt;
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Can smithing improvement gloves/etc. be used to create anything better than legendary?&lt;br /&gt;
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:Legendary is the highest quality. [[User:Baron|Baron]] 12:14, 15 November 2011 (UTC)&lt;br /&gt;
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you can continue to improve the att/def of items with plus smithing enchants and potions after 100. &lt;br /&gt;
Works on Armor Hand Neck and Ring. Active effects list ring x3 instead of each piece of gear. i only had one potion of 20% so dont know if more can be added or stronger potion. Glass Armor with +100% went to 90 Def. legomike&lt;br /&gt;
:My alchemy skill and perks have me making 71% potions. And there are stock potions for 50%+ in the game. [[Special:Contributions/24.156.216.144|24.156.216.144]] 14:14, 19 November 2011 (UTC)&lt;br /&gt;
::Smithing upgrades seem to have a cap somewhere around 230 skill, can anyone confirm exactly where? Or perhaps the values do not scale linearly? -[[Special:Contributions/91.153.22.204|91.153.22.204]] 18:17, 23 November 2011 (UTC)&lt;br /&gt;
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== Effects for improving weapons? ==&lt;br /&gt;
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I see someone added columns to the chart showing the amount of bonus given to torso armor and the other pieces. Does anyone have any data on the amount of bonus given to weapons? Is it different for daggers, maces, warhammers, bows, etc? --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 18:14, 15 November 2011 (UTC)&lt;br /&gt;
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== daedra hearts ==&lt;br /&gt;
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Anyone find a somewhat steady supply for daedra hearts to craft daedric items?&lt;br /&gt;
other than ingrediant merchants that is. If there is some way to get them possibly put it in the notes section&lt;br /&gt;
JJ Lopez&lt;br /&gt;
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:The Azura's Star quest line gives you 3-5 Daedra Hearts, as well as the ingredient vendors as you mentioned. [[User:Baron|Baron]] 08:01, 16 November 2011 (UTC)&lt;br /&gt;
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:Enthir at the college of Winterhold sells two Daedra heart at a time and restocks about every two days. You can find him either in the courtyard of the college or in his room in the Hall of Attainment second level.  - Simnos.&lt;br /&gt;
::Also at the College of Winterhold you can use the Atronach Forge down the midden to create them; if I remember what I read correctly it requires a black soul gem and a human heart. Of course, neither of those is exactly common so I don't know if it's worth doing. --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 19:23, 19 November 2011 (UTC)&lt;br /&gt;
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== Which branch to take ==&lt;br /&gt;
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Should the note about going up the right side be edited? Yes the right side has stronger armor, however it is all heavy armor. For a light armor type person like myself, the left tree was a much better choice. Just a thought.&lt;br /&gt;
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:There's no reason to use Light Armor over Heavy Armor. Once you get the Weightless perk for Heavy Armor it is better in every way than Light Armor, unfortunately. Also, as the note says, going up the right side gives you access to Daedric weapons, which at their base are better than Glass weapons. [[User:Baron|Baron]] 07:59, 16 November 2011 (UTC)&lt;br /&gt;
::I disagree with this statement, Baron. If you're a sneaky type (at least a GOOD sneaky type), you won't get hit enough to ever level your heavy armor skill to the necessary 70 to get the Weightless perk. Until then it'll make more noise than light and seriously impact your carrying capacity due to the increased weight. For a combat character I'd agree, heavy &amp;gt; light armor. --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 15:49, 17 November 2011 (UTC)&lt;br /&gt;
::The Wind Walker perk is also quite usefull --Lex 23:20, 18 November 2011 (UTC+1)&lt;br /&gt;
:Isn't it also untrue that the right side is all Heavy Armor? The strongest Light Armor smithing is Dragon Smithing. [[Special:Contributions/81.233.217.129|81.233.217.129]] 08:26, 16 November 2011 (UTC)&lt;br /&gt;
::Dragon Smithing is both heavy armor and light armor. [[User:Baron|Baron]] 08:34, 16 November 2011 (UTC)&lt;br /&gt;
:::My personal belief is that the answer to the question &amp;quot;what is your character using?&amp;quot; is also the answer to which path to take, if you're only going to take one. However, I will say that the left path produces substandard weaponry in the long run. Glass weapons are good, but they just don't compare to ebony or daedric. I went the right path but also took elven smithing because elven weapons are slightly better than dwarven and quite a bit better than orcish.--[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 19:31, 19 November 2011 (UTC)&lt;br /&gt;
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== Fortify Smithing ==&lt;br /&gt;
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Does this effect increase the statistics of an item when you make it or does it just increase the improvements made at the grindstone and workbench? [[User:Olioster|Olioster]] 15:39, 17 November 2011 (UTC)&lt;br /&gt;
:I &amp;lt;i&amp;gt;think&amp;lt;/i&amp;gt; it increases your effective skill. Another site has a chart for the improvements that goes well beyond 100 smithing skill, and shows higher improvements at higher skill levels. I have no idea how far it goes. However, I will say this much: when my first character reached 100 smithing, I made and improved an Ebony Mace for myself, since the damage for the ebony was the same as the daedric. I had a necklace that added 12% to smithing, but didn't use it then. Later, when I was making a Daedric War Axe, I had disenchanted that necklace, enchanted another as well as two pieces of leather armor to 8% each, and used all of those plus a smithing potion for the improvement. When I did, I discovered that I could improve the ebony mace yet again, to higher than it was before. There is definitely some category higher than 100 smithing. --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 15:53, 17 November 2011 (UTC)&lt;br /&gt;
::Yes, even if the item is Legendary quality, it can still be improved upon, and there does not appear to be a cap on how far the improvement can go, so potions and enchantments that fortify smithing, perks and smithing skill can combine to make weapons and armor that have exorbitant stats. In theory, a character that perks heavily into crafting can make some of the highest rated weapons and armor possible, through fortified enchantments, fortified potions and max smithing perks and skill. There's also a cross-crafting exploit with enchanting and alchemy that could potentially push the smithing improvements beyond game breaking limits. [[Special:Contributions/24.156.216.144|24.156.216.144]] 14:10, 19 November 2011 (UTC)&lt;br /&gt;
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To directly answer your question, it only affects improvements made at the grindstone/workbench.  Items stats can also be increased with fortify smithing enchants/potions, though the name will remain legendary.&lt;br /&gt;
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== Materials  ==&lt;br /&gt;
&lt;br /&gt;
It might be useful to provide a list of what crafting items correspond to which item types&lt;br /&gt;
i.e.&lt;br /&gt;
Leather to Hide Armour&lt;br /&gt;
Iron Ingot to Iron Armour&lt;br /&gt;
Steel Ingot to Steel Armour&lt;br /&gt;
Refined Malachite for Glass...&lt;br /&gt;
etc.&lt;br /&gt;
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== Steel Smithing ==&lt;br /&gt;
&lt;br /&gt;
I recently aquired the steel smithing perk and am unable to smith steel...does anyone else have this problem? How do I fix this?  I have reached level 30 smithing.&lt;br /&gt;
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[[Special:Contributions/216.167.237.76|216.167.237.76]] 01:09, 21 November 2011 (UTC)confused smith[[Special:Contributions/216.167.237.76|216.167.237.76]] 01:09, 21 November 2011 (UTC)&lt;br /&gt;
:At a guess, you either didn't confirm the selection of the perk (in which case you don't actually have it yet, I did that once, open your skills and see if you have any unspent perks) or you are lacking one or more materials to make it. If you have the perk, there should be a category at the forge interface named Steel. If you're lacking materials then the choices will be greyed out. --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 16:30, 22 November 2011 (UTC)&lt;br /&gt;
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== Legendary pt. 2/3/4/5/etc ==&lt;br /&gt;
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Apparently (according to other wiki's and my personal experience), there are more than one tiers of Legendary. I have 100 smithing and the correct perks, and I was able to upgrade my legendary daedric sword to legendary (but two damage points higher) by wearing 20% boost smithing gauntlets... Somebody with the construction kit look into this. [[User:Stouf761|Stouf761]] 14:04, 21 November 2011 (UTC)&lt;br /&gt;
:Not out just yet, but yes there are tier(s) above basic Legendary. I've got two 12% smithing items and two 10% smithing items, which allow some nice improvement. Tossing a 40-50% potion on top of those allows still more improvement. I'm just not sure if the data table on the other wiki is correct. --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 18:50, 21 November 2011 (UTC)&lt;br /&gt;
::That's true, look up some crazy smithing and enchanting videos - you can boost a Daedric dagger to 100 dmg or more. The limit is very high and you can boost smithing via potions and enchanting armor. --[[Special:Contributions/147.251.215.82|147.251.215.82]] 20:09, 21 November 2011 (UTC)&lt;br /&gt;
:::I'd don't believe it would be possible to boost a dagger's damage to 100.  I've got 100 smithing and about 60% fortify smithing items, plus a 30% potion, and I could only get a glass SWORD to 40 damage.&lt;br /&gt;
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== SIDES IN SMITHING ==&lt;br /&gt;
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i was wondering, your choice is smithing (right-left), is permanent..?i mean if u choose heavy than u cant smith light and the opposite???&lt;br /&gt;
:If you start taking heavy armor smithing perks, they wont stop you from gaining light armor smithing perks later {{FC|purple|[[User:Andil the mage|Andil the mage]] 19:19, 23 November 2011 (UTC)}}&lt;br /&gt;
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== Random armor/weapon loot ==&lt;br /&gt;
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Just curiosity on my part here: has anyone randomly found any pieces of daedric armor or weaponry aside from arrows? If so, how much and what level were you? My orc is level 44, and I haven't seen a single piece of daedric yet as random loot. I've found a few pieces of ebony armor and weapons in dungeons, and even once ran across a hostile NPC on a road (just called Breton) who was wearing ebony armor/boots/gauntlets, but no daedric thus far aside from what I made myself. Smithing has been well worth the investment to me just for this reason. --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 22:18, 23 November 2011 (UTC)&lt;br /&gt;
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I am hoping that you can find daedric weapons ingame at least.  I didn't want to waste points going down to daedric just for weapons.&lt;br /&gt;
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== Each type ==&lt;br /&gt;
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Should we here add list of all thing that can be made in smith and what we need for it? From Iron to Dragon?&lt;br /&gt;
--[[User:Aleksa|Aleksa]] 21:36, 24 November 2011 (UTC)&lt;br /&gt;
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== Certain weapons can't be improved ==&lt;br /&gt;
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I know at least two weapons that can't be improved via smithing, Skyforge Steel Dagger and Supple Ancient Nord Bow, I think the article should mention that as a bug. Also, does anyone know if there is a console command to &amp;quot;unlock&amp;quot; these items into making them improveable? :)&lt;/div&gt;</summary>
		<author><name>24.33.141.151</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Smithing&amp;diff=778602</id>
		<title>Skyrim talk:Smithing</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Smithing&amp;diff=778602"/>
		<updated>2011-11-25T02:34:42Z</updated>

		<summary type="html">&lt;p&gt;24.33.141.151: /* Legendary pt. 2/3/4/5/etc */&lt;/p&gt;
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&lt;div&gt;== Create page ==&lt;br /&gt;
I saw that Elliot said we could create pages, but it still says that I'm not allowed. If it is only for Administraters or patrollers etc. I'm sorry. But if someone wants to create a pickpocketing page, I have a list of all the perks for it on my User page. Thanks. [[User:RIM|RIM]] 19:45, 25 September 2011 (UTC)&lt;br /&gt;
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:It's on a blacklist at the moment. Elliot is on about removing it so it's just that anons can't create and edit (i think) and think under 'Skyrim'. It is only Admins at the moment though. --&amp;lt;span style=&amp;quot;font-size:large&amp;quot;&amp;gt;[[User:Kiz|&amp;lt;span style=&amp;quot;color:#B8860B&amp;quot;&amp;gt;Kiz&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;sup&amp;gt;&amp;lt;span style=&amp;quot;font-size:x-small&amp;quot;&amp;gt; ·•· [[User_Talk:Kiz|Talk]] ·•· [[Special:Contributions/Kiz|Contribs]] ·•· [[Special:EmailUser/Kiz|Mail]] ·•·&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt; 20:06, 25 September 2011 (UTC)&lt;br /&gt;
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::Thanks:), I have the perk tree for pickpocketing too so if anybody needs it it can be copied and pasted from me. [[User:RIM|RIM]] 20:09, 25 September 2011 (UTC)&lt;br /&gt;
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== Verifying the 'Custom items' statement ==&lt;br /&gt;
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On the page, it claims that hides can be used to customize your items, and I'd like to know an official source for this before I start telling people about it. UESP is usually  very professional, but seeing as how there is very little information about the game so far, and the source for this info isn't cited on the page, I'd like to know where the person who added it got this information from. {{unsigned|76.20.221.160|9 October 2011}}&lt;br /&gt;
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:First, as the banner at the top of the article says, all information is preliminary and subject to change.   The only way to be completely certain about any game facts is to wait until the game is released.&lt;br /&gt;
:The statement about using hides is a summary of several statements I've seen about how Smithing works.  For example, [http://www.videogamer.com/xbox360/the_elder_scrolls_v_skyrim/preview-3152.html a Videogamer preview] says:&lt;br /&gt;
::&amp;quot;''Kill a wolf, for example, and you can skin him for his hide, which you can then take to a tannery and turn into leather to use as material to design leather-hilted axes and daggers.''&amp;quot;&lt;br /&gt;
:If you prefer hard-copy sources, the PC Gamer Skyrim article says, in reference to &amp;quot;an animal hide&amp;quot; found at a crafting station:&lt;br /&gt;
::&amp;quot;''... here you'd take leather and make leather strips... you'd then use leather strips to make your own swords and stuff like that.''&amp;quot;&lt;br /&gt;
:It also says:&lt;br /&gt;
::&amp;quot;''You could get other items from the tanning rack and combine them all to create weapons and armor''.&amp;quot;&lt;br /&gt;
:--[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 03:46, 12 October 2011 (UTC)&lt;br /&gt;
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== Sword Sharpening ==&lt;br /&gt;
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I understand weapons and armor do not degrade, but if you can sharpen your blades does that mean they become dull after a while of fighting, or does it just increase the damage one time depending on your skill level. Thanks.[[User:Apod|Apod]] 18:44, 2 November 2011 (UTC)&lt;br /&gt;
:No, they just stay at that level until you improve them further. Then when you're smithing skill improves, you can improve your weapons even more and they will never degrade below that new level and so on until your weapon is at the highest improved level possible.[[User:RIM|RIM]] 19:05, 2 November 2011 (UTC)&lt;br /&gt;
::In that case would the swords spawn with a set dullness/sharpness or start at a zero percent until your character brings it to the grind stone. [[User:Apod|Apod]] 21:04, 2 November 2011 (UTC)&lt;br /&gt;
:::Let's say you find a steel longsword that does 10 damage, it will be at 100% health and it will never degrade any further. Then you can sharpen it to 110% and now it will never degrade below 110% health and it will do more damage. Then you can sharpen it to 120%(if you are skilled enough) and then 130% and so on. Once you sharpen it, it will never degrade below it's new level so basically you permanently increase it's damage and health. I don't know if you can find weapons that have already been sharpened though.[[User:RIM|RIM]] 12:50, 4 November 2011 (UTC)&lt;br /&gt;
:::: Ah, yeah I understand now, it's similar to being an expert armorer in oblivion when you could raise the condition past 100%. Thank you for your help. One more week... [[User:Apod|Apod]] 20:44, 4 November 2011 (UTC)&lt;br /&gt;
:::::Except they've taken weapon condition out of the game entirely.  Weapons and armor simply no longer have &amp;quot;condition&amp;quot;.  They have quality levels now instead.  Item durability/health is not a part of this game. [[Special:Contributions/24.237.190.24|24.237.190.24]] 18:33, 16 November 2011 (UTC)&lt;br /&gt;
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== Maces sharpenning? ==&lt;br /&gt;
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I'm wondering, can we also upgrade maces and warhammers at a grindstone? It wouldn't really make sense but on the other hand it would mean that we can't upgrade these weapons. Or do we have to do it at a workbench?{{unsigned|77.84.51.169|18:36, 5 November 2011}}&lt;br /&gt;
:You can sharpen any weapon. Maces usually kill by causing a large impact to organs or other important areas such as blood vessels with effects such as internal bleeding but by sharpening it the mace might cause puncture wounds resulting in blood loss. Workbenches are for improving armour.[[User:RIM|RIM]] 20:52, 5 November 2011 (UTC)&lt;br /&gt;
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:“Sharpening” a mace might be improving the flanges (i.e. the bit on the side that help to focuses the impact) or improving the weighting (again increasing how much damage it courses) rather than literally sharpening it.&lt;br /&gt;
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:You can sharpen bows as well. :) --[[Special:Contributions/86.9.123.15|86.9.123.15]] 03:48, 20 November 2011 (UTC)&lt;br /&gt;
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== There is only one rank of every perk. ==&lt;br /&gt;
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None of them have two ranks. Not a single one. Why, when I try to change this, does someone change it back? Look at the images from all of the prerelease gameplay floating around. 1 rank of each Smithing perk. Whoever is keeping this charade of two ranks a piece is perpetuating a falsehood with malice aforethought. Stop it! [[Special:Contributions/97.103.109.193|97.103.109.193]] 02:49, 6 November 2011 (UTC)&lt;br /&gt;
:The only reliable sources that I've seen show two ranks for each perk.  Although it's very possible that it's been changed since the beta version of the game, we'll have to wait for the game is actually released to confirm that.  Any other information that you're seeing right now is from a pirated version of the game, which is not a reliable source.  I'd rather perpetuate beta-version information than perpetuate illegal information.&lt;br /&gt;
:Also, I'm not sure what you mean by &amp;quot;Why, when I try to change this, does someone change it back?&amp;quot;.  The [http://www.uesp.net/w/index.php?title=Skyrim:Smithing&amp;amp;action=history edit history] of the page does not show any edit, ever, where the number of ranks was changed for any of the perks.  Furthermore, none of the edits that you've made to any of the skill pages has been undone. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 03:10, 6 November 2011 (UTC)&lt;br /&gt;
::1 as in O-N-E rank for all the smithing perks. {{uns|91.113.8.202|12:35, 6 November 2011}}&lt;br /&gt;
:::There are two ranks for them as for as official sources have shown. We are sticking with official sources for now. --&amp;lt;span style=&amp;quot;font-size:large&amp;quot;&amp;gt;[[User:Kiz|&amp;lt;span style=&amp;quot;color:#B8860B&amp;quot;&amp;gt;Kiz&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;sup&amp;gt;&amp;lt;span style=&amp;quot;font-size:x-small&amp;quot;&amp;gt; ·•· [[User_Talk:Kiz|Talk]] ·•· [[Special:Contributions/Kiz|Contribs]] ·•· [[Special:EmailUser/Kiz|Mail]] ·•·&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt; 12:54, 6 November 2011 (UTC)&lt;br /&gt;
::::It's one rank per perk according to all people that have had a &amp;quot;hands-on&amp;quot; game. If the official information says otherwise, then it is just bogus. The version that has been made available illegally is also the retail version, not a beta. {{uns|Loufoque|13:17, 6 November 2011}}&lt;br /&gt;
:::::My neighbor is a reviewer and has an official copy of the game for the Xbox. One rank per perk. [[Special:Contributions/174.109.111.197|174.109.111.197]] 18:44, 8 November 2011 (UTC)&lt;br /&gt;
{{od}}Well, we'll update it as soon as he posts a review with this information in it. Or, better yet, when the game is released this Friday. --[[User:Alpha Kenny Buddy|AKB]] &amp;lt;sup&amp;gt;[[User_talk:Alpha_Kenny_Buddy|Talk]] [[Special:Contributions/Alpha Kenny Buddy|Cont]] [[Special:Emailuser/Alpha Kenny Buddy|Mail]]&amp;lt;/sup&amp;gt; 18:48, 8 November 2011 (UTC)&lt;br /&gt;
:::::Skyrim broke street date in Australia yesterday (final release). I confirm there is only one rank per smithing perk. Updated accordingly. Back to gaming... --[[User:Alienangel|Alienangel]] 11 November 2011&lt;br /&gt;
::&amp;quot;Illegal information.&amp;quot; oO --[[Special:Contributions/188.109.121.159|188.109.121.159]] 22:52, 22 November 2011 (UTC)&lt;br /&gt;
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== Power Leveling Section ==&lt;br /&gt;
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&amp;quot;Power leveling Theory&lt;br /&gt;
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Continually switch forges, buy out all iron ignots and leather strips, then produce as many iron daggers as possible and sell the daggers back to the forge master. Keep doing this at every forge possible and you will easily level up smithing. For those with less money, you may mine your own iron ore, but it is less effective, as it slows time.&lt;br /&gt;
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Hunt animals for hides, process these into leather and leather strips at a tanning rack, then use the forge to craft leather bracers. Enchant bracers to level enchanting at the same time. Sell to level speech and make some gold.&amp;quot;&lt;br /&gt;
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Is this section really necessary? I mean, it's pretty obvious that you would level your smithing faster by getting items and crafting them into things. The only thing it really tells me is that Iron Daggers and Leather Bracers are some of the best possible options. But I don't see a Power Leveling section on Enchanting or Alchemy, let alone on any pages in Oblivion for those skills.&lt;br /&gt;
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If anything I'd expect a page like this: http://www.uesp.net/wiki/Oblivion:Increasing_Skills to be started on instead of putting the leveling tips on each page as it makes it easier to find and leaves the skill pages for explaining the hard facts about the skills instead of suggestions and such [[Special:Contributions/76.115.250.108|76.115.250.108]] 12:15, 13 November 2011 (UTC)&lt;br /&gt;
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It's not even that good of a method of power leveling your smithing. If you are willing to use a bit of alteration magic, get yourself transmute. Then upgrade all your iron ore into gold ore, and from there smelt that down to gold ingots that you then use in the forge to create gold rings. This way not only will you be working on your smithing, but your alteration too. You'll also net a profit in the end. Of course this method is a bit mana intensive, meaning that if you haven't upped your magic reserves at all, you'll only be able to cast transmute once before needing to let your pool recharge. Sort of annoying if you consider that you have to cast the smell 4 times to get enough gold ore for a single ingot. [[User:Syntic|Syntic]] 13:01, 13 November 2011 (UTC)&lt;br /&gt;
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:I agree, so I removed it and added a section to the &amp;quot;Notes&amp;quot; about this method, because it is the fastest. [[User:Baron|Baron]] 01:47, 14 November 2011 (UTC)&lt;br /&gt;
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== Rings vs Necklaces? ==&lt;br /&gt;
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It says in the notes section that one ingot is used for necklaces and rings, but it doesn't say that you get two rings with one ingot. I just started the game so have only been able to make silver jewelry, but the value of the two rings added together is the same as the value of the necklace, so is this statement even true, let alone necessary?  If someone who knows what they are doing could remove that statement, or edit it to reflect the truth, I'm afraid I don't know how... [[Special:Contributions/24.9.7.137|24.9.7.137]] 06:04, 15 November 2011 (UTC)&lt;br /&gt;
:That note needs to be removed, the one ingot for two rings is the same as the necklace. As well as the fact two rings is twice the objects you can enchant ;) [[Special:Contributions/75.150.195.86|75.150.195.86]] 15:04, 14 November 2011 (UTC)&lt;br /&gt;
::Not sure why neither of you removed it if you felt it should be removed, but I went ahead and got rid of it. [[User:Baron|Baron]] 17:04, 14 November 2011 (UTC)&lt;br /&gt;
:::Thanks Baron, when I tried to do it yesterday I couldn't get the edit screen to show me any text I could edit, when I looked again just now, it was all there. weird. [[Special:Contributions/24.9.7.137|24.9.7.137]] 06:04, 15 November 2011 (UTC)&lt;br /&gt;
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== Any qualities beyond Legendary? ==&lt;br /&gt;
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Have smithing maxed at 100 (like a BAWS)&lt;br /&gt;
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Can smithing improvement gloves/etc. be used to create anything better than legendary?&lt;br /&gt;
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:Legendary is the highest quality. [[User:Baron|Baron]] 12:14, 15 November 2011 (UTC)&lt;br /&gt;
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you can continue to improve the att/def of items with plus smithing enchants and potions after 100. &lt;br /&gt;
Works on Armor Hand Neck and Ring. Active effects list ring x3 instead of each piece of gear. i only had one potion of 20% so dont know if more can be added or stronger potion. Glass Armor with +100% went to 90 Def. legomike&lt;br /&gt;
:My alchemy skill and perks have me making 71% potions. And there are stock potions for 50%+ in the game. [[Special:Contributions/24.156.216.144|24.156.216.144]] 14:14, 19 November 2011 (UTC)&lt;br /&gt;
::Smithing upgrades seem to have a cap somewhere around 230 skill, can anyone confirm exactly where? Or perhaps the values do not scale linearly? -[[Special:Contributions/91.153.22.204|91.153.22.204]] 18:17, 23 November 2011 (UTC)&lt;br /&gt;
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== Effects for improving weapons? ==&lt;br /&gt;
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I see someone added columns to the chart showing the amount of bonus given to torso armor and the other pieces. Does anyone have any data on the amount of bonus given to weapons? Is it different for daggers, maces, warhammers, bows, etc? --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 18:14, 15 November 2011 (UTC)&lt;br /&gt;
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== daedra hearts ==&lt;br /&gt;
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Anyone find a somewhat steady supply for daedra hearts to craft daedric items?&lt;br /&gt;
other than ingrediant merchants that is. If there is some way to get them possibly put it in the notes section&lt;br /&gt;
JJ Lopez&lt;br /&gt;
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:The Azura's Star quest line gives you 3-5 Daedra Hearts, as well as the ingredient vendors as you mentioned. [[User:Baron|Baron]] 08:01, 16 November 2011 (UTC)&lt;br /&gt;
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:Enthir at the college of Winterhold sells two Daedra heart at a time and restocks about every two days. You can find him either in the courtyard of the college or in his room in the Hall of Attainment second level.  - Simnos.&lt;br /&gt;
::Also at the College of Winterhold you can use the Atronach Forge down the midden to create them; if I remember what I read correctly it requires a black soul gem and a human heart. Of course, neither of those is exactly common so I don't know if it's worth doing. --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 19:23, 19 November 2011 (UTC)&lt;br /&gt;
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== Which branch to take ==&lt;br /&gt;
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Should the note about going up the right side be edited? Yes the right side has stronger armor, however it is all heavy armor. For a light armor type person like myself, the left tree was a much better choice. Just a thought.&lt;br /&gt;
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:There's no reason to use Light Armor over Heavy Armor. Once you get the Weightless perk for Heavy Armor it is better in every way than Light Armor, unfortunately. Also, as the note says, going up the right side gives you access to Daedric weapons, which at their base are better than Glass weapons. [[User:Baron|Baron]] 07:59, 16 November 2011 (UTC)&lt;br /&gt;
::I disagree with this statement, Baron. If you're a sneaky type (at least a GOOD sneaky type), you won't get hit enough to ever level your heavy armor skill to the necessary 70 to get the Weightless perk. Until then it'll make more noise than light and seriously impact your carrying capacity due to the increased weight. For a combat character I'd agree, heavy &amp;gt; light armor. --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 15:49, 17 November 2011 (UTC)&lt;br /&gt;
::The Wind Walker perk is also quite usefull --Lex 23:20, 18 November 2011 (UTC+1)&lt;br /&gt;
:Isn't it also untrue that the right side is all Heavy Armor? The strongest Light Armor smithing is Dragon Smithing. [[Special:Contributions/81.233.217.129|81.233.217.129]] 08:26, 16 November 2011 (UTC)&lt;br /&gt;
::Dragon Smithing is both heavy armor and light armor. [[User:Baron|Baron]] 08:34, 16 November 2011 (UTC)&lt;br /&gt;
:::My personal belief is that the answer to the question &amp;quot;what is your character using?&amp;quot; is also the answer to which path to take, if you're only going to take one. However, I will say that the left path produces substandard weaponry in the long run. Glass weapons are good, but they just don't compare to ebony or daedric. I went the right path but also took elven smithing because elven weapons are slightly better than dwarven and quite a bit better than orcish.--[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 19:31, 19 November 2011 (UTC)&lt;br /&gt;
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== Fortify Smithing ==&lt;br /&gt;
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Does this effect increase the statistics of an item when you make it or does it just increase the improvements made at the grindstone and workbench? [[User:Olioster|Olioster]] 15:39, 17 November 2011 (UTC)&lt;br /&gt;
:I &amp;lt;i&amp;gt;think&amp;lt;/i&amp;gt; it increases your effective skill. Another site has a chart for the improvements that goes well beyond 100 smithing skill, and shows higher improvements at higher skill levels. I have no idea how far it goes. However, I will say this much: when my first character reached 100 smithing, I made and improved an Ebony Mace for myself, since the damage for the ebony was the same as the daedric. I had a necklace that added 12% to smithing, but didn't use it then. Later, when I was making a Daedric War Axe, I had disenchanted that necklace, enchanted another as well as two pieces of leather armor to 8% each, and used all of those plus a smithing potion for the improvement. When I did, I discovered that I could improve the ebony mace yet again, to higher than it was before. There is definitely some category higher than 100 smithing. --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 15:53, 17 November 2011 (UTC)&lt;br /&gt;
::Yes, even if the item is Legendary quality, it can still be improved upon, and there does not appear to be a cap on how far the improvement can go, so potions and enchantments that fortify smithing, perks and smithing skill can combine to make weapons and armor that have exorbitant stats. In theory, a character that perks heavily into crafting can make some of the highest rated weapons and armor possible, through fortified enchantments, fortified potions and max smithing perks and skill. There's also a cross-crafting exploit with enchanting and alchemy that could potentially push the smithing improvements beyond game breaking limits. [[Special:Contributions/24.156.216.144|24.156.216.144]] 14:10, 19 November 2011 (UTC)&lt;br /&gt;
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To directly answer your question, it only affects improvements made at the grindstone/workbench.  Items stats can also be increased with fortify smithing enchants/potions, though the name will remain legendary.&lt;br /&gt;
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== Materials  ==&lt;br /&gt;
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It might be useful to provide a list of what crafting items correspond to which item types&lt;br /&gt;
i.e.&lt;br /&gt;
Leather to Hide Armour&lt;br /&gt;
Iron Ingot to Iron Armour&lt;br /&gt;
Steel Ingot to Steel Armour&lt;br /&gt;
Refined Malachite for Glass...&lt;br /&gt;
etc.&lt;br /&gt;
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== Steel Smithing ==&lt;br /&gt;
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I recently aquired the steel smithing perk and am unable to smith steel...does anyone else have this problem? How do I fix this?  I have reached level 30 smithing.&lt;br /&gt;
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[[Special:Contributions/216.167.237.76|216.167.237.76]] 01:09, 21 November 2011 (UTC)confused smith[[Special:Contributions/216.167.237.76|216.167.237.76]] 01:09, 21 November 2011 (UTC)&lt;br /&gt;
:At a guess, you either didn't confirm the selection of the perk (in which case you don't actually have it yet, I did that once, open your skills and see if you have any unspent perks) or you are lacking one or more materials to make it. If you have the perk, there should be a category at the forge interface named Steel. If you're lacking materials then the choices will be greyed out. --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 16:30, 22 November 2011 (UTC)&lt;br /&gt;
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== Legendary pt. 2/3/4/5/etc ==&lt;br /&gt;
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Apparently (according to other wiki's and my personal experience), there are more than one tiers of Legendary. I have 100 smithing and the correct perks, and I was able to upgrade my legendary daedric sword to legendary (but two damage points higher) by wearing 20% boost smithing gauntlets... Somebody with the construction kit look into this. [[User:Stouf761|Stouf761]] 14:04, 21 November 2011 (UTC)&lt;br /&gt;
:Not out just yet, but yes there are tier(s) above basic Legendary. I've got two 12% smithing items and two 10% smithing items, which allow some nice improvement. Tossing a 40-50% potion on top of those allows still more improvement. I'm just not sure if the data table on the other wiki is correct. --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 18:50, 21 November 2011 (UTC)&lt;br /&gt;
::That's true, look up some crazy smithing and enchanting videos - you can boost a Daedric dagger to 100 dmg or more. The limit is very high and you can boost smithing via potions and enchanting armor. --[[Special:Contributions/147.251.215.82|147.251.215.82]] 20:09, 21 November 2011 (UTC)&lt;br /&gt;
:::I'd don't believe it would be possible to boost a dagger's damage to 100.  I've got 100 smithing and about 60% fortify smithing items, plus a 30% potion, and I could only get a glass SWORD to 40 damage.&lt;br /&gt;
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== SIDES IN SMITHING ==&lt;br /&gt;
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i was wondering, your choice is smithing (right-left), is permanent..?i mean if u choose heavy than u cant smith light and the opposite???&lt;br /&gt;
:If you start taking heavy armor smithing perks, they wont stop you from gaining light armor smithing perks later {{FC|purple|[[User:Andil the mage|Andil the mage]] 19:19, 23 November 2011 (UTC)}}&lt;br /&gt;
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== Random armor/weapon loot ==&lt;br /&gt;
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Just curiosity on my part here: has anyone randomly found any pieces of daedric armor or weaponry aside from arrows? If so, how much and what level were you? My orc is level 44, and I haven't seen a single piece of daedric yet as random loot. I've found a few pieces of ebony armor and weapons in dungeons, and even once ran across a hostile NPC on a road (just called Breton) who was wearing ebony armor/boots/gauntlets, but no daedric thus far aside from what I made myself. Smithing has been well worth the investment to me just for this reason. --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 22:18, 23 November 2011 (UTC)&lt;br /&gt;
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== Each type ==&lt;br /&gt;
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Should we here add list of all thing that can be made in smith and what we need for it? From Iron to Dragon?&lt;br /&gt;
--[[User:Aleksa|Aleksa]] 21:36, 24 November 2011 (UTC)&lt;br /&gt;
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== Certain weapons can't be improved ==&lt;br /&gt;
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I know at least two weapons that can't be improved via smithing, Skyforge Steel Dagger and Supple Ancient Nord Bow, I think the article should mention that as a bug. Also, does anyone know if there is a console command to &amp;quot;unlock&amp;quot; these items into making them improveable? :)&lt;/div&gt;</summary>
		<author><name>24.33.141.151</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Smithing&amp;diff=778581</id>
		<title>Skyrim talk:Smithing</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Smithing&amp;diff=778581"/>
		<updated>2011-11-25T02:30:17Z</updated>

		<summary type="html">&lt;p&gt;24.33.141.151: /* Fortify Smithing */&lt;/p&gt;
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&lt;div&gt;== Create page ==&lt;br /&gt;
I saw that Elliot said we could create pages, but it still says that I'm not allowed. If it is only for Administraters or patrollers etc. I'm sorry. But if someone wants to create a pickpocketing page, I have a list of all the perks for it on my User page. Thanks. [[User:RIM|RIM]] 19:45, 25 September 2011 (UTC)&lt;br /&gt;
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:It's on a blacklist at the moment. Elliot is on about removing it so it's just that anons can't create and edit (i think) and think under 'Skyrim'. It is only Admins at the moment though. --&amp;lt;span style=&amp;quot;font-size:large&amp;quot;&amp;gt;[[User:Kiz|&amp;lt;span style=&amp;quot;color:#B8860B&amp;quot;&amp;gt;Kiz&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;sup&amp;gt;&amp;lt;span style=&amp;quot;font-size:x-small&amp;quot;&amp;gt; ·•· [[User_Talk:Kiz|Talk]] ·•· [[Special:Contributions/Kiz|Contribs]] ·•· [[Special:EmailUser/Kiz|Mail]] ·•·&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt; 20:06, 25 September 2011 (UTC)&lt;br /&gt;
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::Thanks:), I have the perk tree for pickpocketing too so if anybody needs it it can be copied and pasted from me. [[User:RIM|RIM]] 20:09, 25 September 2011 (UTC)&lt;br /&gt;
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== Verifying the 'Custom items' statement ==&lt;br /&gt;
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On the page, it claims that hides can be used to customize your items, and I'd like to know an official source for this before I start telling people about it. UESP is usually  very professional, but seeing as how there is very little information about the game so far, and the source for this info isn't cited on the page, I'd like to know where the person who added it got this information from. {{unsigned|76.20.221.160|9 October 2011}}&lt;br /&gt;
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:First, as the banner at the top of the article says, all information is preliminary and subject to change.   The only way to be completely certain about any game facts is to wait until the game is released.&lt;br /&gt;
:The statement about using hides is a summary of several statements I've seen about how Smithing works.  For example, [http://www.videogamer.com/xbox360/the_elder_scrolls_v_skyrim/preview-3152.html a Videogamer preview] says:&lt;br /&gt;
::&amp;quot;''Kill a wolf, for example, and you can skin him for his hide, which you can then take to a tannery and turn into leather to use as material to design leather-hilted axes and daggers.''&amp;quot;&lt;br /&gt;
:If you prefer hard-copy sources, the PC Gamer Skyrim article says, in reference to &amp;quot;an animal hide&amp;quot; found at a crafting station:&lt;br /&gt;
::&amp;quot;''... here you'd take leather and make leather strips... you'd then use leather strips to make your own swords and stuff like that.''&amp;quot;&lt;br /&gt;
:It also says:&lt;br /&gt;
::&amp;quot;''You could get other items from the tanning rack and combine them all to create weapons and armor''.&amp;quot;&lt;br /&gt;
:--[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 03:46, 12 October 2011 (UTC)&lt;br /&gt;
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== Sword Sharpening ==&lt;br /&gt;
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I understand weapons and armor do not degrade, but if you can sharpen your blades does that mean they become dull after a while of fighting, or does it just increase the damage one time depending on your skill level. Thanks.[[User:Apod|Apod]] 18:44, 2 November 2011 (UTC)&lt;br /&gt;
:No, they just stay at that level until you improve them further. Then when you're smithing skill improves, you can improve your weapons even more and they will never degrade below that new level and so on until your weapon is at the highest improved level possible.[[User:RIM|RIM]] 19:05, 2 November 2011 (UTC)&lt;br /&gt;
::In that case would the swords spawn with a set dullness/sharpness or start at a zero percent until your character brings it to the grind stone. [[User:Apod|Apod]] 21:04, 2 November 2011 (UTC)&lt;br /&gt;
:::Let's say you find a steel longsword that does 10 damage, it will be at 100% health and it will never degrade any further. Then you can sharpen it to 110% and now it will never degrade below 110% health and it will do more damage. Then you can sharpen it to 120%(if you are skilled enough) and then 130% and so on. Once you sharpen it, it will never degrade below it's new level so basically you permanently increase it's damage and health. I don't know if you can find weapons that have already been sharpened though.[[User:RIM|RIM]] 12:50, 4 November 2011 (UTC)&lt;br /&gt;
:::: Ah, yeah I understand now, it's similar to being an expert armorer in oblivion when you could raise the condition past 100%. Thank you for your help. One more week... [[User:Apod|Apod]] 20:44, 4 November 2011 (UTC)&lt;br /&gt;
:::::Except they've taken weapon condition out of the game entirely.  Weapons and armor simply no longer have &amp;quot;condition&amp;quot;.  They have quality levels now instead.  Item durability/health is not a part of this game. [[Special:Contributions/24.237.190.24|24.237.190.24]] 18:33, 16 November 2011 (UTC)&lt;br /&gt;
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== Maces sharpenning? ==&lt;br /&gt;
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I'm wondering, can we also upgrade maces and warhammers at a grindstone? It wouldn't really make sense but on the other hand it would mean that we can't upgrade these weapons. Or do we have to do it at a workbench?{{unsigned|77.84.51.169|18:36, 5 November 2011}}&lt;br /&gt;
:You can sharpen any weapon. Maces usually kill by causing a large impact to organs or other important areas such as blood vessels with effects such as internal bleeding but by sharpening it the mace might cause puncture wounds resulting in blood loss. Workbenches are for improving armour.[[User:RIM|RIM]] 20:52, 5 November 2011 (UTC)&lt;br /&gt;
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:“Sharpening” a mace might be improving the flanges (i.e. the bit on the side that help to focuses the impact) or improving the weighting (again increasing how much damage it courses) rather than literally sharpening it.&lt;br /&gt;
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:You can sharpen bows as well. :) --[[Special:Contributions/86.9.123.15|86.9.123.15]] 03:48, 20 November 2011 (UTC)&lt;br /&gt;
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== There is only one rank of every perk. ==&lt;br /&gt;
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None of them have two ranks. Not a single one. Why, when I try to change this, does someone change it back? Look at the images from all of the prerelease gameplay floating around. 1 rank of each Smithing perk. Whoever is keeping this charade of two ranks a piece is perpetuating a falsehood with malice aforethought. Stop it! [[Special:Contributions/97.103.109.193|97.103.109.193]] 02:49, 6 November 2011 (UTC)&lt;br /&gt;
:The only reliable sources that I've seen show two ranks for each perk.  Although it's very possible that it's been changed since the beta version of the game, we'll have to wait for the game is actually released to confirm that.  Any other information that you're seeing right now is from a pirated version of the game, which is not a reliable source.  I'd rather perpetuate beta-version information than perpetuate illegal information.&lt;br /&gt;
:Also, I'm not sure what you mean by &amp;quot;Why, when I try to change this, does someone change it back?&amp;quot;.  The [http://www.uesp.net/w/index.php?title=Skyrim:Smithing&amp;amp;action=history edit history] of the page does not show any edit, ever, where the number of ranks was changed for any of the perks.  Furthermore, none of the edits that you've made to any of the skill pages has been undone. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 03:10, 6 November 2011 (UTC)&lt;br /&gt;
::1 as in O-N-E rank for all the smithing perks. {{uns|91.113.8.202|12:35, 6 November 2011}}&lt;br /&gt;
:::There are two ranks for them as for as official sources have shown. We are sticking with official sources for now. --&amp;lt;span style=&amp;quot;font-size:large&amp;quot;&amp;gt;[[User:Kiz|&amp;lt;span style=&amp;quot;color:#B8860B&amp;quot;&amp;gt;Kiz&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;sup&amp;gt;&amp;lt;span style=&amp;quot;font-size:x-small&amp;quot;&amp;gt; ·•· [[User_Talk:Kiz|Talk]] ·•· [[Special:Contributions/Kiz|Contribs]] ·•· [[Special:EmailUser/Kiz|Mail]] ·•·&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt; 12:54, 6 November 2011 (UTC)&lt;br /&gt;
::::It's one rank per perk according to all people that have had a &amp;quot;hands-on&amp;quot; game. If the official information says otherwise, then it is just bogus. The version that has been made available illegally is also the retail version, not a beta. {{uns|Loufoque|13:17, 6 November 2011}}&lt;br /&gt;
:::::My neighbor is a reviewer and has an official copy of the game for the Xbox. One rank per perk. [[Special:Contributions/174.109.111.197|174.109.111.197]] 18:44, 8 November 2011 (UTC)&lt;br /&gt;
{{od}}Well, we'll update it as soon as he posts a review with this information in it. Or, better yet, when the game is released this Friday. --[[User:Alpha Kenny Buddy|AKB]] &amp;lt;sup&amp;gt;[[User_talk:Alpha_Kenny_Buddy|Talk]] [[Special:Contributions/Alpha Kenny Buddy|Cont]] [[Special:Emailuser/Alpha Kenny Buddy|Mail]]&amp;lt;/sup&amp;gt; 18:48, 8 November 2011 (UTC)&lt;br /&gt;
:::::Skyrim broke street date in Australia yesterday (final release). I confirm there is only one rank per smithing perk. Updated accordingly. Back to gaming... --[[User:Alienangel|Alienangel]] 11 November 2011&lt;br /&gt;
::&amp;quot;Illegal information.&amp;quot; oO --[[Special:Contributions/188.109.121.159|188.109.121.159]] 22:52, 22 November 2011 (UTC)&lt;br /&gt;
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== Power Leveling Section ==&lt;br /&gt;
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&amp;quot;Power leveling Theory&lt;br /&gt;
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Continually switch forges, buy out all iron ignots and leather strips, then produce as many iron daggers as possible and sell the daggers back to the forge master. Keep doing this at every forge possible and you will easily level up smithing. For those with less money, you may mine your own iron ore, but it is less effective, as it slows time.&lt;br /&gt;
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Hunt animals for hides, process these into leather and leather strips at a tanning rack, then use the forge to craft leather bracers. Enchant bracers to level enchanting at the same time. Sell to level speech and make some gold.&amp;quot;&lt;br /&gt;
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Is this section really necessary? I mean, it's pretty obvious that you would level your smithing faster by getting items and crafting them into things. The only thing it really tells me is that Iron Daggers and Leather Bracers are some of the best possible options. But I don't see a Power Leveling section on Enchanting or Alchemy, let alone on any pages in Oblivion for those skills.&lt;br /&gt;
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If anything I'd expect a page like this: http://www.uesp.net/wiki/Oblivion:Increasing_Skills to be started on instead of putting the leveling tips on each page as it makes it easier to find and leaves the skill pages for explaining the hard facts about the skills instead of suggestions and such [[Special:Contributions/76.115.250.108|76.115.250.108]] 12:15, 13 November 2011 (UTC)&lt;br /&gt;
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It's not even that good of a method of power leveling your smithing. If you are willing to use a bit of alteration magic, get yourself transmute. Then upgrade all your iron ore into gold ore, and from there smelt that down to gold ingots that you then use in the forge to create gold rings. This way not only will you be working on your smithing, but your alteration too. You'll also net a profit in the end. Of course this method is a bit mana intensive, meaning that if you haven't upped your magic reserves at all, you'll only be able to cast transmute once before needing to let your pool recharge. Sort of annoying if you consider that you have to cast the smell 4 times to get enough gold ore for a single ingot. [[User:Syntic|Syntic]] 13:01, 13 November 2011 (UTC)&lt;br /&gt;
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:I agree, so I removed it and added a section to the &amp;quot;Notes&amp;quot; about this method, because it is the fastest. [[User:Baron|Baron]] 01:47, 14 November 2011 (UTC)&lt;br /&gt;
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== Rings vs Necklaces? ==&lt;br /&gt;
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It says in the notes section that one ingot is used for necklaces and rings, but it doesn't say that you get two rings with one ingot. I just started the game so have only been able to make silver jewelry, but the value of the two rings added together is the same as the value of the necklace, so is this statement even true, let alone necessary?  If someone who knows what they are doing could remove that statement, or edit it to reflect the truth, I'm afraid I don't know how... [[Special:Contributions/24.9.7.137|24.9.7.137]] 06:04, 15 November 2011 (UTC)&lt;br /&gt;
:That note needs to be removed, the one ingot for two rings is the same as the necklace. As well as the fact two rings is twice the objects you can enchant ;) [[Special:Contributions/75.150.195.86|75.150.195.86]] 15:04, 14 November 2011 (UTC)&lt;br /&gt;
::Not sure why neither of you removed it if you felt it should be removed, but I went ahead and got rid of it. [[User:Baron|Baron]] 17:04, 14 November 2011 (UTC)&lt;br /&gt;
:::Thanks Baron, when I tried to do it yesterday I couldn't get the edit screen to show me any text I could edit, when I looked again just now, it was all there. weird. [[Special:Contributions/24.9.7.137|24.9.7.137]] 06:04, 15 November 2011 (UTC)&lt;br /&gt;
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== Any qualities beyond Legendary? ==&lt;br /&gt;
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Have smithing maxed at 100 (like a BAWS)&lt;br /&gt;
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Can smithing improvement gloves/etc. be used to create anything better than legendary?&lt;br /&gt;
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:Legendary is the highest quality. [[User:Baron|Baron]] 12:14, 15 November 2011 (UTC)&lt;br /&gt;
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you can continue to improve the att/def of items with plus smithing enchants and potions after 100. &lt;br /&gt;
Works on Armor Hand Neck and Ring. Active effects list ring x3 instead of each piece of gear. i only had one potion of 20% so dont know if more can be added or stronger potion. Glass Armor with +100% went to 90 Def. legomike&lt;br /&gt;
:My alchemy skill and perks have me making 71% potions. And there are stock potions for 50%+ in the game. [[Special:Contributions/24.156.216.144|24.156.216.144]] 14:14, 19 November 2011 (UTC)&lt;br /&gt;
::Smithing upgrades seem to have a cap somewhere around 230 skill, can anyone confirm exactly where? Or perhaps the values do not scale linearly? -[[Special:Contributions/91.153.22.204|91.153.22.204]] 18:17, 23 November 2011 (UTC)&lt;br /&gt;
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== Effects for improving weapons? ==&lt;br /&gt;
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I see someone added columns to the chart showing the amount of bonus given to torso armor and the other pieces. Does anyone have any data on the amount of bonus given to weapons? Is it different for daggers, maces, warhammers, bows, etc? --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 18:14, 15 November 2011 (UTC)&lt;br /&gt;
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== daedra hearts ==&lt;br /&gt;
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Anyone find a somewhat steady supply for daedra hearts to craft daedric items?&lt;br /&gt;
other than ingrediant merchants that is. If there is some way to get them possibly put it in the notes section&lt;br /&gt;
JJ Lopez&lt;br /&gt;
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:The Azura's Star quest line gives you 3-5 Daedra Hearts, as well as the ingredient vendors as you mentioned. [[User:Baron|Baron]] 08:01, 16 November 2011 (UTC)&lt;br /&gt;
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:Enthir at the college of Winterhold sells two Daedra heart at a time and restocks about every two days. You can find him either in the courtyard of the college or in his room in the Hall of Attainment second level.  - Simnos.&lt;br /&gt;
::Also at the College of Winterhold you can use the Atronach Forge down the midden to create them; if I remember what I read correctly it requires a black soul gem and a human heart. Of course, neither of those is exactly common so I don't know if it's worth doing. --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 19:23, 19 November 2011 (UTC)&lt;br /&gt;
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== Which branch to take ==&lt;br /&gt;
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Should the note about going up the right side be edited? Yes the right side has stronger armor, however it is all heavy armor. For a light armor type person like myself, the left tree was a much better choice. Just a thought.&lt;br /&gt;
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:There's no reason to use Light Armor over Heavy Armor. Once you get the Weightless perk for Heavy Armor it is better in every way than Light Armor, unfortunately. Also, as the note says, going up the right side gives you access to Daedric weapons, which at their base are better than Glass weapons. [[User:Baron|Baron]] 07:59, 16 November 2011 (UTC)&lt;br /&gt;
::I disagree with this statement, Baron. If you're a sneaky type (at least a GOOD sneaky type), you won't get hit enough to ever level your heavy armor skill to the necessary 70 to get the Weightless perk. Until then it'll make more noise than light and seriously impact your carrying capacity due to the increased weight. For a combat character I'd agree, heavy &amp;gt; light armor. --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 15:49, 17 November 2011 (UTC)&lt;br /&gt;
::The Wind Walker perk is also quite usefull --Lex 23:20, 18 November 2011 (UTC+1)&lt;br /&gt;
:Isn't it also untrue that the right side is all Heavy Armor? The strongest Light Armor smithing is Dragon Smithing. [[Special:Contributions/81.233.217.129|81.233.217.129]] 08:26, 16 November 2011 (UTC)&lt;br /&gt;
::Dragon Smithing is both heavy armor and light armor. [[User:Baron|Baron]] 08:34, 16 November 2011 (UTC)&lt;br /&gt;
:::My personal belief is that the answer to the question &amp;quot;what is your character using?&amp;quot; is also the answer to which path to take, if you're only going to take one. However, I will say that the left path produces substandard weaponry in the long run. Glass weapons are good, but they just don't compare to ebony or daedric. I went the right path but also took elven smithing because elven weapons are slightly better than dwarven and quite a bit better than orcish.--[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 19:31, 19 November 2011 (UTC)&lt;br /&gt;
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== Fortify Smithing ==&lt;br /&gt;
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Does this effect increase the statistics of an item when you make it or does it just increase the improvements made at the grindstone and workbench? [[User:Olioster|Olioster]] 15:39, 17 November 2011 (UTC)&lt;br /&gt;
:I &amp;lt;i&amp;gt;think&amp;lt;/i&amp;gt; it increases your effective skill. Another site has a chart for the improvements that goes well beyond 100 smithing skill, and shows higher improvements at higher skill levels. I have no idea how far it goes. However, I will say this much: when my first character reached 100 smithing, I made and improved an Ebony Mace for myself, since the damage for the ebony was the same as the daedric. I had a necklace that added 12% to smithing, but didn't use it then. Later, when I was making a Daedric War Axe, I had disenchanted that necklace, enchanted another as well as two pieces of leather armor to 8% each, and used all of those plus a smithing potion for the improvement. When I did, I discovered that I could improve the ebony mace yet again, to higher than it was before. There is definitely some category higher than 100 smithing. --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 15:53, 17 November 2011 (UTC)&lt;br /&gt;
::Yes, even if the item is Legendary quality, it can still be improved upon, and there does not appear to be a cap on how far the improvement can go, so potions and enchantments that fortify smithing, perks and smithing skill can combine to make weapons and armor that have exorbitant stats. In theory, a character that perks heavily into crafting can make some of the highest rated weapons and armor possible, through fortified enchantments, fortified potions and max smithing perks and skill. There's also a cross-crafting exploit with enchanting and alchemy that could potentially push the smithing improvements beyond game breaking limits. [[Special:Contributions/24.156.216.144|24.156.216.144]] 14:10, 19 November 2011 (UTC)&lt;br /&gt;
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To directly answer your question, it only affects improvements made at the grindstone/workbench.  Items stats can also be increased with fortify smithing enchants/potions, though the name will remain legendary.&lt;br /&gt;
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== Materials  ==&lt;br /&gt;
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It might be useful to provide a list of what crafting items correspond to which item types&lt;br /&gt;
i.e.&lt;br /&gt;
Leather to Hide Armour&lt;br /&gt;
Iron Ingot to Iron Armour&lt;br /&gt;
Steel Ingot to Steel Armour&lt;br /&gt;
Refined Malachite for Glass...&lt;br /&gt;
etc.&lt;br /&gt;
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== Steel Smithing ==&lt;br /&gt;
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I recently aquired the steel smithing perk and am unable to smith steel...does anyone else have this problem? How do I fix this?  I have reached level 30 smithing.&lt;br /&gt;
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[[Special:Contributions/216.167.237.76|216.167.237.76]] 01:09, 21 November 2011 (UTC)confused smith[[Special:Contributions/216.167.237.76|216.167.237.76]] 01:09, 21 November 2011 (UTC)&lt;br /&gt;
:At a guess, you either didn't confirm the selection of the perk (in which case you don't actually have it yet, I did that once, open your skills and see if you have any unspent perks) or you are lacking one or more materials to make it. If you have the perk, there should be a category at the forge interface named Steel. If you're lacking materials then the choices will be greyed out. --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 16:30, 22 November 2011 (UTC)&lt;br /&gt;
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== Legendary pt. 2/3/4/5/etc ==&lt;br /&gt;
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Apparently (according to other wiki's and my personal experience), there are more than one tiers of Legendary. I have 100 smithing and the correct perks, and I was able to upgrade my legendary daedric sword to legendary (but two damage points higher) by wearing 20% boost smithing gauntlets... Somebody with the construction kit look into this. [[User:Stouf761|Stouf761]] 14:04, 21 November 2011 (UTC)&lt;br /&gt;
:Not out just yet, but yes there are tier(s) above basic Legendary. I've got two 12% smithing items and two 10% smithing items, which allow some nice improvement. Tossing a 40-50% potion on top of those allows still more improvement. I'm just not sure if the data table on the other wiki is correct. --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 18:50, 21 November 2011 (UTC)&lt;br /&gt;
::That's true, look up some crazy smithing and enchanting videos - you can boost a Daedric dagger to 100 dmg or more. The limit is very high and you can boost smithing via potions and enchanting armor. --[[Special:Contributions/147.251.215.82|147.251.215.82]] 20:09, 21 November 2011 (UTC)&lt;br /&gt;
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== SIDES IN SMITHING ==&lt;br /&gt;
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i was wondering, your choice is smithing (right-left), is permanent..?i mean if u choose heavy than u cant smith light and the opposite???&lt;br /&gt;
:If you start taking heavy armor smithing perks, they wont stop you from gaining light armor smithing perks later {{FC|purple|[[User:Andil the mage|Andil the mage]] 19:19, 23 November 2011 (UTC)}}&lt;br /&gt;
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== Random armor/weapon loot ==&lt;br /&gt;
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Just curiosity on my part here: has anyone randomly found any pieces of daedric armor or weaponry aside from arrows? If so, how much and what level were you? My orc is level 44, and I haven't seen a single piece of daedric yet as random loot. I've found a few pieces of ebony armor and weapons in dungeons, and even once ran across a hostile NPC on a road (just called Breton) who was wearing ebony armor/boots/gauntlets, but no daedric thus far aside from what I made myself. Smithing has been well worth the investment to me just for this reason. --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 22:18, 23 November 2011 (UTC)&lt;br /&gt;
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== Each type ==&lt;br /&gt;
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Should we here add list of all thing that can be made in smith and what we need for it? From Iron to Dragon?&lt;br /&gt;
--[[User:Aleksa|Aleksa]] 21:36, 24 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Certain weapons can't be improved ==&lt;br /&gt;
&lt;br /&gt;
I know at least two weapons that can't be improved via smithing, Skyforge Steel Dagger and Supple Ancient Nord Bow, I think the article should mention that as a bug. Also, does anyone know if there is a console command to &amp;quot;unlock&amp;quot; these items into making them improveable? :)&lt;/div&gt;</summary>
		<author><name>24.33.141.151</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Illusion_Spells&amp;diff=777893</id>
		<title>Skyrim talk:Illusion Spells</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Illusion_Spells&amp;diff=777893"/>
		<updated>2011-11-24T21:41:40Z</updated>

		<summary type="html">&lt;p&gt;24.33.141.151: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Where is Fade Other obtained? I have 75 illusion and bought invisibility from the guy at the college. I assumed I could buy Fade Other if I could invisibility since its cheaper to cast, but he doesn't have it. [[User:Ice|Ice]] 11:38, 20 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I have 100 illusion now I've done the master quest and I still cant find this anywhere. Ive posted on every game forum and answer site and noone is helping. Cant this just be checked on PC or something if its actually in game?? [[User:Ice|Ice]] 05:04, 21 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As far as I can tell:&lt;br /&gt;
&lt;br /&gt;
1.  This page and some pages at segmentnext.com mention the spell, describing it as &lt;br /&gt;
    &amp;quot;Target is invisible for 30 seconds. Activating an object or attacking will break the spell.&amp;quot; &lt;br /&gt;
 &lt;br /&gt;
2.  The Prima Official Game Guide does NOT mention it.&lt;br /&gt;
&lt;br /&gt;
3.  ElderScrolls.wikia.com does NOT mention it.&lt;br /&gt;
&lt;br /&gt;
4.  The author of the article has provided a hexadecimal ID, but the official Creation Kit is not out yet.&lt;br /&gt;
&lt;br /&gt;
Based on this evidence I would speculate that it is an unimplemented spell whose address is accessible&lt;br /&gt;
by file reading tools available to some editors who dabble in the arcane art of modding.  Although it&lt;br /&gt;
is difficult to prove something does not exist I would bet on the basis of your in game experience (which&lt;br /&gt;
is supposed to be the evidence we use) that it doesn't.  One could also speculate that the spell was coded but never added to any NPC's list or to a Spell Tome, for reasons known only to Bethesda.  Consequently, I will leave a caveat under the &amp;quot;where to get&amp;quot; column. [[User:Kalevala|Kalevala]] 20:12, 22 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you cast a spell infront of him he says something like &amp;quot;You're a mage?  Can you make me invisible?&amp;quot;  The only option is to either tell him no, or lie and tell him you did, which leads me to assume they had planned on putting this spell in game but didn't get around to it.  Going to try and find the ID and try it on Haming.  [[Special:Contributions/24.33.141.151|24.33.141.151]] 21:32, 24 November 2011 (UTC)&lt;br /&gt;
:Nothing special happens when you actually cast it on him, although I cast it on Lydia and she said 'What the...I'm invisible!' so they must have originally planned to put this spell ingame, or else she wouldn't have that dialogue since there's no other way she would become invisible.&lt;/div&gt;</summary>
		<author><name>24.33.141.151</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Illusion_Spells&amp;diff=777878</id>
		<title>Skyrim talk:Illusion Spells</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Illusion_Spells&amp;diff=777878"/>
		<updated>2011-11-24T21:32:56Z</updated>

		<summary type="html">&lt;p&gt;24.33.141.151: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Where is Fade Other obtained? I have 75 illusion and bought invisibility from the guy at the college. I assumed I could buy Fade Other if I could invisibility since its cheaper to cast, but he doesn't have it. [[User:Ice|Ice]] 11:38, 20 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I have 100 illusion now I've done the master quest and I still cant find this anywhere. Ive posted on every game forum and answer site and noone is helping. Cant this just be checked on PC or something if its actually in game?? [[User:Ice|Ice]] 05:04, 21 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As far as I can tell:&lt;br /&gt;
&lt;br /&gt;
1.  This page and some pages at segmentnext.com mention the spell, describing it as &lt;br /&gt;
    &amp;quot;Target is invisible for 30 seconds. Activating an object or attacking will break the spell.&amp;quot; &lt;br /&gt;
 &lt;br /&gt;
2.  The Prima Official Game Guide does NOT mention it.&lt;br /&gt;
&lt;br /&gt;
3.  ElderScrolls.wikia.com does NOT mention it.&lt;br /&gt;
&lt;br /&gt;
4.  The author of the article has provided a hexadecimal ID, but the official Creation Kit is not out yet.&lt;br /&gt;
&lt;br /&gt;
Based on this evidence I would speculate that it is an unimplemented spell whose address is accessible&lt;br /&gt;
by file reading tools available to some editors who dabble in the arcane art of modding.  Although it&lt;br /&gt;
is difficult to prove something does not exist I would bet on the basis of your in game experience (which&lt;br /&gt;
is supposed to be the evidence we use) that it doesn't.  One could also speculate that the spell was coded but never added to any NPC's list or to a Spell Tome, for reasons known only to Bethesda.  Consequently, I will leave a caveat under the &amp;quot;where to get&amp;quot; column. [[User:Kalevala|Kalevala]] 20:12, 22 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you cast a spell infront of him he says something like &amp;quot;You're a mage?  Can you make me invisible?&amp;quot;  The only option is to either tell him no, or lie and tell him you did, which leads me to assume they had planned on putting this spell in game but didn't get around to it.  Going to try and find the ID and try it on Haming.  [[Special:Contributions/24.33.141.151|24.33.141.151]] 21:32, 24 November 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>24.33.141.151</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Illusion_Spells&amp;diff=777877</id>
		<title>Skyrim talk:Illusion Spells</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Illusion_Spells&amp;diff=777877"/>
		<updated>2011-11-24T21:32:34Z</updated>

		<summary type="html">&lt;p&gt;24.33.141.151: /* Haming */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Where is Fade Other obtained? I have 75 illusion and bought invisibility from the guy at the college. I assumed I could buy Fade Other if I could invisibility since its cheaper to cast, but he doesn't have it. [[User:Ice|Ice]] 11:38, 20 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I have 100 illusion now I've done the master quest and I still cant find this anywhere. Ive posted on every game forum and answer site and noone is helping. Cant this just be checked on PC or something if its actually in game?? [[User:Ice|Ice]] 05:04, 21 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As far as I can tell:&lt;br /&gt;
&lt;br /&gt;
1.  This page and some pages at segmentnext.com mention the spell, describing it as &lt;br /&gt;
    &amp;quot;Target is invisible for 30 seconds. Activating an object or attacking will break the spell.&amp;quot; &lt;br /&gt;
 &lt;br /&gt;
2.  The Prima Official Game Guide does NOT mention it.&lt;br /&gt;
&lt;br /&gt;
3.  ElderScrolls.wikia.com does NOT mention it.&lt;br /&gt;
&lt;br /&gt;
4.  The author of the article has provided a hexadecimal ID, but the official Creation Kit is not out yet.&lt;br /&gt;
&lt;br /&gt;
Based on this evidence I would speculate that it is an unimplemented spell whose address is accessible&lt;br /&gt;
by file reading tools available to some editors who dabble in the arcane art of modding.  Although it&lt;br /&gt;
is difficult to prove something does not exist I would bet on the basis of your in game experience (which&lt;br /&gt;
is supposed to be the evidence we use) that it doesn't.  One could also speculate that the spell was coded but never added to any NPC's list or to a Spell Tome, for reasons known only to Bethesda.  Consequently, I will leave a caveat under the &amp;quot;where to get&amp;quot; column. [[User:Kalevala|Kalevala]] 20:12, 22 November 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>24.33.141.151</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Illusion_Spells&amp;diff=777876</id>
		<title>Skyrim talk:Illusion Spells</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Illusion_Spells&amp;diff=777876"/>
		<updated>2011-11-24T21:32:14Z</updated>

		<summary type="html">&lt;p&gt;24.33.141.151: /* Haming */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Where is Fade Other obtained? I have 75 illusion and bought invisibility from the guy at the college. I assumed I could buy Fade Other if I could invisibility since its cheaper to cast, but he doesn't have it. [[User:Ice|Ice]] 11:38, 20 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I have 100 illusion now I've done the master quest and I still cant find this anywhere. Ive posted on every game forum and answer site and noone is helping. Cant this just be checked on PC or something if its actually in game?? [[User:Ice|Ice]] 05:04, 21 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As far as I can tell:&lt;br /&gt;
&lt;br /&gt;
1.  This page and some pages at segmentnext.com mention the spell, describing it as &lt;br /&gt;
    &amp;quot;Target is invisible for 30 seconds. Activating an object or attacking will break the spell.&amp;quot; &lt;br /&gt;
 &lt;br /&gt;
2.  The Prima Official Game Guide does NOT mention it.&lt;br /&gt;
&lt;br /&gt;
3.  ElderScrolls.wikia.com does NOT mention it.&lt;br /&gt;
&lt;br /&gt;
4.  The author of the article has provided a hexadecimal ID, but the official Creation Kit is not out yet.&lt;br /&gt;
&lt;br /&gt;
Based on this evidence I would speculate that it is an unimplemented spell whose address is accessible&lt;br /&gt;
by file reading tools available to some editors who dabble in the arcane art of modding.  Although it&lt;br /&gt;
is difficult to prove something does not exist I would bet on the basis of your in game experience (which&lt;br /&gt;
is supposed to be the evidence we use) that it doesn't.  One could also speculate that the spell was coded but never added to any NPC's list or to a Spell Tome, for reasons known only to Bethesda.  Consequently, I will leave a caveat under the &amp;quot;where to get&amp;quot; column. [[User:Kalevala|Kalevala]] 20:12, 22 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Haming ==&lt;br /&gt;
&lt;br /&gt;
When you cast a spell infront of him he says something like &amp;quot;You're a mage?  Can you make me invisible?&amp;quot;  The only option is to either tell him no, or lie and tell him you did, which leads me to assume they had planned on putting this spell in game but didn't get around to it.  Going to try and find the ID and try it on Haming.&lt;/div&gt;</summary>
		<author><name>24.33.141.151</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Alchemy&amp;diff=706568</id>
		<title>Oblivion:Alchemy</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Alchemy&amp;diff=706568"/>
		<updated>2011-08-29T17:36:55Z</updated>

		<summary type="html">&lt;p&gt;24.33.141.151: /* Obtaining Apparatus */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skills Summary&lt;br /&gt;
|Image=AlchemyTitle.gif&lt;br /&gt;
|Attrib=Intelligence&lt;br /&gt;
|Special=Magic&lt;br /&gt;
|ExTrail=[[Oblivion:Magic|Magic]]&lt;br /&gt;
}}&lt;br /&gt;
'''Alchemy''' is one of the seven [[Oblivion:Skills|skills]] that make up the [[Oblivion:Magic|Magical]] Arts. This skill allows you to identify the different properties of [[Oblivion:Ingredients|Ingredients]]. These ingredients can then be used to make potions and poisons. The potency and price of the potions/poisons you make is determined by your alchemy skill level. Selling potions created by alchemical ingredients is one of the easiest and most efficient ways to get gold in the game.&lt;br /&gt;
&lt;br /&gt;
Although Alchemy's governing attribute is [[Oblivion:Intelligence|Intelligence]], Intelligence has ''no effect'' on the potency of the potions that you make. (This is very different from earlier Elder Scrolls games such as [[Morrowind:Morrowind|Morrowind]]). Furthermore, boosts in alchemy caused by enchantments (potions, spells, or equipped constant effect items) have no impact on the potions that you make. (The Altar of Alchemy in [[Oblivion:Frostcrag Spire (place)|Frostcrag Spire]] is the one exception: it will improve your potions).&lt;br /&gt;
&lt;br /&gt;
You can consume up to four potions at one time. This number does ''not'' increase at higher alchemy levels, however you can drink an unlimited number of potions if you hotkey them as long as the potion doesn't have a duration effect, otherwise you will need to wait until one of the effects has run out to start drinking potions again. An unlimited number of ingredients can be eaten at once (wortcraft).&lt;br /&gt;
&lt;br /&gt;
Potions can be very powerful. For example, at the highest levels and with the best equipment, a ''[[Oblivion:Alchemy Effects#Restore Health|Restore Health]]'' potion can restore 559 points of damage and a ''[[Oblivion:Alchemy Effects#Restore Magicka|Restore Magicka]]'' potion can restore 1872 points of magicka.  A ''[[Oblivion:Alchemy Effects#Damage Health|Damage Health]]'' poison can cause 240 points of damage, and this amount can be more than [[Oblivion:Useful_Potions#Triple_Damage_Poisons|tripled]] in combination with other damage effects. Therefore, investing some time in alchemy will unlock some of the most powerful effects available in Oblivion.&lt;br /&gt;
&lt;br /&gt;
If you would like to experiment with what types of potions and poisons are possible, try using the new &amp;lt;span class=plainlinks&amp;gt;[http://www.uesp.net/oblivion/alchemy/alc_calc.php Alchemy Calculator]&amp;lt;/span&amp;gt;.  This calculator provides information on the strengths of the various effects and the ingredients that can be used to obtain those effects. For more information, see the page describing the [[Oblivion:Alchemy Calculator|Alchemy Calculator]].&lt;br /&gt;
&lt;br /&gt;
You may find a number of calculators on the net. For easy playing with variations of recipes you may try for example [http://oblivion.melian.cc/?cmd=cmdOblivionAlchemyWizard Darliandor's Alchemy Lab] or [http://harryboeck.dyndns.org/Spiele/Oblivion/Alchemie-Rechner.php?lang=en just another one].&lt;br /&gt;
&lt;br /&gt;
==Mastery==&lt;br /&gt;
===Mastery Perks===&lt;br /&gt;
* A '''Novice''' (alchemy &amp;lt; 25) recognizes one of four potential alchemical properties of an [[Oblivion:Ingredients|ingredient]].&lt;br /&gt;
&lt;br /&gt;
* An '''Apprentice''' (alchemy 25-49) recognizes two of four potential alchemical properties of an [[Oblivion:Ingredients|ingredient]].&lt;br /&gt;
&lt;br /&gt;
* A '''Journeyman''' (alchemy 50-74) recognizes three of four potential alchemical properties of an [[Oblivion:Ingredients|ingredient]].&lt;br /&gt;
&lt;br /&gt;
* An '''Expert''' (alchemy 75-99) recognizes all four potential alchemical properties of an [[Oblivion:Ingredients|ingredient]].&lt;br /&gt;
&lt;br /&gt;
* A '''Master''' (alchemy 100) can make potions from a single [[Oblivion:Ingredients|ingredient]]. Only the first effect of the chosen ingredient gets added into the potion.&lt;br /&gt;
&lt;br /&gt;
===Skill Benefits===&lt;br /&gt;
Your alchemy skill level also affects the strength (both magnitude and duration) of the potions you brew.  Your alchemy skill level is modified by your [[Oblivion:luck|luck]] (+5 luck is equivalent to +2 alchemy, maximum 100 alchemy). However, only your character's base level of alchemy and luck are taken into account: magical enhancements or reductions (e.g., fortify luck, drain alchemy), whether from potions, spells, or equipment, have no effect on the strength of your potions.&lt;br /&gt;
&lt;br /&gt;
===Skill Increases===&lt;br /&gt;
Your alchemy experience increases 5.0 points per potion created (regardless of the number of ingredients used). Experience also increases 0.5 points for each non-food ingredient eaten (wortcraft).&lt;br /&gt;
&lt;br /&gt;
As your alchemy level increases, so too will the strength of your potions and the effects of wortcraft.  To increase alchemy, you want to collect as many ingredients as possible so you can make potions.  For the purpose of skill training, you only need to have a mortar and pestle in your equipment.&lt;br /&gt;
* [[Oblivion:Ingredient Locations|Farms]] are your best bet for finding a lot of free ingredients and raising Alchemy quickly. You can also find ingredients in the various [[Oblivion:Guild Halls#Mages Guild|Mages Guild Halls]]; food can be found in nearly every building in Cyrodiil.&lt;br /&gt;
* Infinite numbers of certain ingredients can be obtained:&lt;br /&gt;
** [[Oblivion:Shepherd's Pie|Shepherd's Pie]] from [[Oblivion:Eyja|Eyja]] (who comes with [[Oblivion:Rosethorn Hall|Rosethorn Hall]] in [[Oblivion:Skingrad|Skingrad]])&lt;br /&gt;
** Six food ingredients from [[Oblivion:Rona Benanius|Rona Benanius]] (only if the [[Oblivion:Fighter's Stronghold|Fighter's Stronghold]] [[Oblivion:Official Plug-ins|official plug-in]] has been installed).&lt;br /&gt;
** [[Oblivion:Purgeblood Salts|Purgeblood Salts]] using an [[Oblivion:Purgeblood Salts#Bugs|exploit]] (only if the [[Oblivion:Vile Lair|Vile Lair]] official plug-in has been installed).&lt;br /&gt;
** [[Shivering:Greenmote|Greenmote]] from the Greenmote Pile in [[Shivering:Greenmote Silo|Greenmote Silo]] (only if [[Shivering:Shivering Isles|Shivering Isles]] has been installed and the [[Shivering:Ritual of Mania|Ritual of Mania]] quest has been started).&lt;br /&gt;
* If your [[Oblivion:Strength|Strength]] is too low to keep all the ingredients that you collect while traveling, carrying a Mortar and Pestle allows you to make a potion quickly from the ingredients and gain experience instead of just discarding the ingredients.&lt;br /&gt;
* Unwanted potions yield good profit when sold, and good self-made potions and poisons make the early levels much easier. &lt;br /&gt;
* Avoid eating ingredients at higher levels, because you will gain much more alchemy experience by making potions out of the same ingredients.  At lower levels, some ingredients can be difficult or impossible to find another one to mix it with, so eating may be more useful.  Furthermore, be careful not to eat too many ingredients at once -- excessively high magnitudes for active effects can produce game instabilities.&lt;br /&gt;
&lt;br /&gt;
See also:&lt;br /&gt;
* '''[[Oblivion:Increasing Skills#Intelligence|Increasing Skills]]:''' General tips on how to improve your skills semi-naturally.&lt;br /&gt;
* '''[[Oblivion:Trainers#Alchemy|Trainers]]:''' Pay for alchemy lessons.&lt;br /&gt;
* {{Quest Link|quest=Alchemy Training}}&lt;br /&gt;
* '''[[Oblivion:Skill Books#Alchemy|Skill Books]]:''' Books that provide lessons in alchemy.&lt;br /&gt;
* '''[[Oblivion:Increasing Attributes#Intelligence|Increasing Attributes]]:''' Tips on training skills to improve the [[Oblivion:Intelligence|Intelligence]] attribute.&lt;br /&gt;
* '''[[Oblivion:Free Skill Boosts|Free Skill Boosts]]:''' one free alchemy skill boost (for one point) is available during the [[Oblivion:Dagon Shrine|Dagon Shrine]] quest.&lt;br /&gt;
* '''[[Oblivion:Generic_Magic_Apparel|Magic Items]]''': There are multiple generic items with the fortify alchemy enchantment. However, these enchantments do not actually do anything for the character, and are therefore useless.&lt;br /&gt;
* '''[[Oblivion:Unique_Items|Unique Items]]''': A list of unique items, some of which fortify the alchemy skill. These do not include [[Oblivion:Leveled_Items|Leveled Items]] such as those received from quests, or [[Oblivion:Artifacts|Artifacts]]. However, since these enchantments do not actually do anything for the character, they are useless.&lt;br /&gt;
&lt;br /&gt;
===Dialogue===&lt;br /&gt;
When your skill reaches 70 or higher, NPCs will start saying: &amp;quot;How about mixing up some potions?  You look like quite the alchemist.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
The following races provide initial skill bonuses in alchemy:&lt;br /&gt;
* +5 bonus: [[Oblivion:Altmer|Altmer]], [[Oblivion:Argonian|Argonian]], [[Oblivion:Breton|Breton]]&lt;br /&gt;
* +10 bonus: [[Oblivion:Bosmer|Bosmer]]&lt;br /&gt;
&lt;br /&gt;
The following standard classes include alchemy as a major skill:&lt;br /&gt;
* [[Oblivion:Classes#Assassin|Assassin]], [[Oblivion:Classes#Bard|Bard]], [[Oblivion:Classes#Battlemage|Battlemage]], [[Oblivion:Classes#Healer|Healer]], [[Oblivion:Classes#Mage|Mage]], [[Oblivion:Classes#Rogue|Rogue]], [[Oblivion:Classes#Scout|Scout]], [[Oblivion:Classes#Sorcerer|Sorcerer]], [[Oblivion:Classes#Witchhunter|Witchhunter]]&lt;br /&gt;
&lt;br /&gt;
==Apparatus==&lt;br /&gt;
The qualities of the different apparatus are: '''Novice, Apprentice, Journeyman, Expert and Master'''.  &lt;br /&gt;
&lt;br /&gt;
;Mortar &amp;amp; Pestle: This is the basic apparatus you need to combine two or more ingredients to create a potion; it is the only required apparatus.&lt;br /&gt;
::*The effect of the ''Mortar and Pestle'' is to add effectively to your alchemy skill, anywhere from 2.5 points (Novice equipment) to 25 points (Master equipment).&lt;br /&gt;
::*Therefore, improving the quality of your ''Mortar and Pestle'' increases the [[#Prices of potions|prices of potions]] and causes small increases in the magnitude and duration of all effects of both potions and poisons.&lt;br /&gt;
&lt;br /&gt;
;Retort: The ''Retort'' increases the magnitude and duration of all '''positive effects''' of the potion.&lt;br /&gt;
::*A ''Retort'' will typically increase the magnitudes of all positive effects by 5% (Novice equipment) to 50% (Master equipment); durations are increased by 10% (Novice equipment) to 100% (Master equipment).&lt;br /&gt;
::*A ''Retort'' never has any effect on a poison, or on the negative effects of a potion.&lt;br /&gt;
&lt;br /&gt;
;Calcinator: The ''Calcinator'' increases the magnitude and duration of '''ALL effects''', both positive and negative.&lt;br /&gt;
::*A ''Calcinator'' alone typically increases both the magnitude and duration by 3.5% (Novice equipment) to 35% (Master equipment)&lt;br /&gt;
::*If a ''Calcinator'' is used in combination with a ''Retort'', the ''Calcinator'' will typically increase the magnitude of positive effects by 14% (Novice equipment) to 140% (Master equipment).&lt;br /&gt;
&lt;br /&gt;
;Alembic: The purpose of the Alembic is to decrease the magnitude and duration of '''negative side-effects''' in potions (not in poisons).  However, there are some quirks about how Alembics actually work (see [[#Calculating Potion Strengths|Calculating Potion Strengths]] for details).&lt;br /&gt;
::*An ''Alembic'' is supposed to decrease both the magnitude and duration of negative side-effects by 20% (Novice equipment) to 200% (Master equipment).&lt;br /&gt;
::*In reality, a '''Novice ''Alembic''''' may '''increase''' the magnitude and duration of negative side-effects by as much as 15%&lt;br /&gt;
::*Apprentice and higher quality ''Alembics'' will always decrease negative side-effects, however, the magnitude and duration are never decreased below 1.&lt;br /&gt;
::*An Expert quality ''Alembic'' is sufficient to ensure that all negative side-effects always have the magnitude and duration of 1; upgrading to a Master quality ''Alembic'' causes no further improvement.&lt;br /&gt;
::*Although ''Alembics'' are not supposed to, they will typically increase both the magnitude and duration of poisons (this effect is not dependent upon the quality of the ''Alembic''; see [[#Calculating Potion Strengths|Calculating Potion Strengths]] for details).&lt;br /&gt;
&lt;br /&gt;
The above statements about the quantitative impact of the various apparatus are for typical cases; however, as discussed in [[#Calculating Potion Strengths|Calculating Potion Strengths]], the exact impact depends upon several factors.&lt;br /&gt;
&lt;br /&gt;
===Obtaining Apparatus===&lt;br /&gt;
;Novice Apparatus: If you go through the training tutorial at the beginning of the game, a Novice Mortar and Pestle is available there. The Cloud Ruler Temple's East Wing has a full set of Novice Alchemy equipment available to Blade members. Novice Alchemy equipment can be stolen from the Mages guild, or taken freely if you are a member. [[Oblivion:Ancotar|Ancotar]] keeps a complete set of Novice Alchemy equipment on a bench in his room in Fort Caractacus; it can be stolen without his intervention before beginning the [[Oblivion:Zero Visibility|Zero Visibility]] quest (attempting to do so during or after the quest may cause Ancotar to attack you). Novice Alchemy equipment can also be bought from alchemy vendors. In addition, the alchemy equipment at the mages guilds respawns, in case you simply want to drop in from time to time and make a potion, without carrying around 16 pounds of gear.&lt;br /&gt;
&lt;br /&gt;
;Stronger Apparatus: Higher quality apparatus can be bought from the various alchemy vendors or found in dungeons, particularly conjurer and necromancer lairs. As your character level increases, the quality of apparatus available also increases. The increase in the quality of apparatus does not correlate to your alchemy skill level. When a piece of apparatus appears in random loot, there is a two in five chance it will be a Mortar and Pestle, and a one in five chance for each of the other three types of apparatus.  The chart below shows at what level each grade of apparatus can be found at vendors and in dungeons.  &lt;br /&gt;
:{|class=wikitable&lt;br /&gt;
!Quality!!Vendors!!Dungeons&lt;br /&gt;
|-&lt;br /&gt;
|Novice||1||1&lt;br /&gt;
|-&lt;br /&gt;
|Apprentice||6||5&lt;br /&gt;
|-&lt;br /&gt;
|Journeyman||14||9&lt;br /&gt;
|-&lt;br /&gt;
|Expert||18||13&lt;br /&gt;
|-&lt;br /&gt;
|Master||''never''||17&lt;br /&gt;
|}&lt;br /&gt;
:* The most likely sources of stronger apparatus are [[Oblivion:Conjurer Dungeons|Conjurer Dungeons]] and [[Oblivion:Necromancer Dungeons|Necromancer Dungeons]]. As can be seen from the [[Oblivion:Conjurer Dungeons#Conjurer Containers|containers section]] of each of these pages, boss chests in these dungeons each have a 25% chance of containing a random leveled piece of alchemy apparatus; other containers in the dungeons each have a 10% chance.  In other dungeons (e.g., [[Oblivion:Monster Dungeons|Monster]], [[Oblivion:Undead Dungeons|Undead]], or [[Oblivion:Vampire Dungeons|Vampire]]), alchemy equipment will only possibly appear in boss chests, with only a 10% chance.  For any character who is at least level 17, there is an equal chance of finding Journeyman, Expert, or Master equipment.&lt;br /&gt;
:* One strategy for finding a full set of Master equipment is to save just outside an area with a conjurer or necromancer boss chest (e.g., before the door to the second level of a conjurer dungeon), then quickly run up and open the boss chest, reloading if it doesn't contain the item you want.  Echo Cave is an ideal place for this, as there are 5 boss chests in Echo Necromancer's Chamber.&lt;br /&gt;
:* Another strategy for finding Master Equipment is to go to the [[Oblivion:Temple of the Ancestor Moths (place)|Temple of the Ancestor Moths]] and search every container inside as it is a relatively small dungeon (a bonus not needing to fight because of the Blind Moth Priests).  After exiting the dungeon you can wait 72 hours and all the chests will be re-filled with more random loot possibly containing Master Equipment.&lt;br /&gt;
:*The highest level of equipment that is guaranteed to be within the world (without mods) is Apprentice. There are a few instances of each individual piece of Apprentice equipment.  The only complete set, containing all four pieces of Apprentice equipment, is housed in [[Oblivion:Fathis Aren's Tower|Fathis Aren's Tower]], on the table on the upper floor of the tower. The location is related to the [[Oblivion:Thieves Guild|Thieves Guild]] quest [[Oblivion:Arrow_of_Extrication|Arrow of Extrication]]. It is possible to sneak past Fathis, enter the grotto, enter the tower, and take the equipment, all without killing Fathis or being on the quest at the time. Fathis will not attack a mages guild member in good standing but any creatures present in the tower will.&lt;br /&gt;
:* A bug in the vendor leveled lists means they are ''less'' likely to stock Journeyman equipment at level 15 and above than they are at level 14, as a second set of Apprentice equipment is added to the possibilities at that point.&lt;br /&gt;
:*In the [[Shivering:Shivering Isles|Shivering Isles]] expansion, a Journeyman Calcinator (along with an Apprentice Mortar and Pestle and a Novice Alembic) can be found in the quarters of the Duke of [[Shivering:Mania|Mania]].&lt;br /&gt;
&lt;br /&gt;
===Strength of Apparatus===&lt;br /&gt;
The following table shows the relative strengths of the various quality levels of apparatus. This table applies to all pieces of alchemy equipment.  These strengths determine the [[#Prices of potions|price]], [[#Calculating Potion Strengths|duration]], and [[#Calculating Potion Strengths|magnitude]] of potions and poisons.&lt;br /&gt;
&lt;br /&gt;
{|  class=&amp;quot;wikitable&amp;quot; style = &amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Quality !! Strength&lt;br /&gt;
|-&lt;br /&gt;
| Novice || 0.1&lt;br /&gt;
|-&lt;br /&gt;
| Apprentice || 0.25&lt;br /&gt;
|- &lt;br /&gt;
| Journeyman || 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Expert || 0.75&lt;br /&gt;
|-&lt;br /&gt;
| Master || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Potion Characteristics==&lt;br /&gt;
&lt;br /&gt;
===Effects===&lt;br /&gt;
See the '''[[Oblivion:Alchemy_Effects|Alchemy Effects]]''' page for detailed information on the magical effects available in alchemy.&lt;br /&gt;
&lt;br /&gt;
Your potions/poisons can contain multiple effects.  The potion-creation screen will show up to five effects.  In fact, up to eight effects can be simultaneously present in a single potion/poison (all will be shown when you look at the vial in your inventory).&lt;br /&gt;
&lt;br /&gt;
Any mixture containing even just one positive effect will produce a '''potion'''.  Potions are colored pink in your inventory, and when activated, your character will drink the potion.  If there are any negative side-effects also contained in the potion, you will be affected by them.&lt;br /&gt;
&lt;br /&gt;
Any mixture containing exclusively negative effects will produce a '''poison'''.  Poisons are colored green in your inventory.  When activated, the poison will be applied to your active weapon; the next time you use the weapon your target will be poisoned. For a melee weapon (blade or blunt), the poison will only be used if your weapon strikes an object with an actor (creature or NPC).  Striking an inanimate object will not use the poison.  When attached to a bow, however, a poison is used up on the next shot, whether it lands or not.  Even if you pick up the arrow that you just shot, the poison is wasted.&lt;br /&gt;
&lt;br /&gt;
===Ingredients===&lt;br /&gt;
See the '''[[Oblivion:Ingredients|Ingredients]]''' page for more information on the ingredients available in the game.  See the '''[[Oblivion:Ingredient_Locations|Ingredient Locations]]''' page for help finding larger quantities of certain ingredients.&lt;br /&gt;
&lt;br /&gt;
The strength of a potion is not influenced by which ingredients you use.  For example, a ''Pumpkin'' + ''Watermelon'' potion will have the same ''Restore Fatigue'' magnitude and duration as a ''Flour'' + ''Apple'' potion (only the weight will be affected, with the caveats described under [[Oblivion:Alchemy#Weight|Weight]]).  Including three or even four ingredients with the same effect will not increase the potion strength.  Finally, on the potion creation page, the slots that you use and their order have no effect: e.g., you can put your ingredients in slots one and two, one and four, or three and four. However placing the same ingredients in different slots may lead to a different order of effects for multi-effect potions, which can result in two (or more) potions with the same effect, price and weight being unable to stack with each other in your inventory.&lt;br /&gt;
&lt;br /&gt;
===Weight===&lt;br /&gt;
The simple rule is: the weight of the potions you create is calculated as the average of the weight of the individual ingredients used to make the potion.&lt;br /&gt;
&lt;br /&gt;
The full rule is a bit more complicated.  The weight of a specific potion is determined by the ingredients used the '''first''' time you make that potion.  Thereafter, ''any identical potion will have the same weight''.  Identical means the potion must have the same name, the same list of effects (in the same order), and the same magnitude and duration of each individual effect, but not necessarily the same ingredients.&lt;br /&gt;
&lt;br /&gt;
So, if you are whipping up a large batch of ''[[Oblivion:Alchemy_Effects#Restore Fatigue|Restore Fatigue]]'' potions from all the food you are carrying, if your first potion is made with a ''[[Oblivion:Watermelon|Watermelon]]'' and a ''[[Oblivion:Pumpkin (ingredient)|Pumpkin]]'', then '''all''' your subsequent [[Oblivion:Alchemy_Effects#Restore Fatigue|Restore Fatigue]] potions will be abnormally heavy (5 pounds!), even if they are made with other lighter ingredients.  It's quite possible due to this glitch that you will end more encumbered after an alchemy session than you were before you started.  Thus, the best practice is to use your lightest ingredients first, and only use the heavier ones afterwards.  You also may want to hold a few light ingredients for each time your Alchemy skill level increases. &lt;br /&gt;
&lt;br /&gt;
You can escape the &amp;quot;Watermumpkin&amp;quot; catastrophe in a few ways:&lt;br /&gt;
* '''Change Skill Level''' - When your Alchemy skill level increases the potion strength generally goes up; at that point the weight is recalculated (note that this can happen mid-session if you are churning out a large batch of identical potions: pay careful attention to catch the sound cue that says your level just went up).&lt;br /&gt;
* '''Change Equipment''' - Changing alchemy equipment will change the potion strength.&lt;br /&gt;
* '''Change Potion Name''' - The most reliable way is simply to rename your potion.  Even minor edits (adding an extra space, adding a number at the end) are sufficient to force the game to consider this to be a new, different potion and recalculate the weight.  The only disadvantage is that you may forget to use the new name on a later batch of potions.&lt;br /&gt;
* '''Keep Samples''' - You may also want to hold one sample (don't sell or use them all) of each kind of potion you regularly make in order to refer to it. For example:  If you are attempting to make a potion of Restore Fatigue using ''[[Oblivion:Bread Loaf|Bread Loaf]]'' and ''[[Oblivion:Lettuce|Lettuce]]'' that will have the effect of 9 for 34 seconds, but your inventory sample shows your previous best was 8 for 31 seconds, you may be about to make a &amp;quot;Pump-Mellon&amp;quot; mistake. It would be better, in this example, first to use light ingredients like a ''[[Oblivion:Strawberry|Strawberry]]'' and a ''[[Oblivion:Radish|Radish]]'' to make '''one''' very light potion (weighing 0.1).  The advantage is: if it were the first instance of Restore Fatigue having the improved effect, it would force all the subsequent potions made using Bread Loaf and Lettuce to be very light as well.  If you regularly maintain samples and a reserve of a few light ingredients, all of your potions for Restore Fatigue, Restore Health, Restore Magicka, Burden, Damage Fatigue, etc. should weigh 0.1 each.&lt;br /&gt;
&lt;br /&gt;
===Prices of Potions===&lt;br /&gt;
The price for which you can sell your potions (and poisons) is determined by your Alchemy skill level (modified by [[Oblivion:Luck|Luck]]) and the quality of your mortar and pestle.  The number of ingredients, cost of the ingredients, number of alchemy effects, and quality (or even presence) of other alchemy equipment have no effect.  The price of a potion can be calculated from:&lt;br /&gt;
 Price = ([[#Effective_Alchemy|Effective_Alchemy]] + [[#Strength of Apparatus|MortarPestle_Strength]]*25) * 0.45&lt;br /&gt;
The prices are always rounded down (so if you calculate a price of 8.95, the actual price will be 8 gold).  Therefore, custom potions can range in price from 3 to 56 gold.&lt;br /&gt;
&lt;br /&gt;
However, the same quirk described above for [[#Weight|Weight]] also applies to the potion price.  In other words, the price is set the '''first''' time you make a specific potion; all subsequent potions with the same name, same alchemy effects, and same strength will have the same price.&lt;br /&gt;
&lt;br /&gt;
This may be most apparent when making ''[[Oblivion:Alchemy_Effects#Cure Disease|Cure Disease]]'' potions.  Since ''Cure Disease'' potions have no strength, the price ends up being determined by your level the first time you make a ''Cure Disease'' potion.  On the one hand, it makes sense that two potions that have the same effect should have the same price.  On the other hand, it makes no sense that two ''Cure Disease'' potions made by two level 75 alchemy characters should have different prices, and in particular that the potion made by the first-timer will cost more than that made by a character who has been making them continually since the start of the game.&lt;br /&gt;
&lt;br /&gt;
The same tricks described for [[Oblivion:Alchemy#Weight|Weight]] can be used to force price increases.  For potions such as ''[[Oblivion:Alchemy_Effects#Cure Disease|Cure Disease]]'' that do not have a strength, renaming the potion is the only option.&lt;br /&gt;
&lt;br /&gt;
==Calculating Potion Strengths==&lt;br /&gt;
&lt;br /&gt;
The equations to determine potion strengths are based on the same equations used to determine the magicka costs of [[Oblivion:Spell Making#Spell Costs|custom spells]], using the same effect ''Base Costs'' provided on the [[Oblivion:Spell Effects|Spell Effects]] page.  For all potions and poisons made using only a ''Mortar and Pestle'', the magicka cost (i.e., the amount of magicka that would be required to cast an equivalent spell) is simply:&lt;br /&gt;
 Magicka_Cost = Effective_Alchemy + [[#Strength of Apparatus|MortarPestle_Strength]]*25&lt;br /&gt;
where: &amp;lt;span id=Effective_Alchemy&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
 Effective_Alchemy = Alchemy_Skill_Level + 0.4*(Luck_Level-50)&lt;br /&gt;
The &amp;lt;code&amp;gt;Effective_Alchemy&amp;lt;/code&amp;gt; is set by the character's base levels of Alchemy Skill and Luck (i.e., completely ignoring any active ''Fortify'', ''Damage'' or ''Drain'' effects), and has a maximum value of 100 and minimum of 0.  (The only ''Fortify Alchemy'' alchemy effect that '''will''' make a difference is the ''Alchemical Brilliance'' spell of Frostcrag Spire's Altar of Alchemy; even with the altar, however, your maximum &amp;lt;code&amp;gt;Effective_Alchemy&amp;lt;/code&amp;gt; is still capped at 100). Note that attributes such as [[Oblivion:Intelligence|Intelligence]] do not have any effect.&lt;br /&gt;
&lt;br /&gt;
It seems that Bethesda intended to use this simple equation to determine a base magnitude (&amp;lt;code&amp;gt;Base_Mag&amp;lt;/code&amp;gt;) and base duration (&amp;lt;code&amp;gt;Base_Dur&amp;lt;/code&amp;gt;) for any effect; these base values would be applicable for a given &amp;lt;code&amp;gt;Effective_Alchemy&amp;lt;/code&amp;gt; and quality of ''Mortar and Pestle.''  Then a set of [[#Master Equations|Master Equations]] would be used to add in the effects of all the other apparatus (''Retort'', ''Alembic'', and ''Calcinator'').  However, in implementing this system Bethesda seems of have made a few mistakes, so in fact the system is overly complex, with several exceptions that crop up in various situations.&lt;br /&gt;
&lt;br /&gt;
To start with, there are several different equations for the base magnitudes and base durations.  Some effects (''Duration-Only Effects'') only have a Duration (Magnitude=1 always).  Other effects (''Magnitude-Only Effects'') only have a Magnitude (Duration=1).  For the remaining effects, the base duration is defined to be four times the base magnitude.  Subsequent sections detail the exact equations used to determine the base magnitudes and base durations for each of these situations.  These equations have all been incorporated into the &amp;lt;span class=plainlinks&amp;gt;[http://www.uesp.net/oblivion/alchemy/alc_calc.php Alchemy Calculator]&amp;lt;/span&amp;gt;, if you would like an easier way to figure out a given effect's magnitude and duration.&lt;br /&gt;
&lt;br /&gt;
'''Caveat''': The following equations have not yet been tested on a Master-quality ''Calcinator'' (they have been thoroughly tested for all other 19 pieces of alchemy equipment).  However, there is no reason to believe that they should not apply equally to a Master Calcinator.&lt;br /&gt;
&lt;br /&gt;
===Master Equations===&lt;br /&gt;
Taking the base durations and magnitudes (as provided in subsequent sections), the master equations are then:&lt;br /&gt;
  Magnitude = Base_Mag * (1 + Calc_Fac*[[#Strength of Apparatus|Calcinator_Strength]]&lt;br /&gt;
                            + Ret_Mag_Fac*[[#Strength of Apparatus|Retort_Strength]]&lt;br /&gt;
                            - Alem_Fac*[[#Strength of Apparatus|Alembic_Strength]])&lt;br /&gt;
  Duration  = Base_Dur * (1 + Calc_Fac*[[#Strength of Apparatus|Calcinator_Strength]]&lt;br /&gt;
                            + Ret_Dur_Fac*[[#Strength of Apparatus|Retort_Strength]]&lt;br /&gt;
                            - Alem_Fac*[[#Strength of Apparatus|Alembic_Strength]])&lt;br /&gt;
The &amp;lt;code&amp;gt;Ret_Mag_Fac&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Ret_Dur_Fac&amp;lt;/code&amp;gt; factors are always zero for  negative effects; the &amp;lt;code&amp;gt;Alem_Fac&amp;lt;/code&amp;gt; factor is zero for all positive effects and for all poisons (it only affects negative side-effects in potions).  However, as detailed below, there are multiple exceptions to these equations.  &lt;br /&gt;
&lt;br /&gt;
In all cases, the final magnitudes and durations are rounded such that 4.5 is rounded up to 5; 4.49 is rounded down to 4.  The minimum values for the duration and magnitude are always 1.&lt;br /&gt;
&lt;br /&gt;
The following table provides the factors to use in this equation.&lt;br /&gt;
&lt;br /&gt;
{|  class=&amp;quot;wikitable&amp;quot; style = &amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! !! Most Effects !! Duration-Only || Magnitude-Only&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Calc_Fac&amp;lt;/code&amp;gt; || 0.35 || 0.25 || 0.3&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Ret_Dur_Fac&amp;lt;/code&amp;gt; || 1 || 0.35 || N/A&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Ret_Mag_Fac&amp;lt;/code&amp;gt; || 0.5 || N/A || 0.5&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Alem_Fac&amp;lt;/code&amp;gt; || 2 || 2 || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Most Effects===&lt;br /&gt;
This section provides the equations for effects where both the magnitude and duration are variable (which are the vast majority of available effects).&lt;br /&gt;
&lt;br /&gt;
For both positive and negative effects, at any &amp;lt;code&amp;gt;Effective_Alchemy&amp;lt;/code&amp;gt; level and for any ''Mortar and Pestle'' quality, the base magnitude and duration are determined from:&lt;br /&gt;
 Base_Mag = &amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt; ([[#Effective_Alchemy|Effective_Alchemy]] + [[#Strength of Apparatus|MortarPestle_Strength]]*25)/([[Oblivion:Spell_Effects|Effect_Base_Cost]]/10 * 4) &amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; ^ (1/2.28)&lt;br /&gt;
 Base_Dur = 4 * Base_Mag&lt;br /&gt;
&lt;br /&gt;
The [[#Master Equations|Master Equations]] are only applicable when using just a ''Mortar and Pestle'' and ''Calcinator''. (Pieces of equipment with no effect can also be added without invalidating the [[#Master Equations|Master Equations]], i.e. a ''Retort'' for calculating negative effects or an ''Alembic'' for calculating positive effects)&lt;br /&gt;
&lt;br /&gt;
There are two exceptions, however, when alternate equations must be substituted for the standard master equations&lt;br /&gt;
&lt;br /&gt;
'''Exception 1:''' For '''positive effects''' when using '''''both a Calcinator and Retort''''', a special factor, &amp;lt;code&amp;gt;Calc_Mag_Fac&amp;lt;/code&amp;gt;=1.4, is used instead of &amp;lt;code&amp;gt;Calc_Fac&amp;lt;/code&amp;gt;=.35 (note these equations can '''not''' be used with &amp;lt;code&amp;gt;Retort_Strength&amp;lt;/code&amp;gt;=0):&lt;br /&gt;
  Magnitude = Base_Mag * (1 + Calc_Mag_Fac*[[#Strength of Apparatus|Calcinator_Strength]]&lt;br /&gt;
                            + Ret_Mag_Fac*[[#Strength of Apparatus|Retort_Strength]])&lt;br /&gt;
  Duration  = Base_Dur * (1 + Calc_Fac*[[#Strength of Apparatus|Calcinator_Strength]]&lt;br /&gt;
                            + Ret_Dur_Fac*[[#Strength of Apparatus|Retort_Strength]])&lt;br /&gt;
&lt;br /&gt;
'''Exception 2:''' For '''negative effects''' when using an '''''Alembic''''', the equations become (note these equations can '''not''' be used with &amp;lt;code&amp;gt;Alembic_Strength&amp;lt;/code&amp;gt;=0):&lt;br /&gt;
  Magnitude = Base_Mag * (1 + Calc_Fac*[[#Strength of Apparatus|Calcinator_Strength]])&lt;br /&gt;
                       * (1 + Calc_Fac*[[#Strength of Apparatus|Calcinator_Strength]]&lt;br /&gt;
                            - Alem_Fac*[[#Strength of Apparatus|Alembic_Strength]])&lt;br /&gt;
  Duration  = Base_Dur * (1 + Calc_Fac*[[#Strength of Apparatus|Calcinator_Strength]])&lt;br /&gt;
                       * (1 + Calc_Fac*[[#Strength of Apparatus|Calcinator_Strength]]&lt;br /&gt;
                            - Alem_Fac*[[#Strength of Apparatus|Alembic_Strength]])&lt;br /&gt;
Note that the calcinator effect is included ''twice'' in both of these equations.  These equations apply for negative effects in potions (i.e., unwanted side effects), in which case the equations are used as is.  These equations are also used for poisons (i.e., any concoction which consists solely of negative effects), in which case &amp;lt;code&amp;gt;Alem_Fac&amp;lt;/code&amp;gt; is always set to zero.  This means that poisons '''are''' affected by adding an ''Alembic'' (the quality of the ''Alembic'' does not matter, just that you have it in your inventory).&lt;br /&gt;
&lt;br /&gt;
Some implications of these equations for the negative side-effects of potions:&lt;br /&gt;
*A potion made with a Novice Alembic can actually have stronger negative side-effects than a potion made with no Alembic at all (if you are using an Expert-quality or Master-quality Calcinator).&lt;br /&gt;
*Using an Expert-quality Alembic will always cause a 100% reduction in the magnitude and duration of side-effects; therefore, the magnitude and duration of all side-effects will be 1 (reductions past 1 are never possible).&lt;br /&gt;
*A Master-quality Alembic is no better than an Expert-quality Alembic (both cause all side-effects to be 1).&lt;br /&gt;
&lt;br /&gt;
===Duration-Only Effects===&lt;br /&gt;
For several effects only the Duration is variable (i.e., Magnitude is always 1).  These effects are ''[[Oblivion:Invisibility|Invisibility]]'', ''[[Oblivion:Night-Eye|Night-Eye]]'', ''[[Oblivion:Paralyze|Paralyze]]'', ''[[Oblivion:Silence|Silence]]'', ''[[Oblivion:Water Breathing|Water Breathing]]'', ''[[Oblivion:Water Walking|Water Walking]]''.&lt;br /&gt;
&lt;br /&gt;
For both positive and negative effects, at any &amp;lt;code&amp;gt;Effective_Alchemy&amp;lt;/code&amp;gt; level and for any ''Mortar and Pestle'' quality, the base duration is determined from:&lt;br /&gt;
 Base_Dur = ([[#Effective_Alchemy|Effective_Alchemy]] + [[#Strength of Apparatus|MortarPestle_Strength]]*25)/([[Oblivion:Spell_Effects|Effect_Base_Cost]]/10)&lt;br /&gt;
&lt;br /&gt;
For ''Duration-Only Effects'', the [[#Master Equations|master equation]] works exactly as advertised.&lt;br /&gt;
&lt;br /&gt;
In other words, the ''Alembic'' quirks mentioned under [[#Most Effects|Most Effects]] for negative effects do '''not''' apply to ''[[Oblivion:Paralyze|Paralyze]]'' and ''[[Oblivion:Silence|Silence]]'' effects.  For these two negative effects, adding an Alembic has no effect on poisons.  Furthermore, an Alembic will always decrease the strength of any negative side-effects in potions.&lt;br /&gt;
&lt;br /&gt;
===Magnitude-Only Effects===&lt;br /&gt;
For one solitary effect, ''[[Oblivion:Dispel|Dispel]]'', only the Magnitude is variable (i.e., its Duration is always 1).  Just to guarantee confusion, this one effect has its own set of governing equations.&lt;br /&gt;
&lt;br /&gt;
For both positive and negative effects, at any &amp;lt;code&amp;gt;Effective_Alchemy&amp;lt;/code&amp;gt; level and for any ''Mortar and Pestle'' quality, the base magnitude is determined from:&lt;br /&gt;
 Base_Mag = &amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt; ([[#Effective_Alchemy|Effective_Alchemy]] + [[#Strength of Apparatus|MortarPestle_Strength]]*25)/([[Oblivion:Spell_Effects|Effect_Base_Cost]]/10) &amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; ^ (1/1.28)&lt;br /&gt;
&lt;br /&gt;
The master equations work for ''[[Oblivion:Dispel|Dispel]]'' as long as a ''Calcinator'' and ''Retort'' are not used simultaneously.  But if using '''both a ''Calcinator'' and ''Retort''''', a modified equation is required (this equation can not be used with &amp;lt;code&amp;gt;Retort_Strength&amp;lt;/code&amp;gt;=0 or with &amp;lt;code&amp;gt;Calcinator_Strength&amp;lt;/code&amp;gt;=0):&lt;br /&gt;
  Magnitude = Base_Mag * (1 + Calc_Fac*[[#Strength of Apparatus|Calcinator_Strength]]&lt;br /&gt;
                              * Ret_Mag_Fac*[[#Strength of Apparatus|Retort_Strength]])&lt;br /&gt;
Yes, the effects of the ''Retort'' and ''Calcinator'' are '''multiplied''' together here, not added.  Although this is probably a mistake on Bethesda's part, this is the equation that governs [[Oblivion:Dispel|Dispel]] potions.  Therefore, the strongest Dispel potions are actually made using a ''Retort'' alone; adding a ''Calcinator'' weakens the Dispel effect.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
The system for making potions is simpler in Oblivion than it was in Morrowind. If you have an ingredient selected and you click an empty space to add another ingredient it shows the ingredients that have matching properties. This means that you can make money (and increase both your alchemy and Mercantile skills) by buying an alchemist's entire stock and matching them to make potions. Even poisons can be sold. Then any leftover ingredients can be either sold back to the merchant or kept to carry on to the next session.&lt;br /&gt;
&lt;br /&gt;
Unlike Morrowind, created potions will only contain the ingredients' known effects according to your Alchemy skill. Hidden effects are completely ignored (in Morrowind hidden effects would still be applied to the final potion).&lt;br /&gt;
&lt;br /&gt;
Combining ingredients that have only negative effects in common creates a poison. You can apply it to a weapon (bow/sword) and the next attack will apply the poison's effect to the enemy, often causing massive damage of proportions very hard to achieve by other schools of magic. The disadvantage of poisons is that their effect is usually distributed over time (i.e., the enemy may take several seconds to die). Note that if combined ingredients have at least one positive effect in common, the effect is a &amp;quot;spoiled potion&amp;quot; (one with both positive and negative effects), not a poison, and can not be applied to a weapon. This may cause poisons that are possible to make at lower levels become unavailable at higher levels, as positive effects of ingredients get unlocked.&lt;br /&gt;
&lt;br /&gt;
Once you reach the Journeyman or higher level your ability to create complex potions and poisons is greatly increased. Effects will be added to your potion if you are combining more than one ingredient with that effect. You do not seem to gain anything by using more than two ingredients with the same effect (potion strength seems to be the same), but you can combine different damage effects (fire, frost, shock, health damage) for greater strength of a poison.&lt;br /&gt;
&lt;br /&gt;
For example, with an alchemy skill of 50 (can see three effects) consider combining [[Oblivion:Harrada|Harrada]] (Damage Health, Damage Magicka, Silence), [[Oblivion:Spiddal Stick|Spiddal Stick]] (Damage Health, Damage Magicka, Fire Damage), and [[Oblivion:Vampire Dust|Vampire Dust]] (Silence,	Resist Disease,	Frost Damage) together. The resulting poison will have the combined effects: '''Damage Health + Damage Magicka + Silence'''. Note that you '''cannot''' make a potion when enemies are nearby.&lt;br /&gt;
&lt;br /&gt;
If you make a potion out of stolen ingredients, the resulting potion is not flagged as being stolen.&lt;br /&gt;
&lt;br /&gt;
== Messages ==&lt;br /&gt;
The following table provides the messages that are displayed when your Alchemy skill levels up.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! Level !! Message&lt;br /&gt;
|-&lt;br /&gt;
| Apprentice ||  Your stained fingers attest to your diligence in mixing potions and learning their secrets. You are now an Apprentice of Alchemy. All potion ingredients have four potential effects. You can now automatically identify the first two effects.&lt;br /&gt;
|-&lt;br /&gt;
| Journeyman ||  Your stained fingers attest to your diligence in mixing potions and learning their secrets. You are now a Journeyman of Alchemy. All potion ingredients have four potential effects. You can now automatically identify the first three effects.&lt;br /&gt;
|-&lt;br /&gt;
| Expert ||  Your stained fingers attest to your diligence in mixing potions and learning their secrets. You are now an Expert of Alchemy. All potion ingredients have four potential effects. You can now automatically identify all the effects.&lt;br /&gt;
|-&lt;br /&gt;
| Master ||  Your stained fingers attest to your diligence in mixing potions and learning their secrets. You are now a Master of Alchemy. Normally it takes two or more ingredients to make a potion. As a master Alchemist, you can create a potion from a single ingredient.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Useful Potions==&lt;br /&gt;
For lists of useful potions that can be made, see [[Oblivion:Useful Potions|Useful Potions]].&lt;br /&gt;
{{Skills in Oblivion}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Oblivion-Magic|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>24.33.141.151</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Jak_Silver&amp;diff=706562</id>
		<title>Oblivion talk:Jak Silver</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Jak_Silver&amp;diff=706562"/>
		<updated>2011-08-29T16:44:27Z</updated>

		<summary type="html">&lt;p&gt;24.33.141.151: /* Where did he go? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Create This Page! -- [[User:Chaos Monkey|Chaos Monkey]] &amp;lt;sup&amp;gt;[[User_talk:Chaos Monkey|Talk]]&amp;lt;/sup&amp;gt; 15:11, 25 March 2007 (EDT)&lt;br /&gt;
:Fill Out This Page! --[[User:Ratwar|Ratwar]] 15:26, 25 March 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Where did he go? ==&lt;br /&gt;
&lt;br /&gt;
I bought this upgrade and all of his belongings appeared. However, Jak is nowhere to be found! PC, UOM, UOMS, UOMP. I used clipping to see if he fell through anything, but to no avail. Interestingly enough while floating around, I noticed all of the merchants chests are around, even if you haven't gotten them yet. [[User:Kaisar Dragon|Kaisar Dragon]] 14:00, 19 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:You can try &amp;lt;code&amp;gt;player.moveto xx00EC8D&amp;lt;/code&amp;gt; (where ''xx'' is your mod index) to move yourself to Jak's current position. Or you can use &amp;lt;code&amp;gt;prid xx00EC8D&amp;lt;/code&amp;gt; followed by &amp;lt;code&amp;gt;moveto 14&amp;lt;/code&amp;gt; to move him to your position. --[[User:Timenn|Timenn]]-&amp;lt;span style=&amp;quot;font-size: 9px; letter-spacing: 1px;&amp;quot;&amp;gt;&amp;amp;lt;[[User talk:Timenn|talk]]&amp;amp;gt;&amp;lt;/span&amp;gt; 21:59, 19 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I ran into a similar issue. I had already purchased the upgrade and he appeared as normal. But when I went back on a later occasion, he was nowhere to be found. I searched the entire cove, just to be sure. Then I stood where he was supposed to be and cast detect life; it appeared as if he was far below the floor, directly under where he usually stands. This was on the Xbox, so I was unable to use commands to move to where he appeared to be. So I left and came back after a cell reset, and he was back in the proper place.  [[User:EmmBee|EmmBee]] 17:34, 15 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Same thing happened to me.  I used the moveto command and found him swimming in water at the bottom of the cell, far below where he is supposed to be.  I suppose somehow he fell through.&lt;br /&gt;
:::It's odd, because I can't use the trapdoor to go down to the bottom level.  I used the tcl command and found another instance of the trapdoor down and the ladder up, and this trapdoor worked.  It appears something screwy is going on with this cell, and none of the unofficial patches, even the supplemental, could fix it.&lt;br /&gt;
:::Some other things I noticed:  It seems all of the ship's areas are in the same cell.  If you use the tcl command, you can go to them all.  It appears that I am trapped unless I use that command, as there is no ladder out of the cell that Jak is in.  I used the moveto 14 command to move him to me, but he wouldn't sell anything--he would only offer training.  So I used the tcl command to find the working ladder out of the ship, and once I got on deck I noticed Khafiz was there, when he wasn't before.  Then to my surprise, I saw Jak there as well, and this time he would sell to me.  Something screwy is going on with this mod.  I'm glad I'm playing on PC, otherwise I would have been trapped and had to load a really old save.&lt;br /&gt;
&lt;br /&gt;
:::This is actually a problem with the Unofficial Mods Patch.  It moves the entire middle deck, supposedly because there was a sigil stone there (I never saw it...).  This is why the ladder and trapdoor didn't work, and the working ones were in another place.  It is probably the reason Jak Silver falls through the deck.  Just uncheck the esp DLCThievesDen - Unofficial Patch - SSB.esp.  It also appears that the unofficial mods patch for thieves den was causing me to crash every time I exited the game.&lt;/div&gt;</summary>
		<author><name>24.33.141.151</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Jak_Silver&amp;diff=706559</id>
		<title>Oblivion talk:Jak Silver</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Jak_Silver&amp;diff=706559"/>
		<updated>2011-08-29T16:37:43Z</updated>

		<summary type="html">&lt;p&gt;24.33.141.151: /* Where did he go? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Create This Page! -- [[User:Chaos Monkey|Chaos Monkey]] &amp;lt;sup&amp;gt;[[User_talk:Chaos Monkey|Talk]]&amp;lt;/sup&amp;gt; 15:11, 25 March 2007 (EDT)&lt;br /&gt;
:Fill Out This Page! --[[User:Ratwar|Ratwar]] 15:26, 25 March 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Where did he go? ==&lt;br /&gt;
&lt;br /&gt;
I bought this upgrade and all of his belongings appeared. However, Jak is nowhere to be found! PC, UOM, UOMS, UOMP. I used clipping to see if he fell through anything, but to no avail. Interestingly enough while floating around, I noticed all of the merchants chests are around, even if you haven't gotten them yet. [[User:Kaisar Dragon|Kaisar Dragon]] 14:00, 19 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:You can try &amp;lt;code&amp;gt;player.moveto xx00EC8D&amp;lt;/code&amp;gt; (where ''xx'' is your mod index) to move yourself to Jak's current position. Or you can use &amp;lt;code&amp;gt;prid xx00EC8D&amp;lt;/code&amp;gt; followed by &amp;lt;code&amp;gt;moveto 14&amp;lt;/code&amp;gt; to move him to your position. --[[User:Timenn|Timenn]]-&amp;lt;span style=&amp;quot;font-size: 9px; letter-spacing: 1px;&amp;quot;&amp;gt;&amp;amp;lt;[[User talk:Timenn|talk]]&amp;amp;gt;&amp;lt;/span&amp;gt; 21:59, 19 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I ran into a similar issue. I had already purchased the upgrade and he appeared as normal. But when I went back on a later occasion, he was nowhere to be found. I searched the entire cove, just to be sure. Then I stood where he was supposed to be and cast detect life; it appeared as if he was far below the floor, directly under where he usually stands. This was on the Xbox, so I was unable to use commands to move to where he appeared to be. So I left and came back after a cell reset, and he was back in the proper place.  [[User:EmmBee|EmmBee]] 17:34, 15 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Same thing happened to me.  I used the moveto command and found him swimming in water at the bottom of the cell, far below where he is supposed to be.  I suppose somehow he fell through.&lt;br /&gt;
:::It's odd, because I can't use the trapdoor to go down to the bottom level.  I used the tcl command and found another instance of the trapdoor down and the ladder up, and this trapdoor worked.  It appears something screwy is going on with this cell, and none of the unofficial patches, even the supplemental, could fix it.&lt;br /&gt;
:::Some other things I noticed:  It seems all of the ship's areas are in the same cell.  If you use the tcl command, you can go to them all.  It appears that I am trapped unless I use that command, as there is no ladder out of the cell that Jak is in.  I used the moveto 14 command to move him to me, but he wouldn't sell anything--he would only offer training.  So I used the tcl command to find the working ladder out of the ship, and once I got on deck I noticed Khafiz was there, when he wasn't before.  Then to my surprise, I saw Jak there as well, and this time he would sell to me.  Something screwy is going on with this mod.  I'm glad I'm playing on PC, otherwise I would have been trapped and had to load a really old save.&lt;br /&gt;
&lt;br /&gt;
:::This is actually a problem with the Unofficial Mods Patch.  It moves the entire middle deck, supposedly because there was a sigil stone there (I never saw it...).  This is why the ladder and trapdoor didn't work, and the working ones were in another place.  It is probably the reason Jak Silver falls through the deck.  Just uncheck the esp DLCThievesDen - Unofficial Patch - SSB.esp.&lt;/div&gt;</summary>
		<author><name>24.33.141.151</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Jak_Silver&amp;diff=706555</id>
		<title>Oblivion talk:Jak Silver</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Jak_Silver&amp;diff=706555"/>
		<updated>2011-08-29T16:27:32Z</updated>

		<summary type="html">&lt;p&gt;24.33.141.151: /* Where did he go? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Create This Page! -- [[User:Chaos Monkey|Chaos Monkey]] &amp;lt;sup&amp;gt;[[User_talk:Chaos Monkey|Talk]]&amp;lt;/sup&amp;gt; 15:11, 25 March 2007 (EDT)&lt;br /&gt;
:Fill Out This Page! --[[User:Ratwar|Ratwar]] 15:26, 25 March 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Where did he go? ==&lt;br /&gt;
&lt;br /&gt;
I bought this upgrade and all of his belongings appeared. However, Jak is nowhere to be found! PC, UOM, UOMS, UOMP. I used clipping to see if he fell through anything, but to no avail. Interestingly enough while floating around, I noticed all of the merchants chests are around, even if you haven't gotten them yet. [[User:Kaisar Dragon|Kaisar Dragon]] 14:00, 19 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:You can try &amp;lt;code&amp;gt;player.moveto xx00EC8D&amp;lt;/code&amp;gt; (where ''xx'' is your mod index) to move yourself to Jak's current position. Or you can use &amp;lt;code&amp;gt;prid xx00EC8D&amp;lt;/code&amp;gt; followed by &amp;lt;code&amp;gt;moveto 14&amp;lt;/code&amp;gt; to move him to your position. --[[User:Timenn|Timenn]]-&amp;lt;span style=&amp;quot;font-size: 9px; letter-spacing: 1px;&amp;quot;&amp;gt;&amp;amp;lt;[[User talk:Timenn|talk]]&amp;amp;gt;&amp;lt;/span&amp;gt; 21:59, 19 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I ran into a similar issue. I had already purchased the upgrade and he appeared as normal. But when I went back on a later occasion, he was nowhere to be found. I searched the entire cove, just to be sure. Then I stood where he was supposed to be and cast detect life; it appeared as if he was far below the floor, directly under where he usually stands. This was on the Xbox, so I was unable to use commands to move to where he appeared to be. So I left and came back after a cell reset, and he was back in the proper place.  [[User:EmmBee|EmmBee]] 17:34, 15 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Same thing happened to me.  I used the moveto command and found him swimming in water at the bottom of the cell, far below where he is supposed to be.  I suppose somehow he fell through.&lt;br /&gt;
:::It's odd, because I can't use the trapdoor to go down to the bottom level.  I used the tcl command and found another instance of the trapdoor down and the ladder up, and this trapdoor worked.  It appears something screwy is going on with this cell, and none of the unofficial patches, even the supplemental, could fix it.&lt;br /&gt;
:::Some other things I noticed:  It seems all of the ship's areas are in the same cell.  If you use the tcl command, you can go to them all.  It appears that I am trapped unless I use that command, as there is no ladder out of the cell that Jak is in.  I used the moveto 14 command to move him to me, but he wouldn't sell anything--he would only offer training.  So I used the tcl command to find the working ladder out of the ship, and once I got on deck I noticed Khafiz was there, when he wasn't before.  Then to my surprise, I saw Jak there as well, and this time he would sell to me.  Something screwy is going on with this mod.  I'm glad I'm playing on PC, otherwise I would have been trapped and had to load a really old save.&lt;/div&gt;</summary>
		<author><name>24.33.141.151</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Jak_Silver&amp;diff=706551</id>
		<title>Oblivion talk:Jak Silver</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Jak_Silver&amp;diff=706551"/>
		<updated>2011-08-29T16:20:18Z</updated>

		<summary type="html">&lt;p&gt;24.33.141.151: /* Where did he go? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Create This Page! -- [[User:Chaos Monkey|Chaos Monkey]] &amp;lt;sup&amp;gt;[[User_talk:Chaos Monkey|Talk]]&amp;lt;/sup&amp;gt; 15:11, 25 March 2007 (EDT)&lt;br /&gt;
:Fill Out This Page! --[[User:Ratwar|Ratwar]] 15:26, 25 March 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Where did he go? ==&lt;br /&gt;
&lt;br /&gt;
I bought this upgrade and all of his belongings appeared. However, Jak is nowhere to be found! PC, UOM, UOMS, UOMP. I used clipping to see if he fell through anything, but to no avail. Interestingly enough while floating around, I noticed all of the merchants chests are around, even if you haven't gotten them yet. [[User:Kaisar Dragon|Kaisar Dragon]] 14:00, 19 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:You can try &amp;lt;code&amp;gt;player.moveto xx00EC8D&amp;lt;/code&amp;gt; (where ''xx'' is your mod index) to move yourself to Jak's current position. Or you can use &amp;lt;code&amp;gt;prid xx00EC8D&amp;lt;/code&amp;gt; followed by &amp;lt;code&amp;gt;moveto 14&amp;lt;/code&amp;gt; to move him to your position. --[[User:Timenn|Timenn]]-&amp;lt;span style=&amp;quot;font-size: 9px; letter-spacing: 1px;&amp;quot;&amp;gt;&amp;amp;lt;[[User talk:Timenn|talk]]&amp;amp;gt;&amp;lt;/span&amp;gt; 21:59, 19 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I ran into a similar issue. I had already purchased the upgrade and he appeared as normal. But when I went back on a later occasion, he was nowhere to be found. I searched the entire cove, just to be sure. Then I stood where he was supposed to be and cast detect life; it appeared as if he was far below the floor, directly under where he usually stands. This was on the Xbox, so I was unable to use commands to move to where he appeared to be. So I left and came back after a cell reset, and he was back in the proper place.  [[User:EmmBee|EmmBee]] 17:34, 15 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Same thing happened to me.  I used the moveto command and found him swimming in water at the bottom of the cell, far below where he is supposed to be.  I suppose somehow he fell through.&lt;br /&gt;
:::It's odd, because I can't use the trapdoor to go down to the bottom level.  I used the tcl command and found another instance of the trapdoor down and the ladder up, and this trapdoor worked.  It appears something screwy is going on with this cell, and none of the unofficial patches, even the supplemental, could fix it.&lt;br /&gt;
:::Some other things I noticed:  It seems all of the ship's areas are in the same cell.  If you use the tcl command, you can go to them all.  It appears that I am trapped unless I use that command, as there is no ladder out of the cell that Jak is in.&lt;/div&gt;</summary>
		<author><name>24.33.141.151</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Jak_Silver&amp;diff=706548</id>
		<title>Oblivion talk:Jak Silver</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Jak_Silver&amp;diff=706548"/>
		<updated>2011-08-29T16:15:26Z</updated>

		<summary type="html">&lt;p&gt;24.33.141.151: /* Where did he go? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Create This Page! -- [[User:Chaos Monkey|Chaos Monkey]] &amp;lt;sup&amp;gt;[[User_talk:Chaos Monkey|Talk]]&amp;lt;/sup&amp;gt; 15:11, 25 March 2007 (EDT)&lt;br /&gt;
:Fill Out This Page! --[[User:Ratwar|Ratwar]] 15:26, 25 March 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Where did he go? ==&lt;br /&gt;
&lt;br /&gt;
I bought this upgrade and all of his belongings appeared. However, Jak is nowhere to be found! PC, UOM, UOMS, UOMP. I used clipping to see if he fell through anything, but to no avail. Interestingly enough while floating around, I noticed all of the merchants chests are around, even if you haven't gotten them yet. [[User:Kaisar Dragon|Kaisar Dragon]] 14:00, 19 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:You can try &amp;lt;code&amp;gt;player.moveto xx00EC8D&amp;lt;/code&amp;gt; (where ''xx'' is your mod index) to move yourself to Jak's current position. Or you can use &amp;lt;code&amp;gt;prid xx00EC8D&amp;lt;/code&amp;gt; followed by &amp;lt;code&amp;gt;moveto 14&amp;lt;/code&amp;gt; to move him to your position. --[[User:Timenn|Timenn]]-&amp;lt;span style=&amp;quot;font-size: 9px; letter-spacing: 1px;&amp;quot;&amp;gt;&amp;amp;lt;[[User talk:Timenn|talk]]&amp;amp;gt;&amp;lt;/span&amp;gt; 21:59, 19 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I ran into a similar issue. I had already purchased the upgrade and he appeared as normal. But when I went back on a later occasion, he was nowhere to be found. I searched the entire cove, just to be sure. Then I stood where he was supposed to be and cast detect life; it appeared as if he was far below the floor, directly under where he usually stands. This was on the Xbox, so I was unable to use commands to move to where he appeared to be. So I left and came back after a cell reset, and he was back in the proper place.  [[User:EmmBee|EmmBee]] 17:34, 15 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Same thing happened to me.  I used the moveto command and found him swimming in water at the bottom of the cell, far below where he is supposed to be.  I suppose somehow he fell through.&lt;br /&gt;
:::It's odd, because I can't use the trapdoor to go down to the bottom level.  I used the tcl command and found another instance of the trapdoor down and the ladder up, and this trapdoor worked.  It appears something screwy is going on with this cell, and none of the unofficial patches, even the supplemental, could fix it.&lt;/div&gt;</summary>
		<author><name>24.33.141.151</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Jak_Silver&amp;diff=706545</id>
		<title>Oblivion talk:Jak Silver</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Jak_Silver&amp;diff=706545"/>
		<updated>2011-08-29T16:11:38Z</updated>

		<summary type="html">&lt;p&gt;24.33.141.151: /* Where did he go? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Create This Page! -- [[User:Chaos Monkey|Chaos Monkey]] &amp;lt;sup&amp;gt;[[User_talk:Chaos Monkey|Talk]]&amp;lt;/sup&amp;gt; 15:11, 25 March 2007 (EDT)&lt;br /&gt;
:Fill Out This Page! --[[User:Ratwar|Ratwar]] 15:26, 25 March 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Where did he go? ==&lt;br /&gt;
&lt;br /&gt;
I bought this upgrade and all of his belongings appeared. However, Jak is nowhere to be found! PC, UOM, UOMS, UOMP. I used clipping to see if he fell through anything, but to no avail. Interestingly enough while floating around, I noticed all of the merchants chests are around, even if you haven't gotten them yet. [[User:Kaisar Dragon|Kaisar Dragon]] 14:00, 19 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:You can try &amp;lt;code&amp;gt;player.moveto xx00EC8D&amp;lt;/code&amp;gt; (where ''xx'' is your mod index) to move yourself to Jak's current position. Or you can use &amp;lt;code&amp;gt;prid xx00EC8D&amp;lt;/code&amp;gt; followed by &amp;lt;code&amp;gt;moveto 14&amp;lt;/code&amp;gt; to move him to your position. --[[User:Timenn|Timenn]]-&amp;lt;span style=&amp;quot;font-size: 9px; letter-spacing: 1px;&amp;quot;&amp;gt;&amp;amp;lt;[[User talk:Timenn|talk]]&amp;amp;gt;&amp;lt;/span&amp;gt; 21:59, 19 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I ran into a similar issue. I had already purchased the upgrade and he appeared as normal. But when I went back on a later occasion, he was nowhere to be found. I searched the entire cove, just to be sure. Then I stood where he was supposed to be and cast detect life; it appeared as if he was far below the floor, directly under where he usually stands. This was on the Xbox, so I was unable to use commands to move to where he appeared to be. So I left and came back after a cell reset, and he was back in the proper place.  [[User:EmmBee|EmmBee]] 17:34, 15 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Same thing happened to me.  I used the moveto command and found him swimming in water at the bottom of the cell, far below where he is supposed to be.  I suppose somehow he fell through.&lt;/div&gt;</summary>
		<author><name>24.33.141.151</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Taking_Care_of_Lex&amp;diff=706418</id>
		<title>Oblivion talk:Taking Care of Lex</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Taking_Care_of_Lex&amp;diff=706418"/>
		<updated>2011-08-29T03:32:32Z</updated>

		<summary type="html">&lt;p&gt;24.33.141.151: /* Getting the seal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Armour in chest==&lt;br /&gt;
Is the armour in the chest next to the desk levelled? is it always ebony?&lt;br /&gt;
I thought the tip might not be correct - will check. --[[User:MacFodder|MacFodder]] 21:52, 11 February 2007 (EST)&lt;br /&gt;
:If it's the chest identified as the &amp;quot;Legion Commander's Chest&amp;quot;, then it is indeed leveled loot, although potentially pretty good loot (magic weapon: 25% chance, 2 non-magic weapons: 75% chance each, magic armor: 25%, 2 non-magic armor: 75%).  --[[User:Nephele|Nephele]] 23:25, 11 February 2007 (EST)&lt;br /&gt;
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Where is this chest you guys are describing located? --[[User:Obliviongamer|Obliviongamer]] 20:33, 3 July 2011 (UTC)&lt;br /&gt;
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==Bug==&lt;br /&gt;
Just wanted to note that I ran into the bug where the Stranger keeps telling me not to bother him, even after a day has passed. &lt;br /&gt;
&lt;br /&gt;
I managed to get around it by simply talking to him about other topics that I had previously talked to him about. Once I did that, he asked for his fee and the quest proceeded as normally. &lt;br /&gt;
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I am on the 360 and playing an unpatched game.&lt;br /&gt;
[[User:24.76.38.139|24.76.38.139]] 17:53, 26 January 2007 (EST) auntymo&lt;br /&gt;
&lt;br /&gt;
: I'm having that problem too,i've tried attacking him and apologize and doing another quest + sleeping for 4/5 days, and he brushes me away saying &amp;quot;Don't bother me.&amp;quot; still. halp?  [[User:Caboose|Caboose]] 14:16, 21 January 2008 (EST)&lt;br /&gt;
:: I also experienced this problem, no matter how long I waited, but after visiting [[Oblivion:Temple_of_the_Ancestor_Moths|Temple of the Ancestor Moths]] (literally stepping inside) I returned to the stranger and he finally asked for the fee. Not sure whether this will have undesired consequences but it seems to have resumed the quest to normal so far. --[[User:81.153.141.253|81.153.141.253]] 20:59, 28 March 2009 (EDT)&lt;br /&gt;
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i had to do the quest a few times because the stranger would glitch and not give me the list. i was opening the passage before the dude did and not waiting for my journal update, so i didnt get the quest marker telling me where the desk was. when i waited for him to open it i got a quest marker to the desk and i got the letter and went to the stranger and got caught by the gurads for killing after i gave him the list and i paid the fine and waited a day and he asked for my 500 gold. if this is confusing just ask and ill try to re-word it [[User:Lindenbrock|Lindenbrock]] 16:09, 10 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Clarification==&lt;br /&gt;
- An alternative which worked for me was to travel to Anvil, before talking to the beggars I waited until night-time and then asked about the forger. Who was then found in the abandoned house and happy to help. {{unsigned|62.6.158.177}}&lt;br /&gt;
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This comment was added to the quest page 20:02, February 10, 2007.  Clarification is needed: what is the original problem for which this is the solution?  It also needs to be reformatted taken out of first-person perspective. --[[User:GuildKnight|GuildKnight]] 19:38, 13 February 2007 (EST)&lt;br /&gt;
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I have tried all these solutions and none of them have worked if you can show any other ways that would be so helpfull!&lt;br /&gt;
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== Giving the forged letter to Dairihill ==&lt;br /&gt;
&lt;br /&gt;
What exactly ''will'' happen to the quest if you deliver the new set of orders to Dairihill instead of the Countess. In the Notes section, the author states that they think it would be a bad idea. I'd be more curious as to what the author knows, not thinks. {{unsigned|192.91.171.42}}&lt;br /&gt;
:Asked and answered: the note has been updated :) --[[User:Nephele|Nephele]] 19:37, 23 February 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Bug ==&lt;br /&gt;
&lt;br /&gt;
Whenever I go to get the Legionairre's stamp after getting the forged list, I am unable to do so because it is not in the chest!  I have tried many different things, such as going at different times of the day and placing the list in the chest (I am unable to do so because you cannot drop quest items.)  I am curious if it is because I have fufilled the Dark Brotherhood Quest &amp;quot;Permanent Retirement,&amp;quot; where you must put Phillada's finger in the Legionarre's desk.  Has anyone else had this issue?  Help would be appreciated.  (This is on a patched 360 version)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''(this may only be on the ps3)'''&lt;br /&gt;
i found the legionarres stamp to be on the desk, and not in the chest, so i dont think it matters weather you complete the dark brotherhood Quest &amp;quot;permanent retirement&amp;quot; (if you have completed this quest though, the finger will still be where you left it. p.s i took the finger back out and i got a quest update telling me to put it back and report to skrivva)&lt;br /&gt;
&lt;br /&gt;
== in the Bugs Section ==&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;Although a player may find The Stranger's house and the green marker indicating his presence will be on the map, he may not actually be in his house. This bug is confirmed on the Xbox 360 version of Oblivion. This bug occurs when a player explores the Temple of Ancestor Moth before getting the &amp;quot;Turning a Blind Eye&amp;quot; quest. In order to get The Stranger to appear, you will need to resume and complete the &amp;quot;Turning a Blind Eye&amp;quot; quest.&amp;quot;;&lt;br /&gt;
:How exactly does one complete &amp;quot;Turning a Blind Eye&amp;quot; in order to free up &amp;quot;Taking Care of Lex&amp;quot; when &amp;quot;...Blind Eye&amp;quot; is the quest you get ''after completing'' &amp;quot;Taking Care...&amp;quot;? {{unsigned|192.91.171.36}}&lt;br /&gt;
::I'd already deleted that comment once for exactly that reason, but someone decided to come along and try adding it back in again.  I have yet again deleted it and gone back to the earlier version of the bug description.  If anyone who understands this comment would care to provide some input on how this suggestion is supposed to help players complete this quest, I'd welcome the information.  But otherwise, I really don't see why a suggestion saying &amp;quot;do the impossible then the quest will be fixed&amp;quot; should be added to the article. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 13:18, 9 May 2007 (EDT)&lt;br /&gt;
:::This is also referenced in the [[Oblivion:Turning_a_Blind_Eye#Bugs|Bugs]] section of Turning a Blind Eye.  I'm not sure, but I seem to recall reading somewhere that, if you explore the Temple before reaching this quest (indeed, even without being in the Thieves Guild!) you'll get the quest added to your active quests when you hit one of the scripted quest log entries.  Thus, it ''may'' be possible to start this quest, trigger a log entry for the other, and actually be able to complete the other quest before completing this one.  I haven't tested this, and can't immediately find support documentation, so treat this as pure speculation for now. [[User:DisplacedAvenger|DisplacedAvenger]] 14:08, 11 June 2007 (EDT)&lt;br /&gt;
::::I can personally verify that I had &amp;quot;Turning a Blind Eye&amp;quot; flagged before I had even joined the guild! (the Gray Fox would just ignore me). I did get the bug, and finishing this quest resolved it.&lt;br /&gt;
'''IN PC'''&lt;br /&gt;
I had the same issue with the stranger missing when I was suppose to find him to forge the letter. The arrow was green yet he was not in the room, even after a week. This is due to starting &amp;quot;Turning a Blind Eye&amp;quot; prematurely. However, it was already complete in my case and he was still gone. The ONLY fix that I found for this is to make him appear by typing this in the ~ menu: player.placeatme 0000A2A5. This continues with the storyline once you talk to him, I have yet to find any issues with this route of correction.&lt;br /&gt;
&lt;br /&gt;
==S'Krivva bug on PS3==&lt;br /&gt;
&lt;br /&gt;
Found a solution to this. If the marker point to the Lonely Suitor Lodge and she's not there. Go to her original house in the morning or afternoon (not breaking in at night)&lt;br /&gt;
[[User:Emjayx|Emjayx]] 13:45, 11 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== More Unconfirmed Bugs ==&lt;br /&gt;
&lt;br /&gt;
:''If you get killed while trying to complete the very first task for Grey Fox then it deletes your saved game data and moves you back to the staff quest.''&lt;br /&gt;
Can anyone explain what this bug means?  How does any bug delete your saved game data?  I don't know of any game bug that starts deleting files on your hard drive.  And how does it then move you back to the &amp;quot;staff quest&amp;quot;?  Which quest is even being referred to by the &amp;quot;staff quest&amp;quot;?  Finally, how does this even relate to this quest, namely &amp;quot;Taking Care of Lex&amp;quot;?  This isn't the first task completed for the Gray Fox.  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 22:12, 11 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I would say it is untrue and unlikely [[User:Caboose|Caboose]] 14:16, 21 January 2008 (EST)&lt;br /&gt;
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== Dahillra ==&lt;br /&gt;
&lt;br /&gt;
When i was trying to hand the letter to the countess she wouldnt accept then i handed it to dahillra she gave me 20 gold and my quest doesnt get updated? where could i retireve the letter again and also i dont have it saved before doing this so im tottaly boned. HELP {{unsigned|68.34.208.9}}&lt;br /&gt;
:Perhaps you could try reading the article first?  For example the [[Oblivion:Taking Care of Lex#Notes|Notes]] section where it already states that if you give the letter to Dairihill you need to steal it back from her. Reading the article allows you to get your answer right away instead of waiting a week and saves us the trouble of repeating ourselves endlessly.... --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 00:40, 11 February 2008 (EST)&lt;br /&gt;
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== Taking Care of Lex ==&lt;br /&gt;
&lt;br /&gt;
I spoke to him before I started this quest.. he hasn't forged the letter as I can't find him to ask him to do it.. I've tried waiting and have done other quests for a few days but nothing changes. I can't find him in the audience chamber of the castle either.. any ideas? It's the 360 version, thanks. &lt;br /&gt;
Bella&lt;br /&gt;
&lt;br /&gt;
If you are referring to the stranger, then you should ask the beggars and they will lead you to him. --[[User:Obliviongamer|Obliviongamer]] 20:35, 3 July 2011 (UTC)&lt;br /&gt;
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== Bug on PS3, very annoyed ==&lt;br /&gt;
&lt;br /&gt;
while playing on the ps3, i always seem to come to this quest and find that the seal isnt there, ive made about 4 or 5 characters to get past it, but the seal just isnt in the commanders chest or whatever its called. any ideas to help? i dont have an account for the wiki, but im clouddyl&lt;br /&gt;
:The seal isn't in the commander's chest, or in any chest for that matter.  As it says [[Oblivion:Taking Care of Lex#Seal|in the article]], &amp;quot;The seal for the letter is on top of the desk.&amp;quot;  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 23:55, 29 March 2008 (EDT)&lt;br /&gt;
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I have had the same problem for 1 out of three quests I do just no markers s it a glitch if so how can I fix it? -Zay&lt;br /&gt;
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== Bug Fix Answer ==&lt;br /&gt;
&lt;br /&gt;
If you cant even find the stranger dude at all then it may be because you have started but not finished the &amp;quot;Boots of Springheel Jak&amp;quot; quest&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finish that and he will be there.&lt;br /&gt;
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== &amp;quot;Taking Care of Lex&amp;quot; blacksmith???? ==&lt;br /&gt;
&lt;br /&gt;
for some odd reason, when i go to the smithy place, the green arrow is there but he isnt.  i think i may have killed him but it would have just made him unconcious right?  someone help?&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
sometimes i get there and see him comming out of the door behind the counter try going through there and looking for him, he may be stuck on a door or something [[User:Lindenbrock|Lindenbrock]] 16:12, 10 October 2010 (UTC)&lt;br /&gt;
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== Stop bothering me! ==&lt;br /&gt;
&lt;br /&gt;
Even after I wait 24 hours, and I don't talk to The Stranger before it should be ready, he keeps telling me to stop bothering him. Even after attacking and yielding, then paying my fine and another 24 hours he won't give me the letter.&lt;br /&gt;
&lt;br /&gt;
: Same bug here, can't get the letter. Ever figured out anything? {{unsigned|65.126.113.13}}&lt;br /&gt;
:: Check the [[Oblivion:Taking_Care_of_Lex#Bugs|Bugs]] secction. --[[User:Wizy|Wizy]] 21:03, 29 November 2010 (UTC)&lt;br /&gt;
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== Amusing ==&lt;br /&gt;
&lt;br /&gt;
I find it amusing that after telling Hieronymus he's been reassigned and leaving the dialogue. He may say &amp;quot;Maybe fate will be kind and deliver him to me in Anvil&amp;quot; or something along those lines&lt;br /&gt;
This is (in my opinion) a clever reference to the Gray Fox's true identity.{{unsigned|Critchell|22:12, 23 July 2009}}&lt;br /&gt;
:I think he's referring to the fact that he hopes The Gray Fox might show up in Anvil once, so that he can catch him. That The Gray Fox is actually Count Umbranox is purely coincidental in my point of view. He could be resigned to Cheydinhal for that matter and say the same thing. [[User:Wolok gro-Barok|Wolok gro-Barok]] 22:44, 23 July 2009 (UTC)&lt;br /&gt;
::Yes but remember his dialogue was written by the designers who knew what the eventual outcome would be. [[User:Critchell|Critchell]] 23:37, 23 July 2009 (UTC)&lt;br /&gt;
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== Moved from article ==&lt;br /&gt;
&lt;br /&gt;
''Moved from main article in case someone follows up on the conversation.'' –[[User:Eshe|Eshe]]&amp;lt;sup&amp;gt;[[User talk:Eshe|talk]]&amp;lt;/sup&amp;gt; 01:08, 28 August 2009 (UTC)&lt;br /&gt;
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Hey i have a question i am unable to find the stranger the path to him seems to be blocked by a barricaded place...please..reply {{unsigned|92.239.18.78}}&lt;br /&gt;
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== Trouble opening the locked door to the room that contains the seal? ==&lt;br /&gt;
&lt;br /&gt;
The seal is not in the dining hall with all the food on the tables.  It is on the table inside one of the locked doors.  The lock was at &amp;quot;hard&amp;quot; or &amp;quot;very hard&amp;quot; level and I couldn't get it to open (I'm low on security).  Then a guard came in (with plated armor), ignored me and opened the door!  I have 100 sneak and was sneaking, but the sneaking eye was lighted up and he definitely saw me.  I don't know why he ignored me.  He walked in the sat on the chair in front of the desk.  I decided I wasn't taking anymore chance so I stayed in a corner and waited.  A while later he got up and left.  I was left alone so I went over the desk and put the seal on my forged letter.   &lt;br /&gt;
&lt;br /&gt;
I was surprised that he ignored me because earlier when I tried to get into the dining hall, a jailor sat right at a table in front of me and tried to arrest me.  I loaded a previous save and waited 2 hours outside (until it's around 11pm) and went in again, then the dining hall was empty.&lt;br /&gt;
&lt;br /&gt;
If that makes any difference, I'm playing on ps3. {{Unsigned|Cabbit|08:29, 25 October 2009}}&lt;br /&gt;
&lt;br /&gt;
:its probably because you didnt open the door, that wuold be breaknig and entering and that of course is illegal, since he opened the door for you you didnt really do anything wrong so thay cant arrest you for that {{Unsigned|Lindenbrock|19:56, 12 October 2010}}&lt;br /&gt;
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==Lady Umbranox Won't Talk==&lt;br /&gt;
Lady umbranox wont talk 2 me cuz she says she only will discuss the matter in da great hall :( help me  {{unsigned|65.103.208.114|21 March 2010}}&lt;br /&gt;
:Assuming you are in the great hall, leave the castle and come back after waiting 24 hours when it is daytime and she is sitting on her throne.--&amp;lt;font color=purple&amp;gt;[[User:Arch-Mage Matt|''Arch-Mage Matt'']]&amp;lt;/font&amp;gt;&amp;lt;sup&amp;gt;[[User talk:Arch-Mage Matt|Talk]]&amp;lt;/sup&amp;gt; 18:10, 21 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Stranger Glitch, Need Help ==&lt;br /&gt;
I was wondering if there was any way to fix this on the 360 (Along with the Knights of the Nine and Shivering Isle patches).  I completed the Turning a Blind Eye quest before this one, and I have already started Arrow of Extrication, so the stranger won't show up until I complete this quest, but I don't get the right rank and I can't complete The Ultimate Heist because of this.  So if anyone can help me I would appreciate it  --[[User:REsoleSurvivor1000|REsoleSurvivor1000]] 23:25, 18 April 2010 (PST)&lt;br /&gt;
&lt;br /&gt;
: Clicky. http://www.uesp.net/wiki/Oblivion:Turning_a_Blind_Eye#Bugs&lt;br /&gt;
: Please don't top-post. It makes a mess of the chronology.  {{unsigned|Aliana|19 April 2010}}&lt;br /&gt;
&lt;br /&gt;
== Meeting the Stranger Again ==&lt;br /&gt;
&lt;br /&gt;
:''(moved from the article)''&lt;br /&gt;
It says wait a day but sometimes you will need to wait about a week. Always save game before you speak to The Stranger again. &lt;br /&gt;
&lt;br /&gt;
: You never have to meet more than a day, but sometimes the Stranger wanders off. Try waiting an extra hour or two. And you should ''always'' save at sensible intervals. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 14:46, 17 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Messenger AI Bug? ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know the circumstances of why you should go directly to the Imperial City to avoid AI bugs with Methredhel tracking down the player? TG08MethredhelFindPC is her highest priority AI pack and I can't see any issues with the conditions on it. [[User:Arthmoor|Arthmoor]] 06:15, 18 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== guard glitch? ==&lt;br /&gt;
&lt;br /&gt;
i stole the letter a few times (reloaded a gamesave) and each time i was seen so i resisted arrest and ran to the passage and closed it, and the guards couldnt open it, anyone know why?&lt;br /&gt;
[[User:Lindenbrock|Lindenbrock]] 15:49, 10 October 2010 (UTC)&lt;br /&gt;
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== wtf PLEASE HELP ==&lt;br /&gt;
&lt;br /&gt;
cant get any qurst markers and dont know where to go pleae help!&lt;br /&gt;
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== Moved Bug ==&lt;br /&gt;
&lt;br /&gt;
*If you close the movable pillar in the secret passage, you will become trapped. There is no way out&lt;br /&gt;
&lt;br /&gt;
I'll test this in a second. I don't remember anything like this when I last did it though and I always close the entrance before continuing through the tunnel. --[[User:Alpha Kenny Buddy|AKB]] &amp;lt;sup&amp;gt;[[User_talk:Alpha_Kenny_Buddy|Talk]]&amp;lt;/sup&amp;gt; 16:52, 20 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
: It's not true: you can open the door from either side. It takes a little while after closing before you can open it again though - just a few seconds. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 16:55, 20 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Yeah I just tested it too, both of the passage entrances open and close from both sides. Better safe than sorry though right? --[[User:Alpha Kenny Buddy|AKB]] &amp;lt;sup&amp;gt;[[User_talk:Alpha_Kenny_Buddy|Talk]]&amp;lt;/sup&amp;gt; 16:57, 20 February 2011 (UTC)&lt;br /&gt;
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== Follow Lex for fun and profit ==&lt;br /&gt;
&lt;br /&gt;
The 2nd Note on [[Oblivion:Separated_at_Birth#Notes|Separated at Birth]] can also be applied here - After giving Lex his transfer orders he'll run to Anvil, and he's still marked essential (and a bit stronger than Guilbert as well). He follows the road, and I noticed there seemed to be far fewer enemy spawns in comparison to Separated at Birth, but there was still loot to be obtained. I would be curious, because I only saw enemies (monsters, and a few bandits) when there was another NPC in the area, a townsperson or patrolling guard, so maybe the spawns are disabled for Lex's trip or something... I also used him for some Sneak training, but that's not unique.&lt;br /&gt;
&lt;br /&gt;
I didn't follow him all the way to Anvil, so I don't know when exactly he stops being essential - upon entering town, maybe? (Edit: or maybe after talking to S'Krivva to actually finish the quest?) If you want him to stay alive in Anvil, save often I'd say, because as strong as he is, he did fall unconscious a few times (did it at lvl 20, PS3 GOTY, stopped before Kvatch to avoid the storyline). [[Special:Contributions/71.112.202.109|71.112.202.109]] 10:49, 18 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Moved note. ==&lt;br /&gt;
&lt;br /&gt;
* You can only speak to the [[Oblivion:Countess Millona Umbranox|Countess]] about the letter when she is in the &amp;quot;Throne Room&amp;quot;, else you will likely be trespassing, leading to her and guards being aggressive towards you. Just wait in front of the throne from 10 AM.&lt;br /&gt;
&lt;br /&gt;
Again common knowledge isn't this ? [[User:JackTurbo95|JackTurbo95]] 18:36, 19 April 2011 (UTC)&lt;br /&gt;
: Definitely. --[[User:Krusty|Krusty]] 20:24, 19 April 2011 (UTC)&lt;br /&gt;
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== Reward ==&lt;br /&gt;
&lt;br /&gt;
Isn't the reward 1000 septims? I know you have to pay 500 for the forged letter but saying 500 septims as a reward is misleading. Maybe it could say &amp;quot;500 gold plus expenses&amp;quot; as a reward. --[[User:Obliviongamer|Obliviongamer]] 20:41, 3 July 2011 (UTC)&lt;br /&gt;
:It says that in the article. '''''[[User:Elliot|&amp;lt;span style=&amp;quot;color:#002BB8;&amp;quot;&amp;gt;Elliot&amp;lt;/span&amp;gt;]]&amp;amp;nbsp;[[User_talk:Elliot|&amp;lt;small&amp;gt;(&amp;lt;span style=&amp;quot;color:#002BB8;&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;)&amp;lt;/small&amp;gt;]]''''' 20:46, 3 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Getting the seal ==&lt;br /&gt;
&lt;br /&gt;
The article says you can get inside the building from the dining hall next door, but there is no dining hall on the map.  Is it referring to the door to the right of the one the quest marker is on?  They are both titled the same thing.  It might be worth clarifying in the article, and also mentioning that this door has a very hard lock.  I find the one the quest marker is at impossible to enter without getting caught, as the sneaking crosshair is lit up even at 100 skill due to the guard standing next to the main gate.&lt;br /&gt;
&lt;br /&gt;
I found that talking to the guard at the main gate from his back will get him to turn around, so that you can run and pick the lock on the door without being seen.&lt;/div&gt;</summary>
		<author><name>24.33.141.151</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Taking_Care_of_Lex&amp;diff=706417</id>
		<title>Oblivion talk:Taking Care of Lex</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Taking_Care_of_Lex&amp;diff=706417"/>
		<updated>2011-08-29T03:30:15Z</updated>

		<summary type="html">&lt;p&gt;24.33.141.151: /* Getting the seal */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Armour in chest==&lt;br /&gt;
Is the armour in the chest next to the desk levelled? is it always ebony?&lt;br /&gt;
I thought the tip might not be correct - will check. --[[User:MacFodder|MacFodder]] 21:52, 11 February 2007 (EST)&lt;br /&gt;
:If it's the chest identified as the &amp;quot;Legion Commander's Chest&amp;quot;, then it is indeed leveled loot, although potentially pretty good loot (magic weapon: 25% chance, 2 non-magic weapons: 75% chance each, magic armor: 25%, 2 non-magic armor: 75%).  --[[User:Nephele|Nephele]] 23:25, 11 February 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Where is this chest you guys are describing located? --[[User:Obliviongamer|Obliviongamer]] 20:33, 3 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Bug==&lt;br /&gt;
Just wanted to note that I ran into the bug where the Stranger keeps telling me not to bother him, even after a day has passed. &lt;br /&gt;
&lt;br /&gt;
I managed to get around it by simply talking to him about other topics that I had previously talked to him about. Once I did that, he asked for his fee and the quest proceeded as normally. &lt;br /&gt;
&lt;br /&gt;
I am on the 360 and playing an unpatched game.&lt;br /&gt;
[[User:24.76.38.139|24.76.38.139]] 17:53, 26 January 2007 (EST) auntymo&lt;br /&gt;
&lt;br /&gt;
: I'm having that problem too,i've tried attacking him and apologize and doing another quest + sleeping for 4/5 days, and he brushes me away saying &amp;quot;Don't bother me.&amp;quot; still. halp?  [[User:Caboose|Caboose]] 14:16, 21 January 2008 (EST)&lt;br /&gt;
:: I also experienced this problem, no matter how long I waited, but after visiting [[Oblivion:Temple_of_the_Ancestor_Moths|Temple of the Ancestor Moths]] (literally stepping inside) I returned to the stranger and he finally asked for the fee. Not sure whether this will have undesired consequences but it seems to have resumed the quest to normal so far. --[[User:81.153.141.253|81.153.141.253]] 20:59, 28 March 2009 (EDT)&lt;br /&gt;
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i had to do the quest a few times because the stranger would glitch and not give me the list. i was opening the passage before the dude did and not waiting for my journal update, so i didnt get the quest marker telling me where the desk was. when i waited for him to open it i got a quest marker to the desk and i got the letter and went to the stranger and got caught by the gurads for killing after i gave him the list and i paid the fine and waited a day and he asked for my 500 gold. if this is confusing just ask and ill try to re-word it [[User:Lindenbrock|Lindenbrock]] 16:09, 10 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Clarification==&lt;br /&gt;
- An alternative which worked for me was to travel to Anvil, before talking to the beggars I waited until night-time and then asked about the forger. Who was then found in the abandoned house and happy to help. {{unsigned|62.6.158.177}}&lt;br /&gt;
&lt;br /&gt;
This comment was added to the quest page 20:02, February 10, 2007.  Clarification is needed: what is the original problem for which this is the solution?  It also needs to be reformatted taken out of first-person perspective. --[[User:GuildKnight|GuildKnight]] 19:38, 13 February 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I have tried all these solutions and none of them have worked if you can show any other ways that would be so helpfull!&lt;br /&gt;
&lt;br /&gt;
== Giving the forged letter to Dairihill ==&lt;br /&gt;
&lt;br /&gt;
What exactly ''will'' happen to the quest if you deliver the new set of orders to Dairihill instead of the Countess. In the Notes section, the author states that they think it would be a bad idea. I'd be more curious as to what the author knows, not thinks. {{unsigned|192.91.171.42}}&lt;br /&gt;
:Asked and answered: the note has been updated :) --[[User:Nephele|Nephele]] 19:37, 23 February 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Bug ==&lt;br /&gt;
&lt;br /&gt;
Whenever I go to get the Legionairre's stamp after getting the forged list, I am unable to do so because it is not in the chest!  I have tried many different things, such as going at different times of the day and placing the list in the chest (I am unable to do so because you cannot drop quest items.)  I am curious if it is because I have fufilled the Dark Brotherhood Quest &amp;quot;Permanent Retirement,&amp;quot; where you must put Phillada's finger in the Legionarre's desk.  Has anyone else had this issue?  Help would be appreciated.  (This is on a patched 360 version)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''(this may only be on the ps3)'''&lt;br /&gt;
i found the legionarres stamp to be on the desk, and not in the chest, so i dont think it matters weather you complete the dark brotherhood Quest &amp;quot;permanent retirement&amp;quot; (if you have completed this quest though, the finger will still be where you left it. p.s i took the finger back out and i got a quest update telling me to put it back and report to skrivva)&lt;br /&gt;
&lt;br /&gt;
== in the Bugs Section ==&lt;br /&gt;
&lt;br /&gt;
;&amp;quot;Although a player may find The Stranger's house and the green marker indicating his presence will be on the map, he may not actually be in his house. This bug is confirmed on the Xbox 360 version of Oblivion. This bug occurs when a player explores the Temple of Ancestor Moth before getting the &amp;quot;Turning a Blind Eye&amp;quot; quest. In order to get The Stranger to appear, you will need to resume and complete the &amp;quot;Turning a Blind Eye&amp;quot; quest.&amp;quot;;&lt;br /&gt;
:How exactly does one complete &amp;quot;Turning a Blind Eye&amp;quot; in order to free up &amp;quot;Taking Care of Lex&amp;quot; when &amp;quot;...Blind Eye&amp;quot; is the quest you get ''after completing'' &amp;quot;Taking Care...&amp;quot;? {{unsigned|192.91.171.36}}&lt;br /&gt;
::I'd already deleted that comment once for exactly that reason, but someone decided to come along and try adding it back in again.  I have yet again deleted it and gone back to the earlier version of the bug description.  If anyone who understands this comment would care to provide some input on how this suggestion is supposed to help players complete this quest, I'd welcome the information.  But otherwise, I really don't see why a suggestion saying &amp;quot;do the impossible then the quest will be fixed&amp;quot; should be added to the article. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 13:18, 9 May 2007 (EDT)&lt;br /&gt;
:::This is also referenced in the [[Oblivion:Turning_a_Blind_Eye#Bugs|Bugs]] section of Turning a Blind Eye.  I'm not sure, but I seem to recall reading somewhere that, if you explore the Temple before reaching this quest (indeed, even without being in the Thieves Guild!) you'll get the quest added to your active quests when you hit one of the scripted quest log entries.  Thus, it ''may'' be possible to start this quest, trigger a log entry for the other, and actually be able to complete the other quest before completing this one.  I haven't tested this, and can't immediately find support documentation, so treat this as pure speculation for now. [[User:DisplacedAvenger|DisplacedAvenger]] 14:08, 11 June 2007 (EDT)&lt;br /&gt;
::::I can personally verify that I had &amp;quot;Turning a Blind Eye&amp;quot; flagged before I had even joined the guild! (the Gray Fox would just ignore me). I did get the bug, and finishing this quest resolved it.&lt;br /&gt;
'''IN PC'''&lt;br /&gt;
I had the same issue with the stranger missing when I was suppose to find him to forge the letter. The arrow was green yet he was not in the room, even after a week. This is due to starting &amp;quot;Turning a Blind Eye&amp;quot; prematurely. However, it was already complete in my case and he was still gone. The ONLY fix that I found for this is to make him appear by typing this in the ~ menu: player.placeatme 0000A2A5. This continues with the storyline once you talk to him, I have yet to find any issues with this route of correction.&lt;br /&gt;
&lt;br /&gt;
==S'Krivva bug on PS3==&lt;br /&gt;
&lt;br /&gt;
Found a solution to this. If the marker point to the Lonely Suitor Lodge and she's not there. Go to her original house in the morning or afternoon (not breaking in at night)&lt;br /&gt;
[[User:Emjayx|Emjayx]] 13:45, 11 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== More Unconfirmed Bugs ==&lt;br /&gt;
&lt;br /&gt;
:''If you get killed while trying to complete the very first task for Grey Fox then it deletes your saved game data and moves you back to the staff quest.''&lt;br /&gt;
Can anyone explain what this bug means?  How does any bug delete your saved game data?  I don't know of any game bug that starts deleting files on your hard drive.  And how does it then move you back to the &amp;quot;staff quest&amp;quot;?  Which quest is even being referred to by the &amp;quot;staff quest&amp;quot;?  Finally, how does this even relate to this quest, namely &amp;quot;Taking Care of Lex&amp;quot;?  This isn't the first task completed for the Gray Fox.  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 22:12, 11 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I would say it is untrue and unlikely [[User:Caboose|Caboose]] 14:16, 21 January 2008 (EST)&lt;br /&gt;
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== Dahillra ==&lt;br /&gt;
&lt;br /&gt;
When i was trying to hand the letter to the countess she wouldnt accept then i handed it to dahillra she gave me 20 gold and my quest doesnt get updated? where could i retireve the letter again and also i dont have it saved before doing this so im tottaly boned. HELP {{unsigned|68.34.208.9}}&lt;br /&gt;
:Perhaps you could try reading the article first?  For example the [[Oblivion:Taking Care of Lex#Notes|Notes]] section where it already states that if you give the letter to Dairihill you need to steal it back from her. Reading the article allows you to get your answer right away instead of waiting a week and saves us the trouble of repeating ourselves endlessly.... --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 00:40, 11 February 2008 (EST)&lt;br /&gt;
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== Taking Care of Lex ==&lt;br /&gt;
&lt;br /&gt;
I spoke to him before I started this quest.. he hasn't forged the letter as I can't find him to ask him to do it.. I've tried waiting and have done other quests for a few days but nothing changes. I can't find him in the audience chamber of the castle either.. any ideas? It's the 360 version, thanks. &lt;br /&gt;
Bella&lt;br /&gt;
&lt;br /&gt;
If you are referring to the stranger, then you should ask the beggars and they will lead you to him. --[[User:Obliviongamer|Obliviongamer]] 20:35, 3 July 2011 (UTC)&lt;br /&gt;
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== Bug on PS3, very annoyed ==&lt;br /&gt;
&lt;br /&gt;
while playing on the ps3, i always seem to come to this quest and find that the seal isnt there, ive made about 4 or 5 characters to get past it, but the seal just isnt in the commanders chest or whatever its called. any ideas to help? i dont have an account for the wiki, but im clouddyl&lt;br /&gt;
:The seal isn't in the commander's chest, or in any chest for that matter.  As it says [[Oblivion:Taking Care of Lex#Seal|in the article]], &amp;quot;The seal for the letter is on top of the desk.&amp;quot;  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 23:55, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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I have had the same problem for 1 out of three quests I do just no markers s it a glitch if so how can I fix it? -Zay&lt;br /&gt;
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== Bug Fix Answer ==&lt;br /&gt;
&lt;br /&gt;
If you cant even find the stranger dude at all then it may be because you have started but not finished the &amp;quot;Boots of Springheel Jak&amp;quot; quest&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finish that and he will be there.&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Taking Care of Lex&amp;quot; blacksmith???? ==&lt;br /&gt;
&lt;br /&gt;
for some odd reason, when i go to the smithy place, the green arrow is there but he isnt.  i think i may have killed him but it would have just made him unconcious right?  someone help?&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
sometimes i get there and see him comming out of the door behind the counter try going through there and looking for him, he may be stuck on a door or something [[User:Lindenbrock|Lindenbrock]] 16:12, 10 October 2010 (UTC)&lt;br /&gt;
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== Stop bothering me! ==&lt;br /&gt;
&lt;br /&gt;
Even after I wait 24 hours, and I don't talk to The Stranger before it should be ready, he keeps telling me to stop bothering him. Even after attacking and yielding, then paying my fine and another 24 hours he won't give me the letter.&lt;br /&gt;
&lt;br /&gt;
: Same bug here, can't get the letter. Ever figured out anything? {{unsigned|65.126.113.13}}&lt;br /&gt;
:: Check the [[Oblivion:Taking_Care_of_Lex#Bugs|Bugs]] secction. --[[User:Wizy|Wizy]] 21:03, 29 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Amusing ==&lt;br /&gt;
&lt;br /&gt;
I find it amusing that after telling Hieronymus he's been reassigned and leaving the dialogue. He may say &amp;quot;Maybe fate will be kind and deliver him to me in Anvil&amp;quot; or something along those lines&lt;br /&gt;
This is (in my opinion) a clever reference to the Gray Fox's true identity.{{unsigned|Critchell|22:12, 23 July 2009}}&lt;br /&gt;
:I think he's referring to the fact that he hopes The Gray Fox might show up in Anvil once, so that he can catch him. That The Gray Fox is actually Count Umbranox is purely coincidental in my point of view. He could be resigned to Cheydinhal for that matter and say the same thing. [[User:Wolok gro-Barok|Wolok gro-Barok]] 22:44, 23 July 2009 (UTC)&lt;br /&gt;
::Yes but remember his dialogue was written by the designers who knew what the eventual outcome would be. [[User:Critchell|Critchell]] 23:37, 23 July 2009 (UTC)&lt;br /&gt;
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== Moved from article ==&lt;br /&gt;
&lt;br /&gt;
''Moved from main article in case someone follows up on the conversation.'' –[[User:Eshe|Eshe]]&amp;lt;sup&amp;gt;[[User talk:Eshe|talk]]&amp;lt;/sup&amp;gt; 01:08, 28 August 2009 (UTC)&lt;br /&gt;
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Hey i have a question i am unable to find the stranger the path to him seems to be blocked by a barricaded place...please..reply {{unsigned|92.239.18.78}}&lt;br /&gt;
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== Trouble opening the locked door to the room that contains the seal? ==&lt;br /&gt;
&lt;br /&gt;
The seal is not in the dining hall with all the food on the tables.  It is on the table inside one of the locked doors.  The lock was at &amp;quot;hard&amp;quot; or &amp;quot;very hard&amp;quot; level and I couldn't get it to open (I'm low on security).  Then a guard came in (with plated armor), ignored me and opened the door!  I have 100 sneak and was sneaking, but the sneaking eye was lighted up and he definitely saw me.  I don't know why he ignored me.  He walked in the sat on the chair in front of the desk.  I decided I wasn't taking anymore chance so I stayed in a corner and waited.  A while later he got up and left.  I was left alone so I went over the desk and put the seal on my forged letter.   &lt;br /&gt;
&lt;br /&gt;
I was surprised that he ignored me because earlier when I tried to get into the dining hall, a jailor sat right at a table in front of me and tried to arrest me.  I loaded a previous save and waited 2 hours outside (until it's around 11pm) and went in again, then the dining hall was empty.&lt;br /&gt;
&lt;br /&gt;
If that makes any difference, I'm playing on ps3. {{Unsigned|Cabbit|08:29, 25 October 2009}}&lt;br /&gt;
&lt;br /&gt;
:its probably because you didnt open the door, that wuold be breaknig and entering and that of course is illegal, since he opened the door for you you didnt really do anything wrong so thay cant arrest you for that {{Unsigned|Lindenbrock|19:56, 12 October 2010}}&lt;br /&gt;
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==Lady Umbranox Won't Talk==&lt;br /&gt;
Lady umbranox wont talk 2 me cuz she says she only will discuss the matter in da great hall :( help me  {{unsigned|65.103.208.114|21 March 2010}}&lt;br /&gt;
:Assuming you are in the great hall, leave the castle and come back after waiting 24 hours when it is daytime and she is sitting on her throne.--&amp;lt;font color=purple&amp;gt;[[User:Arch-Mage Matt|''Arch-Mage Matt'']]&amp;lt;/font&amp;gt;&amp;lt;sup&amp;gt;[[User talk:Arch-Mage Matt|Talk]]&amp;lt;/sup&amp;gt; 18:10, 21 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Stranger Glitch, Need Help ==&lt;br /&gt;
I was wondering if there was any way to fix this on the 360 (Along with the Knights of the Nine and Shivering Isle patches).  I completed the Turning a Blind Eye quest before this one, and I have already started Arrow of Extrication, so the stranger won't show up until I complete this quest, but I don't get the right rank and I can't complete The Ultimate Heist because of this.  So if anyone can help me I would appreciate it  --[[User:REsoleSurvivor1000|REsoleSurvivor1000]] 23:25, 18 April 2010 (PST)&lt;br /&gt;
&lt;br /&gt;
: Clicky. http://www.uesp.net/wiki/Oblivion:Turning_a_Blind_Eye#Bugs&lt;br /&gt;
: Please don't top-post. It makes a mess of the chronology.  {{unsigned|Aliana|19 April 2010}}&lt;br /&gt;
&lt;br /&gt;
== Meeting the Stranger Again ==&lt;br /&gt;
&lt;br /&gt;
:''(moved from the article)''&lt;br /&gt;
It says wait a day but sometimes you will need to wait about a week. Always save game before you speak to The Stranger again. &lt;br /&gt;
&lt;br /&gt;
: You never have to meet more than a day, but sometimes the Stranger wanders off. Try waiting an extra hour or two. And you should ''always'' save at sensible intervals. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 14:46, 17 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Messenger AI Bug? ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know the circumstances of why you should go directly to the Imperial City to avoid AI bugs with Methredhel tracking down the player? TG08MethredhelFindPC is her highest priority AI pack and I can't see any issues with the conditions on it. [[User:Arthmoor|Arthmoor]] 06:15, 18 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== guard glitch? ==&lt;br /&gt;
&lt;br /&gt;
i stole the letter a few times (reloaded a gamesave) and each time i was seen so i resisted arrest and ran to the passage and closed it, and the guards couldnt open it, anyone know why?&lt;br /&gt;
[[User:Lindenbrock|Lindenbrock]] 15:49, 10 October 2010 (UTC)&lt;br /&gt;
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== wtf PLEASE HELP ==&lt;br /&gt;
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cant get any qurst markers and dont know where to go pleae help!&lt;br /&gt;
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== Moved Bug ==&lt;br /&gt;
&lt;br /&gt;
*If you close the movable pillar in the secret passage, you will become trapped. There is no way out&lt;br /&gt;
&lt;br /&gt;
I'll test this in a second. I don't remember anything like this when I last did it though and I always close the entrance before continuing through the tunnel. --[[User:Alpha Kenny Buddy|AKB]] &amp;lt;sup&amp;gt;[[User_talk:Alpha_Kenny_Buddy|Talk]]&amp;lt;/sup&amp;gt; 16:52, 20 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
: It's not true: you can open the door from either side. It takes a little while after closing before you can open it again though - just a few seconds. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 16:55, 20 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Yeah I just tested it too, both of the passage entrances open and close from both sides. Better safe than sorry though right? --[[User:Alpha Kenny Buddy|AKB]] &amp;lt;sup&amp;gt;[[User_talk:Alpha_Kenny_Buddy|Talk]]&amp;lt;/sup&amp;gt; 16:57, 20 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Follow Lex for fun and profit ==&lt;br /&gt;
&lt;br /&gt;
The 2nd Note on [[Oblivion:Separated_at_Birth#Notes|Separated at Birth]] can also be applied here - After giving Lex his transfer orders he'll run to Anvil, and he's still marked essential (and a bit stronger than Guilbert as well). He follows the road, and I noticed there seemed to be far fewer enemy spawns in comparison to Separated at Birth, but there was still loot to be obtained. I would be curious, because I only saw enemies (monsters, and a few bandits) when there was another NPC in the area, a townsperson or patrolling guard, so maybe the spawns are disabled for Lex's trip or something... I also used him for some Sneak training, but that's not unique.&lt;br /&gt;
&lt;br /&gt;
I didn't follow him all the way to Anvil, so I don't know when exactly he stops being essential - upon entering town, maybe? (Edit: or maybe after talking to S'Krivva to actually finish the quest?) If you want him to stay alive in Anvil, save often I'd say, because as strong as he is, he did fall unconscious a few times (did it at lvl 20, PS3 GOTY, stopped before Kvatch to avoid the storyline). [[Special:Contributions/71.112.202.109|71.112.202.109]] 10:49, 18 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Moved note. ==&lt;br /&gt;
&lt;br /&gt;
* You can only speak to the [[Oblivion:Countess Millona Umbranox|Countess]] about the letter when she is in the &amp;quot;Throne Room&amp;quot;, else you will likely be trespassing, leading to her and guards being aggressive towards you. Just wait in front of the throne from 10 AM.&lt;br /&gt;
&lt;br /&gt;
Again common knowledge isn't this ? [[User:JackTurbo95|JackTurbo95]] 18:36, 19 April 2011 (UTC)&lt;br /&gt;
: Definitely. --[[User:Krusty|Krusty]] 20:24, 19 April 2011 (UTC)&lt;br /&gt;
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== Reward ==&lt;br /&gt;
&lt;br /&gt;
Isn't the reward 1000 septims? I know you have to pay 500 for the forged letter but saying 500 septims as a reward is misleading. Maybe it could say &amp;quot;500 gold plus expenses&amp;quot; as a reward. --[[User:Obliviongamer|Obliviongamer]] 20:41, 3 July 2011 (UTC)&lt;br /&gt;
:It says that in the article. '''''[[User:Elliot|&amp;lt;span style=&amp;quot;color:#002BB8;&amp;quot;&amp;gt;Elliot&amp;lt;/span&amp;gt;]]&amp;amp;nbsp;[[User_talk:Elliot|&amp;lt;small&amp;gt;(&amp;lt;span style=&amp;quot;color:#002BB8;&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;)&amp;lt;/small&amp;gt;]]''''' 20:46, 3 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Getting the seal ==&lt;br /&gt;
&lt;br /&gt;
The article says you can get inside the building from the dining hall next door, but there is no dining hall on the map.  Is it referring to the door to the right of the one the quest marker is on?  They are both titled the same thing.  It might be worth clarifying in the article, and also mentioning that this door has a very hard lock.  I find the one the quest marker is at impossible to enter without getting caught, as the sneaking crosshair is lit up even at 100 skill due to the guard standing next to the main gate.&lt;/div&gt;</summary>
		<author><name>24.33.141.151</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Misdirection&amp;diff=706393</id>
		<title>Oblivion talk:Misdirection</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Misdirection&amp;diff=706393"/>
		<updated>2011-08-29T00:53:20Z</updated>

		<summary type="html">&lt;p&gt;24.33.141.151: /* Lex No Where To Be Found! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cleanup==&lt;br /&gt;
Having a first hack at tidying up this article and putting it into the template form&lt;br /&gt;
--[[User:MacFodder|MacFodder]] 21:39, 5 February 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Voiceover Mishap==&lt;br /&gt;
After completing Misdirection there is a small chance of encountering an amusing little voiceover mistake.  I've only seen it happen with Aurelinwae in the Mystic Emporium, but sometimes when you ask her about &amp;quot;Rumors&amp;quot; she will respond with a comment about how the Thieves hit the three major targets in the city.  After she finishes saying it, you hear the voice actor say &amp;quot;Wait let me do that again&amp;quot; and she repeats the line only a little differently.  I've only had it happen a couple of times, but it was quite funny.--[[User:Briareus|Briareus]] 01:23, 23 March 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Ice Staff==&lt;br /&gt;
&lt;br /&gt;
Does Hrormir's Ice Staff only appear once you begin this quest?  Is there any way to get it without being in the thieves guild or doing this quest?  After finishing 'Misdirection', can you still keep the staff for your own? [[User:Dio 225|Dio 225]]&lt;br /&gt;
:It only appears at the start of this quest, so there's no way to get it without joining the thieves guild and doing the quests up to this point (unless you're on the PC, in which case you could just use the [[Oblivion:Console|Console]] and type &amp;lt;code&amp;gt;player.additem 47372 1&amp;lt;/code&amp;gt;).  After the quest is done, the ice staff remains permanently in the game.  It's actually a slightly different version (basically just not a quest item any more; the enchantment is identical) after the quest.  It appears in the Arch Mage's room after the quest is over. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 18:40, 12 May 2007 (EDT)&lt;br /&gt;
::Thanks! [[User:Dio 225|Dio 225]]&lt;br /&gt;
&lt;br /&gt;
== Quest Shortcut ==&lt;br /&gt;
&lt;br /&gt;
:''If you are recovering the Necromancer's Amulet for the Mages Guild and kill Caranya while this quest it active, then go to S'krivva to pay the Blood Price, the quest will be marked as complete, and you will be promoted (Xbox 360 with latest patches as of 7/5/07; untested on PC). You can then completely avoid having to steal the staff.''&lt;br /&gt;
I'm moving this note here from the main article until someone can provide confirmation, in particular by checking the relevant scripts to see how the quest could end up being marked as complete.  Also, I can't see any reason why this glitch would be specific to Necromancer's Amulet and Caranya; I would guess that killing any mage or any other person who has a blood price would trigger the exact same scripts.   --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 01:32, 18 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
*A little late but I can confirm it (I'm playing on the PC). I had Misdirection and Necromancer's Amulet in my quest log. I got the note from Methredel so the Ice Staff was in the Arch-Mage's quarters. I had seen it but talked to Traven to get the Necromancer's Amulet and Bloodworm Helm quests. I did the Helm, but received no blood price. I then did Necromancer's Amulet. I didn't get a blood price from killing the Mage's before facing Caranya. After I killed her I got the blood price. I went to Bravil to pay it off and was then given a promotion and the next mission was available. I noticed then that Misdirection was not in my current or active quest log. I went to the Arch-Mage's quarters and there were 2 Ice Staves (one was weightless, the other was 12). I put the note in the drawer near the bed and got an update for Misdirection and then took the staves. [[User:Icedrake523|Icedrake523]] 20:20, 8 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Chests reset? ==&lt;br /&gt;
&lt;br /&gt;
:''If you have already become the Arch-Mage, be sure to clear out all belongings from any chests, or nightstands. Everything will disappear.''&lt;br /&gt;
Can anyone provide confirmation or more specific information on this?  Because checking the game scripts I can't find anything to support this comment.  The nightstand is the only item in the room that is tied to this quest, but even on the nightstand I can't see any reason why the contents would be emptied.  The relevant scripts just move the note from the player to the nightstand.  So can anyone provide confirmation that any of the containers in the Arch Mage's Quarters reset during this quest, and, if so, which containers specifically? --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 03:42, 23 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
*Placing items in the Encahted Chest will make them dissappear. The Encahnted Chest is intended for duplicating ingrediants (except Nirnroot), and destroys anything else in about a week. The chest at the foot of the bed also destroys your items, but for unknown reasons.[[User:Mr. Spoon|Mr. Spoon]] 21:50, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== A problem with the note ==&lt;br /&gt;
There seems to be a bug, when I have to steal Hrormir's Icestaff and then place the note from the Gray Fox, only I can't place the note. It is marked as a quest item. I am the ArchMage and I think that could be the reason. I also have the UOP installed. Is there a way to make the note no longer a quest item, that is, no longer 0 weight and undroppable? And does setting the quest stage to 20 through the console make the quest proceed normally?--[[User:AtzaMan|AtzaMan]] 04:07, 7 July 2008 (EDT)&lt;br /&gt;
:As far as I can tell, you haven't hit any bugs.  The note is always a quest item, and is not supposed to ever be changed to a normal item.  It gets automatically removed from your inventory when you activate the bedside table; you don't have to drop the note. As it says in the article: &amp;quot;Activating the bedside table will trigger a quest message indicating you have slipped the note into the drawer through the crack.&amp;quot;  If it hasn't been removed from your inventory, then you haven't been activating the correct bedside table.  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 14:07, 7 July 2008 (EDT)&lt;br /&gt;
:You are right, wrong table, the one I was trying to activate was called &amp;quot;Archmage's Nightstand&amp;quot;. Anyway, i skipped to stage 20 through the console, so it's all OK now.--[[User:AtzaMan|AtzaMan]] 09:56, 8 July 2008 (EDT)&lt;br /&gt;
*There is a bug which can make the note get stuck in your inventory if you have harvest containers and UOP installed. To replicate do the following: before becoming the Archmage open the nightstand, it will replace the &amp;quot;nightstand&amp;quot; with &amp;quot;nightstand with drawers opened&amp;quot;. Finish Mages Guild questline and become Archmage. All containers are now the type of container you have in your houses (the animation for opening/closing drawers wont be used anymore). But the nightstand is already open from before. In this case the quest won't continue, since the note cannot be placed in the opened nightstand. The quest can be advanced via setstage command, but the note is stuck in the inventory. Any help on removing the note or input about this bug would be appreciated (synyxneo@hotmail.com).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Demora?? ==&lt;br /&gt;
&lt;br /&gt;
Why does Lex get the order from a Demora?&lt;br /&gt;
&lt;br /&gt;
:Because the Mage's Guild sent the Dremora. --&amp;lt;sup&amp;gt;[[User:Darkle|Darkle]]&amp;lt;/sup&amp;gt; ~ &amp;lt;sub&amp;gt;[[User talk:Darkle|Talk]]&amp;lt;/sub&amp;gt; 19:27, 14 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== ???????? ==&lt;br /&gt;
&lt;br /&gt;
i accidentaly hit Methredhel with the staff and now i cant give it to her or get back into the guild by talking to Armand because when i talk to them all they say is that &amp;quot;we have to stay in our homes untill the grey fox is captured&amp;quot; (something like that). please help i dont want to have to reload my game to the last save cause i did like 4 missions befor it.&lt;br /&gt;
&lt;br /&gt;
: Normally you would just be in trouble with the thieves guild, and have to talk to a Doyen about it. With me, the current Doyen (S'krivva) at that time let me off the hook. My friend ran in to the same problem, however, and couldn't do anything. Check with your Doyen, and if she doesn't help, then you have to start over from the last save.&lt;br /&gt;
&lt;br /&gt;
==Bug discovered==&lt;br /&gt;
After looking at some different stuff on youtube, I decided to check out the &amp;quot;testing hall&amp;quot; and pick up some of the cool items from the game. I was not completely aware that I was picking up items like the Ice Staff or deadra artifacts. Because of this, I picked up the bloodworm helm and hromirs ice staff, which is causing problems with the quests involved with those items. For example, I talked to the arch mage about J'skar and that was supposed to be the segway into the next quests concerning the bloodworm helm and/or the necromancer's amulet; however, I can't even start those quests because I already have the bloodworm helm. I talk to arch mage traven and he asks me if I have either the amulet or the helm, but I can't even give it to him.&lt;br /&gt;
&lt;br /&gt;
As for the ice staff, I have the one from the &amp;quot;testing hall&amp;quot; AND I have the one that I stole for the Misdirection quest; however, I can't give either one to Methredrel to complete the quest, even though I've done everthing necessary for this quest (including placing the Gray Fox note in the correct place).&lt;br /&gt;
&lt;br /&gt;
I haven't registered on this site, so, if you figure something out and care to email me about it, feel free to contact me at rlee1185 @ yahoo . com&lt;br /&gt;
[[User:72.242.93.250|72.242.93.250]] 12:08, 29 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: That's not a bug. When you use the console to go to an area of the game you're not supposed to be able to reach it's your own fault when things don't work. Reload from an earlier save to fix the problem. [[User:Dr Jones|Dr Jones]] 12:26, 29 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Help! I think this quest is bugged!==&lt;br /&gt;
Ok so after talking to Methredel about stealing the Ice Staff I stole some gold and some arrows from her, and she appeared not to see me, didn't cancel out my pickpocket or say anything, and nobody saw me, but for some reason the damn game says I've been caught stealing and should talk to Armand about paying up. So I went to Armand's house, but he won't do the dialogue, he just says that they've been put under house arrest. So I decided maybe I should do the quest first then pay up later, so I went and stole that staff and everything, and the game now says to report back to Methredel. But when I talk to her she just says she's been put under house arrest! What the hell is wrong? Is there anyone else I can talk to for stealing from a member of the guild? HELP ME PLEASE! {{unsigned|67.165.162.35|25 March 2009}}&lt;br /&gt;
: Try talking to [[Oblivion:S'Krivva|S'Krivva]] in Bravil. She should be able to reinstate you. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 10:42, 25 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Thank you, it worked out fine and I'm back on track!&lt;br /&gt;
&lt;br /&gt;
== Removing misleading data ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Infestations of Imperial Guards lower the property prices at The Waterfront&amp;quot; on the ImgDesc near the top of the page could be potentially misleading to players mistakenly thinking they can get the Imperial City House for less money than normal during this quest. Since, to my knowledge, this is not true, and since there's nothing in the article to support it, I'm replacing it with slightly different (and less confusing) fluff. - [[User:Kementari|Kementari]] 03:43, 7 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Modern Phrase==&lt;br /&gt;
It doesn't make a difference I know, but i would just like to point out that when Hrormir's Staff is given to Methredhel, she says &amp;quot;Now we just wait for the powers that be to pull the plug on Hieronymus Lex's siege.&amp;quot;. This is obviously a reference to the use of electricity in house wall outlets as a metaphor for cutting the power to something. Kind of a fail, considereing the era this is supposed to be set in.{{unsigned|68.104.145.169|4 July 2009}}&lt;br /&gt;
:It is an anachronism, and they are fairly common in video games set in different eras (also in works of literature, i.e. ''The Tragedy of Julius Caesar''). –[[User:Elliot|Elliot]]&amp;lt;sup&amp;gt;([[User_talk:Elliot|T]]-[[Special:Contributions/Elliot|C]])&amp;lt;/sup&amp;gt; 22:19, 4 July 2009 (UTC)&lt;br /&gt;
:It does carry the connation of pulling an electrical cord from an outlet, but I've also read &amp;quot;Pulling the plug&amp;quot; as an allusion to pulling a drainplug from a bath. —[[User:Dark Spark|Dark Spark]] 19:57, 26 July 2009 (UTC)&lt;br /&gt;
::After some quick research I came upon this:&lt;br /&gt;
:::''The first citation is from Florence Nightingale’s Notes on Nursing of 1859: “As well might you have a sewer under the room, or think that in a water closet the plug need be pulled up but once a day”, and one from 1919 remarks on “A real Victorian W.C. with a pull up plug”.''&lt;br /&gt;
::I think this dispels any thought if it being an anachronism. --[[User:Elliot|Elliot]] &amp;lt;sup&amp;gt;[[User_talk:Elliot|talk]]&amp;lt;/sup&amp;gt; 20:43, 26 July 2009 (UTC)&lt;br /&gt;
::: Actually I'm not so sure; neither of those use the term in the context of stopping something. All the sources I can find suggest that the latter meaning dates from the 1970s and derived from switching off a life support machine. –[[User:Rpeh|rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 10:01, 27 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;I read the note that Hieronymus Lex dropped&amp;quot; Inquiry ==&lt;br /&gt;
&lt;br /&gt;
I picked up the note but I noticed the journal entry doesn't update to reflect this. I was curious if this was because there's something wrong with the game or if it's not supposed to include that journal update.&lt;br /&gt;
&lt;br /&gt;
== i need some serious help ==&lt;br /&gt;
&lt;br /&gt;
hey&lt;br /&gt;
&lt;br /&gt;
I need some help with thieves guild quest &amp;quot;Misdirection&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Before i even got this far I had a few friends over and they too play the game. They went into the testing hall and picked up the ice staff. Now I'm truly screwed seeing as i don't have the note.&lt;br /&gt;
&lt;br /&gt;
If a had a player.additem ******** 1 code for the note thn I would be happy as larry.&lt;br /&gt;
&lt;br /&gt;
If any1 could help me out then that would be great!&lt;br /&gt;
&lt;br /&gt;
Thanks for reading if you did.&lt;br /&gt;
&lt;br /&gt;
Anon {{unsigned|86.3.184.170|16:56, 7 October 2009}}&lt;br /&gt;
&lt;br /&gt;
:There are actually three different notes associated with the quest.  Here are the IDs for all three, plus the Ice Staff:&lt;br /&gt;
:*Notes:  A1B1, A256, A23B&lt;br /&gt;
:*Ice Staff:  2DDF&lt;br /&gt;
:Good luck with the quest. —[[User:RobinHood70|Robin Hood]] &amp;lt;small&amp;gt;([[User_talk:RobinHood70|Talk]] • [[Special:Emailuser/RobinHood70|E-mail]] • [[Special:Contributions/RobinHood70|Contribs]])&amp;lt;/small&amp;gt; 18:41, 7 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Misleading information? ==&lt;br /&gt;
&lt;br /&gt;
As I have not tested this whatsoever I do not know if this is true, so I ask.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Killing any of the following NPCs whilst this quest is active will require you to pay a blood price to S'Krivva:&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Bothiel&lt;br /&gt;
* Caranya&lt;br /&gt;
* Mage Apprentice (×9)&lt;br /&gt;
* Mage Scholar&lt;br /&gt;
* Hannibal Traven&lt;br /&gt;
* Imperial Legion Battlemage&lt;br /&gt;
* Irlav Jarol&lt;br /&gt;
* Ontus Vanin&lt;br /&gt;
* Raminus Polus&lt;br /&gt;
&lt;br /&gt;
Now how can you kill Caranya, Hannibal Traven, or Raminus Polus? As they are essential NPC's I thought it was impossible to do so. Anyone care to answer me? -[[User:Blackmystix|Blackmystix]] 03:16, 17 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
It is impossible by playing the game normally --[[User:Rigas Papadopoulos|Rigas Papadopoulos]] 06:02, 25 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Raminus Polus ==&lt;br /&gt;
&lt;br /&gt;
In the section Blood Prices, it shows which mages are essential, but Raminus Polus is essential too and wasn't shown as being essential in the article. {{unsigned|Bryanmichael11|22:10, 22 November 2009}}&lt;br /&gt;
: You are very correct. I'll make the change to the main page - thanks for pointing it out. -- [[User:Krusty|Krusty]] 22:47, 22 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Alternate journal dialouge? ==&lt;br /&gt;
I'm just as curious as to how exactly the UOP explains why you have to steal from yourself :P&lt;br /&gt;
&lt;br /&gt;
:Well, I think originally it would have talked like Traven was still alive, so the UOP changed it to reflect the fact that you are the arch-mage.  Still, when you talk to Methredhel, she talks about when the arch-mage sleeps, which is moot.&lt;br /&gt;
&lt;br /&gt;
== I got this quest before i was eligible to ==&lt;br /&gt;
&lt;br /&gt;
I just finished ''Ahdarji's Heirloom'' and i was just standing outside S'Krivva's home and there is that beggar near the Bravil north gate - Wretched Aia. I go talk to her (for no good reason) and i see i have an option to talk her about &amp;quot;S'Krivva&amp;quot;. So i choose it and she says &amp;quot;i need my memory refreshed&amp;quot; or something like that. I give her some money and what hapenned? I got the quest Misdirection added to my quest list... I hadn't even fenced 300 gold yet. [[Special:Contributions/80.240.21.214|80.240.21.214]] 22:25, 28 February 2010 (UTC)&lt;br /&gt;
:Looks like this is a scripting problem, where the game doesn't check that you have 300 gold. The beggars have that topic enabled once Adharji's Heirloom is finished so you technically can start this quest early. This will need further checking however. --[[User:SerCenKing|SerCenKing]] &amp;lt;sup&amp;gt;[[User talk:SerCenKing|Talk]]&amp;lt;/sup&amp;gt; 19:08, 3 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bug : Lex lost in the woods!! ==&lt;br /&gt;
&lt;br /&gt;
I'd be surprised if anyone else encountered this problem.  At the beginning of this quest, I went up to Lex in the shacks area.  Since my bounty wasn't cleared, he tried to arrest me.  I resisted and then ran not wanting to kill him.  But Lex followed me into the river (Upper Niben) and then the woods (Nibenay Basin) and I lost him there.&lt;br /&gt;
&lt;br /&gt;
Here's the problem, he's still stuck in the woods.  So when I need to go spy on him to hear his discussions later in the quest, the map shows he's still in the Nibenay Basin woods.  When I go there and get close to him, the game freezes.  He never gets back to the shacks area.  How silly!&lt;br /&gt;
&lt;br /&gt;
Eric [[Special:Contributions/70.82.209.73|70.82.209.73]] 00:20, 6 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Lex No Where To Be Found! ==&lt;br /&gt;
&lt;br /&gt;
I have the same problem as the last guy, ive done everything up to &amp;quot;I gave the icestaff to Methredhel etc etc&amp;quot; so i now need to spy on Lex, problem being, hes not there! Ive done more-or-less everything else in the game (including having a 200k+ bounty and fighting with lex somewhere out in the forest) this is, im assuming, why he isnt there anymore! Scanned over the entire map and theres nothing indicating where he should be. HELP&lt;br /&gt;
&lt;br /&gt;
:Go to your quest journal and select the &amp;quot;independent thievery&amp;quot; I dont remember any quest where you have to spy on lex... been awhile though. [[User:Mikeyboy52|&amp;lt;span style=&amp;quot;line-height:0.9; font-size:16pt ;color:red; font-family:Oblivion,Serif&amp;quot;&amp;gt;Mike&amp;lt;/span&amp;gt;]][[User talk:Mikeyboy52|&amp;lt;span style=&amp;quot;color:royalblue; line-height:0; font-size:8pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]] 23:22, 12 June 2010 (UTC)&lt;br /&gt;
:::It's right after talking to Methredhel after stealing the staff.  You just have to go up to him and observe a conversation.&lt;br /&gt;
::This might be a little late, but try getting arrested by him again, and then resisting arrest and running back to that area. {{unsigned|76.21.230.121|19:52, 8 August 2010}}&lt;br /&gt;
&lt;br /&gt;
== Note ==&lt;br /&gt;
&lt;br /&gt;
can anybody please tell me why when i try to put the note in the nightstand it wont do it it wont even tell me that it has been done im checking if its the wrong nightstand buts theres only 1 cany anybody help... and im playing on the xbox 360 feel free to contact me at jimmybob97@gmx.com {{Unsigned|178.99.229.16|08:16, 1 September 2010}}&lt;br /&gt;
&lt;br /&gt;
== Dremora killed  ==&lt;br /&gt;
&lt;br /&gt;
is it possible to kill the Dremora that Lex talks to or will you be suspended from mages guild, or will you have to pay a blood price? [[User:Secret Chief|Secret Chief]] 18:36, 11 January 2011 (UTC)&lt;br /&gt;
:You can't move after the Dremora appears, and you can't move again until it leaves. Did you use the console to re-enable controls? Why would you want to kill it anyway, to get his heart, he doesn't drop anything anyway. Go to a Conjurer cave if you still needs the hearts to get reinstated but do '''not''' kill him, it will likely break the Thieves Guild quest chain. He isn't a member of the mage's guild though so don't worry about expulsion from the Mage's guild. [[User:Alpha Kenny Buddy|Alpha Kenny Buddy]] 18:55, 11 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Removed Note ==&lt;br /&gt;
&lt;br /&gt;
:''If this happens you can keep the staff for yourself and get a second one if you don't give it to the thieves guild and once you are Arch-Mage (or just before asking for the promotion) it appears in the Arch-Mage's room like it is supposed to happen when it is not stolen. You may also have a third one if you take both previous copies before the original Arch-Mage dies, then when it happens take it from his body. A possible explanation for this is that if you have to pay the blood price and take the staff it is not recorded as stolen and will appear a second time in the room and if you take those just before getting promoted to Arch-Mage, you can take another one from Hannibal Traven's body because he always has one on him.''&lt;br /&gt;
&lt;br /&gt;
I've removed this from the article. It's poorly written and hard to understand. If someone can verify and re-write this, then maybe it should go on the page. [[User:Legoless|Legoless]] 01:06, 17 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Moved note. ==&lt;br /&gt;
&lt;br /&gt;
* Doing the Dark Brotherhood quest &amp;quot;[[Oblivion:A Watery Grave|A Watery Grave]]&amp;quot; during the Waterfront invasion can make the former quest easier, as there are more guards around than usual to attack the pirates.&lt;br /&gt;
&lt;br /&gt;
Why should we have this note put on the page because it doesn't &amp;quot;interact&amp;quot; , to say , with the quest. Thoughts ? [[User:JackTurbo95|JackTurbo95]] 18:24, 19 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Agreed. It's badly worded, and if it belongs anywhere it belongs on the Watery Grave quest page. [[User:Legoless|Legoless]] 18:30, 19 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Misdirection glitch help!?  ==&lt;br /&gt;
&lt;br /&gt;
ok so i play on pc went into the training hall and got the icestaff there. and i got another also from the archmages drawers and i but when i speak to methredill about it i can only so i don't have help me? [[User:CrazyCow01|CrazyCow01]] 21:35, 5 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Get rid of one of the icestaffs from your inventory and try it again. If they're marked as quest items, remove one via console commands. [[User:Legoless|Legoless]] 22:13, 5 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::&amp;quot;ok so i play on pc went into the training hall and got the icestaff there. and i got another also from the archmages drawers and i but when i speak to methredill about it i can only so i don't have help me?&amp;quot;&lt;br /&gt;
::Whaaaa?  My favorite part:  &amp;quot;i can only so i don't have help me?&amp;quot;&lt;/div&gt;</summary>
		<author><name>24.33.141.151</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Misdirection&amp;diff=706390</id>
		<title>Oblivion talk:Misdirection</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Misdirection&amp;diff=706390"/>
		<updated>2011-08-29T00:42:11Z</updated>

		<summary type="html">&lt;p&gt;24.33.141.151: /* Misdirection glitch help!? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cleanup==&lt;br /&gt;
Having a first hack at tidying up this article and putting it into the template form&lt;br /&gt;
--[[User:MacFodder|MacFodder]] 21:39, 5 February 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Voiceover Mishap==&lt;br /&gt;
After completing Misdirection there is a small chance of encountering an amusing little voiceover mistake.  I've only seen it happen with Aurelinwae in the Mystic Emporium, but sometimes when you ask her about &amp;quot;Rumors&amp;quot; she will respond with a comment about how the Thieves hit the three major targets in the city.  After she finishes saying it, you hear the voice actor say &amp;quot;Wait let me do that again&amp;quot; and she repeats the line only a little differently.  I've only had it happen a couple of times, but it was quite funny.--[[User:Briareus|Briareus]] 01:23, 23 March 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Ice Staff==&lt;br /&gt;
&lt;br /&gt;
Does Hrormir's Ice Staff only appear once you begin this quest?  Is there any way to get it without being in the thieves guild or doing this quest?  After finishing 'Misdirection', can you still keep the staff for your own? [[User:Dio 225|Dio 225]]&lt;br /&gt;
:It only appears at the start of this quest, so there's no way to get it without joining the thieves guild and doing the quests up to this point (unless you're on the PC, in which case you could just use the [[Oblivion:Console|Console]] and type &amp;lt;code&amp;gt;player.additem 47372 1&amp;lt;/code&amp;gt;).  After the quest is done, the ice staff remains permanently in the game.  It's actually a slightly different version (basically just not a quest item any more; the enchantment is identical) after the quest.  It appears in the Arch Mage's room after the quest is over. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 18:40, 12 May 2007 (EDT)&lt;br /&gt;
::Thanks! [[User:Dio 225|Dio 225]]&lt;br /&gt;
&lt;br /&gt;
== Quest Shortcut ==&lt;br /&gt;
&lt;br /&gt;
:''If you are recovering the Necromancer's Amulet for the Mages Guild and kill Caranya while this quest it active, then go to S'krivva to pay the Blood Price, the quest will be marked as complete, and you will be promoted (Xbox 360 with latest patches as of 7/5/07; untested on PC). You can then completely avoid having to steal the staff.''&lt;br /&gt;
I'm moving this note here from the main article until someone can provide confirmation, in particular by checking the relevant scripts to see how the quest could end up being marked as complete.  Also, I can't see any reason why this glitch would be specific to Necromancer's Amulet and Caranya; I would guess that killing any mage or any other person who has a blood price would trigger the exact same scripts.   --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 01:32, 18 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
*A little late but I can confirm it (I'm playing on the PC). I had Misdirection and Necromancer's Amulet in my quest log. I got the note from Methredel so the Ice Staff was in the Arch-Mage's quarters. I had seen it but talked to Traven to get the Necromancer's Amulet and Bloodworm Helm quests. I did the Helm, but received no blood price. I then did Necromancer's Amulet. I didn't get a blood price from killing the Mage's before facing Caranya. After I killed her I got the blood price. I went to Bravil to pay it off and was then given a promotion and the next mission was available. I noticed then that Misdirection was not in my current or active quest log. I went to the Arch-Mage's quarters and there were 2 Ice Staves (one was weightless, the other was 12). I put the note in the drawer near the bed and got an update for Misdirection and then took the staves. [[User:Icedrake523|Icedrake523]] 20:20, 8 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Chests reset? ==&lt;br /&gt;
&lt;br /&gt;
:''If you have already become the Arch-Mage, be sure to clear out all belongings from any chests, or nightstands. Everything will disappear.''&lt;br /&gt;
Can anyone provide confirmation or more specific information on this?  Because checking the game scripts I can't find anything to support this comment.  The nightstand is the only item in the room that is tied to this quest, but even on the nightstand I can't see any reason why the contents would be emptied.  The relevant scripts just move the note from the player to the nightstand.  So can anyone provide confirmation that any of the containers in the Arch Mage's Quarters reset during this quest, and, if so, which containers specifically? --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 03:42, 23 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
*Placing items in the Encahted Chest will make them dissappear. The Encahnted Chest is intended for duplicating ingrediants (except Nirnroot), and destroys anything else in about a week. The chest at the foot of the bed also destroys your items, but for unknown reasons.[[User:Mr. Spoon|Mr. Spoon]] 21:50, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== A problem with the note ==&lt;br /&gt;
There seems to be a bug, when I have to steal Hrormir's Icestaff and then place the note from the Gray Fox, only I can't place the note. It is marked as a quest item. I am the ArchMage and I think that could be the reason. I also have the UOP installed. Is there a way to make the note no longer a quest item, that is, no longer 0 weight and undroppable? And does setting the quest stage to 20 through the console make the quest proceed normally?--[[User:AtzaMan|AtzaMan]] 04:07, 7 July 2008 (EDT)&lt;br /&gt;
:As far as I can tell, you haven't hit any bugs.  The note is always a quest item, and is not supposed to ever be changed to a normal item.  It gets automatically removed from your inventory when you activate the bedside table; you don't have to drop the note. As it says in the article: &amp;quot;Activating the bedside table will trigger a quest message indicating you have slipped the note into the drawer through the crack.&amp;quot;  If it hasn't been removed from your inventory, then you haven't been activating the correct bedside table.  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 14:07, 7 July 2008 (EDT)&lt;br /&gt;
:You are right, wrong table, the one I was trying to activate was called &amp;quot;Archmage's Nightstand&amp;quot;. Anyway, i skipped to stage 20 through the console, so it's all OK now.--[[User:AtzaMan|AtzaMan]] 09:56, 8 July 2008 (EDT)&lt;br /&gt;
*There is a bug which can make the note get stuck in your inventory if you have harvest containers and UOP installed. To replicate do the following: before becoming the Archmage open the nightstand, it will replace the &amp;quot;nightstand&amp;quot; with &amp;quot;nightstand with drawers opened&amp;quot;. Finish Mages Guild questline and become Archmage. All containers are now the type of container you have in your houses (the animation for opening/closing drawers wont be used anymore). But the nightstand is already open from before. In this case the quest won't continue, since the note cannot be placed in the opened nightstand. The quest can be advanced via setstage command, but the note is stuck in the inventory. Any help on removing the note or input about this bug would be appreciated (synyxneo@hotmail.com).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Demora?? ==&lt;br /&gt;
&lt;br /&gt;
Why does Lex get the order from a Demora?&lt;br /&gt;
&lt;br /&gt;
:Because the Mage's Guild sent the Dremora. --&amp;lt;sup&amp;gt;[[User:Darkle|Darkle]]&amp;lt;/sup&amp;gt; ~ &amp;lt;sub&amp;gt;[[User talk:Darkle|Talk]]&amp;lt;/sub&amp;gt; 19:27, 14 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== ???????? ==&lt;br /&gt;
&lt;br /&gt;
i accidentaly hit Methredhel with the staff and now i cant give it to her or get back into the guild by talking to Armand because when i talk to them all they say is that &amp;quot;we have to stay in our homes untill the grey fox is captured&amp;quot; (something like that). please help i dont want to have to reload my game to the last save cause i did like 4 missions befor it.&lt;br /&gt;
&lt;br /&gt;
: Normally you would just be in trouble with the thieves guild, and have to talk to a Doyen about it. With me, the current Doyen (S'krivva) at that time let me off the hook. My friend ran in to the same problem, however, and couldn't do anything. Check with your Doyen, and if she doesn't help, then you have to start over from the last save.&lt;br /&gt;
&lt;br /&gt;
==Bug discovered==&lt;br /&gt;
After looking at some different stuff on youtube, I decided to check out the &amp;quot;testing hall&amp;quot; and pick up some of the cool items from the game. I was not completely aware that I was picking up items like the Ice Staff or deadra artifacts. Because of this, I picked up the bloodworm helm and hromirs ice staff, which is causing problems with the quests involved with those items. For example, I talked to the arch mage about J'skar and that was supposed to be the segway into the next quests concerning the bloodworm helm and/or the necromancer's amulet; however, I can't even start those quests because I already have the bloodworm helm. I talk to arch mage traven and he asks me if I have either the amulet or the helm, but I can't even give it to him.&lt;br /&gt;
&lt;br /&gt;
As for the ice staff, I have the one from the &amp;quot;testing hall&amp;quot; AND I have the one that I stole for the Misdirection quest; however, I can't give either one to Methredrel to complete the quest, even though I've done everthing necessary for this quest (including placing the Gray Fox note in the correct place).&lt;br /&gt;
&lt;br /&gt;
I haven't registered on this site, so, if you figure something out and care to email me about it, feel free to contact me at rlee1185 @ yahoo . com&lt;br /&gt;
[[User:72.242.93.250|72.242.93.250]] 12:08, 29 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: That's not a bug. When you use the console to go to an area of the game you're not supposed to be able to reach it's your own fault when things don't work. Reload from an earlier save to fix the problem. [[User:Dr Jones|Dr Jones]] 12:26, 29 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Help! I think this quest is bugged!==&lt;br /&gt;
Ok so after talking to Methredel about stealing the Ice Staff I stole some gold and some arrows from her, and she appeared not to see me, didn't cancel out my pickpocket or say anything, and nobody saw me, but for some reason the damn game says I've been caught stealing and should talk to Armand about paying up. So I went to Armand's house, but he won't do the dialogue, he just says that they've been put under house arrest. So I decided maybe I should do the quest first then pay up later, so I went and stole that staff and everything, and the game now says to report back to Methredel. But when I talk to her she just says she's been put under house arrest! What the hell is wrong? Is there anyone else I can talk to for stealing from a member of the guild? HELP ME PLEASE! {{unsigned|67.165.162.35|25 March 2009}}&lt;br /&gt;
: Try talking to [[Oblivion:S'Krivva|S'Krivva]] in Bravil. She should be able to reinstate you. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 10:42, 25 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Thank you, it worked out fine and I'm back on track!&lt;br /&gt;
&lt;br /&gt;
== Removing misleading data ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Infestations of Imperial Guards lower the property prices at The Waterfront&amp;quot; on the ImgDesc near the top of the page could be potentially misleading to players mistakenly thinking they can get the Imperial City House for less money than normal during this quest. Since, to my knowledge, this is not true, and since there's nothing in the article to support it, I'm replacing it with slightly different (and less confusing) fluff. - [[User:Kementari|Kementari]] 03:43, 7 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Modern Phrase==&lt;br /&gt;
It doesn't make a difference I know, but i would just like to point out that when Hrormir's Staff is given to Methredhel, she says &amp;quot;Now we just wait for the powers that be to pull the plug on Hieronymus Lex's siege.&amp;quot;. This is obviously a reference to the use of electricity in house wall outlets as a metaphor for cutting the power to something. Kind of a fail, considereing the era this is supposed to be set in.{{unsigned|68.104.145.169|4 July 2009}}&lt;br /&gt;
:It is an anachronism, and they are fairly common in video games set in different eras (also in works of literature, i.e. ''The Tragedy of Julius Caesar''). –[[User:Elliot|Elliot]]&amp;lt;sup&amp;gt;([[User_talk:Elliot|T]]-[[Special:Contributions/Elliot|C]])&amp;lt;/sup&amp;gt; 22:19, 4 July 2009 (UTC)&lt;br /&gt;
:It does carry the connation of pulling an electrical cord from an outlet, but I've also read &amp;quot;Pulling the plug&amp;quot; as an allusion to pulling a drainplug from a bath. —[[User:Dark Spark|Dark Spark]] 19:57, 26 July 2009 (UTC)&lt;br /&gt;
::After some quick research I came upon this:&lt;br /&gt;
:::''The first citation is from Florence Nightingale’s Notes on Nursing of 1859: “As well might you have a sewer under the room, or think that in a water closet the plug need be pulled up but once a day”, and one from 1919 remarks on “A real Victorian W.C. with a pull up plug”.''&lt;br /&gt;
::I think this dispels any thought if it being an anachronism. --[[User:Elliot|Elliot]] &amp;lt;sup&amp;gt;[[User_talk:Elliot|talk]]&amp;lt;/sup&amp;gt; 20:43, 26 July 2009 (UTC)&lt;br /&gt;
::: Actually I'm not so sure; neither of those use the term in the context of stopping something. All the sources I can find suggest that the latter meaning dates from the 1970s and derived from switching off a life support machine. –[[User:Rpeh|rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 10:01, 27 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;I read the note that Hieronymus Lex dropped&amp;quot; Inquiry ==&lt;br /&gt;
&lt;br /&gt;
I picked up the note but I noticed the journal entry doesn't update to reflect this. I was curious if this was because there's something wrong with the game or if it's not supposed to include that journal update.&lt;br /&gt;
&lt;br /&gt;
== i need some serious help ==&lt;br /&gt;
&lt;br /&gt;
hey&lt;br /&gt;
&lt;br /&gt;
I need some help with thieves guild quest &amp;quot;Misdirection&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Before i even got this far I had a few friends over and they too play the game. They went into the testing hall and picked up the ice staff. Now I'm truly screwed seeing as i don't have the note.&lt;br /&gt;
&lt;br /&gt;
If a had a player.additem ******** 1 code for the note thn I would be happy as larry.&lt;br /&gt;
&lt;br /&gt;
If any1 could help me out then that would be great!&lt;br /&gt;
&lt;br /&gt;
Thanks for reading if you did.&lt;br /&gt;
&lt;br /&gt;
Anon {{unsigned|86.3.184.170|16:56, 7 October 2009}}&lt;br /&gt;
&lt;br /&gt;
:There are actually three different notes associated with the quest.  Here are the IDs for all three, plus the Ice Staff:&lt;br /&gt;
:*Notes:  A1B1, A256, A23B&lt;br /&gt;
:*Ice Staff:  2DDF&lt;br /&gt;
:Good luck with the quest. —[[User:RobinHood70|Robin Hood]] &amp;lt;small&amp;gt;([[User_talk:RobinHood70|Talk]] • [[Special:Emailuser/RobinHood70|E-mail]] • [[Special:Contributions/RobinHood70|Contribs]])&amp;lt;/small&amp;gt; 18:41, 7 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Misleading information? ==&lt;br /&gt;
&lt;br /&gt;
As I have not tested this whatsoever I do not know if this is true, so I ask.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Killing any of the following NPCs whilst this quest is active will require you to pay a blood price to S'Krivva:&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Bothiel&lt;br /&gt;
* Caranya&lt;br /&gt;
* Mage Apprentice (×9)&lt;br /&gt;
* Mage Scholar&lt;br /&gt;
* Hannibal Traven&lt;br /&gt;
* Imperial Legion Battlemage&lt;br /&gt;
* Irlav Jarol&lt;br /&gt;
* Ontus Vanin&lt;br /&gt;
* Raminus Polus&lt;br /&gt;
&lt;br /&gt;
Now how can you kill Caranya, Hannibal Traven, or Raminus Polus? As they are essential NPC's I thought it was impossible to do so. Anyone care to answer me? -[[User:Blackmystix|Blackmystix]] 03:16, 17 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
It is impossible by playing the game normally --[[User:Rigas Papadopoulos|Rigas Papadopoulos]] 06:02, 25 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Raminus Polus ==&lt;br /&gt;
&lt;br /&gt;
In the section Blood Prices, it shows which mages are essential, but Raminus Polus is essential too and wasn't shown as being essential in the article. {{unsigned|Bryanmichael11|22:10, 22 November 2009}}&lt;br /&gt;
: You are very correct. I'll make the change to the main page - thanks for pointing it out. -- [[User:Krusty|Krusty]] 22:47, 22 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Alternate journal dialouge? ==&lt;br /&gt;
I'm just as curious as to how exactly the UOP explains why you have to steal from yourself :P&lt;br /&gt;
&lt;br /&gt;
:Well, I think originally it would have talked like Traven was still alive, so the UOP changed it to reflect the fact that you are the arch-mage.  Still, when you talk to Methredhel, she talks about when the arch-mage sleeps, which is moot.&lt;br /&gt;
&lt;br /&gt;
== I got this quest before i was eligible to ==&lt;br /&gt;
&lt;br /&gt;
I just finished ''Ahdarji's Heirloom'' and i was just standing outside S'Krivva's home and there is that beggar near the Bravil north gate - Wretched Aia. I go talk to her (for no good reason) and i see i have an option to talk her about &amp;quot;S'Krivva&amp;quot;. So i choose it and she says &amp;quot;i need my memory refreshed&amp;quot; or something like that. I give her some money and what hapenned? I got the quest Misdirection added to my quest list... I hadn't even fenced 300 gold yet. [[Special:Contributions/80.240.21.214|80.240.21.214]] 22:25, 28 February 2010 (UTC)&lt;br /&gt;
:Looks like this is a scripting problem, where the game doesn't check that you have 300 gold. The beggars have that topic enabled once Adharji's Heirloom is finished so you technically can start this quest early. This will need further checking however. --[[User:SerCenKing|SerCenKing]] &amp;lt;sup&amp;gt;[[User talk:SerCenKing|Talk]]&amp;lt;/sup&amp;gt; 19:08, 3 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bug : Lex lost in the woods!! ==&lt;br /&gt;
&lt;br /&gt;
I'd be surprised if anyone else encountered this problem.  At the beginning of this quest, I went up to Lex in the shacks area.  Since my bounty wasn't cleared, he tried to arrest me.  I resisted and then ran not wanting to kill him.  But Lex followed me into the river (Upper Niben) and then the woods (Nibenay Basin) and I lost him there.&lt;br /&gt;
&lt;br /&gt;
Here's the problem, he's still stuck in the woods.  So when I need to go spy on him to hear his discussions later in the quest, the map shows he's still in the Nibenay Basin woods.  When I go there and get close to him, the game freezes.  He never gets back to the shacks area.  How silly!&lt;br /&gt;
&lt;br /&gt;
Eric [[Special:Contributions/70.82.209.73|70.82.209.73]] 00:20, 6 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Lex No Where To Be Found! ==&lt;br /&gt;
&lt;br /&gt;
I have the same problem as the last guy, ive done everything up to &amp;quot;I gave the icestaff to Methredhel etc etc&amp;quot; so i now need to spy on Lex, problem being, hes not there! Ive done more-or-less everything else in the game (including having a 200k+ bounty and fighting with lex somewhere out in the forest) this is, im assuming, why he isnt there anymore! Scanned over the entire map and theres nothing indicating where he should be. HELP&lt;br /&gt;
&lt;br /&gt;
:Go to your quest journal and select the &amp;quot;independent thievery&amp;quot; I dont remember any quest where you have to spy on lex... been awhile though. [[User:Mikeyboy52|&amp;lt;span style=&amp;quot;line-height:0.9; font-size:16pt ;color:red; font-family:Oblivion,Serif&amp;quot;&amp;gt;Mike&amp;lt;/span&amp;gt;]][[User talk:Mikeyboy52|&amp;lt;span style=&amp;quot;color:royalblue; line-height:0; font-size:8pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]] 23:22, 12 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::This might be a little late, but try getting arrested by him again, and then resisting arrest and running back to that area. {{unsigned|76.21.230.121|19:52, 8 August 2010}}&lt;br /&gt;
&lt;br /&gt;
== Note ==&lt;br /&gt;
&lt;br /&gt;
can anybody please tell me why when i try to put the note in the nightstand it wont do it it wont even tell me that it has been done im checking if its the wrong nightstand buts theres only 1 cany anybody help... and im playing on the xbox 360 feel free to contact me at jimmybob97@gmx.com {{Unsigned|178.99.229.16|08:16, 1 September 2010}}&lt;br /&gt;
&lt;br /&gt;
== Dremora killed  ==&lt;br /&gt;
&lt;br /&gt;
is it possible to kill the Dremora that Lex talks to or will you be suspended from mages guild, or will you have to pay a blood price? [[User:Secret Chief|Secret Chief]] 18:36, 11 January 2011 (UTC)&lt;br /&gt;
:You can't move after the Dremora appears, and you can't move again until it leaves. Did you use the console to re-enable controls? Why would you want to kill it anyway, to get his heart, he doesn't drop anything anyway. Go to a Conjurer cave if you still needs the hearts to get reinstated but do '''not''' kill him, it will likely break the Thieves Guild quest chain. He isn't a member of the mage's guild though so don't worry about expulsion from the Mage's guild. [[User:Alpha Kenny Buddy|Alpha Kenny Buddy]] 18:55, 11 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Removed Note ==&lt;br /&gt;
&lt;br /&gt;
:''If this happens you can keep the staff for yourself and get a second one if you don't give it to the thieves guild and once you are Arch-Mage (or just before asking for the promotion) it appears in the Arch-Mage's room like it is supposed to happen when it is not stolen. You may also have a third one if you take both previous copies before the original Arch-Mage dies, then when it happens take it from his body. A possible explanation for this is that if you have to pay the blood price and take the staff it is not recorded as stolen and will appear a second time in the room and if you take those just before getting promoted to Arch-Mage, you can take another one from Hannibal Traven's body because he always has one on him.''&lt;br /&gt;
&lt;br /&gt;
I've removed this from the article. It's poorly written and hard to understand. If someone can verify and re-write this, then maybe it should go on the page. [[User:Legoless|Legoless]] 01:06, 17 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Moved note. ==&lt;br /&gt;
&lt;br /&gt;
* Doing the Dark Brotherhood quest &amp;quot;[[Oblivion:A Watery Grave|A Watery Grave]]&amp;quot; during the Waterfront invasion can make the former quest easier, as there are more guards around than usual to attack the pirates.&lt;br /&gt;
&lt;br /&gt;
Why should we have this note put on the page because it doesn't &amp;quot;interact&amp;quot; , to say , with the quest. Thoughts ? [[User:JackTurbo95|JackTurbo95]] 18:24, 19 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Agreed. It's badly worded, and if it belongs anywhere it belongs on the Watery Grave quest page. [[User:Legoless|Legoless]] 18:30, 19 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Misdirection glitch help!?  ==&lt;br /&gt;
&lt;br /&gt;
ok so i play on pc went into the training hall and got the icestaff there. and i got another also from the archmages drawers and i but when i speak to methredill about it i can only so i don't have help me? [[User:CrazyCow01|CrazyCow01]] 21:35, 5 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Get rid of one of the icestaffs from your inventory and try it again. If they're marked as quest items, remove one via console commands. [[User:Legoless|Legoless]] 22:13, 5 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::&amp;quot;ok so i play on pc went into the training hall and got the icestaff there. and i got another also from the archmages drawers and i but when i speak to methredill about it i can only so i don't have help me?&amp;quot;&lt;br /&gt;
::Whaaaa?  My favorite part:  &amp;quot;i can only so i don't have help me?&amp;quot;&lt;/div&gt;</summary>
		<author><name>24.33.141.151</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Misdirection&amp;diff=706389</id>
		<title>Oblivion talk:Misdirection</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Misdirection&amp;diff=706389"/>
		<updated>2011-08-29T00:41:26Z</updated>

		<summary type="html">&lt;p&gt;24.33.141.151: /* Misdirection glitch help!? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cleanup==&lt;br /&gt;
Having a first hack at tidying up this article and putting it into the template form&lt;br /&gt;
--[[User:MacFodder|MacFodder]] 21:39, 5 February 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Voiceover Mishap==&lt;br /&gt;
After completing Misdirection there is a small chance of encountering an amusing little voiceover mistake.  I've only seen it happen with Aurelinwae in the Mystic Emporium, but sometimes when you ask her about &amp;quot;Rumors&amp;quot; she will respond with a comment about how the Thieves hit the three major targets in the city.  After she finishes saying it, you hear the voice actor say &amp;quot;Wait let me do that again&amp;quot; and she repeats the line only a little differently.  I've only had it happen a couple of times, but it was quite funny.--[[User:Briareus|Briareus]] 01:23, 23 March 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Ice Staff==&lt;br /&gt;
&lt;br /&gt;
Does Hrormir's Ice Staff only appear once you begin this quest?  Is there any way to get it without being in the thieves guild or doing this quest?  After finishing 'Misdirection', can you still keep the staff for your own? [[User:Dio 225|Dio 225]]&lt;br /&gt;
:It only appears at the start of this quest, so there's no way to get it without joining the thieves guild and doing the quests up to this point (unless you're on the PC, in which case you could just use the [[Oblivion:Console|Console]] and type &amp;lt;code&amp;gt;player.additem 47372 1&amp;lt;/code&amp;gt;).  After the quest is done, the ice staff remains permanently in the game.  It's actually a slightly different version (basically just not a quest item any more; the enchantment is identical) after the quest.  It appears in the Arch Mage's room after the quest is over. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 18:40, 12 May 2007 (EDT)&lt;br /&gt;
::Thanks! [[User:Dio 225|Dio 225]]&lt;br /&gt;
&lt;br /&gt;
== Quest Shortcut ==&lt;br /&gt;
&lt;br /&gt;
:''If you are recovering the Necromancer's Amulet for the Mages Guild and kill Caranya while this quest it active, then go to S'krivva to pay the Blood Price, the quest will be marked as complete, and you will be promoted (Xbox 360 with latest patches as of 7/5/07; untested on PC). You can then completely avoid having to steal the staff.''&lt;br /&gt;
I'm moving this note here from the main article until someone can provide confirmation, in particular by checking the relevant scripts to see how the quest could end up being marked as complete.  Also, I can't see any reason why this glitch would be specific to Necromancer's Amulet and Caranya; I would guess that killing any mage or any other person who has a blood price would trigger the exact same scripts.   --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 01:32, 18 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
*A little late but I can confirm it (I'm playing on the PC). I had Misdirection and Necromancer's Amulet in my quest log. I got the note from Methredel so the Ice Staff was in the Arch-Mage's quarters. I had seen it but talked to Traven to get the Necromancer's Amulet and Bloodworm Helm quests. I did the Helm, but received no blood price. I then did Necromancer's Amulet. I didn't get a blood price from killing the Mage's before facing Caranya. After I killed her I got the blood price. I went to Bravil to pay it off and was then given a promotion and the next mission was available. I noticed then that Misdirection was not in my current or active quest log. I went to the Arch-Mage's quarters and there were 2 Ice Staves (one was weightless, the other was 12). I put the note in the drawer near the bed and got an update for Misdirection and then took the staves. [[User:Icedrake523|Icedrake523]] 20:20, 8 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Chests reset? ==&lt;br /&gt;
&lt;br /&gt;
:''If you have already become the Arch-Mage, be sure to clear out all belongings from any chests, or nightstands. Everything will disappear.''&lt;br /&gt;
Can anyone provide confirmation or more specific information on this?  Because checking the game scripts I can't find anything to support this comment.  The nightstand is the only item in the room that is tied to this quest, but even on the nightstand I can't see any reason why the contents would be emptied.  The relevant scripts just move the note from the player to the nightstand.  So can anyone provide confirmation that any of the containers in the Arch Mage's Quarters reset during this quest, and, if so, which containers specifically? --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 03:42, 23 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
*Placing items in the Encahted Chest will make them dissappear. The Encahnted Chest is intended for duplicating ingrediants (except Nirnroot), and destroys anything else in about a week. The chest at the foot of the bed also destroys your items, but for unknown reasons.[[User:Mr. Spoon|Mr. Spoon]] 21:50, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== A problem with the note ==&lt;br /&gt;
There seems to be a bug, when I have to steal Hrormir's Icestaff and then place the note from the Gray Fox, only I can't place the note. It is marked as a quest item. I am the ArchMage and I think that could be the reason. I also have the UOP installed. Is there a way to make the note no longer a quest item, that is, no longer 0 weight and undroppable? And does setting the quest stage to 20 through the console make the quest proceed normally?--[[User:AtzaMan|AtzaMan]] 04:07, 7 July 2008 (EDT)&lt;br /&gt;
:As far as I can tell, you haven't hit any bugs.  The note is always a quest item, and is not supposed to ever be changed to a normal item.  It gets automatically removed from your inventory when you activate the bedside table; you don't have to drop the note. As it says in the article: &amp;quot;Activating the bedside table will trigger a quest message indicating you have slipped the note into the drawer through the crack.&amp;quot;  If it hasn't been removed from your inventory, then you haven't been activating the correct bedside table.  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 14:07, 7 July 2008 (EDT)&lt;br /&gt;
:You are right, wrong table, the one I was trying to activate was called &amp;quot;Archmage's Nightstand&amp;quot;. Anyway, i skipped to stage 20 through the console, so it's all OK now.--[[User:AtzaMan|AtzaMan]] 09:56, 8 July 2008 (EDT)&lt;br /&gt;
*There is a bug which can make the note get stuck in your inventory if you have harvest containers and UOP installed. To replicate do the following: before becoming the Archmage open the nightstand, it will replace the &amp;quot;nightstand&amp;quot; with &amp;quot;nightstand with drawers opened&amp;quot;. Finish Mages Guild questline and become Archmage. All containers are now the type of container you have in your houses (the animation for opening/closing drawers wont be used anymore). But the nightstand is already open from before. In this case the quest won't continue, since the note cannot be placed in the opened nightstand. The quest can be advanced via setstage command, but the note is stuck in the inventory. Any help on removing the note or input about this bug would be appreciated (synyxneo@hotmail.com).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Demora?? ==&lt;br /&gt;
&lt;br /&gt;
Why does Lex get the order from a Demora?&lt;br /&gt;
&lt;br /&gt;
:Because the Mage's Guild sent the Dremora. --&amp;lt;sup&amp;gt;[[User:Darkle|Darkle]]&amp;lt;/sup&amp;gt; ~ &amp;lt;sub&amp;gt;[[User talk:Darkle|Talk]]&amp;lt;/sub&amp;gt; 19:27, 14 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== ???????? ==&lt;br /&gt;
&lt;br /&gt;
i accidentaly hit Methredhel with the staff and now i cant give it to her or get back into the guild by talking to Armand because when i talk to them all they say is that &amp;quot;we have to stay in our homes untill the grey fox is captured&amp;quot; (something like that). please help i dont want to have to reload my game to the last save cause i did like 4 missions befor it.&lt;br /&gt;
&lt;br /&gt;
: Normally you would just be in trouble with the thieves guild, and have to talk to a Doyen about it. With me, the current Doyen (S'krivva) at that time let me off the hook. My friend ran in to the same problem, however, and couldn't do anything. Check with your Doyen, and if she doesn't help, then you have to start over from the last save.&lt;br /&gt;
&lt;br /&gt;
==Bug discovered==&lt;br /&gt;
After looking at some different stuff on youtube, I decided to check out the &amp;quot;testing hall&amp;quot; and pick up some of the cool items from the game. I was not completely aware that I was picking up items like the Ice Staff or deadra artifacts. Because of this, I picked up the bloodworm helm and hromirs ice staff, which is causing problems with the quests involved with those items. For example, I talked to the arch mage about J'skar and that was supposed to be the segway into the next quests concerning the bloodworm helm and/or the necromancer's amulet; however, I can't even start those quests because I already have the bloodworm helm. I talk to arch mage traven and he asks me if I have either the amulet or the helm, but I can't even give it to him.&lt;br /&gt;
&lt;br /&gt;
As for the ice staff, I have the one from the &amp;quot;testing hall&amp;quot; AND I have the one that I stole for the Misdirection quest; however, I can't give either one to Methredrel to complete the quest, even though I've done everthing necessary for this quest (including placing the Gray Fox note in the correct place).&lt;br /&gt;
&lt;br /&gt;
I haven't registered on this site, so, if you figure something out and care to email me about it, feel free to contact me at rlee1185 @ yahoo . com&lt;br /&gt;
[[User:72.242.93.250|72.242.93.250]] 12:08, 29 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: That's not a bug. When you use the console to go to an area of the game you're not supposed to be able to reach it's your own fault when things don't work. Reload from an earlier save to fix the problem. [[User:Dr Jones|Dr Jones]] 12:26, 29 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Help! I think this quest is bugged!==&lt;br /&gt;
Ok so after talking to Methredel about stealing the Ice Staff I stole some gold and some arrows from her, and she appeared not to see me, didn't cancel out my pickpocket or say anything, and nobody saw me, but for some reason the damn game says I've been caught stealing and should talk to Armand about paying up. So I went to Armand's house, but he won't do the dialogue, he just says that they've been put under house arrest. So I decided maybe I should do the quest first then pay up later, so I went and stole that staff and everything, and the game now says to report back to Methredel. But when I talk to her she just says she's been put under house arrest! What the hell is wrong? Is there anyone else I can talk to for stealing from a member of the guild? HELP ME PLEASE! {{unsigned|67.165.162.35|25 March 2009}}&lt;br /&gt;
: Try talking to [[Oblivion:S'Krivva|S'Krivva]] in Bravil. She should be able to reinstate you. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 10:42, 25 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Thank you, it worked out fine and I'm back on track!&lt;br /&gt;
&lt;br /&gt;
== Removing misleading data ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Infestations of Imperial Guards lower the property prices at The Waterfront&amp;quot; on the ImgDesc near the top of the page could be potentially misleading to players mistakenly thinking they can get the Imperial City House for less money than normal during this quest. Since, to my knowledge, this is not true, and since there's nothing in the article to support it, I'm replacing it with slightly different (and less confusing) fluff. - [[User:Kementari|Kementari]] 03:43, 7 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Modern Phrase==&lt;br /&gt;
It doesn't make a difference I know, but i would just like to point out that when Hrormir's Staff is given to Methredhel, she says &amp;quot;Now we just wait for the powers that be to pull the plug on Hieronymus Lex's siege.&amp;quot;. This is obviously a reference to the use of electricity in house wall outlets as a metaphor for cutting the power to something. Kind of a fail, considereing the era this is supposed to be set in.{{unsigned|68.104.145.169|4 July 2009}}&lt;br /&gt;
:It is an anachronism, and they are fairly common in video games set in different eras (also in works of literature, i.e. ''The Tragedy of Julius Caesar''). –[[User:Elliot|Elliot]]&amp;lt;sup&amp;gt;([[User_talk:Elliot|T]]-[[Special:Contributions/Elliot|C]])&amp;lt;/sup&amp;gt; 22:19, 4 July 2009 (UTC)&lt;br /&gt;
:It does carry the connation of pulling an electrical cord from an outlet, but I've also read &amp;quot;Pulling the plug&amp;quot; as an allusion to pulling a drainplug from a bath. —[[User:Dark Spark|Dark Spark]] 19:57, 26 July 2009 (UTC)&lt;br /&gt;
::After some quick research I came upon this:&lt;br /&gt;
:::''The first citation is from Florence Nightingale’s Notes on Nursing of 1859: “As well might you have a sewer under the room, or think that in a water closet the plug need be pulled up but once a day”, and one from 1919 remarks on “A real Victorian W.C. with a pull up plug”.''&lt;br /&gt;
::I think this dispels any thought if it being an anachronism. --[[User:Elliot|Elliot]] &amp;lt;sup&amp;gt;[[User_talk:Elliot|talk]]&amp;lt;/sup&amp;gt; 20:43, 26 July 2009 (UTC)&lt;br /&gt;
::: Actually I'm not so sure; neither of those use the term in the context of stopping something. All the sources I can find suggest that the latter meaning dates from the 1970s and derived from switching off a life support machine. –[[User:Rpeh|rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 10:01, 27 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;I read the note that Hieronymus Lex dropped&amp;quot; Inquiry ==&lt;br /&gt;
&lt;br /&gt;
I picked up the note but I noticed the journal entry doesn't update to reflect this. I was curious if this was because there's something wrong with the game or if it's not supposed to include that journal update.&lt;br /&gt;
&lt;br /&gt;
== i need some serious help ==&lt;br /&gt;
&lt;br /&gt;
hey&lt;br /&gt;
&lt;br /&gt;
I need some help with thieves guild quest &amp;quot;Misdirection&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Before i even got this far I had a few friends over and they too play the game. They went into the testing hall and picked up the ice staff. Now I'm truly screwed seeing as i don't have the note.&lt;br /&gt;
&lt;br /&gt;
If a had a player.additem ******** 1 code for the note thn I would be happy as larry.&lt;br /&gt;
&lt;br /&gt;
If any1 could help me out then that would be great!&lt;br /&gt;
&lt;br /&gt;
Thanks for reading if you did.&lt;br /&gt;
&lt;br /&gt;
Anon {{unsigned|86.3.184.170|16:56, 7 October 2009}}&lt;br /&gt;
&lt;br /&gt;
:There are actually three different notes associated with the quest.  Here are the IDs for all three, plus the Ice Staff:&lt;br /&gt;
:*Notes:  A1B1, A256, A23B&lt;br /&gt;
:*Ice Staff:  2DDF&lt;br /&gt;
:Good luck with the quest. —[[User:RobinHood70|Robin Hood]] &amp;lt;small&amp;gt;([[User_talk:RobinHood70|Talk]] • [[Special:Emailuser/RobinHood70|E-mail]] • [[Special:Contributions/RobinHood70|Contribs]])&amp;lt;/small&amp;gt; 18:41, 7 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Misleading information? ==&lt;br /&gt;
&lt;br /&gt;
As I have not tested this whatsoever I do not know if this is true, so I ask.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Killing any of the following NPCs whilst this quest is active will require you to pay a blood price to S'Krivva:&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Bothiel&lt;br /&gt;
* Caranya&lt;br /&gt;
* Mage Apprentice (×9)&lt;br /&gt;
* Mage Scholar&lt;br /&gt;
* Hannibal Traven&lt;br /&gt;
* Imperial Legion Battlemage&lt;br /&gt;
* Irlav Jarol&lt;br /&gt;
* Ontus Vanin&lt;br /&gt;
* Raminus Polus&lt;br /&gt;
&lt;br /&gt;
Now how can you kill Caranya, Hannibal Traven, or Raminus Polus? As they are essential NPC's I thought it was impossible to do so. Anyone care to answer me? -[[User:Blackmystix|Blackmystix]] 03:16, 17 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
It is impossible by playing the game normally --[[User:Rigas Papadopoulos|Rigas Papadopoulos]] 06:02, 25 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Raminus Polus ==&lt;br /&gt;
&lt;br /&gt;
In the section Blood Prices, it shows which mages are essential, but Raminus Polus is essential too and wasn't shown as being essential in the article. {{unsigned|Bryanmichael11|22:10, 22 November 2009}}&lt;br /&gt;
: You are very correct. I'll make the change to the main page - thanks for pointing it out. -- [[User:Krusty|Krusty]] 22:47, 22 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Alternate journal dialouge? ==&lt;br /&gt;
I'm just as curious as to how exactly the UOP explains why you have to steal from yourself :P&lt;br /&gt;
&lt;br /&gt;
:Well, I think originally it would have talked like Traven was still alive, so the UOP changed it to reflect the fact that you are the arch-mage.  Still, when you talk to Methredhel, she talks about when the arch-mage sleeps, which is moot.&lt;br /&gt;
&lt;br /&gt;
== I got this quest before i was eligible to ==&lt;br /&gt;
&lt;br /&gt;
I just finished ''Ahdarji's Heirloom'' and i was just standing outside S'Krivva's home and there is that beggar near the Bravil north gate - Wretched Aia. I go talk to her (for no good reason) and i see i have an option to talk her about &amp;quot;S'Krivva&amp;quot;. So i choose it and she says &amp;quot;i need my memory refreshed&amp;quot; or something like that. I give her some money and what hapenned? I got the quest Misdirection added to my quest list... I hadn't even fenced 300 gold yet. [[Special:Contributions/80.240.21.214|80.240.21.214]] 22:25, 28 February 2010 (UTC)&lt;br /&gt;
:Looks like this is a scripting problem, where the game doesn't check that you have 300 gold. The beggars have that topic enabled once Adharji's Heirloom is finished so you technically can start this quest early. This will need further checking however. --[[User:SerCenKing|SerCenKing]] &amp;lt;sup&amp;gt;[[User talk:SerCenKing|Talk]]&amp;lt;/sup&amp;gt; 19:08, 3 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bug : Lex lost in the woods!! ==&lt;br /&gt;
&lt;br /&gt;
I'd be surprised if anyone else encountered this problem.  At the beginning of this quest, I went up to Lex in the shacks area.  Since my bounty wasn't cleared, he tried to arrest me.  I resisted and then ran not wanting to kill him.  But Lex followed me into the river (Upper Niben) and then the woods (Nibenay Basin) and I lost him there.&lt;br /&gt;
&lt;br /&gt;
Here's the problem, he's still stuck in the woods.  So when I need to go spy on him to hear his discussions later in the quest, the map shows he's still in the Nibenay Basin woods.  When I go there and get close to him, the game freezes.  He never gets back to the shacks area.  How silly!&lt;br /&gt;
&lt;br /&gt;
Eric [[Special:Contributions/70.82.209.73|70.82.209.73]] 00:20, 6 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Lex No Where To Be Found! ==&lt;br /&gt;
&lt;br /&gt;
I have the same problem as the last guy, ive done everything up to &amp;quot;I gave the icestaff to Methredhel etc etc&amp;quot; so i now need to spy on Lex, problem being, hes not there! Ive done more-or-less everything else in the game (including having a 200k+ bounty and fighting with lex somewhere out in the forest) this is, im assuming, why he isnt there anymore! Scanned over the entire map and theres nothing indicating where he should be. HELP&lt;br /&gt;
&lt;br /&gt;
:Go to your quest journal and select the &amp;quot;independent thievery&amp;quot; I dont remember any quest where you have to spy on lex... been awhile though. [[User:Mikeyboy52|&amp;lt;span style=&amp;quot;line-height:0.9; font-size:16pt ;color:red; font-family:Oblivion,Serif&amp;quot;&amp;gt;Mike&amp;lt;/span&amp;gt;]][[User talk:Mikeyboy52|&amp;lt;span style=&amp;quot;color:royalblue; line-height:0; font-size:8pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]] 23:22, 12 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::This might be a little late, but try getting arrested by him again, and then resisting arrest and running back to that area. {{unsigned|76.21.230.121|19:52, 8 August 2010}}&lt;br /&gt;
&lt;br /&gt;
== Note ==&lt;br /&gt;
&lt;br /&gt;
can anybody please tell me why when i try to put the note in the nightstand it wont do it it wont even tell me that it has been done im checking if its the wrong nightstand buts theres only 1 cany anybody help... and im playing on the xbox 360 feel free to contact me at jimmybob97@gmx.com {{Unsigned|178.99.229.16|08:16, 1 September 2010}}&lt;br /&gt;
&lt;br /&gt;
== Dremora killed  ==&lt;br /&gt;
&lt;br /&gt;
is it possible to kill the Dremora that Lex talks to or will you be suspended from mages guild, or will you have to pay a blood price? [[User:Secret Chief|Secret Chief]] 18:36, 11 January 2011 (UTC)&lt;br /&gt;
:You can't move after the Dremora appears, and you can't move again until it leaves. Did you use the console to re-enable controls? Why would you want to kill it anyway, to get his heart, he doesn't drop anything anyway. Go to a Conjurer cave if you still needs the hearts to get reinstated but do '''not''' kill him, it will likely break the Thieves Guild quest chain. He isn't a member of the mage's guild though so don't worry about expulsion from the Mage's guild. [[User:Alpha Kenny Buddy|Alpha Kenny Buddy]] 18:55, 11 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Removed Note ==&lt;br /&gt;
&lt;br /&gt;
:''If this happens you can keep the staff for yourself and get a second one if you don't give it to the thieves guild and once you are Arch-Mage (or just before asking for the promotion) it appears in the Arch-Mage's room like it is supposed to happen when it is not stolen. You may also have a third one if you take both previous copies before the original Arch-Mage dies, then when it happens take it from his body. A possible explanation for this is that if you have to pay the blood price and take the staff it is not recorded as stolen and will appear a second time in the room and if you take those just before getting promoted to Arch-Mage, you can take another one from Hannibal Traven's body because he always has one on him.''&lt;br /&gt;
&lt;br /&gt;
I've removed this from the article. It's poorly written and hard to understand. If someone can verify and re-write this, then maybe it should go on the page. [[User:Legoless|Legoless]] 01:06, 17 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Moved note. ==&lt;br /&gt;
&lt;br /&gt;
* Doing the Dark Brotherhood quest &amp;quot;[[Oblivion:A Watery Grave|A Watery Grave]]&amp;quot; during the Waterfront invasion can make the former quest easier, as there are more guards around than usual to attack the pirates.&lt;br /&gt;
&lt;br /&gt;
Why should we have this note put on the page because it doesn't &amp;quot;interact&amp;quot; , to say , with the quest. Thoughts ? [[User:JackTurbo95|JackTurbo95]] 18:24, 19 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Agreed. It's badly worded, and if it belongs anywhere it belongs on the Watery Grave quest page. [[User:Legoless|Legoless]] 18:30, 19 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Misdirection glitch help!?  ==&lt;br /&gt;
&lt;br /&gt;
ok so i play on pc went into the training hall and got the icestaff there. and i got another also from the archmages drawers and i but when i speak to methredill about it i can only so i don't have help me? [[User:CrazyCow01|CrazyCow01]] 21:35, 5 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Get rid of one of the icestaffs from your inventory and try it again. If they're marked as quest items, remove one via console commands. [[User:Legoless|Legoless]] 22:13, 5 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::&amp;quot;ok so i play on pc went into the training hall and got the icestaff there. and i got another also from the archmages drawers and i but when i speak to methredill about it i can only so i don't have help me?&amp;quot;&lt;br /&gt;
::Whaaaa?&lt;/div&gt;</summary>
		<author><name>24.33.141.151</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Misdirection&amp;diff=706388</id>
		<title>Oblivion talk:Misdirection</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Misdirection&amp;diff=706388"/>
		<updated>2011-08-29T00:41:08Z</updated>

		<summary type="html">&lt;p&gt;24.33.141.151: /* Misdirection glitch help!? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cleanup==&lt;br /&gt;
Having a first hack at tidying up this article and putting it into the template form&lt;br /&gt;
--[[User:MacFodder|MacFodder]] 21:39, 5 February 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Voiceover Mishap==&lt;br /&gt;
After completing Misdirection there is a small chance of encountering an amusing little voiceover mistake.  I've only seen it happen with Aurelinwae in the Mystic Emporium, but sometimes when you ask her about &amp;quot;Rumors&amp;quot; she will respond with a comment about how the Thieves hit the three major targets in the city.  After she finishes saying it, you hear the voice actor say &amp;quot;Wait let me do that again&amp;quot; and she repeats the line only a little differently.  I've only had it happen a couple of times, but it was quite funny.--[[User:Briareus|Briareus]] 01:23, 23 March 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Ice Staff==&lt;br /&gt;
&lt;br /&gt;
Does Hrormir's Ice Staff only appear once you begin this quest?  Is there any way to get it without being in the thieves guild or doing this quest?  After finishing 'Misdirection', can you still keep the staff for your own? [[User:Dio 225|Dio 225]]&lt;br /&gt;
:It only appears at the start of this quest, so there's no way to get it without joining the thieves guild and doing the quests up to this point (unless you're on the PC, in which case you could just use the [[Oblivion:Console|Console]] and type &amp;lt;code&amp;gt;player.additem 47372 1&amp;lt;/code&amp;gt;).  After the quest is done, the ice staff remains permanently in the game.  It's actually a slightly different version (basically just not a quest item any more; the enchantment is identical) after the quest.  It appears in the Arch Mage's room after the quest is over. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 18:40, 12 May 2007 (EDT)&lt;br /&gt;
::Thanks! [[User:Dio 225|Dio 225]]&lt;br /&gt;
&lt;br /&gt;
== Quest Shortcut ==&lt;br /&gt;
&lt;br /&gt;
:''If you are recovering the Necromancer's Amulet for the Mages Guild and kill Caranya while this quest it active, then go to S'krivva to pay the Blood Price, the quest will be marked as complete, and you will be promoted (Xbox 360 with latest patches as of 7/5/07; untested on PC). You can then completely avoid having to steal the staff.''&lt;br /&gt;
I'm moving this note here from the main article until someone can provide confirmation, in particular by checking the relevant scripts to see how the quest could end up being marked as complete.  Also, I can't see any reason why this glitch would be specific to Necromancer's Amulet and Caranya; I would guess that killing any mage or any other person who has a blood price would trigger the exact same scripts.   --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 01:32, 18 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
*A little late but I can confirm it (I'm playing on the PC). I had Misdirection and Necromancer's Amulet in my quest log. I got the note from Methredel so the Ice Staff was in the Arch-Mage's quarters. I had seen it but talked to Traven to get the Necromancer's Amulet and Bloodworm Helm quests. I did the Helm, but received no blood price. I then did Necromancer's Amulet. I didn't get a blood price from killing the Mage's before facing Caranya. After I killed her I got the blood price. I went to Bravil to pay it off and was then given a promotion and the next mission was available. I noticed then that Misdirection was not in my current or active quest log. I went to the Arch-Mage's quarters and there were 2 Ice Staves (one was weightless, the other was 12). I put the note in the drawer near the bed and got an update for Misdirection and then took the staves. [[User:Icedrake523|Icedrake523]] 20:20, 8 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Chests reset? ==&lt;br /&gt;
&lt;br /&gt;
:''If you have already become the Arch-Mage, be sure to clear out all belongings from any chests, or nightstands. Everything will disappear.''&lt;br /&gt;
Can anyone provide confirmation or more specific information on this?  Because checking the game scripts I can't find anything to support this comment.  The nightstand is the only item in the room that is tied to this quest, but even on the nightstand I can't see any reason why the contents would be emptied.  The relevant scripts just move the note from the player to the nightstand.  So can anyone provide confirmation that any of the containers in the Arch Mage's Quarters reset during this quest, and, if so, which containers specifically? --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 03:42, 23 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
*Placing items in the Encahted Chest will make them dissappear. The Encahnted Chest is intended for duplicating ingrediants (except Nirnroot), and destroys anything else in about a week. The chest at the foot of the bed also destroys your items, but for unknown reasons.[[User:Mr. Spoon|Mr. Spoon]] 21:50, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== A problem with the note ==&lt;br /&gt;
There seems to be a bug, when I have to steal Hrormir's Icestaff and then place the note from the Gray Fox, only I can't place the note. It is marked as a quest item. I am the ArchMage and I think that could be the reason. I also have the UOP installed. Is there a way to make the note no longer a quest item, that is, no longer 0 weight and undroppable? And does setting the quest stage to 20 through the console make the quest proceed normally?--[[User:AtzaMan|AtzaMan]] 04:07, 7 July 2008 (EDT)&lt;br /&gt;
:As far as I can tell, you haven't hit any bugs.  The note is always a quest item, and is not supposed to ever be changed to a normal item.  It gets automatically removed from your inventory when you activate the bedside table; you don't have to drop the note. As it says in the article: &amp;quot;Activating the bedside table will trigger a quest message indicating you have slipped the note into the drawer through the crack.&amp;quot;  If it hasn't been removed from your inventory, then you haven't been activating the correct bedside table.  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 14:07, 7 July 2008 (EDT)&lt;br /&gt;
:You are right, wrong table, the one I was trying to activate was called &amp;quot;Archmage's Nightstand&amp;quot;. Anyway, i skipped to stage 20 through the console, so it's all OK now.--[[User:AtzaMan|AtzaMan]] 09:56, 8 July 2008 (EDT)&lt;br /&gt;
*There is a bug which can make the note get stuck in your inventory if you have harvest containers and UOP installed. To replicate do the following: before becoming the Archmage open the nightstand, it will replace the &amp;quot;nightstand&amp;quot; with &amp;quot;nightstand with drawers opened&amp;quot;. Finish Mages Guild questline and become Archmage. All containers are now the type of container you have in your houses (the animation for opening/closing drawers wont be used anymore). But the nightstand is already open from before. In this case the quest won't continue, since the note cannot be placed in the opened nightstand. The quest can be advanced via setstage command, but the note is stuck in the inventory. Any help on removing the note or input about this bug would be appreciated (synyxneo@hotmail.com).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Demora?? ==&lt;br /&gt;
&lt;br /&gt;
Why does Lex get the order from a Demora?&lt;br /&gt;
&lt;br /&gt;
:Because the Mage's Guild sent the Dremora. --&amp;lt;sup&amp;gt;[[User:Darkle|Darkle]]&amp;lt;/sup&amp;gt; ~ &amp;lt;sub&amp;gt;[[User talk:Darkle|Talk]]&amp;lt;/sub&amp;gt; 19:27, 14 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== ???????? ==&lt;br /&gt;
&lt;br /&gt;
i accidentaly hit Methredhel with the staff and now i cant give it to her or get back into the guild by talking to Armand because when i talk to them all they say is that &amp;quot;we have to stay in our homes untill the grey fox is captured&amp;quot; (something like that). please help i dont want to have to reload my game to the last save cause i did like 4 missions befor it.&lt;br /&gt;
&lt;br /&gt;
: Normally you would just be in trouble with the thieves guild, and have to talk to a Doyen about it. With me, the current Doyen (S'krivva) at that time let me off the hook. My friend ran in to the same problem, however, and couldn't do anything. Check with your Doyen, and if she doesn't help, then you have to start over from the last save.&lt;br /&gt;
&lt;br /&gt;
==Bug discovered==&lt;br /&gt;
After looking at some different stuff on youtube, I decided to check out the &amp;quot;testing hall&amp;quot; and pick up some of the cool items from the game. I was not completely aware that I was picking up items like the Ice Staff or deadra artifacts. Because of this, I picked up the bloodworm helm and hromirs ice staff, which is causing problems with the quests involved with those items. For example, I talked to the arch mage about J'skar and that was supposed to be the segway into the next quests concerning the bloodworm helm and/or the necromancer's amulet; however, I can't even start those quests because I already have the bloodworm helm. I talk to arch mage traven and he asks me if I have either the amulet or the helm, but I can't even give it to him.&lt;br /&gt;
&lt;br /&gt;
As for the ice staff, I have the one from the &amp;quot;testing hall&amp;quot; AND I have the one that I stole for the Misdirection quest; however, I can't give either one to Methredrel to complete the quest, even though I've done everthing necessary for this quest (including placing the Gray Fox note in the correct place).&lt;br /&gt;
&lt;br /&gt;
I haven't registered on this site, so, if you figure something out and care to email me about it, feel free to contact me at rlee1185 @ yahoo . com&lt;br /&gt;
[[User:72.242.93.250|72.242.93.250]] 12:08, 29 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: That's not a bug. When you use the console to go to an area of the game you're not supposed to be able to reach it's your own fault when things don't work. Reload from an earlier save to fix the problem. [[User:Dr Jones|Dr Jones]] 12:26, 29 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Help! I think this quest is bugged!==&lt;br /&gt;
Ok so after talking to Methredel about stealing the Ice Staff I stole some gold and some arrows from her, and she appeared not to see me, didn't cancel out my pickpocket or say anything, and nobody saw me, but for some reason the damn game says I've been caught stealing and should talk to Armand about paying up. So I went to Armand's house, but he won't do the dialogue, he just says that they've been put under house arrest. So I decided maybe I should do the quest first then pay up later, so I went and stole that staff and everything, and the game now says to report back to Methredel. But when I talk to her she just says she's been put under house arrest! What the hell is wrong? Is there anyone else I can talk to for stealing from a member of the guild? HELP ME PLEASE! {{unsigned|67.165.162.35|25 March 2009}}&lt;br /&gt;
: Try talking to [[Oblivion:S'Krivva|S'Krivva]] in Bravil. She should be able to reinstate you. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 10:42, 25 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Thank you, it worked out fine and I'm back on track!&lt;br /&gt;
&lt;br /&gt;
== Removing misleading data ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Infestations of Imperial Guards lower the property prices at The Waterfront&amp;quot; on the ImgDesc near the top of the page could be potentially misleading to players mistakenly thinking they can get the Imperial City House for less money than normal during this quest. Since, to my knowledge, this is not true, and since there's nothing in the article to support it, I'm replacing it with slightly different (and less confusing) fluff. - [[User:Kementari|Kementari]] 03:43, 7 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Modern Phrase==&lt;br /&gt;
It doesn't make a difference I know, but i would just like to point out that when Hrormir's Staff is given to Methredhel, she says &amp;quot;Now we just wait for the powers that be to pull the plug on Hieronymus Lex's siege.&amp;quot;. This is obviously a reference to the use of electricity in house wall outlets as a metaphor for cutting the power to something. Kind of a fail, considereing the era this is supposed to be set in.{{unsigned|68.104.145.169|4 July 2009}}&lt;br /&gt;
:It is an anachronism, and they are fairly common in video games set in different eras (also in works of literature, i.e. ''The Tragedy of Julius Caesar''). –[[User:Elliot|Elliot]]&amp;lt;sup&amp;gt;([[User_talk:Elliot|T]]-[[Special:Contributions/Elliot|C]])&amp;lt;/sup&amp;gt; 22:19, 4 July 2009 (UTC)&lt;br /&gt;
:It does carry the connation of pulling an electrical cord from an outlet, but I've also read &amp;quot;Pulling the plug&amp;quot; as an allusion to pulling a drainplug from a bath. —[[User:Dark Spark|Dark Spark]] 19:57, 26 July 2009 (UTC)&lt;br /&gt;
::After some quick research I came upon this:&lt;br /&gt;
:::''The first citation is from Florence Nightingale’s Notes on Nursing of 1859: “As well might you have a sewer under the room, or think that in a water closet the plug need be pulled up but once a day”, and one from 1919 remarks on “A real Victorian W.C. with a pull up plug”.''&lt;br /&gt;
::I think this dispels any thought if it being an anachronism. --[[User:Elliot|Elliot]] &amp;lt;sup&amp;gt;[[User_talk:Elliot|talk]]&amp;lt;/sup&amp;gt; 20:43, 26 July 2009 (UTC)&lt;br /&gt;
::: Actually I'm not so sure; neither of those use the term in the context of stopping something. All the sources I can find suggest that the latter meaning dates from the 1970s and derived from switching off a life support machine. –[[User:Rpeh|rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 10:01, 27 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;I read the note that Hieronymus Lex dropped&amp;quot; Inquiry ==&lt;br /&gt;
&lt;br /&gt;
I picked up the note but I noticed the journal entry doesn't update to reflect this. I was curious if this was because there's something wrong with the game or if it's not supposed to include that journal update.&lt;br /&gt;
&lt;br /&gt;
== i need some serious help ==&lt;br /&gt;
&lt;br /&gt;
hey&lt;br /&gt;
&lt;br /&gt;
I need some help with thieves guild quest &amp;quot;Misdirection&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Before i even got this far I had a few friends over and they too play the game. They went into the testing hall and picked up the ice staff. Now I'm truly screwed seeing as i don't have the note.&lt;br /&gt;
&lt;br /&gt;
If a had a player.additem ******** 1 code for the note thn I would be happy as larry.&lt;br /&gt;
&lt;br /&gt;
If any1 could help me out then that would be great!&lt;br /&gt;
&lt;br /&gt;
Thanks for reading if you did.&lt;br /&gt;
&lt;br /&gt;
Anon {{unsigned|86.3.184.170|16:56, 7 October 2009}}&lt;br /&gt;
&lt;br /&gt;
:There are actually three different notes associated with the quest.  Here are the IDs for all three, plus the Ice Staff:&lt;br /&gt;
:*Notes:  A1B1, A256, A23B&lt;br /&gt;
:*Ice Staff:  2DDF&lt;br /&gt;
:Good luck with the quest. —[[User:RobinHood70|Robin Hood]] &amp;lt;small&amp;gt;([[User_talk:RobinHood70|Talk]] • [[Special:Emailuser/RobinHood70|E-mail]] • [[Special:Contributions/RobinHood70|Contribs]])&amp;lt;/small&amp;gt; 18:41, 7 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Misleading information? ==&lt;br /&gt;
&lt;br /&gt;
As I have not tested this whatsoever I do not know if this is true, so I ask.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Killing any of the following NPCs whilst this quest is active will require you to pay a blood price to S'Krivva:&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Bothiel&lt;br /&gt;
* Caranya&lt;br /&gt;
* Mage Apprentice (×9)&lt;br /&gt;
* Mage Scholar&lt;br /&gt;
* Hannibal Traven&lt;br /&gt;
* Imperial Legion Battlemage&lt;br /&gt;
* Irlav Jarol&lt;br /&gt;
* Ontus Vanin&lt;br /&gt;
* Raminus Polus&lt;br /&gt;
&lt;br /&gt;
Now how can you kill Caranya, Hannibal Traven, or Raminus Polus? As they are essential NPC's I thought it was impossible to do so. Anyone care to answer me? -[[User:Blackmystix|Blackmystix]] 03:16, 17 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
It is impossible by playing the game normally --[[User:Rigas Papadopoulos|Rigas Papadopoulos]] 06:02, 25 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Raminus Polus ==&lt;br /&gt;
&lt;br /&gt;
In the section Blood Prices, it shows which mages are essential, but Raminus Polus is essential too and wasn't shown as being essential in the article. {{unsigned|Bryanmichael11|22:10, 22 November 2009}}&lt;br /&gt;
: You are very correct. I'll make the change to the main page - thanks for pointing it out. -- [[User:Krusty|Krusty]] 22:47, 22 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Alternate journal dialouge? ==&lt;br /&gt;
I'm just as curious as to how exactly the UOP explains why you have to steal from yourself :P&lt;br /&gt;
&lt;br /&gt;
:Well, I think originally it would have talked like Traven was still alive, so the UOP changed it to reflect the fact that you are the arch-mage.  Still, when you talk to Methredhel, she talks about when the arch-mage sleeps, which is moot.&lt;br /&gt;
&lt;br /&gt;
== I got this quest before i was eligible to ==&lt;br /&gt;
&lt;br /&gt;
I just finished ''Ahdarji's Heirloom'' and i was just standing outside S'Krivva's home and there is that beggar near the Bravil north gate - Wretched Aia. I go talk to her (for no good reason) and i see i have an option to talk her about &amp;quot;S'Krivva&amp;quot;. So i choose it and she says &amp;quot;i need my memory refreshed&amp;quot; or something like that. I give her some money and what hapenned? I got the quest Misdirection added to my quest list... I hadn't even fenced 300 gold yet. [[Special:Contributions/80.240.21.214|80.240.21.214]] 22:25, 28 February 2010 (UTC)&lt;br /&gt;
:Looks like this is a scripting problem, where the game doesn't check that you have 300 gold. The beggars have that topic enabled once Adharji's Heirloom is finished so you technically can start this quest early. This will need further checking however. --[[User:SerCenKing|SerCenKing]] &amp;lt;sup&amp;gt;[[User talk:SerCenKing|Talk]]&amp;lt;/sup&amp;gt; 19:08, 3 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bug : Lex lost in the woods!! ==&lt;br /&gt;
&lt;br /&gt;
I'd be surprised if anyone else encountered this problem.  At the beginning of this quest, I went up to Lex in the shacks area.  Since my bounty wasn't cleared, he tried to arrest me.  I resisted and then ran not wanting to kill him.  But Lex followed me into the river (Upper Niben) and then the woods (Nibenay Basin) and I lost him there.&lt;br /&gt;
&lt;br /&gt;
Here's the problem, he's still stuck in the woods.  So when I need to go spy on him to hear his discussions later in the quest, the map shows he's still in the Nibenay Basin woods.  When I go there and get close to him, the game freezes.  He never gets back to the shacks area.  How silly!&lt;br /&gt;
&lt;br /&gt;
Eric [[Special:Contributions/70.82.209.73|70.82.209.73]] 00:20, 6 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Lex No Where To Be Found! ==&lt;br /&gt;
&lt;br /&gt;
I have the same problem as the last guy, ive done everything up to &amp;quot;I gave the icestaff to Methredhel etc etc&amp;quot; so i now need to spy on Lex, problem being, hes not there! Ive done more-or-less everything else in the game (including having a 200k+ bounty and fighting with lex somewhere out in the forest) this is, im assuming, why he isnt there anymore! Scanned over the entire map and theres nothing indicating where he should be. HELP&lt;br /&gt;
&lt;br /&gt;
:Go to your quest journal and select the &amp;quot;independent thievery&amp;quot; I dont remember any quest where you have to spy on lex... been awhile though. [[User:Mikeyboy52|&amp;lt;span style=&amp;quot;line-height:0.9; font-size:16pt ;color:red; font-family:Oblivion,Serif&amp;quot;&amp;gt;Mike&amp;lt;/span&amp;gt;]][[User talk:Mikeyboy52|&amp;lt;span style=&amp;quot;color:royalblue; line-height:0; font-size:8pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]] 23:22, 12 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::This might be a little late, but try getting arrested by him again, and then resisting arrest and running back to that area. {{unsigned|76.21.230.121|19:52, 8 August 2010}}&lt;br /&gt;
&lt;br /&gt;
== Note ==&lt;br /&gt;
&lt;br /&gt;
can anybody please tell me why when i try to put the note in the nightstand it wont do it it wont even tell me that it has been done im checking if its the wrong nightstand buts theres only 1 cany anybody help... and im playing on the xbox 360 feel free to contact me at jimmybob97@gmx.com {{Unsigned|178.99.229.16|08:16, 1 September 2010}}&lt;br /&gt;
&lt;br /&gt;
== Dremora killed  ==&lt;br /&gt;
&lt;br /&gt;
is it possible to kill the Dremora that Lex talks to or will you be suspended from mages guild, or will you have to pay a blood price? [[User:Secret Chief|Secret Chief]] 18:36, 11 January 2011 (UTC)&lt;br /&gt;
:You can't move after the Dremora appears, and you can't move again until it leaves. Did you use the console to re-enable controls? Why would you want to kill it anyway, to get his heart, he doesn't drop anything anyway. Go to a Conjurer cave if you still needs the hearts to get reinstated but do '''not''' kill him, it will likely break the Thieves Guild quest chain. He isn't a member of the mage's guild though so don't worry about expulsion from the Mage's guild. [[User:Alpha Kenny Buddy|Alpha Kenny Buddy]] 18:55, 11 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Removed Note ==&lt;br /&gt;
&lt;br /&gt;
:''If this happens you can keep the staff for yourself and get a second one if you don't give it to the thieves guild and once you are Arch-Mage (or just before asking for the promotion) it appears in the Arch-Mage's room like it is supposed to happen when it is not stolen. You may also have a third one if you take both previous copies before the original Arch-Mage dies, then when it happens take it from his body. A possible explanation for this is that if you have to pay the blood price and take the staff it is not recorded as stolen and will appear a second time in the room and if you take those just before getting promoted to Arch-Mage, you can take another one from Hannibal Traven's body because he always has one on him.''&lt;br /&gt;
&lt;br /&gt;
I've removed this from the article. It's poorly written and hard to understand. If someone can verify and re-write this, then maybe it should go on the page. [[User:Legoless|Legoless]] 01:06, 17 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Moved note. ==&lt;br /&gt;
&lt;br /&gt;
* Doing the Dark Brotherhood quest &amp;quot;[[Oblivion:A Watery Grave|A Watery Grave]]&amp;quot; during the Waterfront invasion can make the former quest easier, as there are more guards around than usual to attack the pirates.&lt;br /&gt;
&lt;br /&gt;
Why should we have this note put on the page because it doesn't &amp;quot;interact&amp;quot; , to say , with the quest. Thoughts ? [[User:JackTurbo95|JackTurbo95]] 18:24, 19 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Agreed. It's badly worded, and if it belongs anywhere it belongs on the Watery Grave quest page. [[User:Legoless|Legoless]] 18:30, 19 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Misdirection glitch help!?  ==&lt;br /&gt;
&lt;br /&gt;
ok so i play on pc went into the training hall and got the icestaff there. and i got another also from the archmages drawers and i but when i speak to methredill about it i can only so i don't have help me? [[User:CrazyCow01|CrazyCow01]] 21:35, 5 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Get rid of one of the icestaffs from your inventory and try it again. If they're marked as quest items, remove one via console commands. [[User:Legoless|Legoless]] 22:13, 5 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::&amp;quot;ok so i play on pc went into the training hall and got the icestaff there. and i got another also from the archmages drawers and i but when i speak to methredill about it i can only so i don't have help me?&amp;quot;&lt;br /&gt;
Whaaaa?&lt;/div&gt;</summary>
		<author><name>24.33.141.151</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Misdirection&amp;diff=706385</id>
		<title>Oblivion talk:Misdirection</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Misdirection&amp;diff=706385"/>
		<updated>2011-08-29T00:37:02Z</updated>

		<summary type="html">&lt;p&gt;24.33.141.151: /* Alternate journal dialouge? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cleanup==&lt;br /&gt;
Having a first hack at tidying up this article and putting it into the template form&lt;br /&gt;
--[[User:MacFodder|MacFodder]] 21:39, 5 February 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Voiceover Mishap==&lt;br /&gt;
After completing Misdirection there is a small chance of encountering an amusing little voiceover mistake.  I've only seen it happen with Aurelinwae in the Mystic Emporium, but sometimes when you ask her about &amp;quot;Rumors&amp;quot; she will respond with a comment about how the Thieves hit the three major targets in the city.  After she finishes saying it, you hear the voice actor say &amp;quot;Wait let me do that again&amp;quot; and she repeats the line only a little differently.  I've only had it happen a couple of times, but it was quite funny.--[[User:Briareus|Briareus]] 01:23, 23 March 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Ice Staff==&lt;br /&gt;
&lt;br /&gt;
Does Hrormir's Ice Staff only appear once you begin this quest?  Is there any way to get it without being in the thieves guild or doing this quest?  After finishing 'Misdirection', can you still keep the staff for your own? [[User:Dio 225|Dio 225]]&lt;br /&gt;
:It only appears at the start of this quest, so there's no way to get it without joining the thieves guild and doing the quests up to this point (unless you're on the PC, in which case you could just use the [[Oblivion:Console|Console]] and type &amp;lt;code&amp;gt;player.additem 47372 1&amp;lt;/code&amp;gt;).  After the quest is done, the ice staff remains permanently in the game.  It's actually a slightly different version (basically just not a quest item any more; the enchantment is identical) after the quest.  It appears in the Arch Mage's room after the quest is over. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 18:40, 12 May 2007 (EDT)&lt;br /&gt;
::Thanks! [[User:Dio 225|Dio 225]]&lt;br /&gt;
&lt;br /&gt;
== Quest Shortcut ==&lt;br /&gt;
&lt;br /&gt;
:''If you are recovering the Necromancer's Amulet for the Mages Guild and kill Caranya while this quest it active, then go to S'krivva to pay the Blood Price, the quest will be marked as complete, and you will be promoted (Xbox 360 with latest patches as of 7/5/07; untested on PC). You can then completely avoid having to steal the staff.''&lt;br /&gt;
I'm moving this note here from the main article until someone can provide confirmation, in particular by checking the relevant scripts to see how the quest could end up being marked as complete.  Also, I can't see any reason why this glitch would be specific to Necromancer's Amulet and Caranya; I would guess that killing any mage or any other person who has a blood price would trigger the exact same scripts.   --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 01:32, 18 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
*A little late but I can confirm it (I'm playing on the PC). I had Misdirection and Necromancer's Amulet in my quest log. I got the note from Methredel so the Ice Staff was in the Arch-Mage's quarters. I had seen it but talked to Traven to get the Necromancer's Amulet and Bloodworm Helm quests. I did the Helm, but received no blood price. I then did Necromancer's Amulet. I didn't get a blood price from killing the Mage's before facing Caranya. After I killed her I got the blood price. I went to Bravil to pay it off and was then given a promotion and the next mission was available. I noticed then that Misdirection was not in my current or active quest log. I went to the Arch-Mage's quarters and there were 2 Ice Staves (one was weightless, the other was 12). I put the note in the drawer near the bed and got an update for Misdirection and then took the staves. [[User:Icedrake523|Icedrake523]] 20:20, 8 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Chests reset? ==&lt;br /&gt;
&lt;br /&gt;
:''If you have already become the Arch-Mage, be sure to clear out all belongings from any chests, or nightstands. Everything will disappear.''&lt;br /&gt;
Can anyone provide confirmation or more specific information on this?  Because checking the game scripts I can't find anything to support this comment.  The nightstand is the only item in the room that is tied to this quest, but even on the nightstand I can't see any reason why the contents would be emptied.  The relevant scripts just move the note from the player to the nightstand.  So can anyone provide confirmation that any of the containers in the Arch Mage's Quarters reset during this quest, and, if so, which containers specifically? --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 03:42, 23 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
*Placing items in the Encahted Chest will make them dissappear. The Encahnted Chest is intended for duplicating ingrediants (except Nirnroot), and destroys anything else in about a week. The chest at the foot of the bed also destroys your items, but for unknown reasons.[[User:Mr. Spoon|Mr. Spoon]] 21:50, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== A problem with the note ==&lt;br /&gt;
There seems to be a bug, when I have to steal Hrormir's Icestaff and then place the note from the Gray Fox, only I can't place the note. It is marked as a quest item. I am the ArchMage and I think that could be the reason. I also have the UOP installed. Is there a way to make the note no longer a quest item, that is, no longer 0 weight and undroppable? And does setting the quest stage to 20 through the console make the quest proceed normally?--[[User:AtzaMan|AtzaMan]] 04:07, 7 July 2008 (EDT)&lt;br /&gt;
:As far as I can tell, you haven't hit any bugs.  The note is always a quest item, and is not supposed to ever be changed to a normal item.  It gets automatically removed from your inventory when you activate the bedside table; you don't have to drop the note. As it says in the article: &amp;quot;Activating the bedside table will trigger a quest message indicating you have slipped the note into the drawer through the crack.&amp;quot;  If it hasn't been removed from your inventory, then you haven't been activating the correct bedside table.  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 14:07, 7 July 2008 (EDT)&lt;br /&gt;
:You are right, wrong table, the one I was trying to activate was called &amp;quot;Archmage's Nightstand&amp;quot;. Anyway, i skipped to stage 20 through the console, so it's all OK now.--[[User:AtzaMan|AtzaMan]] 09:56, 8 July 2008 (EDT)&lt;br /&gt;
*There is a bug which can make the note get stuck in your inventory if you have harvest containers and UOP installed. To replicate do the following: before becoming the Archmage open the nightstand, it will replace the &amp;quot;nightstand&amp;quot; with &amp;quot;nightstand with drawers opened&amp;quot;. Finish Mages Guild questline and become Archmage. All containers are now the type of container you have in your houses (the animation for opening/closing drawers wont be used anymore). But the nightstand is already open from before. In this case the quest won't continue, since the note cannot be placed in the opened nightstand. The quest can be advanced via setstage command, but the note is stuck in the inventory. Any help on removing the note or input about this bug would be appreciated (synyxneo@hotmail.com).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Demora?? ==&lt;br /&gt;
&lt;br /&gt;
Why does Lex get the order from a Demora?&lt;br /&gt;
&lt;br /&gt;
:Because the Mage's Guild sent the Dremora. --&amp;lt;sup&amp;gt;[[User:Darkle|Darkle]]&amp;lt;/sup&amp;gt; ~ &amp;lt;sub&amp;gt;[[User talk:Darkle|Talk]]&amp;lt;/sub&amp;gt; 19:27, 14 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== ???????? ==&lt;br /&gt;
&lt;br /&gt;
i accidentaly hit Methredhel with the staff and now i cant give it to her or get back into the guild by talking to Armand because when i talk to them all they say is that &amp;quot;we have to stay in our homes untill the grey fox is captured&amp;quot; (something like that). please help i dont want to have to reload my game to the last save cause i did like 4 missions befor it.&lt;br /&gt;
&lt;br /&gt;
: Normally you would just be in trouble with the thieves guild, and have to talk to a Doyen about it. With me, the current Doyen (S'krivva) at that time let me off the hook. My friend ran in to the same problem, however, and couldn't do anything. Check with your Doyen, and if she doesn't help, then you have to start over from the last save.&lt;br /&gt;
&lt;br /&gt;
==Bug discovered==&lt;br /&gt;
After looking at some different stuff on youtube, I decided to check out the &amp;quot;testing hall&amp;quot; and pick up some of the cool items from the game. I was not completely aware that I was picking up items like the Ice Staff or deadra artifacts. Because of this, I picked up the bloodworm helm and hromirs ice staff, which is causing problems with the quests involved with those items. For example, I talked to the arch mage about J'skar and that was supposed to be the segway into the next quests concerning the bloodworm helm and/or the necromancer's amulet; however, I can't even start those quests because I already have the bloodworm helm. I talk to arch mage traven and he asks me if I have either the amulet or the helm, but I can't even give it to him.&lt;br /&gt;
&lt;br /&gt;
As for the ice staff, I have the one from the &amp;quot;testing hall&amp;quot; AND I have the one that I stole for the Misdirection quest; however, I can't give either one to Methredrel to complete the quest, even though I've done everthing necessary for this quest (including placing the Gray Fox note in the correct place).&lt;br /&gt;
&lt;br /&gt;
I haven't registered on this site, so, if you figure something out and care to email me about it, feel free to contact me at rlee1185 @ yahoo . com&lt;br /&gt;
[[User:72.242.93.250|72.242.93.250]] 12:08, 29 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: That's not a bug. When you use the console to go to an area of the game you're not supposed to be able to reach it's your own fault when things don't work. Reload from an earlier save to fix the problem. [[User:Dr Jones|Dr Jones]] 12:26, 29 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Help! I think this quest is bugged!==&lt;br /&gt;
Ok so after talking to Methredel about stealing the Ice Staff I stole some gold and some arrows from her, and she appeared not to see me, didn't cancel out my pickpocket or say anything, and nobody saw me, but for some reason the damn game says I've been caught stealing and should talk to Armand about paying up. So I went to Armand's house, but he won't do the dialogue, he just says that they've been put under house arrest. So I decided maybe I should do the quest first then pay up later, so I went and stole that staff and everything, and the game now says to report back to Methredel. But when I talk to her she just says she's been put under house arrest! What the hell is wrong? Is there anyone else I can talk to for stealing from a member of the guild? HELP ME PLEASE! {{unsigned|67.165.162.35|25 March 2009}}&lt;br /&gt;
: Try talking to [[Oblivion:S'Krivva|S'Krivva]] in Bravil. She should be able to reinstate you. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 10:42, 25 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Thank you, it worked out fine and I'm back on track!&lt;br /&gt;
&lt;br /&gt;
== Removing misleading data ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Infestations of Imperial Guards lower the property prices at The Waterfront&amp;quot; on the ImgDesc near the top of the page could be potentially misleading to players mistakenly thinking they can get the Imperial City House for less money than normal during this quest. Since, to my knowledge, this is not true, and since there's nothing in the article to support it, I'm replacing it with slightly different (and less confusing) fluff. - [[User:Kementari|Kementari]] 03:43, 7 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Modern Phrase==&lt;br /&gt;
It doesn't make a difference I know, but i would just like to point out that when Hrormir's Staff is given to Methredhel, she says &amp;quot;Now we just wait for the powers that be to pull the plug on Hieronymus Lex's siege.&amp;quot;. This is obviously a reference to the use of electricity in house wall outlets as a metaphor for cutting the power to something. Kind of a fail, considereing the era this is supposed to be set in.{{unsigned|68.104.145.169|4 July 2009}}&lt;br /&gt;
:It is an anachronism, and they are fairly common in video games set in different eras (also in works of literature, i.e. ''The Tragedy of Julius Caesar''). –[[User:Elliot|Elliot]]&amp;lt;sup&amp;gt;([[User_talk:Elliot|T]]-[[Special:Contributions/Elliot|C]])&amp;lt;/sup&amp;gt; 22:19, 4 July 2009 (UTC)&lt;br /&gt;
:It does carry the connation of pulling an electrical cord from an outlet, but I've also read &amp;quot;Pulling the plug&amp;quot; as an allusion to pulling a drainplug from a bath. —[[User:Dark Spark|Dark Spark]] 19:57, 26 July 2009 (UTC)&lt;br /&gt;
::After some quick research I came upon this:&lt;br /&gt;
:::''The first citation is from Florence Nightingale’s Notes on Nursing of 1859: “As well might you have a sewer under the room, or think that in a water closet the plug need be pulled up but once a day”, and one from 1919 remarks on “A real Victorian W.C. with a pull up plug”.''&lt;br /&gt;
::I think this dispels any thought if it being an anachronism. --[[User:Elliot|Elliot]] &amp;lt;sup&amp;gt;[[User_talk:Elliot|talk]]&amp;lt;/sup&amp;gt; 20:43, 26 July 2009 (UTC)&lt;br /&gt;
::: Actually I'm not so sure; neither of those use the term in the context of stopping something. All the sources I can find suggest that the latter meaning dates from the 1970s and derived from switching off a life support machine. –[[User:Rpeh|rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 10:01, 27 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;I read the note that Hieronymus Lex dropped&amp;quot; Inquiry ==&lt;br /&gt;
&lt;br /&gt;
I picked up the note but I noticed the journal entry doesn't update to reflect this. I was curious if this was because there's something wrong with the game or if it's not supposed to include that journal update.&lt;br /&gt;
&lt;br /&gt;
== i need some serious help ==&lt;br /&gt;
&lt;br /&gt;
hey&lt;br /&gt;
&lt;br /&gt;
I need some help with thieves guild quest &amp;quot;Misdirection&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Before i even got this far I had a few friends over and they too play the game. They went into the testing hall and picked up the ice staff. Now I'm truly screwed seeing as i don't have the note.&lt;br /&gt;
&lt;br /&gt;
If a had a player.additem ******** 1 code for the note thn I would be happy as larry.&lt;br /&gt;
&lt;br /&gt;
If any1 could help me out then that would be great!&lt;br /&gt;
&lt;br /&gt;
Thanks for reading if you did.&lt;br /&gt;
&lt;br /&gt;
Anon {{unsigned|86.3.184.170|16:56, 7 October 2009}}&lt;br /&gt;
&lt;br /&gt;
:There are actually three different notes associated with the quest.  Here are the IDs for all three, plus the Ice Staff:&lt;br /&gt;
:*Notes:  A1B1, A256, A23B&lt;br /&gt;
:*Ice Staff:  2DDF&lt;br /&gt;
:Good luck with the quest. —[[User:RobinHood70|Robin Hood]] &amp;lt;small&amp;gt;([[User_talk:RobinHood70|Talk]] • [[Special:Emailuser/RobinHood70|E-mail]] • [[Special:Contributions/RobinHood70|Contribs]])&amp;lt;/small&amp;gt; 18:41, 7 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Misleading information? ==&lt;br /&gt;
&lt;br /&gt;
As I have not tested this whatsoever I do not know if this is true, so I ask.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Killing any of the following NPCs whilst this quest is active will require you to pay a blood price to S'Krivva:&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Bothiel&lt;br /&gt;
* Caranya&lt;br /&gt;
* Mage Apprentice (×9)&lt;br /&gt;
* Mage Scholar&lt;br /&gt;
* Hannibal Traven&lt;br /&gt;
* Imperial Legion Battlemage&lt;br /&gt;
* Irlav Jarol&lt;br /&gt;
* Ontus Vanin&lt;br /&gt;
* Raminus Polus&lt;br /&gt;
&lt;br /&gt;
Now how can you kill Caranya, Hannibal Traven, or Raminus Polus? As they are essential NPC's I thought it was impossible to do so. Anyone care to answer me? -[[User:Blackmystix|Blackmystix]] 03:16, 17 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
It is impossible by playing the game normally --[[User:Rigas Papadopoulos|Rigas Papadopoulos]] 06:02, 25 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Raminus Polus ==&lt;br /&gt;
&lt;br /&gt;
In the section Blood Prices, it shows which mages are essential, but Raminus Polus is essential too and wasn't shown as being essential in the article. {{unsigned|Bryanmichael11|22:10, 22 November 2009}}&lt;br /&gt;
: You are very correct. I'll make the change to the main page - thanks for pointing it out. -- [[User:Krusty|Krusty]] 22:47, 22 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Alternate journal dialouge? ==&lt;br /&gt;
I'm just as curious as to how exactly the UOP explains why you have to steal from yourself :P&lt;br /&gt;
&lt;br /&gt;
:Well, I think originally it would have talked like Traven was still alive, so the UOP changed it to reflect the fact that you are the arch-mage.  Still, when you talk to Methredhel, she talks about when the arch-mage sleeps, which is moot.&lt;br /&gt;
&lt;br /&gt;
== I got this quest before i was eligible to ==&lt;br /&gt;
&lt;br /&gt;
I just finished ''Ahdarji's Heirloom'' and i was just standing outside S'Krivva's home and there is that beggar near the Bravil north gate - Wretched Aia. I go talk to her (for no good reason) and i see i have an option to talk her about &amp;quot;S'Krivva&amp;quot;. So i choose it and she says &amp;quot;i need my memory refreshed&amp;quot; or something like that. I give her some money and what hapenned? I got the quest Misdirection added to my quest list... I hadn't even fenced 300 gold yet. [[Special:Contributions/80.240.21.214|80.240.21.214]] 22:25, 28 February 2010 (UTC)&lt;br /&gt;
:Looks like this is a scripting problem, where the game doesn't check that you have 300 gold. The beggars have that topic enabled once Adharji's Heirloom is finished so you technically can start this quest early. This will need further checking however. --[[User:SerCenKing|SerCenKing]] &amp;lt;sup&amp;gt;[[User talk:SerCenKing|Talk]]&amp;lt;/sup&amp;gt; 19:08, 3 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bug : Lex lost in the woods!! ==&lt;br /&gt;
&lt;br /&gt;
I'd be surprised if anyone else encountered this problem.  At the beginning of this quest, I went up to Lex in the shacks area.  Since my bounty wasn't cleared, he tried to arrest me.  I resisted and then ran not wanting to kill him.  But Lex followed me into the river (Upper Niben) and then the woods (Nibenay Basin) and I lost him there.&lt;br /&gt;
&lt;br /&gt;
Here's the problem, he's still stuck in the woods.  So when I need to go spy on him to hear his discussions later in the quest, the map shows he's still in the Nibenay Basin woods.  When I go there and get close to him, the game freezes.  He never gets back to the shacks area.  How silly!&lt;br /&gt;
&lt;br /&gt;
Eric [[Special:Contributions/70.82.209.73|70.82.209.73]] 00:20, 6 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Lex No Where To Be Found! ==&lt;br /&gt;
&lt;br /&gt;
I have the same problem as the last guy, ive done everything up to &amp;quot;I gave the icestaff to Methredhel etc etc&amp;quot; so i now need to spy on Lex, problem being, hes not there! Ive done more-or-less everything else in the game (including having a 200k+ bounty and fighting with lex somewhere out in the forest) this is, im assuming, why he isnt there anymore! Scanned over the entire map and theres nothing indicating where he should be. HELP&lt;br /&gt;
&lt;br /&gt;
:Go to your quest journal and select the &amp;quot;independent thievery&amp;quot; I dont remember any quest where you have to spy on lex... been awhile though. [[User:Mikeyboy52|&amp;lt;span style=&amp;quot;line-height:0.9; font-size:16pt ;color:red; font-family:Oblivion,Serif&amp;quot;&amp;gt;Mike&amp;lt;/span&amp;gt;]][[User talk:Mikeyboy52|&amp;lt;span style=&amp;quot;color:royalblue; line-height:0; font-size:8pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]] 23:22, 12 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::This might be a little late, but try getting arrested by him again, and then resisting arrest and running back to that area. {{unsigned|76.21.230.121|19:52, 8 August 2010}}&lt;br /&gt;
&lt;br /&gt;
== Note ==&lt;br /&gt;
&lt;br /&gt;
can anybody please tell me why when i try to put the note in the nightstand it wont do it it wont even tell me that it has been done im checking if its the wrong nightstand buts theres only 1 cany anybody help... and im playing on the xbox 360 feel free to contact me at jimmybob97@gmx.com {{Unsigned|178.99.229.16|08:16, 1 September 2010}}&lt;br /&gt;
&lt;br /&gt;
== Dremora killed  ==&lt;br /&gt;
&lt;br /&gt;
is it possible to kill the Dremora that Lex talks to or will you be suspended from mages guild, or will you have to pay a blood price? [[User:Secret Chief|Secret Chief]] 18:36, 11 January 2011 (UTC)&lt;br /&gt;
:You can't move after the Dremora appears, and you can't move again until it leaves. Did you use the console to re-enable controls? Why would you want to kill it anyway, to get his heart, he doesn't drop anything anyway. Go to a Conjurer cave if you still needs the hearts to get reinstated but do '''not''' kill him, it will likely break the Thieves Guild quest chain. He isn't a member of the mage's guild though so don't worry about expulsion from the Mage's guild. [[User:Alpha Kenny Buddy|Alpha Kenny Buddy]] 18:55, 11 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Removed Note ==&lt;br /&gt;
&lt;br /&gt;
:''If this happens you can keep the staff for yourself and get a second one if you don't give it to the thieves guild and once you are Arch-Mage (or just before asking for the promotion) it appears in the Arch-Mage's room like it is supposed to happen when it is not stolen. You may also have a third one if you take both previous copies before the original Arch-Mage dies, then when it happens take it from his body. A possible explanation for this is that if you have to pay the blood price and take the staff it is not recorded as stolen and will appear a second time in the room and if you take those just before getting promoted to Arch-Mage, you can take another one from Hannibal Traven's body because he always has one on him.''&lt;br /&gt;
&lt;br /&gt;
I've removed this from the article. It's poorly written and hard to understand. If someone can verify and re-write this, then maybe it should go on the page. [[User:Legoless|Legoless]] 01:06, 17 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Moved note. ==&lt;br /&gt;
&lt;br /&gt;
* Doing the Dark Brotherhood quest &amp;quot;[[Oblivion:A Watery Grave|A Watery Grave]]&amp;quot; during the Waterfront invasion can make the former quest easier, as there are more guards around than usual to attack the pirates.&lt;br /&gt;
&lt;br /&gt;
Why should we have this note put on the page because it doesn't &amp;quot;interact&amp;quot; , to say , with the quest. Thoughts ? [[User:JackTurbo95|JackTurbo95]] 18:24, 19 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Agreed. It's badly worded, and if it belongs anywhere it belongs on the Watery Grave quest page. [[User:Legoless|Legoless]] 18:30, 19 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Misdirection glitch help!?  ==&lt;br /&gt;
&lt;br /&gt;
ok so i play on pc went into the training hall and got the icestaff there. and i got another also from the archmages drawers and i but when i speak to methredill about it i can only so i don't have help me? [[User:CrazyCow01|CrazyCow01]] 21:35, 5 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Get rid of one of the icestaffs from your inventory and try it again. If they're marked as quest items, remove one via console commands. [[User:Legoless|Legoless]] 22:13, 5 May 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>24.33.141.151</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Temple_of_the_Ancestor_Moths_(dungeon)&amp;diff=706340</id>
		<title>Oblivion talk:Temple of the Ancestor Moths (dungeon)</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Temple_of_the_Ancestor_Moths_(dungeon)&amp;diff=706340"/>
		<updated>2011-08-28T21:08:27Z</updated>

		<summary type="html">&lt;p&gt;24.33.141.151: /* No Fighting? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Do we need this info on the Place Page?==&lt;br /&gt;
&lt;br /&gt;
I just removed this entire meaningless tip from the article; as far as I can tell, the tip is merely useless (unless the amulets are enchanted), it's about exploiting glitches, and is more or less the kind of tips we're trying to avoid. &lt;br /&gt;
* If your character is level four or higher, the respawning [[Oblivion:Blind_Moth_Prelate#Blind_Moth_Prelates|Blind Moth Prelate]] in ''[[Oblivion:Temple_of_the_Ancestor_Moths_(place)#Zone_5:_Shrine_of_The_Moth|Shrine of the Moth]]'' always has a high level amulet or ring equipped which is randomly generated. By saving before entering the zone, you can ensure that you get a good ring or amulet. If you leave the zone and wait for 73 hours you can acquire another ring or amulet when the guardian respawns. Be warned though that this is not the case while doing the Turning a Blind Eye quest is some editions of the game. In those editions you will need to finish the quest first and then when you come back you can game the Blind Moth Prelate for good loot.&lt;br /&gt;
--[[User:Krusty|Krusty]] 06:30, 23 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
: It seems that the ring or amulet he has is indeed enchanted. When I did the quest today, he had a ring of the viper (11% poison resist), and he is mentioned as having magic items at the entry for him at the page the tip linked to. I'm not sure whether or not that is noteworthy enough for inclusion in the article, though - one would expect respawning NPCs to spawn with their usual equipment. [[User:MuddlingThrough|MuddlingThrough]] 05:43, 14 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== No Fighting? ==&lt;br /&gt;
&lt;br /&gt;
The article on obtaining master alchemy equipment says &amp;quot;(a bonus not needing to fight because of the Blind Moth Priests)&amp;quot;, but when I entered, everyone attacked me.  Do I need to be on the quest to not get attacked, or is the alchemy article full of shit?&lt;/div&gt;</summary>
		<author><name>24.33.141.151</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Temple_of_the_Ancestor_Moths_(dungeon)&amp;diff=706339</id>
		<title>Oblivion talk:Temple of the Ancestor Moths (dungeon)</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Temple_of_the_Ancestor_Moths_(dungeon)&amp;diff=706339"/>
		<updated>2011-08-28T21:07:13Z</updated>

		<summary type="html">&lt;p&gt;24.33.141.151: /* No Fighting? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Do we need this info on the Place Page?==&lt;br /&gt;
&lt;br /&gt;
I just removed this entire meaningless tip from the article; as far as I can tell, the tip is merely useless (unless the amulets are enchanted), it's about exploiting glitches, and is more or less the kind of tips we're trying to avoid. &lt;br /&gt;
* If your character is level four or higher, the respawning [[Oblivion:Blind_Moth_Prelate#Blind_Moth_Prelates|Blind Moth Prelate]] in ''[[Oblivion:Temple_of_the_Ancestor_Moths_(place)#Zone_5:_Shrine_of_The_Moth|Shrine of the Moth]]'' always has a high level amulet or ring equipped which is randomly generated. By saving before entering the zone, you can ensure that you get a good ring or amulet. If you leave the zone and wait for 73 hours you can acquire another ring or amulet when the guardian respawns. Be warned though that this is not the case while doing the Turning a Blind Eye quest is some editions of the game. In those editions you will need to finish the quest first and then when you come back you can game the Blind Moth Prelate for good loot.&lt;br /&gt;
--[[User:Krusty|Krusty]] 06:30, 23 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
: It seems that the ring or amulet he has is indeed enchanted. When I did the quest today, he had a ring of the viper (11% poison resist), and he is mentioned as having magic items at the entry for him at the page the tip linked to. I'm not sure whether or not that is noteworthy enough for inclusion in the article, though - one would expect respawning NPCs to spawn with their usual equipment. [[User:MuddlingThrough|MuddlingThrough]] 05:43, 14 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== No Fighting? ==&lt;br /&gt;
&lt;br /&gt;
The article on obtaining master alchemy equipment says you don't need to fight in this place, but when I entered, everyone attacked me.  Do I need to be on the quest to not get attacked, or is the alchemy article full of shit?&lt;/div&gt;</summary>
		<author><name>24.33.141.151</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Rowley_Eardwulf&amp;diff=706311</id>
		<title>Oblivion talk:Rowley Eardwulf</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Rowley_Eardwulf&amp;diff=706311"/>
		<updated>2011-08-28T19:10:17Z</updated>

		<summary type="html">&lt;p&gt;24.33.141.151: /* Gone */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Questions About Rowley==&lt;br /&gt;
&lt;br /&gt;
First of all, according to the info here, he buys quite a lot of stuff, including weapons, armour, magical items, books etc. He's not quite a general trader, but he's close. However, in theory he's also an evil merchant, which most of the others are not. Therefore, does your infamy affect him in the negative way that it affects the other merchants? I.E. does he become the perfect merchant for an evil character to sell their non-stolen loot to?&lt;br /&gt;
&lt;br /&gt;
Similarly, some of the other downloadable content merchants, such as the woman who appears in the Mystic Emporium develop a problem insofar as they don't clear the lists of things they buy from you, leading to a chunky and slow-loading menu whenever you try to sell stuff to them. I was also wondering if anyone had experienced this problem with Rowley?&lt;br /&gt;
&lt;br /&gt;
Thanks. {{unsigned|87.127.79.8|20 June 2007}}&lt;br /&gt;
&lt;br /&gt;
:Items you sell Rowley will disappear from his inventory after three days, so there shouldn't be any problems with a bloated inventory slowing down the menus.  As for how infamy affects his disposition, though, I'm not sure. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 17:05, 20 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::if hes evil ways his repons so high? {{unsigned|86.170.82.101|1 June 2009}}&lt;br /&gt;
&lt;br /&gt;
:::He isn't proven to be evil, that is just supposition and the in-game faction he is part of is '''not''' an evil one, so his responsability is totally justified. --[[User:SerCenKing|SerCenKing]] &amp;lt;sup&amp;gt;[[User talk:SerCenKing|Talk]]&amp;lt;/sup&amp;gt; 13:32, 1 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Strange Bug==&lt;br /&gt;
&lt;br /&gt;
I have expirienced very strange bug with Rowley on PC. When I talk to him, he doesn't have an option to buy/sell items and training option. I can just talk or exit conversation. Because of that I can not buy Ichor of Sithis. How can I fix this? Is there any cheatcode where i can just &amp;quot;summon&amp;quot; this potion to myself?&lt;br /&gt;
&lt;br /&gt;
Thanks for the answer! {{unsigned|193.77.42.100|29 November 2007}}&lt;br /&gt;
&lt;br /&gt;
:He doesn't sell things all the time. If you look at the article, you'll see he's only available between 12am-12pm and 2pm-8pm each day. You need to talk to him during those times. --[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 13:25, 29 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::More specifically, he must not be in the dining area for you to trade with him. I tried talking to him while he ate, then checked here, waited for him to finish eating and stand up. He immediately said, &amp;quot;Psst. Hey, you, I got what you need,&amp;quot; but when I talked to him then he only offered sneak training. Until he walked over to the stairs and sat down (about 2:15) I couldn't trade with him. [[User:71.113.146.96|71.113.146.96]] 17:09, 13 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Crimson Scar? ==&lt;br /&gt;
&lt;br /&gt;
If he's a Crimson Scar shouldn't he be a vampire? [[User:Helper Unknown|Helper Unknown]] 07:01, 14 September 2008 (EDT)&lt;br /&gt;
:I was wondering the same thing. Maybe he cured himself? [[User:89.124.235.130|89.124.235.130]] 16:13, 1 April 2009 (EDT)&lt;br /&gt;
::Probably he did cure himself with the Font of Renewal in Deepscorn because at the end of [[Oblivion:Greywyn's Journal|Greywyn's Journal]] Greywyn cures himself of vampirisim because Sithis views the drinking of blood to be 'Wrong' (but cold blooded murder and ripping out organs is perfectly acceptable) and Rowley probably did the same after Greywyn cured himself.--[[User:VergilSparda|VergilSparda]] 17:24, 10 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Sitting on Stairs ==&lt;br /&gt;
&lt;br /&gt;
:''(moved from the article)''&lt;br /&gt;
* Rowley Eardwulf seems to be the only character who ever sits on stairs. Even when he is not sitting on the stairs, the player cannot sit on them, and no other NPC in the game sits on stairs.Hence, unless the player has installed the [[Oblivion:Vile Lair|Vile Lair]] plugin, this behavior will not be observed at all in the game. &lt;br /&gt;
&lt;br /&gt;
: This isn't worth mentioning on the article because it's simply another example of a trick the devs used with [[Oblivion:Fathis Ules|Fathis Ules]]. Although it looks like he's sitting on the stairs, there's actually a small stool embedded in them that's inaccessible to the player but not NPCs. Rowley is sitting on that. Ules pulls a similar trick. It looks like he sits on his chest, but he's really sitting on a stool embedded in it. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 13:55, 1 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Thanks!! I have never been able to figure that out. I'd been trying to for months!&lt;br /&gt;
So, I think that in effect, there is no NPC in the vanilla game that sits on anything that isn't a chair. [[User:Facebag|Facebag]] 14:07, 1 June 2010 (UTC)&lt;br /&gt;
:And just for good measure they've set ownership of the stool to Rowley, so the player really, truly can't sit on it anyway. --[[Special:Contributions/86.31.213.148|86.31.213.148]] 20:21, 19 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Shady Sam and stolen goods ==&lt;br /&gt;
&lt;br /&gt;
The notes on Rowley's page mentioned that Shady Sam buys stolen goods, this is false so I edited the article.[[User:StaggerLee|StaggerLee]] 11:18, 17 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Gone ==&lt;br /&gt;
&lt;br /&gt;
I went to the wawnet inn to sell some things to him, only to find that he was gone.  I tried waiting by the stairs at two hour intervals for a whole day, but he never showed up.  I had already bought everything for deepscorn hollow, so it is possible that he was set non-essential and killed, but I didn't think he ever went outside, so he shouldn't have been killed.&lt;/div&gt;</summary>
		<author><name>24.33.141.151</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Janus_Hassildor&amp;diff=705611</id>
		<title>Oblivion talk:Janus Hassildor</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Janus_Hassildor&amp;diff=705611"/>
		<updated>2011-08-25T19:46:42Z</updated>

		<summary type="html">&lt;p&gt;24.33.141.151: /* Count not coming out of his room */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Typo in top section==&lt;br /&gt;
Sorry to inflict my newbie-ness upon the talk pages, however, I can't figure out how to edit that very top paragraph.  It should read &amp;lt;nowiki&amp;gt;&amp;quot;vampires are &amp;lt;/nowiki&amp;gt;''a''&amp;lt;nowiki&amp;gt; problem for Janus Hassildor&amp;quot;&amp;lt;/nowiki&amp;gt;.  I'm a stickler for spelling and grammar, what can I say.  --[[User:CharmSpell|CharmSpell]] 09:05, 19 June 2007 (EDT)&lt;br /&gt;
:Figured it out, I was so used to seeing the little text &amp;quot;Edit&amp;quot; next to all the titles, I forgot about the little &amp;quot;edit&amp;quot; tab at the top. --[[User:CharmSpell|CharmSpell]] 09:09, 19 June 2007 (EDT)&lt;br /&gt;
::Just too quick for me! The other benefit of the edit tab at the top is that you can edit the whole page. That's very useful if you want to fix the spelling and grammar on an entire article rather than having to do one paragraph at a time. --[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;[[User_Talk:Rpeh|Talk]]&amp;lt;/sup&amp;gt; 09:12, 19 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Janus ==&lt;br /&gt;
&lt;br /&gt;
Is it worth mentioning that Janus was a Roman god with two faces? It seems an appropriate name for the Count, given his vampirism. [http://en.wikipedia.org/wiki/Janus_%28mythology%29 Wikipedia] has more, of course. --[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;[[User_Talk:Rpeh|Talk]]&amp;lt;/sup&amp;gt; 03:28, 11 August 2007 (EDT)&lt;br /&gt;
:It's been discussed at [[Oblivion Talk:Easter Eggs#Janus Hassildor]], where the conclusion seemed to be that Janus is a common Romanian name and therefore there is not a clear connection to the roman god. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 03:39, 11 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bruma? ==&lt;br /&gt;
&lt;br /&gt;
I just saw him exiting Castle Bruma, something I have never seen before. Does he have business there or was it just a bug? [[User:Dark Echo|Dark Echo]] 20:06, 21 December 2007 (EST)&lt;br /&gt;
:There have been several cases where players have seen the Count in odd places; I've personally had him approach me at the bottom of a couple of cave systems, say &amp;quot;Please go&amp;quot; and walk off. His standard AI doesn't take him outside his castle (except on the one MG quest) so what you've seen is definitely a bug, just nothing out of the ordinary. —[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 06:35, 29 December 2007 (EST)&lt;br /&gt;
::i have seen him in the arena sewers and he had dialog for the imperial city {{unsigned|72.129.173.169|19:25, 31 December 2007}}&lt;br /&gt;
&lt;br /&gt;
== Glitch ==&lt;br /&gt;
&lt;br /&gt;
I have found a glitch while doing the vampire cure quest and imformation at a price at the same time. While I was in bloodcrust looking for a vampire that seemed to have dissapeared, Janus walked into the cave and told me to go. Now I looked for the other vampire for a while but quit after about 30 minutes. There was then an update over xbox live after which i went to the cave and found the last vampire (after I killed him the quest update came up) and went to the castle. When I speak with Hal-Liurz she tells me to wait while she gets the count but then just stands there. I have searched the whole castle in vain trying to find the count but he is nowhere to be found. This predicament is halting my progress with both quests. If anyone has info on how to solve this without restarting my game(as i have no saves previous to this event)please contact me at mjbeier@shaw.ca&lt;br /&gt;
&lt;br /&gt;
P.S. I believe i used the font of renewal during these quests as well which may have caused teh glitch but i still was able to drink the cure. {{unsigned|24.70.95.204|11:16, 5 February 2008}}&lt;br /&gt;
: The main page already warns about the dangers of mixing the Hassildor-related quests. There's nothing that can be done I'm afraid. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 07:39, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: I think i have made an amazing discovery. While I was ramdomly jumping on buildings in the skingrad castle courtyard I found a secret. If you jump up the railing on one of the staircases (the one on the right when you first walk in), and jump to the roof you can actually reach the edge of the map. If you peek over the edge at a certain point you can see the passageway to the chamber of the lost. If you jump down to it and go to the door, slowly walk of the end where the door is and you can go inside where low and behold our friend Janus Hassildor is waiting inside. Talk to him to the Information at a price quest. To exit you have to go out the door and fast travel to any location as the passage is still technically blocked off. After which you can go to Hal-Liurz to finish the Vampire Cure quest as she will take you into the chamber of the lost.--[[User:Crazydax|Crazydax]] 16:24, 9 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I had the same problem. I was doing both quests simultaneously and so Hal-Liurz became completely useless in bringing Hassildor to me. I managed to sort it out by using the code TCL in the console to get to the Chamber of the Lost where Hassildor was sitting by his wife. {{unsigned|123.2.135.3|12:41, 2 June 2010}}&lt;br /&gt;
&lt;br /&gt;
:::: Actually, it seems that you can use this glitch to solve the bug of running several missions for the count at once. For me it worked this way:&lt;br /&gt;
* I was playing the cure for vampirism quest and the wizards one. I enter in the secret room using the glitch (described here: http://www.youtube.com/watch?v=3R7uwpeogvM )&lt;br /&gt;
* I talk with the count and finish (Completely) the other quest.&lt;br /&gt;
* I talk with the assistant, now she no longer say &amp;quot;wait here&amp;quot; but she will talk about the cure quest and youll be able to finish it&lt;br /&gt;
&lt;br /&gt;
== Style ==&lt;br /&gt;
&lt;br /&gt;
this is just a random question but whats the fur coat he wearing i want one :p&lt;br /&gt;
.--[[User:Umbacano|Umbacano]] 10:06, 23 February 2008 (EST)&lt;br /&gt;
:It's actually a shirt - &amp;quot;UpperShirt02&amp;quot; is its name in the CS. You can find one on the second floor of Heinrich Oaken-Hull's house in Anvil. [[Oblivion:Primo Antonius|Primo Antonius]], one of the residents of Summitmist Manor during [[Oblivion:Whodunit?|Whodunit?]], also owns one as do a few other NPCs. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 03:15, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Thanks you saved a whole lotta trouble :) .--[[User:Umbacano|Umbacano]] 10:06, 2 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Does it cover your shirt greaves, boots, and curiass or is it just a plain shirt?.--[[User:Umbacano|Umbacano]] 07:57, 5 March 2008 (EST)&lt;br /&gt;
:::: Upper and lower body. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 14:00, 5 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::One last question is it on the clothing section? {{Unsigned|Umbacano}}&lt;br /&gt;
::::::[[Oblivion:Black &amp;amp; Burgundy Outfit|Yep]]. –[[User:Eshe|Eshe]]&amp;lt;sup&amp;gt;[[User talk:Eshe|talk]]&amp;lt;/sup&amp;gt;19:57, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== More walking around... ==&lt;br /&gt;
&lt;br /&gt;
I just accepted the Bloodcrust Cavern quest from him, and upon exiting Skingrad (in broad daylight), I met old Janus taking a stroll down the road. He even started a conversation, stating that he saw my fight with the Gray Prince... ahaha.&lt;br /&gt;
&lt;br /&gt;
He seemed fine, until I talked to him again and his skin suddenly started to boil.&lt;br /&gt;
&lt;br /&gt;
Apparently, he made it back inside, because when I later showed up to say hi, he was in his bedchambers. Ended up killing off twelve of his guards who were after me too, but that's another story. -_^&lt;br /&gt;
&lt;br /&gt;
So yeah, I think he has a tendency to go off on his own and &amp;quot;explore.&amp;quot; Bravest vampire I can think of. {{unsigned|67.60.62.219|08:00, 17 April 2008}}&lt;br /&gt;
&lt;br /&gt;
==Bela Lugosi==&lt;br /&gt;
Am I the only one who thinks that Hassildor looks a lot like Bela Lugosi?&lt;br /&gt;
[[User:24.136.144.118|24.136.144.118]] 14:48, 1 June 2008 (EDT)&lt;br /&gt;
::Yes.&lt;br /&gt;
&lt;br /&gt;
==Adventuring==&lt;br /&gt;
A curious thing.  I'm not sure where this should go.  While both the &amp;quot;vampire cure&amp;quot; and &amp;quot;confront the king&amp;quot; quests were simultaneously active, I ran into Janus in the Echo Cave.  I was having a bit of trouble with an ancient ghost, and he came running up from out of nowhere and started fighting it.  What was he doing there?  When I talk to him, all he would tell me were Rumors, and when the ghost was dead, he briskly left the cave.   &lt;br /&gt;
&lt;br /&gt;
So I don't know if spelunking is a hobby of his, or if he was helping me out because I was a fellow vampire, or if he specifically gets involved in that quest, or what, but I thought it was wacky.  Also, the Count is kind of hard core.  This was on the Xbox 360. [[User:Krone03|Krone03]] 12:38, 28 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Sugar Daddy ==&lt;br /&gt;
&lt;br /&gt;
I can only confirm this for my self, but last night I completed the cure for vampirisme quest and collected my reward as a vampire before drinking the cure myself (I started the quest because of course I didn't want to be a vamp any more).    Afterwards I drank the cure and sneaked back to Janus' room and talked to him.  wouldn't you know the &amp;quot;reward&amp;quot; button was still available for selection so I did, and sure enough I got the 10000 gold ( I think it might be a leveled reward) reward again...and again ... and again.  So far it has continued to work.{{unsigned|198.185.18.207|3 november 2008}}&lt;br /&gt;
&lt;br /&gt;
:You know, trying to read the article [[Oblivion:Vampire Cure|here]] would make you realise that your bug is already described [[Oblivion:Vampire Cure#Bugs|here]].--[[User:LordDagon|LordDagon]]&amp;lt;sup&amp;gt;[[User_talk:LordDagon|T]]&amp;amp;#124;[[Special:Contributions/LordDagon|C]]&amp;lt;/sup&amp;gt; 11:19, 3 November 2008 (EST)&lt;br /&gt;
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== feeding ==&lt;br /&gt;
I was pickpocketing the count and I noted that i cant feed on him. anyone know if this happens to them?--[[User:65.30.21.68|65.30.21.68]] 13:04, 30 November 2008 (EST)&lt;br /&gt;
:Read the &amp;quot;'''Feeding'''&amp;quot; section of the [[Oblivion:Vampirism|Vampirism]] page. [[User:Felindre|Felindre]] 13:22, 14 December 2008 (EST)&lt;br /&gt;
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::After waking-up from a good nights' sleep in my Bravil house, I was shocked to find the Count of Skingrad stood next to my bed! When I spoke to him there were no new topics, after which he just calmly walked out of my house! - [[User:Perky|Perky]] 11:08, 16 May 2009 (EDT)&lt;br /&gt;
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== VN tag ==&lt;br /&gt;
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According to [http://www.uesp.net/w/index.php?title=Oblivion%3AJanus_Hassildor&amp;amp;diff=482562&amp;amp;oldid=482389 this] edit, the glowing red vampire is only caused by certain mods. If this is the case, the note should be removed from the article. I would do it, but there may be another explaination that I am unaware of. [[User:Dlarsh|Dlarsh]]&amp;lt;sup&amp;gt;([[User_talk:Dlarsh|Talk]],[[Special:Contributions/Dlarsh|Contribs]],[[Special:Emailuser/Dlarsh|E-mail]])&amp;lt;/sup&amp;gt; 03:17, 28 October 2009 (UTC)&lt;br /&gt;
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:I did remove it and put a much more reasonable note down. He does NOT turn bright red. But my note got deleted and the wrong one put back up.--[[User:Kri-Dar|Kri-Dar]] 17:05, 21 November 2009 (UTC)&lt;br /&gt;
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::Let's get this straight. I undid your edit because you removed a VN tag without explanation, since you provided [http://www.uesp.net/w/index.php?title=Oblivion%3AJanus_Hassildor&amp;amp;diff=486599&amp;amp;oldid=482729 no edit summary]. So &amp;quot;the wrong one&amp;quot; '''+ the VN tag''' was put back up. In addition your note is not completely correct: the reason why he doesn't die is due to the fact that sun damage is not a constant effect and therefore will only slightly affect an NPC vampire (as stated [[Oblivion:Vampires#Notes#Sun Damage|here]]), not because he is essential. Now, if you have indeed found that the present note is incorrect feel free to remove the VN and leave an explanation in your edit summary. Also, don't include the &amp;quot;doesn't die because essential&amp;quot; bit please. --[[User:SerCenKing|SerCenKing]] &amp;lt;sup&amp;gt;[[User talk:SerCenKing|Talk]]&amp;lt;/sup&amp;gt; 17:21, 21 November 2009 (UTC)&lt;br /&gt;
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:::I changed it again and I put your little editing note in. Vampires do not turn bright red in sunlight under any circumstances so the VR tag is no longer needed since I verified it.--[[User:Kri-Dar|Kri-Dar]] 18:09, 21 November 2009 (UTC)&lt;br /&gt;
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:::::Actually, after I completed the Vampire Cure quest, I found him in the courtyard and he DID turn to bright red, so you may want to double check this just to be sure.--[[User:S&amp;amp;#39;drassa|S&amp;amp;#39;drassa]] 18:15, 21 November 2009 (UTC)&lt;br /&gt;
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:I checked 3 times!!!!It must only happen now and then, I'll check again and edit it accordingly.--[[User:Kri-Dar|Kri-Dar]] 18:35, 21 November 2009 (UTC)&lt;br /&gt;
::I just forced him outside via the console and while I see some fairly intense red and yellow colouring at times due to HDR, it's no worse than it is for anybody else with a similar skin colour (Foul Fagus, for instance).  Is the &amp;quot;bright red&amp;quot; that people have experienced just a result of that, or is it something else? —[[User:RobinHood70|Robin Hood]] &amp;lt;small&amp;gt;([[User_talk:RobinHood70|Talk]] • [[Special:Emailuser/RobinHood70|E-mail]] • [[Special:Contributions/RobinHood70|Contribs]])&amp;lt;/small&amp;gt; 06:43, 22 November 2009 (UTC)&lt;br /&gt;
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:::I am pretty sure it is. It seems different for each user who has seen this. I think &amp;quot;bright red&amp;quot; will do for now until its looked into further --[[User:Kri-Dar|Kri-Dar]] 12:13, 22 November 2009 (UTC)&lt;br /&gt;
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::::I use the PS3 version, with goty version. vampires do indeed have a bright red shade on them in broad daylight. Either by chance or something I did, a vampire was attacking me outside and had the color on. so if its a mod, its probably shivering, though it could be kotn [[User:Mikeyboy52|Mikeyboy52]] 03:19, 7 February 2010 (UTC)&lt;br /&gt;
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== About the Notes ==&lt;br /&gt;
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It has been a while since I've been to his page, but since I'm a fan I occasionally check back to see if anything new has popped up on Janus' page. Thus, I would like to point out something new that I feel is an error. Janus cannot be at 25% vampirism for a couple of in-game reasons.&lt;br /&gt;
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Reason number one is what is the kicker to me: He smokes in the sunlight if you get him (or find him) outside, does he not? (I mean I have never tried to get him out in the sun, but based on every person's account on finding him randomly outside, he smokes which means he's 50% or higher.)&lt;br /&gt;
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Reason number two (which is arguable): He turns invisible if you fight him (either to get a weapon that is nearby or to do a sneak attack of some sort). This is almost always the first thing that he does if you were to engage in random combat, and he never attempts to try this a second time. Now, as a &amp;quot;powerful mage&amp;quot; (not sure who put that new note of this title being a possible ruse, though it is likely), it is possible that he has an invisibility spell, but I have a bigger feeling that it is his Embrace of Shadows spell at work. This would mean that he is at 100% vampirism like every other vampire NPC, which to me would fit with his character (not feeding like a glutton).&lt;br /&gt;
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I mean it is possible that he is 25%, but since these other things do come into play, I find it kind of odd. Is there something that I am missing?&lt;br /&gt;
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(Also, anyone have a guess at how old he really is? Based on the in-game back story, he has not been a vampire that much over 50 years, so I would say at least 70-78 or 80-88 if he was 20-30 or so when he was afflicted...but tvtropes notes that he is over 200 years old, which I find to be impossible unless they were being sarcastic. Just curious.) [[User:Shadegirl07|Shadegirl07]] 19:59, 22 February 2010 (UTC)&lt;br /&gt;
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:He does indeed have the ability [[ob:Vampirism#Embrace of Shadows|Embrace of Shadows]], which seems to conclusively prove that he is at 100%.  That note has since been removed.  --'''[[User:GuildKnight|GK]]'''&amp;lt;sup&amp;gt;[[User_talk:GuildKnight|talk2me]]&amp;lt;/sup&amp;gt; 19:08, 22 March 2010 (UTC)&lt;br /&gt;
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::Okay then. Thanks. ^^ I see now that the page has been reworked and that he's 50% with all spells except for [[ob:Vampirism#Reign of Terror|Reign of Terror]]. That answers a couple of questions. ^^[[User:Shadegirl07|Shadegirl07]] 13:23, 24 March 2010 (UTC) &lt;br /&gt;
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== Potential Problem == &lt;br /&gt;
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There doesn't seem to be a way for someone to check his inventory in-game when he's essential, since all NPCs need checking both in-game and CS, what solution is there ?--&amp;lt;font color=MidnightBlue&amp;gt;[[User:TheAlbinoOrc|TheAlbinoOrc]]&amp;lt;/font&amp;gt; 20:05, 24 March 2010 (UTC)&lt;br /&gt;
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: On the PC, you can use the [[Oblivion:Console|Console]]: &amp;lt;code&amp;gt;setessential 00028FAE 0&amp;lt;/code&amp;gt; and then kill him. On consoles, you might be able to check it with the picking-the-pocket-as-a-knocked-out-character-wakes-up glitch. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 20:59, 24 March 2010 (UTC) &lt;br /&gt;
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::That should work. Thanks !--&amp;lt;font color=MidnightBlue&amp;gt;[[User:TheAlbinoOrc|TheAlbinoOrc]]&amp;lt;/font&amp;gt; 22:24, 24 March 2010 (UTC)&lt;br /&gt;
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== picture ==&lt;br /&gt;
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hi i was wondering who put the picture that says&amp;quot;janus hassildor to the rescue&amp;quot; because i want to give them a cookie!--&amp;lt;font color=pink&amp;gt;[[User:GUM!!!|GUM!!!]]&amp;lt;/font&amp;gt; 22:14, 24 March 2010 (UTC) &lt;br /&gt;
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: Check the history, it might take a while but that's the easiest way. Oh by the way your signature is unreadable see the link in the discussion [[User_Talk:TheAlbinoOrc|here]] for other options.--&amp;lt;font color=MidnightBlue&amp;gt;[[User:TheAlbinoOrc|TheAlbinoOrc]]&amp;lt;/font&amp;gt; 22:24, 24 March 2010 (UTC)&lt;br /&gt;
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:: That's one of mine. You can easily tell who uploaded a picture by clicking on it and looking at the history towards the bottom of the page. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 22:32, 24 March 2010 (UTC)&lt;br /&gt;
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:::ok you can expect a cookie soon!and i can read it just fine but if you know of any other shades of pink i'll gladly change oh please leave the ansewr on my talk page(if you do ansewr)--&amp;lt;font color=pink&amp;gt;[[User:GUM!!!|GUM!!!]]&amp;lt;/font&amp;gt; 01:26, 25 March 2010 (UTC)&lt;br /&gt;
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==Rumors==&lt;br /&gt;
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Is it necessary to have NPC's names by the quotes about him? I was under the impression that most of them were randomly generated, and the top two, at least, could be said by anyone. -[[User:DevotedInsanity|DevotedInsanity]] 21:35, 28 March 2010 (UTC)&lt;br /&gt;
: All the quotes are unique to the named NPCs - and you will not hear them from anybody else. That is why I felt it was necessary to include the names. When the big CS check comes, I'm pretty sure some more &amp;quot;common&amp;quot; rumors will pop up. --[[User:Krusty|Krusty]] 21:43, 28 March 2010 (UTC)&lt;br /&gt;
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== Janus Talks Repeatedly Bug ==&lt;br /&gt;
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I've investigated the bug added by {{Pl|Oblivion:Janus Hassildor|this change|3=diff=559771&amp;amp;oldid=558845}} and I can see some poor coding in one section and it seems reasonable that, as the bug report suggests, it could occur when [[Oblivion:Vampire Cure|Vampire Cure]] and [[Oblivion:Ulterior Motives|Ulterior Motives]] are running concurrently. More specifically, I ''believe'' what triggers it is if you've got the Vampire Cure potions and then kill Mercator and friends. It looks like the count would get confused at that point until the one of the quests is advanced and breaks the cycle. I'm about to try it myself by using the Construction Set to replicate what I believe causes it, but testing in a &amp;quot;real&amp;quot; game would be better. &amp;lt;span style=&amp;quot;white-space:nowrap;&amp;quot;&amp;gt;‒ [[User:RobinHood70|&amp;lt;span style=&amp;quot;font-variant:small-caps; color:royalblue;&amp;quot;&amp;gt;'''Robin Hood'''&amp;lt;/span&amp;gt;]]&amp;lt;span style=&amp;quot;font-size:18pt; line-height:0;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;color:royalblue; line-height:0; font-size:7pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 18:07, 29 March 2010 (UTC) &lt;br /&gt;
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:I can do this with Mhira sometime in the next few days.--&amp;lt;font color=MidnightBlue&amp;gt;[[User:TheAlbinoOrc|TheAlbinoOrc]]&amp;lt;/font&amp;gt; 21:02, 29 March 2010 (UTC)&lt;br /&gt;
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::Thanks. Do some playing around and see what you can find. So far, I've been unable to replicate the bug stated, but I ''have'' gotten to the point mentioned in the first bug where I'm unable to finish the Vampire Cure quest as a result of getting the potions while Ulterior Motives was running. I was forced into finishing Ulterior Motives, but then unable to proceed with Vampire Cure at all. &amp;lt;span style=&amp;quot;white-space:nowrap;&amp;quot;&amp;gt;‒ [[User:RobinHood70|&amp;lt;span style=&amp;quot;font-variant:small-caps; color:royalblue;&amp;quot;&amp;gt;'''Robin Hood'''&amp;lt;/span&amp;gt;]]&amp;lt;span style=&amp;quot;font-size:18pt; line-height:0;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;color:royalblue; line-height:0; font-size:7pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 23:11, 29 March 2010 (UTC) &lt;br /&gt;
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:::Weird, is it possible that you or the person that posted the bug in the first place had another quest that affected him such as [[Oblivion:Allies for Bruma|Allies for Bruma]] ?--&amp;lt;font color=MidnightBlue&amp;gt;[[User:TheAlbinoOrc|TheAlbinoOrc]]&amp;lt;/font&amp;gt; 20:57, 30 March 2010 (UTC)&lt;br /&gt;
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::::Well, I was deliberately testing having Vampire Cure and Ulterior Motives running together, so there could have been something going on there — I haven't had the chance to investigate the cause thoroughly. I managed to figure out the end-result and the resolution to it, though, and posted them in {{Pl|Oblivion:Ulterior_Motives|this edit|3=diff=560054&amp;amp;oldid=545046}}. &amp;lt;span style=&amp;quot;white-space:nowrap;&amp;quot;&amp;gt;‒ [[User:RobinHood70|&amp;lt;span style=&amp;quot;font-variant:small-caps; color:royalblue;&amp;quot;&amp;gt;'''Robin Hood'''&amp;lt;/span&amp;gt;]]&amp;lt;span style=&amp;quot;font-size:18pt; line-height:0;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;color:royalblue; line-height:0; font-size:7pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 21:32, 30 March 2010 (UTC)&lt;br /&gt;
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::::Edit: As a result of posting the above, I realized that I had posted to the wrong article. Looking through the Vampire Cure article, I found that it was already listed as a bug, and I had indeed been &amp;quot;in the way&amp;quot; so that was definitely the cause. I just moved the fix for it to the right article. &amp;lt;span style=&amp;quot;white-space:nowrap;&amp;quot;&amp;gt;‒ [[User:RobinHood70|&amp;lt;span style=&amp;quot;font-variant:small-caps; color:royalblue;&amp;quot;&amp;gt;'''Robin Hood'''&amp;lt;/span&amp;gt;]]&amp;lt;span style=&amp;quot;font-size:18pt; line-height:0;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;color:royalblue; line-height:0; font-size:7pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 21:38, 30 March 2010 (UTC) &lt;br /&gt;
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== TOC == &lt;br /&gt;
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Why is his page set to &amp;lt;nowiki&amp;gt;__NOTOC__&amp;lt;/nowiki&amp;gt; ? Just seems kind of odd.--&amp;lt;font color=MidnightBlue&amp;gt;[[User:TheAlbinoOrc|TheAlbinoOrc]]&amp;lt;/font&amp;gt; 19:48, 31 March 2010 (UTC)&lt;br /&gt;
:The &amp;lt;nowiki&amp;gt;__NOTOC__&amp;lt;/nowiki&amp;gt; is used so the page doesn't display a table of contents when the article contains many sections, that way the structure of the article doesn't mess up. Similarly, you can place &amp;lt;nowiki&amp;gt;__TOC__&amp;lt;/nowiki&amp;gt; to force the page to display a table of contents. --&amp;lt;font color=orange&amp;gt;[[User:S'drassa|S'drassa]]&amp;lt;/font&amp;gt; &amp;lt;sup&amp;gt;•&amp;lt;font color=purple&amp;gt;[[User_Talk:S'drassa|T2M]]&amp;lt;/font&amp;gt;&amp;lt;/sup&amp;gt; 20:00, 31 March 2010 (UTC) &lt;br /&gt;
::I wasn't sure why he'd have that thanks for clearing it up.--&amp;lt;font color=MidnightBlue&amp;gt;[[User:TheAlbinoOrc|'''TheAlbinoOrc''']]&amp;lt;/font&amp;gt; 21:23, 31 March 2010 (UTC)&lt;br /&gt;
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== More Count Bugs. ==&lt;br /&gt;
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I just started the Bleakers Way Quest.  While waiting at the inn for night to fall, The Count interrupted my waiting session.  Just like on the main page, there were no new topics of conversation.  &amp;quot;Skingrad&amp;quot; wasn't even a topic.  I have started the Vampire Cure quest, but I haven't started &amp;quot;Ulterior Motives&amp;quot;.  The only other quest I have active that has ''anything'' to do with Skingrad is &amp;quot;Buying a House in Skingrad&amp;quot;.  I hope this little tidbit might help to solve why this glitch occurs. {{unsigned|76.112.31.12|20:46, 2 April 2010}}&lt;br /&gt;
:Thanks for the report. That narrows down the possibilities a fair bit, I'll have a look at it over the weekend if I can. &amp;lt;span style=&amp;quot;white-space:nowrap;&amp;quot;&amp;gt;‒ [[User:RobinHood70|&amp;lt;span style=&amp;quot;font-variant:small-caps; color:royalblue;&amp;quot;&amp;gt;'''Robin Hood'''&amp;lt;/span&amp;gt;]]&amp;lt;span style=&amp;quot;font-size:18pt; line-height:0;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;color:royalblue; line-height:0; font-size:7pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 23:51, 2 April 2010 (UTC)&lt;br /&gt;
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== Hassildor in strange locations ==&lt;br /&gt;
I made a decision and moved the bug here for the time being - the wording isn't exactly informative, it is unclear and full of expressions like &amp;quot;perhaps&amp;quot;, &amp;quot;this may be be caused by&amp;quot; and &amp;quot;this theory has not yet been proven&amp;quot;.  We need to test this a lot before it should go on the article:&lt;br /&gt;
*''There is also a bug in which the Count will attempt to seek you out and engage you in conversation, perhaps multiple times, but will have no new topics to discuss. This may be caused by having the Vampire Cure questline active during [[Oblivion:Ulterior Motives|Ulterior Motives]], but this theory has not been proven. This bug can be quite ironic - eg. the reclusive Count pays you the honor of an impromptu visit at Rosethorn Hall just to chat.'' &lt;br /&gt;
I can see in the many posts above that several people have seen him roaming around all over Cyrodiil - I am willing to test everything I can - only problem is, I don't really know where to start. Any suggestions? --[[User:Krusty|Krusty]] 20:38, 6 May 2010 (UTC)&lt;br /&gt;
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: I just ran into him in Oblivion.  Here's the background: Cure for Vampirism is active, Ulterior Motives is not.  Currently doing Defense of Bruma.  I didn't feel like finding the steward (whoever the new one is, since I killed the Necromancer guy) so I picked the lock of the Lord's Manor and met him in there.  As soon as I got in he came running towards me, but didn't seem to care that I was trespassing.  I spoke to him about Defense of Bruma, then immediately went to the Skingrad Oblivion gate.  At the very top of the Sorrow Keep, I had just pulled the switch and killed all the monsters when Hassildor runs inside and says hi.  I said hi, then cancelled out of talking, then he walked out. [[Special:Contributions/24.218.219.49|24.218.219.49]] 11:28, 7 June 2010 (UTC)&lt;br /&gt;
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:: Sounds like a step in the right direction, but could you be a bit more specific? I really need to know what quest stage of the Cure for Vampirism quest you received just before you met Janus in Oblivion. Thanks in advance! --[[User:Krusty|Krusty]] 15:29, 7 June 2010 (UTC)&lt;br /&gt;
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== Rumours about Hassildor ==&lt;br /&gt;
Currently, the page states that no rumours outside Skingrad will reveal that Hassildor is a vampire. Doesn't Vicente Valtieri's remark about him sort of reveal it? Okay, Vicente doesn't flat out say &amp;quot;Janus Hassildor is a vampire&amp;quot;, but that's obviously what he means. [[Special:Contributions/89.160.128.6|89.160.128.6]] 18:31, 2 June 2010 (UTC)&lt;br /&gt;
: I think it is merely a suggestion. And, like you say, he doesn't reveal that the Count is a vampire, so I think the wording is okay. --[[User:Krusty|Krusty]] 18:40, 2 June 2010 (UTC)&lt;br /&gt;
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== New Picture? ==&lt;br /&gt;
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I don't know....it's too bright, nothing like his physique or personality....[[User:Shianni|Shianni]] 23:10, 20 January 2011 (UTC)&lt;br /&gt;
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: Feel free to mark it with {{tl|Cleanup}}, but I don't think this one is too bad. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 23:15, 20 January 2011 (UTC)&lt;br /&gt;
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He's...smiling. [[User:Shianni|Shianni]] 23:53, 20 January 2011 (UTC)&lt;br /&gt;
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== Freaking me out... ==&lt;br /&gt;
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Janus Hassildor just surprised me, in my Bruma house? And in Leyawiin, too... I completed 'Lost Histories' and killed the Pale Lady, (I was supposed to, right???), while sneaking back through the winery, Janus found me, picked a fight, so I knocked him out. It took several reloads to get out of the castle without a bounty, but somehow... Janus was still following me. Has he been following me this entire time?? 0-o I can't quite tell when he started following me, I'm guessing because I had to render him unconscious. Weird.&lt;br /&gt;
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== Talks about himself randomly ==&lt;br /&gt;
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Please forgive me, im rather new but I'm wanted to share this.I was running around skingrad castle, and i heard Janus talking to one of the ladys at the castle and he was bringing up regular rumors. But one caught my attention, as he was talking about himself. He said how strange he is  and then just walked away. I thought it rather strange and wandered if anyone else has experienced this? [[User:Joo3|Joo3]] 05:50, 13 March 2011 (UTC)&lt;br /&gt;
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:There are sets of random conversation that NPCs can use. Usually they set it so that an NPC won't talk about themself, but there are a few that may have been forgotten. --&amp;lt;font color=mediumpurple&amp;gt;[[User:DKong27|DKong27]] &amp;lt;sup&amp;gt;[[User_talk:DKong27|Talk]] [[Special:Contributions/DKong27|Cont]]&amp;lt;/sup&amp;gt;&amp;lt;/font&amp;gt; 20:32, 13 March 2011 (UTC)&lt;br /&gt;
:: I haven't experienced it from Janus but count Corvus of Anvil. After i completed thieves guild quest lines, i asked him about rumor, he replied that count Corvus had returned, forgetting that he is Corvus himself.[[Special:Contributions/117.4.240.126|117.4.240.126]] 16:13, 18 March 2011 (UTC)&lt;br /&gt;
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== TOC 2 ==&lt;br /&gt;
{{discussion moved|Oblivion NPC Redesign Project|TOC|UESPWiki_talk}}&lt;br /&gt;
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== Count not coming out of his room ==&lt;br /&gt;
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I talked to the stewardess and she went to go get him, but isn't coming back.  I'm only on one Hassildor quest, so that shouldn't be a problem.  How do I fix this bug?&lt;br /&gt;
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I picked the lock on the door and entered to see Hal-Liurz simply standing just inside the door.  I had to run to Janus to complete my quest and run out to avoid the guards.&lt;/div&gt;</summary>
		<author><name>24.33.141.151</name></author>
		
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	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Janus_Hassildor&amp;diff=705610</id>
		<title>Oblivion talk:Janus Hassildor</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Janus_Hassildor&amp;diff=705610"/>
		<updated>2011-08-25T19:37:56Z</updated>

		<summary type="html">&lt;p&gt;24.33.141.151: /* Count not coming out of his room */ new section&lt;/p&gt;
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&lt;div&gt;==Typo in top section==&lt;br /&gt;
Sorry to inflict my newbie-ness upon the talk pages, however, I can't figure out how to edit that very top paragraph.  It should read &amp;lt;nowiki&amp;gt;&amp;quot;vampires are &amp;lt;/nowiki&amp;gt;''a''&amp;lt;nowiki&amp;gt; problem for Janus Hassildor&amp;quot;&amp;lt;/nowiki&amp;gt;.  I'm a stickler for spelling and grammar, what can I say.  --[[User:CharmSpell|CharmSpell]] 09:05, 19 June 2007 (EDT)&lt;br /&gt;
:Figured it out, I was so used to seeing the little text &amp;quot;Edit&amp;quot; next to all the titles, I forgot about the little &amp;quot;edit&amp;quot; tab at the top. --[[User:CharmSpell|CharmSpell]] 09:09, 19 June 2007 (EDT)&lt;br /&gt;
::Just too quick for me! The other benefit of the edit tab at the top is that you can edit the whole page. That's very useful if you want to fix the spelling and grammar on an entire article rather than having to do one paragraph at a time. --[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;[[User_Talk:Rpeh|Talk]]&amp;lt;/sup&amp;gt; 09:12, 19 June 2007 (EDT)&lt;br /&gt;
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== Janus ==&lt;br /&gt;
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Is it worth mentioning that Janus was a Roman god with two faces? It seems an appropriate name for the Count, given his vampirism. [http://en.wikipedia.org/wiki/Janus_%28mythology%29 Wikipedia] has more, of course. --[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;[[User_Talk:Rpeh|Talk]]&amp;lt;/sup&amp;gt; 03:28, 11 August 2007 (EDT)&lt;br /&gt;
:It's been discussed at [[Oblivion Talk:Easter Eggs#Janus Hassildor]], where the conclusion seemed to be that Janus is a common Romanian name and therefore there is not a clear connection to the roman god. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 03:39, 11 August 2007 (EDT)&lt;br /&gt;
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== Bruma? ==&lt;br /&gt;
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I just saw him exiting Castle Bruma, something I have never seen before. Does he have business there or was it just a bug? [[User:Dark Echo|Dark Echo]] 20:06, 21 December 2007 (EST)&lt;br /&gt;
:There have been several cases where players have seen the Count in odd places; I've personally had him approach me at the bottom of a couple of cave systems, say &amp;quot;Please go&amp;quot; and walk off. His standard AI doesn't take him outside his castle (except on the one MG quest) so what you've seen is definitely a bug, just nothing out of the ordinary. —[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 06:35, 29 December 2007 (EST)&lt;br /&gt;
::i have seen him in the arena sewers and he had dialog for the imperial city {{unsigned|72.129.173.169|19:25, 31 December 2007}}&lt;br /&gt;
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== Glitch ==&lt;br /&gt;
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I have found a glitch while doing the vampire cure quest and imformation at a price at the same time. While I was in bloodcrust looking for a vampire that seemed to have dissapeared, Janus walked into the cave and told me to go. Now I looked for the other vampire for a while but quit after about 30 minutes. There was then an update over xbox live after which i went to the cave and found the last vampire (after I killed him the quest update came up) and went to the castle. When I speak with Hal-Liurz she tells me to wait while she gets the count but then just stands there. I have searched the whole castle in vain trying to find the count but he is nowhere to be found. This predicament is halting my progress with both quests. If anyone has info on how to solve this without restarting my game(as i have no saves previous to this event)please contact me at mjbeier@shaw.ca&lt;br /&gt;
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P.S. I believe i used the font of renewal during these quests as well which may have caused teh glitch but i still was able to drink the cure. {{unsigned|24.70.95.204|11:16, 5 February 2008}}&lt;br /&gt;
: The main page already warns about the dangers of mixing the Hassildor-related quests. There's nothing that can be done I'm afraid. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 07:39, 5 February 2008 (EST)&lt;br /&gt;
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:: I think i have made an amazing discovery. While I was ramdomly jumping on buildings in the skingrad castle courtyard I found a secret. If you jump up the railing on one of the staircases (the one on the right when you first walk in), and jump to the roof you can actually reach the edge of the map. If you peek over the edge at a certain point you can see the passageway to the chamber of the lost. If you jump down to it and go to the door, slowly walk of the end where the door is and you can go inside where low and behold our friend Janus Hassildor is waiting inside. Talk to him to the Information at a price quest. To exit you have to go out the door and fast travel to any location as the passage is still technically blocked off. After which you can go to Hal-Liurz to finish the Vampire Cure quest as she will take you into the chamber of the lost.--[[User:Crazydax|Crazydax]] 16:24, 9 February 2008 (EST)&lt;br /&gt;
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:::I had the same problem. I was doing both quests simultaneously and so Hal-Liurz became completely useless in bringing Hassildor to me. I managed to sort it out by using the code TCL in the console to get to the Chamber of the Lost where Hassildor was sitting by his wife. {{unsigned|123.2.135.3|12:41, 2 June 2010}}&lt;br /&gt;
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:::: Actually, it seems that you can use this glitch to solve the bug of running several missions for the count at once. For me it worked this way:&lt;br /&gt;
* I was playing the cure for vampirism quest and the wizards one. I enter in the secret room using the glitch (described here: http://www.youtube.com/watch?v=3R7uwpeogvM )&lt;br /&gt;
* I talk with the count and finish (Completely) the other quest.&lt;br /&gt;
* I talk with the assistant, now she no longer say &amp;quot;wait here&amp;quot; but she will talk about the cure quest and youll be able to finish it&lt;br /&gt;
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== Style ==&lt;br /&gt;
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this is just a random question but whats the fur coat he wearing i want one :p&lt;br /&gt;
.--[[User:Umbacano|Umbacano]] 10:06, 23 February 2008 (EST)&lt;br /&gt;
:It's actually a shirt - &amp;quot;UpperShirt02&amp;quot; is its name in the CS. You can find one on the second floor of Heinrich Oaken-Hull's house in Anvil. [[Oblivion:Primo Antonius|Primo Antonius]], one of the residents of Summitmist Manor during [[Oblivion:Whodunit?|Whodunit?]], also owns one as do a few other NPCs. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 03:15, 24 February 2008 (EST)&lt;br /&gt;
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::Thanks you saved a whole lotta trouble :) .--[[User:Umbacano|Umbacano]] 10:06, 2 March 2008 (EST)&lt;br /&gt;
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:::Does it cover your shirt greaves, boots, and curiass or is it just a plain shirt?.--[[User:Umbacano|Umbacano]] 07:57, 5 March 2008 (EST)&lt;br /&gt;
:::: Upper and lower body. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 14:00, 5 March 2008 (EST)&lt;br /&gt;
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:::::One last question is it on the clothing section? {{Unsigned|Umbacano}}&lt;br /&gt;
::::::[[Oblivion:Black &amp;amp; Burgundy Outfit|Yep]]. –[[User:Eshe|Eshe]]&amp;lt;sup&amp;gt;[[User talk:Eshe|talk]]&amp;lt;/sup&amp;gt;19:57, 28 March 2008 (EDT)&lt;br /&gt;
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== More walking around... ==&lt;br /&gt;
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I just accepted the Bloodcrust Cavern quest from him, and upon exiting Skingrad (in broad daylight), I met old Janus taking a stroll down the road. He even started a conversation, stating that he saw my fight with the Gray Prince... ahaha.&lt;br /&gt;
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He seemed fine, until I talked to him again and his skin suddenly started to boil.&lt;br /&gt;
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Apparently, he made it back inside, because when I later showed up to say hi, he was in his bedchambers. Ended up killing off twelve of his guards who were after me too, but that's another story. -_^&lt;br /&gt;
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So yeah, I think he has a tendency to go off on his own and &amp;quot;explore.&amp;quot; Bravest vampire I can think of. {{unsigned|67.60.62.219|08:00, 17 April 2008}}&lt;br /&gt;
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==Bela Lugosi==&lt;br /&gt;
Am I the only one who thinks that Hassildor looks a lot like Bela Lugosi?&lt;br /&gt;
[[User:24.136.144.118|24.136.144.118]] 14:48, 1 June 2008 (EDT)&lt;br /&gt;
::Yes.&lt;br /&gt;
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==Adventuring==&lt;br /&gt;
A curious thing.  I'm not sure where this should go.  While both the &amp;quot;vampire cure&amp;quot; and &amp;quot;confront the king&amp;quot; quests were simultaneously active, I ran into Janus in the Echo Cave.  I was having a bit of trouble with an ancient ghost, and he came running up from out of nowhere and started fighting it.  What was he doing there?  When I talk to him, all he would tell me were Rumors, and when the ghost was dead, he briskly left the cave.   &lt;br /&gt;
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So I don't know if spelunking is a hobby of his, or if he was helping me out because I was a fellow vampire, or if he specifically gets involved in that quest, or what, but I thought it was wacky.  Also, the Count is kind of hard core.  This was on the Xbox 360. [[User:Krone03|Krone03]] 12:38, 28 June 2008 (EDT)&lt;br /&gt;
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== Sugar Daddy ==&lt;br /&gt;
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I can only confirm this for my self, but last night I completed the cure for vampirisme quest and collected my reward as a vampire before drinking the cure myself (I started the quest because of course I didn't want to be a vamp any more).    Afterwards I drank the cure and sneaked back to Janus' room and talked to him.  wouldn't you know the &amp;quot;reward&amp;quot; button was still available for selection so I did, and sure enough I got the 10000 gold ( I think it might be a leveled reward) reward again...and again ... and again.  So far it has continued to work.{{unsigned|198.185.18.207|3 november 2008}}&lt;br /&gt;
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:You know, trying to read the article [[Oblivion:Vampire Cure|here]] would make you realise that your bug is already described [[Oblivion:Vampire Cure#Bugs|here]].--[[User:LordDagon|LordDagon]]&amp;lt;sup&amp;gt;[[User_talk:LordDagon|T]]&amp;amp;#124;[[Special:Contributions/LordDagon|C]]&amp;lt;/sup&amp;gt; 11:19, 3 November 2008 (EST)&lt;br /&gt;
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== feeding ==&lt;br /&gt;
I was pickpocketing the count and I noted that i cant feed on him. anyone know if this happens to them?--[[User:65.30.21.68|65.30.21.68]] 13:04, 30 November 2008 (EST)&lt;br /&gt;
:Read the &amp;quot;'''Feeding'''&amp;quot; section of the [[Oblivion:Vampirism|Vampirism]] page. [[User:Felindre|Felindre]] 13:22, 14 December 2008 (EST)&lt;br /&gt;
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::After waking-up from a good nights' sleep in my Bravil house, I was shocked to find the Count of Skingrad stood next to my bed! When I spoke to him there were no new topics, after which he just calmly walked out of my house! - [[User:Perky|Perky]] 11:08, 16 May 2009 (EDT)&lt;br /&gt;
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== VN tag ==&lt;br /&gt;
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According to [http://www.uesp.net/w/index.php?title=Oblivion%3AJanus_Hassildor&amp;amp;diff=482562&amp;amp;oldid=482389 this] edit, the glowing red vampire is only caused by certain mods. If this is the case, the note should be removed from the article. I would do it, but there may be another explaination that I am unaware of. [[User:Dlarsh|Dlarsh]]&amp;lt;sup&amp;gt;([[User_talk:Dlarsh|Talk]],[[Special:Contributions/Dlarsh|Contribs]],[[Special:Emailuser/Dlarsh|E-mail]])&amp;lt;/sup&amp;gt; 03:17, 28 October 2009 (UTC)&lt;br /&gt;
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:I did remove it and put a much more reasonable note down. He does NOT turn bright red. But my note got deleted and the wrong one put back up.--[[User:Kri-Dar|Kri-Dar]] 17:05, 21 November 2009 (UTC)&lt;br /&gt;
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::Let's get this straight. I undid your edit because you removed a VN tag without explanation, since you provided [http://www.uesp.net/w/index.php?title=Oblivion%3AJanus_Hassildor&amp;amp;diff=486599&amp;amp;oldid=482729 no edit summary]. So &amp;quot;the wrong one&amp;quot; '''+ the VN tag''' was put back up. In addition your note is not completely correct: the reason why he doesn't die is due to the fact that sun damage is not a constant effect and therefore will only slightly affect an NPC vampire (as stated [[Oblivion:Vampires#Notes#Sun Damage|here]]), not because he is essential. Now, if you have indeed found that the present note is incorrect feel free to remove the VN and leave an explanation in your edit summary. Also, don't include the &amp;quot;doesn't die because essential&amp;quot; bit please. --[[User:SerCenKing|SerCenKing]] &amp;lt;sup&amp;gt;[[User talk:SerCenKing|Talk]]&amp;lt;/sup&amp;gt; 17:21, 21 November 2009 (UTC)&lt;br /&gt;
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:::I changed it again and I put your little editing note in. Vampires do not turn bright red in sunlight under any circumstances so the VR tag is no longer needed since I verified it.--[[User:Kri-Dar|Kri-Dar]] 18:09, 21 November 2009 (UTC)&lt;br /&gt;
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:::::Actually, after I completed the Vampire Cure quest, I found him in the courtyard and he DID turn to bright red, so you may want to double check this just to be sure.--[[User:S&amp;amp;#39;drassa|S&amp;amp;#39;drassa]] 18:15, 21 November 2009 (UTC)&lt;br /&gt;
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:I checked 3 times!!!!It must only happen now and then, I'll check again and edit it accordingly.--[[User:Kri-Dar|Kri-Dar]] 18:35, 21 November 2009 (UTC)&lt;br /&gt;
::I just forced him outside via the console and while I see some fairly intense red and yellow colouring at times due to HDR, it's no worse than it is for anybody else with a similar skin colour (Foul Fagus, for instance).  Is the &amp;quot;bright red&amp;quot; that people have experienced just a result of that, or is it something else? —[[User:RobinHood70|Robin Hood]] &amp;lt;small&amp;gt;([[User_talk:RobinHood70|Talk]] • [[Special:Emailuser/RobinHood70|E-mail]] • [[Special:Contributions/RobinHood70|Contribs]])&amp;lt;/small&amp;gt; 06:43, 22 November 2009 (UTC)&lt;br /&gt;
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:::I am pretty sure it is. It seems different for each user who has seen this. I think &amp;quot;bright red&amp;quot; will do for now until its looked into further --[[User:Kri-Dar|Kri-Dar]] 12:13, 22 November 2009 (UTC)&lt;br /&gt;
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::::I use the PS3 version, with goty version. vampires do indeed have a bright red shade on them in broad daylight. Either by chance or something I did, a vampire was attacking me outside and had the color on. so if its a mod, its probably shivering, though it could be kotn [[User:Mikeyboy52|Mikeyboy52]] 03:19, 7 February 2010 (UTC)&lt;br /&gt;
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== About the Notes ==&lt;br /&gt;
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It has been a while since I've been to his page, but since I'm a fan I occasionally check back to see if anything new has popped up on Janus' page. Thus, I would like to point out something new that I feel is an error. Janus cannot be at 25% vampirism for a couple of in-game reasons.&lt;br /&gt;
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Reason number one is what is the kicker to me: He smokes in the sunlight if you get him (or find him) outside, does he not? (I mean I have never tried to get him out in the sun, but based on every person's account on finding him randomly outside, he smokes which means he's 50% or higher.)&lt;br /&gt;
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Reason number two (which is arguable): He turns invisible if you fight him (either to get a weapon that is nearby or to do a sneak attack of some sort). This is almost always the first thing that he does if you were to engage in random combat, and he never attempts to try this a second time. Now, as a &amp;quot;powerful mage&amp;quot; (not sure who put that new note of this title being a possible ruse, though it is likely), it is possible that he has an invisibility spell, but I have a bigger feeling that it is his Embrace of Shadows spell at work. This would mean that he is at 100% vampirism like every other vampire NPC, which to me would fit with his character (not feeding like a glutton).&lt;br /&gt;
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I mean it is possible that he is 25%, but since these other things do come into play, I find it kind of odd. Is there something that I am missing?&lt;br /&gt;
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(Also, anyone have a guess at how old he really is? Based on the in-game back story, he has not been a vampire that much over 50 years, so I would say at least 70-78 or 80-88 if he was 20-30 or so when he was afflicted...but tvtropes notes that he is over 200 years old, which I find to be impossible unless they were being sarcastic. Just curious.) [[User:Shadegirl07|Shadegirl07]] 19:59, 22 February 2010 (UTC)&lt;br /&gt;
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:He does indeed have the ability [[ob:Vampirism#Embrace of Shadows|Embrace of Shadows]], which seems to conclusively prove that he is at 100%.  That note has since been removed.  --'''[[User:GuildKnight|GK]]'''&amp;lt;sup&amp;gt;[[User_talk:GuildKnight|talk2me]]&amp;lt;/sup&amp;gt; 19:08, 22 March 2010 (UTC)&lt;br /&gt;
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::Okay then. Thanks. ^^ I see now that the page has been reworked and that he's 50% with all spells except for [[ob:Vampirism#Reign of Terror|Reign of Terror]]. That answers a couple of questions. ^^[[User:Shadegirl07|Shadegirl07]] 13:23, 24 March 2010 (UTC) &lt;br /&gt;
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== Potential Problem == &lt;br /&gt;
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There doesn't seem to be a way for someone to check his inventory in-game when he's essential, since all NPCs need checking both in-game and CS, what solution is there ?--&amp;lt;font color=MidnightBlue&amp;gt;[[User:TheAlbinoOrc|TheAlbinoOrc]]&amp;lt;/font&amp;gt; 20:05, 24 March 2010 (UTC)&lt;br /&gt;
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: On the PC, you can use the [[Oblivion:Console|Console]]: &amp;lt;code&amp;gt;setessential 00028FAE 0&amp;lt;/code&amp;gt; and then kill him. On consoles, you might be able to check it with the picking-the-pocket-as-a-knocked-out-character-wakes-up glitch. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 20:59, 24 March 2010 (UTC) &lt;br /&gt;
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::That should work. Thanks !--&amp;lt;font color=MidnightBlue&amp;gt;[[User:TheAlbinoOrc|TheAlbinoOrc]]&amp;lt;/font&amp;gt; 22:24, 24 March 2010 (UTC)&lt;br /&gt;
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== picture ==&lt;br /&gt;
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hi i was wondering who put the picture that says&amp;quot;janus hassildor to the rescue&amp;quot; because i want to give them a cookie!--&amp;lt;font color=pink&amp;gt;[[User:GUM!!!|GUM!!!]]&amp;lt;/font&amp;gt; 22:14, 24 March 2010 (UTC) &lt;br /&gt;
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: Check the history, it might take a while but that's the easiest way. Oh by the way your signature is unreadable see the link in the discussion [[User_Talk:TheAlbinoOrc|here]] for other options.--&amp;lt;font color=MidnightBlue&amp;gt;[[User:TheAlbinoOrc|TheAlbinoOrc]]&amp;lt;/font&amp;gt; 22:24, 24 March 2010 (UTC)&lt;br /&gt;
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:: That's one of mine. You can easily tell who uploaded a picture by clicking on it and looking at the history towards the bottom of the page. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 22:32, 24 March 2010 (UTC)&lt;br /&gt;
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:::ok you can expect a cookie soon!and i can read it just fine but if you know of any other shades of pink i'll gladly change oh please leave the ansewr on my talk page(if you do ansewr)--&amp;lt;font color=pink&amp;gt;[[User:GUM!!!|GUM!!!]]&amp;lt;/font&amp;gt; 01:26, 25 March 2010 (UTC)&lt;br /&gt;
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==Rumors==&lt;br /&gt;
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Is it necessary to have NPC's names by the quotes about him? I was under the impression that most of them were randomly generated, and the top two, at least, could be said by anyone. -[[User:DevotedInsanity|DevotedInsanity]] 21:35, 28 March 2010 (UTC)&lt;br /&gt;
: All the quotes are unique to the named NPCs - and you will not hear them from anybody else. That is why I felt it was necessary to include the names. When the big CS check comes, I'm pretty sure some more &amp;quot;common&amp;quot; rumors will pop up. --[[User:Krusty|Krusty]] 21:43, 28 March 2010 (UTC)&lt;br /&gt;
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== Janus Talks Repeatedly Bug ==&lt;br /&gt;
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I've investigated the bug added by {{Pl|Oblivion:Janus Hassildor|this change|3=diff=559771&amp;amp;oldid=558845}} and I can see some poor coding in one section and it seems reasonable that, as the bug report suggests, it could occur when [[Oblivion:Vampire Cure|Vampire Cure]] and [[Oblivion:Ulterior Motives|Ulterior Motives]] are running concurrently. More specifically, I ''believe'' what triggers it is if you've got the Vampire Cure potions and then kill Mercator and friends. It looks like the count would get confused at that point until the one of the quests is advanced and breaks the cycle. I'm about to try it myself by using the Construction Set to replicate what I believe causes it, but testing in a &amp;quot;real&amp;quot; game would be better. &amp;lt;span style=&amp;quot;white-space:nowrap;&amp;quot;&amp;gt;‒ [[User:RobinHood70|&amp;lt;span style=&amp;quot;font-variant:small-caps; color:royalblue;&amp;quot;&amp;gt;'''Robin Hood'''&amp;lt;/span&amp;gt;]]&amp;lt;span style=&amp;quot;font-size:18pt; line-height:0;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;color:royalblue; line-height:0; font-size:7pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 18:07, 29 March 2010 (UTC) &lt;br /&gt;
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:I can do this with Mhira sometime in the next few days.--&amp;lt;font color=MidnightBlue&amp;gt;[[User:TheAlbinoOrc|TheAlbinoOrc]]&amp;lt;/font&amp;gt; 21:02, 29 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Thanks. Do some playing around and see what you can find. So far, I've been unable to replicate the bug stated, but I ''have'' gotten to the point mentioned in the first bug where I'm unable to finish the Vampire Cure quest as a result of getting the potions while Ulterior Motives was running. I was forced into finishing Ulterior Motives, but then unable to proceed with Vampire Cure at all. &amp;lt;span style=&amp;quot;white-space:nowrap;&amp;quot;&amp;gt;‒ [[User:RobinHood70|&amp;lt;span style=&amp;quot;font-variant:small-caps; color:royalblue;&amp;quot;&amp;gt;'''Robin Hood'''&amp;lt;/span&amp;gt;]]&amp;lt;span style=&amp;quot;font-size:18pt; line-height:0;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;color:royalblue; line-height:0; font-size:7pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 23:11, 29 March 2010 (UTC) &lt;br /&gt;
&lt;br /&gt;
:::Weird, is it possible that you or the person that posted the bug in the first place had another quest that affected him such as [[Oblivion:Allies for Bruma|Allies for Bruma]] ?--&amp;lt;font color=MidnightBlue&amp;gt;[[User:TheAlbinoOrc|TheAlbinoOrc]]&amp;lt;/font&amp;gt; 20:57, 30 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Well, I was deliberately testing having Vampire Cure and Ulterior Motives running together, so there could have been something going on there — I haven't had the chance to investigate the cause thoroughly. I managed to figure out the end-result and the resolution to it, though, and posted them in {{Pl|Oblivion:Ulterior_Motives|this edit|3=diff=560054&amp;amp;oldid=545046}}. &amp;lt;span style=&amp;quot;white-space:nowrap;&amp;quot;&amp;gt;‒ [[User:RobinHood70|&amp;lt;span style=&amp;quot;font-variant:small-caps; color:royalblue;&amp;quot;&amp;gt;'''Robin Hood'''&amp;lt;/span&amp;gt;]]&amp;lt;span style=&amp;quot;font-size:18pt; line-height:0;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;color:royalblue; line-height:0; font-size:7pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 21:32, 30 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Edit: As a result of posting the above, I realized that I had posted to the wrong article. Looking through the Vampire Cure article, I found that it was already listed as a bug, and I had indeed been &amp;quot;in the way&amp;quot; so that was definitely the cause. I just moved the fix for it to the right article. &amp;lt;span style=&amp;quot;white-space:nowrap;&amp;quot;&amp;gt;‒ [[User:RobinHood70|&amp;lt;span style=&amp;quot;font-variant:small-caps; color:royalblue;&amp;quot;&amp;gt;'''Robin Hood'''&amp;lt;/span&amp;gt;]]&amp;lt;span style=&amp;quot;font-size:18pt; line-height:0;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;color:royalblue; line-height:0; font-size:7pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 21:38, 30 March 2010 (UTC) &lt;br /&gt;
&lt;br /&gt;
== TOC == &lt;br /&gt;
&lt;br /&gt;
Why is his page set to &amp;lt;nowiki&amp;gt;__NOTOC__&amp;lt;/nowiki&amp;gt; ? Just seems kind of odd.--&amp;lt;font color=MidnightBlue&amp;gt;[[User:TheAlbinoOrc|TheAlbinoOrc]]&amp;lt;/font&amp;gt; 19:48, 31 March 2010 (UTC)&lt;br /&gt;
:The &amp;lt;nowiki&amp;gt;__NOTOC__&amp;lt;/nowiki&amp;gt; is used so the page doesn't display a table of contents when the article contains many sections, that way the structure of the article doesn't mess up. Similarly, you can place &amp;lt;nowiki&amp;gt;__TOC__&amp;lt;/nowiki&amp;gt; to force the page to display a table of contents. --&amp;lt;font color=orange&amp;gt;[[User:S'drassa|S'drassa]]&amp;lt;/font&amp;gt; &amp;lt;sup&amp;gt;•&amp;lt;font color=purple&amp;gt;[[User_Talk:S'drassa|T2M]]&amp;lt;/font&amp;gt;&amp;lt;/sup&amp;gt; 20:00, 31 March 2010 (UTC) &lt;br /&gt;
::I wasn't sure why he'd have that thanks for clearing it up.--&amp;lt;font color=MidnightBlue&amp;gt;[[User:TheAlbinoOrc|'''TheAlbinoOrc''']]&amp;lt;/font&amp;gt; 21:23, 31 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== More Count Bugs. ==&lt;br /&gt;
&lt;br /&gt;
I just started the Bleakers Way Quest.  While waiting at the inn for night to fall, The Count interrupted my waiting session.  Just like on the main page, there were no new topics of conversation.  &amp;quot;Skingrad&amp;quot; wasn't even a topic.  I have started the Vampire Cure quest, but I haven't started &amp;quot;Ulterior Motives&amp;quot;.  The only other quest I have active that has ''anything'' to do with Skingrad is &amp;quot;Buying a House in Skingrad&amp;quot;.  I hope this little tidbit might help to solve why this glitch occurs. {{unsigned|76.112.31.12|20:46, 2 April 2010}}&lt;br /&gt;
:Thanks for the report. That narrows down the possibilities a fair bit, I'll have a look at it over the weekend if I can. &amp;lt;span style=&amp;quot;white-space:nowrap;&amp;quot;&amp;gt;‒ [[User:RobinHood70|&amp;lt;span style=&amp;quot;font-variant:small-caps; color:royalblue;&amp;quot;&amp;gt;'''Robin Hood'''&amp;lt;/span&amp;gt;]]&amp;lt;span style=&amp;quot;font-size:18pt; line-height:0;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;color:royalblue; line-height:0; font-size:7pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 23:51, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Hassildor in strange locations ==&lt;br /&gt;
I made a decision and moved the bug here for the time being - the wording isn't exactly informative, it is unclear and full of expressions like &amp;quot;perhaps&amp;quot;, &amp;quot;this may be be caused by&amp;quot; and &amp;quot;this theory has not yet been proven&amp;quot;.  We need to test this a lot before it should go on the article:&lt;br /&gt;
*''There is also a bug in which the Count will attempt to seek you out and engage you in conversation, perhaps multiple times, but will have no new topics to discuss. This may be caused by having the Vampire Cure questline active during [[Oblivion:Ulterior Motives|Ulterior Motives]], but this theory has not been proven. This bug can be quite ironic - eg. the reclusive Count pays you the honor of an impromptu visit at Rosethorn Hall just to chat.'' &lt;br /&gt;
I can see in the many posts above that several people have seen him roaming around all over Cyrodiil - I am willing to test everything I can - only problem is, I don't really know where to start. Any suggestions? --[[User:Krusty|Krusty]] 20:38, 6 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I just ran into him in Oblivion.  Here's the background: Cure for Vampirism is active, Ulterior Motives is not.  Currently doing Defense of Bruma.  I didn't feel like finding the steward (whoever the new one is, since I killed the Necromancer guy) so I picked the lock of the Lord's Manor and met him in there.  As soon as I got in he came running towards me, but didn't seem to care that I was trespassing.  I spoke to him about Defense of Bruma, then immediately went to the Skingrad Oblivion gate.  At the very top of the Sorrow Keep, I had just pulled the switch and killed all the monsters when Hassildor runs inside and says hi.  I said hi, then cancelled out of talking, then he walked out. [[Special:Contributions/24.218.219.49|24.218.219.49]] 11:28, 7 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Sounds like a step in the right direction, but could you be a bit more specific? I really need to know what quest stage of the Cure for Vampirism quest you received just before you met Janus in Oblivion. Thanks in advance! --[[User:Krusty|Krusty]] 15:29, 7 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Rumours about Hassildor ==&lt;br /&gt;
Currently, the page states that no rumours outside Skingrad will reveal that Hassildor is a vampire. Doesn't Vicente Valtieri's remark about him sort of reveal it? Okay, Vicente doesn't flat out say &amp;quot;Janus Hassildor is a vampire&amp;quot;, but that's obviously what he means. [[Special:Contributions/89.160.128.6|89.160.128.6]] 18:31, 2 June 2010 (UTC)&lt;br /&gt;
: I think it is merely a suggestion. And, like you say, he doesn't reveal that the Count is a vampire, so I think the wording is okay. --[[User:Krusty|Krusty]] 18:40, 2 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== New Picture? ==&lt;br /&gt;
&lt;br /&gt;
I don't know....it's too bright, nothing like his physique or personality....[[User:Shianni|Shianni]] 23:10, 20 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Feel free to mark it with {{tl|Cleanup}}, but I don't think this one is too bad. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 23:15, 20 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
He's...smiling. [[User:Shianni|Shianni]] 23:53, 20 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Freaking me out... ==&lt;br /&gt;
&lt;br /&gt;
Janus Hassildor just surprised me, in my Bruma house? And in Leyawiin, too... I completed 'Lost Histories' and killed the Pale Lady, (I was supposed to, right???), while sneaking back through the winery, Janus found me, picked a fight, so I knocked him out. It took several reloads to get out of the castle without a bounty, but somehow... Janus was still following me. Has he been following me this entire time?? 0-o I can't quite tell when he started following me, I'm guessing because I had to render him unconscious. Weird.&lt;br /&gt;
&lt;br /&gt;
== Talks about himself randomly ==&lt;br /&gt;
&lt;br /&gt;
Please forgive me, im rather new but I'm wanted to share this.I was running around skingrad castle, and i heard Janus talking to one of the ladys at the castle and he was bringing up regular rumors. But one caught my attention, as he was talking about himself. He said how strange he is  and then just walked away. I thought it rather strange and wandered if anyone else has experienced this? [[User:Joo3|Joo3]] 05:50, 13 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:There are sets of random conversation that NPCs can use. Usually they set it so that an NPC won't talk about themself, but there are a few that may have been forgotten. --&amp;lt;font color=mediumpurple&amp;gt;[[User:DKong27|DKong27]] &amp;lt;sup&amp;gt;[[User_talk:DKong27|Talk]] [[Special:Contributions/DKong27|Cont]]&amp;lt;/sup&amp;gt;&amp;lt;/font&amp;gt; 20:32, 13 March 2011 (UTC)&lt;br /&gt;
:: I haven't experienced it from Janus but count Corvus of Anvil. After i completed thieves guild quest lines, i asked him about rumor, he replied that count Corvus had returned, forgetting that he is Corvus himself.[[Special:Contributions/117.4.240.126|117.4.240.126]] 16:13, 18 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== TOC 2 ==&lt;br /&gt;
{{discussion moved|Oblivion NPC Redesign Project|TOC|UESPWiki_talk}}&lt;br /&gt;
&lt;br /&gt;
== Count not coming out of his room ==&lt;br /&gt;
&lt;br /&gt;
I talked to the stewardess and she went to go get him, but isn't coming back.  I'm only on one Hassildor quest, so that shouldn't be a problem.  How do I fix this bug?&lt;/div&gt;</summary>
		<author><name>24.33.141.151</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Aurelinwae&amp;diff=705283</id>
		<title>Oblivion talk:Aurelinwae</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Aurelinwae&amp;diff=705283"/>
		<updated>2011-08-24T20:17:49Z</updated>

		<summary type="html">&lt;p&gt;24.33.141.151: /* Unable to invest in her even with unofficial patch */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bug==&lt;br /&gt;
Ill just put this here, since i found no info about it:&lt;br /&gt;
When trying to buy several items at once (daedra hearts, imp galls etc) I pay for the entire stack, and recieve only one item. Im left having to buy one and one item.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
The two bugs of Aurelinwae are fixed with the unofficial oblivion patch. [[User:Moersleuteltje|Moersleuteltje]] 05:00, 23 March 2008 (EDT)Moersleuteltje&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Akira: Aurelinwae won't appear in the shop for me but stays in her room upstairs. If I go in and talk to her she doesn't have the item's for Frostcrag Spire. Can anyone help me?&lt;br /&gt;
:Have you already been to Frostcrag Spire and read the book Frostcrag Spire Memoirs?  You have to do that before Aurelinwae will start selling you any of the goods. --[[User:Nephele|Nephele]] 01:31, 23 September 2006 (EDT)&lt;br /&gt;
Akira: I did go to Frostcrag Spire but I fixed it now, by disabling then enabling the plug-in again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cass: She wont sell em' to me either. Ive read the book and have the quest- And had the MAge tower fully upgraded before doing something. &lt;br /&gt;
I did the Mace of Doom glitch. And from what i can see. No one else has that problem after redownloading the content. Any ideas?&lt;br /&gt;
&lt;br /&gt;
Cass: I figured it out. Seams fixing the locked door glitch and waiting outside 24 hours worked.&lt;br /&gt;
&lt;br /&gt;
== Selling/buying becomes very slow ==&lt;br /&gt;
&lt;br /&gt;
After having sold many items to Aurelinwae, she has become burdened. She seems to hold everything I have ever sold to her, which may be what is slowing down the trading. Just getting to her first purchase screen takes over 10 seconds, and there is over a 5 second pause on each transaction with her.&lt;br /&gt;
&lt;br /&gt;
== Getting to Aurelinwae ==&lt;br /&gt;
&lt;br /&gt;
I had the problem that someone else had - Aurelinwae will stay in her room. Worse, the Mystic Emporium is constantly locked. I can cheat to get in there, but I don't like having to do that. [[User:Scumbag|Scumbag]] 12:16, 16 January 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:While the Mystic Emporium was working like normal for me, Aurelinwae was locked in the upstairs room.  Apparently, she can't pass through the locked door (and doesn't spawn with the necessary key).  The solution for me was to unlock that door during the day, which allows her to come downstairs and setup shop.  [[User:Snabbik|Snabbik]] 13:44, 20 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Dialogue Glitch ==&lt;br /&gt;
&lt;br /&gt;
I once encountered a dialogue glitch when I asked Aurelinwae about &amp;quot;Rumors&amp;quot;. She would say &amp;quot;I heard that thieves broke into the Arcane University, the Imperial Legion Compound, and the Temple, all on the same night!&amp;quot;, then suddenly she says, &amp;quot;Wait a minute, let me do that one again&amp;quot;, before repeating the initial phrase. Obviously, someone forgot to cut the first two thirds out of the voice recordings!&lt;br /&gt;
&lt;br /&gt;
Note: The same thing happened with Palonirya in the Market District's &amp;quot;Divine Elegance&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Can't get in==&lt;br /&gt;
I cant get in cos theres no altars does anyone have any ideas on how i can get thm ( i brought all the stuff from that lady but nothing)&lt;br /&gt;
:I'm not sure what the problem you're having is, exactly, but are you sure you purchased all items?  The &amp;quot;Magetallow Candles Box&amp;quot; is listed separately from the &amp;quot;Area upgrades&amp;quot;.  --[[User:GuildKnight|GuildKnight]]&amp;lt;sup&amp;gt;[[User_talk:GuildKnight|Talk2me]]&amp;lt;/sup&amp;gt; 14:48, 12 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Cannot get in Frostcrag ==&lt;br /&gt;
:''moved to [[Oblivion talk:Wizard's Tower#Cannot get in Frostcrag]]'' --[[User:GuildKnight|GK]]&amp;lt;sup&amp;gt;[[User_talk:GuildKnight|talk2me]]&amp;lt;/sup&amp;gt; 05:33, 18 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Aurelinwae doesn't buy Weapons, Armor, ETC.? ==&lt;br /&gt;
&lt;br /&gt;
Not sure if this was the case before, but after deciding to pick up Oblivion again, I noticed that Aurelinwae doesn't buy anything except miscellaneous items or alchemical effects. There was a patch released for the 360, recently, too, or so I had to update. That kind of makes her useless as a merchant, I think. [[Special:Contributions/24.49.145.71|24.49.145.71]] 09:25, 28 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
: That's always been the case - as our page already states. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 09:51, 28 March 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>24.33.141.151</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Aurelinwae&amp;diff=705282</id>
		<title>Oblivion talk:Aurelinwae</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Aurelinwae&amp;diff=705282"/>
		<updated>2011-08-24T20:12:36Z</updated>

		<summary type="html">&lt;p&gt;24.33.141.151: /* Unable to invest in her even with unofficial patch */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bug==&lt;br /&gt;
Ill just put this here, since i found no info about it:&lt;br /&gt;
When trying to buy several items at once (daedra hearts, imp galls etc) I pay for the entire stack, and recieve only one item. Im left having to buy one and one item.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
The two bugs of Aurelinwae are fixed with the unofficial oblivion patch. [[User:Moersleuteltje|Moersleuteltje]] 05:00, 23 March 2008 (EDT)Moersleuteltje&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Akira: Aurelinwae won't appear in the shop for me but stays in her room upstairs. If I go in and talk to her she doesn't have the item's for Frostcrag Spire. Can anyone help me?&lt;br /&gt;
:Have you already been to Frostcrag Spire and read the book Frostcrag Spire Memoirs?  You have to do that before Aurelinwae will start selling you any of the goods. --[[User:Nephele|Nephele]] 01:31, 23 September 2006 (EDT)&lt;br /&gt;
Akira: I did go to Frostcrag Spire but I fixed it now, by disabling then enabling the plug-in again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cass: She wont sell em' to me either. Ive read the book and have the quest- And had the MAge tower fully upgraded before doing something. &lt;br /&gt;
I did the Mace of Doom glitch. And from what i can see. No one else has that problem after redownloading the content. Any ideas?&lt;br /&gt;
&lt;br /&gt;
Cass: I figured it out. Seams fixing the locked door glitch and waiting outside 24 hours worked.&lt;br /&gt;
&lt;br /&gt;
== Selling/buying becomes very slow ==&lt;br /&gt;
&lt;br /&gt;
After having sold many items to Aurelinwae, she has become burdened. She seems to hold everything I have ever sold to her, which may be what is slowing down the trading. Just getting to her first purchase screen takes over 10 seconds, and there is over a 5 second pause on each transaction with her.&lt;br /&gt;
&lt;br /&gt;
== Getting to Aurelinwae ==&lt;br /&gt;
&lt;br /&gt;
I had the problem that someone else had - Aurelinwae will stay in her room. Worse, the Mystic Emporium is constantly locked. I can cheat to get in there, but I don't like having to do that. [[User:Scumbag|Scumbag]] 12:16, 16 January 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:While the Mystic Emporium was working like normal for me, Aurelinwae was locked in the upstairs room.  Apparently, she can't pass through the locked door (and doesn't spawn with the necessary key).  The solution for me was to unlock that door during the day, which allows her to come downstairs and setup shop.  [[User:Snabbik|Snabbik]] 13:44, 20 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Dialogue Glitch ==&lt;br /&gt;
&lt;br /&gt;
I once encountered a dialogue glitch when I asked Aurelinwae about &amp;quot;Rumors&amp;quot;. She would say &amp;quot;I heard that thieves broke into the Arcane University, the Imperial Legion Compound, and the Temple, all on the same night!&amp;quot;, then suddenly she says, &amp;quot;Wait a minute, let me do that one again&amp;quot;, before repeating the initial phrase. Obviously, someone forgot to cut the first two thirds out of the voice recordings!&lt;br /&gt;
&lt;br /&gt;
Note: The same thing happened with Palonirya in the Market District's &amp;quot;Divine Elegance&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Can't get in==&lt;br /&gt;
I cant get in cos theres no altars does anyone have any ideas on how i can get thm ( i brought all the stuff from that lady but nothing)&lt;br /&gt;
:I'm not sure what the problem you're having is, exactly, but are you sure you purchased all items?  The &amp;quot;Magetallow Candles Box&amp;quot; is listed separately from the &amp;quot;Area upgrades&amp;quot;.  --[[User:GuildKnight|GuildKnight]]&amp;lt;sup&amp;gt;[[User_talk:GuildKnight|Talk2me]]&amp;lt;/sup&amp;gt; 14:48, 12 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Cannot get in Frostcrag ==&lt;br /&gt;
:''moved to [[Oblivion talk:Wizard's Tower#Cannot get in Frostcrag]]'' --[[User:GuildKnight|GK]]&amp;lt;sup&amp;gt;[[User_talk:GuildKnight|talk2me]]&amp;lt;/sup&amp;gt; 05:33, 18 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Aurelinwae doesn't buy Weapons, Armor, ETC.? ==&lt;br /&gt;
&lt;br /&gt;
Not sure if this was the case before, but after deciding to pick up Oblivion again, I noticed that Aurelinwae doesn't buy anything except miscellaneous items or alchemical effects. There was a patch released for the 360, recently, too, or so I had to update. That kind of makes her useless as a merchant, I think. [[Special:Contributions/24.49.145.71|24.49.145.71]] 09:25, 28 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
: That's always been the case - as our page already states. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 09:51, 28 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unable to invest in her even with unofficial patch ==&lt;br /&gt;
&lt;br /&gt;
The article says that the unofficial patch fixes being unable to invest in her, but I downloaded and installed the latest version, and I still can't invest in her.&lt;/div&gt;</summary>
		<author><name>24.33.141.151</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Mehrunes%27_Razor_Items&amp;diff=704710</id>
		<title>Oblivion talk:Mehrunes' Razor Items</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Mehrunes%27_Razor_Items&amp;diff=704710"/>
		<updated>2011-08-22T20:32:42Z</updated>

		<summary type="html">&lt;p&gt;24.33.141.151: /* Some items considered stolen */&lt;/p&gt;
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&lt;div&gt;==Iron ore==&lt;br /&gt;
The page seems to state that Iron Ore is found throughout caves in Cyrodil, however, I believe that to be incorrect. I haven't opened up the editor or anything, but I haven't seen these anywhere but in the Sundercliff Watch (and attached areas). Can anyone confirm if that is the only location for them? {{unsigned|Scxe}}&lt;br /&gt;
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:You're right. I checked in the Construction Set and Iron Ore doesn't even exist outside the plugin. And even the plugin only adds it to the [[Oblivion:Sundercliff Watch|Sundercliff Watch]] dungeon. Article has been updated. --[[User:Timenn|Timenn]]&amp;lt;span style=&amp;quot;font-size: 8px; font-style: italic;&amp;quot;&amp;gt; &amp;amp;lt; &amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;[[User_talk:Timenn|talk]]&amp;lt;/span&amp;gt; &amp;amp;gt; &amp;lt;/span&amp;gt; 07:51, 15 February 2008 (EST)&lt;br /&gt;
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== Level bug? ==&lt;br /&gt;
I swore I was level 20 when I went on this crawl, but someone I got the level 15 version of the bladeturn hood and maybe the razor itself. What happen? {{Unsigned|77BeTa77}}&lt;br /&gt;
: You need to read the first paragraph of the article. The items in this quest are not leveled in the usual sense... –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 17:48, 11 March 2008 (EDT)&lt;br /&gt;
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Oh I see.&lt;br /&gt;
It doesn't make much sense, but whatever. [[User:77BeTa77|77BeTa77]]&lt;br /&gt;
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It makes sense, but I believe it to be wrong (at least on the X-Box). I have tried repeatedly to sleep/level to change the levels of the gear the Assassin and Drothan wear and it does not seem to work. This is further evidenced by the fact that there are other situations, such as chests with leveled items that will continue to have the same items whether you reload your last save or not. For example, in one of the loot bags in Deepscorn Hollow it contains a random leveled piece of magic jewelry, if you try to reload the save before you opened it it will always contain the same piece of jewelry. However, if you were to start over before the loot bag ever appeared, say when you buy all of the upgrades for the house, then the item will change. I believe this to be the case as well with the various leveled items found in this Mehrune's Razor upgrade. If you want the items to change you need to reload the items before they ever existed. In this case that means deleting and reinstalling the plugin, then the items might change.&lt;br /&gt;
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I could be wrong here, but as of right now everytime I have tried to reload a saved game prior to killing people or opening chests (sleep/level or not) I have ended up with the same results. Hopefully someone else will be able to clear this situation up further. -Guywhohasnotsignedupyet {{unsigned|68.20.17.227}}&lt;br /&gt;
: You're misunderstanding how leveled items work. The contents of a leveled list are decided when you load the relevant cell (except in rare cases like the official mod items), and not when you open the container. When they're fixed, they stay fixed until the cell respawns - three days later. You can test this pretty easily. Save outside a dungeon, run in and look at the contents of a chest. Reload, run in and look at the same chest. They will be different. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 13:41, 7 July 2008 (EDT)&lt;br /&gt;
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::I appreciate you responding in a timely fashion. You are right, I was misunderstanding how they worked. I was aware that the cells reloaded 3 days later, however was unsure how that applied to the items you encountered on this particular plugin. If you wouldn't mind, could you explain to me (like I am a 2 year old) the most efficient way to check to get the leveled items you want from the assassin and Drothan? {{unsigned|68.20.17.227}}&lt;br /&gt;
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:::The only way is already described [[Oblivion:Unearthing_Mehrunes_Razor_Items#Morag_Tong_Armor|on the article]], but the best way of all is to install the Unofficial Oblivion Patch (assuming you're on the PC) so you get the items appropriate to your level. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 01:07, 8 July 2008 (EDT)&lt;br /&gt;
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::::Clearly I don't understand that method very well, or we wouldn't be having this conversation. When I sleep, the items don't change. When I level, the items don't change. The only time they do change is when I completely reload that area. So, I'm not understanding something and I believe the OP is in the same boat. So rather than link me back to something I didn't understand in the first place, please explain it to us so we understand it better. I am fully capable of looking up information and reading it - although not your intention I am sure, your casual &amp;quot;it's right here, so read it&amp;quot; attitude is rather unhelpful and insulting...&lt;br /&gt;
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:::::I used my own, limited free time to point out the information to you in case you hadn't seen it (this happens quite often) and to suggest a patch that makes the problem moot if you're on the PC. If you find that insulting, you seriously need to grow a thicker skin. The information is quite clear and has been found to be accurate by several different people - including myself. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 01:32, 12 July 2008 (EDT)&lt;br /&gt;
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So wait does that mean I have to reload, sleep, and then wait three days if I want the armor to change? Because I've done it the way it is described about 6 times now and its the same outcome, with just the cuirass being the right level and everything else 1 level below. Or maybe its because I am sleeping in the jail? Should I leave? I WANT THE RIGHT ARMOR SO BAD. Rpeh you seem to have the answers, please help me!!!!!111100305992-! - neitheroftheprevioustwo/threepeoplewhodiscussedthis.&lt;br /&gt;
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::Alright, nevermind. I've solved my own problem. For any of you having trouble, make sure you're not sleeping in the jail. It won't work if you do that...or at least it didnt for me. You can go to the barracks next door, save right before you sleep, sleep (oh and I was also leveling each time I slept so I don't know if that makes a difference but I'm pretty sure it does), then save after you sleep (in case he kills you), then fight the guy. It'll change each time if you do that.&lt;br /&gt;
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I have a question about this. If I want to get the best versions of all the unique items, I basically have to do the following:&lt;br /&gt;
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1. Make a save, then level up. After that, kill the Assassin. If even one piece isn't the best version for my level, reload the save and try again.&lt;br /&gt;
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2. Save before entering the upper level of the forge, then head in and kill the Forgemaster. If I don't get the best version of the Forgemaster's Amulet, reload the save and try again.&lt;br /&gt;
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3. Make a save, then level up. After that, kill Frathen Drothan. If he doesn't give the best version of both items, reload and try again.&lt;br /&gt;
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In other words, going through this dungeon, I have to get two Level Ups in order to get the best items for my level. Is this correct?[[User:Swk3000|Swk3000]] 15:32, 25 March 2009 (EDT)&lt;br /&gt;
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==Claiming your own soul==&lt;br /&gt;
The player can be instantly killed by Daedric Banishing if you give Mehrunes Razor to an NPC and attack them. This is mostly useless since you will have to immediately reload your game. --[[User:Shalley303|Shalley303]] 19:21, 30 March 2008 (EDT)&lt;br /&gt;
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it will also claim your soul if you attack something with a reflect ability(like scamps)&lt;br /&gt;
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==Using a Beating Heart potion to give someone vampirism==&lt;br /&gt;
So I read that you can create a Porphyric Hemophilia potion from the Beating Heart with an Alchemy of 100...can you do this, then leave the potion around someone after removing all the potions around them? Will they drink it, come down with Porphyric Hemophilia, and become a vampire after 3 days? [[User:Deadzone|Deadzone]] 03:51, 21 May 2008 (EDT)&lt;br /&gt;
: I'm pretty sure the answer to that is &amp;quot;No&amp;quot;. You can certainly create the potion but I don't believe NPCs will ever drink potions. The only time you see somebody doing so is with the residents of the Skooma den, and that's just an animation - the contents of their inventory never changes. Also, the factors that control the onset of vampirism are all related to the player rather than NPCs so I don't see any way for it to happen. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 04:07, 21 May 2008 (EDT)&lt;br /&gt;
:: I Disagree, If you create a potion from a poison apple then reverse pickpocket it onto an NPC they will drink it (Tested it on [[Oblivion:Dion|Dion]].--[[User:VergilSparda|VergilSparda]] 22:15, 27 March 2010 (UTC)&lt;br /&gt;
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:::Did Dion drink the potion while in combat? --[[User:Timenn|Timenn]]-&amp;lt;span style=&amp;quot;font-size: 9px; letter-spacing: 1px;&amp;quot;&amp;gt;&amp;amp;lt;[[User talk:Timenn|talk]]&amp;amp;gt;&amp;lt;/span&amp;gt; 13:04, 29 March 2010 (UTC)&lt;br /&gt;
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:::: Erm, No. He drank it while he was in the guard barracks... And I don't think anyone eats/drinks while in combat..--[[User:VergilSparda|VergilSparda]] 20:54, 29 March 2010 (UTC)&lt;br /&gt;
:::::Did the vampirism effects take place? Eyes, burning animation...?--&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[User:Corevette789|&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#222222&amp;quot;&amp;gt;Corevette&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;]]&amp;lt;/sup&amp;gt;&amp;lt;sub&amp;gt;&amp;lt;span style=&amp;quot;position: relative; left:-30px; margin-right:0px;&amp;quot;&amp;gt;[[User:Corevette789|&amp;lt;font color=&amp;quot;#444444&amp;quot;&amp;gt;789&amp;lt;/font&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/small&amp;gt; 22:27, 29 March 2010 (UTC)&lt;br /&gt;
:::::: This is a [[Oblivion:Poisoned Apple|POISON APPLE]] potion, Not a Beating Heart Potion... Anyway i was just stating that NPCs actually drink potions when they are in their inventorys. But i don't think they take them from containers/pick them up when lying around and drink them. --[[User:VergilSparda|VergilSparda]] 22:30, 29 March 2010 (UTC)&lt;br /&gt;
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==Daedric Banishing Chance==&lt;br /&gt;
Conflicting mathematics: &amp;quot;DeathChance = PlayerLuck * 0.05&amp;quot; and one of the three errors: &amp;quot;if your luck is 100, the chance is 6%&amp;quot; shouldn't it be 5%? If not then there is conflicting probabilities: &amp;quot;DeathChance is at least 1 and at most 10...with luck boosted to 200, the chance becomes 11%&amp;quot; Even if rounded off, 11% becomes 1 in 9.[[User:58.175.87.83|58.175.87.83]] 09:07, 28 September 2008 (EDT)&lt;br /&gt;
: No, you have misunderstood. Daedric Banishing succeeds if random(0,99) &amp;lt;= (Luck*0.05). That means if your luck is 100, the numbers 0, 1, 2, 3, 4 and 5 (six numbers in total out of 100) will work. That is 6%. Boost luck to 200 and any number between 0 and 10 (inclusive) works (eleven numbers out of 100) - 11%. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 11:06, 28 September 2008 (EDT)&lt;br /&gt;
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== Hoe, Rockpick Hoe, Heavy Rake ==&lt;br /&gt;
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I been looking for the heavy rake but haven't found any. Are they level specific? I just started a new game and am still 1st level. Also, did anyone notice that the barrel where the hoe is found has the sound of flies buzzing. Not too strange that a dirty hoe would give a disease that puts a tickle in the britches. A terrible pun but funny.[[User:69.204.11.122|69.204.11.122]] 23:10, 5 March 2009 (EST)&lt;br /&gt;
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== Beating Heart ==&lt;br /&gt;
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I made 'Researches' to the 'Beating Heart'. Here is what came out:&lt;br /&gt;
If you duplicate the Heart and eat one, you get +4 Infamy. If you eat another you get also +4 Infamy. - Also you can get unlimited Infamy with the Hearts. I duplicated it with the Scrolls glitch.&lt;br /&gt;
--[[User:Conny293|Conny293]] 21:49, 21 July 2009 (UTC)&lt;br /&gt;
:This works with any item you duplicate. It always retains the effects of the original, so all duplicates will retain the +4 Infamy you receive. --[[User:Elliot|Elliot]]&amp;lt;sup&amp;gt;([[User_talk:Elliot|T]]-[[Special:Contributions/Elliot|C]])&amp;lt;/sup&amp;gt; 21:53, 21 July 2009 (UTC)&lt;br /&gt;
::Yup, but maybe it's an special note worth ?--[[User:Conny293|Conny293]] 22:06, 21 July 2009 (UTC)&lt;br /&gt;
:::Not really, since it is applicable to all items. --[[User:Elliot|Elliot]]&amp;lt;sup&amp;gt;([[User_talk:Elliot|T]]-[[Special:Contributions/Elliot|C]])&amp;lt;/sup&amp;gt; 22:11, 21 July 2009 (UTC)&lt;br /&gt;
::::Okay. Would this Work: Eating the Heart, get a Vampire, cure and eat another to become a Vampire again?--[[User:Conny293|Conny293]] 22:26, 21 July 2009 (UTC)&lt;br /&gt;
:::::I haven't tried it, but I would say no. Since the cure is supposed to heal you forever by a script. --[[User:Elliot|Elliot]]&amp;lt;sup&amp;gt;([[User_talk:Elliot|T]]-[[Special:Contributions/Elliot|C]])&amp;lt;/sup&amp;gt; 22:39, 21 July 2009 (UTC)&lt;br /&gt;
::::::And what about the special cure that comes with the Vile Lair Plugin ?--[[User:Conny293|Conny293]] 22:43, 21 July 2009 (UTC)&lt;br /&gt;
:::::::I am not sure how it exactly behaves. The best way to find out is to try it. --[[User:Elliot|Elliot]]&amp;lt;sup&amp;gt;([[User_talk:Elliot|T]]-[[Special:Contributions/Elliot|C]])&amp;lt;/sup&amp;gt; 22:48, 21 July 2009 (UTC)&lt;br /&gt;
::::::::Okay, if i got time i try it. I'll write here the result's.--[[User:Conny293|Conny293]] 22:52, 21 July 2009 (UTC)&lt;br /&gt;
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:::::::::Testet - Results: If you cure yourself and eat another Heart you'll get infected BUT you do not become a Vampire again :(--[[User:Conny293|Conny293]] 20:49, 22 July 2009 (UTC)&lt;br /&gt;
::::::::::That is how it is intended to work. --[[User:Elliot|Elliot]]&amp;lt;sup&amp;gt;([[User_talk:Elliot|T]]-[[Special:Contributions/Elliot|C]])&amp;lt;/sup&amp;gt; 21:00, 22 July 2009 (UTC)&lt;br /&gt;
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== coc testinghall ==&lt;br /&gt;
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I've looked on UESP for an article explaining this popular glitch on the PC, with nothing coming up. After searching some videos people did of it, I noticed that, in the weapons warehouse of the testing hall, Mehrunes razor is marked as &amp;quot;Ceremonial dagger&amp;quot; and is unenchanted. Is this how they intended it?&lt;br /&gt;
:I think it was in the original Oblivion, just not used, like Amber and Madness equipment. Funnily enouh, I'm making new weapons with the dagger's meshes, etc. with just Oblivion loaded in the CS.-[[User:Volthawk|Volthawk]] 14:35, 3 September 2009 (UTC)&lt;br /&gt;
::I saw a mod somewhere where someone made a shortsword and longsword with the hilt looking just like the razor. Anyways, thanks {{unsigned|24.233.128.66}}&lt;br /&gt;
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An item with identical appearance exists even without the plug-in. At the Construction Set it is named &amp;quot;Mehrunes Razor&amp;quot; but in the game it appears as &amp;quot;Ceremonial Dagger&amp;quot;. --[[User:Rigas Papadopoulos|Rigas Papadopoulos]] 15:23, 18 September 2010 (UTC)&lt;br /&gt;
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== artifact? ==&lt;br /&gt;
For curiosity's sake, can you turn this in to Martin as a Daedric Artifact? [[Special:Contributions/121.221.82.105|121.221.82.105]] 23:52, 6 November 2009 (UTC)&lt;br /&gt;
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:No, there is no tie-in with that particular quest. --[[User:Timenn|Timenn]]-&amp;lt;span style=&amp;quot;font-size: 9px; letter-spacing: 1px;&amp;quot;&amp;gt;&amp;amp;lt;[[User talk:Timenn|talk]]&amp;amp;gt;&amp;lt;/span&amp;gt; 12:46, 12 November 2009 (UTC)&lt;br /&gt;
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== best possible stats ==&lt;br /&gt;
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i tried sleep lvl up in the main cave but the red dude at the end (bladeturn hood and spell turn cloak) stats seems to fix upon entering sundercliff watch. can some1 help? {{unsigned|P90 user|2 December 2009}}&lt;br /&gt;
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== Daedric Banishing question. ==&lt;br /&gt;
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Do fortify luck enchantments affect the chance of this happening? Let's say I have 50 luck that equals a chance of 2.5 but I fortify it to 86 which equals a 4.6 chance, will this make the effect happen more often or will the fortified 86 luck act as 50 unfortified?&lt;br /&gt;
i think so, some1 said they got boost to 200 and it equates 10% instant K.O [[User:P90 user|P90 user]] 12:16, 29 December 2009 (UTC)&lt;br /&gt;
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== What level Razor will I get if...? ==&lt;br /&gt;
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I'm lvl 15 and I just got to mehrunes' razor. If i level up while in the last room (where the Razor is), will I get the level 16 version or will I just get the 15 version?{{Unsigned|Jesseguy1|8 February 2010}}&lt;br /&gt;
:I think that you will get the highest level razor the moment you activate the razor, so you will get the level 16 version.--[[User:Arch-Mage Matt|Arch-Mage Matt]] 02:18, 8 February 2010 (UTC)&lt;br /&gt;
::Thanks, you were right. [[User:Jesseguy1|Jesseguy1]] 02:23, 8 February 2010 (UTC)&lt;br /&gt;
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== Morag Tong Cuirass bugged? ==&lt;br /&gt;
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Before starting the main quest's Dagon Shrine quest (where you have to give over all your possessions/fight your way through the shrine), I decided to make things a little easier on myself and drop my Morag Tong gear (hood, greaves, cuirass, etc.) and pick it up right after talking to Harrow so I could re-equip things. Well, I was able to find all my equipment except for the cuirass. I figured I had accidentally flung it into a dark corner of the cave, but even after trying to drop and pick up the cuirass in another location, it is completely missing. Can anyone else confirm this? &lt;br /&gt;
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Conditions: Have two Morag Tong equipment pieces on your character. Unequip the cuirass and the other item; drop them (edit: or perhaps drop them without unequipping first?). Close your inventory. Do you see two items on the ground? Just wondering if it's just me! --[[User:Irene Metrick|Irene Metrick]] 04:12, 8 February 2010 (UTC)&lt;br /&gt;
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== What? ==&lt;br /&gt;
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&amp;quot;''The script attached to the dagger ensures that NPCs tagged as Essential or in the Creature Faction will never be banished.''&amp;quot;&lt;br /&gt;
What's all this jazz? My razor captures souls of every living being excluding essentials! [[User:Mudcrabs-More-Fearsome-Than-You|Mudcrabs-More-Fearsome-Than-You]] &amp;lt;sup&amp;gt;[[User Talk:Mudcrabs-More-Fearsome-Than-You|Talk]]&amp;lt;/sup&amp;gt; 12:56, 24 April 2010 (UTC)&lt;br /&gt;
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: Well first, it doesn't capture souls at all. All that comment means is that the banishing effect won't accidentally kill anybody marked as essential. It also doesn't work on NPCs in the [[Oblivion:Factions_C#CreatureFaction|Creature]] faction, which is only one or two NPCs, but most creatures as well as Mehrunes Dagon. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 15:16, 24 April 2010 (UTC)&lt;br /&gt;
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== Unduplicateable Items? ==&lt;br /&gt;
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Okay, I went into the dungeon to get a healthy supply of iron ore, and the transfiguration scrolls, for a roleplay I had planned. Problem is, when I try to duplicate the scrolls of mIneral transfiguration, they wont, and neither does the varla stone in the same room (other varla stones duplicate fine). Could someone help test this on their game, to see if it isnt just me? [[Special:Contributions/184.77.194.254|184.77.194.254]] 21:32, 7 August 2010 (UTC)&lt;br /&gt;
:Try selling them to a shop and buying them back. That usually fixes things like that for me. If they won't dupe after that, chances are they never will. --&amp;lt;sup&amp;gt;[[User:Darkle|Darkle]]&amp;lt;/sup&amp;gt; ~ &amp;lt;sub&amp;gt;[[User talk:Darkle|Talk]]&amp;lt;/sub&amp;gt; 05:19, 8 August 2010 (UTC)&lt;br /&gt;
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== Moved from the article ==&lt;br /&gt;
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*Added Saturday, Augest 21st, 2010* There is a bug that causes the player to commit suicide with the dagger. The chances of this happening are rare, but possible. Should the player use the dagger on an opponent that has [[Oblivion:Reflect Spell|Reflect Spell]] and Daedric Banishing is reflected, the player has a chance to be killed instantly. The percent chance that it will work is based off the player's percent chance that the spell would have worked on the enemy; if the player has a 6% chance, then with reflection, there is a 6% chance. The bug still counts the death towards the &amp;quot;Death Count&amp;quot; on the upper left-hand portion of the screen. One way to exploit this bug (For laughs) is to use the [[Oblivion:Skull of Corruption|Skull of Corruption]] [[Oblivion:Glitches|Glitch]] and have the only weapon on your person be the Mehrunes Razor. The clone will most likely summon any [[Oblivion:Bound Weapon|Bound Weapons]] first, as generally they are more powerful, but should the clone strike you down with the dagger, you may be instantly killed and set to the very Daedric Lord you are trying to thwart.&lt;br /&gt;
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*Note* If attempting the mentioned clone-glitch, be sure the dagger is fully charged. It makes it easier. And do not have any [[Oblivion:Resist Magic|Resist Magic]], [[Oblivion:Reflect Spell|Reflect Magic]] or [[Oblivion:Spell Absorption|Absorb Magic]] spells or enchantments on. It makes it harder to commit suicide that way.&lt;br /&gt;
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: Since daedric banishing is a script effect, this can't happen. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 07:46, 21 August 2010 (UTC)&lt;br /&gt;
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== Morag Tong Assassin Bugged? ==&lt;br /&gt;
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Every time I go into his cell he just says &amp;quot;Well met&amp;quot;, and if I talk to him through the bars he says &amp;quot;I hope I can help&amp;quot;, with no available speech options. Nobody else seems to be having this problem (well not according to Google anyhow), and I can' t work it out. Is there a way I can fix this so I'm allowed to free him instead? {{unsigned|Vedlys Mirties|1 September 2010}}&lt;br /&gt;
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: Just open the cell door. He'll walk off of his own accord. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 15:36, 1 September 2010 (UTC)&lt;br /&gt;
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== Must the Razor be charged for instant kill? ==&lt;br /&gt;
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If the razor runs out of charge, does the script (1 hit KO chance) still take place? With duskfang/dawnfang the nourish blade effect still works even when it is completely out of charge, Thanks {{Unsigned|86.3.217.11|16:20, 27 September 2010}}&lt;br /&gt;
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:I was pretty sure it wouldn't, and testing it in game, it looks like I was right. After draining Mehrunes Razor, I cleared out another whole dungeon, several random monsters, and part of on Oblivion gate without once setting it off, despite an &amp;quot;enhanced&amp;quot; luck of 200, which should have given me an 11% chance of triggering it every hit. &amp;lt;span style=&amp;quot;white-space:nowrap; font-variant:small-caps; line-height:0;&amp;quot;&amp;gt;&amp;amp;ndash; [[User:RobinHood70|'''Robin Hood''']]&amp;lt;span style=&amp;quot;font-size:18pt;&amp;quot;&amp;gt;&amp;amp;#x219D;&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;vertical-align:super&amp;quot;&amp;gt;'''talk'''&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 23:02, 27 September 2010 (UTC)&lt;br /&gt;
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::Ah Thanks, That's a bit disappointing but then again it would make the game too easy ;) {{Unsigned|86.3.217.11|14:06, 2 October 2010}}&lt;br /&gt;
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== Souls claimed ==&lt;br /&gt;
&lt;br /&gt;
I was wondering if there is any reason why or point to the part of the daedric banishing message that tells you how many souls you've claimed.  Is there a max you can hit?  I noticed that you can continually claim the same NPC soul by reanimating, that may be worth mentioning if it can be exploited..&lt;br /&gt;
*Anybody?[[User:Datacaust|Datacaust]] 18:41, 20 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: The variable where the soul count is kept is called &amp;lt;code&amp;gt;DL9MehrunesQuest.DL9SoulTotal&amp;lt;/code&amp;gt;, which is defined as a &amp;lt;code&amp;gt;short&amp;lt;/code&amp;gt;. In Oblivion, those can store values from -32768 to 32767, so the maximum number of souls you can claim is 32,767 after which the count will roll over to -32,768 and count up from there. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 17:09, 24 December 2010 (UTC)&lt;br /&gt;
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== Razor and Soul Trap ==&lt;br /&gt;
&lt;br /&gt;
If Daedric Banishing and Soul Trap were used on the same enemy, would the Soul Trap work? [[User:Helper Unknown|Helper Unknown]] 14:18, 24 December 2010 (UTC)&lt;br /&gt;
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: Yes. --[[User:Rigas Papadopoulos|Rigas Papadopoulos]]&amp;lt;span style=&amp;quot;font-size:xx-medium&amp;quot;&amp;gt;&amp;amp;nbsp;• [[User_Talk:Rigas Papadopoulos|Talk]] • [[Special:Contributions/Rigas Papadopoulos|Deeds]] •&amp;lt;/span&amp;gt; 14:19, 24 December 2010 (UTC)&lt;br /&gt;
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== Death Chance cannot be more than 10 ==&lt;br /&gt;
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So, DeathChance cannot be more than 10 even if I boost my Luck to higher than 200. Right? [[User:Helper Unknown|Helper Unknown]] 14:20, 24 December 2010 (UTC)&lt;br /&gt;
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: It can't be more than '''11'''. --[[User:Rigas Papadopoulos|Rigas Papadopoulos]]&amp;lt;span style=&amp;quot;font-size:xx-medium&amp;quot;&amp;gt;&amp;amp;nbsp;• [[User_Talk:Rigas Papadopoulos|Talk]] • [[Special:Contributions/Rigas Papadopoulos|Deeds]] •&amp;lt;/span&amp;gt; 14:25, 24 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: '''10''' is correct.&lt;br /&gt;
:: The script first multiplies your luck by 0.05 then tests to see if the value is &amp;lt; 1, in which case it sets it to 1, then if it's &amp;gt; 10, in which case it sets it to 10. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 16:48, 24 December 2010 (UTC)&lt;br /&gt;
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== Empty Flask doesn't show in inventory ==&lt;br /&gt;
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Not even in the &amp;quot;Misc&amp;quot; section. I pick it up, and it disappears forever. &lt;br /&gt;
[[User:Predcon|Predcon]] 04:49, 23 March 2011 (UTC)&lt;br /&gt;
: At least it didn't for a while. Then my game crashed and after reloading, it showed up. Nevermind. [[User:Predcon|Predcon]] 04:58, 23 March 2011 (UTC)&lt;br /&gt;
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== Reflect Daedric Banishing ==&lt;br /&gt;
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An anonymous IP recently verified that it's impossible to kill the player with a reflected Daedric Banishing efect. This is untrue; the note was correct before. It ''is'' possible, as it happened to me when attacking a flesh atronach. I've removed the verification tag. The Unofficial Official Mods Patch fixes this issue. --[[User:Legoless|Legoless]] 14:03, 11 June 2011 (UTC)&lt;br /&gt;
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I'm testing it now and will test it for another 15 mins. I will let you know whether I get banished or not, just for final verification. (I am fighting my clone who has my ring of namira equipped. --[[User:Manic|Manic]] 14:09, 11 June 2011 (UTC)&lt;br /&gt;
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: You are indeed correct. I have just died when I struck my clone and I was on 133 health so I know it was reflect spell and not reflect damage. I have tested it three times now so I am confident it is reflectable. --[[User:Manic|Manic]] 14:13, 11 June 2011 (UTC)&lt;br /&gt;
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== Some items considered stolen ==&lt;br /&gt;
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I just realized that a few of these items are not showing up for me to sell to normal vendors.  The morag tong hood and the spellturn cloak are among the items that are considered stolen. {{uns|24.33.141.151|00:25, 16 August 2011 (GMT)}}&lt;br /&gt;
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: Do they have the stolen icon? If not, you're probably selling to a merchant who doesn't trade in clothing. --[[User:Legoless|Legoless]] 00:42, 16 August 2011 (UTC)&lt;br /&gt;
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:: I don't think they did.  It could have been that the merchant didn't buy clothing, but I could have sworn there were other clothing items he would buy.&lt;/div&gt;</summary>
		<author><name>24.33.141.151</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Mehrunes%27_Razor_Items&amp;diff=702932</id>
		<title>Oblivion talk:Mehrunes' Razor Items</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Mehrunes%27_Razor_Items&amp;diff=702932"/>
		<updated>2011-08-15T23:25:34Z</updated>

		<summary type="html">&lt;p&gt;24.33.141.151: /* Some items considered stolen */ new section&lt;/p&gt;
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&lt;div&gt;==Iron ore==&lt;br /&gt;
The page seems to state that Iron Ore is found throughout caves in Cyrodil, however, I believe that to be incorrect. I haven't opened up the editor or anything, but I haven't seen these anywhere but in the Sundercliff Watch (and attached areas). Can anyone confirm if that is the only location for them? {{unsigned|Scxe}}&lt;br /&gt;
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:You're right. I checked in the Construction Set and Iron Ore doesn't even exist outside the plugin. And even the plugin only adds it to the [[Oblivion:Sundercliff Watch|Sundercliff Watch]] dungeon. Article has been updated. --[[User:Timenn|Timenn]]&amp;lt;span style=&amp;quot;font-size: 8px; font-style: italic;&amp;quot;&amp;gt; &amp;amp;lt; &amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;[[User_talk:Timenn|talk]]&amp;lt;/span&amp;gt; &amp;amp;gt; &amp;lt;/span&amp;gt; 07:51, 15 February 2008 (EST)&lt;br /&gt;
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== Level bug? ==&lt;br /&gt;
I swore I was level 20 when I went on this crawl, but someone I got the level 15 version of the bladeturn hood and maybe the razor itself. What happen? {{Unsigned|77BeTa77}}&lt;br /&gt;
: You need to read the first paragraph of the article. The items in this quest are not leveled in the usual sense... –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 17:48, 11 March 2008 (EDT)&lt;br /&gt;
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Oh I see.&lt;br /&gt;
It doesn't make much sense, but whatever. [[User:77BeTa77|77BeTa77]]&lt;br /&gt;
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It makes sense, but I believe it to be wrong (at least on the X-Box). I have tried repeatedly to sleep/level to change the levels of the gear the Assassin and Drothan wear and it does not seem to work. This is further evidenced by the fact that there are other situations, such as chests with leveled items that will continue to have the same items whether you reload your last save or not. For example, in one of the loot bags in Deepscorn Hollow it contains a random leveled piece of magic jewelry, if you try to reload the save before you opened it it will always contain the same piece of jewelry. However, if you were to start over before the loot bag ever appeared, say when you buy all of the upgrades for the house, then the item will change. I believe this to be the case as well with the various leveled items found in this Mehrune's Razor upgrade. If you want the items to change you need to reload the items before they ever existed. In this case that means deleting and reinstalling the plugin, then the items might change.&lt;br /&gt;
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I could be wrong here, but as of right now everytime I have tried to reload a saved game prior to killing people or opening chests (sleep/level or not) I have ended up with the same results. Hopefully someone else will be able to clear this situation up further. -Guywhohasnotsignedupyet {{unsigned|68.20.17.227}}&lt;br /&gt;
: You're misunderstanding how leveled items work. The contents of a leveled list are decided when you load the relevant cell (except in rare cases like the official mod items), and not when you open the container. When they're fixed, they stay fixed until the cell respawns - three days later. You can test this pretty easily. Save outside a dungeon, run in and look at the contents of a chest. Reload, run in and look at the same chest. They will be different. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 13:41, 7 July 2008 (EDT)&lt;br /&gt;
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::I appreciate you responding in a timely fashion. You are right, I was misunderstanding how they worked. I was aware that the cells reloaded 3 days later, however was unsure how that applied to the items you encountered on this particular plugin. If you wouldn't mind, could you explain to me (like I am a 2 year old) the most efficient way to check to get the leveled items you want from the assassin and Drothan? {{unsigned|68.20.17.227}}&lt;br /&gt;
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:::The only way is already described [[Oblivion:Unearthing_Mehrunes_Razor_Items#Morag_Tong_Armor|on the article]], but the best way of all is to install the Unofficial Oblivion Patch (assuming you're on the PC) so you get the items appropriate to your level. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 01:07, 8 July 2008 (EDT)&lt;br /&gt;
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::::Clearly I don't understand that method very well, or we wouldn't be having this conversation. When I sleep, the items don't change. When I level, the items don't change. The only time they do change is when I completely reload that area. So, I'm not understanding something and I believe the OP is in the same boat. So rather than link me back to something I didn't understand in the first place, please explain it to us so we understand it better. I am fully capable of looking up information and reading it - although not your intention I am sure, your casual &amp;quot;it's right here, so read it&amp;quot; attitude is rather unhelpful and insulting...&lt;br /&gt;
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:::::I used my own, limited free time to point out the information to you in case you hadn't seen it (this happens quite often) and to suggest a patch that makes the problem moot if you're on the PC. If you find that insulting, you seriously need to grow a thicker skin. The information is quite clear and has been found to be accurate by several different people - including myself. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 01:32, 12 July 2008 (EDT)&lt;br /&gt;
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So wait does that mean I have to reload, sleep, and then wait three days if I want the armor to change? Because I've done it the way it is described about 6 times now and its the same outcome, with just the cuirass being the right level and everything else 1 level below. Or maybe its because I am sleeping in the jail? Should I leave? I WANT THE RIGHT ARMOR SO BAD. Rpeh you seem to have the answers, please help me!!!!!111100305992-! - neitheroftheprevioustwo/threepeoplewhodiscussedthis.&lt;br /&gt;
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::Alright, nevermind. I've solved my own problem. For any of you having trouble, make sure you're not sleeping in the jail. It won't work if you do that...or at least it didnt for me. You can go to the barracks next door, save right before you sleep, sleep (oh and I was also leveling each time I slept so I don't know if that makes a difference but I'm pretty sure it does), then save after you sleep (in case he kills you), then fight the guy. It'll change each time if you do that.&lt;br /&gt;
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I have a question about this. If I want to get the best versions of all the unique items, I basically have to do the following:&lt;br /&gt;
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1. Make a save, then level up. After that, kill the Assassin. If even one piece isn't the best version for my level, reload the save and try again.&lt;br /&gt;
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2. Save before entering the upper level of the forge, then head in and kill the Forgemaster. If I don't get the best version of the Forgemaster's Amulet, reload the save and try again.&lt;br /&gt;
&lt;br /&gt;
3. Make a save, then level up. After that, kill Frathen Drothan. If he doesn't give the best version of both items, reload and try again.&lt;br /&gt;
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In other words, going through this dungeon, I have to get two Level Ups in order to get the best items for my level. Is this correct?[[User:Swk3000|Swk3000]] 15:32, 25 March 2009 (EDT)&lt;br /&gt;
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==Claiming your own soul==&lt;br /&gt;
The player can be instantly killed by Daedric Banishing if you give Mehrunes Razor to an NPC and attack them. This is mostly useless since you will have to immediately reload your game. --[[User:Shalley303|Shalley303]] 19:21, 30 March 2008 (EDT)&lt;br /&gt;
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it will also claim your soul if you attack something with a reflect ability(like scamps)&lt;br /&gt;
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==Using a Beating Heart potion to give someone vampirism==&lt;br /&gt;
So I read that you can create a Porphyric Hemophilia potion from the Beating Heart with an Alchemy of 100...can you do this, then leave the potion around someone after removing all the potions around them? Will they drink it, come down with Porphyric Hemophilia, and become a vampire after 3 days? [[User:Deadzone|Deadzone]] 03:51, 21 May 2008 (EDT)&lt;br /&gt;
: I'm pretty sure the answer to that is &amp;quot;No&amp;quot;. You can certainly create the potion but I don't believe NPCs will ever drink potions. The only time you see somebody doing so is with the residents of the Skooma den, and that's just an animation - the contents of their inventory never changes. Also, the factors that control the onset of vampirism are all related to the player rather than NPCs so I don't see any way for it to happen. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 04:07, 21 May 2008 (EDT)&lt;br /&gt;
:: I Disagree, If you create a potion from a poison apple then reverse pickpocket it onto an NPC they will drink it (Tested it on [[Oblivion:Dion|Dion]].--[[User:VergilSparda|VergilSparda]] 22:15, 27 March 2010 (UTC)&lt;br /&gt;
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:::Did Dion drink the potion while in combat? --[[User:Timenn|Timenn]]-&amp;lt;span style=&amp;quot;font-size: 9px; letter-spacing: 1px;&amp;quot;&amp;gt;&amp;amp;lt;[[User talk:Timenn|talk]]&amp;amp;gt;&amp;lt;/span&amp;gt; 13:04, 29 March 2010 (UTC)&lt;br /&gt;
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:::: Erm, No. He drank it while he was in the guard barracks... And I don't think anyone eats/drinks while in combat..--[[User:VergilSparda|VergilSparda]] 20:54, 29 March 2010 (UTC)&lt;br /&gt;
:::::Did the vampirism effects take place? Eyes, burning animation...?--&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[User:Corevette789|&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#222222&amp;quot;&amp;gt;Corevette&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;]]&amp;lt;/sup&amp;gt;&amp;lt;sub&amp;gt;&amp;lt;span style=&amp;quot;position: relative; left:-30px; margin-right:0px;&amp;quot;&amp;gt;[[User:Corevette789|&amp;lt;font color=&amp;quot;#444444&amp;quot;&amp;gt;789&amp;lt;/font&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/small&amp;gt; 22:27, 29 March 2010 (UTC)&lt;br /&gt;
:::::: This is a [[Oblivion:Poisoned Apple|POISON APPLE]] potion, Not a Beating Heart Potion... Anyway i was just stating that NPCs actually drink potions when they are in their inventorys. But i don't think they take them from containers/pick them up when lying around and drink them. --[[User:VergilSparda|VergilSparda]] 22:30, 29 March 2010 (UTC)&lt;br /&gt;
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==Daedric Banishing Chance==&lt;br /&gt;
Conflicting mathematics: &amp;quot;DeathChance = PlayerLuck * 0.05&amp;quot; and one of the three errors: &amp;quot;if your luck is 100, the chance is 6%&amp;quot; shouldn't it be 5%? If not then there is conflicting probabilities: &amp;quot;DeathChance is at least 1 and at most 10...with luck boosted to 200, the chance becomes 11%&amp;quot; Even if rounded off, 11% becomes 1 in 9.[[User:58.175.87.83|58.175.87.83]] 09:07, 28 September 2008 (EDT)&lt;br /&gt;
: No, you have misunderstood. Daedric Banishing succeeds if random(0,99) &amp;lt;= (Luck*0.05). That means if your luck is 100, the numbers 0, 1, 2, 3, 4 and 5 (six numbers in total out of 100) will work. That is 6%. Boost luck to 200 and any number between 0 and 10 (inclusive) works (eleven numbers out of 100) - 11%. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 11:06, 28 September 2008 (EDT)&lt;br /&gt;
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== Hoe, Rockpick Hoe, Heavy Rake ==&lt;br /&gt;
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I been looking for the heavy rake but haven't found any. Are they level specific? I just started a new game and am still 1st level. Also, did anyone notice that the barrel where the hoe is found has the sound of flies buzzing. Not too strange that a dirty hoe would give a disease that puts a tickle in the britches. A terrible pun but funny.[[User:69.204.11.122|69.204.11.122]] 23:10, 5 March 2009 (EST)&lt;br /&gt;
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== Beating Heart ==&lt;br /&gt;
&lt;br /&gt;
I made 'Researches' to the 'Beating Heart'. Here is what came out:&lt;br /&gt;
If you duplicate the Heart and eat one, you get +4 Infamy. If you eat another you get also +4 Infamy. - Also you can get unlimited Infamy with the Hearts. I duplicated it with the Scrolls glitch.&lt;br /&gt;
--[[User:Conny293|Conny293]] 21:49, 21 July 2009 (UTC)&lt;br /&gt;
:This works with any item you duplicate. It always retains the effects of the original, so all duplicates will retain the +4 Infamy you receive. --[[User:Elliot|Elliot]]&amp;lt;sup&amp;gt;([[User_talk:Elliot|T]]-[[Special:Contributions/Elliot|C]])&amp;lt;/sup&amp;gt; 21:53, 21 July 2009 (UTC)&lt;br /&gt;
::Yup, but maybe it's an special note worth ?--[[User:Conny293|Conny293]] 22:06, 21 July 2009 (UTC)&lt;br /&gt;
:::Not really, since it is applicable to all items. --[[User:Elliot|Elliot]]&amp;lt;sup&amp;gt;([[User_talk:Elliot|T]]-[[Special:Contributions/Elliot|C]])&amp;lt;/sup&amp;gt; 22:11, 21 July 2009 (UTC)&lt;br /&gt;
::::Okay. Would this Work: Eating the Heart, get a Vampire, cure and eat another to become a Vampire again?--[[User:Conny293|Conny293]] 22:26, 21 July 2009 (UTC)&lt;br /&gt;
:::::I haven't tried it, but I would say no. Since the cure is supposed to heal you forever by a script. --[[User:Elliot|Elliot]]&amp;lt;sup&amp;gt;([[User_talk:Elliot|T]]-[[Special:Contributions/Elliot|C]])&amp;lt;/sup&amp;gt; 22:39, 21 July 2009 (UTC)&lt;br /&gt;
::::::And what about the special cure that comes with the Vile Lair Plugin ?--[[User:Conny293|Conny293]] 22:43, 21 July 2009 (UTC)&lt;br /&gt;
:::::::I am not sure how it exactly behaves. The best way to find out is to try it. --[[User:Elliot|Elliot]]&amp;lt;sup&amp;gt;([[User_talk:Elliot|T]]-[[Special:Contributions/Elliot|C]])&amp;lt;/sup&amp;gt; 22:48, 21 July 2009 (UTC)&lt;br /&gt;
::::::::Okay, if i got time i try it. I'll write here the result's.--[[User:Conny293|Conny293]] 22:52, 21 July 2009 (UTC)&lt;br /&gt;
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:::::::::Testet - Results: If you cure yourself and eat another Heart you'll get infected BUT you do not become a Vampire again :(--[[User:Conny293|Conny293]] 20:49, 22 July 2009 (UTC)&lt;br /&gt;
::::::::::That is how it is intended to work. --[[User:Elliot|Elliot]]&amp;lt;sup&amp;gt;([[User_talk:Elliot|T]]-[[Special:Contributions/Elliot|C]])&amp;lt;/sup&amp;gt; 21:00, 22 July 2009 (UTC)&lt;br /&gt;
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== coc testinghall ==&lt;br /&gt;
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I've looked on UESP for an article explaining this popular glitch on the PC, with nothing coming up. After searching some videos people did of it, I noticed that, in the weapons warehouse of the testing hall, Mehrunes razor is marked as &amp;quot;Ceremonial dagger&amp;quot; and is unenchanted. Is this how they intended it?&lt;br /&gt;
:I think it was in the original Oblivion, just not used, like Amber and Madness equipment. Funnily enouh, I'm making new weapons with the dagger's meshes, etc. with just Oblivion loaded in the CS.-[[User:Volthawk|Volthawk]] 14:35, 3 September 2009 (UTC)&lt;br /&gt;
::I saw a mod somewhere where someone made a shortsword and longsword with the hilt looking just like the razor. Anyways, thanks {{unsigned|24.233.128.66}}&lt;br /&gt;
&lt;br /&gt;
An item with identical appearance exists even without the plug-in. At the Construction Set it is named &amp;quot;Mehrunes Razor&amp;quot; but in the game it appears as &amp;quot;Ceremonial Dagger&amp;quot;. --[[User:Rigas Papadopoulos|Rigas Papadopoulos]] 15:23, 18 September 2010 (UTC)&lt;br /&gt;
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== artifact? ==&lt;br /&gt;
For curiosity's sake, can you turn this in to Martin as a Daedric Artifact? [[Special:Contributions/121.221.82.105|121.221.82.105]] 23:52, 6 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:No, there is no tie-in with that particular quest. --[[User:Timenn|Timenn]]-&amp;lt;span style=&amp;quot;font-size: 9px; letter-spacing: 1px;&amp;quot;&amp;gt;&amp;amp;lt;[[User talk:Timenn|talk]]&amp;amp;gt;&amp;lt;/span&amp;gt; 12:46, 12 November 2009 (UTC)&lt;br /&gt;
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== best possible stats ==&lt;br /&gt;
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i tried sleep lvl up in the main cave but the red dude at the end (bladeturn hood and spell turn cloak) stats seems to fix upon entering sundercliff watch. can some1 help? {{unsigned|P90 user|2 December 2009}}&lt;br /&gt;
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== Daedric Banishing question. ==&lt;br /&gt;
&lt;br /&gt;
Do fortify luck enchantments affect the chance of this happening? Let's say I have 50 luck that equals a chance of 2.5 but I fortify it to 86 which equals a 4.6 chance, will this make the effect happen more often or will the fortified 86 luck act as 50 unfortified?&lt;br /&gt;
i think so, some1 said they got boost to 200 and it equates 10% instant K.O [[User:P90 user|P90 user]] 12:16, 29 December 2009 (UTC)&lt;br /&gt;
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== What level Razor will I get if...? ==&lt;br /&gt;
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I'm lvl 15 and I just got to mehrunes' razor. If i level up while in the last room (where the Razor is), will I get the level 16 version or will I just get the 15 version?{{Unsigned|Jesseguy1|8 February 2010}}&lt;br /&gt;
:I think that you will get the highest level razor the moment you activate the razor, so you will get the level 16 version.--[[User:Arch-Mage Matt|Arch-Mage Matt]] 02:18, 8 February 2010 (UTC)&lt;br /&gt;
::Thanks, you were right. [[User:Jesseguy1|Jesseguy1]] 02:23, 8 February 2010 (UTC)&lt;br /&gt;
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== Morag Tong Cuirass bugged? ==&lt;br /&gt;
&lt;br /&gt;
Before starting the main quest's Dagon Shrine quest (where you have to give over all your possessions/fight your way through the shrine), I decided to make things a little easier on myself and drop my Morag Tong gear (hood, greaves, cuirass, etc.) and pick it up right after talking to Harrow so I could re-equip things. Well, I was able to find all my equipment except for the cuirass. I figured I had accidentally flung it into a dark corner of the cave, but even after trying to drop and pick up the cuirass in another location, it is completely missing. Can anyone else confirm this? &lt;br /&gt;
&lt;br /&gt;
Conditions: Have two Morag Tong equipment pieces on your character. Unequip the cuirass and the other item; drop them (edit: or perhaps drop them without unequipping first?). Close your inventory. Do you see two items on the ground? Just wondering if it's just me! --[[User:Irene Metrick|Irene Metrick]] 04:12, 8 February 2010 (UTC)&lt;br /&gt;
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== What? ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;''The script attached to the dagger ensures that NPCs tagged as Essential or in the Creature Faction will never be banished.''&amp;quot;&lt;br /&gt;
What's all this jazz? My razor captures souls of every living being excluding essentials! [[User:Mudcrabs-More-Fearsome-Than-You|Mudcrabs-More-Fearsome-Than-You]] &amp;lt;sup&amp;gt;[[User Talk:Mudcrabs-More-Fearsome-Than-You|Talk]]&amp;lt;/sup&amp;gt; 12:56, 24 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Well first, it doesn't capture souls at all. All that comment means is that the banishing effect won't accidentally kill anybody marked as essential. It also doesn't work on NPCs in the [[Oblivion:Factions_C#CreatureFaction|Creature]] faction, which is only one or two NPCs, but most creatures as well as Mehrunes Dagon. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 15:16, 24 April 2010 (UTC)&lt;br /&gt;
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== Unduplicateable Items? ==&lt;br /&gt;
&lt;br /&gt;
Okay, I went into the dungeon to get a healthy supply of iron ore, and the transfiguration scrolls, for a roleplay I had planned. Problem is, when I try to duplicate the scrolls of mIneral transfiguration, they wont, and neither does the varla stone in the same room (other varla stones duplicate fine). Could someone help test this on their game, to see if it isnt just me? [[Special:Contributions/184.77.194.254|184.77.194.254]] 21:32, 7 August 2010 (UTC)&lt;br /&gt;
:Try selling them to a shop and buying them back. That usually fixes things like that for me. If they won't dupe after that, chances are they never will. --&amp;lt;sup&amp;gt;[[User:Darkle|Darkle]]&amp;lt;/sup&amp;gt; ~ &amp;lt;sub&amp;gt;[[User talk:Darkle|Talk]]&amp;lt;/sub&amp;gt; 05:19, 8 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Moved from the article ==&lt;br /&gt;
&lt;br /&gt;
*Added Saturday, Augest 21st, 2010* There is a bug that causes the player to commit suicide with the dagger. The chances of this happening are rare, but possible. Should the player use the dagger on an opponent that has [[Oblivion:Reflect Spell|Reflect Spell]] and Daedric Banishing is reflected, the player has a chance to be killed instantly. The percent chance that it will work is based off the player's percent chance that the spell would have worked on the enemy; if the player has a 6% chance, then with reflection, there is a 6% chance. The bug still counts the death towards the &amp;quot;Death Count&amp;quot; on the upper left-hand portion of the screen. One way to exploit this bug (For laughs) is to use the [[Oblivion:Skull of Corruption|Skull of Corruption]] [[Oblivion:Glitches|Glitch]] and have the only weapon on your person be the Mehrunes Razor. The clone will most likely summon any [[Oblivion:Bound Weapon|Bound Weapons]] first, as generally they are more powerful, but should the clone strike you down with the dagger, you may be instantly killed and set to the very Daedric Lord you are trying to thwart.&lt;br /&gt;
&lt;br /&gt;
*Note* If attempting the mentioned clone-glitch, be sure the dagger is fully charged. It makes it easier. And do not have any [[Oblivion:Resist Magic|Resist Magic]], [[Oblivion:Reflect Spell|Reflect Magic]] or [[Oblivion:Spell Absorption|Absorb Magic]] spells or enchantments on. It makes it harder to commit suicide that way.&lt;br /&gt;
&lt;br /&gt;
: Since daedric banishing is a script effect, this can't happen. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 07:46, 21 August 2010 (UTC)&lt;br /&gt;
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== Morag Tong Assassin Bugged? ==&lt;br /&gt;
&lt;br /&gt;
Every time I go into his cell he just says &amp;quot;Well met&amp;quot;, and if I talk to him through the bars he says &amp;quot;I hope I can help&amp;quot;, with no available speech options. Nobody else seems to be having this problem (well not according to Google anyhow), and I can' t work it out. Is there a way I can fix this so I'm allowed to free him instead? {{unsigned|Vedlys Mirties|1 September 2010}}&lt;br /&gt;
&lt;br /&gt;
: Just open the cell door. He'll walk off of his own accord. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 15:36, 1 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Must the Razor be charged for instant kill? ==&lt;br /&gt;
&lt;br /&gt;
If the razor runs out of charge, does the script (1 hit KO chance) still take place? With duskfang/dawnfang the nourish blade effect still works even when it is completely out of charge, Thanks {{Unsigned|86.3.217.11|16:20, 27 September 2010}}&lt;br /&gt;
&lt;br /&gt;
:I was pretty sure it wouldn't, and testing it in game, it looks like I was right. After draining Mehrunes Razor, I cleared out another whole dungeon, several random monsters, and part of on Oblivion gate without once setting it off, despite an &amp;quot;enhanced&amp;quot; luck of 200, which should have given me an 11% chance of triggering it every hit. &amp;lt;span style=&amp;quot;white-space:nowrap; font-variant:small-caps; line-height:0;&amp;quot;&amp;gt;&amp;amp;ndash; [[User:RobinHood70|'''Robin Hood''']]&amp;lt;span style=&amp;quot;font-size:18pt;&amp;quot;&amp;gt;&amp;amp;#x219D;&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;vertical-align:super&amp;quot;&amp;gt;'''talk'''&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 23:02, 27 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Ah Thanks, That's a bit disappointing but then again it would make the game too easy ;) {{Unsigned|86.3.217.11|14:06, 2 October 2010}}&lt;br /&gt;
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== Souls claimed ==&lt;br /&gt;
&lt;br /&gt;
I was wondering if there is any reason why or point to the part of the daedric banishing message that tells you how many souls you've claimed.  Is there a max you can hit?  I noticed that you can continually claim the same NPC soul by reanimating, that may be worth mentioning if it can be exploited..&lt;br /&gt;
*Anybody?[[User:Datacaust|Datacaust]] 18:41, 20 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: The variable where the soul count is kept is called &amp;lt;code&amp;gt;DL9MehrunesQuest.DL9SoulTotal&amp;lt;/code&amp;gt;, which is defined as a &amp;lt;code&amp;gt;short&amp;lt;/code&amp;gt;. In Oblivion, those can store values from -32768 to 32767, so the maximum number of souls you can claim is 32,767 after which the count will roll over to -32,768 and count up from there. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 17:09, 24 December 2010 (UTC)&lt;br /&gt;
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== Razor and Soul Trap ==&lt;br /&gt;
&lt;br /&gt;
If Daedric Banishing and Soul Trap were used on the same enemy, would the Soul Trap work? [[User:Helper Unknown|Helper Unknown]] 14:18, 24 December 2010 (UTC)&lt;br /&gt;
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: Yes. --[[User:Rigas Papadopoulos|Rigas Papadopoulos]]&amp;lt;span style=&amp;quot;font-size:xx-medium&amp;quot;&amp;gt;&amp;amp;nbsp;• [[User_Talk:Rigas Papadopoulos|Talk]] • [[Special:Contributions/Rigas Papadopoulos|Deeds]] •&amp;lt;/span&amp;gt; 14:19, 24 December 2010 (UTC)&lt;br /&gt;
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== Death Chance cannot be more than 10 ==&lt;br /&gt;
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So, DeathChance cannot be more than 10 even if I boost my Luck to higher than 200. Right? [[User:Helper Unknown|Helper Unknown]] 14:20, 24 December 2010 (UTC)&lt;br /&gt;
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: It can't be more than '''11'''. --[[User:Rigas Papadopoulos|Rigas Papadopoulos]]&amp;lt;span style=&amp;quot;font-size:xx-medium&amp;quot;&amp;gt;&amp;amp;nbsp;• [[User_Talk:Rigas Papadopoulos|Talk]] • [[Special:Contributions/Rigas Papadopoulos|Deeds]] •&amp;lt;/span&amp;gt; 14:25, 24 December 2010 (UTC)&lt;br /&gt;
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:: '''10''' is correct.&lt;br /&gt;
:: The script first multiplies your luck by 0.05 then tests to see if the value is &amp;lt; 1, in which case it sets it to 1, then if it's &amp;gt; 10, in which case it sets it to 10. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 16:48, 24 December 2010 (UTC)&lt;br /&gt;
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== Empty Flask doesn't show in inventory ==&lt;br /&gt;
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Not even in the &amp;quot;Misc&amp;quot; section. I pick it up, and it disappears forever. &lt;br /&gt;
[[User:Predcon|Predcon]] 04:49, 23 March 2011 (UTC)&lt;br /&gt;
: At least it didn't for a while. Then my game crashed and after reloading, it showed up. Nevermind. [[User:Predcon|Predcon]] 04:58, 23 March 2011 (UTC)&lt;br /&gt;
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== Reflect Daedric Banishing ==&lt;br /&gt;
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An anonymous IP recently verified that it's impossible to kill the player with a reflected Daedric Banishing efect. This is untrue; the note was correct before. It ''is'' possible, as it happened to me when attacking a flesh atronach. I've removed the verification tag. The Unofficial Official Mods Patch fixes this issue. --[[User:Legoless|Legoless]] 14:03, 11 June 2011 (UTC)&lt;br /&gt;
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I'm testing it now and will test it for another 15 mins. I will let you know whether I get banished or not, just for final verification. (I am fighting my clone who has my ring of namira equipped. --[[User:Manic|Manic]] 14:09, 11 June 2011 (UTC)&lt;br /&gt;
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: You are indeed correct. I have just died when I struck my clone and I was on 133 health so I know it was reflect spell and not reflect damage. I have tested it three times now so I am confident it is reflectable. --[[User:Manic|Manic]] 14:13, 11 June 2011 (UTC)&lt;br /&gt;
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== Some items considered stolen ==&lt;br /&gt;
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I just realized that a few of these items are not showing up for me to sell to normal vendors.  The morag tong hood and the spellturn cloak are among the items that are considered stolen.&lt;/div&gt;</summary>
		<author><name>24.33.141.151</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Mehrunes%27_Razor_Items&amp;diff=702931</id>
		<title>Oblivion talk:Mehrunes' Razor Items</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Mehrunes%27_Razor_Items&amp;diff=702931"/>
		<updated>2011-08-15T23:23:13Z</updated>

		<summary type="html">&lt;p&gt;24.33.141.151: /* ObjectID and additem command */&lt;/p&gt;
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&lt;div&gt;==Iron ore==&lt;br /&gt;
The page seems to state that Iron Ore is found throughout caves in Cyrodil, however, I believe that to be incorrect. I haven't opened up the editor or anything, but I haven't seen these anywhere but in the Sundercliff Watch (and attached areas). Can anyone confirm if that is the only location for them? {{unsigned|Scxe}}&lt;br /&gt;
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:You're right. I checked in the Construction Set and Iron Ore doesn't even exist outside the plugin. And even the plugin only adds it to the [[Oblivion:Sundercliff Watch|Sundercliff Watch]] dungeon. Article has been updated. --[[User:Timenn|Timenn]]&amp;lt;span style=&amp;quot;font-size: 8px; font-style: italic;&amp;quot;&amp;gt; &amp;amp;lt; &amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;[[User_talk:Timenn|talk]]&amp;lt;/span&amp;gt; &amp;amp;gt; &amp;lt;/span&amp;gt; 07:51, 15 February 2008 (EST)&lt;br /&gt;
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== Level bug? ==&lt;br /&gt;
I swore I was level 20 when I went on this crawl, but someone I got the level 15 version of the bladeturn hood and maybe the razor itself. What happen? {{Unsigned|77BeTa77}}&lt;br /&gt;
: You need to read the first paragraph of the article. The items in this quest are not leveled in the usual sense... –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 17:48, 11 March 2008 (EDT)&lt;br /&gt;
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Oh I see.&lt;br /&gt;
It doesn't make much sense, but whatever. [[User:77BeTa77|77BeTa77]]&lt;br /&gt;
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It makes sense, but I believe it to be wrong (at least on the X-Box). I have tried repeatedly to sleep/level to change the levels of the gear the Assassin and Drothan wear and it does not seem to work. This is further evidenced by the fact that there are other situations, such as chests with leveled items that will continue to have the same items whether you reload your last save or not. For example, in one of the loot bags in Deepscorn Hollow it contains a random leveled piece of magic jewelry, if you try to reload the save before you opened it it will always contain the same piece of jewelry. However, if you were to start over before the loot bag ever appeared, say when you buy all of the upgrades for the house, then the item will change. I believe this to be the case as well with the various leveled items found in this Mehrune's Razor upgrade. If you want the items to change you need to reload the items before they ever existed. In this case that means deleting and reinstalling the plugin, then the items might change.&lt;br /&gt;
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I could be wrong here, but as of right now everytime I have tried to reload a saved game prior to killing people or opening chests (sleep/level or not) I have ended up with the same results. Hopefully someone else will be able to clear this situation up further. -Guywhohasnotsignedupyet {{unsigned|68.20.17.227}}&lt;br /&gt;
: You're misunderstanding how leveled items work. The contents of a leveled list are decided when you load the relevant cell (except in rare cases like the official mod items), and not when you open the container. When they're fixed, they stay fixed until the cell respawns - three days later. You can test this pretty easily. Save outside a dungeon, run in and look at the contents of a chest. Reload, run in and look at the same chest. They will be different. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 13:41, 7 July 2008 (EDT)&lt;br /&gt;
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::I appreciate you responding in a timely fashion. You are right, I was misunderstanding how they worked. I was aware that the cells reloaded 3 days later, however was unsure how that applied to the items you encountered on this particular plugin. If you wouldn't mind, could you explain to me (like I am a 2 year old) the most efficient way to check to get the leveled items you want from the assassin and Drothan? {{unsigned|68.20.17.227}}&lt;br /&gt;
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:::The only way is already described [[Oblivion:Unearthing_Mehrunes_Razor_Items#Morag_Tong_Armor|on the article]], but the best way of all is to install the Unofficial Oblivion Patch (assuming you're on the PC) so you get the items appropriate to your level. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 01:07, 8 July 2008 (EDT)&lt;br /&gt;
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::::Clearly I don't understand that method very well, or we wouldn't be having this conversation. When I sleep, the items don't change. When I level, the items don't change. The only time they do change is when I completely reload that area. So, I'm not understanding something and I believe the OP is in the same boat. So rather than link me back to something I didn't understand in the first place, please explain it to us so we understand it better. I am fully capable of looking up information and reading it - although not your intention I am sure, your casual &amp;quot;it's right here, so read it&amp;quot; attitude is rather unhelpful and insulting...&lt;br /&gt;
&lt;br /&gt;
:::::I used my own, limited free time to point out the information to you in case you hadn't seen it (this happens quite often) and to suggest a patch that makes the problem moot if you're on the PC. If you find that insulting, you seriously need to grow a thicker skin. The information is quite clear and has been found to be accurate by several different people - including myself. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 01:32, 12 July 2008 (EDT)&lt;br /&gt;
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So wait does that mean I have to reload, sleep, and then wait three days if I want the armor to change? Because I've done it the way it is described about 6 times now and its the same outcome, with just the cuirass being the right level and everything else 1 level below. Or maybe its because I am sleeping in the jail? Should I leave? I WANT THE RIGHT ARMOR SO BAD. Rpeh you seem to have the answers, please help me!!!!!111100305992-! - neitheroftheprevioustwo/threepeoplewhodiscussedthis.&lt;br /&gt;
&lt;br /&gt;
::Alright, nevermind. I've solved my own problem. For any of you having trouble, make sure you're not sleeping in the jail. It won't work if you do that...or at least it didnt for me. You can go to the barracks next door, save right before you sleep, sleep (oh and I was also leveling each time I slept so I don't know if that makes a difference but I'm pretty sure it does), then save after you sleep (in case he kills you), then fight the guy. It'll change each time if you do that.&lt;br /&gt;
&lt;br /&gt;
I have a question about this. If I want to get the best versions of all the unique items, I basically have to do the following:&lt;br /&gt;
&lt;br /&gt;
1. Make a save, then level up. After that, kill the Assassin. If even one piece isn't the best version for my level, reload the save and try again.&lt;br /&gt;
&lt;br /&gt;
2. Save before entering the upper level of the forge, then head in and kill the Forgemaster. If I don't get the best version of the Forgemaster's Amulet, reload the save and try again.&lt;br /&gt;
&lt;br /&gt;
3. Make a save, then level up. After that, kill Frathen Drothan. If he doesn't give the best version of both items, reload and try again.&lt;br /&gt;
&lt;br /&gt;
In other words, going through this dungeon, I have to get two Level Ups in order to get the best items for my level. Is this correct?[[User:Swk3000|Swk3000]] 15:32, 25 March 2009 (EDT)&lt;br /&gt;
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==Claiming your own soul==&lt;br /&gt;
The player can be instantly killed by Daedric Banishing if you give Mehrunes Razor to an NPC and attack them. This is mostly useless since you will have to immediately reload your game. --[[User:Shalley303|Shalley303]] 19:21, 30 March 2008 (EDT)&lt;br /&gt;
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it will also claim your soul if you attack something with a reflect ability(like scamps)&lt;br /&gt;
&lt;br /&gt;
==Using a Beating Heart potion to give someone vampirism==&lt;br /&gt;
So I read that you can create a Porphyric Hemophilia potion from the Beating Heart with an Alchemy of 100...can you do this, then leave the potion around someone after removing all the potions around them? Will they drink it, come down with Porphyric Hemophilia, and become a vampire after 3 days? [[User:Deadzone|Deadzone]] 03:51, 21 May 2008 (EDT)&lt;br /&gt;
: I'm pretty sure the answer to that is &amp;quot;No&amp;quot;. You can certainly create the potion but I don't believe NPCs will ever drink potions. The only time you see somebody doing so is with the residents of the Skooma den, and that's just an animation - the contents of their inventory never changes. Also, the factors that control the onset of vampirism are all related to the player rather than NPCs so I don't see any way for it to happen. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 04:07, 21 May 2008 (EDT)&lt;br /&gt;
:: I Disagree, If you create a potion from a poison apple then reverse pickpocket it onto an NPC they will drink it (Tested it on [[Oblivion:Dion|Dion]].--[[User:VergilSparda|VergilSparda]] 22:15, 27 March 2010 (UTC)&lt;br /&gt;
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:::Did Dion drink the potion while in combat? --[[User:Timenn|Timenn]]-&amp;lt;span style=&amp;quot;font-size: 9px; letter-spacing: 1px;&amp;quot;&amp;gt;&amp;amp;lt;[[User talk:Timenn|talk]]&amp;amp;gt;&amp;lt;/span&amp;gt; 13:04, 29 March 2010 (UTC)&lt;br /&gt;
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:::: Erm, No. He drank it while he was in the guard barracks... And I don't think anyone eats/drinks while in combat..--[[User:VergilSparda|VergilSparda]] 20:54, 29 March 2010 (UTC)&lt;br /&gt;
:::::Did the vampirism effects take place? Eyes, burning animation...?--&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[User:Corevette789|&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#222222&amp;quot;&amp;gt;Corevette&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;]]&amp;lt;/sup&amp;gt;&amp;lt;sub&amp;gt;&amp;lt;span style=&amp;quot;position: relative; left:-30px; margin-right:0px;&amp;quot;&amp;gt;[[User:Corevette789|&amp;lt;font color=&amp;quot;#444444&amp;quot;&amp;gt;789&amp;lt;/font&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/small&amp;gt; 22:27, 29 March 2010 (UTC)&lt;br /&gt;
:::::: This is a [[Oblivion:Poisoned Apple|POISON APPLE]] potion, Not a Beating Heart Potion... Anyway i was just stating that NPCs actually drink potions when they are in their inventorys. But i don't think they take them from containers/pick them up when lying around and drink them. --[[User:VergilSparda|VergilSparda]] 22:30, 29 March 2010 (UTC)&lt;br /&gt;
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==Daedric Banishing Chance==&lt;br /&gt;
Conflicting mathematics: &amp;quot;DeathChance = PlayerLuck * 0.05&amp;quot; and one of the three errors: &amp;quot;if your luck is 100, the chance is 6%&amp;quot; shouldn't it be 5%? If not then there is conflicting probabilities: &amp;quot;DeathChance is at least 1 and at most 10...with luck boosted to 200, the chance becomes 11%&amp;quot; Even if rounded off, 11% becomes 1 in 9.[[User:58.175.87.83|58.175.87.83]] 09:07, 28 September 2008 (EDT)&lt;br /&gt;
: No, you have misunderstood. Daedric Banishing succeeds if random(0,99) &amp;lt;= (Luck*0.05). That means if your luck is 100, the numbers 0, 1, 2, 3, 4 and 5 (six numbers in total out of 100) will work. That is 6%. Boost luck to 200 and any number between 0 and 10 (inclusive) works (eleven numbers out of 100) - 11%. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 11:06, 28 September 2008 (EDT)&lt;br /&gt;
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== Hoe, Rockpick Hoe, Heavy Rake ==&lt;br /&gt;
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I been looking for the heavy rake but haven't found any. Are they level specific? I just started a new game and am still 1st level. Also, did anyone notice that the barrel where the hoe is found has the sound of flies buzzing. Not too strange that a dirty hoe would give a disease that puts a tickle in the britches. A terrible pun but funny.[[User:69.204.11.122|69.204.11.122]] 23:10, 5 March 2009 (EST)&lt;br /&gt;
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== Beating Heart ==&lt;br /&gt;
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I made 'Researches' to the 'Beating Heart'. Here is what came out:&lt;br /&gt;
If you duplicate the Heart and eat one, you get +4 Infamy. If you eat another you get also +4 Infamy. - Also you can get unlimited Infamy with the Hearts. I duplicated it with the Scrolls glitch.&lt;br /&gt;
--[[User:Conny293|Conny293]] 21:49, 21 July 2009 (UTC)&lt;br /&gt;
:This works with any item you duplicate. It always retains the effects of the original, so all duplicates will retain the +4 Infamy you receive. --[[User:Elliot|Elliot]]&amp;lt;sup&amp;gt;([[User_talk:Elliot|T]]-[[Special:Contributions/Elliot|C]])&amp;lt;/sup&amp;gt; 21:53, 21 July 2009 (UTC)&lt;br /&gt;
::Yup, but maybe it's an special note worth ?--[[User:Conny293|Conny293]] 22:06, 21 July 2009 (UTC)&lt;br /&gt;
:::Not really, since it is applicable to all items. --[[User:Elliot|Elliot]]&amp;lt;sup&amp;gt;([[User_talk:Elliot|T]]-[[Special:Contributions/Elliot|C]])&amp;lt;/sup&amp;gt; 22:11, 21 July 2009 (UTC)&lt;br /&gt;
::::Okay. Would this Work: Eating the Heart, get a Vampire, cure and eat another to become a Vampire again?--[[User:Conny293|Conny293]] 22:26, 21 July 2009 (UTC)&lt;br /&gt;
:::::I haven't tried it, but I would say no. Since the cure is supposed to heal you forever by a script. --[[User:Elliot|Elliot]]&amp;lt;sup&amp;gt;([[User_talk:Elliot|T]]-[[Special:Contributions/Elliot|C]])&amp;lt;/sup&amp;gt; 22:39, 21 July 2009 (UTC)&lt;br /&gt;
::::::And what about the special cure that comes with the Vile Lair Plugin ?--[[User:Conny293|Conny293]] 22:43, 21 July 2009 (UTC)&lt;br /&gt;
:::::::I am not sure how it exactly behaves. The best way to find out is to try it. --[[User:Elliot|Elliot]]&amp;lt;sup&amp;gt;([[User_talk:Elliot|T]]-[[Special:Contributions/Elliot|C]])&amp;lt;/sup&amp;gt; 22:48, 21 July 2009 (UTC)&lt;br /&gt;
::::::::Okay, if i got time i try it. I'll write here the result's.--[[User:Conny293|Conny293]] 22:52, 21 July 2009 (UTC)&lt;br /&gt;
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:::::::::Testet - Results: If you cure yourself and eat another Heart you'll get infected BUT you do not become a Vampire again :(--[[User:Conny293|Conny293]] 20:49, 22 July 2009 (UTC)&lt;br /&gt;
::::::::::That is how it is intended to work. --[[User:Elliot|Elliot]]&amp;lt;sup&amp;gt;([[User_talk:Elliot|T]]-[[Special:Contributions/Elliot|C]])&amp;lt;/sup&amp;gt; 21:00, 22 July 2009 (UTC)&lt;br /&gt;
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== coc testinghall ==&lt;br /&gt;
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I've looked on UESP for an article explaining this popular glitch on the PC, with nothing coming up. After searching some videos people did of it, I noticed that, in the weapons warehouse of the testing hall, Mehrunes razor is marked as &amp;quot;Ceremonial dagger&amp;quot; and is unenchanted. Is this how they intended it?&lt;br /&gt;
:I think it was in the original Oblivion, just not used, like Amber and Madness equipment. Funnily enouh, I'm making new weapons with the dagger's meshes, etc. with just Oblivion loaded in the CS.-[[User:Volthawk|Volthawk]] 14:35, 3 September 2009 (UTC)&lt;br /&gt;
::I saw a mod somewhere where someone made a shortsword and longsword with the hilt looking just like the razor. Anyways, thanks {{unsigned|24.233.128.66}}&lt;br /&gt;
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An item with identical appearance exists even without the plug-in. At the Construction Set it is named &amp;quot;Mehrunes Razor&amp;quot; but in the game it appears as &amp;quot;Ceremonial Dagger&amp;quot;. --[[User:Rigas Papadopoulos|Rigas Papadopoulos]] 15:23, 18 September 2010 (UTC)&lt;br /&gt;
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== artifact? ==&lt;br /&gt;
For curiosity's sake, can you turn this in to Martin as a Daedric Artifact? [[Special:Contributions/121.221.82.105|121.221.82.105]] 23:52, 6 November 2009 (UTC)&lt;br /&gt;
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:No, there is no tie-in with that particular quest. --[[User:Timenn|Timenn]]-&amp;lt;span style=&amp;quot;font-size: 9px; letter-spacing: 1px;&amp;quot;&amp;gt;&amp;amp;lt;[[User talk:Timenn|talk]]&amp;amp;gt;&amp;lt;/span&amp;gt; 12:46, 12 November 2009 (UTC)&lt;br /&gt;
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== best possible stats ==&lt;br /&gt;
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i tried sleep lvl up in the main cave but the red dude at the end (bladeturn hood and spell turn cloak) stats seems to fix upon entering sundercliff watch. can some1 help? {{unsigned|P90 user|2 December 2009}}&lt;br /&gt;
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== Daedric Banishing question. ==&lt;br /&gt;
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Do fortify luck enchantments affect the chance of this happening? Let's say I have 50 luck that equals a chance of 2.5 but I fortify it to 86 which equals a 4.6 chance, will this make the effect happen more often or will the fortified 86 luck act as 50 unfortified?&lt;br /&gt;
i think so, some1 said they got boost to 200 and it equates 10% instant K.O [[User:P90 user|P90 user]] 12:16, 29 December 2009 (UTC)&lt;br /&gt;
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== What level Razor will I get if...? ==&lt;br /&gt;
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I'm lvl 15 and I just got to mehrunes' razor. If i level up while in the last room (where the Razor is), will I get the level 16 version or will I just get the 15 version?{{Unsigned|Jesseguy1|8 February 2010}}&lt;br /&gt;
:I think that you will get the highest level razor the moment you activate the razor, so you will get the level 16 version.--[[User:Arch-Mage Matt|Arch-Mage Matt]] 02:18, 8 February 2010 (UTC)&lt;br /&gt;
::Thanks, you were right. [[User:Jesseguy1|Jesseguy1]] 02:23, 8 February 2010 (UTC)&lt;br /&gt;
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== Morag Tong Cuirass bugged? ==&lt;br /&gt;
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Before starting the main quest's Dagon Shrine quest (where you have to give over all your possessions/fight your way through the shrine), I decided to make things a little easier on myself and drop my Morag Tong gear (hood, greaves, cuirass, etc.) and pick it up right after talking to Harrow so I could re-equip things. Well, I was able to find all my equipment except for the cuirass. I figured I had accidentally flung it into a dark corner of the cave, but even after trying to drop and pick up the cuirass in another location, it is completely missing. Can anyone else confirm this? &lt;br /&gt;
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Conditions: Have two Morag Tong equipment pieces on your character. Unequip the cuirass and the other item; drop them (edit: or perhaps drop them without unequipping first?). Close your inventory. Do you see two items on the ground? Just wondering if it's just me! --[[User:Irene Metrick|Irene Metrick]] 04:12, 8 February 2010 (UTC)&lt;br /&gt;
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== What? ==&lt;br /&gt;
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&amp;quot;''The script attached to the dagger ensures that NPCs tagged as Essential or in the Creature Faction will never be banished.''&amp;quot;&lt;br /&gt;
What's all this jazz? My razor captures souls of every living being excluding essentials! [[User:Mudcrabs-More-Fearsome-Than-You|Mudcrabs-More-Fearsome-Than-You]] &amp;lt;sup&amp;gt;[[User Talk:Mudcrabs-More-Fearsome-Than-You|Talk]]&amp;lt;/sup&amp;gt; 12:56, 24 April 2010 (UTC)&lt;br /&gt;
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: Well first, it doesn't capture souls at all. All that comment means is that the banishing effect won't accidentally kill anybody marked as essential. It also doesn't work on NPCs in the [[Oblivion:Factions_C#CreatureFaction|Creature]] faction, which is only one or two NPCs, but most creatures as well as Mehrunes Dagon. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 15:16, 24 April 2010 (UTC)&lt;br /&gt;
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== Unduplicateable Items? ==&lt;br /&gt;
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Okay, I went into the dungeon to get a healthy supply of iron ore, and the transfiguration scrolls, for a roleplay I had planned. Problem is, when I try to duplicate the scrolls of mIneral transfiguration, they wont, and neither does the varla stone in the same room (other varla stones duplicate fine). Could someone help test this on their game, to see if it isnt just me? [[Special:Contributions/184.77.194.254|184.77.194.254]] 21:32, 7 August 2010 (UTC)&lt;br /&gt;
:Try selling them to a shop and buying them back. That usually fixes things like that for me. If they won't dupe after that, chances are they never will. --&amp;lt;sup&amp;gt;[[User:Darkle|Darkle]]&amp;lt;/sup&amp;gt; ~ &amp;lt;sub&amp;gt;[[User talk:Darkle|Talk]]&amp;lt;/sub&amp;gt; 05:19, 8 August 2010 (UTC)&lt;br /&gt;
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== Moved from the article ==&lt;br /&gt;
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*Added Saturday, Augest 21st, 2010* There is a bug that causes the player to commit suicide with the dagger. The chances of this happening are rare, but possible. Should the player use the dagger on an opponent that has [[Oblivion:Reflect Spell|Reflect Spell]] and Daedric Banishing is reflected, the player has a chance to be killed instantly. The percent chance that it will work is based off the player's percent chance that the spell would have worked on the enemy; if the player has a 6% chance, then with reflection, there is a 6% chance. The bug still counts the death towards the &amp;quot;Death Count&amp;quot; on the upper left-hand portion of the screen. One way to exploit this bug (For laughs) is to use the [[Oblivion:Skull of Corruption|Skull of Corruption]] [[Oblivion:Glitches|Glitch]] and have the only weapon on your person be the Mehrunes Razor. The clone will most likely summon any [[Oblivion:Bound Weapon|Bound Weapons]] first, as generally they are more powerful, but should the clone strike you down with the dagger, you may be instantly killed and set to the very Daedric Lord you are trying to thwart.&lt;br /&gt;
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*Note* If attempting the mentioned clone-glitch, be sure the dagger is fully charged. It makes it easier. And do not have any [[Oblivion:Resist Magic|Resist Magic]], [[Oblivion:Reflect Spell|Reflect Magic]] or [[Oblivion:Spell Absorption|Absorb Magic]] spells or enchantments on. It makes it harder to commit suicide that way.&lt;br /&gt;
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: Since daedric banishing is a script effect, this can't happen. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 07:46, 21 August 2010 (UTC)&lt;br /&gt;
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== Morag Tong Assassin Bugged? ==&lt;br /&gt;
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Every time I go into his cell he just says &amp;quot;Well met&amp;quot;, and if I talk to him through the bars he says &amp;quot;I hope I can help&amp;quot;, with no available speech options. Nobody else seems to be having this problem (well not according to Google anyhow), and I can' t work it out. Is there a way I can fix this so I'm allowed to free him instead? {{unsigned|Vedlys Mirties|1 September 2010}}&lt;br /&gt;
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: Just open the cell door. He'll walk off of his own accord. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 15:36, 1 September 2010 (UTC)&lt;br /&gt;
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== Must the Razor be charged for instant kill? ==&lt;br /&gt;
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If the razor runs out of charge, does the script (1 hit KO chance) still take place? With duskfang/dawnfang the nourish blade effect still works even when it is completely out of charge, Thanks {{Unsigned|86.3.217.11|16:20, 27 September 2010}}&lt;br /&gt;
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:I was pretty sure it wouldn't, and testing it in game, it looks like I was right. After draining Mehrunes Razor, I cleared out another whole dungeon, several random monsters, and part of on Oblivion gate without once setting it off, despite an &amp;quot;enhanced&amp;quot; luck of 200, which should have given me an 11% chance of triggering it every hit. &amp;lt;span style=&amp;quot;white-space:nowrap; font-variant:small-caps; line-height:0;&amp;quot;&amp;gt;&amp;amp;ndash; [[User:RobinHood70|'''Robin Hood''']]&amp;lt;span style=&amp;quot;font-size:18pt;&amp;quot;&amp;gt;&amp;amp;#x219D;&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;vertical-align:super&amp;quot;&amp;gt;'''talk'''&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 23:02, 27 September 2010 (UTC)&lt;br /&gt;
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::Ah Thanks, That's a bit disappointing but then again it would make the game too easy ;) {{Unsigned|86.3.217.11|14:06, 2 October 2010}}&lt;br /&gt;
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== Souls claimed ==&lt;br /&gt;
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I was wondering if there is any reason why or point to the part of the daedric banishing message that tells you how many souls you've claimed.  Is there a max you can hit?  I noticed that you can continually claim the same NPC soul by reanimating, that may be worth mentioning if it can be exploited..&lt;br /&gt;
*Anybody?[[User:Datacaust|Datacaust]] 18:41, 20 December 2010 (UTC)&lt;br /&gt;
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: The variable where the soul count is kept is called &amp;lt;code&amp;gt;DL9MehrunesQuest.DL9SoulTotal&amp;lt;/code&amp;gt;, which is defined as a &amp;lt;code&amp;gt;short&amp;lt;/code&amp;gt;. In Oblivion, those can store values from -32768 to 32767, so the maximum number of souls you can claim is 32,767 after which the count will roll over to -32,768 and count up from there. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 17:09, 24 December 2010 (UTC)&lt;br /&gt;
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== Razor and Soul Trap ==&lt;br /&gt;
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If Daedric Banishing and Soul Trap were used on the same enemy, would the Soul Trap work? [[User:Helper Unknown|Helper Unknown]] 14:18, 24 December 2010 (UTC)&lt;br /&gt;
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: Yes. --[[User:Rigas Papadopoulos|Rigas Papadopoulos]]&amp;lt;span style=&amp;quot;font-size:xx-medium&amp;quot;&amp;gt;&amp;amp;nbsp;• [[User_Talk:Rigas Papadopoulos|Talk]] • [[Special:Contributions/Rigas Papadopoulos|Deeds]] •&amp;lt;/span&amp;gt; 14:19, 24 December 2010 (UTC)&lt;br /&gt;
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== Death Chance cannot be more than 10 ==&lt;br /&gt;
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So, DeathChance cannot be more than 10 even if I boost my Luck to higher than 200. Right? [[User:Helper Unknown|Helper Unknown]] 14:20, 24 December 2010 (UTC)&lt;br /&gt;
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: It can't be more than '''11'''. --[[User:Rigas Papadopoulos|Rigas Papadopoulos]]&amp;lt;span style=&amp;quot;font-size:xx-medium&amp;quot;&amp;gt;&amp;amp;nbsp;• [[User_Talk:Rigas Papadopoulos|Talk]] • [[Special:Contributions/Rigas Papadopoulos|Deeds]] •&amp;lt;/span&amp;gt; 14:25, 24 December 2010 (UTC)&lt;br /&gt;
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:: '''10''' is correct.&lt;br /&gt;
:: The script first multiplies your luck by 0.05 then tests to see if the value is &amp;lt; 1, in which case it sets it to 1, then if it's &amp;gt; 10, in which case it sets it to 10. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 16:48, 24 December 2010 (UTC)&lt;br /&gt;
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== Empty Flask doesn't show in inventory ==&lt;br /&gt;
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Not even in the &amp;quot;Misc&amp;quot; section. I pick it up, and it disappears forever. &lt;br /&gt;
[[User:Predcon|Predcon]] 04:49, 23 March 2011 (UTC)&lt;br /&gt;
: At least it didn't for a while. Then my game crashed and after reloading, it showed up. Nevermind. [[User:Predcon|Predcon]] 04:58, 23 March 2011 (UTC)&lt;br /&gt;
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== Reflect Daedric Banishing ==&lt;br /&gt;
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An anonymous IP recently verified that it's impossible to kill the player with a reflected Daedric Banishing efect. This is untrue; the note was correct before. It ''is'' possible, as it happened to me when attacking a flesh atronach. I've removed the verification tag. The Unofficial Official Mods Patch fixes this issue. --[[User:Legoless|Legoless]] 14:03, 11 June 2011 (UTC)&lt;br /&gt;
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I'm testing it now and will test it for another 15 mins. I will let you know whether I get banished or not, just for final verification. (I am fighting my clone who has my ring of namira equipped. --[[User:Manic|Manic]] 14:09, 11 June 2011 (UTC)&lt;br /&gt;
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: You are indeed correct. I have just died when I struck my clone and I was on 133 health so I know it was reflect spell and not reflect damage. I have tested it three times now so I am confident it is reflectable. --[[User:Manic|Manic]] 14:13, 11 June 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>24.33.141.151</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Mehrunes%27_Razor_Items&amp;diff=702715</id>
		<title>Oblivion talk:Mehrunes' Razor Items</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Mehrunes%27_Razor_Items&amp;diff=702715"/>
		<updated>2011-08-14T23:16:36Z</updated>

		<summary type="html">&lt;p&gt;24.33.141.151: /* ObjectID and additem command */ new section&lt;/p&gt;
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&lt;div&gt;==Iron ore==&lt;br /&gt;
The page seems to state that Iron Ore is found throughout caves in Cyrodil, however, I believe that to be incorrect. I haven't opened up the editor or anything, but I haven't seen these anywhere but in the Sundercliff Watch (and attached areas). Can anyone confirm if that is the only location for them? {{unsigned|Scxe}}&lt;br /&gt;
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:You're right. I checked in the Construction Set and Iron Ore doesn't even exist outside the plugin. And even the plugin only adds it to the [[Oblivion:Sundercliff Watch|Sundercliff Watch]] dungeon. Article has been updated. --[[User:Timenn|Timenn]]&amp;lt;span style=&amp;quot;font-size: 8px; font-style: italic;&amp;quot;&amp;gt; &amp;amp;lt; &amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;[[User_talk:Timenn|talk]]&amp;lt;/span&amp;gt; &amp;amp;gt; &amp;lt;/span&amp;gt; 07:51, 15 February 2008 (EST)&lt;br /&gt;
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== Level bug? ==&lt;br /&gt;
I swore I was level 20 when I went on this crawl, but someone I got the level 15 version of the bladeturn hood and maybe the razor itself. What happen? {{Unsigned|77BeTa77}}&lt;br /&gt;
: You need to read the first paragraph of the article. The items in this quest are not leveled in the usual sense... –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 17:48, 11 March 2008 (EDT)&lt;br /&gt;
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Oh I see.&lt;br /&gt;
It doesn't make much sense, but whatever. [[User:77BeTa77|77BeTa77]]&lt;br /&gt;
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It makes sense, but I believe it to be wrong (at least on the X-Box). I have tried repeatedly to sleep/level to change the levels of the gear the Assassin and Drothan wear and it does not seem to work. This is further evidenced by the fact that there are other situations, such as chests with leveled items that will continue to have the same items whether you reload your last save or not. For example, in one of the loot bags in Deepscorn Hollow it contains a random leveled piece of magic jewelry, if you try to reload the save before you opened it it will always contain the same piece of jewelry. However, if you were to start over before the loot bag ever appeared, say when you buy all of the upgrades for the house, then the item will change. I believe this to be the case as well with the various leveled items found in this Mehrune's Razor upgrade. If you want the items to change you need to reload the items before they ever existed. In this case that means deleting and reinstalling the plugin, then the items might change.&lt;br /&gt;
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I could be wrong here, but as of right now everytime I have tried to reload a saved game prior to killing people or opening chests (sleep/level or not) I have ended up with the same results. Hopefully someone else will be able to clear this situation up further. -Guywhohasnotsignedupyet {{unsigned|68.20.17.227}}&lt;br /&gt;
: You're misunderstanding how leveled items work. The contents of a leveled list are decided when you load the relevant cell (except in rare cases like the official mod items), and not when you open the container. When they're fixed, they stay fixed until the cell respawns - three days later. You can test this pretty easily. Save outside a dungeon, run in and look at the contents of a chest. Reload, run in and look at the same chest. They will be different. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 13:41, 7 July 2008 (EDT)&lt;br /&gt;
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::I appreciate you responding in a timely fashion. You are right, I was misunderstanding how they worked. I was aware that the cells reloaded 3 days later, however was unsure how that applied to the items you encountered on this particular plugin. If you wouldn't mind, could you explain to me (like I am a 2 year old) the most efficient way to check to get the leveled items you want from the assassin and Drothan? {{unsigned|68.20.17.227}}&lt;br /&gt;
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:::The only way is already described [[Oblivion:Unearthing_Mehrunes_Razor_Items#Morag_Tong_Armor|on the article]], but the best way of all is to install the Unofficial Oblivion Patch (assuming you're on the PC) so you get the items appropriate to your level. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 01:07, 8 July 2008 (EDT)&lt;br /&gt;
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::::Clearly I don't understand that method very well, or we wouldn't be having this conversation. When I sleep, the items don't change. When I level, the items don't change. The only time they do change is when I completely reload that area. So, I'm not understanding something and I believe the OP is in the same boat. So rather than link me back to something I didn't understand in the first place, please explain it to us so we understand it better. I am fully capable of looking up information and reading it - although not your intention I am sure, your casual &amp;quot;it's right here, so read it&amp;quot; attitude is rather unhelpful and insulting...&lt;br /&gt;
&lt;br /&gt;
:::::I used my own, limited free time to point out the information to you in case you hadn't seen it (this happens quite often) and to suggest a patch that makes the problem moot if you're on the PC. If you find that insulting, you seriously need to grow a thicker skin. The information is quite clear and has been found to be accurate by several different people - including myself. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 01:32, 12 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
So wait does that mean I have to reload, sleep, and then wait three days if I want the armor to change? Because I've done it the way it is described about 6 times now and its the same outcome, with just the cuirass being the right level and everything else 1 level below. Or maybe its because I am sleeping in the jail? Should I leave? I WANT THE RIGHT ARMOR SO BAD. Rpeh you seem to have the answers, please help me!!!!!111100305992-! - neitheroftheprevioustwo/threepeoplewhodiscussedthis.&lt;br /&gt;
&lt;br /&gt;
::Alright, nevermind. I've solved my own problem. For any of you having trouble, make sure you're not sleeping in the jail. It won't work if you do that...or at least it didnt for me. You can go to the barracks next door, save right before you sleep, sleep (oh and I was also leveling each time I slept so I don't know if that makes a difference but I'm pretty sure it does), then save after you sleep (in case he kills you), then fight the guy. It'll change each time if you do that.&lt;br /&gt;
&lt;br /&gt;
I have a question about this. If I want to get the best versions of all the unique items, I basically have to do the following:&lt;br /&gt;
&lt;br /&gt;
1. Make a save, then level up. After that, kill the Assassin. If even one piece isn't the best version for my level, reload the save and try again.&lt;br /&gt;
&lt;br /&gt;
2. Save before entering the upper level of the forge, then head in and kill the Forgemaster. If I don't get the best version of the Forgemaster's Amulet, reload the save and try again.&lt;br /&gt;
&lt;br /&gt;
3. Make a save, then level up. After that, kill Frathen Drothan. If he doesn't give the best version of both items, reload and try again.&lt;br /&gt;
&lt;br /&gt;
In other words, going through this dungeon, I have to get two Level Ups in order to get the best items for my level. Is this correct?[[User:Swk3000|Swk3000]] 15:32, 25 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Claiming your own soul==&lt;br /&gt;
The player can be instantly killed by Daedric Banishing if you give Mehrunes Razor to an NPC and attack them. This is mostly useless since you will have to immediately reload your game. --[[User:Shalley303|Shalley303]] 19:21, 30 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
it will also claim your soul if you attack something with a reflect ability(like scamps)&lt;br /&gt;
&lt;br /&gt;
==Using a Beating Heart potion to give someone vampirism==&lt;br /&gt;
So I read that you can create a Porphyric Hemophilia potion from the Beating Heart with an Alchemy of 100...can you do this, then leave the potion around someone after removing all the potions around them? Will they drink it, come down with Porphyric Hemophilia, and become a vampire after 3 days? [[User:Deadzone|Deadzone]] 03:51, 21 May 2008 (EDT)&lt;br /&gt;
: I'm pretty sure the answer to that is &amp;quot;No&amp;quot;. You can certainly create the potion but I don't believe NPCs will ever drink potions. The only time you see somebody doing so is with the residents of the Skooma den, and that's just an animation - the contents of their inventory never changes. Also, the factors that control the onset of vampirism are all related to the player rather than NPCs so I don't see any way for it to happen. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 04:07, 21 May 2008 (EDT)&lt;br /&gt;
:: I Disagree, If you create a potion from a poison apple then reverse pickpocket it onto an NPC they will drink it (Tested it on [[Oblivion:Dion|Dion]].--[[User:VergilSparda|VergilSparda]] 22:15, 27 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Did Dion drink the potion while in combat? --[[User:Timenn|Timenn]]-&amp;lt;span style=&amp;quot;font-size: 9px; letter-spacing: 1px;&amp;quot;&amp;gt;&amp;amp;lt;[[User talk:Timenn|talk]]&amp;amp;gt;&amp;lt;/span&amp;gt; 13:04, 29 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: Erm, No. He drank it while he was in the guard barracks... And I don't think anyone eats/drinks while in combat..--[[User:VergilSparda|VergilSparda]] 20:54, 29 March 2010 (UTC)&lt;br /&gt;
:::::Did the vampirism effects take place? Eyes, burning animation...?--&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[User:Corevette789|&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#222222&amp;quot;&amp;gt;Corevette&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;]]&amp;lt;/sup&amp;gt;&amp;lt;sub&amp;gt;&amp;lt;span style=&amp;quot;position: relative; left:-30px; margin-right:0px;&amp;quot;&amp;gt;[[User:Corevette789|&amp;lt;font color=&amp;quot;#444444&amp;quot;&amp;gt;789&amp;lt;/font&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/small&amp;gt; 22:27, 29 March 2010 (UTC)&lt;br /&gt;
:::::: This is a [[Oblivion:Poisoned Apple|POISON APPLE]] potion, Not a Beating Heart Potion... Anyway i was just stating that NPCs actually drink potions when they are in their inventorys. But i don't think they take them from containers/pick them up when lying around and drink them. --[[User:VergilSparda|VergilSparda]] 22:30, 29 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Daedric Banishing Chance==&lt;br /&gt;
Conflicting mathematics: &amp;quot;DeathChance = PlayerLuck * 0.05&amp;quot; and one of the three errors: &amp;quot;if your luck is 100, the chance is 6%&amp;quot; shouldn't it be 5%? If not then there is conflicting probabilities: &amp;quot;DeathChance is at least 1 and at most 10...with luck boosted to 200, the chance becomes 11%&amp;quot; Even if rounded off, 11% becomes 1 in 9.[[User:58.175.87.83|58.175.87.83]] 09:07, 28 September 2008 (EDT)&lt;br /&gt;
: No, you have misunderstood. Daedric Banishing succeeds if random(0,99) &amp;lt;= (Luck*0.05). That means if your luck is 100, the numbers 0, 1, 2, 3, 4 and 5 (six numbers in total out of 100) will work. That is 6%. Boost luck to 200 and any number between 0 and 10 (inclusive) works (eleven numbers out of 100) - 11%. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 11:06, 28 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hoe, Rockpick Hoe, Heavy Rake ==&lt;br /&gt;
&lt;br /&gt;
I been looking for the heavy rake but haven't found any. Are they level specific? I just started a new game and am still 1st level. Also, did anyone notice that the barrel where the hoe is found has the sound of flies buzzing. Not too strange that a dirty hoe would give a disease that puts a tickle in the britches. A terrible pun but funny.[[User:69.204.11.122|69.204.11.122]] 23:10, 5 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Beating Heart ==&lt;br /&gt;
&lt;br /&gt;
I made 'Researches' to the 'Beating Heart'. Here is what came out:&lt;br /&gt;
If you duplicate the Heart and eat one, you get +4 Infamy. If you eat another you get also +4 Infamy. - Also you can get unlimited Infamy with the Hearts. I duplicated it with the Scrolls glitch.&lt;br /&gt;
--[[User:Conny293|Conny293]] 21:49, 21 July 2009 (UTC)&lt;br /&gt;
:This works with any item you duplicate. It always retains the effects of the original, so all duplicates will retain the +4 Infamy you receive. --[[User:Elliot|Elliot]]&amp;lt;sup&amp;gt;([[User_talk:Elliot|T]]-[[Special:Contributions/Elliot|C]])&amp;lt;/sup&amp;gt; 21:53, 21 July 2009 (UTC)&lt;br /&gt;
::Yup, but maybe it's an special note worth ?--[[User:Conny293|Conny293]] 22:06, 21 July 2009 (UTC)&lt;br /&gt;
:::Not really, since it is applicable to all items. --[[User:Elliot|Elliot]]&amp;lt;sup&amp;gt;([[User_talk:Elliot|T]]-[[Special:Contributions/Elliot|C]])&amp;lt;/sup&amp;gt; 22:11, 21 July 2009 (UTC)&lt;br /&gt;
::::Okay. Would this Work: Eating the Heart, get a Vampire, cure and eat another to become a Vampire again?--[[User:Conny293|Conny293]] 22:26, 21 July 2009 (UTC)&lt;br /&gt;
:::::I haven't tried it, but I would say no. Since the cure is supposed to heal you forever by a script. --[[User:Elliot|Elliot]]&amp;lt;sup&amp;gt;([[User_talk:Elliot|T]]-[[Special:Contributions/Elliot|C]])&amp;lt;/sup&amp;gt; 22:39, 21 July 2009 (UTC)&lt;br /&gt;
::::::And what about the special cure that comes with the Vile Lair Plugin ?--[[User:Conny293|Conny293]] 22:43, 21 July 2009 (UTC)&lt;br /&gt;
:::::::I am not sure how it exactly behaves. The best way to find out is to try it. --[[User:Elliot|Elliot]]&amp;lt;sup&amp;gt;([[User_talk:Elliot|T]]-[[Special:Contributions/Elliot|C]])&amp;lt;/sup&amp;gt; 22:48, 21 July 2009 (UTC)&lt;br /&gt;
::::::::Okay, if i got time i try it. I'll write here the result's.--[[User:Conny293|Conny293]] 22:52, 21 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::::::Testet - Results: If you cure yourself and eat another Heart you'll get infected BUT you do not become a Vampire again :(--[[User:Conny293|Conny293]] 20:49, 22 July 2009 (UTC)&lt;br /&gt;
::::::::::That is how it is intended to work. --[[User:Elliot|Elliot]]&amp;lt;sup&amp;gt;([[User_talk:Elliot|T]]-[[Special:Contributions/Elliot|C]])&amp;lt;/sup&amp;gt; 21:00, 22 July 2009 (UTC)&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
== coc testinghall ==&lt;br /&gt;
&lt;br /&gt;
I've looked on UESP for an article explaining this popular glitch on the PC, with nothing coming up. After searching some videos people did of it, I noticed that, in the weapons warehouse of the testing hall, Mehrunes razor is marked as &amp;quot;Ceremonial dagger&amp;quot; and is unenchanted. Is this how they intended it?&lt;br /&gt;
:I think it was in the original Oblivion, just not used, like Amber and Madness equipment. Funnily enouh, I'm making new weapons with the dagger's meshes, etc. with just Oblivion loaded in the CS.-[[User:Volthawk|Volthawk]] 14:35, 3 September 2009 (UTC)&lt;br /&gt;
::I saw a mod somewhere where someone made a shortsword and longsword with the hilt looking just like the razor. Anyways, thanks {{unsigned|24.233.128.66}}&lt;br /&gt;
&lt;br /&gt;
An item with identical appearance exists even without the plug-in. At the Construction Set it is named &amp;quot;Mehrunes Razor&amp;quot; but in the game it appears as &amp;quot;Ceremonial Dagger&amp;quot;. --[[User:Rigas Papadopoulos|Rigas Papadopoulos]] 15:23, 18 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== artifact? ==&lt;br /&gt;
For curiosity's sake, can you turn this in to Martin as a Daedric Artifact? [[Special:Contributions/121.221.82.105|121.221.82.105]] 23:52, 6 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:No, there is no tie-in with that particular quest. --[[User:Timenn|Timenn]]-&amp;lt;span style=&amp;quot;font-size: 9px; letter-spacing: 1px;&amp;quot;&amp;gt;&amp;amp;lt;[[User talk:Timenn|talk]]&amp;amp;gt;&amp;lt;/span&amp;gt; 12:46, 12 November 2009 (UTC)&lt;br /&gt;
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== best possible stats ==&lt;br /&gt;
&lt;br /&gt;
i tried sleep lvl up in the main cave but the red dude at the end (bladeturn hood and spell turn cloak) stats seems to fix upon entering sundercliff watch. can some1 help? {{unsigned|P90 user|2 December 2009}}&lt;br /&gt;
&lt;br /&gt;
== Daedric Banishing question. ==&lt;br /&gt;
&lt;br /&gt;
Do fortify luck enchantments affect the chance of this happening? Let's say I have 50 luck that equals a chance of 2.5 but I fortify it to 86 which equals a 4.6 chance, will this make the effect happen more often or will the fortified 86 luck act as 50 unfortified?&lt;br /&gt;
i think so, some1 said they got boost to 200 and it equates 10% instant K.O [[User:P90 user|P90 user]] 12:16, 29 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== What level Razor will I get if...? ==&lt;br /&gt;
&lt;br /&gt;
I'm lvl 15 and I just got to mehrunes' razor. If i level up while in the last room (where the Razor is), will I get the level 16 version or will I just get the 15 version?{{Unsigned|Jesseguy1|8 February 2010}}&lt;br /&gt;
:I think that you will get the highest level razor the moment you activate the razor, so you will get the level 16 version.--[[User:Arch-Mage Matt|Arch-Mage Matt]] 02:18, 8 February 2010 (UTC)&lt;br /&gt;
::Thanks, you were right. [[User:Jesseguy1|Jesseguy1]] 02:23, 8 February 2010 (UTC)&lt;br /&gt;
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== Morag Tong Cuirass bugged? ==&lt;br /&gt;
&lt;br /&gt;
Before starting the main quest's Dagon Shrine quest (where you have to give over all your possessions/fight your way through the shrine), I decided to make things a little easier on myself and drop my Morag Tong gear (hood, greaves, cuirass, etc.) and pick it up right after talking to Harrow so I could re-equip things. Well, I was able to find all my equipment except for the cuirass. I figured I had accidentally flung it into a dark corner of the cave, but even after trying to drop and pick up the cuirass in another location, it is completely missing. Can anyone else confirm this? &lt;br /&gt;
&lt;br /&gt;
Conditions: Have two Morag Tong equipment pieces on your character. Unequip the cuirass and the other item; drop them (edit: or perhaps drop them without unequipping first?). Close your inventory. Do you see two items on the ground? Just wondering if it's just me! --[[User:Irene Metrick|Irene Metrick]] 04:12, 8 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== What? ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;''The script attached to the dagger ensures that NPCs tagged as Essential or in the Creature Faction will never be banished.''&amp;quot;&lt;br /&gt;
What's all this jazz? My razor captures souls of every living being excluding essentials! [[User:Mudcrabs-More-Fearsome-Than-You|Mudcrabs-More-Fearsome-Than-You]] &amp;lt;sup&amp;gt;[[User Talk:Mudcrabs-More-Fearsome-Than-You|Talk]]&amp;lt;/sup&amp;gt; 12:56, 24 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Well first, it doesn't capture souls at all. All that comment means is that the banishing effect won't accidentally kill anybody marked as essential. It also doesn't work on NPCs in the [[Oblivion:Factions_C#CreatureFaction|Creature]] faction, which is only one or two NPCs, but most creatures as well as Mehrunes Dagon. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 15:16, 24 April 2010 (UTC)&lt;br /&gt;
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== Unduplicateable Items? ==&lt;br /&gt;
&lt;br /&gt;
Okay, I went into the dungeon to get a healthy supply of iron ore, and the transfiguration scrolls, for a roleplay I had planned. Problem is, when I try to duplicate the scrolls of mIneral transfiguration, they wont, and neither does the varla stone in the same room (other varla stones duplicate fine). Could someone help test this on their game, to see if it isnt just me? [[Special:Contributions/184.77.194.254|184.77.194.254]] 21:32, 7 August 2010 (UTC)&lt;br /&gt;
:Try selling them to a shop and buying them back. That usually fixes things like that for me. If they won't dupe after that, chances are they never will. --&amp;lt;sup&amp;gt;[[User:Darkle|Darkle]]&amp;lt;/sup&amp;gt; ~ &amp;lt;sub&amp;gt;[[User talk:Darkle|Talk]]&amp;lt;/sub&amp;gt; 05:19, 8 August 2010 (UTC)&lt;br /&gt;
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== Moved from the article ==&lt;br /&gt;
&lt;br /&gt;
*Added Saturday, Augest 21st, 2010* There is a bug that causes the player to commit suicide with the dagger. The chances of this happening are rare, but possible. Should the player use the dagger on an opponent that has [[Oblivion:Reflect Spell|Reflect Spell]] and Daedric Banishing is reflected, the player has a chance to be killed instantly. The percent chance that it will work is based off the player's percent chance that the spell would have worked on the enemy; if the player has a 6% chance, then with reflection, there is a 6% chance. The bug still counts the death towards the &amp;quot;Death Count&amp;quot; on the upper left-hand portion of the screen. One way to exploit this bug (For laughs) is to use the [[Oblivion:Skull of Corruption|Skull of Corruption]] [[Oblivion:Glitches|Glitch]] and have the only weapon on your person be the Mehrunes Razor. The clone will most likely summon any [[Oblivion:Bound Weapon|Bound Weapons]] first, as generally they are more powerful, but should the clone strike you down with the dagger, you may be instantly killed and set to the very Daedric Lord you are trying to thwart.&lt;br /&gt;
&lt;br /&gt;
*Note* If attempting the mentioned clone-glitch, be sure the dagger is fully charged. It makes it easier. And do not have any [[Oblivion:Resist Magic|Resist Magic]], [[Oblivion:Reflect Spell|Reflect Magic]] or [[Oblivion:Spell Absorption|Absorb Magic]] spells or enchantments on. It makes it harder to commit suicide that way.&lt;br /&gt;
&lt;br /&gt;
: Since daedric banishing is a script effect, this can't happen. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 07:46, 21 August 2010 (UTC)&lt;br /&gt;
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== Morag Tong Assassin Bugged? ==&lt;br /&gt;
&lt;br /&gt;
Every time I go into his cell he just says &amp;quot;Well met&amp;quot;, and if I talk to him through the bars he says &amp;quot;I hope I can help&amp;quot;, with no available speech options. Nobody else seems to be having this problem (well not according to Google anyhow), and I can' t work it out. Is there a way I can fix this so I'm allowed to free him instead? {{unsigned|Vedlys Mirties|1 September 2010}}&lt;br /&gt;
&lt;br /&gt;
: Just open the cell door. He'll walk off of his own accord. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 15:36, 1 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Must the Razor be charged for instant kill? ==&lt;br /&gt;
&lt;br /&gt;
If the razor runs out of charge, does the script (1 hit KO chance) still take place? With duskfang/dawnfang the nourish blade effect still works even when it is completely out of charge, Thanks {{Unsigned|86.3.217.11|16:20, 27 September 2010}}&lt;br /&gt;
&lt;br /&gt;
:I was pretty sure it wouldn't, and testing it in game, it looks like I was right. After draining Mehrunes Razor, I cleared out another whole dungeon, several random monsters, and part of on Oblivion gate without once setting it off, despite an &amp;quot;enhanced&amp;quot; luck of 200, which should have given me an 11% chance of triggering it every hit. &amp;lt;span style=&amp;quot;white-space:nowrap; font-variant:small-caps; line-height:0;&amp;quot;&amp;gt;&amp;amp;ndash; [[User:RobinHood70|'''Robin Hood''']]&amp;lt;span style=&amp;quot;font-size:18pt;&amp;quot;&amp;gt;&amp;amp;#x219D;&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;vertical-align:super&amp;quot;&amp;gt;'''talk'''&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 23:02, 27 September 2010 (UTC)&lt;br /&gt;
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::Ah Thanks, That's a bit disappointing but then again it would make the game too easy ;) {{Unsigned|86.3.217.11|14:06, 2 October 2010}}&lt;br /&gt;
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== Souls claimed ==&lt;br /&gt;
&lt;br /&gt;
I was wondering if there is any reason why or point to the part of the daedric banishing message that tells you how many souls you've claimed.  Is there a max you can hit?  I noticed that you can continually claim the same NPC soul by reanimating, that may be worth mentioning if it can be exploited..&lt;br /&gt;
*Anybody?[[User:Datacaust|Datacaust]] 18:41, 20 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: The variable where the soul count is kept is called &amp;lt;code&amp;gt;DL9MehrunesQuest.DL9SoulTotal&amp;lt;/code&amp;gt;, which is defined as a &amp;lt;code&amp;gt;short&amp;lt;/code&amp;gt;. In Oblivion, those can store values from -32768 to 32767, so the maximum number of souls you can claim is 32,767 after which the count will roll over to -32,768 and count up from there. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 17:09, 24 December 2010 (UTC)&lt;br /&gt;
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== Razor and Soul Trap ==&lt;br /&gt;
&lt;br /&gt;
If Daedric Banishing and Soul Trap were used on the same enemy, would the Soul Trap work? [[User:Helper Unknown|Helper Unknown]] 14:18, 24 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Yes. --[[User:Rigas Papadopoulos|Rigas Papadopoulos]]&amp;lt;span style=&amp;quot;font-size:xx-medium&amp;quot;&amp;gt;&amp;amp;nbsp;• [[User_Talk:Rigas Papadopoulos|Talk]] • [[Special:Contributions/Rigas Papadopoulos|Deeds]] •&amp;lt;/span&amp;gt; 14:19, 24 December 2010 (UTC)&lt;br /&gt;
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== Death Chance cannot be more than 10 ==&lt;br /&gt;
&lt;br /&gt;
So, DeathChance cannot be more than 10 even if I boost my Luck to higher than 200. Right? [[User:Helper Unknown|Helper Unknown]] 14:20, 24 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: It can't be more than '''11'''. --[[User:Rigas Papadopoulos|Rigas Papadopoulos]]&amp;lt;span style=&amp;quot;font-size:xx-medium&amp;quot;&amp;gt;&amp;amp;nbsp;• [[User_Talk:Rigas Papadopoulos|Talk]] • [[Special:Contributions/Rigas Papadopoulos|Deeds]] •&amp;lt;/span&amp;gt; 14:25, 24 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: '''10''' is correct.&lt;br /&gt;
:: The script first multiplies your luck by 0.05 then tests to see if the value is &amp;lt; 1, in which case it sets it to 1, then if it's &amp;gt; 10, in which case it sets it to 10. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 16:48, 24 December 2010 (UTC)&lt;br /&gt;
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== Empty Flask doesn't show in inventory ==&lt;br /&gt;
&lt;br /&gt;
Not even in the &amp;quot;Misc&amp;quot; section. I pick it up, and it disappears forever. &lt;br /&gt;
[[User:Predcon|Predcon]] 04:49, 23 March 2011 (UTC)&lt;br /&gt;
: At least it didn't for a while. Then my game crashed and after reloading, it showed up. Nevermind. [[User:Predcon|Predcon]] 04:58, 23 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Reflect Daedric Banishing ==&lt;br /&gt;
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An anonymous IP recently verified that it's impossible to kill the player with a reflected Daedric Banishing efect. This is untrue; the note was correct before. It ''is'' possible, as it happened to me when attacking a flesh atronach. I've removed the verification tag. The Unofficial Official Mods Patch fixes this issue. --[[User:Legoless|Legoless]] 14:03, 11 June 2011 (UTC)&lt;br /&gt;
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I'm testing it now and will test it for another 15 mins. I will let you know whether I get banished or not, just for final verification. (I am fighting my clone who has my ring of namira equipped. --[[User:Manic|Manic]] 14:09, 11 June 2011 (UTC)&lt;br /&gt;
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: You are indeed correct. I have just died when I struck my clone and I was on 133 health so I know it was reflect spell and not reflect damage. I have tested it three times now so I am confident it is reflectable. --[[User:Manic|Manic]] 14:13, 11 June 2011 (UTC)&lt;br /&gt;
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== ObjectID and additem command ==&lt;br /&gt;
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I'm having trouble using the player.additem command to add these items.  I think the xx is 00, so I'm not sure why they put xx instead of 00.  I tried using 00 yet they still don't work.&lt;/div&gt;</summary>
		<author><name>24.33.141.151</name></author>
		
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