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	<id>https://en.uesp.net/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=71.229.4.25</id>
	<title>UESPWiki - User Contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://en.uesp.net/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=71.229.4.25"/>
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	<updated>2026-06-10T11:31:43Z</updated>
	<subtitle>User Contributions</subtitle>
	<generator>MediaWiki 1.32.6</generator>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Jorleif&amp;diff=798852</id>
		<title>Skyrim talk:Jorleif</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Jorleif&amp;diff=798852"/>
		<updated>2011-12-03T06:50:47Z</updated>

		<summary type="html">&lt;p&gt;71.229.4.25: Created page with 'As of the patch, this dragon is one of the dragons that gets bugged out.  You cannot kill it even if you bring its HP all the way down, and console commands such as &amp;quot;Kill&amp;quot; or &amp;quot;Di...'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As of the patch, this dragon is one of the dragons that gets bugged out.  You cannot kill it even if you bring its HP all the way down, and console commands such as &amp;quot;Kill&amp;quot; or &amp;quot;Disable&amp;quot; don't work.&lt;br /&gt;
&lt;br /&gt;
Any ideas how to get past this?  Is there a setstage command for this quest?&lt;/div&gt;</summary>
		<author><name>71.229.4.25</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Weakness_to_Magic&amp;diff=663661</id>
		<title>Oblivion talk:Weakness to Magic</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Weakness_to_Magic&amp;diff=663661"/>
		<updated>2011-05-01T17:57:50Z</updated>

		<summary type="html">&lt;p&gt;71.229.4.25: /* Enchanting with weakness */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
==Combining Weakness and Resistance==&lt;br /&gt;
Someone should cover what happens when you have both Weakness to Magic and Resist Magic functioning at the same time.  A Breton born under The Apprentice, for instance, will simultaneously have Weakness to Magic 100% and Resist Magic 50%.  Do these two effectively cancel each other out, then?  (You'd be taking half of double damage.)  I don't know, myself, or I'd post something.--[[User:RobinHood70|Robin Hood]] 20:57, 20 March 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yes, they would cancel each other out, since both effects work on the same &amp;quot;actor value&amp;quot;, by increasing or decreasing it.  Thus the end result would be a 50% weakness to magic, in this case.&lt;br /&gt;
:I have a half-finished article about the way resistance and weakness to Magic/Poison/Elemental Damage work, which you can see on my [[User:JustTheBast/Sandbox|Sandbox page]]. -- [[User:JustTheBast|JustTheBast]] 09:01, 21 March 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks, that was the basic question I had was whether it left you with a 50% weakness, or no weakness, no resistance (since 50% of 200% damage is 100% damage).  Your formulae make it look like it would be 100%, but you say above that you'd be left with 50% weakness...so I'm a little confused. :)  --[[User:RobinHood70|Robin Hood]] 21:39, 22 March 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::So does that basically mean that weakness to magic lowers your resistance? Like, as an example, take a 100 point fire damage for one second spell. If you use the Breton example, that would do 50 points of damage, yes? Now, what happens if you have someone cast a 100% weakness to magic spell at you? Is it reduced to only 50% effectiveness, making your total resistance 25% then? --[[User:Mikekearn|Mikekearn]] 08:22, 25 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Yes, a weakness to X will first counteract any resistance to X.  Only once your weakness to X is larger than any resistance to X will you start to actually be weakened.&lt;br /&gt;
::::A standard (non-Apprentice) Breton would indeed take 50 points damage from a 100 point fire damage spell.  If someone casts a 100% Weakness to Magic spell the Breton resistance would reduce the magnitude of that spell's effect to a 50% Weakness to Magic.  That would effectively '''add''' to the Breton's inherent 50% Resist Magic and leave the Breton with 0 total resist/weakness.  The next 100 point fire damage spell would do 100 points of damage to the Breton.&lt;br /&gt;
::::Note that on JustTheBast's sandbox &amp;quot;RM&amp;quot; = (Resist Magic)-(Weakness to Magic); &amp;quot;RE&amp;quot; = (Resist Element)-(Weakness to Element).  So Resist/Weakness of the same type always add to each other.  Multiplying only comes in to play if both Resist Magic and a Resist Fire (for example) effects are active; in other words when combining resistances of '''different types'''. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 11:36, 25 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::: I just added a new section '''[[Oblivion:Magical Effects#Resistances and Weaknesses|Resistances and Weaknesses]]''' to hopefully explain this all in one places. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 12:43, 25 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::I was able to confirm the answer to my own question later using the console, and it agrees with what you've said in the new section.  100% Weakness + 50% Resistance = 50% Weakness.  Thanks for the new section, BTW, it really covers the topic quite well. --[[User:RobinHood70|Robin Hood]] 01:54, 7 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== How weakness affects spells with no magnitude ==&lt;br /&gt;
&lt;br /&gt;
Would it just affect the duration?  If you cast paralyze for 3 seconds on something with 100% weakness to magic, would it become paralyze for 6 seconds? --[[User:Kevindrosario|Kevindrosario]] 03:19, 3 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
That always works for me.  When I cast Weakness to Magic 100, followed by a 7-second Paralyze spell, the paralyze effect lasts twice as long.  I'm playing on the 360, with no patches or add-ons, if that makes a difference for this function.  [[User:Padomay|Padomay]] 13:53, 9 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Weakness to magic on self ==&lt;br /&gt;
&lt;br /&gt;
Can I cast Weakness to Magic on self to enhance the effect of my defensive and healing spells? {{unsigned|24.233.81.91|10:47, 9 July 2008}}&lt;br /&gt;
:yes{{unsigned|58.166.67.150|21:50, 14 July 2008}}&lt;br /&gt;
::I'm pretty sure I read somewhere that this no longer works after one of the patches, but I don't recall where. --[[User:Mikekearn|Mike]] | [[Special:Contributions/Mikekearn|Contrib]] 10:22, 19 July 2008 (EDT)&lt;br /&gt;
:::Information has been [[Oblivion:Weakness to Magic#Notes|added to the article]]. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 11:07, 19 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Weakness included? ==&lt;br /&gt;
&lt;br /&gt;
Let's say I have this spell:&lt;br /&gt;
&lt;br /&gt;
Fire damage 10 pts for 15 seconds on touch&lt;br /&gt;
&lt;br /&gt;
Weakness to fire 100% for 15 seconds on touch&lt;br /&gt;
&lt;br /&gt;
Weakness to Magic 100% for 15 seconds on touch&lt;br /&gt;
&lt;br /&gt;
If I cast this spell once, will the weaknesses help, and if so, by how much? --[[User:Zirakseez|Zirakseez]] 17:26, 12 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:If you cast it once, the weaknesses will have no effect (other than to increase the magicka cost of casting the spell).  As stated in the article, &amp;quot;Weakness to Magic increases by M% the magnitude of '''subsequent''' Destructive spells.&amp;quot;  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 16:30, 18 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
If i had a weapon with say weakness to fire 100% weakness to magic 100% Fire damage 3pts for 4secs, Weakness to shock 100% and shock damage 3pts for 2secs, would it do 45 damage?&lt;br /&gt;
&lt;br /&gt;
==Destructive spells?==&lt;br /&gt;
This isn't related to that question, but I thought weakness to magic affected all schools of magic, not just destruction spells. The main page states, &amp;quot;...the magnitude of subsequent Destructive spells,&amp;quot; but paralyze isn't a destruction spell and its duration is changed. So what's up with that? And, while I'm at it, does spell stacking not work against yourself? I know it doesn't work with positive effect spells, but what about negative spells? I tried to see the extent of spell stacking by making two weakness to magic 100% for 10 second on self spells, casting them one after the other like 20 times, then cast a paralyze on self spell, but the duration was the same length if I hadn't casted any weakness to magic. And when I checked my active effects page, there was only two weakness to magic effects there, there was no evidence of spell stacking. Does the game not show the true value when you do this? Or does the effect only work on hostiles? --[[User:ZombieRoboNinja|ZombieRoboNinja]] 13:15, 22 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Re: destructive spells.Good point.  I've fixed the article accordingly.&lt;br /&gt;
:Re: your second question.  As stated in the article (with a few more details at the provided link), spell stacking on yourself was an exploit that was fixed by a patch. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 17:40, 1 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Effects on Command/Frenzy/Turn Undead etc. ==&lt;br /&gt;
&lt;br /&gt;
Imagine combining Weakness to Magic 100% and a Turn Undead effect on a sword. Now, if you used Turn Undead Level 25, which would guarantee an effect on ''any'' Undead, would the Weakness to Magic aid increasing the ''duration'' of the Turn Undead, or become simple overkill? Reducing the Turn Undead to Level 13 would be more economical, but will it actually guarantee an effect on Level 25+ enemies (on the second strike, of course)?&lt;br /&gt;
There is another thing to consider: spells set to Level 25 are set to a 100 magntitude. Spells of this nature, like a lock difficulty set at 100, overrides the conventional limitations set against it (a 100-magnitude Command Humanoid spell will work on ''any'' humanoid, regardless of level, just as a 100-mag door cannot be lockpicked). Will we get this same overriding effect by combining Weakness to Magic 100% and a magnitude 52 (Level 13) Turn Undead spell? Or does the whole deal get pranged somewhere inside the game's calculations? —[[User:Dark Spark|Dark Spark]] 04:07, 19 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I don't think weakness to magic has any effect on command, turn, frenzy, and such. It ''should'' only affect those effects that are designated as 'hostile' - i.e. damage, drain, burden, etc.&lt;br /&gt;
: Certainly, in-game use shows that resist magic has no effect on command or calm, so I wouldn't expect weakness to magic to have any effect, either.&lt;br /&gt;
: --[[User:Gaebrial|Gaebrial]] 08:49, 20 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::That answers the problem for non-hostile Level-oriented spells like Command, Calm, Demoralize, and Frenzy. The interesting question now is whether or not Turn Undead does get affected by Resist Magic/Weakness to Magic. Turn Undead is a hostile, offensive spell whose magnitude is indicated by character level. —[[User:Dark Spark|Dark Spark]] 07:04, 21 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Weakness and Damages with Duration ==&lt;br /&gt;
&lt;br /&gt;
If you cast weakness to magic on an enemy and then a damage spell that lasts longer than the weakness to magic spell, does the weakness continue for the full duration of the spell?&lt;br /&gt;
*No, i believe the effect of the weakness spell is over when the time is up...[[User:Cmdr|Cmdr]] 23:31, 26 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::The magnitude of the spell is only determined when the spell hits the target. If the weakness effect ends before the damage spell, the damage spell will keep its (stronger) magnitude.&lt;br /&gt;
::For example, casting a [[Oblivion:Fire Damage|Fire Damage]] 10 pts for 10 secs on (weakened) Target deals a total damage of 200, even if the [[Oblivion:Weakness to Fire|Weakness to Fire]] 100% effect that affected the target only lasted 3 secs. --[[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; 12:39, 29 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Casting repeatedly ==&lt;br /&gt;
&lt;br /&gt;
When I cast the weakness to magic effect on someone and then do it again, does it will enhance the effect? - [[User:ZuTheSkunk|ZuTheSkunk]] 12:32, 28 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Enchanting with weakness ==&lt;br /&gt;
&lt;br /&gt;
If I enchant a dagger with 100% weakness to magic for 5 seconds and then strike an enemy 3 times with it, what is the result?&lt;br /&gt;
Do the effects stack, or is the end result still just 100% weakness to magic?&lt;/div&gt;</summary>
		<author><name>71.229.4.25</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Information_at_a_Price&amp;diff=662765</id>
		<title>Oblivion talk:Information at a Price</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Information_at_a_Price&amp;diff=662765"/>
		<updated>2011-04-27T19:04:21Z</updated>

		<summary type="html">&lt;p&gt;71.229.4.25: /* Wait, so do I have to kill these guys? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*If the quest [[Oblivion:Vampire Cure|Vampire Cure]] has been activated but not completed, [[Oblivion:Hal-Liurz|Hal-Liurz]] will apparently not go and call the Count. If you engage in a conversation with her, she will ask you about a cure (presumably, the vampire cure). You will have to find [[Oblivion:Janus Hassildor|Count Hassildor]] on your own to progress.--[[User:Irfy|Irfy]] 22:07, 21 August 2006 (EDT)&lt;br /&gt;
&lt;br /&gt;
*I thing the comment &amp;quot;NPC characters do not level up&amp;quot; gives some bad information.  I been testing this with Mazoga the Orc.  It should say that &amp;quot;NPC characters armor and weapons do not level up&amp;quot;.  These guys are the same level as you are when you do this quest, but look at them, little armor and some really low level weapons, ha! - If you plant bound weapons and armor on these guys (esp. enchanted strength+ stuff).  These guys will clean out this dungeon quick. Then just frenzy em up after and they will take each other out.&lt;br /&gt;
&lt;br /&gt;
== Vampire dust problems ==&lt;br /&gt;
&lt;br /&gt;
I can't find anymore of this stuff.--[[User:ShakenMike|ShakenMike]] 01:08, 24 February 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Click on the word &amp;quot;Oblivion&amp;quot; on the left side of this page.  Scroll down a little and click on the word &amp;quot;Vampirism,&amp;quot; then click on &amp;quot;General Vampire Locations.&amp;quot;  This will give you a list of locations of vampire lairs, where you can kill them for vampire dust. --[[User:GuildKnight|GuildKnight]] 23:35, 24 February 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ok thanks and I'll do that then.--[[User:ShakenMike|ShakenMike]] 00:00, 25 February 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==using the grey cowl==&lt;br /&gt;
&lt;br /&gt;
I dont' want to add this without testing it, but if you're trying to avoid a bounty if you decide to kill off the vampire hunters, can't you just put on the cowl?  If it's viable, it should be added as a possibility.  [[User:Lalanas|Lalanas]] 14:16, 29 March 2007 (EDT)&lt;br /&gt;
:It probably works.  But putting on the Gray Cowl of Nocturnal also works to avoid bounties in a few hundred other situations during the game, and I'm not sure that it's worth adding a note about the Gray Cowl on every quest page.  I think it's more than sufficient to explain what the Gray Cowl does on its page. --[[User:Nephele|Nephele]] 21:33, 29 March 2007 (EDT)&lt;br /&gt;
::I just tried it with the Cowl by killing them in the inn.  You have to be quick about it, but if you take off the Cowl right after the last one drops the guard will show up and you can choose &amp;quot;pay fine&amp;quot;.  Since your bounty is zero, you don't lose anything.  Just make sure you've stashed all your stolen goods first.  --[[User:Tronk|Tronk]] 21:16, 13 May 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
== No more Vampires ==&lt;br /&gt;
&lt;br /&gt;
Ok, so I've i let the vampire hunters &amp;quot;attempt&amp;quot; to kill the vampires but got owned. So i decided to go deeper into the cave a kill them all of so i put on the gray cowl to see them then ran through the cave so they'd chase me. So i ran outside took off the gray cowl and ran to the door where there was a imperial guard who killed a few of them. I had to keep going back to more vampires would chase me. Only about 2 would chase me at a time. So after the imperial guard died i ran into the city. When all of the vampires were dead, there was no message box telling me that they were all dead. What do i do now??&lt;br /&gt;
&lt;br /&gt;
[[User:Lilcocomojoe 579|Lilcocomojoe 579]] 18:49, 17 May 2007 (EDT)lilcocomojoe_579&lt;br /&gt;
&lt;br /&gt;
:It sounds like the vampires probably are not all dead.  Why are you sure all ten are dead?  Did you collect the special vampire dust from each of them, and do you now have a single stack containing ten special vampire dusts?  If not, then there's still one out there somewhere. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 20:01, 17 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Well i have 7 that way 0.2 pounds and 8 that weigh 0.1 pounds. So am I sapposed to find the other vampires?&lt;br /&gt;
&lt;br /&gt;
[[User:Lilcocomojoe 579|Lilcocomojoe 579]] 17:21, 18 May 2007 (EDT)lilcocomojoe_579&lt;br /&gt;
&lt;br /&gt;
:::Then you have only killed 7 of the Bloodcrust Vampires, and there are 10 in all.  Each of the Bloodcrust Vampires will give you Vampire Dust that weighs 0.2 lbs (and they are the only source 0.2 lb Vampire Dust).  You have to kill all ten to update the quest. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 17:34, 18 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Do you have any idea where the vampires could of gone because they are not in The cave. Also do you have any suggestions on which specific house to buy? [[User:Lilcocomojoe 579|Lilcocomojoe 579]] 18:11, 18 May 2007 (EDT)lilcocomojoe579&lt;br /&gt;
&lt;br /&gt;
:::::Sorry, I have no idea where they might have gone if they're not in the cave any more. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 19:00, 19 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Years too late, but just for reference you have them the wrong way round. Normal dust is 0.2, Quest dust is 0.1.&lt;br /&gt;
&lt;br /&gt;
== Glitch with the Vampire Cure Quest ==&lt;br /&gt;
&lt;br /&gt;
After the vampire cure quest, all Hal-Liurz will say to me is &amp;quot;please wait here in the hall. I will notify the count that you are here.&amp;quot; but she nvr actually goes to get him. when i want to do this quest &amp;quot;information at a price,&amp;quot; will i be able to talk to the count or not? {{unsigned|Partystarter69}}&lt;br /&gt;
&lt;br /&gt;
::is this the first time you meet him when it has to do with the quest?--[[User:Obliv4PS3|Most Honored Listener]] 19:14, 25 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::no, i met the count b4 on a mages guid mission where I was tricked into a meeting with necromancers at the wine field and the count came in and saved me.&lt;br /&gt;
::::so this is the first time that you need to see him for the Cure Quest then.--[[User:Obliv4PS3|Most Honored Listener]] 19:46, 25 July 2007 (EDT) {{unsigned|Partystarter69}}&lt;br /&gt;
:::::I'm not sure I'm reading this right, but if you still have the Vampire Cure quest open, I refer you to the very first item on this page. It looks like you'll have to finish that quest first. If that isn't the case, try the usual things like waiting for a while or even sneaking into Hassildor's area and talking to him directly. --[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;[[User_Talk:Rpeh|Talk]]&amp;lt;/sup&amp;gt; 08:19, 26 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== The hunters will not leave ==&lt;br /&gt;
&lt;br /&gt;
This is not so much a question as a hint- If you kill the hunter who waits outside of Skingrad, and then try to get rid of the remaining hunters by showing Eridor the vampire dust, it does not appear to work, meaning that you have to either do one method or another.&lt;br /&gt;
&lt;br /&gt;
== Removing the Hunters ==&lt;br /&gt;
&lt;br /&gt;
Is there a way of removing the hunters without getting an infamy point (because I want to be a goodie peep), and I have already killed all the vampires in the cave + collected the dust, but I can't show Eridor them, but as I have said, is there a way to get rid of them without getting a bounty? [[User:Caboose|Caboose]] 14:06, 1 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
yes easy either wear the cowl of nocturnal therefore transferring infamy onto him or if you are feeling in a mood for front row seats at the arena cast a frenzy spell or make them hate u so much they attack u. its v fun watching them try to take out up to 10 guards, then sit on a rooftop with a bag of popcorn!!! (O.K i lied about the popcorn but corn on the cob is virtually the same isnt it?) ;p&lt;br /&gt;
&lt;br /&gt;
What frenzy spell is needed? How can I lower their disposition if I can't persuade (enter the persuade mini-game) them? Please help me, I killed the vampires first and I want them to get out of town, not just give them the vampire dust and let them stay. [[User:SwedishBerzerker|SwedishBerzerker at youtube.com]] 08:31, 11 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The same thing happened to me. As soon as the count told me where the vampires were, I went to the cave and killed them all. Then I talked to [[Oblivion:Eridor|Eridor]], and told him they were at the cavern (I think this is the mistake, since I had already killed them all). The vampire hunters didn't go to the cavern, but there was also no option to show Eridor the dust.&lt;br /&gt;
&lt;br /&gt;
I came here and found there were a few options. I tried giving him a poisoned apple but he didn't eat it and something unrelated went wrong, because he totally murdered an innocent male orc in the inn! Next choice, I should get him to attack me.&lt;br /&gt;
&lt;br /&gt;
The highest-level [[Oblivion:Frenzy|Frenzy]] spell [[Oblivion:Delphine Jend|Delphine Jend]] had for sale went up to level 18. I was level 22 when I did this quest, so the vampire hunters were 22-24, and it didn't affect them at all. At lower levels the frenzy spells she sells should work fine. I used a spellmaking altar to create a frenzy spell that would affect up to level 25. That one worked on all but Carsten (he's a level higher than the others, but that makes him 24 and it still should have worked). I cast it on each vampire hunter, they attacked me, guards and townspeople killed them for me, quest done. For the one out in the pasture, a sheep even helped kill him. That was kind of awesome. For Carsten, I went to his room at the inn while he was sleeping and killed him with no witnesses. Not happy about that, but I did it. [[User:Stavia|Stavia]] 00:23, 23 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I was able to kill the hunters by reverse pickpocketing poisoned apples on them while they slept. At first, it didnt seem to do anything and I decided to wait till they slept again and try a cursed hood. When I had waited till it was night again, however, I got a quest update stating the vampire hunters were dead. I left the upper floor of the Two sisters lodge, to find them all tumbling down the stairs, dead. Id have liked for them to live, but there was no way  for me to advance the quest otherwise, as I had triggered the bug where you dont get the dialogue:(&lt;br /&gt;
--[[User:Merari|Merari]] 02:41, 31 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Vampire hunters high aggression? ==&lt;br /&gt;
&lt;br /&gt;
I was watching the vampire hunters after they came back from bloodcrust cavern And they killed both of the orcs in two sisters,Is this due to high agression or is it bugged? {{unsigned|86.43.202.76}}&lt;br /&gt;
: Probably just a bug. The hunters don't have a really high aggression (Eridor's is 10 out of 100). Besides, even the most aggressive need to be provoked somehow. [[User:Vesna|Vesna]] 19:15, 29 September 2008 (EDT)&lt;br /&gt;
:: I had a related bug.  1. No 'vampire' option when talking to Eridor after the last of the vampires was killed.  2. Eridor was attacked unprovoked(?) by an orc in the Two Sisters Inn.  He died quickly, because he was already badly wounded, then a guard came in and killed the orc.&lt;br /&gt;
&lt;br /&gt;
== Pre-Bruma Doom ==&lt;br /&gt;
&lt;br /&gt;
The warning in the article about tidying up one's business at the Bruma Guild Hall '''before finishing this quest''', while prudent, is not strictly accurate. Once the relevant information has been given to ArchMage Traven, he will request time to absorb its implication. It is not possible to start another MG quest immediately - leaving a window of indeterminate length to bid farewell to Volanaro ''et al.'' at Bruma, as they will live until the player next meets with Traven. Semantics I know...just thought it worthy of mentioning. [[User:ComaDivine|ComaDivine]] 11:02, 10 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:You are correct about that. The Mages Guild will still be operational until you initiate the next quest. I've tweaked the note. Thanks for pointing it out! --[[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, 11 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Odd Vampire ==&lt;br /&gt;
&lt;br /&gt;
One vampire in Bloodcrust cavern didn't attack me. I checked his disposition towards me, and it was 60! He was the Imperial with no weapons nor armor, and had low class clothes on.--[[User:Arch-Mage Matt|Arch-Mage Matt]] 03:31, 21 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Just kill the hunters. ==&lt;br /&gt;
&lt;br /&gt;
I am a level 6 the way i did this quest was just to sneak attack them with umbra in the middle of Skingrad it worked well for me.{{unsigned|67.193.207.75|15:38, 22 November 2009}}&lt;br /&gt;
&lt;br /&gt;
== vampires ==&lt;br /&gt;
what if you make the hunters into vampires, does that do anything?&lt;br /&gt;
:As funny as it sounds, I'm afraid it isn't possible to turn them into vampires without using the Console and/or the Construction Set. But since I'm sure the code to respond to that scenario doesn't exist, it wouldn't work anyway. --[[User:Darth NANAME|Darth NANAME]] 03:00, 6 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
i tried it and left skingrad to do some other quests, came back a couple of days later and for some reason there are only 2 vampire hunters now (eridor and another guy i cant remember the name of). i searched the cavern after killing all of the vampires (the hunters were dead pretty quick) and i could only find those two hunters. i dont know what that means but being that i planned to kill the hunters and the vampires i think it worked out pretty well.&lt;br /&gt;
&lt;br /&gt;
== moved from article ==&lt;br /&gt;
&lt;br /&gt;
* The Vampire Hunters will steal vampire dust. After killing the hunters in the cavern, some of them might have large amounts of stolen vampire dust (one member had 90 lots of stolen dust), which can be very handy for obtaining extra money, but you will need a fence to sell the dust. The [[Oblivion:The Order of the Virtuous Blood (faction)|Order of the Virtuous Blood]] will not accept stolen dust.&lt;br /&gt;
** {{UOP}}&lt;br /&gt;
&lt;br /&gt;
1. Roland Jenserric does not buy Bloodcrust Vampire Dust in the first place, except with UOP, which is already mentioned in a separate note.&lt;br /&gt;
2. Nothing in Roland's associated topic makes any checks for the &amp;quot;legality&amp;quot; of the dust you have.&lt;br /&gt;
3. There is no possible way for the Hunters to acquire anything like that volume of dust except via inventory glitches, and no way for them to acquire NON-Bloodcrust dust at all, and the only report of this was edited into the article with no corroboration in Talk. That's not to say the duplication glitch won't happen, but this probably belongs under Bugs more than Notes.&lt;br /&gt;
4. What bug does the OP think UOP is fixing? It certainly isn't the &amp;quot;stealing dust&amp;quot;, which is required for the Hunters to work (see below), or (2), since there is no bug there.&lt;br /&gt;
&lt;br /&gt;
** Sometimes, the hunters will even start stealing dust from one another, lowering their dispositions until they attack each other on sight. This can be of assistance when trying to eliminate the hunters.&lt;br /&gt;
&lt;br /&gt;
The Hunters have their Responsibility lowered to 15 when they enter the cavern. This IS low enough to make them steal items that they &amp;quot;need&amp;quot;, and AFAICT is done to make them attack the vampires, who (obviously) possess the Dust they &amp;quot;need&amp;quot;. The Disposition modifiers alone would make the two groups FIGHT each other, but without the &amp;quot;collect dust&amp;quot; AI package the Hunters wouldn't actually travel through the cavern to seek the vampires out.&lt;br /&gt;
&lt;br /&gt;
I'll move this back to the article once I've made it correct and a bit more comprehensible.&lt;br /&gt;
&lt;br /&gt;
* Using the bound armor cheat, you can provide the vampire hunters with zero weight daedric armor.  This gives them a better chance to survive.&lt;br /&gt;
&lt;br /&gt;
So does buffing them with Master-level custom spells, or healing them, or using any of the other generic &amp;quot;Follower/Ally Survival&amp;quot; methods.&lt;br /&gt;
&lt;br /&gt;
* Killing Eridor after he leaves the cavern can qualify as a murder and gain you a visit from the Dark Brotherhood Speaker. Eridor will leave the cave if he is the only one to survive the attack on Bloodcrust; there are no witnesses directly outside or in the cave.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Can&amp;quot;? So does killing him before he enters the cavern, or while he's in it. &amp;quot;Murdering someone counts as Murder&amp;quot; is hardly a quest-specific note.&lt;br /&gt;
&lt;br /&gt;
== Equine Assistance ==&lt;br /&gt;
&lt;br /&gt;
More of a cool anecdote than anything, but if you can get them all to the stables (chasing you), get on your horse. they'll of course attack the horse. get off the horse, and they'll keep attacking it so long as they don't remember you're there. use superior convalescence a few times, and your horse will kill them for you. enjoy. ^_^ [[User:Arcanus Redwolf|Arcanus Redwolf]] 15:47, 15 March 2011 (UTC)&lt;br /&gt;
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== Wait, so do I have to kill these guys?   ==&lt;br /&gt;
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I told the hunters that the vampires were in bloodcrust.  I then went to the cavern myself and killed all but 1 of the vampires there.&lt;br /&gt;
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When the hunters arrived they killed the remaining vampire, and I got the quest update that the vampires were dead.  But now my journal says I have to deal with the hunters.  Talking to Eridor produces no options to get him to leave.  Is this accurate?  Is my only choice to kill the hunters after helping them?  I was hoping to be nice about this quest.[[Special:Contributions/71.229.4.25|71.229.4.25]] 19:04, 27 April 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>71.229.4.25</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Information_at_a_Price&amp;diff=662764</id>
		<title>Oblivion talk:Information at a Price</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Information_at_a_Price&amp;diff=662764"/>
		<updated>2011-04-27T19:04:06Z</updated>

		<summary type="html">&lt;p&gt;71.229.4.25: /* Wait, so do I have to kill these guys?   */ new section&lt;/p&gt;
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&lt;div&gt;*If the quest [[Oblivion:Vampire Cure|Vampire Cure]] has been activated but not completed, [[Oblivion:Hal-Liurz|Hal-Liurz]] will apparently not go and call the Count. If you engage in a conversation with her, she will ask you about a cure (presumably, the vampire cure). You will have to find [[Oblivion:Janus Hassildor|Count Hassildor]] on your own to progress.--[[User:Irfy|Irfy]] 22:07, 21 August 2006 (EDT)&lt;br /&gt;
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*I thing the comment &amp;quot;NPC characters do not level up&amp;quot; gives some bad information.  I been testing this with Mazoga the Orc.  It should say that &amp;quot;NPC characters armor and weapons do not level up&amp;quot;.  These guys are the same level as you are when you do this quest, but look at them, little armor and some really low level weapons, ha! - If you plant bound weapons and armor on these guys (esp. enchanted strength+ stuff).  These guys will clean out this dungeon quick. Then just frenzy em up after and they will take each other out.&lt;br /&gt;
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== Vampire dust problems ==&lt;br /&gt;
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I can't find anymore of this stuff.--[[User:ShakenMike|ShakenMike]] 01:08, 24 February 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Click on the word &amp;quot;Oblivion&amp;quot; on the left side of this page.  Scroll down a little and click on the word &amp;quot;Vampirism,&amp;quot; then click on &amp;quot;General Vampire Locations.&amp;quot;  This will give you a list of locations of vampire lairs, where you can kill them for vampire dust. --[[User:GuildKnight|GuildKnight]] 23:35, 24 February 2007 (EST)&lt;br /&gt;
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Ok thanks and I'll do that then.--[[User:ShakenMike|ShakenMike]] 00:00, 25 February 2007 (EST)&lt;br /&gt;
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==using the grey cowl==&lt;br /&gt;
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I dont' want to add this without testing it, but if you're trying to avoid a bounty if you decide to kill off the vampire hunters, can't you just put on the cowl?  If it's viable, it should be added as a possibility.  [[User:Lalanas|Lalanas]] 14:16, 29 March 2007 (EDT)&lt;br /&gt;
:It probably works.  But putting on the Gray Cowl of Nocturnal also works to avoid bounties in a few hundred other situations during the game, and I'm not sure that it's worth adding a note about the Gray Cowl on every quest page.  I think it's more than sufficient to explain what the Gray Cowl does on its page. --[[User:Nephele|Nephele]] 21:33, 29 March 2007 (EDT)&lt;br /&gt;
::I just tried it with the Cowl by killing them in the inn.  You have to be quick about it, but if you take off the Cowl right after the last one drops the guard will show up and you can choose &amp;quot;pay fine&amp;quot;.  Since your bounty is zero, you don't lose anything.  Just make sure you've stashed all your stolen goods first.  --[[User:Tronk|Tronk]] 21:16, 13 May 2007 (UTC)&lt;br /&gt;
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== No more Vampires ==&lt;br /&gt;
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Ok, so I've i let the vampire hunters &amp;quot;attempt&amp;quot; to kill the vampires but got owned. So i decided to go deeper into the cave a kill them all of so i put on the gray cowl to see them then ran through the cave so they'd chase me. So i ran outside took off the gray cowl and ran to the door where there was a imperial guard who killed a few of them. I had to keep going back to more vampires would chase me. Only about 2 would chase me at a time. So after the imperial guard died i ran into the city. When all of the vampires were dead, there was no message box telling me that they were all dead. What do i do now??&lt;br /&gt;
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[[User:Lilcocomojoe 579|Lilcocomojoe 579]] 18:49, 17 May 2007 (EDT)lilcocomojoe_579&lt;br /&gt;
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:It sounds like the vampires probably are not all dead.  Why are you sure all ten are dead?  Did you collect the special vampire dust from each of them, and do you now have a single stack containing ten special vampire dusts?  If not, then there's still one out there somewhere. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 20:01, 17 May 2007 (EDT)&lt;br /&gt;
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::Well i have 7 that way 0.2 pounds and 8 that weigh 0.1 pounds. So am I sapposed to find the other vampires?&lt;br /&gt;
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[[User:Lilcocomojoe 579|Lilcocomojoe 579]] 17:21, 18 May 2007 (EDT)lilcocomojoe_579&lt;br /&gt;
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:::Then you have only killed 7 of the Bloodcrust Vampires, and there are 10 in all.  Each of the Bloodcrust Vampires will give you Vampire Dust that weighs 0.2 lbs (and they are the only source 0.2 lb Vampire Dust).  You have to kill all ten to update the quest. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 17:34, 18 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Do you have any idea where the vampires could of gone because they are not in The cave. Also do you have any suggestions on which specific house to buy? [[User:Lilcocomojoe 579|Lilcocomojoe 579]] 18:11, 18 May 2007 (EDT)lilcocomojoe579&lt;br /&gt;
&lt;br /&gt;
:::::Sorry, I have no idea where they might have gone if they're not in the cave any more. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 19:00, 19 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Years too late, but just for reference you have them the wrong way round. Normal dust is 0.2, Quest dust is 0.1.&lt;br /&gt;
&lt;br /&gt;
== Glitch with the Vampire Cure Quest ==&lt;br /&gt;
&lt;br /&gt;
After the vampire cure quest, all Hal-Liurz will say to me is &amp;quot;please wait here in the hall. I will notify the count that you are here.&amp;quot; but she nvr actually goes to get him. when i want to do this quest &amp;quot;information at a price,&amp;quot; will i be able to talk to the count or not? {{unsigned|Partystarter69}}&lt;br /&gt;
&lt;br /&gt;
::is this the first time you meet him when it has to do with the quest?--[[User:Obliv4PS3|Most Honored Listener]] 19:14, 25 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::no, i met the count b4 on a mages guid mission where I was tricked into a meeting with necromancers at the wine field and the count came in and saved me.&lt;br /&gt;
::::so this is the first time that you need to see him for the Cure Quest then.--[[User:Obliv4PS3|Most Honored Listener]] 19:46, 25 July 2007 (EDT) {{unsigned|Partystarter69}}&lt;br /&gt;
:::::I'm not sure I'm reading this right, but if you still have the Vampire Cure quest open, I refer you to the very first item on this page. It looks like you'll have to finish that quest first. If that isn't the case, try the usual things like waiting for a while or even sneaking into Hassildor's area and talking to him directly. --[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;[[User_Talk:Rpeh|Talk]]&amp;lt;/sup&amp;gt; 08:19, 26 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== The hunters will not leave ==&lt;br /&gt;
&lt;br /&gt;
This is not so much a question as a hint- If you kill the hunter who waits outside of Skingrad, and then try to get rid of the remaining hunters by showing Eridor the vampire dust, it does not appear to work, meaning that you have to either do one method or another.&lt;br /&gt;
&lt;br /&gt;
== Removing the Hunters ==&lt;br /&gt;
&lt;br /&gt;
Is there a way of removing the hunters without getting an infamy point (because I want to be a goodie peep), and I have already killed all the vampires in the cave + collected the dust, but I can't show Eridor them, but as I have said, is there a way to get rid of them without getting a bounty? [[User:Caboose|Caboose]] 14:06, 1 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
yes easy either wear the cowl of nocturnal therefore transferring infamy onto him or if you are feeling in a mood for front row seats at the arena cast a frenzy spell or make them hate u so much they attack u. its v fun watching them try to take out up to 10 guards, then sit on a rooftop with a bag of popcorn!!! (O.K i lied about the popcorn but corn on the cob is virtually the same isnt it?) ;p&lt;br /&gt;
&lt;br /&gt;
What frenzy spell is needed? How can I lower their disposition if I can't persuade (enter the persuade mini-game) them? Please help me, I killed the vampires first and I want them to get out of town, not just give them the vampire dust and let them stay. [[User:SwedishBerzerker|SwedishBerzerker at youtube.com]] 08:31, 11 April 2009 (EDT)&lt;br /&gt;
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&lt;br /&gt;
The same thing happened to me. As soon as the count told me where the vampires were, I went to the cave and killed them all. Then I talked to [[Oblivion:Eridor|Eridor]], and told him they were at the cavern (I think this is the mistake, since I had already killed them all). The vampire hunters didn't go to the cavern, but there was also no option to show Eridor the dust.&lt;br /&gt;
&lt;br /&gt;
I came here and found there were a few options. I tried giving him a poisoned apple but he didn't eat it and something unrelated went wrong, because he totally murdered an innocent male orc in the inn! Next choice, I should get him to attack me.&lt;br /&gt;
&lt;br /&gt;
The highest-level [[Oblivion:Frenzy|Frenzy]] spell [[Oblivion:Delphine Jend|Delphine Jend]] had for sale went up to level 18. I was level 22 when I did this quest, so the vampire hunters were 22-24, and it didn't affect them at all. At lower levels the frenzy spells she sells should work fine. I used a spellmaking altar to create a frenzy spell that would affect up to level 25. That one worked on all but Carsten (he's a level higher than the others, but that makes him 24 and it still should have worked). I cast it on each vampire hunter, they attacked me, guards and townspeople killed them for me, quest done. For the one out in the pasture, a sheep even helped kill him. That was kind of awesome. For Carsten, I went to his room at the inn while he was sleeping and killed him with no witnesses. Not happy about that, but I did it. [[User:Stavia|Stavia]] 00:23, 23 June 2009 (EDT)&lt;br /&gt;
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: I was able to kill the hunters by reverse pickpocketing poisoned apples on them while they slept. At first, it didnt seem to do anything and I decided to wait till they slept again and try a cursed hood. When I had waited till it was night again, however, I got a quest update stating the vampire hunters were dead. I left the upper floor of the Two sisters lodge, to find them all tumbling down the stairs, dead. Id have liked for them to live, but there was no way  for me to advance the quest otherwise, as I had triggered the bug where you dont get the dialogue:(&lt;br /&gt;
--[[User:Merari|Merari]] 02:41, 31 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Vampire hunters high aggression? ==&lt;br /&gt;
&lt;br /&gt;
I was watching the vampire hunters after they came back from bloodcrust cavern And they killed both of the orcs in two sisters,Is this due to high agression or is it bugged? {{unsigned|86.43.202.76}}&lt;br /&gt;
: Probably just a bug. The hunters don't have a really high aggression (Eridor's is 10 out of 100). Besides, even the most aggressive need to be provoked somehow. [[User:Vesna|Vesna]] 19:15, 29 September 2008 (EDT)&lt;br /&gt;
:: I had a related bug.  1. No 'vampire' option when talking to Eridor after the last of the vampires was killed.  2. Eridor was attacked unprovoked(?) by an orc in the Two Sisters Inn.  He died quickly, because he was already badly wounded, then a guard came in and killed the orc.&lt;br /&gt;
&lt;br /&gt;
== Pre-Bruma Doom ==&lt;br /&gt;
&lt;br /&gt;
The warning in the article about tidying up one's business at the Bruma Guild Hall '''before finishing this quest''', while prudent, is not strictly accurate. Once the relevant information has been given to ArchMage Traven, he will request time to absorb its implication. It is not possible to start another MG quest immediately - leaving a window of indeterminate length to bid farewell to Volanaro ''et al.'' at Bruma, as they will live until the player next meets with Traven. Semantics I know...just thought it worthy of mentioning. [[User:ComaDivine|ComaDivine]] 11:02, 10 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:You are correct about that. The Mages Guild will still be operational until you initiate the next quest. I've tweaked the note. Thanks for pointing it out! --[[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, 11 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Odd Vampire ==&lt;br /&gt;
&lt;br /&gt;
One vampire in Bloodcrust cavern didn't attack me. I checked his disposition towards me, and it was 60! He was the Imperial with no weapons nor armor, and had low class clothes on.--[[User:Arch-Mage Matt|Arch-Mage Matt]] 03:31, 21 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Just kill the hunters. ==&lt;br /&gt;
&lt;br /&gt;
I am a level 6 the way i did this quest was just to sneak attack them with umbra in the middle of Skingrad it worked well for me.{{unsigned|67.193.207.75|15:38, 22 November 2009}}&lt;br /&gt;
&lt;br /&gt;
== vampires ==&lt;br /&gt;
what if you make the hunters into vampires, does that do anything?&lt;br /&gt;
:As funny as it sounds, I'm afraid it isn't possible to turn them into vampires without using the Console and/or the Construction Set. But since I'm sure the code to respond to that scenario doesn't exist, it wouldn't work anyway. --[[User:Darth NANAME|Darth NANAME]] 03:00, 6 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
i tried it and left skingrad to do some other quests, came back a couple of days later and for some reason there are only 2 vampire hunters now (eridor and another guy i cant remember the name of). i searched the cavern after killing all of the vampires (the hunters were dead pretty quick) and i could only find those two hunters. i dont know what that means but being that i planned to kill the hunters and the vampires i think it worked out pretty well.&lt;br /&gt;
&lt;br /&gt;
== moved from article ==&lt;br /&gt;
&lt;br /&gt;
* The Vampire Hunters will steal vampire dust. After killing the hunters in the cavern, some of them might have large amounts of stolen vampire dust (one member had 90 lots of stolen dust), which can be very handy for obtaining extra money, but you will need a fence to sell the dust. The [[Oblivion:The Order of the Virtuous Blood (faction)|Order of the Virtuous Blood]] will not accept stolen dust.&lt;br /&gt;
** {{UOP}}&lt;br /&gt;
&lt;br /&gt;
1. Roland Jenserric does not buy Bloodcrust Vampire Dust in the first place, except with UOP, which is already mentioned in a separate note.&lt;br /&gt;
2. Nothing in Roland's associated topic makes any checks for the &amp;quot;legality&amp;quot; of the dust you have.&lt;br /&gt;
3. There is no possible way for the Hunters to acquire anything like that volume of dust except via inventory glitches, and no way for them to acquire NON-Bloodcrust dust at all, and the only report of this was edited into the article with no corroboration in Talk. That's not to say the duplication glitch won't happen, but this probably belongs under Bugs more than Notes.&lt;br /&gt;
4. What bug does the OP think UOP is fixing? It certainly isn't the &amp;quot;stealing dust&amp;quot;, which is required for the Hunters to work (see below), or (2), since there is no bug there.&lt;br /&gt;
&lt;br /&gt;
** Sometimes, the hunters will even start stealing dust from one another, lowering their dispositions until they attack each other on sight. This can be of assistance when trying to eliminate the hunters.&lt;br /&gt;
&lt;br /&gt;
The Hunters have their Responsibility lowered to 15 when they enter the cavern. This IS low enough to make them steal items that they &amp;quot;need&amp;quot;, and AFAICT is done to make them attack the vampires, who (obviously) possess the Dust they &amp;quot;need&amp;quot;. The Disposition modifiers alone would make the two groups FIGHT each other, but without the &amp;quot;collect dust&amp;quot; AI package the Hunters wouldn't actually travel through the cavern to seek the vampires out.&lt;br /&gt;
&lt;br /&gt;
I'll move this back to the article once I've made it correct and a bit more comprehensible.&lt;br /&gt;
&lt;br /&gt;
* Using the bound armor cheat, you can provide the vampire hunters with zero weight daedric armor.  This gives them a better chance to survive.&lt;br /&gt;
&lt;br /&gt;
So does buffing them with Master-level custom spells, or healing them, or using any of the other generic &amp;quot;Follower/Ally Survival&amp;quot; methods.&lt;br /&gt;
&lt;br /&gt;
* Killing Eridor after he leaves the cavern can qualify as a murder and gain you a visit from the Dark Brotherhood Speaker. Eridor will leave the cave if he is the only one to survive the attack on Bloodcrust; there are no witnesses directly outside or in the cave.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Can&amp;quot;? So does killing him before he enters the cavern, or while he's in it. &amp;quot;Murdering someone counts as Murder&amp;quot; is hardly a quest-specific note.&lt;br /&gt;
&lt;br /&gt;
== Equine Assistance ==&lt;br /&gt;
&lt;br /&gt;
More of a cool anecdote than anything, but if you can get them all to the stables (chasing you), get on your horse. they'll of course attack the horse. get off the horse, and they'll keep attacking it so long as they don't remember you're there. use superior convalescence a few times, and your horse will kill them for you. enjoy. ^_^ [[User:Arcanus Redwolf|Arcanus Redwolf]] 15:47, 15 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Wait, so do I have to kill these guys?   ==&lt;br /&gt;
&lt;br /&gt;
I told the hunters that the vampires were in bloodcrust.  I then went to the cavern myself and killed all but 1 of the vampires there.&lt;br /&gt;
&lt;br /&gt;
When the hunters arrived they killed the remaining vampire, and I got the quest update that the vampires were dead.  But now my journal says I have to deal with the hunters.  Talking to Eridor produces no options to get him to leave.  Is this accurate?  Is my only choice to kill the hunters after helping them?  I was hoping to be nice about this quest.&lt;/div&gt;</summary>
		<author><name>71.229.4.25</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Melliwin&amp;diff=662614</id>
		<title>Oblivion talk:Melliwin</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Melliwin&amp;diff=662614"/>
		<updated>2011-04-27T02:45:31Z</updated>

		<summary type="html">&lt;p&gt;71.229.4.25: /* Inventory Reset */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Arrows==&lt;br /&gt;
Does the arrows table need to be present on the NPC page if they're already listed on the [[Oblivion:Dunbarrow_Cove_Items|appropriate items page]]? It already states what Melliwin sells on her character sheet. [[User:Legoless|Legoless]] 19:44, 19 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Agreed - they're gone. The page already links to the Items list, so having it here was unnecessary. [[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; 21:32, 19 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== She has a stolen iron bow in her inventory ==&lt;br /&gt;
&lt;br /&gt;
I am 99.9% sure I did not sell it to her and am 100% sure of what I am seeing. This isn't pickpocketing, it is for sale. Any explanations? &lt;br /&gt;
&lt;br /&gt;
Edit: Alright, what is weirder is I zoned out, came back (72 hours+) and her inventory is different (different arrows) yet the iron bow with the stolen tag is still there. Also, I reloaded an earlier save and I never had a stolen iron bow in my inventory. The only things I've done since the last time I bought arrows from her were do the &amp;quot;illegal cargo&amp;quot; quest, bring back all the items from the ship into the bottom level of the black flag, have my battlehorn man-at-arms follow me, the pirates returned from pillaging, and I've duped her arrows using the scroll glitch. &lt;br /&gt;
&lt;br /&gt;
Edit #2: Why did someone delete my post? I had to undo it in history. Did i violate some rule? [[User:Dtmwerks|dtm]] 18:30, 23 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
: So how does your post about your one-off problem attempt to improve this topic page? Would you put something like: ''Occasionally a mysterious stolen item appears in her inventory?''&lt;br /&gt;
&lt;br /&gt;
: Most likely, you forgot about selling her something.  --[[User:Brf|Brf]] 18:37, 23 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I've posted plenty of questions in the &amp;quot;talk&amp;quot; section of a page. Not once was I told questions that don't help improve the page do not belong here. I just bought the thieves den and have never used any of them as a fence. I even reloaded an earlier save, if you bothered to read, to check that I had never stolen an iron bow, which I was already 99.9% sure of anyway. My one-off problem puzzles me as I don't have mods that should mess up the game so perhaps something in her coding causes her to occasionally sell goods that look stolen cause she's a pirate? I also found out her &amp;quot;chest&amp;quot; for her inventory works in a way similar to dungeon chests, not merchant chests. Not sure if this is related. [[User:Dtmwerks|dtm]] 19:04, 23 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: Given her low responsibility, she probably picked up a bow that wasn't hers. [[User:Legoless|Legoless]] 19:14, 23 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: Wow thank you Legoless. This was really bugging me. There is an irow bow (hard to see cause it's dark) on the table near here with 3 arrows. I loaded up a previous save to see its supposed to be there and yeah its supposed to be there. Its gone in my most recent save and I have no idea what would compel her to take it. She already has a steel bow to practice shooting right? Is she scripted to take the iron bow? Or perhaps the steel bow broke and she needed the iron one? Yet, if that were true, it wouldn't be in her inventory for sale, as her steel bow she is supposed to use isn't right? I wonder if any of this is related to Kovan Kren attacking her. I'm also paranoid about putting leaving stuff out in the open, or even in chests in the cove, if they actually go around stealing stuff. [[User:Dtmwerks|dtm]] 11:54, 24 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Inventory Reset ==&lt;br /&gt;
&lt;br /&gt;
Occasionally Melliwin restocks.  What she carries seems to be somewhat based on your level, but also a little randomized.  Does anyone know if there's any particular rhyme or reason to what she will carry and when?  Also, how long does it take her inventory to reset?&lt;/div&gt;</summary>
		<author><name>71.229.4.25</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Gaston_Surilie&amp;diff=659187</id>
		<title>Oblivion talk:Gaston Surilie</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Gaston_Surilie&amp;diff=659187"/>
		<updated>2011-04-21T05:26:41Z</updated>

		<summary type="html">&lt;p&gt;71.229.4.25: /* Always has some mighty fine wine. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You don't need to assault him in order for him to switch hoods. I reverse-pickpocketed an enchanted mages hood while he slept, then returned later in the day to find him wearing it while working in the fields. I believe all you have to do is make sure you give the hood a name that begins with the letter A. I believe NPCs are scripted to put on the first article of clothing listed in their inventory (which is sorted alphabetically). The hood is flagged as stolen, which can be removed by enchanting or fencing it (Inn of Ill Omen if you aren't in the Thieves Guild).&lt;br /&gt;
&lt;br /&gt;
All you need is a regular Mage Hood, it doesn't need to be enchanted or anything.&lt;br /&gt;
&lt;br /&gt;
== Black hood ==&lt;br /&gt;
&lt;br /&gt;
is it possible to loot the hood from his corpse?{{Unsigned|75.18.172.246|13 January 2010}}&lt;br /&gt;
:Of course you can. The only items that you can't loot from corpses are those marked as &amp;quot;unplyable&amp;quot; or &amp;quot;unlootable&amp;quot; or both ;) --&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; 00:02, 14 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It's hilarious that Gaston is of interest primarily because he has an interesting but ultimately unimportant hat that can be stolen. :) [[User:AThousandYoung|AThousandYoung]] 22:42, 21 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::The [[Oblivion:Clothing#Hoods|Precious Black Hood]] is a coveted item amongst Collectors such as myself. It need not be stolen; a clone's corpse can be just as useful as the real thing. Then, I suppose you could Duplicate that hood (I Wouldn't), then give him an enchanted version, then steal the real thing, if it needs to be &amp;quot;authentic&amp;quot;. This could allow him to maintain his look while improving a player's. I've always prefered getting items without resorting to crime. I also prefer getting the Hood from [[Oblivion:Shady Sam|Shady Sam]], as he is in a more controlable environment. -[[User:Neural Tempest|Neural Tempest]] 04:41, 21 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Always has some mighty fine wine. ==&lt;br /&gt;
&lt;br /&gt;
Has anyone noticed that some people, when talking to other NPCs about Gaston, will say this:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I don't know much about Gaston, but I've helped him drink his wine.  He always has some mighty fine wine.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This is a clear play on the 3 Dog Night song &amp;quot;Joy to the World.&amp;quot;&lt;br /&gt;
Is it noted anywhere? {{Unsigned|71.229.4.25|03:21, 21 April 2011 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
:I don't really see the connection, even though [http://en.wikipedia.org/wiki/Joy_to_the_World_%28Hoyt_Axton_song%29#Video_games Wikipedia does] (unsourced there though). I don't see how this is notable, and it is easier to consider it to be a coincidence than to be a reference. I can't find it mentioned anywhere here as well. --[[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; 03:21, 21 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Fair enough. It doesn't seem like a coincidence to me - but that might be because I grew up listening to the song.  It's been years since I've heard anyone say it until it jumped out at me in the game.&lt;/div&gt;</summary>
		<author><name>71.229.4.25</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Gaston_Surilie&amp;diff=659165</id>
		<title>Oblivion talk:Gaston Surilie</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Gaston_Surilie&amp;diff=659165"/>
		<updated>2011-04-21T03:04:59Z</updated>

		<summary type="html">&lt;p&gt;71.229.4.25: /* Always has some mighty fine wine. */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You don't need to assault him in order for him to switch hoods. I reverse-pickpocketed an enchanted mages hood while he slept, then returned later in the day to find him wearing it while working in the fields. I believe all you have to do is make sure you give the hood a name that begins with the letter A. I believe NPCs are scripted to put on the first article of clothing listed in their inventory (which is sorted alphabetically). The hood is flagged as stolen, which can be removed by enchanting or fencing it (Inn of Ill Omen if you aren't in the Thieves Guild).&lt;br /&gt;
&lt;br /&gt;
All you need is a regular Mage Hood, it doesn't need to be enchanted or anything.&lt;br /&gt;
&lt;br /&gt;
== Black hood ==&lt;br /&gt;
&lt;br /&gt;
is it possible to loot the hood from his corpse?{{Unsigned|75.18.172.246|13 January 2010}}&lt;br /&gt;
:Of course you can. The only items that you can't loot from corpses are those marked as &amp;quot;unplyable&amp;quot; or &amp;quot;unlootable&amp;quot; or both ;) --&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; 00:02, 14 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It's hilarious that Gaston is of interest primarily because he has an interesting but ultimately unimportant hat that can be stolen. :) [[User:AThousandYoung|AThousandYoung]] 22:42, 21 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Always has some mighty fine wine. ==&lt;br /&gt;
&lt;br /&gt;
Has anyone noticed that some people, when talking to other NPCs about Gaston, will say this:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I don't know much about Gaston, but I've helped him drink his wine.  He always has some mighty fine wine.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This is a clear play on the 3 Dog Night song &amp;quot;Joy to the World.&amp;quot;&lt;br /&gt;
Is it noted anywhere?&lt;/div&gt;</summary>
		<author><name>71.229.4.25</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Horses&amp;diff=659061</id>
		<title>Oblivion talk:Horses</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Horses&amp;diff=659061"/>
		<updated>2011-04-20T19:36:46Z</updated>

		<summary type="html">&lt;p&gt;71.229.4.25: /* unlisted horses? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable compress&amp;quot; style=&amp;quot;float: right;&amp;quot;&lt;br /&gt;
! Archives&lt;br /&gt;
|-&lt;br /&gt;
| [[Oblivion_talk:Horses/Archive|Archive]]: 2006 - 2008&lt;br /&gt;
|}&lt;br /&gt;
__TOC__&lt;br /&gt;
== &amp;quot;Useful&amp;quot; spell? ==&lt;br /&gt;
&lt;br /&gt;
From the article...&lt;br /&gt;
::''Some other useful spells to consider for your horse are:''&lt;br /&gt;
::* '''''[[Oblivion:Invisibility|Invisibility]]''''' ''allows you to ride your horse undetected.  You need to first cast an invisibility spell on your horse, and then cast one on yourself, and quickly mount the horse. Mounting an invisible horse does not make it visible again.''&lt;br /&gt;
::* ''NOTE: Mounting your horse will cancel out your own invisibility spell(your horse's will remain active).  There is a glitch however, that causes you to become invisible along with your horse, although creatures/NPCs will still detect you.  If you are not on your horse when its invisibility expires, you will be stuck in this state.''&lt;br /&gt;
This is hardly a useful spell. Your horse may be invisible but if NPCs/creatures will still detect and chase you because ''you'' are not invisible while riding it, it negates any sense of purpose for casting invisibility on the horse in the first place. My first thought was to just remove it from the article (which I've done), but because the glitch does appear to be the case (even in a fully patched game) I've reworded the &amp;quot;Note&amp;quot; and put that in the Bugs section. I'm not sure if I've done a wonderful job of the rewrite, however, so would appreciate someone giving a second opinion on it. --[[User:Dalimyr|&amp;lt;font color=#CC0000&amp;gt;D&amp;lt;/font&amp;gt;&amp;lt;font color=#AA2200&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=#884400&amp;gt;l&amp;lt;/font&amp;gt;&amp;lt;font color=#666600&amp;gt;i&amp;lt;/font&amp;gt;&amp;lt;font color=#448800&amp;gt;m&amp;lt;/font&amp;gt;&amp;lt;font color=#22AA00&amp;gt;y&amp;lt;/font&amp;gt;&amp;lt;font color=#00CC00&amp;gt;r&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;([[User_talk:Dalimyr|&amp;lt;font color=#9900FF&amp;gt;T&amp;lt;/font&amp;gt;]] ≈ [[Special:Contributions/Dalimyr|&amp;lt;font color=#FF0099&amp;gt;C&amp;lt;/font&amp;gt;]])&amp;lt;/sup&amp;gt; 06:38, 21 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I agree, I don't see how it could have been useful. I've reworded the Bug a little but it was fine in general. My only perplexity is: when you saw &amp;quot;that state&amp;quot; at the end of the sentence do you mean the state that makes your character ''look'' invisible while you aren't? --[[User:SerCenKing|SerCenKing]] 06:44, 21 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Correct --[[User:Dalimyr|&amp;lt;font color=#CC0000&amp;gt;D&amp;lt;/font&amp;gt;&amp;lt;font color=#AA2200&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=#884400&amp;gt;l&amp;lt;/font&amp;gt;&amp;lt;font color=#666600&amp;gt;i&amp;lt;/font&amp;gt;&amp;lt;font color=#448800&amp;gt;m&amp;lt;/font&amp;gt;&amp;lt;font color=#22AA00&amp;gt;y&amp;lt;/font&amp;gt;&amp;lt;font color=#00CC00&amp;gt;r&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;([[User_talk:Dalimyr|&amp;lt;font color=#9900FF&amp;gt;T&amp;lt;/font&amp;gt;]] ≈ [[Special:Contributions/Dalimyr|&amp;lt;font color=#FF0099&amp;gt;C&amp;lt;/font&amp;gt;]])&amp;lt;/sup&amp;gt; 07:28, 21 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Wild Horses ==&lt;br /&gt;
&lt;br /&gt;
I went and found the wild horses mentioned here. They seem to be very weak and will either drown or be killed by mud crabs. Unless you following them stresses them out so bad they have a heart attack and die?!?! Anyways, if you want to follow/see them, you have to sneak. If you have low sneak, you need to walk. At best you will see only two at a time. One actually ran up to my character, so maybe they get used to you after a while like the deer?[[User:24.250.167.29|24.250.167.29]] 22:38, 22 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Is there any specific place Wild horses spawn? [[User:Gorilladin|Gorilladin]] 20:12, 18 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Most of the wild horses will respawn at the various cities' stables, and occasionally some non-city stables like [[Oblivion:Brindle Home|Brindle Home]] and [[Oblivion:Brina Cross Inn|Brina Cross Inn]]. &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; 04:34, 19 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== My Horse Problem ==&lt;br /&gt;
&lt;br /&gt;
In my first ever Oblivion game I stole many horses, I usually only ended up using them once and so dumped them in plain sight in front of many city gates. when I discovered the chameleon suit I would regularly leave cities and use the horse again. now, 4 different characters down the line. in all games since i quit my first random horses pop up in exactly the same place as before in my previous game. the most recent time I escaped the dungeons and walked up to the imperial city. Prior Maborals paint horse was standing in front of the main gates. I now have nearly 15 horses gathering around various gates (Leyawin, Skingrad - most major cities) and one on top of dive rock. this would be no problem but as they count as stolen I cannot easily aquire horses anymore. has this happened to anyone else? have any other people experienced the horses which jump through the Time/SaveGame continuum? P.S the only mods I am running are Shivering Isles and Knights of the nine. I play with GOTY version of oblivion on Windows Vista PC. Regards [[User:Lewbot1|Lewbot1]] 06:01, 14 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== A Horse With Drained Speed :( ==&lt;br /&gt;
&lt;br /&gt;
I had been riding Shadowmere for a long time when I noticed that she was moving a lot slower than she should. Using the console revealed that for some reason her speed attribute was at 29 instead of the correct 33. My only conclusion is that she got into a fight with some dumb bugger who sapped her speed. Does anyone have suggestions on how to easily correct this problem and check if any of her other attributes are damaged too? Has anyone else had problems with their horse's speed being drained? {{unsigned|69.73.94.114|02:13, 24 July 2009 (UTC)}}&lt;br /&gt;
:Try using a [[Oblivion:Restore Speed|Restore Speed]] spell/scroll on her. --[[User:Elliot|Elliot]]&amp;lt;sup&amp;gt;([[User_talk:Elliot|T]]-[[Special:Contributions/Elliot|C]])&amp;lt;/sup&amp;gt; 02:13, 24 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Graphical Glitch ==&lt;br /&gt;
&lt;br /&gt;
:''(moved from the article)''&lt;br /&gt;
If you are on Shadowmere when it is knocked unconscious, you will be temporarily paralyzed, in which case the graphical image of your body will freeze in that position and you wont have a body when in 3rd person view, however the body disappears in first person view and you have a hand.&lt;br /&gt;
&lt;br /&gt;
: I don't understand this at all... –[[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; 06:26, 7 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
You are right to have moved it. I do not think it is a hoax though. I think the last part is the normal 'stream-of-consciousness' writing from people who are not making the effort to make their choice of words unequivocal. I think they are describing what normally happens when you switch to 1st person: because you are seeing through the character's eyes, you see only the character's hands, and not their body. Hence &amp;quot;the body disappears in (when you switch to) first person view (as normal) and you have (can see only) a hand&amp;quot;.  I cannot vouch for the truth of the rest of it though. [[User:Anarchangel|Anarchangel]] 19:10, 27 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Paint Horse ==&lt;br /&gt;
I just found a paint horse inbetween Bravil and Leyawiin, south of fort nomore. I was wondering who's horse this could be, or why its there? I know its not mine since riding it is considered stealing. {{Unsigned|68.163.34.10|10 August 2009}}&lt;br /&gt;
&lt;br /&gt;
:That would likely be [[Oblivion:Hlidara Mothril|Hlidara Mothril]]'s horse. She must have dismounted to fight a creature, and not cared to mount again. Or worse, she was killed. --[[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; 14:21, 10 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Moved note ==&lt;br /&gt;
&lt;br /&gt;
:''It is possible to get a horse inside a city to do this you need to get Jauffre or Martin on their horses (when they are following you) and fast travel into a city,(so far it has only worked with the Market District). You may need to try this many times and it is not possible to get that horse out of the market district.''&lt;br /&gt;
I moved this from the page because it seems a little bit sketchy. Can anyone confirm this? –[[User:Elliot|Elliot]]&amp;amp;nbsp;&amp;lt;sup&amp;gt;[[User_talk:Elliot|talk]]&amp;lt;/sup&amp;gt; 06:24, 24 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Question ==&lt;br /&gt;
&lt;br /&gt;
I took the Weynon Priory horse way at the beginning of my game and many, many quests later it's still there against my wishes. How do I get rid of it without killing it? {{unsigned|90.221.235.209|October 18, 2009}}&lt;br /&gt;
&lt;br /&gt;
:You'll have to get a different horse.  Try buying a horse from a stable if you like (consider it an upgrade!), or even just stealing one should get rid of your problem.  See this note from the article:&lt;br /&gt;
::''&amp;quot;If you own two or more horses, the one you rode last is &amp;quot;active&amp;quot;, meaning it will be the one that appears by your side when you fast travel. Your other horse(s) can still be found in the place you bought or acquired them.''&lt;br /&gt;
&lt;br /&gt;
::''Stealing a horse replaces your previous horse as your &amp;quot;current&amp;quot; horse.&amp;quot;''&lt;br /&gt;
:Hope that helps! –[[User:Eshe|Eshe]]&amp;lt;sup&amp;gt;[[User talk:Eshe|talk]]&amp;lt;/sup&amp;gt; 15:49, 18 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
It does, thanks.&lt;br /&gt;
&lt;br /&gt;
== Do Stables Ever Restock Horses? ==&lt;br /&gt;
&lt;br /&gt;
I have bought up all the Black Horses and unfortunately I take terrible care of them. Needless to say, all of my Black Horses are dead and Shadowmere is off in Limbo. Does anyone know if the stables restock their horses or am I just out of luck for a Black Horse now? [[User:Vashmanseven|Vashmanseven]] 17:27, 19 October 2009 (UTC)&lt;br /&gt;
:The article says that the stable will sell you a new horse when your old one dies.  I've never tried it myself, but I'm guessing it should work.  Are you sure your most recent horse is dead? –[[User:Eshe|Eshe]]&amp;lt;sup&amp;gt;[[User talk:Eshe|talk]]&amp;lt;/sup&amp;gt; 22:44, 19 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Go Ghost Yourself ==&lt;br /&gt;
{{dm|from=yes|Glitches/Proposed|3=Oblivion}}&lt;br /&gt;
When going to do the Dark Brotherhood quest Affairs of a Wizard on the xbox360, I was being attacked by goblins near an ayleid well. Shadowmere was attacking the goblins and i jumped on the well and was shooting arrows at them, I activated the well and started shooting fireballs then jumped off the well and activated Shadowmere while still in the air. I clicked 3rd person and I wasn't on the horse but I was riding it. I went to Leafrot Cave and my body was outside the door floating like he was on a horse when i got off the horse he acted like he was getting off a horse. I then shot a fireball at him and he shot one at the door instead of me shooting him. I equiped different things and it would show them on my character. I reloaded my last save, repeated, and it did it again, and I still don't understand why it does that.&lt;br /&gt;
Can somebody tell me why it does that? {{unsigned|99.188.102.220|18:29, 22 October 2009}}&lt;br /&gt;
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:This happened to me as well. I had just closed and oblivion gate and SHADOWMERE was fight ing with me. I decided to take off and as soon as I hopped on I was Shot into a &amp;quot; out of body experience. I have not found a cure to the glitch but as a vampire I cant feed making the game very difficult. {{unsigned|64.148.251.79|00:01, 17 January 2010}}&lt;br /&gt;
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::I've moved this from the Glitches/Proposed page, since it's probably more appropriate here. I'm unable to reproduce this glitch, but it does seem plausible given the swimming and sitting bugs mentioned on the 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; 23:28, 17 April 2010 (UTC)&lt;br /&gt;
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== Horses Can't Call The Guards. ==&lt;br /&gt;
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When I read that bit about &amp;quot;if a horse can see you commiting a crime, you get a bounty&amp;quot; I laughed. &lt;br /&gt;
First of all, horses have a Responsibility of 0, like all animals, which means they don't care if you commit a crime in front of them.&lt;br /&gt;
Secondly, horses are ''creatures'', not NPCs. They can be soul-trapped with ordinary gems. Therefore, horses cannot report crimes or give you a bounty.&lt;br /&gt;
Thirdly, I have owned many horses myself, as I am fond of them, and I have gone through various crimesprees with my horse. Even if he could see me, nothing happened.&lt;br /&gt;
Sorry, but that bit of the article is so obviously not true that it's funny. For the person who included it, I think what happened was there was a person nearby that you didn't see, and he reported the crime, not the horses. [[Special:Contributions/121.221.82.105|121.221.82.105]] 01:35, 24 October 2009 (UTC)&lt;br /&gt;
:Actually, as far as I can tell, all horses except the Unicorn have a Responsibility of 50.  I'm not sure how the scripting is set up to handle animal Responsibility, but from what I'm seeing it's possible that the bit in the article is actually true.  After all, it's been there for over three years--you'd think someone would have taken it down by now if it had been proven false! –[[User:Eshe|Eshe]]&amp;lt;sup&amp;gt;[[User talk:Eshe|talk]]&amp;lt;/sup&amp;gt; 02:06, 24 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Not necessarily. If information is left up long enough, people believe it is true. Like the Loch Ness Monster, and UFOs. Also, I have Construction Set and it says all horses have 0 Responsibility. However, I have not downloaded any patches. [[Special:Contributions/121.221.82.105|121.221.82.105]] 09:29, 24 October 2009 (UTC)&lt;br /&gt;
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:I'm looking at the CS right now and all of the horses (again, except the Unicorn) have 50 Responsibility.  I suppose it could be the patch that makes the difference, but it sure does seem like an odd thing to patch.  Also we've done some testing, and while no one could get the horses to report horse theft or horse assault, committing a crime in front of a horse (specifically murder on the PS3 version, I believe) ''does'' result in a bounty.  So obviously the statements on the page are at least partially correct, though we'll need to do more testing to figure out what exactly is going on. –[[User:Eshe|Eshe]]&amp;lt;sup&amp;gt;[[User talk:Eshe|talk]]&amp;lt;/sup&amp;gt; 15:34, 24 October 2009 (UTC)&lt;br /&gt;
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Downloaded the patch. He now has Responsibility of 50. Sorry for the trouble. [[Special:Contributions/121.221.82.105|121.221.82.105]] 08:28, 6 November 2009 (UTC)&lt;br /&gt;
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== Kangaroo Black Horse ==&lt;br /&gt;
I was at Lord Rughdump's Estate when my Black Horse went retarded. His head disconnected itself from his neck, his bridle vanished, his tail is horizontial, he has six legs (his front legs are now ridiculously short, and two other legs are growing out of his back legs), and moves around like a kangaroo. Seriously, he moves by jumping on his back legs. He runs just as fast as a normal Black Horse, he can die like a normal horse, and he can fight, so I guess there's nothing really wrong, but it's kind of disturbing to see him like that. I tried fast-travelling to a city, I tried waiting, I tried fast-travelling on him, nothing can fix him. [[User:121.221.82.105|121.221.82.105]] 08:26, 6 November 2009 (UTC)&lt;br /&gt;
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== Shadowmere Speed ==&lt;br /&gt;
I saved near the necromancer's moon altar place, and now when i load my game, i appear inside of shadowmere, but riding it, and when i get off, i have the same speed as if i was riding it. Not really a problem, but can anyone tell me why?&lt;br /&gt;
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== Fast Travel and City Gates. But first, Stealing and Horses ==&lt;br /&gt;
McRoughrider the Crime Fighting Horse:&amp;lt;br&amp;gt;&lt;br /&gt;
What do horses do just before they are about to report you for a crime?&amp;lt;br&amp;gt;They shake their heads at you and say, &amp;quot;Naaay!&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
On a more serious and hopefully useful note, can someone come up with a more accurate description of where your horse ends up when you enter a city? Fast travel to the Arcane University from the Chestnut Handy Stables leaves the horse at the Stables. According to the description, subsequent fast travel -from- the University, -to- the University should bring the horse to the University, as the nearest city gate. But it does not. It stays. Either University and Docklands exits do not count as city gates, and/or there is another criteria. Whichever it is, the article would benefit from the clarification. Elaboration on the subject, or this distinction, if editors find it inappropriate here, might be added to the [[Oblivion:Getting Around]] article, with a link from here. [[User:Anarchangel|Anarchangel]] 18:58, 27 December 2009 (UTC)&lt;br /&gt;
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: Entering a city places your horse at the city's stables. Horses cannot enter a city, and the Arcane University counts as part of the Imperial City, so fast-traveling from one part of the city to another (the Market to the Waterfront, the University to itself, or anything to anything) still leaves the horse at the stables. {{unsigned|66.7.133.193|15:49, February 23, 2011}}&lt;br /&gt;
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== Praise ==&lt;br /&gt;
&amp;quot;If an NPC is killed right under a horse's nose, it will lean down to sniff the dead body and then look up at you quizzically. Man, talk about design details!&amp;quot; - 76.169.141.50 &amp;lt;br&amp;gt;&lt;br /&gt;
Transcluded to talk by inclusionist [[User:Anarchangel|Anarchangel]] 13:52, 4 January 2010 (UTC)&lt;br /&gt;
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: Horses have the &amp;quot;Can Corpse Check&amp;quot; box enabled in the CS, which causes them to do that.  This causes stuttering problems with the game whenever you ride past a corpse.  The Unofficial Oblivion Patch actually disables corpse-checking for horses for this reason.  [[User:Phaid|Phaid]] 12:33, 20 January 2011 (UTC)&lt;br /&gt;
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== Can NPCs steal YOUR horse? ==&lt;br /&gt;
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Some guy took off on my Shadowmere and was too fast for me to catch obviously. Later it respawned at the Fort as usual. Since the article doesn't specify, I wondered if this was just something really weird that happened or if the AI was normally able to steal horses.[[Special:Contributions/122.102.238.156|122.102.238.156]] 10:54, 29 January 2010 (UTC)&lt;br /&gt;
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:Yeah, it's normal NPC behavior when fleeing danger.  I haven't seen it very often, but often enough to consider it &amp;quot;normal&amp;quot;.  --[[User:GuildKnight|GK]]&amp;lt;sup&amp;gt;[[User_talk:GuildKnight|talk2me]]&amp;lt;/sup&amp;gt; 05:09, 30 January 2010 (UTC)&lt;br /&gt;
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== Changing Horses' Default Location? ==&lt;br /&gt;
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Can anyone tell me if there's a console command to change where your horse will default/return to when you mount a new horse? Currently, if you mount a horse you own, the last horse you had mounted will return to the stables where it was originally bought. I'd like to change it so that whenever I mount a new horse, all of my other horses will default to the same place (in my case, Battlehorn Castle). I can't find a console command for changing an actor's &amp;quot;home,&amp;quot; and I can't even find where somebody else has asked this question before. -[[User:Andostre|Andostre]] 03:42, 14 February 2010 (UTC)&lt;br /&gt;
:As far as I'm aware, there isn't a Console command to do the purpose you wish. The only solution is that you simply don't mount another horse and then it won't stop following you. After all, what's the point in paying the money and then never using it? :) [[User:Jaden|Jaden]] 10:01, 19 February 2010 (UTC)&lt;br /&gt;
::That's more complex than a console command would be able to do. You'd have to write a mod to do that. &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; 23:56, 7 March 2010 (UTC)&lt;br /&gt;
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== Armoring a white horse removed ownership? ==&lt;br /&gt;
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I put armor on my White Horse a while ago. After a little while it stopped fast travelling with me, so I just assumed it died. Now I came back to the Chestnut Handy Stables and found it standing outside the gate. I tried using setownership but it still won't show up in my &amp;quot;Horses Owned&amp;quot; statistic or fast travel with me (unless I mount it). How shall I fix this? --[[Special:Contributions/142.161.35.60|142.161.35.60]] 20:56, 26 February 2010 (UTC)&lt;br /&gt;
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:You could try allowing the horse to be killed, if you want another white horse.  --'''[[User:GuildKnight|GK]]'''&amp;lt;sup&amp;gt;[[User_talk:GuildKnight|talk2me]]&amp;lt;/sup&amp;gt; 19:21, 22 March 2010 (UTC)&lt;br /&gt;
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== unlisted horses? ==&lt;br /&gt;
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There's a paint horse in waterfront district near tunnel(sometimes it appears near stables),if i stole this horse it returns to Cheydinhal.I'm just curious who is the owner?and so are many horses in different cities that don't appear here.one time i stole horse in front of bravil gate and was expelled from mages guild.is there a complete list of all ingame horses and owners?[[User:Eqves|Eqves]] 13:40, 15 March 2010 (UTC)&lt;br /&gt;
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: Technically that horse ''is'' listed, but not obviously. It's one of the two horses listed under Cheydinhal's Black Waterside Stables, because that's where it starts. The horse is owned by [[Oblivion:Oghash gra-Magul|Oghash gra-Magul]] and there's more information about it there. Adding details of the owners and a little more information where necessary is a good idea. I'll add a note to the page 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; 13:48, 15 March 2010 (UTC)&lt;br /&gt;
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:: How do you get rid of this horse?  It's annoying and it respawns.  I have killed it and it just comes back and stands around in the waterfront.&lt;br /&gt;
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== Finding Inactive Armored Horses == &lt;br /&gt;
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Does anyone know how to find an armored horse after you have switched to a different one? I put armor on the black horse and have since used a different one just for fun, but the black horse has never returned to the Cheydinhal stables, even after weeks of in game time has passed. Does anyone know a workaround or some way to find where my dang horse went? [[User:Mathiusdragoon|Mathiusdragoon]] 02:02, 28 March 2010 (UTC)&lt;br /&gt;
:Did you check to see if a black horse is available for purchase?  It's possible that the horse died, in which case you'd need to armor another horse.  --'''[[User:GuildKnight|GK]]'''&amp;lt;sup&amp;gt;[[User_talk:GuildKnight|talk2me]]&amp;lt;/sup&amp;gt; 14:20, 28 March 2010 (UTC)&lt;br /&gt;
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:: Yep, I can't buy another one, so my first must still be alive somewhere, just not at the stable like its supposed to be. [[User:Mathiusdragoon|Mathiusdragoon]] 01:54, 29 March 2010 (UTC)&lt;br /&gt;
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:::I don't think armoured horses ever return to their home base, I always find them where I leave them, even way out in the wilderness, no matter how long after leaving them there. Anyone else confirm?&lt;br /&gt;
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== minor bug: stablehands will NOT &amp;quot;have your horse ready for you outside&amp;quot; ==&lt;br /&gt;
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I was just looking over my old edits/comments, and came across this one:&lt;br /&gt;
http://www.uesp.net/w/index.php?title=Oblivion:Horses&amp;amp;diff=372225&amp;amp;oldid=372219&lt;br /&gt;
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It's still true - the horse ''does not'' teleport out of the corral and to the stablehand like it's supposed to, but now I understand packages enough to know why not.  :)&lt;br /&gt;
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When you buy the horse (technically, a new horse is created and the one for sale is destroyed, but whatever), it DOES teleport to the right place. But the script (correctly) fails to set it as your current horse, since you haven't mounted yet, and incorrectly prioritises the &amp;quot;go home&amp;quot; package over the &amp;quot;wait by the stablehand&amp;quot; package. Since you're in a different area, when you transition back outside everything in the new area &amp;quot;jumps&amp;quot; to the state that it should all be in, which for the horse is &amp;quot;at home, in the corral&amp;quot;.&lt;br /&gt;
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You can prove this by simply pulling the dealer outside with ''moveto player'' and having the conversation there. When you buy the horse and exit the convo, you'll see it correctly appear by the stablehand - and it will immediately  start walking back into the corral.&lt;br /&gt;
&lt;br /&gt;
Ali&lt;br /&gt;
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== Getting rid of your horse ==&lt;br /&gt;
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I mounted the horse at the Weynon Priory, but decided I didn't like it. It keeps quick-traveling with me. I don't want to kill it (actually, the reason why I want to get rid of it is that I don't like the idea of it potentially getting killed when I quick-travel to a non-safe place). Can I sell it or is there any other way to get rid of it? (I don't want another horse to take its place, I just don't want a horse.) --[[User:IronMaiden|IronMaiden]] 14:24, 22 April 2010 (UTC)&lt;br /&gt;
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:I was wondering - would it make any difference if I stole a horse? Would the stolen horse replace my current one and then walk away, as described in the article, leaving me with no horse when quick-traveling? --[[User:IronMaiden|IronMaiden]] 15:04, 22 April 2010 (UTC)&lt;br /&gt;
::You'd have to do it alone or else get a bounty of 500. My suggestion: Get the [[Oblivion:Unicorn|Unicorn]], get on it, then kill it. It's horn is needed for a daedric quest anyway, so you'll be prepared when you do it. (see the link for more details)--&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; 15:25, 22 April 2010 (UTC)&lt;br /&gt;
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::: The Unicorn is an EXTREMELY strong opponent for a low-level character, which someone who's riding Prior Maborel's horse probably is; and it has 3 guardians; and mounting it can only be done if it's not hostile, which it will be if it sees ANYTHING with a weapon including its guardians, so you'd have to either sneak through Harcane Grove, which a low-level char is also unlikely to manage, or sprint to it and mount it before it goes nuts, which, again, low-level char generally means low-speed char, so... I'd say the original plan is better: it's MUCH easier to just steal a horse from a stable, especially at night (@IronMaiden: yes, what you describe will do what you want). There's also the Paint Horse that appears on the Waterfront side of the Temple gate, which has no guard posted, so that's an even easier theft; and Blossom in Hackdirt if Dar-Ma is missing.&lt;br /&gt;
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::::Ok, I'll try that, then. I'm not really low level, I just find riding to be awkward, so I don't use a horse altogether. Besides, I don't want to kill a unicorn either... :) --[[User:IronMaiden|IronMaiden]] 17:14, 22 April 2010 (UTC)&lt;br /&gt;
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:::::Worked like a charm, thank you! --[[User:IronMaiden|IronMaiden]] 20:45, 22 April 2010 (UTC)&lt;br /&gt;
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You sure about the Unicorn being hostile because the minotaurs have weapons? I've never seen that, in fact it always stays calm while I slaughter the minotaurs with magic, right infront of it. Just don't pull your own weapon out.&lt;br /&gt;
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== Is it possible to see what horse you currently have activated via console? ==&lt;br /&gt;
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Are there any console commands or mods that enable you to see what horse is currently your active horse? The only way that I know of doing this is travel to an outside(non-city) and look at which one is around.--[[User:Djdelirius|Djdelirius]] 14:02, 19 May 2010 (UTC)&lt;br /&gt;
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== Anyway of combat (with mods or without) while mounted on a horse? ==&lt;br /&gt;
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I've searched for any mods that do this but cannot find any, does anyone know of horse combat mods?--[[User:Djdelirius|Djdelirius]] 14:05, 19 May 2010 (UTC)&lt;br /&gt;
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: Try the {{PES|2350|Mounted Combat}} mod. I've never played it myself 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; 17:15, 19 May 2010 (UTC)&lt;br /&gt;
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== Mages Guild's Horse ==&lt;br /&gt;
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I have mounted a Bay horse (it says &amp;quot;0003291a&amp;quot; when I click on it in the console) when nobody was around (so I wasn't even sneaking and I ''did not'' get a bounty for the theft) and I was expelled from the Mages guild for it, saying I have ''stolen'' Mages Guild property. To regain access however, the task was 20 Motherworts and 20 Dragon Tongues, like if I would have attacked someone from the MG.&lt;br /&gt;
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I don't get expelled, when I mount the horse sneaking. So I think this horse is somehow linked to the Mages Guild. However, I cannot find anything like that about it ni the uesp. (I have the the GOTY version from Steam)&lt;br /&gt;
--[[User:Zababa|Zababa]] 15:56, 31 May 2010 (UTC)&lt;br /&gt;
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: That horse belongs to [[Oblivion:Carandial|Carandial]], who is indeed in the guild. Believe it or not, the horse can witness you stealing it itself, which is probably what got you expelled. [[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; 14:51, 1 June 2010 (UTC)&lt;br /&gt;
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== Disappearing Horses ==&lt;br /&gt;
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Every time I fast traveled my black horse was not anywhere near me so I went and bought a white horse. now every time I fast travel my horse is not with me still. its not dead because theres only one horse in the stables. I think my black horse died because its not at Cheydinhal.  -[[User:Gabe896|Gabe896]] 23:32, 31 August 2010 (UTC)&lt;br /&gt;
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:: My horses always disappear but I've got terribly bugged Oblivion :/ Even Shadowmere disappeared when I left her outside the cave. L.&lt;br /&gt;
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== Horse Inside Market District *bug* ==&lt;br /&gt;
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This bug seems to occur when using 'fast travel' to the Market District of Imperial City. There are some youtube videos demonstrating the phenomenon. Don't waste your life watching them...When using 'fast travel' to move to a different location you will get the message 'your horse has been stabled...' but actually your horse is still within the confines of the district, and no solution or work-around has been found on Google. I eventually found that if you mount the horse and use the console command &amp;quot;movetoqt&amp;quot; you will teleport to that location still mounted on your horse, and your horse is once again in the outside environment where he belongs. Hooray. aplivings {{Unsigned|78.86.38.234|09:30, 25 September 2010}}&lt;br /&gt;
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:The one video I was able to find on YouTube had Shadowmere randomly wandering into the Market District, not getting there via Fast Travel. For myself, I've never seen this bug reported anywhere, nor have I experienced it myself when fast travelling to the Market District (which I do almost every time I play, as I use that as my primary loot-selling point). Are you sure this behaviour isn't caused by a mod or some other console command you tried? &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; 19:32, 25 September 2010 (UTC)&lt;br /&gt;
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== Good Page ==&lt;br /&gt;
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Hi I dont edit on this wiki but I've come here for information for years just wanted to say I realy like this page and the way its written so thank you and well done to the editors (both on this page and the wiki as a whole).--[[Special:Contributions/92.24.204.127|92.24.204.127]] 14:19, 18 October 2010 (UTC)&lt;br /&gt;
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== Does Horse Speeds The Fast Travel In Oblivion? Verified... Yes! ==&lt;br /&gt;
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:''(moved from [[UESPWiki:Administrator Noticeboard]])''&lt;br /&gt;
I found out that Oblivion Horses actually speed up fast travel.&lt;br /&gt;
How i did it?&lt;br /&gt;
&lt;br /&gt;
A) I took my character, basic one with 67 athletics and 10 armor (both effect speed).&lt;br /&gt;
B) I traveled from Chorrol South Gate to Bruma East Gate. It took me about 3 hours.&lt;br /&gt;
C) I took my character and mounted a Chestnut Horse.&lt;br /&gt;
D) I traveled from Chorrol South Gate to Bruma East Gate. It took me about 90 minutes (1+1/2 hours).&lt;br /&gt;
E) I repeated the test with all my horses. Best resoult with Black Horse. 60 minutes.&lt;br /&gt;
F) It is proven now that Horses DOES make you faster and DOES make your money go waste because&lt;br /&gt;
   on most quests timeline isent that importent and if you want to waste time (AKA imperial dragon armor&lt;br /&gt;
   Dont Buy a Horse!!!.&lt;br /&gt;
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Thnx for your time. {{unsigned|46.120.9.21|12 November 2010}}&lt;br /&gt;
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:::What? I can't understand this section at all. Why is it a waste of money to buy a horse because quest timing doesn't matter? Speeding up quick travel is hardly a reason to buy a horse in the first place. More for speeding up regular cross country travel. Also what has wasting time got to do with horses and Imperial Dragon Armour, the two weeks are going to pass eventually whether you have a horse or not, and it's hardly worth not having a horse for the whole game just so you can get an item a little faster on completeing the last main quest anyway...&lt;br /&gt;
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== Help!!! ==&lt;br /&gt;
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What is the button for the PC to get off a horse? I am stuck on one.&lt;br /&gt;
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:Presumably the same you did to get on? On the console i think any button gets off, so try them suggestions [[User:Emoboy64|- Emoboy64]] 21:40, 30 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:In default controls it would be spacebar, the button to activate objects. --&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; 00:07, 31 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Skyrim? ==&lt;br /&gt;
Has it been confirmed that they will be there? I think I saw one in the in-game Skyrim trailer? -Anon&lt;br /&gt;
:Well, after about looking for 12 seconds, I can tell you, yes there will be horses. The designers have also stated a small possibility of horse combat, something they wanted to look into. Don't get your hopes up however. Mounts were very useful for Oblivion, I couldn't understand why they wouldn't have them this time. [[User:Western3589|Western3589]] 03:32, 9 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Defeating a dead horse. ==&lt;br /&gt;
&lt;br /&gt;
Ok, so after Martin and Jauffre take their &amp;quot;Weynon Priory Horse&amp;quot; and &amp;quot;Bay Horse&amp;quot;, respectively, to the gates of Bruma, on the way to Cloud Ruler, they leave them at said gates, and they've been there ever since. I've tried getting rid of them numerous ways. I've tried stealing them and riding them out to the middle of nowhere, and inevitably paying the fines because the deed is always done in sight of a Bruma guard. I've tried killing them outright, and yet again paying the fines. I've even tried using the &amp;quot;kill&amp;quot; console command. Every single course of action led to the same result: those damned horse came right back to the same spots where Martin and Jauffre originally dismounted. Is there a console command for &amp;quot;remove actor from game&amp;quot;? [[User:Predcon|Predcon]] 21:40, 19 March 2011 (UTC)&lt;br /&gt;
: Yup. Click on the horse and type:&lt;br /&gt;
 disable&lt;br /&gt;
: You might want to write down the ref ID in case you ever want them back. It might have unforeseen consequences next time Martin is scripted to ride a horse. [[User:Legoless|Legoless]] 21:44, 19 March 2011 (UTC)&lt;br /&gt;
:: Oh, yeah. He's got to ride into IC at the end, doesn't he? I guess I'll just leave them alone then. I wish he'd left the horse inside the corral at Wildeye Stables. [[User:Predcon|Predcon]] 22:11, 19 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Images of each individual horse? ==&lt;br /&gt;
&lt;br /&gt;
Can someone please add images of each breed of horse? Instead of just the group shot, I actually need them for a lore page but I think this page would look nicer with them as well. --[[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; 15:34, 11 April 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>71.229.4.25</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Morrowind_talk:Restore_Attribute&amp;diff=647104</id>
		<title>Morrowind talk:Restore Attribute</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Morrowind_talk:Restore_Attribute&amp;diff=647104"/>
		<updated>2011-03-04T09:39:51Z</updated>

		<summary type="html">&lt;p&gt;71.229.4.25: /* Restore Attribute Spells Not Working */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I don't understand these spells. Does &amp;quot;Restore Agility 5-20pts for 30sec on Self&amp;quot; mean that 5-20 points are restored ''every second'' for 30 seconds until my stat is back to normal? A bit of clarity would be nice [[User:75.187.64.87|75.187.64.87]] 22:45, 29 December 2007 (EST)&lt;br /&gt;
:Yes, pretty much all &amp;quot;Xpts for Ysec&amp;quot; spells mean you get a total of X×Y points of effect.  The only exceptions (I think) are Fortify, Drain, and Absorb spells, as these are specifically temporary effects that wear off after the duration expires. --[[User:TheRealLurlock|TheRealLurlock]] &amp;lt;sup&amp;gt;[[User_talk:TheRealLurlock|Talk]]&amp;lt;/sup&amp;gt; 23:06, 29 December 2007 (EST)&lt;br /&gt;
::Thank you, that was fast! [[User:75.187.64.87|75.187.64.87]] 00:05, 30 December 2007 (EST)&lt;br /&gt;
:::Quote: &amp;quot;Does &amp;quot;Restore Agility 5-20pts for 30sec on Self&amp;quot; mean that 5-20 points are restored ''every second'' for 30 seconds until my stat is back to normal?&amp;quot;. Yes except that it will keep restoring for the entire 30 seconds, not stopping when the stat is back to normal. Thus, if you receive another damage agility effect when you are under its effect, then you will start restoring again. --[[User:Timmeh|Timmeh]] &amp;lt;sup&amp;gt; [[User_Talk:Timmeh|Talk]] &amp;lt;/sup&amp;gt; 00:11, 30 December 2007 (EST)&lt;br /&gt;
::::One last part. From what I've seen it appears that the range is calculated each second: so you can get, say, 5 points restored in the first second, then 17, then 8 then 9 then 20 etc etc. In other words, the amount isn't calculated at the start then applied throughout the duration. I'm sure one of these two gentlemen will correct me if I'm wrong. —[[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; 04:21, 30 December 2007 (EST)&lt;br /&gt;
:::::Yeah, in the case of a long-duration spell like this, a better way to read it would be to just take the average - in this case 12.5, and say that it restores approximately 12.5pts every second for 30 seconds, or an average of 375 points of restore - needless to say, ''far'' more than is necessary, since, like all attributes, Agility ranges from 0 to 100, so even in the worst-case scenario, you'd never need more than 100 points - which you'll get even if it rolls a 5 every second - the lowest possible outcome of this is 150 (highest: 600).  Even if you got hit by multiple Damage Agility effects during the spell's duration, you've still got at the very least 50 extra points coming to you, and it's almost impossible for your Agility to be damaged that much in that amount of time. --[[User:TheRealLurlock|TheRealLurlock]] &amp;lt;sup&amp;gt;[[User_talk:TheRealLurlock|Talk]]&amp;lt;/sup&amp;gt; 10:55, 30 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Restore Attribute Spells Not Working==&lt;br /&gt;
&lt;br /&gt;
In the Waistworks of the St. Olms canton in Vivec there is a storage room, which upon further exploration, where the player will encounter quickly respawning Greater Bonewalkers in groups of 2 or 3. One of the Greater Bonewalker's abilities is to inflict damage to Strength or Endurance with each hit. However, once I left the storage room and went to the nearby temple to restore my attributes through a shrine (Almsivi Restoration), the spell effect failed to restore my attributes to normal despite multiple tries and after waiting 24 hours.&lt;br /&gt;
both permanently damaged. &lt;br /&gt;
EDIT: Restarting the game makes the shrine (and corresponding effect) work as normal. I wonder if it's best to leave this here just in case anyone else has this problem. [[Special:Contributions/98.246.86.122|98.246.86.122]] 03:56, 14 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Yes leave this up.  In fact, someone might want to put this on the page.  I just had the same problem where my intelligence was damaged but the shrines would not restore it.  I restarted the game per this advice and the shrines worked.  Seems to be a bug/glitch.&lt;/div&gt;</summary>
		<author><name>71.229.4.25</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Morrowind_talk:Andrano_Ancestral_Tomb&amp;diff=646760</id>
		<title>Morrowind talk:Andrano Ancestral Tomb</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Morrowind_talk:Andrano_Ancestral_Tomb&amp;diff=646760"/>
		<updated>2011-03-02T07:58:21Z</updated>

		<summary type="html">&lt;p&gt;71.229.4.25: Created page with 'What about the Dagger of Judgment?  It's in the tomb next to the skull.  I can't find information on it anywhere.  Is it a quest item?  It has a powerful enchantment but is only ...'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What about the Dagger of Judgment?&lt;br /&gt;
&lt;br /&gt;
It's in the tomb next to the skull.  I can't find information on it anywhere.  Is it a quest item?  It has a powerful enchantment but is only worth 6 gold which makes me think quest item.&lt;/div&gt;</summary>
		<author><name>71.229.4.25</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_Mod_talk:Wrye_Bash/Bashed_Patch&amp;diff=646505</id>
		<title>Oblivion Mod talk:Wrye Bash/Bashed Patch</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_Mod_talk:Wrye_Bash/Bashed_Patch&amp;diff=646505"/>
		<updated>2011-03-01T02:55:39Z</updated>

		<summary type="html">&lt;p&gt;71.229.4.25: Created page with 'Here's a basic critique of the many assumptions I see you guys making that a new user does not catch.  Bash can resolve most conflicts between various race mods through the &amp;quot;Impo...'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here's a basic critique of the many assumptions I see you guys making that a new user does not catch.&lt;br /&gt;
&lt;br /&gt;
Bash can resolve most conflicts between various race mods through the &amp;quot;Import Race Info&amp;quot; feature of the Bashed Patch. This can get a bit complicated though...&lt;br /&gt;
&lt;br /&gt;
[edit] Basic Procedure&lt;br /&gt;
&lt;br /&gt;
    * Make sure that race mods are tagged correctly.  [What does this mean?]&lt;br /&gt;
    * Make sure that race mods are in correct load order. [Define Correct?  seems fine to me]&lt;br /&gt;
    * Rebuild Bashed Patch [what patch?  how do you create one?  all I see is a list of my mods]&lt;br /&gt;
          o Check &amp;quot;Race Records&amp;quot;&lt;br /&gt;
          o Check any race mods that you want to import info from.&lt;br /&gt;
          o Click &amp;quot;Ok&amp;quot; to rebuild patch.&lt;br /&gt;
          o Review the Patch Log after the patch is rebuilt!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Etc.  The faqs are very helpful, but only for someone that already has experience with Wrye Bash.&lt;br /&gt;
I can't even figure out what a Bashed patch IS, much less how to create one.&lt;/div&gt;</summary>
		<author><name>71.229.4.25</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Shivering_talk:Mania&amp;diff=645107</id>
		<title>Shivering talk:Mania</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Shivering_talk:Mania&amp;diff=645107"/>
		<updated>2011-02-23T20:15:47Z</updated>

		<summary type="html">&lt;p&gt;71.229.4.25: /* All/Any creatures living in Mania */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Is this just my game?==&lt;br /&gt;
I just recently started playing through Shivering Isles, and went through the Dementia gate ( the right door when exiting the Fringe ) and it looks like Mania has been described. When I enter into Mania, it looks like Dementia has been described. I'm on the XBox 360, is this just me, are the console versions different than the PC in this aspect? -- [[User:KFM|KFM]] 14:10, 21 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Hmm, well in my game (PC) the two gates correspond to the two correct regions, so it might simply be a one-off glitch. Its pretty harmless though: you can easily pass from one region to the other and if you're concerned about the different blessings simply choose the 'correct' door. --[[User:SerCenKing|SerCenKing]] &amp;lt;sup&amp;gt;[[User talk:SerCenKing|Talk]]&amp;lt;/sup&amp;gt; 14:54, 21 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I see. Strange. The blessing it gave me was right, the two worlds are just differently named than on here, and what Haskill described when I met him in the Fringe. No biggie, I just wanted to do the drab, boring one first, and I was just wondering why everyone was saying that Dementia was really bland compared to Cyrodiil, when it was so lively. -- [[User:KFM|KFM]] 23:22, 21 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Smaller than Dementia? ==&lt;br /&gt;
&lt;br /&gt;
I've been wondering from some time, is the Mania region only about 1/3 or 40% of the Isles, while Dementia remains bigger? It's reflected even in New Sheoth, where Bliss is only 1/3 of the city, with Crucible being noticeably longer. - [[User:ZuTheSkunk|ZuTheSkunk]] 05:45, 17 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== All/Any creatures living in Mania ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;All creatures living&amp;quot; sounds like you mean that the only place creatures can live is Mania.&lt;br /&gt;
&amp;quot;Any creatures living&amp;quot; sounds more like what is meant, which is that at least one of each can be found there.&lt;/div&gt;</summary>
		<author><name>71.229.4.25</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Shivering:Mania&amp;diff=645106</id>
		<title>Shivering:Mania</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Shivering:Mania&amp;diff=645106"/>
		<updated>2011-02-23T20:14:52Z</updated>

		<summary type="html">&lt;p&gt;71.229.4.25: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Places|Regions}}&lt;br /&gt;
[[File:SI-map-Mania.jpg|thumb|right|Map showing the Mania region of the Shivering Isles]]&lt;br /&gt;
[[File:SI-place-Mania.jpg|thumb|right|A view of the road to [[Shivering:Highcross|Highcross]]]]&lt;br /&gt;
[[File:SI-place-Mania 2.jpg|thumb|right|Looking slightly west of northwest from Mount Sheogorath. In the near ground, center is the eastern exit from Dunroot Burrow, and the peak in the center-left is its western entrance. The ruins in the distant top-left are Milchar, and the main body of water visible separates the main region of Mania from Saints Watch.]]&lt;br /&gt;
&lt;br /&gt;
'''Mania''' is the northern half of the Shivering Isles. It represents the creative side of Sheogorath's madness, and tends to have overly bright colors, as opposed to the unnaturally dark colors of [[Shivering:Dementia|Dementia]]. The main town in Mania, and the only one which provides any services, is [[Shivering:Bliss|Bliss]], which has an Inn and Blacksmith.&lt;br /&gt;
&lt;br /&gt;
The residents of Mania tend to be less gloomy and depressed than those of Dementia, but their bright nature can often shield a deadly aspect. Order is kept by [[Shivering:Golden Saint|Golden Saints]], who fulfill the same functions as Guards do in [[Lore:Cyrodiil|Cyrodiil]]. Any [[Shivering:Creatures|creatures]] living in the Shivering Isles can be found in Mania, with the exception of the [[Shivering:Dark Seducer|Dark Seducers]], who are specific to Dementia. Some creatures however, such as the [[Shivering:Elytra|Elytra]], have a different appearance from their Dementia counterparts.&lt;br /&gt;
&lt;br /&gt;
*[[Shivering:The Isle of Flame|The Isle of Flame]] - Large island in Northern Mania that houses [[Shivering:Cylarne|Cylarne]].&lt;br /&gt;
*[[Shivering:The Jester's Spine Mountains|The Jester's Spine Mountains]] - Mountain chain in the north-east running from Saints Watch to New Sheoth.&lt;br /&gt;
*[[Shivering:The Laughing Coast|The Laughing Coast]] - The north-western coast of The Shivering Isles.&lt;br /&gt;
*[[Shivering:Saints Watch|Saints Watch]] - A peninsula at the northern tip of The Shivering Isles. &lt;br /&gt;
&lt;br /&gt;
A list of places in Mania can be found [[:Category:Shivering-Places-Mania|here]].&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
*{{Quest Link|Addiction}}&lt;br /&gt;
*{{Quest Link|Ritual of Mania}}&lt;br /&gt;
*{{Quest Link|The Antipodean Hammer}}&lt;br /&gt;
*{{Quest Link|Falling Awake}}&lt;br /&gt;
*{{Quest Link|Work is Never Done}}&lt;br /&gt;
*{{Quest Link|The Fork of Horripilation (quest)|altname=The Fork of Horripilation}}&lt;br /&gt;
*{{Quest Link|Taxonomy of Obsession}}&lt;br /&gt;
*{{Quest Link|To Help A Hero}}&lt;br /&gt;
*{{Quest Link|The Great Divide}}&lt;br /&gt;
&lt;br /&gt;
{{Shivering Settlements}}&lt;/div&gt;</summary>
		<author><name>71.229.4.25</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Mages_Guild_Suspension&amp;diff=640929</id>
		<title>Oblivion:Mages Guild Suspension</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Mages_Guild_Suspension&amp;diff=640929"/>
		<updated>2011-02-08T01:53:05Z</updated>

		<summary type="html">&lt;p&gt;71.229.4.25: /* First Offense */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Quests|Mages Guild}}	 &lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver=Automatic on breaking Guild rules&lt;br /&gt;
|Icon=OB-qico-MagesGuild.png&lt;br /&gt;
|Reward=Restored membership of the Mages Guild.&lt;br /&gt;
|Prev=none&lt;br /&gt;
|Next=none&lt;br /&gt;
|Loc=[[Oblivion:Arcane University|Arcane University]]&lt;br /&gt;
|Image=OB-place-Arcane University.jpg&lt;br /&gt;
|ImgDesc=Cast Out of the University&lt;br /&gt;
|ID=MGExpulsion01, MGExpulsion02&lt;br /&gt;
|description=Collect alchemy samples in bulk to regain your [[Oblivion:Mages Guild|guild]] membership.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
# You have broken a rule of the [[Oblivion:Mages Guild|Mages Guild]] and are told to talk to [[Oblivion:Raminus Polus|Raminus Polus]].&lt;br /&gt;
# Collect alchemy samples and hand them over to regain your standing.&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
===Commit The Crime===&lt;br /&gt;
Upon joining the guild you are presented with a copy of the [[Oblivion:Mages Guild Charter|Mages Guild Charter]], which states that any crime committed against a guild member results in suspension. Unlike the [[Oblivion:Cast out of the Thieves Guild|Thieves Guild]], however, assault is not counted as a crime and only theft and murder will cause a suspension. † Theft is only treated as an offense if it is detected but murder is always counted, even if the player has 100% [[Oblivion:Chameleon|Chameleon]] in effect at the time. As soon as the offense is committed, the [[Oblivion:Mages Guild Key|Mages Guild Key]] is removed from the player's inventory and, if the offense was committed on guild property, the player is moved outside. At this point, Guild members will often start to direct the player to [[Oblivion:Raminus Polus|Raminus Polus]].&lt;br /&gt;
&lt;br /&gt;
Raminus will give you a small lecture about how disappointed he is and then offer a chance for redemption.&lt;br /&gt;
&lt;br /&gt;
† It seems to have been intended to include assault as a punishable crime but the necessary scripts are commented out.&lt;br /&gt;
&lt;br /&gt;
===First Offense===&lt;br /&gt;
If your crime was a theft, you need to acquire 20 Dragon's Tongues and 20 Redwort Flowers.  For murder, you need to acquire 20 Vampire Dusts and Daedra Hearts.  On your first offense, there is actually a glitch that allows you to collect 20 of just one of the two required items, although you will lose whatever you have collected so far of the second required item.  Once you have collected enough, return to Raminus Polus to turn in your ingredients and be reinstated.&lt;br /&gt;
&lt;br /&gt;
Note: If you include stolen Redwort flowers (or any of the other required ingredients), say two stolen flowers and 18 non-stolen flowers, the two stolen flowers will be taken and you will have the 18 flowers left.&lt;br /&gt;
&lt;br /&gt;
Full details on where to find each of the ingredients are provided on the individual ingredient pages (see following links).  The following list provides only a couple possible suggestions.&lt;br /&gt;
* '''[[Oblivion:Dragon's Tongue|Dragon's Tongue]]s'''&lt;br /&gt;
** 21 plants are near the entrance to [[Oblivion:Fort Redwater|Fort Redwater]].&lt;br /&gt;
** Enough flowers are scattered south of [[Oblivion:Bravil|Bravil]] to cover the 20 needed: look along the path and on the north shore of the inlet to the Lower Niben.&lt;br /&gt;
** 14 plants can be found just south-west of the entrance to [[Oblivion:Fort Irony|Fort Irony]].&lt;br /&gt;
* '''[[Oblivion:Redwort Flower|Redwort Flower]]s'''&lt;br /&gt;
** Alchemy stores may randomly stock them, but you will probably have to wait for enough to spawn.&lt;br /&gt;
** 21 plants are on the shore of a swamp that's located just above the 'd' in 'Blackwood' on the map (these are easiest to find if you have installed the [[Oblivion:Knights of the Nine|Knights of the Nine]] plugin; then there are 25 at the entrance to [[Oblivion:Fort Bulwark|Fort Bulwark]]).  There are also 11 Dragon's Tongue plants here.&lt;br /&gt;
* '''[[Oblivion:Daedra Heart|Daedra Heart]]s'''&lt;br /&gt;
** Starting at level 12, alchemy stores may randomly stock them, but you will probably have to wait for enough to spawn.&lt;br /&gt;
** [[Oblivion:Dremora|Dremora]] are easiest to find before you have completed the [[Oblivion:Main Quest|Main Quest]]; or just check near or inside any [[Oblivion:Oblivion Gates|Oblivion Gates]].&lt;br /&gt;
** [[Oblivion:Brittlerock Cave|Brittlerock Cave]] and [[Oblivion:Conjurer Dungeons|Conjurer Dungeons]] are other locations where hearts may be acquired.&lt;br /&gt;
* '''[[Oblivion:Vampire Dust|Vampire Dust]]'''&lt;br /&gt;
** Raminus will only accept standard Vampire Dust (not the rare Vampire Dust found on Bloodcrust Vampires).&lt;br /&gt;
** Never sold in alchemy stores.&lt;br /&gt;
** Vampires can be found in various [[Oblivion:Vampire Dungeons|Vampire Dungeons]].&lt;br /&gt;
&lt;br /&gt;
If you were Arch-Mage when you were expelled from the guild, you can still use the [[Oblivion:Enchanted Chest|Enchanted Chest]] to duplicate ingredients.  One catch is that you will officially be trespassing to get to the Arch-Mage's Quarters; there is never anybody upstairs in the tower to catch you, but it does mean that you cannot wait upstairs to pass the time.  Another catch is that the ten duplicated versions of the ingredients will be considered stolen items, but Raminus will accept stolen ingredients just as readily as legally obtained ones (and in fact may not even remove the full 20 if you have a mix of legal and stolen items, see previous note).&lt;br /&gt;
&lt;br /&gt;
===Second Offense===&lt;br /&gt;
After your second offense the procedure is nearly identical to the first offense.  You are again sent to collect 20 Dragon's Tongues and 20 Redwort Flowers if you committed theft, or 20 Daedra Hearts and 20 Vampire Dusts for murder.  The only difference is that this time around you ''must'' have 20 of ''both'' requested ingredients.&lt;br /&gt;
&lt;br /&gt;
===Third Offense===&lt;br /&gt;
After your third offense, you are permanently expelled from the Mages Guild. The most serious implications are that you will no longer be able to access the Enchanting and Spellmaking altars and be permanently denied the services of [[Oblivion:Boderi Farano|Boderi Farano]] (Advanced [[Oblivion:Mysticism|Mysticism]] Trainer), [[Oblivion:Martina Floria|Martina Floria]] (Master [[Oblivion:Illusion|Illusion]] Trainer), [[Oblivion:Gaspar Stegine|Gaspar Stegine]] and [[Oblivion:Borissean|Borissean]] (Spell Merchants): they are all residents of the Arcane University, which will be forever closed from you. &lt;br /&gt;
&lt;br /&gt;
If you are Arch-Mage it is impossible to get permanently expelled; you just receive a normal bounty for any offenses that you commit.&lt;br /&gt;
&lt;br /&gt;
The only way to get back in is to use the console, if you are playing the PC version of the game.  Open up the [[Oblivion:Console|console]], and type the following commands, in this order:&lt;br /&gt;
 SetPCExpelled 00022296 0&lt;br /&gt;
 player.additem 0002229C 1&lt;br /&gt;
 SetPCFactionSteal 00022296 0&lt;br /&gt;
 SetPCFactionMurder 00022296 0&lt;br /&gt;
 StopQuest 00022E92&lt;br /&gt;
 StopQuest 00025032&lt;br /&gt;
This will reinstate you back into the guild, with your key, and everything. If you do not input everything, you will immediately get kicked back out.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Quest stage 20 will never appear in your journal, see [[#Commit The Crime|here]].&lt;br /&gt;
* As Arch-Mage, you will still have the right to go into your quarters, and your enchanted chest will work.  Thus, you can collect just one Daedra Heart and Vampire Dust, place them in the chest a couple of times, and return them to end your suspension.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
*If you are suspended from the Mages Guild while you are in the exterior portion of the Arcane University campus you will be stuck in there: the gates to the outside and the doors to the Arch-Mage's lobby are unpickable.  If you are in any of the Arcane University buildings, you will be immediately teleported outside when you are suspended, but you will then be in the same situation of being unable to leave the Arcane University grounds.&lt;br /&gt;
** If no guards are chasing you, then you can simply fast travel to any other location on the map and &amp;quot;escape&amp;quot; the Arcane University.&lt;br /&gt;
** If a guard is chasing you, fast travel is disabled (you receive an error message &amp;quot;You cannot fast travel while guards are pursuing you&amp;quot;).  If your bounty is low, only a single guard may be in pursuit, except he may be stuck outside the Mages Guild fence and will never succeed in catching you.  To resolve the situation, you can turn yourself in to one of the Imperial Battlemages on the Arcane University grounds.  A battlemage can normally be found outside the Imperial Watchtower on the University grounds, or else you can go inside the watchtower (ignoring the red trespassing symbol on the unlocked door) and find a guard sleeping upstairs.  With a low bounty, you will need to initiate a discussion with the battlemage, at which point you are given the standard crime options.  Choosing to either pay your bounty or go to jail will result in you being transported outside the University grounds.    &lt;br /&gt;
** If your character has a high acrobatics skill it is quite easy to jump onto the circular plinth with the alchemy plants beneath and then jump over the wall.&lt;br /&gt;
** PC players can use the &amp;lt;code&amp;gt;[[Oblivion:Console#Unlock|unlock]]&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;[[Oblivion:Console#Tcl|tcl]]&amp;lt;/code&amp;gt; [[Oblivion:Console|console]] commands to escape.&lt;br /&gt;
** {{UOP}}&lt;br /&gt;
* [[File:Flag Germany.png|22px]] [[File:Flag Spain.svg|22px]] In the german and spanish versions of the game Raminus Polus wants you to get 10 of each ingredients, but you need 20.&lt;br /&gt;
&lt;br /&gt;
==Journal Entries==&lt;br /&gt;
{{Journal Entries&lt;br /&gt;
|id=MGExpulsion01&lt;br /&gt;
|10||I have stolen from the Mages' Guild, and have been suspended from the guild for it.&lt;br /&gt;
|15||In order to regain favor with the Mages Guild, I must bring 20 Nightshade and 20 Mandrake Root to Raminus Polus at the Arcane University.&lt;br /&gt;
|20||I have attacked a member of the Mages Guild, and have been suspended from the guild.&lt;br /&gt;
|25||In order to regain favor with the guild, I must bring 20 Dragon's Tongue and 20 Redwort Flower to Raminus Polus at the Arcane University.&lt;br /&gt;
|30||I have killed a member of the Mages Guild, and have been suspended from the guild for it.&lt;br /&gt;
|35||In order to regain favor with the guild, I must gather 20 Vampire Dust and 20 Daedra Hearts and deliver them to Raminus Polus at the Arcane University.&lt;br /&gt;
|100|fin|I have been reinstated into the Mages Guild.&lt;br /&gt;
|!|Mages Guild Second Suspension|MGExpulsion02&lt;br /&gt;
|10||I have stolen from the Mages' Guild, and have been suspended from the guild for it.&lt;br /&gt;
|15||In order to regain favor with the Mages Guild, I must bring 20 Nightshade and 20 Mandrake Root to Raminus Polus at the Arcane University.&lt;br /&gt;
|20||I have attacked a member of the Mages Guild, and have been suspended from the guild.&lt;br /&gt;
|25||In order to regain favor with the guild, I must bring 20 Dragon's Tongue and 20 Redwort Flower to Raminus Polus at the Arcane University.&lt;br /&gt;
|30||I have killed a member of the Mages Guild, and have been suspended from the guild for it.&lt;br /&gt;
|35||In order to regain favor with the guild, I must gather 20 Vampire Dust and 20 Daedra Hearts and deliver them to Raminus Polus at the Arcane University.&lt;br /&gt;
|100|fin|I have been reinstated into the Mages Guild, with the warning that any further infractions will result in permanent removal from the guild.&lt;br /&gt;
}}&lt;br /&gt;
{{OB Journal Entries Notes}}&lt;/div&gt;</summary>
		<author><name>71.229.4.25</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Battlehorn_Castle_Taxidermy&amp;diff=640365</id>
		<title>Oblivion:Battlehorn Castle Taxidermy</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Battlehorn_Castle_Taxidermy&amp;diff=640365"/>
		<updated>2011-02-05T23:10:23Z</updated>

		<summary type="html">&lt;p&gt;71.229.4.25: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Battlehorn Header}}&lt;br /&gt;
{{Oblivion Mod Trail}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Battlehorn Trophy Hall|Battlehorn Trophy Hall]] upgrade to [[Oblivion:Battlehorn Castle (place)|Battlehorn Castle]] results in a Dunmer named [[Oblivion:Melisi Daren|Melisi Daren]] becoming available. Assuming she has the necessary items, at 10am each morning Melisi Daren will complete one of the replicas and head to the great hall to put it on its stand. The one exception is the bear, which she completes at 9am. This means you can get her to make two trophies in a day if you hand over a bear pelt and another item at the same time.&lt;br /&gt;
&lt;br /&gt;
She will create stuffed replicas of animals you kill when supplied with parts of their carcasses as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;hiddentable&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|[[Image:OB-taxi-Bear.jpg|thumb|'''Stuffed Bear''': [[Oblivion:Bear Pelt|Bear Pelt]]]]&lt;br /&gt;
|[[Image:OB-taxi-Clannfear.jpg|thumb|'''Stuffed Clannfear''': [[Oblivion:Clannfear Claws|Clannfear Claws]]]]&lt;br /&gt;
|[[Image:OB-taxi-Daedroth.jpg|thumb|'''Stuffed Daedroth''': [[Oblivion:Daedroth Teeth|Daedroth Teeth]]]]&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|[[Image:OB-taxi-Minotaur.jpg|thumb|'''Stuffed Minotaur''': [[Oblivion:Minotaur Horn|Minotaur Horn]] (not Pinarus')]]&lt;br /&gt;
|[[Image:OB-taxi-Lion.jpg|thumb|'''Stuffed Mountain Lion''': [[Oblivion:Lion Pelt|Lion Pelt]]]]&lt;br /&gt;
|[[Image:OB-taxi-Ogre.jpg|thumb|'''Stuffed Ogre''': [[Oblivion:Ogre's Teeth|Ogre's Teeth]]]]&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|[[Image:OB-taxi-Troll.jpg|thumb|'''Stuffed Troll''': [[Oblivion:Troll Fat|Troll Fat]] (not [[Oblivion:Painted Troll Fat|Painted Troll Fat]])]]&lt;br /&gt;
|[[Image:OB-taxi-Wolf.jpg|thumb|'''Stuffed Wolf''': [[Oblivion:Wolf Pelt|Wolf Pelt]]]]&lt;br /&gt;
|[[Image:OB-taxi-Bear2.jpg|thumb|center|Stuffed Black Bear, always in the East Wing]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* The items used to create the stuffed animals remain in Melisi's inventory after she has completed them.&lt;/div&gt;</summary>
		<author><name>71.229.4.25</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Blunt&amp;diff=640065</id>
		<title>Oblivion talk:Blunt</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Blunt&amp;diff=640065"/>
		<updated>2011-02-04T17:09:48Z</updated>

		<summary type="html">&lt;p&gt;71.229.4.25: /* Is blunt maybe a useless skill? Are blunts just worse blades? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How do you compare blunt weapons with blades? The damage output for a weapon of the same value is very different, how do you compare the two? This isn't because my skill is so low, is it? [[User:Dieter|Dieter]] 09:09, 31 July 2006 (EDT)&lt;br /&gt;
:If your skill levels for blunt and blade are very different, then your damage outputs will be very different, see [[Oblivion:Weapons#Damage Calculations]].  But given that it just took me 15 minutes to find that page (and that was already knowing that it existed), it seems a few links need to be added.  I'll work on that... --[[User:Nephele|Nephele]] 11:34, 31 July 2006 (EDT)&lt;br /&gt;
:: Nice, didn't know that page existed! Thanks for all your great work Nephele! [[User:Dieter|Dieter]] 18:07, 31 July 2006 (EDT)&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;which is a term used to describe weapons which attach the business end to a clublike stick&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
Best wording ever. I will smite thee and impale thy unholy body upon the business end of my mighty cleaver! [[User:M'aiq|&amp;lt;b&amp;gt;&amp;lt;span style=&amp;quot;color: DarkGreen&amp;quot;&amp;gt;M'aiq&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;]]&amp;lt;sup&amp;gt;[[User talk:M'aiq|&amp;lt;span style=&amp;quot;color: Black&amp;quot;&amp;gt;M'aiq thinks talk serves no purpose.&amp;lt;/span&amp;gt;]]&amp;lt;/sup&amp;gt; 19:15, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
The only problem I have with that comment is that axes are '''not''' blades.[[User:DarkColo|DarkColo]] 19:13, 29 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
They '''have''' blades :P --[[User:Nacht|Nacht]] 11:31, 29 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Just because a weapon is put in the &amp;quot;blunt&amp;quot; category does not mean it is a blunt object. Blunt has a lot of meanings, to be as blunt as possible. [[User:Mikeyboy52|Mikeyboy52]] 03:53, 2 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Damage formula confusion ==&lt;br /&gt;
&lt;br /&gt;
The damage formula in this section does not match those provided on other pages.  I'm unfamiliar with the detailed mechanics of the game, so I'm not qualified to say for certain, but it looks to me like either [[Oblivion:The Complete Damage Formula | The Complete Damage Formula]] page suggests that there is a single formula applied for all types of weapons; either that's not true or the formula on this page is wrong. {{Unsigned|74.214.62.112|6 December 2009}}&lt;br /&gt;
&lt;br /&gt;
:You're correct, the formula on this page was incorrect, I've tweaked that now. I also believe that was what the cleanup tag was intended for. Thanks for pointing this out. --[[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; 13:23, 11 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== easily missed gramatical error ==&lt;br /&gt;
&lt;br /&gt;
Concerning the left and right power attacks the grammar is close, but still incorrect. I am going to fix this by changing &amp;quot;which do 2.5 damage etc.&amp;quot; to &amp;quot;which both do 2.5 damage etc.&amp;quot; This also minimizes confusion. [[User:Mikeyboy52|Mikeyboy52]] 14:29, 4 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Problems with gaining experience ==&lt;br /&gt;
&lt;br /&gt;
I've noticed while training blades, blunt and hand to hand, that if you continually land hits you will stop gaining experience after a few seconds, unless you '''stop''' landing hits.&lt;br /&gt;
&lt;br /&gt;
I haven't seen this mentioned anywhere else but it has happened to all my characters, on 2 consoles. It seems less of a problem if you are moving around.&lt;br /&gt;
&lt;br /&gt;
This is on the Xbox 360 and a particular nuisance if using Peryites followers to try and skill up quickly. Anyone noticed similar or found a good workaround beside stopping every few seconds? [[User:Folken Zero|Folken Zero]] 12:32, 1 February 2010 (UTC)&lt;br /&gt;
:It's something normal, what actually happens is that you are actually acumulating several exp. points; that's why the bar doesn't move, but once you stop hitting the target all the experience points will be added e.g. if you are level 5 and you land about 300 hand to hand hits, when you stop hitting the target you will receive all those experience poits, meaning that you could level up from level 5 to level 12 in H2H once you stop. --&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; 16:27, 1 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It might just be subjective but it looks like I actually stop accumulating points after a short period of time though, normally around half a bar [[User:Folken Zero|Folken Zero]] 20:45, 1 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:only thing ive noticed is the experience doesn't &amp;quot;kick in&amp;quot; until the creature is defeated. [[User:Mikeyboy52|Mikeyboy52]] 23:12, 2 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::That's because you don't &amp;quot;stop mashing R like a madman&amp;quot; until the creature is defeated. :P [[User:Tea ache sea|Tea ache sea]] 22:58, 7 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Is blunt maybe a useless skill? Are blunts just worse blades? ==&lt;br /&gt;
&lt;br /&gt;
Hi, I am confused as to what is the value of blunt skill in Oblivion. In Morrowind it made lots of sense with some otherwise unobtainable CE enchanted weapons being blunts and chop doing more damage on blunts while others where better at slash or thrust. In Oblivion ALL the blunt weapons seem to simply be a inferior version of a similar bladed weapon with the exception that a warhammer actually does slightly more damage than a claymore, though it still is slower. All the other blunts are either slower or shorter and maybe heavier than a bladed weapon with equal and better stats and some do less damage. Compare war axe vs. shortsword, mace vs. longsword, battle axe vs. claymore. The only exception(s) is warhammer (also elven war axe) and it is still a very small damage difference but a huge weight difference and 1 pt attack speed. Is blunt maybe a useless skill except to gain strength? Is there any advantage to blunts, like for example a increased chance to stagger or ignore blocks? Thanks. [[Special:Contributions/206.53.58.90|206.53.58.90]] 06:59, 26 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Actually, blunt weapons tend to do more damage if you compare correctly. Compare a mace and a dagger, claymore and warhammer. Usually base damage is better on blunt weapons with the exception of quest (or mod) related weapons. Although your right about blunt weapons being slower, but depending on your style, that could work to your advantage. I for one use self-enchanted daggers they are the fastes and therefore can do the most magic damage in 2 hits :) A side note, but I do think the weapons that deal the most damage are easily bows and arros (particularily the hatreds bow and arrows). But at higher levels base damage doesnt have as much effect on the total damage you should be doing. [[User:Mikeyboy52|Mikeyboy52]] 03:51, 2 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
How do you see Mace and Dagger being a comparison? Mace and Longsword have similar stats.&lt;br /&gt;
&lt;br /&gt;
I still do think blades are better for ANY use,  as speed and reach are important and greater weight will equal out to less damage after some use as fatigue is part of the damage formula, but this may just be personal preference. But if anyone could explain to me the unique benefits of a Battle Axe? 'Cause all I see from the stats on the site is that it is worse or equal to Claymore in EVERY way, no trade-offs unlike some others.&lt;br /&gt;
&lt;br /&gt;
So anyway, is there any redeeming feature to blunt weapons, unmentioned in-game (like speed and reach, though not damage) but somehow calculated? Like for example I notice you have a very small chance to hit and stagger something even when it is blocking and not be staggered by the block, does this increase with blunts? Or maybe the ability to partially ignore armor due to weight (like the hammer dents what the sword won't, common sense.)? Anything? &lt;br /&gt;
[[Special:Contributions/206.53.58.90|206.53.58.90]] 04:03, 4 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
its easy to miss, but yes blunt has a beneficial difference to blade.&lt;br /&gt;
Weapon Health.&lt;br /&gt;
I prefer weapons with higher weapon health for 2 reasons:&lt;br /&gt;
1)You get to keep the above 100% base damage increase alittle longer.&lt;br /&gt;
2)unlike fatigue, you cant regain weapon health during combat ( i mention fatigue because of the statement that the higher rate= quite rightfully a bigger drain)&lt;br /&gt;
&lt;br /&gt;
hope that helps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skeletons==&lt;br /&gt;
You hear talk from people in the towns (NPCs) that the best way to deal with skeleton is &amp;quot;not to bother with a sword&amp;quot; but to just &amp;quot;smash them&amp;quot; and watch the &amp;quot;pieces fly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Is this true?  Do blunt weapons have a bonus against bone enemies or skeletons?&lt;/div&gt;</summary>
		<author><name>71.229.4.25</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Blunt&amp;diff=640064</id>
		<title>Oblivion talk:Blunt</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Blunt&amp;diff=640064"/>
		<updated>2011-02-04T17:08:24Z</updated>

		<summary type="html">&lt;p&gt;71.229.4.25: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How do you compare blunt weapons with blades? The damage output for a weapon of the same value is very different, how do you compare the two? This isn't because my skill is so low, is it? [[User:Dieter|Dieter]] 09:09, 31 July 2006 (EDT)&lt;br /&gt;
:If your skill levels for blunt and blade are very different, then your damage outputs will be very different, see [[Oblivion:Weapons#Damage Calculations]].  But given that it just took me 15 minutes to find that page (and that was already knowing that it existed), it seems a few links need to be added.  I'll work on that... --[[User:Nephele|Nephele]] 11:34, 31 July 2006 (EDT)&lt;br /&gt;
:: Nice, didn't know that page existed! Thanks for all your great work Nephele! [[User:Dieter|Dieter]] 18:07, 31 July 2006 (EDT)&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;which is a term used to describe weapons which attach the business end to a clublike stick&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
Best wording ever. I will smite thee and impale thy unholy body upon the business end of my mighty cleaver! [[User:M'aiq|&amp;lt;b&amp;gt;&amp;lt;span style=&amp;quot;color: DarkGreen&amp;quot;&amp;gt;M'aiq&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;]]&amp;lt;sup&amp;gt;[[User talk:M'aiq|&amp;lt;span style=&amp;quot;color: Black&amp;quot;&amp;gt;M'aiq thinks talk serves no purpose.&amp;lt;/span&amp;gt;]]&amp;lt;/sup&amp;gt; 19:15, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
The only problem I have with that comment is that axes are '''not''' blades.[[User:DarkColo|DarkColo]] 19:13, 29 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
They '''have''' blades :P --[[User:Nacht|Nacht]] 11:31, 29 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Just because a weapon is put in the &amp;quot;blunt&amp;quot; category does not mean it is a blunt object. Blunt has a lot of meanings, to be as blunt as possible. [[User:Mikeyboy52|Mikeyboy52]] 03:53, 2 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Damage formula confusion ==&lt;br /&gt;
&lt;br /&gt;
The damage formula in this section does not match those provided on other pages.  I'm unfamiliar with the detailed mechanics of the game, so I'm not qualified to say for certain, but it looks to me like either [[Oblivion:The Complete Damage Formula | The Complete Damage Formula]] page suggests that there is a single formula applied for all types of weapons; either that's not true or the formula on this page is wrong. {{Unsigned|74.214.62.112|6 December 2009}}&lt;br /&gt;
&lt;br /&gt;
:You're correct, the formula on this page was incorrect, I've tweaked that now. I also believe that was what the cleanup tag was intended for. Thanks for pointing this out. --[[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; 13:23, 11 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== easily missed gramatical error ==&lt;br /&gt;
&lt;br /&gt;
Concerning the left and right power attacks the grammar is close, but still incorrect. I am going to fix this by changing &amp;quot;which do 2.5 damage etc.&amp;quot; to &amp;quot;which both do 2.5 damage etc.&amp;quot; This also minimizes confusion. [[User:Mikeyboy52|Mikeyboy52]] 14:29, 4 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Problems with gaining experience ==&lt;br /&gt;
&lt;br /&gt;
I've noticed while training blades, blunt and hand to hand, that if you continually land hits you will stop gaining experience after a few seconds, unless you '''stop''' landing hits.&lt;br /&gt;
&lt;br /&gt;
I haven't seen this mentioned anywhere else but it has happened to all my characters, on 2 consoles. It seems less of a problem if you are moving around.&lt;br /&gt;
&lt;br /&gt;
This is on the Xbox 360 and a particular nuisance if using Peryites followers to try and skill up quickly. Anyone noticed similar or found a good workaround beside stopping every few seconds? [[User:Folken Zero|Folken Zero]] 12:32, 1 February 2010 (UTC)&lt;br /&gt;
:It's something normal, what actually happens is that you are actually acumulating several exp. points; that's why the bar doesn't move, but once you stop hitting the target all the experience points will be added e.g. if you are level 5 and you land about 300 hand to hand hits, when you stop hitting the target you will receive all those experience poits, meaning that you could level up from level 5 to level 12 in H2H once you stop. --&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; 16:27, 1 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It might just be subjective but it looks like I actually stop accumulating points after a short period of time though, normally around half a bar [[User:Folken Zero|Folken Zero]] 20:45, 1 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:only thing ive noticed is the experience doesn't &amp;quot;kick in&amp;quot; until the creature is defeated. [[User:Mikeyboy52|Mikeyboy52]] 23:12, 2 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::That's because you don't &amp;quot;stop mashing R like a madman&amp;quot; until the creature is defeated. :P [[User:Tea ache sea|Tea ache sea]] 22:58, 7 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Is blunt maybe a useless skill? Are blunts just worse blades? ==&lt;br /&gt;
&lt;br /&gt;
Hi, I am confused as to what is the value of blunt skill in Oblivion. In Morrowind it made lots of sense with some otherwise unobtainable CE enchanted weapons being blunts and chop doing more damage on blunts while others where better at slash or thrust. In Oblivion ALL the blunt weapons seem to simply be a inferior version of a similar bladed weapon with the exception that a warhammer actually does slightly more damage than a claymore, though it still is slower. All the other blunts are either slower or shorter and maybe heavier than a bladed weapon with equal and better stats and some do less damage. Compare war axe vs. shortsword, mace vs. longsword, battle axe vs. claymore. The only exception(s) is warhammer (also elven war axe) and it is still a very small damage difference but a huge weight difference and 1 pt attack speed. Is blunt maybe a useless skill except to gain strength? Is there any advantage to blunts, like for example a increased chance to stagger or ignore blocks? Thanks. [[Special:Contributions/206.53.58.90|206.53.58.90]] 06:59, 26 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Actually, blunt weapons tend to do more damage if you compare correctly. Compare a mace and a dagger, claymore and warhammer. Usually base damage is better on blunt weapons with the exception of quest (or mod) related weapons. Although your right about blunt weapons being slower, but depending on your style, that could work to your advantage. I for one use self-enchanted daggers they are the fastes and therefore can do the most magic damage in 2 hits :) A side note, but I do think the weapons that deal the most damage are easily bows and arros (particularily the hatreds bow and arrows). But at higher levels base damage doesnt have as much effect on the total damage you should be doing. [[User:Mikeyboy52|Mikeyboy52]] 03:51, 2 March 2010 (UTC)&lt;br /&gt;
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How do you see Mace and Dagger being a comparison? Mace and Longsword have similar stats.&lt;br /&gt;
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I still do think blades are better for ANY use,  as speed and reach are important and greater weight will equal out to less damage after some use as fatigue is part of the damage formula, but this may just be personal preference. But if anyone could explain to me the unique benefits of a Battle Axe? 'Cause all I see from the stats on the site is that it is worse or equal to Claymore in EVERY way, no trade-offs unlike some others.&lt;br /&gt;
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So anyway, is there any redeeming feature to blunt weapons, unmentioned in-game (like speed and reach, though not damage) but somehow calculated? Like for example I notice you have a very small chance to hit and stagger something even when it is blocking and not be staggered by the block, does this increase with blunts? Or maybe the ability to partially ignore armor due to weight (like the hammer dents what the sword won't, common sense.)? Anything? &lt;br /&gt;
[[Special:Contributions/206.53.58.90|206.53.58.90]] 04:03, 4 March 2010 (UTC)&lt;br /&gt;
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its easy to miss, but yes blunt has a beneficial difference to blade.&lt;br /&gt;
Weapon Health.&lt;br /&gt;
I prefer weapons with higher weapon health for 2 reasons:&lt;br /&gt;
1)You get to keep the above 100% base damage increase alittle longer.&lt;br /&gt;
2)unlike fatigue, you cant regain weapon health during combat ( i mention fatigue because of the statement that the higher rate= quite rightfully a bigger drain)&lt;br /&gt;
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hope that helps.&lt;br /&gt;
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You hear talk from people in the towns (NPCs) that the best way to deal with skeleton is &amp;quot;not to bother with a sword&amp;quot; but to just &amp;quot;smash them&amp;quot; and watch the &amp;quot;pieces fly.&amp;quot;&lt;br /&gt;
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Is this true?  Do blunt weapons have a bonus against bone enemies or skeletons?&lt;/div&gt;</summary>
		<author><name>71.229.4.25</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Weapons&amp;diff=639124</id>
		<title>Oblivion talk:Weapons</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Weapons&amp;diff=639124"/>
		<updated>2011-01-31T07:30:00Z</updated>

		<summary type="html">&lt;p&gt;71.229.4.25: /* Any Randomization? */ new section&lt;/p&gt;
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&lt;div&gt;{{Archive Table&lt;br /&gt;
|Archive 1||May 2006 - Dec 2009&lt;br /&gt;
}}&lt;br /&gt;
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== Broken Sword ==&lt;br /&gt;
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I was going through the Testing Hall and found a room full of boxes, in one of them was some items named &amp;quot;Broken Sword&amp;quot; and &amp;quot;Volendrung&amp;quot;(not the Warhammer, this Volendrung looks like a Silver Longsword). I took these items, not knowing that they were Quest Items and need to remove them from my inventory. Does anyone know the Editor ID's so I can use the console to remove them or at least un-flag them as a Quest Item?[[Special:Contributions/12.74.163.111|12.74.163.111]] 20:09, 18 January 2010 (UTC)&lt;br /&gt;
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:You need to FormIDs for the SetQuestObject function, here they are:&lt;br /&gt;
:* Broken Sword - ''0002D72B''&lt;br /&gt;
:* Volendrung (sword) - ''00027108''&lt;br /&gt;
:--[[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; 14:18, 19 January 2010 (UTC)&lt;br /&gt;
Thanks :D[[Special:Contributions/12.74.162.171|12.74.162.171]] 21:12, 19 January 2010 (UTC)&lt;br /&gt;
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== Escutcheon of Chorrol and other items got on quests. Lvl-effect? ==&lt;br /&gt;
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I hope i'm posting this in the right place, new to it all... I searched it on the net and didn't find anything. Anyway f.e. if u do the quest &amp;quot;Sins of the father&amp;quot; at lvl 10 and get the shield for the reward, then the shield will have ---Fortify Endurance 7pts and Reflect Damage 20%---&lt;br /&gt;
I was wondering do those stats increase when gaining lvls. I noticed on this site that the shield has these effects ---Fortify Endurance 10pts and Reflect Damage 35%--- when you do the quest when you are 25+. What i don't understand is will those stats stay the same when i get the shield at lvl 10 or will they increase. The same question goes for all other weapons that i got before lvl 25(for example Shadowhunt). Plz reply! Ty.{{Unsigned|90.190.228.23|27 January 2010}}&lt;br /&gt;
:Nope, if you get an enchanted leveled armor or weapon, the enchantments will be the same at any level. So, if you acquire an item at level 10 and then level up, the enchantments will be the same that you got at level 10. --&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; 03:39, 27 January 2010 (UTC)&lt;br /&gt;
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== Silver/Daedric Bow ==&lt;br /&gt;
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I was saw here that the silver and daedric bow bypasses the &amp;quot;normal weapon&amp;quot;-catagory (as all silver and daedric) but I was wondering if I have a silver bow and f.e. iron arrows, is it the bow or arrows that decide if they are &amp;quot;normal weapons&amp;quot;? {{unsigned|83.252.86.87|16 February 2010}}&lt;br /&gt;
: Either. As it says on the [[Oblivion:Resist Normal Weapons|Resist Normal Weapons]] page - &amp;quot;''In the case of a bow, either the arrows or bow itself must be one of these types to be effective.''&amp;quot;. [[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; 11:28, 16 February 2010 (UTC)&lt;br /&gt;
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== Weapon speed ==&lt;br /&gt;
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Could someone please explain weapon speed to me? &lt;br /&gt;
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1. What is the listed speed in terms of seconds? Obviously higher speed is better but what does 1.2 or 1.4 translate to in terms of real time? &lt;br /&gt;
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2. Is there anything at all that can raise or lower effective weapon speed like attributes, fatigue or skills? If so can anyone give me the complete speed calculation and maybe put it on the page as it is easily as important as the damage one?&lt;br /&gt;
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I need to know for enchanting and to know if I can make my character a Uber fighter with spell chaining. ie. fortify correct attribute 1000 points with 10 spells and then go and hit someone 15 times with a claymore before they can draw their weapon. Thanks. [[Special:Contributions/206.53.58.90|206.53.58.90]] 07:59, 22 February 2010 (UTC)&lt;br /&gt;
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Note: I think there must be some way to raise your effective combat speed as that Goblins are VERY fast compared to say Bandits. You can usually only attack once or twice with a shortsword after blocking them, Bandits you get 3 or 4.&lt;br /&gt;
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— Saw your post from a google search...  It's amazing how little constructive discussion there is about weapon speed in Oblivion relative to other games.  To answer #1, my very unscientific research shows that for every 100% increase in rated attack speed (per the CS), actual attack speed (in game) increased 60%.  (I'm generalizing... I was counting in my head as a timer ran down.  Did so for 6 or 7 weapons.  Results ranged from 40% to 70%, but they converged around 60%.)  Regarding #2, I don't think anything you can change in game will affect weapon speed. --[[Special:Contributions/24.206.70.133|24.206.70.133]] 03:57, 5 May 2010 (UTC)&lt;br /&gt;
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-Does anyone have any raw data on the time it takes to swing a given weapon? Does it vary by the weight of the weapon, or just by speed rating? A solid &amp;quot;time per hit&amp;quot; value for different weapons would be super helpful, if anyone knows. Thanks, [[User:Robofreak|Robofreak]] 01:57, 18 November 2010 (UTC)&lt;br /&gt;
:Only the speed data affects the speed of weapon attack. The weight affects the encumbrance, and your general movement speed. To give an example: an iron dagger has a speed of 1.4000, while an iron claymore has a speed of 0.8000. I can't give any more details than that, as I don't know anything more than that (apart from knowing the quality of the weapon doesn't affect the speed). ~ [[User:Dwarfmp|Dwarfmp]] 02:02, 18 November 2010 (UTC)&lt;br /&gt;
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== Glass Shortswords ==&lt;br /&gt;
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Exactly what level do you start finding glass shortswords? I'm level 19 and I still haven't found one yet. Plentiful daggers and longswords, but no shortswords, it's really quite annoying. [[User:Melleh17|Melleh17]] 01:51, 27 February 2010 (UTC)&lt;br /&gt;
:Ok, a glass shortsword can appear in 5 leveled lists (6 with SI): 1/2 &amp;quot;Weapons&amp;quot; lists, 3 &amp;quot;Shortsword&amp;quot; lists and on [[Oblivion:Wraith|Wraiths]]. For the first two, Glass weapons start to appear in leveled loot (containers and NPCs) at level 12, while glass shortswords will appear in the three &amp;quot;Shortsword&amp;quot; lists from level 12 (2 of 'em) and level 16. In addition, 50% of Wraiths encountered (after level 18) are armed with a weapon which may be a glass shortsword. At your current level therefore it's more a question of percentages and whether you get a Glass Claymore or Dagger rather than a Shortsword. --[[User:SerCenKing|SerCenKing]] &amp;lt;sup&amp;gt;[[User talk:SerCenKing|Talk]]&amp;lt;/sup&amp;gt; 14:26, 28 February 2010 (UTC)&lt;br /&gt;
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For lower levels or better than glass try Vampires. Wraiths are a good source of elven/glass swords at higher levels. It would be helpful to have a page on who and what carries which types of weapons.&lt;br /&gt;
[[Special:Contributions/206.53.58.90|206.53.58.90]] 03:40, 1 March 2010 (UTC)&lt;br /&gt;
:Thank you! I did indeed find a glass shortsword on a Wraith, and I'm quite happy :) [[User:Melleh17|Melleh17]] 05:54, 1 March 2010 (UTC)&lt;br /&gt;
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== Fine Iron/Fine Steel ==&lt;br /&gt;
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Hey i noticed that Fine Steel Shortswords look different form the standard steel, and a Fine Iron Longsword, and it was the same as a normal iron longsword. Anyone else noticed this? (oh and what about dremoran weopons - eg dremoran light bow = feild arrows - and is there any aesthetic difference between normal katanas and dai-katanas?)&lt;br /&gt;
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:Fine steel is a whole different set of weapons, with thier own look, but fine iron has the same look as iron. Dai-Katanas are bigger.--&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; 17:09, 22 April 2010 (UTC)&lt;br /&gt;
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::Thanks again! --[[User Talk:The Wurm|''W'']][[User:The Wurm|''u'']][[Lore:Dunmer|''r'']][[Oblivion:Akaviri Dai-Katana|''m'']] 17:48, 23 April 2010 (UTC)&lt;br /&gt;
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:::Okay, I went off and checked the Katana thing, and they are the same size when on the ground, and I couldn't tell them apart. When equipped, the Daikatana is much bigger, but undistinguishable in first person. Just thought I'd put that out there. [[User:The Wurm|The Wurm]]&amp;lt;sup&amp;gt;[[User Talk:The Wurm|Talk]]&amp;lt;/sup&amp;gt; 08:49, 15 July 2010 (UTC)&lt;br /&gt;
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== Submerged Iron Longsword ==&lt;br /&gt;
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Ok, this has been bugging me ever since i started playing Oblivion again.&lt;br /&gt;
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I have three characters, and all of them have &amp;quot;submerged Iron Longswords&amp;quot; and i have no idea what to do with them.&lt;br /&gt;
I keep them safe, because they might be used in a quest or something, but i have no idea.&lt;br /&gt;
A Google search yielded no results, and it seems there are no articles about it on this wiki..&lt;br /&gt;
WHAT DOES IT DO! (other then look rusted and give crap damage)&lt;br /&gt;
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*ps*&lt;br /&gt;
on all three of my characters, i found them near the bridge from the Imperial City to Weye (one character had the luck of finding it on the bridge, but the rest found it in the water. One was directly under the arch, the other was next to one of the bridge pillars)&lt;br /&gt;
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Stats for the sword: &lt;br /&gt;
Value: 5&lt;br /&gt;
Weight: 20&lt;br /&gt;
Damage dealt: 1{{unsigned|94.111.51.90|15:20, 22 April 2010}}&lt;br /&gt;
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:There is no such item as &amp;quot;submerged Iron Longsword&amp;quot; in vanilla Oblivion. If that's what it's called, it came from a mod. There aren't even any &amp;quot;RUSTY Iron Longsword&amp;quot;s, and there are no weapons at all worth 5 gold except the special &amp;quot;Rusty Iron Dagger&amp;quot; in the tutorial and a special quest dagger, so yes: it's from a mod and it won't be covered on this site. --[[User:Aliana|Aliana]] 16:37, 22 April 2010 (UTC)&lt;br /&gt;
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::Hmm, i guess i'll have to double check my mods then, as i do not remember installing mods that include a submerged Iron Longsword. Anyway, thanks for the help ^^{{unsigned|94.111.71.136|18:27, 23 April 2010}}&lt;br /&gt;
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== Fine ==&lt;br /&gt;
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The weapons pictures... could they include Fine Steel?--&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; 01:21, 23 April 2010 (UTC)&lt;br /&gt;
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: Of course. Feel free to add 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; 09:06, 23 April 2010 (UTC)&lt;br /&gt;
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:: I don't beleive there are any pictures of them on the site, and I can't upload them... A work for anyone, if they have time. --&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; 16:07, 23 April 2010 (UTC)&lt;br /&gt;
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:::[[file:Fine_Steel_Weapons.jpg]]&lt;br /&gt;
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::::I dont think this will work... but eh. this is frome those test rooms with all the weapons. [[User:The Wurm|Wurm]] 02:06, 28 April 2010 (UTC)&lt;br /&gt;
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:::::Hel-looo? Anyone there? can we use this? [[User:The Wurm|Wurm]] 03:03, 10 May 2010 (UTC)&lt;br /&gt;
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{{od}}Any images added should be in the same style as the ones currently on the article; though I think I'd prefer this style of portraying the weapons as they would appear in the game, if we used it it should be consistent, and there are several pages that use images like the ones currently being used here.  Additionally, this article is organized by weapon type, not quality, so there's nowhere that's really appropriate for this image on the article currently.  --'''[[User:GuildKnight|GK]]'''&amp;lt;sup&amp;gt;[[User_talk:GuildKnight|talk2me]]&amp;lt;/sup&amp;gt; 02:28, 12 May 2010 (UTC)&lt;br /&gt;
:Ok... Never mind then. [[User:The Wurm|Wurm]] 19:41, 16 May 2010 (UTC)&lt;br /&gt;
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== Weapons &amp;amp; Armors have different stats in-game vs. on the website  ==&lt;br /&gt;
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Hi, I'm new to Oblivion and I'm wondering how the weapon damage and armor rating that I see in game are different(lower) than the numbers on the website. For example, fur armor and leather armor have almost same armor rating except for shield and certain body parts that is only higher by 1. For steel arrows the damage is 5 instead of 8 or 9 on the website.I'm wondering if it's because I'm only level 4.&lt;br /&gt;
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Thanks!&lt;br /&gt;
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Thats because damage and protection depends on your skill. eg., with a Heavy Armor skill of 100, Daedric Armor gives you 85 protection. with a skill of, say 10, it will give you like 25 protection.&lt;br /&gt;
BTW remember to sign with &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; [[User:The Wurm|Wurm]] 02:53, 8 May 2010 (UTC)&lt;br /&gt;
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== bows ==&lt;br /&gt;
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just wondering is their anyplace were you can acctually buy bows and when i say bows i meen is their a shop that specialises in them.--([[User:Theblack7|Theblack7]] 17:51, 8 July 2010 (UTC))&lt;br /&gt;
:[[Oblivion:The Archer's Paradox|The Archer's Paradox]] in Bravil sells bows, arrows, and light armor. -- [[User:Jplatinum16|Jplatinum16]] 00:12, 9 July 2010 (UTC)&lt;br /&gt;
:: Or the Theives Den Fletcher. [[User:Stouf761|Stouf761]] 02:47, 10 August 2010 (UTC)&lt;br /&gt;
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== Elven Bows ==&lt;br /&gt;
Mk, I need to find an elven bow for the marksman training quest, but I'm level 33 so on bandits I usually find Daedric, Glass, or Ebony. When I go to stores all I find are Iron, Steel, Ebony, Daedric, and Glass.(I have add-ons, and no mods). Any ideas where I can find an unenchanted one for sure? Or maybe some better places to look? {{unsigned|Xenemeous|22 July 2010}}&lt;br /&gt;
:At that level, you should be able to buy an elven bow from the blacksmith in Anvil, just inside the front gate. You can find more information on this in the section on the master training quest for marksmanship. [[User:Wordmama|Wordmama]] 13:46, 25 July 2010 (UTC)&lt;br /&gt;
::I've checked that and most every other armor/weapon store... :( {{unsigned|Xenemeous|26 July 2010}}&lt;br /&gt;
:::There aren't any guaranteed Elven Bows, I'm afraid. Try cleaning out dungeons - most non-creature dungeons will reveal one at some point. [[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; 22:29, 26 July 2010 (UTC)&lt;br /&gt;
::::TheEnigmaticMan wishes to inquire as to whether the good Xenemous is playing on the pc? If so, he may use the console command ''player.additem 000977CC 1''. {{unsigned|TheEnigmaticMan|26 July 2010}}&lt;br /&gt;
:::::No, I'm playing it on Xbox {{Unsigned|74.34.132.39|22:12, 17 October 2010}}&lt;br /&gt;
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== Katanas and Dai Katanas ==&lt;br /&gt;
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Simple question; Where can I find these (Who wields them)? {{unsigned|Stouf761|21 August 2010}}&lt;br /&gt;
:Most likely the Blades at [[Oblivion:Cloud Ruler Temple]]. Some may be found lying around, though if you haven't started the main quest this is stealing. [[Oblivion:Brother Piner|Brother Piner]] also wields a katana. -- [[User:Jplatinum16|Jplatinum16]] 18:42, 21 August 2010 (UTC)&lt;br /&gt;
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::It's simple. If you want an Akaviri Katana just Bring Martin to Cloud Ruler Temple. They'll make you an honorary, Blade. The West Wing of Cloud Ruler Temple, there is a Weapon rack that hold's about 4 or 5 Akaviri Katana. &lt;br /&gt;
If you want Rare Katana's like, Daedric, Ask a mentor. [[User:Integra|Integra]] 18:54, 21 August 2010 (UTC)&lt;br /&gt;
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:::Normal katanas and dai-katanas can be found in Cloud Ruler Temple. You can find Ancient Akaviri Katanas during [[Oblivion:Blood of the Divines|Blood of the Divines]]. Ancient Akaviri Katanas can be found in Pale Pass during [[Oblivion:Lifting the Vale|Lifting the Vale]]. [[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; 19:10, 21 August 2010 (UTC)&lt;br /&gt;
::::So if I want a katana I have to do part of the main quest or else risk getting a bounty for stealing? [[User:Stouf761|Stouf761]] 20:52, 21 August 2010 (UTC)&lt;br /&gt;
:::::Basically, yes. Though [[Oblivion:Goldbrand|Goldbrand]] is a katana, if you're level 20 or above. -- [[User:Jplatinum16|Jplatinum16]] 21:10, 21 August 2010 (UTC)&lt;br /&gt;
:::::Perhaps it should be noted that both Jensine and the Three Brothers at the Imperial City sell an unique, enchanted katana each. Jensie sells an one-handed one, the brothrs sell a two-handed one. They are enchanted and somewhat expensive, but don't require the player to progress in the main quest.[[Special:Contributions/201.25.21.251|201.25.21.251]] 16:02, 4 December 2010 (UTC)&lt;br /&gt;
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== Daedric Shortsword ==&lt;br /&gt;
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Does anyone know to find one (Who wield's one.) [[User:Cirith Mara|Cirith Mara]] 23:03, 28 August 2010 (UTC)&lt;br /&gt;
:According to the CS, the second [[Oblivion:Camonna Tong Thug|Camonna Tong Thug]] carries one when you are a high enough level, other than that it can be found in random loot chests. --&amp;lt;font color=purple&amp;gt;[[User:Arch-Mage Matt|''Arch-Mage Matt'']]&amp;lt;/font&amp;gt; &amp;lt;sup&amp;gt;[[Special:Contributions/Arch-Mage Matt|Did '''I''' Do That?]]&amp;lt;/sup&amp;gt; 23:38, 28 August 2010 (UTC)&lt;br /&gt;
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:: Once you get to level 20 or higher you'll be able to build a fence out of the things: marauders, bandits, etc will all start to have them quite often. [[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; 07:53, 29 August 2010 (UTC)&lt;br /&gt;
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== Range of Bows ==&lt;br /&gt;
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At Oblivion, by changing the range of a Bow from the Construction Set, does anything changes at gameplay? --[[User:Rigas Papadopoulos|Rigas Papadopoulos]] 14:26, 18 September 2010 (UTC)&lt;br /&gt;
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: Bows don't seem to have a range in the CS. The &amp;quot;reach&amp;quot; value that is used for melee weapons is always set to either 0 or 1. [[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; 23:18, 18 September 2010 (UTC)&lt;br /&gt;
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== Enchanted Bows ==&lt;br /&gt;
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It should be noted that an Enchanted bow will still use a charge if fired, regardless of being hit upon a sentient creature or not. Just by Notching the arrow and firing uses a charge, which is really somewhat ridiculous. [[User:Nosferuz|Nosferuz]] 01:05, 24 September 2010 (UTC)&lt;br /&gt;
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:I don't really see it as ridiculous, since a bow probably doesn't know what it's firing at, just that it's being fired. Whether this is consistent or inconsistent is arguable, since it can be argued that hand-held weapons would know when they've made contact. (Though in that case, why don't they discharge when you hit a wall?) Still, since it's not how hand-held weapons work, I agree that it should be noted. &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; 22:02, 25 September 2010 (UTC)&lt;br /&gt;
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:It seemed out of place on the Weapons page, so I added the note [[Oblivion:Combat#Marksman|here]] instead. &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; 22:09, 25 September 2010 (UTC)&lt;br /&gt;
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When will I start seeing elven swords and armor? I'm level 6 and I found an elven bow but that's it.&lt;br /&gt;
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== Elven Armor/ Weapons ==&lt;br /&gt;
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When will I start seeing elven swords and armor? I'm level 6 and found an elven bow but that's it.&lt;br /&gt;
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: Check this: [[Oblivion:Leveled_Lists#Random_Item_Lists]] --[[User:Brf|Brf]] 17:49, 20 December 2010 (UTC)&lt;br /&gt;
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== Any Randomization? ==&lt;br /&gt;
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I have an elven bow that I found a while back with a base attack stat of 16.  I've seen it as low as 10 and as high as 17 on the same bow.  Is this possible without a mod?&lt;br /&gt;
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I've also found daedric and ebony bows, all of which have lower base attack stats.&lt;br /&gt;
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How can this be?  Is there any randomization to the base attack values?  Is the attack value of my bow bugged?  Is there any way to find out?&lt;br /&gt;
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I've found many bows that SHOULD have a higher attack but don't, and I'm just wondering what the deal might be.&lt;br /&gt;
Yes, I have archer mods so that may be something I should check.&lt;/div&gt;</summary>
		<author><name>71.229.4.25</name></author>
		
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	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Chapels&amp;diff=638554</id>
		<title>Oblivion talk:Chapels</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Chapels&amp;diff=638554"/>
		<updated>2011-01-28T23:25:30Z</updated>

		<summary type="html">&lt;p&gt;71.229.4.25: Created page with 'This doesn't discuss how the chapel reacts to a life of crime.  I was trying to figure out what the mechanics are that cause the chapel to tell you to repent.    How does that fi...'&lt;/p&gt;
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&lt;div&gt;This doesn't discuss how the chapel reacts to a life of crime.  I was trying to figure out what the mechanics are that cause the chapel to tell you to repent.  &lt;br /&gt;
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How does that fit in?&lt;br /&gt;
[[Special:Contributions/71.229.4.25|71.229.4.25]] 23:25, 28 January 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>71.229.4.25</name></author>
		
	</entry>
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