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		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Useful_Spells&amp;diff=426977</id>
		<title>Oblivion talk:Useful Spells</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Useful_Spells&amp;diff=426977"/>
		<updated>2009-04-28T17:52:02Z</updated>

		<summary type="html">&lt;p&gt;Bongo: staffmasters helper&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|class=wikitable style=&amp;quot;float:right;margin-right:0&amp;quot;&lt;br /&gt;
!Page Archives&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*[[Oblivion talk:Useful Spells/Archive_1|Archive 1, Feb 2007 - June 2007]]&lt;br /&gt;
*[[Oblivion talk:Useful Spells/Archive_2|Archive 2, May 2007 - June 2008]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fun Spells ==&lt;br /&gt;
&lt;br /&gt;
Just like with the regular spells (see [[#Another attempt at a cleanup|above]]), I propose we do something with the Fun Spells. A few spells are noteworthy, and deserve to stay in my opinion. But the rest is really not appropiate for this page. &lt;br /&gt;
* ''A spell should stay if it is funny to use for more than one time.'' &amp;lt;br /&amp;gt;&lt;br /&gt;
This should, I think, be the guideline here. I think a expanded debate on what is funny and what not might be going too far in this case. I think we can get there with public opinion and common sense.&lt;br /&gt;
&lt;br /&gt;
So this is the list I propose:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Spell name !! Proposal !! Reason&lt;br /&gt;
|-&lt;br /&gt;
| [[Oblivion:Useful Spells#Apparition of Oblivion|Apparition of Oblivion]] || Merge&lt;br /&gt;
| Merge with [[Oblivion:Useful Spells#Odd Little Trick|Odd Little Trick]]. This spells simply expands upon it, so it should be listed there.&lt;br /&gt;
|-&lt;br /&gt;
| [[Oblivion:Useful Spells#Bar-Fight|Bar-Fight]] || Delete&lt;br /&gt;
| Already covered by [[Oblivion:Frenzy|Frenzy]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Oblivion:Useful Spells#C-4|C-4]] || Keep&lt;br /&gt;
| Many players have reported the fun they had playing around with Oblivion's physics. This spell is a good tool for playing.&lt;br /&gt;
|-&lt;br /&gt;
| [[Oblivion:Useful Spells#Duplicate|Duplicate]] || Delete&lt;br /&gt;
| Might be nice to see one or two times, but that does not add much.&lt;br /&gt;
|-&lt;br /&gt;
| [[Oblivion:Useful Spells#Earthquake|Earthquake]] || Delete&lt;br /&gt;
| Paralyzing one opponent already shows what happens. This spell is that, but just more of the same.&lt;br /&gt;
|-&lt;br /&gt;
| [[Oblivion:Useful Spells#Hearth Attack|Heart Attack]] || Keep&lt;br /&gt;
| The spells promises an effect not usually seen. Spell can be expanded to play around with.&lt;br /&gt;
|-&lt;br /&gt;
| [[Oblivion:Useful Spells#Hysteria|Hysteria]] || Delete&lt;br /&gt;
| Same reason as with Bar-Fight.&lt;br /&gt;
|-&lt;br /&gt;
| [[Oblivion:Useful Spells#Knock Down|Knock Down]] || Delete&lt;br /&gt;
| This spell does add little to what [[Oblivion:Paralyze|Paralyze]] already does.&lt;br /&gt;
|-&lt;br /&gt;
| [[Oblivion:Useful Spells#Mana Flare|Mana Flare]] || Delete&lt;br /&gt;
| This is not a spell on its own.&lt;br /&gt;
|-&lt;br /&gt;
| [[Oblivion:Useful Spells#Morph|Morph]] || Delete&lt;br /&gt;
| This might be nice to see one or two times, but it does not add much. I doubt it will actually work. Summons appear behind or in front of you. &lt;br /&gt;
|-&lt;br /&gt;
| [[Oblivion:Useful Spells#Muscle Cramp|Muscle Cramp]] || Delete&lt;br /&gt;
| Effect of [[Oblivion:Paralyze|Paralyze]] is common knowledge. What effect it has if you cast it on yourself holds nothing new.&lt;br /&gt;
|-&lt;br /&gt;
| [[Oblivion:Useful Spells#Lingering Chill|Lingering Chill]] || Keep&lt;br /&gt;
| A very expensive spell, but I can imagine it is fun to play around with. Most players do not know much about the [[Oblivion:Frost Damage|Frost Damage]] spell effect, and this can be a good way to familiarize yourself with it.&lt;br /&gt;
|-&lt;br /&gt;
| [[Oblivion:Useful Spells#Odd Little Trick|Odd Little Trick]] || Keep&lt;br /&gt;
| There is a surprisingly large amount of players that want to set themselves on fire. If this trick works than I'd say let's keep it. This spell can also be expanded on.&lt;br /&gt;
|-&lt;br /&gt;
| [[Oblivion:Useful Spells#Running Jump|Running Jump]] || Delete&lt;br /&gt;
| This doesn't seem to add anything new to the [[Oblivion:Fortify Skill|Fortify Skill]]/[[Oblivion:Fortify Attribute|Fortify Attribute]] spell effects.&lt;br /&gt;
|-&lt;br /&gt;
| [[Oblivion:Useful Spells#Self Destruct|Self Destruct]] || Delete&lt;br /&gt;
| This is not much more than a regular [[Oblivion:Fire Damage|Fire Damage]] spell. Just adding a few more visuals does not do it.&lt;br /&gt;
|-&lt;br /&gt;
| [[Oblivion:Useful Spells#Teleport|Teleport]] || Delete&lt;br /&gt;
| I can imagine this might look nice from another's perspective, but it doesn't look much if you do it yourself.&lt;br /&gt;
|-&lt;br /&gt;
| [[Oblivion:Useful Spells#Trip|Trip]] || Delete&lt;br /&gt;
| This is just the [[Oblivion:Paralyze|Paralyze]] effect, and it adds nothing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Any thoughts on this list? --[[User:Timenn|Timenn]]&amp;lt;span style=&amp;quot;font-size: 8px; font-style: italic;&amp;quot;&amp;gt; &amp;amp;lt; &amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;[[User_talk:Timenn|talk]]&amp;lt;/span&amp;gt; &amp;amp;gt; &amp;lt;/span&amp;gt; 10:53, 15 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I think the muscle cramp should stay because i heard somewhere that if u fall from really high and cast a self paralyze in mid fall u will take no damage (haven't tested though) but if that doesnt work delete [[User:Tabloes|Tabloes]]&lt;br /&gt;
&lt;br /&gt;
::That's untrue, unfortunately.  I just tried it with a bottle of Daedric Lava Whiskey, which has a really long paralyze effect, and I took full falling damage. --[[User:RobinHood70|Robin Hood]] ([[User_talk:RobinHood70|Talk]] • [[Special:Emailuser/RobinHood70|E-mail]] • [[Special:Contributions/RobinHood70|Contribs]]) 20:53, 15 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::How about a separate page for spells that are only interesting the first few times so newcomers can still get a few quick laughs? --[[User:Debatra|Debatra]] 12:54, 2 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Astral Parasite==&lt;br /&gt;
&lt;br /&gt;
I've been tinkering with a spell that uses Chameleon 100% + Command + Absorb Health.  The idea is to invisibly drain health from the subject, while keeping him in place with command.  Good way to replenish health, or weaken/kill subjects without being noticed/getting bounty.  The duration on chameleon and command are a few seconds, and Absorb Health is set to a small amount.  Obviously, this spell is meant to be chained, so I was thinking of trying to use the Fortify Magicka 100 chain cast trick used in a few other spells on this page.  I set the spell up to use less than 50 magicka per cast, but it doesn't seem to be working like the other chain spells, it just runs out of magicka as normal.  Clearly I've miscalculated somewhere;  anyone got any ideas for a workable effect order/duration/magnitude scheme?  My character's Illusion is 100, and Restoration is 69.&lt;br /&gt;
&lt;br /&gt;
Also, you think I'd suffer any drawbacks by swapping out Chameleon 100% for Invisibility and save a few magicka?  I figure I'll be rapidly casting this anyway, so invisibility would be sufficient to keep me cloaked for the duration (assuming I start out invisible before the first casting of Astral Parasite), right? [[User:Padomay|Padomay]] 18:14, 25 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The most common [[Oblivion:Spell_Making#Spell_Chaining|Spell Chaining]] problem seems to be that people forget that they're wearing armor at the time. At 95%, your spells will have to cost 46 Magicka or less. --[[User:Debatra|Debatra]] 13:02, 2 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Freeze-Frame Spell ==&lt;br /&gt;
&lt;br /&gt;
:''(moved from the article)''&lt;br /&gt;
&lt;br /&gt;
* [[Oblivion:Light|Light]] 120 pts for 1 sec(s) on self&lt;br /&gt;
* [[Oblivion:Drain Strength|Drain Srength]] 100 pts for X sec(s) on target&lt;br /&gt;
* [[Oblivion:Weakness to Frost|Weakness to Frost]] 100 pts for X sec(s) on target&lt;br /&gt;
&lt;br /&gt;
This spell stops enemies dead in their tracks, melee are useless against you, but don't get too close because as they can still swing, beware of archers and spellcasters.&amp;lt;br&amp;gt;&lt;br /&gt;
An AOE is highly recommended, but not needed.&amp;lt;br&amp;gt;&lt;br /&gt;
Set X too however long you want too talk too victims about their demise.&amp;lt;br&amp;gt;&lt;br /&gt;
The [[Oblivion:Light|Light]] is just for effect, see [[#Mana_Flare|Mana Flare]].&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Weakness to Frost|Weakness to Frost]] is also for effect, but it makes sure you end your enemies swiftly if you follow up with a [[Oblivion:Frost Damage|Frost Damage]] spell.&lt;br /&gt;
&lt;br /&gt;
I've moved this because it seems to be a random collection of spells. It's a mishmash of effects there purely for... err.. effect, and the only really useful part is the Drain Strength. Unless the author can give some compelling new information, it doesn't deserve a place on the page.&lt;br /&gt;
–[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 14:44, 26 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I think that this guy's trying to recreate &amp;quot;Cutscene Mode&amp;quot; or something similar. Here's what I'd recommend:&lt;br /&gt;
&lt;br /&gt;
:* [[Oblivion:Drain Strength|Drain Srength]] 100 pts for X sec(s) on touch&lt;br /&gt;
:* [[Oblivion:Burden|Burden]] 100 pts for X sec(s) on touch&lt;br /&gt;
:* [[Oblivion:Dispel|Dispel]] Y pts on self&lt;br /&gt;
&lt;br /&gt;
:He basically wants to freeze them in their tracks without paralyzing them. This will work better. Dispel would be used to make it [[Oblivion:Useful_Spells#Reflect-Proof_Spells|reflect-proof]] with Y=Magicka Cost/4. --[[User:Debatra|Debatra]] 13:18, 2 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Fist of Flame ==&lt;br /&gt;
&lt;br /&gt;
Moved this from the article:&lt;br /&gt;
&lt;br /&gt;
:* [[Oblivion:Restore Health|Restore Health]] x pts for 20 secs on Self&lt;br /&gt;
:* [[Oblivion:Fire Damage|Fire Damage]] x pts for 20 secs on Self&lt;br /&gt;
:* [[Oblivion:Fortify Attribute|Fortify Strength]] 20 pts for 20 secs on Self&lt;br /&gt;
:''Requires an Apprentice in [[Oblivion:Destruction|Destruction]].''&lt;br /&gt;
:This spell is good for people who use hand to hand. After casting this spell when you punch the enemy they will gain the fire damage part of the spell, and multiple punches during the time reset the spell to do more damage. It also gives an attractive visual effect. Be careful when casting this spell near non hostile npcs, as they will also get set on fire if you touch them. If you remove the strength effect, this spell can be used to clear groups of enemys by running through them.&lt;br /&gt;
&lt;br /&gt;
I've just tried it to get to work, but I couldn't. While I was under the effect of the spell I punched some other NPCs, but the Fire Damage effect didn't appear in their Active Effects list. Would this spell have worked it would have put some question marks on how we believe Oblivion's spell system works, as I have never seen something like this before. That's why I removed it from the article. --[[User:Timenn|Timenn]]&amp;lt;span style=&amp;quot;font-size: 8px; font-style: italic;&amp;quot;&amp;gt; &amp;amp;lt; &amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;[[User_talk:Timenn|talk]]&amp;lt;/span&amp;gt; &amp;amp;gt; &amp;lt;/span&amp;gt; 05:39, 6 August 2008 (EDT)&lt;br /&gt;
:It looks like they just misunderstand how spells (or at least fire damage) work in Oblivion. All that will happen is a fire damage effect on self and slightly higher damage from the fortified strength.--[[User:Alphaman|Alphaman]]&amp;lt;sup&amp;gt;•[[User_Talk:Alphaman|T]]•&amp;lt;/sup&amp;gt; 05:52, 6 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Quality tag ==&lt;br /&gt;
&lt;br /&gt;
Given Timenn's great work in improving this page and removing the chaff, what would people think about taking the Quality tag off? It got added because the page was being treated as a forum for everybody to add their own favorites, but now that it just lists the good spells, I don't think we need to flag the page anymore. Thoughts? –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 03:05, 14 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:While the literal meaning of the tag still applies (it's heavily-edited), it has indeed risen above the likes as [[Oblivion:Gripes]] or the [[Oblivion:Roleplaying]] subpages. I agree with rpeh that the tag is no longer necessary, as changes are now possible to patrol effectively. --[[User:Timenn|Timenn]]&amp;lt;span style=&amp;quot;font-size: 8px; font-style: italic;&amp;quot;&amp;gt; &amp;amp;lt; &amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;[[User_talk:Timenn|talk]]&amp;lt;/span&amp;gt; &amp;amp;gt; &amp;lt;/span&amp;gt; 09:26, 14 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I'll third that motion. --[[User:RobinHood70|Robin Hood]] ([[User_talk:RobinHood70|Talk]] • [[Special:Emailuser/RobinHood70|E-mail]] • [[Special:Contributions/RobinHood70|Contribs]]) 10:22, 14 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I agree. Good work Timenn. [[User:Orange-laser-cube|Orange-laser-cube]] 12:19, 15 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Multiple Pages ==&lt;br /&gt;
&lt;br /&gt;
We should divide this into multiple pages sorted by spell type. That way more people could add spells without having to worry as much about the page being too long. Like Useful Destruction spells, useful illusion spells and so-on. [[User:Crowbar|Crowbar]] 19:47, 29 August 2008 (EDT)&lt;br /&gt;
: I don't think it needs that - at least not yet. See the discussion above - there are far fewer genuinely useful, non-obvious spells than you might think. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 01:39, 30 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Suggest replacing Hellshock/etc ==&lt;br /&gt;
&lt;br /&gt;
Badly named, poor mechanic, each type is ineffective against against certain creatures, not Magicka effective / unnecessary requirements. &amp;quot;Soul Snatch&amp;quot; - Touch, Soul Trap 1 sec, and Drain Health 75 has no requirements. With Drain Health 100 has the same Apprentice requirement, but either is far more effective and works against everything. --[[User:Aliana|Aliana]] 01:02, 2 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Spell Chaining with Fortify Intelligence ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know for sure if this works? I won't be able to test it myself for a while. --[[User:Debatra|Debatra]] 12:14, 2 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Just tried it: it doesn't work. Fortify Magicka and Intelligence, however, does. --[[User:Debatra|Debatra]] 16:36, 19 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I agree. I tried to construct a chainig spell using&lt;br /&gt;
    * Fortify Magicka 100 pts for 2 secs on Self&lt;br /&gt;
    * Fortify Intelligence 100 pts for 2 secs on Self&lt;br /&gt;
    * Any effect you want x pts for y secs on Self&lt;br /&gt;
as in the 'Chaining' example and it did not work.&lt;br /&gt;
This is on an Xbox 360, and it seems to me that the effect of one of the 'Fortify' elements is dealt with entirely before the other is started. In the above example, this would entirely negate the effects of the 'Fortify Intelegence' component for chaining purposes.&lt;br /&gt;
&lt;br /&gt;
Please could you explain the how you got the &amp;quot;Fortify Magicka and Intelligence, however, does.&amp;quot; conclusion?&lt;br /&gt;
--[[User:82.9.73.46|82.9.73.46]] 06:45, 19 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::For the record, I'm on the PS3, GOTY.&lt;br /&gt;
&lt;br /&gt;
::I made a few test spells; one with only Fortify Magicka, one with only Fortify Intelligence and one with both. I made sure I wasn't wearing any armor, and tested them. The one with only Fortify Intelligence didn't work, but the others did. --[[User:Debatra|Debatra]] 09:39, 19 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::I'm on the 360 and this does not appear to work!&lt;br /&gt;
&lt;br /&gt;
    * Fortify Magicka 100 pts for 2 secs on Self&lt;br /&gt;
    * Fortify Intelligence 100 pts for 2 secs on Self&lt;br /&gt;
    * Soul Trap for 3 secs on Target&lt;br /&gt;
    * Shock Damage 84 pts for 2 secs on Target&lt;br /&gt;
&lt;br /&gt;
For my character, the spell cost is 150 Magicka.  I also verified my spell effectiveness is 100% and that the spell icons are still available on each subsequent casting (I even used the &amp;quot;blocking fists&amp;quot; trick mentioned below to improve the casting speed).  Essentially the effect is my character receives the initial 300 points extra Magicka when I cast the spell the first time (boosting my character's base 286 Magicka to 586 and deducting the 150 cost of the spell, as described) but none of the subsequent castings improve my actual Magicka -- they just maintain the base at 586...&lt;br /&gt;
    First Casting Magicka:  438/586&lt;br /&gt;
    Second Casting Magicka: 302/586&lt;br /&gt;
    Third Casting Magicka:  161/586&lt;br /&gt;
    Fourth Casting Magicka:  22/586&lt;br /&gt;
&lt;br /&gt;
I was relatively quick in checking the stats but there's obviously some random element I've introduced.  As you can see, the effect does not produce the results &amp;quot;as advertised&amp;quot; (again -- on the 360, as mentioned earlier by another contributor).  I struggle to understand why this SHOULD work &amp;quot;as advertised&amp;quot; given that this is essentially the same effect that keeps replacing itself on your character.  Seems like a glitch being exploited on some of the other platforms...  You may be able to make it work by creating multiple (uniquely named) spells and just calling each in order, though I tried this with alternating between two versions and was again limited to four castings.&lt;br /&gt;
[[User:72.208.20.214|72.208.20.214]] 04:34, 27 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Blood Hunt==&lt;br /&gt;
I added this spell a while ago. It's basically:&lt;br /&gt;
&lt;br /&gt;
* [[Oblivion:Invisibility|Invisibility]] for ''x'' secs on Self.&lt;br /&gt;
* [[Oblivion:Night-Eye|Night-Eye]] for ''x'' secs on Self.&lt;br /&gt;
* [[Oblivion:Detect Life|Detect Life]] in 100 ft for ''x'' secs on Self.&lt;br /&gt;
* (Where ''x'' depends on your skills as an illusionist)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I use this spell a lot because it helps a lot in exploring caves or looking for people to feed on as a vampire, especially if you're a stealthy character. But it was deleted because &amp;quot;night eye and detect life generally don't work well together&amp;quot;. I believe that's more of a &amp;quot;personal&amp;quot; reason then a common one (though I can understand why it could be difficult), I even went back and checked the spell again under different Brightness settings and I realised that it only caused me trouble if I had pretty high brightness on my game. &lt;br /&gt;
Is the Night eye-detect life combo ''really'' a problem (Maybe it's computer vs. tv screens)? [[User:Zirakseez|Zirakseez]] 20:34, 16 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:It's not a problem as that it makes it much worse, it's just that both spells don't improve each other. Detect Life has a distinct purple glow, which is removed with the blue filter of Night-Eye. So where Detect Life helps you in detecting enemies by marking them in contrast with a usually dark environment, Night-Eye helps by just revealing all that is in darkness. You will still find that you can mix these two effects, but specifically combining them into one spell should promise a certain bonus effect. Invisibility arguably improves every spell that you cast on yourself, so it's not noteworthy enough to mention on a Useful Spells page. --[[User:Timenn|Timenn]]&amp;lt;span style=&amp;quot;font-size: 8px; font-style: italic;&amp;quot;&amp;gt; &amp;amp;lt; &amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;[[User_talk:Timenn|talk]]&amp;lt;/span&amp;gt; &amp;amp;gt; &amp;lt;/span&amp;gt; 07:16, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well I created this spell because I tried the &amp;quot;Spell of the Spelunker&amp;quot; that is also on the list (it's pretty similar to this spell), and realized that Night-Eye worked much better for 2 main reasons. The first was that Night-Eye was a much more efficient way of seeing your surroundings; that's why I included Night-Eye, not because it compliments Detect-Life (it doesn't), but because it let's you see ''everything'' there like chests(not just within a 30 foot radius like the light spell). The second reason was that Invisibility and Light didn't really work if you were trying to be stealthy. If you interacted with anything and lost your invisibility, the light spell would make you much easier to see, so it kind of defeats the purpose of the invisiblity spell and stealthiness. The creator of the Spell of the Spelunker was smart in having Invisiblity last longer then light, but that would only help if you're didn't really touch anything. --[[User:Zirakseez|Zirakseez]] 18:02, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Just something I'd like to add about the Spell of the Spelunker, the Light and detect life attributes in the spell are so weak that they are completely pointless. And they're both 30 feet, so not only would you have already seen the enemy with the Light spell by the time you reach him, but chances are you would have seen him even without Light anyway because he's only 30 feet away! ---[[User:Zirakseez|Zirakseez]] 15:17, 28 November 2008 (EST) &lt;br /&gt;
&lt;br /&gt;
:So I'm guessing I can move it back now? If there's any other reason why the spell shouldn't be there then it can be discussed here and the spell removed if need be. --[[User:Zirakseez|Zirakseez]] 15:23, 28 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: The light effect on the Spell of the Spelunker is more for seeing treasure and traps than the enemies. I've deleted the Blood Hunt spell again because the points raised by Timenn are still valid - the two effects don't work together. –[[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; 02:07, 29 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Then why does it even have detect life in 30 feet if Light is 30 feet too? It's really just irrational. My point is that this is a superior version of Spell of the Spelunker. I also don't think you read the whole argument. Timenn's original argument was that Night-Eye and Detect life together don't offer any bonuses, not that they don't work together. And I already addressed that point. --[[User:Zirakseez|Zirakseez]] 16:40, 3 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Greater Spells&amp;quot; Section? ==&lt;br /&gt;
&lt;br /&gt;
I think we should have a &amp;quot;Greater Spells&amp;quot; section here where more powerful spells requiring larger amounts of Magicka or a mastery in a magical skill are required. That way we can also post spells that the more experienced players may like, which would also allow more complex spells. At the momment, there is a great limit because all spells posted have to be convinient for beginner characters. --[[User:Zirakseez|Zirakseez]] 20:40, 28 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: Agreed. --[[User:Debatra|Debatra]] 21:36, 28 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: I don't think this is a good idea. This page is for clever, useful or non-obvious effects rather than vastly-powerful spells. There's no real need for such spells except to produce large duration or AOE effects. If the spell is genuinely useful it's a better idea to list it here with a smaller duration or AOE so it has a lower skill requirement. –[[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; 02:10, 29 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: I think you completely misunderstood what I'm saying here. When I say &amp;quot;Greater Spells&amp;quot; I don't mean just normal over-powered spells or ones with a large AOE/duration. These are spells that simply require more magicka and higher skill because of their complexity or simply because the effects themselves require higher skill regardless of duration. Not every spell can simply be &amp;quot;dumbed down&amp;quot; to make it more convenient for weaker characters. --[[User:Zirakseez|Zirakseez]] 09:48, 29 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::: Please post an example of what you have in mind on here first. We don't want to turn the man page back into a free-for-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; 12:01, 29 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::: This isn't a very good example, but one spell that I've found myself to be using a lot lately is this:&lt;br /&gt;
&lt;br /&gt;
Serpent's Eye&lt;br /&gt;
&lt;br /&gt;
Weakness to Poison 100% for 10 seconds on Touch&lt;br /&gt;
*Weakness to Magic 100% for 5 seconds on Touch&lt;br /&gt;
Paralyze for 10 seconds on Touch&lt;br /&gt;
&lt;br /&gt;
*The Weakness to Magic is there because the blade I'll be hitting them with is enchanted too (and has it's own Weakness to Poison enchantment).&lt;br /&gt;
The Spell is a great way to start a battle when your weapon is poisoned. Just smack the guy with the spell then hit him with your poisoned weapon. When you're facing multiple enemies, this is a nice way to basically take care of one and move on to the others. You'll ofcourse need a moderately good poison too, but the weakness enchantment helps a lot.&lt;br /&gt;
I also have a few more spells that I'll also be adding later, but I'm trying to perfect them before I post them.&lt;br /&gt;
&lt;br /&gt;
: That's a perfect example of what shouldn't be on the page: it's overpowered and obvious. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 03:39, 1 December 2008 (EST)&lt;br /&gt;
: Understood, I've just recently been making some new spells and will likely post some of them once I perfect the concept. --[[User:Zirakseez|Zirakseez]] 17:49, 5 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: I'm with Zirakseez.&lt;br /&gt;
&lt;br /&gt;
== Super mass kill spell, with very little chance of backfiring/getting interrupted ==&lt;br /&gt;
&lt;br /&gt;
I use this one as the ultimate &amp;quot;Kill anything&amp;quot; spell.&lt;br /&gt;
&lt;br /&gt;
*Fortify Intelligence 100 for 6 seconds&lt;br /&gt;
*Fortify Magicka 100 for 6 seconds&lt;br /&gt;
*Weakness to Magic in 10 ft for 3 seconds on touch&lt;br /&gt;
*Invisibility for 3 seconds on self&lt;br /&gt;
*Command Creature up to level 25 in 10 ft for 1 second on touch&lt;br /&gt;
*Command Humanoid up to level 25 in 10 ft for 1 second on touch&lt;br /&gt;
*Absorb Fatigue 57 pts in 10 ft for 1 second on touch&lt;br /&gt;
*Absorb Health 35 pts in 10 ft for 1 second on touch&lt;br /&gt;
&lt;br /&gt;
Total cost when all relevant magic schools are at 100: 141 mana.&lt;br /&gt;
Absorb Fatigue and Absorb Health can be lowered to keep spell at 141 mana.&lt;br /&gt;
&lt;br /&gt;
141 Mana is the magic number for infinite casting with both Fortify Int and Fortify Magicka at 100.&lt;br /&gt;
6 seconds allow me to get up from a knockdown and still chain cast it.&lt;br /&gt;
&lt;br /&gt;
Command spells will cause most monsters to stop attacking you.  If the first cast doesn't work, the 2nd will when boosted with weakness to magicka.  Invisibility keeps you hidden so they just stand there after the command effect goes off.&lt;br /&gt;
&lt;br /&gt;
Absorb Fatigue is a significantly better &amp;quot;Paralyze&amp;quot; spell than paralyze, because if absorb fatigue is reflected, nothing happens to you.&lt;br /&gt;
And Absorb Health is just better than damage health, plus it heals you.&lt;br /&gt;
&lt;br /&gt;
Of course, if you meet someone with 100% magic resistance, this spell doesn't work.&lt;br /&gt;
&lt;br /&gt;
Also, how come nobody mentioned chaining spells using both fortify intelligence and fortify magicka?  This raises the spell cost limit to 141 instead of sticking with around 50.&lt;br /&gt;
&lt;br /&gt;
[[User:ZirePhoenix|ZirePhoenix]] 01:34, 28 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:No. This would fall into the &amp;quot;Just a combination of powerful effects&amp;quot; category. For example, Command Creature and Command Humanoid never even work together. Furthermore, the spell requirements are very close to being a Master in Restoration. When you try to keep the effects low enough for it to be &amp;quot;just&amp;quot; an Expert spell, the Absorb Health is too low to make a significant effect. Remember that when casting spells, not only the magicka requirement comes into play, but also the time it takes to take down an opponent. --[[User:Timenn|Timenn]]&amp;lt;span style=&amp;quot;font-size: 8px; font-style: italic;&amp;quot;&amp;gt; &amp;amp;lt; &amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;[[User_talk:Timenn|talk]]&amp;lt;/span&amp;gt; &amp;amp;gt; &amp;lt;/span&amp;gt; 05:28, 28 December 2008 (EST)&lt;br /&gt;
::For this spell, time is not a factor.  Try using it on anything and they'll just stand there until they die.  There isn't a single creature in the game that can counter this except for 100% magicka resistant creatures.&lt;br /&gt;
::Command Humanoid and Command Creature DO work together if the area of effect includes both humanoids and creatures, which is very common inside Oblivion Gates.  Realize that if you reduce Absorb Health and Fatigue until it is expert level, you're still instantly removing 200 HP from *ANY* creature due to the Weakness to Magicka and Drain Health effect.  This spell works just fine with very minimal Absorb Health.  Higher just makes killing really strong guys faster.[[User:ZirePhoenix|ZirePhoenix]] 15:49, 30 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Here's a new version at Expert requirement:&lt;br /&gt;
*Fortify Int 70 for 4s&lt;br /&gt;
*Fortify Magicka 100 for 4s&lt;br /&gt;
*Invisibility 3s on self&lt;br /&gt;
*Weakness to Magic 100% in 10ft for 3s on touch&lt;br /&gt;
*Drain Health 100 in 10ft for 1s on touch&lt;br /&gt;
*Command Creature 25 in 10ft for 1s on touch&lt;br /&gt;
*Command Humanoid 25 in 10ft for 1s on touch&lt;br /&gt;
*Absorb Health 25 pts in 10ft for 1s on touch&lt;br /&gt;
&lt;br /&gt;
With all magic skills at 100.  77 mana cost.&lt;br /&gt;
&lt;br /&gt;
This spell works perfectly fine at higher level.  Tweak Fortify Int/Absorb Health until you can cast it continuously.  Command Creature, Humanoid, and Weakness to Magic causes EVERY creature in the game to lose aggro.  They will just stand there while you absorb 50 hp per cast.  First cast kills anything at 125 hp.  Next one kills anything at 250 hp.  The combination of safety, large area kill, infinite casting, and no retaliation is rather &amp;quot;unique&amp;quot; for a spell.&lt;br /&gt;
Absorb Fatigue isn't necessary, but if you want the stun factor, you'll need it.  [[User:ZirePhoenix|ZirePhoenix]] 16:02, 30 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: This spell is simply overpowered and will ruin the game. It's very clever, but given the net effect you may as well put on God mode using the console and not bother with anything else. Such overpowered spells aren't worth listing. –[[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; 16:37, 30 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Fill Azura Gem ==&lt;br /&gt;
&lt;br /&gt;
Found this neat one that you can cast infinitely to get souls for Azura's Star.&lt;br /&gt;
&lt;br /&gt;
*Summon Ghost for 2 seconds&lt;br /&gt;
*Soul Trap in 20 ft for 1 second on TARGET&lt;br /&gt;
*Drain Health 100 pts in 20 ft for 1 second on TARGET&lt;br /&gt;
*Fortify Magicka 100 pts for x secs&lt;br /&gt;
&lt;br /&gt;
This summons a Ghost and instantly soul traps + kills it due to the AOE effect, and fills your gem instantly.&lt;br /&gt;
&lt;br /&gt;
If your skills aren't high enough and the cost is too much to cast infinitely, add Fortify Intelligence until it works.&lt;br /&gt;
&lt;br /&gt;
Haven't tried with stronger monsters, but it's the same principle.  [[User:ZirePhoenix|ZirePhoenix]] 01:40, 28 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:No particular benefit other than that you have to cast one spell instead of two. Just combining them doesn't make it more special. The advantage of keeping them apart is that you can customize the Summon. --[[User:Timenn|Timenn]]&amp;lt;span style=&amp;quot;font-size: 8px; font-style: italic;&amp;quot;&amp;gt; &amp;amp;lt; &amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;[[User_talk:Timenn|talk]]&amp;lt;/span&amp;gt; &amp;amp;gt; &amp;lt;/span&amp;gt; 05:30, 28 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Actually, you can't do infinite chain cast if they are separate spell, unless your spell regen is so high that you can cast the summons every 4 seconds.  This spell allows you to fill your Azura Star without interruption to refill Transcendent Sigil Stone charged items (5600 charges...)&lt;br /&gt;
::Also, to switch spells, it takes at least 2 seconds.  If you have a cast on self ability, the summon will most likely have disappeared after 2, so you'll be spending more mana to cast a longer duration summon. [[User:ZirePhoenix|ZirePhoenix]] 15:46, 30 December 2008 (EST)&lt;br /&gt;
:::This is actually a pretty useful spell, putting both the &amp;quot;summon&amp;quot; and the &amp;quot;destroy&amp;quot; effect as one makes it very convenient. --[[User:Ovais|Ovais]] 16:14, 4 April 2009 (EDT)&lt;br /&gt;
::::Let me clarify my earlier statement (after having tried this spell out a few times). The spell is still pretty usefull, but there are 2 problems with it:&lt;br /&gt;
*1. Ghosts (even summoned ones) level up with you, so it gradually get's much harder to kill them in 1 blow.&lt;br /&gt;
*2. Because of this, the Magicka cost is too much to make it &amp;quot;chainable&amp;quot;, because the fortify magicka enchantment doesn't work. I originally believed the Max health on Ghosts was 72, but in order to kill my ghost I had to use 100 pts of drain life and some extra shock damage. --[[User:Ovais|Ovais]] 18:43, 5 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::Let me say it again. Simply combining two spells to make it more convenient may help, but it isn't noteworthy enough for the Useful Spells page. If we add all these kinds of combinations, the page will become bloated again. --[[User:Timenn|Timenn]]&amp;lt;span style=&amp;quot;font-size: 8px; font-style: italic;&amp;quot;&amp;gt; &amp;amp;lt; &amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;[[User_talk:Timenn|talk]]&amp;lt;/span&amp;gt; &amp;amp;gt; &amp;lt;/span&amp;gt; 09:04, 8 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Making your spells cast faster ==&lt;br /&gt;
&lt;br /&gt;
How about a hint on adding &amp;quot;on touch&amp;quot; effect to self buffs?&lt;br /&gt;
&lt;br /&gt;
I find that the cast animation for Self is actually slower than for Touch.  To prevent bad side effects, like triggering aggro, I would recommend setting it to something like &amp;quot;Charm 1 for 1s on touch&amp;quot;. {{unsigned|ZirePhoenix|30 December 2008}}&lt;br /&gt;
: It's true that the touch effect is faster than the self one; you can cast 10 touch spells in 10s but only 6 self spells. The trouble is that the spell must be effective before it counts towards a skill increase so if you cast, say, Drain Health, with no enemy, you'll get no benefit. That would mean you would have to spend your buffing time in a town or village as opposed to holding down the cast button whilst running from place to place. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 14:18, 31 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
I just tested it by setting my character's destruction skill to 50 and used the following spell:&lt;br /&gt;
*Fortify Int 60 pts for 2s on self&lt;br /&gt;
*Fortify Magicka 100 for 2s on self&lt;br /&gt;
*Charm 3 for 1s on TOUCH&lt;br /&gt;
*Disintegrate Armor 59 for 1s on self&lt;br /&gt;
&lt;br /&gt;
This skill raised my Destruction magic just fine.&lt;br /&gt;
&lt;br /&gt;
For more testing, just to make sure both the Self and Touch effects are from the same school, I tested with this one:&lt;br /&gt;
*Fortify Fatigue 3 for 1s on self&lt;br /&gt;
*Restore Fatigue 3 for 1s on touch&lt;br /&gt;
&lt;br /&gt;
And this also raised my skill just fine.  What skills were you testing to determine that it doesn't work?  [[User:ZirePhoenix|ZirePhoenix]] 22:49, 2 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
: That doesn't work either: I ran out of magic after a few repetitions. –[[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; 06:17, 4 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Were you wearing armor? --[[User:Debatra|Debatra]] 16:20, 4 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Where would this go? ==&lt;br /&gt;
&lt;br /&gt;
This is a spell I really like. &lt;br /&gt;
&lt;br /&gt;
'''The Reaper's Stare'''&lt;br /&gt;
&lt;br /&gt;
* Chameleon 100% for 15 seconds on strike&lt;br /&gt;
* Detect Life 50 feet for 10 seconds on self&lt;br /&gt;
* Invisibility for 10 seconds on strike&lt;br /&gt;
* Paralyze for 10 seconds on strike&lt;br /&gt;
* Weakness to Magic 100% for 10 seconds on strike&lt;br /&gt;
* Weakness to Poison 100% for 10 seconds on strike&lt;br /&gt;
:* ''Optional:''&lt;br /&gt;
* Weakness to Fire 100% for 10 seconds on strike&lt;br /&gt;
* Weakness to Shock 100% for 10 seconds on strike&lt;br /&gt;
* Weakness to Frost 100% for 10 seconds on strike&lt;br /&gt;
&lt;br /&gt;
Now what this spell does is basically wipe you and your victim from reality for around 10 seconds, in which time you basically hit them a poisoned attack (whether this be with a bow or a melee weapon) or another spell to kill them. So it ends up looking like you and someone else just disappeared, and then a few seconds later your victim's lifeless body reappears alone. I made the spell effects &amp;quot;on strike&amp;quot; because if you use &amp;quot;on touch&amp;quot;, the victim will detect you even if you are invisible, and there would be no sneak attack bonus (unless you were invisible when you cast the spell).&lt;br /&gt;
&lt;br /&gt;
However the spell can cost a lot of magicka. And you should not be wearing anything that reduces your magic efficiency. You also need a relatively good poison. Regardless of this though the spell is a way to kill anyone without being caught and is mostly for fun.&lt;br /&gt;
&lt;br /&gt;
So could I put this spell in the &amp;quot;Peculiar spells&amp;quot; section? {{Unsigned|Ovais|21 March 2009}}&lt;br /&gt;
&lt;br /&gt;
:I'm afraid that this spell is not noteworthy enough. This article always tends to turn into a collection of everyone's favourite spell. See the article for the criteria for new entries, a spell in this article should be able to inspire people, showing what one can do with custom spells. &lt;br /&gt;
:The Peculiar spells is actually a leftover from a previous, and messy, version of the article. Only if a spell really shows something new about the concept of spell creation, and how different effects affect each other, can it be listed there. --[[User:Timenn|Timenn]]&amp;lt;span style=&amp;quot;font-size: 8px; font-style: italic;&amp;quot;&amp;gt; &amp;amp;lt; &amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;[[User_talk:Timenn|talk]]&amp;lt;/span&amp;gt; &amp;amp;gt; &amp;lt;/span&amp;gt; 18:42, 21 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Flee (no real use, and a question as well?) [360] ==&lt;br /&gt;
&lt;br /&gt;
I was messing around with the more artificial method of leveling up magic schools, so I made:&lt;br /&gt;
&lt;br /&gt;
Charm 3 points for 1 second on '''touch'''&amp;lt;br&amp;gt;&lt;br /&gt;
Weakness to Poison 100% for 1 second on '''self'''&lt;br /&gt;
&lt;br /&gt;
This doesn't really have any use (unless you're planning on leveling up Destruction), however when I got close enough for the charm effect to be used on a townsperson, they started fleeing from me. Later, I checked to see if it counted as an assault, and it gets somewhat complicated... It does ''not'' count as an assault '''in the stats section''', however when I used this on a Thieves' Guild member, it told me that I had assaulted a member. It does not work on marauders, so I assume that it doesn't work on creatures. I also don't see the charm effect on the touched, so I don't know if the charm effect is actually working. I guess the question is &amp;quot;Why is the spell acting like this?&amp;quot; [[User:Quazilla|Quazilla]] 21:51, 22 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:This sounds similar to the fire/frost/shock spell (I forget the exact stats) that makes the spell effect appear on the player, but the actual effect is on the enemy you cast it on. (They take damage, but you're the one who's on fire.) Maybe it's the same glitch in reverse, somehow?&lt;br /&gt;
:[[User:Chunk of ham|Chunk of Ham]] 22:22, 22 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Okay, I found out what the deal was... I was 100% chameleon at the time, so they didn't see me. Odd, though, because guards usually see you anyways. I guess that clears the assault part up. In what you're talking about, does the fire damage spell effect appear on you? [[User:Quazilla|Quazilla]] 16:29, 23 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Coma ==&lt;br /&gt;
&lt;br /&gt;
Hopefully this is not considered an exploit, as I did not see it on the exploit page. The idea is as follows: Make 1 spell that does Weakness to Magicka 100% for about 3 seconds, and damage fatigue x points, on touch(Spell &amp;quot;A&amp;quot;). Make another spell that does Weakness to Magicka 100% for about 3 seconds, and damage fatigue y points (Where x does not equal y) on touch(Spell &amp;quot;B&amp;quot;). Chain this spell (Cast A then B, and repeat) several times on the target, in rapid succession. If you hold down the block key with your fists, or a weapon drawn, it significantly decreases the time required to cast. Then, follow up the chain with a [[Oblivion:Paralyze|Paralyze]] on touch skill, preferably 5 seconds or longer in length. The compounded effects of the Weakness to Magicka spells drastically increase the duration of the paralysis, hence the term &amp;quot;Coma&amp;quot;. Apparently I neglected to sign this comment. Oops! [[User:Scxe|Scxe]] 11:06, 6 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It isn't a glitch exploit, as it isn't the result of a failing game mechanic. The concept is covered in detail on the [[Oblivion:Spell_Making#Spell_Stacking|Spell Making]] page. --[[User:Timenn|Timenn]]&amp;lt;span style=&amp;quot;font-size: 8px; font-style: italic;&amp;quot;&amp;gt; &amp;amp;lt; &amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;[[User_talk:Timenn|talk]]&amp;lt;/span&amp;gt; &amp;amp;gt; &amp;lt;/span&amp;gt; 09:07, 8 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Staffmasters helper ==&lt;br /&gt;
&lt;br /&gt;
I have made a couple of spells to increase the effect of my staffs. I have used these spells with a Mages Staff of Shock (80pts), the strongest version. &lt;br /&gt;
Drain Health 100 points for 1 sec&lt;br /&gt;
Weakness to shock, 100% for 1 sec&lt;br /&gt;
Weakness to magicka, 100% for 1 sec.&lt;br /&gt;
Warm up your target with this spell, then follow up with a shot from your staff. This will bring down enemies with 420 health point in one shot(100+4*80). Add a soul trap effect to keep your staff charged, and other types of elemental weakness if you got the even stronger staff apothesis. It's more expensive in terms of charge but can deal up to 500 points of damage with it(100+4*99). Adding a chamelon 100% on self will keep you free of bounty but any guards etc will run away so fast you will probably miss them...is this spell good enough for the main page? [[User:Bongo|Bongo]] 13:52, 28 April 2009 (EDT)&lt;/div&gt;</summary>
		<author><name>Bongo</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Traps&amp;diff=226752</id>
		<title>Oblivion talk:Traps</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Traps&amp;diff=226752"/>
		<updated>2008-01-10T18:59:39Z</updated>

		<summary type="html">&lt;p&gt;Bongo: /* What's the purpose of this page? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Confirmation on data =&lt;br /&gt;
As plenty of data on traps can't be read literally from the Construction Set, here is an overview of the data I worked with.&lt;br /&gt;
== Physical Damage calculation ==&lt;br /&gt;
=== Conditions ===&lt;br /&gt;
* Using the console command &amp;quot;setlevel&amp;quot; to test different levels.&lt;br /&gt;
* Test trap are the Swinging Blades close to the entrance/exit of [[Oblivion:Lindai|Lindai01]].&lt;br /&gt;
* Using the console command &amp;quot;tdt&amp;quot; to measure the exact health values.&lt;br /&gt;
=== Conclusions ===&lt;br /&gt;
* Damage is calculated the moment you're hit, and is based on your character's level at '''that''' moment.&lt;br /&gt;
* Damage is calculated for each actor. The skeletons who were so nice to get hit received damage dependent on '''their''' level.&lt;br /&gt;
* Damage = fTrapDamage + fLevelledDamage * Level.&lt;br /&gt;
&amp;quot;fTrapDamage&amp;quot; and &amp;quot;fLevelledDamage&amp;quot; are both variables set in the trap object's scrip.&lt;br /&gt;
=== Test data ===&lt;br /&gt;
According to ARTrapSwingBladeFAST01SCRIPT:&amp;lt;br&amp;gt;&lt;br /&gt;
fTrapDamage = 20&amp;lt;br&amp;gt;&lt;br /&gt;
fLevelledDamage = 1.5&lt;br /&gt;
{|class=greylapse&lt;br /&gt;
|-&lt;br /&gt;
!Level !! Damage&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 21.50&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 23.00&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 24.50&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 26.00&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 27.50&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 35.00&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 42.50&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 50.00&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 57.50&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 95.00 &lt;br /&gt;
|-&lt;br /&gt;
| 75 || 133.50&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 170.00&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Editor ID's ==&lt;br /&gt;
For reference:&lt;br /&gt;
{|class=greylapse&lt;br /&gt;
!Trap/Trigger name !! Editor ID&lt;br /&gt;
|-&lt;br /&gt;
| Claw Lever || OBClawSwitchTall&lt;br /&gt;
|-&lt;br /&gt;
| Pressure Plate || CTrigPressurePlate01&lt;br /&gt;
|-&lt;br /&gt;
| Tripwire || CTrigTripwire01&lt;br /&gt;
|-&lt;br /&gt;
| Avalanche || OblivionAvalanche01&lt;br /&gt;
|-&lt;br /&gt;
| Ayleid Ruin Spike Pit || ARTrapSpikePit01&lt;br /&gt;
|-&lt;br /&gt;
| Cave In || CTrapCaveIn01&lt;br /&gt;
|-&lt;br /&gt;
| Ceiling Spikes || ARFloorSMASHER01 (the raising floor)&amp;lt;br&amp;gt;&lt;br /&gt;
ARTrapLongSpikes01 (the spikes in the ceiling)&lt;br /&gt;
|-&lt;br /&gt;
| Citadel Guillotine Blade || HallwayTrackBladeTrap01&lt;br /&gt;
|-&lt;br /&gt;
| Citadel Trident Blade || HallwayTrackBladeTrap02B&lt;br /&gt;
|-&lt;br /&gt;
| Citadel Spikes || CitadelHall3waySpikeTrap01 (for a single wall)&amp;lt;br&amp;gt;&lt;br /&gt;
CitadelHall90cornerSpikeTrap01 (for corners)&amp;lt;br&amp;gt;&lt;br /&gt;
CitadelHallSpikeTrap01 (for two opposing walls)&lt;br /&gt;
|-&lt;br /&gt;
| Claw Trap || ClawGateLeft01&amp;lt;br&amp;gt;&lt;br /&gt;
ClawGateRight01&lt;br /&gt;
|-&lt;br /&gt;
| Crumbling Bridge || ARTrapBridgeCrumble (Ayleid Ruins)&amp;lt;br&amp;gt;&lt;br /&gt;
RFPitBridgeTrap (Forts)&lt;br /&gt;
|-&lt;br /&gt;
| Darts || RFTrapDarts01&lt;br /&gt;
|-&lt;br /&gt;
| Falling Blades || ARTrapBridgeBlade01&lt;br /&gt;
|-&lt;br /&gt;
| Falling Logs || CTrapLogs01&lt;br /&gt;
|-&lt;br /&gt;
| Gas Trap || ARTrapGasCloud (gas cloud)&amp;lt;br&amp;gt;&lt;br /&gt;
ARTrapGasEmitter01&amp;lt;br&amp;gt;&lt;br /&gt;
ARTrapGasEmitterRANDOM01&lt;br /&gt;
|-&lt;br /&gt;
| Gas Room || ARTrapWallCorner01&lt;br /&gt;
|-&lt;br /&gt;
| Spike Pit || RFTrapSpikes01&lt;br /&gt;
|-&lt;br /&gt;
| Spiked Barrier || ARTrapChannelSpikes01&lt;br /&gt;
|-&lt;br /&gt;
| Swinging Blades || ARTrapSwingBladeFAST01&amp;lt;br&amp;gt;&lt;br /&gt;
ARTrapSwingBladeRANDOM01&amp;lt;br&amp;gt;&lt;br /&gt;
ARTrapSwingBladeSLOW01&lt;br /&gt;
|-&lt;br /&gt;
| Swinging Log || CTrapSwingLogLong01&lt;br /&gt;
|-&lt;br /&gt;
| Swinging Mace || CTrapSwingMaceLong01 (cylinder shaped mace)&lt;br /&gt;
CTrapSwingMaceShort01 (sphere shaped mace)&lt;br /&gt;
|-&lt;br /&gt;
| Dark Welkynd Stone || ARTrapEvilStone01 (casts Frost Damage)&lt;br /&gt;
ARTrapEvilStone02 (casts Shock Damage)&lt;br /&gt;
|-&lt;br /&gt;
| Fire Turret || OBTurretBig01&lt;br /&gt;
|-&lt;br /&gt;
| Land Mine || OBMineTrap01&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
--[[User:Timenn|Timenn]] 14:42, 9 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
= Talk =&lt;br /&gt;
== Page Rewrite ==&lt;br /&gt;
I've rewritten the entire Traps page. The traps used to be listed in one table, with only brief and sometimes confusing summaries. The rewrite should list all traps (some were missing) and information on:&lt;br /&gt;
* Where to find them.&lt;br /&gt;
* How they appear (if they are not yet triggered).&lt;br /&gt;
* What happens if the trap is triggered.&lt;br /&gt;
* What effect the trap has on its victim (usually the amount of damage).&lt;br /&gt;
A picture for each trap has been added, as well details on how to avoid the trap and some other information that doesn't fall into an above mentioned category. &amp;lt;br /&amp;gt;&lt;br /&gt;
--[[User:Timenn|Timenn]] 11:35, 10 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Confirmation of Argonian Immunity ==&lt;br /&gt;
Can someone confirm the immunity of [[Oblivion:Argonian|Argonians]] to the [[Oblivion:Traps#Gas Trap|Gas Trap]] and the [[Oblivion:Traps#Gas Room|Gas Room]]? I was surprised by this statement as the scripts of these traps appear to be generally the same as the scripts of other physical traps. The one main difference is that these Gas traps deal damage over a longer amount of time, but nowhere I have seen an indication that an immunity ability could help resist the damage dealt by such physical traps. &amp;lt;br /&amp;gt;&lt;br /&gt;
I could test this later with adding the immunity abilities of Argonians to my character and see if they help. --[[User:Timenn|Timenn]] 08:30, 17 June 2007 (EDT)&lt;br /&gt;
:Your wish is my command ;) I turned my tutorial-save character (i.e., no fancy equipment or other protection) into an Argonian, went to Vindasel, and stood on the gas vent there for a while.  And absolutely nothing happened.  The gas was definitely working, because one of the rats who came after me died from it.  On the other hand, the spike pit in the first room at Vindasel still did as much damage as ever when I ran into it.  So it looks like somewhere the effect used by the gas traps is flagged as a poison, implying that any [[Oblivion:Resist Poison|Resist Poison]] effect will reduce the damage from the traps.  Perhaps the bTrapContinuous flag is somehow used to decide whether to treat the damage as physical or poison? --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 16:06, 20 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::It even gets more interesting... First of all, it seems like Gas Trap damage the {{Oblivion Effect Entry|Resist Poison}} resists is a general resistance. It means that all characters with a Resist Poison effect active will only receive partial damage from the Gas. (100% means no damage ofcourse) I tested this first with a non [[Oblivion:Argonian|Argonian]] character by first adding the Argonian racial ability, and later a spell that only give 50% resistance.&lt;br /&gt;
::Second, the bTrapContinious variable is not responsible for determining whether a trap is physical or poison. In fact, I switched the scripts of the ARGasGrateTrap01 and the ARTrapSpikePit01 as both traps have similar scripts and a similar triggering zone. I didn't make a difference (except for different damage values). &lt;br /&gt;
::Then I went on and switched the mesh .nif files of the two trap Statics. This did make a difference, the trap called ARGasGrateTrap01 was acting exactly like a Ayleid Ruin Spike Pit, and the ARTrapSpikePit01 was acting exactly like the Gas Trap. &lt;br /&gt;
::From this it may be concluded that the Poison flag is set in the mesh itself. However, I'm not familiar with modelling, so I couldn't check if this is true. Maybe someone with experience in this, and who has the time, is able to shed some light into this.&lt;br /&gt;
&lt;br /&gt;
::For now I think we could change the statement about Argonians to a statement on how Resist Poison resists Gas damage, and provide as example Argonians.&lt;br /&gt;
&lt;br /&gt;
==Another Page Rewrite==&lt;br /&gt;
Nothing too major, I just went in and cleared up a lot of statements and passages under a lot of the traps (grammar, sentence structure, consistency, etc.). I also changed the names of two of the traps, both of which contained &amp;quot;Spike Pit&amp;quot; (one was referring to the platform that drops onto spikes in Ayleid ruins and the other was referring to the spikes below holes in the ground in places like forts). The former, called &amp;quot;Ayleid Ruin Spike Pit&amp;quot; in the table, I changed to simply &amp;quot;Spike Pit&amp;quot;, whereas I changed the latter to &amp;quot;Hole&amp;quot; and provided some more information. I put them both in the correct alphabetical order on both the article and the table. However, if anyone could provide damage tables for lava under &amp;quot;Hole&amp;quot;, that would be great.&lt;br /&gt;
Also, could anyone confirm that the Dark Welkynd stones change into the color of the elemental spell they will cast? I don't ever recall seeing any of them turn anything but red.&lt;br /&gt;
[[User:SubtleCynicism|SubtleCynicism]] 05:19, 27 July 2007 (EDT)&lt;br /&gt;
:I undid the name changes, because those names have been used on all of the dungeon pages when describing the traps found in dungeons, including in the cross links to the Traps page.  So changing the names here has some widespread consequences. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 12:42, 27 July 2007 (EDT)&lt;br /&gt;
::I just ran around and got myself zapped by a few different varieties of Welkynd Stones.  Three did frost damage (ARTrapEvilStoneAUTOFIRE01, ARTrapEvilStoneAUTOFIREFAR01, ARTrapEvilStone01) and one did shock damage (ARTrapEvilStoneAUTOFIRE02).  Every single one of them definitely glowed red before firing, so I've changed the text accordingly. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 02:12, 2 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bone Claw trap ==&lt;br /&gt;
&lt;br /&gt;
Should the Bone Claws in the final area of [[Oblivion:Echo Cave|Echo Cave]] be mentioned on this page?- they are clearly metioned as a trap on the Echo cave walkthrough.--[[User:Willyhead|Willyhead]] 14:50, 20 August 2007 (EDT)&lt;br /&gt;
:I'll say &amp;quot;No&amp;quot; for two reasons. First, they're unique; that's the only place you get exactly that style of 'trap' (or so I believe). Second, they don't do any damage - their purpose is to stop you from running. The data on the Echo Cave page is generated automatically and I imagine it classified the spikes as a trap because they use a similar detect-and-spring trigger as other traps. I'd leave it as it is to be honest. --[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;[[User_Talk:Rpeh|Talk]]&amp;lt;/sup&amp;gt; 06:14, 21 August 2007 (EDT)&lt;br /&gt;
::But then claw traps are included on the page- wich do no damage, and it doesn't say on the page that any traps added must not be unique- since it has a spring trigger and traps the player, that's a good enough reason for me to call it a trap.--[[User:Willyhead|Willyhead]] 14:31, 2 September 2007 (EDT)&lt;br /&gt;
:::I agree with Rpeh, but only for his first reason. A trap doesn't necessarily have to hurt its victim. Think of the [[Oblivion:Traps#Crumbling Bridge|Crumbling Bridge trap]], where the fall damage might be minimal (or none) but the &amp;quot;punishment&amp;quot; is the detour you have to take to get back on your original track. The Claw trap in [[Oblivion:Confront The King|Confront The King]] is not only unique but also only triggers once, and that one is on a scripted ocassion. That trap is also unavoidable (well it should be, anyway), while the characteristic of all Oblivion traps is that they are possible to avoid. --[[User:Timenn|Timenn]] 15:17, 7 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Claw Trap's damage ==&lt;br /&gt;
&lt;br /&gt;
[http://www.uesp.net/w/index.php?title=Oblivion:Traps&amp;amp;oldid=188658 This edit] claims that Claw Traps do deal damage. I would like to see some evidence backing up this claim as the script for this trap doesn't set the usual fTrapDamage. I've also tested trying to get damaged myself without any luck. --[[User:Timenn|Timenn]] 16:31, 15 October 2007 (EDT)&lt;br /&gt;
:Unfortunately I have no evidence I can show you. The way I found this out is from adventuring in Oblivion. I was battling a daedroth, and suddenly a claw trap pronged from underground and killed the weakened daedroth. To further test if this was true I walked into the spikes of the claw trap and suffered some damage. I did the same thing three times and the same thing happened every time. So I came to the conclusion that they do damage. We better hear others opinions on this.--[[User:Willyhead|Willyhead]] 16:38, 15 October 2007 (EDT)&lt;br /&gt;
::Checking over the construction set, I'm wondering whether there are two different varieties of the claw trap and whether that helps to explain this discrepancy.&lt;br /&gt;
::* The most common type of claw trap has editor names ClawGateLeft01 and ClawGateRight01, and appears in 35 different locations.  As Timmenn says the script used by this type of trap (OblivionBoneGateTrapSCRIPT01) doesn't have any of the fTrap settings.  Also these traps do not have the &amp;quot;Dangerous&amp;quot; flag set in the CS.&lt;br /&gt;
::* There are two other claw traps under the editor ID OblivionGateClawGateOpen.  The script (KvatchClawGateOpen) still doesn't have any fTrap settings, but the trap '''does''' have the &amp;quot;Dangerous&amp;quot; flag set.  These two traps are only found in [[Oblivion:Random Oblivion World 5|Random Oblivion World 5]].  Just to add even more confusion, there are another two claw traps in ROW5 that are of the more common variety.&lt;br /&gt;
::I'm wondering whether Willyhead happened to encounter one of the two dangerous traps in ROW5, whereas Timenn's tests were all on the more common non-dangerous traps that exist everywhere else.  Not that AFAIK we know what the &amp;quot;Dangerous&amp;quot; flag actually means.  In fact, checking another dozen traps that definitely do cause damage, none of them are flagged as dangerous ;)  But given the discrepancies here it seems like it's worth looking into. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 04:01, 20 October 2007 (EDT)&lt;br /&gt;
:::Good idea, I will look into this after the weekend. If it's true it will mean that a note could be added to the Claw Trap explaining the exception in ROW 5. Using ''tdt'' to check the amount of damage it deals could be a way to track the script that explains the damage dealt by this trap. --[[User:Timenn|Timenn]] 09:53, 20 October 2007 (EDT)&lt;br /&gt;
::::I have been hit with this trap a few times, all that happens to me is that I get pushed out of the way. I think its just there to block the way, not kill. [[User:212.50.191.54|212.50.191.54]] 06:19, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've tested the trap Nephele mentioned, but it seems they don't do any damage. I doubt they are the traps Willyhead could mean, as they are scripted to only act once (I've tested this also ingame). I'm not sure what else could cause the difference, other than mods. Maybe Willyhead can tell where the trap can be found, or test the trap at a different location. --[[User:Timenn|Timenn]] 09:35, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Pressure Plate ==&lt;br /&gt;
&lt;br /&gt;
Ive noticed that the pressure plate switch is set off if enough weight is applied to it, does this mean by using various feather spells I could step on one and nothing would happen? --[[User:212.50.191.54|212.50.191.54]] 06:17, 31 October 2007 (EDT)&lt;br /&gt;
:No. Feather spells don't have any effect on your mass in the game, just on the amount you can carry. Otherwise, for instance, you'd go flying every time somebody hit you during combat if you had a big feather spell in effect! --[[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; 06:36, 31 October 2007 (EDT)&lt;br /&gt;
Ah yes, that does make sense, I  forgot that the character has weight&lt;br /&gt;
&lt;br /&gt;
== What's the purpose of this page? ==&lt;br /&gt;
What exactly is the purpose of this page? I had one of my edits removed with the reason that it wasn't the purpose of this page. I thought this page was about traps, where to find them, '''what they do''', '''how to deal with them''' so I added two minor detail on cave ins. 1) Fallen rocks may cover stuff on the ground. 2) You can blast the rock out of your way if you want to look under them. Somehow these minor edit was not judged worthy, with a poor explanation too. So, exactly why is these two minor details not appropriate for this page? Oh, I once found a chest with some minor loot under a cave in(amelions tomb?). That's why I wanted to mention it here. Preceeding coment added by [[User:Bongo|Bongo]] 16:54, 29 November 2007 (EST)&lt;br /&gt;
:Okay, this time I'll leave it. But the page is about damage and how to avoid the traps; not really about things getting covered. --[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 17:29, 29 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::The problem with part of that information is that it doesn't cover everything. A rock that has fallen down can be moved by more than just area effect spells. An area effect spell is just an easy way of moving things. It's also trivial that loose objects can be moved in Oblivion, so mentioning that on a Traps page is just not necessary. I think a note of the amount of rocks that fall down, and the effect that can have, is more than enough. --[[User:Timenn|Timenn]]&amp;lt;span style=&amp;quot;font-size: 8px; font-style: italic;&amp;quot;&amp;gt; &amp;amp;lt; &amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;[[User_talk:Timenn|talk]]&amp;lt;/span&amp;gt; &amp;amp;gt; &amp;lt;/span&amp;gt; 17:40, 29 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Cave ins, logs and landslides all have the capacity to cover interesting stuff. Unlike the other two, objects covered by cave ins will usually be unaccessible until you figure out how to remove the rocks. The hold key is useless on such rocks, a fireball works(and bring the rocks back to life!). I agree that damage dealt by traps and how to avoid it should get priority on this page but I still think we have room for secondary effects as well. Not sure if the mentioned chest in amelions tomb is a bait or just placed there to frustrate players though. Preceeding comment added by [[User:Bongo|Bongo]] 16:42, 2 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::''&amp;quot;The objects released by this trap will remain and may hinder the player's passage or cover items of interest.&amp;quot;''&lt;br /&gt;
::::I propose this as a compromise. &amp;quot;objects&amp;quot; may be replaced by the trap's released objects (e.g. logs). The reason why I'm hesistant to add more information is because this trait is only encountered on a few ocassions. It should not suggest that a player has to deal with it with every trap of this kind, but merely that he/she should be aware of it. --[[User:Timenn|Timenn]]&amp;lt;span style=&amp;quot;font-size: 8px; font-style: italic;&amp;quot;&amp;gt; &amp;amp;lt; &amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;[[User_talk:Timenn|talk]]&amp;lt;/span&amp;gt; &amp;amp;gt; &amp;lt;/span&amp;gt; 10:17, 3 December 2007 (EST)&lt;br /&gt;
:::::Looks good to me, Timenn. It gets the information into the article without placing too much emphasis on it. --[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 10:30, 3 December 2007 (EST)&lt;br /&gt;
:::::I got no problem with a rewording. I hope you leave the info on how to move rocks afterwards though *and* the fact that a fireball will make the rocks dangerous again...(note to self:throw rocks against an enemy on first occasion, might be fun ;) )[[User:Bongo|Bongo]] 10:00, 4 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
The previously proposed comment has been added to the [[Oblivion:Traps#Avalanche|Avalanche]], [[Oblivion:Traps#Cave In|Cave In]] and [[Oblivion:Traps#Falling Logs|Falling Logs]] traps. I've only added an extra note about rocks being shot away by area of effect spells to the Cave In trap (Avalanche is outside thus unlikely that rocks hit you, logs are too heavy). I've added a verification tag to it because it needs to be verified, but I can imagine this being true (if rocks are moving faster than the set fTrapMinVelocity). --[[User:Timenn|Timenn]]&amp;lt;span style=&amp;quot;font-size: 8px; font-style: italic;&amp;quot;&amp;gt; &amp;amp;lt; &amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;[[User_talk:Timenn|talk]]&amp;lt;/span&amp;gt; &amp;amp;gt; &amp;lt;/span&amp;gt; 09:40, 13 December 2007 (EST)&lt;br /&gt;
:What part needs verifying? I have sent rocks from cave-ins flying with fireballs on several occasions and they do indeed hurt. Haven't tested against enemies though. Haven't looked for variables either(the construction kit is still unchartered territory for me) but from observation the rock are capable of damage even when moving slowly. [[User:Bongo|Bongo]] 07:18, 3 January 2008 (EST)&lt;br /&gt;
::Well I can't get this to happen at all. Having just spent several fun minutes with various different rock falls, the Enemies Explode spell and potions of restore magicka, the one time I managed to hurt myself was when I managed to hit myself with my own spell. I'm not saying it doesn't happen but I can't work out how you did it. —[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 07:48, 3 January 2008 (EST)&lt;br /&gt;
:::I'll give it another look then. I tested in amelions tomb with the weak fireball spell you get from one of the mages guild reccomendation quests. That spell has a limited range which sort of rules out me toasting myself(didn't know you could hit yourself at all). Have to find me a couple more caveins...could amelions tomb be something special?&lt;br /&gt;
:::Went to crumbling mine right outside chorrol to check the cavein there and flying rocks was *almost* as dangerous as they were in amelions tomb. I say *almost* because quite a few of the rock did not hurt when blasted around. The game crashed before I could measure the cave properly but a rough estimate is that about a third of the rocks did not cause damage when reactivated. Seems like those rocks are physics-enabled but not &amp;quot;damage-enabled&amp;quot;. Could be a performance thing, if &amp;quot;damage-enable&amp;quot; is performance-heavy it makes sense to disable it where the player is unlikely ever to walk into the falling rocks.[[User:Bongo|Bongo]] 05:12, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I don't see how it is possible to hit yourself with a spell. I've tried this, even without any equipment, and I could not manage to do it. &lt;br /&gt;
::::I've also tried the Cave Ins at [[Oblivion:Amelion Tomb|Amelion Tomb]] and [[Oblivion:Crumbling Mine|Crumbling Mine]], and I can confirm it is possible to hurt yourself by setting the rocks into motion by an area of effect spell. The bigger the area, the more rocks are affected and the greater the chance of being hit. I noticed no difference between the Cave In at Amelion Tomb and the Cave In at Crumbling Mine. That should be correct, according to the Construction Set they are the same trap. &lt;br /&gt;
&lt;br /&gt;
::::I'm not sure what you mean with ''damage-enabled'' and ''physics-enabled''. There are a few noteworthy values set in a Trap's script. Two are fTrapDamage and fLevelledDamage, they determin the damage the trap does, fTrapMinVelocity determins at what speed the object in question (in this case the rock) must travel to be ''dangerous''. (There are two more values, fTrapPushBack and bTrapContinuous (for e.g. the Gas Trap), the latter is disabled).&lt;br /&gt;
::::I'd say we remove the verification tag, as it is now confirmed by two people. I hope Rpeh can get this to work as well (try climbing on the rocks in Amelion Tomb and firing Enemies Explode at the floor) or is ok with changing this. --[[User:Timenn|Timenn]]&amp;lt;span style=&amp;quot;font-size: 8px; font-style: italic;&amp;quot;&amp;gt; &amp;amp;lt; &amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;[[User_talk:Timenn|talk]]&amp;lt;/span&amp;gt; &amp;amp;gt; &amp;lt;/span&amp;gt; 08:59, 10 January 2008 (EST)&lt;br /&gt;
::::: Okay, fair enough. I'll try again and see if I can make it work. I got the spell to hit myself by having a speed of something over 200 at the time. :) I couldn't do it again though so it might have been a fluke. –[[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; 09:13, 10 January 2008 (EST)&lt;br /&gt;
::::: 'Physics-enabled' and 'damage enable' is just me using pseudo-code trying to express that an object can be 1)tossed around and manipulated(as opposed to just being part of the scenery) or 2)able to inflict damage in one way or the other. Slightly off-topic but isn't it weird that sending a large pile of swords flying round your ears doesn't reduce you to mincemeat? LOL [[User:Bongo|Bongo]] 13:59, 10 January 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Bongo</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Traps&amp;diff=226625</id>
		<title>Oblivion talk:Traps</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Traps&amp;diff=226625"/>
		<updated>2008-01-10T10:12:22Z</updated>

		<summary type="html">&lt;p&gt;Bongo: /* What's the purpose of this page? */ more on caveins&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Confirmation on data =&lt;br /&gt;
As plenty of data on traps can't be read literally from the Construction Set, here is an overview of the data I worked with.&lt;br /&gt;
== Physical Damage calculation ==&lt;br /&gt;
=== Conditions ===&lt;br /&gt;
* Using the console command &amp;quot;setlevel&amp;quot; to test different levels.&lt;br /&gt;
* Test trap are the Swinging Blades close to the entrance/exit of [[Oblivion:Lindai|Lindai01]].&lt;br /&gt;
* Using the console command &amp;quot;tdt&amp;quot; to measure the exact health values.&lt;br /&gt;
=== Conclusions ===&lt;br /&gt;
* Damage is calculated the moment you're hit, and is based on your character's level at '''that''' moment.&lt;br /&gt;
* Damage is calculated for each actor. The skeletons who were so nice to get hit received damage dependent on '''their''' level.&lt;br /&gt;
* Damage = fTrapDamage + fLevelledDamage * Level.&lt;br /&gt;
&amp;quot;fTrapDamage&amp;quot; and &amp;quot;fLevelledDamage&amp;quot; are both variables set in the trap object's scrip.&lt;br /&gt;
=== Test data ===&lt;br /&gt;
According to ARTrapSwingBladeFAST01SCRIPT:&amp;lt;br&amp;gt;&lt;br /&gt;
fTrapDamage = 20&amp;lt;br&amp;gt;&lt;br /&gt;
fLevelledDamage = 1.5&lt;br /&gt;
{|class=greylapse&lt;br /&gt;
|-&lt;br /&gt;
!Level !! Damage&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 21.50&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 23.00&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 24.50&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 26.00&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 27.50&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 35.00&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 42.50&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 50.00&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 57.50&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 95.00 &lt;br /&gt;
|-&lt;br /&gt;
| 75 || 133.50&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 170.00&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Editor ID's ==&lt;br /&gt;
For reference:&lt;br /&gt;
{|class=greylapse&lt;br /&gt;
!Trap/Trigger name !! Editor ID&lt;br /&gt;
|-&lt;br /&gt;
| Claw Lever || OBClawSwitchTall&lt;br /&gt;
|-&lt;br /&gt;
| Pressure Plate || CTrigPressurePlate01&lt;br /&gt;
|-&lt;br /&gt;
| Tripwire || CTrigTripwire01&lt;br /&gt;
|-&lt;br /&gt;
| Avalanche || OblivionAvalanche01&lt;br /&gt;
|-&lt;br /&gt;
| Ayleid Ruin Spike Pit || ARTrapSpikePit01&lt;br /&gt;
|-&lt;br /&gt;
| Cave In || CTrapCaveIn01&lt;br /&gt;
|-&lt;br /&gt;
| Ceiling Spikes || ARFloorSMASHER01 (the raising floor)&amp;lt;br&amp;gt;&lt;br /&gt;
ARTrapLongSpikes01 (the spikes in the ceiling)&lt;br /&gt;
|-&lt;br /&gt;
| Citadel Guillotine Blade || HallwayTrackBladeTrap01&lt;br /&gt;
|-&lt;br /&gt;
| Citadel Trident Blade || HallwayTrackBladeTrap02B&lt;br /&gt;
|-&lt;br /&gt;
| Citadel Spikes || CitadelHall3waySpikeTrap01 (for a single wall)&amp;lt;br&amp;gt;&lt;br /&gt;
CitadelHall90cornerSpikeTrap01 (for corners)&amp;lt;br&amp;gt;&lt;br /&gt;
CitadelHallSpikeTrap01 (for two opposing walls)&lt;br /&gt;
|-&lt;br /&gt;
| Claw Trap || ClawGateLeft01&amp;lt;br&amp;gt;&lt;br /&gt;
ClawGateRight01&lt;br /&gt;
|-&lt;br /&gt;
| Crumbling Bridge || ARTrapBridgeCrumble (Ayleid Ruins)&amp;lt;br&amp;gt;&lt;br /&gt;
RFPitBridgeTrap (Forts)&lt;br /&gt;
|-&lt;br /&gt;
| Darts || RFTrapDarts01&lt;br /&gt;
|-&lt;br /&gt;
| Falling Blades || ARTrapBridgeBlade01&lt;br /&gt;
|-&lt;br /&gt;
| Falling Logs || CTrapLogs01&lt;br /&gt;
|-&lt;br /&gt;
| Gas Trap || ARTrapGasCloud (gas cloud)&amp;lt;br&amp;gt;&lt;br /&gt;
ARTrapGasEmitter01&amp;lt;br&amp;gt;&lt;br /&gt;
ARTrapGasEmitterRANDOM01&lt;br /&gt;
|-&lt;br /&gt;
| Gas Room || ARTrapWallCorner01&lt;br /&gt;
|-&lt;br /&gt;
| Spike Pit || RFTrapSpikes01&lt;br /&gt;
|-&lt;br /&gt;
| Spiked Barrier || ARTrapChannelSpikes01&lt;br /&gt;
|-&lt;br /&gt;
| Swinging Blades || ARTrapSwingBladeFAST01&amp;lt;br&amp;gt;&lt;br /&gt;
ARTrapSwingBladeRANDOM01&amp;lt;br&amp;gt;&lt;br /&gt;
ARTrapSwingBladeSLOW01&lt;br /&gt;
|-&lt;br /&gt;
| Swinging Log || CTrapSwingLogLong01&lt;br /&gt;
|-&lt;br /&gt;
| Swinging Mace || CTrapSwingMaceLong01 (cylinder shaped mace)&lt;br /&gt;
CTrapSwingMaceShort01 (sphere shaped mace)&lt;br /&gt;
|-&lt;br /&gt;
| Dark Welkynd Stone || ARTrapEvilStone01 (casts Frost Damage)&lt;br /&gt;
ARTrapEvilStone02 (casts Shock Damage)&lt;br /&gt;
|-&lt;br /&gt;
| Fire Turret || OBTurretBig01&lt;br /&gt;
|-&lt;br /&gt;
| Land Mine || OBMineTrap01&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
--[[User:Timenn|Timenn]] 14:42, 9 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
= Talk =&lt;br /&gt;
== Page Rewrite ==&lt;br /&gt;
I've rewritten the entire Traps page. The traps used to be listed in one table, with only brief and sometimes confusing summaries. The rewrite should list all traps (some were missing) and information on:&lt;br /&gt;
* Where to find them.&lt;br /&gt;
* How they appear (if they are not yet triggered).&lt;br /&gt;
* What happens if the trap is triggered.&lt;br /&gt;
* What effect the trap has on its victim (usually the amount of damage).&lt;br /&gt;
A picture for each trap has been added, as well details on how to avoid the trap and some other information that doesn't fall into an above mentioned category. &amp;lt;br /&amp;gt;&lt;br /&gt;
--[[User:Timenn|Timenn]] 11:35, 10 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Confirmation of Argonian Immunity ==&lt;br /&gt;
Can someone confirm the immunity of [[Oblivion:Argonian|Argonians]] to the [[Oblivion:Traps#Gas Trap|Gas Trap]] and the [[Oblivion:Traps#Gas Room|Gas Room]]? I was surprised by this statement as the scripts of these traps appear to be generally the same as the scripts of other physical traps. The one main difference is that these Gas traps deal damage over a longer amount of time, but nowhere I have seen an indication that an immunity ability could help resist the damage dealt by such physical traps. &amp;lt;br /&amp;gt;&lt;br /&gt;
I could test this later with adding the immunity abilities of Argonians to my character and see if they help. --[[User:Timenn|Timenn]] 08:30, 17 June 2007 (EDT)&lt;br /&gt;
:Your wish is my command ;) I turned my tutorial-save character (i.e., no fancy equipment or other protection) into an Argonian, went to Vindasel, and stood on the gas vent there for a while.  And absolutely nothing happened.  The gas was definitely working, because one of the rats who came after me died from it.  On the other hand, the spike pit in the first room at Vindasel still did as much damage as ever when I ran into it.  So it looks like somewhere the effect used by the gas traps is flagged as a poison, implying that any [[Oblivion:Resist Poison|Resist Poison]] effect will reduce the damage from the traps.  Perhaps the bTrapContinuous flag is somehow used to decide whether to treat the damage as physical or poison? --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 16:06, 20 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::It even gets more interesting... First of all, it seems like Gas Trap damage the {{Oblivion Effect Entry|Resist Poison}} resists is a general resistance. It means that all characters with a Resist Poison effect active will only receive partial damage from the Gas. (100% means no damage ofcourse) I tested this first with a non [[Oblivion:Argonian|Argonian]] character by first adding the Argonian racial ability, and later a spell that only give 50% resistance.&lt;br /&gt;
::Second, the bTrapContinious variable is not responsible for determining whether a trap is physical or poison. In fact, I switched the scripts of the ARGasGrateTrap01 and the ARTrapSpikePit01 as both traps have similar scripts and a similar triggering zone. I didn't make a difference (except for different damage values). &lt;br /&gt;
::Then I went on and switched the mesh .nif files of the two trap Statics. This did make a difference, the trap called ARGasGrateTrap01 was acting exactly like a Ayleid Ruin Spike Pit, and the ARTrapSpikePit01 was acting exactly like the Gas Trap. &lt;br /&gt;
::From this it may be concluded that the Poison flag is set in the mesh itself. However, I'm not familiar with modelling, so I couldn't check if this is true. Maybe someone with experience in this, and who has the time, is able to shed some light into this.&lt;br /&gt;
&lt;br /&gt;
::For now I think we could change the statement about Argonians to a statement on how Resist Poison resists Gas damage, and provide as example Argonians.&lt;br /&gt;
&lt;br /&gt;
==Another Page Rewrite==&lt;br /&gt;
Nothing too major, I just went in and cleared up a lot of statements and passages under a lot of the traps (grammar, sentence structure, consistency, etc.). I also changed the names of two of the traps, both of which contained &amp;quot;Spike Pit&amp;quot; (one was referring to the platform that drops onto spikes in Ayleid ruins and the other was referring to the spikes below holes in the ground in places like forts). The former, called &amp;quot;Ayleid Ruin Spike Pit&amp;quot; in the table, I changed to simply &amp;quot;Spike Pit&amp;quot;, whereas I changed the latter to &amp;quot;Hole&amp;quot; and provided some more information. I put them both in the correct alphabetical order on both the article and the table. However, if anyone could provide damage tables for lava under &amp;quot;Hole&amp;quot;, that would be great.&lt;br /&gt;
Also, could anyone confirm that the Dark Welkynd stones change into the color of the elemental spell they will cast? I don't ever recall seeing any of them turn anything but red.&lt;br /&gt;
[[User:SubtleCynicism|SubtleCynicism]] 05:19, 27 July 2007 (EDT)&lt;br /&gt;
:I undid the name changes, because those names have been used on all of the dungeon pages when describing the traps found in dungeons, including in the cross links to the Traps page.  So changing the names here has some widespread consequences. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 12:42, 27 July 2007 (EDT)&lt;br /&gt;
::I just ran around and got myself zapped by a few different varieties of Welkynd Stones.  Three did frost damage (ARTrapEvilStoneAUTOFIRE01, ARTrapEvilStoneAUTOFIREFAR01, ARTrapEvilStone01) and one did shock damage (ARTrapEvilStoneAUTOFIRE02).  Every single one of them definitely glowed red before firing, so I've changed the text accordingly. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 02:12, 2 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bone Claw trap ==&lt;br /&gt;
&lt;br /&gt;
Should the Bone Claws in the final area of [[Oblivion:Echo Cave|Echo Cave]] be mentioned on this page?- they are clearly metioned as a trap on the Echo cave walkthrough.--[[User:Willyhead|Willyhead]] 14:50, 20 August 2007 (EDT)&lt;br /&gt;
:I'll say &amp;quot;No&amp;quot; for two reasons. First, they're unique; that's the only place you get exactly that style of 'trap' (or so I believe). Second, they don't do any damage - their purpose is to stop you from running. The data on the Echo Cave page is generated automatically and I imagine it classified the spikes as a trap because they use a similar detect-and-spring trigger as other traps. I'd leave it as it is to be honest. --[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;[[User_Talk:Rpeh|Talk]]&amp;lt;/sup&amp;gt; 06:14, 21 August 2007 (EDT)&lt;br /&gt;
::But then claw traps are included on the page- wich do no damage, and it doesn't say on the page that any traps added must not be unique- since it has a spring trigger and traps the player, that's a good enough reason for me to call it a trap.--[[User:Willyhead|Willyhead]] 14:31, 2 September 2007 (EDT)&lt;br /&gt;
:::I agree with Rpeh, but only for his first reason. A trap doesn't necessarily have to hurt its victim. Think of the [[Oblivion:Traps#Crumbling Bridge|Crumbling Bridge trap]], where the fall damage might be minimal (or none) but the &amp;quot;punishment&amp;quot; is the detour you have to take to get back on your original track. The Claw trap in [[Oblivion:Confront The King|Confront The King]] is not only unique but also only triggers once, and that one is on a scripted ocassion. That trap is also unavoidable (well it should be, anyway), while the characteristic of all Oblivion traps is that they are possible to avoid. --[[User:Timenn|Timenn]] 15:17, 7 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Claw Trap's damage ==&lt;br /&gt;
&lt;br /&gt;
[http://www.uesp.net/w/index.php?title=Oblivion:Traps&amp;amp;oldid=188658 This edit] claims that Claw Traps do deal damage. I would like to see some evidence backing up this claim as the script for this trap doesn't set the usual fTrapDamage. I've also tested trying to get damaged myself without any luck. --[[User:Timenn|Timenn]] 16:31, 15 October 2007 (EDT)&lt;br /&gt;
:Unfortunately I have no evidence I can show you. The way I found this out is from adventuring in Oblivion. I was battling a daedroth, and suddenly a claw trap pronged from underground and killed the weakened daedroth. To further test if this was true I walked into the spikes of the claw trap and suffered some damage. I did the same thing three times and the same thing happened every time. So I came to the conclusion that they do damage. We better hear others opinions on this.--[[User:Willyhead|Willyhead]] 16:38, 15 October 2007 (EDT)&lt;br /&gt;
::Checking over the construction set, I'm wondering whether there are two different varieties of the claw trap and whether that helps to explain this discrepancy.&lt;br /&gt;
::* The most common type of claw trap has editor names ClawGateLeft01 and ClawGateRight01, and appears in 35 different locations.  As Timmenn says the script used by this type of trap (OblivionBoneGateTrapSCRIPT01) doesn't have any of the fTrap settings.  Also these traps do not have the &amp;quot;Dangerous&amp;quot; flag set in the CS.&lt;br /&gt;
::* There are two other claw traps under the editor ID OblivionGateClawGateOpen.  The script (KvatchClawGateOpen) still doesn't have any fTrap settings, but the trap '''does''' have the &amp;quot;Dangerous&amp;quot; flag set.  These two traps are only found in [[Oblivion:Random Oblivion World 5|Random Oblivion World 5]].  Just to add even more confusion, there are another two claw traps in ROW5 that are of the more common variety.&lt;br /&gt;
::I'm wondering whether Willyhead happened to encounter one of the two dangerous traps in ROW5, whereas Timenn's tests were all on the more common non-dangerous traps that exist everywhere else.  Not that AFAIK we know what the &amp;quot;Dangerous&amp;quot; flag actually means.  In fact, checking another dozen traps that definitely do cause damage, none of them are flagged as dangerous ;)  But given the discrepancies here it seems like it's worth looking into. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 04:01, 20 October 2007 (EDT)&lt;br /&gt;
:::Good idea, I will look into this after the weekend. If it's true it will mean that a note could be added to the Claw Trap explaining the exception in ROW 5. Using ''tdt'' to check the amount of damage it deals could be a way to track the script that explains the damage dealt by this trap. --[[User:Timenn|Timenn]] 09:53, 20 October 2007 (EDT)&lt;br /&gt;
::::I have been hit with this trap a few times, all that happens to me is that I get pushed out of the way. I think its just there to block the way, not kill. [[User:212.50.191.54|212.50.191.54]] 06:19, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've tested the trap Nephele mentioned, but it seems they don't do any damage. I doubt they are the traps Willyhead could mean, as they are scripted to only act once (I've tested this also ingame). I'm not sure what else could cause the difference, other than mods. Maybe Willyhead can tell where the trap can be found, or test the trap at a different location. --[[User:Timenn|Timenn]] 09:35, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Pressure Plate ==&lt;br /&gt;
&lt;br /&gt;
Ive noticed that the pressure plate switch is set off if enough weight is applied to it, does this mean by using various feather spells I could step on one and nothing would happen? --[[User:212.50.191.54|212.50.191.54]] 06:17, 31 October 2007 (EDT)&lt;br /&gt;
:No. Feather spells don't have any effect on your mass in the game, just on the amount you can carry. Otherwise, for instance, you'd go flying every time somebody hit you during combat if you had a big feather spell in effect! --[[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; 06:36, 31 October 2007 (EDT)&lt;br /&gt;
Ah yes, that does make sense, I  forgot that the character has weight&lt;br /&gt;
&lt;br /&gt;
== What's the purpose of this page? ==&lt;br /&gt;
What exactly is the purpose of this page? I had one of my edits removed with the reason that it wasn't the purpose of this page. I thought this page was about traps, where to find them, '''what they do''', '''how to deal with them''' so I added two minor detail on cave ins. 1) Fallen rocks may cover stuff on the ground. 2) You can blast the rock out of your way if you want to look under them. Somehow these minor edit was not judged worthy, with a poor explanation too. So, exactly why is these two minor details not appropriate for this page? Oh, I once found a chest with some minor loot under a cave in(amelions tomb?). That's why I wanted to mention it here. Preceeding coment added by [[User:Bongo|Bongo]] 16:54, 29 November 2007 (EST)&lt;br /&gt;
:Okay, this time I'll leave it. But the page is about damage and how to avoid the traps; not really about things getting covered. --[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 17:29, 29 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::The problem with part of that information is that it doesn't cover everything. A rock that has fallen down can be moved by more than just area effect spells. An area effect spell is just an easy way of moving things. It's also trivial that loose objects can be moved in Oblivion, so mentioning that on a Traps page is just not necessary. I think a note of the amount of rocks that fall down, and the effect that can have, is more than enough. --[[User:Timenn|Timenn]]&amp;lt;span style=&amp;quot;font-size: 8px; font-style: italic;&amp;quot;&amp;gt; &amp;amp;lt; &amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;[[User_talk:Timenn|talk]]&amp;lt;/span&amp;gt; &amp;amp;gt; &amp;lt;/span&amp;gt; 17:40, 29 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Cave ins, logs and landslides all have the capacity to cover interesting stuff. Unlike the other two, objects covered by cave ins will usually be unaccessible until you figure out how to remove the rocks. The hold key is useless on such rocks, a fireball works(and bring the rocks back to life!). I agree that damage dealt by traps and how to avoid it should get priority on this page but I still think we have room for secondary effects as well. Not sure if the mentioned chest in amelions tomb is a bait or just placed there to frustrate players though. Preceeding comment added by [[User:Bongo|Bongo]] 16:42, 2 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::''&amp;quot;The objects released by this trap will remain and may hinder the player's passage or cover items of interest.&amp;quot;''&lt;br /&gt;
::::I propose this as a compromise. &amp;quot;objects&amp;quot; may be replaced by the trap's released objects (e.g. logs). The reason why I'm hesistant to add more information is because this trait is only encountered on a few ocassions. It should not suggest that a player has to deal with it with every trap of this kind, but merely that he/she should be aware of it. --[[User:Timenn|Timenn]]&amp;lt;span style=&amp;quot;font-size: 8px; font-style: italic;&amp;quot;&amp;gt; &amp;amp;lt; &amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;[[User_talk:Timenn|talk]]&amp;lt;/span&amp;gt; &amp;amp;gt; &amp;lt;/span&amp;gt; 10:17, 3 December 2007 (EST)&lt;br /&gt;
:::::Looks good to me, Timenn. It gets the information into the article without placing too much emphasis on it. --[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 10:30, 3 December 2007 (EST)&lt;br /&gt;
:::::I got no problem with a rewording. I hope you leave the info on how to move rocks afterwards though *and* the fact that a fireball will make the rocks dangerous again...(note to self:throw rocks against an enemy on first occasion, might be fun ;) )[[User:Bongo|Bongo]] 10:00, 4 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
The previously proposed comment has been added to the [[Oblivion:Traps#Avalanche|Avalanche]], [[Oblivion:Traps#Cave In|Cave In]] and [[Oblivion:Traps#Falling Logs|Falling Logs]] traps. I've only added an extra note about rocks being shot away by area of effect spells to the Cave In trap (Avalanche is outside thus unlikely that rocks hit you, logs are too heavy). I've added a verification tag to it because it needs to be verified, but I can imagine this being true (if rocks are moving faster than the set fTrapMinVelocity). --[[User:Timenn|Timenn]]&amp;lt;span style=&amp;quot;font-size: 8px; font-style: italic;&amp;quot;&amp;gt; &amp;amp;lt; &amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;[[User_talk:Timenn|talk]]&amp;lt;/span&amp;gt; &amp;amp;gt; &amp;lt;/span&amp;gt; 09:40, 13 December 2007 (EST)&lt;br /&gt;
:What part needs verifying? I have sent rocks from cave-ins flying with fireballs on several occasions and they do indeed hurt. Haven't tested against enemies though. Haven't looked for variables either(the construction kit is still unchartered territory for me) but from observation the rock are capable of damage even when moving slowly. [[User:Bongo|Bongo]] 07:18, 3 January 2008 (EST)&lt;br /&gt;
::Well I can't get this to happen at all. Having just spent several fun minutes with various different rock falls, the Enemies Explode spell and potions of restore magicka, the one time I managed to hurt myself was when I managed to hit myself with my own spell. I'm not saying it doesn't happen but I can't work out how you did it. —[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 07:48, 3 January 2008 (EST)&lt;br /&gt;
:::I'll give it another look then. I tested in amelions tomb with the weak fireball spell you get from one of the mages guild reccomendation quests. That spell has a limited range which sort of rules out me toasting myself(didn't know you could hit yourself at all). Have to find me a couple more caveins...could amelions tomb be something special?&lt;br /&gt;
:::Went to crumbling mine right outside chorrol to check the cavein there and flying rocks was *almost* as dangerous as they were in amelions tomb. I say *almost* because quite a few of the rock did not hurt when blasted around. The game crashed before I could measure the cave properly but a rough estimate is that about a third of the rocks did not cause damage when reactivated. Seems like those rocks are physics-enabled but not &amp;quot;damage-enabled&amp;quot;. Could be a performance thing, if &amp;quot;damage-enable&amp;quot; is performance-heavy it makes sense to disable it where the player is unlikely ever to walk into the falling rocks.[[User:Bongo|Bongo]] 05:12, 10 January 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Bongo</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Traps&amp;diff=226308</id>
		<title>Oblivion talk:Traps</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Traps&amp;diff=226308"/>
		<updated>2008-01-09T20:43:59Z</updated>

		<summary type="html">&lt;p&gt;Bongo: /* What's the purpose of this page? */ testing on flying rocks needed...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Confirmation on data =&lt;br /&gt;
As plenty of data on traps can't be read literally from the Construction Set, here is an overview of the data I worked with.&lt;br /&gt;
== Physical Damage calculation ==&lt;br /&gt;
=== Conditions ===&lt;br /&gt;
* Using the console command &amp;quot;setlevel&amp;quot; to test different levels.&lt;br /&gt;
* Test trap are the Swinging Blades close to the entrance/exit of [[Oblivion:Lindai|Lindai01]].&lt;br /&gt;
* Using the console command &amp;quot;tdt&amp;quot; to measure the exact health values.&lt;br /&gt;
=== Conclusions ===&lt;br /&gt;
* Damage is calculated the moment you're hit, and is based on your character's level at '''that''' moment.&lt;br /&gt;
* Damage is calculated for each actor. The skeletons who were so nice to get hit received damage dependent on '''their''' level.&lt;br /&gt;
* Damage = fTrapDamage + fLevelledDamage * Level.&lt;br /&gt;
&amp;quot;fTrapDamage&amp;quot; and &amp;quot;fLevelledDamage&amp;quot; are both variables set in the trap object's scrip.&lt;br /&gt;
=== Test data ===&lt;br /&gt;
According to ARTrapSwingBladeFAST01SCRIPT:&amp;lt;br&amp;gt;&lt;br /&gt;
fTrapDamage = 20&amp;lt;br&amp;gt;&lt;br /&gt;
fLevelledDamage = 1.5&lt;br /&gt;
{|class=greylapse&lt;br /&gt;
|-&lt;br /&gt;
!Level !! Damage&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 21.50&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 23.00&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 24.50&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 26.00&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 27.50&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 35.00&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 42.50&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 50.00&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 57.50&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 95.00 &lt;br /&gt;
|-&lt;br /&gt;
| 75 || 133.50&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 170.00&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Editor ID's ==&lt;br /&gt;
For reference:&lt;br /&gt;
{|class=greylapse&lt;br /&gt;
!Trap/Trigger name !! Editor ID&lt;br /&gt;
|-&lt;br /&gt;
| Claw Lever || OBClawSwitchTall&lt;br /&gt;
|-&lt;br /&gt;
| Pressure Plate || CTrigPressurePlate01&lt;br /&gt;
|-&lt;br /&gt;
| Tripwire || CTrigTripwire01&lt;br /&gt;
|-&lt;br /&gt;
| Avalanche || OblivionAvalanche01&lt;br /&gt;
|-&lt;br /&gt;
| Ayleid Ruin Spike Pit || ARTrapSpikePit01&lt;br /&gt;
|-&lt;br /&gt;
| Cave In || CTrapCaveIn01&lt;br /&gt;
|-&lt;br /&gt;
| Ceiling Spikes || ARFloorSMASHER01 (the raising floor)&amp;lt;br&amp;gt;&lt;br /&gt;
ARTrapLongSpikes01 (the spikes in the ceiling)&lt;br /&gt;
|-&lt;br /&gt;
| Citadel Guillotine Blade || HallwayTrackBladeTrap01&lt;br /&gt;
|-&lt;br /&gt;
| Citadel Trident Blade || HallwayTrackBladeTrap02B&lt;br /&gt;
|-&lt;br /&gt;
| Citadel Spikes || CitadelHall3waySpikeTrap01 (for a single wall)&amp;lt;br&amp;gt;&lt;br /&gt;
CitadelHall90cornerSpikeTrap01 (for corners)&amp;lt;br&amp;gt;&lt;br /&gt;
CitadelHallSpikeTrap01 (for two opposing walls)&lt;br /&gt;
|-&lt;br /&gt;
| Claw Trap || ClawGateLeft01&amp;lt;br&amp;gt;&lt;br /&gt;
ClawGateRight01&lt;br /&gt;
|-&lt;br /&gt;
| Crumbling Bridge || ARTrapBridgeCrumble (Ayleid Ruins)&amp;lt;br&amp;gt;&lt;br /&gt;
RFPitBridgeTrap (Forts)&lt;br /&gt;
|-&lt;br /&gt;
| Darts || RFTrapDarts01&lt;br /&gt;
|-&lt;br /&gt;
| Falling Blades || ARTrapBridgeBlade01&lt;br /&gt;
|-&lt;br /&gt;
| Falling Logs || CTrapLogs01&lt;br /&gt;
|-&lt;br /&gt;
| Gas Trap || ARTrapGasCloud (gas cloud)&amp;lt;br&amp;gt;&lt;br /&gt;
ARTrapGasEmitter01&amp;lt;br&amp;gt;&lt;br /&gt;
ARTrapGasEmitterRANDOM01&lt;br /&gt;
|-&lt;br /&gt;
| Gas Room || ARTrapWallCorner01&lt;br /&gt;
|-&lt;br /&gt;
| Spike Pit || RFTrapSpikes01&lt;br /&gt;
|-&lt;br /&gt;
| Spiked Barrier || ARTrapChannelSpikes01&lt;br /&gt;
|-&lt;br /&gt;
| Swinging Blades || ARTrapSwingBladeFAST01&amp;lt;br&amp;gt;&lt;br /&gt;
ARTrapSwingBladeRANDOM01&amp;lt;br&amp;gt;&lt;br /&gt;
ARTrapSwingBladeSLOW01&lt;br /&gt;
|-&lt;br /&gt;
| Swinging Log || CTrapSwingLogLong01&lt;br /&gt;
|-&lt;br /&gt;
| Swinging Mace || CTrapSwingMaceLong01 (cylinder shaped mace)&lt;br /&gt;
CTrapSwingMaceShort01 (sphere shaped mace)&lt;br /&gt;
|-&lt;br /&gt;
| Dark Welkynd Stone || ARTrapEvilStone01 (casts Frost Damage)&lt;br /&gt;
ARTrapEvilStone02 (casts Shock Damage)&lt;br /&gt;
|-&lt;br /&gt;
| Fire Turret || OBTurretBig01&lt;br /&gt;
|-&lt;br /&gt;
| Land Mine || OBMineTrap01&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
--[[User:Timenn|Timenn]] 14:42, 9 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
= Talk =&lt;br /&gt;
== Page Rewrite ==&lt;br /&gt;
I've rewritten the entire Traps page. The traps used to be listed in one table, with only brief and sometimes confusing summaries. The rewrite should list all traps (some were missing) and information on:&lt;br /&gt;
* Where to find them.&lt;br /&gt;
* How they appear (if they are not yet triggered).&lt;br /&gt;
* What happens if the trap is triggered.&lt;br /&gt;
* What effect the trap has on its victim (usually the amount of damage).&lt;br /&gt;
A picture for each trap has been added, as well details on how to avoid the trap and some other information that doesn't fall into an above mentioned category. &amp;lt;br /&amp;gt;&lt;br /&gt;
--[[User:Timenn|Timenn]] 11:35, 10 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Confirmation of Argonian Immunity ==&lt;br /&gt;
Can someone confirm the immunity of [[Oblivion:Argonian|Argonians]] to the [[Oblivion:Traps#Gas Trap|Gas Trap]] and the [[Oblivion:Traps#Gas Room|Gas Room]]? I was surprised by this statement as the scripts of these traps appear to be generally the same as the scripts of other physical traps. The one main difference is that these Gas traps deal damage over a longer amount of time, but nowhere I have seen an indication that an immunity ability could help resist the damage dealt by such physical traps. &amp;lt;br /&amp;gt;&lt;br /&gt;
I could test this later with adding the immunity abilities of Argonians to my character and see if they help. --[[User:Timenn|Timenn]] 08:30, 17 June 2007 (EDT)&lt;br /&gt;
:Your wish is my command ;) I turned my tutorial-save character (i.e., no fancy equipment or other protection) into an Argonian, went to Vindasel, and stood on the gas vent there for a while.  And absolutely nothing happened.  The gas was definitely working, because one of the rats who came after me died from it.  On the other hand, the spike pit in the first room at Vindasel still did as much damage as ever when I ran into it.  So it looks like somewhere the effect used by the gas traps is flagged as a poison, implying that any [[Oblivion:Resist Poison|Resist Poison]] effect will reduce the damage from the traps.  Perhaps the bTrapContinuous flag is somehow used to decide whether to treat the damage as physical or poison? --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 16:06, 20 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::It even gets more interesting... First of all, it seems like Gas Trap damage the {{Oblivion Effect Entry|Resist Poison}} resists is a general resistance. It means that all characters with a Resist Poison effect active will only receive partial damage from the Gas. (100% means no damage ofcourse) I tested this first with a non [[Oblivion:Argonian|Argonian]] character by first adding the Argonian racial ability, and later a spell that only give 50% resistance.&lt;br /&gt;
::Second, the bTrapContinious variable is not responsible for determining whether a trap is physical or poison. In fact, I switched the scripts of the ARGasGrateTrap01 and the ARTrapSpikePit01 as both traps have similar scripts and a similar triggering zone. I didn't make a difference (except for different damage values). &lt;br /&gt;
::Then I went on and switched the mesh .nif files of the two trap Statics. This did make a difference, the trap called ARGasGrateTrap01 was acting exactly like a Ayleid Ruin Spike Pit, and the ARTrapSpikePit01 was acting exactly like the Gas Trap. &lt;br /&gt;
::From this it may be concluded that the Poison flag is set in the mesh itself. However, I'm not familiar with modelling, so I couldn't check if this is true. Maybe someone with experience in this, and who has the time, is able to shed some light into this.&lt;br /&gt;
&lt;br /&gt;
::For now I think we could change the statement about Argonians to a statement on how Resist Poison resists Gas damage, and provide as example Argonians.&lt;br /&gt;
&lt;br /&gt;
==Another Page Rewrite==&lt;br /&gt;
Nothing too major, I just went in and cleared up a lot of statements and passages under a lot of the traps (grammar, sentence structure, consistency, etc.). I also changed the names of two of the traps, both of which contained &amp;quot;Spike Pit&amp;quot; (one was referring to the platform that drops onto spikes in Ayleid ruins and the other was referring to the spikes below holes in the ground in places like forts). The former, called &amp;quot;Ayleid Ruin Spike Pit&amp;quot; in the table, I changed to simply &amp;quot;Spike Pit&amp;quot;, whereas I changed the latter to &amp;quot;Hole&amp;quot; and provided some more information. I put them both in the correct alphabetical order on both the article and the table. However, if anyone could provide damage tables for lava under &amp;quot;Hole&amp;quot;, that would be great.&lt;br /&gt;
Also, could anyone confirm that the Dark Welkynd stones change into the color of the elemental spell they will cast? I don't ever recall seeing any of them turn anything but red.&lt;br /&gt;
[[User:SubtleCynicism|SubtleCynicism]] 05:19, 27 July 2007 (EDT)&lt;br /&gt;
:I undid the name changes, because those names have been used on all of the dungeon pages when describing the traps found in dungeons, including in the cross links to the Traps page.  So changing the names here has some widespread consequences. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 12:42, 27 July 2007 (EDT)&lt;br /&gt;
::I just ran around and got myself zapped by a few different varieties of Welkynd Stones.  Three did frost damage (ARTrapEvilStoneAUTOFIRE01, ARTrapEvilStoneAUTOFIREFAR01, ARTrapEvilStone01) and one did shock damage (ARTrapEvilStoneAUTOFIRE02).  Every single one of them definitely glowed red before firing, so I've changed the text accordingly. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 02:12, 2 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bone Claw trap ==&lt;br /&gt;
&lt;br /&gt;
Should the Bone Claws in the final area of [[Oblivion:Echo Cave|Echo Cave]] be mentioned on this page?- they are clearly metioned as a trap on the Echo cave walkthrough.--[[User:Willyhead|Willyhead]] 14:50, 20 August 2007 (EDT)&lt;br /&gt;
:I'll say &amp;quot;No&amp;quot; for two reasons. First, they're unique; that's the only place you get exactly that style of 'trap' (or so I believe). Second, they don't do any damage - their purpose is to stop you from running. The data on the Echo Cave page is generated automatically and I imagine it classified the spikes as a trap because they use a similar detect-and-spring trigger as other traps. I'd leave it as it is to be honest. --[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;[[User_Talk:Rpeh|Talk]]&amp;lt;/sup&amp;gt; 06:14, 21 August 2007 (EDT)&lt;br /&gt;
::But then claw traps are included on the page- wich do no damage, and it doesn't say on the page that any traps added must not be unique- since it has a spring trigger and traps the player, that's a good enough reason for me to call it a trap.--[[User:Willyhead|Willyhead]] 14:31, 2 September 2007 (EDT)&lt;br /&gt;
:::I agree with Rpeh, but only for his first reason. A trap doesn't necessarily have to hurt its victim. Think of the [[Oblivion:Traps#Crumbling Bridge|Crumbling Bridge trap]], where the fall damage might be minimal (or none) but the &amp;quot;punishment&amp;quot; is the detour you have to take to get back on your original track. The Claw trap in [[Oblivion:Confront The King|Confront The King]] is not only unique but also only triggers once, and that one is on a scripted ocassion. That trap is also unavoidable (well it should be, anyway), while the characteristic of all Oblivion traps is that they are possible to avoid. --[[User:Timenn|Timenn]] 15:17, 7 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Claw Trap's damage ==&lt;br /&gt;
&lt;br /&gt;
[http://www.uesp.net/w/index.php?title=Oblivion:Traps&amp;amp;oldid=188658 This edit] claims that Claw Traps do deal damage. I would like to see some evidence backing up this claim as the script for this trap doesn't set the usual fTrapDamage. I've also tested trying to get damaged myself without any luck. --[[User:Timenn|Timenn]] 16:31, 15 October 2007 (EDT)&lt;br /&gt;
:Unfortunately I have no evidence I can show you. The way I found this out is from adventuring in Oblivion. I was battling a daedroth, and suddenly a claw trap pronged from underground and killed the weakened daedroth. To further test if this was true I walked into the spikes of the claw trap and suffered some damage. I did the same thing three times and the same thing happened every time. So I came to the conclusion that they do damage. We better hear others opinions on this.--[[User:Willyhead|Willyhead]] 16:38, 15 October 2007 (EDT)&lt;br /&gt;
::Checking over the construction set, I'm wondering whether there are two different varieties of the claw trap and whether that helps to explain this discrepancy.&lt;br /&gt;
::* The most common type of claw trap has editor names ClawGateLeft01 and ClawGateRight01, and appears in 35 different locations.  As Timmenn says the script used by this type of trap (OblivionBoneGateTrapSCRIPT01) doesn't have any of the fTrap settings.  Also these traps do not have the &amp;quot;Dangerous&amp;quot; flag set in the CS.&lt;br /&gt;
::* There are two other claw traps under the editor ID OblivionGateClawGateOpen.  The script (KvatchClawGateOpen) still doesn't have any fTrap settings, but the trap '''does''' have the &amp;quot;Dangerous&amp;quot; flag set.  These two traps are only found in [[Oblivion:Random Oblivion World 5|Random Oblivion World 5]].  Just to add even more confusion, there are another two claw traps in ROW5 that are of the more common variety.&lt;br /&gt;
::I'm wondering whether Willyhead happened to encounter one of the two dangerous traps in ROW5, whereas Timenn's tests were all on the more common non-dangerous traps that exist everywhere else.  Not that AFAIK we know what the &amp;quot;Dangerous&amp;quot; flag actually means.  In fact, checking another dozen traps that definitely do cause damage, none of them are flagged as dangerous ;)  But given the discrepancies here it seems like it's worth looking into. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 04:01, 20 October 2007 (EDT)&lt;br /&gt;
:::Good idea, I will look into this after the weekend. If it's true it will mean that a note could be added to the Claw Trap explaining the exception in ROW 5. Using ''tdt'' to check the amount of damage it deals could be a way to track the script that explains the damage dealt by this trap. --[[User:Timenn|Timenn]] 09:53, 20 October 2007 (EDT)&lt;br /&gt;
::::I have been hit with this trap a few times, all that happens to me is that I get pushed out of the way. I think its just there to block the way, not kill. [[User:212.50.191.54|212.50.191.54]] 06:19, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've tested the trap Nephele mentioned, but it seems they don't do any damage. I doubt they are the traps Willyhead could mean, as they are scripted to only act once (I've tested this also ingame). I'm not sure what else could cause the difference, other than mods. Maybe Willyhead can tell where the trap can be found, or test the trap at a different location. --[[User:Timenn|Timenn]] 09:35, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Pressure Plate ==&lt;br /&gt;
&lt;br /&gt;
Ive noticed that the pressure plate switch is set off if enough weight is applied to it, does this mean by using various feather spells I could step on one and nothing would happen? --[[User:212.50.191.54|212.50.191.54]] 06:17, 31 October 2007 (EDT)&lt;br /&gt;
:No. Feather spells don't have any effect on your mass in the game, just on the amount you can carry. Otherwise, for instance, you'd go flying every time somebody hit you during combat if you had a big feather spell in effect! --[[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; 06:36, 31 October 2007 (EDT)&lt;br /&gt;
Ah yes, that does make sense, I  forgot that the character has weight&lt;br /&gt;
&lt;br /&gt;
== What's the purpose of this page? ==&lt;br /&gt;
What exactly is the purpose of this page? I had one of my edits removed with the reason that it wasn't the purpose of this page. I thought this page was about traps, where to find them, '''what they do''', '''how to deal with them''' so I added two minor detail on cave ins. 1) Fallen rocks may cover stuff on the ground. 2) You can blast the rock out of your way if you want to look under them. Somehow these minor edit was not judged worthy, with a poor explanation too. So, exactly why is these two minor details not appropriate for this page? Oh, I once found a chest with some minor loot under a cave in(amelions tomb?). That's why I wanted to mention it here. Preceeding coment added by [[User:Bongo|Bongo]] 16:54, 29 November 2007 (EST)&lt;br /&gt;
:Okay, this time I'll leave it. But the page is about damage and how to avoid the traps; not really about things getting covered. --[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 17:29, 29 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::The problem with part of that information is that it doesn't cover everything. A rock that has fallen down can be moved by more than just area effect spells. An area effect spell is just an easy way of moving things. It's also trivial that loose objects can be moved in Oblivion, so mentioning that on a Traps page is just not necessary. I think a note of the amount of rocks that fall down, and the effect that can have, is more than enough. --[[User:Timenn|Timenn]]&amp;lt;span style=&amp;quot;font-size: 8px; font-style: italic;&amp;quot;&amp;gt; &amp;amp;lt; &amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;[[User_talk:Timenn|talk]]&amp;lt;/span&amp;gt; &amp;amp;gt; &amp;lt;/span&amp;gt; 17:40, 29 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Cave ins, logs and landslides all have the capacity to cover interesting stuff. Unlike the other two, objects covered by cave ins will usually be unaccessible until you figure out how to remove the rocks. The hold key is useless on such rocks, a fireball works(and bring the rocks back to life!). I agree that damage dealt by traps and how to avoid it should get priority on this page but I still think we have room for secondary effects as well. Not sure if the mentioned chest in amelions tomb is a bait or just placed there to frustrate players though. Preceeding comment added by [[User:Bongo|Bongo]] 16:42, 2 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::''&amp;quot;The objects released by this trap will remain and may hinder the player's passage or cover items of interest.&amp;quot;''&lt;br /&gt;
::::I propose this as a compromise. &amp;quot;objects&amp;quot; may be replaced by the trap's released objects (e.g. logs). The reason why I'm hesistant to add more information is because this trait is only encountered on a few ocassions. It should not suggest that a player has to deal with it with every trap of this kind, but merely that he/she should be aware of it. --[[User:Timenn|Timenn]]&amp;lt;span style=&amp;quot;font-size: 8px; font-style: italic;&amp;quot;&amp;gt; &amp;amp;lt; &amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;[[User_talk:Timenn|talk]]&amp;lt;/span&amp;gt; &amp;amp;gt; &amp;lt;/span&amp;gt; 10:17, 3 December 2007 (EST)&lt;br /&gt;
:::::Looks good to me, Timenn. It gets the information into the article without placing too much emphasis on it. --[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 10:30, 3 December 2007 (EST)&lt;br /&gt;
:::::I got no problem with a rewording. I hope you leave the info on how to move rocks afterwards though *and* the fact that a fireball will make the rocks dangerous again...(note to self:throw rocks against an enemy on first occasion, might be fun ;) )[[User:Bongo|Bongo]] 10:00, 4 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
The previously proposed comment has been added to the [[Oblivion:Traps#Avalanche|Avalanche]], [[Oblivion:Traps#Cave In|Cave In]] and [[Oblivion:Traps#Falling Logs|Falling Logs]] traps. I've only added an extra note about rocks being shot away by area of effect spells to the Cave In trap (Avalanche is outside thus unlikely that rocks hit you, logs are too heavy). I've added a verification tag to it because it needs to be verified, but I can imagine this being true (if rocks are moving faster than the set fTrapMinVelocity). --[[User:Timenn|Timenn]]&amp;lt;span style=&amp;quot;font-size: 8px; font-style: italic;&amp;quot;&amp;gt; &amp;amp;lt; &amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;[[User_talk:Timenn|talk]]&amp;lt;/span&amp;gt; &amp;amp;gt; &amp;lt;/span&amp;gt; 09:40, 13 December 2007 (EST)&lt;br /&gt;
:What part needs verifying? I have sent rocks from cave-ins flying with fireballs on several occasions and they do indeed hurt. Haven't tested against enemies though. Haven't looked for variables either(the construction kit is still unchartered territory for me) but from observation the rock are capable of damage even when moving slowly. [[User:Bongo|Bongo]] 07:18, 3 January 2008 (EST)&lt;br /&gt;
::Well I can't get this to happen at all. Having just spent several fun minutes with various different rock falls, the Enemies Explode spell and potions of restore magicka, the one time I managed to hurt myself was when I managed to hit myself with my own spell. I'm not saying it doesn't happen but I can't work out how you did it. —[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 07:48, 3 January 2008 (EST)&lt;br /&gt;
:::I'll give it another look then. I tested in amelions tomb with the weak fireball spell you get from one of the mages guild reccomendation quests. That spell has a limited range which sort of rules out me toasting myself(didn't know you could hit yourself at all). Have to find me a couple more caveins...could amelions tomb be something special?&lt;/div&gt;</summary>
		<author><name>Bongo</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Spell_Making&amp;diff=221336</id>
		<title>Oblivion:Spell Making</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Spell_Making&amp;diff=221336"/>
		<updated>2008-01-03T12:49:07Z</updated>

		<summary type="html">&lt;p&gt;Bongo: /* Effective Custom Spells */  weakness to magic should be listed last.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Oblivion Magic Trail}}&lt;br /&gt;
The ability to '''make custom spells''' is one of the most powerful perks that you acquire by joining the [[Oblivion:Mages Guild|Mages Guild]].  You can combine multiple effects into a single, powerful spell; you can optimize the strength of spells to minimize the [[Oblivion:Magicka|magicka]] cost.  There are even versions of some spells that can only be accessed through the Altar of Spellmaking.&lt;br /&gt;
&lt;br /&gt;
==Making Custom Spells==&lt;br /&gt;
Custom spells can only be made at an '''Altar of Spellmaking'''. There are two within the Praxographical Center building at the [[Oblivion:Arcane University|Arcane University]]. These are only available to members of the Mages Guild who have completed all the recommendation quests in order to gain access to the University. A third altar is available within the Arch-mage's personal quarters in the [[Oblivion:Arcane University|Arcane University]] once you complete the [[Oblivion:Mages Guild|Mages Guild]] quests and become Arch-mage.  A fourth altar is found in [[Oblivion:Houses#Frostcrag_Spire|Frostcrag Spire]], if you have the official plugin, but you must purchase the magetallow candles and upgrade the altar before it can be used.&lt;br /&gt;
&lt;br /&gt;
When you activate the Altar of Spellmaking, the spellmaking window appears. On the left you are presented with a list of all the '''[[Oblivion:Magical Effects|Magical Effects]]''' you can use to make a new spell. This list only contains the effects of spells that you know '''and''' are able to cast (see [[Oblivion:Spell Making#Acquiring Spell Effects|Acquiring Spell Effects]] for details).&lt;br /&gt;
&lt;br /&gt;
Select a spell effect, and a new screen pops up where you can set the range (self, touch, or target), area of effect if appropriate, magnitude and duration.  These parameters determine three things: the '''[[Oblivion:Magicka|Magicka]]''' cost of casting the spell, the minimum '''level of skill''' required in order to cast the spell, and the '''gold''' cost of making it.&lt;br /&gt;
In the case of ''Fortify Attribute'', ''Fortify Skill'', and similar effects, this screen also allows you to click on the attribute or skill shown in order to choose the desired attribute/skill.&lt;br /&gt;
&lt;br /&gt;
Once you are finished specifying the details, return to the main spellmaking window.  You can then add a second (and third and fourth) spell effect if you wish.  For multiple-effect spells, the overall spell school is the school of the most powerful single effect (using the base magicka cost of the effect, see equation below).&lt;br /&gt;
&lt;br /&gt;
Name the spell and click done. If your skill level is not high enough to cast your custom spell, you will be given an error message and returned to the spellmaking window.  You ''will'' be allowed to create a spell that costs more than your total available magicka.  Once done, the new spell will be added to your repertoire.&lt;br /&gt;
&lt;br /&gt;
There is a bug when creating multi-effect spells that may allow you to create a spell even though your skill level is not high enough to cast it.  In determining whether to allow the spell to be created, the game checks the magicka cost of the single most expensive effect, instead of summing all the magicka costs as it should.  Therefore it is prudent to pay attention to the message at the bottom of the spellmaking window that tells you what skill is needed to cast the spell: the message provides the correct information.  There is generally no advantage to creating a spell that you cannot cast: it would cost less gold to create that same spell if you waited until your character's skills were high enough to cast the spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spell Cost ==&lt;br /&gt;
The magicka cost of a spell is given by:&lt;br /&gt;
 B = [[Oblivion:Spell_Effects|Base Cost]] / 10&lt;br /&gt;
 M = Magnitude ^ 1.28&lt;br /&gt;
 D = Duration&lt;br /&gt;
 A = Area × 0.15&lt;br /&gt;
 Total cost = B × M × D × A&lt;br /&gt;
&lt;br /&gt;
If M, D, or A is less than 1, a value of 1 should be used.  The magicka cost is further multiplied by 1.5 if the spell is a Targeted spell.  Base Cost is as defined in the construction set, see the [[Oblivion:Spell_Effects|Spell Effects]] page. A spell cost calculator using this formula can be found at [http://kol.mrfreehost.com/SpellSim.html SpellSim.html]. A spreadsheet to calculate the cost is also available from [[User:Ong_elvin|this link]].&lt;br /&gt;
&lt;br /&gt;
The cost is further adjusted on an individual basis by a multiplier given below:&lt;br /&gt;
 1.4 - 0.012 × Skill&lt;br /&gt;
Note that the Skill in this calculation is modified first by the player's [[Oblivion:Luck|Luck]], and as usual the modified Skill is constrained between 0 and 100.&lt;br /&gt;
&lt;br /&gt;
The gold cost is simply three times the magicka it costs your character to cast the spell.&lt;br /&gt;
&lt;br /&gt;
So, for example, 3 points of Fire Damage for 12 seconds will cost 36.7 magicka (Fire Damage has a Base Cost of 7.5) and will deal 36 damage to the target. In comparison, a Fire Damage effect for 6 points and 6 seconds will cost 44.6 magicka for the same damage. The lesson here is that spells are more efficient when they work over longer durations. Of course, this does make some sense, as the 36 damage would be dealt twice as fast in the second spell.&lt;br /&gt;
&lt;br /&gt;
As a consequence, the Temple-provided &amp;quot;Convalescence&amp;quot; spells have two qualities that are expensive and unnecessary for their purpose of healing allies: they are Targeted spells and have large Magnitude with no Duration. A  more efficient custom spell can be created that is on Touch and with a longer Duration relative to its Magnitude. This is particularly useful for healing your horse.&lt;br /&gt;
&lt;br /&gt;
Note that purchased/given spells sometimes have a different Magicka cost than their custom counterparts. ''Finger of the Mountain'' is always overpriced, ''Wizard's Fury'' is cheaper than if made through spellmaking.&lt;br /&gt;
&lt;br /&gt;
The skill level requirement is determined from the base magicka cost of the overall spell (summing the costs of all individual effects, and without adjusting based on your current skill level):&lt;br /&gt;
* magicka &amp;lt; 26: no skill level requirement&lt;br /&gt;
* 26 &amp;amp;le; magicka &amp;lt; 63: requires skill of 25&lt;br /&gt;
* 63 &amp;amp;le; magicka &amp;lt; 150: requires skill of 50&lt;br /&gt;
* 150 &amp;amp;le; magicka &amp;lt; 400: requires skill of 75&lt;br /&gt;
* magicka &amp;amp;ge; 400: requires skill of 100&lt;br /&gt;
For multi-effect spells, the requirement will be in the school of the '''single''' effect with the highest base magicka cost.  (Therefore in a spell with four alteration effects and one illusion effect, illusion could easily be the school of the spell).  Also, the experience you gain for casting this spell will only be in the primary school.&lt;br /&gt;
&lt;br /&gt;
In multi-effect spells, the skill adjustment is applied to each component effect separately.  Therefore, if your skill level is 100 in alteration but 25 in illusion, the [[Oblivion:Alteration|alteration]] component of a spell will be relatively cheap, but the [[Oblivion:Illusion|illusion]] component expensive.&lt;br /&gt;
&lt;br /&gt;
If your skill levels are very different in two different schools, multi-effect spells can be used to create spells that otherwise you would be unable to cast.  For example, if you are a master of illusion but a novice in destruction, normally you would be unable to create a ''Fire Damage 16 pts on touch'' spell (base magicka cost 26).  However, you would be able to create a spell with a combined ''Paralyze 6 pts on touch'' (base magicka cost 285) and ''Fire Damage 100 pts on touch'' (base magicka cost 272), because the combined spell would be identified as an illusion spell.  Actually being able to cast this spell might still be difficult, however, because of the high magicka cost: even for destruction=25, the actual magicka cost would be 356 (285×0.2=57 for the paralyze component, 272×1.1=299 for the fire damage component).&lt;br /&gt;
&lt;br /&gt;
== Acquiring Spell Effects==&lt;br /&gt;
You can only create custom spells using effects of spells that you know '''and''' are able to cast.  For example, if your only ''Restore Health'' spell is too powerful for you to cast (e.g. it requires Journeyman level in Restoration, and your level is below that), then you cannot choose ''Restore Health'' as an effect.&lt;br /&gt;
&lt;br /&gt;
An important point is that the various [[Oblivion:Attributes|attribute]]-specific spells are considered to all be a single effect.  Therefore, learning ''Fortify Endurance'' gives access to all seven ''Fortify Attribute'' spells at the Spellmaking altar.  Similarly, the [[Oblivion:Skills|skills]] are also grouped.  So a single ''Drain Marksman'' spell gives access to all twenty-one ''Drain Skill'' spells.&lt;br /&gt;
&lt;br /&gt;
* The easiest method of acquiring spell effects is to purchase [[Oblivion:Spells|spells]] from merchants, mages guild members, and chapel healers.&lt;br /&gt;
&lt;br /&gt;
* Spell effects can also be acquired from your Greater and Lesser powers (due to [[Oblivion:Races|race]], [[Oblivion:Birthsigns|Birthsigns]] or [[Oblivion:Doomstones|Doomstones]]).&lt;br /&gt;
&lt;br /&gt;
Details on acquiring difficult spell effects are provided on the pages describing each spell effect.  Two particularly difficult effects to acquire are ''Fortify Skill'' and ''Drain Attribute''.&lt;br /&gt;
&lt;br /&gt;
The ''[[Oblivion:Fortify Skill|Fortify Skill]]'' effect cannot be bought anywhere in Cyrodiil. However there are many other ways to get access to it. You can make ''all'' Fortify Skill spells if you have ''any'' Fortify Skill.  The ''[[Oblivion:Fortify Skill|Fortify Skill]]'' page provides details on several methods that can be used to obtain this effect.  (Note that ''[[Oblivion:Fortify Attribute|Fortify Attribute]]'' spells are already readily available for sale throughout Cyrodiil from many spell vendors.  Only ''Fortify Skill'' spells are unavailable for sale.)&lt;br /&gt;
&lt;br /&gt;
The ''[[Oblivion:Drain Attribute|Drain Attribute]]'' effect cannot be bought from any spell vendor, and there are only four known ways to acquire this effect, as detailed on the ''[[Oblivion:Drain Attribute|Drain Attribute]]'' page.  Acquiring ''Drain Attribute'' makes some powerful spells available at relatively low costs, since ''Drain Attribute'' is much cheaper than ''[[Oblivion:Damage Attribute|Damage Attribute]]'' if only a short duration effect is needed.  Note, however, although ''Drain Endurance'' can be devastating when cast on the player, it has no effect on the health of any NPCs.&lt;br /&gt;
&lt;br /&gt;
==Effective Custom Spells==&lt;br /&gt;
When creating your own custom spells, there are a few considerations that can help to make your spells more effective.&lt;br /&gt;
* ''Weakness'' does not influence any ''Damage'' effects that are included in the same spell.  In other words, you must cast a ''Weakness'' spell first, then follow it up with a ''Damage'' spell to get the increased damage due to the ''Weakness'' effect.&lt;br /&gt;
* When casting a spell which includes a ''[[Oblivion:Weakness to Magic|Weakness to Magic]]'' effect onto a target for a second time, the original Weakness to Magic effect will affect all effects in the spell up to and including the Weakness to Magic effect provided the weakness to magic effect is listed last.&lt;br /&gt;
* If combining ''[[Oblivion:Soul Trap|Soul Trap]]'' and ''Damage'' in the same spell, the ''Soul Trap'' effect must be listed first.  Also, the ''Soul Trap'' effect must last for one second longer than the ''Damage'' effect.&lt;br /&gt;
* Two ''[[Oblivion:Fortify Attribute|Fortify Attribute]]'' effects can not be combined in the same spell.  Similarly, two ''[[Oblivion:Fortify Skill|Fortify Skill]]'' effects can not be combined in the same spell.&lt;br /&gt;
* Combining multiple similar effects results in a cheaper spell than a spell with just one strong effect.  In other words, 20pts Fire Damage + 20 pts Frost Damage + 20 pts Shock Damage is a cheaper spell than 60 pts Fire Damage.&lt;br /&gt;
* A spell with a longer duration is cheaper than a 1 second spell with the same total magnitude.  In other words, 10pts Fire Damage for 6 seconds is cheaper than 60 pts Fire Damage.&lt;br /&gt;
* Spells with different names can be simultaneously active, even if the spells do the exact same thing.  This is a way to get around the 100 point maximum magnitude for spell effects.&lt;br /&gt;
&lt;br /&gt;
==Spell Stacking==&lt;br /&gt;
&lt;br /&gt;
One way of making super-powerful spells is by stacking spells.  This is based on two facts:&lt;br /&gt;
* Effects from spells with ''different names'' stack by adding together.&lt;br /&gt;
* [[Oblivion:Weakness to Magic|Weakness to magic]] amplifies any following harmful spell, including weakness to magic itself.&lt;br /&gt;
&lt;br /&gt;
To use spell stacking you need to start by making three custom spells.&lt;br /&gt;
#'''Prepare 1''':&lt;br /&gt;
#*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 5 secs on Touch&lt;br /&gt;
#*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 5 secs on Touch&lt;br /&gt;
#'''Prepare 2''': &lt;br /&gt;
#*Weakness to Magic 100% for 5 secs on Touch&lt;br /&gt;
#*Weakness to Fire 100% for 5 secs on Touch&lt;br /&gt;
#'''Fatality''':&lt;br /&gt;
#*[[Oblivion:Fire Damage|Fire Damage]] 10 pts for 10 secs on Touch&lt;br /&gt;
&lt;br /&gt;
If you prefer, you can use any other effect for the Fatality spell.  If you change to [[Oblivion:Frost Damage|Frost Damage]] or [[Oblivion:Shock Damage|Shock Damage]], change the &amp;quot;Prepare&amp;quot; spells to use [[Oblivion:Weakness to Frost|Weakness to Frost]] or [[Oblivion:Weakness to Shock|Weakness to Shock]], respectively.  Or you can change Fatality to use any other damaging effect: [[Oblivion:Absorb Health|Absorb Health]], [[Oblivion:Disintegrate Armor|Disintegrate Armor]], [[Oblivion:Paralyze|Paralyze]], etc.  [[Oblivion:Drain Health|Drain Health]] 100 pts for 1 secs is normally a near useless spell. However it quickly becomes a killer touch spell when pre-buffered by enough Weakness to Magic Prepare spells.&lt;br /&gt;
&lt;br /&gt;
Now depending of the toughness of an enemy, you may cast longer or shorter spell combinations:&lt;br /&gt;
*Fatality.&lt;br /&gt;
*Prepare 1, Fatality.&lt;br /&gt;
*Prepare 1, Prepare 2, Fatality.&lt;br /&gt;
*Prepare 1, Prepare 2, Prepare 1, Fatality.&lt;br /&gt;
*Prepare 1, Prepare 2, Prepare 1, Prepare 2, Fatality.&lt;br /&gt;
*Prepare 1, Prepare 2, Prepare 1, Prepare 2, Prepare 1, Fatality.&lt;br /&gt;
*Prepare 1, Prepare 2, Prepare 1, Prepare 2, Prepare 1, Prepare 2, Fatality.&lt;br /&gt;
&lt;br /&gt;
The table below shows how much damage every combo provides.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
!Spell Combo&lt;br /&gt;
!width=8%|Weakness to Magic&lt;br /&gt;
!width=8%|Weakness to Fire&lt;br /&gt;
!width=8%|Total Weakness to Magic&lt;br /&gt;
!width=8%|Total Weakness to Fire&lt;br /&gt;
!width=8%|Damage Multiplier&lt;br /&gt;
!width=8%|Total Fire Damage&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot; |Fatality&lt;br /&gt;
| 0 || 0 || 0 || 0 || 1 || 100&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot; |Prepare 1, Fatality&lt;br /&gt;
| 100 || 100 || 100 || 100 || 4 || 400&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot; |Prepare 1, Prepare 2, Fatality&lt;br /&gt;
| 200 || 200 || 300 || 300 || 16 || 1600&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot; |Prepare 1, Prepare 2, Prepare 1, Fatality&lt;br /&gt;
| 400 || 400 || 600 || 600 || 49 || 4900&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot; |Prepare 1, Prepare 2, Prepare 1, Prepare 2, Fatality&lt;br /&gt;
| 700 || 700 || 1100 || 1100 || 144 || 14400&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot; |Prepare 1, Prepare 2, Prepare 1, Prepare 2, Prepare 1, Fatality&lt;br /&gt;
| 1200 || 1200 || 1900 || 1900 || 400 || 40000&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot; |Prepare 1, Prepare 2, Prepare 1, Prepare 2, Prepare 1, Prepare 2, Fatality&lt;br /&gt;
| 2000 || 2000 || 3200 || 3200 || 1089 || 108900&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
An attentive reader may notice that second Prepare 1 should replace first Prepare 1. It is true. The spells with the same names replace each other. However, second Prepare 1 is boosted by enemy's weakness to magic, so &amp;quot;lighter&amp;quot; Prepare 1 is replaced by &amp;quot;heavier&amp;quot; Prepare 1 and the new, heavier one stacks with the previously cast Prepare 2.&lt;br /&gt;
&lt;br /&gt;
===Spell Stacking on Self===&lt;br /&gt;
Spell-stacking can also be used upon yourself to greatly amplify beneficial effects, however it needs a trick. Only harmful effects are modified by your magic resistance/weakness. A spell becomes harmful when you include a damaging effect into it. Add a weak damaging effect to a strong boosting spell and it will be multiplied by your weakness to magic. Weakness to Magic on Self is a harmful spell too. (This exploit no longer works after the [[Oblivion:Patch#Version 1.1.511|version 1.1 patch]] has been installed. Weakness to Magic no longer amplifies any effects cast on Self.)&lt;br /&gt;
&lt;br /&gt;
Here is one example of this technique. Make three spells:&lt;br /&gt;
#'''Boost 1''': &lt;br /&gt;
#*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 5 secs on Self&lt;br /&gt;
#'''Boost 2''': &lt;br /&gt;
#*Weakness to Magic 100% for 5 secs on Self&lt;br /&gt;
#'''Dragon Being''':&lt;br /&gt;
#*[[Oblivion:Weakness to Frost|Weakness to Frost]] 3% for 1 secs on Self&lt;br /&gt;
#*[[Oblivion:Fortify Health|Fortify Health]] 50 pts for 120 secs on Self&lt;br /&gt;
&lt;br /&gt;
Adjust Dragon Being spell strength according your [[Oblivion:Restoration|Restoration]] level.&lt;br /&gt;
&lt;br /&gt;
Dragon Being may fortify whatever you need most: [[Oblivion:Fortify Magicka|magicka]], [[Oblivion:Fortify Willpower|willpower]], [[Oblivion:Fortify Strength|strength]], [[Oblivion:Fortify Luck|luck]], [[Oblivion:Resist Magic|magic resistance]], [[Oblivion:Shield|shield]], [[Oblivion:Fortify Skill|skill]], [[Oblivion:Chameleon|chameleon]], [[Oblivion:Reflect Spell|spell reflection]], [[Oblivion:Spell Absorption|spell absorption]].  (Note that many of these effects receive no benefit for values greater than 100, so this technique is of limited use with these.)&lt;br /&gt;
&lt;br /&gt;
Now cast a chain that suits your needs:&lt;br /&gt;
*Dragon Being&lt;br /&gt;
*Boost 1, Dragon Being.&lt;br /&gt;
*Boost 1, Boost 2, Dragon Being.&lt;br /&gt;
*Boost 1, Boost 2, Boost 1, Dragon Being.&lt;br /&gt;
*Boost 1, Boost 2, Boost 1, Boost 2, Dragon Being. &lt;br /&gt;
*Boost 1, Boost 2, Boost 1, Boost 2, Boost 1, Dragon Being.&lt;br /&gt;
*Boost 1, Boost 2, Boost 1, Boost 2, Boost 1, Boost 2, Dragon Being.&lt;br /&gt;
&lt;br /&gt;
This table shows the strength of these combos:&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
!Spell Combo&lt;br /&gt;
!width=8%|Weakness to Magic&lt;br /&gt;
!width=8%|Total Weakness to Magic&lt;br /&gt;
!width=8%|Effect Multiplier&lt;br /&gt;
!width=8%|Total Effect&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot; |Dragon Being&lt;br /&gt;
|0 || 0 || 1 || 50&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot; |Boost 1, Dragon Being&lt;br /&gt;
|100 || 100 || 2 || 100&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot; |Boost 1, Boost 2, Dragon Being&lt;br /&gt;
|200 || 300 || 4 || 200&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot; |Boost 1, Boost 2, Boost 1, Dragon Being&lt;br /&gt;
|400 || 600 || 7 || 350&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot; |Boost 1, Boost 2, Boost 1, Boost 2, Dragon Being&lt;br /&gt;
|700 || 1100 || 12 || 600&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot; |Boost 1, Boost 2, Boost 1, Boost 2, Boost 1, Dragon Being&lt;br /&gt;
|1200 || 1900 || 20 || 1000&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot; |Boost 1, Boost 2, Boost 1, Boost 2, Boost 1, Boost 2, Dragon Being&lt;br /&gt;
|2000 || 3200 || 33 || 1650&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To fortify magicka you may use just a simple spell with three components:&lt;br /&gt;
* [[Oblivion:Fire Damage|Fire Damage]] 3 pts for 1 secs on Touch&lt;br /&gt;
* [[Oblivion:Fortify Magicka|Fortify Magicka]] 100 pts for 3 secs on Self&lt;br /&gt;
* [[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 secs on Self&lt;br /&gt;
Cast it several times on a [[Oblivion:Summon|summoned skeleton]].  After that you should (temporarily) have enough magicka for any powerful Master level spell.&lt;br /&gt;
&lt;br /&gt;
== Useful Spells to Create ==&lt;br /&gt;
A list of suggestions for custom spells can be found at [[Oblivion:Useful Spells|Useful Spells]].&lt;/div&gt;</summary>
		<author><name>Bongo</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Traps&amp;diff=221332</id>
		<title>Oblivion talk:Traps</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Traps&amp;diff=221332"/>
		<updated>2008-01-03T12:18:06Z</updated>

		<summary type="html">&lt;p&gt;Bongo: /* What's the purpose of this page? */ What needs testing?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Confirmation on data =&lt;br /&gt;
As plenty of data on traps can't be read literally from the Construction Set, here is an overview of the data I worked with.&lt;br /&gt;
== Physical Damage calculation ==&lt;br /&gt;
=== Conditions ===&lt;br /&gt;
* Using the console command &amp;quot;setlevel&amp;quot; to test different levels.&lt;br /&gt;
* Test trap are the Swinging Blades close to the entrance/exit of [[Oblivion:Lindai|Lindai01]].&lt;br /&gt;
* Using the console command &amp;quot;tdt&amp;quot; to measure the exact health values.&lt;br /&gt;
=== Conclusions ===&lt;br /&gt;
* Damage is calculated the moment you're hit, and is based on your character's level at '''that''' moment.&lt;br /&gt;
* Damage is calculated for each actor. The skeletons who were so nice to get hit received damage dependent on '''their''' level.&lt;br /&gt;
* Damage = fTrapDamage + fLevelledDamage * Level.&lt;br /&gt;
&amp;quot;fTrapDamage&amp;quot; and &amp;quot;fLevelledDamage&amp;quot; are both variables set in the trap object's scrip.&lt;br /&gt;
=== Test data ===&lt;br /&gt;
According to ARTrapSwingBladeFAST01SCRIPT:&amp;lt;br&amp;gt;&lt;br /&gt;
fTrapDamage = 20&amp;lt;br&amp;gt;&lt;br /&gt;
fLevelledDamage = 1.5&lt;br /&gt;
{|class=greylapse&lt;br /&gt;
|-&lt;br /&gt;
!Level !! Damage&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 21.50&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 23.00&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 24.50&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 26.00&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 27.50&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 35.00&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 42.50&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 50.00&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 57.50&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 95.00 &lt;br /&gt;
|-&lt;br /&gt;
| 75 || 133.50&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 170.00&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Editor ID's ==&lt;br /&gt;
For reference:&lt;br /&gt;
{|class=greylapse&lt;br /&gt;
!Trap/Trigger name !! Editor ID&lt;br /&gt;
|-&lt;br /&gt;
| Claw Lever || OBClawSwitchTall&lt;br /&gt;
|-&lt;br /&gt;
| Pressure Plate || CTrigPressurePlate01&lt;br /&gt;
|-&lt;br /&gt;
| Tripwire || CTrigTripwire01&lt;br /&gt;
|-&lt;br /&gt;
| Avalanche || OblivionAvalanche01&lt;br /&gt;
|-&lt;br /&gt;
| Ayleid Ruin Spike Pit || ARTrapSpikePit01&lt;br /&gt;
|-&lt;br /&gt;
| Cave In || CTrapCaveIn01&lt;br /&gt;
|-&lt;br /&gt;
| Ceiling Spikes || ARFloorSMASHER01 (the raising floor)&amp;lt;br&amp;gt;&lt;br /&gt;
ARTrapLongSpikes01 (the spikes in the ceiling)&lt;br /&gt;
|-&lt;br /&gt;
| Citadel Guillotine Blade || HallwayTrackBladeTrap01&lt;br /&gt;
|-&lt;br /&gt;
| Citadel Trident Blade || HallwayTrackBladeTrap02B&lt;br /&gt;
|-&lt;br /&gt;
| Citadel Spikes || CitadelHall3waySpikeTrap01 (for a single wall)&amp;lt;br&amp;gt;&lt;br /&gt;
CitadelHall90cornerSpikeTrap01 (for corners)&amp;lt;br&amp;gt;&lt;br /&gt;
CitadelHallSpikeTrap01 (for two opposing walls)&lt;br /&gt;
|-&lt;br /&gt;
| Claw Trap || ClawGateLeft01&amp;lt;br&amp;gt;&lt;br /&gt;
ClawGateRight01&lt;br /&gt;
|-&lt;br /&gt;
| Crumbling Bridge || ARTrapBridgeCrumble (Ayleid Ruins)&amp;lt;br&amp;gt;&lt;br /&gt;
RFPitBridgeTrap (Forts)&lt;br /&gt;
|-&lt;br /&gt;
| Darts || RFTrapDarts01&lt;br /&gt;
|-&lt;br /&gt;
| Falling Blades || ARTrapBridgeBlade01&lt;br /&gt;
|-&lt;br /&gt;
| Falling Logs || CTrapLogs01&lt;br /&gt;
|-&lt;br /&gt;
| Gas Trap || ARTrapGasCloud (gas cloud)&amp;lt;br&amp;gt;&lt;br /&gt;
ARTrapGasEmitter01&amp;lt;br&amp;gt;&lt;br /&gt;
ARTrapGasEmitterRANDOM01&lt;br /&gt;
|-&lt;br /&gt;
| Gas Room || ARTrapWallCorner01&lt;br /&gt;
|-&lt;br /&gt;
| Spike Pit || RFTrapSpikes01&lt;br /&gt;
|-&lt;br /&gt;
| Spiked Barrier || ARTrapChannelSpikes01&lt;br /&gt;
|-&lt;br /&gt;
| Swinging Blades || ARTrapSwingBladeFAST01&amp;lt;br&amp;gt;&lt;br /&gt;
ARTrapSwingBladeRANDOM01&amp;lt;br&amp;gt;&lt;br /&gt;
ARTrapSwingBladeSLOW01&lt;br /&gt;
|-&lt;br /&gt;
| Swinging Log || CTrapSwingLogLong01&lt;br /&gt;
|-&lt;br /&gt;
| Swinging Mace || CTrapSwingMaceLong01 (cylinder shaped mace)&lt;br /&gt;
CTrapSwingMaceShort01 (sphere shaped mace)&lt;br /&gt;
|-&lt;br /&gt;
| Dark Welkynd Stone || ARTrapEvilStone01 (casts Frost Damage)&lt;br /&gt;
ARTrapEvilStone02 (casts Shock Damage)&lt;br /&gt;
|-&lt;br /&gt;
| Fire Turret || OBTurretBig01&lt;br /&gt;
|-&lt;br /&gt;
| Land Mine || OBMineTrap01&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
--[[User:Timenn|Timenn]] 14:42, 9 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
= Talk =&lt;br /&gt;
== Page Rewrite ==&lt;br /&gt;
I've rewritten the entire Traps page. The traps used to be listed in one table, with only brief and sometimes confusing summaries. The rewrite should list all traps (some were missing) and information on:&lt;br /&gt;
* Where to find them.&lt;br /&gt;
* How they appear (if they are not yet triggered).&lt;br /&gt;
* What happens if the trap is triggered.&lt;br /&gt;
* What effect the trap has on its victim (usually the amount of damage).&lt;br /&gt;
A picture for each trap has been added, as well details on how to avoid the trap and some other information that doesn't fall into an above mentioned category. &amp;lt;br /&amp;gt;&lt;br /&gt;
--[[User:Timenn|Timenn]] 11:35, 10 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Confirmation of Argonian Immunity ==&lt;br /&gt;
Can someone confirm the immunity of [[Oblivion:Argonian|Argonians]] to the [[Oblivion:Traps#Gas Trap|Gas Trap]] and the [[Oblivion:Traps#Gas Room|Gas Room]]? I was surprised by this statement as the scripts of these traps appear to be generally the same as the scripts of other physical traps. The one main difference is that these Gas traps deal damage over a longer amount of time, but nowhere I have seen an indication that an immunity ability could help resist the damage dealt by such physical traps. &amp;lt;br /&amp;gt;&lt;br /&gt;
I could test this later with adding the immunity abilities of Argonians to my character and see if they help. --[[User:Timenn|Timenn]] 08:30, 17 June 2007 (EDT)&lt;br /&gt;
:Your wish is my command ;) I turned my tutorial-save character (i.e., no fancy equipment or other protection) into an Argonian, went to Vindasel, and stood on the gas vent there for a while.  And absolutely nothing happened.  The gas was definitely working, because one of the rats who came after me died from it.  On the other hand, the spike pit in the first room at Vindasel still did as much damage as ever when I ran into it.  So it looks like somewhere the effect used by the gas traps is flagged as a poison, implying that any [[Oblivion:Resist Poison|Resist Poison]] effect will reduce the damage from the traps.  Perhaps the bTrapContinuous flag is somehow used to decide whether to treat the damage as physical or poison? --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 16:06, 20 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::It even gets more interesting... First of all, it seems like Gas Trap damage the {{Oblivion Effect Entry|Resist Poison}} resists is a general resistance. It means that all characters with a Resist Poison effect active will only receive partial damage from the Gas. (100% means no damage ofcourse) I tested this first with a non [[Oblivion:Argonian|Argonian]] character by first adding the Argonian racial ability, and later a spell that only give 50% resistance.&lt;br /&gt;
::Second, the bTrapContinious variable is not responsible for determining whether a trap is physical or poison. In fact, I switched the scripts of the ARGasGrateTrap01 and the ARTrapSpikePit01 as both traps have similar scripts and a similar triggering zone. I didn't make a difference (except for different damage values). &lt;br /&gt;
::Then I went on and switched the mesh .nif files of the two trap Statics. This did make a difference, the trap called ARGasGrateTrap01 was acting exactly like a Ayleid Ruin Spike Pit, and the ARTrapSpikePit01 was acting exactly like the Gas Trap. &lt;br /&gt;
::From this it may be concluded that the Poison flag is set in the mesh itself. However, I'm not familiar with modelling, so I couldn't check if this is true. Maybe someone with experience in this, and who has the time, is able to shed some light into this.&lt;br /&gt;
&lt;br /&gt;
::For now I think we could change the statement about Argonians to a statement on how Resist Poison resists Gas damage, and provide as example Argonians.&lt;br /&gt;
&lt;br /&gt;
==Another Page Rewrite==&lt;br /&gt;
Nothing too major, I just went in and cleared up a lot of statements and passages under a lot of the traps (grammar, sentence structure, consistency, etc.). I also changed the names of two of the traps, both of which contained &amp;quot;Spike Pit&amp;quot; (one was referring to the platform that drops onto spikes in Ayleid ruins and the other was referring to the spikes below holes in the ground in places like forts). The former, called &amp;quot;Ayleid Ruin Spike Pit&amp;quot; in the table, I changed to simply &amp;quot;Spike Pit&amp;quot;, whereas I changed the latter to &amp;quot;Hole&amp;quot; and provided some more information. I put them both in the correct alphabetical order on both the article and the table. However, if anyone could provide damage tables for lava under &amp;quot;Hole&amp;quot;, that would be great.&lt;br /&gt;
Also, could anyone confirm that the Dark Welkynd stones change into the color of the elemental spell they will cast? I don't ever recall seeing any of them turn anything but red.&lt;br /&gt;
[[User:SubtleCynicism|SubtleCynicism]] 05:19, 27 July 2007 (EDT)&lt;br /&gt;
:I undid the name changes, because those names have been used on all of the dungeon pages when describing the traps found in dungeons, including in the cross links to the Traps page.  So changing the names here has some widespread consequences. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 12:42, 27 July 2007 (EDT)&lt;br /&gt;
::I just ran around and got myself zapped by a few different varieties of Welkynd Stones.  Three did frost damage (ARTrapEvilStoneAUTOFIRE01, ARTrapEvilStoneAUTOFIREFAR01, ARTrapEvilStone01) and one did shock damage (ARTrapEvilStoneAUTOFIRE02).  Every single one of them definitely glowed red before firing, so I've changed the text accordingly. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 02:12, 2 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bone Claw trap ==&lt;br /&gt;
&lt;br /&gt;
Should the Bone Claws in the final area of [[Oblivion:Echo Cave|Echo Cave]] be mentioned on this page?- they are clearly metioned as a trap on the Echo cave walkthrough.--[[User:Willyhead|Willyhead]] 14:50, 20 August 2007 (EDT)&lt;br /&gt;
:I'll say &amp;quot;No&amp;quot; for two reasons. First, they're unique; that's the only place you get exactly that style of 'trap' (or so I believe). Second, they don't do any damage - their purpose is to stop you from running. The data on the Echo Cave page is generated automatically and I imagine it classified the spikes as a trap because they use a similar detect-and-spring trigger as other traps. I'd leave it as it is to be honest. --[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;[[User_Talk:Rpeh|Talk]]&amp;lt;/sup&amp;gt; 06:14, 21 August 2007 (EDT)&lt;br /&gt;
::But then claw traps are included on the page- wich do no damage, and it doesn't say on the page that any traps added must not be unique- since it has a spring trigger and traps the player, that's a good enough reason for me to call it a trap.--[[User:Willyhead|Willyhead]] 14:31, 2 September 2007 (EDT)&lt;br /&gt;
:::I agree with Rpeh, but only for his first reason. A trap doesn't necessarily have to hurt its victim. Think of the [[Oblivion:Traps#Crumbling Bridge|Crumbling Bridge trap]], where the fall damage might be minimal (or none) but the &amp;quot;punishment&amp;quot; is the detour you have to take to get back on your original track. The Claw trap in [[Oblivion:Confront The King|Confront The King]] is not only unique but also only triggers once, and that one is on a scripted ocassion. That trap is also unavoidable (well it should be, anyway), while the characteristic of all Oblivion traps is that they are possible to avoid. --[[User:Timenn|Timenn]] 15:17, 7 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Claw Trap's damage ==&lt;br /&gt;
&lt;br /&gt;
[http://www.uesp.net/w/index.php?title=Oblivion:Traps&amp;amp;oldid=188658 This edit] claims that Claw Traps do deal damage. I would like to see some evidence backing up this claim as the script for this trap doesn't set the usual fTrapDamage. I've also tested trying to get damaged myself without any luck. --[[User:Timenn|Timenn]] 16:31, 15 October 2007 (EDT)&lt;br /&gt;
:Unfortunately I have no evidence I can show you. The way I found this out is from adventuring in Oblivion. I was battling a daedroth, and suddenly a claw trap pronged from underground and killed the weakened daedroth. To further test if this was true I walked into the spikes of the claw trap and suffered some damage. I did the same thing three times and the same thing happened every time. So I came to the conclusion that they do damage. We better hear others opinions on this.--[[User:Willyhead|Willyhead]] 16:38, 15 October 2007 (EDT)&lt;br /&gt;
::Checking over the construction set, I'm wondering whether there are two different varieties of the claw trap and whether that helps to explain this discrepancy.&lt;br /&gt;
::* The most common type of claw trap has editor names ClawGateLeft01 and ClawGateRight01, and appears in 35 different locations.  As Timmenn says the script used by this type of trap (OblivionBoneGateTrapSCRIPT01) doesn't have any of the fTrap settings.  Also these traps do not have the &amp;quot;Dangerous&amp;quot; flag set in the CS.&lt;br /&gt;
::* There are two other claw traps under the editor ID OblivionGateClawGateOpen.  The script (KvatchClawGateOpen) still doesn't have any fTrap settings, but the trap '''does''' have the &amp;quot;Dangerous&amp;quot; flag set.  These two traps are only found in [[Oblivion:Random Oblivion World 5|Random Oblivion World 5]].  Just to add even more confusion, there are another two claw traps in ROW5 that are of the more common variety.&lt;br /&gt;
::I'm wondering whether Willyhead happened to encounter one of the two dangerous traps in ROW5, whereas Timenn's tests were all on the more common non-dangerous traps that exist everywhere else.  Not that AFAIK we know what the &amp;quot;Dangerous&amp;quot; flag actually means.  In fact, checking another dozen traps that definitely do cause damage, none of them are flagged as dangerous ;)  But given the discrepancies here it seems like it's worth looking into. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 04:01, 20 October 2007 (EDT)&lt;br /&gt;
:::Good idea, I will look into this after the weekend. If it's true it will mean that a note could be added to the Claw Trap explaining the exception in ROW 5. Using ''tdt'' to check the amount of damage it deals could be a way to track the script that explains the damage dealt by this trap. --[[User:Timenn|Timenn]] 09:53, 20 October 2007 (EDT)&lt;br /&gt;
::::I have been hit with this trap a few times, all that happens to me is that I get pushed out of the way. I think its just there to block the way, not kill. [[User:212.50.191.54|212.50.191.54]] 06:19, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've tested the trap Nephele mentioned, but it seems they don't do any damage. I doubt they are the traps Willyhead could mean, as they are scripted to only act once (I've tested this also ingame). I'm not sure what else could cause the difference, other than mods. Maybe Willyhead can tell where the trap can be found, or test the trap at a different location. --[[User:Timenn|Timenn]] 09:35, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Pressure Plate ==&lt;br /&gt;
&lt;br /&gt;
Ive noticed that the pressure plate switch is set off if enough weight is applied to it, does this mean by using various feather spells I could step on one and nothing would happen? --[[User:212.50.191.54|212.50.191.54]] 06:17, 31 October 2007 (EDT)&lt;br /&gt;
:No. Feather spells don't have any effect on your mass in the game, just on the amount you can carry. Otherwise, for instance, you'd go flying every time somebody hit you during combat if you had a big feather spell in effect! --[[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; 06:36, 31 October 2007 (EDT)&lt;br /&gt;
Ah yes, that does make sense, I  forgot that the character has weight&lt;br /&gt;
&lt;br /&gt;
== What's the purpose of this page? ==&lt;br /&gt;
What exactly is the purpose of this page? I had one of my edits removed with the reason that it wasn't the purpose of this page. I thought this page was about traps, where to find them, '''what they do''', '''how to deal with them''' so I added two minor detail on cave ins. 1) Fallen rocks may cover stuff on the ground. 2) You can blast the rock out of your way if you want to look under them. Somehow these minor edit was not judged worthy, with a poor explanation too. So, exactly why is these two minor details not appropriate for this page? Oh, I once found a chest with some minor loot under a cave in(amelions tomb?). That's why I wanted to mention it here. Preceeding coment added by [[User:Bongo|Bongo]] 16:54, 29 November 2007 (EST)&lt;br /&gt;
:Okay, this time I'll leave it. But the page is about damage and how to avoid the traps; not really about things getting covered. --[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 17:29, 29 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::The problem with part of that information is that it doesn't cover everything. A rock that has fallen down can be moved by more than just area effect spells. An area effect spell is just an easy way of moving things. It's also trivial that loose objects can be moved in Oblivion, so mentioning that on a Traps page is just not necessary. I think a note of the amount of rocks that fall down, and the effect that can have, is more than enough. --[[User:Timenn|Timenn]]&amp;lt;span style=&amp;quot;font-size: 8px; font-style: italic;&amp;quot;&amp;gt; &amp;amp;lt; &amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;[[User_talk:Timenn|talk]]&amp;lt;/span&amp;gt; &amp;amp;gt; &amp;lt;/span&amp;gt; 17:40, 29 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Cave ins, logs and landslides all have the capacity to cover interesting stuff. Unlike the other two, objects covered by cave ins will usually be unaccessible until you figure out how to remove the rocks. The hold key is useless on such rocks, a fireball works(and bring the rocks back to life!). I agree that damage dealt by traps and how to avoid it should get priority on this page but I still think we have room for secondary effects as well. Not sure if the mentioned chest in amelions tomb is a bait or just placed there to frustrate players though. Preceeding comment added by [[User:Bongo|Bongo]] 16:42, 2 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::''&amp;quot;The objects released by this trap will remain and may hinder the player's passage or cover items of interest.&amp;quot;''&lt;br /&gt;
::::I propose this as a compromise. &amp;quot;objects&amp;quot; may be replaced by the trap's released objects (e.g. logs). The reason why I'm hesistant to add more information is because this trait is only encountered on a few ocassions. It should not suggest that a player has to deal with it with every trap of this kind, but merely that he/she should be aware of it. --[[User:Timenn|Timenn]]&amp;lt;span style=&amp;quot;font-size: 8px; font-style: italic;&amp;quot;&amp;gt; &amp;amp;lt; &amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;[[User_talk:Timenn|talk]]&amp;lt;/span&amp;gt; &amp;amp;gt; &amp;lt;/span&amp;gt; 10:17, 3 December 2007 (EST)&lt;br /&gt;
:::::Looks good to me, Timenn. It gets the information into the article without placing too much emphasis on it. --[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 10:30, 3 December 2007 (EST)&lt;br /&gt;
:::::I got no problem with a rewording. I hope you leave the info on how to move rocks afterwards though *and* the fact that a fireball will make the rocks dangerous again...(note to self:throw rocks against an enemy on first occasion, might be fun ;) )[[User:Bongo|Bongo]] 10:00, 4 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
The previously proposed comment has been added to the [[Oblivion:Traps#Avalanche|Avalanche]], [[Oblivion:Traps#Cave In|Cave In]] and [[Oblivion:Traps#Falling Logs|Falling Logs]] traps. I've only added an extra note about rocks being shot away by area of effect spells to the Cave In trap (Avalanche is outside thus unlikely that rocks hit you, logs are too heavy). I've added a verification tag to it because it needs to be verified, but I can imagine this being true (if rocks are moving faster than the set fTrapMinVelocity). --[[User:Timenn|Timenn]]&amp;lt;span style=&amp;quot;font-size: 8px; font-style: italic;&amp;quot;&amp;gt; &amp;amp;lt; &amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;[[User_talk:Timenn|talk]]&amp;lt;/span&amp;gt; &amp;amp;gt; &amp;lt;/span&amp;gt; 09:40, 13 December 2007 (EST)&lt;br /&gt;
:What part needs verifying? I have sent rocks from cave-ins flying with fireballs on several occasions and they do indeed hurt. Haven't tested against enemies though. Haven't looked for variables either(the construction kit is still unchartered territory for me) but from observation the rock are capable of damage even when moving slowly. [[User:Bongo|Bongo]] 07:18, 3 January 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Bongo</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Useful_Enchantments&amp;diff=214321</id>
		<title>Oblivion:Useful Enchantments</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Useful_Enchantments&amp;diff=214321"/>
		<updated>2007-12-12T12:01:10Z</updated>

		<summary type="html">&lt;p&gt;Bongo: /* Custom Weapons */ Save weight by enchanting low-level weapons.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality}}&lt;br /&gt;
{{Oblivion Magic Trail}}&lt;br /&gt;
This page summarizes some '''useful enchantments''' that players may wish to create or use as inspiration for their own enchantments.  Other related pages are:&lt;br /&gt;
* '''[[Oblivion:Enchanting|Enchanting]]''': Details on how to use the enchanting altar to create enchanted items&lt;br /&gt;
* '''[[Oblivion:Souls|Souls]]''': The souls available to create filled soul gems&lt;br /&gt;
* '''[[Oblivion:Sigil Stones|Sigil Stones]]''': Information on using Sigil Stones for enchanting.&lt;br /&gt;
Enchantments and items named here are only examples. Add new enchantments below if you come up with good ones. &lt;br /&gt;
&lt;br /&gt;
We also would like to point out that there are countless combinations of effects and most of them are useful. However we cannot have an article that has every useful enchantment combination. Because of this, we have some general guidelines we would like you to follow when adding your useful enchantment.&lt;br /&gt;
&lt;br /&gt;
* Please place your enchantment in the correct place. Alphabetical order in the appropriate category.&lt;br /&gt;
* Please only place enchantments here that show a new gimmick or trick that would not normally be noticed. (Fire Damage 100 Points on Strike is an example of what not to put)&lt;br /&gt;
* Please label your spell effect and purpose. Try and choose a name that is descriptive, rather than one that sounds cool. (&amp;quot;Mega-Bomb&amp;quot; or &amp;quot;Powerstriker&amp;quot; does not give you much information about what the enchantment will do.)&lt;br /&gt;
* Please make sure that this enchantment works as you have labeled it.&lt;br /&gt;
* Please refrain from adding attributions or anything in first person. This is against the site's policy. &lt;br /&gt;
&lt;br /&gt;
Thank you for your cooperation. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Simple Enchantments==&lt;br /&gt;
&lt;br /&gt;
Once you have access to the arcane university, some mundane items, and some filled [[Oblivion:Enchanting#Soul Gems|soul gems]] you can begin making your own enchanted items.  However at low levels you may be disappointed that you cannot create that longsword that deals 25 points of shock damage per strike just yet. There are quite a few very useful enchantments you can create however that won't need a grand soul or cost a lot to create. &lt;br /&gt;
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*Please note the following are all listed as rings but just as easily could be a pendant, necklace, armor or clothes. The advantage of rings is that they are light to carry, you can wear two at a time and you can easily take them on and off. Any enchantment put into armor will generally be something that you will want to have only when you're in combat, or a perpetually useful effect such as Fortify Strength.&lt;br /&gt;
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===Atronach's Amulet of Magicka===&lt;br /&gt;
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Amulet (preferably) with Transcendent (preferably) Fortify Magicka 50 points.&lt;br /&gt;
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Due to the fact that Fortify Magicka will not leave the player with negative magicka when the effect expires, when one runs out of magicka, (have this item hotkeyed) merely unequip it, then re-equip (refreshing the effect) to replenish your magicka ''while empty''. Works well when coupled with custom spells that cost 50, or a custom Restoration spell costing 50 that ''further'' fortifies magicka a much larger amount to pull off an even bigger spell (3 second duration is enough). An easy way for an Atronach to save on potions. (Depending on skill level, one spell costing under 50 can fortify magicka by 300 points long enough to cast a spell right afterwards.)&lt;br /&gt;
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Using with rings can be confusing as to which ring gets booted off if you have two others equipped when you switch to this item. Hoods/Helms and amulets allow for a simple on/off switch quality to 50 free magicka, while still letting you walk around more or less fully clothed/armored.&lt;br /&gt;
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===Base Ring of Feather===&lt;br /&gt;
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Whilst most guides will tell you (quite rightly) that [[Oblivion:Fortify Attribute|Fortify Strength]] is more useful than [[Oblivion:Feather|Feather]], at low levels the spell is not as easy to acquire and a ring of Feather is cheaper to create. Two simple Rings of Feather will be very helpful for carrying loot from dungeons until you do acquire the Fortify Attribute effect. You will also run slightly faster when using Feather if you are carrying a significant amount as it will lighten your [[Oblivion:Encumbrance|encumbrance]]. There is an odd quirk with the Feather effect however that means to get the best effect it is better to pick up as much equipment as possible (until you are over encumbered) and ''then'' put on the ring(s). See [[Oblivion:Feather#Fortify Strength|Feather vs. Fortify Strength]] for more details.&lt;br /&gt;
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===Elemental Armor 1===&lt;br /&gt;
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Use three Petty soul gems to enchant three different parts of your armor (for example Cuirass, Helmet and Greaves) with [[Oblivion:Fire Shield|Fire Shield]], [[Oblivion:Frost Shield|Frost Shield]] and [[Oblivion:Shock Shield|Shock Shield]]. It will not only provide some protection from all three elements it will also increase your overall [[Oblivion:Armor#Armor Rating|armor rating]] by 18 points (6 points each). This is a significant increase and is the same as if you had enchanted your armor with the [[Oblivion:Shield|Shield]] effect but without the bonus resist fire, frost and shock for the '''same''' cost. &lt;br /&gt;
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When you begin to use stronger souls (Lesser to Grand) the [[Oblivion:Shield|Shield]] enchantment will provide more overall defense by one point, however whether that's any more useful is debatable. Either way, by enchanting all of your armor and your shield with Shield or Fire/Frost/Shock Shield, you can almost double its protection, especially at earlier levels when you're only wearing [[Oblivion:Armor#Steel|steel]] or [[Oblivion:Armor#Chainmail|chainmail]] armor.&lt;br /&gt;
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This can also be added to plain clothes instead for mages that want to retain 100% spell effectiveness.&lt;br /&gt;
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===Glowring===&lt;br /&gt;
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Use a Lesser soul to enchant a ring with [[Oblivion:Light|Light]]. Generally considered to be less useful than [[Oblivion:Night-Eye|Night-Eye]] but it still has its advantages. Night-Eye tends to diminish the game's immersion due to the loss of color and some things are harder to spot due to the lack of color contrast. You also miss out on all those pretty lighting effects in dungeons. The permanent effect is still better than using a torch (which you cannot use when in combat with a shield or two handed weapon) or casting a Light spell (or drinking a Light potion) every few minutes.&lt;br /&gt;
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===Owl's Eye===&lt;br /&gt;
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With a Petty soul you can create a Ring of [[Oblivion:Night-Eye|Night-Eye]] that will be very useful in dark dungeons. Not only will you be able to see perfectly in pitch darkness, you won't be giving away your position to your enemies. Also with this effect a Petty soul is just a useful as a Grand soul and is incredibly cheap to make.&lt;br /&gt;
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===Ring of Strength===&lt;br /&gt;
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[[Oblivion:Fortify Attribute|Fortify Strength]] is a very useful enchantment which will not only increase the amount you can carry but also increase the damage and speed of Blade and Blunt attacks. You may want to add this to some sort of armor instead.&lt;br /&gt;
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===Suit of Detecting===&lt;br /&gt;
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Using detect life is useful in the early part of the game. You can stack detect life; for example, a helm with detect life 25 feet + boots with detect life 25 feet = detect life for 50 feet. The max permanent detect life possible is 9 X 180 (with a Transcendent Sigil Stone) for a total of 1620 feet detect life.&lt;br /&gt;
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===Water Breathing===&lt;br /&gt;
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With a Petty soul you can create a Ring of [[Oblivion:Water Breathing|Water Breathing]] so you'll never have to hold your breath underwater again. It also has the same effect regardless of the soul used to create the item. Unfortunately, it will cost 2000 gold to create, and there aren't too many quests that require you to stay underwater for long periods of time.&lt;br /&gt;
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===Water Walking===&lt;br /&gt;
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Very Similar to [[Oblivion:Water Breathing|Water Breathing]] in that the effect is the same regardless of the soul used but again it will cost 2000 gold and is probably not the most useful effect overall.  Can be useful because lava is treated like water, with waterwalking you can cut across the lava in oblivion easier.&lt;br /&gt;
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==Powerful Enchantments==&lt;br /&gt;
Some of these enchantments may be seen as cheating by some, certainly enchantments like the ''Chameleon Suit'' makes the game incredibly easy. You may want to consider the effect they have on the game experience before making them.&lt;br /&gt;
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===Chameleon Suit===&lt;br /&gt;
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Enchant 5 pieces of armor, clothes or jewelry with Grand Soul gems or Sigil Stones (Latent or above) to create the infamous 100% [[Oblivion:Chameleon|Chameleon suit]]. Everyone in the game will be oblivious to you and almost all of your actions. Essentially permanent invisibility. The advantage of using Ascendant or Transcendent Sigil Stones is that you only have to use 4 pieces of clothing or armor. Many players find 100% too much and therefore some only create an 80%-95% chameleon suit which means you still have to [[Oblivion:Sneak|Sneak]].&lt;br /&gt;
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===Elemental Armor 2===&lt;br /&gt;
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As above, enchant your armor and shield with [[Oblivion:Fire Shield|Fire Shield]], [[Oblivion:Frost Shield|Frost Shield]] and [[Oblivion:Shock Shield|Shock Shield]] using powerful soul gems or Sigil stones to increase both your armor rating and resistance to fire/frost/shock. The difference here is that once you have access to Dwarven/Orcish or Elven/Glass armor (and presumably a high skill in light or heavy armor) and anything above common soul gems you will probably reach an armor rating of 85 which is the limit. Therefore it's worth mentioning that it is both a very powerful effect (especially at level 13 or 14) and that you may be actually wasting any enchantment that raises your armor rating over 85.&lt;br /&gt;
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It is also possible that the armor you originally enchanted to provide an armor rating of 70 or 80 may quickly hit the 85 limit due to an increase in your heavy armor or light armor skills, or due to your armorer skill going to expert and therefore repairing the items to 125%. In that case you may want to consider using a different enchantment on some parts of your armor.&lt;br /&gt;
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Another important factor is that Sigil Stones '''always''' provide a bigger boost to your armor rating from Fire/Frost/Shock Shield than Shield alone, making the Shield effect from Sigil Stones not a good choice in comparison to Fire, Frost or Shock shield. See the table on the [[Oblivion:Sigil_Stones|Sigil Stones]] page for more information.&lt;br /&gt;
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===Mages Clothing of Protection===&lt;br /&gt;
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It is possible to use transcendent Sigil stones to enchant 4 pieces of clothing with fire/frost/shock shield as above to get maximum protection (armor rating of 85) while still retaining 100% spell effectiveness and some resistance to spell damage.  Be careful '''not''' to use anything labeled &amp;quot;outfit&amp;quot; or &amp;quot;robes&amp;quot; as this will take the place of two pieces of clothing, use a shirt, pants, boots and a hood instead. There is only one item that can be enchanted and used on the hands that isn't considered armor; the Wrist Irons that you're wearing at the beginning of the game, if you still have them enchant them as well. In some ways the extra protection from the fourth effect is wasted due to the armor rating cap of 85, however the resistance to fire/frost/shock still works. You may want to reduce your overall armor rating to 75 (still the same as Daedric armor) and use the last two enchantments for [[Oblivion:Fortify Magicka|Fortify Magicka]] or [[Oblivion:Resist_Magic|Resist Magic]], particularly powerful if your are a Breton as this will give you 90% resist magic (you can get to 100% by using other items such as the  [[Oblivion:Magic_Items#Mundane_Ring|Mundane Ring]] found in random loot after level 20, or on [[Oblivion:Raven Camoran|Raven Camoran]] after level 22).&lt;br /&gt;
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===Almost Invulnerable Suit===&lt;br /&gt;
It is possible to achieve 101% [[Oblivion:Reflect_Damage|Reflect Damage]] and at least 100% of [[Oblivion:Resist_Magic|Resist Magic]], [[Oblivion:Reflect_Spell|Reflect Spell]], or [[Oblivion:Spell_Absorption|Spell Absorption]] by wearing a collection of enchanted items (click individual magic effects for more details). However you cannot enchant your own items with these effects, so you will have to find them or the appropriate Sigil Stone. With these enchantments, only bow-and-arrow-equipped enemies can hurt you, while blade, blunt, hand-to-hand, and magic don’t affect you at all.&lt;br /&gt;
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==Cursed Enchantments==&lt;br /&gt;
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===Hood of Torture===&lt;br /&gt;
Place this enchantment on any headgear that has [[:Category:Oblivion-Items-Zero_Weight|zero weight]] such as a Mages Hood.&lt;br /&gt;
*[[Oblivion:Damage Health|Damage Health]] 5 points&lt;br /&gt;
*Place this in your victims pocket while you are pickpocketing him/her. When your victim goes to bed and wakes up again he/she will equip his/her gear and put on the Hood of Torture. Your victim will slowly suffer and die from wearing the hood, allowing you to take the hood back and any other valuable items from the victim's crippled body. This is a great way to complete assassinations, and one more thing is- try not to wear the hood yourself....&lt;br /&gt;
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Also note that if you replace the Damage Health effect with something like Shock Damage instead, you get a very attractive visual effect while your victim dies.&lt;br /&gt;
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It is worth mentioning that this can NOT be combined with 100% Spell Absorption to create constant magicka regeneration for Atronach characters (or just to give boosts for other characters).&lt;br /&gt;
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If the victim fails to put on the item and you're compelled to retrieve it through pickpocketing, the item will now show up as stolen in your inventory. If you used a Black Hood or Bound Helmet (which are worth 0 gold), you will not be able to clear that label through a fence. A Mage's Hood, which has gold value, can be cleared through a fence.&lt;br /&gt;
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==Custom Weapons==&lt;br /&gt;
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Rather than list endless different combinations of weapons here are a few guidelines to creating powerful magic weapons:&lt;br /&gt;
*Use a combination of effects rather than a single effect; for example it's cheaper (both money wise and charge wise) to use [[Oblivion:Fire Damage|Fire Damage]] 10 points for 1 second, [[Oblivion:Frost Damage|Frost Damage]] 10 points for 1 second, and [[Oblivion:Shock Damage|Shock Damage]] 10 points for 1 second than Fire Damage 30 points for 1 second.&lt;br /&gt;
*Lower damage over time is cheaper than high damage for one second; so Fire Damage 5 points for 3 seconds is cheaper than Fire Damage 15 points for 1 second.&lt;br /&gt;
*You can use [[Oblivion:Weakness to Magic|Weakness to Magic]] and [[Oblivion:Weakness to Fire|Weakness to Fire]]/[[Oblivion:Weakness to Frost|Weakness to Frost]]/[[Oblivion:Weakness to Shock |Weakness to Shock ]] to increase damage of the '''next''' strike(s). For example add Weakness to Magic 100 points for 3 seconds and Weakness to Shock 100 points for 3 seconds to a weapon with Shock Damage 10 points for 2 seconds for a devastating weapon. If you use a weapon that strikes fast (dagger, shortsword or even longsword) this will be even more powerful than a heavy two handed weapon with Shock Damage damage 40 points for 1 second. However, to get the most from this effect you need to be virtually on full offensive, repeatedly attacking and not blocking or dodging. You can combine this with spells that have a similar effect for a result similar to spell stacking.&lt;br /&gt;
*To get the benefit of increasingly more powerful hits it is vitally important that effects are added in the right order. Elemental damage effects should be placed before their corresponding weakness. Weakness to magicka should be the last effect placed on the weapon. Other kind of damage (fatigue, health) can be placed anywhere as long as weakness to magicka remain last.&lt;br /&gt;
*Adding [[Oblivion:Soul Trap|Soul trap]] for at least 1 second to any weapon will help you recharge the weapon itself, as long as you have a large enough soul gem. This works especially well with [[Oblivion:Azura's Star|Azura's Star]]&lt;br /&gt;
*Do not blindly opt for the highest quality available when making custom magic weapons. Many of the enchants on this page are so strong that any loss of base damage by picking a weaker weapon is more than justified by the lower weight offered by low-level weapons. Apart from saving weight (for more loot) you will also be less fatigued when you swing these lighter weapons. As an example, one daedric longsword outweigh 2 fine steel longswords and 1 fine steel dagger but it carries only 1/3 of the charge(good for those situations when souls for recharging are not readily available) and the cheaper weapons can also be individually customized for enemies with particular weaknesses.&lt;br /&gt;
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===Atronach Blade===&lt;br /&gt;
*[[Oblivion:Absorb Magicka|Absorb Magicka]] 35 pts for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 5 Second&lt;br /&gt;
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This blade was meant for those who don't want to use [[Oblivion:Alchemy|Alchemy]] and have the [[Oblivion:Birthsigns#Atronach|Atronach]] sign (although anyone can use this). Another option is to use a Transcendent Sigil Stone which can give you Absorb Magicka 50 points on strike, you couldn't add Soul Trap in that case however it can be incredibly useful for magic using characters.&lt;br /&gt;
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===Black Dagger===&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 points for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 12 points for 1 second&lt;br /&gt;
*[[Oblivion:Damage Health|Damage Health]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
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* Requires Grand Soul-Gem or Black Soul-Gem(A Grand Soul-Gem can be found in Arch Mages lobby in a Very Hard Locked display case)&lt;br /&gt;
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Use on a Daedric Dagger for maximum effect. This will kill most opponents in 1 hit and then Soul Trap them. Keeping it charged is difficult if you constantly use it, so it's better used as an assassins weapon for the Dark Brotherhood. The weapon becomes particularly effective if used in conjunction with a poison and is a great way to refill black soul gems.&lt;br /&gt;
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===Blade of Death===&lt;br /&gt;
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*[[Oblivion:Soul Trap|Soul trap]] for 1 second&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 points for 1 second&lt;br /&gt;
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Easy to make and very useful at lower levels as many creatures and NPCs will have less than &lt;br /&gt;
100 hit points, which will effectively kill them.&lt;br /&gt;
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===Blade of Elements===&lt;br /&gt;
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*[[Oblivion:Fire Damage|Fire Damage]] 14 points for 1 second&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 14 points for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 14 points for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Frost|Weakness to Frost]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 1 second&lt;br /&gt;
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Add these effects to a weapon, preferably a dagger or a shortsword, with a Grand Soul Gem. It has few charges but with the [[Oblivion:Soul Trap|Soul Trap]] it practically regenerates itself at higher levels with [[Oblivion:Azura's Star|Azura's Star]]. The only disadvantage is that you have to strike in rapid flurries with no blocking or dodging to get the most out of the Weakness effects. Very powerful when used in tandem with a Paralyze and Weakness to Fire/Frost/Shock/Magic 100% spell. The boss at the end of the Shivering Isles storyline, Jyggalag, can be killed in 4 hits with this weapon.&lt;br /&gt;
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===Blood price===&lt;br /&gt;
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*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 1 seconds&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 3 points for 1 second*&lt;br /&gt;
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Useful for archers, when the enemy gets a little too close for comfort.  Best if used w/ a weapon that swings just about perfectly at once per second.&lt;br /&gt;
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&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;A good rule of thumb is to put the [[Oblivion:Absorb Health|Absorb Health]] value at about three quarters of your level.&lt;br /&gt;
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===Blade of Rejuvenation===&lt;br /&gt;
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*[[Oblivion:Absorb Health|Absorb Health]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Magicka]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Fatigue]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
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Best if enchanted on a longsword. When used with a good shield, decent armor, and lots of empty soul gems (Black if necessary, but if not, Azura's Star works well too) this sword will make make you nearly invincible, on normal difficulty, even at level 50!&lt;br /&gt;
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===Crowd Control===&lt;br /&gt;
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*[[Oblivion:Absorb Health|Absorb Health]] 15 points in 10 feet&lt;br /&gt;
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Using Area on a melee weapon isn't practical if you have allies.  But when you're surrounded by enemies, there's nothing like hitting them all at once while simultaneously restoring plenty of health.  Tossing in [[Oblivion:Soul Trap|Soul trap]] is a nice variation, but it's only effective when used with no area (unless you carry lots of empty soul gems around).&lt;br /&gt;
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===Dragon Blade===&lt;br /&gt;
*[[Oblivion:Damage Health|Damage Health]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
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This is a blade meant for those who need to rely on one blade constantly. With a grand soul gem, it has 40 uses.&lt;br /&gt;
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===Elemental Fury===&lt;br /&gt;
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Add these effects to a weapon, preferably with a Grand Soul Gem. Not only will you get more uses each charge than the same damage with a single effect, but most creatures will have a weakness to at least one of its effects and very few will be able to resist them all.&lt;br /&gt;
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*[[Oblivion:Fire Damage|Fire Damage]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 10 points for 1 second&lt;br /&gt;
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===Glamdring===&lt;br /&gt;
[ turn any dagger or short sword into a death reaper! ]&lt;br /&gt;
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*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
*[[Oblivion:Silence|Silence]] for 2 seconds&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 points for 1 second&lt;br /&gt;
*[[Oblivion:Drain Fatigue|Drain Fatigue]] 100 points for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 seconds&lt;br /&gt;
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To make this enchantment, you must have a Destruction skill of 50 and a filled Grand Soul Gem which should give you a total of 20 uses.&lt;br /&gt;
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This weapon is more suitable for the hardest game difficulty, as it will bring a quick death to the most stalwart of opponents. Press the attack with a flurry of follow-up hits until your enemies drop dead. At least two creatures you should not use Glamdring against: Liches and Xivilai. Also, pretty much useless against Wraiths.&lt;br /&gt;
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===Mage-Bane (Weapon)===&lt;br /&gt;
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*[[Oblivion:Silence|Silence]] for 10 seconds&lt;br /&gt;
*[[Oblivion:Absorb Magicka|Absorb Magicka]] 25 points for 5 seconds&lt;br /&gt;
*{{Oblivion Effect Entry|Weakness to Poison}} 100% for 3 seconds&lt;br /&gt;
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The {{Oblivion Effect Entry|Weakness to Poison}} effect should be combined with [[Oblivion:Damage Attribute|Damage Willpower]] poisons, so that the caster's magic will come back much more slowly (IF AT ALL). With enough hits, the foe's Willpower will be reduced to 0, and the absorbed power won't come back. On top of that, the [[Oblivion:Silence|Silence]] effect will stop them from curing the poison!&lt;br /&gt;
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===Mind Reaper===&lt;br /&gt;
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In similar fashion to the Atronach Blade above, this knife is also intended for quick magicka recharging by characters using the Atronach birthsign, but could find a place with any magic-focused character.&lt;br /&gt;
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*[[Oblivion:Absorb Magicka|Absorb Magicka]] 36 points for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magicka]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
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Since this weapon will only be doing its normal damage to an enemy, the Soul Trap enchantment is a bit less useful than it would be on something like the Ultimate Weapon below.  A player could remove the Soul Trap enchantment and push Absorb Magicka up to 37 points.  Beware of using this weapon against foes with [[Oblivion:Reflect Spell|Reflect Spell]] as you may inadvertently give your magicka to them.&lt;br /&gt;
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===Overpowered Blade/&amp;quot;Spectral Warp&amp;quot;===&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Frost|Weakness to Frost]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 7 points for 1 second&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 7 points for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 7 points for 1 second&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 90 points for 1 second&lt;br /&gt;
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This weapon can be customized through the addition of &amp;quot;[[Oblivion:Soul Trap|Soul Trap]] for 1 second&amp;quot; to capture souls for recharging. Note that this will lower the total number of uses from 22 to 21; however simply by lowering two of the &amp;quot;X Damage&amp;quot; from 7 to 6 you will restore the weapon to 22 uses with a minuscule loss of damage.&lt;br /&gt;
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It is possible to use &amp;quot;Drain Health: 91&amp;quot; instead of 90 since both cost the same and the weapon still ends up at 22 uses. Purists may object to the uneven number, but it is largely a non-issue since the Drain Health effect is not shown when hovering over the weapon; that's because the game only lists the first seven enchantments.&lt;br /&gt;
&lt;br /&gt;
As a final customization, lower two of the &amp;quot;X Damage&amp;quot; from 7 to 6 to get a magic cost of 69 instead of 72. That gives you a charge of 1600 / 69 = ~23, meaning that the blade has one extra use for a minuscule loss of damage.&lt;br /&gt;
&lt;br /&gt;
===SoulReaper===&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 2 seconds&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100pts for 1 second&lt;br /&gt;
*[[Oblivion:Demoralize|Demoralize]] up to level 25 (100 points) for 1 second&lt;br /&gt;
&lt;br /&gt;
This enchanted weapon makes almost any enemy in the game trivial to defeat.&lt;br /&gt;
* For the Weakness to Magic effect to be useful, you need to be able to hit your enemy a second time within the two seconds duration of the weakness effect.  Therefore, it's best to apply this enchantment to a weapon with a relatively fast attack speed; if you prefer slow, two-handed weapons, you may want to increase the weakness duration.&lt;br /&gt;
* The Demoralize effect makes the enemy not fight back.&lt;br /&gt;
&lt;br /&gt;
===Vampiric Weapon===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 21 points for 1 second&lt;br /&gt;
&lt;br /&gt;
This enchantment is very useful to heal yourself especially if a fast weapon is used for enchantment. Alternatively, a [[Oblivion:Sigil Stone|Sigil Stone]] can be used to get a similar effect.&lt;br /&gt;
&lt;br /&gt;
===Vampire Killer===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 26 points for 1 second&lt;br /&gt;
&lt;br /&gt;
If you want to kill vampires fast this is VERY useful.  Full vampires are already weak to fire 100%.  This will add to that another 100% with [[Oblivion:Weakness to Fire|&amp;quot;Weakness to Fire&amp;quot;]] and 100% [[Oblivion:Weakness to Magic|&amp;quot;Weakness to Magic&amp;quot;]] times the 26 points of [[Oblivion:Fire Damage|&amp;quot;Fire Damage&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
===Magical Vengeance===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Damage Health|Damage Health]] 5 points for 2 seconds&lt;br /&gt;
*[[Oblivion:Disintegrate Armor|Disintegrate Armor]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Disintegrate Weapon|Disintegrate Weapon]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 5 points for 2 seconds&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 5 points for 2 seconds&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 points for 2 seconds&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 2 seconds&lt;br /&gt;
Similar to the Elemental Fury, this also implements Weapon and Armor Disintegration and Damage Health. Useful on just about everything. A Grand Soul Gem is recommended. Experimental Variations are also recommended - less elemental damage and more health damage/disintegration effect. Most effective used on Daedric Longsword at higher blade skills (29 damage + effects). Drain Health is NOT recommended, however; must be damage. Should also consider damage Magicka.&lt;br /&gt;
&lt;br /&gt;
== Useful Enchantments for Bows ==&lt;br /&gt;
&lt;br /&gt;
Fighting with ranged weapons, i.e. bows, is difficult when you engage in combat with enemies that don't use ranged weapons, but instead favor melee or close range attacks. When hit with the following weapons, enemies will holster their weapons and run in fear. After the effect expires they will come back to battle.&lt;br /&gt;
&lt;br /&gt;
The weapons bearing the demoralize, and turn undead enchantments affect all creatures and NPCs whose level is 24 or lower. If you choose a weaker demoralize effect, for example, only up to level 15, then once you reach level 20 most creatures will not be affected, because most NPCs' and creatures' level is similar to your character's level.  Therefore setting the level to 25 is strongly recommended.  Even so, leveled creatures (e.g., [[Oblivion:Monsters#Minotaur Lords|Minotaur Lords]], [[Oblivion:Undead#Liches|Liches]]) and NPCs at high character levels may not be affected. The duration of the demoralization effect determines how far enemies will run before coming back into the fight. If you set it to 1 sec they will almost stay in place and holster their weapon when hit by the arrow. Avoid setting the duration of the demoralization effect too high, because affected enemies might leave the battle for good.&lt;br /&gt;
 &lt;br /&gt;
===Bow of the Assassin===&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 100% for 10 seconds on strike&lt;br /&gt;
Quite an obvious option to the badass alchemist type. Strike first with an empty arrow and add poison to the second one. It can start the fire-and-forget kind of poisoning with a two-effect poison instead the harder to make three-effect ones.&lt;br /&gt;
&lt;br /&gt;
===Bow of Morale Degradation===&lt;br /&gt;
(Affects [[Oblivion:NPCs|NPCs]] and [[Oblivion:Creatures|living creatures]] only) &lt;br /&gt;
*[[Oblivion:Demoralize|Demoralize]] up to level 25 (100 points) for 2 seconds on strike&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second on strike&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 3 points for 1 second on strike&lt;br /&gt;
&lt;br /&gt;
===Dragon Bow===&lt;br /&gt;
*[[Oblivion:Damage Health|Damage Health]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
This is a bow meant for those who need to rely on one bow constantly. With a grand soul gem, it has 40 uses.&lt;br /&gt;
&lt;br /&gt;
===Frailty===&lt;br /&gt;
(Affects [[Oblivion:NPCs|NPCs]] only)&lt;br /&gt;
*[[Oblivion:Drain Fatigue|Drain Fatigue]]* 100 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Strength]]* 86 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Agility]]* 86 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Endurance]]* 86 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Willpower]]* 82 points for 1 second on strike&lt;br /&gt;
&lt;br /&gt;
High knock back via fatigue damage is a healthy alternative to the demoralize spell effect (though not against creatures).  The enemy will not be retreating, making a second shot easier to achieve, and a number of other effects are cast depending on the nature in which fatigue is drained (say by strength drained opposed to willpower drained).  Draining agility (knock back rate up) and strength (burdening) are useful features even if the fatigue drain is found insufficient to knock down the enemy.  Note, however, that drain endurance has '''no''' effect on NPC [[Oblivion:Health|Health]], and other than to decrease fatigue, the effects of draining willpower (magicka regeneration) are pointless for a one second duration.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;The '''Drain Attribute''' spell is not readily available. Please see the '''notes''' section on [[Oblivion:Drain_Attribute|Drain Attribute]] for how this spell can be obtained.&lt;br /&gt;
&lt;br /&gt;
===Slow Bow===&lt;br /&gt;
(Affects [[Oblivion:Creatures|creatures]] and some [[Oblivion:NPCs|NPCs]])&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Speed]] 60 points for 5 seconds on strike&lt;br /&gt;
&lt;br /&gt;
The ability of enemies to detect you appears to be based on their Speed.  When you hit an enemy with this bow while sneaking, they will detect you and then immediately lose track of you; you will see the &amp;quot;eye&amp;quot; glow briefly and then fade.  They will stand in one place as you repeatedly pelt them with arrows, getting the sneak bonus each time.  Note that other enemies in the vicinity may take notice. &lt;br /&gt;
&lt;br /&gt;
Once you are of sufficiently high level, leveled NPCs will have enough Speed to see you even with the drain.&lt;br /&gt;
&lt;br /&gt;
*note* This effect is very useful with bodies of water around that are deep enough to swim in; if you have a water walking enchantment.  Lure your opponent to the water, so he/she falls in.  Then, peg 'em with the slow bow while they flop around in the water.&lt;br /&gt;
&lt;br /&gt;
===Undead 180===&lt;br /&gt;
(Affects [[Oblivion:Undead|undead creatures]] only)&lt;br /&gt;
*[[Oblivion:Turn Undead|Turn Undead]] up to level 25 (100 points) for 2 (or higher) seconds on strike&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second on Strike&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 3 points for 1 second on strike&lt;br /&gt;
&lt;br /&gt;
Alternatively you can add both &amp;quot;Demoralize&amp;quot; and &amp;quot;Turn Undead&amp;quot; to a single weapon but it takes up many charges. It might be possible to add both of them when using a Grand Soul.&lt;br /&gt;
&lt;br /&gt;
Most undead are resistant, if not immune, to Frost so you may want to leave that out.&lt;br /&gt;
&lt;br /&gt;
===Stopping Bow===&lt;br /&gt;
(Affects [[Oblivion:NPCs|NPCs]] only)&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Strength]] 100 points for Y seconds on strike.&lt;br /&gt;
&lt;br /&gt;
One shot from this bow will make most NPCs over-encumbered and unable to move. Then keep repeating attacks with the bow from a range and you can kill NPCs without them even getting close to you. Just don't get to close though, because they can still swing their sword or axe at you. Wizards don't work for this because they can still cast ranged spells and summon creatures. Archers won't work either unless you can get their bow to break (they never run out of arrows) or use them for an unlimited arrow supply (you will still have to dodge, unless you are practicing light or heavy armor as well). Add a [[Oblivion:Weakness to Magic|Weakness to Magic]] for an amplified effect.&lt;br /&gt;
&lt;br /&gt;
===Wizard's Companion===&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Frost|Weakness to Frost]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 7 seconds&lt;br /&gt;
&lt;br /&gt;
An incredibly useful bow to use in conjunction with [[Oblivion:Leveled_Spells#Wizard.27s_Fury|Wizard's Fury]] that will drop most nasties in a single one-two punch. At level 33 this bow produced a fire-and-forget effect on just about everything short of Liches and Xivilai.  Alternate versions can drop the soul trap to regain charges, lower the overall duration (assuming you can get a casting in that quickly.. at 3 secs I hit it 90% of the time), and/or increasing the duration on the Weakness to Fire to get more &amp;quot;burn time&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Bongo</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=User:Bongo&amp;diff=214316</id>
		<title>User:Bongo</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=User:Bongo&amp;diff=214316"/>
		<updated>2007-12-12T09:27:18Z</updated>

		<summary type="html">&lt;p&gt;Bongo: New character&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New character, more fun. ;)&lt;br /&gt;
&lt;br /&gt;
I am still a nord*, this time a young one.&lt;br /&gt;
&lt;br /&gt;
Now that I *really* know the game, reloading because I was killed in action has almost ceased to happen. Almost, I had serious trouble when handling the guards in Drads mine on lvl 11. I am at level 14 now and that's the only accident so far.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Made me a &amp;quot;Sword of Fire&amp;quot; yesterday. 10 pts of fire damage, 100%weakness to fire for 2 seconds, 100% weakness to magic for 2 seconds...wicked.  Rather than enchanting my new and shiny glass longsword I pulled out me trusty old fine steel longsword from the drawers of my waterside hovel... Of course, it deals less damage than the glassen one but the strength of the enchant makes this little loss totally irrelevant, the lower weight of the fine steel sword more than makes up for it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Was in anvil the other day and I could swear [[Oblivion:Vigdis|Vigdis]] was flirting with me. Makes sense sort of, I'm in the fighters guild, she's in the fighters guild, we're both nords, know what I mean nudge nudge. ;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*I'm a nord in real life too.&lt;/div&gt;</summary>
		<author><name>Bongo</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=User_talk:Bongo&amp;diff=214315</id>
		<title>User talk:Bongo</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=User_talk:Bongo&amp;diff=214315"/>
		<updated>2007-12-12T09:07:36Z</updated>

		<summary type="html">&lt;p&gt;Bongo: /* Hello! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Hello!==&lt;br /&gt;
{| width=&amp;quot;290&amp;quot; style=&amp;quot;border:solid #F6DD9A 1px; margin: 1px; background: #FFF5DF&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[Image:Skull with Bow.gif|288px|center]]&lt;br /&gt;
;&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;GuildKnight says &amp;quot;Hello!&amp;quot;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
Your interest in UESPWiki has not gone unnoticed.  A fellow editor sends greetings!&lt;br /&gt;
:No one's said hello yet?  Let me remedy that right away, and thank you for your recent constructive contributions.  I also invite you to participate in our [[UESPWiki:IRC|IRC]] chat room.  Most importantly, have fun!  --[[User:GuildKnight|GuildKnight]]&amp;lt;sup&amp;gt;[[User_talk:GuildKnight|Talk2me]]&amp;lt;/sup&amp;gt; 23:00, 11 December 2007 (EST)&lt;br /&gt;
|}&lt;br /&gt;
First message, wow :D&lt;br /&gt;
Thanks for the warm welcome, I am glad my contibutions was appreciated. :)&lt;br /&gt;
&lt;br /&gt;
I don't know what is worst at the moment, my addiction to oblivion or to this site. Too many spoilers and I got no self-control...Aarggh!&lt;/div&gt;</summary>
		<author><name>Bongo</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Useful_Spells&amp;diff=213925</id>
		<title>Oblivion:Useful Spells</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Useful_Spells&amp;diff=213925"/>
		<updated>2007-12-10T21:32:04Z</updated>

		<summary type="html">&lt;p&gt;Bongo: Chain destroy, endless stream of fireballs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality}}&lt;br /&gt;
{{Oblivion Magic Trail}}&lt;br /&gt;
Spells and spell names here are only examples. Add new spells below if you come up with good ones. Also for some ideas on Spell Making check out [[Oblivion:Spell Making]].  For tips on custom spells to make specifically for training each skill, see each individual skill's page, under &amp;quot;Skill Increases&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
We also would like to point out that there are countless combinations of spells and most of them are useful. However we cannot have an article that has ''every'' useful spell combination. Because of this, We have some general guidelines we would like you to follow when adding your useful spell.&lt;br /&gt;
*Please place your spell in the correct place. (alphabetical order)&lt;br /&gt;
*Please only place spells here that show a new gimmick or trick that would not normally be noticed. (Fire Damage 100 Points on Touch is an example of what not to put)&lt;br /&gt;
*Please label your spell effect and purpose.  Try and choose a name that is descriptive, rather than one that sounds cool. (&amp;quot;Mega-Bomb&amp;quot; or &amp;quot;Powerstrike&amp;quot; does not give you much information about what the spell will do.)&lt;br /&gt;
*Please make ''sure'' that this spell works as you have labeled it.&lt;br /&gt;
* Please make sure not to post any pre-patch possibilities with spell effects. Updated game spells only, please.&lt;br /&gt;
*Please refrain from adding attributions.  This is against the site's [[UESPWiki:Style_Guide#Attribution_and_Dates|policy]].&lt;br /&gt;
*Please also avoid '''all''' first person comments.  &lt;br /&gt;
Thank you for your cooperation.&lt;br /&gt;
&lt;br /&gt;
Some may say that these spells ruin much of the game experience. Some may even go as far as to call these spells cheats. However, others need to get into tightly locked places with a warrior character, or get important information with brutal, vile berserker character without spending thousands on bribes. To get that expensive house in Skingrad, and furnish it, you need money. These spells may help in situations like these.&lt;br /&gt;
&lt;br /&gt;
==Defensive Spells==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Armor of Oblivion===&lt;br /&gt;
*[[Oblivion:Bound Helmet|Bound Helmet]] for 30 secs on Self &lt;br /&gt;
*[[Oblivion:Bound Cuirass|Bound Cuirass]] for 30 secs on Self &lt;br /&gt;
*[[Oblivion:Bound Gauntlets|Bound Gauntlets]] for 30 secs on Self &lt;br /&gt;
*[[Oblivion:Bound Greaves|Bound Greaves]] for 30 secs on Self &lt;br /&gt;
*[[Oblivion:Bound Boots|Bound Boots]] for 30 secs on Self &lt;br /&gt;
*[[Oblivion:Bound Axe|Bound Axe]], [[Oblivion:Bound Dagger|Bound Dagger]] or [[Oblivion:Bound Mace|Bound Mace]] for 30 secs on Self &lt;br /&gt;
*[[Oblivion:Bound Shield|Bound Shield]] for 30 secs on Self &lt;br /&gt;
&lt;br /&gt;
To cast this, you need a [[Oblivion:Conjuration|Conjuration]] skill of at least 75. This is useful if you need some nice armor and a nice weapon quickly.&lt;br /&gt;
&lt;br /&gt;
===Chain Heal===    &lt;br /&gt;
[ Heals anybody full ]   &lt;br /&gt;
*[[Oblivion:Fortify Magicka|Fortify Magicka]] 100 for 3 secs on Self   &lt;br /&gt;
*[[Oblivion:Restore Health|Restore Health]] X for 1 secs on Self/Target &amp;lt;br&amp;gt; Set X to make this spell cost less than 50 magicka (ideally 49). With a restoration skill level of 25, X should be 14. When you need it, start casting it continuously (Fortify Magicka should always be active in the top-right corner). You cannot run completely out of magicka unless you take a break.    &lt;br /&gt;
    &lt;br /&gt;
Remember, however, that wearing [[Oblivion:Armor|armor]] decreases your magical efficiency and thus the amount of magicka fortified. So for maintaining the 'evercast' effect you have to take off your armor or keep the cost of the spell well below 49.&lt;br /&gt;
&lt;br /&gt;
===Iron Skin===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Fortify Attribute|Fortify Endurance]] 100 points for X sec on self&lt;br /&gt;
*[[Oblivion:Fortify Health|Fortify Health]] 100 points for X sec on self&lt;br /&gt;
*[[Oblivion:Shield|Shield]] 0-85% for X sec on self &lt;br /&gt;
&lt;br /&gt;
*Makes Umbra on the hardest difficulty do virtually nothing to you for a few seconds&lt;br /&gt;
*Characters with a maxed Armor rating will find the shield effect unnecessary, as your armour is capped at 85%, so you don't have to include the shield effect.&lt;br /&gt;
*Set the X sec to whatever suits you best.&lt;br /&gt;
&lt;br /&gt;
===Shroud===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Command Humanoid|Command Humanoid]] level 25 for 1 second on Touch&lt;br /&gt;
*[[Oblivion:Command Creature|Command Creature]] level 25 for 1 second on Touch&lt;br /&gt;
*[[Oblivion:Invisibility|Invisibility]] for 15 seconds on Self&lt;br /&gt;
*Requires Illusion skill of at least 50&lt;br /&gt;
&lt;br /&gt;
This spell allows you to return to sneak mode and make another sneak attack against a target that you are already in combat with. This can not be achieved by a plain Invisibility spell because, although you will be able to return to sneak mode, the moment you begin your attack, your Invisibility effect will be canceled, and your target will immediately turn around and detect you, which removes the sneak attack bonus.&lt;br /&gt;
&lt;br /&gt;
The Command Humanoid/Creature effect is necessary to first cause your target to disengage from combat, so that your target will not immediately turn around and detect you when you attempt to make your next sneak attack. Also, a significant duration is needed for the Invisibility effect so that you will have enough time to get behind your target; if the Invisibility effect is too short (and you fail to get behind your target), your target will detect you once the Invisibility effect expires, and, in some cases, attack you.&lt;br /&gt;
&lt;br /&gt;
One further note is that, sometimes, after using this spell and making another sneak attack, if your target runs towards a guard, the guard will attack your target instead (allowing you to avoid a murder bounty by letting the guard finish the job).&lt;br /&gt;
&lt;br /&gt;
===Thief's Insight===&lt;br /&gt;
* [[Oblivion:Chameleon|Chameleon]] 50 points / 30 sec on self&lt;br /&gt;
* [[Oblivion:Night Eye|Night Eye]] 30 sec on self&lt;br /&gt;
* [[Oblivion:Detect Life|Detect Life]] 85~100 points / 30 sec on self&lt;br /&gt;
&lt;br /&gt;
It's a useful spell for sneaky characters and requires a little patience to work up to, but with mastered Illusion (the spell's overall school) it costs roughly 110 Magicka to cast.  Obviously, it helps conceal you and show you dark areas and the creatures therein all at the same time.  Combined with a high level of Sneak it's really useful in most dungeons, and the Sigil Towers.  With your Willpower above 85, you should be able to replenish your used Magicka by the time the spell runs out, or at least really close to it.&lt;br /&gt;
&lt;br /&gt;
This spell has not been tested with changing the ratios.&lt;br /&gt;
&lt;br /&gt;
===Treacherous Decoy===&lt;br /&gt;
*[[Oblivion:Command_Creature|Command Creature]] up to level 25 for 3 to 5 secs on Touch&lt;br /&gt;
*[[Oblivion:Invisibility|Invisibility]] for 20 secs on Self&lt;br /&gt;
&lt;br /&gt;
This spell is useful when out numbered or when your feather/shield spells are just about to run out or when you just need a little time to regenerate your magicka. After the target of this spell attacks its former comrades they will continue to fight when the spell runs out, often leaving you alone until one side wins even if you become visible again.&lt;br /&gt;
&lt;br /&gt;
===Undersea Exploration===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Detect Life|Detect Life]] 100 feet for 100 secs on self&lt;br /&gt;
*[[Oblivion:Water Breathing|Water Breathing]] for 100 secs on self&lt;br /&gt;
*[[Oblivion:Night Eye|Night Eye]] for 100 secs on self&lt;br /&gt;
*[[Oblivion:Fortify Skill|Fortify Athletics]] _ points for 100 secs on self&lt;br /&gt;
*[[Oblivion:Fortify Attribute|Fortify Speed]] _ points for 100 secs on self&lt;br /&gt;
&lt;br /&gt;
Perfect for Pearl finding...&lt;br /&gt;
&lt;br /&gt;
===Retribution===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Reflect Spell|Reflect Spell]] 50% for 10 sec on self&lt;br /&gt;
*[[Oblivion:Reflect Damage|Reflect Damage]] 50% for 10 sec on self&lt;br /&gt;
&lt;br /&gt;
A great little spell for when you need to make some breathing room.  You can make the magnitudes higher if you've got the magicka reserves to handle it, but at the listed levels the spell costs 178 magicka to cast at 100 Mysticism.  When augmented with items like [[Oblivion:Spell Breaker|Spell Breaker]] or the [[Oblivion:Magic_Items#Ring_of_the_Iron_Fist|Ring of the Iron Fist]], your enemies will end up doing more damage to themselves than they will be doing to you, allowing you some time to beat a retreat or let a potion take effect.&lt;br /&gt;
&lt;br /&gt;
==Offensive Spells==&lt;br /&gt;
&lt;br /&gt;
===Banish===&lt;br /&gt;
[ good for getting pesky enemies out of the way ]&lt;br /&gt;
*[[Oblivion:Paralyze|Paralyze]] for 10 secs on target&lt;br /&gt;
*[[Oblivion:Invisibility|Invisibility]] for 10 secs on self&lt;br /&gt;
&lt;br /&gt;
*Add your own area to not have to worry about groups of enemies for a while&lt;br /&gt;
&lt;br /&gt;
*More powerful Mages may want to adjust to suit their own magicka reserves&lt;br /&gt;
&lt;br /&gt;
===Blade Mastery===&lt;br /&gt;
[ Increase attack damage with blades ]&lt;br /&gt;
*[[Oblivion:Fortify Skill|Fortify Blade]] 60pts for 5sec&lt;br /&gt;
*[[Oblivion:Fortify Attribute|Fortify Strength]] 10pts for 5sec&lt;br /&gt;
Base cost: 62 Magicka (apprentice level Restoration spell)&lt;br /&gt;
&lt;br /&gt;
Cast before striking in Sneak mode. This will help a lot until you get to higher blade skill levels.  Notes:&lt;br /&gt;
* Based upon [[Oblivion:The Complete Damage Formula|the damage formula]], your damage is increased more by fortifying your [[Oblivion:Blade|blade]] skill than by fortifying your [[Oblivion:Strength|strength]] attribute.&lt;br /&gt;
* Scale the blade and strength bonuses depending upon your available skill and magicka; the recommended values are the strongest possible values for an apprentice level spell.&lt;br /&gt;
* However, increasing your blade (or your strength) past 100 is ineffective.  If you can afford the magicka cost of increasing your blade to 100, you should put any extra available magicka into increasing your strength to 100.&lt;br /&gt;
* Fortifying [[Oblivion:Luck|luck]] instead of strength has also been suggested.  However, if you're only interest is in increasing your blade damage, it is more effective to focus on fortifying blade and strength.  If you wish to increase all your skill levels, luck becomes a more useful alternative to strength.&lt;br /&gt;
* You can replace Blade with [[Oblivion:Blunt|Blunt]] if you prefer to use Blunt weapons.&lt;br /&gt;
&lt;br /&gt;
===Breach1/Breach2===&lt;br /&gt;
[ The purpose of these two identical spells is to stack weakness effects ]&lt;br /&gt;
*[[Oblivion:Weakness to Frost|Weakness to Frost]] 100pts for 5sec&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100pts for 5sec&lt;br /&gt;
Simply alternate casting between the two spells, and then toss any spell at the victim for a huge multiplier to its effect. See [[Oblivion:Spell Making#Spell Stacking|Spell Stacking]] for an explanation of how stacking works.  Exchange Frost for Fire or Shock, but Frost Damage is the cheapest of the damage types. You can also add area of effect if you aren't afraid of hitting allies. Warning: this spell will quickly ruin any challenge in the game. Here's how it works:&lt;br /&gt;
&lt;br /&gt;
* Breach 1 - Weakness to Frost 100, Weakness to Magic 100, a 10 point frost damage spell following this does (10 * 2 * 2) = 40 points of damage.&lt;br /&gt;
* Breach 2 - Weakness to Frost 200 (doubled because of Magicka Weakness of Breach 1), Weakness to Magic 200 (doubled because of Magicka Weakness of Breach 1), a 10 point frost damage spell following this does (10 * ((100+200)/100 + 1) * ((100+200)/100 + 1) = 10 * 4 * 4) = 160 points of damage&lt;br /&gt;
* Breach 1 (again) - Weakness to Frost 400, Weakness to Magic 400 (both quadrupled from previous Breach  1 and 2 effects), a 10 point frost damage spell following this does (10 * ((400+200)/100 + 1) * ((400+200)/100 + 1) = 10 * 7 * 7) = 490 points of damage&lt;br /&gt;
* Breach 2 (again) - Weakness to Frost 700, Weakness to Magic 700 (continues geometric progression), a 10 point frost damage spell following this does (10 * ((400+700)/100 + 1) * ((400+700)/100 + 1) = 10 * 12 * 12) = 1440 points of damage.&lt;br /&gt;
* etc.&lt;br /&gt;
&lt;br /&gt;
===Chain Destroy===    &lt;br /&gt;
[ Endless stream of fireballs(or snowballs) ]   &lt;br /&gt;
*[[Oblivion:Fortify Magicka|Fortify Magicka]] 100 for 3 secs on Self   &lt;br /&gt;
*[[Oblivion:Fire Damage|Fire]] Fire damage X pts on target&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] Ypts for 3sec on target&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] Zpts for 3sec on target&lt;br /&gt;
Inspired by the chain heal spell this spell let you send an endless stream of fire towards your enemies. Like the chain heal spell, you have to adjust XYZ so the magicka cost is less than 50, or even lower if you plan to use armour when casting. The effects should be added as listed, revert the order and it will be much less useful(keeping weakness to magicka last is important). Of course, fire can be replaced with shock or frost, you can also add other destructive effects if you like. When compared to the chain heal spell, the risk of getting your spell stream interrupted by enemy action is much higher so you should bring something to get you out of a tight spot, like a restore magicka potion or a good sword. A weak [[Oblivion:Absorb Health|Absorb Health]] in the mix will also help you sustain any damage you get in return.&lt;br /&gt;
&lt;br /&gt;
===Death Knell===&lt;br /&gt;
[ Cheap kill on enemies with 100 health or below ]&lt;br /&gt;
* [[Oblivion:Drain Health|Drain Health]] 100 points for 1 second&lt;br /&gt;
* ''Requires [[Oblivion:Destruction|Destruction]] skill of 25 for both Touch/Targeted versions''&lt;br /&gt;
&lt;br /&gt;
Explanation: If the target has 100 current health or less, Drain Health 100 points will push them down to 0 health (barring Resistance to Magic), effectively killing them.  At low player character levels, most creatures and NPCs have less than 100 health, making this spell a ridiculously cheap one-shot kill.  The downside is that against targets with more than 100 health (or with sufficient Resistance to Magic to reduce the effects accordingly), this spell has no lasting effect unless an ally lands a finishing blow in that crucial 1 second.  Nonetheless, this can still be used as a finishing spell if you use normal attacks to weaken stronger enemies and are able to estimate how much remaining health they possess.  Combine with Soul Trap for 1 second for filling up Soul Gems.&lt;br /&gt;
&lt;br /&gt;
===Death Knell Ultimate===&lt;br /&gt;
[ Cheap kill on enemies with up to 600 health or below ]&lt;br /&gt;
&lt;br /&gt;
'''First Spell'''&lt;br /&gt;
* [[Oblivion:Weakness to Magic|Weakness to Magic]] 100 points for 5 second&lt;br /&gt;
* [[Oblivion:Weakness to Fire|Weakness to Fire]]/[[Oblivion:Weakness to Frost|Frost]]/[[Oblivion:Weakness to Shock|Shock]] 100pts for 5 seconds&lt;br /&gt;
* ''A 5 second duration should allow you enough time to cast the second spell below''&lt;br /&gt;
'''Second Spell'''&lt;br /&gt;
* [[Oblivion:Fire Damage|Fire]]/[[Oblivion:Frost Damage|Frost]]/[[Oblivion:Shock Damage|Shock Damage]] 100pts for 1 second&lt;br /&gt;
* [[Oblivion:Drain Health|Drain Health]] 100pt for 1 second&lt;br /&gt;
* As you can see you can do ''600pts of damage.''&lt;br /&gt;
* You can adjust the magnitude to suit your Destruction level and magicka pool. For instance, if one changes the fire damage to 30pts for 1 second, one can get a total of over 320 damage for around 80 magicka at a destruction level of 60.&lt;br /&gt;
* Note that the weakness to magic and fire, quadruple the fire damage and the weakness to magic doubles the drain health spell.&lt;br /&gt;
&lt;br /&gt;
===Disarm===&lt;br /&gt;
* Use an area of effect targeted spell (fireball works well). Make it with minimum magnitude and duration, and an area of ten feet. This is useful for warriors because it is cheap to cast, and it makes the left/right power attack or master shield ability more useful, because normally, when an enemy is disarmed, they pick their weapon back up in a matter of seconds, if you have this spell hotkeyed, you can select it and cast it at their feet, sending the weapon flying away. &lt;br /&gt;
WARNING: It is not recommended to use this on weapons that you may want for yourself, especially outdoors where there is tall grass, it sends the weapon quite far, and it may be difficult to find after the battle.&lt;br /&gt;
&lt;br /&gt;
===Execution===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Damage Health|Damage Health]] 100 points for 1 sec on touch&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 points for 1 sec on touch&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 100 points for 1 sec on touch&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 100 points for 1 sec on touch&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 100 points for 1 sec on touch&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 100 points for 1 sec on touch&lt;br /&gt;
&lt;br /&gt;
*A powerful move that blasts the enemy over with extreme damage.&lt;br /&gt;
*Only characters with large reserves of magicka can use this.&lt;br /&gt;
*This spell can often deliver a 1-shot kill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hallucination===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Paralyze|Paralyze]] for 20 secs on touch&lt;br /&gt;
*[[Oblivion:Summon|Summon Daedroth]] for 20 sec on self&lt;br /&gt;
&lt;br /&gt;
*Paralyze the enemy and make them lie helpless on the floor while they get torn up by a vicious [[Oblivion:Daedroth|Daedroth]].&lt;br /&gt;
More powerful mages may want to give this spell a longer duration.&lt;br /&gt;
&lt;br /&gt;
===Headshot===&lt;br /&gt;
[ Increase attack damage with bows ]&lt;br /&gt;
*[[Oblivion:Fortify Skill|Fortify Marksman]] 60pts for 5sec&lt;br /&gt;
*[[Oblivion:Fortify Attribute|Fortify Luck]] 10pts for 5sec&lt;br /&gt;
Base cost: 62 Magicka (apprentice level Restoration spell)&lt;br /&gt;
&lt;br /&gt;
Cast before shooting the arrow in Sneak mode. This will help a lot until you get to higher Marksman skill levels. See notes under [[#Blade Mastery|Blade Mastery]] for details on how this spell works and how to adjust it based on your character.&lt;br /&gt;
&lt;br /&gt;
===Heart Attack===&lt;br /&gt;
[ a great Assassination-type spell ]&lt;br /&gt;
* [[Oblivion:Drain Fatigue|Drain Fatigue]] 100 points / X+1 sec&lt;br /&gt;
* [[Oblivion:Damage Fatigue|Damage Fatigue]] 100 points / X sec&lt;br /&gt;
* [[Oblivion:Drain Health|Drain Health]] 100 points / Z+1 sec&lt;br /&gt;
* [[Oblivion:Damage Health|Damage Health]] Y points / Z sec&lt;br /&gt;
&lt;br /&gt;
(Most of the numbers are variables. In the original version X=3, Y=23, and Z=9) &lt;br /&gt;
&lt;br /&gt;
This spell is just fun to use.  Assuming the variables are filled with the numbers in the parentheses above and a character who is a Master of Destruction, the 'on Touch' version of the spell will cost about 290, while the 'on Target' version will cost about 440.  &lt;br /&gt;
&lt;br /&gt;
It will take some testing to get the amounts right for you. It is possible to cast on a Bandit and run backwards.  At first he will spin around like nothing happened and start running after you. Then all of a sudden his body will go limp and plummet forward smashing face-first into the ground, and then he may slide several feet due to the momentum. After a second, he will start to stir, struggle to his hands and knees, and while pushing off the ground in a attempt to get back to his feet, the Heart Attack will bring death, and he will fall forehead-first back to the ground again, his corpse positioned like '''^''' on the ground.&lt;br /&gt;
&lt;br /&gt;
This spell varies in effectiveness and style depending on your level and what enemy you face. You can easily make a version to kill most everything you face, however you get a funny effect by making the Fatigue and Damage durations just right (as in this example) so that they would fall and then struggle to get up before collapsing in death.  Of course to set that up takes a bit of tweaking and testing.&lt;br /&gt;
&lt;br /&gt;
===Hellflame/Hellfrost/Hellshock===&lt;br /&gt;
[ Prevents needing to worry about casting soul trap ]&lt;br /&gt;
* [[Oblivion:Soul Trap|Soul Trap]] on Target for 2 seconds&lt;br /&gt;
* [[Oblivion:Fire Damage|Fire]]/[[Oblivion:Frost Damage|Frost]]/[[Oblivion:Shock Damage|Shock Damage]] on target for whatever your skill buys you for 1 second&lt;br /&gt;
Gives you a damaging spell that traps the soul of whatever being is killed.  It is important that the soul trap is the first effect in the list and lasts one second longer than the damage.&lt;br /&gt;
&lt;br /&gt;
===Holybolt===&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] _ points for _ seconds on target&lt;br /&gt;
*[[Oblivion:Turn Undead|Turn Undead]] for 10 seconds on target&lt;br /&gt;
If turn undead is the last spell listed you'll end up damaging the undead and it'll run instead of fighting you.  Just keep blasting away until it dies and it'll never fight back.&lt;br /&gt;
&lt;br /&gt;
===Hyper Absorb===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 100 points in 10 feet for 1 sec on touch&lt;br /&gt;
*[[Oblivion:Absorb Magicka|Absorb Magicka]] 100 points in 10 feet for 1 sec on touch&lt;br /&gt;
&lt;br /&gt;
This may cost loads of Magicka, but if you use it on a big group of enemies that are surrounding you your magicka and health should be restored by a lot, often fully restored. For example, with 5 fresh enemies in a 10 foot area, this will do Absorb Health+Magicka 100X5  = a whopping 500 point restoration for your magicka and health in one use.&lt;br /&gt;
&lt;br /&gt;
===InvisiShots===&lt;br /&gt;
*Fire, frost or shock damage&lt;br /&gt;
*10 to 15 seconds of invisibility&lt;br /&gt;
*Weakness to the said damage type&lt;br /&gt;
Other forms of the InvisiShot attack spell, including summonings, healing, and paralyzing, work just as well.  If you keep a long invisibility spell handy you can fire off a few spells for some high damage and remain unseen while your magicka recharges. This spell works excellently in crowds.&lt;br /&gt;
Throw in a Fortify Magicka effect X, where X=2(overall casting cost) for an enduring spell that never runs you out of magicka, then you can reduce Invisible time, and just continue to recast it quickly.&lt;br /&gt;
&lt;br /&gt;
===Kaboom===&lt;br /&gt;
*Frost, Fire, and Shock damage 25 for 5 seconds&lt;br /&gt;
The total damage is enough to one-shot a level 46 Daedroth.  With Netherstrike first, this will kill and soultrap most, if not all, creatures.  Costs about 140 magicka at master rank.  Without any sort of primer, it can kill many daedra (clannfears, daedroths, spiders, flame atronachs) in one shot, although the cost means it's not spammable (though there's no need for that since it only takes one hit.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Netherstrike===&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] 10 seconds on touch&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 10 seconds on touch&lt;br /&gt;
*[[Oblivion:Damage Health|Damage Health]] 20 for 5 seconds on touch&lt;br /&gt;
*[[Oblivion:Paralyze|Paralyze]] 1 second on touch&lt;br /&gt;
*[[Oblivion:Invisibility|Invisibility]] 10 seconds on self&lt;br /&gt;
Use this to fill soul gems easily; one cast gives you 10 seconds to prepare another spell with no stress, which then acts with double potency.  Works well with Kaboom.  The paralyze is nice but mostly just to look cool.  With all effects on touch (except invisibility), this costs just over 100 magicka at master rank.&lt;br /&gt;
&lt;br /&gt;
===One-Two-Punch===&lt;br /&gt;
(This spell is to be used with the staff [[Oblivion:Staves#Apotheosis|Apotheosis]] that you can get from [[Oblivion:Rindir|Rindir]]'s Staffs)&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] (if possible depending on the level) on target __% for 10 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] __% on target for 10 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Frost|Weakness to Frost]] __% on target for 10 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] __% on target for 10 seconds&lt;br /&gt;
*[[Oblivion:Paralyze|Paralyze]] 10 seconds&lt;br /&gt;
&lt;br /&gt;
This spell may need to be modified to a touch spell depending on your level and is ''excellent'' in the arena. You should be able to complete it from start to finish in about an hour (real-time) using this spell. Add [[Oblivion:Soul Trap|Soul Trap]] for 10 seconds if you have Azura's Star or lots of Soul Gems to recharge the staff.&lt;br /&gt;
&lt;br /&gt;
===Perpetual Shadow of Vampire===&lt;br /&gt;
&lt;br /&gt;
This spell requires skill levels of Restoration 25 merely to cast (along with Illusion 50 for access to Invisibility), but becomes a perpetual spell (never will run out of magicka if cast repeatedly) at Restoration 35. This spell is designed for a Spell Effectiveness of 95%.&lt;br /&gt;
&lt;br /&gt;
* [[Oblivion:Fortify Magicka|Fortify Magicka]] 100 points for 3 seconds on Self&lt;br /&gt;
* [[Oblivion:Absorb Health|Absorb Health]] 8 points for 1 second&lt;br /&gt;
* [[Oblivion:Invisibility|Invisibility]] 4 seconds on Self&lt;br /&gt;
&lt;br /&gt;
VERY useful for Atronach characters, where running out of Magicka is a BIG issue. Even an Atronach character can clean out a whole Oblivion Gate with the highest difficulty by spamming this spell from gate to sigil stone. You won't be seen, you won't run out of Magicka, you will be gaining health, hurting enemies, gaining Restoration experience, all without Restoration 50. This is not a cheat or an exploit, and no patch prevents this spell from working.&lt;br /&gt;
&lt;br /&gt;
===Sleep===&lt;br /&gt;
*[[Oblivion:Drain Fatigue|Drain Fatigue]] 100 points for 2-5 seconds&lt;br /&gt;
*[[Oblivion:Damage Fatigue|Damage Fatigue]] 20 points for as long as you can&lt;br /&gt;
&lt;br /&gt;
Adjust parameters based on your skill. This spell will knock-out NPCs (and also anything except undead and some Daedra), with a few casts (based on the parameters you have chosen and the level of the target). This is a very cheap alternative to paralyze, particularly useful for marauders. Another interesting use: when the NPC is down, you can take (actually pickpocket) items, which are not being used, from their bodies without encountering any resistance, and without killing them. You need to be sneaking when you activate the body. Obviously, casting this spell on friendly NPCs is considered assault, and pickpocketing is a crime. When they wake up, the NPC will either attack or flee from you, and alert guards if appropriate. Although it might be an alternative if your sneak skill is low. It's also possible to use in conjunction with weakness to magic, or including weakness to magic effect in the spell for spam-stacking.&lt;br /&gt;
&lt;br /&gt;
===Touch of Corrosion===&lt;br /&gt;
[This spell can be used effectively even if you have a low restoration skill; preferably at least journeyman rank. Casting it two or three times can significantly increase the amount of base damage you do while replenishing some of the magicka lost by doing so in the process. This spell is best fitted towards characters with high destruction / weapon skills but low restoration skills.&lt;br /&gt;
*[[Oblivion:Disintegrate Armor|Disintegrate Armor]] 100pts on Touch&lt;br /&gt;
*[[Oblivion:Absorb Magicka|Absorb Magicka]] 10pts on Touch&lt;br /&gt;
&lt;br /&gt;
===Touch of Death===&lt;br /&gt;
[ Quick way to kill those tough enemies ]&lt;br /&gt;
*(Optional) [[Oblivion:Soul Trap|Soul Trap]] on Touch for 3 seconds&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] for ____ on Touch 1 sec&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] for _____ on Touch 1 sec&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] for _____ on Touch 1 sec&lt;br /&gt;
This is a great way to assist in either finishing off or weakening an opponent and can be leveled to your skills. Add the Soul Trap if you need to fill those Gems up.&lt;br /&gt;
&lt;br /&gt;
===Uppercut===&lt;br /&gt;
[ Damage on Touch spell with brief paralysis for easy chaining ]&lt;br /&gt;
*[[Oblivion:Paralyze|Paralyze]] 1sec&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 9pts&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 9pts&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 9pts&lt;br /&gt;
Hit your victim with this spell and he falls over, letting you hit him again and again with impunity. You can also add Weakness to Frost/Fire/Shock/Magicka to stack weakness effects similarly to the Breach spells above, or Absorb/Fortify Intelligence/Magicka effects and to increase your own magicka pool so that you can continue casting the spell indefinitely.&lt;br /&gt;
&lt;br /&gt;
===Vampiric Spell Set===&lt;br /&gt;
[ Easy way to take out an entire army, the more the merrier. ]&lt;br /&gt;
&lt;br /&gt;
====Vampiric Weakness(1)====&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100 points in 15 feet for 5 seconds&lt;br /&gt;
&lt;br /&gt;
====Vampiric Weakness(2)====&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100 points in 15 feet for 5 seconds&lt;br /&gt;
''(You can spell stack the Vampiric Weakness accordingly, although normally one would be sufficient)''&lt;br /&gt;
&lt;br /&gt;
====Vampiric Aura====&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] __points on Touch in 15 feet for __seconds&lt;br /&gt;
*[[Oblivion:Absorb Magicka|Absorb Magicka]] __points on Touch in 15 feet for __seconds&lt;br /&gt;
''(e.g. Absorb Health 6pts on Touch for 4seconds, Absorb Magicka 6pts on Touch for 4seconds Vary the values to suit your own restoration skill)''&lt;br /&gt;
&lt;br /&gt;
====Vampiric Aid====&lt;br /&gt;
*[[Oblivion:Absorb Skill|Absorb Restoration]] 5pts on Touch in 15 feet for 30 seconds&lt;br /&gt;
''(This spell is used to help ease the casting cost of subsequent vampiric spells under the school restoration, alternatively, other skills can be absorbed in an area to enhance the skill for a short duration. One interesting combo would be to absorb destruction to cast an area of effect damage spell at low cost). Point to Note: 5 skill points is used as default, as all NPCs must have at least 5 points in any skill, higher levels maybe used if appropriate)''&lt;br /&gt;
&lt;br /&gt;
This spell combo can easily take out any army of NPCs or creatures with magicka, while using minimum magicka ''(As magicka is leeched back)''. Useful if you are dead bored and want to take on all the guards in any town. Alternatively, run into any dungeon and lure as many creatures as you can before using this spell combo, absolutely easy kills, its even easier against marauders and bandits in a cluster. With this spell set, the larger the army the better, you no longer have to fear taking on the entire army of the Imperial City.&lt;br /&gt;
&lt;br /&gt;
===Wind of Destruction===&lt;br /&gt;
[ Usually only effective if you have a high destruction skill. When combined with a weakness to magic/frost/fire/shock it can very easily result in an instant kill, even at high levels. At 100 destruction skill it costs about 110 magicka.]&lt;br /&gt;
*[[Oblivion:Damage Health|Damage Health]] 40 points on Touch&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 35 points for 2 seconds on Touch&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 40 points on Touch&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 40 points on Touch&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 points for 5 seconds on Touch&lt;br /&gt;
&lt;br /&gt;
==Skill-Enhancing Spells==&lt;br /&gt;
===Apprentice's Spells===&lt;br /&gt;
[ Turn the [[Oblivion:Birthsigns#Apprentice|Apprentice]] birthsign's magic vulnerability into an advantage ]&lt;br /&gt;
*[[Oblivion:Damage Fatigue|Damage Fatigue]] 1pt&lt;br /&gt;
*Insert beneficial effect here.&lt;br /&gt;
''This exploit will '''not''' work if the [[Oblivion:Patch|v 1.1.511 patch]] has been installed.''&lt;br /&gt;
&lt;br /&gt;
By tying in a harmful effect to your spell, you can make use of the vulnerability to magic effect. Doing so allows you to make spells that have twice the power when cast on a character with the apprentice birthsign. Remove any [[Oblivion:Spell Absorption|Spell Absorption]] enchantments first, or else they will attempt to absorb the &amp;quot;harmful&amp;quot; spells, making them less reliable.&lt;br /&gt;
&lt;br /&gt;
===Armorer Training===&lt;br /&gt;
* [[Oblivion:Fortify Skill|Fortify Armorer]] 100pts for 1 sec on Self&lt;br /&gt;
* [[Oblivion:Disintegrate Weapon|Disintegrate Weapon]] 3pts for 1 sec on Self&lt;br /&gt;
* [[Oblivion:Disintegrate Armor|Disintegrate Armor]] 3pts for 1 sec on Self&lt;br /&gt;
* Requires Restoration 25&lt;br /&gt;
&lt;br /&gt;
Can be used to train [[Oblivion:Armorer|Armorer]] very quickly. It disintegrates your own items, so you may repair them and gain experience in the process (You get the same amount of experience no matter how damaged the item is, so disintegrate 3pts is enough).&lt;br /&gt;
If you use the Fortify Armorer spell, you won't be breaking hammers during repair but you also won't be advancing very quickly because your armor level is very high. &lt;br /&gt;
&lt;br /&gt;
Alternatively, if you have enough repair hammers and don't mind breaking them, Drain your Armorer skill to 5 or so when you are about to repair heavily damaged items. The amount repaired per click will decrease so you will get more Armorer clicks before finishing. Very expensive, but much faster.&lt;br /&gt;
&lt;br /&gt;
===Blessing of the Gray Fox===&lt;br /&gt;
[ Great way of getting those hard-to-steal items ]&lt;br /&gt;
*[[Oblivion:Chameleon|Chameleon]] 100% for 3 secs on Self&lt;br /&gt;
*[[Oblivion:Fortify Attribute|Fortify Luck]] 100pts for 3 secs on Self&lt;br /&gt;
*[[Oblivion:Fortify Skill|Fortify Sneak]] 100pts for 3 secs on Self&lt;br /&gt;
&lt;br /&gt;
Simply crouch in front of the person you need the item from, cast this spell, and steal away. While you can still get caught, the chances are extremely slim.&lt;br /&gt;
&lt;br /&gt;
Note: You could also use the same concept yet change the sneak for security, and if you want, the luck for Agility. That way, you can open heavily guarded doors that are illegal to pass through without being seen, and with a higher chance of succeeding picking the lock.&lt;br /&gt;
&lt;br /&gt;
===Blessing of Sithis===&lt;br /&gt;
*[[Oblivion:Chameleon|Chameleon]] 100 percent for ____ secs on Self&lt;br /&gt;
*[[Oblivion:Fortify Skill|Fortify Sneak]] 100 points for ____ secs on Self (Highly optional-100% Chameleon in Sneak mode is undetectable, but good if is also to be used to pickpocket people quickly)&lt;br /&gt;
&lt;br /&gt;
This is good for hard enemies. Just cast it then sneak on them and kill them. You get the awesome damage bonus.&lt;br /&gt;
&lt;br /&gt;
===Casanova===&lt;br /&gt;
[ Makes Speechcraft minigame unnecessary ]&lt;br /&gt;
* [[Oblivion:Charm|Charm]] 100 points for 3 sec on Touch&lt;br /&gt;
&lt;br /&gt;
With this spell, you will never again need to undergo those persuasion minigame sessions. Cast this spell, talk to the person within the next 3 seconds and he/she will give you whatever information you want. You could drop the duration down to 1 second, if you're picky about Magicka (although this uses a very small amount). Heck, this even beats the crap out of Vampire Seduction. &amp;lt;br&amp;gt; Also if you have been arrested: resist arrest, cast this spell on a guard who attacks you, then yield (block+activate) and the guard will let you go, &amp;quot;taking care of your fine&amp;quot; for free.&lt;br /&gt;
&lt;br /&gt;
===Emergency Magicka===&lt;br /&gt;
* [[Oblivion:Fortify Magicka|Fortify Magicka]] 100 points for 3 sec on Self&lt;br /&gt;
&lt;br /&gt;
If you're just about out of Magicka, this will let you get in another spell with minimal Magicka. At Restoration 50, it only costs 13 Magicka - so you'll be able to get a spell that costs up to 100 Magicka instantly.&lt;br /&gt;
&lt;br /&gt;
For best results, cast this, and the instant your animation starts, select your next spell and begin pressing your casting key over and over. If you're quick, you can reduce the time to 2 sec on Self, saving more Magicka.&lt;br /&gt;
&lt;br /&gt;
It might be worthwhile to make some 100 Magicka cost spells specifically for use with this one!&lt;br /&gt;
&lt;br /&gt;
===Fence===&lt;br /&gt;
[ Gives you much better prices ]&lt;br /&gt;
* [[Oblivion:Charm|Charm]] 100 points for 1 sec on Touch&lt;br /&gt;
* [[Oblivion:Fortify Skill|Fortify Mercantile]] 100 points for 1 sec on Self&lt;br /&gt;
* [[Oblivion:Fortify Attribute|Fortify Personality]] 100 points for 1 sec on Self (optional)&lt;br /&gt;
* ''Requires [[Oblivion:Restoration|Restoration]] skill of 25''&lt;br /&gt;
&lt;br /&gt;
Having trouble getting that haggle slider up high? Look no further. You can also use this spell to invest in any shop.  Some options with this spell are:&lt;br /&gt;
* You can drop the Fortify Personality effect to make the spell cheaper. But even with only the two first effects you still need a Restoration skill of 25.&lt;br /&gt;
* If your restoration skill is less than 25, you can make a lesser version of this spell with Charm 100 and Fortify Mercantile 89 for 1 sec.&lt;br /&gt;
* Adding an effect such as [[Oblivion:Drain Skill|Drain Mercantile]] may be tempting, but is not worth the extra effort.  Adding Drain Mercantile turns this spell into an offensive spell.  The moment you cast it on merchants they turn hostile and start attacking you.  Before talking to you or bartering, they must first accept your yield.  This takes several seconds, by which time the spell has worn off.  If you're unlucky, the guards can also show up and arrest you before you get any chance to barter.  If you really want to try this, anyway, use Drain Mercantile rather than [[Oblivion:Absorb Skill|Absorb Mercantile]].  Absorb Mercantile is more expensive than Drain Mercantile and Fortify Mercantile combined.&lt;br /&gt;
&lt;br /&gt;
===Fighter's Blessing===&lt;br /&gt;
&lt;br /&gt;
* [[Oblivion:Light|Light]] 100 points for 120 sec &lt;br /&gt;
* [[Oblivion:Fortify Health|Fortify Health]] 10 points for 120 sec&lt;br /&gt;
* [[Oblivion:Fortify Fatigue|Fortify Fatigue]] 20 points for 120 sec&lt;br /&gt;
* [[Oblivion:Feather|Feather]] 40pts for 120 sec&lt;br /&gt;
Very useful for players that use a light spell regularly to keep themselves illuminated; this spell combines the light affect with other buffs, basically providing a permanent fortification to health, fatigue, and encumbrance, assuming the player refreshes the spell every 120 seconds. &lt;br /&gt;
* Requires at least 75 illusion skill.&lt;br /&gt;
&lt;br /&gt;
=== Fortify Magic Skill ===&lt;br /&gt;
&lt;br /&gt;
* Fortify a magic skill (Destruction / Alteration / ... / Mysticism) by ABC for XYZ secs&lt;br /&gt;
&lt;br /&gt;
The cost of spells can reduce to 0.2 times the base cost when the corresponding magic skill is 100. Fortifying the skill counts towards reaching 100. As an example, if your Restoration and Destruction skills are at 75, then casting a Fortify Destruction by 28 for 30 secs will cost 64 magicka points. For the 30 sec duration the cost of magicka for Destruction spells reduces from 0.6 times the base cost to 0.2 times the base cost (i.e. destruction spells will cost only a third of the amount). The example uses 28 instead of 25 as the magnitude of the fortification, since the specific character had a spell effectiveness of 95% in Heavy Armor.&lt;br /&gt;
&lt;br /&gt;
===Human Freight Train 1/Human Freight Train 2/Human Freight Train x===&lt;br /&gt;
[ Maximize the amount you can carry ]&lt;br /&gt;
* [[Oblivion:Feather|Feather]] 100 for 120 secs on Self&lt;br /&gt;
** Create as many copies of this spell as you would like, replacing '''x''' by different numbers.  As long as the names are different, they can all be active at the same time.  So by creating 5 versions of this spell, you can carry an additional 500 points.  Create more versions, and carry even more.  You will notice only a single ''Feather'' effect is displayed in the top-right of the screen.  However, in the ''Active Effects'' page of your journal, all the ''Feather'' spells will be listed.  One caveat: it is safest to pick up everything you want to carry, then starting casting spells.  Sometimes if you are not over-encumbered, the spell magnitude gets set to zero.&lt;br /&gt;
** Alternative recommendation: change ''Feather ''to ''Fortify: Strength'' if you have strong restoration skills. You need only boost Strength by 20 to get the same benefit as Feather=100, and you get fatigue and combat benefits (should you need them).  ''Fortify: Strength'' is a restoration spell (and 20 points for 120 secs requires Expert level) whereas ''Feather'' is an alteration spell; the relative magicka costs will depend upon your skills in these two schools.&lt;br /&gt;
&lt;br /&gt;
===Level Destruction===&lt;br /&gt;
* [[Oblivion:Weakness to Element|Weakness to Element]] on self (3%, 1 sec) spell&lt;br /&gt;
&lt;br /&gt;
Cast repeatedly to increase the Destruction skill. More tips on increasing skills can be found [[Oblivion:Increasing_Skills#Acquiring_Experience_Points|here]].&lt;br /&gt;
&lt;br /&gt;
===Open Very Hard Lock===&lt;br /&gt;
* [[Oblivion:Open|Open]] Very Hard Lock on Target.&lt;br /&gt;
* ''Requires [[Oblivion:Alteration|Alteration]] skill of 75''&lt;br /&gt;
&lt;br /&gt;
Very handy for getting places that you shouldn't.&lt;br /&gt;
&lt;br /&gt;
Magicka Cost at Alteration level 75: 104&amp;lt;br&amp;gt;&lt;br /&gt;
Magicka Cost at Alteration level 100: 46&lt;br /&gt;
&lt;br /&gt;
While this may be a more &amp;quot;legitimate&amp;quot; spell than ''Unlock'', it requires Expert level in Alteration and is uncastable underwater, like all targeted spells. If you're not a mage, then ''Unlock'' might be a more accessible way of getting past locks. &lt;br /&gt;
:: ''Note: To avoid this all together you can just get the [[Oblivion:Skeleton_Key|Skeleton Key]].''&lt;br /&gt;
&lt;br /&gt;
===Sweet-Talk===&lt;br /&gt;
[ For raising Disposition through the roof ]&lt;br /&gt;
* [[Oblivion:Drain Attribute|Drain Personality]] 100 points / 3 seconds on self.&lt;br /&gt;
* [[Oblivion:Fortify Skill|Fortify Speechcraft]] 100 points / 3 seconds on self.&lt;br /&gt;
&lt;br /&gt;
High Speechcraft raises the &amp;quot;cap&amp;quot; on how high you can get someone's disposition through the game, and low Personality ensures you don't hit that cap too soon; when the Drain wears off, Disposition goes even higher.&lt;br /&gt;
&lt;br /&gt;
===Rapid Shot===&lt;br /&gt;
[ Deliver arrows of death! ]&lt;br /&gt;
* [[Oblivion:Bound Bow|Bound Bow]] for 3 secs on Self.&lt;br /&gt;
* [[Oblivion:Fortify Attribute|Fortify Agility]] X points for 3 secs on Self. [optional]&lt;br /&gt;
* [[Oblivion:Fortify Skill|Fortify Marksman]] X points for 3 secs on Self. [optional]&lt;br /&gt;
&lt;br /&gt;
This spell is to be used in sneak mode and you must have equipped at least one arrow before you conjure it. Rapid Shot makes it possible to use the bow as if it were a melee weapon when dealing critical damage to enemies in sneak mode - you get the same damage multipliers (4x and 6x) as with all one-handed blade and blunt weapons. There is, however, one condition to it: the Bound Bow must disappear before the arrow reaches the target or else the spell will be ruined. Here's some useful guidelines for proper use:&lt;br /&gt;
&lt;br /&gt;
* Make sure you're within at least 20 feet of the enemy.&lt;br /&gt;
* Enter sneak mode if you haven't already.&lt;br /&gt;
* Ready your weapon or fists, if you have a bow - unequip it temporarily.&lt;br /&gt;
* Aim at the target before conjuring Rapid Shot. You won't have much time for that afterwards unless you modify its duration.&lt;br /&gt;
* Cast your spell and prepare to strike immediately.&lt;br /&gt;
* Release the arrow as soon as possible, or else the spell may wear off before you shoot.&lt;br /&gt;
&lt;br /&gt;
You may struggle with this spell at first because of the limited amount of time at your disposal, but eventually you'll get the timing right and realize that 3 seconds is suitable in almost any situation you find yourself. Remember, the bow must disappear before the arrow finds its target.&lt;br /&gt;
&lt;br /&gt;
Rapid Shot will make your life much easier if you're into stealth.&lt;br /&gt;
&lt;br /&gt;
===Remedial Training===&lt;br /&gt;
[ For easy skill-ups or cheap training ]&lt;br /&gt;
* [[Oblivion:Drain Skill|Drain Skill]] X by Y points for Z seconds on self.&lt;br /&gt;
&lt;br /&gt;
Temporarily decrease your proficiency with a particular skill to deceive skill trainers into giving you lower prices and allowing the use of more convenient trainers at higher skill levels.  A second or two duration and a high magnitude is sufficient.  However, this technique does ''not'' work to allow quicker skill-ups; see discussion at [[Oblivion:Drain Skill|Drain Skill]]. With Y=100 and Z=1, this altogether removes training costs, and completely eliminates the need for master trainers. Any trainer will train up while skill is at 0, and for free. This can also be used to get skills leveled above 100. When you are at level 100 or above, just cast this spell, train the skill you drained, wait for the drain to wear off, and boom! Skills above 100 without any enchantments or cheating (confirmed for patch 1.1.425)&lt;br /&gt;
&lt;br /&gt;
===Smith===&lt;br /&gt;
[ For saving those Repair Hammers ]&lt;br /&gt;
* [[Oblivion:Fortify Skill|Fortify Armorer]] 100 points for 1 sec on Self&lt;br /&gt;
&lt;br /&gt;
You won't get the Journeyman perk and be able to repair magic armor, but one hammer will last for almost a lifetime. You'll repair very quickly, two or three clicks and most weapons will go from 0 to 100 % health. However, your Armorer skill will level slower. Use this spell if you need to repair something and are low on repair hammers.&lt;br /&gt;
&lt;br /&gt;
===Speed Steed===&lt;br /&gt;
[ Vastly improves speed of the horse. ]&lt;br /&gt;
* [[Oblivion:Fortify Attribute|Fortify Speed]] 15 for (as long a duration as possible based on your Restoration) on touch.&lt;br /&gt;
You can also include Water Walking to cross bodies of water with your steed in no time.&lt;br /&gt;
* If you raise a horse's speed too high, the game will begin to stutter when riding, as you are entering cells faster than the engine can load them.  Running a horse down a slope too fast can also cause it to go airborne and then take fall damage.&lt;br /&gt;
&lt;br /&gt;
===Stealth Steed===&lt;br /&gt;
[ Cast this on your horse along with Speed Steed to vastly improve your Horse. ]&lt;br /&gt;
*[[Oblivion:Invisibility|Invisibility]] for 100 secs on touch&lt;br /&gt;
&lt;br /&gt;
Make sure you're invisible too (100% Chameleon) when you get on your horse so that you can get around on horseback unseen.&lt;br /&gt;
&lt;br /&gt;
===Super Horse===&lt;br /&gt;
A way for your horse to 'water jump'-&lt;br /&gt;
*[[Oblivion:Fortify Skill|Fortify Acrobatics]] 100 points for 30 secs on touch&lt;br /&gt;
&lt;br /&gt;
===Rocket Pack===&lt;br /&gt;
[ Makes the horse unnecessary. ]&lt;br /&gt;
* [[Oblivion:Fortify Attribute|Fortify Speed]] 30-50 for 15 seconds on self, depending on ability.  Create two copies of the spell, 'rocket pack' and 'rocket pack 2'.   Cast them concurrently for quick overland travel or a rapid escape from anyone chasing you.  Create more than two rocketpack spells for additional speed.&lt;br /&gt;
&lt;br /&gt;
===Tap===&lt;br /&gt;
*[[Oblivion:Fortify Attribute|Fortify Intelligence]] 100 points for 5 seconds&lt;br /&gt;
*[[Oblivion:Fortify Magicka|Fortify Magicka]] 100 points for 5 seconds&lt;br /&gt;
This spell is a perfect preparation for spells that have otherwise enormously large Magicka costs, and is remarkably inexpensive to cast. Tap is also vital in situations where the caster has exhausted most of his Magicka, and needs to replenish his pool urgently.  A second spell providing [[Oblivion:Fortify Attribute|Fortify Willpower]] can also be handy, but the Fortify Willpower cannot be added into this spell (only one fortify attribute spell is possible in a single spell).&lt;br /&gt;
&lt;br /&gt;
===Unlock===&lt;br /&gt;
[ Makes lockpicking easier ]&lt;br /&gt;
* [[Oblivion:Fortify Skill|Fortify Security]] 100 points for 1 sec on Self&lt;br /&gt;
&lt;br /&gt;
If you're having trouble getting those tumblers stuck up there, this is for you. Also this is the only way you can open an underwater hard lock with a spell.&lt;br /&gt;
&lt;br /&gt;
==Fun Spells==&lt;br /&gt;
&lt;br /&gt;
===Bar-Fight===&lt;br /&gt;
Ever felt like the local tavern was too quiet? Walk in and cast this spell for an old fashioned-bar fight.&lt;br /&gt;
::[[Oblivion:Frenzy|Frenzy]] up to level 25 in 40 ft. for X secs on target&lt;br /&gt;
&lt;br /&gt;
===C-4===&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] Minimum Damage, Maximum Area in 1 Second on Target. &lt;br /&gt;
::Use this spell in conjunction with the duplicate items glitch. Duplicate a huge pile of gems or other items and then cast this spell in the middle and watch them fly.&lt;br /&gt;
&lt;br /&gt;
===Hysteria===&lt;br /&gt;
*[[Oblivion:Rally|Rally]] max points for 30 seconds with a large radius.&lt;br /&gt;
*[[Oblivion:Frenzy|Frenzy]] max points for 30 seconds with a large radius.&lt;br /&gt;
Find an NPC near the center of a town and cast it on them.  They will try to attack you and you should run away.  As the NPC you cast it on runs near other NPCs they will also become frenzied and pretty soon you have the entire town at war with itself.  Obviously this can get NPCs crucial to quests killed so save first.&lt;br /&gt;
&lt;br /&gt;
===Teleport===&lt;br /&gt;
*[[Oblivion:Chameleon|Chameleon]] 100% for 1 sec on self.&lt;br /&gt;
*[[Oblivion:Fortify Attribute|Fortify Speed]] 100 points for 1 sec on self.&lt;br /&gt;
*[[Oblivion:Fortify Skill|Fortify Athletics]] 100 points for 1 sec on self.&lt;br /&gt;
A fun spell for getting around quicker virtually anybody can use. You can also use it to get out of tricky situations and scrapes too, and to get behind large enemies unseen.&lt;br /&gt;
&lt;br /&gt;
A higher-level mage may want to increase the duration to suit them better, as this spell is intended for lower-level characters.&lt;br /&gt;
&lt;br /&gt;
===Morph===	 &lt;br /&gt;
*[[Oblivion:Invisibility|Invisibility]] for 45 seconds on self.	&lt;br /&gt;
*Summon X for 30 seconds on self.	&lt;br /&gt;
This allows you appear as though you're morphing into the creature you're summoning. Replace X with creature of your choice.&lt;/div&gt;</summary>
		<author><name>Bongo</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Useful_Enchantments&amp;diff=213923</id>
		<title>Oblivion:Useful Enchantments</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Useful_Enchantments&amp;diff=213923"/>
		<updated>2007-12-10T21:12:04Z</updated>

		<summary type="html">&lt;p&gt;Bongo: Undo revision 213870 by Bongo (Talk) This time it should be right!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality}}&lt;br /&gt;
{{Oblivion Magic Trail}}&lt;br /&gt;
This page summarizes some '''useful enchantments''' that players may wish to create or use as inspiration for their own enchantments.  Other related pages are:&lt;br /&gt;
* '''[[Oblivion:Enchanting|Enchanting]]''': Details on how to use the enchanting altar to create enchanted items&lt;br /&gt;
* '''[[Oblivion:Souls|Souls]]''': The souls available to create filled soul gems&lt;br /&gt;
* '''[[Oblivion:Sigil Stones|Sigil Stones]]''': Information on using Sigil Stones for enchanting.&lt;br /&gt;
Enchantments and items named here are only examples. Add new enchantments below if you come up with good ones. &lt;br /&gt;
&lt;br /&gt;
We also would like to point out that there are countless combinations of effects and most of them are useful. However we cannot have an article that has every useful enchantment combination. Because of this, we have some general guidelines we would like you to follow when adding your useful enchantment.&lt;br /&gt;
&lt;br /&gt;
* Please place your enchantment in the correct place. Alphabetical order in the appropriate category.&lt;br /&gt;
* Please only place enchantments here that show a new gimmick or trick that would not normally be noticed. (Fire Damage 100 Points on Strike is an example of what not to put)&lt;br /&gt;
* Please label your spell effect and purpose. Try and choose a name that is descriptive, rather than one that sounds cool. (&amp;quot;Mega-Bomb&amp;quot; or &amp;quot;Powerstriker&amp;quot; does not give you much information about what the enchantment will do.)&lt;br /&gt;
* Please make sure that this enchantment works as you have labeled it.&lt;br /&gt;
* Please refrain from adding attributions or anything in first person. This is against the site's policy. &lt;br /&gt;
&lt;br /&gt;
Thank you for your cooperation. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Simple Enchantments==&lt;br /&gt;
&lt;br /&gt;
Once you have access to the arcane university, some mundane items, and some filled [[Oblivion:Enchanting#Soul Gems|soul gems]] you can begin making your own enchanted items.  However at low levels you may be disappointed that you cannot create that longsword that deals 25 points of shock damage per strike just yet. There are quite a few very useful enchantments you can create however that won't need a grand soul or cost a lot to create. &lt;br /&gt;
&lt;br /&gt;
*Please note the following are all listed as rings but just as easily could be a pendant, necklace, armor or clothes. The advantage of rings is that they are light to carry, you can wear two at a time and you can easily take them on and off. Any enchantment put into armor will generally be something that you will want to have only when you're in combat, or a perpetually useful effect such as Fortify Strength.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Atronach's Amulet of Magicka===&lt;br /&gt;
&lt;br /&gt;
Amulet (preferably) with Transcendent (preferably) Fortify Magicka 50 points.&lt;br /&gt;
&lt;br /&gt;
Due to the fact that Fortify Magicka will not leave the player with negative magicka when the effect expires, when one runs out of magicka, (have this item hotkeyed) merely unequip it, then re-equip (refreshing the effect) to replenish your magicka ''while empty''. Works well when coupled with custom spells that cost 50, or a custom Restoration spell costing 50 that ''further'' fortifies magicka a much larger amount to pull off an even bigger spell (3 second duration is enough). An easy way for an Atronach to save on potions. (Depending on skill level, one spell costing under 50 can fortify magicka by 300 points long enough to cast a spell right afterwards.)&lt;br /&gt;
&lt;br /&gt;
Using with rings can be confusing as to which ring gets booted off if you have two others equipped when you switch to this item. Hoods/Helms and amulets allow for a simple on/off switch quality to 50 free magicka, while still letting you walk around more or less fully clothed/armored.&lt;br /&gt;
&lt;br /&gt;
===Base Ring of Feather===&lt;br /&gt;
&lt;br /&gt;
Whilst most guides will tell you (quite rightly) that [[Oblivion:Fortify Attribute|Fortify Strength]] is more useful than [[Oblivion:Feather|Feather]], at low levels the spell is not as easy to acquire and a ring of Feather is cheaper to create. Two simple Rings of Feather will be very helpful for carrying loot from dungeons until you do acquire the Fortify Attribute effect. You will also run slightly faster when using Feather if you are carrying a significant amount as it will lighten your [[Oblivion:Encumbrance|encumbrance]]. There is an odd quirk with the Feather effect however that means to get the best effect it is better to pick up as much equipment as possible (until you are over encumbered) and ''then'' put on the ring(s). See [[Oblivion:Feather#Fortify Strength|Feather vs. Fortify Strength]] for more details.&lt;br /&gt;
&lt;br /&gt;
===Elemental Armor 1===&lt;br /&gt;
&lt;br /&gt;
Use three Petty soul gems to enchant three different parts of your armor (for example Cuirass, Helmet and Greaves) with [[Oblivion:Fire Shield|Fire Shield]], [[Oblivion:Frost Shield|Frost Shield]] and [[Oblivion:Shock Shield|Shock Shield]]. It will not only provide some protection from all three elements it will also increase your overall [[Oblivion:Armor#Armor Rating|armor rating]] by 18 points (6 points each). This is a significant increase and is the same as if you had enchanted your armor with the [[Oblivion:Shield|Shield]] effect but without the bonus resist fire, frost and shock for the '''same''' cost. &lt;br /&gt;
&lt;br /&gt;
When you begin to use stronger souls (Lesser to Grand) the [[Oblivion:Shield|Shield]] enchantment will provide more overall defense by one point, however whether that's any more useful is debatable. Either way, by enchanting all of your armor and your shield with Shield or Fire/Frost/Shock Shield, you can almost double its protection, especially at earlier levels when you're only wearing [[Oblivion:Armor#Steel|steel]] or [[Oblivion:Armor#Chainmail|chainmail]] armor.&lt;br /&gt;
&lt;br /&gt;
This can also be added to plain clothes instead for mages that want to retain 100% spell effectiveness.&lt;br /&gt;
&lt;br /&gt;
===Glowring===&lt;br /&gt;
&lt;br /&gt;
Use a Lesser soul to enchant a ring with [[Oblivion:Light|Light]]. Generally considered to be less useful than [[Oblivion:Night-Eye|Night-Eye]] but it still has its advantages. Night-Eye tends to diminish the game's immersion due to the loss of color and some things are harder to spot due to the lack of color contrast. You also miss out on all those pretty lighting effects in dungeons. The permanent effect is still better than using a torch (which you cannot use when in combat with a shield or two handed weapon) or casting a Light spell (or drinking a Light potion) every few minutes.&lt;br /&gt;
&lt;br /&gt;
===Owl's Eye===&lt;br /&gt;
&lt;br /&gt;
With a Petty soul you can create a Ring of [[Oblivion:Night-Eye|Night-Eye]] that will be very useful in dark dungeons. Not only will you be able to see perfectly in pitch darkness, you won't be giving away your position to your enemies. Also with this effect a Petty soul is just a useful as a Grand soul and is incredibly cheap to make.&lt;br /&gt;
&lt;br /&gt;
===Ring of Strength===&lt;br /&gt;
&lt;br /&gt;
[[Oblivion:Fortify Attribute|Fortify Strength]] is a very useful enchantment which will not only increase the amount you can carry but also increase the damage and speed of Blade and Blunt attacks. You may want to add this to some sort of armor instead.&lt;br /&gt;
&lt;br /&gt;
===Suit of Detecting===&lt;br /&gt;
&lt;br /&gt;
Using detect life is useful in the early part of the game. You can stack detect life; for example, a helm with detect life 25 feet + boots with detect life 25 feet = detect life for 50 feet. The max permanent detect life possible is 9 X 180 (with a Transcendent Sigil Stone) for a total of 1620 feet detect life.&lt;br /&gt;
&lt;br /&gt;
===Water Breathing===&lt;br /&gt;
&lt;br /&gt;
With a Petty soul you can create a Ring of [[Oblivion:Water Breathing|Water Breathing]] so you'll never have to hold your breath underwater again. It also has the same effect regardless of the soul used to create the item. Unfortunately, it will cost 2000 gold to create, and there aren't too many quests that require you to stay underwater for long periods of time.&lt;br /&gt;
&lt;br /&gt;
===Water Walking===&lt;br /&gt;
&lt;br /&gt;
Very Similar to [[Oblivion:Water Breathing|Water Breathing]] in that the effect is the same regardless of the soul used but again it will cost 2000 gold and is probably not the most useful effect overall.  Can be useful because lava is treated like water, with waterwalking you can cut across the lava in oblivion easier.&lt;br /&gt;
&lt;br /&gt;
==Powerful Enchantments==&lt;br /&gt;
Some of these enchantments may be seen as cheating by some, certainly enchantments like the ''Chameleon Suit'' makes the game incredibly easy. You may want to consider the effect they have on the game experience before making them.&lt;br /&gt;
&lt;br /&gt;
===Chameleon Suit===&lt;br /&gt;
&lt;br /&gt;
Enchant 5 pieces of armor, clothes or jewelry with Grand Soul gems or Sigil Stones (Latent or above) to create the infamous 100% [[Oblivion:Chameleon|Chameleon suit]]. Everyone in the game will be oblivious to you and almost all of your actions. Essentially permanent invisibility. The advantage of using Ascendant or Transcendent Sigil Stones is that you only have to use 4 pieces of clothing or armor. Many players find 100% too much and therefore some only create an 80%-95% chameleon suit which means you still have to [[Oblivion:Sneak|Sneak]].&lt;br /&gt;
&lt;br /&gt;
===Elemental Armor 2===&lt;br /&gt;
&lt;br /&gt;
As above, enchant your armor and shield with [[Oblivion:Fire Shield|Fire Shield]], [[Oblivion:Frost Shield|Frost Shield]] and [[Oblivion:Shock Shield|Shock Shield]] using powerful soul gems or Sigil stones to increase both your armor rating and resistance to fire/frost/shock. The difference here is that once you have access to Dwarven/Orcish or Elven/Glass armor (and presumably a high skill in light or heavy armor) and anything above common soul gems you will probably reach an armor rating of 85 which is the limit. Therefore it's worth mentioning that it is both a very powerful effect (especially at level 13 or 14) and that you may be actually wasting any enchantment that raises your armor rating over 85.&lt;br /&gt;
&lt;br /&gt;
It is also possible that the armor you originally enchanted to provide an armor rating of 70 or 80 may quickly hit the 85 limit due to an increase in your heavy armor or light armor skills, or due to your armorer skill going to expert and therefore repairing the items to 125%. In that case you may want to consider using a different enchantment on some parts of your armor.&lt;br /&gt;
&lt;br /&gt;
Another important factor is that Sigil Stones '''always''' provide a bigger boost to your armor rating from Fire/Frost/Shock Shield than Shield alone, making the Shield effect from Sigil Stones not a good choice in comparison to Fire, Frost or Shock shield. See the table on the [[Oblivion:Sigil_Stones|Sigil Stones]] page for more information.&lt;br /&gt;
&lt;br /&gt;
===Mages Clothing of Protection===&lt;br /&gt;
&lt;br /&gt;
It is possible to use transcendent Sigil stones to enchant 4 pieces of clothing with fire/frost/shock shield as above to get maximum protection (armor rating of 85) while still retaining 100% spell effectiveness and some resistance to spell damage.  Be careful '''not''' to use anything labeled &amp;quot;outfit&amp;quot; or &amp;quot;robes&amp;quot; as this will take the place of two pieces of clothing, use a shirt, pants, boots and a hood instead. There is only one item that can be enchanted and used on the hands that isn't considered armor; the Wrist Irons that you're wearing at the beginning of the game, if you still have them enchant them as well. In some ways the extra protection from the fourth effect is wasted due to the armor rating cap of 85, however the resistance to fire/frost/shock still works. You may want to reduce your overall armor rating to 75 (still the same as Daedric armor) and use the last two enchantments for [[Oblivion:Fortify Magicka|Fortify Magicka]] or [[Oblivion:Resist_Magic|Resist Magic]], particularly powerful if your are a Breton as this will give you 90% resist magic (you can get to 100% by using other items such as the  [[Oblivion:Magic_Items#Mundane_Ring|Mundane Ring]] found in random loot after level 20, or on [[Oblivion:Raven Camoran|Raven Camoran]] after level 22).&lt;br /&gt;
&lt;br /&gt;
===Almost Invulnerable Suit===&lt;br /&gt;
It is possible to achieve 101% [[Oblivion:Reflect_Damage|Reflect Damage]] and at least 100% of [[Oblivion:Resist_Magic|Resist Magic]], [[Oblivion:Reflect_Spell|Reflect Spell]], or [[Oblivion:Spell_Absorption|Spell Absorption]] by wearing a collection of enchanted items (click individual magic effects for more details). However you cannot enchant your own items with these effects, so you will have to find them or the appropriate Sigil Stone. With these enchantments, only bow-and-arrow-equipped enemies can hurt you, while blade, blunt, hand-to-hand, and magic don’t affect you at all.&lt;br /&gt;
&lt;br /&gt;
==Cursed Enchantments==&lt;br /&gt;
&lt;br /&gt;
===Hood of Torture===&lt;br /&gt;
Place this enchantment on any headgear that has [[:Category:Oblivion-Items-Zero_Weight|zero weight]] such as a Mages Hood.&lt;br /&gt;
*[[Oblivion:Damage Health|Damage Health]] 5 points&lt;br /&gt;
*Place this in your victims pocket while you are pickpocketing him/her. When your victim goes to bed and wakes up again he/she will equip his/her gear and put on the Hood of Torture. Your victim will slowly suffer and die from wearing the hood, allowing you to take the hood back and any other valuable items from the victim's crippled body. This is a great way to complete assassinations, and one more thing is- try not to wear the hood yourself....&lt;br /&gt;
&lt;br /&gt;
Also note that if you replace the Damage Health effect with something like Shock Damage instead, you get a very attractive visual effect while your victim dies.&lt;br /&gt;
&lt;br /&gt;
It is worth mentioning that this can NOT be combined with 100% Spell Absorption to create constant magicka regeneration for Atronach characters (or just to give boosts for other characters).&lt;br /&gt;
&lt;br /&gt;
If the victim fails to put on the item and you're compelled to retrieve it through pickpocketing, the item will now show up as stolen in your inventory. If you used a Black Hood or Bound Helmet (which are worth 0 gold), you will not be able to clear that label through a fence. A Mage's Hood, which has gold value, can be cleared through a fence.&lt;br /&gt;
&lt;br /&gt;
==Custom Weapons==&lt;br /&gt;
&lt;br /&gt;
Rather than list endless different combinations of weapons here are a few guidelines to creating powerful magic weapons:&lt;br /&gt;
*Use a combination of effects rather than a single effect; for example it's cheaper (both money wise and charge wise) to use [[Oblivion:Fire Damage|Fire Damage]] 10 points for 1 second, [[Oblivion:Frost Damage|Frost Damage]] 10 points for 1 second, and [[Oblivion:Shock Damage|Shock Damage]] 10 points for 1 second than Fire Damage 30 points for 1 second.&lt;br /&gt;
*Lower damage over time is cheaper than high damage for one second; so Fire Damage 5 points for 3 seconds is cheaper than Fire Damage 15 points for 1 second.&lt;br /&gt;
*You can use [[Oblivion:Weakness to Magic|Weakness to Magic]] and [[Oblivion:Weakness to Fire|Weakness to Fire]]/[[Oblivion:Weakness to Frost|Weakness to Frost]]/[[Oblivion:Weakness to Shock |Weakness to Shock ]] to increase damage of the '''next''' strike(s). For example add Weakness to Magic 100 points for 3 seconds and Weakness to Shock 100 points for 3 seconds to a weapon with Shock Damage 10 points for 2 seconds for a devastating weapon. If you use a weapon that strikes fast (dagger, shortsword or even longsword) this will be even more powerful than a heavy two handed weapon with Shock Damage damage 40 points for 1 second. However, to get the most from this effect you need to be virtually on full offensive, repeatedly attacking and not blocking or dodging. You can combine this with spells that have a similar effect for a result similar to spell stacking.&lt;br /&gt;
*To get the benefit of increasingly more powerful hits it is vitally important that effects are added in the right order. Elemental damage effects should be placed before their corresponding weakness. Weakness to magicka should be the last effect placed on the weapon. Other kind of damage (fatigue, health) can be placed anywhere as long as weakness to magicka remain last.&lt;br /&gt;
*Adding [[Oblivion:Soul Trap|Soul trap]] for at least 1 second to any weapon will help you recharge the weapon itself, as long as you have a large enough soul gem. This works especially well with [[Oblivion:Azura's Star|Azura's Star]]&lt;br /&gt;
&lt;br /&gt;
===Atronach Blade===&lt;br /&gt;
*[[Oblivion:Absorb Magicka|Absorb Magicka]] 35 pts for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 5 Second&lt;br /&gt;
&lt;br /&gt;
This blade was meant for those who don't want to use [[Oblivion:Alchemy|Alchemy]] and have the [[Oblivion:Birthsigns#Atronach|Atronach]] sign (although anyone can use this). Another option is to use a Transcendent Sigil Stone which can give you Absorb Magicka 50 points on strike, you couldn't add Soul Trap in that case however it can be incredibly useful for magic using characters.&lt;br /&gt;
&lt;br /&gt;
===Black Dagger===&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 points for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 12 points for 1 second&lt;br /&gt;
*[[Oblivion:Damage Health|Damage Health]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
* Requires Grand Soul-Gem or Black Soul-Gem(A Grand Soul-Gem can be found in Arch Mages lobby in a Very Hard Locked display case)&lt;br /&gt;
&lt;br /&gt;
Use on a Daedric Dagger for maximum effect. This will kill most opponents in 1 hit and then Soul Trap them. Keeping it charged is difficult if you constantly use it, so it's better used as an assassins weapon for the Dark Brotherhood. The weapon becomes particularly effective if used in conjunction with a poison and is a great way to refill black soul gems.&lt;br /&gt;
&lt;br /&gt;
===Blade of Death===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul trap]] for 1 second&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 points for 1 second&lt;br /&gt;
&lt;br /&gt;
Easy to make and very useful at lower levels as many creatures and NPCs will have less than &lt;br /&gt;
100 hit points, which will effectively kill them.&lt;br /&gt;
&lt;br /&gt;
===Blade of Elements===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 14 points for 1 second&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 14 points for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 14 points for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Frost|Weakness to Frost]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 1 second&lt;br /&gt;
&lt;br /&gt;
Add these effects to a weapon, preferably a dagger or a shortsword, with a Grand Soul Gem. It has few charges but with the [[Oblivion:Soul Trap|Soul Trap]] it practically regenerates itself at higher levels with [[Oblivion:Azura's Star|Azura's Star]]. The only disadvantage is that you have to strike in rapid flurries with no blocking or dodging to get the most out of the Weakness effects. Very powerful when used in tandem with a Paralyze and Weakness to Fire/Frost/Shock/Magic 100% spell. The boss at the end of the Shivering Isles storyline, Jyggalag, can be killed in 4 hits with this weapon.&lt;br /&gt;
&lt;br /&gt;
===Blood price===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 1 seconds&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 3 points for 1 second*&lt;br /&gt;
&lt;br /&gt;
Useful for archers, when the enemy gets a little too close for comfort.  Best if used w/ a weapon that swings just about perfectly at once per second.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;A good rule of thumb is to put the [[Oblivion:Absorb Health|Absorb Health]] value at about three quarters of your level.&lt;br /&gt;
&lt;br /&gt;
===Blade of Rejuvenation===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Magicka]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Fatigue]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
Best if enchanted on a longsword. When used with a good shield, decent armor, and lots of empty soul gems (Black if necessary, but if not, Azura's Star works well too) this sword will make make you nearly invincible, on normal difficulty, even at level 50!&lt;br /&gt;
&lt;br /&gt;
===Crowd Control===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 15 points in 10 feet&lt;br /&gt;
&lt;br /&gt;
Using Area on a melee weapon isn't practical if you have allies.  But when you're surrounded by enemies, there's nothing like hitting them all at once while simultaneously restoring plenty of health.  Tossing in [[Oblivion:Soul Trap|Soul trap]] is a nice variation, but it's only effective when used with no area (unless you carry lots of empty soul gems around).&lt;br /&gt;
&lt;br /&gt;
===Dragon Blade===&lt;br /&gt;
*[[Oblivion:Damage Health|Damage Health]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
This is a blade meant for those who need to rely on one blade constantly. With a grand soul gem, it has 40 uses.&lt;br /&gt;
&lt;br /&gt;
===Elemental Fury===&lt;br /&gt;
&lt;br /&gt;
Add these effects to a weapon, preferably with a Grand Soul Gem. Not only will you get more uses each charge than the same damage with a single effect, but most creatures will have a weakness to at least one of its effects and very few will be able to resist them all.&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 10 points for 1 second&lt;br /&gt;
&lt;br /&gt;
===Glamdring===&lt;br /&gt;
[ turn any dagger or short sword into a death reaper! ]&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
*[[Oblivion:Silence|Silence]] for 2 seconds&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 points for 1 second&lt;br /&gt;
*[[Oblivion:Drain Fatigue|Drain Fatigue]] 100 points for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 seconds&lt;br /&gt;
&lt;br /&gt;
To make this enchantment, you must have a Destruction skill of 50 and a filled Grand Soul Gem which should give you a total of 20 uses.&lt;br /&gt;
&lt;br /&gt;
This weapon is more suitable for the hardest game difficulty, as it will bring a quick death to the most stalwart of opponents. Press the attack with a flurry of follow-up hits until your enemies drop dead. At least two creatures you should not use Glamdring against: Liches and Xivilai. Also, pretty much useless against Wraiths.&lt;br /&gt;
&lt;br /&gt;
===Mage-Bane (Weapon)===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Silence|Silence]] for 10 seconds&lt;br /&gt;
*[[Oblivion:Absorb Magicka|Absorb Magicka]] 25 points for 5 seconds&lt;br /&gt;
*{{Oblivion Effect Entry|Weakness to Poison}} 100% for 3 seconds&lt;br /&gt;
&lt;br /&gt;
The {{Oblivion Effect Entry|Weakness to Poison}} effect should be combined with [[Oblivion:Damage Attribute|Damage Willpower]] poisons, so that the caster's magic will come back much more slowly (IF AT ALL). With enough hits, the foe's Willpower will be reduced to 0, and the absorbed power won't come back. On top of that, the [[Oblivion:Silence|Silence]] effect will stop them from curing the poison!&lt;br /&gt;
&lt;br /&gt;
===Mind Reaper===&lt;br /&gt;
&lt;br /&gt;
In similar fashion to the Atronach Blade above, this knife is also intended for quick magicka recharging by characters using the Atronach birthsign, but could find a place with any magic-focused character.&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Absorb Magicka|Absorb Magicka]] 36 points for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magicka]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
Since this weapon will only be doing its normal damage to an enemy, the Soul Trap enchantment is a bit less useful than it would be on something like the Ultimate Weapon below.  A player could remove the Soul Trap enchantment and push Absorb Magicka up to 37 points.  Beware of using this weapon against foes with [[Oblivion:Reflect Spell|Reflect Spell]] as you may inadvertently give your magicka to them.&lt;br /&gt;
&lt;br /&gt;
===Overpowered Blade/&amp;quot;Spectral Warp&amp;quot;===&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Frost|Weakness to Frost]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 7 points for 1 second&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 7 points for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 7 points for 1 second&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 90 points for 1 second&lt;br /&gt;
&lt;br /&gt;
This weapon can be customized through the addition of &amp;quot;[[Oblivion:Soul Trap|Soul Trap]] for 1 second&amp;quot; to capture souls for recharging. Note that this will lower the total number of uses from 22 to 21; however simply by lowering two of the &amp;quot;X Damage&amp;quot; from 7 to 6 you will restore the weapon to 22 uses with a minuscule loss of damage.&lt;br /&gt;
&lt;br /&gt;
It is possible to use &amp;quot;Drain Health: 91&amp;quot; instead of 90 since both cost the same and the weapon still ends up at 22 uses. Purists may object to the uneven number, but it is largely a non-issue since the Drain Health effect is not shown when hovering over the weapon; that's because the game only lists the first seven enchantments.&lt;br /&gt;
&lt;br /&gt;
As a final customization, lower two of the &amp;quot;X Damage&amp;quot; from 7 to 6 to get a magic cost of 69 instead of 72. That gives you a charge of 1600 / 69 = ~23, meaning that the blade has one extra use for a minuscule loss of damage.&lt;br /&gt;
&lt;br /&gt;
===SoulReaper===&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 2 seconds&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100pts for 1 second&lt;br /&gt;
*[[Oblivion:Demoralize|Demoralize]] up to level 25 (100 points) for 1 second&lt;br /&gt;
&lt;br /&gt;
This enchanted weapon makes almost any enemy in the game trivial to defeat.&lt;br /&gt;
* For the Weakness to Magic effect to be useful, you need to be able to hit your enemy a second time within the two seconds duration of the weakness effect.  Therefore, it's best to apply this enchantment to a weapon with a relatively fast attack speed; if you prefer slow, two-handed weapons, you may want to increase the weakness duration.&lt;br /&gt;
* The Demoralize effect makes the enemy not fight back.&lt;br /&gt;
&lt;br /&gt;
===Vampiric Weapon===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 21 points for 1 second&lt;br /&gt;
&lt;br /&gt;
This enchantment is very useful to heal yourself especially if a fast weapon is used for enchantment. Alternatively, a [[Oblivion:Sigil Stone|Sigil Stone]] can be used to get a similar effect.&lt;br /&gt;
&lt;br /&gt;
===Vampire Killer===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 26 points for 1 second&lt;br /&gt;
&lt;br /&gt;
If you want to kill vampires fast this is VERY useful.  Full vampires are already weak to fire 100%.  This will add to that another 100% with [[Oblivion:Weakness to Fire|&amp;quot;Weakness to Fire&amp;quot;]] and 100% [[Oblivion:Weakness to Magic|&amp;quot;Weakness to Magic&amp;quot;]] times the 26 points of [[Oblivion:Fire Damage|&amp;quot;Fire Damage&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
===Magical Vengeance===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Damage Health|Damage Health]] 5 points for 2 seconds&lt;br /&gt;
*[[Oblivion:Disintegrate Armor|Disintegrate Armor]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Disintegrate Weapon|Disintegrate Weapon]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 5 points for 2 seconds&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 5 points for 2 seconds&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 points for 2 seconds&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 2 seconds&lt;br /&gt;
Similar to the Elemental Fury, this also implements Weapon and Armor Disintegration and Damage Health. Useful on just about everything. A Grand Soul Gem is recommended. Experimental Variations are also recommended - less elemental damage and more health damage/disintegration effect. Most effective used on Daedric Longsword at higher blade skills (29 damage + effects). Drain Health is NOT recommended, however; must be damage. Should also consider damage Magicka.&lt;br /&gt;
&lt;br /&gt;
== Useful Enchantments for Bows ==&lt;br /&gt;
&lt;br /&gt;
Fighting with ranged weapons, i.e. bows, is difficult when you engage in combat with enemies that don't use ranged weapons, but instead favor melee or close range attacks. When hit with the following weapons, enemies will holster their weapons and run in fear. After the effect expires they will come back to battle.&lt;br /&gt;
&lt;br /&gt;
The weapons bearing the demoralize, and turn undead enchantments affect all creatures and NPCs whose level is 24 or lower. If you choose a weaker demoralize effect, for example, only up to level 15, then once you reach level 20 most creatures will not be affected, because most NPCs' and creatures' level is similar to your character's level.  Therefore setting the level to 25 is strongly recommended.  Even so, leveled creatures (e.g., [[Oblivion:Monsters#Minotaur Lords|Minotaur Lords]], [[Oblivion:Undead#Liches|Liches]]) and NPCs at high character levels may not be affected. The duration of the demoralization effect determines how far enemies will run before coming back into the fight. If you set it to 1 sec they will almost stay in place and holster their weapon when hit by the arrow. Avoid setting the duration of the demoralization effect too high, because affected enemies might leave the battle for good.&lt;br /&gt;
 &lt;br /&gt;
===Bow of the Assassin===&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 100% for 10 seconds on strike&lt;br /&gt;
Quite an obvious option to the badass alchemist type. Strike first with an empty arrow and add poison to the second one. It can start the fire-and-forget kind of poisoning with a two-effect poison instead the harder to make three-effect ones.&lt;br /&gt;
&lt;br /&gt;
===Bow of Morale Degradation===&lt;br /&gt;
(Affects [[Oblivion:NPCs|NPCs]] and [[Oblivion:Creatures|living creatures]] only) &lt;br /&gt;
*[[Oblivion:Demoralize|Demoralize]] up to level 25 (100 points) for 2 seconds on strike&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second on strike&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 3 points for 1 second on strike&lt;br /&gt;
&lt;br /&gt;
===Dragon Bow===&lt;br /&gt;
*[[Oblivion:Damage Health|Damage Health]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
This is a bow meant for those who need to rely on one bow constantly. With a grand soul gem, it has 40 uses.&lt;br /&gt;
&lt;br /&gt;
===Frailty===&lt;br /&gt;
(Affects [[Oblivion:NPCs|NPCs]] only)&lt;br /&gt;
*[[Oblivion:Drain Fatigue|Drain Fatigue]]* 100 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Strength]]* 86 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Agility]]* 86 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Endurance]]* 86 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Willpower]]* 82 points for 1 second on strike&lt;br /&gt;
&lt;br /&gt;
High knock back via fatigue damage is a healthy alternative to the demoralize spell effect (though not against creatures).  The enemy will not be retreating, making a second shot easier to achieve, and a number of other effects are cast depending on the nature in which fatigue is drained (say by strength drained opposed to willpower drained).  Draining agility (knock back rate up) and strength (burdening) are useful features even if the fatigue drain is found insufficient to knock down the enemy.  Note, however, that drain endurance has '''no''' effect on NPC [[Oblivion:Health|Health]], and other than to decrease fatigue, the effects of draining willpower (magicka regeneration) are pointless for a one second duration.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;The '''Drain Attribute''' spell is not readily available. Please see the '''notes''' section on [[Oblivion:Drain_Attribute|Drain Attribute]] for how this spell can be obtained.&lt;br /&gt;
&lt;br /&gt;
===Slow Bow===&lt;br /&gt;
(Affects [[Oblivion:Creatures|creatures]] and some [[Oblivion:NPCs|NPCs]])&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Speed]] 60 points for 5 seconds on strike&lt;br /&gt;
&lt;br /&gt;
The ability of enemies to detect you appears to be based on their Speed.  When you hit an enemy with this bow while sneaking, they will detect you and then immediately lose track of you; you will see the &amp;quot;eye&amp;quot; glow briefly and then fade.  They will stand in one place as you repeatedly pelt them with arrows, getting the sneak bonus each time.  Note that other enemies in the vicinity may take notice. &lt;br /&gt;
&lt;br /&gt;
Once you are of sufficiently high level, leveled NPCs will have enough Speed to see you even with the drain.&lt;br /&gt;
&lt;br /&gt;
*note* This effect is very useful with bodies of water around that are deep enough to swim in; if you have a water walking enchantment.  Lure your opponent to the water, so he/she falls in.  Then, peg 'em with the slow bow while they flop around in the water.&lt;br /&gt;
&lt;br /&gt;
===Undead 180===&lt;br /&gt;
(Affects [[Oblivion:Undead|undead creatures]] only)&lt;br /&gt;
*[[Oblivion:Turn Undead|Turn Undead]] up to level 25 (100 points) for 2 (or higher) seconds on strike&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second on Strike&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 3 points for 1 second on strike&lt;br /&gt;
&lt;br /&gt;
Alternatively you can add both &amp;quot;Demoralize&amp;quot; and &amp;quot;Turn Undead&amp;quot; to a single weapon but it takes up many charges. It might be possible to add both of them when using a Grand Soul.&lt;br /&gt;
&lt;br /&gt;
Most undead are resistant, if not immune, to Frost so you may want to leave that out.&lt;br /&gt;
&lt;br /&gt;
===Stopping Bow===&lt;br /&gt;
(Affects [[Oblivion:NPCs|NPCs]] only)&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Strength]] 100 points for Y seconds on strike.&lt;br /&gt;
&lt;br /&gt;
One shot from this bow will make most NPCs over-encumbered and unable to move. Then keep repeating attacks with the bow from a range and you can kill NPCs without them even getting close to you. Just don't get to close though, because they can still swing their sword or axe at you. Wizards don't work for this because they can still cast ranged spells and summon creatures. Archers won't work either unless you can get their bow to break (they never run out of arrows) or use them for an unlimited arrow supply (you will still have to dodge, unless you are practicing light or heavy armor as well). Add a [[Oblivion:Weakness to Magic|Weakness to Magic]] for an amplified effect.&lt;br /&gt;
&lt;br /&gt;
===Wizard's Companion===&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Frost|Weakness to Frost]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 7 seconds&lt;br /&gt;
&lt;br /&gt;
An incredibly useful bow to use in conjunction with [[Oblivion:Leveled_Spells#Wizard.27s_Fury|Wizard's Fury]] that will drop most nasties in a single one-two punch. At level 33 this bow produced a fire-and-forget effect on just about everything short of Liches and Xivilai.  Alternate versions can drop the soul trap to regain charges, lower the overall duration (assuming you can get a casting in that quickly.. at 3 secs I hit it 90% of the time), and/or increasing the duration on the Weakness to Fire to get more &amp;quot;burn time&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Bongo</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Useful_Enchantments&amp;diff=213922</id>
		<title>Oblivion talk:Useful Enchantments</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Useful_Enchantments&amp;diff=213922"/>
		<updated>2007-12-10T20:57:33Z</updated>

		<summary type="html">&lt;p&gt;Bongo: /* Weakness to Magic/elements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Well I better put something up here considering it was my suggestion... [[User:Grandmaster z0b|Grandmaster z0b]] 18:03, 14 February 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I've added '''quite''' a few worn enchanted items, a guideline for magic weapons and some examples of weapons. However I'd be ''more than'' happy for any contributions. [[User:Grandmaster z0b|Grandmaster z0b]] 02:01, 18 February 2007 (EST)&lt;br /&gt;
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jus changed usefull to useful,&lt;br /&gt;
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Ooops, thanks [[User:Grandmaster z0b|Grandmaster z0b]] 02:25, 28 February 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Feather==&lt;br /&gt;
I do not think that you run faster with the feather effect as is stated on this page. Is there any evidence of this? [[User:Pappasmurf|Pappasmurf]] 18:21, 1 March 2007 (EST)&lt;br /&gt;
:Well I don't have direct evidence, however I was fairly certain that feather reduced the weight of your equipment and the player runs faster with less weight, I'm sure I've read both effects before. Also it seems to work that way in game however that is a very subjective analysis. I will remove for the moment until I can get conclusive proof. [[User:Grandmaster z0b|Grandmaster z0b]] 22:26, 1 March 2007 (EST)&lt;br /&gt;
:You do run faster if the effect is coming from a spell, or a potion. I don't think enchantment effect would act any different. —STL&lt;br /&gt;
:: Yeah I checked it while playing and it certainly seemed that way, I don't have any maths or numbers to prove it but I'm sure it's around somewhere. [[User:Grandmaster z0b|Grandmaster z0b]] 20:44, 4 March 2007 (EST)&lt;br /&gt;
::: The cap seems to be around 70%, that's what is say here anyway... http://www.uesp.net/wiki/Oblivion:Getting_Around  I have not done any kind of testing but(like others) I have noted a difference if my pockets are full or empty. [[User:Bongo|Bongo]] 17:28, 9 March 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Ok I'm certain enough to put that back up; see [[Oblivion:Encumbrance|Encumbrance]] for the note that &amp;quot;total weight carried effects your speed&amp;quot;. As feather reduces the weight of your inventory; logically feather would make you run faster ''if your carrying any significant load''. I'll also update the [[Oblivion:Feather|Feather]] page. [[User:Grandmaster z0b|Grandmaster z0b]] 17:46, 5 March 2007 (EST)&lt;br /&gt;
:Feather does not reduce the weight of your inventory, it allows you to carry more (as inventory screen tells Y/X before, and Y/X+Z after). I've looked at the Feather page, and I did drink feather potions (totalling 600+) before I picked items up, and had no side effects (I still carried 600+)more. {{unsigned|71.227.147.154}}&lt;br /&gt;
::'''Despite what it says''' on your screen, feather really does act by reducing the weight of your inventory.  The internal numbers, which are what fundamentally control how the game works, are Y/X before; (Y-Z)/X after.  In the example you mention, it sounds like even before drinking the feather potions you could carry about 600, in which case you wouldn't experience any glitches.  What you need to try doing is put 1200+ pounds of equipment into a chest and start by carrying '''no''' weight (0/600) Then drink 4 150+ point potions: you'll notice that they do absolutely nothing to change your maximum encumbrance (screen still says 0/600, because the game won't do negative numbers, e.g., it can't do -600/600... if it was really adding it would have no problem changing to 0/1200).  Now if you pick up all the equipment you'll be at 1200/600 and unable to move.  But after picking up all the equipment you can then drink 4 potions, and you'll see your maximum encumbrance go up (1200/1200); now you will be able to move.  --[[User:Nephele|Nephele]] 01:26, 10 March 2007 (EST)&lt;br /&gt;
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== Clean up/Formatting ==&lt;br /&gt;
&lt;br /&gt;
I've almost finished cleaning up and formatting this page, especially in regards to putting in links to the various effects. [[User:Grandmaster z0b|Grandmaster z0b]] 18:03, 1 March 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Bow Enchantments ==&lt;br /&gt;
&lt;br /&gt;
I've removed the weakness effects that were originally included with the ranged weapon enchantments.  The weakness effects will only increase the magnitude of ''subsequent'' attacks.  With a 1 second duration there is basically no chance of getting in a second hit while the weakness effect is active, so it's just wasted charge.  The magnitudes of the other components of the enchantment may need to be adjusted to compensate. --[[User:Nephele|Nephele]] 22:16, 1 March 2007 (EST)&lt;br /&gt;
: Yeah thanks, I hadn't had a chance to do that and I wasn't sure who originally added them. [[User:Grandmaster z0b|Grandmaster z0b]] 22:29, 1 March 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==A question==&lt;br /&gt;
Does the 6x Sneak attack bonus apply to damage Enchantments as well as base damage of the weapon? If so, is it worth mentioning here? [[User:Pappasmurf|Pappasmurf]] 10:29, 9 March 2007 (EST)&lt;br /&gt;
:Nope, the sneak attack bonuses do not apply to enchantments or poisons (despite several statements to the contrary that previously existed on this site); only the base weapon damage is increased by sneak attacks. --[[User:Nephele|Nephele]] 16:06, 9 March 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Hmm.  In my testing it looks like Sigil Stone enchanted weapons get the 6x bonus on their Sigil Stone effect, can someone confirm? --[[User:Greggbert|Greggbert]] 19:40, 14 June 2007 (EST)&lt;br /&gt;
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== Vampiric Tooth ==&lt;br /&gt;
&lt;br /&gt;
Is this supposed to be a bow weapon? The first sentence is confusing in this regard. [[User:Grandmaster z0b|Grandmaster z0b]] 23:15, 12 March 2007 (EDT)&lt;br /&gt;
:I fixed this entry to replace &amp;quot;should be&amp;quot; to &amp;quot;could be&amp;quot; and deleted the first person references. [[User:Grandmaster z0b|Grandmaster z0b]] 18:42, 14 March 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I do not know the regulations on this, but, I find vampiric tooth to be a useless spell. It has no point as it only lasts for 1 second, and has no gimmick, trick or coding flaw manipulation. The only way it could be used efficiently is if it had a higher value and even then it is only a single ''obvious'' effect, I had feared if this is allowed to remain we will run into the same problems we had with [[Oblivion:Useful Spells]].&lt;br /&gt;
This are my reasons for deleting it. If anyone has any objections please feel free to restore it.&lt;br /&gt;
: Yeah agreed, it wasn't necessary. [[User:Grandmaster z0b|Grandmaster z0b]] 19:04, 15 March 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Regulations ==&lt;br /&gt;
&lt;br /&gt;
I propose we set the same standards for Useful enchantments as the standards for the [[Oblivion:Useful Spells|Useful Spells|]] page. [[User:Grandmaster z0b|Grandmaster z0b]] 19:08, 15 March 2007 (EDT)&lt;br /&gt;
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== Vampiric Weapon ==&lt;br /&gt;
&lt;br /&gt;
While we're at it is there any reason that the Vampiric Weapon should have drain health 15 points for 1 second? Seems like a totally useless effect to me. I will delete both that and the first two sentences which both seem irrelevant, why would you ''need'' a Grand soul? [[User:Grandmaster z0b|Grandmaster z0b]] 21:42, 15 March 2007 (EDT)&lt;br /&gt;
:Every enemy has 15 HP less, I'd hardly call that useless. When drain health effect is in the effects the power usage is 80, without it is 78 or something similar, since you cannot do anything useful with the remaining energy, wouldn't you rather have all enemies' health reduced by 15? It does only make a difference when you pay to recharge. Even then, all you can gain is 40 gold. IMHO, drain health is the only effect that makes any sense for the rest of the energy to be spent. —STL&lt;br /&gt;
&lt;br /&gt;
Alright. I don't want to go in here and start deleting everything enchantment I personally do not find to be useful. However I feel it needs to be said that I do not think Vampiric weapon, being a single, obvious, non stacking, not any more useful that anything else like it (Such as strength vs. feather) effect, does not meet this pages standards for a useful enchantment. But, because I feel some my find it useful, I will not delete it unless someone else finds other reason to. [[User:Pappasmurf|Pappasmurf]] 09:26, 16 March 2007 (EDT)&lt;br /&gt;
:Well I'm not going to delete it just yet either, the page isn't really cluttered with too many enchantments and it is useful to mention that absorb health is very useful especially at earlier levels. I think that drain health 15 points for 1 second isn't a very useful effect, essentially useless until the final blow and then you can't absorb the final 15 points of health anyway. STL if you want to clarify the description then I would support it. Explain about the power useage and I would suggest that it should also be explained that it's only really useful at lower levels. [[User:Grandmaster z0b|Grandmaster z0b]] 02:16, 19 March 2007 (EDT)&lt;br /&gt;
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== Elemental armor ==&lt;br /&gt;
&lt;br /&gt;
Vartan- look at the sigil stone table on the sigil stone page and you will see quite clearly that the sigil stone with the Shield effect provides '''less''' actual Shield than using a Fire/Frost/Shock Shield. A Descendent Sigil stone only gives 8 pts of Shield whilst Fire/Frost/shock Shield will provide 10 pts of shield plus the resistance too fire/frost/shock. Therefore it is not an opinion but rather a fact. [[User:Grandmaster z0b|Grandmaster z0b]] 21:20, 19 March 2007 (EDT)&lt;br /&gt;
:However point taken that it wasn't very clear, hopefully the new edit is clearer, thanks. [[User:Grandmaster z0b|Grandmaster z0b]] 21:32, 19 March 2007 (EDT)&lt;br /&gt;
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== Resist Elemental Damage as well as Magic? ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know if the Resist Magic spell effect also resists elemental damage? eg lava in Oblivion. If not, are the only ways to resist elemental damage, to have resistance in the appropriate element? Thanks (: --[[User:Saint|Saint]] 10:37, 26 March 2007 (EDT)&lt;br /&gt;
:You may want to look through [[Oblivion:Resist Magic]] and [[Oblivion Talk:Resist Magic]].  The basic answer is that resist magic resists elemental damage ''that comes from spells''.  It does not have any effect on elemental damage from poisons.  And lava in Oblivion actually does water damage, which is not reduced by resist magic or resist fire. --[[User:Nephele|Nephele]] 11:09, 26 March 2007 (EDT)&lt;br /&gt;
::Thanks, that's cleared up a lot of confusion --[[User:Saint|Saint]] 11:43, 26 March 2007 (EDT)&lt;br /&gt;
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== Almost Invulnerable Suit-? ==&lt;br /&gt;
&lt;br /&gt;
The Almost Invulnerable Suit is a collection of leveled and unique enchanted items rather than a suggestion for enchanting. However it is very useful and I think worth keeping even though it isn't strictly in line with this page's guidelines. Is there anywhere else it could be included or should I make a note about it's inclusion in the description? [[User:Grandmaster z0b|Grandmaster z0b]] 19:40, 27 March 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
This may fit into the end-game outfitting guide. [[User:Pappasmurf|Pappasmurf]] 18:01, 29 March 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Regarding the second Almost Invulnerable Suit, I thought armor caps at 85. Is it different for shield spells? --[[User:Saint|Saint]] 00:58, 29 April 2007 (EDT)&lt;br /&gt;
:The armor rating is indeed capped at 85, neither Shield spells nor armor can exceed that.  Second paragraph removed. --[[User:Deathbane27|Deathbane27]] 01:23, 29 April 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==  Cleaning up - Another Attempt ==&lt;br /&gt;
&lt;br /&gt;
I've posted a section over at the [[UESPWiki:Community_Portal#Improving_our_Worst_Pages|Community Portal]] on one possible idea for cleanup up this page. Please take a look and let me have your feedback or ideas. Apologies for spamming this around but I felt it should appear on the talk pages of all the articles I mentioned in the post. --[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;[[User_Talk:Rpeh|Talk]]&amp;lt;/sup&amp;gt; 06:30, 19 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Atronach's Amulet of Magicka ==&lt;br /&gt;
&lt;br /&gt;
I posted a very simple enchantment with an unusual twist that really seems to help especially with Atronach characters, but I lack knowledge of website-ery, so if anyone wants to clean it up please go right ahead. The only catch is that to gain the Atronach &amp;quot;refreshing magicka&amp;quot; means I have to perpetually be near zero magicka, and continually equip and unequip the item, but it has allowed my Atronach character to play with the difficulty all the way up, so I think some may want to see how this works... from zero magicka I can be 100% chameleon in 2 spells&lt;br /&gt;
&lt;br /&gt;
Or- maybe this information on the nature of fortify magicka might better be shown on the fortify magicka page? I recall reading about this somewhere on the wiki, but it WASN'T on that page. Maybe it should be.  -Waytoomuch&lt;br /&gt;
&lt;br /&gt;
== Weakness to Magic/elements ==&lt;br /&gt;
&lt;br /&gt;
On the blade of elements why does the weakness to magic/elements keep being deleted? it blatantly works- I've tried it myself!--[[User:Willyhead|Willyhead]] 11:24, 3 September 2007 (EDT)&lt;br /&gt;
:Because it only lasts one second. In all the tests myself, and several other users, have performed, 1 second weakness did not last long enough to successfully effect a subsequent attack. --[[User:Saruuk|Saruuk]] 19:00, 3 September 2007 (EDT)&lt;br /&gt;
::You can attack about twice in a second with a dagger.--[[User:Willyhead|Willyhead]] 07:54, 4 September 2007 (EDT)&lt;br /&gt;
::The only weapons that it wouldn't work on would be warhammers (Very slow) and possibly battleaxes and claymores (fairly slow), but it works fine with any other weapon- I've tested it myself.--[[User:Willyhead|Willyhead]] 08:00, 4 September 2007 (EDT)&lt;br /&gt;
:::Looking at the weapon tables, only shortswords and daggers would have a chance of striking move than once in a second; it seems quite ineffective to me. I don't know why you're obsessing over this. 2 seconds weakness is a much more effective and reliable enchantment. --[[User:Saruuk|Saruuk]] 08:40, 4 September 2007 (EDT)&lt;br /&gt;
::::Yes but if you put the time up to 2 seconds it would reduce the damage a lot, and by the way I'm not 'obsessing' over this, I'm simply getting the facts right. Also it works with longswords- I've tried it out before.--[[User:Willyhead|Willyhead]] 08:43, 4 September 2007 (EDT)&lt;br /&gt;
:::::Ok. I don't mind a discussion. Why don't we start by having you explain how you performed the testing, and how you determined whether or not the weakness effects where affecting subsequent attacks? --[[User:Saruuk|Saruuk]] 08:49, 4 September 2007 (EDT)&lt;br /&gt;
::::::Sure. Firstly I tested with a daedric shortsword- doing fire/frost/shock damage 14 points- without the weakness effects. I tested it out on an ogre with full health. I killed it in around 13-16 swings with the sword. Straight afterwards I enchanted another daedric shortsword with the same effects except this time adding the weaknesses. This time the Ogre died in around 4 swings of the sword. That's basically how I did the testing, I did the same with a dagger and longsword too with similar results, however I have not tried it with 2 handed weaponry (since it's probable it does not work with 2 handed weapons because they are rather slow). Another more simple test would be to time swings from the weaponry to see if they can attack once in less than a second, although I'm pretty sure all 1 handed weapons can attack once in less than a second. Please could you write how you performed your tests, then we might be able to shed some light.--[[User:Willyhead|Willyhead]] 11:10, 4 September 2007 (EDT)&lt;br /&gt;
:::::::I did another, more accurate test on a minotaur lord- using a daedric longsword (125% repaired) doing 14 fire/frost/shock damage- I attacked the minotaur 25 times (wich is the ammount of uses in the weapon) and it was still alive with around 1/3 of its health left. I then loaded up the save and fought the minotaur again except with a daedric longsword (again 125% repaired) doing 14 fire/frost/shock damage and weakness to fire/frost/shock/magic (all four of the weakness effects doing 100% weakness for 1 sec) and killed the same minotaur in exactly 5 hits. Hopefully this should prove that a 1 second weakness duration does work with longswords.--[[User:Willyhead|Willyhead]] 11:46, 4 September 2007 (EDT)&lt;br /&gt;
::::::::Sure thing. I spawned a test NPC using the console and toggled AI off. Using a glass longsword with weakness to fire 100 for 1 sec and 14 fire damage I hit him twice with not noticeable different in damage. Toggled god mode on, spawned a new NPC and cast a custom 100 weakness to fire for 15 seconds and hit the guy twice. Sword does considerably more damage. I'd conclude from that, that while possible, it would still be quite difficult to use a 1 second weakness effectively and consistently. Or perhaps I'm just not a fast mouse clicker... --[[User:Saruuk|Saruuk]] 18:05, 4 September 2007 (EDT)&lt;br /&gt;
:::::::::The thing is, you have to attack rapidly for the weakness effect to work- without the enemy blocking or dodging. If the weakness duration was pushed up to 2 seconds then the damage would have to drop considerably lower in order to fit it all in.--[[User:Willyhead|Willyhead]] 05:52, 5 September 2007 (EDT)&lt;br /&gt;
Elsewhere on this site, it indicates that a &amp;quot;Weakness to...&amp;quot; effect will apply to the next strike, and will apply to all the effects that appear before it in the list of effects.  So the &amp;quot;Weakness to...&amp;quot; effects should be put at the end of the effects for each item.  Is this not true?  If it is true, shouldn't we reorder the list of effects on these items and put them in the order that people should actually apply them? - Mark Albright :: &lt;br /&gt;
P.S.:  I just searched and couldn't find the original statement I was citing, but I did find credible statements supporting my assertion; they're on the Discussion page for &amp;quot;Oblivion:Enchanting&amp;quot; under the heading &amp;quot;The order you place magical effects on a weapon can make a huge difference in some cases.&amp;quot;&lt;br /&gt;
:On what patch level was the combination weakness to magicka/weakness to elemental damage/elemental damage tested? I have tested both weapons and spells with that combination without any luck. At least at the latest patch level spells cannot stack on themself. So the second time you hit someone with your multiplier sword, the lingering weakness effects lift before anything else happens, making your second hit no more powerful than the first. One of the spells I tested was a &amp;quot;fortify restoration to 100, restore massive amounts of health on self&amp;quot;. I expected that the cost for that spell would drop dramatically the second time I cast it but no. Funny enough, when checking my spell page, the cost was as would be expected with restoration at 100, but when I recast the spell, the magicka spent was the amount expected with restoration in it's unfortified state, indicating that the first thing that happen when you recast a spell is the lifting of any lingering effects from the same spell. (this will also explain the peculiar nature of the chain heal spell btw)&lt;br /&gt;
::Well as you may have read above- I've tested it plenty of times and it's worked. You should hit them once to add the effects then you have to hit them again in under a second. This should be easy, because you can swing practically any weapon in less than a second in Oblivion.--[[User:Willyhead|Willyhead]] 11:56, 10 December 2007 (EST)&lt;br /&gt;
:::I read the thread in its entirity, my enchanted dagger had 3 seconds of weakness just to make sure...Your post jogged my brain a bit though; I see someone discussed if the ordering of effects matters. I think it do, what if repeat spell do not expire in its entirity when then new spell hit but rather effect by effect? So if your weakness effect is the last effect on the weapon it will still be working when the elemental damage from the repeat spell hits the target. But if the weakness effect was placed first it will also expire before the repeat damage effect? I think I may be on to something here...Maybe I can even get the 'fortify restore+restore mucho health' spell to work if I just place the fortify restore effect last? This needs testing ;)[[User:Bongo|Bongo]] 14:00, 10 December 2007 (EST)&lt;br /&gt;
::::Test results just in ;) I used 3 steel daggers and 3 common souls to create three nearly identical enchanted weapons and the ordering of effects has a very strong impact indeed. The daggers were set up the following way: Dagger 1, Weakness to Magicka 100%, weakness to fire 100%, 17pts fire damage. Dagger 2, fire damage 17pts, weakness to fire 100%, weakness to magicka 100%. Dagger 3, fire damage 17pts, weakness to magicka 100%, weakness to fire 100%. Dagger 2 yielded the best result with a good margin, dagger 3 was also a strong weapon while #1 was just a waste of a perfectly good soul gem. Think I'll have to update my last edit on the other page now. :) [[User:Bongo|Bongo]] 15:57, 10 December 2007 (EST)&lt;br /&gt;
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== Possible Useful Enchantments, Need Testing ==&lt;br /&gt;
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Tho following Enchanments were removed from the main article because they have not been verified.  Anyone may test these enchantments and then, if found to be accurate, add the enchantments back onto the main article.&lt;br /&gt;
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===Practice Weapon===	 &lt;br /&gt;
*[[Oblivion:Restore_Health|Restore Health]] 5 points for 1 second	 &lt;br /&gt;
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*[[Oblivion:Turn Undead|Turn Undead]] 12 points for 1 second	 &lt;br /&gt;
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'''Not playtested'''! Please remove this warning after you have tested the enchantment.	 &lt;br /&gt;
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Enchant a weak, fast weapon: ideally a rusty iron dagger, iron dagger, rusty iron shortsword, or a rusty iron war axe (goblins often carry such poor weapons.) This nonlethal weapon is intended specifically for use with a [[Oblivion:Undead#Summon_Skeleton|summoned skeleton]] to train your weapon skills safely. The skeleton should quietly take his beating as you thump him around the room, until you either stop (at which point he will attack you) or the summon expires and he disappears. This enchantment only costs about 8 charge, so a weapon enchanted with a Common soul would have 100 uses. You could claim the skeleton's soul to recharge the weapon: empty Petty [[Oblivion:Miscellaneous_Items#Soul_Gems|soul gems]] are the second most cost-efficient for recharging. Note that similar enchantments on a bow would cost much more: bows and arrows do significantly more damage, and the demoralizing effect would need to be slightly lengthened.&lt;br /&gt;
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===Sparring Sword===	 &lt;br /&gt;
*[[Oblivion:Restore_Health|Restore Health]] 5 points for 1 second	 &lt;br /&gt;
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'''Not playtested'''! Please remove this warning after you have tested the enchantment.	 &lt;br /&gt;
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Enchant a weak, fast weapon: ideally a rusty iron dagger, iron dagger, rusty iron shortsword, or a rusty iron war axe (goblins often carry such poor weapons.) This nonlethal weapon can be used to train your weapon skills (and indirectly your armor, block, and armorer skills) against any weak creature without harming them, as long as the enchantment restores more health than the damage the weapon inflicts. This effect only costs about 8 charge, so a weapon enchanted with a Common soul would have 100 uses. When you're done sparring, just remove your opponent's soul and use it to recharge the weapon, or if you're sparring with an NPC, [[Oblivion:Charm|Charm]] them and yield so you don't need to kill them.&lt;br /&gt;
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::Yeah so, I checked and located the place where this was mentioned: Under [[Oblivion:Magical_Effects]] it states that &amp;quot;Restorative effects are never available as enchantments.&amp;quot; Nuts. It was a '''brilliant''' idea! --[[User:Nocturnal|Nocturnal]] 15:33, 11 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Bongo</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Useful_Enchantments&amp;diff=213921</id>
		<title>Oblivion talk:Useful Enchantments</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Useful_Enchantments&amp;diff=213921"/>
		<updated>2007-12-10T20:56:30Z</updated>

		<summary type="html">&lt;p&gt;Bongo: Testing proves weakness to magicka should be the last effect on enchanted weapons&lt;/p&gt;
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&lt;div&gt;Well I better put something up here considering it was my suggestion... [[User:Grandmaster z0b|Grandmaster z0b]] 18:03, 14 February 2007 (EST)&lt;br /&gt;
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I've added '''quite''' a few worn enchanted items, a guideline for magic weapons and some examples of weapons. However I'd be ''more than'' happy for any contributions. [[User:Grandmaster z0b|Grandmaster z0b]] 02:01, 18 February 2007 (EST)&lt;br /&gt;
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jus changed usefull to useful,&lt;br /&gt;
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Ooops, thanks [[User:Grandmaster z0b|Grandmaster z0b]] 02:25, 28 February 2007 (EST)&lt;br /&gt;
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==Feather==&lt;br /&gt;
I do not think that you run faster with the feather effect as is stated on this page. Is there any evidence of this? [[User:Pappasmurf|Pappasmurf]] 18:21, 1 March 2007 (EST)&lt;br /&gt;
:Well I don't have direct evidence, however I was fairly certain that feather reduced the weight of your equipment and the player runs faster with less weight, I'm sure I've read both effects before. Also it seems to work that way in game however that is a very subjective analysis. I will remove for the moment until I can get conclusive proof. [[User:Grandmaster z0b|Grandmaster z0b]] 22:26, 1 March 2007 (EST)&lt;br /&gt;
:You do run faster if the effect is coming from a spell, or a potion. I don't think enchantment effect would act any different. —STL&lt;br /&gt;
:: Yeah I checked it while playing and it certainly seemed that way, I don't have any maths or numbers to prove it but I'm sure it's around somewhere. [[User:Grandmaster z0b|Grandmaster z0b]] 20:44, 4 March 2007 (EST)&lt;br /&gt;
::: The cap seems to be around 70%, that's what is say here anyway... http://www.uesp.net/wiki/Oblivion:Getting_Around  I have not done any kind of testing but(like others) I have noted a difference if my pockets are full or empty. [[User:Bongo|Bongo]] 17:28, 9 March 2007 (EST)&lt;br /&gt;
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Ok I'm certain enough to put that back up; see [[Oblivion:Encumbrance|Encumbrance]] for the note that &amp;quot;total weight carried effects your speed&amp;quot;. As feather reduces the weight of your inventory; logically feather would make you run faster ''if your carrying any significant load''. I'll also update the [[Oblivion:Feather|Feather]] page. [[User:Grandmaster z0b|Grandmaster z0b]] 17:46, 5 March 2007 (EST)&lt;br /&gt;
:Feather does not reduce the weight of your inventory, it allows you to carry more (as inventory screen tells Y/X before, and Y/X+Z after). I've looked at the Feather page, and I did drink feather potions (totalling 600+) before I picked items up, and had no side effects (I still carried 600+)more. {{unsigned|71.227.147.154}}&lt;br /&gt;
::'''Despite what it says''' on your screen, feather really does act by reducing the weight of your inventory.  The internal numbers, which are what fundamentally control how the game works, are Y/X before; (Y-Z)/X after.  In the example you mention, it sounds like even before drinking the feather potions you could carry about 600, in which case you wouldn't experience any glitches.  What you need to try doing is put 1200+ pounds of equipment into a chest and start by carrying '''no''' weight (0/600) Then drink 4 150+ point potions: you'll notice that they do absolutely nothing to change your maximum encumbrance (screen still says 0/600, because the game won't do negative numbers, e.g., it can't do -600/600... if it was really adding it would have no problem changing to 0/1200).  Now if you pick up all the equipment you'll be at 1200/600 and unable to move.  But after picking up all the equipment you can then drink 4 potions, and you'll see your maximum encumbrance go up (1200/1200); now you will be able to move.  --[[User:Nephele|Nephele]] 01:26, 10 March 2007 (EST)&lt;br /&gt;
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== Clean up/Formatting ==&lt;br /&gt;
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I've almost finished cleaning up and formatting this page, especially in regards to putting in links to the various effects. [[User:Grandmaster z0b|Grandmaster z0b]] 18:03, 1 March 2007 (EST)&lt;br /&gt;
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== Bow Enchantments ==&lt;br /&gt;
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I've removed the weakness effects that were originally included with the ranged weapon enchantments.  The weakness effects will only increase the magnitude of ''subsequent'' attacks.  With a 1 second duration there is basically no chance of getting in a second hit while the weakness effect is active, so it's just wasted charge.  The magnitudes of the other components of the enchantment may need to be adjusted to compensate. --[[User:Nephele|Nephele]] 22:16, 1 March 2007 (EST)&lt;br /&gt;
: Yeah thanks, I hadn't had a chance to do that and I wasn't sure who originally added them. [[User:Grandmaster z0b|Grandmaster z0b]] 22:29, 1 March 2007 (EST)&lt;br /&gt;
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==A question==&lt;br /&gt;
Does the 6x Sneak attack bonus apply to damage Enchantments as well as base damage of the weapon? If so, is it worth mentioning here? [[User:Pappasmurf|Pappasmurf]] 10:29, 9 March 2007 (EST)&lt;br /&gt;
:Nope, the sneak attack bonuses do not apply to enchantments or poisons (despite several statements to the contrary that previously existed on this site); only the base weapon damage is increased by sneak attacks. --[[User:Nephele|Nephele]] 16:06, 9 March 2007 (EST)&lt;br /&gt;
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:Hmm.  In my testing it looks like Sigil Stone enchanted weapons get the 6x bonus on their Sigil Stone effect, can someone confirm? --[[User:Greggbert|Greggbert]] 19:40, 14 June 2007 (EST)&lt;br /&gt;
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== Vampiric Tooth ==&lt;br /&gt;
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Is this supposed to be a bow weapon? The first sentence is confusing in this regard. [[User:Grandmaster z0b|Grandmaster z0b]] 23:15, 12 March 2007 (EDT)&lt;br /&gt;
:I fixed this entry to replace &amp;quot;should be&amp;quot; to &amp;quot;could be&amp;quot; and deleted the first person references. [[User:Grandmaster z0b|Grandmaster z0b]] 18:42, 14 March 2007 (EDT)&lt;br /&gt;
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I do not know the regulations on this, but, I find vampiric tooth to be a useless spell. It has no point as it only lasts for 1 second, and has no gimmick, trick or coding flaw manipulation. The only way it could be used efficiently is if it had a higher value and even then it is only a single ''obvious'' effect, I had feared if this is allowed to remain we will run into the same problems we had with [[Oblivion:Useful Spells]].&lt;br /&gt;
This are my reasons for deleting it. If anyone has any objections please feel free to restore it.&lt;br /&gt;
: Yeah agreed, it wasn't necessary. [[User:Grandmaster z0b|Grandmaster z0b]] 19:04, 15 March 2007 (EDT)&lt;br /&gt;
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== Regulations ==&lt;br /&gt;
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I propose we set the same standards for Useful enchantments as the standards for the [[Oblivion:Useful Spells|Useful Spells|]] page. [[User:Grandmaster z0b|Grandmaster z0b]] 19:08, 15 March 2007 (EDT)&lt;br /&gt;
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== Vampiric Weapon ==&lt;br /&gt;
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While we're at it is there any reason that the Vampiric Weapon should have drain health 15 points for 1 second? Seems like a totally useless effect to me. I will delete both that and the first two sentences which both seem irrelevant, why would you ''need'' a Grand soul? [[User:Grandmaster z0b|Grandmaster z0b]] 21:42, 15 March 2007 (EDT)&lt;br /&gt;
:Every enemy has 15 HP less, I'd hardly call that useless. When drain health effect is in the effects the power usage is 80, without it is 78 or something similar, since you cannot do anything useful with the remaining energy, wouldn't you rather have all enemies' health reduced by 15? It does only make a difference when you pay to recharge. Even then, all you can gain is 40 gold. IMHO, drain health is the only effect that makes any sense for the rest of the energy to be spent. —STL&lt;br /&gt;
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Alright. I don't want to go in here and start deleting everything enchantment I personally do not find to be useful. However I feel it needs to be said that I do not think Vampiric weapon, being a single, obvious, non stacking, not any more useful that anything else like it (Such as strength vs. feather) effect, does not meet this pages standards for a useful enchantment. But, because I feel some my find it useful, I will not delete it unless someone else finds other reason to. [[User:Pappasmurf|Pappasmurf]] 09:26, 16 March 2007 (EDT)&lt;br /&gt;
:Well I'm not going to delete it just yet either, the page isn't really cluttered with too many enchantments and it is useful to mention that absorb health is very useful especially at earlier levels. I think that drain health 15 points for 1 second isn't a very useful effect, essentially useless until the final blow and then you can't absorb the final 15 points of health anyway. STL if you want to clarify the description then I would support it. Explain about the power useage and I would suggest that it should also be explained that it's only really useful at lower levels. [[User:Grandmaster z0b|Grandmaster z0b]] 02:16, 19 March 2007 (EDT)&lt;br /&gt;
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== Elemental armor ==&lt;br /&gt;
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Vartan- look at the sigil stone table on the sigil stone page and you will see quite clearly that the sigil stone with the Shield effect provides '''less''' actual Shield than using a Fire/Frost/Shock Shield. A Descendent Sigil stone only gives 8 pts of Shield whilst Fire/Frost/shock Shield will provide 10 pts of shield plus the resistance too fire/frost/shock. Therefore it is not an opinion but rather a fact. [[User:Grandmaster z0b|Grandmaster z0b]] 21:20, 19 March 2007 (EDT)&lt;br /&gt;
:However point taken that it wasn't very clear, hopefully the new edit is clearer, thanks. [[User:Grandmaster z0b|Grandmaster z0b]] 21:32, 19 March 2007 (EDT)&lt;br /&gt;
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== Resist Elemental Damage as well as Magic? ==&lt;br /&gt;
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Does anyone know if the Resist Magic spell effect also resists elemental damage? eg lava in Oblivion. If not, are the only ways to resist elemental damage, to have resistance in the appropriate element? Thanks (: --[[User:Saint|Saint]] 10:37, 26 March 2007 (EDT)&lt;br /&gt;
:You may want to look through [[Oblivion:Resist Magic]] and [[Oblivion Talk:Resist Magic]].  The basic answer is that resist magic resists elemental damage ''that comes from spells''.  It does not have any effect on elemental damage from poisons.  And lava in Oblivion actually does water damage, which is not reduced by resist magic or resist fire. --[[User:Nephele|Nephele]] 11:09, 26 March 2007 (EDT)&lt;br /&gt;
::Thanks, that's cleared up a lot of confusion --[[User:Saint|Saint]] 11:43, 26 March 2007 (EDT)&lt;br /&gt;
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== Almost Invulnerable Suit-? ==&lt;br /&gt;
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The Almost Invulnerable Suit is a collection of leveled and unique enchanted items rather than a suggestion for enchanting. However it is very useful and I think worth keeping even though it isn't strictly in line with this page's guidelines. Is there anywhere else it could be included or should I make a note about it's inclusion in the description? [[User:Grandmaster z0b|Grandmaster z0b]] 19:40, 27 March 2007 (EDT)&lt;br /&gt;
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This may fit into the end-game outfitting guide. [[User:Pappasmurf|Pappasmurf]] 18:01, 29 March 2007 (EDT)&lt;br /&gt;
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Regarding the second Almost Invulnerable Suit, I thought armor caps at 85. Is it different for shield spells? --[[User:Saint|Saint]] 00:58, 29 April 2007 (EDT)&lt;br /&gt;
:The armor rating is indeed capped at 85, neither Shield spells nor armor can exceed that.  Second paragraph removed. --[[User:Deathbane27|Deathbane27]] 01:23, 29 April 2007 (EDT)&lt;br /&gt;
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==  Cleaning up - Another Attempt ==&lt;br /&gt;
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I've posted a section over at the [[UESPWiki:Community_Portal#Improving_our_Worst_Pages|Community Portal]] on one possible idea for cleanup up this page. Please take a look and let me have your feedback or ideas. Apologies for spamming this around but I felt it should appear on the talk pages of all the articles I mentioned in the post. --[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;[[User_Talk:Rpeh|Talk]]&amp;lt;/sup&amp;gt; 06:30, 19 July 2007 (EDT)&lt;br /&gt;
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== Atronach's Amulet of Magicka ==&lt;br /&gt;
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I posted a very simple enchantment with an unusual twist that really seems to help especially with Atronach characters, but I lack knowledge of website-ery, so if anyone wants to clean it up please go right ahead. The only catch is that to gain the Atronach &amp;quot;refreshing magicka&amp;quot; means I have to perpetually be near zero magicka, and continually equip and unequip the item, but it has allowed my Atronach character to play with the difficulty all the way up, so I think some may want to see how this works... from zero magicka I can be 100% chameleon in 2 spells&lt;br /&gt;
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Or- maybe this information on the nature of fortify magicka might better be shown on the fortify magicka page? I recall reading about this somewhere on the wiki, but it WASN'T on that page. Maybe it should be.  -Waytoomuch&lt;br /&gt;
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== Weakness to Magic/elements ==&lt;br /&gt;
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On the blade of elements why does the weakness to magic/elements keep being deleted? it blatantly works- I've tried it myself!--[[User:Willyhead|Willyhead]] 11:24, 3 September 2007 (EDT)&lt;br /&gt;
:Because it only lasts one second. In all the tests myself, and several other users, have performed, 1 second weakness did not last long enough to successfully effect a subsequent attack. --[[User:Saruuk|Saruuk]] 19:00, 3 September 2007 (EDT)&lt;br /&gt;
::You can attack about twice in a second with a dagger.--[[User:Willyhead|Willyhead]] 07:54, 4 September 2007 (EDT)&lt;br /&gt;
::The only weapons that it wouldn't work on would be warhammers (Very slow) and possibly battleaxes and claymores (fairly slow), but it works fine with any other weapon- I've tested it myself.--[[User:Willyhead|Willyhead]] 08:00, 4 September 2007 (EDT)&lt;br /&gt;
:::Looking at the weapon tables, only shortswords and daggers would have a chance of striking move than once in a second; it seems quite ineffective to me. I don't know why you're obsessing over this. 2 seconds weakness is a much more effective and reliable enchantment. --[[User:Saruuk|Saruuk]] 08:40, 4 September 2007 (EDT)&lt;br /&gt;
::::Yes but if you put the time up to 2 seconds it would reduce the damage a lot, and by the way I'm not 'obsessing' over this, I'm simply getting the facts right. Also it works with longswords- I've tried it out before.--[[User:Willyhead|Willyhead]] 08:43, 4 September 2007 (EDT)&lt;br /&gt;
:::::Ok. I don't mind a discussion. Why don't we start by having you explain how you performed the testing, and how you determined whether or not the weakness effects where affecting subsequent attacks? --[[User:Saruuk|Saruuk]] 08:49, 4 September 2007 (EDT)&lt;br /&gt;
::::::Sure. Firstly I tested with a daedric shortsword- doing fire/frost/shock damage 14 points- without the weakness effects. I tested it out on an ogre with full health. I killed it in around 13-16 swings with the sword. Straight afterwards I enchanted another daedric shortsword with the same effects except this time adding the weaknesses. This time the Ogre died in around 4 swings of the sword. That's basically how I did the testing, I did the same with a dagger and longsword too with similar results, however I have not tried it with 2 handed weaponry (since it's probable it does not work with 2 handed weapons because they are rather slow). Another more simple test would be to time swings from the weaponry to see if they can attack once in less than a second, although I'm pretty sure all 1 handed weapons can attack once in less than a second. Please could you write how you performed your tests, then we might be able to shed some light.--[[User:Willyhead|Willyhead]] 11:10, 4 September 2007 (EDT)&lt;br /&gt;
:::::::I did another, more accurate test on a minotaur lord- using a daedric longsword (125% repaired) doing 14 fire/frost/shock damage- I attacked the minotaur 25 times (wich is the ammount of uses in the weapon) and it was still alive with around 1/3 of its health left. I then loaded up the save and fought the minotaur again except with a daedric longsword (again 125% repaired) doing 14 fire/frost/shock damage and weakness to fire/frost/shock/magic (all four of the weakness effects doing 100% weakness for 1 sec) and killed the same minotaur in exactly 5 hits. Hopefully this should prove that a 1 second weakness duration does work with longswords.--[[User:Willyhead|Willyhead]] 11:46, 4 September 2007 (EDT)&lt;br /&gt;
::::::::Sure thing. I spawned a test NPC using the console and toggled AI off. Using a glass longsword with weakness to fire 100 for 1 sec and 14 fire damage I hit him twice with not noticeable different in damage. Toggled god mode on, spawned a new NPC and cast a custom 100 weakness to fire for 15 seconds and hit the guy twice. Sword does considerably more damage. I'd conclude from that, that while possible, it would still be quite difficult to use a 1 second weakness effectively and consistently. Or perhaps I'm just not a fast mouse clicker... --[[User:Saruuk|Saruuk]] 18:05, 4 September 2007 (EDT)&lt;br /&gt;
:::::::::The thing is, you have to attack rapidly for the weakness effect to work- without the enemy blocking or dodging. If the weakness duration was pushed up to 2 seconds then the damage would have to drop considerably lower in order to fit it all in.--[[User:Willyhead|Willyhead]] 05:52, 5 September 2007 (EDT)&lt;br /&gt;
Elsewhere on this site, it indicates that a &amp;quot;Weakness to...&amp;quot; effect will apply to the next strike, and will apply to all the effects that appear before it in the list of effects.  So the &amp;quot;Weakness to...&amp;quot; effects should be put at the end of the effects for each item.  Is this not true?  If it is true, shouldn't we reorder the list of effects on these items and put them in the order that people should actually apply them? - Mark Albright :: &lt;br /&gt;
P.S.:  I just searched and couldn't find the original statement I was citing, but I did find credible statements supporting my assertion; they're on the Discussion page for &amp;quot;Oblivion:Enchanting&amp;quot; under the heading &amp;quot;The order you place magical effects on a weapon can make a huge difference in some cases.&amp;quot;&lt;br /&gt;
:On what patch level was the combination weakness to magicka/weakness to elemental damage/elemental damage tested? I have tested both weapons and spells with that combination without any luck. At least at the latest patch level spells cannot stack on themself. So the second time you hit someone with your multiplier sword, the lingering weakness effects lift before anything else happens, making your second hit no more powerful than the first. One of the spells I tested was a &amp;quot;fortify restoration to 100, restore massive amounts of health on self&amp;quot;. I expected that the cost for that spell would drop dramatically the second time I cast it but no. Funny enough, when checking my spell page, the cost was as would be expected with restoration at 100, but when I recast the spell, the magicka spent was the amount expected with restoration in it's unfortified state, indicating that the first thing that happen when you recast a spell is the lifting of any lingering effects from the same spell. (this will also explain the peculiar nature of the chain heal spell btw)&lt;br /&gt;
::Well as you may have read above- I've tested it plenty of times and it's worked. You should hit them once to add the effects then you have to hit them again in under a second. This should be easy, because you can swing practically any weapon in less than a second in Oblivion.--[[User:Willyhead|Willyhead]] 11:56, 10 December 2007 (EST)&lt;br /&gt;
:::I read the thread in its entirity, my enchanted dagger had 3 seconds of weakness just to make sure...Your post jogged my brain a bit though; I see someone discussed if the ordering of effects matters. I think it do, what if repeat spell do not expire in its entirity when then new spell hit but rather effect by effect? So if your weakness effect is the last effect on the weapon it will still be working when the elemental damage from the repeat spell hits the target. But if the weakness effect was placed first it will also expire before the repeat damage effect? I think I may be on to something here...Maybe I can even get the 'fortify restore+restore mucho health' spell to work if I just place the fortify restore effect last? This needs testing ;)[[User:Bongo|Bongo]] 14:00, 10 December 2007 (EST)&lt;br /&gt;
::::Test results just in ;) I used 3 steel daggers and 3 common souls to create three nearly identical enchanted weapons and the ordering of effects has a very strong impact indeed. The daggers were set up the following way: Dagger 1, Weakness to Magicka 100%, weakness to fire 100%, 17pts fire damage. Dagger 2, fire damage 17pts, weakness to fire 100%, weakness to magicka 100%. Dagger 3, fire damage 17pts, weakness to magicka 100%, weakness to fire 100%. Dagger 2 yielded the best result with a good margin, dagger 3 was also a strong weapon while #1 was just a waste of a perfectly good soul gem. Think I'll have to update my last edit on the other page now. :)&lt;br /&gt;
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== Possible Useful Enchantments, Need Testing ==&lt;br /&gt;
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Tho following Enchanments were removed from the main article because they have not been verified.  Anyone may test these enchantments and then, if found to be accurate, add the enchantments back onto the main article.&lt;br /&gt;
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===Practice Weapon===	 &lt;br /&gt;
*[[Oblivion:Restore_Health|Restore Health]] 5 points for 1 second	 &lt;br /&gt;
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*[[Oblivion:Turn Undead|Turn Undead]] 12 points for 1 second	 &lt;br /&gt;
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'''Not playtested'''! Please remove this warning after you have tested the enchantment.	 &lt;br /&gt;
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Enchant a weak, fast weapon: ideally a rusty iron dagger, iron dagger, rusty iron shortsword, or a rusty iron war axe (goblins often carry such poor weapons.) This nonlethal weapon is intended specifically for use with a [[Oblivion:Undead#Summon_Skeleton|summoned skeleton]] to train your weapon skills safely. The skeleton should quietly take his beating as you thump him around the room, until you either stop (at which point he will attack you) or the summon expires and he disappears. This enchantment only costs about 8 charge, so a weapon enchanted with a Common soul would have 100 uses. You could claim the skeleton's soul to recharge the weapon: empty Petty [[Oblivion:Miscellaneous_Items#Soul_Gems|soul gems]] are the second most cost-efficient for recharging. Note that similar enchantments on a bow would cost much more: bows and arrows do significantly more damage, and the demoralizing effect would need to be slightly lengthened.&lt;br /&gt;
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===Sparring Sword===	 &lt;br /&gt;
*[[Oblivion:Restore_Health|Restore Health]] 5 points for 1 second	 &lt;br /&gt;
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'''Not playtested'''! Please remove this warning after you have tested the enchantment.	 &lt;br /&gt;
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Enchant a weak, fast weapon: ideally a rusty iron dagger, iron dagger, rusty iron shortsword, or a rusty iron war axe (goblins often carry such poor weapons.) This nonlethal weapon can be used to train your weapon skills (and indirectly your armor, block, and armorer skills) against any weak creature without harming them, as long as the enchantment restores more health than the damage the weapon inflicts. This effect only costs about 8 charge, so a weapon enchanted with a Common soul would have 100 uses. When you're done sparring, just remove your opponent's soul and use it to recharge the weapon, or if you're sparring with an NPC, [[Oblivion:Charm|Charm]] them and yield so you don't need to kill them.&lt;br /&gt;
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::Yeah so, I checked and located the place where this was mentioned: Under [[Oblivion:Magical_Effects]] it states that &amp;quot;Restorative effects are never available as enchantments.&amp;quot; Nuts. It was a '''brilliant''' idea! --[[User:Nocturnal|Nocturnal]] 15:33, 11 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Bongo</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Useful_Enchantments&amp;diff=213907</id>
		<title>Oblivion talk:Useful Enchantments</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Useful_Enchantments&amp;diff=213907"/>
		<updated>2007-12-10T19:00:48Z</updated>

		<summary type="html">&lt;p&gt;Bongo: More on spell stacking.&lt;/p&gt;
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&lt;div&gt;Well I better put something up here considering it was my suggestion... [[User:Grandmaster z0b|Grandmaster z0b]] 18:03, 14 February 2007 (EST)&lt;br /&gt;
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I've added '''quite''' a few worn enchanted items, a guideline for magic weapons and some examples of weapons. However I'd be ''more than'' happy for any contributions. [[User:Grandmaster z0b|Grandmaster z0b]] 02:01, 18 February 2007 (EST)&lt;br /&gt;
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jus changed usefull to useful,&lt;br /&gt;
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Ooops, thanks [[User:Grandmaster z0b|Grandmaster z0b]] 02:25, 28 February 2007 (EST)&lt;br /&gt;
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==Feather==&lt;br /&gt;
I do not think that you run faster with the feather effect as is stated on this page. Is there any evidence of this? [[User:Pappasmurf|Pappasmurf]] 18:21, 1 March 2007 (EST)&lt;br /&gt;
:Well I don't have direct evidence, however I was fairly certain that feather reduced the weight of your equipment and the player runs faster with less weight, I'm sure I've read both effects before. Also it seems to work that way in game however that is a very subjective analysis. I will remove for the moment until I can get conclusive proof. [[User:Grandmaster z0b|Grandmaster z0b]] 22:26, 1 March 2007 (EST)&lt;br /&gt;
:You do run faster if the effect is coming from a spell, or a potion. I don't think enchantment effect would act any different. —STL&lt;br /&gt;
:: Yeah I checked it while playing and it certainly seemed that way, I don't have any maths or numbers to prove it but I'm sure it's around somewhere. [[User:Grandmaster z0b|Grandmaster z0b]] 20:44, 4 March 2007 (EST)&lt;br /&gt;
::: The cap seems to be around 70%, that's what is say here anyway... http://www.uesp.net/wiki/Oblivion:Getting_Around  I have not done any kind of testing but(like others) I have noted a difference if my pockets are full or empty. [[User:Bongo|Bongo]] 17:28, 9 March 2007 (EST)&lt;br /&gt;
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Ok I'm certain enough to put that back up; see [[Oblivion:Encumbrance|Encumbrance]] for the note that &amp;quot;total weight carried effects your speed&amp;quot;. As feather reduces the weight of your inventory; logically feather would make you run faster ''if your carrying any significant load''. I'll also update the [[Oblivion:Feather|Feather]] page. [[User:Grandmaster z0b|Grandmaster z0b]] 17:46, 5 March 2007 (EST)&lt;br /&gt;
:Feather does not reduce the weight of your inventory, it allows you to carry more (as inventory screen tells Y/X before, and Y/X+Z after). I've looked at the Feather page, and I did drink feather potions (totalling 600+) before I picked items up, and had no side effects (I still carried 600+)more. {{unsigned|71.227.147.154}}&lt;br /&gt;
::'''Despite what it says''' on your screen, feather really does act by reducing the weight of your inventory.  The internal numbers, which are what fundamentally control how the game works, are Y/X before; (Y-Z)/X after.  In the example you mention, it sounds like even before drinking the feather potions you could carry about 600, in which case you wouldn't experience any glitches.  What you need to try doing is put 1200+ pounds of equipment into a chest and start by carrying '''no''' weight (0/600) Then drink 4 150+ point potions: you'll notice that they do absolutely nothing to change your maximum encumbrance (screen still says 0/600, because the game won't do negative numbers, e.g., it can't do -600/600... if it was really adding it would have no problem changing to 0/1200).  Now if you pick up all the equipment you'll be at 1200/600 and unable to move.  But after picking up all the equipment you can then drink 4 potions, and you'll see your maximum encumbrance go up (1200/1200); now you will be able to move.  --[[User:Nephele|Nephele]] 01:26, 10 March 2007 (EST)&lt;br /&gt;
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== Clean up/Formatting ==&lt;br /&gt;
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I've almost finished cleaning up and formatting this page, especially in regards to putting in links to the various effects. [[User:Grandmaster z0b|Grandmaster z0b]] 18:03, 1 March 2007 (EST)&lt;br /&gt;
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== Bow Enchantments ==&lt;br /&gt;
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I've removed the weakness effects that were originally included with the ranged weapon enchantments.  The weakness effects will only increase the magnitude of ''subsequent'' attacks.  With a 1 second duration there is basically no chance of getting in a second hit while the weakness effect is active, so it's just wasted charge.  The magnitudes of the other components of the enchantment may need to be adjusted to compensate. --[[User:Nephele|Nephele]] 22:16, 1 March 2007 (EST)&lt;br /&gt;
: Yeah thanks, I hadn't had a chance to do that and I wasn't sure who originally added them. [[User:Grandmaster z0b|Grandmaster z0b]] 22:29, 1 March 2007 (EST)&lt;br /&gt;
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==A question==&lt;br /&gt;
Does the 6x Sneak attack bonus apply to damage Enchantments as well as base damage of the weapon? If so, is it worth mentioning here? [[User:Pappasmurf|Pappasmurf]] 10:29, 9 March 2007 (EST)&lt;br /&gt;
:Nope, the sneak attack bonuses do not apply to enchantments or poisons (despite several statements to the contrary that previously existed on this site); only the base weapon damage is increased by sneak attacks. --[[User:Nephele|Nephele]] 16:06, 9 March 2007 (EST)&lt;br /&gt;
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:Hmm.  In my testing it looks like Sigil Stone enchanted weapons get the 6x bonus on their Sigil Stone effect, can someone confirm? --[[User:Greggbert|Greggbert]] 19:40, 14 June 2007 (EST)&lt;br /&gt;
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== Vampiric Tooth ==&lt;br /&gt;
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Is this supposed to be a bow weapon? The first sentence is confusing in this regard. [[User:Grandmaster z0b|Grandmaster z0b]] 23:15, 12 March 2007 (EDT)&lt;br /&gt;
:I fixed this entry to replace &amp;quot;should be&amp;quot; to &amp;quot;could be&amp;quot; and deleted the first person references. [[User:Grandmaster z0b|Grandmaster z0b]] 18:42, 14 March 2007 (EDT)&lt;br /&gt;
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I do not know the regulations on this, but, I find vampiric tooth to be a useless spell. It has no point as it only lasts for 1 second, and has no gimmick, trick or coding flaw manipulation. The only way it could be used efficiently is if it had a higher value and even then it is only a single ''obvious'' effect, I had feared if this is allowed to remain we will run into the same problems we had with [[Oblivion:Useful Spells]].&lt;br /&gt;
This are my reasons for deleting it. If anyone has any objections please feel free to restore it.&lt;br /&gt;
: Yeah agreed, it wasn't necessary. [[User:Grandmaster z0b|Grandmaster z0b]] 19:04, 15 March 2007 (EDT)&lt;br /&gt;
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== Regulations ==&lt;br /&gt;
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I propose we set the same standards for Useful enchantments as the standards for the [[Oblivion:Useful Spells|Useful Spells|]] page. [[User:Grandmaster z0b|Grandmaster z0b]] 19:08, 15 March 2007 (EDT)&lt;br /&gt;
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== Vampiric Weapon ==&lt;br /&gt;
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While we're at it is there any reason that the Vampiric Weapon should have drain health 15 points for 1 second? Seems like a totally useless effect to me. I will delete both that and the first two sentences which both seem irrelevant, why would you ''need'' a Grand soul? [[User:Grandmaster z0b|Grandmaster z0b]] 21:42, 15 March 2007 (EDT)&lt;br /&gt;
:Every enemy has 15 HP less, I'd hardly call that useless. When drain health effect is in the effects the power usage is 80, without it is 78 or something similar, since you cannot do anything useful with the remaining energy, wouldn't you rather have all enemies' health reduced by 15? It does only make a difference when you pay to recharge. Even then, all you can gain is 40 gold. IMHO, drain health is the only effect that makes any sense for the rest of the energy to be spent. —STL&lt;br /&gt;
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Alright. I don't want to go in here and start deleting everything enchantment I personally do not find to be useful. However I feel it needs to be said that I do not think Vampiric weapon, being a single, obvious, non stacking, not any more useful that anything else like it (Such as strength vs. feather) effect, does not meet this pages standards for a useful enchantment. But, because I feel some my find it useful, I will not delete it unless someone else finds other reason to. [[User:Pappasmurf|Pappasmurf]] 09:26, 16 March 2007 (EDT)&lt;br /&gt;
:Well I'm not going to delete it just yet either, the page isn't really cluttered with too many enchantments and it is useful to mention that absorb health is very useful especially at earlier levels. I think that drain health 15 points for 1 second isn't a very useful effect, essentially useless until the final blow and then you can't absorb the final 15 points of health anyway. STL if you want to clarify the description then I would support it. Explain about the power useage and I would suggest that it should also be explained that it's only really useful at lower levels. [[User:Grandmaster z0b|Grandmaster z0b]] 02:16, 19 March 2007 (EDT)&lt;br /&gt;
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== Elemental armor ==&lt;br /&gt;
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Vartan- look at the sigil stone table on the sigil stone page and you will see quite clearly that the sigil stone with the Shield effect provides '''less''' actual Shield than using a Fire/Frost/Shock Shield. A Descendent Sigil stone only gives 8 pts of Shield whilst Fire/Frost/shock Shield will provide 10 pts of shield plus the resistance too fire/frost/shock. Therefore it is not an opinion but rather a fact. [[User:Grandmaster z0b|Grandmaster z0b]] 21:20, 19 March 2007 (EDT)&lt;br /&gt;
:However point taken that it wasn't very clear, hopefully the new edit is clearer, thanks. [[User:Grandmaster z0b|Grandmaster z0b]] 21:32, 19 March 2007 (EDT)&lt;br /&gt;
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== Resist Elemental Damage as well as Magic? ==&lt;br /&gt;
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Does anyone know if the Resist Magic spell effect also resists elemental damage? eg lava in Oblivion. If not, are the only ways to resist elemental damage, to have resistance in the appropriate element? Thanks (: --[[User:Saint|Saint]] 10:37, 26 March 2007 (EDT)&lt;br /&gt;
:You may want to look through [[Oblivion:Resist Magic]] and [[Oblivion Talk:Resist Magic]].  The basic answer is that resist magic resists elemental damage ''that comes from spells''.  It does not have any effect on elemental damage from poisons.  And lava in Oblivion actually does water damage, which is not reduced by resist magic or resist fire. --[[User:Nephele|Nephele]] 11:09, 26 March 2007 (EDT)&lt;br /&gt;
::Thanks, that's cleared up a lot of confusion --[[User:Saint|Saint]] 11:43, 26 March 2007 (EDT)&lt;br /&gt;
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== Almost Invulnerable Suit-? ==&lt;br /&gt;
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The Almost Invulnerable Suit is a collection of leveled and unique enchanted items rather than a suggestion for enchanting. However it is very useful and I think worth keeping even though it isn't strictly in line with this page's guidelines. Is there anywhere else it could be included or should I make a note about it's inclusion in the description? [[User:Grandmaster z0b|Grandmaster z0b]] 19:40, 27 March 2007 (EDT)&lt;br /&gt;
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This may fit into the end-game outfitting guide. [[User:Pappasmurf|Pappasmurf]] 18:01, 29 March 2007 (EDT)&lt;br /&gt;
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Regarding the second Almost Invulnerable Suit, I thought armor caps at 85. Is it different for shield spells? --[[User:Saint|Saint]] 00:58, 29 April 2007 (EDT)&lt;br /&gt;
:The armor rating is indeed capped at 85, neither Shield spells nor armor can exceed that.  Second paragraph removed. --[[User:Deathbane27|Deathbane27]] 01:23, 29 April 2007 (EDT)&lt;br /&gt;
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==  Cleaning up - Another Attempt ==&lt;br /&gt;
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I've posted a section over at the [[UESPWiki:Community_Portal#Improving_our_Worst_Pages|Community Portal]] on one possible idea for cleanup up this page. Please take a look and let me have your feedback or ideas. Apologies for spamming this around but I felt it should appear on the talk pages of all the articles I mentioned in the post. --[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;[[User_Talk:Rpeh|Talk]]&amp;lt;/sup&amp;gt; 06:30, 19 July 2007 (EDT)&lt;br /&gt;
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== Atronach's Amulet of Magicka ==&lt;br /&gt;
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I posted a very simple enchantment with an unusual twist that really seems to help especially with Atronach characters, but I lack knowledge of website-ery, so if anyone wants to clean it up please go right ahead. The only catch is that to gain the Atronach &amp;quot;refreshing magicka&amp;quot; means I have to perpetually be near zero magicka, and continually equip and unequip the item, but it has allowed my Atronach character to play with the difficulty all the way up, so I think some may want to see how this works... from zero magicka I can be 100% chameleon in 2 spells&lt;br /&gt;
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Or- maybe this information on the nature of fortify magicka might better be shown on the fortify magicka page? I recall reading about this somewhere on the wiki, but it WASN'T on that page. Maybe it should be.  -Waytoomuch&lt;br /&gt;
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== Weakness to Magic/elements ==&lt;br /&gt;
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On the blade of elements why does the weakness to magic/elements keep being deleted? it blatantly works- I've tried it myself!--[[User:Willyhead|Willyhead]] 11:24, 3 September 2007 (EDT)&lt;br /&gt;
:Because it only lasts one second. In all the tests myself, and several other users, have performed, 1 second weakness did not last long enough to successfully effect a subsequent attack. --[[User:Saruuk|Saruuk]] 19:00, 3 September 2007 (EDT)&lt;br /&gt;
::You can attack about twice in a second with a dagger.--[[User:Willyhead|Willyhead]] 07:54, 4 September 2007 (EDT)&lt;br /&gt;
::The only weapons that it wouldn't work on would be warhammers (Very slow) and possibly battleaxes and claymores (fairly slow), but it works fine with any other weapon- I've tested it myself.--[[User:Willyhead|Willyhead]] 08:00, 4 September 2007 (EDT)&lt;br /&gt;
:::Looking at the weapon tables, only shortswords and daggers would have a chance of striking move than once in a second; it seems quite ineffective to me. I don't know why you're obsessing over this. 2 seconds weakness is a much more effective and reliable enchantment. --[[User:Saruuk|Saruuk]] 08:40, 4 September 2007 (EDT)&lt;br /&gt;
::::Yes but if you put the time up to 2 seconds it would reduce the damage a lot, and by the way I'm not 'obsessing' over this, I'm simply getting the facts right. Also it works with longswords- I've tried it out before.--[[User:Willyhead|Willyhead]] 08:43, 4 September 2007 (EDT)&lt;br /&gt;
:::::Ok. I don't mind a discussion. Why don't we start by having you explain how you performed the testing, and how you determined whether or not the weakness effects where affecting subsequent attacks? --[[User:Saruuk|Saruuk]] 08:49, 4 September 2007 (EDT)&lt;br /&gt;
::::::Sure. Firstly I tested with a daedric shortsword- doing fire/frost/shock damage 14 points- without the weakness effects. I tested it out on an ogre with full health. I killed it in around 13-16 swings with the sword. Straight afterwards I enchanted another daedric shortsword with the same effects except this time adding the weaknesses. This time the Ogre died in around 4 swings of the sword. That's basically how I did the testing, I did the same with a dagger and longsword too with similar results, however I have not tried it with 2 handed weaponry (since it's probable it does not work with 2 handed weapons because they are rather slow). Another more simple test would be to time swings from the weaponry to see if they can attack once in less than a second, although I'm pretty sure all 1 handed weapons can attack once in less than a second. Please could you write how you performed your tests, then we might be able to shed some light.--[[User:Willyhead|Willyhead]] 11:10, 4 September 2007 (EDT)&lt;br /&gt;
:::::::I did another, more accurate test on a minotaur lord- using a daedric longsword (125% repaired) doing 14 fire/frost/shock damage- I attacked the minotaur 25 times (wich is the ammount of uses in the weapon) and it was still alive with around 1/3 of its health left. I then loaded up the save and fought the minotaur again except with a daedric longsword (again 125% repaired) doing 14 fire/frost/shock damage and weakness to fire/frost/shock/magic (all four of the weakness effects doing 100% weakness for 1 sec) and killed the same minotaur in exactly 5 hits. Hopefully this should prove that a 1 second weakness duration does work with longswords.--[[User:Willyhead|Willyhead]] 11:46, 4 September 2007 (EDT)&lt;br /&gt;
::::::::Sure thing. I spawned a test NPC using the console and toggled AI off. Using a glass longsword with weakness to fire 100 for 1 sec and 14 fire damage I hit him twice with not noticeable different in damage. Toggled god mode on, spawned a new NPC and cast a custom 100 weakness to fire for 15 seconds and hit the guy twice. Sword does considerably more damage. I'd conclude from that, that while possible, it would still be quite difficult to use a 1 second weakness effectively and consistently. Or perhaps I'm just not a fast mouse clicker... --[[User:Saruuk|Saruuk]] 18:05, 4 September 2007 (EDT)&lt;br /&gt;
:::::::::The thing is, you have to attack rapidly for the weakness effect to work- without the enemy blocking or dodging. If the weakness duration was pushed up to 2 seconds then the damage would have to drop considerably lower in order to fit it all in.--[[User:Willyhead|Willyhead]] 05:52, 5 September 2007 (EDT)&lt;br /&gt;
Elsewhere on this site, it indicates that a &amp;quot;Weakness to...&amp;quot; effect will apply to the next strike, and will apply to all the effects that appear before it in the list of effects.  So the &amp;quot;Weakness to...&amp;quot; effects should be put at the end of the effects for each item.  Is this not true?  If it is true, shouldn't we reorder the list of effects on these items and put them in the order that people should actually apply them? - Mark Albright :: &lt;br /&gt;
P.S.:  I just searched and couldn't find the original statement I was citing, but I did find credible statements supporting my assertion; they're on the Discussion page for &amp;quot;Oblivion:Enchanting&amp;quot; under the heading &amp;quot;The order you place magical effects on a weapon can make a huge difference in some cases.&amp;quot;&lt;br /&gt;
:On what patch level was the combination weakness to magicka/weakness to elemental damage/elemental damage tested? I have tested both weapons and spells with that combination without any luck. At least at the latest patch level spells cannot stack on themself. So the second time you hit someone with your multiplier sword, the lingering weakness effects lift before anything else happens, making your second hit no more powerful than the first. One of the spells I tested was a &amp;quot;fortify restoration to 100, restore massive amounts of health on self&amp;quot;. I expected that the cost for that spell would drop dramatically the second time I cast it but no. Funny enough, when checking my spell page, the cost was as would be expected with restoration at 100, but when I recast the spell, the magicka spent was the amount expected with restoration in it's unfortified state, indicating that the first thing that happen when you recast a spell is the lifting of any lingering effects from the same spell. (this will also explain the peculiar nature of the chain heal spell btw)&lt;br /&gt;
::Well as you may have read above- I've tested it plenty of times and it's worked. You should hit them once to add the effects then you have to hit them again in under a second. This should be easy, because you can swing practically any weapon in less than a second in Oblivion.--[[User:Willyhead|Willyhead]] 11:56, 10 December 2007 (EST)&lt;br /&gt;
:::I read the thread in its entirity, my enchanted dagger had 3 seconds of weakness just to make sure...Your post jogged my brain a bit though; I see someone discussed if the ordering of effects matters. I think it do, what if repeat spell do not expire in its entirity when then new spell hit but rather effect by effect? So if your weakness effect is the last effect on the weapon it will still be working when the elemental damage from the repeat spell hits the target. But if the weakness effect was placed first it will also expire before the repeat damage effect? I think I may be on to something here...Maybe I can even get the 'fortify restore+restore mucho health' spell to work if I just place the fortify restore effect last? This needs testing ;)[[User:Bongo|Bongo]] 14:00, 10 December 2007 (EST)&lt;br /&gt;
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== Possible Useful Enchantments, Need Testing ==&lt;br /&gt;
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Tho following Enchanments were removed from the main article because they have not been verified.  Anyone may test these enchantments and then, if found to be accurate, add the enchantments back onto the main article.&lt;br /&gt;
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===Practice Weapon===	 &lt;br /&gt;
*[[Oblivion:Restore_Health|Restore Health]] 5 points for 1 second	 &lt;br /&gt;
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*[[Oblivion:Turn Undead|Turn Undead]] 12 points for 1 second	 &lt;br /&gt;
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'''Not playtested'''! Please remove this warning after you have tested the enchantment.	 &lt;br /&gt;
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Enchant a weak, fast weapon: ideally a rusty iron dagger, iron dagger, rusty iron shortsword, or a rusty iron war axe (goblins often carry such poor weapons.) This nonlethal weapon is intended specifically for use with a [[Oblivion:Undead#Summon_Skeleton|summoned skeleton]] to train your weapon skills safely. The skeleton should quietly take his beating as you thump him around the room, until you either stop (at which point he will attack you) or the summon expires and he disappears. This enchantment only costs about 8 charge, so a weapon enchanted with a Common soul would have 100 uses. You could claim the skeleton's soul to recharge the weapon: empty Petty [[Oblivion:Miscellaneous_Items#Soul_Gems|soul gems]] are the second most cost-efficient for recharging. Note that similar enchantments on a bow would cost much more: bows and arrows do significantly more damage, and the demoralizing effect would need to be slightly lengthened.&lt;br /&gt;
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===Sparring Sword===	 &lt;br /&gt;
*[[Oblivion:Restore_Health|Restore Health]] 5 points for 1 second	 &lt;br /&gt;
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'''Not playtested'''! Please remove this warning after you have tested the enchantment.	 &lt;br /&gt;
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Enchant a weak, fast weapon: ideally a rusty iron dagger, iron dagger, rusty iron shortsword, or a rusty iron war axe (goblins often carry such poor weapons.) This nonlethal weapon can be used to train your weapon skills (and indirectly your armor, block, and armorer skills) against any weak creature without harming them, as long as the enchantment restores more health than the damage the weapon inflicts. This effect only costs about 8 charge, so a weapon enchanted with a Common soul would have 100 uses. When you're done sparring, just remove your opponent's soul and use it to recharge the weapon, or if you're sparring with an NPC, [[Oblivion:Charm|Charm]] them and yield so you don't need to kill them.&lt;br /&gt;
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::Yeah so, I checked and located the place where this was mentioned: Under [[Oblivion:Magical_Effects]] it states that &amp;quot;Restorative effects are never available as enchantments.&amp;quot; Nuts. It was a '''brilliant''' idea! --[[User:Nocturnal|Nocturnal]] 15:33, 11 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Bongo</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Useful_Spells&amp;diff=213879</id>
		<title>Oblivion talk:Useful Spells</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Useful_Spells&amp;diff=213879"/>
		<updated>2007-12-10T15:15:11Z</updated>

		<summary type="html">&lt;p&gt;Bongo: /* Fortify Magicka Exploit explained */&lt;/p&gt;
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&lt;div&gt;==Chain Heal==&lt;br /&gt;
This spell doesn't seem to work as the writeup suggests. Casting this spell repeatedly doesn't keep your mana full; all you do is renew the Fortify Magicka effect. You'll still drop by 49 (or whatever your casting cost is) every time you cast the spell. You'd need to make multiple duplicate spells with different names in order to make this work.&lt;br /&gt;
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:Feel free to correct it.  I just moved this whole list off of the [[Oblivion:Spell Making]] page, I haven't gone through and checked everything for accuracy or tested them in-game or anything like that.  There's a good chance that many of the spells listed on this page will be removed, as we have yet to set up specific criteria for what is worth keeping.  (We can't just let everything through, there's almost infinite ways in which multiple spells could be combined, and this page would go on forever if we let it.) --[[User:TheRealLurlock|TheRealLurlock]] &amp;lt;sup&amp;gt;[[User_talk:TheRealLurlock|Talk]]&amp;lt;/sup&amp;gt; 10:59, 14 February 2007 (EST)&lt;br /&gt;
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Should we just delete this spell? It seems like it has no purpose for being on here if it only works as a basic heal spell. [[User:Pappasmurf|Pappasmurf]] 15:35, 15 February 2007 (EST)&lt;br /&gt;
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:Maybe the wording was misleading, if you got the impression that you could cast it without incurring any magic cost, but I've tried this spell and it does work exactly as I understood the description: you can keep casting this spell over and over and over until you're fully healed, ''provided you always re-cast it while the Fortify Magicka effect is still active''.  You won't run out of magicka until you either stop re-casting or accidentally let the Fortify Magicka effect pass. --[[User:JustTheBast|JustTheBast]] 11:25, 16 February 2007 (EST)&lt;br /&gt;
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I will restore the spell untill I try it personally. I should not have deleted it untill I had done so anyway. :) [[User:Pappasmurf|Pappasmurf]] 16:03, 16 February 2007 (EST)&lt;br /&gt;
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:Do try it. I can confirm that it really works as &amp;quot;advertised&amp;quot; - your magicka goes down, but it never depletes past 50 points, so there is always enough left to cast it again.  Once you stop, and the Fortify effect is no longer refreshed, you're left pretty much completely empty, of course.&lt;br /&gt;
:From experimentation it seems to me that the magicka doesn't sink below ''effective fortify value minus actual spell cost'', so if worn armor reduces the effectiveness of the Fortify Magicka part you may run into trouble, unless you also reduced the cost of the spell to compensate. --[[User:JustTheBast|JustTheBast]] 16:12, 16 February 2007 (EST)&lt;br /&gt;
:: &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;How come the fortify adds to the magicka, shouldn't it just increase the maximum amount of magicka avaliable - does anyone know why this works. ''effective fortify value minus actual spell cost'', so then this is why it must be below 50 (because the max fortify magicka is 100), 100-49=51 so they would still have enough magicka to redo the spell. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;This is very weird, why doesn't it just let your magicka drop to zero?&amp;lt;br/&amp;gt;Maybe this should be in the notes, as it might be a bug/error. [[User:60.234.223.209|60.234.223.209]] 00:48, 22 April 2007 (EDT)&lt;br /&gt;
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The reason this spell works, is that when you cast a fortify magic spell at 100, it will increase your max pool of magic up by 100 points, and gives you about half of those now. You see your magic go down because during the middle part of this chain spell it's not giving you any new magic, as you already have the magic that this fortify magic spell offers. But as you get down towards the bottom, a refresh of the fortify magic spell sees that the 50 has been used up by some spell (it doesn't know that it was it's self) and refreshes that 50 magic points. Of course as soon as you stop casting the spell, and the fortify magic wears off it takes that 50 points of magic back, leaving you only with what ever you've managed to recharge in that 3 second period of time. In theory this spell could be made into a chain lightning spell, but I'm fairly sure that the damage from it would be only a tickle to most monsters. --[[User:Djsyntic|Djsyntic]] 04:19, 2 May 2007 (EDT)&lt;br /&gt;
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:::Does this Chain effect work with any spell effect?--[[User:Willyhead|Willyhead]] 15:21, 13 June 2007 (EDT)&lt;br /&gt;
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== Page Cleanup ==&lt;br /&gt;
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The first thing I'm going to do is put all the spells in alphabetical order, then I'll look at organising the spells under common headings, especially for those that are similar. [[User:Grandmaster z0b|Grandmaster z0b]] 17:49, 14 February 2007 (EST)&lt;br /&gt;
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:Alphabetical Order done [[User:Grandmaster z0b|Grandmaster z0b]] 18:00, 14 February 2007 (EST)&lt;br /&gt;
Can you show me which best spells for me to make?--[[User:ShakenMike|ShakenMike]] 13:38, 18 February 2007 (EST)&lt;br /&gt;
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As it was said in the spell making page I think there should be some guidlines as to what is submited. I put some up there that I think correctly stated what was being felt. [[User:Pappasmurf|Pappasmurf]] 09:59, 16 February 2007 (EST) &amp;lt;br&amp;gt;&lt;br /&gt;
Ok thanks and I'll take a look there then.--[[User:ShakenMike|ShakenMike]] 13:38, 18 February 2007 (EST)&lt;br /&gt;
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Well it's looking heaps better (thanks [[User:Pappasmurf|Pappasmurf]]) however there are still some spells that are very similar. I would still like to seperate them into different categories which will make the similar ones more obvious. I'm thinking the headings should be:&lt;br /&gt;
* Spells that replicate/enhance skills&lt;br /&gt;
* Offensive Spells&lt;br /&gt;
* Defensive Spells&lt;br /&gt;
{{unsigned|Grandmaster z0b}}&lt;br /&gt;
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:I agree, trying to group the spells by category would make it much easier to compare spells that are similar.  And while alphabetization usually makes sense for organizing lists, in this case the spell names are completely arbitrary (and often don't really tell you much about the spell) so I'm not sure it's the best way to do things.  What about organizing the spells within each category by effect (in the case of multiple-effect spells, identify the most important component of the spell)?  Just an idea. --[[User:Nephele|Nephele]] 20:23, 18 February 2007 (EST)&lt;br /&gt;
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Okay, here is my idea. We label the spells in alphabetical order under the type of char that would find them useful. Such as; heal spells for paladin type, ''low'' requirement spells for a warrior type, sneaky/illusion spells for a sneaky type etc... Just another idea. [[User:Pappasmurf|Pappasmurf]] 18:33, 22 February 2007 (EST)&lt;br /&gt;
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:My only problem with that is what to do with spells that suit more than one kind of character, also it seems that we simply want to group spells that are similar to give this page more structure. [[User:Grandmaster z0b|Grandmaster z0b]] 10:20, 24 February 2007 (EST)&lt;br /&gt;
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Should this page be on the front page under in depth guides? Just wondering [[User:Pappasmurf|Pappasmurf]] 18:37, 22 February 2007 (EST)&lt;br /&gt;
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Thanks to whoever organised everything into the three categories, I moved a couple of spells that I felt were in the wrong place. I moved &amp;quot;Headshot&amp;quot; into Offensive spells as it was extremely similar to &amp;quot;backstab&amp;quot; which is also in the offensive category and could definately be defined as offensive, although I understand why it could also be listed as a spell that enhancing skills. I also moved &amp;quot;Blessing of the Grey Fox&amp;quot; to the Skill Enhancing category as that was pretty clearly in the wrong place. I think the whole thing is looking much better. --[[User:Grandmaster z0b|Grandmaster z0b]] 02:21, 28 February 2007 (EST)&lt;br /&gt;
: Oh and I moved Sleep into Offensive [[User:Grandmaster z0b|Grandmaster z0b]] 02:24, 28 February 2007 (EST)&lt;br /&gt;
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==Deleted Spells==&lt;br /&gt;
As mentioned in &amp;quot;Death Penalty&amp;quot; I figured that if this page is being cleaned up, the spells listed here should be examined a bit more critically to make sure they make sense and do what's advertised.  So I'll be posting spells in this section if I feel that they don't really work and/or need more work before being put back onto the page.  I'll try to slowly work through the whole page if I get the time. --[[User:Nephele|Nephele]] 14:00, 20 February 2007 (EST)&lt;br /&gt;
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=== Death Penalty ===&lt;br /&gt;
With this page in the process of being revamped, I'm trying to pay closer attention to the spells that get added to make sure that they make sense.  So &amp;quot;Death Penalty&amp;quot; happened to catch my attention:&lt;br /&gt;
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:[will do about 800 damage in 1 second, and only cost 99 magicka with a master :[[Oblivion:Destruction|Destruction]] skill]&lt;br /&gt;
:*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100 pts for 1 second on touch&lt;br /&gt;
:*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second on touch&lt;br /&gt;
:*[[Oblivion:Damage Health|Damage Health]] 100 pts for 1 second on touch&lt;br /&gt;
:*[[Oblivion:Drain Endurance|Drain Endurance]] 100 pts for 1 second on touch&lt;br /&gt;
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:The [[Oblivion:Drain Endurance|Drain Endurance]] spell will take off about 200 health and the [[Oblivion:Drain Health|Drain Health]] and [[Oblivion:Damage Health|Damage Health]] spells will take off another 200 health, so that's 400 damage which the [[Oblivion:Weakness to Magic|Weakness to Magic]] doubles to 800 damage. You can increase the effect time if you want to stack the spell.&lt;br /&gt;
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My big problem is that the Drain Endurance actually does nothing (it knocks out the player character, but does nothing to NPCs).  My other problem is the Weakness to Magic won't do anything until the second time you cast the spell.  You're much better off creating two separate spells than trying to combine them all into one.  --[[User:Nephele|Nephele]] 10:43, 20 February 2007 (EST)&lt;br /&gt;
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===Chromatic Shield===&lt;br /&gt;
[ Cheap Multiple Shield effects ]&lt;br /&gt;
*[[Oblivion:Shock Shield|Shock Shield]] 10pts 30sec&lt;br /&gt;
*[[Oblivion:Frost Shield|Frost Shield]] 10pts 30sec&lt;br /&gt;
*[[Oblivion:Fire Shield|Fire Shield]] 10pts 30sec&lt;br /&gt;
*[[Oblivion:Shield|Shield]] 10pts 30sec&lt;br /&gt;
A single powerful effect is always more expensive than multiple weaker effects which total the same. This spell makes a potent shield spell for a cheaper price than a single shield.&lt;br /&gt;
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:The flaw in the logic here is that shield by itself only has a [[Oblivion:Spell Effects#School of Alteration|base cost]] of 0.45, whereas the other three elemental shields all have base costs of 0.95.  So this spell's base cost is 189 magicka; a plain shield 40pts 30sec has a base cost of 152 magicka.  The plain shield is definitely cheaper if all you want is to increase your armor rating.&lt;br /&gt;
:On the other hand, this spell is cheaper than the equivalent (and harder to make) Resist Fire 10pts 30 sec + Resist Frost 10pts 30 sec + Resist Shock 10 pts 30sec + Shield 40pts 30 sec (base cost = 237).  But you rarely need multiple resistances at the same time; you're probably better off putting your magicka into just the one resistance you need for a given fight. --[[User:Nephele|Nephele]] 14:00, 20 February 2007 (EST)&lt;br /&gt;
::I think the point would still be valid if you took out the Shield aspect.  In other words, Fire Shield 10pts + Frost Shield 10pts + Shock Shield 10pts might be cheaper than just Shield 30pts.  I'd have to test that. --[[User:TheRealLurlock|TheRealLurlock]] &amp;lt;sup&amp;gt;[[User_talk:TheRealLurlock|Talk]]&amp;lt;/sup&amp;gt; 14:52, 20 February 2007 (EST)&lt;br /&gt;
:::Sorry, no cigar :|  shock+frost+fire (each 10p/30s) costs 162; shield 30p/30s costs 104.  But the the chromatic combo does win against fire shield 30p/30s, which costs 221 (or any other elemental shield by itself; the three elements have identical costs on this effect).  But the emphasis in the spell as written is on the shield (i.e., armor rating) component, rather than the resistances.  And the resistances really aren't interchangeable in the way that the armor ratings are. --[[User:Nephele|Nephele]] 17:34, 20 February 2007 (EST)&lt;br /&gt;
::::It makes more sense when you're talking about enchanted armor, I have a very similar effect listed in Useful Enchatements under &amp;quot;Elemental Armor&amp;quot;, if you enchanted 3 pieces of armor with this effect with petty soul gems you get the same effect as a shield by itself. However it's still doesn't provide as much of a shield effect at anything above a petty soul gem. Maybe this is the source of confusion? --[[User:Grandmaster z0b|Grandmaster z0b]] 23:54, 21 February 2007 (EST)&lt;br /&gt;
:::::Why was this page deleted? It seems to me like the description should be restated instead. [[User:Pappasmurf|Pappasmurf]] 18:40, 22 February 2007 (EST)&lt;br /&gt;
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I could see putting this spell back in, with an expanded and more accurate description, but more as an example of a not-so-useful spell than as a useful spell.  I was actually somewhat surprised to notice that this spell was still in the list, because a [[Oblivion_Talk:Spell_Making#Chromatic_shield_not_cheaper|note about it]] was posted last August, and I thought it had been deleted at that time.  From my own experience, I know I once created this spell based on the description expecting to get a cheaper shield effect (i.e., just the armor rating), so I felt very misled once I realized it did not provide a cheaper shield.  I can't imagine that too many people would want to create it knowing that it's more expensive than plain Shield 40%.  But given that it's easy to be tricked by this one, having it in the list and explaining clearly how much it costs and what it does may save a few other spell makers from making the same mistake. --[[User:Nephele|Nephele]] 02:16, 1 March 2007 (EST)&lt;br /&gt;
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===InvisiShots===&lt;br /&gt;
I think &amp;quot;InvisiShots&amp;quot; is a badly written spell and should be deleted or completely rewitten, it doesn't follow the format at all and I don't think for newcomers it's even clear what it's supposed to do. It should be rewitten in the standard format, explained that it allows you to cast spells and stay invisible which isn't possible normally and remove the abreviation &amp;quot;IS&amp;quot; which is also confusing and unecessary, I mean this isn't a post on a forum there's no reason to abreviate AFAIK lol.[[User:Grandmaster z0b|Grandmaster z0b]] 10:34, 24 February 2007 (EST)&lt;br /&gt;
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:Nah dont delete it, its OK, its a pretty clever spell in my opinion.--[[User:Willyhead|Willyhead]] 16:27, 18 June 2007 (EDT)&lt;br /&gt;
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===Teleport===&lt;br /&gt;
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I don't really think this spell is that useful with a 1 second duration. Anyone else agree it's worth deleting or feel it should be kept?&lt;br /&gt;
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Here is the spell currently:&lt;br /&gt;
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Teleport&lt;br /&gt;
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* Chameleon 100% for 1 sec on self.&lt;br /&gt;
* Fortify Speed 100 points for 1 sec on self.&lt;br /&gt;
* Fortify Athletics100 points for 1 sec on self. &lt;br /&gt;
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A cool spell for getting around quicker virtually anybody can use, may be useless for high lvl mages though. You can also use it to get out of tricky situations and scrapes too.&lt;br /&gt;
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:There is no point of anybody deleting this spell as i think the writer made the duration low so      lower lvl characters could use it. Also i think it is meant to be cast repetedly at a cheap magicka cost on a regular basis, rather than be cast once in a long duration with a large expensive Magicka cost. Besides it is listed as a 'fun' spell, not a useful one. If you think the duration isnt enough then feel free to change the duration in your Oblivion game, but you may as well leave it as it is for now on UESP.--[[User:Willyhead|Willyhead]] 15:44, 9 June 2007 (EDT)&lt;br /&gt;
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===More proposed deletion===&lt;br /&gt;
These two spells barely meet the criteria: Level Destruction - if we have one spell for easy levelling we should have them all or just provide a link to the levelling page.&lt;br /&gt;
Holy Bolt: it has a use, but simply adding fire damage to turn undead isn't necessarily a unique or interesting effect.&lt;br /&gt;
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10 Seconds to Life needs to go too; it's just a 100% Weakness to Magic on Target spell.  Nothing interesting there.&lt;br /&gt;
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== Blake's Tiger ==&lt;br /&gt;
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I thought the point of this spell was to set enemies on fire without doing much damage. Changing it to &amp;quot;light&amp;quot; just makes it a 40 foot light spell doesn't it? Or is this supposed to be light on target for 40 foot? It isn't clear it should be either edited or reinstated to the old version but with the caveat that it will effect allies and enemies alike. [[User:Grandmaster z0b|Grandmaster z0b]] 00:35, 1 March 2007 (EST)&lt;br /&gt;
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:If you make a low '''magnitude''', large '''area''' light spell it kind of works, i.e. light 5ft in 100ft for 60 sec on target.  That causes each creature to have a small circle of light around them.  As long as there are no other sources of light around, then you can tell where the enemies are.  Doing a larger magnitude makes it useless, because then the whole area becomes lit up and there's no way to tell where in the brightly lit room each of the enemies are.&lt;br /&gt;
:But it is nowhere near as effective as the original.  Setting enemies on fire makes them super-noticeable, no matter how brightly lit the room already is.  With light, you have to look closely to see the enemies; with fire it's impossible to miss them.  The original is also much more expensive.  Fire damage 3 pts in 40 ft for 20 secs on target costs my 100-destruction character 110 magicka, and it required a skill of 100 to create.&lt;br /&gt;
::I changed it to a light spell because if you do fire damage to that large of an area it won't matter if you can spot them or not because they will all attack you at once, whereas with the light spell you can see them but they will not attack you. Also this spell has no use because Detect Life has the same effect. [[User:Pappasmurf|Pappasmurf]] 16:49, 1 March 2007 (EST)&lt;br /&gt;
:At [[Oblivion:Roleplaying#Terrorize Cyrodiil]] someone posted an odd little trick.  If you create a spell that is Fire Damage on '''target''' 3 pts for 1 sec and Fortify Magicka on '''self''' 3 pts for 120 sec, when you cast it your character looks like she's on fire for 120 secs, but doesn't take any damage.  And it's also pretty cheap to cast.  I don't understand why/how it works.  I tried experimenting to see if a variation was possible that would do the same thing to enemies, and did not succeed.  If anyone understands how the self-on-fire exploit works, turning it into a others-on-fire exploit would be perfect here, because then it would be a much cheaper spell.  However, your allies probably still wouldn't like it too much; it seems if they're affected by any spell that has any hostile component (even if they themselves aren't affected by the hostile component) they consider it an assault.  But at least your allies won't actually get hurt by it, and if you can create a 120 sec duration version, you might only need to cast it once per fight. --[[User:Nephele|Nephele]] 02:03, 1 March 2007 (EST)&lt;br /&gt;
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== Further clean up ==&lt;br /&gt;
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I think it would be useful to go through the spells currently on this page and list the required skill level for each. However it is a bit of work so I'll try and do it in the sandbox instead of doing it piecemeal.[[User:Grandmaster z0b|Grandmaster z0b]] 19:38, 5 March 2007 (EST)&lt;br /&gt;
:I agree, I'd like to see the required skill level and base magicka cost added to the spells.  I can spit that info out pretty easily for any spell, but the complication is that there are a fair number of spells that don't give any exact recommendations for magnitude, duration, etc.  And even spells that do give that info generally haven't taken into account what the requirements are (i.e., if you reduce the magnitude by 1 point does it drop the spell by one skill level?)  So I tend to get sidetracked by trying to tweak the spell magnitude and duration, which then means it takes a lot longer to fill in a given spell.  So if anyone else is interested in doing any of that, I think it would be a great addition. --[[User:Nephele|Nephele]] 19:58, 5 March 2007 (EST)&lt;br /&gt;
::Do you have a calculator for that or do you just load up a character near the spell altar? I'm just wondering the best way to do it. [[User:Grandmaster z0b|Grandmaster z0b]] 20:33, 5 March 2007 (EST)&lt;br /&gt;
:::I've got some scripts set up to do the calculations.  Although you can do the skill requirements at the altar, you can't really use the altar to get base spell costs (unless you happen to have a character with skill=33.3 in every spellcasting skill); although the &amp;quot;base&amp;quot; for base spell costs is somewhat arbitrary, it is what's being used everywhere else on the site and makes it easier (I think) for people to intercompare different spells if they're all using the same yardstick.  On the other hand, Bethesda does have a habit of inconsistent choices with rounding numbers, so sometimes my calculations will be off by 1 or 2 (which can make a big difference if you're trying to max out the strength of a spell without pushing it into the next skill bracket).  The third way to get spell costs is to use the construction set, if you have that available.&lt;br /&gt;
:::Somewhere in my infinite todo list (and, at the moment, probably closer to the bottom than the top) I had thought of putting together a web tool to allow people to calculate spell costs.  It's something that would be relatively straightforward to set up, but still would take a few hours of coding.... --[[User:Nephele|Nephele]] 21:17, 5 March 2007 (EST)&lt;br /&gt;
:::: Yeah I'll have to download the CS tonight, I've been avoiding it to be honest because I'm supposed to be modding a different game (Medieval Total War 2) and I don't want to be tempted to start modding Oblivion. I'm not great with scripts though ...[[User:Grandmaster z0b|Grandmaster z0b]] 21:44, 5 March 2007 (EST)&lt;br /&gt;
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:::::I'm still getting used to playing with the CS so I haven't really started on this yet. Would I have to create a character with the CS that has 33.3 in every skill and then test the spells or can I test it in the CS alone? [[User:Grandmaster z0b|Grandmaster z0b]] 19:44, 20 March 2007 (EDT)&lt;br /&gt;
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::::::No, the easiest way is just to create the spells in the CS and see what it tells you right there about the spells.  So in the object window under &amp;quot;Magic&amp;quot; there is a &amp;quot;Spell&amp;quot; section.  Open that up, and right click in the right hand page and choose &amp;quot;New&amp;quot;.  It'll pop up a spell creation window.  Right click and choose &amp;quot;New&amp;quot; to add each individual effect you want in the spell, and fill in all the stats.  Once you've added all the effects, the bottom of the the spell window will give you the &amp;quot;Spell Level&amp;quot; and &amp;quot;Spell Cost&amp;quot; (as long as you keep auto-calculate selected, which it should be by default).  You don't have to save the spell or any of the changes... if you want you can just keep adding and deleting effects to the same spell window.  --[[User:Nephele|Nephele]] 23:37, 20 March 2007 (EDT)&lt;br /&gt;
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==My spells==&lt;br /&gt;
I have alot of my own created spells (via spellmaker ofcource)&lt;br /&gt;
There are quite a few usefull spells Most of my spells I named them to my name *Saruman* like:&lt;br /&gt;
I also have 600 Magicka, without cheating most of my spell are Quite high in power&lt;br /&gt;
From 250 to 600&lt;br /&gt;
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1 Master-wizard's Fury&lt;br /&gt;
Weakness to Magica/Frost/Fire/Shock 100 pts 15 seconds ( I Believe it was so)&lt;br /&gt;
Shock damage 30 pts 10 sec&lt;br /&gt;
Frost damage 30 pts 10 sec&lt;br /&gt;
Fire damage 25 pts 15 sec&lt;br /&gt;
Should cost about the 596 Magicka (If your destruction skill is 100)&lt;br /&gt;
2 Magic of the wizard's Dream&lt;br /&gt;
Paralyze 40 seconds on touch&lt;br /&gt;
weakness to frost 100 for 5 sec&lt;br /&gt;
Frost damage 20 for 5 seconds&lt;br /&gt;
Spell is usefull to Train skills like Hand-to-hand Extremeley usefull against Bears/Lions etc.&lt;br /&gt;
3 Saruman's Summoned creatures (at a high lever 100 conjuration skill)&lt;br /&gt;
Summoned creatured that you should have&lt;br /&gt;
Lich/ I think it it's the best summoned creature, the thing is that it wont attack on close range, make sure the enemy draws attention on you instead of the lich, he will cast&lt;br /&gt;
Shock/Fire and weakness to X On the enemy (Atleast 45 seconds)&lt;br /&gt;
&lt;br /&gt;
Skeleton Champion A good and tough fighter, although use it if the enemy hasn't detected you yet&lt;br /&gt;
If you Use it in the open This spell is useless Since The skeleton is extremeley.... Slow&lt;br /&gt;
&lt;br /&gt;
Frost atronach Really usefull in oblivion and at lower levels &lt;br /&gt;
They could destroy a storm atronach Since they heal themselves Just with this one summond&lt;br /&gt;
Ice monster&lt;br /&gt;
&lt;br /&gt;
Spells that are not so good&lt;br /&gt;
Dremora/ Useless they fail quick and are Only a distraction for a very short time since their health is very low&lt;br /&gt;
&lt;br /&gt;
Storm atronach, Slow moving rock giant better used when it's from a distance&lt;br /&gt;
&lt;br /&gt;
Skeleton You get this One at the very start of the game, Completeley useless ofcource&lt;br /&gt;
&lt;br /&gt;
Saruman's Mage spell&lt;br /&gt;
A spell that has a low magicka cost but You need this spell if you want to keep some magicka&lt;br /&gt;
over in battle for example * Healing yourself or summoning a creature*&lt;br /&gt;
Paralyze for 5 seconds- Weakness to shock 100 pts for 4 seconds- Shock damage 15 to 25 pts&lt;br /&gt;
(based on your destruction skills) for 4 seconds ( is both a good attack spell and a spell&lt;br /&gt;
For if you want to flee) should cost between the 30 and the 50 magicka&lt;br /&gt;
&lt;br /&gt;
5 High magicka If you want to have a high magica like me you need to have the atronach birthsign&lt;br /&gt;
A sigil stone That Gives you 50 magica (I think that stone is an oblivion Gate that is &lt;br /&gt;
quest related) And enchant Rings and armor with The enchanting altar (Fortify skills) have atleast 5 Soul gems, there are also uniqeu items one of them is at the guilded carafe I believe&lt;br /&gt;
&lt;br /&gt;
I am also interested in Hearing what spells you guys created&lt;br /&gt;
If you have quistions, Please ask&lt;br /&gt;
&lt;br /&gt;
:Hi Saruman, I think these spells are very useful, however we have pretty strict guidelines for what can go up on this page to avoid it becoming filled with every combination of useful effects. One thing I would ask is why you would have Frost Damage included in your second spell? The effects of Weakness to Frost will only become apparent on the next spell/attack so you would be better off casting the frost damage spell after you first cast this, especially since the enemy will be paralyzed for 40 seconds. [[User:Grandmaster z0b|Grandmaster z0b]] 20:37, 26 March 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Indeed that the Frost attack Isn't Strong, But it also gives you plenty enough Time to escape and Do little damage &lt;br /&gt;
Like I said It does quite some damage to animals, Lions/ Bears etc. But the main things goes about The paralyze ofcource&lt;br /&gt;
But the frost damage is Not Needed Only if you want to escape, I will Add more spells in the future, But i had little&lt;br /&gt;
Time when i Posted this, I will look up To my inventory of spells to see which more Usefull spells i might add here.&lt;br /&gt;
What are the limitations of the Guidelines ? I am Only A member for a day or 2, But I look up whole Wikipedia Alot&lt;br /&gt;
Dayley I think&lt;br /&gt;
&lt;br /&gt;
5. Self paralyze&lt;br /&gt;
May sound dumb but it can be quite usefull. If you do not have a high Acrobatics&lt;br /&gt;
You can self paralyze you (Created in the spellmaking altar 3-7 seconds)&lt;br /&gt;
If you need to fall a great distance you can self paralyze you While in the air, you will drop &lt;br /&gt;
down but you will not get hurt- may be a bug that when you fall down the lights that&lt;br /&gt;
seround you when you cast it falls Faster then your body.&lt;br /&gt;
&lt;br /&gt;
:The guidelines for appropriate spells are at the top of the page. The only one that I think should be included is the last one as it is a truly interesting and generally unknown effect. The criteria isn't that the spell works well or not, rather that it shows an interesting or useful effect or combination of effects. [[User:Grandmaster z0b|Grandmaster z0b]] 01:52, 16 April 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Sprint ==&lt;br /&gt;
&lt;br /&gt;
Fortify speed 100 pts for _ seconds on self &amp;lt;br&amp;gt;&lt;br /&gt;
Fortify athletics 100 pts for _ seconds on self &amp;lt;br&amp;gt;&lt;br /&gt;
It is great if you really need to get away quickly. you run much faster than the horses. it stacks too, and vlues of speed above 100 DO count toward your movement speed. (i don't know about athletics though). This is far more effective a speed boost than skooma. just be careful when running downhill.&lt;br /&gt;
: The Athletics boost on this spell is unnecessary - all it does is make your Fatigue drain more slowly, and the Magicka cost of adding it far outweighs the benefits.  Better to put that cost towards getting a longer duration out of the Fortify Speed, and maybe use what's left over at the end to cast a cheap Restore Fatigue on yourself.  (Or just make a few potions - even for Alchemy novices, Restore Fatigue potions are by far the easiest to make due to the abundance of cheap, common ingredients that have the effect listed first.) --[[User:TheRealLurlock|TheRealLurlock]] &amp;lt;sup&amp;gt;[[User_talk:TheRealLurlock|Talk]]&amp;lt;/sup&amp;gt; 23:22, 20 April 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Actually, the Athletics effect is necessary- It enhances your speed a lot more, so this combined with the speed effect makes you go very quickly indeed.--[[User:Willyhead|Willyhead McHaggis]] 11:34, 17 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== I added a new fun spell... ==&lt;br /&gt;
&lt;br /&gt;
It's called Bar-Fight. try to guess what it does?&lt;br /&gt;
&lt;br /&gt;
[[User:Maiq the liar|-m&amp;amp;#39;aiq the liar]] 19:49, 22 April 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Barrier==&lt;br /&gt;
&lt;br /&gt;
Description:&lt;br /&gt;
:*[[Oblivion:Frost Damage|Frost Damage]] 3 pts in X feet for Y seconds&lt;br /&gt;
:*[[Oblivion:Paralyze|Paralyze]] Z seconds&lt;br /&gt;
:&lt;br /&gt;
:When you cast this spell on the floor, anything that enters the X feet radius for within Y seconds after the spell is cast will be paralyzed for Z seconds. It is useful when you want to slow things down a little when facing many enemies at once. Even 1 second paralyze gives you plenty of time. Adjust parameters based on your needs.&lt;br /&gt;
&lt;br /&gt;
Does this actually work for anyone?  I'm using the 1.2 patch with SI installed, and all it does is the 3 * Y points of frost damage.  The Paralyze doesn't work unless I raise its area, and then only if they're in the area at the time of impact.  Doesn't matter if the spell counts as a Destruction or Illusion spell, doesn't work either way.&lt;br /&gt;
&lt;br /&gt;
So, does this work on earlier versions or not at all? --[[User:Deathbane27|Deathbane27]] 23:44, 29 April 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I would assume that it doesn't.  Moreover, I'd also assume that the Frost Damage will not work on enemies who enter the area after the spell has gone off.  The duration refers to how long the affected creatures will continue to take damage/be paralyzed.  It doesn't mean that the area continues to be under the effect of that spell for the whole time.  Anyone not in range when the spell initially goes off would be completely unaffected. --[[User:TheRealLurlock|TheRealLurlock]] &amp;lt;sup&amp;gt;[[User_talk:TheRealLurlock|Talk]]&amp;lt;/sup&amp;gt; 09:13, 30 April 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Frost Damage does work that way, actually.  Try it out in town with a large area, long duration effect; anyone who walks in gets damaged.  --[[User:Deathbane27|Deathbane27]] 05:34, 2 May 2007 (EDT)&lt;br /&gt;
::: The spell worked for me once but I didn't try it on 1.2. One important thing is to fire the spell to the ground, it shouldn't impact any character. --STL&lt;br /&gt;
&lt;br /&gt;
== Too Many First Person Comments ==&lt;br /&gt;
&lt;br /&gt;
I'm still deleting spells and additions that have comments in the first person; &amp;quot;I would make it 100 points fire damage&amp;quot; or &amp;quot;I made it this way when I had 100 in destruction and I could take out town guards&amp;quot; etc.&lt;br /&gt;
I'm going to add a specific point about this in the guidelines, I know they should know this already if they are going to make additions however I think this is worth repeating. [[User:Grandmaster z0b|Grandmaster z0b]] 21:43, 28 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Armor of Oblivion ==&lt;br /&gt;
&lt;br /&gt;
To whoever made the armor of Oblivion spell, just saying i cleaned it up a little, by sorting out the Links and changing the Bound Sword (Wich is 2 handed) to a bound dagger, so that you can also use a bound shield. Hope you dont mind! P.S its a cool spell!--[[User:Willyhead|Willyhead]] 09:38, 10 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Isn't Armor of Oblivion just the Superior Bound Armor spell added by the Spell Tomes plugin with summon weapon and shield effects added? [[User:Xeagle51|Xeagle51]] 23:27, 27 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Aye, but many users do not have the spell tomes plugin, so im sure they'll find it usefull.--[[User:Willyhead|Willyhead]] 12:23, 30 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Weakness + Damage==&lt;br /&gt;
&lt;br /&gt;
I don't think weakness + damage in the same spell will work. Can anyone corroborate? {{unsigned|76.99.68.190}}&lt;br /&gt;
:Yes you're right, you would have to cast the weakness first for the effect to work--[[User:Willyhead|Willyhead]] 04:00, 13 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==  Cleaning up - Another Attempt ==&lt;br /&gt;
&lt;br /&gt;
I've posted a section over at the [[UESPWiki:Community_Portal#Improving_our_Worst_Pages|Community Portal]] on one possible idea for cleanup up this page. Please take a look and let me have your feedback or ideas. Apologies for spamming this around but I felt it should appear on the talk pages of all the articles I mentioned in the post. --[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;[[User_Talk:Rpeh|Talk]]&amp;lt;/sup&amp;gt; 06:30, 19 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== SORRY! ==&lt;br /&gt;
&lt;br /&gt;
Sorry about my prepatch spells, I modified the disclaimer saying no prepatch as that had NOT been stated. Also there are other prepatch spells there we should remove for consistency's sake. There are prepatch players, and they would like access to useful spells that arent being allowed. (lol its like a crime to use these spells we have to hide them away! Black market spells! Can't find any info on those...)&lt;br /&gt;
These arent cheats btw just exploits of the system.&lt;br /&gt;
&lt;br /&gt;
== Defensive/Offensive ==&lt;br /&gt;
&lt;br /&gt;
I think that the 'Skill enhancing spells' and 'fun spells' sections are confusing and unnecessary, and they should be deleted- the spells originally documented under them should be moved to either Offensive or Defensive. If a spell has an offensive and defensive effect the spell should most likely be moved to offensive because that comes first. So why not just have too areas on the Page - Offensive Defensive, it is more simple and easier to document, anybody agree?--[[User:Willyhead|Willyhead]] 10:05, 23 July 2007 (EDT)&lt;br /&gt;
:I think you know [[UESPWiki:Community_Portal#Improving_our_Worst_Pages|my opinion]], but I wouldn't do that just yet. Hopefully a consensus will emerge shortly on that page and we can turn our attentions to the detail. --[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;[[User_Talk:Rpeh|Talk]]&amp;lt;/sup&amp;gt; 06:59, 24 July 2007 (EDT)&lt;br /&gt;
::Here's a little layout I have done- I have deleted any spells I think are redundant or Un-original and documented the spells in simple Offensive/Defensive categories- It's on [[User:Willyhead/Sandbox|my sandbox]].--[[User:Willyhead|Willyhead]] 09:39, 23 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
please dont delete them they are useful for players who bought oblivion 4 fun!&lt;br /&gt;
&lt;br /&gt;
-Halopedia member,-&lt;br /&gt;
&lt;br /&gt;
SpartanG007&lt;br /&gt;
&lt;br /&gt;
== Fortify Magicka Exploit ==&lt;br /&gt;
I've made the spells that use fortify magicka, such as Perpetual Shadow of the Vampire and Chain Heal. Chain Heal works fine and I never run out of magicka, but PSotV never works. I created it just like it was written on this page but my magicka always runs out. I've tried other variations using different offensive effects, but they never work. Does the fortify bug only work for Restore Healh spells, or is my unpatched Xbox360 just bugged in a strange and uncomprehendable way? Could someone else verify that PSotV actually works, because this oddment has bugged me for a while and PSotV sounds like a very attractive spell for regular use. [[User:70.246.28.192|70.246.28.192]] 20:13, 26 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Check and make sure that the cost of your PSofV spell is not more than half of 100 * your spell effectiveness. If it is more than that amount, then you are likely running out of magicka. Another possibility (though I am unclear about this) is that if your Luck is below 50 (check as it could have been damaged by some attacks) then it affects a lot of things in the game including your effective skill levels and hence the spell costs.&lt;br /&gt;
&lt;br /&gt;
== Preposed deletion of Paralyzing Fear ==&lt;br /&gt;
&lt;br /&gt;
I edited the spell to actualy list posible values. 200 burden can't be acheved with just one spell. As the burden spell page sugests this spell even at the value origanaly described is not effective. The author then goes to sugest that the spell Paralyze is in fact better than his spell. Makeing burden + demoralize for x seconds &amp;lt; Paralyze for x seconds. I don't feel burden is a useful status effect in spell form due to the low maximum value of the spell. I feel this spell misleads readers into bleiving the spell has an actual chance to work. {{unsigned|207.47.16.34}}&lt;br /&gt;
:I agree; it's been deleted. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 15:06, 22 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Fortify Magicka Exploit explained ==&lt;br /&gt;
Inspired by the 'chain heal' spell I made my own little 'chain destruct' spell, fortify magicka 100pts for 3 s+11pts fire damage+20pts damage fatigue for the cost of 49 magicka. The spell is more 'proof of concept' than useful but it works. As long as the fortify magicka effect never runs out you can hurl fire at your enemies until your fingers hurt(just like the chain heal spell).&lt;br /&gt;
&lt;br /&gt;
Incidentally I also think I figured out exactly *why* the fortify magicka exploit works...First consider the following two statements: &lt;br /&gt;
*1)Spells can not stack on themself. &lt;br /&gt;
*2)An expired fortify magicka effect will never drop your magicka below zero.&lt;br /&gt;
I am certain statement 1 is true, statement 2 is true at least for fortify magicka effect from spells(haven't tested the effect from items and potions yet but fortify magicka item opens up a possible new avenue for exploits). Here is how I think the game engine handle the chain heal spell situation:&lt;br /&gt;
*First it does the usual check to see if you are allowed to cast the spell (considering silence effects, your mastery level, you magicka pool(at51) etc), once you get the 'go', things become interesting.&lt;br /&gt;
*As spells can not stack on themself, the fortify magicka for 100pts go away, dropping your magicka pool to zero(and not to -49 like one should expect)&lt;br /&gt;
*The cost of the spell gets deducted(-49)&lt;br /&gt;
*The renewed fortify magicka(+100) kicks in, bringing you back to where you started with 51 magicka in the pool. [[User:Bongo|Bongo]] 10:15, 10 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Bongo</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Useful_Spells&amp;diff=213878</id>
		<title>Oblivion talk:Useful Spells</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Useful_Spells&amp;diff=213878"/>
		<updated>2007-12-10T15:14:17Z</updated>

		<summary type="html">&lt;p&gt;Bongo: Fortify Magicka Exploit explained&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Chain Heal==&lt;br /&gt;
This spell doesn't seem to work as the writeup suggests. Casting this spell repeatedly doesn't keep your mana full; all you do is renew the Fortify Magicka effect. You'll still drop by 49 (or whatever your casting cost is) every time you cast the spell. You'd need to make multiple duplicate spells with different names in order to make this work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Feel free to correct it.  I just moved this whole list off of the [[Oblivion:Spell Making]] page, I haven't gone through and checked everything for accuracy or tested them in-game or anything like that.  There's a good chance that many of the spells listed on this page will be removed, as we have yet to set up specific criteria for what is worth keeping.  (We can't just let everything through, there's almost infinite ways in which multiple spells could be combined, and this page would go on forever if we let it.) --[[User:TheRealLurlock|TheRealLurlock]] &amp;lt;sup&amp;gt;[[User_talk:TheRealLurlock|Talk]]&amp;lt;/sup&amp;gt; 10:59, 14 February 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Should we just delete this spell? It seems like it has no purpose for being on here if it only works as a basic heal spell. [[User:Pappasmurf|Pappasmurf]] 15:35, 15 February 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Maybe the wording was misleading, if you got the impression that you could cast it without incurring any magic cost, but I've tried this spell and it does work exactly as I understood the description: you can keep casting this spell over and over and over until you're fully healed, ''provided you always re-cast it while the Fortify Magicka effect is still active''.  You won't run out of magicka until you either stop re-casting or accidentally let the Fortify Magicka effect pass. --[[User:JustTheBast|JustTheBast]] 11:25, 16 February 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I will restore the spell untill I try it personally. I should not have deleted it untill I had done so anyway. :) [[User:Pappasmurf|Pappasmurf]] 16:03, 16 February 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Do try it. I can confirm that it really works as &amp;quot;advertised&amp;quot; - your magicka goes down, but it never depletes past 50 points, so there is always enough left to cast it again.  Once you stop, and the Fortify effect is no longer refreshed, you're left pretty much completely empty, of course.&lt;br /&gt;
:From experimentation it seems to me that the magicka doesn't sink below ''effective fortify value minus actual spell cost'', so if worn armor reduces the effectiveness of the Fortify Magicka part you may run into trouble, unless you also reduced the cost of the spell to compensate. --[[User:JustTheBast|JustTheBast]] 16:12, 16 February 2007 (EST)&lt;br /&gt;
:: &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;How come the fortify adds to the magicka, shouldn't it just increase the maximum amount of magicka avaliable - does anyone know why this works. ''effective fortify value minus actual spell cost'', so then this is why it must be below 50 (because the max fortify magicka is 100), 100-49=51 so they would still have enough magicka to redo the spell. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;This is very weird, why doesn't it just let your magicka drop to zero?&amp;lt;br/&amp;gt;Maybe this should be in the notes, as it might be a bug/error. [[User:60.234.223.209|60.234.223.209]] 00:48, 22 April 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
The reason this spell works, is that when you cast a fortify magic spell at 100, it will increase your max pool of magic up by 100 points, and gives you about half of those now. You see your magic go down because during the middle part of this chain spell it's not giving you any new magic, as you already have the magic that this fortify magic spell offers. But as you get down towards the bottom, a refresh of the fortify magic spell sees that the 50 has been used up by some spell (it doesn't know that it was it's self) and refreshes that 50 magic points. Of course as soon as you stop casting the spell, and the fortify magic wears off it takes that 50 points of magic back, leaving you only with what ever you've managed to recharge in that 3 second period of time. In theory this spell could be made into a chain lightning spell, but I'm fairly sure that the damage from it would be only a tickle to most monsters. --[[User:Djsyntic|Djsyntic]] 04:19, 2 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Does this Chain effect work with any spell effect?--[[User:Willyhead|Willyhead]] 15:21, 13 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Page Cleanup ==&lt;br /&gt;
&lt;br /&gt;
The first thing I'm going to do is put all the spells in alphabetical order, then I'll look at organising the spells under common headings, especially for those that are similar. [[User:Grandmaster z0b|Grandmaster z0b]] 17:49, 14 February 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Alphabetical Order done [[User:Grandmaster z0b|Grandmaster z0b]] 18:00, 14 February 2007 (EST)&lt;br /&gt;
Can you show me which best spells for me to make?--[[User:ShakenMike|ShakenMike]] 13:38, 18 February 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
As it was said in the spell making page I think there should be some guidlines as to what is submited. I put some up there that I think correctly stated what was being felt. [[User:Pappasmurf|Pappasmurf]] 09:59, 16 February 2007 (EST) &amp;lt;br&amp;gt;&lt;br /&gt;
Ok thanks and I'll take a look there then.--[[User:ShakenMike|ShakenMike]] 13:38, 18 February 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Well it's looking heaps better (thanks [[User:Pappasmurf|Pappasmurf]]) however there are still some spells that are very similar. I would still like to seperate them into different categories which will make the similar ones more obvious. I'm thinking the headings should be:&lt;br /&gt;
* Spells that replicate/enhance skills&lt;br /&gt;
* Offensive Spells&lt;br /&gt;
* Defensive Spells&lt;br /&gt;
{{unsigned|Grandmaster z0b}}&lt;br /&gt;
&lt;br /&gt;
:I agree, trying to group the spells by category would make it much easier to compare spells that are similar.  And while alphabetization usually makes sense for organizing lists, in this case the spell names are completely arbitrary (and often don't really tell you much about the spell) so I'm not sure it's the best way to do things.  What about organizing the spells within each category by effect (in the case of multiple-effect spells, identify the most important component of the spell)?  Just an idea. --[[User:Nephele|Nephele]] 20:23, 18 February 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Okay, here is my idea. We label the spells in alphabetical order under the type of char that would find them useful. Such as; heal spells for paladin type, ''low'' requirement spells for a warrior type, sneaky/illusion spells for a sneaky type etc... Just another idea. [[User:Pappasmurf|Pappasmurf]] 18:33, 22 February 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:My only problem with that is what to do with spells that suit more than one kind of character, also it seems that we simply want to group spells that are similar to give this page more structure. [[User:Grandmaster z0b|Grandmaster z0b]] 10:20, 24 February 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Should this page be on the front page under in depth guides? Just wondering [[User:Pappasmurf|Pappasmurf]] 18:37, 22 February 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Thanks to whoever organised everything into the three categories, I moved a couple of spells that I felt were in the wrong place. I moved &amp;quot;Headshot&amp;quot; into Offensive spells as it was extremely similar to &amp;quot;backstab&amp;quot; which is also in the offensive category and could definately be defined as offensive, although I understand why it could also be listed as a spell that enhancing skills. I also moved &amp;quot;Blessing of the Grey Fox&amp;quot; to the Skill Enhancing category as that was pretty clearly in the wrong place. I think the whole thing is looking much better. --[[User:Grandmaster z0b|Grandmaster z0b]] 02:21, 28 February 2007 (EST)&lt;br /&gt;
: Oh and I moved Sleep into Offensive [[User:Grandmaster z0b|Grandmaster z0b]] 02:24, 28 February 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Deleted Spells==&lt;br /&gt;
As mentioned in &amp;quot;Death Penalty&amp;quot; I figured that if this page is being cleaned up, the spells listed here should be examined a bit more critically to make sure they make sense and do what's advertised.  So I'll be posting spells in this section if I feel that they don't really work and/or need more work before being put back onto the page.  I'll try to slowly work through the whole page if I get the time. --[[User:Nephele|Nephele]] 14:00, 20 February 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Death Penalty ===&lt;br /&gt;
With this page in the process of being revamped, I'm trying to pay closer attention to the spells that get added to make sure that they make sense.  So &amp;quot;Death Penalty&amp;quot; happened to catch my attention:&lt;br /&gt;
&lt;br /&gt;
:[will do about 800 damage in 1 second, and only cost 99 magicka with a master :[[Oblivion:Destruction|Destruction]] skill]&lt;br /&gt;
:*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100 pts for 1 second on touch&lt;br /&gt;
:*[[Oblivion:Drain Health|Drain Health]] 100 pts for 1 second on touch&lt;br /&gt;
:*[[Oblivion:Damage Health|Damage Health]] 100 pts for 1 second on touch&lt;br /&gt;
:*[[Oblivion:Drain Endurance|Drain Endurance]] 100 pts for 1 second on touch&lt;br /&gt;
&lt;br /&gt;
:The [[Oblivion:Drain Endurance|Drain Endurance]] spell will take off about 200 health and the [[Oblivion:Drain Health|Drain Health]] and [[Oblivion:Damage Health|Damage Health]] spells will take off another 200 health, so that's 400 damage which the [[Oblivion:Weakness to Magic|Weakness to Magic]] doubles to 800 damage. You can increase the effect time if you want to stack the spell.&lt;br /&gt;
&lt;br /&gt;
My big problem is that the Drain Endurance actually does nothing (it knocks out the player character, but does nothing to NPCs).  My other problem is the Weakness to Magic won't do anything until the second time you cast the spell.  You're much better off creating two separate spells than trying to combine them all into one.  --[[User:Nephele|Nephele]] 10:43, 20 February 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
===Chromatic Shield===&lt;br /&gt;
[ Cheap Multiple Shield effects ]&lt;br /&gt;
*[[Oblivion:Shock Shield|Shock Shield]] 10pts 30sec&lt;br /&gt;
*[[Oblivion:Frost Shield|Frost Shield]] 10pts 30sec&lt;br /&gt;
*[[Oblivion:Fire Shield|Fire Shield]] 10pts 30sec&lt;br /&gt;
*[[Oblivion:Shield|Shield]] 10pts 30sec&lt;br /&gt;
A single powerful effect is always more expensive than multiple weaker effects which total the same. This spell makes a potent shield spell for a cheaper price than a single shield.&lt;br /&gt;
&lt;br /&gt;
:The flaw in the logic here is that shield by itself only has a [[Oblivion:Spell Effects#School of Alteration|base cost]] of 0.45, whereas the other three elemental shields all have base costs of 0.95.  So this spell's base cost is 189 magicka; a plain shield 40pts 30sec has a base cost of 152 magicka.  The plain shield is definitely cheaper if all you want is to increase your armor rating.&lt;br /&gt;
:On the other hand, this spell is cheaper than the equivalent (and harder to make) Resist Fire 10pts 30 sec + Resist Frost 10pts 30 sec + Resist Shock 10 pts 30sec + Shield 40pts 30 sec (base cost = 237).  But you rarely need multiple resistances at the same time; you're probably better off putting your magicka into just the one resistance you need for a given fight. --[[User:Nephele|Nephele]] 14:00, 20 February 2007 (EST)&lt;br /&gt;
::I think the point would still be valid if you took out the Shield aspect.  In other words, Fire Shield 10pts + Frost Shield 10pts + Shock Shield 10pts might be cheaper than just Shield 30pts.  I'd have to test that. --[[User:TheRealLurlock|TheRealLurlock]] &amp;lt;sup&amp;gt;[[User_talk:TheRealLurlock|Talk]]&amp;lt;/sup&amp;gt; 14:52, 20 February 2007 (EST)&lt;br /&gt;
:::Sorry, no cigar :|  shock+frost+fire (each 10p/30s) costs 162; shield 30p/30s costs 104.  But the the chromatic combo does win against fire shield 30p/30s, which costs 221 (or any other elemental shield by itself; the three elements have identical costs on this effect).  But the emphasis in the spell as written is on the shield (i.e., armor rating) component, rather than the resistances.  And the resistances really aren't interchangeable in the way that the armor ratings are. --[[User:Nephele|Nephele]] 17:34, 20 February 2007 (EST)&lt;br /&gt;
::::It makes more sense when you're talking about enchanted armor, I have a very similar effect listed in Useful Enchatements under &amp;quot;Elemental Armor&amp;quot;, if you enchanted 3 pieces of armor with this effect with petty soul gems you get the same effect as a shield by itself. However it's still doesn't provide as much of a shield effect at anything above a petty soul gem. Maybe this is the source of confusion? --[[User:Grandmaster z0b|Grandmaster z0b]] 23:54, 21 February 2007 (EST)&lt;br /&gt;
:::::Why was this page deleted? It seems to me like the description should be restated instead. [[User:Pappasmurf|Pappasmurf]] 18:40, 22 February 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I could see putting this spell back in, with an expanded and more accurate description, but more as an example of a not-so-useful spell than as a useful spell.  I was actually somewhat surprised to notice that this spell was still in the list, because a [[Oblivion_Talk:Spell_Making#Chromatic_shield_not_cheaper|note about it]] was posted last August, and I thought it had been deleted at that time.  From my own experience, I know I once created this spell based on the description expecting to get a cheaper shield effect (i.e., just the armor rating), so I felt very misled once I realized it did not provide a cheaper shield.  I can't imagine that too many people would want to create it knowing that it's more expensive than plain Shield 40%.  But given that it's easy to be tricked by this one, having it in the list and explaining clearly how much it costs and what it does may save a few other spell makers from making the same mistake. --[[User:Nephele|Nephele]] 02:16, 1 March 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
===InvisiShots===&lt;br /&gt;
I think &amp;quot;InvisiShots&amp;quot; is a badly written spell and should be deleted or completely rewitten, it doesn't follow the format at all and I don't think for newcomers it's even clear what it's supposed to do. It should be rewitten in the standard format, explained that it allows you to cast spells and stay invisible which isn't possible normally and remove the abreviation &amp;quot;IS&amp;quot; which is also confusing and unecessary, I mean this isn't a post on a forum there's no reason to abreviate AFAIK lol.[[User:Grandmaster z0b|Grandmaster z0b]] 10:34, 24 February 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Nah dont delete it, its OK, its a pretty clever spell in my opinion.--[[User:Willyhead|Willyhead]] 16:27, 18 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
===Teleport===&lt;br /&gt;
&lt;br /&gt;
I don't really think this spell is that useful with a 1 second duration. Anyone else agree it's worth deleting or feel it should be kept?&lt;br /&gt;
&lt;br /&gt;
Here is the spell currently:&lt;br /&gt;
&lt;br /&gt;
Teleport&lt;br /&gt;
&lt;br /&gt;
* Chameleon 100% for 1 sec on self.&lt;br /&gt;
* Fortify Speed 100 points for 1 sec on self.&lt;br /&gt;
* Fortify Athletics100 points for 1 sec on self. &lt;br /&gt;
&lt;br /&gt;
A cool spell for getting around quicker virtually anybody can use, may be useless for high lvl mages though. You can also use it to get out of tricky situations and scrapes too.&lt;br /&gt;
&lt;br /&gt;
:There is no point of anybody deleting this spell as i think the writer made the duration low so      lower lvl characters could use it. Also i think it is meant to be cast repetedly at a cheap magicka cost on a regular basis, rather than be cast once in a long duration with a large expensive Magicka cost. Besides it is listed as a 'fun' spell, not a useful one. If you think the duration isnt enough then feel free to change the duration in your Oblivion game, but you may as well leave it as it is for now on UESP.--[[User:Willyhead|Willyhead]] 15:44, 9 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
===More proposed deletion===&lt;br /&gt;
These two spells barely meet the criteria: Level Destruction - if we have one spell for easy levelling we should have them all or just provide a link to the levelling page.&lt;br /&gt;
Holy Bolt: it has a use, but simply adding fire damage to turn undead isn't necessarily a unique or interesting effect.&lt;br /&gt;
&lt;br /&gt;
10 Seconds to Life needs to go too; it's just a 100% Weakness to Magic on Target spell.  Nothing interesting there.&lt;br /&gt;
&lt;br /&gt;
== Blake's Tiger ==&lt;br /&gt;
&lt;br /&gt;
I thought the point of this spell was to set enemies on fire without doing much damage. Changing it to &amp;quot;light&amp;quot; just makes it a 40 foot light spell doesn't it? Or is this supposed to be light on target for 40 foot? It isn't clear it should be either edited or reinstated to the old version but with the caveat that it will effect allies and enemies alike. [[User:Grandmaster z0b|Grandmaster z0b]] 00:35, 1 March 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:If you make a low '''magnitude''', large '''area''' light spell it kind of works, i.e. light 5ft in 100ft for 60 sec on target.  That causes each creature to have a small circle of light around them.  As long as there are no other sources of light around, then you can tell where the enemies are.  Doing a larger magnitude makes it useless, because then the whole area becomes lit up and there's no way to tell where in the brightly lit room each of the enemies are.&lt;br /&gt;
:But it is nowhere near as effective as the original.  Setting enemies on fire makes them super-noticeable, no matter how brightly lit the room already is.  With light, you have to look closely to see the enemies; with fire it's impossible to miss them.  The original is also much more expensive.  Fire damage 3 pts in 40 ft for 20 secs on target costs my 100-destruction character 110 magicka, and it required a skill of 100 to create.&lt;br /&gt;
::I changed it to a light spell because if you do fire damage to that large of an area it won't matter if you can spot them or not because they will all attack you at once, whereas with the light spell you can see them but they will not attack you. Also this spell has no use because Detect Life has the same effect. [[User:Pappasmurf|Pappasmurf]] 16:49, 1 March 2007 (EST)&lt;br /&gt;
:At [[Oblivion:Roleplaying#Terrorize Cyrodiil]] someone posted an odd little trick.  If you create a spell that is Fire Damage on '''target''' 3 pts for 1 sec and Fortify Magicka on '''self''' 3 pts for 120 sec, when you cast it your character looks like she's on fire for 120 secs, but doesn't take any damage.  And it's also pretty cheap to cast.  I don't understand why/how it works.  I tried experimenting to see if a variation was possible that would do the same thing to enemies, and did not succeed.  If anyone understands how the self-on-fire exploit works, turning it into a others-on-fire exploit would be perfect here, because then it would be a much cheaper spell.  However, your allies probably still wouldn't like it too much; it seems if they're affected by any spell that has any hostile component (even if they themselves aren't affected by the hostile component) they consider it an assault.  But at least your allies won't actually get hurt by it, and if you can create a 120 sec duration version, you might only need to cast it once per fight. --[[User:Nephele|Nephele]] 02:03, 1 March 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Further clean up ==&lt;br /&gt;
&lt;br /&gt;
I think it would be useful to go through the spells currently on this page and list the required skill level for each. However it is a bit of work so I'll try and do it in the sandbox instead of doing it piecemeal.[[User:Grandmaster z0b|Grandmaster z0b]] 19:38, 5 March 2007 (EST)&lt;br /&gt;
:I agree, I'd like to see the required skill level and base magicka cost added to the spells.  I can spit that info out pretty easily for any spell, but the complication is that there are a fair number of spells that don't give any exact recommendations for magnitude, duration, etc.  And even spells that do give that info generally haven't taken into account what the requirements are (i.e., if you reduce the magnitude by 1 point does it drop the spell by one skill level?)  So I tend to get sidetracked by trying to tweak the spell magnitude and duration, which then means it takes a lot longer to fill in a given spell.  So if anyone else is interested in doing any of that, I think it would be a great addition. --[[User:Nephele|Nephele]] 19:58, 5 March 2007 (EST)&lt;br /&gt;
::Do you have a calculator for that or do you just load up a character near the spell altar? I'm just wondering the best way to do it. [[User:Grandmaster z0b|Grandmaster z0b]] 20:33, 5 March 2007 (EST)&lt;br /&gt;
:::I've got some scripts set up to do the calculations.  Although you can do the skill requirements at the altar, you can't really use the altar to get base spell costs (unless you happen to have a character with skill=33.3 in every spellcasting skill); although the &amp;quot;base&amp;quot; for base spell costs is somewhat arbitrary, it is what's being used everywhere else on the site and makes it easier (I think) for people to intercompare different spells if they're all using the same yardstick.  On the other hand, Bethesda does have a habit of inconsistent choices with rounding numbers, so sometimes my calculations will be off by 1 or 2 (which can make a big difference if you're trying to max out the strength of a spell without pushing it into the next skill bracket).  The third way to get spell costs is to use the construction set, if you have that available.&lt;br /&gt;
:::Somewhere in my infinite todo list (and, at the moment, probably closer to the bottom than the top) I had thought of putting together a web tool to allow people to calculate spell costs.  It's something that would be relatively straightforward to set up, but still would take a few hours of coding.... --[[User:Nephele|Nephele]] 21:17, 5 March 2007 (EST)&lt;br /&gt;
:::: Yeah I'll have to download the CS tonight, I've been avoiding it to be honest because I'm supposed to be modding a different game (Medieval Total War 2) and I don't want to be tempted to start modding Oblivion. I'm not great with scripts though ...[[User:Grandmaster z0b|Grandmaster z0b]] 21:44, 5 March 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::I'm still getting used to playing with the CS so I haven't really started on this yet. Would I have to create a character with the CS that has 33.3 in every skill and then test the spells or can I test it in the CS alone? [[User:Grandmaster z0b|Grandmaster z0b]] 19:44, 20 March 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::No, the easiest way is just to create the spells in the CS and see what it tells you right there about the spells.  So in the object window under &amp;quot;Magic&amp;quot; there is a &amp;quot;Spell&amp;quot; section.  Open that up, and right click in the right hand page and choose &amp;quot;New&amp;quot;.  It'll pop up a spell creation window.  Right click and choose &amp;quot;New&amp;quot; to add each individual effect you want in the spell, and fill in all the stats.  Once you've added all the effects, the bottom of the the spell window will give you the &amp;quot;Spell Level&amp;quot; and &amp;quot;Spell Cost&amp;quot; (as long as you keep auto-calculate selected, which it should be by default).  You don't have to save the spell or any of the changes... if you want you can just keep adding and deleting effects to the same spell window.  --[[User:Nephele|Nephele]] 23:37, 20 March 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==My spells==&lt;br /&gt;
I have alot of my own created spells (via spellmaker ofcource)&lt;br /&gt;
There are quite a few usefull spells Most of my spells I named them to my name *Saruman* like:&lt;br /&gt;
I also have 600 Magicka, without cheating most of my spell are Quite high in power&lt;br /&gt;
From 250 to 600&lt;br /&gt;
&lt;br /&gt;
1 Master-wizard's Fury&lt;br /&gt;
Weakness to Magica/Frost/Fire/Shock 100 pts 15 seconds ( I Believe it was so)&lt;br /&gt;
Shock damage 30 pts 10 sec&lt;br /&gt;
Frost damage 30 pts 10 sec&lt;br /&gt;
Fire damage 25 pts 15 sec&lt;br /&gt;
Should cost about the 596 Magicka (If your destruction skill is 100)&lt;br /&gt;
2 Magic of the wizard's Dream&lt;br /&gt;
Paralyze 40 seconds on touch&lt;br /&gt;
weakness to frost 100 for 5 sec&lt;br /&gt;
Frost damage 20 for 5 seconds&lt;br /&gt;
Spell is usefull to Train skills like Hand-to-hand Extremeley usefull against Bears/Lions etc.&lt;br /&gt;
3 Saruman's Summoned creatures (at a high lever 100 conjuration skill)&lt;br /&gt;
Summoned creatured that you should have&lt;br /&gt;
Lich/ I think it it's the best summoned creature, the thing is that it wont attack on close range, make sure the enemy draws attention on you instead of the lich, he will cast&lt;br /&gt;
Shock/Fire and weakness to X On the enemy (Atleast 45 seconds)&lt;br /&gt;
&lt;br /&gt;
Skeleton Champion A good and tough fighter, although use it if the enemy hasn't detected you yet&lt;br /&gt;
If you Use it in the open This spell is useless Since The skeleton is extremeley.... Slow&lt;br /&gt;
&lt;br /&gt;
Frost atronach Really usefull in oblivion and at lower levels &lt;br /&gt;
They could destroy a storm atronach Since they heal themselves Just with this one summond&lt;br /&gt;
Ice monster&lt;br /&gt;
&lt;br /&gt;
Spells that are not so good&lt;br /&gt;
Dremora/ Useless they fail quick and are Only a distraction for a very short time since their health is very low&lt;br /&gt;
&lt;br /&gt;
Storm atronach, Slow moving rock giant better used when it's from a distance&lt;br /&gt;
&lt;br /&gt;
Skeleton You get this One at the very start of the game, Completeley useless ofcource&lt;br /&gt;
&lt;br /&gt;
Saruman's Mage spell&lt;br /&gt;
A spell that has a low magicka cost but You need this spell if you want to keep some magicka&lt;br /&gt;
over in battle for example * Healing yourself or summoning a creature*&lt;br /&gt;
Paralyze for 5 seconds- Weakness to shock 100 pts for 4 seconds- Shock damage 15 to 25 pts&lt;br /&gt;
(based on your destruction skills) for 4 seconds ( is both a good attack spell and a spell&lt;br /&gt;
For if you want to flee) should cost between the 30 and the 50 magicka&lt;br /&gt;
&lt;br /&gt;
5 High magicka If you want to have a high magica like me you need to have the atronach birthsign&lt;br /&gt;
A sigil stone That Gives you 50 magica (I think that stone is an oblivion Gate that is &lt;br /&gt;
quest related) And enchant Rings and armor with The enchanting altar (Fortify skills) have atleast 5 Soul gems, there are also uniqeu items one of them is at the guilded carafe I believe&lt;br /&gt;
&lt;br /&gt;
I am also interested in Hearing what spells you guys created&lt;br /&gt;
If you have quistions, Please ask&lt;br /&gt;
&lt;br /&gt;
:Hi Saruman, I think these spells are very useful, however we have pretty strict guidelines for what can go up on this page to avoid it becoming filled with every combination of useful effects. One thing I would ask is why you would have Frost Damage included in your second spell? The effects of Weakness to Frost will only become apparent on the next spell/attack so you would be better off casting the frost damage spell after you first cast this, especially since the enemy will be paralyzed for 40 seconds. [[User:Grandmaster z0b|Grandmaster z0b]] 20:37, 26 March 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Indeed that the Frost attack Isn't Strong, But it also gives you plenty enough Time to escape and Do little damage &lt;br /&gt;
Like I said It does quite some damage to animals, Lions/ Bears etc. But the main things goes about The paralyze ofcource&lt;br /&gt;
But the frost damage is Not Needed Only if you want to escape, I will Add more spells in the future, But i had little&lt;br /&gt;
Time when i Posted this, I will look up To my inventory of spells to see which more Usefull spells i might add here.&lt;br /&gt;
What are the limitations of the Guidelines ? I am Only A member for a day or 2, But I look up whole Wikipedia Alot&lt;br /&gt;
Dayley I think&lt;br /&gt;
&lt;br /&gt;
5. Self paralyze&lt;br /&gt;
May sound dumb but it can be quite usefull. If you do not have a high Acrobatics&lt;br /&gt;
You can self paralyze you (Created in the spellmaking altar 3-7 seconds)&lt;br /&gt;
If you need to fall a great distance you can self paralyze you While in the air, you will drop &lt;br /&gt;
down but you will not get hurt- may be a bug that when you fall down the lights that&lt;br /&gt;
seround you when you cast it falls Faster then your body.&lt;br /&gt;
&lt;br /&gt;
:The guidelines for appropriate spells are at the top of the page. The only one that I think should be included is the last one as it is a truly interesting and generally unknown effect. The criteria isn't that the spell works well or not, rather that it shows an interesting or useful effect or combination of effects. [[User:Grandmaster z0b|Grandmaster z0b]] 01:52, 16 April 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Sprint ==&lt;br /&gt;
&lt;br /&gt;
Fortify speed 100 pts for _ seconds on self &amp;lt;br&amp;gt;&lt;br /&gt;
Fortify athletics 100 pts for _ seconds on self &amp;lt;br&amp;gt;&lt;br /&gt;
It is great if you really need to get away quickly. you run much faster than the horses. it stacks too, and vlues of speed above 100 DO count toward your movement speed. (i don't know about athletics though). This is far more effective a speed boost than skooma. just be careful when running downhill.&lt;br /&gt;
: The Athletics boost on this spell is unnecessary - all it does is make your Fatigue drain more slowly, and the Magicka cost of adding it far outweighs the benefits.  Better to put that cost towards getting a longer duration out of the Fortify Speed, and maybe use what's left over at the end to cast a cheap Restore Fatigue on yourself.  (Or just make a few potions - even for Alchemy novices, Restore Fatigue potions are by far the easiest to make due to the abundance of cheap, common ingredients that have the effect listed first.) --[[User:TheRealLurlock|TheRealLurlock]] &amp;lt;sup&amp;gt;[[User_talk:TheRealLurlock|Talk]]&amp;lt;/sup&amp;gt; 23:22, 20 April 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Actually, the Athletics effect is necessary- It enhances your speed a lot more, so this combined with the speed effect makes you go very quickly indeed.--[[User:Willyhead|Willyhead McHaggis]] 11:34, 17 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== I added a new fun spell... ==&lt;br /&gt;
&lt;br /&gt;
It's called Bar-Fight. try to guess what it does?&lt;br /&gt;
&lt;br /&gt;
[[User:Maiq the liar|-m&amp;amp;#39;aiq the liar]] 19:49, 22 April 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Barrier==&lt;br /&gt;
&lt;br /&gt;
Description:&lt;br /&gt;
:*[[Oblivion:Frost Damage|Frost Damage]] 3 pts in X feet for Y seconds&lt;br /&gt;
:*[[Oblivion:Paralyze|Paralyze]] Z seconds&lt;br /&gt;
:&lt;br /&gt;
:When you cast this spell on the floor, anything that enters the X feet radius for within Y seconds after the spell is cast will be paralyzed for Z seconds. It is useful when you want to slow things down a little when facing many enemies at once. Even 1 second paralyze gives you plenty of time. Adjust parameters based on your needs.&lt;br /&gt;
&lt;br /&gt;
Does this actually work for anyone?  I'm using the 1.2 patch with SI installed, and all it does is the 3 * Y points of frost damage.  The Paralyze doesn't work unless I raise its area, and then only if they're in the area at the time of impact.  Doesn't matter if the spell counts as a Destruction or Illusion spell, doesn't work either way.&lt;br /&gt;
&lt;br /&gt;
So, does this work on earlier versions or not at all? --[[User:Deathbane27|Deathbane27]] 23:44, 29 April 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I would assume that it doesn't.  Moreover, I'd also assume that the Frost Damage will not work on enemies who enter the area after the spell has gone off.  The duration refers to how long the affected creatures will continue to take damage/be paralyzed.  It doesn't mean that the area continues to be under the effect of that spell for the whole time.  Anyone not in range when the spell initially goes off would be completely unaffected. --[[User:TheRealLurlock|TheRealLurlock]] &amp;lt;sup&amp;gt;[[User_talk:TheRealLurlock|Talk]]&amp;lt;/sup&amp;gt; 09:13, 30 April 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Frost Damage does work that way, actually.  Try it out in town with a large area, long duration effect; anyone who walks in gets damaged.  --[[User:Deathbane27|Deathbane27]] 05:34, 2 May 2007 (EDT)&lt;br /&gt;
::: The spell worked for me once but I didn't try it on 1.2. One important thing is to fire the spell to the ground, it shouldn't impact any character. --STL&lt;br /&gt;
&lt;br /&gt;
== Too Many First Person Comments ==&lt;br /&gt;
&lt;br /&gt;
I'm still deleting spells and additions that have comments in the first person; &amp;quot;I would make it 100 points fire damage&amp;quot; or &amp;quot;I made it this way when I had 100 in destruction and I could take out town guards&amp;quot; etc.&lt;br /&gt;
I'm going to add a specific point about this in the guidelines, I know they should know this already if they are going to make additions however I think this is worth repeating. [[User:Grandmaster z0b|Grandmaster z0b]] 21:43, 28 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Armor of Oblivion ==&lt;br /&gt;
&lt;br /&gt;
To whoever made the armor of Oblivion spell, just saying i cleaned it up a little, by sorting out the Links and changing the Bound Sword (Wich is 2 handed) to a bound dagger, so that you can also use a bound shield. Hope you dont mind! P.S its a cool spell!--[[User:Willyhead|Willyhead]] 09:38, 10 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Isn't Armor of Oblivion just the Superior Bound Armor spell added by the Spell Tomes plugin with summon weapon and shield effects added? [[User:Xeagle51|Xeagle51]] 23:27, 27 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Aye, but many users do not have the spell tomes plugin, so im sure they'll find it usefull.--[[User:Willyhead|Willyhead]] 12:23, 30 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Weakness + Damage==&lt;br /&gt;
&lt;br /&gt;
I don't think weakness + damage in the same spell will work. Can anyone corroborate? {{unsigned|76.99.68.190}}&lt;br /&gt;
:Yes you're right, you would have to cast the weakness first for the effect to work--[[User:Willyhead|Willyhead]] 04:00, 13 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==  Cleaning up - Another Attempt ==&lt;br /&gt;
&lt;br /&gt;
I've posted a section over at the [[UESPWiki:Community_Portal#Improving_our_Worst_Pages|Community Portal]] on one possible idea for cleanup up this page. Please take a look and let me have your feedback or ideas. Apologies for spamming this around but I felt it should appear on the talk pages of all the articles I mentioned in the post. --[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;[[User_Talk:Rpeh|Talk]]&amp;lt;/sup&amp;gt; 06:30, 19 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== SORRY! ==&lt;br /&gt;
&lt;br /&gt;
Sorry about my prepatch spells, I modified the disclaimer saying no prepatch as that had NOT been stated. Also there are other prepatch spells there we should remove for consistency's sake. There are prepatch players, and they would like access to useful spells that arent being allowed. (lol its like a crime to use these spells we have to hide them away! Black market spells! Can't find any info on those...)&lt;br /&gt;
These arent cheats btw just exploits of the system.&lt;br /&gt;
&lt;br /&gt;
== Defensive/Offensive ==&lt;br /&gt;
&lt;br /&gt;
I think that the 'Skill enhancing spells' and 'fun spells' sections are confusing and unnecessary, and they should be deleted- the spells originally documented under them should be moved to either Offensive or Defensive. If a spell has an offensive and defensive effect the spell should most likely be moved to offensive because that comes first. So why not just have too areas on the Page - Offensive Defensive, it is more simple and easier to document, anybody agree?--[[User:Willyhead|Willyhead]] 10:05, 23 July 2007 (EDT)&lt;br /&gt;
:I think you know [[UESPWiki:Community_Portal#Improving_our_Worst_Pages|my opinion]], but I wouldn't do that just yet. Hopefully a consensus will emerge shortly on that page and we can turn our attentions to the detail. --[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;[[User_Talk:Rpeh|Talk]]&amp;lt;/sup&amp;gt; 06:59, 24 July 2007 (EDT)&lt;br /&gt;
::Here's a little layout I have done- I have deleted any spells I think are redundant or Un-original and documented the spells in simple Offensive/Defensive categories- It's on [[User:Willyhead/Sandbox|my sandbox]].--[[User:Willyhead|Willyhead]] 09:39, 23 August 2007 (EDT)&lt;br /&gt;
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please dont delete them they are useful for players who bought oblivion 4 fun!&lt;br /&gt;
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-Halopedia member,-&lt;br /&gt;
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SpartanG007&lt;br /&gt;
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== Fortify Magicka Exploit ==&lt;br /&gt;
I've made the spells that use fortify magicka, such as Perpetual Shadow of the Vampire and Chain Heal. Chain Heal works fine and I never run out of magicka, but PSotV never works. I created it just like it was written on this page but my magicka always runs out. I've tried other variations using different offensive effects, but they never work. Does the fortify bug only work for Restore Healh spells, or is my unpatched Xbox360 just bugged in a strange and uncomprehendable way? Could someone else verify that PSotV actually works, because this oddment has bugged me for a while and PSotV sounds like a very attractive spell for regular use. [[User:70.246.28.192|70.246.28.192]] 20:13, 26 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Check and make sure that the cost of your PSofV spell is not more than half of 100 * your spell effectiveness. If it is more than that amount, then you are likely running out of magicka. Another possibility (though I am unclear about this) is that if your Luck is below 50 (check as it could have been damaged by some attacks) then it affects a lot of things in the game including your effective skill levels and hence the spell costs.&lt;br /&gt;
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== Preposed deletion of Paralyzing Fear ==&lt;br /&gt;
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I edited the spell to actualy list posible values. 200 burden can't be acheved with just one spell. As the burden spell page sugests this spell even at the value origanaly described is not effective. The author then goes to sugest that the spell Paralyze is in fact better than his spell. Makeing burden + demoralize for x seconds &amp;lt; Paralyze for x seconds. I don't feel burden is a useful status effect in spell form due to the low maximum value of the spell. I feel this spell misleads readers into bleiving the spell has an actual chance to work. {{unsigned|207.47.16.34}}&lt;br /&gt;
:I agree; it's been deleted. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 15:06, 22 November 2007 (EST)&lt;br /&gt;
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== Fortify Magicka Exploit explained ==&lt;br /&gt;
Inspired by the 'chain heal' spell I made my own little 'chain destruct' spell, fortify magicka 100pts for 3 s+11pts fire damage+20pts damage fatigue for the cost of 49 magicka. The spell is more 'proof of concept' than useful but it works. As long as the fortify magicka effect never runs out you can hurl fire at your enemies until your fingers hurt(just like the chain heal spell).&lt;br /&gt;
&lt;br /&gt;
Incidentally I also think I figured out exactly *why* the fortify magicka exploit works...First consider the following two statements: &lt;br /&gt;
*1)Spells can not stack on themself. &lt;br /&gt;
*2)An expired fortify magicka effect will never drop your magicka below zero.&lt;br /&gt;
I am certain statement 1 is true, statement 2 is true at least for fortify magicka effect from spells(haven't tested the effect from items and potions yet but fortify magicka item opens up a possible new avenue for exploits). Here is how I think the game engine handle the chain heal spell situation:&lt;br /&gt;
*First it does the usual check to see if you are allowed to cast the spell (considering silence effects, your mastery level, you magicka pool(at51) etc), once you get the 'go', things become interesting.&lt;br /&gt;
*As spells can not stack on themself, the fortify magicka for 100pts go away, dropping your magicka pool to zero(and not to -49 like one should expect)&lt;br /&gt;
*The cost of the spell gets deducted(-49)&lt;br /&gt;
*The renewed fortify magicka(+100) kicks in, bringing you back to where you started with 51 magicka in the pool.&lt;/div&gt;</summary>
		<author><name>Bongo</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Useful_Enchantments&amp;diff=213871</id>
		<title>Oblivion talk:Useful Enchantments</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Useful_Enchantments&amp;diff=213871"/>
		<updated>2007-12-10T14:44:57Z</updated>

		<summary type="html">&lt;p&gt;Bongo: /* Weakness to Magic/elements */  Do spells stack on themself at any patch?&lt;/p&gt;
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&lt;div&gt;Well I better put something up here considering it was my suggestion... [[User:Grandmaster z0b|Grandmaster z0b]] 18:03, 14 February 2007 (EST)&lt;br /&gt;
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I've added '''quite''' a few worn enchanted items, a guideline for magic weapons and some examples of weapons. However I'd be ''more than'' happy for any contributions. [[User:Grandmaster z0b|Grandmaster z0b]] 02:01, 18 February 2007 (EST)&lt;br /&gt;
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jus changed usefull to useful,&lt;br /&gt;
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Ooops, thanks [[User:Grandmaster z0b|Grandmaster z0b]] 02:25, 28 February 2007 (EST)&lt;br /&gt;
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==Feather==&lt;br /&gt;
I do not think that you run faster with the feather effect as is stated on this page. Is there any evidence of this? [[User:Pappasmurf|Pappasmurf]] 18:21, 1 March 2007 (EST)&lt;br /&gt;
:Well I don't have direct evidence, however I was fairly certain that feather reduced the weight of your equipment and the player runs faster with less weight, I'm sure I've read both effects before. Also it seems to work that way in game however that is a very subjective analysis. I will remove for the moment until I can get conclusive proof. [[User:Grandmaster z0b|Grandmaster z0b]] 22:26, 1 March 2007 (EST)&lt;br /&gt;
:You do run faster if the effect is coming from a spell, or a potion. I don't think enchantment effect would act any different. —STL&lt;br /&gt;
:: Yeah I checked it while playing and it certainly seemed that way, I don't have any maths or numbers to prove it but I'm sure it's around somewhere. [[User:Grandmaster z0b|Grandmaster z0b]] 20:44, 4 March 2007 (EST)&lt;br /&gt;
::: The cap seems to be around 70%, that's what is say here anyway... http://www.uesp.net/wiki/Oblivion:Getting_Around  I have not done any kind of testing but(like others) I have noted a difference if my pockets are full or empty. [[User:Bongo|Bongo]] 17:28, 9 March 2007 (EST)&lt;br /&gt;
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Ok I'm certain enough to put that back up; see [[Oblivion:Encumbrance|Encumbrance]] for the note that &amp;quot;total weight carried effects your speed&amp;quot;. As feather reduces the weight of your inventory; logically feather would make you run faster ''if your carrying any significant load''. I'll also update the [[Oblivion:Feather|Feather]] page. [[User:Grandmaster z0b|Grandmaster z0b]] 17:46, 5 March 2007 (EST)&lt;br /&gt;
:Feather does not reduce the weight of your inventory, it allows you to carry more (as inventory screen tells Y/X before, and Y/X+Z after). I've looked at the Feather page, and I did drink feather potions (totalling 600+) before I picked items up, and had no side effects (I still carried 600+)more. {{unsigned|71.227.147.154}}&lt;br /&gt;
::'''Despite what it says''' on your screen, feather really does act by reducing the weight of your inventory.  The internal numbers, which are what fundamentally control how the game works, are Y/X before; (Y-Z)/X after.  In the example you mention, it sounds like even before drinking the feather potions you could carry about 600, in which case you wouldn't experience any glitches.  What you need to try doing is put 1200+ pounds of equipment into a chest and start by carrying '''no''' weight (0/600) Then drink 4 150+ point potions: you'll notice that they do absolutely nothing to change your maximum encumbrance (screen still says 0/600, because the game won't do negative numbers, e.g., it can't do -600/600... if it was really adding it would have no problem changing to 0/1200).  Now if you pick up all the equipment you'll be at 1200/600 and unable to move.  But after picking up all the equipment you can then drink 4 potions, and you'll see your maximum encumbrance go up (1200/1200); now you will be able to move.  --[[User:Nephele|Nephele]] 01:26, 10 March 2007 (EST)&lt;br /&gt;
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== Clean up/Formatting ==&lt;br /&gt;
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I've almost finished cleaning up and formatting this page, especially in regards to putting in links to the various effects. [[User:Grandmaster z0b|Grandmaster z0b]] 18:03, 1 March 2007 (EST)&lt;br /&gt;
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== Bow Enchantments ==&lt;br /&gt;
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I've removed the weakness effects that were originally included with the ranged weapon enchantments.  The weakness effects will only increase the magnitude of ''subsequent'' attacks.  With a 1 second duration there is basically no chance of getting in a second hit while the weakness effect is active, so it's just wasted charge.  The magnitudes of the other components of the enchantment may need to be adjusted to compensate. --[[User:Nephele|Nephele]] 22:16, 1 March 2007 (EST)&lt;br /&gt;
: Yeah thanks, I hadn't had a chance to do that and I wasn't sure who originally added them. [[User:Grandmaster z0b|Grandmaster z0b]] 22:29, 1 March 2007 (EST)&lt;br /&gt;
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==A question==&lt;br /&gt;
Does the 6x Sneak attack bonus apply to damage Enchantments as well as base damage of the weapon? If so, is it worth mentioning here? [[User:Pappasmurf|Pappasmurf]] 10:29, 9 March 2007 (EST)&lt;br /&gt;
:Nope, the sneak attack bonuses do not apply to enchantments or poisons (despite several statements to the contrary that previously existed on this site); only the base weapon damage is increased by sneak attacks. --[[User:Nephele|Nephele]] 16:06, 9 March 2007 (EST)&lt;br /&gt;
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:Hmm.  In my testing it looks like Sigil Stone enchanted weapons get the 6x bonus on their Sigil Stone effect, can someone confirm? --[[User:Greggbert|Greggbert]] 19:40, 14 June 2007 (EST)&lt;br /&gt;
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== Vampiric Tooth ==&lt;br /&gt;
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Is this supposed to be a bow weapon? The first sentence is confusing in this regard. [[User:Grandmaster z0b|Grandmaster z0b]] 23:15, 12 March 2007 (EDT)&lt;br /&gt;
:I fixed this entry to replace &amp;quot;should be&amp;quot; to &amp;quot;could be&amp;quot; and deleted the first person references. [[User:Grandmaster z0b|Grandmaster z0b]] 18:42, 14 March 2007 (EDT)&lt;br /&gt;
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I do not know the regulations on this, but, I find vampiric tooth to be a useless spell. It has no point as it only lasts for 1 second, and has no gimmick, trick or coding flaw manipulation. The only way it could be used efficiently is if it had a higher value and even then it is only a single ''obvious'' effect, I had feared if this is allowed to remain we will run into the same problems we had with [[Oblivion:Useful Spells]].&lt;br /&gt;
This are my reasons for deleting it. If anyone has any objections please feel free to restore it.&lt;br /&gt;
: Yeah agreed, it wasn't necessary. [[User:Grandmaster z0b|Grandmaster z0b]] 19:04, 15 March 2007 (EDT)&lt;br /&gt;
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== Regulations ==&lt;br /&gt;
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I propose we set the same standards for Useful enchantments as the standards for the [[Oblivion:Useful Spells|Useful Spells|]] page. [[User:Grandmaster z0b|Grandmaster z0b]] 19:08, 15 March 2007 (EDT)&lt;br /&gt;
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== Vampiric Weapon ==&lt;br /&gt;
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While we're at it is there any reason that the Vampiric Weapon should have drain health 15 points for 1 second? Seems like a totally useless effect to me. I will delete both that and the first two sentences which both seem irrelevant, why would you ''need'' a Grand soul? [[User:Grandmaster z0b|Grandmaster z0b]] 21:42, 15 March 2007 (EDT)&lt;br /&gt;
:Every enemy has 15 HP less, I'd hardly call that useless. When drain health effect is in the effects the power usage is 80, without it is 78 or something similar, since you cannot do anything useful with the remaining energy, wouldn't you rather have all enemies' health reduced by 15? It does only make a difference when you pay to recharge. Even then, all you can gain is 40 gold. IMHO, drain health is the only effect that makes any sense for the rest of the energy to be spent. —STL&lt;br /&gt;
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Alright. I don't want to go in here and start deleting everything enchantment I personally do not find to be useful. However I feel it needs to be said that I do not think Vampiric weapon, being a single, obvious, non stacking, not any more useful that anything else like it (Such as strength vs. feather) effect, does not meet this pages standards for a useful enchantment. But, because I feel some my find it useful, I will not delete it unless someone else finds other reason to. [[User:Pappasmurf|Pappasmurf]] 09:26, 16 March 2007 (EDT)&lt;br /&gt;
:Well I'm not going to delete it just yet either, the page isn't really cluttered with too many enchantments and it is useful to mention that absorb health is very useful especially at earlier levels. I think that drain health 15 points for 1 second isn't a very useful effect, essentially useless until the final blow and then you can't absorb the final 15 points of health anyway. STL if you want to clarify the description then I would support it. Explain about the power useage and I would suggest that it should also be explained that it's only really useful at lower levels. [[User:Grandmaster z0b|Grandmaster z0b]] 02:16, 19 March 2007 (EDT)&lt;br /&gt;
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== Elemental armor ==&lt;br /&gt;
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Vartan- look at the sigil stone table on the sigil stone page and you will see quite clearly that the sigil stone with the Shield effect provides '''less''' actual Shield than using a Fire/Frost/Shock Shield. A Descendent Sigil stone only gives 8 pts of Shield whilst Fire/Frost/shock Shield will provide 10 pts of shield plus the resistance too fire/frost/shock. Therefore it is not an opinion but rather a fact. [[User:Grandmaster z0b|Grandmaster z0b]] 21:20, 19 March 2007 (EDT)&lt;br /&gt;
:However point taken that it wasn't very clear, hopefully the new edit is clearer, thanks. [[User:Grandmaster z0b|Grandmaster z0b]] 21:32, 19 March 2007 (EDT)&lt;br /&gt;
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== Resist Elemental Damage as well as Magic? ==&lt;br /&gt;
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Does anyone know if the Resist Magic spell effect also resists elemental damage? eg lava in Oblivion. If not, are the only ways to resist elemental damage, to have resistance in the appropriate element? Thanks (: --[[User:Saint|Saint]] 10:37, 26 March 2007 (EDT)&lt;br /&gt;
:You may want to look through [[Oblivion:Resist Magic]] and [[Oblivion Talk:Resist Magic]].  The basic answer is that resist magic resists elemental damage ''that comes from spells''.  It does not have any effect on elemental damage from poisons.  And lava in Oblivion actually does water damage, which is not reduced by resist magic or resist fire. --[[User:Nephele|Nephele]] 11:09, 26 March 2007 (EDT)&lt;br /&gt;
::Thanks, that's cleared up a lot of confusion --[[User:Saint|Saint]] 11:43, 26 March 2007 (EDT)&lt;br /&gt;
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== Almost Invulnerable Suit-? ==&lt;br /&gt;
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The Almost Invulnerable Suit is a collection of leveled and unique enchanted items rather than a suggestion for enchanting. However it is very useful and I think worth keeping even though it isn't strictly in line with this page's guidelines. Is there anywhere else it could be included or should I make a note about it's inclusion in the description? [[User:Grandmaster z0b|Grandmaster z0b]] 19:40, 27 March 2007 (EDT)&lt;br /&gt;
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This may fit into the end-game outfitting guide. [[User:Pappasmurf|Pappasmurf]] 18:01, 29 March 2007 (EDT)&lt;br /&gt;
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Regarding the second Almost Invulnerable Suit, I thought armor caps at 85. Is it different for shield spells? --[[User:Saint|Saint]] 00:58, 29 April 2007 (EDT)&lt;br /&gt;
:The armor rating is indeed capped at 85, neither Shield spells nor armor can exceed that.  Second paragraph removed. --[[User:Deathbane27|Deathbane27]] 01:23, 29 April 2007 (EDT)&lt;br /&gt;
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==  Cleaning up - Another Attempt ==&lt;br /&gt;
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I've posted a section over at the [[UESPWiki:Community_Portal#Improving_our_Worst_Pages|Community Portal]] on one possible idea for cleanup up this page. Please take a look and let me have your feedback or ideas. Apologies for spamming this around but I felt it should appear on the talk pages of all the articles I mentioned in the post. --[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;[[User_Talk:Rpeh|Talk]]&amp;lt;/sup&amp;gt; 06:30, 19 July 2007 (EDT)&lt;br /&gt;
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== Atronach's Amulet of Magicka ==&lt;br /&gt;
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I posted a very simple enchantment with an unusual twist that really seems to help especially with Atronach characters, but I lack knowledge of website-ery, so if anyone wants to clean it up please go right ahead. The only catch is that to gain the Atronach &amp;quot;refreshing magicka&amp;quot; means I have to perpetually be near zero magicka, and continually equip and unequip the item, but it has allowed my Atronach character to play with the difficulty all the way up, so I think some may want to see how this works... from zero magicka I can be 100% chameleon in 2 spells&lt;br /&gt;
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Or- maybe this information on the nature of fortify magicka might better be shown on the fortify magicka page? I recall reading about this somewhere on the wiki, but it WASN'T on that page. Maybe it should be.  -Waytoomuch&lt;br /&gt;
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== Weakness to Magic/elements ==&lt;br /&gt;
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On the blade of elements why does the weakness to magic/elements keep being deleted? it blatantly works- I've tried it myself!--[[User:Willyhead|Willyhead]] 11:24, 3 September 2007 (EDT)&lt;br /&gt;
:Because it only lasts one second. In all the tests myself, and several other users, have performed, 1 second weakness did not last long enough to successfully effect a subsequent attack. --[[User:Saruuk|Saruuk]] 19:00, 3 September 2007 (EDT)&lt;br /&gt;
::You can attack about twice in a second with a dagger.--[[User:Willyhead|Willyhead]] 07:54, 4 September 2007 (EDT)&lt;br /&gt;
::The only weapons that it wouldn't work on would be warhammers (Very slow) and possibly battleaxes and claymores (fairly slow), but it works fine with any other weapon- I've tested it myself.--[[User:Willyhead|Willyhead]] 08:00, 4 September 2007 (EDT)&lt;br /&gt;
:::Looking at the weapon tables, only shortswords and daggers would have a chance of striking move than once in a second; it seems quite ineffective to me. I don't know why you're obsessing over this. 2 seconds weakness is a much more effective and reliable enchantment. --[[User:Saruuk|Saruuk]] 08:40, 4 September 2007 (EDT)&lt;br /&gt;
::::Yes but if you put the time up to 2 seconds it would reduce the damage a lot, and by the way I'm not 'obsessing' over this, I'm simply getting the facts right. Also it works with longswords- I've tried it out before.--[[User:Willyhead|Willyhead]] 08:43, 4 September 2007 (EDT)&lt;br /&gt;
:::::Ok. I don't mind a discussion. Why don't we start by having you explain how you performed the testing, and how you determined whether or not the weakness effects where affecting subsequent attacks? --[[User:Saruuk|Saruuk]] 08:49, 4 September 2007 (EDT)&lt;br /&gt;
::::::Sure. Firstly I tested with a daedric shortsword- doing fire/frost/shock damage 14 points- without the weakness effects. I tested it out on an ogre with full health. I killed it in around 13-16 swings with the sword. Straight afterwards I enchanted another daedric shortsword with the same effects except this time adding the weaknesses. This time the Ogre died in around 4 swings of the sword. That's basically how I did the testing, I did the same with a dagger and longsword too with similar results, however I have not tried it with 2 handed weaponry (since it's probable it does not work with 2 handed weapons because they are rather slow). Another more simple test would be to time swings from the weaponry to see if they can attack once in less than a second, although I'm pretty sure all 1 handed weapons can attack once in less than a second. Please could you write how you performed your tests, then we might be able to shed some light.--[[User:Willyhead|Willyhead]] 11:10, 4 September 2007 (EDT)&lt;br /&gt;
:::::::I did another, more accurate test on a minotaur lord- using a daedric longsword (125% repaired) doing 14 fire/frost/shock damage- I attacked the minotaur 25 times (wich is the ammount of uses in the weapon) and it was still alive with around 1/3 of its health left. I then loaded up the save and fought the minotaur again except with a daedric longsword (again 125% repaired) doing 14 fire/frost/shock damage and weakness to fire/frost/shock/magic (all four of the weakness effects doing 100% weakness for 1 sec) and killed the same minotaur in exactly 5 hits. Hopefully this should prove that a 1 second weakness duration does work with longswords.--[[User:Willyhead|Willyhead]] 11:46, 4 September 2007 (EDT)&lt;br /&gt;
::::::::Sure thing. I spawned a test NPC using the console and toggled AI off. Using a glass longsword with weakness to fire 100 for 1 sec and 14 fire damage I hit him twice with not noticeable different in damage. Toggled god mode on, spawned a new NPC and cast a custom 100 weakness to fire for 15 seconds and hit the guy twice. Sword does considerably more damage. I'd conclude from that, that while possible, it would still be quite difficult to use a 1 second weakness effectively and consistently. Or perhaps I'm just not a fast mouse clicker... --[[User:Saruuk|Saruuk]] 18:05, 4 September 2007 (EDT)&lt;br /&gt;
:::::::::The thing is, you have to attack rapidly for the weakness effect to work- without the enemy blocking or dodging. If the weakness duration was pushed up to 2 seconds then the damage would have to drop considerably lower in order to fit it all in.--[[User:Willyhead|Willyhead]] 05:52, 5 September 2007 (EDT)&lt;br /&gt;
Elsewhere on this site, it indicates that a &amp;quot;Weakness to...&amp;quot; effect will apply to the next strike, and will apply to all the effects that appear before it in the list of effects.  So the &amp;quot;Weakness to...&amp;quot; effects should be put at the end of the effects for each item.  Is this not true?  If it is true, shouldn't we reorder the list of effects on these items and put them in the order that people should actually apply them? - Mark Albright :: &lt;br /&gt;
P.S.:  I just searched and couldn't find the original statement I was citing, but I did find credible statements supporting my assertion; they're on the Discussion page for &amp;quot;Oblivion:Enchanting&amp;quot; under the heading &amp;quot;The order you place magical effects on a weapon can make a huge difference in some cases.&amp;quot;&lt;br /&gt;
:On what patch level was the combination weakness to magicka/weakness to elemental damage/elemental damage tested? I have tested both weapons and spells with that combination without any luck. At least at the latest patch level spells cannot stack on themself. So the second time you hit someone with your multiplier sword, the lingering weakness effects lift before anything else happens, making your second hit no more powerful than the first. One of the spells I tested was a &amp;quot;fortify restoration to 100, restore massive amounts of health on self&amp;quot;. I expected that the cost for that spell would drop dramatically the second time I cast it but no. Funny enough, when checking my spell page, the cost was as would be expected with restoration at 100, but when I recast the spell, the magicka spent was the amount expected with restoration in it's unfortified state, indicating that the first thing that happen when you recast a spell is the lifting of any lingering effects from the same spell. (this will also explain the peculiar nature of the chain heal spell btw)&lt;br /&gt;
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== Possible Useful Enchantments, Need Testing ==&lt;br /&gt;
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Tho following Enchanments were removed from the main article because they have not been verified.  Anyone may test these enchantments and then, if found to be accurate, add the enchantments back onto the main article.&lt;br /&gt;
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===Practice Weapon===	 &lt;br /&gt;
*[[Oblivion:Restore_Health|Restore Health]] 5 points for 1 second	 &lt;br /&gt;
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*[[Oblivion:Turn Undead|Turn Undead]] 12 points for 1 second	 &lt;br /&gt;
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'''Not playtested'''! Please remove this warning after you have tested the enchantment.	 &lt;br /&gt;
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Enchant a weak, fast weapon: ideally a rusty iron dagger, iron dagger, rusty iron shortsword, or a rusty iron war axe (goblins often carry such poor weapons.) This nonlethal weapon is intended specifically for use with a [[Oblivion:Undead#Summon_Skeleton|summoned skeleton]] to train your weapon skills safely. The skeleton should quietly take his beating as you thump him around the room, until you either stop (at which point he will attack you) or the summon expires and he disappears. This enchantment only costs about 8 charge, so a weapon enchanted with a Common soul would have 100 uses. You could claim the skeleton's soul to recharge the weapon: empty Petty [[Oblivion:Miscellaneous_Items#Soul_Gems|soul gems]] are the second most cost-efficient for recharging. Note that similar enchantments on a bow would cost much more: bows and arrows do significantly more damage, and the demoralizing effect would need to be slightly lengthened.&lt;br /&gt;
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===Sparring Sword===	 &lt;br /&gt;
*[[Oblivion:Restore_Health|Restore Health]] 5 points for 1 second	 &lt;br /&gt;
&lt;br /&gt;
'''Not playtested'''! Please remove this warning after you have tested the enchantment.	 &lt;br /&gt;
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Enchant a weak, fast weapon: ideally a rusty iron dagger, iron dagger, rusty iron shortsword, or a rusty iron war axe (goblins often carry such poor weapons.) This nonlethal weapon can be used to train your weapon skills (and indirectly your armor, block, and armorer skills) against any weak creature without harming them, as long as the enchantment restores more health than the damage the weapon inflicts. This effect only costs about 8 charge, so a weapon enchanted with a Common soul would have 100 uses. When you're done sparring, just remove your opponent's soul and use it to recharge the weapon, or if you're sparring with an NPC, [[Oblivion:Charm|Charm]] them and yield so you don't need to kill them.&lt;br /&gt;
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::Yeah so, I checked and located the place where this was mentioned: Under [[Oblivion:Magical_Effects]] it states that &amp;quot;Restorative effects are never available as enchantments.&amp;quot; Nuts. It was a '''brilliant''' idea! --[[User:Nocturnal|Nocturnal]] 15:33, 11 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Bongo</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Useful_Enchantments&amp;diff=213870</id>
		<title>Oblivion:Useful Enchantments</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Useful_Enchantments&amp;diff=213870"/>
		<updated>2007-12-10T14:28:21Z</updated>

		<summary type="html">&lt;p&gt;Bongo: /* Custom Weapons */  Weakness + elemental damage on the same weapon is useless&lt;/p&gt;
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&lt;div&gt;{{quality}}&lt;br /&gt;
{{Oblivion Magic Trail}}&lt;br /&gt;
This page summarizes some '''useful enchantments''' that players may wish to create or use as inspiration for their own enchantments.  Other related pages are:&lt;br /&gt;
* '''[[Oblivion:Enchanting|Enchanting]]''': Details on how to use the enchanting altar to create enchanted items&lt;br /&gt;
* '''[[Oblivion:Souls|Souls]]''': The souls available to create filled soul gems&lt;br /&gt;
* '''[[Oblivion:Sigil Stones|Sigil Stones]]''': Information on using Sigil Stones for enchanting.&lt;br /&gt;
Enchantments and items named here are only examples. Add new enchantments below if you come up with good ones. &lt;br /&gt;
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We also would like to point out that there are countless combinations of effects and most of them are useful. However we cannot have an article that has every useful enchantment combination. Because of this, we have some general guidelines we would like you to follow when adding your useful enchantment.&lt;br /&gt;
&lt;br /&gt;
* Please place your enchantment in the correct place. Alphabetical order in the appropriate category.&lt;br /&gt;
* Please only place enchantments here that show a new gimmick or trick that would not normally be noticed. (Fire Damage 100 Points on Strike is an example of what not to put)&lt;br /&gt;
* Please label your spell effect and purpose. Try and choose a name that is descriptive, rather than one that sounds cool. (&amp;quot;Mega-Bomb&amp;quot; or &amp;quot;Powerstriker&amp;quot; does not give you much information about what the enchantment will do.)&lt;br /&gt;
* Please make sure that this enchantment works as you have labeled it.&lt;br /&gt;
* Please refrain from adding attributions or anything in first person. This is against the site's policy. &lt;br /&gt;
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Thank you for your cooperation. &lt;br /&gt;
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==Simple Enchantments==&lt;br /&gt;
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Once you have access to the arcane university, some mundane items, and some filled [[Oblivion:Enchanting#Soul Gems|soul gems]] you can begin making your own enchanted items.  However at low levels you may be disappointed that you cannot create that longsword that deals 25 points of shock damage per strike just yet. There are quite a few very useful enchantments you can create however that won't need a grand soul or cost a lot to create. &lt;br /&gt;
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*Please note the following are all listed as rings but just as easily could be a pendant, necklace, armor or clothes. The advantage of rings is that they are light to carry, you can wear two at a time and you can easily take them on and off. Any enchantment put into armor will generally be something that you will want to have only when you're in combat, or a perpetually useful effect such as Fortify Strength.&lt;br /&gt;
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===Atronach's Amulet of Magicka===&lt;br /&gt;
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Amulet (preferably) with Transcendent (preferably) Fortify Magicka 50 points.&lt;br /&gt;
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Due to the fact that Fortify Magicka will not leave the player with negative magicka when the effect expires, when one runs out of magicka, (have this item hotkeyed) merely unequip it, then re-equip (refreshing the effect) to replenish your magicka ''while empty''. Works well when coupled with custom spells that cost 50, or a custom Restoration spell costing 50 that ''further'' fortifies magicka a much larger amount to pull off an even bigger spell (3 second duration is enough). An easy way for an Atronach to save on potions. (Depending on skill level, one spell costing under 50 can fortify magicka by 300 points long enough to cast a spell right afterwards.)&lt;br /&gt;
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Using with rings can be confusing as to which ring gets booted off if you have two others equipped when you switch to this item. Hoods/Helms and amulets allow for a simple on/off switch quality to 50 free magicka, while still letting you walk around more or less fully clothed/armored.&lt;br /&gt;
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===Base Ring of Feather===&lt;br /&gt;
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Whilst most guides will tell you (quite rightly) that [[Oblivion:Fortify Attribute|Fortify Strength]] is more useful than [[Oblivion:Feather|Feather]], at low levels the spell is not as easy to acquire and a ring of Feather is cheaper to create. Two simple Rings of Feather will be very helpful for carrying loot from dungeons until you do acquire the Fortify Attribute effect. You will also run slightly faster when using Feather if you are carrying a significant amount as it will lighten your [[Oblivion:Encumbrance|encumbrance]]. There is an odd quirk with the Feather effect however that means to get the best effect it is better to pick up as much equipment as possible (until you are over encumbered) and ''then'' put on the ring(s). See [[Oblivion:Feather#Fortify Strength|Feather vs. Fortify Strength]] for more details.&lt;br /&gt;
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===Elemental Armor 1===&lt;br /&gt;
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Use three Petty soul gems to enchant three different parts of your armor (for example Cuirass, Helmet and Greaves) with [[Oblivion:Fire Shield|Fire Shield]], [[Oblivion:Frost Shield|Frost Shield]] and [[Oblivion:Shock Shield|Shock Shield]]. It will not only provide some protection from all three elements it will also increase your overall [[Oblivion:Armor#Armor Rating|armor rating]] by 18 points (6 points each). This is a significant increase and is the same as if you had enchanted your armor with the [[Oblivion:Shield|Shield]] effect but without the bonus resist fire, frost and shock for the '''same''' cost. &lt;br /&gt;
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When you begin to use stronger souls (Lesser to Grand) the [[Oblivion:Shield|Shield]] enchantment will provide more overall defense by one point, however whether that's any more useful is debatable. Either way, by enchanting all of your armor and your shield with Shield or Fire/Frost/Shock Shield, you can almost double its protection, especially at earlier levels when you're only wearing [[Oblivion:Armor#Steel|steel]] or [[Oblivion:Armor#Chainmail|chainmail]] armor.&lt;br /&gt;
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This can also be added to plain clothes instead for mages that want to retain 100% spell effectiveness.&lt;br /&gt;
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===Glowring===&lt;br /&gt;
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Use a Lesser soul to enchant a ring with [[Oblivion:Light|Light]]. Generally considered to be less useful than [[Oblivion:Night-Eye|Night-Eye]] but it still has its advantages. Night-Eye tends to diminish the game's immersion due to the loss of color and some things are harder to spot due to the lack of color contrast. You also miss out on all those pretty lighting effects in dungeons. The permanent effect is still better than using a torch (which you cannot use when in combat with a shield or two handed weapon) or casting a Light spell (or drinking a Light potion) every few minutes.&lt;br /&gt;
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===Owl's Eye===&lt;br /&gt;
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With a Petty soul you can create a Ring of [[Oblivion:Night-Eye|Night-Eye]] that will be very useful in dark dungeons. Not only will you be able to see perfectly in pitch darkness, you won't be giving away your position to your enemies. Also with this effect a Petty soul is just a useful as a Grand soul and is incredibly cheap to make.&lt;br /&gt;
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===Ring of Strength===&lt;br /&gt;
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[[Oblivion:Fortify Attribute|Fortify Strength]] is a very useful enchantment which will not only increase the amount you can carry but also increase the damage and speed of Blade and Blunt attacks. You may want to add this to some sort of armor instead.&lt;br /&gt;
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===Suit of Detecting===&lt;br /&gt;
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Using detect life is useful in the early part of the game. You can stack detect life; for example, a helm with detect life 25 feet + boots with detect life 25 feet = detect life for 50 feet. The max permanent detect life possible is 9 X 180 (with a Transcendent Sigil Stone) for a total of 1620 feet detect life.&lt;br /&gt;
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===Water Breathing===&lt;br /&gt;
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With a Petty soul you can create a Ring of [[Oblivion:Water Breathing|Water Breathing]] so you'll never have to hold your breath underwater again. It also has the same effect regardless of the soul used to create the item. Unfortunately, it will cost 2000 gold to create, and there aren't too many quests that require you to stay underwater for long periods of time.&lt;br /&gt;
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===Water Walking===&lt;br /&gt;
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Very Similar to [[Oblivion:Water Breathing|Water Breathing]] in that the effect is the same regardless of the soul used but again it will cost 2000 gold and is probably not the most useful effect overall.  Can be useful because lava is treated like water, with waterwalking you can cut across the lava in oblivion easier.&lt;br /&gt;
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==Powerful Enchantments==&lt;br /&gt;
Some of these enchantments may be seen as cheating by some, certainly enchantments like the ''Chameleon Suit'' makes the game incredibly easy. You may want to consider the effect they have on the game experience before making them.&lt;br /&gt;
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===Chameleon Suit===&lt;br /&gt;
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Enchant 5 pieces of armor, clothes or jewelry with Grand Soul gems or Sigil Stones (Latent or above) to create the infamous 100% [[Oblivion:Chameleon|Chameleon suit]]. Everyone in the game will be oblivious to you and almost all of your actions. Essentially permanent invisibility. The advantage of using Ascendant or Transcendent Sigil Stones is that you only have to use 4 pieces of clothing or armor. Many players find 100% too much and therefore some only create an 80%-95% chameleon suit which means you still have to [[Oblivion:Sneak|Sneak]].&lt;br /&gt;
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===Elemental Armor 2===&lt;br /&gt;
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As above, enchant your armor and shield with [[Oblivion:Fire Shield|Fire Shield]], [[Oblivion:Frost Shield|Frost Shield]] and [[Oblivion:Shock Shield|Shock Shield]] using powerful soul gems or Sigil stones to increase both your armor rating and resistance to fire/frost/shock. The difference here is that once you have access to Dwarven/Orcish or Elven/Glass armor (and presumably a high skill in light or heavy armor) and anything above common soul gems you will probably reach an armor rating of 85 which is the limit. Therefore it's worth mentioning that it is both a very powerful effect (especially at level 13 or 14) and that you may be actually wasting any enchantment that raises your armor rating over 85.&lt;br /&gt;
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It is also possible that the armor you originally enchanted to provide an armor rating of 70 or 80 may quickly hit the 85 limit due to an increase in your heavy armor or light armor skills, or due to your armorer skill going to expert and therefore repairing the items to 125%. In that case you may want to consider using a different enchantment on some parts of your armor.&lt;br /&gt;
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Another important factor is that Sigil Stones '''always''' provide a bigger boost to your armor rating from Fire/Frost/Shock Shield than Shield alone, making the Shield effect from Sigil Stones not a good choice in comparison to Fire, Frost or Shock shield. See the table on the [[Oblivion:Sigil_Stones|Sigil Stones]] page for more information.&lt;br /&gt;
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===Mages Clothing of Protection===&lt;br /&gt;
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It is possible to use transcendent Sigil stones to enchant 4 pieces of clothing with fire/frost/shock shield as above to get maximum protection (armor rating of 85) while still retaining 100% spell effectiveness and some resistance to spell damage.  Be careful '''not''' to use anything labeled &amp;quot;outfit&amp;quot; or &amp;quot;robes&amp;quot; as this will take the place of two pieces of clothing, use a shirt, pants, boots and a hood instead. There is only one item that can be enchanted and used on the hands that isn't considered armor; the Wrist Irons that you're wearing at the beginning of the game, if you still have them enchant them as well. In some ways the extra protection from the fourth effect is wasted due to the armor rating cap of 85, however the resistance to fire/frost/shock still works. You may want to reduce your overall armor rating to 75 (still the same as Daedric armor) and use the last two enchantments for [[Oblivion:Fortify Magicka|Fortify Magicka]] or [[Oblivion:Resist_Magic|Resist Magic]], particularly powerful if your are a Breton as this will give you 90% resist magic (you can get to 100% by using other items such as the  [[Oblivion:Magic_Items#Mundane_Ring|Mundane Ring]] found in random loot after level 20, or on [[Oblivion:Raven Camoran|Raven Camoran]] after level 22).&lt;br /&gt;
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===Almost Invulnerable Suit===&lt;br /&gt;
It is possible to achieve 101% [[Oblivion:Reflect_Damage|Reflect Damage]] and at least 100% of [[Oblivion:Resist_Magic|Resist Magic]], [[Oblivion:Reflect_Spell|Reflect Spell]], or [[Oblivion:Spell_Absorption|Spell Absorption]] by wearing a collection of enchanted items (click individual magic effects for more details). However you cannot enchant your own items with these effects, so you will have to find them or the appropriate Sigil Stone. With these enchantments, only bow-and-arrow-equipped enemies can hurt you, while blade, blunt, hand-to-hand, and magic don’t affect you at all.&lt;br /&gt;
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==Cursed Enchantments==&lt;br /&gt;
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===Hood of Torture===&lt;br /&gt;
Place this enchantment on any headgear that has [[:Category:Oblivion-Items-Zero_Weight|zero weight]] such as a Mages Hood.&lt;br /&gt;
*[[Oblivion:Damage Health|Damage Health]] 5 points&lt;br /&gt;
*Place this in your victims pocket while you are pickpocketing him/her. When your victim goes to bed and wakes up again he/she will equip his/her gear and put on the Hood of Torture. Your victim will slowly suffer and die from wearing the hood, allowing you to take the hood back and any other valuable items from the victim's crippled body. This is a great way to complete assassinations, and one more thing is- try not to wear the hood yourself....&lt;br /&gt;
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Also note that if you replace the Damage Health effect with something like Shock Damage instead, you get a very attractive visual effect while your victim dies.&lt;br /&gt;
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It is worth mentioning that this can NOT be combined with 100% Spell Absorption to create constant magicka regeneration for Atronach characters (or just to give boosts for other characters).&lt;br /&gt;
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If the victim fails to put on the item and you're compelled to retrieve it through pickpocketing, the item will now show up as stolen in your inventory. If you used a Black Hood or Bound Helmet (which are worth 0 gold), you will not be able to clear that label through a fence. A Mage's Hood, which has gold value, can be cleared through a fence.&lt;br /&gt;
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==Custom Weapons==&lt;br /&gt;
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Rather than list endless different combinations of weapons here are a few guidelines to creating powerful magic weapons:&lt;br /&gt;
*Use a combination of effects rather than a single effect; for example it's cheaper (both money wise and charge wise) to use [[Oblivion:Fire Damage|Fire Damage]] 10 points for 1 second, [[Oblivion:Frost Damage|Frost Damage]] 10 points for 1 second, and [[Oblivion:Shock Damage|Shock Damage]] 10 points for 1 second than Fire Damage 30 points for 1 second.&lt;br /&gt;
*Lower damage over time is cheaper than high damage for one second; so Fire Damage 5 points for 3 seconds is cheaper than Fire Damage 15 points for 1 second.&lt;br /&gt;
*Adding [[Oblivion:Soul Trap|Soul trap]] for at least 1 second to any weapon will help you recharge the weapon itself, as long as you have a large enough soul gem. This works especially well with [[Oblivion:Azura's Star|Azura's Star]]&lt;br /&gt;
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*Contrary to popular belief, adding [[Oblivion:Weakness to Magic|Weakness to Magic]] and [[Oblivion:Weakness to Fire|Weakness to Fire]]/[[Oblivion:Weakness to Frost|Weakness to Frost]]/[[Oblivion:Weakness to Shock |Weakness to Shock ]] to a weapon that already has an elemental damage effect will *not* increase damage of the '''next''' strike(s). As no spell can stack on itself, any lingering weakness effect will be removed before the effects on the next strike are applied.&lt;br /&gt;
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===Atronach Blade===&lt;br /&gt;
*[[Oblivion:Absorb Magicka|Absorb Magicka]] 35 pts for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 5 Second&lt;br /&gt;
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This blade was meant for those who don't want to use [[Oblivion:Alchemy|Alchemy]] and have the [[Oblivion:Birthsigns#Atronach|Atronach]] sign (although anyone can use this). Another option is to use a Transcendent Sigil Stone which can give you Absorb Magicka 50 points on strike, you couldn't add Soul Trap in that case however it can be incredibly useful for magic using characters.&lt;br /&gt;
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===Black Dagger===&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 points for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 12 points for 1 second&lt;br /&gt;
*[[Oblivion:Damage Health|Damage Health]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
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* Requires Grand Soul-Gem or Black Soul-Gem(A Grand Soul-Gem can be found in Arch Mages lobby in a Very Hard Locked display case)&lt;br /&gt;
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Use on a Daedric Dagger for maximum effect. This will kill most opponents in 1 hit and then Soul Trap them. Keeping it charged is difficult if you constantly use it, so it's better used as an assassins weapon for the Dark Brotherhood. The weapon becomes particularly effective if used in conjunction with a poison and is a great way to refill black soul gems.&lt;br /&gt;
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===Blade of Death===&lt;br /&gt;
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*[[Oblivion:Soul Trap|Soul trap]] for 1 second&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 points for 1 second&lt;br /&gt;
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Easy to make and very useful at lower levels as many creatures and NPCs will have less than &lt;br /&gt;
100 hit points, which will effectively kill them.&lt;br /&gt;
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===Blade of Elements===&lt;br /&gt;
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*[[Oblivion:Fire Damage|Fire Damage]] 14 points for 1 second&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 14 points for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 14 points for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Frost|Weakness to Frost]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 1 second&lt;br /&gt;
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Add these effects to a weapon, preferably a dagger or a shortsword, with a Grand Soul Gem. It has few charges but with the [[Oblivion:Soul Trap|Soul Trap]] it practically regenerates itself at higher levels with [[Oblivion:Azura's Star|Azura's Star]]. The only disadvantage is that you have to strike in rapid flurries with no blocking or dodging to get the most out of the Weakness effects. Very powerful when used in tandem with a Paralyze and Weakness to Fire/Frost/Shock/Magic 100% spell. The boss at the end of the Shivering Isles storyline, Jyggalag, can be killed in 4 hits with this weapon.&lt;br /&gt;
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===Blood price===&lt;br /&gt;
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*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 1 seconds&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 3 points for 1 second*&lt;br /&gt;
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Useful for archers, when the enemy gets a little too close for comfort.  Best if used w/ a weapon that swings just about perfectly at once per second.&lt;br /&gt;
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&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;A good rule of thumb is to put the [[Oblivion:Absorb Health|Absorb Health]] value at about three quarters of your level.&lt;br /&gt;
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===Blade of Rejuvenation===&lt;br /&gt;
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*[[Oblivion:Absorb Health|Absorb Health]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Magicka]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Fatigue]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
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Best if enchanted on a longsword. When used with a good shield, decent armor, and lots of empty soul gems (Black if necessary, but if not, Azura's Star works well too) this sword will make make you nearly invincible, on normal difficulty, even at level 50!&lt;br /&gt;
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===Crowd Control===&lt;br /&gt;
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*[[Oblivion:Absorb Health|Absorb Health]] 15 points in 10 feet&lt;br /&gt;
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Using Area on a melee weapon isn't practical if you have allies.  But when you're surrounded by enemies, there's nothing like hitting them all at once while simultaneously restoring plenty of health.  Tossing in [[Oblivion:Soul Trap|Soul trap]] is a nice variation, but it's only effective when used with no area (unless you carry lots of empty soul gems around).&lt;br /&gt;
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===Dragon Blade===&lt;br /&gt;
*[[Oblivion:Damage Health|Damage Health]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
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This is a blade meant for those who need to rely on one blade constantly. With a grand soul gem, it has 40 uses.&lt;br /&gt;
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===Elemental Fury===&lt;br /&gt;
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Add these effects to a weapon, preferably with a Grand Soul Gem. Not only will you get more uses each charge than the same damage with a single effect, but most creatures will have a weakness to at least one of its effects and very few will be able to resist them all.&lt;br /&gt;
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*[[Oblivion:Fire Damage|Fire Damage]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 10 points for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 10 points for 1 second&lt;br /&gt;
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===Glamdring===&lt;br /&gt;
[ turn any dagger or short sword into a death reaper! ]&lt;br /&gt;
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*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
*[[Oblivion:Silence|Silence]] for 2 seconds&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100 points for 1 second&lt;br /&gt;
*[[Oblivion:Drain Fatigue|Drain Fatigue]] 100 points for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 seconds&lt;br /&gt;
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To make this enchantment, you must have a Destruction skill of 50 and a filled Grand Soul Gem which should give you a total of 20 uses.&lt;br /&gt;
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This weapon is more suitable for the hardest game difficulty, as it will bring a quick death to the most stalwart of opponents. Press the attack with a flurry of follow-up hits until your enemies drop dead. At least two creatures you should not use Glamdring against: Liches and Xivilai. Also, pretty much useless against Wraiths.&lt;br /&gt;
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===Mage-Bane (Weapon)===&lt;br /&gt;
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*[[Oblivion:Silence|Silence]] for 10 seconds&lt;br /&gt;
*[[Oblivion:Absorb Magicka|Absorb Magicka]] 25 points for 5 seconds&lt;br /&gt;
*{{Oblivion Effect Entry|Weakness to Poison}} 100% for 3 seconds&lt;br /&gt;
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The {{Oblivion Effect Entry|Weakness to Poison}} effect should be combined with [[Oblivion:Damage Attribute|Damage Willpower]] poisons, so that the caster's magic will come back much more slowly (IF AT ALL). With enough hits, the foe's Willpower will be reduced to 0, and the absorbed power won't come back. On top of that, the [[Oblivion:Silence|Silence]] effect will stop them from curing the poison!&lt;br /&gt;
&lt;br /&gt;
===Mind Reaper===&lt;br /&gt;
&lt;br /&gt;
In similar fashion to the Atronach Blade above, this knife is also intended for quick magicka recharging by characters using the Atronach birthsign, but could find a place with any magic-focused character.&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Absorb Magicka|Absorb Magicka]] 36 points for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magicka]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
Since this weapon will only be doing its normal damage to an enemy, the Soul Trap enchantment is a bit less useful than it would be on something like the Ultimate Weapon below.  A player could remove the Soul Trap enchantment and push Absorb Magicka up to 37 points.  Beware of using this weapon against foes with [[Oblivion:Reflect Spell|Reflect Spell]] as you may inadvertently give your magicka to them.&lt;br /&gt;
&lt;br /&gt;
===Overpowered Blade/&amp;quot;Spectral Warp&amp;quot;===&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Frost|Weakness to Frost]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 7 points for 1 second&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 7 points for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 7 points for 1 second&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 90 points for 1 second&lt;br /&gt;
&lt;br /&gt;
This weapon can be customized through the addition of &amp;quot;[[Oblivion:Soul Trap|Soul Trap]] for 1 second&amp;quot; to capture souls for recharging. Note that this will lower the total number of uses from 22 to 21; however simply by lowering two of the &amp;quot;X Damage&amp;quot; from 7 to 6 you will restore the weapon to 22 uses with a minuscule loss of damage.&lt;br /&gt;
&lt;br /&gt;
It is possible to use &amp;quot;Drain Health: 91&amp;quot; instead of 90 since both cost the same and the weapon still ends up at 22 uses. Purists may object to the uneven number, but it is largely a non-issue since the Drain Health effect is not shown when hovering over the weapon; that's because the game only lists the first seven enchantments.&lt;br /&gt;
&lt;br /&gt;
As a final customization, lower two of the &amp;quot;X Damage&amp;quot; from 7 to 6 to get a magic cost of 69 instead of 72. That gives you a charge of 1600 / 69 = ~23, meaning that the blade has one extra use for a minuscule loss of damage.&lt;br /&gt;
&lt;br /&gt;
===SoulReaper===&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 2 seconds&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
*[[Oblivion:Drain Health|Drain Health]] 100pts for 1 second&lt;br /&gt;
*[[Oblivion:Demoralize|Demoralize]] up to level 25 (100 points) for 1 second&lt;br /&gt;
&lt;br /&gt;
This enchanted weapon makes almost any enemy in the game trivial to defeat.&lt;br /&gt;
* For the Weakness to Magic effect to be useful, you need to be able to hit your enemy a second time within the two seconds duration of the weakness effect.  Therefore, it's best to apply this enchantment to a weapon with a relatively fast attack speed; if you prefer slow, two-handed weapons, you may want to increase the weakness duration.&lt;br /&gt;
* The Demoralize effect makes the enemy not fight back.&lt;br /&gt;
&lt;br /&gt;
===Vampiric Weapon===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 21 points for 1 second&lt;br /&gt;
&lt;br /&gt;
This enchantment is very useful to heal yourself especially if a fast weapon is used for enchantment. Alternatively, a [[Oblivion:Sigil Stone|Sigil Stone]] can be used to get a similar effect.&lt;br /&gt;
&lt;br /&gt;
===Vampire Killer===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 26 points for 1 second&lt;br /&gt;
&lt;br /&gt;
If you want to kill vampires fast this is VERY useful.  Full vampires are already weak to fire 100%.  This will add to that another 100% with [[Oblivion:Weakness to Fire|&amp;quot;Weakness to Fire&amp;quot;]] and 100% [[Oblivion:Weakness to Magic|&amp;quot;Weakness to Magic&amp;quot;]] times the 26 points of [[Oblivion:Fire Damage|&amp;quot;Fire Damage&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
===Magical Vengeance===&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Damage Health|Damage Health]] 5 points for 2 seconds&lt;br /&gt;
*[[Oblivion:Disintegrate Armor|Disintegrate Armor]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Disintegrate Weapon|Disintegrate Weapon]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 5 points for 2 seconds&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 5 points for 2 seconds&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 points for 2 seconds&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 2 seconds&lt;br /&gt;
Similar to the Elemental Fury, this also implements Weapon and Armor Disintegration and Damage Health. Useful on just about everything. A Grand Soul Gem is recommended. Experimental Variations are also recommended - less elemental damage and more health damage/disintegration effect. Most effective used on Daedric Longsword at higher blade skills (29 damage + effects). Drain Health is NOT recommended, however; must be damage. Should also consider damage Magicka.&lt;br /&gt;
&lt;br /&gt;
== Useful Enchantments for Bows ==&lt;br /&gt;
&lt;br /&gt;
Fighting with ranged weapons, i.e. bows, is difficult when you engage in combat with enemies that don't use ranged weapons, but instead favor melee or close range attacks. When hit with the following weapons, enemies will holster their weapons and run in fear. After the effect expires they will come back to battle.&lt;br /&gt;
&lt;br /&gt;
The weapons bearing the demoralize, and turn undead enchantments affect all creatures and NPCs whose level is 24 or lower. If you choose a weaker demoralize effect, for example, only up to level 15, then once you reach level 20 most creatures will not be affected, because most NPCs' and creatures' level is similar to your character's level.  Therefore setting the level to 25 is strongly recommended.  Even so, leveled creatures (e.g., [[Oblivion:Monsters#Minotaur Lords|Minotaur Lords]], [[Oblivion:Undead#Liches|Liches]]) and NPCs at high character levels may not be affected. The duration of the demoralization effect determines how far enemies will run before coming back into the fight. If you set it to 1 sec they will almost stay in place and holster their weapon when hit by the arrow. Avoid setting the duration of the demoralization effect too high, because affected enemies might leave the battle for good.&lt;br /&gt;
 &lt;br /&gt;
===Bow of the Assassin===&lt;br /&gt;
*[[Oblivion:Weakness to Poison|Weakness to Poison]] 100% for 10 seconds on strike&lt;br /&gt;
Quite an obvious option to the badass alchemist type. Strike first with an empty arrow and add poison to the second one. It can start the fire-and-forget kind of poisoning with a two-effect poison instead the harder to make three-effect ones.&lt;br /&gt;
&lt;br /&gt;
===Bow of Morale Degradation===&lt;br /&gt;
(Affects [[Oblivion:NPCs|NPCs]] and [[Oblivion:Creatures|living creatures]] only) &lt;br /&gt;
*[[Oblivion:Demoralize|Demoralize]] up to level 25 (100 points) for 2 seconds on strike&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second on strike&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 3 points for 1 second on strike&lt;br /&gt;
&lt;br /&gt;
===Dragon Bow===&lt;br /&gt;
*[[Oblivion:Damage Health|Damage Health]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Absorb Health|Absorb Health]] 5 points for 1 second&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second&lt;br /&gt;
&lt;br /&gt;
This is a bow meant for those who need to rely on one bow constantly. With a grand soul gem, it has 40 uses.&lt;br /&gt;
&lt;br /&gt;
===Frailty===&lt;br /&gt;
(Affects [[Oblivion:NPCs|NPCs]] only)&lt;br /&gt;
*[[Oblivion:Drain Fatigue|Drain Fatigue]]* 100 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Strength]]* 86 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Agility]]* 86 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Endurance]]* 86 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Willpower]]* 82 points for 1 second on strike&lt;br /&gt;
&lt;br /&gt;
High knock back via fatigue damage is a healthy alternative to the demoralize spell effect (though not against creatures).  The enemy will not be retreating, making a second shot easier to achieve, and a number of other effects are cast depending on the nature in which fatigue is drained (say by strength drained opposed to willpower drained).  Draining agility (knock back rate up) and strength (burdening) are useful features even if the fatigue drain is found insufficient to knock down the enemy.  Note, however, that drain endurance has '''no''' effect on NPC [[Oblivion:Health|Health]], and other than to decrease fatigue, the effects of draining willpower (magicka regeneration) are pointless for a one second duration.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;The '''Drain Attribute''' spell is not readily available. Please see the '''notes''' section on [[Oblivion:Drain_Attribute|Drain Attribute]] for how this spell can be obtained.&lt;br /&gt;
&lt;br /&gt;
===Slow Bow===&lt;br /&gt;
(Affects [[Oblivion:Creatures|creatures]] and some [[Oblivion:NPCs|NPCs]])&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Speed]] 60 points for 5 seconds on strike&lt;br /&gt;
&lt;br /&gt;
The ability of enemies to detect you appears to be based on their Speed.  When you hit an enemy with this bow while sneaking, they will detect you and then immediately lose track of you; you will see the &amp;quot;eye&amp;quot; glow briefly and then fade.  They will stand in one place as you repeatedly pelt them with arrows, getting the sneak bonus each time.  Note that other enemies in the vicinity may take notice. &lt;br /&gt;
&lt;br /&gt;
Once you are of sufficiently high level, leveled NPCs will have enough Speed to see you even with the drain.&lt;br /&gt;
&lt;br /&gt;
*note* This effect is very useful with bodies of water around that are deep enough to swim in; if you have a water walking enchantment.  Lure your opponent to the water, so he/she falls in.  Then, peg 'em with the slow bow while they flop around in the water.&lt;br /&gt;
&lt;br /&gt;
===Undead 180===&lt;br /&gt;
(Affects [[Oblivion:Undead|undead creatures]] only)&lt;br /&gt;
*[[Oblivion:Turn Undead|Turn Undead]] up to level 25 (100 points) for 2 (or higher) seconds on strike&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 1 second on Strike&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Frost Damage|Frost Damage]] 3 points for 1 second on strike&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]] 3 points for 1 second on strike&lt;br /&gt;
&lt;br /&gt;
Alternatively you can add both &amp;quot;Demoralize&amp;quot; and &amp;quot;Turn Undead&amp;quot; to a single weapon but it takes up many charges. It might be possible to add both of them when using a Grand Soul.&lt;br /&gt;
&lt;br /&gt;
Most undead are resistant, if not immune, to Frost so you may want to leave that out.&lt;br /&gt;
&lt;br /&gt;
===Stopping Bow===&lt;br /&gt;
(Affects [[Oblivion:NPCs|NPCs]] only)&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Strength]] 100 points for Y seconds on strike.&lt;br /&gt;
&lt;br /&gt;
One shot from this bow will make most NPCs over-encumbered and unable to move. Then keep repeating attacks with the bow from a range and you can kill NPCs without them even getting close to you. Just don't get to close though, because they can still swing their sword or axe at you. Wizards don't work for this because they can still cast ranged spells and summon creatures. Archers won't work either unless you can get their bow to break (they never run out of arrows) or use them for an unlimited arrow supply (you will still have to dodge, unless you are practicing light or heavy armor as well). Add a [[Oblivion:Weakness to Magic|Weakness to Magic]] for an amplified effect.&lt;br /&gt;
&lt;br /&gt;
===Wizard's Companion===&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Frost|Weakness to Frost]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Weakness to Magic|Weakness to Magic]] 100% for 3 seconds&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]] for 7 seconds&lt;br /&gt;
&lt;br /&gt;
An incredibly useful bow to use in conjunction with [[Oblivion:Leveled_Spells#Wizard.27s_Fury|Wizard's Fury]] that will drop most nasties in a single one-two punch. At level 33 this bow produced a fire-and-forget effect on just about everything short of Liches and Xivilai.  Alternate versions can drop the soul trap to regain charges, lower the overall duration (assuming you can get a casting in that quickly.. at 3 secs I hit it 90% of the time), and/or increasing the duration on the Weakness to Fire to get more &amp;quot;burn time&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Bongo</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Traps&amp;diff=212270</id>
		<title>Oblivion talk:Traps</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Traps&amp;diff=212270"/>
		<updated>2007-12-04T15:00:21Z</updated>

		<summary type="html">&lt;p&gt;Bongo: /* What's the purpose of this page? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Confirmation on data =&lt;br /&gt;
As plenty of data on traps can't be read literally from the Construction Set, here is an overview of the data I worked with.&lt;br /&gt;
== Physical Damage calculation ==&lt;br /&gt;
=== Conditions ===&lt;br /&gt;
* Using the console command &amp;quot;setlevel&amp;quot; to test different levels.&lt;br /&gt;
* Test trap are the Swinging Blades close to the entrance/exit of [[Oblivion:Lindai|Lindai01]].&lt;br /&gt;
* Using the console command &amp;quot;tdt&amp;quot; to measure the exact health values.&lt;br /&gt;
=== Conclusions ===&lt;br /&gt;
* Damage is calculated the moment you're hit, and is based on your character's level at '''that''' moment.&lt;br /&gt;
* Damage is calculated for each actor. The skeletons who were so nice to get hit received damage dependent on '''their''' level.&lt;br /&gt;
* Damage = fTrapDamage + fLevelledDamage * Level.&lt;br /&gt;
&amp;quot;fTrapDamage&amp;quot; and &amp;quot;fLevelledDamage&amp;quot; are both variables set in the trap object's scrip.&lt;br /&gt;
=== Test data ===&lt;br /&gt;
According to ARTrapSwingBladeFAST01SCRIPT:&amp;lt;br&amp;gt;&lt;br /&gt;
fTrapDamage = 20&amp;lt;br&amp;gt;&lt;br /&gt;
fLevelledDamage = 1.5&lt;br /&gt;
{|class=greylapse&lt;br /&gt;
|-&lt;br /&gt;
!Level !! Damage&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 21.50&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 23.00&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 24.50&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 26.00&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 27.50&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 35.00&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 42.50&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 50.00&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 57.50&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 95.00 &lt;br /&gt;
|-&lt;br /&gt;
| 75 || 133.50&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 170.00&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Editor ID's ==&lt;br /&gt;
For reference:&lt;br /&gt;
{|class=greylapse&lt;br /&gt;
!Trap/Trigger name !! Editor ID&lt;br /&gt;
|-&lt;br /&gt;
| Claw Lever || OBClawSwitchTall&lt;br /&gt;
|-&lt;br /&gt;
| Pressure Plate || CTrigPressurePlate01&lt;br /&gt;
|-&lt;br /&gt;
| Tripwire || CTrigTripwire01&lt;br /&gt;
|-&lt;br /&gt;
| Avalanche || OblivionAvalanche01&lt;br /&gt;
|-&lt;br /&gt;
| Ayleid Ruin Spike Pit || ARTrapSpikePit01&lt;br /&gt;
|-&lt;br /&gt;
| Cave In || CTrapCaveIn01&lt;br /&gt;
|-&lt;br /&gt;
| Ceiling Spikes || ARFloorSMASHER01 (the raising floor)&amp;lt;br&amp;gt;&lt;br /&gt;
ARTrapLongSpikes01 (the spikes in the ceiling)&lt;br /&gt;
|-&lt;br /&gt;
| Citadel Guillotine Blade || HallwayTrackBladeTrap01&lt;br /&gt;
|-&lt;br /&gt;
| Citadel Trident Blade || HallwayTrackBladeTrap02B&lt;br /&gt;
|-&lt;br /&gt;
| Citadel Spikes || CitadelHall3waySpikeTrap01 (for a single wall)&amp;lt;br&amp;gt;&lt;br /&gt;
CitadelHall90cornerSpikeTrap01 (for corners)&amp;lt;br&amp;gt;&lt;br /&gt;
CitadelHallSpikeTrap01 (for two opposing walls)&lt;br /&gt;
|-&lt;br /&gt;
| Claw Trap || ClawGateLeft01&amp;lt;br&amp;gt;&lt;br /&gt;
ClawGateRight01&lt;br /&gt;
|-&lt;br /&gt;
| Crumbling Bridge || ARTrapBridgeCrumble (Ayleid Ruins)&amp;lt;br&amp;gt;&lt;br /&gt;
RFPitBridgeTrap (Forts)&lt;br /&gt;
|-&lt;br /&gt;
| Darts || RFTrapDarts01&lt;br /&gt;
|-&lt;br /&gt;
| Falling Blades || ARTrapBridgeBlade01&lt;br /&gt;
|-&lt;br /&gt;
| Falling Logs || CTrapLogs01&lt;br /&gt;
|-&lt;br /&gt;
| Gas Trap || ARTrapGasCloud (gas cloud)&amp;lt;br&amp;gt;&lt;br /&gt;
ARTrapGasEmitter01&amp;lt;br&amp;gt;&lt;br /&gt;
ARTrapGasEmitterRANDOM01&lt;br /&gt;
|-&lt;br /&gt;
| Gas Room || ARTrapWallCorner01&lt;br /&gt;
|-&lt;br /&gt;
| Spike Pit || RFTrapSpikes01&lt;br /&gt;
|-&lt;br /&gt;
| Spiked Barrier || ARTrapChannelSpikes01&lt;br /&gt;
|-&lt;br /&gt;
| Swinging Blades || ARTrapSwingBladeFAST01&amp;lt;br&amp;gt;&lt;br /&gt;
ARTrapSwingBladeRANDOM01&amp;lt;br&amp;gt;&lt;br /&gt;
ARTrapSwingBladeSLOW01&lt;br /&gt;
|-&lt;br /&gt;
| Swinging Log || CTrapSwingLogLong01&lt;br /&gt;
|-&lt;br /&gt;
| Swinging Mace || CTrapSwingMaceLong01 (cylinder shaped mace)&lt;br /&gt;
CTrapSwingMaceShort01 (sphere shaped mace)&lt;br /&gt;
|-&lt;br /&gt;
| Dark Welkynd Stone || ARTrapEvilStone01 (casts Frost Damage)&lt;br /&gt;
ARTrapEvilStone02 (casts Shock Damage)&lt;br /&gt;
|-&lt;br /&gt;
| Fire Turret || OBTurretBig01&lt;br /&gt;
|-&lt;br /&gt;
| Land Mine || OBMineTrap01&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
--[[User:Timenn|Timenn]] 14:42, 9 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
= Talk =&lt;br /&gt;
== Page Rewrite ==&lt;br /&gt;
I've rewritten the entire Traps page. The traps used to be listed in one table, with only brief and sometimes confusing summaries. The rewrite should list all traps (some were missing) and information on:&lt;br /&gt;
* Where to find them.&lt;br /&gt;
* How they appear (if they are not yet triggered).&lt;br /&gt;
* What happens if the trap is triggered.&lt;br /&gt;
* What effect the trap has on its victim (usually the amount of damage).&lt;br /&gt;
A picture for each trap has been added, as well details on how to avoid the trap and some other information that doesn't fall into an above mentioned category. &amp;lt;br /&amp;gt;&lt;br /&gt;
--[[User:Timenn|Timenn]] 11:35, 10 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Confirmation of Argonian Immunity ==&lt;br /&gt;
Can someone confirm the immunity of [[Oblivion:Argonian|Argonians]] to the [[Oblivion:Traps#Gas Trap|Gas Trap]] and the [[Oblivion:Traps#Gas Room|Gas Room]]? I was surprised by this statement as the scripts of these traps appear to be generally the same as the scripts of other physical traps. The one main difference is that these Gas traps deal damage over a longer amount of time, but nowhere I have seen an indication that an immunity ability could help resist the damage dealt by such physical traps. &amp;lt;br /&amp;gt;&lt;br /&gt;
I could test this later with adding the immunity abilities of Argonians to my character and see if they help. --[[User:Timenn|Timenn]] 08:30, 17 June 2007 (EDT)&lt;br /&gt;
:Your wish is my command ;) I turned my tutorial-save character (i.e., no fancy equipment or other protection) into an Argonian, went to Vindasel, and stood on the gas vent there for a while.  And absolutely nothing happened.  The gas was definitely working, because one of the rats who came after me died from it.  On the other hand, the spike pit in the first room at Vindasel still did as much damage as ever when I ran into it.  So it looks like somewhere the effect used by the gas traps is flagged as a poison, implying that any [[Oblivion:Resist Poison|Resist Poison]] effect will reduce the damage from the traps.  Perhaps the bTrapContinuous flag is somehow used to decide whether to treat the damage as physical or poison? --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 16:06, 20 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::It even gets more interesting... First of all, it seems like Gas Trap damage the {{Oblivion Effect Entry|Resist Poison}} resists is a general resistance. It means that all characters with a Resist Poison effect active will only receive partial damage from the Gas. (100% means no damage ofcourse) I tested this first with a non [[Oblivion:Argonian|Argonian]] character by first adding the Argonian racial ability, and later a spell that only give 50% resistance.&lt;br /&gt;
::Second, the bTrapContinious variable is not responsible for determining whether a trap is physical or poison. In fact, I switched the scripts of the ARGasGrateTrap01 and the ARTrapSpikePit01 as both traps have similar scripts and a similar triggering zone. I didn't make a difference (except for different damage values). &lt;br /&gt;
::Then I went on and switched the mesh .nif files of the two trap Statics. This did make a difference, the trap called ARGasGrateTrap01 was acting exactly like a Ayleid Ruin Spike Pit, and the ARTrapSpikePit01 was acting exactly like the Gas Trap. &lt;br /&gt;
::From this it may be concluded that the Poison flag is set in the mesh itself. However, I'm not familiar with modelling, so I couldn't check if this is true. Maybe someone with experience in this, and who has the time, is able to shed some light into this.&lt;br /&gt;
&lt;br /&gt;
::For now I think we could change the statement about Argonians to a statement on how Resist Poison resists Gas damage, and provide as example Argonians.&lt;br /&gt;
&lt;br /&gt;
==Another Page Rewrite==&lt;br /&gt;
Nothing too major, I just went in and cleared up a lot of statements and passages under a lot of the traps (grammar, sentence structure, consistency, etc.). I also changed the names of two of the traps, both of which contained &amp;quot;Spike Pit&amp;quot; (one was referring to the platform that drops onto spikes in Ayleid ruins and the other was referring to the spikes below holes in the ground in places like forts). The former, called &amp;quot;Ayleid Ruin Spike Pit&amp;quot; in the table, I changed to simply &amp;quot;Spike Pit&amp;quot;, whereas I changed the latter to &amp;quot;Hole&amp;quot; and provided some more information. I put them both in the correct alphabetical order on both the article and the table. However, if anyone could provide damage tables for lava under &amp;quot;Hole&amp;quot;, that would be great.&lt;br /&gt;
Also, could anyone confirm that the Dark Welkynd stones change into the color of the elemental spell they will cast? I don't ever recall seeing any of them turn anything but red.&lt;br /&gt;
[[User:SubtleCynicism|SubtleCynicism]] 05:19, 27 July 2007 (EDT)&lt;br /&gt;
:I undid the name changes, because those names have been used on all of the dungeon pages when describing the traps found in dungeons, including in the cross links to the Traps page.  So changing the names here has some widespread consequences. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 12:42, 27 July 2007 (EDT)&lt;br /&gt;
::I just ran around and got myself zapped by a few different varieties of Welkynd Stones.  Three did frost damage (ARTrapEvilStoneAUTOFIRE01, ARTrapEvilStoneAUTOFIREFAR01, ARTrapEvilStone01) and one did shock damage (ARTrapEvilStoneAUTOFIRE02).  Every single one of them definitely glowed red before firing, so I've changed the text accordingly. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 02:12, 2 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bone Claw trap ==&lt;br /&gt;
&lt;br /&gt;
Should the Bone Claws in the final area of [[Oblivion:Echo Cave|Echo Cave]] be mentioned on this page?- they are clearly metioned as a trap on the Echo cave walkthrough.--[[User:Willyhead|Willyhead]] 14:50, 20 August 2007 (EDT)&lt;br /&gt;
:I'll say &amp;quot;No&amp;quot; for two reasons. First, they're unique; that's the only place you get exactly that style of 'trap' (or so I believe). Second, they don't do any damage - their purpose is to stop you from running. The data on the Echo Cave page is generated automatically and I imagine it classified the spikes as a trap because they use a similar detect-and-spring trigger as other traps. I'd leave it as it is to be honest. --[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;[[User_Talk:Rpeh|Talk]]&amp;lt;/sup&amp;gt; 06:14, 21 August 2007 (EDT)&lt;br /&gt;
::But then claw traps are included on the page- wich do no damage, and it doesn't say on the page that any traps added must not be unique- since it has a spring trigger and traps the player, that's a good enough reason for me to call it a trap.--[[User:Willyhead|Willyhead]] 14:31, 2 September 2007 (EDT)&lt;br /&gt;
:::I agree with Rpeh, but only for his first reason. A trap doesn't necessarily have to hurt its victim. Think of the [[Oblivion:Traps#Crumbling Bridge|Crumbling Bridge trap]], where the fall damage might be minimal (or none) but the &amp;quot;punishment&amp;quot; is the detour you have to take to get back on your original track. The Claw trap in [[Oblivion:Confront The King|Confront The King]] is not only unique but also only triggers once, and that one is on a scripted ocassion. That trap is also unavoidable (well it should be, anyway), while the characteristic of all Oblivion traps is that they are possible to avoid. --[[User:Timenn|Timenn]] 15:17, 7 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Claw Trap's damage ==&lt;br /&gt;
&lt;br /&gt;
[http://www.uesp.net/w/index.php?title=Oblivion:Traps&amp;amp;oldid=188658 This edit] claims that Claw Traps do deal damage. I would like to see some evidence backing up this claim as the script for this trap doesn't set the usual fTrapDamage. I've also tested trying to get damaged myself without any luck. --[[User:Timenn|Timenn]] 16:31, 15 October 2007 (EDT)&lt;br /&gt;
:Unfortunately I have no evidence I can show you. The way I found this out is from adventuring in Oblivion. I was battling a daedroth, and suddenly a claw trap pronged from underground and killed the weakened daedroth. To further test if this was true I walked into the spikes of the claw trap and suffered some damage. I did the same thing three times and the same thing happened every time. So I came to the conclusion that they do damage. We better hear others opinions on this.--[[User:Willyhead|Willyhead]] 16:38, 15 October 2007 (EDT)&lt;br /&gt;
::Checking over the construction set, I'm wondering whether there are two different varieties of the claw trap and whether that helps to explain this discrepancy.&lt;br /&gt;
::* The most common type of claw trap has editor names ClawGateLeft01 and ClawGateRight01, and appears in 35 different locations.  As Timmenn says the script used by this type of trap (OblivionBoneGateTrapSCRIPT01) doesn't have any of the fTrap settings.  Also these traps do not have the &amp;quot;Dangerous&amp;quot; flag set in the CS.&lt;br /&gt;
::* There are two other claw traps under the editor ID OblivionGateClawGateOpen.  The script (KvatchClawGateOpen) still doesn't have any fTrap settings, but the trap '''does''' have the &amp;quot;Dangerous&amp;quot; flag set.  These two traps are only found in [[Oblivion:Random Oblivion World 5|Random Oblivion World 5]].  Just to add even more confusion, there are another two claw traps in ROW5 that are of the more common variety.&lt;br /&gt;
::I'm wondering whether Willyhead happened to encounter one of the two dangerous traps in ROW5, whereas Timenn's tests were all on the more common non-dangerous traps that exist everywhere else.  Not that AFAIK we know what the &amp;quot;Dangerous&amp;quot; flag actually means.  In fact, checking another dozen traps that definitely do cause damage, none of them are flagged as dangerous ;)  But given the discrepancies here it seems like it's worth looking into. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 04:01, 20 October 2007 (EDT)&lt;br /&gt;
:::Good idea, I will look into this after the weekend. If it's true it will mean that a note could be added to the Claw Trap explaining the exception in ROW 5. Using ''tdt'' to check the amount of damage it deals could be a way to track the script that explains the damage dealt by this trap. --[[User:Timenn|Timenn]] 09:53, 20 October 2007 (EDT)&lt;br /&gt;
::::I have been hit with this trap a few times, all that happens to me is that I get pushed out of the way. I think its just there to block the way, not kill. [[User:212.50.191.54|212.50.191.54]] 06:19, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've tested the trap Nephele mentioned, but it seems they don't do any damage. I doubt they are the traps Willyhead could mean, as they are scripted to only act once (I've tested this also ingame). I'm not sure what else could cause the difference, other than mods. Maybe Willyhead can tell where the trap can be found, or test the trap at a different location. --[[User:Timenn|Timenn]] 09:35, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Pressure Plate ==&lt;br /&gt;
&lt;br /&gt;
Ive noticed that the pressure plate switch is set off if enough weight is applied to it, does this mean by using various feather spells I could step on one and nothing would happen? --[[User:212.50.191.54|212.50.191.54]] 06:17, 31 October 2007 (EDT)&lt;br /&gt;
:No. Feather spells don't have any effect on your mass in the game, just on the amount you can carry. Otherwise, for instance, you'd go flying every time somebody hit you during combat if you had a big feather spell in effect! --[[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; 06:36, 31 October 2007 (EDT)&lt;br /&gt;
Ah yes, that does make sense, I  forgot that the character has weight&lt;br /&gt;
&lt;br /&gt;
== What's the purpose of this page? ==&lt;br /&gt;
What exactly is the purpose of this page? I had one of my edits removed with the reason that it wasn't the purpose of this page. I thought this page was about traps, where to find them, '''what they do''', '''how to deal with them''' so I added two minor detail on cave ins. 1) Fallen rocks may cover stuff on the ground. 2) You can blast the rock out of your way if you want to look under them. Somehow these minor edit was not judged worthy, with a poor explanation too. So, exactly why is these two minor details not appropriate for this page? Oh, I once found a chest with some minor loot under a cave in(amelions tomb?). That's why I wanted to mention it here. Preceeding coment added by [[User:Bongo|Bongo]] 16:54, 29 November 2007 (EST)&lt;br /&gt;
:Okay, this time I'll leave it. But the page is about damage and how to avoid the traps; not really about things getting covered. --[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 17:29, 29 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::The problem with part of that information is that it doesn't cover everything. A rock that has fallen down can be moved by more than just area effect spells. An area effect spell is just an easy way of moving things. It's also trivial that loose objects can be moved in Oblivion, so mentioning that on a Traps page is just not necessary. I think a note of the amount of rocks that fall down, and the effect that can have, is more than enough. --[[User:Timenn|Timenn]]&amp;lt;span style=&amp;quot;font-size: 8px; font-style: italic;&amp;quot;&amp;gt; &amp;amp;lt; &amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;[[User_talk:Timenn|talk]]&amp;lt;/span&amp;gt; &amp;amp;gt; &amp;lt;/span&amp;gt; 17:40, 29 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Cave ins, logs and landslides all have the capacity to cover interesting stuff. Unlike the other two, objects covered by cave ins will usually be unaccessible until you figure out how to remove the rocks. The hold key is useless on such rocks, a fireball works(and bring the rocks back to life!). I agree that damage dealt by traps and how to avoid it should get priority on this page but I still think we have room for secondary effects as well. Not sure if the mentioned chest in amelions tomb is a bait or just placed there to frustrate players though. Preceeding comment added by [[User:Bongo|Bongo]] 16:42, 2 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::''&amp;quot;The objects released by this trap will remain and may hinder the player's passage or cover items of interest.&amp;quot;''&lt;br /&gt;
::::I propose this as a compromise. &amp;quot;objects&amp;quot; may be replaced by the trap's released objects (e.g. logs). The reason why I'm hesistant to add more information is because this trait is only encountered on a few ocassions. It should not suggest that a player has to deal with it with every trap of this kind, but merely that he/she should be aware of it. --[[User:Timenn|Timenn]]&amp;lt;span style=&amp;quot;font-size: 8px; font-style: italic;&amp;quot;&amp;gt; &amp;amp;lt; &amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;[[User_talk:Timenn|talk]]&amp;lt;/span&amp;gt; &amp;amp;gt; &amp;lt;/span&amp;gt; 10:17, 3 December 2007 (EST)&lt;br /&gt;
:::::Looks good to me, Timenn. It gets the information into the article without placing too much emphasis on it. --[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 10:30, 3 December 2007 (EST)&lt;br /&gt;
:::::I got no problem with a rewording. I hope you leave the info on how to move rocks afterwards though *and* the fact that a fireball will make the rocks dangerous again...(note to self:throw rocks against an enemy on first occasion, might be fun ;) )[[User:Bongo|Bongo]] 10:00, 4 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Bongo</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Containers&amp;diff=212268</id>
		<title>Oblivion talk:Containers</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Containers&amp;diff=212268"/>
		<updated>2007-12-04T14:50:32Z</updated>

		<summary type="html">&lt;p&gt;Bongo: /* List of NPCs whose corpses never disappear */  Agarmirs corpse will never disappear&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Any additional information you may be able to provide would be greatly appreciated. The following areas specifically could use some help:&lt;br /&gt;
* images of containers. I play on a PS3 and don' have any decent way to capture images&lt;br /&gt;
* confirm if there is (or is not) a limit to the capacity of a container&lt;br /&gt;
* information on how long corpses last of dead &lt;br /&gt;
** named NPCs&lt;br /&gt;
** un-named NPCs&lt;br /&gt;
** creatures&lt;br /&gt;
&lt;br /&gt;
Thanks&lt;br /&gt;
--[[User:RobertDB|RobertDB]] 09:02, 24 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:By default all corpses will remain present for three days.  At the same time that random containers respawn, everything else in that area gets reset (corpses disappear, killed and unkilled creatures respawn, traps reset, etc.).&lt;br /&gt;
:Some creatures/NPCs, however, have the &amp;quot;quest&amp;quot; flag set to true in the construction set.  Those corpses will never disappear.  The flag is set independently of whether the enemy is NPC or creature, named or unnamed.  Typically it's used for actors who carry items necessary for quests, although there can be discrepancies.  For example, the patch fixed [[Oblivion:Vidkun|Vidkun]] so that he is a &amp;quot;quest&amp;quot; corpse preventing the [[Oblivion:Cheydinhal Recommendation|Cheydinhal Recommendation]] from being bugged when his corpse.&lt;br /&gt;
:On the other hand, there is also apparently a maximum number of corpses that will be kept in any one area.  Once there are more than about 10 corpses in a zone, the oldest ones will disappear as soon as you leave the zone.  When you reenter, the corpse will be missing and a live version of the corresponding NPC/creature will have respawned.  I've witnessed this unambiguously happening with test NPC corpses that I used at one point to figure out NPC statistics, but I haven't gone back to test exactly what the parameters are (i.e., exactly how many corpses are the maximum?  Is it both creature and NPC corpses?  Or is it 10 creature corpses plus another 10 NPC corpses?  Is there a game setting that controls this?)  If you're interested in investigating it, some dungeons where I've witnessed this happen while playing are [[Oblivion:Fort Blueblood|Fort Blueblood]] and [[Oblivion:Lost Boy Cavern|Lost Boy Cavern]].  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 17:15, 25 July 2007 (EDT)&lt;br /&gt;
::The list of NPCs whose corpses never disappear is longer than I thought so I'll list down the NPCs in a separate section below. There could be even more. --[[User:Sundaroct131088|Sundaroct131088]] 14:03, 5 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Disappearing Items ==&lt;br /&gt;
&lt;br /&gt;
Also when you stick lots of stuff in a container it will start to hide some of it&lt;br /&gt;
* Why does it do this?&lt;br /&gt;
* Anyway to turn off this hide feature&lt;br /&gt;
{{unsigned|24.219.204.227}}&lt;br /&gt;
&lt;br /&gt;
:It's not a feature, it's a glitch, which is why it's described at [[Oblivion:Glitches#Items Disappearing from Containers]].  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 16:11, 12 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Dropped Items ==&lt;br /&gt;
&lt;br /&gt;
I read somewhere that dropped items always remain, and are not cleared by regeneration.  I've seen some anecdotal evidence, e.g. maces and shields I've looted and then dropped remaining in dungeons well after the enemies and chests have regenerated, but I can't seem to locate that specific information here in the Wiki.  Perhaps (after someone can clarify/verify the regen. rules) this page should contain a note about items simply dropped on the floor, for later recovery or storage?  If there is a page that goes into more detail on the rules for zone regeneration, that should also be linked from this page.  --[[User:TheRayven|TheRayven]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The only other details regarding the regeneration trigger is the [[Oblivion:Dungeons#Loot|Loot]] section  of the article regarding [[Oblivion:Dungeons|Dungeons]]. The regeneration event seems to only apply to &amp;quot;containers&amp;quot;. So items dropped on the ground are never removed or cleaned up. I suspect there might be a few exceptions to that idea, like some quest related item, but in the cases I have checked it seems to work that way. I have had a pile of armour sitting outside my shack in the Imperial City for months. I have made some edits to the [[Oblivion:Containers|Containers]] article based on our comments. Thanks&lt;br /&gt;
--[[User:RobertDB|RobertDB]] 13:48, 24 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does the same apply to houses and shops? What happens if i buy all the books from a bookstore, the books are actually taken off the shelf and now in my inventory, but when the store restocks, the shelves remain empty right? i tested this but i'm not too confident, anyone else know if this is true? similarly, if i threw all the books off the shelf with the grab button, would the place reset after 73 hours or so?&lt;br /&gt;
--[[User:Piercethetruth|Piercethetruth]] 04:16, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Dropped items never vanish, and will remain there forever(unless someone picks them up). It's just more convenient to use containers for storing items(especially smaller items like keys and spherical items like Sigil Stones) because you(or someone else) may inadvertently kick them a few metres away and when you return later, you may have to spend hours trying to find a Sigil Stone which rolled metres away. Also the game world is so big that it's easy to forget/have trouble finding the partciualr spot where you dropped your item(s). Bookshelves are obviously safe too because you're not actually activating anything. So the items will remain. --[[User:Sundaroct131088|Sundar]] 07:59, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Other 'Safe' Containers ==&lt;br /&gt;
&lt;br /&gt;
I searched the rest of the Wiki and found references to what appear to be 'safe' containers. Can anybody confirm or deny if any of these containers are safe? It would make sense that these are safe containers since, in all cases, these containers are related to quests or contain quest items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''[[Oblivion:Ghost_Ship_of_Anvil|Serpents Wake]]''' - All the sacks, the captain's chest, the chest (on top of the drawer) in the room to the right of the stairs and both chests on the lowest deck. Related quest: [[Oblivion:Ghost Ship of Anvil|Ghost Ship of Anvil]]&lt;br /&gt;
*'''[[Oblivion:Vahtacen|Vahtacen]]''' - a battered crate at H, two crates at G, and two small crates at F. Related quest: [[Oblivion:Vahtacen's Secret|Vahtacen's Secret]]&lt;br /&gt;
*[[Oblivion:Fort Sutch]] Medicine Cabinet&lt;br /&gt;
*'''[[Oblivion:Bloodmayne Cave|Bloodmayne Cave]]''' - one large chest. Related quest: [[Oblivion:The Fugitives|The Fugitives]]&lt;br /&gt;
*Chest at the Bravil Mages Guild. It is in a room on the second floor, it's the one directly across from the door leading to the first floor. Related Quest: ''Is there a related quest?''&lt;br /&gt;
*In Bravil, there is a safe chest above the door of A Warlock's Luck. [[User:Bongo|Bongo]] 04:11, 18 September 2007 (EDT)&lt;br /&gt;
*The well in castle skingrad courtyard is safe. At least until it is used as a dead drop during the dark brotherhood quest [[Oblivion:Broken Vows|Broken Vows]] (testing needed)&lt;br /&gt;
*In Skingrad Fighters Guild Upstairs there are two beds, the chests on the foot-end of these beds are safe.[[User:Bongo|Bongo]] 17:28, 28 October 2007 (EDT)&lt;br /&gt;
*In the Imperial City, Market District there are 3 safe sacks of grain (the open-topped type) in each of the collonaded areas. [[User:Bongo|Bongo]] 04:11, 18 September 2007 (EDT)&lt;br /&gt;
*Near Bruma, Jorundr's Loot box, revealed at the conclusion of &amp;quot;Two Sides of the Coin&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Confirmed'''&lt;br /&gt;
*'''[[Oblivion:Cloud Ruler Temple|Cloud Ruler Temple]]''' - chest labeled &amp;quot;Armory&amp;quot; in the Temple Armory (must be a member of the Blades). Related quest: [[Oblivion:Cloud Ruler Temple|Cloud Ruler Temple]]&lt;br /&gt;
*'''[[Oblivion:Aleswell|Aleswell]]''' - drawer (or chest?) in your room. Related quest: [[Oblivion:Zero Visibility|Zero Visibility]] quest.&lt;br /&gt;
*'''[[Oblivion:White Stallion Lodge|White Stallion Lodge]]''' - all barrels and crates (except [[Oblivion:Mazoga_the_Orc_%28person%29|Mazoga the Orc]] eats the food). Related quest: [[Oblivion:Knights of the White Stallion|Knights of the White Stallion]]&lt;br /&gt;
*'''[[Oblivion:Houses#Arcane_University|Arcane University]]''' - night stand in the Arch-Mage's private quarters. Relatredd quest: [[Oblivion:Confront The King|Confront The King]] (However, this article suggests it might not be safe [[Oblivion:Confront_The_King#Benefits_of_being_Arch-Mage|Benefits of being Arch-Mage]])&lt;br /&gt;
*'''[[Oblivion:Weynon Priory|Weynon Priory]]''' - Jauffre's chest. Related quest: [[Oblivion:Deliver the Amulet|Deliver the Amulet]]&lt;br /&gt;
*'''[[Oblivion:Fort Farragut|Fort Farragut]]''' - jewelry box. Related quest: [[Oblivion:The Purification|The Purification]]&lt;br /&gt;
*'''[[Oblivion:Wellspring Grove|Wellspring Grove]]''' - stone chest at C. Related quest: [[Oblivion:A Mage's Staff|A Mage's Staff]]&lt;br /&gt;
*'''[[Oblivion:Sandstone_Cavern#Zone_2:_Sandstone_Big_Rooms|Sandstone Cavern - Big Rooms]]''' - the Offering. Relat4d quest: [[Oblivion:The Sunken One|The Sunken One]]&lt;br /&gt;
*'''[[Oblivion:Greyland|Greyland]]''' - the one chest in the building (that initially contains skooma). Related quest: [[Oblivion:Raid on Greyland|Raid on Greyland]]&lt;br /&gt;
*'''[[Oblivion:Chorrol|Chorrol]]''' Mages Guild - '''[[Oblivion:Teekeeus|Teekeeus']]''' room - chest where he places the book &amp;quot;Fingers of the Mountain&amp;quot;. Related Quest: '''[[Oblivion:Fingers_of_the_Mountain|Fingers of the Mountain]]'''&lt;br /&gt;
*'''[[Oblivion:Swampy Cave|Swampy Cave]]''' - chest at location H. Related quest: [[Oblivion:Mystery at Harlun's Watch|Mystery at Harlun's Watch]]&lt;br /&gt;
*'''[[Oblivion:Lost_Boy_Cavern#Zone_4:_Lost_Boy.27s_Hidden_Bastion|Lost Boy's Cavern - Hidden Bastion]]''' - wooden chest at K. Related quest: [[Oblivion:Lich of Lost Boy Cavern|Lich of Lost Boy Cavern]]&lt;br /&gt;
&lt;br /&gt;
--[[User:RobertDB|RobertDB]] 17:36, 24 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Jauffre's chest is safe. Also, there is a chest in the Bravil Mages Guild that is safe. It is in a room on the second floor, it's the one directly across from the door leading to the first floor. And almost all sacks (sack or sack of grain) do not respawn.[[User:Shadownet Ninja|Shadownet Ninja]] 10:06, 1 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The Stone Chest, Arch Mage's Nightstand, Jewelry Box, Aleswell Drawer and the Offering are all safe. The Arch Mage's Nightstand is involved in the [[Oblivion:Misdirection|Misdirection]] quest by the way. --[[User:Sundaroct131088|Sundaroct131088]] 15:37, 3 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Lonavo's chest at Greyland and Teekeus' chest at the Chorrol Mages Guild are safe. Also I guess all the containers where the various Dead Drop orders are dropped for the Dark Brotherhood quests may  be safe because they're also involved in quests. The Hollowed-Out Rock at Bogwater where Scar-Tail's treasure is initially stashed may also be safe. However, most of these locations are somehwere out in the wilderness(or even in ruins) so it may not be very practical to use them. --[[User:Sundaroct131088|Sundaroct131088]] 14:57, 5 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The chests at Swampy Cave and Lost Boy's Hidden Bastion are also safe. --[[User:Sundaroct131088|Sundaroct131088]] 09:08, 7 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Shadowmere ==&lt;br /&gt;
&lt;br /&gt;
Knocking Shadowmere unconscious allows you to access her inventory and place items into it. You can then retrieve them later or add new items(her inventory never resets) by knocking her out again. I believe she's got unlimited inventory space too. The only downside is that you may get a bounty/expelled from guilds for attacking her, so you'll need to be careful(do it somewhere secluded, or just ride her recklessly). But still, she's a safe, movable container. --[[User:Sundaroct131088|Sundaroct131088]] 14:03, 5 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== List of NPCs whose corpses never disappear ==&lt;br /&gt;
&lt;br /&gt;
[[Oblivion:Alval_Uvani|Alval Uvani]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Arnora_Auria|Arnora Auria]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Prior_Maborel|Prior Maborel]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Brother_Piner|Brother Piner]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Umbacano|Umbacano/King Of Nenalata]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Claude_Maric|Claude Maric]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Glarthir|Glarthir]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Telaendril|Telaendril]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Jauffre|Jauffre]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Zahrasha|Zahrasha]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Eletta|Eletta]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Agarmir|Agarmir]]&amp;lt;br&amp;gt;&lt;br /&gt;
Kurdan's Hunters&amp;lt;br&amp;gt;&lt;br /&gt;
All Mythic Dawn Assassins who attack Weynon Priory&amp;lt;br&amp;gt;&lt;br /&gt;
All residents of [[Oblivion:Bleaker's Way|Bleaker's Way]]&lt;br /&gt;
&lt;br /&gt;
== Guildmaster's Quarters ==&lt;br /&gt;
&lt;br /&gt;
After finishing the Thieves Guild questline, Thieves Guild gets a guildhall which has a room for you. I put an arrow to all 'bigger' containers (i.e not the sacks) in the basement, house and to all the containers in Guildmaster's Quarters. I waited for 7 game days in Aleswell and the containers in Guildmaster's Quarters had not reseted. I guess they're safe?&lt;/div&gt;</summary>
		<author><name>Bongo</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Traps&amp;diff=211724</id>
		<title>Oblivion talk:Traps</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Traps&amp;diff=211724"/>
		<updated>2007-12-02T21:42:38Z</updated>

		<summary type="html">&lt;p&gt;Bongo: /* What's the purpose of this page? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Confirmation on data =&lt;br /&gt;
As plenty of data on traps can't be read literally from the Construction Set, here is an overview of the data I worked with.&lt;br /&gt;
== Physical Damage calculation ==&lt;br /&gt;
=== Conditions ===&lt;br /&gt;
* Using the console command &amp;quot;setlevel&amp;quot; to test different levels.&lt;br /&gt;
* Test trap are the Swinging Blades close to the entrance/exit of [[Oblivion:Lindai|Lindai01]].&lt;br /&gt;
* Using the console command &amp;quot;tdt&amp;quot; to measure the exact health values.&lt;br /&gt;
=== Conclusions ===&lt;br /&gt;
* Damage is calculated the moment you're hit, and is based on your character's level at '''that''' moment.&lt;br /&gt;
* Damage is calculated for each actor. The skeletons who were so nice to get hit received damage dependent on '''their''' level.&lt;br /&gt;
* Damage = fTrapDamage + fLevelledDamage * Level.&lt;br /&gt;
&amp;quot;fTrapDamage&amp;quot; and &amp;quot;fLevelledDamage&amp;quot; are both variables set in the trap object's scrip.&lt;br /&gt;
=== Test data ===&lt;br /&gt;
According to ARTrapSwingBladeFAST01SCRIPT:&amp;lt;br&amp;gt;&lt;br /&gt;
fTrapDamage = 20&amp;lt;br&amp;gt;&lt;br /&gt;
fLevelledDamage = 1.5&lt;br /&gt;
{|class=greylapse&lt;br /&gt;
|-&lt;br /&gt;
!Level !! Damage&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 21.50&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 23.00&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 24.50&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 26.00&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 27.50&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 35.00&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 42.50&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 50.00&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 57.50&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 95.00 &lt;br /&gt;
|-&lt;br /&gt;
| 75 || 133.50&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 170.00&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Editor ID's ==&lt;br /&gt;
For reference:&lt;br /&gt;
{|class=greylapse&lt;br /&gt;
!Trap/Trigger name !! Editor ID&lt;br /&gt;
|-&lt;br /&gt;
| Claw Lever || OBClawSwitchTall&lt;br /&gt;
|-&lt;br /&gt;
| Pressure Plate || CTrigPressurePlate01&lt;br /&gt;
|-&lt;br /&gt;
| Tripwire || CTrigTripwire01&lt;br /&gt;
|-&lt;br /&gt;
| Avalanche || OblivionAvalanche01&lt;br /&gt;
|-&lt;br /&gt;
| Ayleid Ruin Spike Pit || ARTrapSpikePit01&lt;br /&gt;
|-&lt;br /&gt;
| Cave In || CTrapCaveIn01&lt;br /&gt;
|-&lt;br /&gt;
| Ceiling Spikes || ARFloorSMASHER01 (the raising floor)&amp;lt;br&amp;gt;&lt;br /&gt;
ARTrapLongSpikes01 (the spikes in the ceiling)&lt;br /&gt;
|-&lt;br /&gt;
| Citadel Guillotine Blade || HallwayTrackBladeTrap01&lt;br /&gt;
|-&lt;br /&gt;
| Citadel Trident Blade || HallwayTrackBladeTrap02B&lt;br /&gt;
|-&lt;br /&gt;
| Citadel Spikes || CitadelHall3waySpikeTrap01 (for a single wall)&amp;lt;br&amp;gt;&lt;br /&gt;
CitadelHall90cornerSpikeTrap01 (for corners)&amp;lt;br&amp;gt;&lt;br /&gt;
CitadelHallSpikeTrap01 (for two opposing walls)&lt;br /&gt;
|-&lt;br /&gt;
| Claw Trap || ClawGateLeft01&amp;lt;br&amp;gt;&lt;br /&gt;
ClawGateRight01&lt;br /&gt;
|-&lt;br /&gt;
| Crumbling Bridge || ARTrapBridgeCrumble (Ayleid Ruins)&amp;lt;br&amp;gt;&lt;br /&gt;
RFPitBridgeTrap (Forts)&lt;br /&gt;
|-&lt;br /&gt;
| Darts || RFTrapDarts01&lt;br /&gt;
|-&lt;br /&gt;
| Falling Blades || ARTrapBridgeBlade01&lt;br /&gt;
|-&lt;br /&gt;
| Falling Logs || CTrapLogs01&lt;br /&gt;
|-&lt;br /&gt;
| Gas Trap || ARTrapGasCloud (gas cloud)&amp;lt;br&amp;gt;&lt;br /&gt;
ARTrapGasEmitter01&amp;lt;br&amp;gt;&lt;br /&gt;
ARTrapGasEmitterRANDOM01&lt;br /&gt;
|-&lt;br /&gt;
| Gas Room || ARTrapWallCorner01&lt;br /&gt;
|-&lt;br /&gt;
| Spike Pit || RFTrapSpikes01&lt;br /&gt;
|-&lt;br /&gt;
| Spiked Barrier || ARTrapChannelSpikes01&lt;br /&gt;
|-&lt;br /&gt;
| Swinging Blades || ARTrapSwingBladeFAST01&amp;lt;br&amp;gt;&lt;br /&gt;
ARTrapSwingBladeRANDOM01&amp;lt;br&amp;gt;&lt;br /&gt;
ARTrapSwingBladeSLOW01&lt;br /&gt;
|-&lt;br /&gt;
| Swinging Log || CTrapSwingLogLong01&lt;br /&gt;
|-&lt;br /&gt;
| Swinging Mace || CTrapSwingMaceLong01 (cylinder shaped mace)&lt;br /&gt;
CTrapSwingMaceShort01 (sphere shaped mace)&lt;br /&gt;
|-&lt;br /&gt;
| Dark Welkynd Stone || ARTrapEvilStone01 (casts Frost Damage)&lt;br /&gt;
ARTrapEvilStone02 (casts Shock Damage)&lt;br /&gt;
|-&lt;br /&gt;
| Fire Turret || OBTurretBig01&lt;br /&gt;
|-&lt;br /&gt;
| Land Mine || OBMineTrap01&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
--[[User:Timenn|Timenn]] 14:42, 9 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
= Talk =&lt;br /&gt;
== Page Rewrite ==&lt;br /&gt;
I've rewritten the entire Traps page. The traps used to be listed in one table, with only brief and sometimes confusing summaries. The rewrite should list all traps (some were missing) and information on:&lt;br /&gt;
* Where to find them.&lt;br /&gt;
* How they appear (if they are not yet triggered).&lt;br /&gt;
* What happens if the trap is triggered.&lt;br /&gt;
* What effect the trap has on its victim (usually the amount of damage).&lt;br /&gt;
A picture for each trap has been added, as well details on how to avoid the trap and some other information that doesn't fall into an above mentioned category. &amp;lt;br /&amp;gt;&lt;br /&gt;
--[[User:Timenn|Timenn]] 11:35, 10 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Confirmation of Argonian Immunity ==&lt;br /&gt;
Can someone confirm the immunity of [[Oblivion:Argonian|Argonians]] to the [[Oblivion:Traps#Gas Trap|Gas Trap]] and the [[Oblivion:Traps#Gas Room|Gas Room]]? I was surprised by this statement as the scripts of these traps appear to be generally the same as the scripts of other physical traps. The one main difference is that these Gas traps deal damage over a longer amount of time, but nowhere I have seen an indication that an immunity ability could help resist the damage dealt by such physical traps. &amp;lt;br /&amp;gt;&lt;br /&gt;
I could test this later with adding the immunity abilities of Argonians to my character and see if they help. --[[User:Timenn|Timenn]] 08:30, 17 June 2007 (EDT)&lt;br /&gt;
:Your wish is my command ;) I turned my tutorial-save character (i.e., no fancy equipment or other protection) into an Argonian, went to Vindasel, and stood on the gas vent there for a while.  And absolutely nothing happened.  The gas was definitely working, because one of the rats who came after me died from it.  On the other hand, the spike pit in the first room at Vindasel still did as much damage as ever when I ran into it.  So it looks like somewhere the effect used by the gas traps is flagged as a poison, implying that any [[Oblivion:Resist Poison|Resist Poison]] effect will reduce the damage from the traps.  Perhaps the bTrapContinuous flag is somehow used to decide whether to treat the damage as physical or poison? --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 16:06, 20 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::It even gets more interesting... First of all, it seems like Gas Trap damage the {{Oblivion Effect Entry|Resist Poison}} resists is a general resistance. It means that all characters with a Resist Poison effect active will only receive partial damage from the Gas. (100% means no damage ofcourse) I tested this first with a non [[Oblivion:Argonian|Argonian]] character by first adding the Argonian racial ability, and later a spell that only give 50% resistance.&lt;br /&gt;
::Second, the bTrapContinious variable is not responsible for determining whether a trap is physical or poison. In fact, I switched the scripts of the ARGasGrateTrap01 and the ARTrapSpikePit01 as both traps have similar scripts and a similar triggering zone. I didn't make a difference (except for different damage values). &lt;br /&gt;
::Then I went on and switched the mesh .nif files of the two trap Statics. This did make a difference, the trap called ARGasGrateTrap01 was acting exactly like a Ayleid Ruin Spike Pit, and the ARTrapSpikePit01 was acting exactly like the Gas Trap. &lt;br /&gt;
::From this it may be concluded that the Poison flag is set in the mesh itself. However, I'm not familiar with modelling, so I couldn't check if this is true. Maybe someone with experience in this, and who has the time, is able to shed some light into this.&lt;br /&gt;
&lt;br /&gt;
::For now I think we could change the statement about Argonians to a statement on how Resist Poison resists Gas damage, and provide as example Argonians.&lt;br /&gt;
&lt;br /&gt;
==Another Page Rewrite==&lt;br /&gt;
Nothing too major, I just went in and cleared up a lot of statements and passages under a lot of the traps (grammar, sentence structure, consistency, etc.). I also changed the names of two of the traps, both of which contained &amp;quot;Spike Pit&amp;quot; (one was referring to the platform that drops onto spikes in Ayleid ruins and the other was referring to the spikes below holes in the ground in places like forts). The former, called &amp;quot;Ayleid Ruin Spike Pit&amp;quot; in the table, I changed to simply &amp;quot;Spike Pit&amp;quot;, whereas I changed the latter to &amp;quot;Hole&amp;quot; and provided some more information. I put them both in the correct alphabetical order on both the article and the table. However, if anyone could provide damage tables for lava under &amp;quot;Hole&amp;quot;, that would be great.&lt;br /&gt;
Also, could anyone confirm that the Dark Welkynd stones change into the color of the elemental spell they will cast? I don't ever recall seeing any of them turn anything but red.&lt;br /&gt;
[[User:SubtleCynicism|SubtleCynicism]] 05:19, 27 July 2007 (EDT)&lt;br /&gt;
:I undid the name changes, because those names have been used on all of the dungeon pages when describing the traps found in dungeons, including in the cross links to the Traps page.  So changing the names here has some widespread consequences. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 12:42, 27 July 2007 (EDT)&lt;br /&gt;
::I just ran around and got myself zapped by a few different varieties of Welkynd Stones.  Three did frost damage (ARTrapEvilStoneAUTOFIRE01, ARTrapEvilStoneAUTOFIREFAR01, ARTrapEvilStone01) and one did shock damage (ARTrapEvilStoneAUTOFIRE02).  Every single one of them definitely glowed red before firing, so I've changed the text accordingly. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 02:12, 2 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bone Claw trap ==&lt;br /&gt;
&lt;br /&gt;
Should the Bone Claws in the final area of [[Oblivion:Echo Cave|Echo Cave]] be mentioned on this page?- they are clearly metioned as a trap on the Echo cave walkthrough.--[[User:Willyhead|Willyhead]] 14:50, 20 August 2007 (EDT)&lt;br /&gt;
:I'll say &amp;quot;No&amp;quot; for two reasons. First, they're unique; that's the only place you get exactly that style of 'trap' (or so I believe). Second, they don't do any damage - their purpose is to stop you from running. The data on the Echo Cave page is generated automatically and I imagine it classified the spikes as a trap because they use a similar detect-and-spring trigger as other traps. I'd leave it as it is to be honest. --[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;[[User_Talk:Rpeh|Talk]]&amp;lt;/sup&amp;gt; 06:14, 21 August 2007 (EDT)&lt;br /&gt;
::But then claw traps are included on the page- wich do no damage, and it doesn't say on the page that any traps added must not be unique- since it has a spring trigger and traps the player, that's a good enough reason for me to call it a trap.--[[User:Willyhead|Willyhead]] 14:31, 2 September 2007 (EDT)&lt;br /&gt;
:::I agree with Rpeh, but only for his first reason. A trap doesn't necessarily have to hurt its victim. Think of the [[Oblivion:Traps#Crumbling Bridge|Crumbling Bridge trap]], where the fall damage might be minimal (or none) but the &amp;quot;punishment&amp;quot; is the detour you have to take to get back on your original track. The Claw trap in [[Oblivion:Confront The King|Confront The King]] is not only unique but also only triggers once, and that one is on a scripted ocassion. That trap is also unavoidable (well it should be, anyway), while the characteristic of all Oblivion traps is that they are possible to avoid. --[[User:Timenn|Timenn]] 15:17, 7 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Claw Trap's damage ==&lt;br /&gt;
&lt;br /&gt;
[http://www.uesp.net/w/index.php?title=Oblivion:Traps&amp;amp;oldid=188658 This edit] claims that Claw Traps do deal damage. I would like to see some evidence backing up this claim as the script for this trap doesn't set the usual fTrapDamage. I've also tested trying to get damaged myself without any luck. --[[User:Timenn|Timenn]] 16:31, 15 October 2007 (EDT)&lt;br /&gt;
:Unfortunately I have no evidence I can show you. The way I found this out is from adventuring in Oblivion. I was battling a daedroth, and suddenly a claw trap pronged from underground and killed the weakened daedroth. To further test if this was true I walked into the spikes of the claw trap and suffered some damage. I did the same thing three times and the same thing happened every time. So I came to the conclusion that they do damage. We better hear others opinions on this.--[[User:Willyhead|Willyhead]] 16:38, 15 October 2007 (EDT)&lt;br /&gt;
::Checking over the construction set, I'm wondering whether there are two different varieties of the claw trap and whether that helps to explain this discrepancy.&lt;br /&gt;
::* The most common type of claw trap has editor names ClawGateLeft01 and ClawGateRight01, and appears in 35 different locations.  As Timmenn says the script used by this type of trap (OblivionBoneGateTrapSCRIPT01) doesn't have any of the fTrap settings.  Also these traps do not have the &amp;quot;Dangerous&amp;quot; flag set in the CS.&lt;br /&gt;
::* There are two other claw traps under the editor ID OblivionGateClawGateOpen.  The script (KvatchClawGateOpen) still doesn't have any fTrap settings, but the trap '''does''' have the &amp;quot;Dangerous&amp;quot; flag set.  These two traps are only found in [[Oblivion:Random Oblivion World 5|Random Oblivion World 5]].  Just to add even more confusion, there are another two claw traps in ROW5 that are of the more common variety.&lt;br /&gt;
::I'm wondering whether Willyhead happened to encounter one of the two dangerous traps in ROW5, whereas Timenn's tests were all on the more common non-dangerous traps that exist everywhere else.  Not that AFAIK we know what the &amp;quot;Dangerous&amp;quot; flag actually means.  In fact, checking another dozen traps that definitely do cause damage, none of them are flagged as dangerous ;)  But given the discrepancies here it seems like it's worth looking into. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 04:01, 20 October 2007 (EDT)&lt;br /&gt;
:::Good idea, I will look into this after the weekend. If it's true it will mean that a note could be added to the Claw Trap explaining the exception in ROW 5. Using ''tdt'' to check the amount of damage it deals could be a way to track the script that explains the damage dealt by this trap. --[[User:Timenn|Timenn]] 09:53, 20 October 2007 (EDT)&lt;br /&gt;
::::I have been hit with this trap a few times, all that happens to me is that I get pushed out of the way. I think its just there to block the way, not kill. [[User:212.50.191.54|212.50.191.54]] 06:19, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've tested the trap Nephele mentioned, but it seems they don't do any damage. I doubt they are the traps Willyhead could mean, as they are scripted to only act once (I've tested this also ingame). I'm not sure what else could cause the difference, other than mods. Maybe Willyhead can tell where the trap can be found, or test the trap at a different location. --[[User:Timenn|Timenn]] 09:35, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Pressure Plate ==&lt;br /&gt;
&lt;br /&gt;
Ive noticed that the pressure plate switch is set off if enough weight is applied to it, does this mean by using various feather spells I could step on one and nothing would happen? --[[User:212.50.191.54|212.50.191.54]] 06:17, 31 October 2007 (EDT)&lt;br /&gt;
:No. Feather spells don't have any effect on your mass in the game, just on the amount you can carry. Otherwise, for instance, you'd go flying every time somebody hit you during combat if you had a big feather spell in effect! --[[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; 06:36, 31 October 2007 (EDT)&lt;br /&gt;
Ah yes, that does make sense, I  forgot that the character has weight&lt;br /&gt;
&lt;br /&gt;
== What's the purpose of this page? ==&lt;br /&gt;
What exactly is the purpose of this page? I had one of my edits removed with the reason that it wasn't the purpose of this page. I thought this page was about traps, where to find them, '''what they do''', '''how to deal with them''' so I added two minor detail on cave ins. 1) Fallen rocks may cover stuff on the ground. 2) You can blast the rock out of your way if you want to look under them. Somehow these minor edit was not judged worthy, with a poor explanation too. So, exactly why is these two minor details not appropriate for this page? Oh, I once found a chest with some minor loot under a cave in(amelions tomb?). That's why I wanted to mention it here. Preceeding coment added by [[User:Bongo|Bongo]] 16:54, 29 November 2007 (EST)&lt;br /&gt;
:Okay, this time I'll leave it. But the page is about damage and how to avoid the traps; not really about things getting covered. --[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 17:29, 29 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::The problem with part of that information is that it doesn't cover everything. A rock that has fallen down can be moved by more than just area effect spells. An area effect spell is just an easy way of moving things. It's also trivial that loose objects can be moved in Oblivion, so mentioning that on a Traps page is just not necessary. I think a note of the amount of rocks that fall down, and the effect that can have, is more than enough. --[[User:Timenn|Timenn]]&amp;lt;span style=&amp;quot;font-size: 8px; font-style: italic;&amp;quot;&amp;gt; &amp;amp;lt; &amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;[[User_talk:Timenn|talk]]&amp;lt;/span&amp;gt; &amp;amp;gt; &amp;lt;/span&amp;gt; 17:40, 29 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Cave ins, logs and landslides all have the capacity to cover interesting stuff. Unlike the other two, objects covered by cave ins will usually be unaccessible until you figure out how to remove the rocks. The hold key is useless on such rocks, a fireball works(and bring the rocks back to life!). I agree that damage dealt by traps and how to avoid it should get priority on this page but I still think we have room for secondary effects as well. Not sure if the mentioned chest in amelions tomb is a bait or just placed there to frustrate players though. Preceeding comment added by [[User:Bongo|Bongo]] 16:42, 2 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Bongo</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Traps&amp;diff=211723</id>
		<title>Oblivion talk:Traps</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Traps&amp;diff=211723"/>
		<updated>2007-12-02T21:38:38Z</updated>

		<summary type="html">&lt;p&gt;Bongo: /* What's the purpose of this page? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Confirmation on data =&lt;br /&gt;
As plenty of data on traps can't be read literally from the Construction Set, here is an overview of the data I worked with.&lt;br /&gt;
== Physical Damage calculation ==&lt;br /&gt;
=== Conditions ===&lt;br /&gt;
* Using the console command &amp;quot;setlevel&amp;quot; to test different levels.&lt;br /&gt;
* Test trap are the Swinging Blades close to the entrance/exit of [[Oblivion:Lindai|Lindai01]].&lt;br /&gt;
* Using the console command &amp;quot;tdt&amp;quot; to measure the exact health values.&lt;br /&gt;
=== Conclusions ===&lt;br /&gt;
* Damage is calculated the moment you're hit, and is based on your character's level at '''that''' moment.&lt;br /&gt;
* Damage is calculated for each actor. The skeletons who were so nice to get hit received damage dependent on '''their''' level.&lt;br /&gt;
* Damage = fTrapDamage + fLevelledDamage * Level.&lt;br /&gt;
&amp;quot;fTrapDamage&amp;quot; and &amp;quot;fLevelledDamage&amp;quot; are both variables set in the trap object's scrip.&lt;br /&gt;
=== Test data ===&lt;br /&gt;
According to ARTrapSwingBladeFAST01SCRIPT:&amp;lt;br&amp;gt;&lt;br /&gt;
fTrapDamage = 20&amp;lt;br&amp;gt;&lt;br /&gt;
fLevelledDamage = 1.5&lt;br /&gt;
{|class=greylapse&lt;br /&gt;
|-&lt;br /&gt;
!Level !! Damage&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 21.50&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 23.00&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 24.50&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 26.00&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 27.50&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 35.00&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 42.50&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 50.00&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 57.50&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 95.00 &lt;br /&gt;
|-&lt;br /&gt;
| 75 || 133.50&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 170.00&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Editor ID's ==&lt;br /&gt;
For reference:&lt;br /&gt;
{|class=greylapse&lt;br /&gt;
!Trap/Trigger name !! Editor ID&lt;br /&gt;
|-&lt;br /&gt;
| Claw Lever || OBClawSwitchTall&lt;br /&gt;
|-&lt;br /&gt;
| Pressure Plate || CTrigPressurePlate01&lt;br /&gt;
|-&lt;br /&gt;
| Tripwire || CTrigTripwire01&lt;br /&gt;
|-&lt;br /&gt;
| Avalanche || OblivionAvalanche01&lt;br /&gt;
|-&lt;br /&gt;
| Ayleid Ruin Spike Pit || ARTrapSpikePit01&lt;br /&gt;
|-&lt;br /&gt;
| Cave In || CTrapCaveIn01&lt;br /&gt;
|-&lt;br /&gt;
| Ceiling Spikes || ARFloorSMASHER01 (the raising floor)&amp;lt;br&amp;gt;&lt;br /&gt;
ARTrapLongSpikes01 (the spikes in the ceiling)&lt;br /&gt;
|-&lt;br /&gt;
| Citadel Guillotine Blade || HallwayTrackBladeTrap01&lt;br /&gt;
|-&lt;br /&gt;
| Citadel Trident Blade || HallwayTrackBladeTrap02B&lt;br /&gt;
|-&lt;br /&gt;
| Citadel Spikes || CitadelHall3waySpikeTrap01 (for a single wall)&amp;lt;br&amp;gt;&lt;br /&gt;
CitadelHall90cornerSpikeTrap01 (for corners)&amp;lt;br&amp;gt;&lt;br /&gt;
CitadelHallSpikeTrap01 (for two opposing walls)&lt;br /&gt;
|-&lt;br /&gt;
| Claw Trap || ClawGateLeft01&amp;lt;br&amp;gt;&lt;br /&gt;
ClawGateRight01&lt;br /&gt;
|-&lt;br /&gt;
| Crumbling Bridge || ARTrapBridgeCrumble (Ayleid Ruins)&amp;lt;br&amp;gt;&lt;br /&gt;
RFPitBridgeTrap (Forts)&lt;br /&gt;
|-&lt;br /&gt;
| Darts || RFTrapDarts01&lt;br /&gt;
|-&lt;br /&gt;
| Falling Blades || ARTrapBridgeBlade01&lt;br /&gt;
|-&lt;br /&gt;
| Falling Logs || CTrapLogs01&lt;br /&gt;
|-&lt;br /&gt;
| Gas Trap || ARTrapGasCloud (gas cloud)&amp;lt;br&amp;gt;&lt;br /&gt;
ARTrapGasEmitter01&amp;lt;br&amp;gt;&lt;br /&gt;
ARTrapGasEmitterRANDOM01&lt;br /&gt;
|-&lt;br /&gt;
| Gas Room || ARTrapWallCorner01&lt;br /&gt;
|-&lt;br /&gt;
| Spike Pit || RFTrapSpikes01&lt;br /&gt;
|-&lt;br /&gt;
| Spiked Barrier || ARTrapChannelSpikes01&lt;br /&gt;
|-&lt;br /&gt;
| Swinging Blades || ARTrapSwingBladeFAST01&amp;lt;br&amp;gt;&lt;br /&gt;
ARTrapSwingBladeRANDOM01&amp;lt;br&amp;gt;&lt;br /&gt;
ARTrapSwingBladeSLOW01&lt;br /&gt;
|-&lt;br /&gt;
| Swinging Log || CTrapSwingLogLong01&lt;br /&gt;
|-&lt;br /&gt;
| Swinging Mace || CTrapSwingMaceLong01 (cylinder shaped mace)&lt;br /&gt;
CTrapSwingMaceShort01 (sphere shaped mace)&lt;br /&gt;
|-&lt;br /&gt;
| Dark Welkynd Stone || ARTrapEvilStone01 (casts Frost Damage)&lt;br /&gt;
ARTrapEvilStone02 (casts Shock Damage)&lt;br /&gt;
|-&lt;br /&gt;
| Fire Turret || OBTurretBig01&lt;br /&gt;
|-&lt;br /&gt;
| Land Mine || OBMineTrap01&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
--[[User:Timenn|Timenn]] 14:42, 9 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
= Talk =&lt;br /&gt;
== Page Rewrite ==&lt;br /&gt;
I've rewritten the entire Traps page. The traps used to be listed in one table, with only brief and sometimes confusing summaries. The rewrite should list all traps (some were missing) and information on:&lt;br /&gt;
* Where to find them.&lt;br /&gt;
* How they appear (if they are not yet triggered).&lt;br /&gt;
* What happens if the trap is triggered.&lt;br /&gt;
* What effect the trap has on its victim (usually the amount of damage).&lt;br /&gt;
A picture for each trap has been added, as well details on how to avoid the trap and some other information that doesn't fall into an above mentioned category. &amp;lt;br /&amp;gt;&lt;br /&gt;
--[[User:Timenn|Timenn]] 11:35, 10 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Confirmation of Argonian Immunity ==&lt;br /&gt;
Can someone confirm the immunity of [[Oblivion:Argonian|Argonians]] to the [[Oblivion:Traps#Gas Trap|Gas Trap]] and the [[Oblivion:Traps#Gas Room|Gas Room]]? I was surprised by this statement as the scripts of these traps appear to be generally the same as the scripts of other physical traps. The one main difference is that these Gas traps deal damage over a longer amount of time, but nowhere I have seen an indication that an immunity ability could help resist the damage dealt by such physical traps. &amp;lt;br /&amp;gt;&lt;br /&gt;
I could test this later with adding the immunity abilities of Argonians to my character and see if they help. --[[User:Timenn|Timenn]] 08:30, 17 June 2007 (EDT)&lt;br /&gt;
:Your wish is my command ;) I turned my tutorial-save character (i.e., no fancy equipment or other protection) into an Argonian, went to Vindasel, and stood on the gas vent there for a while.  And absolutely nothing happened.  The gas was definitely working, because one of the rats who came after me died from it.  On the other hand, the spike pit in the first room at Vindasel still did as much damage as ever when I ran into it.  So it looks like somewhere the effect used by the gas traps is flagged as a poison, implying that any [[Oblivion:Resist Poison|Resist Poison]] effect will reduce the damage from the traps.  Perhaps the bTrapContinuous flag is somehow used to decide whether to treat the damage as physical or poison? --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 16:06, 20 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::It even gets more interesting... First of all, it seems like Gas Trap damage the {{Oblivion Effect Entry|Resist Poison}} resists is a general resistance. It means that all characters with a Resist Poison effect active will only receive partial damage from the Gas. (100% means no damage ofcourse) I tested this first with a non [[Oblivion:Argonian|Argonian]] character by first adding the Argonian racial ability, and later a spell that only give 50% resistance.&lt;br /&gt;
::Second, the bTrapContinious variable is not responsible for determining whether a trap is physical or poison. In fact, I switched the scripts of the ARGasGrateTrap01 and the ARTrapSpikePit01 as both traps have similar scripts and a similar triggering zone. I didn't make a difference (except for different damage values). &lt;br /&gt;
::Then I went on and switched the mesh .nif files of the two trap Statics. This did make a difference, the trap called ARGasGrateTrap01 was acting exactly like a Ayleid Ruin Spike Pit, and the ARTrapSpikePit01 was acting exactly like the Gas Trap. &lt;br /&gt;
::From this it may be concluded that the Poison flag is set in the mesh itself. However, I'm not familiar with modelling, so I couldn't check if this is true. Maybe someone with experience in this, and who has the time, is able to shed some light into this.&lt;br /&gt;
&lt;br /&gt;
::For now I think we could change the statement about Argonians to a statement on how Resist Poison resists Gas damage, and provide as example Argonians.&lt;br /&gt;
&lt;br /&gt;
==Another Page Rewrite==&lt;br /&gt;
Nothing too major, I just went in and cleared up a lot of statements and passages under a lot of the traps (grammar, sentence structure, consistency, etc.). I also changed the names of two of the traps, both of which contained &amp;quot;Spike Pit&amp;quot; (one was referring to the platform that drops onto spikes in Ayleid ruins and the other was referring to the spikes below holes in the ground in places like forts). The former, called &amp;quot;Ayleid Ruin Spike Pit&amp;quot; in the table, I changed to simply &amp;quot;Spike Pit&amp;quot;, whereas I changed the latter to &amp;quot;Hole&amp;quot; and provided some more information. I put them both in the correct alphabetical order on both the article and the table. However, if anyone could provide damage tables for lava under &amp;quot;Hole&amp;quot;, that would be great.&lt;br /&gt;
Also, could anyone confirm that the Dark Welkynd stones change into the color of the elemental spell they will cast? I don't ever recall seeing any of them turn anything but red.&lt;br /&gt;
[[User:SubtleCynicism|SubtleCynicism]] 05:19, 27 July 2007 (EDT)&lt;br /&gt;
:I undid the name changes, because those names have been used on all of the dungeon pages when describing the traps found in dungeons, including in the cross links to the Traps page.  So changing the names here has some widespread consequences. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 12:42, 27 July 2007 (EDT)&lt;br /&gt;
::I just ran around and got myself zapped by a few different varieties of Welkynd Stones.  Three did frost damage (ARTrapEvilStoneAUTOFIRE01, ARTrapEvilStoneAUTOFIREFAR01, ARTrapEvilStone01) and one did shock damage (ARTrapEvilStoneAUTOFIRE02).  Every single one of them definitely glowed red before firing, so I've changed the text accordingly. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 02:12, 2 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bone Claw trap ==&lt;br /&gt;
&lt;br /&gt;
Should the Bone Claws in the final area of [[Oblivion:Echo Cave|Echo Cave]] be mentioned on this page?- they are clearly metioned as a trap on the Echo cave walkthrough.--[[User:Willyhead|Willyhead]] 14:50, 20 August 2007 (EDT)&lt;br /&gt;
:I'll say &amp;quot;No&amp;quot; for two reasons. First, they're unique; that's the only place you get exactly that style of 'trap' (or so I believe). Second, they don't do any damage - their purpose is to stop you from running. The data on the Echo Cave page is generated automatically and I imagine it classified the spikes as a trap because they use a similar detect-and-spring trigger as other traps. I'd leave it as it is to be honest. --[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;[[User_Talk:Rpeh|Talk]]&amp;lt;/sup&amp;gt; 06:14, 21 August 2007 (EDT)&lt;br /&gt;
::But then claw traps are included on the page- wich do no damage, and it doesn't say on the page that any traps added must not be unique- since it has a spring trigger and traps the player, that's a good enough reason for me to call it a trap.--[[User:Willyhead|Willyhead]] 14:31, 2 September 2007 (EDT)&lt;br /&gt;
:::I agree with Rpeh, but only for his first reason. A trap doesn't necessarily have to hurt its victim. Think of the [[Oblivion:Traps#Crumbling Bridge|Crumbling Bridge trap]], where the fall damage might be minimal (or none) but the &amp;quot;punishment&amp;quot; is the detour you have to take to get back on your original track. The Claw trap in [[Oblivion:Confront The King|Confront The King]] is not only unique but also only triggers once, and that one is on a scripted ocassion. That trap is also unavoidable (well it should be, anyway), while the characteristic of all Oblivion traps is that they are possible to avoid. --[[User:Timenn|Timenn]] 15:17, 7 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Claw Trap's damage ==&lt;br /&gt;
&lt;br /&gt;
[http://www.uesp.net/w/index.php?title=Oblivion:Traps&amp;amp;oldid=188658 This edit] claims that Claw Traps do deal damage. I would like to see some evidence backing up this claim as the script for this trap doesn't set the usual fTrapDamage. I've also tested trying to get damaged myself without any luck. --[[User:Timenn|Timenn]] 16:31, 15 October 2007 (EDT)&lt;br /&gt;
:Unfortunately I have no evidence I can show you. The way I found this out is from adventuring in Oblivion. I was battling a daedroth, and suddenly a claw trap pronged from underground and killed the weakened daedroth. To further test if this was true I walked into the spikes of the claw trap and suffered some damage. I did the same thing three times and the same thing happened every time. So I came to the conclusion that they do damage. We better hear others opinions on this.--[[User:Willyhead|Willyhead]] 16:38, 15 October 2007 (EDT)&lt;br /&gt;
::Checking over the construction set, I'm wondering whether there are two different varieties of the claw trap and whether that helps to explain this discrepancy.&lt;br /&gt;
::* The most common type of claw trap has editor names ClawGateLeft01 and ClawGateRight01, and appears in 35 different locations.  As Timmenn says the script used by this type of trap (OblivionBoneGateTrapSCRIPT01) doesn't have any of the fTrap settings.  Also these traps do not have the &amp;quot;Dangerous&amp;quot; flag set in the CS.&lt;br /&gt;
::* There are two other claw traps under the editor ID OblivionGateClawGateOpen.  The script (KvatchClawGateOpen) still doesn't have any fTrap settings, but the trap '''does''' have the &amp;quot;Dangerous&amp;quot; flag set.  These two traps are only found in [[Oblivion:Random Oblivion World 5|Random Oblivion World 5]].  Just to add even more confusion, there are another two claw traps in ROW5 that are of the more common variety.&lt;br /&gt;
::I'm wondering whether Willyhead happened to encounter one of the two dangerous traps in ROW5, whereas Timenn's tests were all on the more common non-dangerous traps that exist everywhere else.  Not that AFAIK we know what the &amp;quot;Dangerous&amp;quot; flag actually means.  In fact, checking another dozen traps that definitely do cause damage, none of them are flagged as dangerous ;)  But given the discrepancies here it seems like it's worth looking into. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 04:01, 20 October 2007 (EDT)&lt;br /&gt;
:::Good idea, I will look into this after the weekend. If it's true it will mean that a note could be added to the Claw Trap explaining the exception in ROW 5. Using ''tdt'' to check the amount of damage it deals could be a way to track the script that explains the damage dealt by this trap. --[[User:Timenn|Timenn]] 09:53, 20 October 2007 (EDT)&lt;br /&gt;
::::I have been hit with this trap a few times, all that happens to me is that I get pushed out of the way. I think its just there to block the way, not kill. [[User:212.50.191.54|212.50.191.54]] 06:19, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've tested the trap Nephele mentioned, but it seems they don't do any damage. I doubt they are the traps Willyhead could mean, as they are scripted to only act once (I've tested this also ingame). I'm not sure what else could cause the difference, other than mods. Maybe Willyhead can tell where the trap can be found, or test the trap at a different location. --[[User:Timenn|Timenn]] 09:35, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Pressure Plate ==&lt;br /&gt;
&lt;br /&gt;
Ive noticed that the pressure plate switch is set off if enough weight is applied to it, does this mean by using various feather spells I could step on one and nothing would happen? --[[User:212.50.191.54|212.50.191.54]] 06:17, 31 October 2007 (EDT)&lt;br /&gt;
:No. Feather spells don't have any effect on your mass in the game, just on the amount you can carry. Otherwise, for instance, you'd go flying every time somebody hit you during combat if you had a big feather spell in effect! --[[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; 06:36, 31 October 2007 (EDT)&lt;br /&gt;
Ah yes, that does make sense, I  forgot that the character has weight&lt;br /&gt;
&lt;br /&gt;
== What's the purpose of this page? ==&lt;br /&gt;
What exactly is the purpose of this page? I had one of my edits removed with the reason that it wasn't the purpose of this page. I thought this page was about traps, where to find them, '''what they do''', '''how to deal with them''' so I added two minor detail on cave ins. 1) Fallen rocks may cover stuff on the ground. 2) You can blast the rock out of your way if you want to look under them. Somehow these minor edit was not judged worthy, with a poor explanation too. So, exactly why is these two minor details not appropriate for this page? Oh, I once found a chest with some minor loot under a cave in(amelions tomb?). That's why I wanted to mention it here. Preceeding coment added by [[User:Bongo|Bongo]] 16:54, 29 November 2007 (EST)&lt;br /&gt;
:Okay, this time I'll leave it. But the page is about damage and how to avoid the traps; not really about things getting covered. --[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 17:29, 29 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::The problem with part of that information is that it doesn't cover everything. A rock that has fallen down can be moved by more than just area effect spells. An area effect spell is just an easy way of moving things. It's also trivial that loose objects can be moved in Oblivion, so mentioning that on a Traps page is just not necessary. I think a note of the amount of rocks that fall down, and the effect that can have, is more than enough. --[[User:Timenn|Timenn]]&amp;lt;span style=&amp;quot;font-size: 8px; font-style: italic;&amp;quot;&amp;gt; &amp;amp;lt; &amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;[[User_talk:Timenn|talk]]&amp;lt;/span&amp;gt; &amp;amp;gt; &amp;lt;/span&amp;gt; 17:40, 29 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Cave ins, logs and landslides all have the capacity to cover interesting stuff. Unlike the other two, objects covered by cave ins will usually be unaccessible until you figure out how to remove the rocks. The hold key is useless on such rocks, a fireball works(and bring the rocks back to life!). I agree that damage dealt by traps and how to avoid it should get priority on this page but I still think we have room for secondary effects as well. Not sure if the mentioned chest in amelions tomb is a bait or just placed there to frustrate players though.&lt;/div&gt;</summary>
		<author><name>Bongo</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Traps&amp;diff=210882</id>
		<title>Oblivion talk:Traps</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Traps&amp;diff=210882"/>
		<updated>2007-11-29T21:54:43Z</updated>

		<summary type="html">&lt;p&gt;Bongo: /* What's the purpose of this page? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Confirmation on data =&lt;br /&gt;
As plenty of data on traps can't be read literally from the Construction Set, here is an overview of the data I worked with.&lt;br /&gt;
== Physical Damage calculation ==&lt;br /&gt;
=== Conditions ===&lt;br /&gt;
* Using the console command &amp;quot;setlevel&amp;quot; to test different levels.&lt;br /&gt;
* Test trap are the Swinging Blades close to the entrance/exit of [[Oblivion:Lindai|Lindai01]].&lt;br /&gt;
* Using the console command &amp;quot;tdt&amp;quot; to measure the exact health values.&lt;br /&gt;
=== Conclusions ===&lt;br /&gt;
* Damage is calculated the moment you're hit, and is based on your character's level at '''that''' moment.&lt;br /&gt;
* Damage is calculated for each actor. The skeletons who were so nice to get hit received damage dependent on '''their''' level.&lt;br /&gt;
* Damage = fTrapDamage + fLevelledDamage * Level.&lt;br /&gt;
&amp;quot;fTrapDamage&amp;quot; and &amp;quot;fLevelledDamage&amp;quot; are both variables set in the trap object's scrip.&lt;br /&gt;
=== Test data ===&lt;br /&gt;
According to ARTrapSwingBladeFAST01SCRIPT:&amp;lt;br&amp;gt;&lt;br /&gt;
fTrapDamage = 20&amp;lt;br&amp;gt;&lt;br /&gt;
fLevelledDamage = 1.5&lt;br /&gt;
{|class=greylapse&lt;br /&gt;
|-&lt;br /&gt;
!Level !! Damage&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 21.50&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 23.00&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 24.50&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 26.00&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 27.50&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 35.00&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 42.50&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 50.00&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 57.50&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 95.00 &lt;br /&gt;
|-&lt;br /&gt;
| 75 || 133.50&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 170.00&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Editor ID's ==&lt;br /&gt;
For reference:&lt;br /&gt;
{|class=greylapse&lt;br /&gt;
!Trap/Trigger name !! Editor ID&lt;br /&gt;
|-&lt;br /&gt;
| Claw Lever || OBClawSwitchTall&lt;br /&gt;
|-&lt;br /&gt;
| Pressure Plate || CTrigPressurePlate01&lt;br /&gt;
|-&lt;br /&gt;
| Tripwire || CTrigTripwire01&lt;br /&gt;
|-&lt;br /&gt;
| Avalanche || OblivionAvalanche01&lt;br /&gt;
|-&lt;br /&gt;
| Ayleid Ruin Spike Pit || ARTrapSpikePit01&lt;br /&gt;
|-&lt;br /&gt;
| Cave In || CTrapCaveIn01&lt;br /&gt;
|-&lt;br /&gt;
| Ceiling Spikes || ARFloorSMASHER01 (the raising floor)&amp;lt;br&amp;gt;&lt;br /&gt;
ARTrapLongSpikes01 (the spikes in the ceiling)&lt;br /&gt;
|-&lt;br /&gt;
| Citadel Guillotine Blade || HallwayTrackBladeTrap01&lt;br /&gt;
|-&lt;br /&gt;
| Citadel Trident Blade || HallwayTrackBladeTrap02B&lt;br /&gt;
|-&lt;br /&gt;
| Citadel Spikes || CitadelHall3waySpikeTrap01 (for a single wall)&amp;lt;br&amp;gt;&lt;br /&gt;
CitadelHall90cornerSpikeTrap01 (for corners)&amp;lt;br&amp;gt;&lt;br /&gt;
CitadelHallSpikeTrap01 (for two opposing walls)&lt;br /&gt;
|-&lt;br /&gt;
| Claw Trap || ClawGateLeft01&amp;lt;br&amp;gt;&lt;br /&gt;
ClawGateRight01&lt;br /&gt;
|-&lt;br /&gt;
| Crumbling Bridge || ARTrapBridgeCrumble (Ayleid Ruins)&amp;lt;br&amp;gt;&lt;br /&gt;
RFPitBridgeTrap (Forts)&lt;br /&gt;
|-&lt;br /&gt;
| Darts || RFTrapDarts01&lt;br /&gt;
|-&lt;br /&gt;
| Falling Blades || ARTrapBridgeBlade01&lt;br /&gt;
|-&lt;br /&gt;
| Falling Logs || CTrapLogs01&lt;br /&gt;
|-&lt;br /&gt;
| Gas Trap || ARTrapGasCloud (gas cloud)&amp;lt;br&amp;gt;&lt;br /&gt;
ARTrapGasEmitter01&amp;lt;br&amp;gt;&lt;br /&gt;
ARTrapGasEmitterRANDOM01&lt;br /&gt;
|-&lt;br /&gt;
| Gas Room || ARTrapWallCorner01&lt;br /&gt;
|-&lt;br /&gt;
| Spike Pit || RFTrapSpikes01&lt;br /&gt;
|-&lt;br /&gt;
| Spiked Barrier || ARTrapChannelSpikes01&lt;br /&gt;
|-&lt;br /&gt;
| Swinging Blades || ARTrapSwingBladeFAST01&amp;lt;br&amp;gt;&lt;br /&gt;
ARTrapSwingBladeRANDOM01&amp;lt;br&amp;gt;&lt;br /&gt;
ARTrapSwingBladeSLOW01&lt;br /&gt;
|-&lt;br /&gt;
| Swinging Log || CTrapSwingLogLong01&lt;br /&gt;
|-&lt;br /&gt;
| Swinging Mace || CTrapSwingMaceLong01 (cylinder shaped mace)&lt;br /&gt;
CTrapSwingMaceShort01 (sphere shaped mace)&lt;br /&gt;
|-&lt;br /&gt;
| Dark Welkynd Stone || ARTrapEvilStone01 (casts Frost Damage)&lt;br /&gt;
ARTrapEvilStone02 (casts Shock Damage)&lt;br /&gt;
|-&lt;br /&gt;
| Fire Turret || OBTurretBig01&lt;br /&gt;
|-&lt;br /&gt;
| Land Mine || OBMineTrap01&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
--[[User:Timenn|Timenn]] 14:42, 9 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
= Talk =&lt;br /&gt;
== Page Rewrite ==&lt;br /&gt;
I've rewritten the entire Traps page. The traps used to be listed in one table, with only brief and sometimes confusing summaries. The rewrite should list all traps (some were missing) and information on:&lt;br /&gt;
* Where to find them.&lt;br /&gt;
* How they appear (if they are not yet triggered).&lt;br /&gt;
* What happens if the trap is triggered.&lt;br /&gt;
* What effect the trap has on its victim (usually the amount of damage).&lt;br /&gt;
A picture for each trap has been added, as well details on how to avoid the trap and some other information that doesn't fall into an above mentioned category. &amp;lt;br /&amp;gt;&lt;br /&gt;
--[[User:Timenn|Timenn]] 11:35, 10 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Confirmation of Argonian Immunity ==&lt;br /&gt;
Can someone confirm the immunity of [[Oblivion:Argonian|Argonians]] to the [[Oblivion:Traps#Gas Trap|Gas Trap]] and the [[Oblivion:Traps#Gas Room|Gas Room]]? I was surprised by this statement as the scripts of these traps appear to be generally the same as the scripts of other physical traps. The one main difference is that these Gas traps deal damage over a longer amount of time, but nowhere I have seen an indication that an immunity ability could help resist the damage dealt by such physical traps. &amp;lt;br /&amp;gt;&lt;br /&gt;
I could test this later with adding the immunity abilities of Argonians to my character and see if they help. --[[User:Timenn|Timenn]] 08:30, 17 June 2007 (EDT)&lt;br /&gt;
:Your wish is my command ;) I turned my tutorial-save character (i.e., no fancy equipment or other protection) into an Argonian, went to Vindasel, and stood on the gas vent there for a while.  And absolutely nothing happened.  The gas was definitely working, because one of the rats who came after me died from it.  On the other hand, the spike pit in the first room at Vindasel still did as much damage as ever when I ran into it.  So it looks like somewhere the effect used by the gas traps is flagged as a poison, implying that any [[Oblivion:Resist Poison|Resist Poison]] effect will reduce the damage from the traps.  Perhaps the bTrapContinuous flag is somehow used to decide whether to treat the damage as physical or poison? --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 16:06, 20 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::It even gets more interesting... First of all, it seems like Gas Trap damage the {{Oblivion Effect Entry|Resist Poison}} resists is a general resistance. It means that all characters with a Resist Poison effect active will only receive partial damage from the Gas. (100% means no damage ofcourse) I tested this first with a non [[Oblivion:Argonian|Argonian]] character by first adding the Argonian racial ability, and later a spell that only give 50% resistance.&lt;br /&gt;
::Second, the bTrapContinious variable is not responsible for determining whether a trap is physical or poison. In fact, I switched the scripts of the ARGasGrateTrap01 and the ARTrapSpikePit01 as both traps have similar scripts and a similar triggering zone. I didn't make a difference (except for different damage values). &lt;br /&gt;
::Then I went on and switched the mesh .nif files of the two trap Statics. This did make a difference, the trap called ARGasGrateTrap01 was acting exactly like a Ayleid Ruin Spike Pit, and the ARTrapSpikePit01 was acting exactly like the Gas Trap. &lt;br /&gt;
::From this it may be concluded that the Poison flag is set in the mesh itself. However, I'm not familiar with modelling, so I couldn't check if this is true. Maybe someone with experience in this, and who has the time, is able to shed some light into this.&lt;br /&gt;
&lt;br /&gt;
::For now I think we could change the statement about Argonians to a statement on how Resist Poison resists Gas damage, and provide as example Argonians.&lt;br /&gt;
&lt;br /&gt;
==Another Page Rewrite==&lt;br /&gt;
Nothing too major, I just went in and cleared up a lot of statements and passages under a lot of the traps (grammar, sentence structure, consistency, etc.). I also changed the names of two of the traps, both of which contained &amp;quot;Spike Pit&amp;quot; (one was referring to the platform that drops onto spikes in Ayleid ruins and the other was referring to the spikes below holes in the ground in places like forts). The former, called &amp;quot;Ayleid Ruin Spike Pit&amp;quot; in the table, I changed to simply &amp;quot;Spike Pit&amp;quot;, whereas I changed the latter to &amp;quot;Hole&amp;quot; and provided some more information. I put them both in the correct alphabetical order on both the article and the table. However, if anyone could provide damage tables for lava under &amp;quot;Hole&amp;quot;, that would be great.&lt;br /&gt;
Also, could anyone confirm that the Dark Welkynd stones change into the color of the elemental spell they will cast? I don't ever recall seeing any of them turn anything but red.&lt;br /&gt;
[[User:SubtleCynicism|SubtleCynicism]] 05:19, 27 July 2007 (EDT)&lt;br /&gt;
:I undid the name changes, because those names have been used on all of the dungeon pages when describing the traps found in dungeons, including in the cross links to the Traps page.  So changing the names here has some widespread consequences. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 12:42, 27 July 2007 (EDT)&lt;br /&gt;
::I just ran around and got myself zapped by a few different varieties of Welkynd Stones.  Three did frost damage (ARTrapEvilStoneAUTOFIRE01, ARTrapEvilStoneAUTOFIREFAR01, ARTrapEvilStone01) and one did shock damage (ARTrapEvilStoneAUTOFIRE02).  Every single one of them definitely glowed red before firing, so I've changed the text accordingly. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 02:12, 2 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bone Claw trap ==&lt;br /&gt;
&lt;br /&gt;
Should the Bone Claws in the final area of [[Oblivion:Echo Cave|Echo Cave]] be mentioned on this page?- they are clearly metioned as a trap on the Echo cave walkthrough.--[[User:Willyhead|Willyhead]] 14:50, 20 August 2007 (EDT)&lt;br /&gt;
:I'll say &amp;quot;No&amp;quot; for two reasons. First, they're unique; that's the only place you get exactly that style of 'trap' (or so I believe). Second, they don't do any damage - their purpose is to stop you from running. The data on the Echo Cave page is generated automatically and I imagine it classified the spikes as a trap because they use a similar detect-and-spring trigger as other traps. I'd leave it as it is to be honest. --[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;[[User_Talk:Rpeh|Talk]]&amp;lt;/sup&amp;gt; 06:14, 21 August 2007 (EDT)&lt;br /&gt;
::But then claw traps are included on the page- wich do no damage, and it doesn't say on the page that any traps added must not be unique- since it has a spring trigger and traps the player, that's a good enough reason for me to call it a trap.--[[User:Willyhead|Willyhead]] 14:31, 2 September 2007 (EDT)&lt;br /&gt;
:::I agree with Rpeh, but only for his first reason. A trap doesn't necessarily have to hurt its victim. Think of the [[Oblivion:Traps#Crumbling Bridge|Crumbling Bridge trap]], where the fall damage might be minimal (or none) but the &amp;quot;punishment&amp;quot; is the detour you have to take to get back on your original track. The Claw trap in [[Oblivion:Confront The King|Confront The King]] is not only unique but also only triggers once, and that one is on a scripted ocassion. That trap is also unavoidable (well it should be, anyway), while the characteristic of all Oblivion traps is that they are possible to avoid. --[[User:Timenn|Timenn]] 15:17, 7 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Claw Trap's damage ==&lt;br /&gt;
&lt;br /&gt;
[http://www.uesp.net/w/index.php?title=Oblivion:Traps&amp;amp;oldid=188658 This edit] claims that Claw Traps do deal damage. I would like to see some evidence backing up this claim as the script for this trap doesn't set the usual fTrapDamage. I've also tested trying to get damaged myself without any luck. --[[User:Timenn|Timenn]] 16:31, 15 October 2007 (EDT)&lt;br /&gt;
:Unfortunately I have no evidence I can show you. The way I found this out is from adventuring in Oblivion. I was battling a daedroth, and suddenly a claw trap pronged from underground and killed the weakened daedroth. To further test if this was true I walked into the spikes of the claw trap and suffered some damage. I did the same thing three times and the same thing happened every time. So I came to the conclusion that they do damage. We better hear others opinions on this.--[[User:Willyhead|Willyhead]] 16:38, 15 October 2007 (EDT)&lt;br /&gt;
::Checking over the construction set, I'm wondering whether there are two different varieties of the claw trap and whether that helps to explain this discrepancy.&lt;br /&gt;
::* The most common type of claw trap has editor names ClawGateLeft01 and ClawGateRight01, and appears in 35 different locations.  As Timmenn says the script used by this type of trap (OblivionBoneGateTrapSCRIPT01) doesn't have any of the fTrap settings.  Also these traps do not have the &amp;quot;Dangerous&amp;quot; flag set in the CS.&lt;br /&gt;
::* There are two other claw traps under the editor ID OblivionGateClawGateOpen.  The script (KvatchClawGateOpen) still doesn't have any fTrap settings, but the trap '''does''' have the &amp;quot;Dangerous&amp;quot; flag set.  These two traps are only found in [[Oblivion:Random Oblivion World 5|Random Oblivion World 5]].  Just to add even more confusion, there are another two claw traps in ROW5 that are of the more common variety.&lt;br /&gt;
::I'm wondering whether Willyhead happened to encounter one of the two dangerous traps in ROW5, whereas Timenn's tests were all on the more common non-dangerous traps that exist everywhere else.  Not that AFAIK we know what the &amp;quot;Dangerous&amp;quot; flag actually means.  In fact, checking another dozen traps that definitely do cause damage, none of them are flagged as dangerous ;)  But given the discrepancies here it seems like it's worth looking into. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 04:01, 20 October 2007 (EDT)&lt;br /&gt;
:::Good idea, I will look into this after the weekend. If it's true it will mean that a note could be added to the Claw Trap explaining the exception in ROW 5. Using ''tdt'' to check the amount of damage it deals could be a way to track the script that explains the damage dealt by this trap. --[[User:Timenn|Timenn]] 09:53, 20 October 2007 (EDT)&lt;br /&gt;
::::I have been hit with this trap a few times, all that happens to me is that I get pushed out of the way. I think its just there to block the way, not kill. [[User:212.50.191.54|212.50.191.54]] 06:19, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've tested the trap Nephele mentioned, but it seems they don't do any damage. I doubt they are the traps Willyhead could mean, as they are scripted to only act once (I've tested this also ingame). I'm not sure what else could cause the difference, other than mods. Maybe Willyhead can tell where the trap can be found, or test the trap at a different location. --[[User:Timenn|Timenn]] 09:35, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Pressure Plate ==&lt;br /&gt;
&lt;br /&gt;
Ive noticed that the pressure plate switch is set off if enough weight is applied to it, does this mean by using various feather spells I could step on one and nothing would happen? --[[User:212.50.191.54|212.50.191.54]] 06:17, 31 October 2007 (EDT)&lt;br /&gt;
:No. Feather spells don't have any effect on your mass in the game, just on the amount you can carry. Otherwise, for instance, you'd go flying every time somebody hit you during combat if you had a big feather spell in effect! --[[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; 06:36, 31 October 2007 (EDT)&lt;br /&gt;
Ah yes, that does make sense, I  forgot that the character has weight&lt;br /&gt;
&lt;br /&gt;
== What's the purpose of this page? ==&lt;br /&gt;
What exactly is the purpose of this page? I had one of my edits removed with the reason that it wasn't the purpose of this page. I thought this page was about traps, where to find them, '''what they do''', '''how to deal with them''' so I added two minor detail on cave ins. 1) Fallen rocks may cover stuff on the ground. 2) You can blast the rock out of your way if you want to look under them. Somehow these minor edit was not judged worthy, with a poor explanation too. So, exactly why is these two minor details not appropriate for this page? Oh, I once found a chest with some minor loot under a cave in(amelions tomb?). That's why I wanted to mention it here. Preceeding coment added by [[User:Bongo|Bongo]] 16:54, 29 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Bongo</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Traps&amp;diff=210881</id>
		<title>Oblivion talk:Traps</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Traps&amp;diff=210881"/>
		<updated>2007-11-29T21:54:01Z</updated>

		<summary type="html">&lt;p&gt;Bongo: What's the purpose of this page?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Confirmation on data =&lt;br /&gt;
As plenty of data on traps can't be read literally from the Construction Set, here is an overview of the data I worked with.&lt;br /&gt;
== Physical Damage calculation ==&lt;br /&gt;
=== Conditions ===&lt;br /&gt;
* Using the console command &amp;quot;setlevel&amp;quot; to test different levels.&lt;br /&gt;
* Test trap are the Swinging Blades close to the entrance/exit of [[Oblivion:Lindai|Lindai01]].&lt;br /&gt;
* Using the console command &amp;quot;tdt&amp;quot; to measure the exact health values.&lt;br /&gt;
=== Conclusions ===&lt;br /&gt;
* Damage is calculated the moment you're hit, and is based on your character's level at '''that''' moment.&lt;br /&gt;
* Damage is calculated for each actor. The skeletons who were so nice to get hit received damage dependent on '''their''' level.&lt;br /&gt;
* Damage = fTrapDamage + fLevelledDamage * Level.&lt;br /&gt;
&amp;quot;fTrapDamage&amp;quot; and &amp;quot;fLevelledDamage&amp;quot; are both variables set in the trap object's scrip.&lt;br /&gt;
=== Test data ===&lt;br /&gt;
According to ARTrapSwingBladeFAST01SCRIPT:&amp;lt;br&amp;gt;&lt;br /&gt;
fTrapDamage = 20&amp;lt;br&amp;gt;&lt;br /&gt;
fLevelledDamage = 1.5&lt;br /&gt;
{|class=greylapse&lt;br /&gt;
|-&lt;br /&gt;
!Level !! Damage&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 21.50&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 23.00&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 24.50&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 26.00&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 27.50&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 35.00&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 42.50&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 50.00&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 57.50&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 95.00 &lt;br /&gt;
|-&lt;br /&gt;
| 75 || 133.50&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 170.00&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Editor ID's ==&lt;br /&gt;
For reference:&lt;br /&gt;
{|class=greylapse&lt;br /&gt;
!Trap/Trigger name !! Editor ID&lt;br /&gt;
|-&lt;br /&gt;
| Claw Lever || OBClawSwitchTall&lt;br /&gt;
|-&lt;br /&gt;
| Pressure Plate || CTrigPressurePlate01&lt;br /&gt;
|-&lt;br /&gt;
| Tripwire || CTrigTripwire01&lt;br /&gt;
|-&lt;br /&gt;
| Avalanche || OblivionAvalanche01&lt;br /&gt;
|-&lt;br /&gt;
| Ayleid Ruin Spike Pit || ARTrapSpikePit01&lt;br /&gt;
|-&lt;br /&gt;
| Cave In || CTrapCaveIn01&lt;br /&gt;
|-&lt;br /&gt;
| Ceiling Spikes || ARFloorSMASHER01 (the raising floor)&amp;lt;br&amp;gt;&lt;br /&gt;
ARTrapLongSpikes01 (the spikes in the ceiling)&lt;br /&gt;
|-&lt;br /&gt;
| Citadel Guillotine Blade || HallwayTrackBladeTrap01&lt;br /&gt;
|-&lt;br /&gt;
| Citadel Trident Blade || HallwayTrackBladeTrap02B&lt;br /&gt;
|-&lt;br /&gt;
| Citadel Spikes || CitadelHall3waySpikeTrap01 (for a single wall)&amp;lt;br&amp;gt;&lt;br /&gt;
CitadelHall90cornerSpikeTrap01 (for corners)&amp;lt;br&amp;gt;&lt;br /&gt;
CitadelHallSpikeTrap01 (for two opposing walls)&lt;br /&gt;
|-&lt;br /&gt;
| Claw Trap || ClawGateLeft01&amp;lt;br&amp;gt;&lt;br /&gt;
ClawGateRight01&lt;br /&gt;
|-&lt;br /&gt;
| Crumbling Bridge || ARTrapBridgeCrumble (Ayleid Ruins)&amp;lt;br&amp;gt;&lt;br /&gt;
RFPitBridgeTrap (Forts)&lt;br /&gt;
|-&lt;br /&gt;
| Darts || RFTrapDarts01&lt;br /&gt;
|-&lt;br /&gt;
| Falling Blades || ARTrapBridgeBlade01&lt;br /&gt;
|-&lt;br /&gt;
| Falling Logs || CTrapLogs01&lt;br /&gt;
|-&lt;br /&gt;
| Gas Trap || ARTrapGasCloud (gas cloud)&amp;lt;br&amp;gt;&lt;br /&gt;
ARTrapGasEmitter01&amp;lt;br&amp;gt;&lt;br /&gt;
ARTrapGasEmitterRANDOM01&lt;br /&gt;
|-&lt;br /&gt;
| Gas Room || ARTrapWallCorner01&lt;br /&gt;
|-&lt;br /&gt;
| Spike Pit || RFTrapSpikes01&lt;br /&gt;
|-&lt;br /&gt;
| Spiked Barrier || ARTrapChannelSpikes01&lt;br /&gt;
|-&lt;br /&gt;
| Swinging Blades || ARTrapSwingBladeFAST01&amp;lt;br&amp;gt;&lt;br /&gt;
ARTrapSwingBladeRANDOM01&amp;lt;br&amp;gt;&lt;br /&gt;
ARTrapSwingBladeSLOW01&lt;br /&gt;
|-&lt;br /&gt;
| Swinging Log || CTrapSwingLogLong01&lt;br /&gt;
|-&lt;br /&gt;
| Swinging Mace || CTrapSwingMaceLong01 (cylinder shaped mace)&lt;br /&gt;
CTrapSwingMaceShort01 (sphere shaped mace)&lt;br /&gt;
|-&lt;br /&gt;
| Dark Welkynd Stone || ARTrapEvilStone01 (casts Frost Damage)&lt;br /&gt;
ARTrapEvilStone02 (casts Shock Damage)&lt;br /&gt;
|-&lt;br /&gt;
| Fire Turret || OBTurretBig01&lt;br /&gt;
|-&lt;br /&gt;
| Land Mine || OBMineTrap01&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
--[[User:Timenn|Timenn]] 14:42, 9 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
= Talk =&lt;br /&gt;
== Page Rewrite ==&lt;br /&gt;
I've rewritten the entire Traps page. The traps used to be listed in one table, with only brief and sometimes confusing summaries. The rewrite should list all traps (some were missing) and information on:&lt;br /&gt;
* Where to find them.&lt;br /&gt;
* How they appear (if they are not yet triggered).&lt;br /&gt;
* What happens if the trap is triggered.&lt;br /&gt;
* What effect the trap has on its victim (usually the amount of damage).&lt;br /&gt;
A picture for each trap has been added, as well details on how to avoid the trap and some other information that doesn't fall into an above mentioned category. &amp;lt;br /&amp;gt;&lt;br /&gt;
--[[User:Timenn|Timenn]] 11:35, 10 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Confirmation of Argonian Immunity ==&lt;br /&gt;
Can someone confirm the immunity of [[Oblivion:Argonian|Argonians]] to the [[Oblivion:Traps#Gas Trap|Gas Trap]] and the [[Oblivion:Traps#Gas Room|Gas Room]]? I was surprised by this statement as the scripts of these traps appear to be generally the same as the scripts of other physical traps. The one main difference is that these Gas traps deal damage over a longer amount of time, but nowhere I have seen an indication that an immunity ability could help resist the damage dealt by such physical traps. &amp;lt;br /&amp;gt;&lt;br /&gt;
I could test this later with adding the immunity abilities of Argonians to my character and see if they help. --[[User:Timenn|Timenn]] 08:30, 17 June 2007 (EDT)&lt;br /&gt;
:Your wish is my command ;) I turned my tutorial-save character (i.e., no fancy equipment or other protection) into an Argonian, went to Vindasel, and stood on the gas vent there for a while.  And absolutely nothing happened.  The gas was definitely working, because one of the rats who came after me died from it.  On the other hand, the spike pit in the first room at Vindasel still did as much damage as ever when I ran into it.  So it looks like somewhere the effect used by the gas traps is flagged as a poison, implying that any [[Oblivion:Resist Poison|Resist Poison]] effect will reduce the damage from the traps.  Perhaps the bTrapContinuous flag is somehow used to decide whether to treat the damage as physical or poison? --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 16:06, 20 June 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::It even gets more interesting... First of all, it seems like Gas Trap damage the {{Oblivion Effect Entry|Resist Poison}} resists is a general resistance. It means that all characters with a Resist Poison effect active will only receive partial damage from the Gas. (100% means no damage ofcourse) I tested this first with a non [[Oblivion:Argonian|Argonian]] character by first adding the Argonian racial ability, and later a spell that only give 50% resistance.&lt;br /&gt;
::Second, the bTrapContinious variable is not responsible for determining whether a trap is physical or poison. In fact, I switched the scripts of the ARGasGrateTrap01 and the ARTrapSpikePit01 as both traps have similar scripts and a similar triggering zone. I didn't make a difference (except for different damage values). &lt;br /&gt;
::Then I went on and switched the mesh .nif files of the two trap Statics. This did make a difference, the trap called ARGasGrateTrap01 was acting exactly like a Ayleid Ruin Spike Pit, and the ARTrapSpikePit01 was acting exactly like the Gas Trap. &lt;br /&gt;
::From this it may be concluded that the Poison flag is set in the mesh itself. However, I'm not familiar with modelling, so I couldn't check if this is true. Maybe someone with experience in this, and who has the time, is able to shed some light into this.&lt;br /&gt;
&lt;br /&gt;
::For now I think we could change the statement about Argonians to a statement on how Resist Poison resists Gas damage, and provide as example Argonians.&lt;br /&gt;
&lt;br /&gt;
==Another Page Rewrite==&lt;br /&gt;
Nothing too major, I just went in and cleared up a lot of statements and passages under a lot of the traps (grammar, sentence structure, consistency, etc.). I also changed the names of two of the traps, both of which contained &amp;quot;Spike Pit&amp;quot; (one was referring to the platform that drops onto spikes in Ayleid ruins and the other was referring to the spikes below holes in the ground in places like forts). The former, called &amp;quot;Ayleid Ruin Spike Pit&amp;quot; in the table, I changed to simply &amp;quot;Spike Pit&amp;quot;, whereas I changed the latter to &amp;quot;Hole&amp;quot; and provided some more information. I put them both in the correct alphabetical order on both the article and the table. However, if anyone could provide damage tables for lava under &amp;quot;Hole&amp;quot;, that would be great.&lt;br /&gt;
Also, could anyone confirm that the Dark Welkynd stones change into the color of the elemental spell they will cast? I don't ever recall seeing any of them turn anything but red.&lt;br /&gt;
[[User:SubtleCynicism|SubtleCynicism]] 05:19, 27 July 2007 (EDT)&lt;br /&gt;
:I undid the name changes, because those names have been used on all of the dungeon pages when describing the traps found in dungeons, including in the cross links to the Traps page.  So changing the names here has some widespread consequences. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 12:42, 27 July 2007 (EDT)&lt;br /&gt;
::I just ran around and got myself zapped by a few different varieties of Welkynd Stones.  Three did frost damage (ARTrapEvilStoneAUTOFIRE01, ARTrapEvilStoneAUTOFIREFAR01, ARTrapEvilStone01) and one did shock damage (ARTrapEvilStoneAUTOFIRE02).  Every single one of them definitely glowed red before firing, so I've changed the text accordingly. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 02:12, 2 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bone Claw trap ==&lt;br /&gt;
&lt;br /&gt;
Should the Bone Claws in the final area of [[Oblivion:Echo Cave|Echo Cave]] be mentioned on this page?- they are clearly metioned as a trap on the Echo cave walkthrough.--[[User:Willyhead|Willyhead]] 14:50, 20 August 2007 (EDT)&lt;br /&gt;
:I'll say &amp;quot;No&amp;quot; for two reasons. First, they're unique; that's the only place you get exactly that style of 'trap' (or so I believe). Second, they don't do any damage - their purpose is to stop you from running. The data on the Echo Cave page is generated automatically and I imagine it classified the spikes as a trap because they use a similar detect-and-spring trigger as other traps. I'd leave it as it is to be honest. --[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;[[User_Talk:Rpeh|Talk]]&amp;lt;/sup&amp;gt; 06:14, 21 August 2007 (EDT)&lt;br /&gt;
::But then claw traps are included on the page- wich do no damage, and it doesn't say on the page that any traps added must not be unique- since it has a spring trigger and traps the player, that's a good enough reason for me to call it a trap.--[[User:Willyhead|Willyhead]] 14:31, 2 September 2007 (EDT)&lt;br /&gt;
:::I agree with Rpeh, but only for his first reason. A trap doesn't necessarily have to hurt its victim. Think of the [[Oblivion:Traps#Crumbling Bridge|Crumbling Bridge trap]], where the fall damage might be minimal (or none) but the &amp;quot;punishment&amp;quot; is the detour you have to take to get back on your original track. The Claw trap in [[Oblivion:Confront The King|Confront The King]] is not only unique but also only triggers once, and that one is on a scripted ocassion. That trap is also unavoidable (well it should be, anyway), while the characteristic of all Oblivion traps is that they are possible to avoid. --[[User:Timenn|Timenn]] 15:17, 7 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Claw Trap's damage ==&lt;br /&gt;
&lt;br /&gt;
[http://www.uesp.net/w/index.php?title=Oblivion:Traps&amp;amp;oldid=188658 This edit] claims that Claw Traps do deal damage. I would like to see some evidence backing up this claim as the script for this trap doesn't set the usual fTrapDamage. I've also tested trying to get damaged myself without any luck. --[[User:Timenn|Timenn]] 16:31, 15 October 2007 (EDT)&lt;br /&gt;
:Unfortunately I have no evidence I can show you. The way I found this out is from adventuring in Oblivion. I was battling a daedroth, and suddenly a claw trap pronged from underground and killed the weakened daedroth. To further test if this was true I walked into the spikes of the claw trap and suffered some damage. I did the same thing three times and the same thing happened every time. So I came to the conclusion that they do damage. We better hear others opinions on this.--[[User:Willyhead|Willyhead]] 16:38, 15 October 2007 (EDT)&lt;br /&gt;
::Checking over the construction set, I'm wondering whether there are two different varieties of the claw trap and whether that helps to explain this discrepancy.&lt;br /&gt;
::* The most common type of claw trap has editor names ClawGateLeft01 and ClawGateRight01, and appears in 35 different locations.  As Timmenn says the script used by this type of trap (OblivionBoneGateTrapSCRIPT01) doesn't have any of the fTrap settings.  Also these traps do not have the &amp;quot;Dangerous&amp;quot; flag set in the CS.&lt;br /&gt;
::* There are two other claw traps under the editor ID OblivionGateClawGateOpen.  The script (KvatchClawGateOpen) still doesn't have any fTrap settings, but the trap '''does''' have the &amp;quot;Dangerous&amp;quot; flag set.  These two traps are only found in [[Oblivion:Random Oblivion World 5|Random Oblivion World 5]].  Just to add even more confusion, there are another two claw traps in ROW5 that are of the more common variety.&lt;br /&gt;
::I'm wondering whether Willyhead happened to encounter one of the two dangerous traps in ROW5, whereas Timenn's tests were all on the more common non-dangerous traps that exist everywhere else.  Not that AFAIK we know what the &amp;quot;Dangerous&amp;quot; flag actually means.  In fact, checking another dozen traps that definitely do cause damage, none of them are flagged as dangerous ;)  But given the discrepancies here it seems like it's worth looking into. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 04:01, 20 October 2007 (EDT)&lt;br /&gt;
:::Good idea, I will look into this after the weekend. If it's true it will mean that a note could be added to the Claw Trap explaining the exception in ROW 5. Using ''tdt'' to check the amount of damage it deals could be a way to track the script that explains the damage dealt by this trap. --[[User:Timenn|Timenn]] 09:53, 20 October 2007 (EDT)&lt;br /&gt;
::::I have been hit with this trap a few times, all that happens to me is that I get pushed out of the way. I think its just there to block the way, not kill. [[User:212.50.191.54|212.50.191.54]] 06:19, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've tested the trap Nephele mentioned, but it seems they don't do any damage. I doubt they are the traps Willyhead could mean, as they are scripted to only act once (I've tested this also ingame). I'm not sure what else could cause the difference, other than mods. Maybe Willyhead can tell where the trap can be found, or test the trap at a different location. --[[User:Timenn|Timenn]] 09:35, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Pressure Plate ==&lt;br /&gt;
&lt;br /&gt;
Ive noticed that the pressure plate switch is set off if enough weight is applied to it, does this mean by using various feather spells I could step on one and nothing would happen? --[[User:212.50.191.54|212.50.191.54]] 06:17, 31 October 2007 (EDT)&lt;br /&gt;
:No. Feather spells don't have any effect on your mass in the game, just on the amount you can carry. Otherwise, for instance, you'd go flying every time somebody hit you during combat if you had a big feather spell in effect! --[[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; 06:36, 31 October 2007 (EDT)&lt;br /&gt;
Ah yes, that does make sense, I  forgot that the character has weight&lt;br /&gt;
&lt;br /&gt;
== What's the purpose of this page? ==&lt;br /&gt;
What exactly is the purpose of this page? I had one of my edits removed with the reason that it wasn't the purpose of this page. I thought this page was about traps, where to find them, '''what they do''', '''how to deal with them''' so I added two minor detail on cave ins. 1) Fallen rocks may cover stuff on the ground. 2) You can blast the rock out of your way if you want to look under them. Somehow these minor edit was not judged worthy, with a poor explanation too. So, exactly why is these two minor details not appropriate for this page? Oh, I once found a chest with some minor loot under a cave in(amelions tomb?). That's why I wanted to mention it here.&lt;/div&gt;</summary>
		<author><name>Bongo</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Traps&amp;diff=210878</id>
		<title>Oblivion:Traps</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Traps&amp;diff=210878"/>
		<updated>2007-11-29T21:43:14Z</updated>

		<summary type="html">&lt;p&gt;Bongo: /* Cave In */ see talk pake for details&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Oblivion Hints Trail}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
There are various types of traps in [[Oblivion:Oblivion|Oblivion]], and practically all of them are found in dungeons or the [[Oblivion:Planes of Oblivion|Planes of Oblivion]]. Most traps become active if the player activates a certain &amp;quot;trigger&amp;quot;, which may be a physical object or an invisible proximity trigger. Traps are usually hidden in dark areas, or are blended into their environment. They are returned to their original state during a cell reset (When a cell has not been visited by the player for 72 in-game hours everything in it respawns).&lt;br /&gt;
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{|class=greylapse border=1 cellpadding=3 cellspacing=0 style=text-align:left&lt;br /&gt;
!colspan=5|&amp;lt;center&amp;gt;Contents&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;[[#Triggers|Triggers]]&amp;lt;/center&amp;gt;&lt;br /&gt;
!colspan=3|&amp;lt;center&amp;gt;[[#Physical Traps|Physical Traps]]&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;lt;center&amp;gt;[[#Magic Traps|Magic Traps]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[#Claw Lever|Claw Lever]]&lt;br /&gt;
|[[#Avalanche|Avalanche]]&lt;br /&gt;
|[[#Claw Trap|Claw Trap]]&lt;br /&gt;
|[[#Rotten Plank|Rotten Plank]]&lt;br /&gt;
|[[#Dark Welkynd Stone|Dark Welkynd Stone]] &lt;br /&gt;
|-&lt;br /&gt;
|[[#Pressure Plate|Pressure Plate]]&lt;br /&gt;
|[[#Ayleid Ruin Spike Pit|Ayleid Ruin Spike Pit]]&lt;br /&gt;
|[[#Crumbling Bridge|Crumbling Bridge]]&lt;br /&gt;
|[[#Spike Pit|Spike Pit]]&lt;br /&gt;
|[[#Fire Turret|Fire Turret]]&lt;br /&gt;
|-&lt;br /&gt;
|[[#Tripwire|Tripwire]]&lt;br /&gt;
|[[#Cave In|Cave In]]&lt;br /&gt;
|[[#Darts|Darts]]&lt;br /&gt;
|[[#Spiked Barrier|Spiked Barrier]]&lt;br /&gt;
|[[#Land Mine|Land Mine]]&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=4|&lt;br /&gt;
|[[#Ceiling Spikes|Ceiling Spikes]]&lt;br /&gt;
|[[#Falling Blades|Falling Blades]]&lt;br /&gt;
|[[#Swinging Blades|Swinging Blades]]&lt;br /&gt;
|rowspan=4|&lt;br /&gt;
|-&lt;br /&gt;
|[[#Citadel Guillotine Blade|Citadel Guillotine Blade]]&lt;br /&gt;
|[[#Falling Logs|Falling Logs]]&lt;br /&gt;
|[[#Swinging Log|Swinging Log]]&lt;br /&gt;
|-&lt;br /&gt;
|[[#Citadel Trident Blade|Citadel Trident Blade]]&lt;br /&gt;
|[[#Gas Trap|Gas Trap]]&lt;br /&gt;
|[[#Swinging Mace|Swinging Mace]]&lt;br /&gt;
|-&lt;br /&gt;
|[[#Citadel Spikes|Citadel Spikes]]&lt;br /&gt;
|[[#Gas Room|Gas Room]]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Triggers ==&lt;br /&gt;
Not all traps are triggered by proximity. A good portion of the traps rely on physical triggers to be activated. A careful player can avoid traps by avoiding hidden triggers and even turn traps against enemies by activating these triggers at the right time.&lt;br /&gt;
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&lt;br /&gt;
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=== Claw Lever ===&lt;br /&gt;
[[Image:OB_Trigger_Claw_Lever.jpg|thumb|left|Claw Lever]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Found in:''' [[Oblivion:Planes of Oblivion#The Main Tower|Oblivion Citadels]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits:''' A yellow, claw-shaped lever placed on the wall.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action:''' When the lever is pulled, the trap linked to the Claw Lever will be set off.&amp;lt;br /&amp;gt;&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Pressure Plate ===&lt;br /&gt;
[[Image:OB_Trigger_Pressure_Plate.jpg|thumb|left|Pressure Plate]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Found in:''' [[:Category:Oblivion-Places-Ayleid Ruins|Ayleid Ruins]], [[:Category:Oblivion-Places-Caves|Caves]], [[:Category:Oblivion-Places-Forts|Forts]], [[:Category:Oblivion-Places-Mines|Mines]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits: ''' A brown round metal plate lying on the ground. A loud clicking sound can be heard if the Pressure Plate is set off.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action: ''' When enough weight is applied to the Pressure Plate, the trap linked to the Pressure Plate will be set off. An arrow shot against the plate will provide such weight and can be used to set off the trap from a distance.&amp;lt;br /&amp;gt;&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
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=== Tripwire ===&lt;br /&gt;
[[Image:OB_Trigger_Tripwire.jpg|thumb|left|Tripwire]]&lt;br /&gt;
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'''Found in:''' [[:Category:Oblivion-Places-Ayleid Ruins|Ayleid Ruins]], [[:Category:Oblivion-Places-Caves|Caves]], [[:Category:Oblivion-Places-Forts|Forts]], [[:Category:Oblivion-Places-Mines|Mines]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits: ''' A wire at heel height, stretched between two wooden poles. The poles are embedded in the ground and cannot be moved. The tripwire is usally set in narrow passages. A snapping sound plays when the wire breaks. The wire can be broken from a distance by firing an arrow into one of the poles.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action: ''' When something passes through the string, the wire breaks and the trap linked to the Tripwire will be set off.&amp;lt;br /&amp;gt;&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
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== Physical Traps ==&lt;br /&gt;
Physical traps usually hurt their victims and push them backwards. The damage cannot be Reflected, Absorbed, or Resisted by magical means. The amount of damage dealt is not affected by the difficulty slider. However, the amount of damage ''is'' determined by the victim's level (referred to in formulae as &amp;quot;lvl&amp;quot;). If you are hit by the trap, your current level will be used in the damage calculation.&lt;br /&gt;
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&lt;br /&gt;
----&lt;br /&gt;
=== Avalanche ===&lt;br /&gt;
[[Image:OB_Trap_Avalanche.jpg|thumb|left|Avalanche]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Found in:''' [[Oblivion:Planes of Oblivion|Planes of Oblivion]], exterior.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits: ''' Look for light brown rocks lying on the top of a nearby hill. When the trap is set off, a rumbling sound will play and the screen will shake.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action: ''' When the player comes in close proximity to an avalanche trap, several rocks will come down rolling off a nearby hill. &amp;lt;br /&amp;gt;&lt;br /&gt;
'''Effect: ''' Anyone hit by rocks will receive 10 damage. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The invisible trigger for this trap is usually placed too far away from the trap itself. A careful player can easily avoid being hit by this trap. &lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Ayleid Ruin Spike Pit ===&lt;br /&gt;
[[Image:OB_Trap_Ayleid_Ruin_Spike_Pit.jpg|thumb|right|Ayleid Ruin Spike Pit]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Found in:''' [[:Category:Oblivion-Places-Ayleid Ruins|Ayleid Ruins]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits:''' Look for lightly tinted floors with small holes.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action:''' When stepped on, the floor will descend onto spikes that shoot up through the holes in the platform. &amp;lt;br /&amp;gt;&lt;br /&gt;
'''Effect:''' Anything struck by spikes will receive 15 + 1.5 * lvl damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This trap does not discriminate between creatures. The floor will lower even if no physical contact occurs, so it is not safe to jump over the platform. If a character who has triggered a Spike Pit stands at the sides or corners of the platform, he will not be struck. After a Spike Pit has reset, it will not rearm for five seconds.&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Cave In ===&lt;br /&gt;
[[Image:OB_Trap_Cave_In.jpg|thumb|left|Cave In]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Found in:''' [[:Category:Oblivion-Places-Caves|Caves]], [[:Category:Oblivion-Places-Forts|Forts]], [[Oblivion: Crumbling Mine| Crumbling Mine]], [[Oblivion:Ceyatatar|Ceyatatar]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits:''' Loose rocks can be seen on the ceiling. When a Cave In is triggered, the screen shakes and a rumbling sound is played.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action:''' Rocks will fall, damaging anyone beneath them and possibly cover objects on the ground.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Effect:''' Anyone hit by a falling rock will receive 5 + 1 * lvl damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cave Ins usually occur in dead-end passages. These passages can usually be identified by the loose rocks lying on the floor at the end. Fallen rocks can be moved with area of effect destructive spells, revealing any objects hidden underneath. Please note that rocks moved this way may cause damage.&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Ceiling Spikes ===&lt;br /&gt;
[[Image:OB_Trap_Ceiling_Spikes.jpg|thumb|right|Ceiling Spikes]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Found in:''' [[:Category:Oblivion-Places-Ayleid Ruins|Ayleid Ruins]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits:''' Look for a lightly tinted platform on the ground covered in bloodstains. A large, square-shaped gap in the ceiling will be present above the platform, and spikes may or may not be visible within the gap.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action:''' When triggered, the floor will rise and collide with spikes protruding from the ceiling, damaging anyone who comes into contact with the spikes.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Effect:''' Anyone hit by spikes will receive 15 + 1.5 * lvl damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This trap does not discriminate between your character and enemies. The floor will only rise when an actor physically stands on it, so it is safe to jump over the trigger zone.&lt;br /&gt;
It is possible to stand on the corner or sides of the rising platform and miss the spikes at the ceiling. After the Ceiling Spikes have reset, they will not rearm for five seconds.&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Citadel Guillotine Blade ===&lt;br /&gt;
[[Image:OB_Trap_Citadel_Guillotine_Blade.jpg|thumb|left|Citadel Guillotine Blade]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Found in:''' [[Oblivion:Random Oblivion World 2|Portals of Natural Disasters]], [[Oblivion:The Claw Monolith|The Claw Monolith]], [[Oblivion:Random Oblivion World 4|The Brooding Fortress]], [[Oblivion:Great Gate|World Breaker]]; all are [[Oblivion:Planes of Oblivion#The Main Tower|Oblivion Citadels]].&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits: ''' Look to the ceiling for a huge blade with yellow edges, placed perpendicular to the hallway. Unusual grooves, creases or gaps can be found in the wall.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action: ''' When triggered, the blade will quickly descend. When the blade reaches the ground, the screen will shake and a loud crashing sound will play. The blade will stay down for a few seconds, and then slowly rise up again.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Effect: ''' Being struck by the blade causes 20 + 1.5 * lvl damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Players are advised to tread carefully. It is possible to avoid a Citadel Guillotine Blade by either quickly running through the target area before the blade falls or by triggering the blade, stepping back, and passing under after the blade has retracted. This trap can also be triggered by a [[#Claw Lever|Claw Lever]]. After a Citadel Guillotine Blade has reset, it will not trigger for five seconds. &lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Citadel Trident Blade ===&lt;br /&gt;
[[Image:OB_Trap_Citadel_Swinging_Blade.jpg|thumb|right|Citadel Trident Blade]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Found in:''' [[Oblivion:The Flesh Spire|The Flesh Spire]], [[Oblivion:The Lust Keep|The Lust Keep]], [[Oblivion:Random Oblivion World 4|The Sorrow Keep]], [[Oblivion:Random Oblivion World 4|The Brooding Fortress]], [[Oblivion:The Wayward Knight|The Chaos Stronghold]]; all are [[Oblivion:Planes of Oblivion#The Main Tower|Oblivion Citadels]].&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits: ''' Look to the ceiling for a large mechanism resembling a claw. This trap is usually placed near the entrance of a wide hall. The blade will swing down very silently.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action: ''' When triggered, the blade will come swinging down from the ceiling towards the player. &amp;lt;br /&amp;gt;&lt;br /&gt;
'''Effect: ''' Being struck by the swinging blade will cause 25 + 1.5 * lvl damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This trap is difficult to dodge, as it gives hardly any indication that it has been triggered. If a Citadel Trident Blade is detected before it is activated, it is easily avoided. To dodge it, step to either side. This trap can also be triggered by a [[#Claw Lever|Claw Lever]]. After a Citadel Trident Blade has reset, it will not rearm for five seconds.&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
----&lt;br /&gt;
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=== Citadel Spikes ===&lt;br /&gt;
[[Image:OB_Trap_Citadel_Spikes.jpg|thumb|left|Citadel Spikes]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Found in:''' [[Oblivion:Planes of Oblivion#The Main Tower|Oblivion Citadels]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits: ''' Look for vertical rows of holes in the walls. &amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action: ''' When triggered, spears will quickly shoot out of the holes in the wall. &amp;lt;br /&amp;gt;&lt;br /&gt;
'''Effect: ''' The spikes will cause 20 + 1.5 * lvl damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Citadel Spears are easily avoidable. Located on the walls of Citadels, they are easily seen, making them less dangerous than other traps. If the player runs directly through the target area, he will escape the damage zone before the spears can fully extend. Alternatively, it is possible to trigger the spears, step backward, and wait for them to retract back into the wall. After a set of Citadel Spikes has reset, they will not rearm for five seconds.{{NewLeft}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Claw Trap ===&lt;br /&gt;
[[Image:OB_Trap_Claw_Trap.jpg|thumb|right|Claw Trap]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Found in:''' [[Oblivion:Planes of Oblivion|Planes of Oblivion]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits: ''' Small curved bone spikes may be seen on both sides of a path. &amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action: ''' When triggered, bone claws will protrude from the ground.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Effect: ''' This trap's main purpose is to block the movement of the character, something it does not do well (the trap is only about ten feet in width, which makes it very easy to sidestep). However it also deals some damage, but only if the spikes touch you. {{huh}}&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Claw traps are fairly easy to avoid. A Claw Trap will remain for 19 seconds, after which it will reset. It will not rearm itself for five seconds.&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Crumbling Bridge ===&lt;br /&gt;
[[Image:OB_Trap_Crumbling_Bridge.jpg|thumb|left|Crumbling Bridge]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Found in:''' [[:Category:Oblivion-Places-Ayleid Ruins|Ayleid Ruins]], [[:Category:Oblivion-Places-Forts|Forts]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits: ''' This trap can be found on bridges. A Crumbling Bridge trap consists of a small section of a bridge that is rigged to crumble when the player passes over it. Sections of the bridge that are rigged to crumble will have a slightly lighter color than normal material.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action: ''' When the player steps on the trapped section, it will crumble and part of the bridge will fall.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Effect: ''' Anyone standing on a section that is trapped will fall. They may also be damaged, depending on the length of the fall.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Players are advised to tread carefully when crossing bridges in [[Category:Oblivion-Places-Ayleid Ruins|Ayleid Ruins]]. In the event that a player is unable to avoid a Crumbling Bridge trap, he will most likely be forced to retrace his steps in order to return to the bridge. While Crumbling Bridge traps are not particularly dangerous, they are bothersome.&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Darts ===&lt;br /&gt;
[[Image:OB_Trap_Darts.jpg|thumb|right|Darts]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Found in:''' [[:Category:Oblivion-Places-Forts|Forts]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits: ''' Look for a series of holes mounted on a wall. &amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action: ''' When triggered, darts will fire out of the holes in the wall.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Effect: ''' Being hit by a dart will cause 5 + 1 * lvl damage per second.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is possible to avoid these traps by stepping into trigger range, stepping back to avoid the trap, and running past once the trap has stopped firing. There is a short delay between firings. Although each dart is individually weak, anyone caught by a Darts trap will usually be barraged by multiple darts. This trap is fairly dangerous, and should be avoided if possible. After firing, a Dart trap will not rearm for five seconds. It is not uncommon to find dart traps combined with other traps, e.g a crumbling bridge that drops the player into the trigger range of a dart trap.&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Falling Blades ===&lt;br /&gt;
[[Image:OB_Trap_Falling_Blades.jpg|thumb|left|Falling Blades]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Found in:''' [[:Category:Oblivion-Places-Ayleid Ruins|Ayleid Ruins]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits:''' Look for large, rusted blades suspended by metal hanging from the ceiling.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action:''' When triggered, the blade will fall.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Effect:''' Anyone hit by a Falling Blade will receive 20 + 1.5 * lvl damage. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Falling Blades are moderately dangerous, as they deal a fair amount of damage. However, they are easily spotted, making them far less dangerous than other, more inconspicuous traps. Falling Blades are avoided by either triggering the blade and jumping over it while it remains on the ground or by triggering the blade and waiting for it to reset. Once a Falling Blade trap has reset, it will not rearm for five seconds.{{NewLeft}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Falling Logs ===&lt;br /&gt;
[[Image:OB_Trap_Falling_Logs.jpg|thumb|right|Falling Logs]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Found in:''' [[:Category:Oblivion-Places-Caves|Caves]], [[:Category:Oblivion-Places-Mines|Mines]], [[:Category:Oblivion-Places-Forts|Forts]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits: ''' Look for a stack of wooden logs, often situated at the top of an incline or drop. &amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action: ''' When triggered, the logs will be released and become physics-based. &amp;lt;br /&amp;gt;&lt;br /&gt;
'''Effect: ''' The log will cause 30 + 1.5 * lvl damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Falling logs appear singularly in the form of a pyramid-shaped pile. They can be either triggered or activated. Falling Logs are dangerous, as the damage dealt by a successful hit is large. However, they are easily avoidable, and more often than not, they will be activated by the player as a means of damaging enemies, rather than the other way around. These logs can be manipulated with the grab function.&amp;lt;br&amp;gt;&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Gas Trap ===&lt;br /&gt;
[[Image:OB_Trap_Gas_Trap.jpg|thumb|left|Gas Trap]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Found in:''' [[:Category:Oblivion-Places-Ayleid Ruins|Ayleid Ruins]], [[Oblivion:Arkved's Tower|Arkved's Tower]], [[Oblivion:Temple of the Ancestor Moths|The Caverns of The Moth]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits:''' Watch for small, floor-mounted squares or large gratings.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action:''' When triggered, a poisonous gas is released that will cause damage within a small radius.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Effect:''' Anyone within the gas clouds will receive 2 + 0.125 * lvl damage per second.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The damage dealt by Gas Traps is minimal, but the traps are difficult to avoid. Most Gas Traps require a trigger to activate, but some are constantly active. [[Oblivion:Argonian|Argonian]]s are unaffected by Gas Traps because of their racial traits, which grant them an immunity to poison.{{NewLeft}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Gas Room ===&lt;br /&gt;
[[Image:OB_Trap_Gas_Room.jpg|thumb|right|Gas Room]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Found in:''' [[:Category:Oblivion-Places-Ayleid Ruins|Ayleid Ruins]], [[Oblivion:Planes of Oblivion|Planes of Oblivion]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits: ''' Look for an open room with multiple pillars and a grate in the middle. A large indentation forming a square will also be visible around the perimeter of the trap. Gas Rooms found in Oblivion are generally identical, save for the material of the wall.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action: ''' When the player enters the center of a Gas Room, walls will rise up around the pillars, trapping him inside. Shortly after the walls have risen, poisonous gas will begin to flood the room. The walls will lower after 8 seconds.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Effect: ''' The gas will cause 2 + 0.125 * lvl damage per second. Additionally, gas in Oblivion will damage the [[Oblivion:Speed|Speed]] attribute.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are usually items of value placed within Gas Rooms, in order to lure the player into the trap. Some Gas Rooms require the player to activate a button in order to lower the walls. [[Oblivion:Argonian|Argonian]]s are immune to Gas Rooms because of their racial traits, which grant them immunity to poison. {{NewRight}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Rotten Plank ===&lt;br /&gt;
[[Image:OB_Trap_Rotten_Plank.jpg|thumb|left|Rotten Plank]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Found in:''' [[:Category:Oblivion-Places-Caves|Caves]], [[Oblivion:Flooded Mine|Flooded Mine]], [[Oblivion:Fort Strand|Fort Strand]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits: ''' Look for a plank used as a bridge to cross a gap. &amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action: ''' When stepped on, a Rotten Plank will break.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Effect: ''' Anyone standing on a Rotten Plank will fall while it is activated. Damage may be received depending on the length of the fall.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Players are advised to avoid walking across any planks, as it is difficult to discern Rotten Planks from ordinary planks. Jumping across gaps spanned by planks is advised whenever possible. If a gap is too large to jump, players are advised to run quickly across the plank.&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Spike Pit ===&lt;br /&gt;
[[Image:OB_Trap_Spike_Pit.jpg|thumb|right|Spike Pit]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Found in:''' [[:Category:Oblivion-Places-Forts|Forts]], [[:Category:Oblivion-Places-Caves|Caves]], [[:Category:Oblivion-Places-Mines|Mines]], [[Oblivion:Plane of Oblivion|Planes of Oblivion]], [[Oblivion:Temple of the Ancestor Moths|The Caverns of The Moth]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits: ''' Look for holes in the bottom of corridor floors. Areas below Spike Pits are often populated with sharp spikes. Spike Pits in [[Oblivion:Plane of Oblivion|Planes of Oblivion]] may sit over lava. Also, Spike Pits may be covered by unstable gratings.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action: ''' If the player doesn't notice the hole, they will fall through it.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Effect: ''' Falling into the trap causes 10 + 1.5 * lvl damage + any fall damage. If you fall through a hole resting over nothing, you may be damaged, depending on the length of the fall. If you fall through a hole resting over lava, lava damage will be applied.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Players are advised to walk carefully when passing through small corridors. If a hole is encountered, the simple solution is to jump over it. However, care must be taken, as you may hit the ceiling of the passageway, greatly cutting your jump short. If you fall through an ordinary hole or a hole resting over spikes, you will likely take damage and be required to retrace your steps in order to reach the corridor again. However, if you fall through a hole situated over lava, you will most likely die, as there are usually no escape routes from the lava chambers under holes. Also, note that NPCs will not cause gratings over Spike Pits to fall when they step on them.&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Spiked Barrier ===&lt;br /&gt;
[[Image:OB_Trap_Spiked_Barrier.jpg|thumb|left|Spiked Barrier]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Found in:''' [[Oblivion:Elenglynn|Elenglynn]], [[Oblivion:Niryastare|Niryastare]], [[Oblivion:Nonungalo|Nonungalo]], [[Oblivion:Varondo|Varondo]]; all are [[:Category:Oblivion-Places-Ayleid Ruins|Ayleid Ruins]].&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits:''' Look for a grating with spikes welded onto it at the end of a hallway or long span. Once triggered, Spiked Barriers emit rattling sounds.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action:''' When triggered, the spiked barrier will sweep back and forth.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Effect:''' Anyone hit by the spiked barrier will be pushed away and will receive 20 + 1.5 * lvl damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spiked Barriers are triggered by proximity and will sweep across their platform. Attempting to cross its threshold during a sweep is inadvisable, as Spiked Barriers move quickly and are difficult to dodge. Avoiding a Spiked Barrier requires the player to trigger it and wait for it to reset, at which point they may bypass it.&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Swinging Blades ===&lt;br /&gt;
[[Image:OB_Trap_Swinging_Blades.jpg|thumb|right|Swinging Blades]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Found in:''' [[:Category:Oblivion-Places-Ayleid Ruins|Ayleid Ruins]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits: ''' Look for vertical slits that arch around corridor walls. After activation, Swinging Blades make loud, sweeping sounds with each swing. &amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action: ''' When triggered, multiple large blades will swing from side to side across the passageway. This will continue until the player has distanced himself from the Swinging Blades.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Effect: ''' Being struck by Swinging Blade causes 20 + 1.5 * lvl damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Triggering a Swinging Blade trap is unavoidable. However, Swinging Blades can be dodged rather easily. Swinging Blades move both dependently and independently from each other, and their timing is varied. There is a large enough space between each blade for the player to stand without fear of being struck. After the trap has been triggered, players are advised to watch the pattern of the blades and pass at intervals in which there is no blade movement. Alternatively, players may opt to dash across a Swinging Blade trap in one motion, but this method is inadvisable, as the timing may change, causing the player to take unexpected damage.&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Swinging Log ===&lt;br /&gt;
[[Image:OB_Trap_Swinging_Log.jpg|thumb|left|Swinging Log]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Found in:''' [[:Category:Oblivion-Places-Caves|Caves]], [[:Category:Oblivion-Places-Mines|Mines]], [[Oblivion:Fort Strand|Fort Strand]], [[Oblivion:Pale Pass|Mouth of the Serpent]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits: ''' Look for logs suspended by ropes that are attached to the ceiling.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action: ''' When triggered, the log will be released and it will swing downward.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Effect: ''' Being hit by the log causes 15 + 1.5 * lvl damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Swinging Logs, like many other swinging traps, are usually placed to strike an area a few feet in front of their trigger. More often than not, Swinging Logs are triggered by tripwires or pressure plates, both of which emit loud, noticeable sounds. Players wishing to avoid Swinging Logs should stand still after hearing one of these sounds. The trap will most likely strike the area directly in front of them, leaving them unharmed. If the player has good aim, they can use the grab function to stop the log and let it go gently, even use the log against other enemies by pulling it up and releasing the log.{{NewLeft}}&lt;br /&gt;
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&lt;br /&gt;
=== Swinging Mace ===&lt;br /&gt;
[[Image:OB_Trap_Swinging_Mace.jpg|thumb|right|Swinging Mace]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Found in:''' [[:Category:Oblivion-Places-Ayleid Ruins|Ayleid Ruins]], [[:Category:Oblivion-Places-Caves|Caves]], [[:Category:Oblivion-Places-Forts|Forts]], [[:Category:Oblivion-Places-Mines|Mines]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits: ''' Look for maces suspended by chains that are attached to the ceiling.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action: ''' When triggered, the mace will be released and it will swing downward.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Effect: ''' Depending on the variety, the mace will either deal 10 + 1.5 * lvl damage, or 20 + 1.5 * lvl damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Swinging Maces, like many other swinging traps, are usually placed to strike an area a few feet in front of their trigger. More often than not, Swinging Maces are triggered by tripwires or pressure plates, both of which emit loud, noticeable sounds. Players wishing to avoid Swinging Maces should stand still after hearing one of these sounds. The trap will most likely strike the area directly in front of them, leaving them unharmed. There are two varieties of Swinging Mace; the first is a small, ball-shaped mace and the second is a larger, cylinder-shaped mace. Additionally, Swinging Maces are often located above thrones in abandoned [[:Category:Oblivion-Places-Forts|Forts]]. These particular traps are unique in that they are triggered by the player when he or she sits on the throne. The mace can also be stopped and used against other enemies with the grab function.&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
&lt;br /&gt;
== Magic Traps ==&lt;br /&gt;
Magic traps fire spells at their victims. Dependent on the spell cast, the effect can be Absorbed/Reflected/Resisted through magical means.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=== Dark Welkynd Stone ===&lt;br /&gt;
[[Image:OB_Trap_Dark_Welkynd_Stone.jpg|thumb|left|Dark Welkynd Stone]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 10px; margin-right: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
{|  class=greylapse border = 1 table = center cellpadding = 3 cellspacing = 0 style = text-align:left&lt;br /&gt;
| '''Level''' || '''Damage'''&lt;br /&gt;
|-&lt;br /&gt;
| 1 - 5 || 10pts&lt;br /&gt;
|-&lt;br /&gt;
| 6 - 10 || 20pts&lt;br /&gt;
|-&lt;br /&gt;
| 11 - 15 || 35pts&lt;br /&gt;
|-&lt;br /&gt;
| 16 - 20 || 70pts&lt;br /&gt;
|-&lt;br /&gt;
| 21+ || 110pts&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Found in:''' [[:Category:Oblivion-Places-Ayleid Ruins|Ayleid Ruins]], [[Oblivion:Arkved's Tower|Arkved's Tower]], [[Oblivion:Temple of the Ancestor Moths|Shrine of The Moth]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits:''' Look for crystals set in pillars (the pillar starts and stops above and below the crystal). &amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action:''' When the player is within range, the Stone will charge and fire an elemental damage spell.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Effect:''' The trap casts a [[Oblivion:Frost Damage|Frost Damage]] spell or [[Oblivion:Shock Damage|Shock Damage]] spell on Target.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When the player moves into range, the Dark Welkynd Stone will begin to charge and glow red, warning that it is about to fire. Some stones will power down if the player stops moving; some will only power down if the player moves out of range. The spell fired by the Dark Welkynd Stone can be [[Oblivion:Spell Absorption|Absorbed]]/[[Oblivion:Reflect Spell|Reflected]]/[[Oblivion:Resist Magic|Resisted]].&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Fire Turret ===&lt;br /&gt;
[[Image:OB_Trap_Fire_Turret.jpg|thumb|left|Fire Turret]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 10px; margin-right: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
{|  class=greylapse border = 1 table = center cellpadding = 3 cellspacing = 0 style = text-align:left&lt;br /&gt;
| '''Level''' || '''Damage'''&lt;br /&gt;
|-&lt;br /&gt;
| 1-7 || 6pts&lt;br /&gt;
|-&lt;br /&gt;
| 8-15 || 20pts&lt;br /&gt;
|-&lt;br /&gt;
| 16-20 || 30pts in 10ft&lt;br /&gt;
|-&lt;br /&gt;
| 21+ || 50pts in 15ft&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Found in:''' [[Oblivion:Planes of Oblivion|Planes of Oblivion]], both exterior and in [[Oblivion:Planes of Oblivion#The Main Tower|Citadels]].&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits: ''' Look for large pillars with claw-like mechanisms at the top.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action: ''' When the player comes within range, the top of the tower will begin to spin. If the player remains within range, the Fire Turret will shoot a {{Oblivion Effect Entry|Fire Damage}} spell at the player.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Effect: ''' The trap casts a {{Oblivion Effect Entry|Fire Damage}} spell on Target.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The projectile of the Fire Turret can be dodged easily enough, but at higher levels the fireballs will have an area of effect, making avoidance much harder. The trajectory of the turret's fireball, like other projectiles, may be thrown off by quickly changing directions as the spell is fired. If done correctly, the fireball should travel in an odd direction. The fireball can be [[Oblivion:Spell Absorption|Absorbed]]/[[Oblivion:Reflect Spell|Reflected]]/[[Oblivion:Resist Magic|Resisted]]. It should also be noted that the tower will not fire if you stay close to it.&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Land Mine ===&lt;br /&gt;
[[Image:OB_Trap_Land_Mine.jpg|thumb|right|Land Mine]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Found in:''' [[Oblivion:Planes of Oblivion|Planes of Oblivion]], both exterior and in [[Oblivion:Planes of Oblivion#The Main Tower|Citadels]].&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits: ''' Look for small, claw-like mechanisms embedded in the ground. &amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action: ''' When triggered by proximity, the Land Mine will eject from the ground and spin upwards to about knee-height, at which point it will launch a fireball at the player. When triggered by a projectile, the Land Mine will explode on the ground and launch a fireball at the player.&lt;br /&gt;
'''Effect: ''' The trap casts a {{Oblivion Effect Entry|Fire Damage}} spell on Target.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Land Mines are more easily avoided if spotted before they are triggered by proximity. In the case that a Land Mine is spotted before it is triggered, a projectile weapon should be used to activate it from a distance (however it will still launch a fireball, even when remotely detonated). In the case that a Land Mine is triggered by proximity, players should back away quickly; if the player manages to back out of range before the Land Mine is detonated, they will be free to detonate it remotely. The {{Oblivion Effect Entry|Fire Damage}} spell fired by the Land Mine can '''not''' be [[Oblivion:Spell Absorption|Absorbed]]/[[Oblivion:Reflect Spell|Reflected]]/[[Oblivion:Resist Magic|Resisted]].&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 10px; margin-right: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
{|  class=greylapse border = 1 table = center cellpadding = 3 cellspacing = 0 style = text-align:left&lt;br /&gt;
| '''Level''' || '''Damage'''&lt;br /&gt;
|-&lt;br /&gt;
| 1-4 || {{Oblivion Effect Entry|Fire Damage}} 2pts in 14ft for 5sec on Target.&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Oblivion Effect Entry|Fire Damage}} 26pts in 14ft on Target.&lt;br /&gt;
|-&lt;br /&gt;
| 5-8 || {{Oblivion Effect Entry|Fire Damage}} 4pts in 14ft for 5sec on Target.&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Oblivion Effect Entry|Fire Damage}} 32pts in 14ft on Target.&lt;br /&gt;
|-&lt;br /&gt;
| 9-12 || {{Oblivion Effect Entry|Fire Damage}} 6pts in 14ft for 5sec on Target.&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Oblivion Effect Entry|Fire Damage}} 38pts in 14ft on Target.&lt;br /&gt;
|-&lt;br /&gt;
| 13-16 || {{Oblivion Effect Entry|Fire Damage}} 8pts in 14ft for 5sec on Target.&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Oblivion Effect Entry|Fire Damage}} 44pts in 14ft on Target.&lt;br /&gt;
|-&lt;br /&gt;
| 17-20 || {{Oblivion Effect Entry|Fire Damage}} 10pts in 14ft for 5sec on Target.&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Oblivion Effect Entry|Fire Damage}} 50pts in 14ft on Target.&lt;br /&gt;
|-&lt;br /&gt;
| 21-24 || {{Oblivion Effect Entry|Fire Damage}} 12pts in 14ft for 5sec on Target.&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Oblivion Effect Entry|Fire Damage}} 60pts in 14ft on Target.&lt;br /&gt;
|-&lt;br /&gt;
| 25+ || ''No spell fired.''*&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; A flaw or intentional; the mine will detonate but it will fire no spell at all.&lt;/div&gt;</summary>
		<author><name>Bongo</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Traps&amp;diff=210782</id>
		<title>Oblivion:Traps</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Traps&amp;diff=210782"/>
		<updated>2007-11-29T13:04:26Z</updated>

		<summary type="html">&lt;p&gt;Bongo: /* Cave In */  moving rocks afterwards.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Oblivion Hints Trail}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
There are various types of traps in [[Oblivion:Oblivion|Oblivion]], and practically all of them are found in dungeons or the [[Oblivion:Planes of Oblivion|Planes of Oblivion]]. Most traps become active if the player activates a certain &amp;quot;trigger&amp;quot;, which may be a physical object or an invisible proximity trigger. Traps are usually hidden in dark areas, or are blended into their environment. They are returned to their original state during a cell reset (When a cell has not been visited by the player for 72 in-game hours everything in it respawns).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=greylapse border=1 cellpadding=3 cellspacing=0 style=text-align:left&lt;br /&gt;
!colspan=5|&amp;lt;center&amp;gt;Contents&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;[[#Triggers|Triggers]]&amp;lt;/center&amp;gt;&lt;br /&gt;
!colspan=3|&amp;lt;center&amp;gt;[[#Physical Traps|Physical Traps]]&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;lt;center&amp;gt;[[#Magic Traps|Magic Traps]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[#Claw Lever|Claw Lever]]&lt;br /&gt;
|[[#Avalanche|Avalanche]]&lt;br /&gt;
|[[#Claw Trap|Claw Trap]]&lt;br /&gt;
|[[#Rotten Plank|Rotten Plank]]&lt;br /&gt;
|[[#Dark Welkynd Stone|Dark Welkynd Stone]] &lt;br /&gt;
|-&lt;br /&gt;
|[[#Pressure Plate|Pressure Plate]]&lt;br /&gt;
|[[#Ayleid Ruin Spike Pit|Ayleid Ruin Spike Pit]]&lt;br /&gt;
|[[#Crumbling Bridge|Crumbling Bridge]]&lt;br /&gt;
|[[#Spike Pit|Spike Pit]]&lt;br /&gt;
|[[#Fire Turret|Fire Turret]]&lt;br /&gt;
|-&lt;br /&gt;
|[[#Tripwire|Tripwire]]&lt;br /&gt;
|[[#Cave In|Cave In]]&lt;br /&gt;
|[[#Darts|Darts]]&lt;br /&gt;
|[[#Spiked Barrier|Spiked Barrier]]&lt;br /&gt;
|[[#Land Mine|Land Mine]]&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=4|&lt;br /&gt;
|[[#Ceiling Spikes|Ceiling Spikes]]&lt;br /&gt;
|[[#Falling Blades|Falling Blades]]&lt;br /&gt;
|[[#Swinging Blades|Swinging Blades]]&lt;br /&gt;
|rowspan=4|&lt;br /&gt;
|-&lt;br /&gt;
|[[#Citadel Guillotine Blade|Citadel Guillotine Blade]]&lt;br /&gt;
|[[#Falling Logs|Falling Logs]]&lt;br /&gt;
|[[#Swinging Log|Swinging Log]]&lt;br /&gt;
|-&lt;br /&gt;
|[[#Citadel Trident Blade|Citadel Trident Blade]]&lt;br /&gt;
|[[#Gas Trap|Gas Trap]]&lt;br /&gt;
|[[#Swinging Mace|Swinging Mace]]&lt;br /&gt;
|-&lt;br /&gt;
|[[#Citadel Spikes|Citadel Spikes]]&lt;br /&gt;
|[[#Gas Room|Gas Room]]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Triggers ==&lt;br /&gt;
Not all traps are triggered by proximity. A good portion of the traps rely on physical triggers to be activated. A careful player can avoid traps by avoiding hidden triggers and even turn traps against enemies by activating these triggers at the right time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=== Claw Lever ===&lt;br /&gt;
[[Image:OB_Trigger_Claw_Lever.jpg|thumb|left|Claw Lever]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Found in:''' [[Oblivion:Planes of Oblivion#The Main Tower|Oblivion Citadels]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits:''' A yellow, claw-shaped lever placed on the wall.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action:''' When the lever is pulled, the trap linked to the Claw Lever will be set off.&amp;lt;br /&amp;gt;&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Pressure Plate ===&lt;br /&gt;
[[Image:OB_Trigger_Pressure_Plate.jpg|thumb|left|Pressure Plate]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Found in:''' [[:Category:Oblivion-Places-Ayleid Ruins|Ayleid Ruins]], [[:Category:Oblivion-Places-Caves|Caves]], [[:Category:Oblivion-Places-Forts|Forts]], [[:Category:Oblivion-Places-Mines|Mines]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits: ''' A brown round metal plate lying on the ground. A loud clicking sound can be heard if the Pressure Plate is set off.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action: ''' When enough weight is applied to the Pressure Plate, the trap linked to the Pressure Plate will be set off. An arrow shot against the plate will provide such weight and can be used to set off the trap from a distance.&amp;lt;br /&amp;gt;&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Tripwire ===&lt;br /&gt;
[[Image:OB_Trigger_Tripwire.jpg|thumb|left|Tripwire]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Found in:''' [[:Category:Oblivion-Places-Ayleid Ruins|Ayleid Ruins]], [[:Category:Oblivion-Places-Caves|Caves]], [[:Category:Oblivion-Places-Forts|Forts]], [[:Category:Oblivion-Places-Mines|Mines]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits: ''' A wire at heel height, stretched between two wooden poles. The poles are embedded in the ground and cannot be moved. The tripwire is usally set in narrow passages. A snapping sound plays when the wire breaks. The wire can be broken from a distance by firing an arrow into one of the poles.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action: ''' When something passes through the string, the wire breaks and the trap linked to the Tripwire will be set off.&amp;lt;br /&amp;gt;&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
&lt;br /&gt;
== Physical Traps ==&lt;br /&gt;
Physical traps usually hurt their victims and push them backwards. The damage cannot be Reflected, Absorbed, or Resisted by magical means. The amount of damage dealt is not affected by the difficulty slider. However, the amount of damage ''is'' determined by the victim's level (referred to in formulae as &amp;quot;lvl&amp;quot;). If you are hit by the trap, your current level will be used in the damage calculation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=== Avalanche ===&lt;br /&gt;
[[Image:OB_Trap_Avalanche.jpg|thumb|left|Avalanche]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Found in:''' [[Oblivion:Planes of Oblivion|Planes of Oblivion]], exterior.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits: ''' Look for light brown rocks lying on the top of a nearby hill. When the trap is set off, a rumbling sound will play and the screen will shake.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action: ''' When the player comes in close proximity to an avalanche trap, several rocks will come down rolling off a nearby hill. &amp;lt;br /&amp;gt;&lt;br /&gt;
'''Effect: ''' Anyone hit by rocks will receive 10 damage. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The invisible trigger for this trap is usually placed too far away from the trap itself. A careful player can easily avoid being hit by this trap. &lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Ayleid Ruin Spike Pit ===&lt;br /&gt;
[[Image:OB_Trap_Ayleid_Ruin_Spike_Pit.jpg|thumb|right|Ayleid Ruin Spike Pit]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Found in:''' [[:Category:Oblivion-Places-Ayleid Ruins|Ayleid Ruins]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits:''' Look for lightly tinted floors with small holes.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action:''' When stepped on, the floor will descend onto spikes that shoot up through the holes in the platform. &amp;lt;br /&amp;gt;&lt;br /&gt;
'''Effect:''' Anything struck by spikes will receive 15 + 1.5 * lvl damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This trap does not discriminate between creatures. The floor will lower even if no physical contact occurs, so it is not safe to jump over the platform. If a character who has triggered a Spike Pit stands at the sides or corners of the platform, he will not be struck. After a Spike Pit has reset, it will not rearm for five seconds.&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Cave In ===&lt;br /&gt;
[[Image:OB_Trap_Cave_In.jpg|thumb|left|Cave In]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Found in:''' [[:Category:Oblivion-Places-Caves|Caves]], [[:Category:Oblivion-Places-Forts|Forts]], [[Oblivion: Crumbling Mine| Crumbling Mine]], [[Oblivion:Ceyatatar|Ceyatatar]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits:''' Loose rocks can be seen on the ceiling. When a Cave In is triggered, the screen shakes and a rumbling sound is played.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action:''' Rocks will fall, damaging anyone beneath them and possibly cover objects on the ground.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Effect:''' Anyone hit by a falling rock will receive 5 + 1 * lvl damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cave Ins usually occur in dead-end passages. These passages can usually be identified by the loose rocks lying on the floor at the end. Fallen rocks can be moved with area of effect destructive spells, revealing any objects hidden underneath. Please note that rocks moved this way may cause damage.&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Ceiling Spikes ===&lt;br /&gt;
[[Image:OB_Trap_Ceiling_Spikes.jpg|thumb|right|Ceiling Spikes]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Found in:''' [[:Category:Oblivion-Places-Ayleid Ruins|Ayleid Ruins]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits:''' Look for a lightly tinted platform on the ground covered in bloodstains. A large, square-shaped gap in the ceiling will be present above the platform, and spikes may or may not be visible within the gap.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action:''' When triggered, the floor will rise and collide with spikes protruding from the ceiling, damaging anyone who comes into contact with the spikes.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Effect:''' Anyone hit by spikes will receive 15 + 1.5 * lvl damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This trap does not discriminate between your character and enemies. The floor will only rise when an actor physically stands on it, so it is safe to jump over the trigger zone.&lt;br /&gt;
It is possible to stand on the corner or sides of the rising platform and miss the spikes at the ceiling. After the Ceiling Spikes have reset, they will not rearm for five seconds.&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Citadel Guillotine Blade ===&lt;br /&gt;
[[Image:OB_Trap_Citadel_Guillotine_Blade.jpg|thumb|left|Citadel Guillotine Blade]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Found in:''' [[Oblivion:Random Oblivion World 2|Portals of Natural Disasters]], [[Oblivion:The Claw Monolith|The Claw Monolith]], [[Oblivion:Random Oblivion World 4|The Brooding Fortress]], [[Oblivion:Great Gate|World Breaker]]; all are [[Oblivion:Planes of Oblivion#The Main Tower|Oblivion Citadels]].&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits: ''' Look to the ceiling for a huge blade with yellow edges, placed perpendicular to the hallway. Unusual grooves, creases or gaps can be found in the wall.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action: ''' When triggered, the blade will quickly descend. When the blade reaches the ground, the screen will shake and a loud crashing sound will play. The blade will stay down for a few seconds, and then slowly rise up again.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Effect: ''' Being struck by the blade causes 20 + 1.5 * lvl damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Players are advised to tread carefully. It is possible to avoid a Citadel Guillotine Blade by either quickly running through the target area before the blade falls or by triggering the blade, stepping back, and passing under after the blade has retracted. This trap can also be triggered by a [[#Claw Lever|Claw Lever]]. After a Citadel Guillotine Blade has reset, it will not trigger for five seconds. &lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Citadel Trident Blade ===&lt;br /&gt;
[[Image:OB_Trap_Citadel_Swinging_Blade.jpg|thumb|right|Citadel Trident Blade]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Found in:''' [[Oblivion:The Flesh Spire|The Flesh Spire]], [[Oblivion:The Lust Keep|The Lust Keep]], [[Oblivion:Random Oblivion World 4|The Sorrow Keep]], [[Oblivion:Random Oblivion World 4|The Brooding Fortress]], [[Oblivion:The Wayward Knight|The Chaos Stronghold]]; all are [[Oblivion:Planes of Oblivion#The Main Tower|Oblivion Citadels]].&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits: ''' Look to the ceiling for a large mechanism resembling a claw. This trap is usually placed near the entrance of a wide hall. The blade will swing down very silently.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action: ''' When triggered, the blade will come swinging down from the ceiling towards the player. &amp;lt;br /&amp;gt;&lt;br /&gt;
'''Effect: ''' Being struck by the swinging blade will cause 25 + 1.5 * lvl damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This trap is difficult to dodge, as it gives hardly any indication that it has been triggered. If a Citadel Trident Blade is detected before it is activated, it is easily avoided. To dodge it, step to either side. This trap can also be triggered by a [[#Claw Lever|Claw Lever]]. After a Citadel Trident Blade has reset, it will not rearm for five seconds.&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Citadel Spikes ===&lt;br /&gt;
[[Image:OB_Trap_Citadel_Spikes.jpg|thumb|left|Citadel Spikes]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Found in:''' [[Oblivion:Planes of Oblivion#The Main Tower|Oblivion Citadels]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits: ''' Look for vertical rows of holes in the walls. &amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action: ''' When triggered, spears will quickly shoot out of the holes in the wall. &amp;lt;br /&amp;gt;&lt;br /&gt;
'''Effect: ''' The spikes will cause 20 + 1.5 * lvl damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Citadel Spears are easily avoidable. Located on the walls of Citadels, they are easily seen, making them less dangerous than other traps. If the player runs directly through the target area, he will escape the damage zone before the spears can fully extend. Alternatively, it is possible to trigger the spears, step backward, and wait for them to retract back into the wall. After a set of Citadel Spikes has reset, they will not rearm for five seconds.{{NewLeft}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Claw Trap ===&lt;br /&gt;
[[Image:OB_Trap_Claw_Trap.jpg|thumb|right|Claw Trap]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Found in:''' [[Oblivion:Planes of Oblivion|Planes of Oblivion]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits: ''' Small curved bone spikes may be seen on both sides of a path. &amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action: ''' When triggered, bone claws will protrude from the ground.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Effect: ''' This trap's main purpose is to block the movement of the character, something it does not do well (the trap is only about ten feet in width, which makes it very easy to sidestep). However it also deals some damage, but only if the spikes touch you. {{huh}}&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Claw traps are fairly easy to avoid. A Claw Trap will remain for 19 seconds, after which it will reset. It will not rearm itself for five seconds.&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Crumbling Bridge ===&lt;br /&gt;
[[Image:OB_Trap_Crumbling_Bridge.jpg|thumb|left|Crumbling Bridge]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Found in:''' [[:Category:Oblivion-Places-Ayleid Ruins|Ayleid Ruins]], [[:Category:Oblivion-Places-Forts|Forts]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits: ''' This trap can be found on bridges. A Crumbling Bridge trap consists of a small section of a bridge that is rigged to crumble when the player passes over it. Sections of the bridge that are rigged to crumble will have a slightly lighter color than normal material.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action: ''' When the player steps on the trapped section, it will crumble and part of the bridge will fall.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Effect: ''' Anyone standing on a section that is trapped will fall. They may also be damaged, depending on the length of the fall.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Players are advised to tread carefully when crossing bridges in [[Category:Oblivion-Places-Ayleid Ruins|Ayleid Ruins]]. In the event that a player is unable to avoid a Crumbling Bridge trap, he will most likely be forced to retrace his steps in order to return to the bridge. While Crumbling Bridge traps are not particularly dangerous, they are bothersome.&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Darts ===&lt;br /&gt;
[[Image:OB_Trap_Darts.jpg|thumb|right|Darts]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Found in:''' [[:Category:Oblivion-Places-Forts|Forts]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits: ''' Look for a series of holes mounted on a wall. &amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action: ''' When triggered, darts will fire out of the holes in the wall.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Effect: ''' Being hit by a dart will cause 5 + 1 * lvl damage per second.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is possible to avoid these traps by stepping into trigger range, stepping back to avoid the trap, and running past once the trap has stopped firing. There is a short delay between firings. Although each dart is individually weak, anyone caught by a Darts trap will usually be barraged by multiple darts. This trap is fairly dangerous, and should be avoided if possible. After firing, a Dart trap will not rearm for five seconds. It is not uncommon to find dart traps combined with other traps, e.g a crumbling bridge that drops the player into the trigger range of a dart trap.&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Falling Blades ===&lt;br /&gt;
[[Image:OB_Trap_Falling_Blades.jpg|thumb|left|Falling Blades]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Found in:''' [[:Category:Oblivion-Places-Ayleid Ruins|Ayleid Ruins]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits:''' Look for large, rusted blades suspended by metal hanging from the ceiling.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action:''' When triggered, the blade will fall.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Effect:''' Anyone hit by a Falling Blade will receive 20 + 1.5 * lvl damage. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Falling Blades are moderately dangerous, as they deal a fair amount of damage. However, they are easily spotted, making them far less dangerous than other, more inconspicuous traps. Falling Blades are avoided by either triggering the blade and jumping over it while it remains on the ground or by triggering the blade and waiting for it to reset. Once a Falling Blade trap has reset, it will not rearm for five seconds.{{NewLeft}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Falling Logs ===&lt;br /&gt;
[[Image:OB_Trap_Falling_Logs.jpg|thumb|right|Falling Logs]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Found in:''' [[:Category:Oblivion-Places-Caves|Caves]], [[:Category:Oblivion-Places-Mines|Mines]], [[:Category:Oblivion-Places-Forts|Forts]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits: ''' Look for a stack of wooden logs, often situated at the top of an incline or drop. &amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action: ''' When triggered, the logs will be released and become physics-based. &amp;lt;br /&amp;gt;&lt;br /&gt;
'''Effect: ''' The log will cause 30 + 1.5 * lvl damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Falling logs appear singularly in the form of a pyramid-shaped pile. They can be either triggered or activated. Falling Logs are dangerous, as the damage dealt by a successful hit is large. However, they are easily avoidable, and more often than not, they will be activated by the player as a means of damaging enemies, rather than the other way around. These logs can be manipulated with the grab function.&amp;lt;br&amp;gt;&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Gas Trap ===&lt;br /&gt;
[[Image:OB_Trap_Gas_Trap.jpg|thumb|left|Gas Trap]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Found in:''' [[:Category:Oblivion-Places-Ayleid Ruins|Ayleid Ruins]], [[Oblivion:Arkved's Tower|Arkved's Tower]], [[Oblivion:Temple of the Ancestor Moths|The Caverns of The Moth]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits:''' Watch for small, floor-mounted squares or large gratings.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action:''' When triggered, a poisonous gas is released that will cause damage within a small radius.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Effect:''' Anyone within the gas clouds will receive 2 + 0.125 * lvl damage per second.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The damage dealt by Gas Traps is minimal, but the traps are difficult to avoid. Most Gas Traps require a trigger to activate, but some are constantly active. [[Oblivion:Argonian|Argonian]]s are unaffected by Gas Traps because of their racial traits, which grant them an immunity to poison.{{NewLeft}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Gas Room ===&lt;br /&gt;
[[Image:OB_Trap_Gas_Room.jpg|thumb|right|Gas Room]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Found in:''' [[:Category:Oblivion-Places-Ayleid Ruins|Ayleid Ruins]], [[Oblivion:Planes of Oblivion|Planes of Oblivion]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits: ''' Look for an open room with multiple pillars and a grate in the middle. A large indentation forming a square will also be visible around the perimeter of the trap. Gas Rooms found in Oblivion are generally identical, save for the material of the wall.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action: ''' When the player enters the center of a Gas Room, walls will rise up around the pillars, trapping him inside. Shortly after the walls have risen, poisonous gas will begin to flood the room. The walls will lower after 8 seconds.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Effect: ''' The gas will cause 2 + 0.125 * lvl damage per second. Additionally, gas in Oblivion will damage the [[Oblivion:Speed|Speed]] attribute.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are usually items of value placed within Gas Rooms, in order to lure the player into the trap. Some Gas Rooms require the player to activate a button in order to lower the walls. [[Oblivion:Argonian|Argonian]]s are immune to Gas Rooms because of their racial traits, which grant them immunity to poison. {{NewRight}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Rotten Plank ===&lt;br /&gt;
[[Image:OB_Trap_Rotten_Plank.jpg|thumb|left|Rotten Plank]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Found in:''' [[:Category:Oblivion-Places-Caves|Caves]], [[Oblivion:Flooded Mine|Flooded Mine]], [[Oblivion:Fort Strand|Fort Strand]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits: ''' Look for a plank used as a bridge to cross a gap. &amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action: ''' When stepped on, a Rotten Plank will break.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Effect: ''' Anyone standing on a Rotten Plank will fall while it is activated. Damage may be received depending on the length of the fall.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Players are advised to avoid walking across any planks, as it is difficult to discern Rotten Planks from ordinary planks. Jumping across gaps spanned by planks is advised whenever possible. If a gap is too large to jump, players are advised to run quickly across the plank.&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Spike Pit ===&lt;br /&gt;
[[Image:OB_Trap_Spike_Pit.jpg|thumb|right|Spike Pit]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Found in:''' [[:Category:Oblivion-Places-Forts|Forts]], [[:Category:Oblivion-Places-Caves|Caves]], [[:Category:Oblivion-Places-Mines|Mines]], [[Oblivion:Plane of Oblivion|Planes of Oblivion]], [[Oblivion:Temple of the Ancestor Moths|The Caverns of The Moth]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits: ''' Look for holes in the bottom of corridor floors. Areas below Spike Pits are often populated with sharp spikes. Spike Pits in [[Oblivion:Plane of Oblivion|Planes of Oblivion]] may sit over lava. Also, Spike Pits may be covered by unstable gratings.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action: ''' If the player doesn't notice the hole, they will fall through it.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Effect: ''' Falling into the trap causes 10 + 1.5 * lvl damage + any fall damage. If you fall through a hole resting over nothing, you may be damaged, depending on the length of the fall. If you fall through a hole resting over lava, lava damage will be applied.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Players are advised to walk carefully when passing through small corridors. If a hole is encountered, the simple solution is to jump over it. However, care must be taken, as you may hit the ceiling of the passageway, greatly cutting your jump short. If you fall through an ordinary hole or a hole resting over spikes, you will likely take damage and be required to retrace your steps in order to reach the corridor again. However, if you fall through a hole situated over lava, you will most likely die, as there are usually no escape routes from the lava chambers under holes. Also, note that NPCs will not cause gratings over Spike Pits to fall when they step on them.&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Spiked Barrier ===&lt;br /&gt;
[[Image:OB_Trap_Spiked_Barrier.jpg|thumb|left|Spiked Barrier]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Found in:''' [[Oblivion:Elenglynn|Elenglynn]], [[Oblivion:Niryastare|Niryastare]], [[Oblivion:Nonungalo|Nonungalo]], [[Oblivion:Varondo|Varondo]]; all are [[:Category:Oblivion-Places-Ayleid Ruins|Ayleid Ruins]].&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits:''' Look for a grating with spikes welded onto it at the end of a hallway or long span. Once triggered, Spiked Barriers emit rattling sounds.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action:''' When triggered, the spiked barrier will sweep back and forth.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Effect:''' Anyone hit by the spiked barrier will be pushed away and will receive 20 + 1.5 * lvl damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spiked Barriers are triggered by proximity and will sweep across their platform. Attempting to cross its threshold during a sweep is inadvisable, as Spiked Barriers move quickly and are difficult to dodge. Avoiding a Spiked Barrier requires the player to trigger it and wait for it to reset, at which point they may bypass it.&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Swinging Blades ===&lt;br /&gt;
[[Image:OB_Trap_Swinging_Blades.jpg|thumb|right|Swinging Blades]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Found in:''' [[:Category:Oblivion-Places-Ayleid Ruins|Ayleid Ruins]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits: ''' Look for vertical slits that arch around corridor walls. After activation, Swinging Blades make loud, sweeping sounds with each swing. &amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action: ''' When triggered, multiple large blades will swing from side to side across the passageway. This will continue until the player has distanced himself from the Swinging Blades.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Effect: ''' Being struck by Swinging Blade causes 20 + 1.5 * lvl damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Triggering a Swinging Blade trap is unavoidable. However, Swinging Blades can be dodged rather easily. Swinging Blades move both dependently and independently from each other, and their timing is varied. There is a large enough space between each blade for the player to stand without fear of being struck. After the trap has been triggered, players are advised to watch the pattern of the blades and pass at intervals in which there is no blade movement. Alternatively, players may opt to dash across a Swinging Blade trap in one motion, but this method is inadvisable, as the timing may change, causing the player to take unexpected damage.&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Swinging Log ===&lt;br /&gt;
[[Image:OB_Trap_Swinging_Log.jpg|thumb|left|Swinging Log]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Found in:''' [[:Category:Oblivion-Places-Caves|Caves]], [[:Category:Oblivion-Places-Mines|Mines]], [[Oblivion:Fort Strand|Fort Strand]], [[Oblivion:Pale Pass|Mouth of the Serpent]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits: ''' Look for logs suspended by ropes that are attached to the ceiling.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action: ''' When triggered, the log will be released and it will swing downward.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Effect: ''' Being hit by the log causes 15 + 1.5 * lvl damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Swinging Logs, like many other swinging traps, are usually placed to strike an area a few feet in front of their trigger. More often than not, Swinging Logs are triggered by tripwires or pressure plates, both of which emit loud, noticeable sounds. Players wishing to avoid Swinging Logs should stand still after hearing one of these sounds. The trap will most likely strike the area directly in front of them, leaving them unharmed. If the player has good aim, they can use the grab function to stop the log and let it go gently, even use the log against other enemies by pulling it up and releasing the log.{{NewLeft}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Swinging Mace ===&lt;br /&gt;
[[Image:OB_Trap_Swinging_Mace.jpg|thumb|right|Swinging Mace]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Found in:''' [[:Category:Oblivion-Places-Ayleid Ruins|Ayleid Ruins]], [[:Category:Oblivion-Places-Caves|Caves]], [[:Category:Oblivion-Places-Forts|Forts]], [[:Category:Oblivion-Places-Mines|Mines]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits: ''' Look for maces suspended by chains that are attached to the ceiling.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action: ''' When triggered, the mace will be released and it will swing downward.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Effect: ''' Depending on the variety, the mace will either deal 10 + 1.5 * lvl damage, or 20 + 1.5 * lvl damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Swinging Maces, like many other swinging traps, are usually placed to strike an area a few feet in front of their trigger. More often than not, Swinging Maces are triggered by tripwires or pressure plates, both of which emit loud, noticeable sounds. Players wishing to avoid Swinging Maces should stand still after hearing one of these sounds. The trap will most likely strike the area directly in front of them, leaving them unharmed. There are two varieties of Swinging Mace; the first is a small, ball-shaped mace and the second is a larger, cylinder-shaped mace. Additionally, Swinging Maces are often located above thrones in abandoned [[:Category:Oblivion-Places-Forts|Forts]]. These particular traps are unique in that they are triggered by the player when he or she sits on the throne. The mace can also be stopped and used against other enemies with the grab function.&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
&lt;br /&gt;
== Magic Traps ==&lt;br /&gt;
Magic traps fire spells at their victims. Dependent on the spell cast, the effect can be Absorbed/Reflected/Resisted through magical means.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=== Dark Welkynd Stone ===&lt;br /&gt;
[[Image:OB_Trap_Dark_Welkynd_Stone.jpg|thumb|left|Dark Welkynd Stone]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 10px; margin-right: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
{|  class=greylapse border = 1 table = center cellpadding = 3 cellspacing = 0 style = text-align:left&lt;br /&gt;
| '''Level''' || '''Damage'''&lt;br /&gt;
|-&lt;br /&gt;
| 1 - 5 || 10pts&lt;br /&gt;
|-&lt;br /&gt;
| 6 - 10 || 20pts&lt;br /&gt;
|-&lt;br /&gt;
| 11 - 15 || 35pts&lt;br /&gt;
|-&lt;br /&gt;
| 16 - 20 || 70pts&lt;br /&gt;
|-&lt;br /&gt;
| 21+ || 110pts&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Found in:''' [[:Category:Oblivion-Places-Ayleid Ruins|Ayleid Ruins]], [[Oblivion:Arkved's Tower|Arkved's Tower]], [[Oblivion:Temple of the Ancestor Moths|Shrine of The Moth]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits:''' Look for crystals set in pillars (the pillar starts and stops above and below the crystal). &amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action:''' When the player is within range, the Stone will charge and fire an elemental damage spell.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Effect:''' The trap casts a [[Oblivion:Frost Damage|Frost Damage]] spell or [[Oblivion:Shock Damage|Shock Damage]] spell on Target.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When the player moves into range, the Dark Welkynd Stone will begin to charge and glow red, warning that it is about to fire. Some stones will power down if the player stops moving; some will only power down if the player moves out of range. The spell fired by the Dark Welkynd Stone can be [[Oblivion:Spell Absorption|Absorbed]]/[[Oblivion:Reflect Spell|Reflected]]/[[Oblivion:Resist Magic|Resisted]].&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Fire Turret ===&lt;br /&gt;
[[Image:OB_Trap_Fire_Turret.jpg|thumb|left|Fire Turret]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 10px; margin-right: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
{|  class=greylapse border = 1 table = center cellpadding = 3 cellspacing = 0 style = text-align:left&lt;br /&gt;
| '''Level''' || '''Damage'''&lt;br /&gt;
|-&lt;br /&gt;
| 1-7 || 6pts&lt;br /&gt;
|-&lt;br /&gt;
| 8-15 || 20pts&lt;br /&gt;
|-&lt;br /&gt;
| 16-20 || 30pts in 10ft&lt;br /&gt;
|-&lt;br /&gt;
| 21+ || 50pts in 15ft&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Found in:''' [[Oblivion:Planes of Oblivion|Planes of Oblivion]], both exterior and in [[Oblivion:Planes of Oblivion#The Main Tower|Citadels]].&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits: ''' Look for large pillars with claw-like mechanisms at the top.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action: ''' When the player comes within range, the top of the tower will begin to spin. If the player remains within range, the Fire Turret will shoot a {{Oblivion Effect Entry|Fire Damage}} spell at the player.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Effect: ''' The trap casts a {{Oblivion Effect Entry|Fire Damage}} spell on Target.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The projectile of the Fire Turret can be dodged easily enough, but at higher levels the fireballs will have an area of effect, making avoidance much harder. The trajectory of the turret's fireball, like other projectiles, may be thrown off by quickly changing directions as the spell is fired. If done correctly, the fireball should travel in an odd direction. The fireball can be [[Oblivion:Spell Absorption|Absorbed]]/[[Oblivion:Reflect Spell|Reflected]]/[[Oblivion:Resist Magic|Resisted]]. It should also be noted that the tower will not fire if you stay close to it.&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Land Mine ===&lt;br /&gt;
[[Image:OB_Trap_Land_Mine.jpg|thumb|right|Land Mine]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Found in:''' [[Oblivion:Planes of Oblivion|Planes of Oblivion]], both exterior and in [[Oblivion:Planes of Oblivion#The Main Tower|Citadels]].&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits: ''' Look for small, claw-like mechanisms embedded in the ground. &amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action: ''' When triggered by proximity, the Land Mine will eject from the ground and spin upwards to about knee-height, at which point it will launch a fireball at the player. When triggered by a projectile, the Land Mine will explode on the ground and launch a fireball at the player.&lt;br /&gt;
'''Effect: ''' The trap casts a {{Oblivion Effect Entry|Fire Damage}} spell on Target.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Land Mines are more easily avoided if spotted before they are triggered by proximity. In the case that a Land Mine is spotted before it is triggered, a projectile weapon should be used to activate it from a distance (however it will still launch a fireball, even when remotely detonated). In the case that a Land Mine is triggered by proximity, players should back away quickly; if the player manages to back out of range before the Land Mine is detonated, they will be free to detonate it remotely. The {{Oblivion Effect Entry|Fire Damage}} spell fired by the Land Mine can '''not''' be [[Oblivion:Spell Absorption|Absorbed]]/[[Oblivion:Reflect Spell|Reflected]]/[[Oblivion:Resist Magic|Resisted]].&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 10px; margin-right: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
{|  class=greylapse border = 1 table = center cellpadding = 3 cellspacing = 0 style = text-align:left&lt;br /&gt;
| '''Level''' || '''Damage'''&lt;br /&gt;
|-&lt;br /&gt;
| 1-4 || {{Oblivion Effect Entry|Fire Damage}} 2pts in 14ft for 5sec on Target.&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Oblivion Effect Entry|Fire Damage}} 26pts in 14ft on Target.&lt;br /&gt;
|-&lt;br /&gt;
| 5-8 || {{Oblivion Effect Entry|Fire Damage}} 4pts in 14ft for 5sec on Target.&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Oblivion Effect Entry|Fire Damage}} 32pts in 14ft on Target.&lt;br /&gt;
|-&lt;br /&gt;
| 9-12 || {{Oblivion Effect Entry|Fire Damage}} 6pts in 14ft for 5sec on Target.&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Oblivion Effect Entry|Fire Damage}} 38pts in 14ft on Target.&lt;br /&gt;
|-&lt;br /&gt;
| 13-16 || {{Oblivion Effect Entry|Fire Damage}} 8pts in 14ft for 5sec on Target.&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Oblivion Effect Entry|Fire Damage}} 44pts in 14ft on Target.&lt;br /&gt;
|-&lt;br /&gt;
| 17-20 || {{Oblivion Effect Entry|Fire Damage}} 10pts in 14ft for 5sec on Target.&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Oblivion Effect Entry|Fire Damage}} 50pts in 14ft on Target.&lt;br /&gt;
|-&lt;br /&gt;
| 21-24 || {{Oblivion Effect Entry|Fire Damage}} 12pts in 14ft for 5sec on Target.&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Oblivion Effect Entry|Fire Damage}} 60pts in 14ft on Target.&lt;br /&gt;
|-&lt;br /&gt;
| 25+ || ''No spell fired.''*&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; A flaw or intentional; the mine will detonate but it will fire no spell at all.&lt;/div&gt;</summary>
		<author><name>Bongo</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Containers&amp;diff=194906</id>
		<title>Oblivion talk:Containers</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Containers&amp;diff=194906"/>
		<updated>2007-10-28T21:28:10Z</updated>

		<summary type="html">&lt;p&gt;Bongo: /* Other 'Safe' Containers */ Skingrad Fighters Guild Upstairs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Any additional information you may be able to provide would be greatly appreciated. The following areas specifically could use some help:&lt;br /&gt;
* images of containers. I play on a PS3 and don' have any decent way to capture images&lt;br /&gt;
* confirm if there is (or is not) a limit to the capacity of a container&lt;br /&gt;
* information on how long corpses last of dead &lt;br /&gt;
** named NPCs&lt;br /&gt;
** un-named NPCs&lt;br /&gt;
** creatures&lt;br /&gt;
&lt;br /&gt;
Thanks&lt;br /&gt;
--[[User:RobertDB|RobertDB]] 09:02, 24 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:By default all corpses will remain present for three days.  At the same time that random containers respawn, everything else in that area gets reset (corpses disappear, killed and unkilled creatures respawn, traps reset, etc.).&lt;br /&gt;
:Some creatures/NPCs, however, have the &amp;quot;quest&amp;quot; flag set to true in the construction set.  Those corpses will never disappear.  The flag is set independently of whether the enemy is NPC or creature, named or unnamed.  Typically it's used for actors who carry items necessary for quests, although there can be discrepancies.  For example, the patch fixed [[Oblivion:Vidkun|Vidkun]] so that he is a &amp;quot;quest&amp;quot; corpse preventing the [[Oblivion:Cheydinhal Recommendation|Cheydinhal Recommendation]] from being bugged when his corpse.&lt;br /&gt;
:On the other hand, there is also apparently a maximum number of corpses that will be kept in any one area.  Once there are more than about 10 corpses in a zone, the oldest ones will disappear as soon as you leave the zone.  When you reenter, the corpse will be missing and a live version of the corresponding NPC/creature will have respawned.  I've witnessed this unambiguously happening with test NPC corpses that I used at one point to figure out NPC statistics, but I haven't gone back to test exactly what the parameters are (i.e., exactly how many corpses are the maximum?  Is it both creature and NPC corpses?  Or is it 10 creature corpses plus another 10 NPC corpses?  Is there a game setting that controls this?)  If you're interested in investigating it, some dungeons where I've witnessed this happen while playing are [[Oblivion:Fort Blueblood|Fort Blueblood]] and [[Oblivion:Lost Boy Cavern|Lost Boy Cavern]].  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 17:15, 25 July 2007 (EDT)&lt;br /&gt;
::The list of NPCs whose corpses never disappear is longer than I thought so I'll list down the NPCs in a separate section below. There could be even more. --[[User:Sundaroct131088|Sundaroct131088]] 14:03, 5 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Disappearing Items ==&lt;br /&gt;
&lt;br /&gt;
Also when you stick lots of stuff in a container it will start to hide some of it&lt;br /&gt;
* Why does it do this?&lt;br /&gt;
* Anyway to turn off this hide feature&lt;br /&gt;
{{unsigned|24.219.204.227}}&lt;br /&gt;
&lt;br /&gt;
:It's not a feature, it's a glitch, which is why it's described at [[Oblivion:Glitches#Items Disappearing from Containers]].  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 16:11, 12 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Dropped Items ==&lt;br /&gt;
&lt;br /&gt;
I read somewhere that dropped items always remain, and are not cleared by regeneration.  I've seen some anecdotal evidence, e.g. maces and shields I've looted and then dropped remaining in dungeons well after the enemies and chests have regenerated, but I can't seem to locate that specific information here in the Wiki.  Perhaps (after someone can clarify/verify the regen. rules) this page should contain a note about items simply dropped on the floor, for later recovery or storage?  If there is a page that goes into more detail on the rules for zone regeneration, that should also be linked from this page.  --[[User:TheRayven|TheRayven]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The only other details regarding the regeneration trigger is the [[Oblivion:Dungeons#Loot|Loot]] section  of the article regarding [[Oblivion:Dungeons|Dungeons]]. The regeneration event seems to only apply to &amp;quot;containers&amp;quot;. So items dropped on the ground are never removed or cleaned up. I suspect there might be a few exceptions to that idea, like some quest related item, but in the cases I have checked it seems to work that way. I have had a pile of armour sitting outside my shack in the Imperial City for months. I have made some edits to the [[Oblivion:Containers|Containers]] article based on our comments. Thanks&lt;br /&gt;
--[[User:RobertDB|RobertDB]] 13:48, 24 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Other 'Safe' Containers ==&lt;br /&gt;
&lt;br /&gt;
I searched the rest of the Wiki and found references to what appear to be 'safe' containers. Can anybody confirm or deny if any of these containers are safe? It would make sense that these are safe containers since, in all cases, these containers are related to quests or contain quest items.&lt;br /&gt;
&lt;br /&gt;
*'''[[Oblivion:Cloud Ruler Temple|Cloud Ruler Temple]]''' - chest labeled &amp;quot;Armory&amp;quot; in the Temple Armory. Related quest: [[Oblivion:Cloud Ruler Temple|Cloud Ruler Temple]]&lt;br /&gt;
*'''[[Oblivion:Ghost_Ship_of_Anvil|Serpents Wake]]''' - All the sacks, the captain's chest, the chest (on top of the drawer) in the room to the right of the stairs and both chests on the lowest deck. Related quest: [[Oblivion:Ghost Ship of Anvil|Ghost Ship of Anvil]]&lt;br /&gt;
*'''[[Oblivion:Vahtacen|Vahtacen]]''' - a battered crate at H, two crates at G, and two small crates at F. Related quest: [[Oblivion:Vahtacen's Secret|Vahtacen's Secret]]&lt;br /&gt;
*[[Oblivion:Fort Sutch]] Medicine Cabinet&lt;br /&gt;
*'''[[Oblivion:Bloodmayne Cave|Bloodmayne Cave]]''' - one large chest. Related quest: [[Oblivion:The Fugitives|The Fugitives]]&lt;br /&gt;
*Chest at the Bravil Mages Guild. It is in a room on the second floor, it's the one directly across from the door leading to the first floor. Related Quest: ''Is there a related quest?''&lt;br /&gt;
*In Bravil, there is a safe chest above the door of A Warlock's Luck. [[User:Bongo|Bongo]] 04:11, 18 September 2007 (EDT)&lt;br /&gt;
*The well in castle skingrad courtyard is safe. At least until it is used as a dead drop during the dark brotherhood quest [[Oblivion:Broken Vows|Broken Vows]] (testing needed)&lt;br /&gt;
*In Skingrad Fighters Guild Upstairs there are two beds, the chests on the foot-end of these beds are safe.[[User:Bongo|Bongo]] 17:28, 28 October 2007 (EDT)&lt;br /&gt;
*In the Imperial City, Market District there are 3 safe sacks of grain (the open-topped type) in each of the collonaded areas. [[User:Bongo|Bongo]] 04:11, 18 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
'''Confirmed'''&lt;br /&gt;
*'''[[Oblivion:Aleswell|Aleswell]]''' - drawer (or chest?) in your room. Related quest: [[Oblivion:Zero Visibility|Zero Visibility]] quest.&lt;br /&gt;
*'''[[Oblivion:White Stallion Lodge|White Stallion Lodge]]''' - all barrels and crates (except [[Oblivion:Mazoga_the_Orc_%28person%29|Mazoga the Orc]] eats the food). Related quest: [[Oblivion:Knights of the White Stallion|Knights of the White Stallion]]&lt;br /&gt;
*'''[[Oblivion:Houses#Arcane_University|Arcane University]]''' - night stand in the Arch-Mage's private quarters. Relatredd quest: [[Oblivion:Confront The King|Confront The King]] (However, this article suggests it might not be safe [[Oblivion:Confront_The_King#Benefits_of_being_Arch-Mage|Benefits of being Arch-Mage]])&lt;br /&gt;
*'''[[Oblivion:Weynon Priory|Weynon Priory]]''' - Jauffre's chest. Related quest: [[Oblivion:Deliver the Amulet|Deliver the Amulet]]&lt;br /&gt;
*'''[[Oblivion:Fort Farragut|Fort Farragut]]''' - jewelry box. Related quest: [[Oblivion:The Purification|The Purification]]&lt;br /&gt;
*'''[[Oblivion:Wellspring Grove|Wellspring Grove]]''' - stone chest at C. Related quest: [[Oblivion:A Mage's Staff|A Mage's Staff]]&lt;br /&gt;
*'''[[Oblivion:Sandstone_Cavern#Zone_2:_Sandstone_Big_Rooms|Sandstone Cavern - Big Rooms]]''' - the Offering. Relat4d quest: [[Oblivion:The Sunken One|The Sunken One]]&lt;br /&gt;
*'''[[Oblivion:Greyland|Greyland]]''' - the one chest in the building (that initially contains skooma). Related quest: [[Oblivion:Raid on Greyland|Raid on Greyland]]&lt;br /&gt;
*'''[[Oblivion:Chorrol|Chorrol]]''' Mages Guild - '''[[Oblivion:Teekeeus|Teekeeus']]''' room - chest where he places the book &amp;quot;Fingers of the Mountain&amp;quot;. Related Quest: '''[[Oblivion:Fingers_of_the_Mountain|Fingers of the Mountain]]'''&lt;br /&gt;
*'''[[Oblivion:Swampy Cave|Swampy Cave]]''' - chest at location H. Related quest: [[Oblivion:Mystery at Harlun's Watch|Mystery at Harlun's Watch]]&lt;br /&gt;
*'''[[Oblivion:Lost_Boy_Cavern#Zone_4:_Lost_Boy.27s_Hidden_Bastion|Lost Boy's Cavern - Hidden Bastion]]''' - wooden chest at K. Related quest: [[Oblivion:Lich of Lost Boy Cavern|Lich of Lost Boy Cavern]]&lt;br /&gt;
&lt;br /&gt;
--[[User:RobertDB|RobertDB]] 17:36, 24 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Jauffre's chest is safe. Also, there is a chest in the Bravil Mages Guild that is safe. It is in a room on the second floor, it's the one directly across from the door leading to the first floor. And almost all sacks (sack or sack of grain) do not respawn.[[User:Shadownet Ninja|Shadownet Ninja]] 10:06, 1 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The Stone Chest, Arch Mage's Nightstand, Jewelry Box, Aleswell Drawer and the Offering are all safe. The Arch Mage's Nightstand is involved in the [[Oblivion:Misdirection|Misdirection]] quest by the way. --[[User:Sundaroct131088|Sundaroct131088]] 15:37, 3 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Lonavo's chest at Greyland and Teekeus' chest at the Chorrol Mages Guild are safe. Also I guess all the containers where the various Dead Drop orders are dropped for the Dark Brotherhood quests may  be safe because they're also involved in quests. The Hollowed-Out Rock at Bogwater where Scar-Tail's treasure is initially stashed may also be safe. However, most of these locations are somehwere out in the wilderness(or even in ruins) so it may not be very practical to use them. --[[User:Sundaroct131088|Sundaroct131088]] 14:57, 5 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The chests at Swampy Cave and Lost Boy's Hidden Bastion are also safe. --[[User:Sundaroct131088|Sundaroct131088]] 09:08, 7 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Shadowmere ==&lt;br /&gt;
&lt;br /&gt;
Knocking Shadowmere unconscious allows you to access her inventory and place items into it. You can then retrieve them later or add new items(her inventory never resets) by knocking her out again. I believe she's got unlimited inventory space too. The only downside is that you may get a bounty/expelled from guilds for attacking her, so you'll need to be careful(do it somewhere secluded, or just ride her recklessly). But still, she's a safe, movable container. --[[User:Sundaroct131088|Sundaroct131088]] 14:03, 5 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== List of NPCs whose corpses never disappear ==&lt;br /&gt;
&lt;br /&gt;
[[Oblivion:Alval_Uvani|Alval Uvani]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Arnora_Auria|Arnora Auria]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Prior_Maborel|Prior Maborel]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Brother_Piner|Brother Piner]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Umbacano|Umbacano/King Of Nenalata]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Claude_Maric|Claude Maric]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Glarthir|Glarthir]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Telaendril|Telaendril]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Jauffre|Jauffre]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Zahrasha|Zahrasha]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Eletta|Eletta]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Agarmir|Agarmir]] (only 95% sure)&amp;lt;br&amp;gt;&lt;br /&gt;
Kurdan's Hunters&amp;lt;br&amp;gt;&lt;br /&gt;
All Mythic Dawn Assassins who attack Weynon Priory&amp;lt;br&amp;gt;&lt;br /&gt;
All residents of [[Oblivion:Bleaker's Way|Bleaker's Way]]&lt;br /&gt;
&lt;br /&gt;
== Guildmaster's Quarters ==&lt;br /&gt;
&lt;br /&gt;
After finishing the Thieves Guild questline, Thieves Guild gets a guildhall which has a room for you. I put an arrow to all 'bigger' containers (i.e not the sacks) in the basement, house and to all the containers in Guildmaster's Quarters. I waited for 7 game days in Aleswell and the containers in Guildmaster's Quarters had not reseted. I guess they're safe?&lt;/div&gt;</summary>
		<author><name>Bongo</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Sleeping&amp;diff=179941</id>
		<title>Oblivion:Sleeping</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Sleeping&amp;diff=179941"/>
		<updated>2007-09-25T11:20:07Z</updated>

		<summary type="html">&lt;p&gt;Bongo: Undo revision 179805 by Saruuk (Talk) This page is *the* plave to mention free bed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Oblivion Hints Trail}}&lt;br /&gt;
Character level-up occurs when the character has accumulated 10 primary skill increases and finds a legal bedroll or bed to sleep on without being interrupted by a random enemy encounter.  Waiting will not trigger level-up.  Other then leveling up, becoming a vampire, or other, quest related needs, however, there are no benefits to sleeping over waiting. The purpose of both waiting and sleeping in the game is to allow the user to pass time and recover health, magicka and fatigue.&lt;br /&gt;
&lt;br /&gt;
Places to sleep include:&lt;br /&gt;
* Your house(s) - free once you have bought the house.&lt;br /&gt;
* Inns - prices vary, usually from 10-40.  Beggars and other people are helpful in finding the cheapest (or most lavish, if you prefer). [[Oblivion:Faregyl_Inn|Faregyl Inn]] even has a free bed in the basement. Inns are available in every city and on most major roads.&lt;br /&gt;
* Factions - Joining the Mages or Fighters Guild gives you a free bed in any town. Other factions may give you a free bed in a single location (Dark Brotherhood, Knights of White Stallion, The Blades, Knights of the Thorn etc.)&lt;br /&gt;
* Beggars' bedrolls - some of these are marked as &amp;quot;owned&amp;quot;, but others are free.&lt;br /&gt;
* A few houses (Abandoned Shack on the waterfront in IC and the Skooma Den in Bravil) has no owner so the beds can be used whenever they are available.&lt;br /&gt;
* Bandit camps - be careful, as these carry the greatest risk (albeit small) of being interrupted by an unfriendly creature.&lt;br /&gt;
* Caves, Ayleid Ruins and Forts often have beds that can be used once all enemies have been killed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Eating is not necessary for survival, although there exists a mod that makes it so.  Eating random ingredients serves to grant temporary physical effects, increase your alchemy skill, or simply lighten the load you're carrying.  The effect of eating an ingredient is that it serves as a weak potion for whatever the primary effect of the ingredient is.  A list of primary effects can be found on the [[Oblivion:Ingredients|Ingredients page]].  Be careful, some ingredients are poisonous!&lt;br /&gt;
&lt;br /&gt;
Most &amp;quot;food&amp;quot; items will restore your fatigue when eaten, but other useful/interesting effects are readily available on-the-go in Oblivion.  Eating fresh Daedra hearts restores your health, consuming Daedroth teeth grants brief Night Eye, and Bloodgrass provides the Chameleon effect, though not for long enough to be useful. Cairn Bolete caps and Boar meat can also be consumed to restore roughly 10 points of health each. Eat Clannfear Claws or Mandrake Root to cure any diseases you may have.&lt;br /&gt;
&lt;br /&gt;
Sleeping has additional effects upon vampires, as does feeding on the blood of the living.  These are covered in detail [[Oblivion:Vampires|here]].&lt;/div&gt;</summary>
		<author><name>Bongo</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Sleeping&amp;diff=179708</id>
		<title>Oblivion:Sleeping</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Sleeping&amp;diff=179708"/>
		<updated>2007-09-25T08:33:07Z</updated>

		<summary type="html">&lt;p&gt;Bongo: free bed in faregyl inn&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Oblivion Hints Trail}}&lt;br /&gt;
Character level-up occurs when the character has accumulated 10 primary skill increases and finds a legal bedroll or bed to sleep on without being interrupted by a random enemy encounter.  Waiting will not trigger level-up.  Other then leveling up, becoming a vampire, or other, quest related needs, however, there are no benefits to sleeping over waiting. The purpose of both waiting and sleeping in the game is to allow the user to pass time and recover health, magicka and fatigue.&lt;br /&gt;
&lt;br /&gt;
Places to sleep include:&lt;br /&gt;
* Your house(s) - free once you have bought the house.&lt;br /&gt;
* Inns - prices vary, usually from 10-40.  Beggars and other people are helpful in finding the cheapest (or most lavish, if you prefer). [[Oblivion:Faregyl_Inn|Faregyl Inn]] even has a free bed in the basement. Inns are available in every city and on most major roads.&lt;br /&gt;
* Factions - Joining the Mages or Fighters Guild gives you a free bed in any town. Other factions may give you a free bed in a single location (Dark Brotherhood, Knights of White Stallion, The Blades, Knights of the Thorn etc.)&lt;br /&gt;
* Beggars' bedrolls - some of these are marked as &amp;quot;owned&amp;quot;, but others are free.&lt;br /&gt;
* A few houses (Abandoned Shack on the waterfront in IC and the Skooma Den in Bravil) has no owner so the beds can be used whenever they are available.&lt;br /&gt;
* Bandit camps - be careful, as these carry the greatest risk (albeit small) of being interrupted by an unfriendly creature.&lt;br /&gt;
* Caves, Ayleid Ruins and Forts often have beds that can be used once all enemies have been killed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Eating is not necessary for survival, although there exists a mod that makes it so.  Eating random ingredients serves to grant temporary physical effects, increase your alchemy skill, or simply lighten the load you're carrying.  The effect of eating an ingredient is that it serves as a weak potion for whatever the primary effect of the ingredient is.  A list of primary effects can be found on the [[Oblivion:Ingredients|Ingredients page]].  Be careful, some ingredients are poisonous!&lt;br /&gt;
&lt;br /&gt;
Most &amp;quot;food&amp;quot; items will restore your fatigue when eaten, but other useful/interesting effects are readily available on-the-go in Oblivion.  Eating fresh Daedra hearts restores your health, consuming Daedroth teeth grants brief Night Eye, and Bloodgrass provides the Chameleon effect, though not for long enough to be useful. Cairn Bolete caps and Boar meat can also be consumed to restore roughly 10 points of health each. Eat Clannfear Claws or Mandrake Root to cure any diseases you may have.&lt;br /&gt;
&lt;br /&gt;
Sleeping has additional effects upon vampires, as does feeding on the blood of the living.  These are covered in detail [[Oblivion:Vampires|here]].&lt;/div&gt;</summary>
		<author><name>Bongo</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:The_Desolate_Mine&amp;diff=178658</id>
		<title>Oblivion:The Desolate Mine</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:The_Desolate_Mine&amp;diff=178658"/>
		<updated>2007-09-24T07:13:59Z</updated>

		<summary type="html">&lt;p&gt;Bongo: /* Notes */  Guildmates will fight unarmed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Oblivion Fighters Guild Trail}} [[Category:Oblivion-Quests|Desolate Mine, The]] [[Category:Oblivion-Quests-Fighters Guild|Desolate Mine, The]]&lt;br /&gt;
{{Quest Header|Giver=[[Oblivion:Burz_gro-Khash|Burz gro-Khash]]&lt;br /&gt;
|Icon=OB-qico-FightersGuild.png&lt;br /&gt;
|Start=[[Oblivion:Cheydinhal|Cheydinhal]] Fighters Guild&lt;br /&gt;
|Reward=Gold (amount depends upon level and outcome); possible promotion in Fighters Guild&lt;br /&gt;
|Fame=[[Oblivion:Fame|Fame]] +1 if all 3 other members survive&lt;br /&gt;
|ID=FGC06Courier&lt;br /&gt;
|Prev=None&lt;br /&gt;
|Next=[[Oblivion:A Rat Problem|A Rat Problem]] or [[Oblivion:Unfinished Business|Unfinished Business]]&lt;br /&gt;
|Loc=[[Oblivion:Desolate Mine (place)|Desolate Mine]]&lt;br /&gt;
|Image=The_Desolate_Mine_(quest).jpg&lt;br /&gt;
|ImgDesc=[[Oblivion:Fighters Guild|Fighters Guild]] members awaiting their delivery.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
# Speak with '''[[Oblivion:Burz_gro-Khash|Burz gro-Khash]]''', he needs you to bring a weapon cache to some Guild members at the '''[[Oblivion:Desolate Mine (place)|Desolate Mine]]'''.&lt;br /&gt;
# Make your way NW to the Mine, take care of any enemies guarding the entrance, once inside speak with '''[[Oblivion:Rienna|Rienna]]'''.&lt;br /&gt;
# After discovering each member's preferred method of killing the [[Oblivion:Goblins|Goblins]], hand the weapons out to the Guild members appropriately.&lt;br /&gt;
# Head into the bowels of the Mine with the other three Guild members and wash its caverns clean with Goblin blood.&lt;br /&gt;
# Once the Mine is clear return to Burz gro-Khash for a leveled Gold reward that is based on how many of the three Guild members survived.&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
If you start the Fighters Guild quests in Cheydinhal, this will be your first Fighters Guild quest.  If you instead start in Anvil, you will first complete [[Oblivion:A Rat Problem|A Rat Problem]] and [[Oblivion:The Unfortunate Shopkeeper|The Unfortunate Shopkeeper]], and then be told to complete this quest before advancing.&lt;br /&gt;
&lt;br /&gt;
===A Simple Weapon Drop===&lt;br /&gt;
Burz gro-Khash asks you to deliver a weapons shipment to some Fighters Guild members in the Desolate Mine to the northwest. The location will be marked on your map. When you get close to the mine you may be attacked by goblins - a sign of things to come. Inside the mine speak to '''[[Oblivion:Rienna|Rienna]]''', who will reveal that the mine has been infested by goblins. She instructs you to give the weapons to the two other fighters ([[Oblivion:Elidor|Elidor]] and [[Oblivion:Brag gro-Bharg|Brag gro-Bharg]]) standing by the fire. Be sure to give the appropriate weapon to each fighter!  Brag gro-Bharg prefers the warhammer, Rienna prefers the bow, and Elidor prefers the sword.&lt;br /&gt;
&lt;br /&gt;
===The Foul Beasts===&lt;br /&gt;
Once you've distributed the weapons, it's goblin hunting time! Follow the three fighters into the mine and hack at any goblins you encounter. All three fighters subscribe to the unpopular school of &amp;quot;rush head first into battle without a strategic plan&amp;quot;, which may well end up getting some or all of them killed. Keep up and help them as best you can. They also tend to split up after a point, so it's impossible to follow all of them.  It's recommended to stick with '''Rienna''', as she's armed with only a bow, and thus more likely to get swarmed than the two melee-guys.&lt;br /&gt;
&lt;br /&gt;
Once all the goblins are dead, return to Burz gro-Khash for your reward and possible promotion in rank.  Your reward is dependent upon how many of the other three fighters survived:&lt;br /&gt;
* If everyone survived, you will get double the usual [[Oblivion:Fighters Guild#Quest Rewards|quest reward]] (200 to 1200 gold).  You will also get one [[Oblivion:Fame|Fame]] point. In addition to all this, people start to talk about how the Fighters Guild did a good job in the Desolate Mine job.&lt;br /&gt;
* If one or more person died, you will get only 80% of the standard [[Oblivion:Fighters Guild#Quest Rewards|quest reward]] (80 to 480 gold).  You will not receive any fame points.  You will also have to endure various negative rumors about what happened at the mine.&lt;br /&gt;
Any weaponry you took from fallen members' bodies will be removed by Burz gro-Khash (unless you drop the weaponry somewhere before speaking to Burz gro-Khash).&lt;br /&gt;
&lt;br /&gt;
You should also be able to receive a promotion from Burz gro-Khash.  If this is the first Fighters Guild quest that you have completed, you will be promoted to the rank of Apprentice.  You will then need to see [[Oblivion:Azzan|Azzan]] in [[Oblivion:Anvil|Anvil]] for your next quest, [[Oblivion:A Rat Problem|A Rat Problem]].  If you have already completed both of Azzan's quests, then you will be promoted to the rank of Journeyman.  In that case, you next need to go to [[Oblivion:Chorrol|Chorrol]] to talk with [[Oblivion:Vilena Donton|Vilena Donton]] and [[Oblivion:Modryn Oreyn|Modryn Oreyn]] for your next quest, [[Oblivion:Unfinished Business|Unfinished Business]].&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* You can pickpocket the key from Rienna and kill the goblins yourself before speaking to her. Doing it this way ensures that no one dies, which means you get the full reward. Save before trying this and make sure Rienna doesn't catch you, as you will be expelled from the Guild if she does.&lt;br /&gt;
* If you choose to bring the three fighters along, make sure that you trip the log trap in the back of the mine before they trip it, or else risk losing a comrade to a bunch of wood.&lt;br /&gt;
* Once you enter the mine you should speak to your guildmates right away or they may lose their patience and enter the mine to handle the goblins using their fists.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
Later on, a bug occurs if you are caught committing a crime by the city guards, and offer to pay the gold, or serve your sentence in prison. Once you go through the motions and are released the surviving Fighters Guild members you helped above are found aimlessly standing outside of the Imperial City Prison, or the Castle of the city you were caught in.  NPCs from other completed quests (mine guards from Lord Drad's estate) may also have this bug, causing a fight to break out every time you are arrested. If the Fighters Guild members die in this fight, the Rumours regarding your quest will state that you failed to keep them alive in Desolate Mine.&lt;br /&gt;
&lt;br /&gt;
This is confirmed even for patched versions of the game and is particularly annoying.  There is no known way to really fix the problem.  Possible tactics include:&lt;br /&gt;
* Handle the bug when it happens&lt;br /&gt;
* Avoid commiting any crimes, or at least avoiding getting arrested for a crime (e.g., use a [[Oblivion:Thieves Guild|Thieves Guild]] Doyen to pay off your bounty)&lt;br /&gt;
* Only commit crimes using the [[Oblivion:Gray Cowl of Nocturnal|Gray Cowl of Nocturnal]]. &lt;br /&gt;
&lt;br /&gt;
==Journal Entries==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 1px; cellpadding: 3px; cellspacing: 0px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=3| The Desolate Mine (FGC06Courier)&lt;br /&gt;
|-&lt;br /&gt;
! Stage&lt;br /&gt;
! Finishes Quest&lt;br /&gt;
! Journal Entry&lt;br /&gt;
|-&lt;br /&gt;
|10||||Burz gro-Khash has given me a contract to deliver a weapons shipment to Fighters Guild members in the Desolate Mine northwest of Cheydinhal.&lt;br /&gt;
|-&lt;br /&gt;
|20||||I've spoken with Rienna, one of the fighters in the Desolate Mine. She tells me that the cave has been infested with goblins, and we should clear the place out before leaving. I will have to give them each weapons, though.&lt;br /&gt;
|-&lt;br /&gt;
|30||||I have given weapons to the three Fighters Guild members. We should now clear the Mine of goblins.&lt;br /&gt;
|-&lt;br /&gt;
|40||||The Desolate Mine is now clear of the goblins infesting it. I should return to Burz gro-Khash for payment.&lt;br /&gt;
|-&lt;br /&gt;
|100||align=&amp;quot;center&amp;quot;|{{Yes}}||Burz gro-Khash was pleased with my efforts, and has paid me for completing the contract.&lt;br /&gt;
|-&lt;br /&gt;
|110||align=&amp;quot;center&amp;quot;|{{Yes}}||I returned to Burz gro-Khash, who was not happy I allowed other guild members to die. I was still rewarded for delivering the weapons.&lt;br /&gt;
|}&lt;br /&gt;
{{Oblivion:Journal Entry Notes}}&lt;br /&gt;
&lt;br /&gt;
{{Quest Footer|Prev=None|Next=[[Oblivion:A Rat Problem|A Rat Problem]] or&amp;lt;br&amp;gt;[[Oblivion:Unfinished Business|Unfinished Business]]|Up=[[Oblivion:Fighters_Guild|Fighters Guild]]}}&lt;/div&gt;</summary>
		<author><name>Bongo</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Traps&amp;diff=178657</id>
		<title>Oblivion:Traps</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Traps&amp;diff=178657"/>
		<updated>2007-09-24T07:04:42Z</updated>

		<summary type="html">&lt;p&gt;Bongo: /* Tripwire */  How to trigger from a distance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Oblivion Hints Trail}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
There are various types of traps in [[Oblivion:Oblivion|Oblivion]], and practically all of them are found in dungeons or the [[Oblivion:Planes of Oblivion|Planes of Oblivion]]. Most traps become active if the player activates a certain &amp;quot;trigger&amp;quot;, which may be a physical object or an invisible proximity trigger. Traps are usually hidden in dark areas, or are blended into their environment. They are returned to their original state during a cell reset (When a cell has not been visited by the player for 72 in-game hours everything in it respawns).&lt;br /&gt;
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&lt;br /&gt;
{|class=greylapse border=1 cellpadding=3 cellspacing=0 style=text-align:left&lt;br /&gt;
!colspan=5|&amp;lt;center&amp;gt;Contents&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;[[#Triggers|Triggers]]&amp;lt;/center&amp;gt;&lt;br /&gt;
!colspan=3|&amp;lt;center&amp;gt;[[#Physical Traps|Physical Traps]]&amp;lt;/center&amp;gt;&lt;br /&gt;
!&amp;lt;center&amp;gt;[[#Magic Traps|Magic Traps]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[#Claw Lever|Claw Lever]]&lt;br /&gt;
|[[#Avalanche|Avalanche]]&lt;br /&gt;
|[[#Claw Trap|Claw Trap]]&lt;br /&gt;
|[[#Rotten Plank|Rotten Plank]]&lt;br /&gt;
|[[#Dark Welkynd Stone|Dark Welkynd Stone]] &lt;br /&gt;
|-&lt;br /&gt;
|[[#Pressure Plate|Pressure Plate]]&lt;br /&gt;
|[[#Ayleid Ruin Spike Pit|Ayleid Ruin Spike Pit]]&lt;br /&gt;
|[[#Crumbling Bridge|Crumbling Bridge]]&lt;br /&gt;
|[[#Spike Pit|Spike Pit]]&lt;br /&gt;
|[[#Fire Turret|Fire Turret]]&lt;br /&gt;
|-&lt;br /&gt;
|[[#Tripwire|Tripwire]]&lt;br /&gt;
|[[#Cave In|Cave In]]&lt;br /&gt;
|[[#Darts|Darts]]&lt;br /&gt;
|[[#Spiked Barrier|Spiked Barrier]]&lt;br /&gt;
|[[#Land Mine|Land Mine]]&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=4|&lt;br /&gt;
|[[#Ceiling Spikes|Ceiling Spikes]]&lt;br /&gt;
|[[#Falling Blades|Falling Blades]]&lt;br /&gt;
|[[#Swinging Blades|Swinging Blades]]&lt;br /&gt;
|rowspan=4|&lt;br /&gt;
|-&lt;br /&gt;
|[[#Citadel Guillotine Blade|Citadel Guillotine Blade]]&lt;br /&gt;
|[[#Falling Logs|Falling Logs]]&lt;br /&gt;
|[[#Swinging Log|Swinging Log]]&lt;br /&gt;
|-&lt;br /&gt;
|[[#Citadel Trident Blade|Citadel Trident Blade]]&lt;br /&gt;
|[[#Gas Trap|Gas Trap]]&lt;br /&gt;
|[[#Swinging Mace|Swinging Mace]]&lt;br /&gt;
|-&lt;br /&gt;
|[[#Citadel Spikes|Citadel Spikes]]&lt;br /&gt;
|[[#Gas Room|Gas Room]]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Triggers ==&lt;br /&gt;
Not all traps are triggered by proximity. A good portion of the traps rely on physical triggers to be activated. A careful player can avoid traps by avoiding hidden triggers and even turn traps against enemies by activating these triggers at the right time.&lt;br /&gt;
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=== Claw Lever ===&lt;br /&gt;
[[Image:OB_Trigger_Claw_Lever.jpg|thumb|left|Claw Lever]]&lt;br /&gt;
&lt;br /&gt;
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'''Found in:''' [[Oblivion:Planes of Oblivion#The Main Tower|Oblivion Citadels]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits:''' A yellow, claw-shaped lever placed on the wall.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action:''' When the lever is pulled, the trap linked to the Claw Lever will be set off.&amp;lt;br /&amp;gt;&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Pressure Plate ===&lt;br /&gt;
[[Image:OB_Trigger_Pressure_Plate.jpg|thumb|left|Pressure Plate]]&lt;br /&gt;
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'''Found in:''' [[:Category:Oblivion-Places-Ayleid Ruins|Ayleid Ruins]], [[:Category:Oblivion-Places-Caves|Caves]], [[:Category:Oblivion-Places-Forts|Forts]], [[:Category:Oblivion-Places-Mines|Mines]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits: ''' A brown round metal plate lying on the ground. A loud clicking sound can be heard if the Pressure Plate is set off.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action: ''' When enough weight is applied to the Pressure Plate, the trap linked to the Pressure Plate will be set off.&amp;lt;br /&amp;gt;&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Tripwire ===&lt;br /&gt;
[[Image:OB_Trigger_Tripwire.jpg|thumb|left|Tripwire]]&lt;br /&gt;
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'''Found in:''' [[:Category:Oblivion-Places-Ayleid Ruins|Ayleid Ruins]], [[:Category:Oblivion-Places-Caves|Caves]], [[:Category:Oblivion-Places-Forts|Forts]], [[:Category:Oblivion-Places-Mines|Mines]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits: ''' A wire at heel height, stretched between two wooden poles. The poles are embedded in the ground and cannot be moved. The tripwire is usally set in narrow passages. A snapping sound plays when the wire breaks. The wire can be broken from a distance by firing an arrow into one of the poles.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action: ''' When something passes through the string, the wire breaks and the trap linked to the Tripwire will be set off.&amp;lt;br /&amp;gt;&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
&lt;br /&gt;
== Physical Traps ==&lt;br /&gt;
Physical traps usually hurt their victims and push them backwards. The damage cannot be Reflected, Absorbed, or Resisted by magical means. The amount of damage dealt is not affected by the difficulty slider. However, the amount of damage ''is'' determined by the victim's level (referred to in formulae as &amp;quot;lvl&amp;quot;). If you are hit by the trap, your current level will be used in the damage calculation.&lt;br /&gt;
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----&lt;br /&gt;
=== Avalanche ===&lt;br /&gt;
[[Image:OB_Trap_Avalanche.jpg|thumb|left|Avalanche]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Found in:''' [[Oblivion:Planes of Oblivion|Planes of Oblivion]], exterior.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits: ''' Look for light brown rocks lying on the top of a nearby hill. When the trap is set off, a rumbling sound will play and the screen will shake.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action: ''' When the player comes in close proximity to an avalanche trap, several rocks will come down rolling off a nearby hill. &amp;lt;br /&amp;gt;&lt;br /&gt;
'''Effect: ''' Anyone hit by rocks will receive 10 damage. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The invisible trigger for this trap is usually placed too far away from the trap itself. A careful player can easily avoid being hit by this trap. &lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Ayleid Ruin Spike Pit ===&lt;br /&gt;
[[Image:OB_Trap_Ayleid_Ruin_Spike_Pit.jpg|thumb|right|Ayleid Ruin Spike Pit]]&lt;br /&gt;
&lt;br /&gt;
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'''Found in:''' [[:Category:Oblivion-Places-Ayleid Ruins|Ayleid Ruins]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits:''' Look for lightly tinted floors with small holes.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action:''' When stepped on, the floor will descend onto spikes that shoot up through the holes in the platform. &amp;lt;br /&amp;gt;&lt;br /&gt;
'''Effect:''' Anything struck by spikes will receive 15 + 1.5 * lvl damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This trap does not discriminate between creatures. The floor will lower even if no physical contact occurs, so it is not safe to jump over the platform. If a character who has triggered a Spike Pit stands at the sides or corners of the platform, he will not be struck. After a Spike Pit has reset, it will not rearm for five seconds.&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Cave In ===&lt;br /&gt;
[[Image:OB_Trap_Cave_In.jpg|thumb|left|Cave In]]&lt;br /&gt;
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'''Found in:''' [[:Category:Oblivion-Places-Caves|Caves]], [[:Category:Oblivion-Places-Forts|Forts]], [[Oblivion: Crumbling Mine| Crumbling Mine]], [[Oblivion:Ceyatatar|Ceyatatar]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits:''' Loose rocks can be seen on the ceiling. When a Cave In is triggered, the screen shakes and a rumbling sound is played.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action:''' Rocks will fall, damaging anyone beneath them.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Effect:''' Anyone hit by a falling rock will receive 5 + 1 * lvl damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cave Ins usually occur in dead-end passages. These passages can usually be identified by the loose rocks lying on the floor at the end.&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
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&lt;br /&gt;
=== Ceiling Spikes ===&lt;br /&gt;
[[Image:OB_Trap_Ceiling_Spikes.jpg|thumb|right|Ceiling Spikes]]&lt;br /&gt;
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&lt;br /&gt;
'''Found in:''' [[:Category:Oblivion-Places-Ayleid Ruins|Ayleid Ruins]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits:''' Look for a lightly tinted platform on the ground covered in bloodstains. A large, square-shaped gap in the ceiling will be present above the platform, and spikes may or may not be visible within the gap.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action:''' When triggered, the floor will rise and collide with spikes protruding from the ceiling, damaging anyone who comes into contact with the spikes.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Effect:''' Anyone hit by spikes will receive 15 + 1.5 * lvl damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This trap does not discriminate between your character and enemies. The floor will only rise when an actor physically stands on it, so it is safe to jump over the trigger zone.&lt;br /&gt;
It is possible to stand on the corner or sides of the rising platform and miss the spikes at the ceiling. After the Ceiling Spikes have reset, they will not rearm for five seconds.&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Citadel Guillotine Blade ===&lt;br /&gt;
[[Image:OB_Trap_Citadel_Guillotine_Blade.jpg|thumb|left|Citadel Guillotine Blade]]&lt;br /&gt;
&lt;br /&gt;
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'''Found in:''' [[Oblivion:Random Oblivion World 2|Portals of Natural Disasters]], [[Oblivion:The Claw Monolith|The Claw Monolith]], [[Oblivion:Random Oblivion World 4|The Brooding Fortress]], [[Oblivion:Great Gate|World Breaker]]; all are [[Oblivion:Planes of Oblivion#The Main Tower|Oblivion Citadels]].&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits: ''' Look to the ceiling for a huge blade with yellow edges, placed perpendicular to the hallway. Unusual grooves, creases or gaps can be found in the wall.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action: ''' When triggered, the blade will quickly descend. When the blade reaches the ground, the screen will shake and a loud crashing sound will play. The blade will stay down for a few seconds, and then slowly rise up again.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Effect: ''' Being struck by the blade causes 20 + 1.5 * lvl damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
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Players are advised to tread carefully. It is possible avoid a Citadel Guillotine Blade by either quickly running through the target area before the blade falls or by triggering the blade, stepping back, and passing under after the blade has retracted. This trap can also be triggered by a [[#Claw Lever|Claw Lever]]. After a Citadel Guillotine Blade has reset, it will not trigger for five seconds. &lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Citadel Trident Blade ===&lt;br /&gt;
[[Image:OB_Trap_Citadel_Swinging_Blade.jpg|thumb|right|Citadel Trident Blade]]&lt;br /&gt;
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'''Found in:''' [[Oblivion:The Flesh Spire|The Flesh Spire]], [[Oblivion:The Lust Keep|The Lust Keep]], [[Oblivion:Random Oblivion World 4|The Sorrow Keep]], [[Oblivion:Random Oblivion World 4|The Brooding Fortress]], [[Oblivion:The Wayward Knight|The Chaos Stronghold]]; all are [[Oblivion:Planes of Oblivion#The Main Tower|Oblivion Citadels]].&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits: ''' Look to the ceiling for a large mechanism resembling a claw. This trap is usually placed near the entrance of a wide hall. The blade will swing down very silently.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action: ''' When triggered, the blade will come swinging down from the ceiling towards the player. &amp;lt;br /&amp;gt;&lt;br /&gt;
'''Effect: ''' Being struck by the swinging blade will cause 25 + 1.5 * lvl damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This trap is difficult to dodge, as it gives hardly any indication that it has been triggered. If a Citadel Trident Blade is detected before it is activated, it is easily avoided. To dodge it, step to either side. This trap can also be triggered by a [[#Claw Lever|Claw Lever]]. After a Citadel Trident Blade has reset, it will not rearm for five seconds.&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Citadel Spikes ===&lt;br /&gt;
[[Image:OB_Trap_Citadel_Spikes.jpg|thumb|left|Citadel Spikes]]&lt;br /&gt;
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'''Found in:''' [[Oblivion:Planes of Oblivion#The Main Tower|Oblivion Citadels]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits: ''' Look for vertical rows of holes in the walls. &amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action: ''' When triggered, spears will quickly shoot out of the holes in the wall. &amp;lt;br /&amp;gt;&lt;br /&gt;
'''Effect: ''' The spikes will cause 20 + 1.5 * lvl damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Citadel Spears are easily avoidable. Located on the walls of Citadels, they are easily seen, making them less dangerous than other traps. If the player runs directly through the target area, he will escape the damage zone before the spears can fully extend. Alternatively, it is possible to trigger the spears, step backward, and wait for them to retract back into the wall. After a set of Citadel Spikes has reset, they will not rearm for five seconds.{{NewLeft}}&lt;br /&gt;
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&lt;br /&gt;
=== Claw Trap ===&lt;br /&gt;
[[Image:OB_Trap_Claw_Trap.jpg|thumb|right|Claw Trap]]&lt;br /&gt;
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'''Found in:''' [[Oblivion:Planes of Oblivion|Planes of Oblivion]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits: ''' Small curved bone spikes may be seen on both sides of a path. &amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action: ''' When triggered, bone claws will protrude from the ground.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Effect: ''' This trap deals no damage. Its only purpose is to block the movement of the character, something it does not do well (the trap is only about ten feet in width, which makes it very easy to sidestep). &amp;lt;br /&amp;gt;&lt;br /&gt;
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Claw traps are fairly easy to avoid. A Claw Trap will remain for 19 seconds, after which it will reset. It will not rearm itself for five seconds.&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Crumbling Bridge ===&lt;br /&gt;
[[Image:OB_Trap_Crumbling_Bridge.jpg|thumb|left|Crumbling Bridge]]&lt;br /&gt;
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'''Found in:''' [[:Category:Oblivion-Places-Ayleid Ruins|Ayleid Ruins]], [[:Category:Oblivion-Places-Forts|Forts]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits: ''' This trap can be found on bridges. A Crumbling Bridge trap consists of a small section of a bridge that is rigged to crumble when the player passes over it. Sections of the bridge that are rigged to crumble will have a slightly lighter color than normal material.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action: ''' When the player steps on the trapped section, it will crumble and part of the bridge will fall.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Effect: ''' Anyone standing on a section that is trapped will fall. They may also be damaged, depending on the length of the fall.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Players are advised to tread carefully when crossing bridges in [[Category:Oblivion-Places-Ayleid Ruins|Ayleid Ruins]]. In the event that a player is unable to avoid a Crumbling Bridge trap, he will most likely be forced to retrace his steps in order to return to the bridge. While Crumbling Bridge traps are not particularly dangerous, they are bothersome.&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Darts ===&lt;br /&gt;
[[Image:OB_Trap_Darts.jpg|thumb|right|Darts]]&lt;br /&gt;
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'''Found in:''' [[:Category:Oblivion-Places-Forts|Forts]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits: ''' Look for a series of holes mounted on a wall. &amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action: ''' When triggered, darts will fire out of the holes in the wall.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Effect: ''' Being hit by a dart will cause 5 + 1 * lvl damage per second.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is possible to avoid these traps by stepping into trigger range, stepping back to avoid the trap, and running past once the trap has stopped firing. There is a short delay between firings. Although each dart is individually weak, anyone caught by a Darts trap will usually be barraged by multiple darts. This trap is fairly dangerous, and should be avoided if possible. After firing, a Dart trap will not rearm for five seconds. It is not uncommon to find dart traps combined with other traps, e.g a crumbling bridge that drops the player into the trigger range of a dart trap.&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Falling Blades ===&lt;br /&gt;
[[Image:OB_Trap_Falling_Blades.jpg|thumb|left|Falling Blades]]&lt;br /&gt;
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'''Found in:''' [[:Category:Oblivion-Places-Ayleid Ruins|Ayleid Ruins]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits:''' Look for large, rusted blades suspended by metal hanging from the ceiling.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action:''' When triggered, the blade will fall.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Effect:''' Anyone hit by a Falling Blade will receive 20 + 1.5 * lvl damage. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Falling Blades are moderately dangerous, as they deal a fair amount of damage. However, they are easily spotted, making them far less dangerous than other, more inconspicuous traps. Falling Blades are avoided by either triggering the blade and jumping over it while it remains on the ground or by triggering the blade and waiting for it to reset. Once a Falling Blade trap has reset, it will not rearm for five seconds.{{NewLeft}}&lt;br /&gt;
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&lt;br /&gt;
=== Falling Logs ===&lt;br /&gt;
[[Image:OB_Trap_Falling_Logs.jpg|thumb|right|Falling Logs]]&lt;br /&gt;
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'''Found in:''' [[:Category:Oblivion-Places-Caves|Caves]], [[:Category:Oblivion-Places-Mines|Mines]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits: ''' Look for a stack of wooden logs, often situated at the top of an incline or drop. &amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action: ''' When triggered, the logs will be released and become physics-based. &amp;lt;br /&amp;gt;&lt;br /&gt;
'''Effect: ''' The log will cause 30 + 1.5 * lvl damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Falling logs appear singularly in the form of a pyramid-shaped pile. They can be either triggered or activated. Falling Logs are dangerous, as the damage dealt by a successful hit is large. However, they are easily avoidable, and more often than not, they will be activated by the player as a means of damaging enemies, rather than the other way around.&amp;lt;br&amp;gt;&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Gas Trap ===&lt;br /&gt;
[[Image:OB_Trap_Gas_Trap.jpg|thumb|left|Gas Trap]]&lt;br /&gt;
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'''Found in:''' [[:Category:Oblivion-Places-Ayleid Ruins|Ayleid Ruins]], [[Oblivion:Arkved's Tower|Arkved's Tower]], [[Oblivion:Temple of the Ancestor Moths|The Caverns of The Moth]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits:''' Watch for small, floor-mounted squares or large gratings.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action:''' When triggered, a poisonous gas is released that will cause damage within a small radius.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Effect:''' Anyone within the gas clouds will receive 2 + 0.125 * lvl damage per second.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The damage dealt by Gas Traps is minimal, but the traps are difficult to avoid. Most Gas Traps require a trigger to activate, but some are constantly active. [[Oblivion:Argonian|Argonian]]s are unaffected by Gas Traps because of their racial traits, which grant them an immunity to poison.{{NewLeft}}&lt;br /&gt;
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&lt;br /&gt;
=== Gas Room ===&lt;br /&gt;
[[Image:OB_Trap_Gas_Room.jpg|thumb|right|Gas Room]]&lt;br /&gt;
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&lt;br /&gt;
'''Found in:''' [[:Category:Oblivion-Places-Ayleid Ruins|Ayleid Ruins]], [[Oblivion:Planes of Oblivion|Planes of Oblivion]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits: ''' Look for an open room with multiple pillars and a grate in the middle. A large indentation forming a square will also be visible around the perimeter of the trap. Gas Rooms found in Oblivion are generally identical, save for the material of the wall.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action: ''' When the player enters the center of a Gas Room, walls will rise up around the pillars, trapping him inside. Shortly after the walls have risen, poisonous gas will begin to flood the room. The walls will lower after 8 seconds.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Effect: ''' The gas will cause 2 + 0.125 * lvl damage per second. Additionally, gas in Oblivion will damage the [[Oblivion:Speed|Speed]] attribute.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are usually items of value placed within Gas Rooms, in order to lure the player into the trap. Some Gas Rooms require the player to activate a button in order to lower the walls. [[Oblivion:Argonian|Argonian]]s are immune to Gas Rooms because of their racial traits, which grant them immunity to poison. {{NewRight}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Rotten Plank ===&lt;br /&gt;
[[Image:OB_Trap_Rotten_Plank.jpg|thumb|left|Rotten Plank]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Found in:''' [[:Category:Oblivion-Places-Caves|Caves]], [[Oblivion:Flooded Mine|Flooded Mine]], [[Oblivion:Fort Strand|Fort Strand]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits: ''' Look for a plank used as a bridge to cross a gap. &amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action: ''' When stepped on, a Rotten Plank will break.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Effect: ''' Anyone standing on a Rotten Plank will fall while it is activated. Damage may be received depending on the length of the fall.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Players are advised to avoid walking across any planks, as it is difficult to discern Rotten Planks from ordinary planks. Jumping across gaps spanned by planks is advised whenever possible. If a gap is too large to jump, players are advised to run quickly across the plank.&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Spike Pit ===&lt;br /&gt;
[[Image:OB_Trap_Spike_Pit.jpg|thumb|right|Spike Pit]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Found in:''' [[:Category:Oblivion-Places-Forts|Forts]], [[:Category:Oblivion-Places-Caves|Caves]], [[:Category:Oblivion-Places-Mines|Mines]], [[Oblivion:Plane of Oblivion|Planes of Oblivion]], [[Oblivion:Temple of the Ancestor Moths|The Caverns of The Moth]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits: ''' Look for holes in the bottom of corridor floors. Areas below Spike Pits are often populated with sharp spikes. Spike Pits in [[Oblivion:Plane of Oblivion|Planes of Oblivion]] may sit over lava. Also, Spike Pits may be covered by unstable gratings.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action: ''' If the player doesn't notice the hole, they will fall through it.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Effect: ''' Falling into the trap causes 10 + 1.5 * lvl damage + any fall damage. If you fall through a hole resting over nothing, you may be damaged, depending on the length of the fall. If you fall through a hole resting over lava, lava damage will be applied.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Players are advised to walk carefully when passing through small corridors. If a hole is encountered, the simple solution is to jump over it. However, care must be taken, as you may hit the ceiling of the passageway, greatly cutting your jump short. If you fall through an ordinary hole or a hole resting over spikes, you will likely take damage and be required to retrace your steps in order to reach the corridor again. However, if you fall through a hole situated over lava, you will most likely die, as there are usually no escape routes from the lava chambers under holes. Also, note that NPCs will not cause gratings over Spike Pits to fall when they step on them.&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Spiked Barrier ===&lt;br /&gt;
[[Image:OB_Trap_Spiked_Barrier.jpg|thumb|left|Spiked Barrier]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Found in:''' [[Oblivion:Elenglynn|Elenglynn]], [[Oblivion:Niryastare|Niryastare]], [[Oblivion:Nonungalo|Nonungalo]], [[Oblivion:Varondo|Varondo]]; all are [[:Category:Oblivion-Places-Ayleid Ruins|Ayleid Ruins]].&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits:''' Look for a grating with spikes welded onto it at the end of a hallway or long span. Once triggered, Spiked Barriers emit rattling sounds.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action:''' When triggered, the spiked barrier will sweep back and forth.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Effect:''' Anyone hit by the spiked barrier will be pushed away and will receive 20 + 1.5 * lvl damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spiked Barriers are triggered by proximity and will sweep across their platform. Attempting to cross its threshold during a sweep is inadvisable, as Spiked Barriers move quickly and are difficult to dodge. Avoiding a Spiked Barrier requires the player to trigger it and wait for it to reset, at which point they may bypass it.&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Swinging Blades ===&lt;br /&gt;
[[Image:OB_Trap_Swinging_Blades.jpg|thumb|right|Swinging Blades]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Found in:''' [[:Category:Oblivion-Places-Ayleid Ruins|Ayleid Ruins]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits: ''' Look for vertical slits that arch around corridor walls. After activation, Swinging Blades make loud, sweeping sounds with each swing. &amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action: ''' When triggered, multiple large blades will swing from side to side across the passageway. This will continue until the player has distanced himself from the Swinging Blades.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Effect: ''' Being struck by Swinging Blade causes 20 + 1.5 * lvl damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Triggering a Swinging Blade trap is unavoidable. However, Swinging Blades can be dodged rather easily. Swinging Blades move both dependently and independently from each other, and their timing is varied. There is a large enough space between each blade for the player to stand without fear of being struck. After the trap has been triggered, players are advised to watch the pattern of the blades and pass at intervals in which there is no blade movement. Alternatively, players may opt to dash across a Swinging Blade trap in one motion, but this method is inadvisable, as the timing may change, causing the player to take unexpected damage.&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Swinging Log ===&lt;br /&gt;
[[Image:OB_Trap_Swinging_Log.jpg|thumb|left|Swinging Log]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Found in:''' [[:Category:Oblivion-Places-Caves|Caves]], [[:Category:Oblivion-Places-Mines|Mines]], [[Oblivion:Fort Strand|Fort Strand]], [[Oblivion:Pale Pass|Mouth of the Serpent]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits: ''' Look for logs suspended by ropes that are attached to the ceiling.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action: ''' When triggered, the log will be released and it will swing downward.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Effect: ''' Being hit by the log causes 15 + 1.5 * lvl damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Swinging Logs, like many other swinging traps, are usually placed to strike an area a few feet in front of their trigger. More often than not, Swinging Logs are triggered by tripwires or pressure plates, both of which emit loud, noticeable sounds. Players wishing to avoid Swinging Logs should stand still after hearing one of these sounds. The trap will most likely strike the area directly in front of them, leaving them unharmed.{{NewLeft}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Swinging Mace ===&lt;br /&gt;
[[Image:OB_Trap_Swinging_Mace.jpg|thumb|right|Swinging Mace]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Found in:''' [[:Category:Oblivion-Places-Ayleid Ruins|Ayleid Ruins]], [[:Category:Oblivion-Places-Caves|Caves]], [[:Category:Oblivion-Places-Forts|Forts]], [[:Category:Oblivion-Places-Mines|Mines]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits: ''' Look for maces suspended by chains that are attached to the ceiling.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action: ''' When triggered, the mace will be released and it will swing downward.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Effect: ''' Depending on the variety, the mace will either deal 10 + 1.5 * lvl damage, or 20 + 1.5 * lvl damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Swinging Maces, like many other swinging traps, are usually placed to strike an area a few feet in front of their trigger. More often than not, Swinging Maces are triggered by tripwires or pressure plates, both of which emit loud, noticeable sounds. Players wishing to avoid Swinging Maces should stand still after hearing one of these sounds. The trap will most likely strike the area directly in front of them, leaving them unharmed. There are two varieties of Swinging Mace; the first is a small, ball-shaped mace and the second is a larger, cylinder-shaped mace. Additionally, Swinging Maces are often located above thrones in abandoned [[:Category:Oblivion-Places-Forts|Forts]]. These particular traps are unique in that they are triggered by the player when he or she sits on the throne.&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
&lt;br /&gt;
== Magic Traps ==&lt;br /&gt;
Magic traps fire spells at their victims. Dependent on the spell cast, the effect can be Absorbed/Reflected/Resisted through magical means.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=== Dark Welkynd Stone ===&lt;br /&gt;
[[Image:OB_Trap_Dark_Welkynd_Stone.jpg|thumb|left|Dark Welkynd Stone]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 10px; margin-right: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
{|  class=greylapse border = 1 table = center cellpadding = 3 cellspacing = 0 style = text-align:left&lt;br /&gt;
| '''Level''' || '''Damage'''&lt;br /&gt;
|-&lt;br /&gt;
| 1 - 5 || 10pts&lt;br /&gt;
|-&lt;br /&gt;
| 6 - 10 || 20pts&lt;br /&gt;
|-&lt;br /&gt;
| 11 - 15 || 35pts&lt;br /&gt;
|-&lt;br /&gt;
| 16 - 20 || 70pts&lt;br /&gt;
|-&lt;br /&gt;
| 21+ || 110pts&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Found in:''' [[:Category:Oblivion-Places-Ayleid Ruins|Ayleid Ruins]], [[Oblivion:Arkved's Tower|Arkved's Tower]], [[Oblivion:Temple of the Ancestor Moths|Shrine of The Moth]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits:''' Look for crystals set in pillars (the pillar starts and stops above and below the crystal). &amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action:''' When the player is within range, the Stone will charge and fire an elemental damage spell.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Effect:''' The trap casts a [[Oblivion:Frost Damage|Frost Damage]] spell or [[Oblivion:Shock Damage|Shock Damage]] spell on Target.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When the player moves into range, the Dark Welkynd Stone will begin to charge and glow red, warning that it is about to fire. Some stones will power down if the player stops moving; some will only power down if the player moves out of range. The spell fired by the Dark Welkynd Stone can be [[Oblivion:Spell Absorption|Absorbed]]/[[Oblivion:Reflect Spell|Reflected]]/[[Oblivion:Resist Magic|Resisted]].&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Fire Turret ===&lt;br /&gt;
[[Image:OB_Trap_Fire_Turret.jpg|thumb|left|Fire Turret]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 10px; margin-right: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
{|  class=greylapse border = 1 table = center cellpadding = 3 cellspacing = 0 style = text-align:left&lt;br /&gt;
| '''Level''' || '''Damage'''&lt;br /&gt;
|-&lt;br /&gt;
| 1-7 || 6pts&lt;br /&gt;
|-&lt;br /&gt;
| 8-15 || 20pts&lt;br /&gt;
|-&lt;br /&gt;
| 16-20 || 30pts in 10ft&lt;br /&gt;
|-&lt;br /&gt;
| 21+ || 50pts in 15ft&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Found in:''' [[Oblivion:Planes of Oblivion|Planes of Oblivion]], both exterior and in [[Oblivion:Planes of Oblivion#The Main Tower|Citadels]].&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits: ''' Look for large pillars with claw-like mechanisms at the top.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action: ''' When the player comes within range, the top of the tower will begin to spin. If the player remains within range, the Fire Turret will shoot a {{Oblivion Spell Effect|Fire Damage}} spell at the player.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Effect: ''' The trap casts a {{Oblivion Spell Effect|Fire Damage}} spell on Target.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The projectile of the Fire Turret can be dodged easily enough, but at higher levels the fireballs will have an area of effect, making avoidance much harder. The trajectory of the turret's fireball, like other projectiles, may be thrown off by quickly changing directions as the spell is fired. If done correctly, the fireball should travel in an odd direction. The fireball can be [[Oblivion:Spell Absorption|Absorbed]]/[[Oblivion:Reflect Spell|Reflected]]/[[Oblivion:Resist Magic|Resisted]]. It should also be noted that the tower will not fire if you stay close to it.&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Land Mine ===&lt;br /&gt;
[[Image:OB_Trap_Land_Mine.jpg|thumb|right|Land Mine]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Found in:''' [[Oblivion:Planes of Oblivion|Planes of Oblivion]], both exterior and in [[Oblivion:Planes of Oblivion#The Main Tower|Citadels]].&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Traits: ''' Look for small, claw-like mechanisms embedded in the ground. &amp;lt;br /&amp;gt;&lt;br /&gt;
'''Action: ''' When triggered by proximity, the Land Mine will eject from the ground and spin upwards to about knee-height, at which point it will launch a fireball at the player. When triggered by a projectile, the Land Mine will explode on the ground and launch a fireball at the player.&lt;br /&gt;
'''Effect: ''' The trap casts a {{Oblivion Spell Effect|Fire Damage}} spell on Target.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Land Mines are more easily avoided if spotted before they are triggered by proximity. In the case that a Land Mine is spotted before it is triggered, a projectile weapon should be used to activate it from a distance (however it will still launch a fireball, even when remotely detonated). In the case that a Land Mine is triggered by proximity, players should back away quickly; if the player manages to back out of range before the Land Mine is detonated, they will be free to detonate it remotely. The {{Oblivion Spell Effect|Fire Damage}} spell fired by the Land Mine can '''not''' be [[Oblivion:Spell Absorption|Absorbed]]/[[Oblivion:Reflect Spell|Reflected]]/[[Oblivion:Resist Magic|Resisted]].&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-left: 10px; margin-right: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
{|  class=greylapse border = 1 table = center cellpadding = 3 cellspacing = 0 style = text-align:left&lt;br /&gt;
| '''Level''' || '''Damage'''&lt;br /&gt;
|-&lt;br /&gt;
| 1-4 || {{Oblivion Spell Effect|Fire Damage}} 2pts in 14ft for 5sec on Target.&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Oblivion Spell Effect|Fire Damage}} 26pts in 14ft on Target.&lt;br /&gt;
|-&lt;br /&gt;
| 5-8 || {{Oblivion Spell Effect|Fire Damage}} 4pts in 14ft for 5sec on Target.&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Oblivion Spell Effect|Fire Damage}} 32pts in 14ft on Target.&lt;br /&gt;
|-&lt;br /&gt;
| 9-12 || {{Oblivion Spell Effect|Fire Damage}} 6pts in 14ft for 5sec on Target.&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Oblivion Spell Effect|Fire Damage}} 38pts in 14ft on Target.&lt;br /&gt;
|-&lt;br /&gt;
| 13-16 || {{Oblivion Spell Effect|Fire Damage}} 8pts in 14ft for 5sec on Target.&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Oblivion Spell Effect|Fire Damage}} 44pts in 14ft on Target.&lt;br /&gt;
|-&lt;br /&gt;
| 17-20 || {{Oblivion Spell Effect|Fire Damage}} 10pts in 14ft for 5sec on Target.&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Oblivion Spell Effect|Fire Damage}} 50pts in 14ft on Target.&lt;br /&gt;
|-&lt;br /&gt;
| 21-24 || {{Oblivion Spell Effect|Fire Damage}} 12pts in 14ft for 5sec on Target.&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Oblivion Spell Effect|Fire Damage}} 60pts in 14ft on Target.&lt;br /&gt;
|-&lt;br /&gt;
| 25+ || ''No spell fired.''*&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; A flaw or intentional; the mine will detonate but it will fire no spell at all.&lt;/div&gt;</summary>
		<author><name>Bongo</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Houses&amp;diff=176921</id>
		<title>Oblivion:Houses</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Houses&amp;diff=176921"/>
		<updated>2007-09-18T19:10:31Z</updated>

		<summary type="html">&lt;p&gt;Bongo: Added link to safe containers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Oblivion Services Trail}}&lt;br /&gt;
Each major city except Kvatch has a house for sale.  Some of the official plugins add new homes and there are even a few free ones you will get access to after doing the proper quest.  As long as you have enough gold, you can purchase multiple houses, or even all of the houses in the game.  Once you have purchased a house and entered it for the first time, the door is permanently unlocked (although there is a glitch associated with [[#Bravil|Bravil]]). It is impossible to lock the door; however, NPCs will not break into your house and steal any of your loot.  Each house can be upgraded with add-ons that can, by the time you've bought them all, easily cost more than the house itself.  Buying a house appears as a quest once you've agreed to buy it or talked to a person who informs you that a house is for sale.  The quest will be completed when you have bought the house and all the available upgrades.  You do not need to carry the house key or the receipts from these upgrades with you.&lt;br /&gt;
&lt;br /&gt;
The benefits of owning a house might not be self-evident, for several reasons.  There are [[Oblivion:Sleeping and Eating|free beds]] available in the game, and some [[Oblivion:Containers#Safe_Containers|containers]] are safe even if you do not own them.  Also, any loot you just put in a large pile is perfectly safe. Why bother then? Two words: ''role-play'' and ''convenience''. No matter what style of play you choose, there is a home that suits you.  Besides, sorting through a colossal pile of whatnot to find that particular scroll is much easier when the pile is ''inside'' a chest rather than covering the floor wall to wall. Additionally, there is little risk that you will forget location of your belongings, particularly after a protracted absence from playing.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==City Houses==&lt;br /&gt;
===Anvil===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; align=&amp;quot;right&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;margin-right:0;margin-top:0;margin-left:1em;&amp;quot;&lt;br /&gt;
|colspan=6 {{BG|#ddddff}}|&amp;lt;center&amp;gt;'''Anvil'''&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Home&amp;lt;br&amp;gt;Purchased From&lt;br /&gt;
|colspan=1|[[Oblivion:Velwyn Benirus|Velwyn Benirus]]&lt;br /&gt;
!Price to Purchase Home&lt;br /&gt;
|colspan=1|[[Image:OBValueIcon small.png]] &amp;lt;font style=&amp;quot;font-size: 110%;&amp;quot;&amp;gt; 5,000 &amp;lt;/font&amp;gt;&lt;br /&gt;
!Upgrade&amp;lt;br&amp;gt;Obtained by&lt;br /&gt;
|colspan=1|Completing&amp;lt;br&amp;gt;[[Oblivion:Where Spirits Have Lease|Where Spirits Have Lease]]&lt;br /&gt;
|}&lt;br /&gt;
{{NewLine}}&lt;br /&gt;
[[Image:OB-House in Anvil restored.jpg|thumb|right|Benirus Manor, restored]]&lt;br /&gt;
The house in [[Oblivion:Anvil|Anvil]] is a haunted manor. Completing the '''[[Oblivion:Where Spirits Have Lease|Where Spirits Have Lease]]''' quest is needed to properly own it.  At first, the house is badly torn up inside, but once you complete the quest it turns into an attractive house.  It's still a little dark inside, but it has a balcony, there is a loft office upstairs right off the bedroom that looks down to the living room, there are loads of containers in the basement, and there is a secret chamber down there too with a door bearing a necromancer logo.  All in all, it's the best value of all the houses, considering there are no upgrades to buy, and you get a nice magic staff from the quest. It is also the second largest house, considering it is the only other house with a basement (excluding plugins).  Bravil and the Imperial City have cheaper, but also less attractive, houses.  After upgrades, Bravil is more expensive.  Note that the remains of the ghosts you encounter on the quest stay in the house for a while but do go away eventually.&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
&lt;br /&gt;
===Bravil===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; align=&amp;quot;right&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;margin-right:0;margin-top:0;margin-left:1em;&amp;quot;&lt;br /&gt;
|colspan=6 {{BG|#ddffdd}}|&amp;lt;center&amp;gt;'''Bravil'''&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=2|Home&amp;lt;br&amp;gt;Purchased From&lt;br /&gt;
|colspan=1 rowspan=2|[[Oblivion:Count Regulus Terentius|Count Regulus Terentius]]&lt;br /&gt;
!Price to Purchase Home&lt;br /&gt;
|colspan=1|[[Image:OBValueIcon small.png]] &amp;lt;font style=&amp;quot;font-size: 110%;&amp;quot;&amp;gt; 4,000 &amp;lt;/font&amp;gt;&lt;br /&gt;
!rowspan=2|Upgrades&amp;lt;br&amp;gt;Purchased From&lt;br /&gt;
|colspan=1 rowspan=2|[[Oblivion:Nilawen|Nilawen]]&lt;br /&gt;
|-&lt;br /&gt;
! Total Base Cost of All Upgrades&lt;br /&gt;
| [[Image:OBValueIcon small.png]] &amp;lt;font style=&amp;quot;font-size: 110%;&amp;quot;&amp;gt; 3,900 &amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=6 {{BG|#ddffdd}}|&amp;lt;center&amp;gt;'''Upgrades'''&amp;lt;/center&amp;gt;&lt;br /&gt;
|- align=center |&lt;br /&gt;
| width=16% |{{Linkable Entry|House Dining Area}}&amp;lt;br&amp;gt;{{ID|00090EB3}}&lt;br /&gt;
| width=16% |{{Linkable Entry|House Kitchen Area}}&amp;lt;br&amp;gt;{{ID|00090EB2}}&lt;br /&gt;
| width=16% |{{Linkable Entry|House Racks Assortment}}&amp;lt;br&amp;gt;{{ID|00090EB5}}&lt;br /&gt;
| width=16% |{{Linkable Entry|House Reading Area}}&amp;lt;br&amp;gt;{{ID|00090629}}&lt;br /&gt;
| width=16% |{{Linkable Entry|House Storage Area}}&amp;lt;br&amp;gt;{{ID|00090EB4}}&lt;br /&gt;
| width=16% |{{Linkable Entry|House Wall Hangings}}&amp;lt;br&amp;gt;{{ID|00090EB6}}&lt;br /&gt;
|- align=center |&lt;br /&gt;
|&lt;br /&gt;
650 gold&lt;br /&gt;
|&lt;br /&gt;
650 gold&lt;br /&gt;
|&lt;br /&gt;
650 gold &lt;br /&gt;
|&lt;br /&gt;
650 gold&lt;br /&gt;
|&lt;br /&gt;
650 gold &lt;br /&gt;
|&lt;br /&gt;
650 gold&lt;br /&gt;
|- valign=top align=center |&lt;br /&gt;
|&lt;br /&gt;
2 Chairs&amp;lt;br&amp;gt;&lt;br /&gt;
1 Rug&amp;lt;br&amp;gt;&lt;br /&gt;
Assorted Pottery&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
1 Food Cupboard&amp;lt;br&amp;gt;&lt;br /&gt;
1 Small Table&amp;lt;br&amp;gt;&lt;br /&gt;
1 Chair&amp;lt;br&amp;gt;&lt;br /&gt;
Assorted Pottery&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
2 Wine Racks&amp;lt;br&amp;gt;&lt;br /&gt;
2 Wall Mount Weapon Racks&amp;lt;br&amp;gt;&lt;br /&gt;
1 Free-Standing Weapon Rack&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
2 Bookshelves&amp;lt;br&amp;gt;&lt;br /&gt;
1 Rug&amp;lt;br&amp;gt;&lt;br /&gt;
1 Chair&amp;lt;br&amp;gt;&lt;br /&gt;
1 Candelabra&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
2 Dressers&amp;lt;br&amp;gt;&lt;br /&gt;
1 Chair&amp;lt;br&amp;gt;&lt;br /&gt;
1 Chest&amp;lt;br&amp;gt;&lt;br /&gt;
1 Rug&amp;lt;br&amp;gt;&lt;br /&gt;
1 Candelabra&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
4 Assorted Paintings&amp;lt;br&amp;gt;&lt;br /&gt;
1 Tapestry&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{{NewLine}}&lt;br /&gt;
[[Image:OB-House in Bravil.jpg|thumb|right|The House For Sale in Bravil]]&lt;br /&gt;
The house in [[Oblivion:Bravil|Bravil]] is in the south of town -- over the bridge and then to the left.  It's the bottom floor of a two-story house, actually, and very small -- not much better than the Imperial City shack.  The house has a closet with doors that open and is one of the few with proper weapon racks.&lt;br /&gt;
&lt;br /&gt;
There is a minor glitch that prevents the player from completely owning the house: there will always be a red (trespassing) icon when you open the front door.  However, you will never be arrested for entering the house and you fully own the interior of the house. On PC this can be corrected by using the console, clicking at the door and then typing &amp;quot;SetOwnership&amp;quot; without the quotes.&lt;br /&gt;
&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
&lt;br /&gt;
===Bruma===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; align=&amp;quot;right&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;margin-right:0;margin-top:0;margin-left:1em;&amp;quot;&lt;br /&gt;
|colspan=9 {{BG|#ffdd66}}|&amp;lt;center&amp;gt;'''Bruma'''&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2|Home&amp;lt;br&amp;gt;Purchased From&lt;br /&gt;
|colspan=2 rowspan=2|[[Oblivion:Countess Narina Carvain|Countess Narina Carvain]]&lt;br /&gt;
!colspan=2|Price to Purchase Home&lt;br /&gt;
| [[Image:OBValueIcon small.png]] &amp;lt;font style=&amp;quot;font-size: 110%;&amp;quot;&amp;gt; 10,000 &amp;lt;/font&amp;gt;&lt;br /&gt;
! rowspan=2|Upgrades&amp;lt;br&amp;gt;Purchased From&lt;br /&gt;
|colspan=2 rowspan=2|[[Oblivion:Suurootan|Suurootan]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2| Total Base Cost of All Upgrades&lt;br /&gt;
| [[Image:OBValueIcon small.png]] &amp;lt;font style=&amp;quot;font-size: 110%;&amp;quot;&amp;gt; 9,900 &amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=9 {{BG|#ffdd66}}|&amp;lt;center&amp;gt;'''Upgrades'''&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| width=11% |{{Linkable Entry|House Bedroom Area}}&amp;lt;br&amp;gt;{{ID|000B1593}}&lt;br /&gt;
| width=11% |{{Linkable Entry|House Dining Area}}&amp;lt;br&amp;gt;{{ID|000B158D}}&lt;br /&gt;
| width=11% |{{Linkable Entry|House Kitchen Area}}&amp;lt;br&amp;gt;{{ID|000B158E}}&lt;br /&gt;
| width=11% |{{Linkable Entry|House Lower Storage Area}}&amp;lt;br&amp;gt;{{ID|000B1594}}&lt;br /&gt;
| width=11% |{{Linkable Entry|House Lower Wall Hangings}}&amp;lt;br&amp;gt;{{ID|000B1595}}&lt;br /&gt;
| width=11% |{{Linkable Entry|House Study Area}}&amp;lt;br&amp;gt;{{ID|000B1592}}&lt;br /&gt;
| width=11% |{{Linkable Entry|House Upper Sitting Area}}&amp;lt;br&amp;gt;{{ID|000B1590}}&lt;br /&gt;
| width=11% |{{Linkable Entry|House Upper Storage Area}}&amp;lt;br&amp;gt;{{ID|000B158F}}&lt;br /&gt;
| width=11% |{{Linkable Entry|House Upper Wall Hangings}}&amp;lt;br&amp;gt;{{ID|000B1591}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
1100 gold&lt;br /&gt;
|&lt;br /&gt;
1100 gold&lt;br /&gt;
|&lt;br /&gt;
1100 gold&lt;br /&gt;
|&lt;br /&gt;
1100 gold&lt;br /&gt;
|&lt;br /&gt;
1100 gold&lt;br /&gt;
|&lt;br /&gt;
1100 gold&lt;br /&gt;
|&lt;br /&gt;
1100 gold&lt;br /&gt;
|&lt;br /&gt;
1100 gold&lt;br /&gt;
|&lt;br /&gt;
1100 gold&lt;br /&gt;
|- valign=top&lt;br /&gt;
|&lt;br /&gt;
2 Wall-Mounted Candle Sconces&amp;lt;br&amp;gt;&lt;br /&gt;
1 Clothing Cupboard&amp;lt;br&amp;gt;&lt;br /&gt;
1 Dresser&amp;lt;br&amp;gt;&lt;br /&gt;
1 Chest&amp;lt;br&amp;gt;&lt;br /&gt;
1 Rug&amp;lt;br&amp;gt;&lt;br /&gt;
1 Candle Holder&amp;lt;br&amp;gt;&lt;br /&gt;
Assorted Pottery and Potted Flowers&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
3 Chairs&amp;lt;br&amp;gt;&lt;br /&gt;
1 Rug&amp;lt;br&amp;gt;&lt;br /&gt;
1 Set of Shelves&amp;lt;br&amp;gt;&lt;br /&gt;
Assorted Pottery and Utensils&amp;lt;br&amp;gt;&lt;br /&gt;
Potted Flowers&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
1 Cupboard&amp;lt;br&amp;gt;&lt;br /&gt;
1 Wine Rack&amp;lt;br&amp;gt;&lt;br /&gt;
1 Chest&amp;lt;br&amp;gt;&lt;br /&gt;
1 Fireplace Rack&amp;lt;br&amp;gt;&lt;br /&gt;
1 Candle Holder&amp;lt;br&amp;gt;&lt;br /&gt;
1 Rug&amp;lt;br&amp;gt;&lt;br /&gt;
Assorted Bottles and Pottery&lt;br /&gt;
|&lt;br /&gt;
3 Barrels&amp;lt;br&amp;gt;&lt;br /&gt;
1 Chest&amp;lt;br&amp;gt;&lt;br /&gt;
1 Set of Shelves&amp;lt;br&amp;gt;&lt;br /&gt;
1 Small Table&amp;lt;br&amp;gt;&lt;br /&gt;
1 Bench&amp;lt;br&amp;gt;&lt;br /&gt;
1 Chair&amp;lt;br&amp;gt;&lt;br /&gt;
1 Rug&amp;lt;br&amp;gt;&lt;br /&gt;
Assorted Pottery&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
3 Paintings&amp;lt;br&amp;gt;&lt;br /&gt;
3 Tapestries&amp;lt;br&amp;gt;&lt;br /&gt;
4 Wall-Mounted Candle Sconces&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
2 Bookshelves&amp;lt;br&amp;gt;&lt;br /&gt;
1 Desk&amp;lt;br&amp;gt;&lt;br /&gt;
1 Chair&amp;lt;br&amp;gt;&lt;br /&gt;
1 Candelabra&amp;lt;br&amp;gt;&lt;br /&gt;
Assorted Candles&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
2 Tables&amp;lt;br&amp;gt;&lt;br /&gt;
1 Bench&amp;lt;br&amp;gt;&lt;br /&gt;
1 Chair&amp;lt;br&amp;gt;&lt;br /&gt;
1 Rug&amp;lt;br&amp;gt;&lt;br /&gt;
1 Candle Holder&amp;lt;br&amp;gt;&lt;br /&gt;
Potted Flowers&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
2 Chests&amp;lt;br&amp;gt;&lt;br /&gt;
1 Set of Shelves&amp;lt;br&amp;gt;&lt;br /&gt;
1 Small Table&amp;lt;br&amp;gt;&lt;br /&gt;
1 Candelabra&amp;lt;br&amp;gt;&lt;br /&gt;
Assorted Pottery&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
5 Paintings&amp;lt;br&amp;gt;&lt;br /&gt;
1 Tapestry&amp;lt;br&amp;gt;&lt;br /&gt;
2 Candle Holders&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{{NewLine}}&lt;br /&gt;
[[Image:OB-House in Bruma.jpg|thumb|right|The House For Sale in Bruma]]&lt;br /&gt;
The house in [[Oblivion:Bruma|Bruma]] is immediately to your right when you enter the town from the main road (not the one that goes to Cloud Ruler Temple).  The main word for this house is cozy.  It is of medium size and in good condition.  It has a cellar with a bedroom and will actually be very nice once you buy all the upgrades -- presuming you like the Nord style (and can come up with a total of 10,000 gold plus initial 10,000 for the house itself).  It is however, a little dark, even when fully furnished.&lt;br /&gt;
&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
&lt;br /&gt;
===Cheydinhal===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; align=&amp;quot;right&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;margin-right:0;margin-top:0;margin-left:1em;&amp;quot;&lt;br /&gt;
|colspan=10 {{BG|#eeddff}}|&amp;lt;center&amp;gt;'''Cheydinhal'''&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 |Home&amp;lt;br&amp;gt;Purchased From&lt;br /&gt;
|colspan=2 rowspan=2 |[[Oblivion:Count Andel Indarys|Count Andel Indarys]]&lt;br /&gt;
!colspan=2|Price to Purchase Home&lt;br /&gt;
|colspan=2| [[Image:OBValueIcon small.png]] &amp;lt;font style=&amp;quot;font-size: 110%;&amp;quot;&amp;gt; 15,000 &amp;lt;/font&amp;gt;&lt;br /&gt;
! rowspan=2 |Upgrades&amp;lt;br&amp;gt;Purchased From&lt;br /&gt;
|colspan=2 rowspan=2 |[[Oblivion:Borba gra-Uzgash|Borba gra-Uzgash]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2| Total Base Cost of All Upgrades&lt;br /&gt;
|colspan=2| [[Image:OBValueIcon small.png]] &amp;lt;font style=&amp;quot;font-size: 110%;&amp;quot;&amp;gt; 15,000 &amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=10 {{BG|#eeddff}}|&amp;lt;center&amp;gt;'''Upgrades'''&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| width=10% |{{Linkable Entry|House Bedroom Area}}&amp;lt;br&amp;gt;{{ID|000B15AD}}&lt;br /&gt;
| width=10% |{{Linkable Entry|House Dining Area}}&amp;lt;br&amp;gt;{{ID|000B15B3}}&lt;br /&gt;
| width=10% |{{Linkable Entry|House Dressing Area}}&amp;lt;br&amp;gt;{{ID|000B15AE}}&lt;br /&gt;
| width=10% |{{Linkable Entry|House Kitchen Area}}&amp;lt;br&amp;gt;{{ID|000B15B1}}&lt;br /&gt;
| width=10% |{{Linkable Entry|House Lower Wall Hangings}}&amp;lt;br&amp;gt;{{ID|000B15B5}}&lt;br /&gt;
| width=10% |{{Linkable Entry|House Sitting Area}}&amp;lt;br&amp;gt;{{ID|000B15B2}}&lt;br /&gt;
| width=10% |{{Linkable Entry|House Storage Area}}&amp;lt;br&amp;gt;{{ID|000B15B0}}&lt;br /&gt;
| width=10% |{{Linkable Entry|House Study Area}}&amp;lt;br&amp;gt;{{ID|000B15B4}}&lt;br /&gt;
| width=10% |{{Linkable Entry|House Upper Hall Area}}&amp;lt;br&amp;gt;{{ID|000B15AF}}&lt;br /&gt;
| width=10% |{{Linkable Entry|House Upper Wall Hangings}}&amp;lt;br&amp;gt;{{ID|000B15B6}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
1500 gold&lt;br /&gt;
|&lt;br /&gt;
1500 gold&lt;br /&gt;
|&lt;br /&gt;
1500 gold&lt;br /&gt;
|&lt;br /&gt;
1500 gold&lt;br /&gt;
|&lt;br /&gt;
1500 gold&lt;br /&gt;
|&lt;br /&gt;
1500 gold&lt;br /&gt;
|&lt;br /&gt;
1500 gold&lt;br /&gt;
|&lt;br /&gt;
1500 gold&lt;br /&gt;
|&lt;br /&gt;
1500 gold&lt;br /&gt;
|&lt;br /&gt;
1500 gold&lt;br /&gt;
|- valign=top&lt;br /&gt;
|&lt;br /&gt;
1 Bed Upgrade&amp;lt;br&amp;gt;&lt;br /&gt;
1 Dresser&amp;lt;br&amp;gt;&lt;br /&gt;
1 Chest&amp;lt;br&amp;gt;&lt;br /&gt;
1 Table&amp;lt;br&amp;gt;&lt;br /&gt;
1 Rug&amp;lt;br&amp;gt;&lt;br /&gt;
Assorted Candles and Pottery&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
2 Chairs&amp;lt;br&amp;gt;&lt;br /&gt;
1 Set of Shelves&amp;lt;br&amp;gt;&lt;br /&gt;
1 Rug&amp;lt;br&amp;gt;&lt;br /&gt;
1 Thatched Basket&amp;lt;br&amp;gt;&lt;br /&gt;
Assorted Pottery and Utensils&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
1 Clothing Cupboard&amp;lt;br&amp;gt;&lt;br /&gt;
1 Dresser&amp;lt;br&amp;gt;&lt;br /&gt;
1 Set of Shelves&amp;lt;br&amp;gt;&lt;br /&gt;
1 Chair&amp;lt;br&amp;gt;&lt;br /&gt;
1 Rug&amp;lt;br&amp;gt;&lt;br /&gt;
Assorted Candles and Pottery&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
2 Cupboards (1 Food, 1 Drink)&amp;lt;br&amp;gt;&lt;br /&gt;
1 Table&amp;lt;br&amp;gt;&lt;br /&gt;
1 Rug&amp;lt;br&amp;gt;&lt;br /&gt;
Assorted Pottery and Utensils&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
5 Paintings&amp;lt;br&amp;gt;&lt;br /&gt;
2 Tapestries&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
2 Chairs&amp;lt;br&amp;gt;&lt;br /&gt;
2 Small Tables&amp;lt;br&amp;gt;&lt;br /&gt;
1 Bench&amp;lt;br&amp;gt;&lt;br /&gt;
1 Rug&amp;lt;br&amp;gt;&lt;br /&gt;
1 Barrel&amp;lt;br&amp;gt;&lt;br /&gt;
Assorted Pottery&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
3 Barrels&amp;lt;br&amp;gt;&lt;br /&gt;
2 Wood Crates&amp;lt;br&amp;gt;&lt;br /&gt;
2 Chests&amp;lt;br&amp;gt;&lt;br /&gt;
Assorted Candles&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
1 Desk&amp;lt;br&amp;gt;&lt;br /&gt;
1 Stool&amp;lt;br&amp;gt;&lt;br /&gt;
1 Bookshelf&amp;lt;br&amp;gt;&lt;br /&gt;
1 Rug&amp;lt;br&amp;gt;&lt;br /&gt;
1 Thatched Basket&amp;lt;br&amp;gt;&lt;br /&gt;
Assorted Desk Accessories&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
2 Wall-Mounted Candle Sconces&amp;lt;br&amp;gt;&lt;br /&gt;
2 Sets of Shelves&amp;lt;br&amp;gt;&lt;br /&gt;
2 Candle Holders&amp;lt;br&amp;gt;&lt;br /&gt;
1 Bench&amp;lt;br&amp;gt;&lt;br /&gt;
Assorted Pottery&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
3 Tapestries&amp;lt;br&amp;gt;&lt;br /&gt;
3 Paintings&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{{NewLine}}&lt;br /&gt;
[[Image:OB-House_Cheydinhal.jpg|thumb|The house for sale in Cheydinhal]]&lt;br /&gt;
The house in [[Oblivion:Cheydinhal|Cheydinhal]] is located at the far southwestern tip of the city.  If you stand as if you just exited from the Mage's Guild, you'll see it directly in front of you across the plaza.  It's bigger than all the cheaper ones and looks to be in very good condition -- pricey too, though.  Once fully furnished, it will look great inside.&lt;br /&gt;
&lt;br /&gt;
The ideal part about this house is that there are 13 containers on the second floor: 7 crates, barrels, and chests are in a pile in front of the staircase, 2 cupboards are on the other side of the staircase, and 4 bureaus and chests are in the bedroom.  Unlike many other houses where you have to run around the entire house to empty your loot, these 13 containers are all laid out conveniently.  This along with many, many shelves lead to the conclusion that it is the second best &amp;quot;real&amp;quot; house in the game regardless of the price, second only to Rosethorn Hall.  For only 15,000 septims, it is a good alternative.&lt;br /&gt;
&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
&lt;br /&gt;
===Chorrol===&lt;br /&gt;
{{Oblivion:Arborwatch}}&lt;br /&gt;
&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
&lt;br /&gt;
===Imperial City===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; align=&amp;quot;right&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;margin-right:0;margin-top:0;margin-left:1em;&amp;quot;&lt;br /&gt;
|colspan=6 {{BG|#F2E5B3}}|&amp;lt;center&amp;gt;'''Imperial City'''&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=2|Home Purchased From&lt;br /&gt;
|colspan=1 rowspan=2|[[Oblivion:Vinicia Melissaeia|Vinicia Melissaeia]]&lt;br /&gt;
!Price to Purchase Home&lt;br /&gt;
|colspan=1| [[Image:OBValueIcon small.png]] &amp;lt;font style=&amp;quot;font-size: 110%;&amp;quot;&amp;gt; 2,000 &amp;lt;/font&amp;gt;&lt;br /&gt;
!rowspan=2|Upgrades&amp;lt;br&amp;gt;Purchased From&lt;br /&gt;
|colspan=1 rowspan=2|[[Oblivion:Sergius Verus|Sergius Verus]]&lt;br /&gt;
|-&lt;br /&gt;
! Total Base Cost of All Upgrades&lt;br /&gt;
| [[Image:OBValueIcon small.png]] &amp;lt;font style=&amp;quot;font-size: 110%;&amp;quot;&amp;gt; 2,000 &amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=6 {{BG|#F2E5B3}}|&amp;lt;center&amp;gt;'''Upgrades'''&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| width=19% |{{Linkable Entry|House Dining Area}}&amp;lt;br&amp;gt;{{ID|00092022}}&lt;br /&gt;
| width=19% |{{Linkable Entry|House Kitchen Area}}&amp;lt;br&amp;gt;{{ID|0009202C}}&lt;br /&gt;
| width=19% |{{Linkable Entry|House Sitting Area}}&amp;lt;br&amp;gt;{{ID|0009202E}}&lt;br /&gt;
| width=19% |{{Linkable Entry|House Storage Area}}&amp;lt;br&amp;gt;{{ID|00092023}}&lt;br /&gt;
| colspan=2 width=24% |{{Linkable Entry|House Wall Hangings}}&amp;lt;br&amp;gt;{{ID|00092027}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
400 gold&lt;br /&gt;
|&lt;br /&gt;
400 gold&lt;br /&gt;
|&lt;br /&gt;
400 gold&lt;br /&gt;
|&lt;br /&gt;
400 gold&lt;br /&gt;
| colspan=2 |&lt;br /&gt;
400 gold&lt;br /&gt;
|- valign=top&lt;br /&gt;
|&lt;br /&gt;
1 Set of Shelves&amp;lt;br&amp;gt;&lt;br /&gt;
1 Rug&amp;lt;br&amp;gt;&lt;br /&gt;
Assorted Pottery and Utensils&amp;lt;br&amp;gt;&lt;br /&gt;
Assorted Candles&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
1 Cupboard&amp;lt;br&amp;gt;&lt;br /&gt;
1 Rug&amp;lt;br&amp;gt;&lt;br /&gt;
1 Thatched Basket&amp;lt;br&amp;gt;&lt;br /&gt;
Assorted Pottery&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
2 Chairs&amp;lt;br&amp;gt;&lt;br /&gt;
1 Small Table&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
2 Dressers&amp;lt;br&amp;gt;&lt;br /&gt;
1 Chest&amp;lt;br&amp;gt;&lt;br /&gt;
Assorted Candles&amp;lt;br&amp;gt;&lt;br /&gt;
| colspan=2 |&lt;br /&gt;
3 Tapestries&amp;lt;br&amp;gt;&lt;br /&gt;
1 Painting&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{{NewLine}}&lt;br /&gt;
[[Image:OB-House_Imperial_City.jpg|thumb|The house for sale in the Imperial City]]&lt;br /&gt;
The &amp;quot;house&amp;quot; in the [[Oblivion:Imperial City|Imperial City]] is located on City Isle at the destitute Waterfront harbor area, and is nothing more than a small pitiful shack, but it does have a bed where you can sleep and ascend.  The upgrades are rather pathetic as well, but you will likely need the storage extension, because the basic house comes with zero containers.  The Kitchen extension also adds some storage.  You may want to buy this house anyway, because of its excellent location (right outside of the Imperial City).  This can also be a great home base for a vampire, since there is always somebody sleeping nearby who could be used for feeding (at night, the [[Oblivion:Puny Ancus|Puny Ancus]], the beggar near the wall; during the day, your neighbour [[Oblivion:Armand Christophe|Armand]]).  It is also perfect for people with large bounties and a need to avoid all guards until you can meet with a Thieves' Guild Doyen to clear it.  You can travel to the [[Oblivion:Old Bridge|Old Bridge]] on the southern shore of the lake, and then it's a short swim over to your house.  Another advantage is, you can sleep until midnight to meet Armand Christophe.&lt;br /&gt;
&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
&lt;br /&gt;
===Leyawiin===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; align=&amp;quot;right&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;margin-right:0;margin-top:0;margin-left:1em;&amp;quot;&lt;br /&gt;
|colspan=8 {{BG|#ffddff}}|&amp;lt;center&amp;gt;'''Leyawiin'''&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=2|Home&amp;lt;br&amp;gt;Purchased From&lt;br /&gt;
|rowspan=2|[[Oblivion:Count Marius Caro|Count Marius Caro]]&lt;br /&gt;
!colspan=2|Price to Purchase Home&lt;br /&gt;
|colspan=1| [[Image:OBValueIcon small.png]] &amp;lt;font style=&amp;quot;font-size: 110%;&amp;quot;&amp;gt; 7,000 &amp;lt;/font&amp;gt;&lt;br /&gt;
!rowspan=2|Upgrades&amp;lt;br&amp;gt;Purchased From&lt;br /&gt;
|colspan=2 rowspan=2|[[Oblivion:Gundalas|Gundalas]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2| Total Base Cost of All Upgrades&lt;br /&gt;
| [[Image:OBValueIcon small.png]] &amp;lt;font style=&amp;quot;font-size: 110%;&amp;quot;&amp;gt; 7,000 &amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=8 {{BG|#ffddff}}|&amp;lt;center&amp;gt;{{FC|black|'''Upgrades'''}}&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| width=14% |{{Linkable Entry|House Bedroom Area}}&amp;lt;br&amp;gt;{{ID|000B1581}}&lt;br /&gt;
| width=14% |{{Linkable Entry|House Dining Area}}&amp;lt;br&amp;gt;{{ID|000B157F}}&lt;br /&gt;
| width=14% |{{Linkable Entry|House Kitchen Area}}&amp;lt;br&amp;gt;{{ID|000B1583}}&lt;br /&gt;
| width=14% |{{Linkable Entry|House Reading Area}}&amp;lt;br&amp;gt;{{ID|000B1580}}&lt;br /&gt;
| width=14% |{{Linkable Entry|House Storage Area}}&amp;lt;br&amp;gt;{{ID|000B1584}}&lt;br /&gt;
| width=14% |{{Linkable Entry|House Study Area}}&amp;lt;br&amp;gt;{{ID|000B1582}}&lt;br /&gt;
|colspan=2|{{Linkable Entry|House Wall Hangings}}&amp;lt;br&amp;gt;{{ID|000B1585}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
1000 gold&lt;br /&gt;
|&lt;br /&gt;
1000 gold&lt;br /&gt;
|&lt;br /&gt;
1000 gold&lt;br /&gt;
|&lt;br /&gt;
1000 gold&lt;br /&gt;
|&lt;br /&gt;
1000 gold&lt;br /&gt;
|&lt;br /&gt;
1000 gold&lt;br /&gt;
|colspan=2|&lt;br /&gt;
1000 gold&lt;br /&gt;
|- valign=top&lt;br /&gt;
|&lt;br /&gt;
1 Dresser&amp;lt;br&amp;gt;&lt;br /&gt;
1 Privacy Screen&amp;lt;br&amp;gt;&lt;br /&gt;
1 Rug&amp;lt;br&amp;gt;&lt;br /&gt;
1 Set of Shelves&amp;lt;br&amp;gt;&lt;br /&gt;
Assorted Candles&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
3 Chairs&amp;lt;br&amp;gt;&lt;br /&gt;
1 Rug&amp;lt;br&amp;gt;&lt;br /&gt;
1 Candle&amp;lt;br&amp;gt;&lt;br /&gt;
Assorted Pottery&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
1 Cupboard&amp;lt;br&amp;gt;&lt;br /&gt;
1 Large Table&amp;lt;br&amp;gt;&lt;br /&gt;
Assorted Baskets&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
3 Bookshelves&amp;lt;br&amp;gt;&lt;br /&gt;
2 Candles on Holders&amp;lt;br&amp;gt;&lt;br /&gt;
1 Chair&amp;lt;br&amp;gt;&lt;br /&gt;
1 Small Table&amp;lt;br&amp;gt;&lt;br /&gt;
1 Rug&amp;lt;br&amp;gt;&lt;br /&gt;
1 Large Privacy Screen&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
3 Barrels&amp;lt;br&amp;gt;&lt;br /&gt;
1 Chest&amp;lt;br&amp;gt;&lt;br /&gt;
1 Basket&amp;lt;br&amp;gt;&lt;br /&gt;
1 Rug&amp;lt;br&amp;gt;&lt;br /&gt;
1 Broom&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
1 Desk&amp;lt;br&amp;gt;&lt;br /&gt;
1 Chair&amp;lt;br&amp;gt;&lt;br /&gt;
1 Bookshelf&amp;lt;br&amp;gt;&lt;br /&gt;
1 Candelabra&amp;lt;br&amp;gt;&lt;br /&gt;
|colspan=2|&lt;br /&gt;
5 Paintings&amp;lt;br&amp;gt;&lt;br /&gt;
2 Tapestries&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{{NewLine}}&lt;br /&gt;
[[Image:OB-House in Leyawiin.jpg|thumb|right|The House For Sale in Leyawiin]]&lt;br /&gt;
The house in [[Oblivion:Leyawiin|Leyawiin]] is in the east of town, next to the castle, where many other homes are.  It is somewhat bigger than the cheaper shacks, but looks very rundown and ugly almost, especially next door to the huge and beautiful house of the wealthy Rosentia Gallenus.&lt;br /&gt;
&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
&lt;br /&gt;
===Skingrad===&lt;br /&gt;
{{Oblivion:Rosethorn Hall}}&lt;br /&gt;
&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
&lt;br /&gt;
==Downloadable Content==&lt;br /&gt;
===Frostcrag Spire===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; align=&amp;quot;right&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;margin-right:0;margin-top:0;margin-left:1em;&amp;quot;&lt;br /&gt;
|colspan=6 {{BG|#a41a1a}}|&amp;lt;center&amp;gt;{{FC|white|'''Frostcrag Spire'''}}&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Home&amp;lt;br&amp;gt;Obtained By&lt;br /&gt;
|colspan=2|Downloading&amp;lt;br&amp;gt;[[Oblivion:Frostcrag Spire|Frostcrag Spire]]&amp;lt;br&amp;gt;[[Oblivion:Official Mods|Official Mod]]&lt;br /&gt;
!Upgrades&amp;lt;br&amp;gt;Purchased From&lt;br /&gt;
|colspan=2|[[Oblivion:Aurelinwae|Aurelinwae]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=6 {{BG|#a41a1a}}|&amp;lt;center&amp;gt;{{FC|white|'''Upgrades'''}}&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| width=16% |{{Linkable Entry|Frostcrag Alchemy Lab}}&lt;br /&gt;
| width=16% |{{Linkable Entry|Frostcrag Bedroom Area}}&lt;br /&gt;
| width=16% |{{Linkable Entry|Frostcrag Library Area}}&lt;br /&gt;
| width=16% |{{Linkable Entry|Frostcrag Vault Area}}&lt;br /&gt;
| width=16% |{{Linkable Entry|Magetallow Candles Box}}&lt;br /&gt;
| width=16% |{{Linkable Entry|Magetallow Candles Box}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
1500 gold&lt;br /&gt;
|&lt;br /&gt;
1000 gold&lt;br /&gt;
|&lt;br /&gt;
1000 gold&lt;br /&gt;
|&lt;br /&gt;
1000 gold&lt;br /&gt;
|&lt;br /&gt;
2000 gold&lt;br /&gt;
|&lt;br /&gt;
2000 gold&lt;br /&gt;
|- valign=top&lt;br /&gt;
|&lt;br /&gt;
Alchemy Table (provides Fortify Alchemy 15)&lt;br /&gt;
|&lt;br /&gt;
Bed&amp;lt;br&amp;gt;&lt;br /&gt;
Better Lighting&amp;lt;br&amp;gt;&lt;br /&gt;
Various chests and containers&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
Bookshelves&amp;lt;br&amp;gt;&lt;br /&gt;
Assortment of Books (including one skill book)&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
Containers in Vault&amp;lt;br&amp;gt;&lt;br /&gt;
Wines in Vault&amp;lt;br&amp;gt;&lt;br /&gt;
Vault Guardians&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
Both must be purchased to activate the spellmaking and enchanting altars&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
Both must be purchased to activate the spellmaking and enchanting altars&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{{NewLine}}&lt;br /&gt;
[[Image:OB-Frostcrag_Spire.jpg|thumb|Frostcrag Spire exterior]]&lt;br /&gt;
This is not a house in the traditional sense: it is the Wizard's Tower from the [[Oblivion:Frostcrag Spire|Frostcrag Spire]] [[Oblivion:Official Mods|official plugin]].  This &amp;quot;house&amp;quot; is particularly well-suited for mage-type characters, but it is also useful for any character that does not want to join the [[Oblivion:Mages Guild|Mages Guild]] but wants access to [[Oblivion:Spell Making|custom spells]] and [[Oblivion:Enchanting|custom enchantments]].  To obtain this as a base of operations, you must first and foremost have the plug-in.  You must then complete a mini-quest and purchase upgrades, as detailed on the [[Oblivion:Frostcrag Spire|quest page]].&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
&lt;br /&gt;
===Dunbarrow Cove===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; align=&amp;quot;right&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;margin-right:0;margin-top:0;margin-left:1em;&amp;quot;&lt;br /&gt;
|colspan=6 {{BG|#a41a1a}}|&amp;lt;center&amp;gt;{{FC|white|'''Dunbarrow Cove'''}}&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Home&amp;lt;br&amp;gt;Obtained By&lt;br /&gt;
|colspan=2|Downloading&amp;lt;br&amp;gt;[[Oblivion:Dunbarrow Cove|Dunbarrow Cove]]&amp;lt;br&amp;gt;[[Oblivion:Official Mods|Official Mod]]&lt;br /&gt;
!Upgrades&amp;lt;br&amp;gt;Purchased From&lt;br /&gt;
|colspan=2|[[Oblivion:Dahlia Rackham|Dahlia Rackham]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=6 {{BG|#a41a1a}}|&amp;lt;center&amp;gt;{{FC|white|'''Upgrades'''}}&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| width=16% |{{Linkable Entry|Personal Quarters Upgrade}}&lt;br /&gt;
| width=16% |{{Linkable Entry|Hire a Supplier ([[Oblivion:Jak Silver|Jak Silver]])}}&lt;br /&gt;
| width=16% |{{Linkable Entry|Hire a Fence ([[Oblivion:Khafiz|Khafiz]])}}&lt;br /&gt;
| width=16% |{{Linkable Entry|Hire a Security Expert ([[Oblivion:Tahm Blackwell|Tahm Blackwell]])}}&lt;br /&gt;
| width=16% |{{Linkable Entry|Hire a Fletcher ([[Oblivion:Melliwin|Melliwin the Mongrel|]])}}&lt;br /&gt;
| width=16% |{{Linkable Entry|Hire a Spymaster ([[Oblivion:Kovan Kren|Kovan Kren]])}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
500 gold&lt;br /&gt;
|&lt;br /&gt;
1000 gold&lt;br /&gt;
|&lt;br /&gt;
1000 gold&lt;br /&gt;
|&lt;br /&gt;
1000 gold&lt;br /&gt;
|&lt;br /&gt;
1000 gold&lt;br /&gt;
|&lt;br /&gt;
1000 gold&lt;br /&gt;
|- valign=top&lt;br /&gt;
|&lt;br /&gt;
Bed&amp;lt;br&amp;gt;&lt;br /&gt;
Chest&amp;lt;br&amp;gt;&lt;br /&gt;
Dresser&amp;lt;br&amp;gt;&lt;br /&gt;
Cupboard&amp;lt;br&amp;gt;&lt;br /&gt;
Improved Lighting&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
A Salesman with rare goods&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
A Smuggler/Fence&amp;lt;br&amp;gt;&lt;br /&gt;
Bacon, a pet boar&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
A Security Trainer and merchant with security-related goods&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
A Marksman Trainer and merchant with marksman-related goods&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
A Sneak Trainer and merchant with weapons and armor&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{{NewLine}}&lt;br /&gt;
Like Frostcrag Spire, this isn't a house in the traditional sense; this is the pirates' cove from the [[Oblivion:Dunbarrow Cove|Dunbarrow Cove]] [[Oblivion:Official Mods|official plugin]].  This &amp;quot;house&amp;quot; is particularly well suited for thief-type characters.  To obtain this as a base of operations, you must first and foremost have the plug-in.  You must then complete a mini-quest and purchase upgrades, as detailed on the [[Oblivion:Dunbarrow Cove|quest page]].&lt;br /&gt;
&lt;br /&gt;
Good points about this &amp;quot;house&amp;quot; are: &lt;br /&gt;
* Merchants, one of the best fences, trainers, and spell providers (no need to venture out)&lt;br /&gt;
* Endless supply of income -- use it to buy a really nice house... say the one in Skingrad. &lt;br /&gt;
* The cave contains both Cairn Bolete Cap and Wisp Stalks - useful in making both healing potions as well as damaging poisons.  Outside the cave entrance and along the coast nearby are Sacred Lotus, Water Hyacinth, Lady's Mantle, and Aloe Vera plants. All of these are very useful in making those same potions and poisons.&lt;br /&gt;
&lt;br /&gt;
Bad points:&lt;br /&gt;
* A little hard to get to if you're heavily loaded down with gear.  The Mark/Recall community mod makes this bearable.&lt;br /&gt;
* If you are playing a &amp;quot;good&amp;quot; character, or are into role-playing, this mod may not be for you as you end up as the captain of a crew of pirates, unless you are involved in a pirate role-play.&lt;br /&gt;
&lt;br /&gt;
===Deepscorn Hollow===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; align=&amp;quot;right&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;margin-right:0;margin-top:0;margin-left:1em;&amp;quot;&lt;br /&gt;
|colspan=8 {{BG|#a41a1a}}|&amp;lt;center&amp;gt;{{FC|white|'''Deepscorn Hollow'''}}&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Home&amp;lt;br&amp;gt;Obtained By&lt;br /&gt;
|colspan=3|Downloading&amp;lt;br&amp;gt;[[Oblivion:Deepscorn Hollow|Deepscorn Hollow]]&amp;lt;br&amp;gt;[[Oblivion:Official Mods|Official Mod]]&lt;br /&gt;
!Upgrades&amp;lt;br&amp;gt;Purchased From&lt;br /&gt;
|colspan=3|[[Oblivion:Rowley Eardwulf|Rowley Eardwulf]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=8 {{BG|#a41a1a}}|&amp;lt;center&amp;gt;{{FC|white|'''Upgrades'''}}&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| width=12% |{{Linkable Entry|Deepscorn Bedroom Area}}&lt;br /&gt;
| width=12% |{{Linkable Entry|Deepscorn Cattle Cell}}&lt;br /&gt;
| width=12% |{{Linkable Entry|Deepscorn Dark Minion}}&lt;br /&gt;
| width=12% |{{Linkable Entry|Deepscorn Dining Area}}&lt;br /&gt;
| width=12% |{{Linkable Entry|Deepscorn Garden Receipt}}&lt;br /&gt;
| width=12% |{{Linkable Entry|Deepscorn Storage Area}}&lt;br /&gt;
| width=12% |{{Linkable Entry|Deepscorn Study Area}}&lt;br /&gt;
| width=12% |{{Linkable Entry|Ichor of Sithis}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
1750 gold&lt;br /&gt;
|&lt;br /&gt;
1750 gold&lt;br /&gt;
|&lt;br /&gt;
1750 gold&lt;br /&gt;
|&lt;br /&gt;
1750 gold&lt;br /&gt;
|&lt;br /&gt;
1750 gold&lt;br /&gt;
|&lt;br /&gt;
1750 gold&lt;br /&gt;
|&lt;br /&gt;
1750 gold&lt;br /&gt;
|&lt;br /&gt;
3000 gold&lt;br /&gt;
|- valign=top&lt;br /&gt;
|&lt;br /&gt;
Desk&amp;lt;br&amp;gt;&lt;br /&gt;
Ingredients&amp;lt;br&amp;gt;&lt;br /&gt;
Coffin Bed&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
Prison Cell&amp;lt;br&amp;gt;&lt;br /&gt;
Captive for feeding (vampires)&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Oblivion:Deepscorn Hollow#Dark Minion|Dark Minion NPC]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
Table&amp;lt;br&amp;gt;&lt;br /&gt;
Food&amp;lt;br&amp;gt;&lt;br /&gt;
Cupboard&amp;lt;br&amp;gt;&lt;br /&gt;
Improved Lighting&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
Garden of Venomgrowth area&amp;lt;br&amp;gt;&lt;br /&gt;
All poisonous ingredients&amp;lt;br&amp;gt;&lt;br /&gt;
New [[Oblivion:Deepscorn Hollow#Chokeberry|Chokeberry Vines]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
Chests&amp;lt;br&amp;gt;&lt;br /&gt;
Crates&amp;lt;br&amp;gt;&lt;br /&gt;
Greywyn's Poison Supply Chest&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
Desk&amp;lt;br&amp;gt;&lt;br /&gt;
Bookshelves&amp;lt;br&amp;gt;&lt;br /&gt;
Various rare books&amp;lt;br&amp;gt;&lt;br /&gt;
New ''[[Oblivion:Manifesto Cyrodiil Vampyrum|Manifest Cyrodiil Vampyrum]]''&amp;lt;br&amp;gt;&lt;br /&gt;
New ''[[Oblivion:Opusculus Lamae Bal ta Mezzamortie|Opusculus Lamae Bal ta Mezzamortie]]''&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
Needed to activate the [[Oblivion:Deepscorn Hollow#Home is Where the Blood Spills|Shrine of Sithis]]&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{{NewLine}}&lt;br /&gt;
Like Frostcrag Spire, this isn't a house in the traditional sense; this comes with the [[Oblivion:Deepscorn Hollow|Deepscorn Hollow]] [[Oblivion:Official Mods|official plugin]], also known as the &amp;quot;Vile Lair&amp;quot;.  This house is for those that wish to be like the Dark Brotherhood but do things their own way.  The &amp;quot;lair&amp;quot; is in a very hard to reach area of the map in a swampy area.  When the upgrades are completed, you have the perfect house for a vampire assassin.  You can even send out your goon to &amp;quot;kill in the name of Sithis&amp;quot; for you -- obtaining the items of the victim in the lair's chest.&lt;br /&gt;
&lt;br /&gt;
Good points:&lt;br /&gt;
* Has a built-in cure for vampirism.&lt;br /&gt;
* Has some interesting (i.e., morbid) &amp;quot;decorations&amp;quot;.&lt;br /&gt;
* Has unique plants that produce poisonous berries for killing people &amp;quot;quietly&amp;quot;.&lt;br /&gt;
* Comes with a nest of poisonous plants for making poisons of various types.&lt;br /&gt;
* Has a few decent skill books and interesting back-story books when upgrades are completed.&lt;br /&gt;
* Has a shrine that can be used to cure your illnesses if your infamy is high.&lt;br /&gt;
&lt;br /&gt;
Bad points:&lt;br /&gt;
* Every time your &amp;quot;goon&amp;quot; returns from a task, your infamy goes up by a point.&lt;br /&gt;
* Designed for an evil character.&lt;br /&gt;
&lt;br /&gt;
If you do not intend to role-play an evil vampire/assassin and want to keep a clean record with zero infamy instead, you can still complete this quest and use all of this lair's benefits except the Shrine of Sithis and sending the &amp;quot;goon&amp;quot; on any mission. You may use the Gray Cowl of Nocturnal in order to circumvent the infamy restrictions of the Shrine of Sithis and the Dark Minion, although obtaining the Cowl in the first place may not constitute the actions of a good aligned character.&lt;br /&gt;
&lt;br /&gt;
===Priory of the Nine===&lt;br /&gt;
Once you have completed the [[Oblivion:Knights of the Nine|Knights of the Nine]] quest line, you can safely use the Priory of the Nine as a house.  There are multiple available beds and all of the chests and containers in the Priory are non-respawning.  However, do '''not''' use the chests before completing the Knights of the Nine quest line: as the Priory gets cleaned up by the other knights several containers vanish completely.&lt;br /&gt;
&lt;br /&gt;
==Free &amp;quot;Houses&amp;quot;==&lt;br /&gt;
===Aleswell===&lt;br /&gt;
If you speak with the regulars at [[Oblivion:Roxey Inn|Roxey Inn]] they will hint towards a problem in [[Oblivion:Aleswell|Aleswell]].  The [[Oblivion:Zero Visibility|Zero Visibility]] quest can be initiated by speaking to any of the inhabitants of Aleswell.  After completing the quest you will get a free room at the inn as a reward.  The drawer within that room can safely be used for storage (but other containers in the building cannot be used safely).&lt;br /&gt;
&lt;br /&gt;
===White Stallion Lodge===&lt;br /&gt;
If you travel to [[Oblivion:Leyawiin|Leyawiin]] you will hear rumours about [[Oblivion:Mazoga the Orc (person)|Mazoga]].  Her questline can be initiated by speaking to [[Oblivion:Count Marius Caro|Count Marius Caro]] at [[Oblivion:Leyawiin#Castle_Leyawiin|Leyawiin Castle County Hall]].  One of the rewards for completing the quests is the key to [[Oblivion:White Stallion Lodge|White Stallion Lodge]].  You can sleep in the lodge and all of the containers in the building can safely be used for storage.  Your friendly Orcish roommate will only eat the food.&lt;br /&gt;
&lt;br /&gt;
===Arcane University===&lt;br /&gt;
The Arch-Mage's night stand on the top floor of the Arcane University can be used to store items after you complete the Mages Guild questline.  However, you cannot use other containers in the building safely.&lt;/div&gt;</summary>
		<author><name>Bongo</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Containers&amp;diff=176666</id>
		<title>Oblivion talk:Containers</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Containers&amp;diff=176666"/>
		<updated>2007-09-18T08:11:25Z</updated>

		<summary type="html">&lt;p&gt;Bongo: /* Other 'Safe' Containers */  Added bravil and market district&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Any additional information you may be able to provide would be greatly appreciated. The following areas specifically could use some help:&lt;br /&gt;
* images of containers. I play on a PS3 and don' have any decent way to capture images&lt;br /&gt;
* confirm if there is (or is not) a limit to the capacity of a container&lt;br /&gt;
* information on how long corpses last of dead &lt;br /&gt;
** named NPCs&lt;br /&gt;
** un-named NPCs&lt;br /&gt;
** creatures&lt;br /&gt;
&lt;br /&gt;
Thanks&lt;br /&gt;
--[[User:RobertDB|RobertDB]] 09:02, 24 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:By default all corpses will remain present for three days.  At the same time that random containers respawn, everything else in that area gets reset (corpses disappear, killed and unkilled creatures respawn, traps reset, etc.).&lt;br /&gt;
:Some creatures/NPCs, however, have the &amp;quot;quest&amp;quot; flag set to true in the construction set.  Those corpses will never disappear.  The flag is set independently of whether the enemy is NPC or creature, named or unnamed.  Typically it's used for actors who carry items necessary for quests, although there can be discrepancies.  For example, the patch fixed [[Oblivion:Vidkun|Vidkun]] so that he is a &amp;quot;quest&amp;quot; corpse preventing the [[Oblivion:Cheydinhal Recommendation|Cheydinhal Recommendation]] from being bugged when his corpse.&lt;br /&gt;
:On the other hand, there is also apparently a maximum number of corpses that will be kept in any one area.  Once there are more than about 10 corpses in a zone, the oldest ones will disappear as soon as you leave the zone.  When you reenter, the corpse will be missing and a live version of the corresponding NPC/creature will have respawned.  I've witnessed this unambiguously happening with test NPC corpses that I used at one point to figure out NPC statistics, but I haven't gone back to test exactly what the parameters are (i.e., exactly how many corpses are the maximum?  Is it both creature and NPC corpses?  Or is it 10 creature corpses plus another 10 NPC corpses?  Is there a game setting that controls this?)  If you're interested in investigating it, some dungeons where I've witnessed this happen while playing are [[Oblivion:Fort Blueblood|Fort Blueblood]] and [[Oblivion:Lost Boy Cavern|Lost Boy Cavern]].  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 17:15, 25 July 2007 (EDT)&lt;br /&gt;
::The list of NPCs whose corpses never disappear is longer than I thought so I'll list down the NPCs in a separate section below. There could be even more. --[[User:Sundaroct131088|Sundaroct131088]] 14:03, 5 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Disappearing Items ==&lt;br /&gt;
&lt;br /&gt;
Also when you stick lots of stuff in a container it will start to hide some of it&lt;br /&gt;
* Why does it do this?&lt;br /&gt;
* Anyway to turn off this hide feature&lt;br /&gt;
{{unsigned|24.219.204.227}}&lt;br /&gt;
&lt;br /&gt;
:It's not a feature, it's a glitch, which is why it's described at [[Oblivion:Glitches#Items Disappearing from Containers]].  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 16:11, 12 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Dropped Items ==&lt;br /&gt;
&lt;br /&gt;
I read somewhere that dropped items always remain, and are not cleared by regeneration.  I've seen some anecdotal evidence, e.g. maces and shields I've looted and then dropped remaining in dungeons well after the enemies and chests have regenerated, but I can't seem to locate that specific information here in the Wiki.  Perhaps (after someone can clarify/verify the regen. rules) this page should contain a note about items simply dropped on the floor, for later recovery or storage?  If there is a page that goes into more detail on the rules for zone regeneration, that should also be linked from this page.  --[[User:TheRayven|TheRayven]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The only other details regarding the regeneration trigger is the [[Oblivion:Dungeons#Loot|Loot]] section  of the article regarding [[Oblivion:Dungeons|Dungeons]]. The regeneration event seems to only apply to &amp;quot;containers&amp;quot;. So items dropped on the ground are never removed or cleaned up. I suspect there might be a few exceptions to that idea, like some quest related item, but in the cases I have checked it seems to work that way. I have had a pile of armour sitting outside my shack in the Imperial City for months. I have made some edits to the [[Oblivion:Containers|Containers]] article based on our comments. Thanks&lt;br /&gt;
--[[User:RobertDB|RobertDB]] 13:48, 24 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Other 'Safe' Containers ==&lt;br /&gt;
&lt;br /&gt;
I searched the rest of the Wiki and found references to what appear to be 'safe' containers. Can anybody confirm or deny if any of these containers are safe? It would make sense that these are safe containers since, in all cases, these containers are related to quests or contain quest items.&lt;br /&gt;
&lt;br /&gt;
*'''[[Oblivion:Cloud Ruler Temple|Cloud Ruler Temple]]''' - chest labeled &amp;quot;Armory&amp;quot; in the Temple Armory. Related quest: [[Oblivion:Cloud Ruler Temple|Cloud Ruler Temple]]&lt;br /&gt;
*'''[[Oblivion:Ghost_Ship_of_Anvil|Serpents Wake]]''' - All the sacks, the captain's chest, the chest (on top of the drawer) in the room to the right of the stairs and both chests on the lowest deck. Related quest: [[Oblivion:Ghost Ship of Anvil|Ghost Ship of Anvil]]&lt;br /&gt;
*'''[[Oblivion:Vahtacen|Vahtacen]]''' - a battered crate at H, two crates at G, and two small crates at F. Related quest: [[Oblivion:Vahtacen's Secret|Vahtacen's Secret]]&lt;br /&gt;
*'''[[Oblivion:Bloodmayne Cave|Bloodmayne Cave]]''' - one large chest. Related quest: [[Oblivion:The Fugitives|The Fugitives]]&lt;br /&gt;
*Chest at the Bravil Mages Guild. It is in a room on the second floor, it's the one directly across from the door leading to the first floor. Related Quest: ''Is there a related quest?''&lt;br /&gt;
*In Bravil, there is a safe chest above the door of A Warlock's Luck. [[User:Bongo|Bongo]] 04:11, 18 September 2007 (EDT)&lt;br /&gt;
*The well in castle skingrad courtyard is safe. At least until it is used as a dead drop during the dark brotherhood quest [[Oblivion:Broken Vows|Broken Vows]] (testing needed)&lt;br /&gt;
*In the Imperial City, Market District there are 3 safe sacks of grain (the open-topped type) in each of the collonaded areas. [[User:Bongo|Bongo]] 04:11, 18 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
'''Confirmed'''&lt;br /&gt;
*'''[[Oblivion:Aleswell|Aleswell]]''' - drawer (or chest?) in your room. Related quest: [[Oblivion:Zero Visibility|Zero Visibility]] quest.&lt;br /&gt;
*'''[[Oblivion:White Stallion Lodge|White Stallion Lodge]]''' - all barrels and crates (except [[Oblivion:Mazoga_the_Orc_%28person%29|Mazoga the Orc]] eats the food). Related quest: [[Oblivion:Knights of the White Stallion|Knights of the White Stallion]]&lt;br /&gt;
*'''[[Oblivion:Houses#Arcane_University|Arcane University]]''' - night stand in the Arch-Mage's private quarters. Relatredd quest: [[Oblivion:Confront The King|Confront The King]] (However, this article suggests it might not be safe [[Oblivion:Confront_The_King#Benefits_of_being_Arch-Mage|Benefits of being Arch-Mage]])&lt;br /&gt;
*'''[[Oblivion:Weynon Priory|Weynon Priory]]''' - Jauffre's chest. Related quest: [[Oblivion:Deliver the Amulet|Deliver the Amulet]]&lt;br /&gt;
*'''[[Oblivion:Fort Farragut|Fort Farragut]]''' - jewelry box. Related quest: [[Oblivion:The Purification|The Purification]]&lt;br /&gt;
*'''[[Oblivion:Wellspring Grove|Wellspring Grove]]''' - stone chest at C. Related quest: [[Oblivion:A Mage's Staff|A Mage's Staff]]&lt;br /&gt;
*'''[[Oblivion:Sandstone_Cavern#Zone_2:_Sandstone_Big_Rooms|Sandstone Cavern - Big Rooms]]''' - the Offering. Relat4d quest: [[Oblivion:The Sunken One|The Sunken One]]&lt;br /&gt;
*'''[[Oblivion:Greyland|Greyland]]''' - the one chest in the building (that initially contains skooma). Related quest: [[Oblivion:Raid on Greyland|Raid on Greyland]]&lt;br /&gt;
*'''[[Oblivion:Chorrol|Chorrol]]''' Mages Guild - '''[[Oblivion:Teekeeus|Teekeeus']]''' room - chest where he places the book &amp;quot;Fingers of the Mountain&amp;quot;. Related Quest: '''[[Oblivion:Fingers_of_the_Mountain|Fingers of the Mountain]]'''&lt;br /&gt;
*'''[[Oblivion:Swampy Cave|Swampy Cave]]''' - chest at location H. Related quest: [[Oblivion:Mystery at Harlun's Watch|Mystery at Harlun's Watch]]&lt;br /&gt;
*'''[[Oblivion:Lost_Boy_Cavern#Zone_4:_Lost_Boy.27s_Hidden_Bastion|Lost Boy's Cavern - Hidden Bastion]]''' - wooden chest at K. Related quest: [[Oblivion:Lich of Lost Boy Cavern|Lich of Lost Boy Cavern]]&lt;br /&gt;
&lt;br /&gt;
--[[User:RobertDB|RobertDB]] 17:36, 24 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Jauffre's chest is safe. Also, there is a chest in the Bravil Mages Guild that is safe. It is in a room on the second floor, it's the one directly across from the door leading to the first floor. And almost all sacks (sack or sack of grain) do not respawn.[[User:Shadownet Ninja|Shadownet Ninja]] 10:06, 1 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The Stone Chest, Arch Mage's Nightstand, Jewelry Box, Aleswell Drawer and the Offering are all safe. The Arch Mage's Nightstand is involved in the [[Oblivion:Misdirection|Misdirection]] quest by the way. --[[User:Sundaroct131088|Sundaroct131088]] 15:37, 3 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Lonavo's chest at Greyland and Teekeus' chest at the Chorrol Mages Guild are safe. Also I guess all the containers where the various Dead Drop orders are dropped for the Dark Brotherhood quests may  be safe because they're also involved in quests. The Hollowed-Out Rock at Bogwater where Scar-Tail's treasure is initially stashed may also be safe. However, most of these locations are somehwere out in the wilderness(or even in ruins) so it may not be very practical to use them. --[[User:Sundaroct131088|Sundaroct131088]] 14:57, 5 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The chests at Swampy Cave and Lost Boy's Hidden Bastion are also safe. --[[User:Sundaroct131088|Sundaroct131088]] 09:08, 7 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Shadowmere ==&lt;br /&gt;
&lt;br /&gt;
Knocking Shadowmere unconscious allows you to access her inventory and place items into it. You can then retrieve them later or add new items(her inventory never resets) by knocking her out again. I believe she's got unlimited inventory space too. The only downside is that you may get a bounty/expelled from guilds for attacking her, so you'll need to be careful(do it somewhere secluded, or just ride her recklessly). But still, she's a safe, movable container. --[[User:Sundaroct131088|Sundaroct131088]] 14:03, 5 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== List of NPCs whose corpses never disappear ==&lt;br /&gt;
&lt;br /&gt;
[[Oblivion:Alval_Uvani|Alval Uvani]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Arnora_Auria|Arnora Auria]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Prior_Maborel|Prior Maborel]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Brother_Piner|Brother Piner]]&amp;lt;br&amp;gt;&lt;br /&gt;
All Mythic Dawn Assassins who attack Weynon Priory&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Umbacano|Umbacano/King Of Nenalata]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Claude_Maric|Cluade Maric]]&amp;lt;br&amp;gt;&lt;br /&gt;
Kurdan's Hunters&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Glarthir|Glarthir]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Telaendril|Telaendril]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Jauffre|Jauffre]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Zahrasha|Zahrasha]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Eletta|Eletta]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Agarmir|Agarmir]] (only 95% sure)&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bongo</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Glitches/Proposed&amp;diff=164581</id>
		<title>Oblivion:Glitches/Proposed</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Glitches/Proposed&amp;diff=164581"/>
		<updated>2007-09-12T09:52:17Z</updated>

		<summary type="html">&lt;p&gt;Bongo: /* Magic staffs fall through floors */  Solution&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NEWSECTIONLINK__&lt;br /&gt;
To prevent inaccuracy and poor content from being put on the main article, this page has been set up so that editors can preview each other's work before it is included. Read the guidelines below, then add your glitch by clicking on the section link [+] above. An experienced editor who has the ability to edit the main article will read over your entry and either include it in our article or remove it from the page, briefly explaining why in their edit summary.&lt;br /&gt;
&lt;br /&gt;
The following are guidelines for adding glitches. Please adhere to these before submitting a glitch:&lt;br /&gt;
&lt;br /&gt;
# Entries must describe a glitch, i.e., some type of game malfunction.  Game features, even if obscure or exploitable, do not belong here.&lt;br /&gt;
# Glitches that are caused by a player cheating, in particular by using console commands, do not qualify.  Cheating is not part of normal gameplay; furthermore, there are an infinite number of ways to cause glitches using console commands.&lt;br /&gt;
# The glitch description must include some description of the conditions which caused the glitch.  Just saying, for example, &amp;quot;the game crashed&amp;quot; does not provide useful information.  Some attempt must be made to explain how the glitch can be reproduced.&lt;br /&gt;
# Quest-specific glitches should primarily be described on the appropriate quest page.  The entry on the glitches page should only provide a brief description of the problem, and then provide a link to the quest page.  All details on how to fix the glitch belong on the quest page.&lt;br /&gt;
# Both xbox and PC glitches belong on this page.  There is no need to document the platform on which the glitch occurred, unless there is evidence that the glitch is platform-specific.  On the other hand, possible remedies may need to be separated into xbox and PC sections.&lt;br /&gt;
# For glitches that have been fixed by the patch, only major glitches (i.e., exploitable or problematic ones) belong on the page.  The glitch needs to clearly identify that it has been fixed in the patch, preferably by implementing a template as discussed elsewhere on this talk page.&lt;br /&gt;
# Titles of sections should be concise yet clearly identify the topic of the glitch; the topic of a section needs to be obvious when scanning through the table of contents.  &amp;quot;Goof or a sign?&amp;quot; or &amp;quot;Raindrops keep falling on my head&amp;quot; are examples of poor titles. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Repairable Item Downgrade Glitch==&lt;br /&gt;
&lt;br /&gt;
To do this glitch you must have a stack of at least 2 items of the same type that have the same item health, and a stack of at least 1 item of the same type that has a lower item health. The lower health stack must have fewer items and these must be the only 2 stacks of said item in your inventory. I found this glitch with a stack of 84 (cheating involved) health 125 Glass Daggers and a stack of 2 health 100 Glass Daggers. Go into your inventory, highlight the stack with higher health and drop it and then pick them up again. All but one of them will have reduced in health to the health of the other stack and been stacked with them.&lt;br /&gt;
&lt;br /&gt;
This is very useful when trying to increase your armorer skill. Get any number of identical items at the same health, repair them until they are maxed out in health then use this glitch to reduce their health and repair them again. It is important to remember to leave at least 1 of the lower health items in your inventory while doing this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Map Marker Glitch ==&lt;br /&gt;
&lt;br /&gt;
In the world map, all known map markers (including the player) will disappear.  Fast Travel is impossible as is knowing the location of pretty much anywhere you've been.  The cause is unknown, I pulled this one off using only some UI mods.  After 68 hours (with the latest patch) this occured. :)&lt;br /&gt;
&lt;br /&gt;
It is however possible to fix this glitch with the unofficial shivering isles patch&lt;br /&gt;
&lt;br /&gt;
:Is this even an Oblivion glitch, or is it just an SI glitch?  Based on what the unofficial SI patch fixes, it sounds like it's just a problem with map markers not appearing when you're in the Mania and Dementia gardens in New Sheoth palace.  Or that it's a problem with travelling between Tamriel and SI using a mod to avoid the doorway.  It would definitely be useful to get some solid evidence that this problem can occur without any third-party mods.  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 21:02, 6 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Infinite iron and steel arrows glitch==&lt;br /&gt;
&lt;br /&gt;
In the arena blood works, sometimes one of the blue team combatants is shooting arrows at the target. After firing 4, he goes back to get them, but if you take them before him he fires 4 more. You can keep doing this for infinite arrows.&lt;br /&gt;
&lt;br /&gt;
-he fires 15, not 4. I also encountered a glitch to this glitch, If you stand in front of him after he has drawn the arrow and he wants to fire, he wont fire if your in the way. If you walk out of his way, he fires thin air. From then on, all arrows he fires will be nothing. He draws nothing, then fires nothing but still does the animation. He goes to the firing target and picks up nothing then goes back and fires some more.&lt;br /&gt;
&lt;br /&gt;
For steel arrows go to [[Oblivion:Bazur gro-Gharz|Bazur gro-Gharz]] house in [[Oblivion:Cheydinhal|Cheydinhal]], kill him and loot his body to find infinite steel arrows.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Loot Bag==   &lt;br /&gt;
&lt;br /&gt;
Though this loot bag does nothing, it contains something kinda cool.... An Item called &amp;lt;Missing Name&amp;gt;. It equips as a arrow and has no damage, weight, or worth. Its only a single shot and once fired, disappears. Once equipped, a large yellow box surrounds you with a big blue &amp;quot;!&amp;quot; in the middle. Kinda cool. The location of the loot bag is in between Hircine's Shrine and Mingo Cave. Starting from Mingo Cave, travel Northeast until you reach a small field. Look for a tree with a white trunk. Look around that area for the loot bag to be sticking out of the ground. Enjoy!!!&lt;br /&gt;
&lt;br /&gt;
Posted By Exile Torant&lt;br /&gt;
&lt;br /&gt;
:Actually, this loot bag is generally never there.  Loot bags only appear when the computer's memory has been maxed out (I believe because too many items have been dropped on the ground in that area) and are created as an emergency measure.  The contents of a loot bag will always be different, depending upon what items are in the area.  Probably a general note about the appearance of loot bags needs to be added to the glitch page, but only if someone can provide details on when and why they appear.  --[[User:Nephele|Nephele]] 22:07, 4 March 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Loot Bags are not a glitch.  As Nephele said, they're a feature designed to prevent the game from slowing to a crawl when too many items are placed on the ground in the same area.  I'm not sure what the limit in Oblivion is, but in Morrowind it was 1024 items on PC and 256 on Xbox.  It always appears in the dead-center of the cell, and anything dropped in a cell with a loot bag will automatically be placed in the bag.  I don't think there's any way to get rid of them short of possibly console commands, though you can still get your stuff out easily.  I suspect that in Oblivion, these are a common side-effect of over-using the Item Duplication trick (which IS a glitch), since that will produce a large number of objects on the ground very quickly. --[[User:TheRealLurlock|TheRealLurlock]] &amp;lt;sup&amp;gt;[[User_talk:TheRealLurlock|Talk]]&amp;lt;/sup&amp;gt; 23:51, 4 March 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Ok, then whats up with the item inside? And also, I didn't drop anything in that area and I sell everything I pick up, nor do I dupe. Just thought it was something cool. But if it doesn't show up in the same location, then no point in posting it huh? lol Exile Torant&lt;br /&gt;
&lt;br /&gt;
:I found a loot bag outside of &amp;quot;My Imperial City House.&amp;quot; It was not there at one point, then after I fast traveled back to the waterfront from another town and went to my house, there it was, half buried in the ground in front of my door. Inside it only had a wanted poster for the Grey Fox. After I read the poster, I dropped it and it now continues to float outside my door like a paintbrush. I had not dropped items on the ground, though I did have a lot of items stored in the cabinets inside the house. However, I did not have any more items than I often do have stored, and had actually been reducing the number before I found the bag.... I don't know what it's all about. -Uliudo&lt;br /&gt;
 &lt;br /&gt;
One of my characters with many, many  hours of playing time, has little bags/sacks appearing embedded in the road outside of city gates.  Is this normal or a glitch?  Items can be safely stored in them. [[User:Kalevala|Kalevala]] 02:31, 8 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: i wouldn't store any valuables in them just in case it dissapears or erases its contents or something but if its been there for ages and never done that then they must be safe, i shall go on my great bag hunting journey to try and find me a loot bag lol --[[User:Ratchetclan4|Ratchetclan4]] 12:05, 24 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I found a loot bag outside of &amp;quot;My Imperial City House&amp;quot; just like Uliudo did. It contained the wanted poster and a note from Raminus Polus, like the one from an early Thieves Guild quest. The bag has been there ever since. I also noticed that after I duplicated a lot of stuff and left it there it ended up in the bag instead of making a new one. Another bag I found was in the Shivering Isles expansion in Crucible. I was near the main entrance when I found a loot bag with wine and a note and key, like that stash that you are supposed to find on the roof somewhere. So what I'm trying to say is that the bag doesn't necessarily have to be triggered by a large amount of items in one place...  -TurboJezus&lt;br /&gt;
&lt;br /&gt;
== Beat The Game In Twenty Minutes!==&lt;br /&gt;
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While I was using the floating Paint Brush glitch, I stumbled upon the most unusual glitch I had ever found.  As I was using the paint brushes, I decided to climb the Temple of the One in the Imperial City Temple District.  When I got on the roof, I fell through it, landing in the temple, but not exactly inisde the temple.  As I went for the door, I turned back toward the temple, looking in on it while having my back pressed against the door.  I saw the top of another door that was half sunk in the ground.  I decided to enter it since it also said &amp;quot;Wooden door to Temple of The One&amp;quot;.  When I got inside, the room was red, just like in the final scene of the game.  As I left the temple, The streets were crumbled and the sky was red, again, just like at the end of the game.  Baurus wasn't there, or Jaufre, or Chanceller Ocato, Or Martin, or anybody else for that matter, except for Daedra.  Tons of Daedra!  A message came across the screen saying &amp;quot;Dagon is Here!&amp;quot; but Dagon wasnt there.  I looked on the map and noticed a small moving blip, coming towards the Imperial city from Kvatch very, very slowly.  I went inside the temple and waited about three hours (Game Time) and then went back outside.  Martin was there!  He was not dressed in his emporor robe, or the Amulet of kings either.  As I talked to him he led me into the Temple.  After that, Dagon came out of nowhere and fought, what was now Akotash.  The statue appeared, Ocoto came out of nowhere, gave me his speach, and I got another message, telling me about the royal dagon armor that was ordered for me.  When I left the Temple, I turned to face it.  What the he**!  The temple wasnt destroyed, neither were the streets, there were no bodies, no daedra, nobody crying for there mother!  I went to Kvatch later to see if Martin was even dead, and guess what... HE WASN'T!!!  This was so utterly confusing and odd that I laughed and laughed and laughed.  When you have the time, you have GOT to try this.  Note: SAVE BEFORE YOU DO THIS!&lt;br /&gt;
:Confirmed.  I did this by accident by jumping around the area, far more than 20 minutes into the game, but nowhere near the end of the main quest.  I did not try to actually win, though, I just thought it was interesting, and reloaded a saved game. [[User:Cheats-Like-Crazy|Cheats-Like-Crazy]] 14:48, 18 June 2007 (EDT)&lt;br /&gt;
:I did this before delivering the amulet, and now the marker for &amp;quot;Find the Heir&amp;quot; points towards the spot where Akatosh shows up.&lt;br /&gt;
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    Does this glitch efected your gameplay?&lt;br /&gt;
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== Dorian Glitch Post-Patch ==&lt;br /&gt;
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This is basically the same as the pre-patch version of the glitch, except that you must paralyze Dorian instead of killing him.  Activating the &amp;quot;Talk&amp;quot; command (or pickpocketing him) while he is paralyzed brings you to his inventory as if he were dead.  You can then loot his gold infinitely as with the pre-patch glitch. The glitch works perfectly on the 1.2.1 version of Oblivion.&lt;br /&gt;
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Alternatively, you can pick his pocket while he is asleep to obtain the same effect.&lt;br /&gt;
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== Permanently Paralyzed Dead Creatures and NPCs ==&lt;br /&gt;
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This glitch will cause a dead creature or NPC to be stuck in a paralyzed state instead of a ragdoll state.&lt;br /&gt;
In order to do this, you will need to be able to paralyze a target as well as damage a target's fatigue to below zero. First, damage the target's fatigue until they drop to the ground in a ragdoll state. This means that their fatigue is below zero. When the target starts to stand up, damage the target's fatigue with an effect that happens over time, then quickly paralyze the target. A longer paralyze effect is more useful in this case. The target's fatigue must drop below zero while the target is paralyzed. If done properly, the target will remain paralyzed for as long as its fatigue is below zero. If you kill the target during this time, it will remain permanently paralyzed. Then you can enjoy bouncing the dead paralyzed body around with an area effect spell.&lt;br /&gt;
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''Just to let you know'', that glitch occurs whenever you kill and paralyze a creature or NPC at the same time. Say you have Master skill level of Blade, and you're holding a non-enchanted sword. You attack a someone/thing with a foward power attack, it gets paralyzed and dies on the same hit, it has the same effect.&lt;br /&gt;
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== Rosethorn Glitch ==&lt;br /&gt;
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I had bought only the storage area upgrade when this happened. I sat down on the stool closest to the stairway in the basement. And I couldn't get up. There was no way i could get up. The only way to do something is to reload a saved game.&lt;br /&gt;
:I think I know what you're describing. I have had times when I sat time - not just in Rosethorn manor - but wasn't able to get back up for a long time. I always eventually have been able to get back up; it just takes a while. The latest place this happened to me was in the little room you enter to get to The Fringe in Shivering Isles, so it's not been fixed by the patch. --[[User:Edwin Herdman|Edwin Herdman]] 18:01, 31 March 2007 (EDT)&lt;br /&gt;
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== Character Movement Glitch ==&lt;br /&gt;
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If you are in the middle of moving (such as attempting to sidestep or jump over an attack) when your character is killed, your character continues doing that movement after you reload from a saved game, and there is absolutely no way to stop the character from continuously doing that single movement. The only way to clear it is to exit to the desktop and restart the game.&lt;br /&gt;
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== Staff of Worms Glitch ==&lt;br /&gt;
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If you kill an NPC and re-animate them with the Staff of Worms, if you reload from before that they'll still have pink eyes. I'm not sure if restarting the console works though.&lt;br /&gt;
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== Doomstone Freeze ==&lt;br /&gt;
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When activating a conjuration doomstone the game will freeze if you are wearing certain Daedric armor peaces. This has been tested wearing boots + greaves + plate and I will test more soon. &lt;br /&gt;
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== Dropping item turn into stolen ==&lt;br /&gt;
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When I was in the Imperial Palace I dropped one of a potion which I had five of, and it turned into a stolen item. I tried again with arrows, ingredients and Welkynd Stones. All appeared stolen (red cursor).&lt;br /&gt;
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Gues: Yeah If You Drop Anything In The Palace It Becomes Stolen Dont Know Why Though....&lt;br /&gt;
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I was duplicating garlic at one time while in Calandil's shop and some of it got marked like that.&lt;br /&gt;
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== Removing the stolen flag on items ==&lt;br /&gt;
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Go to a mage's guild hall that you have joined and then drop the stolen items. Go outside and wait for a couple of hours and the get your items. they should be legitimate unless an NPC picked them up.&lt;br /&gt;
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This may work for Fighters Guild or Dark Brotherhood.&lt;br /&gt;
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== Bouncy Zones ==&lt;br /&gt;
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I've had this glitch where certain random zones become bouncy. Any NPCs, creatures, or players who walk into these zones do the &amp;quot;jumping&amp;quot; animation, and bounce above the ground a bit. This is especially annoying for those with low acrobatics, as you can't really move too fast, nor can you attack. The only 'fix' is to TCL through that zone. Anyone else have this? [[User:Scumbag|Scumbag]] 13:02, 29 January 2007 (EST)&lt;br /&gt;
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== Easy Level Ups: Arena ==&lt;br /&gt;
When the arena match starts take off your raiment and put anyother type of armor on. When you get disqualified the other fighter stops moving. You can then attack him/her without dealing any damage or them fighting back. This is really useful for getting weapon and magic skills up.&lt;br /&gt;
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== Remain inside the Arcane University when kicked out ==&lt;br /&gt;
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When you're in the practice rooms of the Arcane University. There are various mages' training. I summoned a Dremora, and it fell in the cross-fire from one of the mages'.&lt;br /&gt;
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The Dremora killed the mage, and one of the Battle Mages give me the update of being kicked out. I was supposed to go to jail, but i spawned outside the Practice Room. I was caged in.&lt;br /&gt;
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The doors were off-limits. And entering them was trespassing. The main gates were locked, and needed a key to be opened. And the Arch-Mage lobby door was locked by key aswell. The only way out is to pickpocket the key from a Battle Mage, or a higher ranked Mage.&lt;br /&gt;
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*Commiting a crime, such as theft works aswell.&lt;br /&gt;
*Another strange glitch follows up aswell, trying to re-enter the Arcane University requires a task. Usually the task is collecting 20 of ''that'' kind. The glitch is that you're supposed to get '''either''' 20 Daedra Hearts or 20 Vampire dusts'' (Not always Daedra Hearts or Vampire Dusts, but this time it is) ''. This glitch gives you the task of getting '''both''' 20 Daedra Hearts and 20 Vampire Dusts.&lt;br /&gt;
*As mentioned before, commiting a crime is an way out of this glitch. You'll respawn at the Imperial Prison this time.&lt;br /&gt;
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--[[User:NJ Taylor|NJ Taylor]] 14:57, 2 February 2007 (EST)&lt;br /&gt;
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*I solved this by fast-travelling, any destiantion outside the arcane university should do. For the record, I was thrown out after starting a genocide in the AU courtyard. Preceeding comment added by [[User:Bongo|Bongo]] 06:51, 11 April 2007 (EDT)&lt;br /&gt;
*I found a few paintbrushes and 'hovered' my way out of the Arcane university.&lt;br /&gt;
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== Reflect Damage + Wraiths ==&lt;br /&gt;
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Anyone else notice this? When wielding Reflect Damage equipment, if a Wraith-type monster hits you and kills itself, its death animation will not play correctly. You can loot the Ectoplasm off the 'corpse' but it will still look alive, floating in the air and all. Scared me to death more than once, while running around in a dungeon I just cleaned... it works with all Wraith-types, including Faded, Gloom and the ones on the Anvil ship. [[User:Ergo|Ergo]] 19:02, 9 February 2007 (EST)&lt;br /&gt;
:Yes - seen this too.&lt;br /&gt;
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:Yeah, this glitch seems to occur after killing a wraith and during its death animation it lands on an object. There seems to be no way of preventing thin short of killing it away from objects. This affects ghosts as well, only they end up with a floating puddle. PS This thing has scared me as well, especially when I was sneaking around and heard deep breathing...ugh.[[User:76.19.63.36|76.19.63.36]] 19:02, 16 June 2007 (EDT)&lt;br /&gt;
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yeah happened to me to i didn't think it was dead at first and went crazy swinging my sword everywhere not realizing i had killed it&lt;br /&gt;
aren't wraiths scary? on my first dark brotherhood wraith i got such a fright and hopelessy swung my sword everywhere luckily the inn owner ran to my rescue! dagger in hand:)and with Lucien lachance i nearly had a heart attack :)[[User:Ratchetclan4|Ratchetclan4]] 12:18, 24 July 2007 (EDT)&lt;br /&gt;
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== Chapels Fail to Cure Disease ==&lt;br /&gt;
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This is one I would have to reinstall Oblivion to even attempt to reproduce. My character contracted Astral Vapors from a zombie and visiting the chapel in Anvil failed to cure it. Now, for every character created on the system no chapel or wayshrine will cure any disease whatsoever. They all still have all of their other healing effects. The game was unpatched and no mods were installed at the time this began, but it has since been patched with 1.1.511 to no effect.&lt;br /&gt;
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-To fix this glitch, delete the oblivion folder from your memory. That means it and every save, and download off of your hard drive. Then, go back and patch the game and start anew.&lt;br /&gt;
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== Anvil Other World ==&lt;br /&gt;
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In Anvil there is a house called Abandoned House. If you jump onto the crate and subsequently the roof. Now look directly at the wall out of the city. With a good enough acrobatics or the boots of springhell jack you should be able to jump onto the house to the right of you if you have just turned right from facing the wall. Jump onto the roof that is ahead of that one and you should be able to jump onto the wall. You can then jump off of the wall onto what should be the gold coast. You cannot explore much here as it is like an erie sort of gostly world. It is cool to be able to do so though. The only ways to get out would be to fast travel to another location or to use the paint brush glitch to hop out.&lt;br /&gt;
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:Not just Anvil, but every closed city has its own world, containing only the cells necessary for the city.  With a sufficiently high acrobatics skill and some fortification, you can get into a lot of places you aren't really supposed to go, including outside the city walls in those city worlds; Anvil just happens to be one of the easiest.&lt;br /&gt;
:There used to be a section on the glitches page detailing the best routes to jump out for every city.  In the page history it can be found last at 08:23, 25 November 2006, before the page was cleaned up.  That section was not added again, and rightly so, in my opinion, since it's not really a glitch but simply how the game was designed to work.  It could be added to [[Oblivion:Things to Do When You're Bored|Things to Do When You're Bored]] under the section &amp;quot;Extreme Acrobatics&amp;quot;. --[[User:JustTheBast|JustTheBast]] 03:33, 25 February 2007 (EST)&lt;br /&gt;
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:Also, the boundaries for the edge of Cyrodil do not apply, so you can head over to Black Marsh and Vardenfell if you would really want to. As well as the fact that you can 'leave' the map area. --[[User:Yadda|Yadda]] 15:13, 16 March 2007 (EDT)&lt;br /&gt;
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== Rain through roofs on exteriors ==&lt;br /&gt;
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As the subject says, this is just a visual glitch, it doesn't affect anything at all, just found it a couple of days ago, and thought it was kind of funny.&lt;br /&gt;
I was wondering around the imperial city, right below the main stone bridge that leads to the Talos plaza, I was looking for Nirn roots, and it started to rain. I just kept walking, then I passed below the bridge, and it was still raining under the bridge! hehe. I looked up, and saw the rain drops right through the bridge. That wasn't fixed by the official 1.1 patch, as far as the PC version. Same thing happens on any other place outdoors, like for example some hallways in the Temple district, if it's raining and you pass through them, the rain still falls in there.&lt;br /&gt;
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== More Sigil Stones. ==&lt;br /&gt;
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In the Oblivion Gates, when you are at the Sigil stone, continually activate the Sigil stone. The first stone should be placed in your inventory, however, if you keep activating it, another sigil stone will respawn and you get to take that one as well. Normally you only get two per gate, because the warp from taking the first Sigil stone will still be taking place. After you leave, you should have two sigil stones in your inventory, and they are not direct copies either, they both can have different attributes. Warning: you can do this trick with the Great Sigil Stone as well, you will then have two Great Sigil Stones, however, since it is a quest Item, you won't be able to drop or sell it.&lt;br /&gt;
:This trick will only work with Quest Related Sigil Stones; ie. when closing an oblivion gate is part of the quest (Kvatch, Allies for Bruma etc.).&lt;br /&gt;
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== The Wobbling Paintbrush Jar ==&lt;br /&gt;
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This glitch doesn't require anything specific other than a paintbrush jar (stolen or legit). Simply drop it out of your inventory then grab and throw. No matter how it lands it will wobble indefinitely. &lt;br /&gt;
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-This has been verified on all editions (XBOX360, PC, and PS3)&lt;br /&gt;
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==Bothiel's dialogue post-Fixing the Orrery==&lt;br /&gt;
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Not much of a glitch, but Bothiel often referred (as of the 1.1.511 patch) to the Orrery as being in poor shape - even after you'd fixed it (generally one of the first things I do in the game now). Going to take a look at this with the new patch. --[[User:Edwin Herdman|Edwin Herdman]] 15:07, 25 March 2007 (EDT)&lt;br /&gt;
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==Extra altitude when climbing hills==&lt;br /&gt;
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In both Morrowind and Oblivion there is a maximum angle of incline your character can scale. This may be true for Morrowind, but I have confirmed that you can scale inclines at least slightly over the maximum angle by doing this:&lt;br /&gt;
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Quickly tap backwards (away from the summit) and then forwards (hold this). At the same time, press Jump. You should jump off of nothing and get a bit of altitude; your forwards movement should carry you up the incline a little bit. This actually allows you to scale some summits a bit faster than you might expect. --[[User:Edwin Herdman|Edwin Herdman]] 17:57, 31 March 2007 (EDT)&lt;br /&gt;
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== quill-weave ==&lt;br /&gt;
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Ive encountered a glitch were quill weave will walk through walk and be stuck for hours. mainly in Anvil though&lt;br /&gt;
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==Floating Pants==&lt;br /&gt;
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I dropped a pair of enchanted dwarven greaves in my Skingrad house and all of a sudden they were floating in the air. They cannot be moved, picked up etc and it ruins my decor. Anyone else have this problem???&lt;br /&gt;
:Yes same problem - same place - except it was ebony Armour - only affected one item - don't know why.&lt;br /&gt;
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:This isn't the same thing, but kinda' related, when I was in my Imperial City house i found a glitch that I've never seen before. Just drop some paint brushes (I used three) and they will float, now drop a sword ,axe, bow etc. and use the 'z' key to put it on top of the paint brushes, now remove the paint brushes. The sword ,axe, bow etc. will stay there, but can be picked up, they will fall when you walk into them, hit them (with anything, fists, sword, other item using 'z' key, etc.)&lt;br /&gt;
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You know how you can make paintbrushes float? same with skulls! In your player-owned house, drop a skull while pointing your cross hair at the wall, in the fireplace, on the ceiling, etc. You will find that you can nicely decorate your player house with skulls.&lt;br /&gt;
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== Minion list glitch ==&lt;br /&gt;
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I think this glitch hit for me while doing the Fighter's Guild quest The Unfortunate Shopkeeper.  While inside the shop waiting for the burglars, my Dark Brotherhood minion was killed.  After the quest, I found myself unable to recruit a new DB minion.  Also, when I returned to Lelles' shop, the supposedly dead minion was standing there, but did not give me the option to tell him to follow me.  Even after I killed him, I still wasn't able to get a new Murderer.  Fast-forward 75-100 hours of play time and now I get a message in the notification area at the top-left of the screen that says I have too many followers.  So far this hasn't made anything that follows me vanish yet, but the prospect of suddenly losing Shadowmere or my awesome skinned hound is a touch unnerving.  In addition, I tend to get the message more often when I go the Chestnut Handy Stables and put my cursor over (but do not steal) the horses there.&lt;br /&gt;
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== Drink more than four(useful) potions ==&lt;br /&gt;
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This is an add for the glitch at the main article, where it was requested to report a way do drink more than four useful potions at once. To do so, you have to highlight the wanted potion, and then hotkey it(doesn't matter which one) and then exit your inventory. And when you want to drink the selected potion, just press the hotkey as many times as necessary. You can drink the potion(s) anytime you want. You don't have do drink the potion right after you exit your inventory etc. This works as long as you have the potion hotkeyed. There is no time limit, just drink as many as you want. This have been tested on Xbox with strong potion of healing and strong potion of sorcery. These potions are very useful if your restoration skill is low, and/or if you need to restore your health or magicka quickly. This is particularly useful for adventurers or when you travel to the planes of oblivion. Be sure to have enough potions in one of your houses; use one of the duplication glitches to stock up!&lt;br /&gt;
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Notes: &lt;br /&gt;
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*If you suddenly can't &amp;quot;hotlink&amp;quot; the wanted potion, this is because you have few potions left(less than ten left usually) in your inventory. To fix this, just re-hotlink the potion. This also occur with hotlinked Varla Stones.&lt;br /&gt;
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== Float in Midair Glitch ==&lt;br /&gt;
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This glitch lets you (obviously) float in midair.Note that its not flying, but you gain a slight advantage over enemies because you are higher then them.To do this glitch you have to accept the Dark Brotherhood quest &amp;quot;Permanent Retirement&amp;quot;.Go to the lake in the city were you have to assassinate the target.Hit the target(i forgot his name) with a sword when he still has his armor on..don't let him arrest you. Immideatly run in the middle of the pond so you are swimming.When you get arrested,pay the fine.Everything will be normal (you get respawned in front of the castle) now except that you will see you will be doing the swimming motion while in midair!so you can move anywhere you can while walking while being a little above head level of the other people.I haven't tested this throughly so i don't know how to get rid of it or if there are any negative effects...good luck!  '''update''' theres one negative effect is that you go slower then normal and to get rid of it ethire put your weapon away or pull it out&lt;br /&gt;
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==two light Armour items==&lt;br /&gt;
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A very minor glitch - (about level 15+ with the ability to repair to 125 - may be a factor) - light armour items sometimes appear in the inventory as having 2 available - but in fact there is only one. When dropping the item(s) only one is dropped - doesn't appear to caused any item duplication or affect gameplay - it might be affecting my encumbrance though? - This seems to happen mostly with elven Armour - no idea what's specifically causing it - I first noticed when I sold what I thought were a spare pair of elven greaves only to find that I had none remaining. Basically the inventory displays that there are two of a thing but in fact only one is present.[[User:83.100.250.197|83.100.250.197]] 09:26, 5 May 2007 (EDT)&lt;br /&gt;
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==Magic staffs fall through floors==&lt;br /&gt;
Sometimes when I drop a magic staff it just falls through the floor. I have seen it in my houses in Cheydinhal and in Skingrad. In Cheydinhal the staff was gone for good as I was standing on the bottom floor but in skingrad the staff fell one floor down and could be retrieved downstairs in the hall. [[User:Bongo|Bongo]] 07:32, 7 May 2007 (EDT)&lt;br /&gt;
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I also experienced this in the Mage's Guild hall in Anvil. I dropped a low level magic staff recovered from a Goblin Shaman on the floor in the dining area and it fell through the floor. The staff was never seen again.&lt;br /&gt;
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I had the same thing happen to me, but I was in the sigil keep of an Oblivion gate and I had to go down a floor to retrieve it.&lt;br /&gt;
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Finally figured out how to 'solve' this after a bandit lost an enchantet axe through the cave floor. Simply open the console and type TCL. You can now fly through the floor where you will find your missing objects floating somewhere below. Pick it up, return to the surface and type TCL again. This will obviously only work on PCs though. [[User:Bongo|Bongo]] 05:52, 12 September 2007 (EDT)&lt;br /&gt;
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==Character Shows On Screen==&lt;br /&gt;
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If you press journal, pause, pause, journal, pause in quick succession the picture of your character you see in the journal will appear on the side of the screen with no journal showing.  Pressing journal will undo this.&lt;br /&gt;
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* What was this tested on? And from what starting point?&lt;br /&gt;
* i tryed on the 360 it does not work&lt;br /&gt;
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==graphical glitches==&lt;br /&gt;
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The bridge leading to the university has one of the top sections (wall stopping you falling off) oscillating between a near and distance (low res?) texture - even when very close. Identical sections are unaffected.&lt;br /&gt;
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Approaching bravil from the west often gives one of the wall sections not displayed - leaving a huge gap in the wall - until within 50m of it.&lt;br /&gt;
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When in various locations near to but not inside the imperial city e.g waterfront district, near the stables near the main bridge - the very far distance mountains (to the north) sometimes flicker on an off when moving - the mountains are drawn correctly when stationary. A related effect is portions of the lake surrounding the imperial city appearing to change water level when moving.&lt;br /&gt;
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Finally white gold tower is truncated when viewing from the temple district in foggy conditions - it's only drawn to a certain distance away from the viewpoint - not sure if this is intentional.&lt;br /&gt;
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== Duplicating Weapons (possibly shields too) ==&lt;br /&gt;
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----This requires the Staff of Worms and the Skull of Corruption. First, find someone who is not part of the game's story line and kill that person and place a &lt;br /&gt;
weapon of your choice on the body and use the Staff of Worms on him. Second, use the skull of corruption on the reanimated body, and kill him before the original person does. this may not work on the first try but it does work trust me I've done it on duskfang/dawnfang from the '''shivering isles.'''&lt;br /&gt;
Make sure your weapon is enchanted too.&lt;br /&gt;
Make sure you use lightning or fire because frost doesn't work.&lt;br /&gt;
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==Free Recharge and Repair==&lt;br /&gt;
I'm not sure if this is already mentioned somewhere on this site but I can't find it on the Glitches page...&lt;br /&gt;
# Get an enchanted weapon that is fully charged and fully repaired. &lt;br /&gt;
# Dupe it using the arrow glitch so that you have two of the same weapon. When you pick them up, they should stack in your inventory screen.&lt;br /&gt;
# Assign a hotkey to the weapons '''while they are both unequipped'''. In other words, while they are stacked.&lt;br /&gt;
# Use the hotkey to equip it. You should now be holding one of the two weapons.&lt;br /&gt;
# Go hit an enemy, using up one or more charges and getting slightly damaged.&lt;br /&gt;
# Press the hotkey to unequip the weapon, then press it again to equip it. Look at your inventory screen and you will see that the weapon is fully recharged and repaired. And it won't cost anything.&lt;br /&gt;
&lt;br /&gt;
However, there is a catch: If one or both weapons leave your inventory (whether you drop it, get disarmed, go to jail, put them in a chest, etc) and then you pick them up again, the glitch will no longer work. If this happens, a solution is to sell one of the two weapons and repeat the above procedure using the other one. You may have to wait 2 or 3 days until the item you sold has disappeared from the shop's inventory before repeating the process. The glitch should work again.&lt;br /&gt;
&lt;br /&gt;
Also, the game will freeze if you cast Bound Weapon while one of the weapons is equipped, so remember to unequip before you cast it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Free Repairs ==&lt;br /&gt;
&lt;br /&gt;
If you have 3 or more of the same item, with at least 1 item at 100%, you can repair it without using any hammers or gold.  Just drop the items and pick them back up.  All 3 will be now be at 100%.  Works with stolen items too.&lt;br /&gt;
&lt;br /&gt;
== Make items Legitimate ==&lt;br /&gt;
&lt;br /&gt;
If you have 3 or more of the same item, with at least one that's legitimate, you can make the stolen item(s) legitimate by dropping all 3 and picking them back up.  All 3 items will now be legitimate and 100% healthy.  This glitch works with armor and weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Legalize Stolen Clothing ==&lt;br /&gt;
&lt;br /&gt;
I just noticed this recently, and I've tested it successfully with Russet Felt Shoes, Beggar's Shirt, various clothing items from crates, enchanted and non.  Strangely enough it also works with Fur Helmets:&lt;br /&gt;
&lt;br /&gt;
If you have a stolen clothing item, drop it and you make be able to pick it up again without the stolen flag.  All three of the cases I've mentioned were simple unenchanted clothing and I simply dropped it.  When I moved the cursor over them again it said &amp;quot;take&amp;quot; not &amp;quot;steal&amp;quot; said items.  I don't know if it works with many other types of items, it does NOT work with potions ingredients.  This was done with clothing that was already on the ground/on shelves etc, I don't know if it works with items stolen from crates or chests.&lt;br /&gt;
UPDATED: I've now tried it with jewelery and Armour, it didn't work, but it did work for clothing stolen from a crate : /&lt;br /&gt;
UPDATED: It worked with the Black Hand Robes from J'ghasta's locked keg in Bruma.  It seems to work for all clothing, as long as no one is watching.  I've tried clothing from various stores, houses and crates successfully.&lt;br /&gt;
&lt;br /&gt;
== Ruffio frozen in mid-air ==&lt;br /&gt;
&lt;br /&gt;
When you do the first quest in the dark brotherhood go and talk to ruffio; tell him you are going to kill him. As soon as he starts running ( he should be by the door), hit him with your blade, ruffio should freeze in the doorway in a weird stance.&lt;br /&gt;
(XBOX 360 version)&lt;br /&gt;
&lt;br /&gt;
== Floating Guard ==&lt;br /&gt;
&lt;br /&gt;
When running away from a guard and swimming through the water, sometimes the guard will disappear.  If you go back to the spot where the guard was posted, you will see him swimming in mid-air, along with another guard standing next to him.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Stone of St Alessia Glitch==&lt;br /&gt;
&lt;br /&gt;
In this Fighter's Guild Quest, when you enter the ayleid ruin of Sedor, the floor button that is supposed to open the gate to the passage above doesn't work sometimes. If you then fortify your acrobatics and jump up to the bridge, the button that opens the other gate to get the stone will not work either, making the quest, and the whole guild quest line impossible to finish. I do not know of any way to fix this one.&lt;br /&gt;
&lt;br /&gt;
==get items from summoned creatures==&lt;br /&gt;
&lt;br /&gt;
i have only tested this on the new ps3 version but it should work on the others to. as your weapon makes contact with your summoned creature(note: you must be able to kill them in one from behind with a sneak attack.) quickly click the x button(ps3) and that occasionally will open them up as though they are a dead creature.&lt;br /&gt;
*this does work on the xbox 360 version as well. sneak attack any summon creature; if instant kill, press A (or the ''activate'' button on the PC version) and the inventory screen will come up. allowing you to take anything on the summons's personal body. (this also works on the quest 'the great heist' with the warrior statues; attack with something weak until their health gets extremely low, wait for them to sheath their weapon, and then sneak attack and loot the corpse; dropping the weapons and attempting to pick them up again causes the game to tell you that weapon has crumbled into dust in your hands, however putting the weapons in a container or box prevents this) (this information was taken from this site, a different page i believe. retyped.)&lt;br /&gt;
&lt;br /&gt;
== Night Sky Underwater ==&lt;br /&gt;
&lt;br /&gt;
This is kind of a useless glitch, and just seems to be a visual thing. Anyways...&lt;br /&gt;
&lt;br /&gt;
This is going to be difficult unless you are an Argonian (or have a water-breathing enchanted item, ect.). That being said, you should also have something that will allow you to have night vision. (Again, enchant something with Night-Eyes).&lt;br /&gt;
&lt;br /&gt;
Head on over to the huge, deep lake to the right of Bravil. Make sure you start on the coast. Dive down as far as you can and head in a North-East manner. (Make sure you have now equipped your Night-Eyes item, or else the stars are hard to see. As well as your water-breathing equipment.. Don't want you to drown, now. XD)&lt;br /&gt;
&lt;br /&gt;
You will soon see the sandy bottom of the lake drops off into a void of glitchy blackness. Dive down into that and keep diving until you see the bottom. Now just keep swimming in the direction you were before. There are strips of stars overhead! You might even see a bit of the moon. It was midday when I found this, so it was a little startling at first until I realized it was probably a glitch. (Smart, aren't I?)&lt;br /&gt;
&lt;br /&gt;
It's kind of pretty. o_o; But again.. Totally useless/pointless. Oh well.&lt;br /&gt;
&lt;br /&gt;
== Floating rock ==&lt;br /&gt;
&lt;br /&gt;
Okay, so one day I was on some random quest and I had a map marker I had to go to. Unfortunately, I had never been there so I couldn't fast travel. I was walking near a small hill next to a river. I was walking along when suddenly I spotted something really weird. There was this rock on the hill but it was in mid air. Kind of like the paint brush glitch, except that this wasn't a pickable/usable item! It's so weird because you can actually jump on the rock and stuff too!&lt;br /&gt;
&lt;br /&gt;
- I have seen many floating rocks out in the wilderness. Unlike paintbrushes which can be manipulated by the player, the rocks simply don't quite line up with their environment but act just like they are supposed to. I believe this is a object-vector coordinate error and does not affect gameplay in any way.&lt;br /&gt;
&lt;br /&gt;
== Missing Raminus Polus ==&lt;br /&gt;
&lt;br /&gt;
I had a bounty put on my head, so as instructed by this guide, I ran into the arcane university to let the mages kill the guards.  Raminus wasn't faring well in the fight and was knocked unconscious several times.  He now no longer appears in the mage lobby and I can't continue the Mage Guild quests without him to advance my rank.  Any help?&lt;br /&gt;
&lt;br /&gt;
DavidMRichards@comcast.net&lt;br /&gt;
&lt;br /&gt;
I had a similar problem! I was resting in a bed when randomly out of nowhere my screen said Raminus has been knocked unconscious. I just thought it was weird as I was not anywhere near the university! Anyways next time I went to the university he was gone! No Raminus Polus anywhere now and like you I can't continue on because Traven says to see Polus about advancement before next quest.... Argh anyone had similar? Know how to fix?&lt;br /&gt;
&lt;br /&gt;
Aaron R.&lt;br /&gt;
&lt;br /&gt;
== Purple Eyes ==&lt;br /&gt;
&lt;br /&gt;
This glitch allows you to give purple eyes to any NPC.As far as i tested it,its permanent.You will need a staff of worms for this.To start find an NPC you want to give purple eyes to.Quicksave and then kill them.Revive them using the staff of worms.then proceed to load your aoutosave and you will see that the NPC you previously killed will be perfectly normal except for having purple eyes.&lt;br /&gt;
&lt;br /&gt;
== Glitched World ==&lt;br /&gt;
&lt;br /&gt;
This is one of the coolest glitches I have discovered.&lt;br /&gt;
&lt;br /&gt;
This glitch will allow you to wander a graphically altered world without encountering enemies of any sort.&lt;br /&gt;
&lt;br /&gt;
I was wasting time one day while waiting for 'A Stranger' to finish the forgery for the Thieves Guild quest I was on. (So this is in Anvil, incase you didn't know.)&lt;br /&gt;
&lt;br /&gt;
Anyways, you don't need to be doing that to get the glitch. Hop up onto the abandoned house in Anvil. From there, hop onto the next high building over to the right. (When you are facing the castle wall.) Continue building hopping until you are able to reach the ledge of the walls. (I am not sure if you need high acrobatics or not to jump from building to building, I was at level 26 when I did this, but I do not know if that is relevant.)&lt;br /&gt;
&lt;br /&gt;
From there, just let yourself drop off the edge of the Anvil wall into the wilderness beyond. Here is where the fun starts!&lt;br /&gt;
&lt;br /&gt;
Yes, the game says it's loading, but no, it will not come up with anything. There should be some odd-looking completely transparent water in front of you. Well, let's just say you are now free to explore the entire world like this. Since the game still registers you as being in town, the town music will stay, you will not encounter any enemies.&lt;br /&gt;
&lt;br /&gt;
The map registers you still as being in places. (I wandered out into the strange water and ended up near the Anvil Lighthouse, for example. And that was what it read in the bottom left corner of the screen, as usual.)&lt;br /&gt;
&lt;br /&gt;
All of the forts and ruins, ect. will be invisible as well. One of the coolest things is the graphical stuff. If you head up towards Kvatch on the hill, you will notice that there is no ground, and that you can only see where you are headed by the grass which mysteriously floats in the air.&lt;br /&gt;
&lt;br /&gt;
I will defiantly have to explore this further!&lt;br /&gt;
&lt;br /&gt;
Have fun! =D&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AND THEN!!!&lt;br /&gt;
&lt;br /&gt;
Upon further investigation of this strange new Tamriel with no rocks, logs, trees, or a /ground/, I have found it possible to breach every boarder. So now, you can see what was beyond that stupid thing. No loner are you hindered near Bravil. I waltzed smugly into Morrowind to take a look around, then, took a vacation Elsweyr. (Harr, harr.)&lt;br /&gt;
&lt;br /&gt;
Also, you can visit towns still. I headed for the Imperial City and saw that it didn't exist for a while until I got closer. Looked pretty cool. I also headed for the lake beside Bravil. There is no water in it. Some grass, yes, but no water.&lt;br /&gt;
&lt;br /&gt;
You have to try out Glitch World for yourself. It's fun.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I had the same thing happen... we were trying to get past a barrier on a mountian. so we' long-story-short' we got past the barrier using rocks to bump us up higher past the barrier.Then the wierdest thing happened. we were ontop of the mountian and we jumped off the other end... every single glitch you can think of happened in that &amp;quot;world&amp;quot;.... trees floated, we could swim throgh air, walk through mountians, and jump off oceans........ i swear to god this was the ccolest thing ever....i should be posting it on youtube soo cool&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
i found that if you go to the imperial city market district you can jump up onto some ledges, go through the walls, and kill guards without taking health damage.(your in the glitch world) i researched this and found some1 else who discovered it on youtube&lt;br /&gt;
&lt;br /&gt;
== Disappearing meshes ==&lt;br /&gt;
&lt;br /&gt;
Note: this glitch is only been witnessed on the Xbox 360 version of TES 4: Oblivion.&lt;br /&gt;
&lt;br /&gt;
After installing the expansion Shivering Isles Cyrodiil's world will remove meshes of rocks and trees and replacing them bye yellow exclamation marks and refusing to load the game if tried to fast travel or enter a building of any kind.This problem occurs only in Cyrodiil and not in the Shivering Isles.&lt;br /&gt;
&lt;br /&gt;
preventing the player to travel trough Cyrodiil ones he enters the realm of the Shivering Isles. &lt;br /&gt;
&lt;br /&gt;
Although its possible to go to the strange door via the fringe the game will freeze soon after that.&lt;br /&gt;
&lt;br /&gt;
'''-Possible solutions:'''&lt;br /&gt;
&lt;br /&gt;
°Reinstalling the shivering isles and downloading it again on XboxLive marketplace.&lt;br /&gt;
&lt;br /&gt;
°If previous step doesn't work deleting the cache drive of you're X360 bye pressing 'A' while you're starting the game. &lt;br /&gt;
&lt;br /&gt;
°If this doesn't work go to the system blade select memory and then press 'Y' and then ' X,X,LB,RB,X,X ' in this order. you'll be prompt to confirm you want to perform a maintenance on you're X360. After this all you're updates you got from XboxLive will be deleted.&lt;br /&gt;
-Note: This affects all you're games who had a update. This will not affect you're games or their saved games.&lt;br /&gt;
&lt;br /&gt;
°If all fails to work delete everything from you're Xbox under the name Oblivion(including you're saved games and previous add-ons of TES 4)and start all over again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
== Man found in container ==&lt;br /&gt;
&lt;br /&gt;
Once i found Maglir in a container (After i killed him in the fighters guild mission). I dropped him and he appeared in front of me and i could talk to him! Later i found Alval Uvanni in a loot bag and i couldn't drop him because he was a 'quest item'. I have found more people in containers, and a certain pattern is that they all seem to be people i've killed before.--[[User:Willyhead|Willyhead]] 11:38, 14 July 2007 (EDT)&lt;br /&gt;
:Do you have a screenshot of this?  It sounds hilarious, and I have no idea how that would even happen. --[[User:TheRayven|TheRayven]] 05:31, 21 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Unfortunately not, but if you are familiar with YouTube- the video website, i saw a video on that entitled 'Oblivion unique bug:there is a necromancer in my chest' the person that made this had the same glitch as me exept with a necromancer and vampire--[[User:Willyhead|Willyhead]] 13:22, 25 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Stolen Varla Stone Crash==&lt;br /&gt;
&lt;br /&gt;
Steal a Varla stone from one of the displays in one of the castles. (I can't recall which one, but it has a &amp;quot;Very Hard&amp;quot; lock and is best accomplished at 100% chameleon.)  Later on, when attempting to use that red-handed Varla stone, the game locked up on the Xbox 360. (So one should save before trying this.)  Repeated attempts have locked up every time.  Would this qualify as a glitch or as a bug?  Or is this old news?&lt;br /&gt;
:I'm unable to reproduce this.  I stole the [[Oblivion:Varla Stone|Varla Stone]] from Castle Chorrol and then used it to recharge my items, no problem.  This was on Xbox 360, all patches and mods installed.  One option is that this you're running an unpatched version of the game and this got fixed by a patch (although there's nothing that seems related in any of the patch notes).  Or the other option is that it's not actually the fact that the Varla Stone was stolen that's causing your crash but some other bizareness/corruption in your save file.  If that's the case, then it's not reproducible, and therefore it's not a glitch that warrants being documented. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 23:40, 29 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Dark Brotherhood Murderer is not completely invisible==&lt;br /&gt;
&lt;br /&gt;
As Listener of Dark Brotherhood, you can recruit guys as DB Murderers and ask them to follow you, remaining hidden. It works perfectly: Murderer uses some kine of chameleon spell and is invisible. Strangely enough, in Bravil the head of Murderer becomes becomes visible, while the rest remains invisible.[[:Image:DBMurdererinBravil.JPG|Screenshot]].--[[User:Oblivarine|Oblivarine]]&lt;br /&gt;
&lt;br /&gt;
==Sitting on corpses==&lt;br /&gt;
&lt;br /&gt;
If you kill someone with a poisoned apple, he can die and remain sat on a chair. But other characters can sit over his corpse afterwards with no problem. (Probably it is possible for player to sit over as well. I failed, because chair symbol did not appear -- only loot symbol). [[:Image:Sittingoncorpse.JPG|Screenshot]].--[[User:Oblivarine|Oblivarine]]&lt;br /&gt;
&lt;br /&gt;
== Find (and run on) the construct! ==&lt;br /&gt;
&lt;br /&gt;
This one might be a bit tricky to locate at first.  First off, go to frostfire glade (the one where you find the knight's tears).  Go through the cavern, until you reach the clearing with the knight in it (the glade itself).  From the entrance of the glade, go slightly to the left, keeping to the path that slopes downward.  Form there; follow that path into the glade (so, in other words, don't come down the sides of the hills, make sure the ground is level as you hit the frost).  As you enter the frosty region, go towards the first fallen tree you see (it'll be on the left-side of the screen, abouts).  This tree will be resting on a few rocks, with it's top overhanging them.  Stand directly underneath the top of the tree, and head due west.  Go over the large boulder at the base of the hill and the one behind the tree in front of you.  After crossing over the second boulder, you should see a tree slightly to the left of the screen (it has two little rocks underneath it).  Walk up the hill, first diagonally away from it, and then towards it.  You should be able to use the back of the tree to boost you up the side of the hill.  Form there, the ground is level for a bit, and then cuts to a sheer drop (it is advised that people with low health and/or low acrobatics skill try to avoid falling down this). &lt;br /&gt;
&lt;br /&gt;
-------&amp;gt;WARNING! SAVE BEFORE DROPPING OFF THE CLIFF! YOU CANNOT GET BACK UP! &amp;lt;---------&lt;br /&gt;
(Or, I never tried, but judging from how sheer the wall is, I doubt you'd ever make it)&lt;br /&gt;
&lt;br /&gt;
Now, drop off the edge of the cliff, it'll hurt a bit, but not kill you if you've got enough health.  Form there, you'll find water, which you can swim in.  However, the water suddenly runs out, so you can swim in air (for a while).  From there, you can just keep going, probably forever.  I quit after about 15 minuets.  For some reason, it starts to snow as you get far enough out.&lt;br /&gt;
&lt;br /&gt;
--Random2&lt;br /&gt;
&lt;br /&gt;
== Infinite Double Akatosh's Favor ==&lt;br /&gt;
&lt;br /&gt;
After you complete the main quest, grab a whole bunch of paintbrushes and head to the Temple of the One. Use the paintbrush trick to get over the wall of the Temple. The Avatar of Akatosh will be in a different position then when inside the Temple. Activate it for a blessing of +25 Luck and Personality. This will last for ever, but you want more, you're a gamer. Now either use the paintbrush trick again or fast travel to the Temple District again. Now enter the Temple of the One through the DOOR! Activate the Avatar for an additionnal +25 Luck and Personality. you'll have a permanet +50 to both attributes!&lt;br /&gt;
--Fran1ic H0 H0&lt;br /&gt;
&lt;br /&gt;
== Unable to soul trap summoned creature ==&lt;br /&gt;
&lt;br /&gt;
I summoned a Xivilai while in the Arch-Mage's quarters and cast a custom soultrap/destruction spell. I trapped his soul (in Azura's Star) and used it to create an enchanted ring, then summoned another Xivilai to repeat the process and failed to trap him. I successfully cast the spell (as far as I could tell) and killed the Xivilai but his soul wasn't trapped. Repeated attemps to soul trap using various spells were also unsuccessful. I killed several summoned Xivilai with several diffent spells but never trapped any more of their souls. I do not know what caused this glitch or how to correct it. Thoughts, fixes?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It is possible that your soul trap spell ran out. did you check that?&lt;br /&gt;
&lt;br /&gt;
The soul trap spell was still active--the destruction and the soul trap parts of the custom spell have the same time limit. Also, I created a soul trap spell with a longer time and tried to do it again using different spells. The Xivilai was glowing with that purplish &amp;quot;trapped&amp;quot; effect but didn't get trapped and there was no message that there wasn't a soul gem large enough, he just died.&lt;br /&gt;
&lt;br /&gt;
I was able to repeat this glitch in separate gaming occasions and it appears that saving the game and rebooting the PC will allow me to trap souls again, however, the glitch returns after one or two trappings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== undroppable stolen quest item ==&lt;br /&gt;
&lt;br /&gt;
'''(the last part needs a workaround)'''some people may have complete a quest and then stolen the quest item back (e.g waterfront tax records, akaviri orders) and they are then still classed as a quest item and are undroppable stopping you from praying at altars in chapels to get rid of these quest items go the the jail and drop all your items (unfortunately you cannot do this to any guild keys you have) in the cell hit a guard in '''bravil''' and go to jail pick up your items use the '''hard lock''' spell on the cell door and use an invisibilty spell to exit the jail do not go to the evidence chest this contains your stolen quest items and you don't want them back  '''(if anyone knows how to exit the jail without getting the quest item automatically back put it here)'''&lt;br /&gt;
&lt;br /&gt;
*note:this might not work all of the time or on every quest item, the quest item also has to be stolen or this will not work&lt;br /&gt;
,you must open the cell door then use invisibility or it will turn off the spell &lt;br /&gt;
WARNING: when i tried this it took all my guild keys off me because they are classed as undroppable quest items so i had to get arrested with them and it put them in the evidence chest so i had no choice but to take them out thous giving me my stolen quest items back once more so i suggest not joining any guilds until you have done this tip&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dark Brotherhood and Thieves guild quests mixing up ==&lt;br /&gt;
&lt;br /&gt;
I am yet to see any information on the glitch I have experienced in my game so mabey someone can help me. I completed all the dark brotherhood quests and have moved onto the thieves guild quests. My glitch has occured about two, thirds of the way through the quest taking care of Lex. When I enter the Imperial legion commander's office to put the commander's seal on my newly forged recommendation there is no seal in the commanders chest. Instead if I open the desk beside the chest the severed finger oh Adamus Phillida from the quest permanent retirement still remains there. If I remove the finger or place it back in the desk I get quest updates from permanent retirement, one saying I have aquired Phillida's finger, the other saying I placed it in the desk. I have tried many different ways to get around this glitch but am yet to see that seal. Please help.&lt;br /&gt;
&lt;br /&gt;
:The seal is ''on'' the desk, not inside it. You're probably right about the quest update being a glitch though. It sounds similar to other problems people have had with quest updates being received at incorrect times. --[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;[[User_Talk:Rpeh|Talk]]&amp;lt;/sup&amp;gt; 08:00, 26 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Horse Upgrade ==&lt;br /&gt;
&lt;br /&gt;
I have an interesting glitch. After getting the horse armor plug-in i got an armoured old Nag. When i rode him he was running at a PERMANENT blazing speed- probably about 5-10 times faster than he usually runs! I also found a way to toggle the extreme speed on and off- Here it is- Slightly North of the imperial city stables is a wayshrine to Julianos. I parked my horse near the wayshrine, then i activated it and evaded the bolt of energy, wich then struck my horse. When i got back on him he was running at usual speed, but then i activated the wayshrine again and dodged the bolt again, wich again struck Old Nag. When i got back on him he was permanently fast again! So using this wayshrine i can toggle if Old Nag runs permanently fast On and Off. It's pretty useful! If any of you have had this glitch please let me know- or try it out today on your horse. (i have not tried it on any horse other than Old Nag so far).--[[User:Willyhead|Willyhead]] 08:16, 26 July 2007 (EDT)&lt;br /&gt;
: You're not the only person to get this (look [[Oblivion_Talk:Horses#Super_Nag?|here]]) but the extra information could be useful. --[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;[[User_Talk:Rpeh|Talk]]&amp;lt;/sup&amp;gt; 08:48, 26 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Actually it was me that posted the other comment you placed that link to, but thanks for pointing that out anyway.--[[User:Willyhead|Willyhead]] 15:21, 15 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Infinite black soul gems (need testers) ==&lt;br /&gt;
&lt;br /&gt;
Get multiple &amp;quot;Worth 200&amp;quot; grand soul gems, and fill them manually. Put them into a Black soul gem altar, and start casting. The next time you check it, there will be Empty Black soul gems in there, And all your exisiting gems will be intact.&lt;br /&gt;
There's a few variables that may affect it...&lt;br /&gt;
-I've completed the Mage's guild.&lt;br /&gt;
-I was using the dark fissure&lt;br /&gt;
-The first time i noticed this, i had put lots of different gems in there - Empty(Worth 200), Full(Worth 200), Full(Worth 500). I found it works with just E200s, but i did this combination first, then saved. therefore, it may be nessasary to do this to &amp;quot;unlock&amp;quot; the glitch.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Levers not working ==&lt;br /&gt;
&lt;br /&gt;
-During the &amp;quot;Ultimate Heist&amp;quot; quest after pressing the switch that should open the large movable wall it would not budge as it should and stopping any further progress. &lt;br /&gt;
-Also there have been similar problems with the &amp;quot;Corpse Mashers&amp;quot; in an Oblivion gate by the run aground ship for the &amp;quot;Forlorn Watchman&amp;quot; quest, while at first they were functioning they stopped working with the &amp;quot;Ascension Call&amp;quot; levers or activating the &amp;quot;Corpse Masher&amp;quot; itself.&lt;br /&gt;
&lt;br /&gt;
'''NOTE''': This was done on the PC version without any patches or tampering what-so-ever.&lt;br /&gt;
&lt;br /&gt;
:It sounds like you might have the animation bug.  See [http://www.tessource.net/files/file.php?id=5127 Oblivion Animation Fixer] for more information. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 16:45, 8 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Finding the Chamber of the Lost ==&lt;br /&gt;
&lt;br /&gt;
Go to the Skingrad castle and enter it through the castle gate. Go up the stairs on the right and step on the guard rail on the left. Jump onto the roof. Follow the edge of the roof north. Eventually you will see a ledge below. Jump down there and you will land on an invisible ledge. Walk over to the edge and open the door below you. Once inside you will see the Count of Skingrad's wife. You can't wake her up, but you can kill her. If you kill her though, it will mess up the quest Vampire Cure. Even if you do kill her you can't take her items. Go through the door and fast travel to escape. This is a nice place to go if you are running from guards.&lt;br /&gt;
&lt;br /&gt;
== Sack ==&lt;br /&gt;
&lt;br /&gt;
I found a sack with a wanted poster in it at the waterfront. I'd never seen this sack before, but suddenly it appeared- half of it burried underground- other 'alf sticking out of the grass. Like I said I found a wanted poster inside. First thing I did was drop it on the floor- it was a poster of the Grey fox. I then realized I could not pick it back up. I suppose the sack that appeared from nowhere was the strangest part of the glitch!--[[User:Willyhead|Willyhead]] 15:19, 15 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== See clearly under water! ==&lt;br /&gt;
&lt;br /&gt;
This glitch is present in both [[Oblivion:Morrowind|Morrowind]], and oblivion(xbox versions), and is simple to do. For starters you need deep water, and you should have water breathing or be an argonian, because i don't know if you can drown while the water is clear. You must first go in water, with your head over the water line. Then you must slowly go downwards, too slow and it will take to long, and too fast, it will be very murky. If done right you can see under water clearly as on land (only in effect at a certain point).[[User:Ghost 998|Ghost 998]] 11:33, 16 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Get on top of Skingrad Castle ==&lt;br /&gt;
&lt;br /&gt;
allright, to do this glitch you dont need any paintbrush's, all you need is to go to the Skingrad Castle. Here are the steps:&lt;br /&gt;
&lt;br /&gt;
- when you enter the castle turn left, and walk up those little stairs.&lt;br /&gt;
&lt;br /&gt;
- Once there, you will see i big set of stairs straight ahead of you.&lt;br /&gt;
&lt;br /&gt;
- Walk towards them and jump on the side of the stairs.&lt;br /&gt;
&lt;br /&gt;
-makeyour way up the stairs till you get to the very top.&lt;br /&gt;
&lt;br /&gt;
- try to jump on the top of the roof, if you are on half way, just walk slowly around, and keep taping jump.&lt;br /&gt;
&lt;br /&gt;
-Once on you can ''''''kill as many guards as you like'''''', and they cant get you!!!&lt;br /&gt;
&lt;br /&gt;
-If you go exploring up there you can jump off the side and you will never touch the bottom, but you will reapeer in the castle!!! have fun!!!&lt;br /&gt;
([[User:Pinbal20|Pinbal20]] 11:47, 18 August 2007 (EDT))&lt;br /&gt;
&lt;br /&gt;
== Own a room for the rest of your life! 10 septims, ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Go to Cheydinhall. Now go to the Newfounders Lodge. Buy a room for the night. BUT next night you will find out that when you ask to rent a room again, she only says, But you already rented a room for the night. She will keep saying it, night after night, and you have a room for enternity, for only 10 septims.&lt;br /&gt;
&lt;br /&gt;
== Clarified Rules for Permanent Enchantments ==&lt;br /&gt;
&lt;br /&gt;
(from &amp;quot;Permanent Effects from Quest Items&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
The same glitch will occur with any enchanted item if you use one of the duplication glitches. First, duplicate two identical copies of the enchanted item. Equip one, then try to duplicate the non-equipped one. The duplication will forcibly remove the equipped copy of the item, too, and you will be left with the item's enchantment as a permanent effect. In order to maintain this effect, next equip an item that does not use any of the enchanted item's equipment slots.  An example would be to gain the permanent enchantment from a ring and then equip a shield, &amp;quot;sealing the deal&amp;quot; on the enchantment.  On the other hand, gaining a permanent enchantment from an outfit and then equipping greaves will undo the permanent enchantment. This can be done with multiple different enchanted items, as long as each item has a different name.&lt;br /&gt;
&lt;br /&gt;
== Poisoned Apple Glitch ==&lt;br /&gt;
&lt;br /&gt;
This glitch allows for a single poisoned apple to wipe out an entire city guard to it is as follows. step one: acquire poisoned apples step two: clear out all the food in a city barracks (tested in Bruma,) step three: place apple in the guards primary food source and clear out all other food from tables ect. step four: before any guard can take the poisoned apple you must leave the barracks and city until the regular food re-spawns in the barracks, which usually happens in about 1 game week. step five: re-enter town to find most all guards have gained the poisoned apple script effect even though only one apple was used.&lt;br /&gt;
&lt;br /&gt;
== Spazzing Flaming Guard ==&lt;br /&gt;
&lt;br /&gt;
I don't know if this works on every guard, but it worked on this one!&lt;br /&gt;
&lt;br /&gt;
If you see a mounted guard, cast weak fireball at him and he and his horse will totally spaz, running every direction, on fire. It's really funny to watch but is not important. BEWARE, you get a huge bounty. Oh, and it also works on mountain lions.&lt;br /&gt;
&lt;br /&gt;
== Tipped Chair ==&lt;br /&gt;
&lt;br /&gt;
I the five claws lodge, when doing the fighters' guild quest Drunk and Disorderly, on the right-hand side, (If you're going in from the front, facing forward,) you will see a coupe of tipped-over stools. if you highlight over them, you can sit even though the stool is tipped over. Only confirmed on Xbox360.&lt;br /&gt;
&lt;br /&gt;
Yeah I saw something like this on a run through Goblin Jim's Cave.&lt;br /&gt;
&lt;br /&gt;
== Underwater Torch ==&lt;br /&gt;
&lt;br /&gt;
(This has been tested on the Playstation3 version.)&lt;br /&gt;
Equip any form of Water Walking. Then equip a torch. Walk on water while looking down. You will swim, but if you take out a weapon or switch to third person, your torch will continue to burn!&lt;br /&gt;
&lt;br /&gt;
== Two Handed Weapons in One Hand ==&lt;br /&gt;
Okay, I found this glitch just recently, after finishing the KotN expansion for the Xbox 360 version. I am unsure if this has been posted, so sorry if it has. So, basically, I had just finished KotN and got Umaril's 2 handed sword, and I equipped it... I also had the full set of relics (beside weapon, but including shield)and I think a torch as well. I used the 2 handed sword to kill a knight, and because it gave me infamy, the shield was unequipped, and the torch equipped in my shield hand. The two handed sword was being held in the other hand, like a normal sword. It didn't affect gameplay though, as when I attacked, it showed the two handed sword animation. I will look into this later.&lt;br /&gt;
&lt;br /&gt;
== Get  Ayleid Long Sword or/and Ayleid Mace ==&lt;br /&gt;
&lt;br /&gt;
On the thieves guild quest &amp;quot;the ultimate heist&amp;quot; it is possible to get an Ayleid Long Sword or/and Ayleid Mace&lt;br /&gt;
&lt;br /&gt;
when at the part of the quest where you have to use Arrow of Extrication to open the door, try and kill the Ayleid guards with their weapon sheathed or in there inventory.&lt;br /&gt;
&lt;br /&gt;
I did this by having full Chameleon(100%) and attacking them&lt;br /&gt;
the Ayleid guards pulled out their weapon but put it back right away.&lt;br /&gt;
if you can kill them with weapon sheathed then you can loot the body and get the weapon. &lt;br /&gt;
if the weapon drops on ground then it crumbles in your hands and is gone&lt;br /&gt;
&lt;br /&gt;
the Ayleid weapons are not that good but both look very cool&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
sorry for any mistakes in advance&lt;/div&gt;</summary>
		<author><name>Bongo</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Containers&amp;diff=164577</id>
		<title>Oblivion talk:Containers</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Containers&amp;diff=164577"/>
		<updated>2007-09-12T09:00:04Z</updated>

		<summary type="html">&lt;p&gt;Bongo: /* Other 'Safe' Containers */  Well in castle skingrad courtyard&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Any additional information you may be able to provide would be greatly appreciated. The following areas specifically could use some help:&lt;br /&gt;
* images of containers. I play on a PS3 and don' have any decent way to capture images&lt;br /&gt;
* confirm if there is (or is not) a limit to the capacity of a container&lt;br /&gt;
* information on how long corpses last of dead &lt;br /&gt;
** named NPCs&lt;br /&gt;
** un-named NPCs&lt;br /&gt;
** creatures&lt;br /&gt;
&lt;br /&gt;
Thanks&lt;br /&gt;
--[[User:RobertDB|RobertDB]] 09:02, 24 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:By default all corpses will remain present for three days.  At the same time that random containers respawn, everything else in that area gets reset (corpses disappear, killed and unkilled creatures respawn, traps reset, etc.).&lt;br /&gt;
:Some creatures/NPCs, however, have the &amp;quot;quest&amp;quot; flag set to true in the construction set.  Those corpses will never disappear.  The flag is set independently of whether the enemy is NPC or creature, named or unnamed.  Typically it's used for actors who carry items necessary for quests, although there can be discrepancies.  For example, the patch fixed [[Oblivion:Vidkun|Vidkun]] so that he is a &amp;quot;quest&amp;quot; corpse preventing the [[Oblivion:Cheydinhal Recommendation|Cheydinhal Recommendation]] from being bugged when his corpse.&lt;br /&gt;
:On the other hand, there is also apparently a maximum number of corpses that will be kept in any one area.  Once there are more than about 10 corpses in a zone, the oldest ones will disappear as soon as you leave the zone.  When you reenter, the corpse will be missing and a live version of the corresponding NPC/creature will have respawned.  I've witnessed this unambiguously happening with test NPC corpses that I used at one point to figure out NPC statistics, but I haven't gone back to test exactly what the parameters are (i.e., exactly how many corpses are the maximum?  Is it both creature and NPC corpses?  Or is it 10 creature corpses plus another 10 NPC corpses?  Is there a game setting that controls this?)  If you're interested in investigating it, some dungeons where I've witnessed this happen while playing are [[Oblivion:Fort Blueblood|Fort Blueblood]] and [[Oblivion:Lost Boy Cavern|Lost Boy Cavern]].  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 17:15, 25 July 2007 (EDT)&lt;br /&gt;
::The list of NPCs whose corpses never disappear is longer than I thought so I'll list down the NPCs in a separate section below. There could be even more. --[[User:Sundaroct131088|Sundaroct131088]] 14:03, 5 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Disappearing Items ==&lt;br /&gt;
&lt;br /&gt;
Also when you stick lots of stuff in a container it will start to hide some of it&lt;br /&gt;
* Why does it do this?&lt;br /&gt;
* Anyway to turn off this hide feature&lt;br /&gt;
{{unsigned|24.219.204.227}}&lt;br /&gt;
&lt;br /&gt;
:It's not a feature, it's a glitch, which is why it's described at [[Oblivion:Glitches#Items Disappearing from Containers]].  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 16:11, 12 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Dropped Items ==&lt;br /&gt;
&lt;br /&gt;
I read somewhere that dropped items always remain, and are not cleared by regeneration.  I've seen some anecdotal evidence, e.g. maces and shields I've looted and then dropped remaining in dungeons well after the enemies and chests have regenerated, but I can't seem to locate that specific information here in the Wiki.  Perhaps (after someone can clarify/verify the regen. rules) this page should contain a note about items simply dropped on the floor, for later recovery or storage?  If there is a page that goes into more detail on the rules for zone regeneration, that should also be linked from this page.  --[[User:TheRayven|TheRayven]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The only other details regarding the regeneration trigger is the [[Oblivion:Dungeons#Loot|Loot]] section  of the article regarding [[Oblivion:Dungeons|Dungeons]]. The regeneration event seems to only apply to &amp;quot;containers&amp;quot;. So items dropped on the ground are never removed or cleaned up. I suspect there might be a few exceptions to that idea, like some quest related item, but in the cases I have checked it seems to work that way. I have had a pile of armour sitting outside my shack in the Imperial City for months. I have made some edits to the [[Oblivion:Containers|Containers]] article based on our comments. Thanks&lt;br /&gt;
--[[User:RobertDB|RobertDB]] 13:48, 24 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Other 'Safe' Containers ==&lt;br /&gt;
&lt;br /&gt;
I searched the rest of the Wiki and found references to what appear to be 'safe' containers. Can anybody confirm or deny if any of these containers are safe? It would make sense that these are safe containers since, in all cases, these containers are related to quests or contain quest items.&lt;br /&gt;
&lt;br /&gt;
*'''[[Oblivion:Cloud Ruler Temple|Cloud Ruler Temple]]''' - chest labeled &amp;quot;Armory&amp;quot; in the Temple Armory. Related quest: [[Oblivion:Cloud Ruler Temple|Cloud Ruler Temple]]&lt;br /&gt;
*'''[[Oblivion:Ghost_Ship_of_Anvil|Serpents Wake]]''' - All the sacks, the captain's chest, the chest (on top of the drawer) in the room to the right of the stairs and both chests on the lowest deck. Related quest: [[Oblivion:Ghost Ship of Anvil|Ghost Ship of Anvil]]&lt;br /&gt;
*'''[[Oblivion:Vahtacen|Vahtacen]]''' - a battered crate at H, two crates at G, and two small crates at F. Related quest: [[Oblivion:Vahtacen's Secret|Vahtacen's Secret]]&lt;br /&gt;
*'''[[Oblivion:Bloodmayne Cave|Bloodmayne Cave]]''' - one large chest. Related quest: [[Oblivion:The Fugitives|The Fugitives]]&lt;br /&gt;
*Chest at the Bravil Mages Guild. It is in a room on the second floor, it's the one directly across from the door leading to the first floor. Related Quest: ''Is there a related quest?''&lt;br /&gt;
*The well in castle skingrad courtyard is safe. At least until it is used as a dead drop during the dark brotherhood quest [[Oblivion:Broken Vows|Broken Vows]] (testing needed)&lt;br /&gt;
&lt;br /&gt;
'''Confirmed'''&lt;br /&gt;
*'''[[Oblivion:Aleswell|Aleswell]]''' - drawer (or chest?) in your room. Related quest: [[Oblivion:Zero Visibility|Zero Visibility]] quest.&lt;br /&gt;
*'''[[Oblivion:White Stallion Lodge|White Stallion Lodge]]''' - all barrels and crates (except [[Oblivion:Mazoga_the_Orc_%28person%29|Mazoga the Orc]] eats the food). Related quest: [[Oblivion:Knights of the White Stallion|Knights of the White Stallion]]&lt;br /&gt;
*'''[[Oblivion:Houses#Arcane_University|Arcane University]]''' - night stand in the Arch-Mage's private quarters. Relatredd quest: [[Oblivion:Confront The King|Confront The King]] (However, this article suggests it might not be safe [[Oblivion:Confront_The_King#Benefits_of_being_Arch-Mage|Benefits of being Arch-Mage]])&lt;br /&gt;
*'''[[Oblivion:Weynon Priory|Weynon Priory]]''' - Jauffre's chest. Related quest: [[Oblivion:Deliver the Amulet|Deliver the Amulet]]&lt;br /&gt;
*'''[[Oblivion:Fort Farragut|Fort Farragut]]''' - jewelry box. Related quest: [[Oblivion:The Purification|The Purification]]&lt;br /&gt;
*'''[[Oblivion:Wellspring Grove|Wellspring Grove]]''' - stone chest at C. Related quest: [[Oblivion:A Mage's Staff|A Mage's Staff]]&lt;br /&gt;
*'''[[Oblivion:Sandstone_Cavern#Zone_2:_Sandstone_Big_Rooms|Sandstone Cavern - Big Rooms]]''' - the Offering. Relat4d quest: [[Oblivion:The Sunken One|The Sunken One]]&lt;br /&gt;
*'''[[Oblivion:Greyland|Greyland]]''' - the one chest in the building (that initially contains skooma). Related quest: [[Oblivion:Raid on Greyland|Raid on Greyland]]&lt;br /&gt;
*'''[[Oblivion:Chorrol|Chorrol]]''' Mages Guild - '''[[Oblivion:Teekeeus|Teekeeus']]''' room - chest where he places the book &amp;quot;Fingers of the Mountain&amp;quot;. Related Quest: '''[[Oblivion:Fingers_of_the_Mountain|Fingers of the Mountain]]'''&lt;br /&gt;
*'''[[Oblivion:Swampy Cave|Swampy Cave]]''' - chest at location H. Related quest: [[Oblivion:Mystery at Harlun's Watch|Mystery at Harlun's Watch]]&lt;br /&gt;
*'''[[Oblivion:Lost_Boy_Cavern#Zone_4:_Lost_Boy.27s_Hidden_Bastion|Lost Boy's Cavern - Hidden Bastion]]''' - wooden chest at K. Related quest: [[Oblivion:Lich of Lost Boy Cavern|Lich of Lost Boy Cavern]]&lt;br /&gt;
&lt;br /&gt;
--[[User:RobertDB|RobertDB]] 17:36, 24 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Jauffre's chest is safe. Also, there is a chest in the Bravil Mages Guild that is safe. It is in a room on the second floor, it's the one directly across from the door leading to the first floor. And almost all sacks (sack or sack of grain) do not respawn.[[User:Shadownet Ninja|Shadownet Ninja]] 10:06, 1 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The Stone Chest, Arch Mage's Nightstand, Jewelry Box, Aleswell Drawer and the Offering are all safe. The Arch Mage's Nightstand is involved in the [[Oblivion:Misdirection|Misdirection]] quest by the way. --[[User:Sundaroct131088|Sundaroct131088]] 15:37, 3 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Lonavo's chest at Greyland and Teekeus' chest at the Chorrol Mages Guild are safe. Also I guess all the containers where the various Dead Drop orders are dropped for the Dark Brotherhood quests may  be safe because they're also involved in quests. The Hollowed-Out Rock at Bogwater where Scar-Tail's treasure is initially stashed may also be safe. However, most of these locations are somehwere out in the wilderness(or even in ruins) so it may not be very practical to use them. --[[User:Sundaroct131088|Sundaroct131088]] 14:57, 5 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The chests at Swampy Cave and Lost Boy's Hidden Bastion are also safe. --[[User:Sundaroct131088|Sundaroct131088]] 09:08, 7 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Shadowmere ==&lt;br /&gt;
&lt;br /&gt;
Knocking Shadowmere unconscious allows you to access her inventory and place items into it. You can then retrieve them later or add new items(her inventory never resets) by knocking her out again. I believe she's got unlimited inventory space too. The only downside is that you may get a bounty/expelled from guilds for attacking her, so you'll need to be careful(do it somewhere secluded, or just ride her recklessly). But still, she's a safe, movable container. --[[User:Sundaroct131088|Sundaroct131088]] 14:03, 5 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== List of NPCs whose corpses never disappear ==&lt;br /&gt;
&lt;br /&gt;
[[Oblivion:Alval_Uvani|Alval Uvani]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Arnora_Auria|Arnora Auria]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Prior_Maborel|Prior Maborel]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Brother_Piner|Brother Piner]]&amp;lt;br&amp;gt;&lt;br /&gt;
All Mythic Dawn Assassins who attack Weynon Priory&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Umbacano|Umbacano/King Of Nenalata]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Claude_Maric|Cluade Maric]]&amp;lt;br&amp;gt;&lt;br /&gt;
Kurdan's Hunters&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Glarthir|Glarthir]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Telaendril|Telaendril]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Jauffre|Jauffre]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Zahrasha|Zahrasha]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Eletta|Eletta]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Agarmir|Agarmir]] (only 95% sure)&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bongo</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Containers&amp;diff=164576</id>
		<title>Oblivion talk:Containers</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Containers&amp;diff=164576"/>
		<updated>2007-09-12T08:45:37Z</updated>

		<summary type="html">&lt;p&gt;Bongo: /* List of NPCs whose corpses never disappear */  Agarmir&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Any additional information you may be able to provide would be greatly appreciated. The following areas specifically could use some help:&lt;br /&gt;
* images of containers. I play on a PS3 and don' have any decent way to capture images&lt;br /&gt;
* confirm if there is (or is not) a limit to the capacity of a container&lt;br /&gt;
* information on how long corpses last of dead &lt;br /&gt;
** named NPCs&lt;br /&gt;
** un-named NPCs&lt;br /&gt;
** creatures&lt;br /&gt;
&lt;br /&gt;
Thanks&lt;br /&gt;
--[[User:RobertDB|RobertDB]] 09:02, 24 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:By default all corpses will remain present for three days.  At the same time that random containers respawn, everything else in that area gets reset (corpses disappear, killed and unkilled creatures respawn, traps reset, etc.).&lt;br /&gt;
:Some creatures/NPCs, however, have the &amp;quot;quest&amp;quot; flag set to true in the construction set.  Those corpses will never disappear.  The flag is set independently of whether the enemy is NPC or creature, named or unnamed.  Typically it's used for actors who carry items necessary for quests, although there can be discrepancies.  For example, the patch fixed [[Oblivion:Vidkun|Vidkun]] so that he is a &amp;quot;quest&amp;quot; corpse preventing the [[Oblivion:Cheydinhal Recommendation|Cheydinhal Recommendation]] from being bugged when his corpse.&lt;br /&gt;
:On the other hand, there is also apparently a maximum number of corpses that will be kept in any one area.  Once there are more than about 10 corpses in a zone, the oldest ones will disappear as soon as you leave the zone.  When you reenter, the corpse will be missing and a live version of the corresponding NPC/creature will have respawned.  I've witnessed this unambiguously happening with test NPC corpses that I used at one point to figure out NPC statistics, but I haven't gone back to test exactly what the parameters are (i.e., exactly how many corpses are the maximum?  Is it both creature and NPC corpses?  Or is it 10 creature corpses plus another 10 NPC corpses?  Is there a game setting that controls this?)  If you're interested in investigating it, some dungeons where I've witnessed this happen while playing are [[Oblivion:Fort Blueblood|Fort Blueblood]] and [[Oblivion:Lost Boy Cavern|Lost Boy Cavern]].  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 17:15, 25 July 2007 (EDT)&lt;br /&gt;
::The list of NPCs whose corpses never disappear is longer than I thought so I'll list down the NPCs in a separate section below. There could be even more. --[[User:Sundaroct131088|Sundaroct131088]] 14:03, 5 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Disappearing Items ==&lt;br /&gt;
&lt;br /&gt;
Also when you stick lots of stuff in a container it will start to hide some of it&lt;br /&gt;
* Why does it do this?&lt;br /&gt;
* Anyway to turn off this hide feature&lt;br /&gt;
{{unsigned|24.219.204.227}}&lt;br /&gt;
&lt;br /&gt;
:It's not a feature, it's a glitch, which is why it's described at [[Oblivion:Glitches#Items Disappearing from Containers]].  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 16:11, 12 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Dropped Items ==&lt;br /&gt;
&lt;br /&gt;
I read somewhere that dropped items always remain, and are not cleared by regeneration.  I've seen some anecdotal evidence, e.g. maces and shields I've looted and then dropped remaining in dungeons well after the enemies and chests have regenerated, but I can't seem to locate that specific information here in the Wiki.  Perhaps (after someone can clarify/verify the regen. rules) this page should contain a note about items simply dropped on the floor, for later recovery or storage?  If there is a page that goes into more detail on the rules for zone regeneration, that should also be linked from this page.  --[[User:TheRayven|TheRayven]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The only other details regarding the regeneration trigger is the [[Oblivion:Dungeons#Loot|Loot]] section  of the article regarding [[Oblivion:Dungeons|Dungeons]]. The regeneration event seems to only apply to &amp;quot;containers&amp;quot;. So items dropped on the ground are never removed or cleaned up. I suspect there might be a few exceptions to that idea, like some quest related item, but in the cases I have checked it seems to work that way. I have had a pile of armour sitting outside my shack in the Imperial City for months. I have made some edits to the [[Oblivion:Containers|Containers]] article based on our comments. Thanks&lt;br /&gt;
--[[User:RobertDB|RobertDB]] 13:48, 24 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Other 'Safe' Containers ==&lt;br /&gt;
&lt;br /&gt;
I searched the rest of the Wiki and found references to what appear to be 'safe' containers. Can anybody confirm or deny if any of these containers are safe? It would make sense that these are safe containers since, in all cases, these containers are related to quests or contain quest items.&lt;br /&gt;
&lt;br /&gt;
*'''[[Oblivion:Cloud Ruler Temple|Cloud Ruler Temple]]''' - chest labeled &amp;quot;Armory&amp;quot; in the Temple Armory. Related quest: [[Oblivion:Cloud Ruler Temple|Cloud Ruler Temple]]&lt;br /&gt;
*'''[[Oblivion:Ghost_Ship_of_Anvil|Serpents Wake]]''' - All the sacks, the captain's chest, the chest (on top of the drawer) in the room to the right of the stairs and both chests on the lowest deck. Related quest: [[Oblivion:Ghost Ship of Anvil|Ghost Ship of Anvil]]&lt;br /&gt;
*'''[[Oblivion:Vahtacen|Vahtacen]]''' - a battered crate at H, two crates at G, and two small crates at F. Related quest: [[Oblivion:Vahtacen's Secret|Vahtacen's Secret]]&lt;br /&gt;
*'''[[Oblivion:Bloodmayne Cave|Bloodmayne Cave]]''' - one large chest. Related quest: [[Oblivion:The Fugitives|The Fugitives]]&lt;br /&gt;
*Chest at the Bravil Mages Guild. It is in a room on the second floor, it's the one directly across from the door leading to the first floor. Related Quest: ''Is there a related quest?''&lt;br /&gt;
&lt;br /&gt;
'''Confirmed'''&lt;br /&gt;
*'''[[Oblivion:Aleswell|Aleswell]]''' - drawer (or chest?) in your room. Related quest: [[Oblivion:Zero Visibility|Zero Visibility]] quest.&lt;br /&gt;
*'''[[Oblivion:White Stallion Lodge|White Stallion Lodge]]''' - all barrels and crates (except [[Oblivion:Mazoga_the_Orc_%28person%29|Mazoga the Orc]] eats the food). Related quest: [[Oblivion:Knights of the White Stallion|Knights of the White Stallion]]&lt;br /&gt;
*'''[[Oblivion:Houses#Arcane_University|Arcane University]]''' - night stand in the Arch-Mage's private quarters. Relatredd quest: [[Oblivion:Confront The King|Confront The King]] (However, this article suggests it might not be safe [[Oblivion:Confront_The_King#Benefits_of_being_Arch-Mage|Benefits of being Arch-Mage]])&lt;br /&gt;
*'''[[Oblivion:Weynon Priory|Weynon Priory]]''' - Jauffre's chest. Related quest: [[Oblivion:Deliver the Amulet|Deliver the Amulet]]&lt;br /&gt;
*'''[[Oblivion:Fort Farragut|Fort Farragut]]''' - jewelry box. Related quest: [[Oblivion:The Purification|The Purification]]&lt;br /&gt;
*'''[[Oblivion:Wellspring Grove|Wellspring Grove]]''' - stone chest at C. Related quest: [[Oblivion:A Mage's Staff|A Mage's Staff]]&lt;br /&gt;
*'''[[Oblivion:Sandstone_Cavern#Zone_2:_Sandstone_Big_Rooms|Sandstone Cavern - Big Rooms]]''' - the Offering. Relat4d quest: [[Oblivion:The Sunken One|The Sunken One]]&lt;br /&gt;
*'''[[Oblivion:Greyland|Greyland]]''' - the one chest in the building (that initially contains skooma). Related quest: [[Oblivion:Raid on Greyland|Raid on Greyland]]&lt;br /&gt;
*'''[[Oblivion:Chorrol|Chorrol]]''' Mages Guild - '''[[Oblivion:Teekeeus|Teekeeus']]''' room - chest where he places the book &amp;quot;Fingers of the Mountain&amp;quot;. Related Quest: '''[[Oblivion:Fingers_of_the_Mountain|Fingers of the Mountain]]'''&lt;br /&gt;
*'''[[Oblivion:Swampy Cave|Swampy Cave]]''' - chest at location H. Related quest: [[Oblivion:Mystery at Harlun's Watch|Mystery at Harlun's Watch]]&lt;br /&gt;
*'''[[Oblivion:Lost_Boy_Cavern#Zone_4:_Lost_Boy.27s_Hidden_Bastion|Lost Boy's Cavern - Hidden Bastion]]''' - wooden chest at K. Related quest: [[Oblivion:Lich of Lost Boy Cavern|Lich of Lost Boy Cavern]]&lt;br /&gt;
&lt;br /&gt;
--[[User:RobertDB|RobertDB]] 17:36, 24 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Jauffre's chest is safe. Also, there is a chest in the Bravil Mages Guild that is safe. It is in a room on the second floor, it's the one directly across from the door leading to the first floor. And almost all sacks (sack or sack of grain) do not respawn.[[User:Shadownet Ninja|Shadownet Ninja]] 10:06, 1 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The Stone Chest, Arch Mage's Nightstand, Jewelry Box, Aleswell Drawer and the Offering are all safe. The Arch Mage's Nightstand is involved in the [[Oblivion:Misdirection|Misdirection]] quest by the way. --[[User:Sundaroct131088|Sundaroct131088]] 15:37, 3 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Lonavo's chest at Greyland and Teekeus' chest at the Chorrol Mages Guild are safe. Also I guess all the containers where the various Dead Drop orders are dropped for the Dark Brotherhood quests may  be safe because they're also involved in quests. The Hollowed-Out Rock at Bogwater where Scar-Tail's treasure is initially stashed may also be safe. However, most of these locations are somehwere out in the wilderness(or even in ruins) so it may not be very practical to use them. --[[User:Sundaroct131088|Sundaroct131088]] 14:57, 5 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The chests at Swampy Cave and Lost Boy's Hidden Bastion are also safe. --[[User:Sundaroct131088|Sundaroct131088]] 09:08, 7 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Shadowmere ==&lt;br /&gt;
&lt;br /&gt;
Knocking Shadowmere unconscious allows you to access her inventory and place items into it. You can then retrieve them later or add new items(her inventory never resets) by knocking her out again. I believe she's got unlimited inventory space too. The only downside is that you may get a bounty/expelled from guilds for attacking her, so you'll need to be careful(do it somewhere secluded, or just ride her recklessly). But still, she's a safe, movable container. --[[User:Sundaroct131088|Sundaroct131088]] 14:03, 5 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== List of NPCs whose corpses never disappear ==&lt;br /&gt;
&lt;br /&gt;
[[Oblivion:Alval_Uvani|Alval Uvani]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Arnora_Auria|Arnora Auria]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Prior_Maborel|Prior Maborel]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Brother_Piner|Brother Piner]]&amp;lt;br&amp;gt;&lt;br /&gt;
All Mythic Dawn Assassins who attack Weynon Priory&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Umbacano|Umbacano/King Of Nenalata]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Claude_Maric|Cluade Maric]]&amp;lt;br&amp;gt;&lt;br /&gt;
Kurdan's Hunters&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Glarthir|Glarthir]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Telaendril|Telaendril]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Jauffre|Jauffre]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Zahrasha|Zahrasha]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Eletta|Eletta]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Agarmir|Agarmir]] (only 95% sure)&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bongo</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Tutorial&amp;diff=140907</id>
		<title>Oblivion:Tutorial</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Tutorial&amp;diff=140907"/>
		<updated>2007-07-11T11:24:12Z</updated>

		<summary type="html">&lt;p&gt;Bongo: Logged in and tidied up my last unsigned edit (about loot)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Oblivion Quests Main Trail}}&lt;br /&gt;
&lt;br /&gt;
{{Quest Header|Giver=[[Oblivion:Uriel Septim VII|Uriel Septim VII]]&lt;br /&gt;
|Start=[[{{NAMESPACE}}:Imperial Prison Sewers|Imperial Prison Sewers]]&lt;br /&gt;
|Reward=None&lt;br /&gt;
|ID=MQ01&lt;br /&gt;
|Prev=None&lt;br /&gt;
|Next=[[{{NAMESPACE}}:Deliver the Amulet|Deliver the Amulet]]&lt;br /&gt;
|Loc=[[{{NAMESPACE}}:Imperial Prison Sewers|Imperial Prison Sewers]]&lt;br /&gt;
|Image=Uriel septim.JPG&lt;br /&gt;
|ImgDesc=Uriel Septim VII, The Emperor&lt;br /&gt;
}}&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
# Walk up to the cell door and speak with the other prisoner.&lt;br /&gt;
# Follow the passage through the secret escape route.&lt;br /&gt;
# Meet back with the emperor and continue to follow him.&lt;br /&gt;
# Take the [[Oblivion:Amulet of Kings|Amulet of Kings]] and exit the sewers.&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
===In The Prison===&lt;br /&gt;
You begin the game in a prison cell with little more than some beat up clothing. As you explore the cell and walk up to the prison door, a fellow in-mate in the opposite cell talks rudely towards you. When he's finished, the emperor and three of his guards come to your cell and are upset to find you in it. They will order you to stand beside the window, and will escort the emperor inside the cell when you do. The emperor recognizes you from a prophetic dream, and he explains that his &amp;quot;[[Oblivion:Blades|Blades]]&amp;quot; are leading him through a secret escape route. He pardons you of any crimes you might have committed, and allows you to follow him for a while.&lt;br /&gt;
&lt;br /&gt;
===Alternate Passage===&lt;br /&gt;
The emperor's blades soon force you to stay behind, and you must find another way out of the prison. As you look around, some rats knock down an unstable section of a wall and begin to attack you (Don't forget to pick up the Katana off the dead Blades Captain). Kill them, and walk through the hole to find a lost cavern. Proceed through the cavern, killing the rats, goblins, and a zombie, building your skills along the way.&lt;br /&gt;
&lt;br /&gt;
There are many hidden things along this path like an average chest, a sack, a wine barrel, coins, a flax tunic on the ground, and other interesting things. Almost everything in the tutorial is preset, though you can still find different things in some crates(i.e. Burgundy Linens to Hourglasses).&lt;br /&gt;
&lt;br /&gt;
===Reuniting with the Emperor===&lt;br /&gt;
After passing through the [[Oblivion:Natural Caverns|Natural Caverns]], you find yourself back in the escape route as the emperor and his guards reach the same part of the route. The emperor demands that you be allowed to follow, and assist him in any way possible. The [[Oblivion:Blades|Blades]] are more reluctant, but follow his orders.&lt;br /&gt;
&lt;br /&gt;
Along this path you can find two chests: One overlooking a small area with nearby stairs, the other in plain sight near the sewer door.&lt;br /&gt;
&lt;br /&gt;
===Emperor's Last Request===&lt;br /&gt;
Eventually, the assassins will surround you and the emperor. He will tell you to take his [[Oblivion:Amulet of Kings|Amulet of Kings]] to [[Oblivion:Jauffre|Jauffre]], as he knows where to find the emperor's last son.  The emperor is then murdered by an assassin. After the fight, talk to [[Oblivion:Baurus|Baurus]], choose a class, and get his key in order to exit the door and eventually exit the sewers (when you go out the katanas will be taken.)&lt;br /&gt;
&lt;br /&gt;
==Suggestions==&lt;br /&gt;
* If you are playing Oblivion for the first time, you may want to read the page for [[Oblivion:First Time Players|First Time Players]].&lt;br /&gt;
* Don't be afraid to train some of your skills some, particularly since the enemies here don't put up too much of a fight. However, the details of skill increases during the tutorial are a bit quirky, see [[Oblivion:Character_Creation#Character_Changes_during_the_Tutorial|Character Creation]] for details.&lt;br /&gt;
* Getting the assassins to attack you may get you killed. Let the [[Oblivion:Blades|Blades]] handle them until they tell you to guard the emperor.&lt;br /&gt;
* The female Blade captain Renault drops an [[Oblivion:Weapons#Akaviri Katanas|Akaviri Katana]] when she is killed by the assassins, as does Glenroy. These are much better weapons than anything else available prior to leaving the sewers, so is very useful until Baurus takes them from you when he gives you his key.&lt;br /&gt;
*Save before leaving the sewers, and keep the save. This way if you ever want to start Oblivion again you can skip the tutorial, and change your class and birthsign before leaving.&lt;br /&gt;
*There are a few glitches you can experience. Sometimes the assassins will get stuck up on a ledge. If you jump carefully, you can attack and kill them or jump up onto the platform and kill them. Another is when the assassins won't attack you until the [[Oblivion:Blades|Blades]] see them this has no repercussions whatsoever. Walking towards the blades will trigger the attack.&lt;br /&gt;
*It is possible to keep one of the katanas when protecting the emperor. If you don't return to the emperor and carry on fighting then Baurus' katana will eventually break. He will throw it down and you can pick it up and repair it. He will not take it from you when he takes Renault's and Glenroy's.&lt;br /&gt;
*Depending on your character's class and how you want to role-play, consider keeping the [[Oblivion:Clothing#Wrists|Wrist Irons]] you start with. They have zero weight, can be enchanted, and are the only non-armor enchantable item that can be worn on the hands... very useful for a non-armored character (such as a mage.) Without DLC plug-ins or mods, this is this the only set in the game, so choose the enchantment carefully.&lt;br /&gt;
*When you emerge from the [[Oblivion:Natural Caverns|Natural Caverns]] to rejoin the Emperor, Baurus and Glenroy, you'll be on a raised area that they can't get to and they have no ranged weapons or spells. You can practice your Marksman and Destruction (starting Flare spell) skills on them; they are all unkillable. Baurus and Glenroy will try to attack, but when you're done, jump down and talk to the Emperor and all will be well. You'll get a bounty if you hit the Emperor too many times, but any bounty will be cleared when you exit the sewers at the end of the tutorial.&lt;br /&gt;
*Do not attempt to pickpocket the Amulet of Kings.  The guards will attack you if you do.&lt;br /&gt;
*You will find plenty of loot on your way out which can be sold for a good price on the outside. Problem is that it is way too much to carry in one go and you can't return later to pick it up as the way back will be closed. Nonetheless, with proper planning you should be able to bring it all. There are 4 &amp;quot;points of no return&amp;quot;. The first is where the tunnel from the natural caverns enters the Imperial Subterrane, just stand in the opening and drop your loot on the floor below, then jump down. The second is the door from Imperial subterrane to The Sanctum, this is a one-way door. Just gather your loot on the floor close to the door, pick it all up and activate the door, the door will work even when you are over-encumbered. In the Sanctum you will find the third point of no return, on the bottom of the stairs, a gate will be raised to set the assassins trap. On both sides of the stairs there are 'ditches', dump your loot down one of them before you proceed down the stairs. The fourth and final point of no return is the exit from the sewers but as it will remain open until you have delievered the amulet, you are in no hurry. Sell your loot in the market district, it should net you 1000-1500 septims depending on how much you are willing to part with.&lt;br /&gt;
{{Quest Footer|Next=[[{{NAMESPACE}}:Deliver the Amulet|Deliver the Amulet]]|Up=[[{{NAMESPACE}}:Main Quest|Main Quest]]}}&lt;/div&gt;</summary>
		<author><name>Bongo</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Marksman&amp;diff=129938</id>
		<title>Oblivion:Marksman</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Marksman&amp;diff=129938"/>
		<updated>2007-06-08T11:54:15Z</updated>

		<summary type="html">&lt;p&gt;Bongo: custom spells for successful sniping&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skills Summary&lt;br /&gt;
|Image=MarksmanTitle.gif&lt;br /&gt;
|Attrib=Agility&lt;br /&gt;
|Special=Stealth&lt;br /&gt;
|ExTrail=[[Oblivion:Combat|Combat]]&lt;br /&gt;
}}&lt;br /&gt;
'''Marksman''' is the art of using [[Oblivion:Weapons#Bows|bows]] and [[Oblivion:Ammunition|arrows]]. There are no crossbows or other ranged weapons in the game. While the trajectory of the arrow is predetermined and marksman skill doesn't change your accuracy, it significantly increases the damage of a ranged attack.&lt;br /&gt;
&lt;br /&gt;
==Mastery==&lt;br /&gt;
===Mastery Perks===&lt;br /&gt;
* A '''Novice''' (marksman &amp;lt; 25) suffers normal fatigue loss when drawing a bow.&lt;br /&gt;
* An '''Apprentice''' (marksman 25-49) suffers no fatigue loss when drawing a bow.&lt;br /&gt;
* A '''Journeyman''' (marksman 50-74) has the ability to zoom when drawing a bow by holding the ''block'' button.&lt;br /&gt;
** This can be particularly useful in dark environments, like caves or outdoors at night.&lt;br /&gt;
* An '''Expert's''' (marksman 75-99) successful hit has a chance of ''knockdown''.&lt;br /&gt;
** This is especially useful against melee fighters, since it will send them flying back, providing you more time to do some damage.&lt;br /&gt;
** The knockdown is not guaranteed, so it should not be relied upon.&lt;br /&gt;
* A '''Master's''' (marksman 100) successful hit has a chance of [[Oblivion:Paralyze|paralysis]].&lt;br /&gt;
** When you paralyze your opponent you can use a secondary melee weapon to quickly inflict a lot of damage.  When they start to get up, you still have enough time to back off and take another shot.&lt;br /&gt;
** Paralysis is not guaranteed, so it should not be relied upon.&lt;br /&gt;
* While the melee-oriented skills of [[Oblivion:Blade|Blade]], [[Oblivion:Block|Block]], and [[Oblivion:Hand to Hand|Hand to Hand]] require a slower ''power attack'' to deliver knockdown/paralysis effects, an Expert/Master marksman simply uses their normal attack to deliver those same effects.&lt;br /&gt;
&lt;br /&gt;
===Skill Benefits===&lt;br /&gt;
&lt;br /&gt;
Improving your marksman skill increases the [[Oblivion:The Complete Damage Formula|damage]] that you do, as reflected in the damage shown for bows and arrows in your inventory.  Your skill also determines the distance that your arrow will travel.&lt;br /&gt;
&lt;br /&gt;
===Skill Increases===&lt;br /&gt;
The only way to increase your skill level is to successfully hit a live target.  You gain 0.8 experience points per successful hit, regardless of damage inflicted.  The archery targets found at most [[Oblivion:Fighters Guild|Fighters Guilds]] can be useful for you, the player, to learn how to fire more accurately, but do not help to improve your character's skill level, i.e. does not give you experience point.&lt;br /&gt;
&lt;br /&gt;
General tips on how to increase your marksman skill are provided at [[Oblivion:Increasing Skills#General  Combat Strategies|General Combat Strategies]].&lt;br /&gt;
&lt;br /&gt;
One useful technique specifically for marksmanship is to find an enclosure with a gate, then attract the attention of a hostile creature, preferably one without ranged attacks. Lure him into the enclosure and close the gate. You can now shower him with arrows as he is unable to escape or harm you. This also works the other way around, with you inside the enclosure. If the creature loses interest and leaves because it cannot get to you, you can always get it back by opening the gate for a while. Use low quality weapons (i.e., cheap iron arrows) to make the training session last longer.&lt;br /&gt;
&lt;br /&gt;
See also:&lt;br /&gt;
* '''[[Oblivion:Increasing Skills#Agility|Increasing Skills]]''': Tips on how to improve your skills semi-naturally.&lt;br /&gt;
* '''[[Oblivion:Trainers#Marksman|Trainers]]''': Pay for marksmanship lessons.&lt;br /&gt;
* '''[[Oblivion:Marksman Training|Marksman Training]]''': A quest to receive [[Oblivion:Master Training|Master Training]] when your skill exceeds 70.&lt;br /&gt;
* '''[[Oblivion:Skill Books#Marksman|Skill Books]]''': Books that provide lessons in marksman.&lt;br /&gt;
* '''[[Oblivion:Increasing Attributes#Agility|Increasing Attributes]]''': Tips on training skills to improve the [[Oblivion:Agility|Agility]] attribute.&lt;br /&gt;
* '''[[Oblivion:Free Skill Boosts|Free Skill Boosts]]''': One free marksman skill boost (for 2 points) is available by completing the quest [[Oblivion:Whodunit?|Whodunit?]].&lt;br /&gt;
&lt;br /&gt;
===Dialogue===&lt;br /&gt;
When your skill reaches 70 or higher, NPCs will start saying: &amp;quot;You have the eyes of a trained marksman.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
The following races provide initial skill bonuses in marksman:&lt;br /&gt;
* +5 bonus: [[Oblivion:Dunmer|Dunmer]]&lt;br /&gt;
* +10 bonus: [[Oblivion:Bosmer|Bosmer]]&lt;br /&gt;
&lt;br /&gt;
The following standard classes include Marksman as a major skill:&lt;br /&gt;
* [[Oblivion:Classes#Acrobat|Acrobat]], [[Oblivion:Classes#Agent|Agent]], [[Oblivion:Classes#Archer|Archer]], [[Oblivion:Classes#Assassin|Assassin]], [[Oblivion:Classes#Monk|Monk]], [[Oblivion:Classes#Thief|Thief]], [[Oblivion:Classes#Witchhunter|Witchhunter]]&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
Archery requires both a '''bow''' and an '''arrow''', both of which must be equipped in your inventory to be able to fire a shot.  The total damage done is the sum of the damage due to the bow and the damage due to the arrow.  Both bows and arrows can be '''enchanted''', although [[Oblivion:Enchanting|custom enchantments]] are only possible for bows.  '''[[Oblivion:Potions#Poisons|Poison]]''' can also be used to increase archery damage; poison is only applied to the bow.&lt;br /&gt;
&lt;br /&gt;
Enemies who are [[Oblivion:Resist Normal Weapons|immune to normal weapons]] can be hurt with silver, daedric or magical arrows, or with ''any'' arrows shot from a silver, magical or daedric bow.  Poison can also be used; note that even enemies who are immune both to poison and normal weapons (like [[Oblivion:Undead#Ghosts|ghosts]]) will be hurt by poisoned normal arrows (although the poison effect will be resisted).&lt;br /&gt;
&lt;br /&gt;
===Bows===&lt;br /&gt;
[[Oblivion:Weapons#Bows|Bows]], like all other weapons, can be made of various materials ranging from Rusty Iron (the poorest quality and least damage) to Daedric (the best quality and most damage). A wide range of [[Oblivion:Generic Magic Weapons|enchanted bows]] can be also be obtained, [[Oblivion:Enchanting|custom enchantments]] are also possible.&lt;br /&gt;
&lt;br /&gt;
Here is a short list of some notable bows.&lt;br /&gt;
*Black bows are the best bows available at level 1.  They can be obtained from [[Oblivion:Rockmilk Cave|Rockmilk Cave]], with or without completing the related quest, [[Oblivion:Knights of the White Stallion (quest)|Knights of the White Stallion]].&lt;br /&gt;
*[[Oblivion:Bound Weapon|Bound bows]] can be aquired using [[Oblivion:List of Spells by Effect#Bound Weapon|spells]] or from [[Oblivion:Magical Stones#Sidri-Ashak Rune Stones|Sidri-Ashak Rune Stones]]. By using the [[Oblivion:Glitches#Permanent Bound Item|permanent bound item glitch]] you can get a good bow (better than elven) that is weightless, works on creatures who are [[Oblivion:Resist Normal Weapons|immune to normal weapons]], and can be enchanted. &lt;br /&gt;
*[[Oblivion:Leveled_Items#Shadowhunt|Shadowhunt]]. At high levels, the [[Oblivion:Turn Undead|Turn Undead]] effect available from this bow is higher than any other available in the game.&lt;br /&gt;
*[[Oblivion:Leveled Items#Hatreds Soul|Hatreds Soul]] is the strongest bow in the game if acquired at a high level. Even when discharged the level 19+ version is stronger than a daedric bow and much lighter. Found in [[Oblivion:Random Oblivion World 2|Random Oblivion World 2]]. &lt;br /&gt;
&lt;br /&gt;
In order to use '''[[Oblivion:Potions#Poisons|poison]]''', you apply the poison to the bow.  Therefore, the bow you wish to use must currently be your equipped weapon.  Select the poison you wish to use from your inventory, and you will be asked whether you wish to poison the bow.  Because the poison is applied to the bow, you can still switch arrows, and the poison effect will remain. It will be added only to the next arrow you fire from that bow. If you miss your shot, the dose of poison is lost (the arrow on the ground is not poisoned anymore).&lt;br /&gt;
&lt;br /&gt;
Have in mind, that every arrow shot from the bow (no matter if it hits or misses), damages the bow, making it less effective.&lt;br /&gt;
&lt;br /&gt;
===Arrows===&lt;br /&gt;
[[Oblivion:Ammunition|Arrows]] also come in many materials, ranging from Iron to Daedric.  When you equip a quiver of arrows, those arrows stay equipped even if you use a melee weapon, so hotkeying your arrows is not necessary.  If you wish to rapidly change arrows (i.e. from one enchantment to another), however, hotkeys can be useful.  When you run out of the specific type of arrows that are equipped you will no longer be able to use your bow, until you select another type of arrow from your inventory.&lt;br /&gt;
&lt;br /&gt;
Custom enchantments for arrows are not possible.  However, you can find [[Oblivion:Ammunition#Magic|enchanted arrows]] in loot and purchase them from merchants (as with all items, the best quality ones can only be found in loot, not purchased).  If you have the [[Oblivion:Unearthing Mehrunes Razor|Unearthing Mehrunes Razor]] plugin many arrows can be found there.&lt;br /&gt;
&lt;br /&gt;
===Enchantments===&lt;br /&gt;
The best enchantments to use on your bows and arrows depend upon the desired effect.&lt;br /&gt;
* For '''maximum damage''', [[Oblivion:Elemental Damage|Elemental Damage]] can be very effective, in particular if you choose an element for which your target has a natural [[Oblivion:Creature_Resistances|weakness]].&lt;br /&gt;
* '''[[Oblivion:Absorb Health|Absorb Health]]''' is also good, because it will increase your health as well as damaging theirs.&lt;br /&gt;
* Another tactic is to enchant a bow with '''[[Oblivion:Calm|calming]]''' effects, so that every arrow that hits makes your target put away his weapon.&lt;br /&gt;
* Try a '''[[Oblivion:Burden|Burden]]''' or '''[[Oblivion:Drain Strength|Drain Strength]]''' enchantment, which if strong enough can freeze your target in place, allowing you to get in multiple easy shots.&lt;br /&gt;
* Soul trap for at least 1 sec is very useful for keeping your enchanted bow fully charged.&lt;br /&gt;
&lt;br /&gt;
===Custom Spells===&lt;br /&gt;
Proper use of magic may allow you to do more damage to an opponent. Ideally, you want to make a custom spell that weaken your target while strengthening yourself.&lt;br /&gt;
&lt;br /&gt;
Here are some good effects you may want to consider using for your custom spell, just make sure the effects last long enough for your arrow to find its target. &lt;br /&gt;
[[Oblivion:Weakness to Magic|Weakness to Magic]], weakness to elemental damage, [[Oblivion:Drain Health|Drain Health]] , [[Oblivion:Paralyze|Paralyze]], all on target.&lt;br /&gt;
[[Oblivion:Fortify Skill|Fortify Marksman]] and [[Oblivion:Invisibility|Invisibility]], both on self.&lt;br /&gt;
&lt;br /&gt;
Tailormake the spell for the bow you plan to use. Weakness to magic is an obvious choice for any enchanted bow while elemental damage needs to be tailored to your specific bow. Drain health gives a useful extra boost while paralyze can make sure your target remains in place long enough for you to hit him with an arrow.&lt;br /&gt;
Fortify marksman makes your attack even deadlier (fortify agility and luck may also help here) while invisibility makes sure you remain undetected.&lt;br /&gt;
&lt;br /&gt;
==Using a Bow and Arrow==&lt;br /&gt;
It is worth practicing using your bow and arrow on a practice target to learn how to aim; this will not improve your character's marksman skill, but will allow you to learn how to aim.  Since arrows fly in a ballistic curve, you need to aim somewhat higher than your target (depending upon the distance).  One good place is to practice is the archery range behind the [[Oblivion:Chorrol|Chorrol]] [[Oblivion:Fighters Guild|Fighters Guild]].&lt;br /&gt;
&lt;br /&gt;
Position yourself a good distance from the target (e.g., the distance 3-4 seconds of running backwards takes you).  Press and hold the attack button; a quick press and release will only drop the arrow immediately in front of you. Aim your crosshairs slightly above where you want to hit – for the target practice, this means about the top of the red circle. Against an actual person, depending on how far away you are you will aim for their head or above; remember that arrows will drop as they fly. Release the attack button, and watch the arrow fly!&lt;br /&gt;
&lt;br /&gt;
Before you leave to check on where you hit, mark your location with a piece of dropped equipment. That way you can keep practicing from the same distance and improve your aim. Go and see where your arrow is. If it is stuck in low, aim higher and try again. If it’s too high, aim lower. Keep practicing until you get it right, and try and remember how far the target is. When you’re firing at an enemy, knowing the distance and how high above your target you have to aim is essential. Keep on practicing farther and farther back, marking your place with equipment to aid you. The best part about this kind of practice is that you can retrieve your arrows afterwards, so you aren’t wasting any.&lt;br /&gt;
&lt;br /&gt;
Note that while you are holding the attack button (i.e., have the string drawn on your bow), you can perform many actions (apply poisons, drink potions, open doors etc.). One thing you ''cannot'' do is cast spells in this position. If you access the '''inventory''' just remember to hold the attack button while entering and leaving it; while in the inventory you can release the attack button.  Since the game is paused while you are in your inventory, it is easy to apply poison to multiple successive rapid shots. Or you could simply hotbar poisons for quicker archery.&lt;br /&gt;
*You can initiate conversations with an NPC while having an arrow drawn on the bow, but if it is the NPC that attempts to initate a conversation (as scripted in a quest) under similar circumstances, the arrow is released and you will likely end up shooting the person if you're facing them!&lt;br /&gt;
A Journeyman of [[Oblivion:Acrobatics|Acrobatics]] will take the arrow off the bow (retaining the arrow, and any poison/enchantment charge on that shot) if they Dodge while an arrow is drawn. There's the sound of an arrow being shot, but a look at your ammunition or poison/enchantment state will show that the shot was not actually taken. This may be the only way you can &amp;quot;disarm&amp;quot; your drawn bow without wasting an enchanted arrow or a poisoned shot.&lt;br /&gt;
&lt;br /&gt;
The bow is useless '''underwater''' and against underwater enemies.  Although you can fire a shot, the arrow drops almost immediately; even if you are close enough to make contact with your enemy, no damage is inflicted.  Using a bow while swimming is also unreliable and difficult.  However, archery while [[Oblivion:Water Walking|Water Walking]] is perfectly possible and can be a powerful tactic.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
The ideal situation for an archer is: one arrow, one kill.  Not only do you not waste any ammunition, but there is no worry about defending yourself from your target's retaliation.  Early in the game, the [[Oblivion:Sneak|sneak]] attack bonus can be sufficient to kill most creatures with one shot.  Higher-level enemies can be more much difficult to kill however.&lt;br /&gt;
&lt;br /&gt;
===Sniper Tips===&lt;br /&gt;
* Be patient: don’t try and make a shot if the target is wandering about. Wait until you know their routine, how long they stop walking for, and what way they’re facing. That perfect shot is just waiting to happen.&lt;br /&gt;
* Remain undetected: wait until your target is far enough away from other enemies that firing your shot will not attract anyone else's attention.&lt;br /&gt;
* Use enchantments: combine an elementally enchanted bow with damage-enchanted arrows for best effect.&lt;br /&gt;
* Use poisons: brew your own damage health poisons to use on your arrows.&lt;br /&gt;
* Remember that you can combine the sneak bonus, arrow enchantment, bow enchantment and multi-effect poison for huge damage.&lt;br /&gt;
&lt;br /&gt;
===Melee Enemies===&lt;br /&gt;
This can be the most difficult type of enemy to deal with as a marksman. Your best bet is to start off in [[Oblivion:Sneak|sneak]] mode. Getting that extra 3x damage is essential for the long-range character.  Try to position yourself with lots of obstacles between you and them so they spend more time trying to get to you.  Continue to fire as they run towards you to cause as much damage as possible.&lt;br /&gt;
&lt;br /&gt;
If you have enough room, especially against slow opponents, try '''kiting''' (running backwards while continuing to shoot).  If your [[Oblivion:Acrobatics|acrobatics]] skill is at least 50, you can hold block and press back and jump:  you will backflip very quickly out of the way and put more distance between you and them.  If you are cornered, prepare to pull out a backup melee weapon.  Hopefully, you've done enough damage already that you can quickly finish them off.&lt;br /&gt;
&lt;br /&gt;
If there are more than one melee enemy, there are two main options:&lt;br /&gt;
* Bows and arrows with '''area effect''' damage enchantments (e.g., [[Oblivion:Ammunition#Fire Damage|Arrow of Immolation]] (65 fire damage in 10 feet), [[Oblivion:Ammunition#Shock Damage|Stormcall Arrow]], etc.) can be fired into a group, doing wonders to even the odds.  After a couple of shots, any remaining enemies will be significantly weakened.&lt;br /&gt;
* Or, fire a single arrow from the shadows at the closest enemy, then lure that one enemy to an out-of-the-way location so you can dispatch them at your leisure. Repeat until the whole group is done.&lt;br /&gt;
&lt;br /&gt;
Occasionally, these tactics will lead to you getting swarmed by many large and intimidating foes. Should this occur, simply use every archer’s fallback: [[Oblivion:Invisibility|Invisibility]].  For example,  [[Oblivion:Potions#Invisibility|weak potions of invisibility]] are fairly priced; each one will give you 15 seconds of respite, allowing you to make your escape and come back to the battle on your own terms.&lt;br /&gt;
&lt;br /&gt;
Melee enemies could actually be the easiest enemies to deal with if you could take advantage of the terrain. Since their weapons have limited range, go to places where they would not be able to attack you while you can still shoot arrows at them. For example, you could jump on top of ledges, walls or big rocks. If a place like this is far away, you could lure the enemy to the place.&lt;br /&gt;
&lt;br /&gt;
===Magical Enemies===&lt;br /&gt;
As before, your best bet is to begin in sneak mode and try to get in a good first strike. Mages rarely wear armor, so a one-hit kill is a definite possibility. Pick the biggest damage combination of bow, poison and arrow you can and let them have it.&lt;br /&gt;
&lt;br /&gt;
If you aren’t certain that you can kill the mage in one shot, something else you should try is an arrow or poison of [[Oblivion:Silence|silence]]. A low-level one (10-15 seconds) will do. When the arrow hits, they’ll be unable to cast offensive or defensive spells. They also will not be able to [[Oblivion:Summon|summon]] undead or daedra, who can turn a simple mage-killing into a much more complicated endeavor. A mage without his or her magic is just a peasant in a fancy robe, and will fall quickly to another shot or two.&lt;br /&gt;
&lt;br /&gt;
If you fail to silence them, just strafe or dodge (for journeymen [[Oblivion:Acrobatics|acrobats]]) out of the way of their offensive spells and keep firing.  If a mage succeeds in [[Oblivion:Summon|summoning]] a creature, do your best to ignore the summon. Once the mage dies, the creature will vanish. If the creature gets close or is blocking your shot, use [[Oblivion:Invisibility|invisibility]] to reposition and get a better angle for your shot.&lt;br /&gt;
&lt;br /&gt;
===Archer Enemies===&lt;br /&gt;
As always, the first arrow should be fired from sneak mode for the damage bonus. When the archer notices you, they will usually come a bit closer and then start firing arrows at you. The general pattern of the archer is to nock and fire an arrow, then strafe back and forth so you can’t get a bead on them before aiming and firing again. You can waste a lot of arrows shooting at these jokers if you’re not ready for their dodging tactics.&lt;br /&gt;
&lt;br /&gt;
The best option available is to only fire when they make ready an arrow. Draw your bow back and wait as they strafe. When they pull out an arrow, fire and prepare to do some strafing of your own. Typically, archers won’t fire when you’re strafing, so pause briefly and give them something to shoot at before sidestepping the arrow. If you are a journeyman in acrobatics, then you may be able to get two arrows away at them before their one arrow gets to where you are. When they stop moving and pull out an arrow, fire the first arrow and immediately fire the second. Then go into a side roll (hold block and hit strafe and jump) and avoid the arrow just in time. It takes good timing and lots of practice, but is incredibly satisfying to pull off.&lt;br /&gt;
&lt;br /&gt;
When low on arrows or just plain frustrated, archers will drop their bow and pull out a secondary weapon (usually a dagger); their blade skill is usually poor, so you don't need to worry about their dagger too much.&lt;br /&gt;
&lt;br /&gt;
Good enchantments for fighting archers (besides the standard damage enchantments) are hard to come by. A decent pick is usually [[Oblivion:Absorb Skill|absorb marksman]], as it improves your damage-doing ability while harming theirs. A [[Oblivion:Damage Agility|damage agility]] enchantment will also ruin their shooting.  If you combine both enchantments, the archer might fail to hit you even if you are only five feet away.  Using [[Oblivion:Calm|calming]] enchantments will get them to put their bow away and stop dodging, which is very convenient.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Remember to pull the string all the way (hold attack button), the damage caused will be much stronger and range much greater, while the time increases only slightly. You can also time the attack more accurately (the arrow is released the moment you release the button.)&lt;br /&gt;
* Enemies can't jump! If you find a spot that can only be reached by jumping, enemies without ranged weapons/spell can be attacked with impunity.  Before you attack, check if the spot is really available (some convenient sniper spots are surrounded with invisible walls).&lt;br /&gt;
* You can (poorly) block attacks with the bow.&lt;br /&gt;
* When shooting from far away while in [[Oblivion:Sneak|sneak]] mode, switch to a melee weapon right after firing your bow and before the arrow has hit its target: then the melee weapon and not the ranged weapon damage multiplier applies (4x or 6x instead of 2x or 3x) - double the deadliness of your shots!&lt;br /&gt;
* Once your renown reaches 40, you can visit the [[Oblivion:Magical Stones#Sithian Stone|Sithian heaven doomstone]] to receive the greater power ''Sithian Web''.  One of several benefits of this power is that it [[Oblivion:Fortify Skill|fortifies]] your marksman skill 20 points once a day for 120 seconds.&lt;br /&gt;
*After your enemy is dead, check its inventory for arrows you have fired at it, which you can retrieve for re-use. Some will be missing however, presumably too damaged to be used again. Enchanted arrows can not be retrieved.&lt;/div&gt;</summary>
		<author><name>Bongo</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Marksman&amp;diff=119389</id>
		<title>Oblivion:Marksman</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Marksman&amp;diff=119389"/>
		<updated>2007-05-08T20:12:42Z</updated>

		<summary type="html">&lt;p&gt;Bongo: /* Bows */  Bound bows are *not* as good as daedric&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skills Summary&lt;br /&gt;
|Image=MarksmanTitle.gif&lt;br /&gt;
|Attrib=Agility&lt;br /&gt;
|Special=Stealth&lt;br /&gt;
|ExTrail=[[Oblivion:Combat|Combat]]&lt;br /&gt;
}}&lt;br /&gt;
'''Marksman''' is the art of using [[Oblivion:Weapons#Bows|bows]] and [[Oblivion:Ammunition|arrows]]. There are no crossbows or other ranged weapons in the game. While the trajectory of the arrow is predetermined and marksman skill doesn't change your accuracy, it significantly increases the damage of a ranged attack.&lt;br /&gt;
&lt;br /&gt;
==Mastery==&lt;br /&gt;
===Mastery Perks===&lt;br /&gt;
* A '''Novice''' (marksman &amp;lt; 25) suffers normal fatigue loss when drawing a bow.&lt;br /&gt;
* An '''Apprentice''' (marksman 25-49) suffers no fatigue loss when drawing a bow.&lt;br /&gt;
* A '''Journeyman''' (marksman 50-74) has the ability to zoom when drawing a bow by holding the ''block'' button.&lt;br /&gt;
** This can be particularly useful in dark environments, like caves or outdoors at night.&lt;br /&gt;
* An '''Expert's''' (marksman 75-99) successful hit has a chance of ''knockdown''.&lt;br /&gt;
** This is especially useful against melee fighters, since it will send them flying back, providing you more time to do some damage.&lt;br /&gt;
** The knockdown is not guaranteed, so it should not be relied upon.&lt;br /&gt;
* A '''Master's''' (marksman 100) successful hit has a chance of [[Oblivion:Paralyze|paralysis]].&lt;br /&gt;
** When you paralyze your opponent you can use a secondary melee weapon to quickly inflict a lot of damage.  When they start to get up, you still have enough time to back off and take another shot.&lt;br /&gt;
** Paralysis is not guaranteed, so it should not be relied upon.&lt;br /&gt;
&lt;br /&gt;
===Skill Benefits===&lt;br /&gt;
&lt;br /&gt;
Improving your marksman skill increases the [[Oblivion:The Complete Damage Formula|damage]] that you do, as reflected in the damage shown for bows and arrows in your inventory.  Your skill also determines the distance that your arrow will travel.&lt;br /&gt;
&lt;br /&gt;
===Skill Increases===&lt;br /&gt;
The only way to increase your skill level is to successfully hit a live target.  You gain 0.8 experience points per successful hit, regardless of damage inflicted.  The archery targets found at most [[Oblivion:Fighters Guild|Fighters Guilds]] can be useful for you, the player, to learn how to fire more accurately, but do not help to improve your character's skill level, i.e. does not give you experience point.&lt;br /&gt;
&lt;br /&gt;
General tips on how to increase your marksman skill are provided at [[Oblivion:Increasing Skills#General  Combat Strategies|General Combat Strategies]].&lt;br /&gt;
&lt;br /&gt;
One useful technique specifically for marksmanship is to find an enclosure with a gate, then attract the attention of a hostile creature, preferably one without ranged attacks. Lure him into the enclosure and close the gate. You can now shower him with arrows as he is unable to escape or harm you. This also works the other way around, with you inside the enclosure. If the creature loses interest and leaves because it cannot get to you, you can always get it back by opening the gate for a while. Use low quality weapons (i.e., cheap iron arrows) to make the training session last longer.&lt;br /&gt;
&lt;br /&gt;
See also:&lt;br /&gt;
* '''[[Oblivion:Increasing Skills#Agility|Increasing Skills]]''': Tips on how to improve your skills semi-naturally.&lt;br /&gt;
* '''[[Oblivion:Trainers#Marksman|Trainers]]''': Pay for marksmanship lessons.&lt;br /&gt;
* '''[[Oblivion:Marksman Training|Marksman Training]]''': A quest to receive [[Oblivion:Master Training|Master Training]] when your skill exceeds 70.&lt;br /&gt;
* '''[[Oblivion:Skill Books#Marksman|Skill Books]]''': Books that provide lessons in marksman.&lt;br /&gt;
* '''[[Oblivion:Increasing Attributes#Agility|Increasing Attributes]]''': Tips on training skills to improve the [[Oblivion:Agility|Agility]] attribute.&lt;br /&gt;
* '''[[Oblivion:Free Skill Boosts|Free Skill Boosts]]''': One free marksman skill boost (for 2 points) is available by completing the quest [[Oblivion:Whodunit|Whodunit]].&lt;br /&gt;
&lt;br /&gt;
===Dialogue===&lt;br /&gt;
When your skill reaches 70 or higher, NPCs will start saying: &amp;quot;You have the eyes of a trained marksman.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
The following races provide initial skill bonuses in marksman:&lt;br /&gt;
* +5 bonus: [[Oblivion:Dunmer|Dunmer]]&lt;br /&gt;
* +10 bonus: [[Oblivion:Bosmer|Bosmer]]&lt;br /&gt;
&lt;br /&gt;
The following standard classes include Marksman as a major skill:&lt;br /&gt;
* [[Oblivion:Classes#Acrobat|Acrobat]], [[Oblivion:Classes#Agent|Agent]], [[Oblivion:Classes#Archer|Archer]], [[Oblivion:Classes#Assassin|Assassin]], [[Oblivion:Classes#Monk|Monk]], [[Oblivion:Classes#Thief|Thief]], [[Oblivion:Classes#Witchhunter|Witchhunter]]&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
Archery requires both a '''bow''' and an '''arrow''', both of which must be equipped in your inventory to be able to fire a shot.  The total damage done is the sum of the damage due to the bow and the damage due to the arrow.  Both bows and arrows can be '''enchanted''', although [[Oblivion:Enchanting|custom enchantments]] are only possible for bows.  '''[[Oblivion:Potions#Poisons|Poison]]''' can also be used to increase archery damage; poison is only applied to the bow.&lt;br /&gt;
&lt;br /&gt;
Enemies who are [[Oblivion:Resist Normal Weapons|immune to normal weapons]] can be hurt with silver, daedric or magical arrows, or with ''any'' arrows shot from a silver, magical or daedric bow.  Poison can also be used; note that even enemies who are immune both to poison and normal weapons (like [[Oblivion:Undead#Ghosts|ghosts]]) will be hurt by poisoned normal arrows (although the poison effect will be resisted).&lt;br /&gt;
&lt;br /&gt;
===Bows===&lt;br /&gt;
[[Oblivion:Weapons#Bows|Bows]], like all other weapons, can be made of various materials ranging from Rusty Iron (the poorest quality and least damage) to Daedric (the best quality and most damage). A wide range of [[Oblivion:Generic Magic Weapons|enchanted bows]] can be also be obtained, [[Oblivion:Enchanting|custom enchantments]] are also possible.&lt;br /&gt;
&lt;br /&gt;
Here is a short list of some notable bows.&lt;br /&gt;
*Black bows are the best bows available at level 1.  They can be obtained from [[Oblivion:Rockmilk Cave|Rockmilk Cave]], with or without completing the related quest, [[Oblivion:Knights of the White Stallion (quest)|Knights of the White Stallion]].&lt;br /&gt;
*[[Oblivion:Bound Weapon|Bound bows]] can be aquired using [[Oblivion:List of Spells by Effect#Bound Weapon|spells]] or from [[Oblivion:Magical Stones#Sidri-Ashak Rune Stones|Sidri-Ashak Rune Stones]]. By using the [[Oblivion:Glitches#Permanent Bound Item|permanent bound item glitch]] you can get a good bow(better than elven) that is weightless, works on creatures who are [[Oblivion:Resist Normal Weapons|immune to normal weapons]], and can be enchanted. &lt;br /&gt;
*[[Oblivion:Leveled_Items#Shadowhunt|Shadowhunt]]. At high levels, the [[Oblivion:Turn Undead|Turn Undead]] effect available from this bow is higher than any other available in the game.&lt;br /&gt;
*[[Oblivion:Leveled Items#Hatreds Soul|Hatreds Soul]] is the strongest bow in the game if acquired at a high level. Even when discharged the level 19+ version is stronger than a daedric bow and much lighter. Found in [[Oblivion:Random Oblivion World 2|Random Oblivion World 2]]. &lt;br /&gt;
&lt;br /&gt;
In order to use '''[[Oblivion:Potions#Poisons|poison]]''', you apply the poison to the bow.  Therefore, the bow you wish to use must currently be your equipped weapon.  Select the poison you wish to use from your inventory, and you will be asked whether you wish to poison the bow.  Because the poison is applied to the bow, you can still switch arrows, and the poison effect will remain. It will be added only to the next arrow you fire from that bow. If you miss your shot, the dose of poison is lost (the arrow on the ground is not poisoned anymore).&lt;br /&gt;
&lt;br /&gt;
Have in mind, that every arrow shot from the bow (no matter if it hits or misses), damages the bow, making it less effective.&lt;br /&gt;
&lt;br /&gt;
===Arrows===&lt;br /&gt;
[[Oblivion:Ammunition|Arrows]] also come in many materials, ranging from Iron to Daedric.  When you equip a quiver of arrows, those arrows stay equipped even if you use a melee weapon, so hotkeying your arrows is not necessary.  If you wish to rapidly change arrows (i.e. from one enchantment to another), however, hotkeys can be useful.  When you run out of the specific type of arrows that are equipped you will no longer be able to use your bow, until you select another type of arrow from your inventory.&lt;br /&gt;
&lt;br /&gt;
Custom enchantments for arrows are not possible.  However, you can find [[Oblivion:Ammunition#Magic|enchanted arrows]] in loot and purchase them from merchants (as with all items, the best quality ones can only be found in loot, not purchased).  If you have the [[Oblivion:Unearthing Mehrunes Razor|Unearthing Mehrunes Razor]] plugin many arrows can be found there.&lt;br /&gt;
&lt;br /&gt;
===Enchantments===&lt;br /&gt;
The best enchantments to use on your bows and arrows depend upon the desired effect.&lt;br /&gt;
* For '''maximum damage''', [[Oblivion:Elemental Damage|Elemental Damage]] can be very effective, in particular if you choose an element for which your target has a natural [[Oblivion:Creature_Resistances|weakness]].&lt;br /&gt;
* '''[[Oblivion:Absorb Health|Absorb Health]]''' is also good, because it will increase your health as well as damaging theirs.&lt;br /&gt;
* Another tactic is to enchant a bow with '''[[Oblivion:Calm|calming]]''' effects, so that every arrow that hits makes your target put away his weapon.&lt;br /&gt;
* Try a '''[[Oblivion:Burden|Burden]]''' or '''[[Oblivion:Drain Strength|Drain Strength]]''' enchantment, which if strong enough can freeze your target in place, allowing you to get in multiple easy shots.&lt;br /&gt;
&lt;br /&gt;
==Using a Bow and Arrow==&lt;br /&gt;
It is worth practicing using your bow and arrow on a practice target to learn how to aim; this will not improve your character's marksman skill, but will allow you to learn how to aim.  Since arrows fly in a ballistic curve, you need to aim somewhat higher than your target (depending upon the distance).  One good place is to practice is the archery range behind the [[Oblivion:Chorrol|Chorrol]] [[Oblivion:Fighters Guild|Fighters Guild]].&lt;br /&gt;
&lt;br /&gt;
Position yourself a good distance from the target (e.g., the distance 3-4 seconds of running backwards takes you).  Press and hold the attack button; a quick press and release will only drop the arrow immediately in front of you. Aim your crosshairs slightly above where you want to hit – for the target practice, this means about the top of the red circle. Against an actual person, depending on how far away you are you will aim for their head or above; remember that arrows will drop as they fly. Release the attack button, and watch the arrow fly!&lt;br /&gt;
&lt;br /&gt;
Before you leave to check on where you hit, mark your location with a piece of dropped equipment. That way you can keep practicing from the same distance and improve your aim. Go and see where your arrow is. If it is stuck in low, aim higher and try again. If it’s too high, aim lower. Keep practicing until you get it right, and try and remember how far the target is. When you’re firing at an enemy, knowing the distance and how high above your target you have to aim is essential. Keep on practicing farther and farther back, marking your place with equipment to aid you. The best part about this kind of practice is that you can retrieve your arrows afterwards, so you aren’t wasting any.&lt;br /&gt;
&lt;br /&gt;
Note that while you are holding the attack button (i.e., have the string drawn on your bow), you can perform many actions (apply poisons, drink potions, open doors etc.).  If you access the '''inventory''' just remember to hold the attack button while entering and leaving it; while in the inventory you can release the attack button.  Since the game is paused while you are in your inventory, it is easy to apply poison to multiple successive rapid shots.&lt;br /&gt;
&lt;br /&gt;
The bow is useless '''underwater''' and against underwater enemies.  Although you can fire a shot, the arrow drops almost immediately; even if you are close enough to make contact with your enemy, no damage is inflicted.  Using a bow while swimming is also unreliable and difficult.  However, archery while [[Oblivion:Water Walking|Water Walking]] is perfectly possible and can be a powerful tactic.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
The ideal situation for an archer is: one arrow, one kill.  Not only do you not waste any ammunition, but there is no worry about defending yourself from your target's retaliation.  Early in the game, the [[Oblivion:Sneak|sneak]] attack bonus can be sufficient to kill most creatures with one shot.  Higher-level enemies can be more much difficult to kill however.&lt;br /&gt;
&lt;br /&gt;
===Sniper Tips===&lt;br /&gt;
* Be patient: don’t try and make a shot if the target is wandering about. Wait until you know their routine, how long they stop walking for, and what way they’re facing. That perfect shot is just waiting to happen.&lt;br /&gt;
* Remain undetected: wait until your target is far enough away from other enemies that firing your shot will not attract anyone else's attention.&lt;br /&gt;
* Use enchantments: combine an elementally enchanted bow with damage-enchanted arrows for best effect.&lt;br /&gt;
* Use poisons: brew your own damage health poisons to use on your arrows.&lt;br /&gt;
* Remember that you can combine the sneak bonus, arrow enchantment, bow enchantment and multi-effect poison for huge damage.&lt;br /&gt;
&lt;br /&gt;
===Melee Enemies===&lt;br /&gt;
This can be the most difficult type of enemy to deal with as a marksman. Your best bet is to start off in [[Oblivion:Sneak|sneak]] mode. Getting that extra 3x damage is essential for the long-range character.  Try and position yourself with lots of obstacles between you and them so they spend more time trying to get to you.  Continue to fire as they run towards you to cause as much damage as possible.&lt;br /&gt;
&lt;br /&gt;
If you have enough room, especially against slow opponents, try '''kiting''' (running backwards while continuing to shoot).  If your [[Oblivion:Acrobatics|acrobatics]] skill is at least 50, you can hold block and press back and jump:  you will backflip very quickly out of the way and put more distance between you and them.  If you are cornered, prepare to pull out a backup melee weapon.  Hopefully, you've done enough damage already that you can quickly finish them off.&lt;br /&gt;
&lt;br /&gt;
If there are more than one melee enemy, there are two main options:&lt;br /&gt;
* Bows and arrows with '''area effect''' damage enchantments (e.g., [[Oblivion:Ammunition#Fire Damage|Arrow of Immolation]] (65 fire damage in 10 feet), [[Oblivion:Ammunition#Shock Damage|Stormcall Arrow]], etc.) can be fired into a group, doing wonders to even the odds.  After a couple of shots, any remaining enemies will be significantly weakened.&lt;br /&gt;
* Or, fire a single arrow from the shadows at the closest enemy, then lure that one enemy to an out-of-the-way location so you can dispatch them at your leisure. Repeat until the whole group is done.&lt;br /&gt;
&lt;br /&gt;
Occasionally, these tactics will lead to you getting swarmed by many large and intimidating foes. Should this occur, simply use every archer’s fallback: [[Oblivion:Invisibility|Invisibility]].  For example,  [[Oblivion:Potions#Invisibility|weak potions of invisibility]] are fairly priced; each one will give you 15 seconds of respite, allowing you to make your escape and come back to the battle on your own terms.&lt;br /&gt;
&lt;br /&gt;
Melee enemies could actually be the easiest enemies to deal with if you could take advantage of the terrain. Since their weapons have limited range, go to places where they would not be able to attack you while you can still shoot arrows at them. For example, you could jump on top of ledges, walls or big rocks. If a place like this is far away, you could lure the enemy to the place.&lt;br /&gt;
&lt;br /&gt;
===Magical Enemies===&lt;br /&gt;
As before, your best bet is to begin in sneak mode and try to get in a good first strike. Mages rarely wear armor, so a one-hit kill is a definite possibility. Pick the biggest damage combination of bow, poison and arrow you can and let them have it.&lt;br /&gt;
&lt;br /&gt;
If you aren’t certain that you can kill the mage in one shot, something else you should try is an arrow or poison of [[Oblivion:Silence|silence]]. A low-level one (10-15 seconds) will do. When the arrow hits, they’ll be unable to cast offensive or defensive spells. They also will not be able to [[Oblivion:Summon|summon]] undead or daedra, who can turn a simple mage-killing into a much more complicated endeavor. A mage without his or her magic is just a peasant in a fancy robe, and will fall quickly to another shot or two.&lt;br /&gt;
&lt;br /&gt;
If you fail to silence them, just strafe or dodge (for journeymen [[Oblivion:Acrobatics|acrobats]]) out of the way of their offensive spells and keep firing.  If a mage succeeds in [[Oblivion:Summon|summoning]] a creature, do your best to ignore the summon. Once the mage dies, the creature will vanish. If the creature gets close or is blocking your shot, use [[Oblivion:Invisibility|invisibility]] to reposition and get a better angle for your shot.&lt;br /&gt;
&lt;br /&gt;
===Archer Enemies===&lt;br /&gt;
As always, the first arrow should be fired from sneak mode for the damage bonus. When the archer notices you, they will usually come a bit closer and then start firing arrows at you. The general pattern of the archer is to nock and fire an arrow, then strafe back and forth so you can’t get a bead on them before aiming and firing again. You can waste a lot of arrows shooting at these jokers if you’re not ready for their dodging tactics.&lt;br /&gt;
&lt;br /&gt;
The best option available is to only fire when they make ready an arrow. Draw your bow back and wait as they strafe. When they pull out an arrow, fire and prepare to do some strafing of your own. Typically, archers won’t fire when you’re strafing, so pause briefly and give them something to shoot at before sidestepping the arrow. If you are a journeyman in acrobatics, then you may be able to get two arrows away at them before their one arrow gets to where you are. When they stop moving and pull out an arrow, fire the first arrow and immediately fire the second. Then go into a side roll (hold block and hit strafe and jump) and avoid the arrow just in time. It takes good timing and lots of practice, but is incredibly satisfying to pull off.&lt;br /&gt;
&lt;br /&gt;
When low on arrows or just plain frustrated, archers will drop their bow and pull out a secondary weapon (usually a dagger); their blade skill is usually poor, so you don't need to worry about their dagger too much.&lt;br /&gt;
&lt;br /&gt;
Good enchantments for fighting archers (besides the standard damage enchantments) are hard to come by. A decent pick is usually [[Oblivion:Absorb Skill|absorb marksman]], as it improves your damage-doing ability while harming theirs. A [[Oblivion:Damage Agility|damage agility]] enchantment will also ruin their shooting.  If you combine both enchantments, the archer might fail to hit you even if you are only five feet away.  Using [[Oblivion:Calm|calming]] enchantments will get them to put their bow away and stop dodging, which is very convenient.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Remember to pull the string all the way (hold attack button), the damage caused will be much stronger and range much greater, while the time increases only slightly. You can also time the attack more accurately (the arrow is released the moment you release the button.)&lt;br /&gt;
* Enemies can't jump! If you find a spot that can only be reached by jumping, enemies without ranged weapons/spell can be attacked with impunity.  Before you attack, check if the spot is really available (some convenient sniper spots are surrounded with invisible walls).&lt;br /&gt;
* You can (poorly) block attacks with the bow.&lt;br /&gt;
* When shooting from far away while in [[Oblivion:Sneak|sneak]] mode, switch to a melee weapon right after firing your bow and before the arrow has hit its target: then the melee weapon and not the ranged weapon damage multiplier applies (4x or 6x instead of 2x or 3x) - double the deadliness of your shots!&lt;br /&gt;
* Once your renown reaches 40, you can visit the [[Oblivion:Magical Stones#Sithian Stone|Sithian heaven doomstone]] to receive the greater power ''Sithian Web''.  One of several benefits of this power is that it [[Oblivion:Fortify Skill|fortifies]] your marksman skill 20 points once a day for 120 seconds.&lt;br /&gt;
*After your enemy is dead, check its inventory for arrows you have fired at it, which you can retrieve for re-use. Some will be missing however, presumably too damaged to be used again.&lt;/div&gt;</summary>
		<author><name>Bongo</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Marksman&amp;diff=119237</id>
		<title>Oblivion:Marksman</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Marksman&amp;diff=119237"/>
		<updated>2007-05-08T10:46:23Z</updated>

		<summary type="html">&lt;p&gt;Bongo: best bows&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skills Summary&lt;br /&gt;
|Image=MarksmanTitle.gif&lt;br /&gt;
|Attrib=Agility&lt;br /&gt;
|Special=Stealth&lt;br /&gt;
|ExTrail=[[Oblivion:Combat|Combat]]&lt;br /&gt;
}}&lt;br /&gt;
'''Marksman''' is the art of using [[Oblivion:Weapons#Bows|bows]] and [[Oblivion:Ammunition|arrows]]. There are no crossbows or other ranged weapons in the game. While the trajectory of the arrow is predetermined and marksman skill doesn't change your accuracy, it significantly increases the damage of a ranged attack.&lt;br /&gt;
&lt;br /&gt;
==Mastery==&lt;br /&gt;
===Mastery Perks===&lt;br /&gt;
* A '''Novice''' (marksman &amp;lt; 25) suffers normal fatigue loss when drawing a bow.&lt;br /&gt;
* An '''Apprentice''' (marksman 25-49) suffers no fatigue loss when drawing a bow.&lt;br /&gt;
* A '''Journeyman''' (marksman 50-74) has the ability to zoom when drawing a bow by holding the ''block'' button.&lt;br /&gt;
** This can be particularly useful in dark environments, like caves or outdoors at night.&lt;br /&gt;
* An '''Expert's''' (marksman 75-99) successful hit has a chance of ''knockdown''.&lt;br /&gt;
** This is especially useful against melee fighters, since it will send them flying back, providing you more time to do some damage.&lt;br /&gt;
** The knockdown is not guaranteed, so it should not be relied upon.&lt;br /&gt;
* A '''Master's''' (marksman 100) successful hit has a chance of [[Oblivion:Paralyze|paralysis]].&lt;br /&gt;
** When you paralyze your opponent you can use a secondary melee weapon to quickly inflict a lot of damage.  When they start to get up, you still have enough time to back off and take another shot.&lt;br /&gt;
** Paralysis is not guaranteed, so it should not be relied upon.&lt;br /&gt;
&lt;br /&gt;
===Skill Benefits===&lt;br /&gt;
&lt;br /&gt;
Improving your marksman skill increases the [[Oblivion:The Complete Damage Formula|damage]] that you do, as reflected in the damage shown for bows and arrows in your inventory.  Your skill also determines the distance that your arrow will travel.&lt;br /&gt;
&lt;br /&gt;
===Skill Increases===&lt;br /&gt;
The only way to increase your skill level is to successfully hit a live target.  You gain 0.8 experience points per successful hit, regardless of damage inflicted.  The archery targets found at most [[Oblivion:Fighters Guild|Fighters Guilds]] can be useful for you, the player, to learn how to fire more accurately, but do not help to improve your character's skill level, i.e. does not give you experience point.&lt;br /&gt;
&lt;br /&gt;
General tips on how to increase your marksman skill are provided at [[Oblivion:Increasing Skills#General  Combat Strategies|General Combat Strategies]].&lt;br /&gt;
&lt;br /&gt;
One useful technique specifically for marksmanship is to find an enclosure with a gate, then attract the attention of a hostile creature, preferably one without ranged attacks. Lure him into the enclosure and close the gate. You can now shower him with arrows as he is unable to escape or harm you. This also works the other way around, with you inside the enclosure. If the creature loses interest and leaves because it cannot get to you, you can always get it back by opening the gate for a while. Use low quality weapons (i.e., cheap iron arrows) to make the training session last longer.&lt;br /&gt;
&lt;br /&gt;
See also:&lt;br /&gt;
* '''[[Oblivion:Increasing Skills#Agility|Increasing Skills]]''': Tips on how to improve your skills semi-naturally.&lt;br /&gt;
* '''[[Oblivion:Trainers#Marksman|Trainers]]''': Pay for marksmanship lessons.&lt;br /&gt;
* '''[[Oblivion:Marksman Training|Marksman Training]]''': A quest to receive [[Oblivion:Master Training|Master Training]] when your skill exceeds 70.&lt;br /&gt;
* '''[[Oblivion:Skill Books#Marksman|Skill Books]]''': Books that provide lessons in marksman.&lt;br /&gt;
* '''[[Oblivion:Increasing Attributes#Agility|Increasing Attributes]]''': Tips on training skills to improve the [[Oblivion:Agility|Agility]] attribute.&lt;br /&gt;
* '''[[Oblivion:Free Skill Boosts|Free Skill Boosts]]''': One free marksman skill boost (for 2 points) is available by completing the quest [[Oblivion:Whodunit|Whodunit]].&lt;br /&gt;
&lt;br /&gt;
===Dialogue===&lt;br /&gt;
When your skill reaches 70 or higher, NPCs will start saying: &amp;quot;You have the eyes of a trained marksman.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
The following races provide initial skill bonuses in marksman:&lt;br /&gt;
* +5 bonus: [[Oblivion:Dunmer|Dunmer]]&lt;br /&gt;
* +10 bonus: [[Oblivion:Bosmer|Bosmer]]&lt;br /&gt;
&lt;br /&gt;
The following standard classes include Marksman as a major skill:&lt;br /&gt;
* [[Oblivion:Classes#Acrobat|Acrobat]], [[Oblivion:Classes#Agent|Agent]], [[Oblivion:Classes#Archer|Archer]], [[Oblivion:Classes#Assassin|Assassin]], [[Oblivion:Classes#Monk|Monk]], [[Oblivion:Classes#Thief|Thief]], [[Oblivion:Classes#Witchhunter|Witchhunter]]&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
Archery requires both a '''bow''' and an '''arrow''', both of which must be equipped in your inventory to be able to fire a shot.  The total damage done is the sum of the damage due to the bow and the damage due to the arrow.  Both bows and arrows can be '''enchanted''', although [[Oblivion:Enchanting|custom enchantments]] are only possible for bows.  '''[[Oblivion:Potions#Poisons|Poison]]''' can also be used to increase archery damage; poison is only applied to the bow.&lt;br /&gt;
&lt;br /&gt;
Enemies who are [[Oblivion:Resist Normal Weapons|immune to normal weapons]] can be hurt with silver, daedric or magical arrows, or with ''any'' arrows shot from a silver, magical or daedric bow.  Poison can also be used; note that even enemies who are immune both to poison and normal weapons (like [[Oblivion:Undead#Ghosts|ghosts]]) will be hurt by poisoned normal arrows (although the poison effect will be resisted).&lt;br /&gt;
&lt;br /&gt;
===Bows===&lt;br /&gt;
[[Oblivion:Weapons#Bows|Bows]], like all other weapons, can be made of various materials ranging from Rusty Iron (the poorest quality and least damage) to Daedric (the best quality and most damage). A wide range of [[Oblivion:Generic Magic Weapons|enchanted bows]] can be also be obtained, [[Oblivion:Enchanting|custom enchantments]] are also possible.&lt;br /&gt;
&lt;br /&gt;
Here is a short list of some notable bows.&lt;br /&gt;
*Black bows, the best bows available at level 1. You also get other nice benefits from completing the quest [[Oblivion:Knights of the White Stallion (quest)|Knights of the White Stallion]].&lt;br /&gt;
*Bound bows, can be aquired from [[Oblivion:Magical Stones#Runestones|Runestones]]. By using the permanent bound item glitch you will get a good bow(better than elven) that is weightless, works on undead and can be enchanted. &lt;br /&gt;
*[[Oblivion:Leveled_Items#Shadowhunt|Shadowhunt]]. At high levels, the Turn Undead effect available from this bow is higher than any other available in the game.&lt;br /&gt;
*[[Oblivion:Leveled Items#Hatreds Soul|Hatreds Soul]], the strongest bow in the game. Even when discharged it is stronger than daedric bows and much lighter. Found in [[Oblivion:Random Oblivion World 2|Chorrol Oblivion World]]. &lt;br /&gt;
&lt;br /&gt;
In order to use '''[[Oblivion:Potions#Poisons|poison]]''', you apply the poison to the bow.  Therefore, the bow you wish to use must currently be your equipped weapon.  Select the poison you wish to use from your inventory, and you will be asked whether you wish to poison the bow.  Because the poison is applied to the bow, you can still switch arrows, and the poison effect will remain. It will be added only to the next arrow you fire from that bow. If you miss your shot, the dose of poison is lost (the arrow on the ground is not poisoned anymore).&lt;br /&gt;
&lt;br /&gt;
Have in mind, that every arrow shot from the bow (no matter if it hits or misses), damages the bow, making it less effective.&lt;br /&gt;
&lt;br /&gt;
===Arrows===&lt;br /&gt;
[[Oblivion:Ammunition|Arrows]] also come in many materials, ranging from Iron to Daedric.  When you equip a quiver of arrows, those arrows stay equipped even if you use a melee weapon, so hotkeying your arrows is not necessary.  If you wish to rapidly change arrows (i.e. from one enchantment to another), however, hotkeys can be useful.  When you run out of the specific type of arrows that are equipped you will no longer be able to use your bow, until you select another type of arrow from your inventory.&lt;br /&gt;
&lt;br /&gt;
Custom enchantments for arrows are not possible.  However, you can find [[Oblivion:Ammunition#Magic|enchanted arrows]] in loot and purchase them from merchants (as with all items, the best quality ones can only be found in loot, not purchased).  If you have the [[Oblivion:Unearthing Mehrunes Razor|Unearthing Mehrunes Razor]] plugin many arrows can be found there.&lt;br /&gt;
&lt;br /&gt;
===Enchantments===&lt;br /&gt;
The best enchantments to use on your bows and arrows depend upon the desired effect.&lt;br /&gt;
* For '''maximum damage''', [[Oblivion:Elemental Damage|Elemental Damage]] can be very effective, in particular if you choose an element for which your target has a natural [[Oblivion:Creature_Resistances|weakness]].&lt;br /&gt;
* '''[[Oblivion:Absorb Health|Absorb Health]]''' is also good, because it will increase your health as well as damaging theirs.&lt;br /&gt;
* Another tactic is to enchant a bow with '''[[Oblivion:Calm|calming]]''' effects, so that every arrow that hits makes your target put away his weapon.&lt;br /&gt;
* Try a '''[[Oblivion:Burden|Burden]]''' or '''[[Oblivion:Drain Strength|Drain Strength]]''' enchantment, which if strong enough can freeze your target in place, allowing you to get in multiple easy shots.&lt;br /&gt;
&lt;br /&gt;
==Using a Bow and Arrow==&lt;br /&gt;
It is worth practicing using your bow and arrow on a practice target to learn how to aim; this will not improve your character's marksman skill, but will allow you to learn how to aim.  Since arrows fly in a ballistic curve, you need to aim somewhat higher than your target (depending upon the distance).  One good place is to practice is the archery range behind the [[Oblivion:Chorrol|Chorrol]] [[Oblivion:Fighters Guild|Fighters Guild]].&lt;br /&gt;
&lt;br /&gt;
Position yourself a good distance from the target (e.g., the distance 3-4 seconds of running backwards takes you).  Press and hold the attack button; a quick press and release will only drop the arrow immediately in front of you. Aim your crosshairs slightly above where you want to hit – for the target practice, this means about the top of the red circle. Against an actual person, depending on how far away you are you will aim for their head or above; remember that arrows will drop as they fly. Release the attack button, and watch the arrow fly!&lt;br /&gt;
&lt;br /&gt;
Before you leave to check on where you hit, mark your location with a piece of dropped equipment. That way you can keep practicing from the same distance and improve your aim. Go and see where your arrow is. If it is stuck in low, aim higher and try again. If it’s too high, aim lower. Keep practicing until you get it right, and try and remember how far the target is. When you’re firing at an enemy, knowing the distance and how high above your target you have to aim is essential. Keep on practicing farther and farther back, marking your place with equipment to aid you. The best part about this kind of practice is that you can retrieve your arrows afterwards, so you aren’t wasting any.&lt;br /&gt;
&lt;br /&gt;
Note that while you are holding the attack button (i.e., have the string drawn on your bow), you can perform many actions (apply poisons, drink potions, open doors etc.).  If you access the '''inventory''' just remember to hold the attack button while entering and leaving it; while in the inventory you can release the attack button.  Since the game is paused while you are in your inventory, it is easy to apply poison to multiple successive rapid shots.&lt;br /&gt;
&lt;br /&gt;
The bow is useless '''underwater''' and against underwater enemies.  Although you can fire a shot, the arrow drops almost immediately; even if you are close enough to make contact with your enemy, no damage is inflicted.  Using a bow while swimming is also unreliable and difficult.  However, archery while [[Oblivion:Water Walking|Water Walking]] is perfectly possible and can be a powerful tactic.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
The ideal situation for an archer is: one arrow, one kill.  Not only do you not waste any ammunition, but there is no worry about defending yourself from your target's retaliation.  Early in the game, the [[Oblivion:Sneak|sneak]] attack bonus can be sufficient to kill most creatures with one shot.  Higher-level enemies can be more much difficult to kill however.&lt;br /&gt;
&lt;br /&gt;
===Sniper Tips===&lt;br /&gt;
* Be patient: don’t try and make a shot if the target is wandering about. Wait until you know their routine, how long they stop walking for, and what way they’re facing. That perfect shot is just waiting to happen.&lt;br /&gt;
* Remain undetected: wait until your target is far enough away from other enemies that firing your shot will not attract anyone else's attention.&lt;br /&gt;
* Use enchantments: combine an elementally enchanted bow with damage-enchanted arrows for best effect.&lt;br /&gt;
* Use poisons: brew your own damage health poisons to use on your arrows.&lt;br /&gt;
* Remember that you can combine the sneak bonus, arrow enchantment, bow enchantment and multi-effect poison for huge damage.&lt;br /&gt;
&lt;br /&gt;
===Melee Enemies===&lt;br /&gt;
This can be the most difficult type of enemy to deal with as a marksman. Your best bet is to start off in [[Oblivion:Sneak|sneak]] mode. Getting that extra 3x damage is essential for the long-range character.  Try and position yourself with lots of obstacles between you and them so they spend more time trying to get to you.  Continue to fire as they run towards you to cause as much damage as possible.&lt;br /&gt;
&lt;br /&gt;
If you have enough room, especially against slow opponents, try '''kiting''' (running backwards while continuing to shoot).  If your [[Oblivion:Acrobatics|acrobatics]] skill is at least 50, you can hold block and press back and jump:  you will backflip very quickly out of the way and put more distance between you and them.  If you are cornered, prepare to pull out a backup melee weapon.  Hopefully, you've done enough damage already that you can quickly finish them off.&lt;br /&gt;
&lt;br /&gt;
If there are more than one melee enemy, there are two main options:&lt;br /&gt;
* Bows and arrows with '''area effect''' damage enchantments (e.g., [[Oblivion:Ammunition#Fire Damage|Arrow of Immolation]] (65 fire damage in 10 feet), [[Oblivion:Ammunition#Shock Damage|Stormcall Arrow]], etc.) can be fired into a group, doing wonders to even the odds.  After a couple of shots, any remaining enemies will be significantly weakened.&lt;br /&gt;
* Or, fire a single arrow from the shadows at the closest enemy, then lure that one enemy to an out-of-the-way location so you can dispatch them at your leisure. Repeat until the whole group is done.&lt;br /&gt;
&lt;br /&gt;
Occasionally, these tactics will lead to you getting swarmed by many large and intimidating foes. Should this occur, simply use every archer’s fallback: [[Oblivion:Invisibility|Invisibility]].  For example,  [[Oblivion:Potions#Invisibility|weak potions of invisibility]] are fairly priced; each one will give you 15 seconds of respite, allowing you to make your escape and come back to the battle on your own terms.&lt;br /&gt;
&lt;br /&gt;
Melee enemies could actually be the easiest enemies to deal with if you could take advantage of the terrain. Since their weapons have limited range, go to places where they would not be able to attack you while you can still shoot arrows at them. For example, you could jump on top of ledges, walls or big rocks. If a place like this is far away, you could lure the enemy to the place.&lt;br /&gt;
&lt;br /&gt;
===Magical Enemies===&lt;br /&gt;
As before, your best bet is to begin in sneak mode and try to get in a good first strike. Mages rarely wear armor, so a one-hit kill is a definite possibility. Pick the biggest damage combination of bow, poison and arrow you can and let them have it.&lt;br /&gt;
&lt;br /&gt;
If you aren’t certain that you can kill the mage in one shot, something else you should try is an arrow or poison of [[Oblivion:Silence|silence]]. A low-level one (10-15 seconds) will do. When the arrow hits, they’ll be unable to cast offensive or defensive spells. They also will not be able to [[Oblivion:Summon|summon]] undead or daedra, who can turn a simple mage-killing into a much more complicated endeavor. A mage without his or her magic is just a peasant in a fancy robe, and will fall quickly to another shot or two.&lt;br /&gt;
&lt;br /&gt;
If you fail to silence them, just strafe or dodge (for journeymen [[Oblivion:Acrobatics|acrobats]]) out of the way of their offensive spells and keep firing.  If a mage succeeds in [[Oblivion:Summon|summoning]] a creature, do your best to ignore the summon. Once the mage dies, the creature will vanish. If the creature gets close or is blocking your shot, use [[Oblivion:Invisibility|invisibility]] to reposition and get a better angle for your shot.&lt;br /&gt;
&lt;br /&gt;
===Archer Enemies===&lt;br /&gt;
As always, the first arrow should be fired from sneak mode for the damage bonus. When the archer notices you, they will usually come a bit closer and then start firing arrows at you. The general pattern of the archer is to nock and fire an arrow, then strafe back and forth so you can’t get a bead on them before aiming and firing again. You can waste a lot of arrows shooting at these jokers if you’re not ready for their dodging tactics.&lt;br /&gt;
&lt;br /&gt;
The best option available is to only fire when they make ready an arrow. Draw your bow back and wait as they strafe. When they pull out an arrow, fire and prepare to do some strafing of your own. Typically, archers won’t fire when you’re strafing, so pause briefly and give them something to shoot at before sidestepping the arrow. If you are a journeyman in acrobatics, then you may be able to get two arrows away at them before their one arrow gets to where you are. When they stop moving and pull out an arrow, fire the first arrow and immediately fire the second. Then go into a side roll (hold block and hit strafe and jump) and avoid the arrow just in time. It takes good timing and lots of practice, but is incredibly satisfying to pull off.&lt;br /&gt;
&lt;br /&gt;
When low on arrows or just plain frustrated, archers will drop their bow and pull out a secondary weapon (usually a dagger); their blade skill is usually poor, so you don't need to worry about their dagger too much.&lt;br /&gt;
&lt;br /&gt;
Good enchantments for fighting archers (besides the standard damage enchantments) are hard to come by. A decent pick is usually [[Oblivion:Absorb Skill|absorb marksman]], as it improves your damage-doing ability while harming theirs. A [[Oblivion:Damage Agility|damage agility]] enchantment will also ruin their shooting.  If you combine both enchantments, the archer might fail to hit you even if you are only five feet away.  Using [[Oblivion:Calm|calming]] enchantments will get them to put their bow away and stop dodging, which is very convenient.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Remember to pull the string all the way (hold attack button), the damage caused will be much stronger and range much greater, while the time increases only slightly. You can also time the attack more accurately (the arrow is released the moment you release the button.)&lt;br /&gt;
* Enemies can't jump! If you find a spot that can only be reached by jumping, enemies without ranged weapons/spell can be attacked with impunity.  Before you attack, check if the spot is really available (some convenient sniper spots are surrounded with invisible walls).&lt;br /&gt;
* You can (poorly) block attacks with the bow.&lt;br /&gt;
* When shooting from far away while in [[Oblivion:Sneak|sneak]] mode, switch to a melee weapon right after firing your bow and before the arrow has hit its target: then the melee weapon and not the ranged weapon damage multiplier applies (4x or 6x instead of 2x or 3x) - double the deadliness of your shots!&lt;br /&gt;
* Once your renown reaches 40, you can visit the [[Oblivion:Magical Stones#Sithian Stone|Sithian heaven doomstone]] to receive the greater power ''Sithian Web''.  One of several benefits of this power is that it [[Oblivion:Fortify Skill|fortifies]] your marksman skill 20 points once a day for 120 seconds.&lt;br /&gt;
*After your enemy is dead, check its inventory for arrows you have fired at it, which you can retrieve for re-use. Some will be missing however, presumably too damaged to be used again.&lt;/div&gt;</summary>
		<author><name>Bongo</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Glitches/Proposed&amp;diff=118946</id>
		<title>Oblivion:Glitches/Proposed</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Glitches/Proposed&amp;diff=118946"/>
		<updated>2007-05-07T11:32:26Z</updated>

		<summary type="html">&lt;p&gt;Bongo: Magic staffs fall through floors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NEWSECTIONLINK__&lt;br /&gt;
To prevent inaccuracy and poor content from being put on the main article, this page has been set up so that editors can preview each other's work before it is included. Read the guidelines below, then add your glitch by clicking on the section link [+] above. An experienced editor who has the ability to edit the main article will read over your entry and either include it in our article or remove it from the page, briefly explaining why in their edit summary.&lt;br /&gt;
&lt;br /&gt;
The following are guidelines for adding glitches. Please adhere to these before submitting a glitch:&lt;br /&gt;
&lt;br /&gt;
# Entries must describe a glitch, i.e., some type of game malfunction.  Game features, even if obscure or exploitable, do not belong here.&lt;br /&gt;
# Glitches that are caused by a player cheating, in particular by using console commands, do not qualify.  Cheating is not part of normal gameplay; furthermore, there are an infinite number of ways to cause glitches using console commands.&lt;br /&gt;
# The glitch description must include some description of the conditions which caused the glitch.  Just saying, for example, &amp;quot;the game crashed&amp;quot; does not provide useful information.  Some attempt must be made to explain how the glitch can be reproduced.&lt;br /&gt;
# Quest-specific glitches should primarily be described on the appropriate quest page.  The entry on the glitches page should only provide a brief description of the problem, and then provide a link to the quest page.  All details on how to fix the glitch belong on the quest page.&lt;br /&gt;
# Both XBox and PC glitches belong on this page.  There is no need to document the platform on which the glitch occurred, unless there is evidence that the glitch is platform-specific.  On the other hand, possible remedies may need to be separated into XBox and PC sections.&lt;br /&gt;
# For glitches that have been fixed by the patch, only major glitches (i.e., exploitable or problematic ones) belong on the page.  The glitch needs to clearly identify that it has been fixed in the patch, preferably by implementing a template as discussed elsewhere on this talk page.&lt;br /&gt;
# Titles of sections should be concise yet clearly identify the topic of the glitch; the topic of a section needs to be obvious when scanning through the table of contents.  &amp;quot;Goof or a sign?&amp;quot; or &amp;quot;Raindrops keep falling on my head&amp;quot; are examples of poor titles. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
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==Infinite iron arrows glitch==&lt;br /&gt;
&lt;br /&gt;
In the arena bloodworks, sometimes one of the blue team combatants is shooting arrows at the target. After firing 4, he goes back to get them, but if you take them before him he fires 4 more. You can keep doing this for infinite arrows.&lt;br /&gt;
&lt;br /&gt;
-he fires 15, not 4. I also encountered a glitch to this glitch, If you stand in front of him after he has drawn the arrow and he wants to fire, he wont fire if your in the way. If you walk out of his way, he fires thin air. From then on, all arrows he fires will be nothing. He draws nothing, then fires nothing but still does the animation. He goes to the firing target and picks up nothing then goes back and fires some more.&lt;br /&gt;
&lt;br /&gt;
==Loot Bag==&lt;br /&gt;
&lt;br /&gt;
Though this loot bag does nothing, it contains something kinda cool.... An Item called &amp;lt;Missing Name&amp;gt;. It eqiups as a arrow and has no damage, weight, or worth. Its only a single shot and once fired, disappears. Once equiped, a large yellow box surrounds you with a big blue &amp;quot;!&amp;quot; in the middle. Kinda cool. The location of the loot bag is in between Hircine's Shrine and Mingo Cave. Starting from Mingo Cave, travel Northeast untill you reach a small field. Look for a tree with a white trunk. Look around that area for the loot bag to be sticking out of the ground. Enjoy!!!&lt;br /&gt;
&lt;br /&gt;
Posted By Exile Torant&lt;br /&gt;
&lt;br /&gt;
:Actually, this loot bag is generally never there.  Loot bags only appear when the computer's memory has been maxed out (I believe because too many items have been dropped on the ground in that area) and are created as an emergency measure.  The contents of a loot bag will always be different, depending upon what items are in the area.  Probably a general note about the appearance of loot bags needs to be added to the glitch page, but only if someone can provide details on when and why they appear.  --[[User:Nephele|Nephele]] 22:07, 4 March 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Loot Bags are not a glitch.  As Nephele said, they're a feature designed to prevent the game from slowing to a crawl when too many items are placed on the ground in the same area.  I'm not sure what the limit in Oblivion is, but in Morrowind it was 1024 items on PC and 256 on Xbox.  It always appears in the dead-center of the cell, and anything dropped in a cell with a loot bag will automatically be placed in the bag.  I don't think there's any way to get rid of them short of possibly console commands, though you can still get your stuff out easily.  I suspect that in Oblivion, these are a common side-effect of over-using the Item Duplication trick (which IS a glitch), since that will produce a large number of objects on the ground very quickly. --[[User:TheRealLurlock|TheRealLurlock]] &amp;lt;sup&amp;gt;[[User_talk:TheRealLurlock|Talk]]&amp;lt;/sup&amp;gt; 23:51, 4 March 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Ok, then whats up with the item inside? And also, I didnt drop anything in that area and I sell everything I pick up, nor do I dupe. Just thought it was something cool. But if it doesnt show up in the same location, then no point in posting it huh? lol Exile Torant&lt;br /&gt;
&lt;br /&gt;
:I found a loot bag outside of &amp;quot;My Imperial City House.&amp;quot; It was not there at one point, then after I fast traveled back to the waterfront from another town and went to my house, there it was, half buried in the ground in front of my door. Inside it only had a wanted poster for the Grey Fox. After I read the poster, I dropped it and it now continues to float outside my door like a paintbrush. I had not dropped items on the ground, though I did have a lot of items stored in the cabinets inside the house. However, I did not have any more items than I often do have stored, and had actually been reducing the number before I found the bag.... I don't know what it's all about. -Uliudo&lt;br /&gt;
&lt;br /&gt;
== Dorian Glitch Post-Patch ==&lt;br /&gt;
&lt;br /&gt;
This is basically the same as the pre-patch version of the glitch, except that you must paralyze Dorian instead of killing him.  Activating the &amp;quot;Talk&amp;quot; command while he is paralyzed brings you to his inventory as if he were dead.  You can then loot his gold infinitely as with the pre-patch glitch.&lt;br /&gt;
&lt;br /&gt;
== Permanently Paralyzed Dead Creatures and NPCs ==&lt;br /&gt;
&lt;br /&gt;
This glitch will cause a dead creature or NPC to be stuck in a paralyzed state instead of a ragdoll state.&lt;br /&gt;
In order to do this, you will need to be able to paralyze a target as well as damage a target's fatigue to below zero. First, damage the target's fatigue until they drop to the ground in a ragdoll state. This means that their fatigue is below zero. When the target starts to stand up, damage the target's fatigue with an effect that happens over time, then quickly paralyze the target. A longer paralyze effect is more useful in this case. The target's fatigue must drop below zero while the target is paralyzed. If done properly, the target will remain paralyzed for as long as its fatigue is below zero. If you kill the target during this time, it will remain permanently paralyzed. Then you can enjoy bouncing the dead paralyzed body around with an area effect spell.&lt;br /&gt;
&lt;br /&gt;
== Rosethorn Glitch ==&lt;br /&gt;
&lt;br /&gt;
I had bought only the storage area upgrade when this happened. I sat down on the stool closest to the stairway in the basement. And I couldn't get up. There was no way i could get up. The only way to do something is to reload a saved game.&lt;br /&gt;
:I think I know what you're describing. I have had times when I sat time - not just in Rosethorn manor - but wasn't able to get back up for a long time. I always eventually have been able to get back up; it just takes a while. The latest place this happened to me was in the little room you enter to get to The Fringe in Shivering Isles, so it's not been fixed by the patch. --[[User:Edwin Herdman|Edwin Herdman]] 18:01, 31 March 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Slow Motion ==&lt;br /&gt;
&lt;br /&gt;
This can occasionally happen due to a problem with the game engine/save file. Your character walks in slow motion, in animation and speed. They will still jump, turn, block etc. at normal speed but move at a much slower rate. This glitch is often due to a peripheral being used (joysticks, etc.).  Instead of starting a whole new game, try changing the &amp;quot;bUse Joystick=1&amp;quot; line in Oblivion.ini to &amp;quot;bUse Joystick=0.&amp;quot;  This also might cause some graphical glitches.  Unplugging the peripheral is possible solution as well.&lt;br /&gt;
&lt;br /&gt;
== Character Movement Glitch ==&lt;br /&gt;
&lt;br /&gt;
If you are in the middle of moving (such as attempting to sidestep or jump over an attack) when your character is killed, your character continues doing that movement after you reload from a saved game, and there is absolutely no way to stop the character from continuously doing that single movement. The only way to clear it is to exit to the desktop and restart the game.&lt;br /&gt;
&lt;br /&gt;
== Staff of Worms Glitch ==&lt;br /&gt;
&lt;br /&gt;
If you kill an NPC and re-animate them with the Staff of Worms, if you reload from before that they'll still have pink eyes. I'm not sure if restarting the console works though.&lt;br /&gt;
&lt;br /&gt;
== Infinite blessing effect? ==&lt;br /&gt;
&lt;br /&gt;
This~needs~con-Fiiirming!&lt;br /&gt;
&lt;br /&gt;
Ok. Post- end Main quest, i used paint brushes to get into the dragonfire temple. i then got akatoshes blessing in the unloaded temple and- It stayed. never went down, and remained there. Negative effects from land dreughs and enemies went away, but the blessing's effect stayed. i did this with a wayshrine of akatosh and-&lt;br /&gt;
that too stayed.&lt;br /&gt;
I dont have any patches.&lt;br /&gt;
&lt;br /&gt;
Update: the wayshrine wore off. dragon one hasnt moved.&lt;br /&gt;
&lt;br /&gt;
[[User:Maiq the liar|-m&amp;amp;#39;aiq the liar]] 18:08, 14 January 2007 (EST) [[User:Maiq the liar|-m&amp;amp;#39;aiq the liar]] 18:08, 14 January 2007 (EST) [[User:Maiq the liar|-m&amp;amp;#39;aiq the liar]] 18:08, 14 January 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I have a similar problem. I didn't use any paintbrushes or fancy cheats to enter the temple post-main quest but the blessing from the dragon won't wear off. It is frozen. Not that having 114 Personality isn't great but I want to be normal again. [[User:Grub|Grub]] 20:41, 28 April 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The blessing actually works for 24 real game hours, I've read that in many places, just check on this site, it will probably tell you. It does wear off though.&lt;br /&gt;
&lt;br /&gt;
== Doomstone Freeze ==&lt;br /&gt;
&lt;br /&gt;
When activating a conjuration doomstone the game will freeze if you are wearing certain Daedric armor peaces. This has been tested wearing boots + greaves + plate and I will test more soon. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vampire Cure Quest ==&lt;br /&gt;
&lt;br /&gt;
For some unknown reason entering the house Drakelowe in this quest will always be trespassing. This can cause problems where Melisande attacks you then runs away. Most of the time she goes outside but it is possible for her to run into her basement, behind a key-required trap door. After this happens she will never come out again. Also due to the clutter in her basement it is possible for her to become stuck upon returning to you with your potion.&lt;br /&gt;
&lt;br /&gt;
== Dropping item turn into stolen ==&lt;br /&gt;
&lt;br /&gt;
When I was in the Imperial Palace I dropped one of a potion which I had five of, and it turned into a stolen item. I tried again with arrows, ingredients and Welkynd Stones. All appeared stolen (red cursor).&lt;br /&gt;
&lt;br /&gt;
== Wearing multiple rings and necklaces ==&lt;br /&gt;
&lt;br /&gt;
This can be done by multiplying a ring or necklace first by using the arrow glitch.&lt;br /&gt;
You need two copies of a jewel in order to exploit this trick. It doesn't seem to work if you have more then two copies.&lt;br /&gt;
Equip one copy of the jewel, then multiply the second one with the arrow glitch. Both rings/necklaces will appear to have dropped, and the weight of the one you equipped will be removed from your encoumberance.&lt;br /&gt;
However, if you try to equip one of the rings/necklaces you just multiplied, you'll receive a message saying &amp;quot;you cannot equip this item&amp;quot;. In the active effects page, you'll see that you do have the effects of this magical item.&lt;br /&gt;
This way, it is possible to wear at least 4 rings and 2 necklaces. I haven't tried for more yet. There's also no obvious way to remove the items or their effects, as they are not visible in your inventory.&lt;br /&gt;
&lt;br /&gt;
Note: The effects do stack. If you were to create 10 different fortify magica rings (24 points each), each one named differently such as MM1, MM2, to MM10. (mm=more magic) You can in the end gain 240 more magica when finished. Plus you can always sell the rings to get some of your money back.&lt;br /&gt;
&lt;br /&gt;
A way to remove the effect is to re-equip one of the rings. This does not always work. But it does work on 50% of the rings/amulets i've used.&lt;br /&gt;
Last note, you may be tempted to do this with chameleon or invisibility. Unless your character is ugly and poorly made, i advise against this as you may lose the ability to view your character in 3rd person view. IE you may regret it later.&lt;br /&gt;
&lt;br /&gt;
== Removing the stolen flag on items ==&lt;br /&gt;
&lt;br /&gt;
Go to a mage's guild hall that you have joined and then drop the stolen items. Go outside and wait for a couple of hours and the get your items. they should be legitimate unless an NPC picked them up.&lt;br /&gt;
&lt;br /&gt;
This may work for fighters guild of dark brotherhood.&lt;br /&gt;
&lt;br /&gt;
== Bouncy Zones ==&lt;br /&gt;
&lt;br /&gt;
I've had this glitch where certain random zones become bouncy. Any NPCs, creatures, or players who walk into these zones do the &amp;quot;jumping&amp;quot; animation, and bounce above the ground a bit. This is especially annoying for those with low acrobatics, as you can't really move too fast, nor can you attack. The only 'fix' is to TCL through that zone. Anyone else have this? [[User:Scumbag|Scumbag]] 13:02, 29 January 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Remain inside the Arcane University when kicked out ==&lt;br /&gt;
&lt;br /&gt;
When you're in the practice rooms of the Arcane University. There are various mages' training. I summoned a Dremora, and it fell in the cross-fire from one of the mages'.&lt;br /&gt;
&lt;br /&gt;
The Dremora killed the mage, and one of the Battle Mages give me the update of being kicked out. I was supposed to go to jail, but i spawned outside the Practice Room. I was caged in.&lt;br /&gt;
&lt;br /&gt;
The doors were off-limits. And entering them was trespassing. The main gates were locked, and needed a key to be opened. And the Arch-Mage lobby door was locked by key aswell. The only way out is to pickpocket the key from a Battle Mage, or a higher ranked Mage.&lt;br /&gt;
&lt;br /&gt;
*Commiting a crime, such as theft works aswell.&lt;br /&gt;
*Another strange glitch follows up aswell, trying to re-enter the Arcane University requires a task. Usually the task is collecting 20 of ''that'' kind. The glitch is that you're supposed to get '''either''' 20 Daedra Hearts or 20 Vampire dusts'' (Not always Daedra Hearts or Vampire Dusts, but this time it is) ''. This glitch gives you the task of getting '''both''' 20 Daedra Hearts and 20 Vampire Dusts.&lt;br /&gt;
*As mentioned before, commiting a crime is an way out of this glitch. You'll respawn at the Imperial Prison this time.&lt;br /&gt;
&lt;br /&gt;
--[[User:NJ Taylor|NJ Taylor]] 14:57, 2 February 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
*I solved this by fast-travelling, any destiantion outside the arcane university should do. For the record, I was thrown out after starting a genocide in the AU courtyard. Preceeding comment added by [[User:Bongo|Bongo]] 06:51, 11 April 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Infinite stats  ==&lt;br /&gt;
&lt;br /&gt;
To do this you must have access to the arcane university. &lt;br /&gt;
You need either rings, or any sort of unenchanted jewelery. &lt;br /&gt;
You enchant the item with any enchantment (lets use fortify strength +8 as an example).&lt;br /&gt;
When enchanting you give the item a benign name (A,B,C etc.)&lt;br /&gt;
Use two arrows and use the duplicate glitch on each enchanted piece of jewelry.&lt;br /&gt;
Put on a single piece of jewelry.&lt;br /&gt;
Use the item duplication glitch on the piece of jewelry's unequipped copy.&lt;br /&gt;
You will find that your equipped piece will not be equipped and if you go to the active effects page you will see that you now have a permanent +8 strength bonus.&lt;br /&gt;
&lt;br /&gt;
Note: you can do this as many times as you want, be sure to pick up the dropped amulets so that your game doesn't slow down...you can use any available enchantment at the arcane university.&lt;br /&gt;
&lt;br /&gt;
== Constant Effect All Items ==&lt;br /&gt;
&lt;br /&gt;
First you need to get the item (jewelry, armor, or clothes) that you want to constant effect.  You will also need to different types of arrows, one with only 2 arrows and the other with only 4 arrows.  This is irreversable so make sure you do this with something that you really want.  &lt;br /&gt;
&lt;br /&gt;
1.   Use your two arrows to dupe the magical item you want to constant effect&lt;br /&gt;
&lt;br /&gt;
2.   Equip one of the copies.  One should now be highlited in gray and the other should be white&lt;br /&gt;
&lt;br /&gt;
3.   Equip your other set of four arrows&lt;br /&gt;
&lt;br /&gt;
4.   Exit the inventory screen and attack&lt;br /&gt;
&lt;br /&gt;
5.   Before the attack stops, re-enter the inventory screen and try to uneqiup the arrows&lt;br /&gt;
&lt;br /&gt;
6.  The game will tell you that you can't unequip the item right now&lt;br /&gt;
&lt;br /&gt;
7.  Go to the enchanted item and drop the copy that you are not wearing&lt;br /&gt;
&lt;br /&gt;
8.   Both should fall from your inventory&lt;br /&gt;
&lt;br /&gt;
9.   If you try to equip that item, it won't let you.  That is because it thinks you are already wearing it, so you still have the enchantment&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE:  Using this glitch isn't recommended with nighteye, light, chameleon, or detect life.&lt;br /&gt;
           Don't increase your speed, althetics, or acrobatics too high.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Reflect Damage + Wraiths ==&lt;br /&gt;
&lt;br /&gt;
Anyone else notice this? When wielding Reflect Damage equipment, if a Wraith-type monster hits you and kills itself, its death animation will not play correctly. You can loot the Ectoplasm off the 'corpse' but it will still look alive, floating in the air and all. Scared me to death more than once, while running around in a dungeon I just cleaned... it works with all Wraith-types, including Faded, Gloom and the ones on the Anvil ship. [[User:Ergo|Ergo]] 19:02, 9 February 2007 (EST)&lt;br /&gt;
:Yes - seen this too.&lt;br /&gt;
&lt;br /&gt;
== Chapels Fail to Cure Disease ==&lt;br /&gt;
&lt;br /&gt;
This is one I would have to reinstall Oblivion to even attempt to reproduce. My character contracted Astral Vapors from a zombie and visiting the chapel in Anvil failed to cure it. Now, for every character created on the system no chapel or wayshrine will cure any disease whatsoever. They all still have all of their other healing effects. The game was unpatched and no mods were installed at the time this began, but it has since been patched with 1.1.511 to no effect.&lt;br /&gt;
&lt;br /&gt;
-To fix this glitch, delete the oblivion folder from your memory. That means it and every save, and download off of your hard drive. Then, go back and patch the game and start anew.&lt;br /&gt;
&lt;br /&gt;
== Arena quest glitch ==&lt;br /&gt;
&lt;br /&gt;
There is also a bug that occurs after you're Arena Champion prior to fighting the Grey Prince.  When you speak with the battle matron, an incomplete quest entry for 'Arena' in your journal says &amp;quot;I've got everything&amp;quot; but can never be furthered or completed. {{unsigned|65.113.52.100}}&lt;br /&gt;
:This bug, glitch, or whatever is mentioned on the [[Oblivion:Arena (faction)#Bugs|Arena]] main article page already, so it is confirmed.  Just wanted to back up the the glitch claim for whomever decides what goes on the [[Oblivion:Glitches|main]] page, still not sure what the difference is between this page, '''Glitches/Proposed''', and '''[[Oblivion Talk:Glitches|Oblivion Talk:Glitches]]''' is? --[[User:AlbinoMudcrab|AlbinoMudcrab]] 15:05, 13 February 2007 (EST)&lt;br /&gt;
::Unfortunately, this new system was created without enough followup on just how it is really supposed to work, so I don't know myself what really is the best course of action with glitches.  At some point, the system clearly needs some revamping/improvements, but nobody has volunteered to do it yet.  Anyway, in this particular case, I feel that any minor bugs that are quest-specific really only need to be mentioned on the quest page: that's where they are most relevant, and there's no need to fill the main glitches page with hundreds of entries on quest-specific glitches that do not have any real effects on gameplay.  So this whole entry is just going to get deleted, rather than moved to the main page.  As for how that deletion process (especially when there is some amount of feedback, as in this case) is supposed to work, that's another undetermined step.... --[[User:Nephele|Nephele]] 23:20, 13 February 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Keeping Boots of Springheel Jak ==&lt;br /&gt;
When doing the thevies guild mission to steal the elder scroll if you don't wear the boots while your falling they dont go away. I managed to jump inside the arena and attack people through the gate using these boots.&lt;br /&gt;
:This is already discussed on [[Oblivion:The Ultimate Heist]] quest page.  It's not really a glitch, so much as an exploit. --[[User:TheRealLurlock|TheRealLurlock]] &amp;lt;sup&amp;gt;[[User_talk:TheRealLurlock|Talk]]&amp;lt;/sup&amp;gt; 23:58, 13 February 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
== Anvil Other World ==&lt;br /&gt;
&lt;br /&gt;
In Anvil there is a house called Abandoned House. If you jump onto the crate and subsequently the roof. Now look directly at the wall out of the city. With a good enough acrobatics or the boots of springhell jack you should be able to jump onto the house to the right of you if you have just turned right from facing the wall. Jump onto the roof that is ahead of that one and you should be able to jump onto the wall. You can then jump off of the wall onto what should be the gold coast. You cannot explore much here as it is like an erie sort of gostly world. It is cool to be able to do so though. The only ways to get out would be to fast travel to another location or to use the paint brush glitch to hop out.&lt;br /&gt;
&lt;br /&gt;
:Not just Anvil, but every closed city has its own world, containing only the cells necessary for the city.  With a sufficiently high acrobatics skill and some fortification, you can get into a lot of places you aren't really supposed to go, including outside the city walls in those city worlds; Anvil just happens to be one of the easiest.&lt;br /&gt;
:There used to be a section on the glitches page detailing the best routes to jump out for every city.  In the page history it can be found last at 08:23, 25 November 2006, before the page was cleaned up.  That section was not added again, and rightly so, in my opinion, since it's not really a glitch but simply how the game was designed to work.  It could be added to [[Oblivion:Things to Do When You're Bored|Things to Do When You're Bored]] under the section &amp;quot;Extreme Acrobatics&amp;quot;. --[[User:JustTheBast|JustTheBast]] 03:33, 25 February 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Also, the boundaries for the edge of Cyrodil do not apply, so you can head over to Black Marsh and Vardenfell if you would really want to. As well as the fact that you can 'leave' the map area. --[[User:Yadda|Yadda]] 15:13, 16 March 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Rain through roofs on exteriors ==&lt;br /&gt;
&lt;br /&gt;
As the subject says, this is just a visual glitch, it doesn't affect anything at all, just found it a couple of days ago, and thought it was kind of funny.&lt;br /&gt;
I was wondering around the imperial city, right below the main stone bridge that leads to the Talos plaza, I was looking for Nirn roots, and it started to rain. I just kept walking, then I passed below the bridge, and it was still raining under the bridge! hehe. I looked up, and saw the rain drops right through the bridge. That wasn't fixed by the official 1.1 patch, as far as the PC version. Same thing happens on any other place outdoors, like for example some hallways in the Temple district, if it's raining and you pass through them, the rain still falls in there.&lt;br /&gt;
&lt;br /&gt;
== More Sigil Stones. ==&lt;br /&gt;
&lt;br /&gt;
In the Oblivion Gates, when you are at the Sigil stone, continually activate the Sigil stone. The first stone should be placed in your inventory, however, if you keep activating it, another sigil stone will respawn and you get to take that one as well. Normally you only get two per gate, because the warp from taking the first Sigil stone will still be taking place. After you leave, you should have two sigil stones in your inventory, and they are not direct copies either, they both can have different attributes. Warning: you can do this trick with the Great Sigil Stone as well, you will then have two Great Sigil Stones, however, since it is a quest Item, you won't be able to drop or sell it.&lt;br /&gt;
&lt;br /&gt;
== Infinite money - Adamus Phillidas' finger ==&lt;br /&gt;
&lt;br /&gt;
In the Dark Brotherhood quest where you slay Adamus Phillida and take his finger, if you put it in the watch commanders desk, you receive a bonus when the quest ends. Now, after the quest has ended, you can return to the office and take the finger from the desk, put it back in the desk, and the quest will end again, allowing you to collect your reward (100 gold) and bonus (500 gold) from Ocheeva in the sanctuary. This does, of course, require that you have not killed Ocheeva (which you will have, if you have completed the Dark Brotherhood). I did this on xbox and with the Oblivion updates.&lt;br /&gt;
&lt;br /&gt;
== Recieve the Cowl of nocturnal without finishing thieves guild questline. ==&lt;br /&gt;
&lt;br /&gt;
This glitch requires you to have at least 75 sneak and a mages hood. Right when you first meet the gray fox. Notice he just sits in the chair and does nothing else.&lt;br /&gt;
&lt;br /&gt;
This is your advantage. Save now (In case it fails) Sneak behind him and plant the mages hood on him. Then leave the house and save your game. Reload it and walk in. See that he's wearing the Mages Hood? Now save your game again to make sure you pickpocket the cowl of the nocturnal successfully.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Happy glitching! -Robi775&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Note this Item will forever be marked stolen unless you earn it legitly.:&lt;br /&gt;
&lt;br /&gt;
It sounds to me as if the level 75 sneak only helps, and is not required.--[[User:Divine Crusader|Divine Crusader]] 11:42, 3 April 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== The Wobbling Paintbrush Jar ==&lt;br /&gt;
&lt;br /&gt;
This glitch doesn't require anything specific other than a paintbrush jar (stolen or legit). Simply drop it out of your inventory then grab and throw. No matter how it lands it will wobble indefinitely. &lt;br /&gt;
&lt;br /&gt;
(This has been verified on the XBOX360 and PC editions)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bothiel's dialogue post-Fixing the Orrery==&lt;br /&gt;
&lt;br /&gt;
Not much of a glitch, but Bothiel often referred (as of the 1.1.511 patch) to the Orrery as being in poor shape - even after you'd fixed it (generally one of the first things I do in the game now). Going to take a look at this with the new patch. --[[User:Edwin Herdman|Edwin Herdman]] 15:07, 25 March 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Extra altitude when climbing hills==&lt;br /&gt;
&lt;br /&gt;
In both Morrowind and Oblivion there is a maximum angle of incline your character can scale. This may be true for Morrowind, but I have confirmed that you can scale inclines at least slightly over the maximum angle by doing this:&lt;br /&gt;
&lt;br /&gt;
Quickly tap backwards (away from the summit) and then forwards (hold this). At the same time, press Jump. You should jump off of nothing and get a bit of altitude; your forwards movement should carry you up the incline a little bit. This actually allows you to scale some summits a bit faster than you might expect. --[[User:Edwin Herdman|Edwin Herdman]] 17:57, 31 March 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Massacre at the Arcane University==&lt;br /&gt;
&lt;br /&gt;
For some reason, any frenzy spells cast on the students in the Arcane University causes the blue-robed mages to go crazy and kill the guards, the affected students, and the other students who weren't affected by the origional frenzy spell. I'm not sure if this is just with my game, or if it happens through other means, however.&lt;br /&gt;
&lt;br /&gt;
== quill-weave ==&lt;br /&gt;
&lt;br /&gt;
Ive encountered a glitch were quill weave will walk through walk and be stuck for hours. mainly in Anvil though&lt;br /&gt;
&lt;br /&gt;
==Floating Pants==&lt;br /&gt;
&lt;br /&gt;
I dropped a pair of enchanted dwarven greaves in my Skingrad house and all of a sudden they were floating in the air. They cannot be moved, picked up etc and it ruins my decor. Anyone else have this problem???&lt;br /&gt;
:Yes same problem - same place - except it was ebony armour - only affected one item - don't know why.&lt;br /&gt;
&lt;br /&gt;
== Minion list glitch ==&lt;br /&gt;
&lt;br /&gt;
I think this glitch hit for me while doing the Fighter's Guild quest The Unfortunate Shopkeeper.  While inside the shop waiting for the burglars, my Dark Brotherhood minion was killed.  After the quest, I found myself unable to recruit a new DB minion.  Also, when I returned to Lelles' shop, the supposedly dead minion was standing there, but did not give me the option to tell him to follow me.  Even after I killed him, I still wasn't able to get a new Murderer.  Fast-forward 75-100 hours of play time and now I get a message in the notification area at the top-left of the screen that says I have too many followers.  So far this hasn't made anything that follows me vanish yet, but the prospect of suddenly losing Shadowmere or my awesome skinned hound is a touch unnerving.  In addition, I tend to get the message more often when I go the Chestnut Handy Stables and put my cursor over (but do not steal) the horses there.&lt;br /&gt;
&lt;br /&gt;
== Drink more than four(useful) potions ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is an add for the glitch at the main article, where it was requested to report a way do drink more than four useful potions at once. To do so, you have to highlight the wanted potion, and then hotkey it(doesn't matter which one) and then exit your inventory. And when you want to drink the selected potion, just press the hotkey as many times as neccessary. You can drink the potion(s) anytime you want. You don't have do drink the potion right after you exit your inventory etc. This works as long as you have the potion hotkeyed. There is no time limit, just drink as many as you want. This have been tested on Xbox with strong potion of healing and strong potion of sorcery. These potions are very useful if your restoration skill is low, and/or if you need to restore your health or magicka quickly. This is inparticularely useful for adventurers or when you travel to the planes of oblivion. Be sure to have enough potions in one of your houses; use one of the duplication glithces to stock up!&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
&lt;br /&gt;
*If you suddenly can't &amp;quot;hotdrink&amp;quot; the wanted potion, this is because you have few potions left(less than ten left usually) in your inventory. To fix this, just re-hotlink the potion. This also occur with hotlinked Varla Stones.&lt;br /&gt;
&lt;br /&gt;
== Float in Midair Glitch ==&lt;br /&gt;
&lt;br /&gt;
This glitch lets you (obviously) float in midair.Note that its not flying, but you gain a slight advantage over enemies because you are higher then them.To do this glitch you have to accept the Dark Brotherhood quest &amp;quot;Permanent Retirement&amp;quot;.Go to the lake in the city were you have to assasinate the target.Hit the target(i forgot his name) with a sword when he still has his armor on..dont let him arrest you. Immideatly run in the middle of the pond so you are swimming.When you get arrested,pay the fine.Everything will be normal (you get respawned in front of the castle) now except that you will see you will be doing the swimming motion while in midair!so you can move anywhere you can while walking while being a little above head level of the other people.I havent tested this throughly so i dont know how to get rid of it or if there are any negetive effects...good luck!&lt;br /&gt;
&lt;br /&gt;
== unlimited ring effects ==&lt;br /&gt;
&lt;br /&gt;
Using this glitch will give you unlimited ring effects. Here are the steps: first of all, you probably want to gain access to the arcane university so that you can enchant your own rings. First of all to make this glitch work, you must have two arrows and the ring with the effects that you want to keep (please note that the effects will be permanent after you use this glitch) and two arrows of any kind. Now equip your bow and the set of arrows you wish to use. Draw back the arrow but do not let go. Now enter your inventory. highlight your arrows and press the (a) button. Their should be a message pop up on the screen. Now go over to the ring you want and drop it. it should multiply into as many arrows as are in your quiver. Now pick up ALL of the rings that you dropped, aswell as the arrow. Make sure that you now have the same amount of rings as you do arrows. Now equip one of the rings. The rings should split into two groups, a highlighted group and another unhighlighted group. Now draw back on the bow and once again highlight your arrows and press (a). Now go to your rings and drop the UNHIGHLIGHTED group of rings. You will now have that rings permanent effects without actually having the ring equiped or even in your inventory. Repeat with as many rings nescessary. Feel free to equip any other ring aswell. (please note that a recent patch may have made this glitch unusable)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Infite level up &amp;quot;glitch&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
This happened to me whilst playing oblivion on the 360. After leveling up in a bed at level 1 it still had the level up symbol and I could keep leveling up for ever, I am unsure how this happened and if I had done something special to do it&lt;br /&gt;
&lt;br /&gt;
== Never ending apple of doom ==&lt;br /&gt;
&lt;br /&gt;
this is a great way to take out a good portion of the city watch and make allot of money doing it.&lt;br /&gt;
&lt;br /&gt;
First you need to be a member of the Dark Brotherhood in order to gain access to the poisoned apples.&lt;br /&gt;
After you have a few Poisoned Apples you must go into a barracks(I suggest Bruma.)&lt;br /&gt;
Next you must carefully steal all the food in the room, plant the apple in where the guards usually go for food (this is the left pantry in Bruma.) Now leave the city after at least a day you can go back in the city (do not enter the barracks yet.) If you wait around long enough guards will start dieing while on patrol. Now you can run up and loot them. Only one apple is required to do this. &lt;br /&gt;
If you enter the barracks there will be lots of dead guards in beds you can loot them as well. Note once you go back inside the barracks the food re spawns and you will have to rinse and repeat to continue your massacrer.&lt;br /&gt;
&lt;br /&gt;
I have done this on the PS3 version only I believe it to work on both xb and pc as well but no promises.&lt;br /&gt;
also you may have to place multiple apples in the pantry because the guards eat often and the apple may be eaten before you can leave.&lt;br /&gt;
&lt;br /&gt;
please email me at acepilot_mail (at) hotmail .com&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==two light armour items==&lt;br /&gt;
&lt;br /&gt;
A very minor glitch - (about level 15+ with the ability to repair to 125 - may be a factor) - light armour items sometimes appear in the inventory as having 2 available - but in fact there is only one. When dropping the item(s) only one is dropped - doesn't appear to caused any item duplication or affect gameplay - it might be affecting my encumbrance though? - This seems to happen mostly with elven armour - no idea what's specifically causing it - I first noticed when I sold what I thought were a spare pair of elven greaves only to find that I had none remaining. Basically the inventory displays that there are two of a thing but in fact only one is present.[[User:83.100.250.197|83.100.250.197]] 09:26, 5 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Magic staffs fall through floors==&lt;br /&gt;
Sometimes when I drop a magic staff it just falls through the floor. I have seen it in my houses in Cheydinhal and in Skingrad. In Cheydinhal the staff was gone for good as I was standing on the bottom floor but in skingrad the staff fell one floor down and could be retrieved downstairs in the hall. [[User:Bongo|Bongo]] 07:32, 7 May 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Bongo</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Malacath&amp;diff=118942</id>
		<title>Oblivion talk:Malacath</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Malacath&amp;diff=118942"/>
		<updated>2007-05-07T10:47:02Z</updated>

		<summary type="html">&lt;p&gt;Bongo: Luring ogree out&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The bug about the guards is pretty annoying.  The only real way to avoid it is to kill enough of the guards before freeing the ogres, so that the ogres can mop up the remaining guards.&lt;br /&gt;
&lt;br /&gt;
The problem with this is that you have to be careful which guards you kill, otherwise they will count as murders.&lt;br /&gt;
&lt;br /&gt;
If you kill the leader of the guards, or the guards in the room near the entrance to the mine, before you free the ogres, they will be considered murders.  However, the other guards deeper in the mine are fair game -- killing them will not add a murder to your record.  I wound up killing 4 of the guards, then I freed the second set of ogres first (i.e. not the ones where the quest marker is on the map), and then the first set.  The reason I did that was that the second set has farther to travel, so if you free them first then run and free the first set, the two groups of ogres will meet before fighting the remaining guards.  This pretty much ensures that there will be no surviving guards.&lt;br /&gt;
&lt;br /&gt;
If you do wind up getting into a fight with the guards captain or the other front room guards after you have freed the ogres, killing them will no longer count as a murder at that point.&lt;br /&gt;
&lt;br /&gt;
:You could also try using a Frenzy spell to get them to attack you first. --[[User:TheRealLurlock|TheRealLurlock]] 13:30, 12 July 2006 (EDT)&lt;br /&gt;
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&lt;br /&gt;
I was able to free the Ogres without fighting the guards by sneaking around.  The key for the back Ogres in on a sleeping guard near the door, and you can get the other key from a body of a guard as the released ogres pass through the mine.&lt;br /&gt;
&lt;br /&gt;
At one point I was caught by the guards, but I didn't have a weapon drawn and they just made some threatening remarks then let me go.  [[User:202.81.246.125|202.81.246.125]] 10:17, 9 November 2006 (EST)&lt;br /&gt;
&lt;br /&gt;
I entered the mine, unsheated my weapon and wasn't attacked by anybody. Went on, freed the first group of ogres, the guards arrived and ignored me, even if I was healing the ogres during the battle. When the battle was over I went and freed the second group undisturbed. The second group of ogres safely reached the mine exit. Then I went to collect the dead guards stuff, a rich loot, lots of ebony armor and weapons. I suppose the guards reaction is based on their disposition towards you and if it is high enough they won't attack.&lt;br /&gt;
&lt;br /&gt;
I also did something similar. Looks like the guards will ignore you unless you draw a weapon. In my case the first group of ogree(deepest in) killed two guards before they were killed themself. I then freed the second group who just walked to the exit. The guards must have been too far in I guess, exhausted after the first battle ;) [[User:Bongo|Bongo]] 06:47, 7 May 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Bongo</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Malacath&amp;diff=118941</id>
		<title>Oblivion:Malacath</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Malacath&amp;diff=118941"/>
		<updated>2007-05-07T10:40:01Z</updated>

		<summary type="html">&lt;p&gt;Bongo: /* Notes */ How to complete quest without fighting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Oblivion Quests Daedric Trail}}&lt;br /&gt;
&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver=[[Tamriel:Gods_M#Malacath|Malacath]]&lt;br /&gt;
|Start=&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://www.uesp.net/oblivion/map/obmap.shtml?centeron=Malacath's%20Shrine%20(Daedric) Malacath's Shrine]&amp;lt;/span&amp;gt;&lt;br /&gt;
|Loc=Malacath's Shrine, [[Oblivion:Lord Drad's Estate|Lord Drad's Estate]], [[Oblivion:Bleak Mine|Bleak Mine]]&lt;br /&gt;
|ReqLevel=10&lt;br /&gt;
|ReqItem=Troll Fat&lt;br /&gt;
|Reward=[[Oblivion:Volendrung|Volendrung]]&lt;br /&gt;
|Image=OB-Img-ShrineofMalacath.JPG&lt;br /&gt;
|ImgDesc=Shrine of Malacath&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
# Find the Shrine of Malacath, and speak to Shobob gro-Rugdush.&lt;br /&gt;
# Retrieve some troll fat, and you will now need to free some ogre slaves from a local mine.&lt;br /&gt;
# Free the slaves, and return to the shrine to be rewarded with Volendrung, a warhammer.&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
===Statue of Malacath===&lt;br /&gt;
You can learn of the location of Malacath's Shrine from [[Oblivion:Thaurron|Thaurron]] in the Anvil Mages Guild or [[Oblivion:Pinarus Inventius|Pinarus Inventius]] in [[Oblivion:Anvil|Anvil]]; Pinarus's house is on the west end of town. Ask them about ''Daedric Shrines'' (you must have already read ''[[Tamriel:Books/Modern Heretics|Modern Heretics]]''.) You must at least be level 10 in order to start this quest. He'll tell you about a large statue of Malacath, west of [[Oblivion:Fort Sutch|Fort Sutch]] and west of the [[Oblivion:Gold Road|Gold Road]] to Hammerfell. The location, north of Anvil, will be marked on your map. Find the shrine along with a couple of Orcs keeping it company. &lt;br /&gt;
&lt;br /&gt;
===Ugly on the Inside===&lt;br /&gt;
Speak to [[Oblivion:Shobob gro-Rugdush|Shobob gro-Rugdush]], who (unless you are playing an [[Oblivion:Orc|Orc]]) will mention that they don't like 'beautiful people' and suggests that maybe you can convince him you're not so beautiful on the inside. With a little more disposition (50) he'll tell you that they don't like non-Orcs and to approach the shrine at your own risk.  If you are playing an Orc, Malacath's worshippers will be more welcoming and no disposition boosts are needed.  In either case, you will need [[Oblivion:Ingredients#Troll Fat|Troll Fat]] to activate Malacath's shrine.&lt;br /&gt;
&lt;br /&gt;
[[Oblivion:Monsters#Trolls|Trolls]] start appearing in places where [[Oblivion:Monsters|monsters]] are found at level 8.  Trolls can always be found in [[Oblivion:Tidewater Cave|Tidewater Cave]] and [[Oblivion:Veyond|Veyond]], no matter what your character's level.  One piece of Troll Fat can be found on a table in [[Oblivion:Howling Cave|Howling Cave]] Lower Galleries; a piece can also be found in the [[Oblivion:Skingrad|Skingrad]] Mages Guild ( upstairs in the living quarters, in a display case; next to the other ingredients).&lt;br /&gt;
&lt;br /&gt;
Once you have a Troll Fat, approach and activate the shrine with it in your inventory. Malacath says that someone named Drad has claimed his Ogres. You are to travel east to [[Oblivion:Lord Drad's Estate|Drad's Estate]] and free the Ogre slaves.&lt;br /&gt;
&lt;br /&gt;
===Drad's Estate===&lt;br /&gt;
Drad's Estate is just southeast of the Shrine and is now marked on your map. Note that the home is a private area (red icon) but you still should be able to speak to [[Oblivion:Lord Drad|Lord]] and [[Oblivion:Lady Drad|Lady Drad]]. Speak to Drad about his ''Ogre Slaves''. You can either go with, or against, slavery in the dialogue. If you ''admire his efforts'' he'll tell you the Ogres are in [[Oblivion:Bleak Mine|Bleak Mine]]. If you go against slavery, speak to Lady Drad to learn this information. You may need to raise her disposition to 70 to get this information from her. Exact locations to the mine were not given, but it is east of the estate. &lt;br /&gt;
&lt;br /&gt;
===Bleak Mine===&lt;br /&gt;
The mine is locked with an easy-level lock. Either pick it or find the key in the Estate. Once in the mines, getting the Ogres out is no easy task. The guards (6 in all) will attack you if your weapon is unsheathed and all are very tough. There are two groups of Ogres you have to free, and once freed the Ogres will help you kill any guards they encounter (Malacath doesn't appear to mind if any Ogre dies at a guard's hand during the escape). The Ogre's cell is locked with a Hard lock, but all Guards have two keys to open the two doors. You'll receive a quest message once you have freed all Ogres (opened both cells).&lt;br /&gt;
&lt;br /&gt;
===Volendrung===&lt;br /&gt;
Return to the Shrine for your reward, the warhammer [[Oblivion:Volendrung|Volendrung]]. Be sure to sell all the guard's armor and weapons from the mine and you can easily come away with 5000 gp (level dependent).  At later levels, the sale of armor and weapons can be in the tens of thousands.&lt;br /&gt;
&lt;br /&gt;
===Dialogue===&lt;br /&gt;
At the start of the quest, Malacath says:&lt;br /&gt;
*If you are an Orc:&lt;br /&gt;
::Nice present! Good! And from a nice Orc, too! Double good! Orcs are smart. They know, you want something, you do what the Boss tells you. So listen good... Lord Drad took my ogres. Poxy white-skin says he owns them. Lying maggot! They're MY ogres! So this Lord Drad, he puts my little brothers in chains, working in the mines, and it makes me mad. So. You get over to Lord Drad's estate. Get my ogres loose, and get them out. Do it now, for me... the Boss.&lt;br /&gt;
*Otherwise:&lt;br /&gt;
::You brought a present. Good. That's smart. You want something? Then, if you're smart, you do what I tell you. Lord Drad took my ogres. Says he owns them. Lying maggot! They're MY ogres! Get over to Lord Drad's estate. Let my ogres loose, and get them out! Okay? Get going!&lt;br /&gt;
&lt;br /&gt;
When you complete the quest (regardless of your race), he says:&lt;br /&gt;
:Good job! No one owns ogres but ME! And I fixed that maggot! The ogres own Drad! Make Drad eat dirt! Bwah-hah-hah! Now you get a present. Keep up the good work. And be nice to my little brothers!&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* If you just walk into the mine with your weapon sheathed the guards will more or less ignore you, leaving you to explore and loot the mine at will. Locate both cells and open the one furthest from the entrance. The 3 ogree inside will quickly attract the attention of the guards and unless you help them out (with shield or healing spells) they will soon be dead. While the guards are busy, open the second cell. The second group of ogree will just head for the exit, completing the quest without you as much as lifting a weapon. &lt;br /&gt;
* If you have moderate sneak and security skills it is possible to do this quest without fighting the guards.  Steal the keys from the guards when one of them is away from others (remember that you need two keys), then go straight to the the ogre cells and release them. There will be a fight between the ogres and guards, just enjoy the fight. The ogres are likely to be killed by the guards, but Malacath won't care as long as you did not hurt the ogres.  However, this option means that the guards will continue to follow you after the quest is done (see [[#Bugs|Bugs]]).&lt;br /&gt;
* While the freed ogres won't hurt you, they will attack your horse on sight.  So you may want to leave your horse at the shrine and head to the farm on foot.&lt;br /&gt;
* If you kill any ogres before returning to Malacath, you will fail the quest and forego your chance to receive Volendrung.  This will also prevent you from ever being able to start [[Oblivion:Hermaeus Mora|Hermaeus Mora]]'s quest; unlike most other [[Oblivion:Daedric Quests|Daedric Quests]], Malacath's quest must be ''successfully'' completed to count towards Hermaeus Mora's requirements.&lt;br /&gt;
** If you choose to kill the ogres after the quest and then speak to Lady Drad, she will be distressed and say that you &amp;quot;killed the poor beasts and that you've ruined her and her husband&amp;quot;.&lt;br /&gt;
** Attacking the ogres provides a great opportunity to improve your [[Oblivion:Marksman|Marksman]] skill. If you stand outside the door to Lord Drad's house the ogre you're attacking can't get through the gate, which lets you fire away to your heart's content.&lt;br /&gt;
* After the quest, you can return to Lord Drad's Estate and check the fields for a laugh.  You can also take all the loot from Lord Drad's house.  It counts as stealing but nobody will stop you.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* If you do not kill all of the guards during this quest, they will follow you everywhere and pick fights with castle guards and people in the street, until they all finally die.  They may end up killing innocent people, so it is a good idea to follow up this quest by going straight into a nearby cave or fort, and letting the guards fight it out with the resident monsters.&lt;/div&gt;</summary>
		<author><name>Bongo</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=User:Bongo&amp;diff=110791</id>
		<title>User:Bongo</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=User:Bongo&amp;diff=110791"/>
		<updated>2007-04-12T19:28:21Z</updated>

		<summary type="html">&lt;p&gt;Bongo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am on a never-ending quest to give my character the ultimate gear for every occasion.&lt;br /&gt;
&lt;br /&gt;
100% chameleon is *the* gear to wear. Only problem is that it gets kind of abusive after a while...&lt;br /&gt;
&lt;br /&gt;
So, I am dreaming up something my lvl 24 nord can wear, I think I'll go with elven this time, glass is better of course but elven looks soo much better. Except for when then game screwed up the colours and made the glass armour black...The normal bottle green is boring though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First, some jewelry:&lt;br /&gt;
*Ring of vitality, 100% resistance to poison, paralyze and disease. Almost too good to be true.&lt;br /&gt;
*Mundane Ring, 50% resist magic and 35% reflect spell. Niiice. (check)&lt;br /&gt;
*Necklace of swords, 33% reflect damage and 25 pts fortify blade. (check)&lt;br /&gt;
&lt;br /&gt;
Then some Armour:&lt;br /&gt;
*Canopy helmet, 13% resist magic. (check)&lt;br /&gt;
*Elven boots, 20% resist magic from sigil stone. (check)&lt;br /&gt;
*Elven gauntlets, 20% resist magic from sigil stone.&lt;br /&gt;
*Elven cuirass, 25% fire shield from sigil stone. (check)&lt;br /&gt;
*Elven greaves, 25% shock shield from sigil stone. (check)&lt;br /&gt;
*Elven shield, 25% frost shield from sigil stone. (check)&lt;br /&gt;
&lt;br /&gt;
In sum this will give me:&lt;br /&gt;
*100% resist against poison, paralyze og disease&lt;br /&gt;
*103% resist magic&lt;br /&gt;
*An armour rating of 85&lt;br /&gt;
*35% reflect spell&lt;br /&gt;
*33% reflect damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I still lack the rings, 5 sigil stones and some unenchanted armour. I can aquire the Ayleid Crown of Lindai (resist magic 35%, fortify illusion+alteration 15pts) in place of the helmet but I might save that one for my über town outfit ;)&lt;br /&gt;
&lt;br /&gt;
Only ring of vitality and a 20% resist magic sigil stone left now...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I'm at lvl28 now but I can't find ring of vitality, ring of war works great though :)&lt;br /&gt;
And I left the elven shield for spellbreaker.&lt;br /&gt;
&lt;br /&gt;
Currently I mess around with:&lt;br /&gt;
*103% resist magic&lt;br /&gt;
*An armour rating of 85&lt;br /&gt;
*65% reflect spell&lt;br /&gt;
*66% reflect damage&lt;br /&gt;
*And some fortify magicka, blade and hand to hand on top. NIICE.&lt;br /&gt;
Hm, now what do I do with 423115 septims?&lt;/div&gt;</summary>
		<author><name>Bongo</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Houses&amp;diff=110677</id>
		<title>Oblivion:Houses</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Houses&amp;diff=110677"/>
		<updated>2007-04-12T09:19:17Z</updated>

		<summary type="html">&lt;p&gt;Bongo: dwarwen bows appear at lvl6&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Oblivion Services Trail}}&lt;br /&gt;
Many, if not most of the people you meet in Cyrodil has a place to call 'Home', from the beggar on his bedroll to the Count in his Castle. Luckily, so can you. Each major city except Kvatch has a house for sale, some of the official plugins add new homes and there are even a few free ones you will get access to after doing the proper quest.&lt;br /&gt;
&lt;br /&gt;
But why should you want to spend septims on a house in the first place you might wonder, can't you just pick any front door and dispose of its inhabitants? No you can't. There's no stopping you in trying of course but the game just won't let you. Beds can't be used when you're trespassing and most containers reset after a few game days, removing any precious loot you might have placed there. There are [[Oblivion:Sleeping and Eating|free beds]] available in the game though and some containers are safe even if you don't own them. As any loot you just put in a large pile somewhere (like on the floor in someone else's house) is perfectly safe there are no *real* reason to get a house, the game is perfectly playable without. Why bother then? Two words, roleplay and convenience. No matter what style of play you chose you will find a home that suits you. There is nothing like coming home from a hard fortnight of dungeon crawling, kick off your shoes, place your newly aquired loot where it belongs and relax in front of the fire while you wait for the shops to open so you can sell the loot you don't need. Not to mention sorting through a gargantum pile of whatnot to find that particular scroll is so much easier when the pile is *inside* a chest rather than covering the floor wall to wall.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Which house is the 'best' can be debated but you might want to start with the cheaper ones. At 2000g the one in IC is very affordable even for a beginner. The White Stallion Lodge is also an excellent starter home. You can't beat the price and the black bows you get access to during the second quest is stronger than any other bows you will find until dwarwen bows appears at level 6.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As long as you have enough gold, you can purchase multiple houses, or even all of the houses in the game.&lt;br /&gt;
&lt;br /&gt;
Once you have purchased a house and entered it for the first time, the door is permanently unlocked (although for the house in Bravil, the door continues to have a red icon due to an ownership glitch).  There is no way in Oblivion to lock a door, so it is not possible to lock the front door when you leave the house.  Even so, NPCs will not break into your house and steal any of your loot.&lt;br /&gt;
&lt;br /&gt;
Each house can be upgraded with add-ons that can, by the time you've bought them all, easily cost more than the house itself.  Buying a house appears as a quest once you've agreed to buy it or talked to a person who informs you that a house is for sale. The quest will be completed when you have bought the house and all the available upgrades.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{|  class=&amp;quot;wikitable&amp;quot; border = 1 table = center cellpadding = 3 cellspacing = 0 style = &amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|- bgcolor = #999999&lt;br /&gt;
! Location!! Price !! [[Oblivion:Commerce#Base Price|Base Price]] for all upgrades !! Who to buy from !! Merchant Upgrader&lt;br /&gt;
|-&lt;br /&gt;
| [[#Anvil|Anvil]] ||5000 ||0 ||[[Oblivion:Velwyn Benirus|Velwyn Benirus]] at ''The Count's Arms'' || N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[#Bravil|Bravil]] ||4000 ||6x650=3900 ||[[Oblivion:Count Regulus Terentius|Count Regulus Terentius]] at Castle Bravil Great Hall || [[Oblivion:Nilawen|Nilawen]] at ''The Fair Deal''&lt;br /&gt;
|-&lt;br /&gt;
| [[#Bruma|Bruma]] ||10000 ||9x1100=9900 ||[[Oblivion:Countess Narina Carvain|Countess Narina Carvain]] at Castle Bruma || [[Oblivion:Suurootan|Suurootan]] at ''Novorama''&lt;br /&gt;
|-&lt;br /&gt;
| [[#Cheydinhal|Cheydinhal]] ||15000 ||9x1500=13500 ||[[Oblivion:Count Andel Indarys|Count Andel Indarys]] at Cheydinhal Castle County Hall || [[Oblivion:Borba gra-Uzgash|Borba gra-Uzgash]] at ''Borba's Goods and Stores''&lt;br /&gt;
|-&lt;br /&gt;
| [[#Chorrol|Chorrol]] ||20000 ||(8x1800)+(2x1500)+2000=19400||[[Oblivion:Countess Arriana Valga|Countess Arriana Valga]] at Great Hall at Castle Chorrol || [[Oblivion:Seed-Neeus|Seed-Neeus]] at ''Northern Goods &amp;amp; Trade''&lt;br /&gt;
|-&lt;br /&gt;
| [[#Imperial City|Imperial City]] ||2000 ||5x400=2000 ||[[Oblivion:Vinicia Melissaeia|Vinicia Melissaeia]] at the Office of Imperial Commerce (Market District)|| [[Oblivion:Sergius Verus|Sergius Verus]] at ''Three Brothers Trade Goods''&lt;br /&gt;
|-&lt;br /&gt;
| [[#Leyawiin|Leyawiin]] ||7000 ||7x1000=7000 ||[[Oblivion:Count Marius Caro|Count Marius Caro]] at Castle Leyawiin County Hall || [[Oblivion:Gundalas|Gundalas]] at ''Best Goods and Guarantees''&lt;br /&gt;
|-&lt;br /&gt;
| [[#Skingrad|Skingrad]] ||25000 ||(13x1600)+1400+1000=23200 ||[[Oblivion:Shum gro-Yarug|Shum gro-Yarug]] at Castle Skingrad County Hall|| [[Oblivion:Gunder|Gunder]] at ''Colovian Traders''&lt;br /&gt;
|-&lt;br /&gt;
!colspan=5|Downloadable Content&lt;br /&gt;
|-&lt;br /&gt;
! Location!! Price !! [[Oblivion:Commerce#Base Price|Base Price]] for all upgrades !! Who to buy from !! Merchant Upgrader&lt;br /&gt;
|-&lt;br /&gt;
| [[#Frostcrag Spire|Frostcrag Spire]] || $1.89 ||(3x1000)+(2x2000)+1500=8500 || [http://obliviondownloads.com/StoreCatalog_ProductView.aspx?ProductId=4 Oblivion Downloads] || [[Oblivion:Aurelinwae|Aurelinwae]] at ''Mystic Emporium''&lt;br /&gt;
|-&lt;br /&gt;
| [[#Dunbarrow Cove|Dunbarrow Cove]] || $1.89 ||(5*1000)+ 500=5500 || [http://obliviondownloads.com/StoreCatalog_ProductView.aspx?ProductId=5 Oblivion Downloads] || [[Oblivion:Dahlia Rackham|Dahlia Rackham]] of the ''Clarabella'' in Anvil Bay&lt;br /&gt;
|-&lt;br /&gt;
| [[#Deepscorn Hollow|Deepscorn Hollow]] || $1.89 ||(7*1770)+ 3000=15390 || [http://obliviondownloads.com/StoreCatalog_ProductView.aspx?ProductId=7 Oblivion Downloads] || [[Oblivion:Rowley Eardwulf|Rowley Eardwulf]] at the ''Wawnet Inn'' in [[Oblivion:Weye|Weye]]&lt;br /&gt;
|}&lt;br /&gt;
{|  class=&amp;quot;wikitable&amp;quot; border = 1 table = center cellpadding = 3 cellspacing = 0 style = &amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|- bgcolor = #999999&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2|Free Houses&lt;br /&gt;
|-&lt;br /&gt;
! Location!! How to &amp;quot;own&amp;quot; it&lt;br /&gt;
|-&lt;br /&gt;
| [[#Aleswell|Aleswell]] || Do the [[Oblivion:Zero Visibility|Zero Visibility]] quest. As a reward you get a free room at the inn&lt;br /&gt;
|-&lt;br /&gt;
| [[#White Stallion Lodge|White Stallion Lodge]] || After finishing the quest [[Oblivion:Knights_of_the_White_Stallion_(quest)|Knights of the White Stallion]] the count of Leyawiin will provide you with the key.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Details on the Houses==&lt;br /&gt;
===Anvil===&lt;br /&gt;
The house in [[Oblivion:Anvil|Anvil]] is a haunted manor. Completing the '''[[Oblivion:Where Spirits Have Lease|Where Spirits Have Lease]]''' quest is needed to properly own it. At first, the house is badly torn up inside, but once you complete the quest it turns into an attractive house. It's still a little dark inside, but it has a balcony, there is a loft office upstairs right off the bed room that looks down to the living room and in the basement there is a secret chamber that on the door has a necromancer logo on it.  All in all, it's the best value of all the houses, considering there are no upgrades to buy, and you get a nice magic staff from the quest.  Bravil and the Imperial City have cheaper, but also less attractive, houses. After upgrades, Bravil is more expensive.&lt;br /&gt;
&lt;br /&gt;
===Bravil===&lt;br /&gt;
The house in [[Oblivion:Bravil|Bravil]] is in the south of town - over the bridge and then to the left. It's the bottom floor of a two-story house, actually, and very small - not much better than the Imperial City shack. Count Terentius says that the smell will make you forget how ugly it is, but with his unfriendliness and all, definitely not worth 4000 gold! However, Nilawen offers upgrades for [[Oblivion:Commerce#Base Price|base price]] 650 each: Dining Area, Kitchen Area, Racks Assortment, Reading Area, Storage Area and Wall Hangings. The house has a closet with doors that open and is one of the few with proper weapon racks.&lt;br /&gt;
&lt;br /&gt;
===Bruma===&lt;br /&gt;
The house in [[Oblivion:Bruma|Bruma]] is immediately to your right when you enter the town from the main road (not the one that goes to Cloud Temple). It is of medium size and in good condition. It has a cellar with a bedroom and will actually be very nice once you buy all the upgrades - presuming you like the Nord style and can come up with a total of 20,000 gold (including the initial 10,000 for the house itself). The upgrades available at 1100 [[Oblivion:Commerce#Base Price|base price]] each are Bedroom Area, Dining Area, Kitchen Area, Lower Storage Area, Lower Wall Hangings, Study Area, Upper Sitting Area, Upper Storage Area and Upper Wall Hangings.&lt;br /&gt;
&lt;br /&gt;
Note that the Lower Storage Area is actually a storage and sitting area in one. In the letter you buy it also says &amp;quot;This entitles the buyer of this document to a storage area and a sitting area on the lower area of your home in Bruma&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Cheydinhal===&lt;br /&gt;
The house in [[Oblivion:Cheydinhal|Cheydinhal]] is located at the far southwestern tip of the city. If you stand as if you just exited from the Mage's Guild, you'll see it directly in front of you across the plaza. It's bigger than all the cheaper ones and looks to be in very good condition - pricey too, though (15,000 gold). Once fully furnished, it will look great inside. The upgrades Borba has for you are Bedroom Area, Dining Area, Dressing Area, Kitchen Area, Lower Wall Hangings, Sitting Area, Storage Area, Study Area and Upper Wall Hangings, with [[Oblivion:Commerce#Base Price|base price]] 1500 each.&lt;br /&gt;
&lt;br /&gt;
===Chorrol===&lt;br /&gt;
The house in [[Oblivion:Chorrol|Chorrol]] is called '''[[Oblivion:Arborwatch|Arborwatch]]''' and is located in the circle around the Great Oak, next door to the Mages Guild hall. It has a large downstairs and two upstairs areas; one is called the Suite and the other is the Bedrooms, which contains two small bedrooms. Seed-Neeus sells furnishing packages (dining area, kitchen, study, sitting room, suite, bedroom, dining upgrade, servants quarters, and uppper/middle/lower wall hangings) for the house. The suite area upgrade is roughly 2000 [[Oblivion:Commerce#base price|base price]], the upper and middle wall hangings 1500 base, and all the rest about 1800 base cost. It will cost far more than the 20K you spend on the house to fully furnish it. Completing the '''[[Oblivion:Quests/A_Shadow_over_Hackdirt|A Shadow over Hackdirt]]''' quest will give you automatic 100 Disposition with Seed-Neeus, which will help you with the prices.  This house must be purchased from Countess Volga. She will not discuss its sale unless you raise her disposition to approximately 70 and also requires that your fame rating is at least 15 before she will sell it to you. The exact combination of maximum disposition possible may vary with fame or associations.&lt;br /&gt;
&lt;br /&gt;
===Imperial City===&lt;br /&gt;
The &amp;quot;house&amp;quot; in the [[Oblivion:Imperial City|Imperial City]] is located on City Isle at the Waterfront, destitute harbor area, and is nothing more than a small pitiful shack, but it does have a bed where you can sleep and ascend. The badly needed furnishings that are available for the hovel, as even the seller, [[Oblivion:Vinicia_Melissaeia|Vinicia Melissaeia]], calls it, are Dining Area, Kitchen Area, Sitting Area, Storage Area and Wall Hangings. The [[Oblivion:Commerce#Base Price|base price]] of each is 400 gold and you have to talk to Sergius Verus personally - his brothers do not have these in their inventory! The add-ons are rather pathetic as well, but you likely need the storage extension, because the basic house comes with zero containers. The Kitchen extension also adds some storage.  You may want to buy this house anyway, because of its excellent location (right outside of the Imperial City).  This can also be a great home base for a vampire, since there is always somebody sleeping nearby who could be used for feeding (at night, the [[Oblivion:Puny Ancus|Puny Ancus]], the beggar near the wall; during the day, your neighbour [[Oblivion:Armand Christophe|Armand]]).&lt;br /&gt;
&lt;br /&gt;
===Leyawiin===&lt;br /&gt;
The house in [[Oblivion:Leyawiin|Leyawiin]] is in the east of town, next to the castle, where many other homes are. It is somewhat bigger than the cheaper shacks, but looks very rundown and ugly almost, especially next door to the huge and beautiful house of the wealthy Rosentia Gallenus . The house itself costs 7000 gold, and for [[Oblivion:Commerce#Base Price|base price]] 1000 each, Gundalas will sell you the upgrades: Bedroom Area, Dining Area, Kitchen Area, Reading Area, Storage Area, Study Area and Wall Hangings.&lt;br /&gt;
&lt;br /&gt;
===Skingrad===&lt;br /&gt;
{{Oblivion:Rosethorn Hall}}&lt;br /&gt;
&lt;br /&gt;
==Downloadable Content==&lt;br /&gt;
===Frostcrag Spire===&lt;br /&gt;
This is not a house in the traditional sense: it is the Wizard's Tower from the [[Oblivion:Frostcrag Spire|Frostcrag Spire]] [[Oblivion:Official Mods|official plugin]].  This &amp;quot;house&amp;quot; is particularly well-suited for mage-type characters, but it is also useful for any character that does not want to join the [[Oblivion:Mages Guild|Mages Guild]] but wants access to [[Oblivion:Spell Making|custom spells]] and [[Oblivion:Enchanting|custom enchantments]].  To obtain this as a base of operations, you must first and foremost have the plug-in.  You must then complete a mini-quest and purchase upgrades, as detailed on the [[Oblivion:Frostcrag Spire|quest page]].&lt;br /&gt;
&lt;br /&gt;
===Dunbarrow Cove===&lt;br /&gt;
Like Frostcrag Spire, this isn't a house in the traditional sense; this is the pirates' cove from the [[Oblivion:Dunbarrow Cove|Dunbarrow Cove]] [[Oblivion:Official Mods|official plugin]].  This &amp;quot;house&amp;quot; is particularly well suited for thief-type characters.  To obtain this as a base of operations, you must first and foremost have the plug-in.  You must then complete a mini-quest and purchase upgrades, as detailed on the [[Oblivion:Dunbarrow Cove|quest page]].&lt;br /&gt;
&lt;br /&gt;
Good points about this &amp;quot;house&amp;quot; are: &lt;br /&gt;
* Merchants, trainers, and spell providers (no need to venture out)&lt;br /&gt;
* Endless supply of income - use it to buy a really nice house... say the one in Skingrad. &lt;br /&gt;
* The cave contains both Cairn Bolete Cap and Wisp Stalks - useful in making both healing potions as well as damaging poisons. Outside the cave entrance and along the coast nearby are Sacred Lotus, Water Hyacinth, Lady's Mantle, and Aloe Vera plants. All of these are very useful in making those same potions and poisons.&lt;br /&gt;
&lt;br /&gt;
Bad points:&lt;br /&gt;
* A little hard to get to if you're heavily loaded down with gear. The Mark/Recall community mod makes this bearable.&lt;br /&gt;
* If you are playing a &amp;quot;good&amp;quot; character, or are into role-playing, this mod may not be for you as you end up as the captain of a crew of pirates.&lt;br /&gt;
&lt;br /&gt;
===Deepscorn Hollow===&lt;br /&gt;
Like Frostcrag Spire, this isn't a house in the traditional sense; this comes with the [[Oblivion:Deepscorn Hollow|Deepscorn Hollow]] [[Oblivion:Official Mods|official plugin]], also known as the &amp;quot;Vile Lair&amp;quot;. This house is for those that wish to be like the dark brotherhood but do things their own way. The &amp;quot;lair&amp;quot; is in a very hard to reach area of the map in a swampy area. When the upgrades are completed, you have the perfect house for a vampire assassin. You can even send out your goon to &amp;quot;kill in the name of Sithis&amp;quot; for you - obtaining the items of the victim in the lair's chest.&lt;br /&gt;
&lt;br /&gt;
Good points:&lt;br /&gt;
* Has a built-in cure for vampirism.&lt;br /&gt;
* Has some interesting (i.e., morbid) &amp;quot;decorations&amp;quot;.&lt;br /&gt;
* Has unique plants that produce poisonous berries for killing people &amp;quot;quietly&amp;quot;.&lt;br /&gt;
* Comes with a nest of poisonous plants for making poisons of various types.&lt;br /&gt;
* Has a few decent skill books and interesting back-story books when upgrades are completed.&lt;br /&gt;
* Has a shrine that can be used to cure your illnesses if your infamy is high.&lt;br /&gt;
&lt;br /&gt;
Bad points:&lt;br /&gt;
* Every time you send out your &amp;quot;goon&amp;quot;, your infamy goes up by a point.&lt;br /&gt;
* Designed for a evil character, not useful for role-playing a non-vampire/assassin.&lt;br /&gt;
&lt;br /&gt;
==Free Houses==&lt;br /&gt;
===Aleswell===&lt;br /&gt;
If you speak with the regulars at [[Oblivion:Roxey Inn|Roxey Inn]] they will hint towards a problem in [[Oblivion:Aleswell|Aleswell]]. The [[Oblivion:Zero Visibility|Zero Visibility]] quest can be initiated by speaking to any of the inhabitants of Aleswell. After completing the  quest you will get a free room at the inn as a reward.  The drawer within that room can safely be used for storage (but other containers in the building cannot be used safely).&lt;br /&gt;
&lt;br /&gt;
===White Stallion Lodge===&lt;br /&gt;
If you travel to [[Oblivion:Leyawiin|Leyawiin]] you will hear rumours about [[Oblivion:Mazoga the Orc (person)|Mazoga]]. Her questline can be initiated by speaking to [[Oblivion:Count Marius Caro|Count Marius Caro]] at [[Oblivion:Leyawiin#Castle_Leyawiin|Leyawiin Castle County Hall]]. One of the rewards for completing the quests is the key to [[Oblivion:White Stallion Lodge|White Stallion Lodge]].  You can sleep in the lodge and all of the containers in the building can safely be used for storage. Your friendly Orcish roomate will only eat the food.&lt;/div&gt;</summary>
		<author><name>Bongo</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Knights_of_the_White_Stallion_(quest)&amp;diff=110675</id>
		<title>Oblivion:Knights of the White Stallion (quest)</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Knights_of_the_White_Stallion_(quest)&amp;diff=110675"/>
		<updated>2007-04-12T09:16:04Z</updated>

		<summary type="html">&lt;p&gt;Bongo: /* Notes */ Black bows are good bows.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Oblivion Quests Leyawiin Trail}}&lt;br /&gt;
[[Category:Oblivion-Quests|Knights of the White Stallion (quest)]]&lt;br /&gt;
[[Category:Oblivion-Quests-Leyawiin Quests|Knights of the White Stallion (quest)]]&lt;br /&gt;
&lt;br /&gt;
{{Quest Header|Giver=[[Oblivion:Count Marius Caro|Count Marius Caro]]&lt;br /&gt;
|Start=[[Oblivion:Leyawiin#Castle_Leyawiin|Castle Leyawiin]]&lt;br /&gt;
|Reward=Become a Knight-Errant of the [[Oblivion:Knights of the White Stallion (faction)|Knights of the White Stallion]], a [[Oblivion:Leyawiin|Leyawiin]] guard's shield, and the keys to the [[Oblivion:White Stallion Lodge|White Stallion Lodge]]&lt;br /&gt;
|ID=&lt;br /&gt;
|Prev=[[Oblivion:Mazoga the Orc (quest)|Mazoga the Orc]]&lt;br /&gt;
|Next=[[Oblivion:Black Bow Bandits|Black Bow Bandits]] (freeform quest, not in journal)&lt;br /&gt;
|Loc=[[Oblivion:Leyawiin#Castle_Leyawiin|Castle Leyawiin]]&lt;br /&gt;
|AddAbove=&lt;br /&gt;
|AddBelow=&lt;br /&gt;
|Image=OB-Telepe.jpg&lt;br /&gt;
|ImgDesc=Entrance of Telepe (beware of sentries).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
# Learn from the Count that there is a dangerous bandit he wants you to take care of. First, speak with Mazoga for more information.&lt;br /&gt;
# After speaking to Mazoga, you receive information about Brugo's hiding place in Telepe. Mazoga will wait in the Castle Hall until you ask her to follow you.&lt;br /&gt;
# Travel to Telepe, and kill all the bandits. Lead Mazoga out of the ruins, and then she'll start back to the castle.&lt;br /&gt;
# Report to Marius, and you'll become a Knight Errant of the Knights of the White Stallion. You also receive a shield and keys to the lodge.&lt;br /&gt;
# Marius also promises a bounty of 100 gold for every Black Bow delivered to him.&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
===The Target===&lt;br /&gt;
Speak to [[Oblivion:Count Marius Caro|Count Marius Caro]] after completing [[Oblivion:Mazoga the Orc (quest)|Mazoga the Orc's quest]] to begin this quest. The Count wants you to kill an [[Oblivion:Orc|Orc]] named [[Oblivion:Black Brugo|Black Brugo]], chieftain of the Black Bow Bandits. He'll suggest speaking with [[Oblivion:Mazoga the Orc (person)|Mazoga]], who may have contacts with outlaws, due to her shadowy past.&lt;br /&gt;
&lt;br /&gt;
Speak with Mazoga and you'll learn that she knows Brugo, that his hideout is an [[Oblivion:Ayleids|Ayleid]] ruin west of [[Oblivion:Leyawiin|Leyawiin]] called [[Oblivion:Telepe|Telepe]] and that he visits there between midnight and 6:00am on Middas. Keep in mind, he may arrive early, sometimes as early as 9:00pm. Mazoga will wait in the Castle Hall until you ask her to follow you.&lt;br /&gt;
&lt;br /&gt;
===The Black Bow Bandits===&lt;br /&gt;
Travel to Telepe (northwest of [[Oblivion:Leyawiin|Leyawiin]] and a short distance southwest of the White Stallion Lodge) and kill Black Brugo and his gang. The ruins are quite small and the bandits are located nearby after you enter so the action begins quickly. After the battle Mazoga is quite excited that she'll soon be a real knight and says she'll meet you in the Castle Hall (you first have to lead her outside and away from the ruins before she'll start traveling on her own.)&lt;br /&gt;
&lt;br /&gt;
===Become a Knight===&lt;br /&gt;
Report to Marius to become a Knight-Errant of the [[Oblivion:Knights of the White Stallion (faction)|Knights of the White Stallion]], receive a [[Oblivion:Leyawiin|Leyawiin]] guard's shield and the keys to [[Oblivion:White Stallion Lodge|White Stallion Lodge]]. He also promises a bounty of 100 gold for every Black Bow you deliver to him.&lt;br /&gt;
&lt;br /&gt;
If you speak to Mazoga after this, she will tell you that she will be at the [[Oblivion:White Stallion Lodge|White Stallion Lodge]], after which she leaves the Castle Hall and then [[Oblivion:Leyawiin|Leyawiin]] itself.&lt;br /&gt;
&lt;br /&gt;
After the quest, Mazoga will say &amp;quot;I'm gonna go get me some black bows. Tag along if you like.&amp;quot;  This initiates the freeform quest [[Oblivion:Black Bow Bandits|Black Bow Bandits]].&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* The black bows you retrieve from the bandits are quite good and you won't find better bows until dwarwen bows appear at level 6. If you are into archery you might want to keep at least one yourself, at least until you find better equipment. Also remember that the count will pay you more for black bows(100g) than any merchant(base prise is 70g).&lt;br /&gt;
* You can enter [[Oblivion:Telepe|Telepe]] during hours which Brugo is not there to thin the herd and make it easier. This may be required for Mazoga to survive, depending on your character's level.&lt;br /&gt;
* If you do not need the help, you can speak to Mazoga and ask her to wait for you at the cave's entrance to ensure her survival.&lt;br /&gt;
* Another cheap trick is just to lure Brugo back to Leyawiin and let the guards handle him.&lt;br /&gt;
* You can take advantage of the AI in order to cheat a little. Clear out the cave before Black Brugo arrives and then hide in the hallway behind the door, with the door left open. When Black Brugo and his gang arrive they will go into the north room and push the button, but instead of opening the door, it will close. You can then use your arrows or spells to lay waste to the Black Brugo gang, as none of them are smart enough to pull out their bows and they cannot figure out how to get through the door.&lt;br /&gt;
* You do not actually need to bring Mazoga along. You could just leave her inside the Leyawiin castle and complete the quest on your own. The count will still make her a knight together with you, even though she did not really do anything.&lt;br /&gt;
* Black Bow Bandits keep respawning.  So you can revisit [[Oblivion:Telepe|Telepe]] if you would like to collect more Black Bows to cash in with Count Marius Caro.  The main Black Bow Bandit base is [[Oblivion:Rockmilk Cave|Rockmilk Cave]], where you can typically find 17 Black Bows (many of whom will be conveniently killed for you by the Marauders who are also present).&lt;br /&gt;
* After completing this quest, the White Stallion lodge is a safe and free house. The chests do not respawn and your friendly Orc roommate only eats the food.&lt;br /&gt;
* If Mazoga dies during the quest but you go on to complete it on your own, the messenger from Marius apparantly feels happy in depositing the shield and keys on her corpse. You can go back to the cave and pick them up yourself.&lt;br /&gt;
* Mazoga's body will never disappear if she dies, and her armor stays on if you want to go back and get it.&lt;br /&gt;
&lt;br /&gt;
{{Quest Footer|Prev=[[Oblivion:Mazoga the Orc (quest)|Mazoga the Orc]]|Next=[[Oblivion:Black Bow Bandits|Black Bow Bandits]] (freeform quest, not in journal)}}&lt;/div&gt;</summary>
		<author><name>Bongo</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Glitches/Proposed&amp;diff=110173</id>
		<title>Oblivion:Glitches/Proposed</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Glitches/Proposed&amp;diff=110173"/>
		<updated>2007-04-11T10:51:59Z</updated>

		<summary type="html">&lt;p&gt;Bongo: /* Remain inside the Arcane University when kicked out */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NEWSECTIONLINK__&lt;br /&gt;
To prevent inaccuracy and poor content from being put on the main article, this page has been set up so that editors can preview each other's work before it is included. Read the guidelines below, then add your glitch by clicking on the section link [+] above. An experienced editor who has the ability to edit the main article will read over your entry and either include it in our article or remove it from the page, briefly explaining why in their edit summary.&lt;br /&gt;
&lt;br /&gt;
The following are guidelines for adding glitches. Please adhere to these before submitting a glitch:&lt;br /&gt;
&lt;br /&gt;
# Entries must describe a glitch, i.e., some type of game malfunction.  Game features, even if obscure or exploitable, do not belong here.&lt;br /&gt;
# Glitches that are caused by a player cheating, in particular by using console commands, do not qualify.  Cheating is not part of normal gameplay; furthermore, there are an infinite number of ways to cause glitches using console commands.&lt;br /&gt;
# The glitch description must include some description of the conditions which caused the glitch.  Just saying, for example, &amp;quot;the game crashed&amp;quot; does not provide useful information.  Some attempt must be made to explain how the glitch can be reproduced.&lt;br /&gt;
# Quest-specific glitches should primarily be described on the appropriate quest page.  The entry on the glitches page should only provide a brief description of the problem, and then provide a link to the quest page.  All details on how to fix the glitch belong on the quest page.&lt;br /&gt;
# Both XBox and PC glitches belong on this page.  There is no need to document the platform on which the glitch occurred, unless there is evidence that the glitch is platform-specific.  On the other hand, possible remedies may need to be separated into XBox and PC sections.&lt;br /&gt;
# For glitches that have been fixed by the patch, only major glitches (i.e., exploitable or problematic ones) belong on the page.  The glitch needs to clearly identify that it has been fixed in the patch, preferably by implementing a template as discussed elsewhere on this talk page.&lt;br /&gt;
# Titles of sections should be concise yet clearly identify the topic of the glitch; the topic of a section needs to be obvious when scanning through the table of contents.  &amp;quot;Goof or a sign?&amp;quot; or &amp;quot;Raindrops keep falling on my head&amp;quot; are examples of poor titles. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
==Infinite iron arrows glitch==&lt;br /&gt;
&lt;br /&gt;
In the arena bloodworks, sometimes one of the blue team combatants is shooting arrows at the target. After firing 4, he goes back to get them, but if you take them before him he fires 4 more. You can keep doing this for infinite arrows.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Loot Bag==&lt;br /&gt;
&lt;br /&gt;
Though this loot bag does nothing, it contains something kinda cool.... An Item called &amp;lt;Missing Name&amp;gt;. It eqiups as a arrow and has no damage, weight, or worth. Its only a single shot and once fired, disappears. Once equiped, a large yellow box surrounds you with a big blue &amp;quot;!&amp;quot; in the middle. Kinda cool. The location of the loot bag is in between Hircine's Shrine and Mingo Cave. Starting from Mingo Cave, travel Northeast untill you reach a small field. Look for a tree with a white trunk. Look around that area for the loot bag to be sticking out of the ground. Enjoy!!!&lt;br /&gt;
&lt;br /&gt;
Posted By Exile Torant&lt;br /&gt;
&lt;br /&gt;
:Actually, this loot bag is generally never there.  Loot bags only appear when the computer's memory has been maxed out (I believe because too many items have been dropped on the ground in that area) and are created as an emergency measure.  The contents of a loot bag will always be different, depending upon what items are in the area.  Probably a general note about the appearance of loot bags needs to be added to the glitch page, but only if someone can provide details on when and why they appear.  --[[User:Nephele|Nephele]] 22:07, 4 March 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Loot Bags are not a glitch.  As Nephele said, they're a feature designed to prevent the game from slowing to a crawl when too many items are placed on the ground in the same area.  I'm not sure what the limit in Oblivion is, but in Morrowind it was 1024 items on PC and 256 on Xbox.  It always appears in the dead-center of the cell, and anything dropped in a cell with a loot bag will automatically be placed in the bag.  I don't think there's any way to get rid of them short of possibly console commands, though you can still get your stuff out easily.  I suspect that in Oblivion, these are a common side-effect of over-using the Item Duplication trick (which IS a glitch), since that will produce a large number of objects on the ground very quickly. --[[User:TheRealLurlock|TheRealLurlock]] &amp;lt;sup&amp;gt;[[User_talk:TheRealLurlock|Talk]]&amp;lt;/sup&amp;gt; 23:51, 4 March 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Ok, then whats up with the item inside? And also, I didnt drop anything in that area and I sell everything I pick up, nor do I dupe. Just thought it was something cool. But if it doesnt show up in the same location, then no point in posting it huh? lol Exile Torant&lt;br /&gt;
&lt;br /&gt;
== Dorian Glitch Post-Patch ==&lt;br /&gt;
&lt;br /&gt;
This is basically the same as the pre-patch version of the glitch, except that you must paralyze Dorian instead of killing him.  Activating the &amp;quot;Talk&amp;quot; command while he is paralyzed brings you to his inventory as if he were dead.  You can then loot his gold infinitely as with the pre-patch glitch.&lt;br /&gt;
&lt;br /&gt;
== Permanently Paralyzed Dead Creatures and NPCs ==&lt;br /&gt;
&lt;br /&gt;
This glitch will cause a dead creature or NPC to be stuck in a paralyzed state instead of a ragdoll state.&lt;br /&gt;
In order to do this, you will need to be able to paralyze a target as well as damage a target's fatigue to below zero. First, damage the target's fatigue until they drop to the ground in a ragdoll state. This means that their fatigue is below zero. When the target starts to stand up, damage the target's fatigue with an effect that happens over time, then quickly paralyze the target. A longer paralyze effect is more useful in this case. The target's fatigue must drop below zero while the target is paralyzed. If done properly, the target will remain paralyzed for as long as its fatigue is below zero. If you kill the target during this time, it will remain permanently paralyzed. Then you can enjoy bouncing the dead paralyzed body around with an area effect spell.&lt;br /&gt;
&lt;br /&gt;
== Rosethorn Glitch ==&lt;br /&gt;
&lt;br /&gt;
I had bought only the storage area upgrade when this happened. I sat down on the stool closest to the stairway in the basement. And I couldn't get up. There was no way i could get up. The only way to do something is to reload a saved game.&lt;br /&gt;
:I think I know what you're describing. I have had times when I sat time - not just in Rosethorn manor - but wasn't able to get back up for a long time. I always eventually have been able to get back up; it just takes a while. The latest place this happened to me was in the little room you enter to get to The Fringe in Shivering Isles, so it's not been fixed by the patch. --[[User:Edwin Herdman|Edwin Herdman]] 18:01, 31 March 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Slow Motion ==&lt;br /&gt;
&lt;br /&gt;
This can occasionally happen due to a problem with the game engine/save file. Your character walks in slow motion, in animation and speed. They will still jump, turn, block etc. at normal speed but move at a much slower rate. This glitch is often due to a peripheral being used (joysticks, etc.).  Instead of starting a whole new game, try changing the &amp;quot;bUse Joystick=1&amp;quot; line in Oblivion.ini to &amp;quot;bUse Joystick=0.&amp;quot;  This also might cause some graphical glitches.  Unplugging the peripheral is possible solution as well.&lt;br /&gt;
&lt;br /&gt;
== Character Movement Glitch ==&lt;br /&gt;
&lt;br /&gt;
If you are in the middle of moving (such as attempting to sidestep or jump over an attack) when your character is killed, your character continues doing that movement after you reload from a saved game, and there is absolutely no way to stop the character from continuously doing that single movement. The only way to clear it is to exit to the desktop and restart the game.&lt;br /&gt;
&lt;br /&gt;
== Staff of Worms Glitch ==&lt;br /&gt;
&lt;br /&gt;
If you kill an NPC and re-animate them with the Staff of Worms, if you reload from before that they'll still have pink eyes. I'm not sure if restarting the console works though.&lt;br /&gt;
&lt;br /&gt;
== Infinite blessing effect? ==&lt;br /&gt;
&lt;br /&gt;
This~needs~con-Fiiirming!&lt;br /&gt;
&lt;br /&gt;
Ok. Post- end Main quest, i used paint brushes to get into the dragonfire temple. i then got akatoshes blessing in the unloaded temple and- It stayed. never went down, and remained there. Negative effects from land dreughs and enemies went away, but the blessing's effect stayed. i did this with a wayshrine of akatosh and-&lt;br /&gt;
that too stayed.&lt;br /&gt;
I dont have any patches.&lt;br /&gt;
&lt;br /&gt;
Update: the wayshrine wore off. dragon one hasnt moved.&lt;br /&gt;
&lt;br /&gt;
[[User:Maiq the liar|-m&amp;amp;#39;aiq the liar]] 18:08, 14 January 2007 (EST) [[User:Maiq the liar|-m&amp;amp;#39;aiq the liar]] 18:08, 14 January 2007 (EST) [[User:Maiq the liar|-m&amp;amp;#39;aiq the liar]] 18:08, 14 January 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Doomstone Freeze ==&lt;br /&gt;
&lt;br /&gt;
When activating a conjuration doomstone the game will freeze if you are wearing certain Daedric armor peaces. This has been tested wearing boots + greaves + plate and I will test more soon. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vampire Cure Quest ==&lt;br /&gt;
&lt;br /&gt;
For some unknown reason entering the house Drakelowe in this quest will always be trespassing. This can cause problems where Melisande attacks you then runs away. Most of the time she goes outside but it is possible for her to run into her basement, behind a key-required trap door. After this happens she will never come out again. Also due to the clutter in her basement it is possible for her to become stuck upon returning to you with your potion.&lt;br /&gt;
&lt;br /&gt;
== Dropping item turn into stolen ==&lt;br /&gt;
&lt;br /&gt;
When I was in the Imperial Palace I dropped one of a potion which I had five of, and it turned into a stolen item. I tried again with arrows, ingredients and Welkynd Stones. All appeared stolen (red cursor).&lt;br /&gt;
&lt;br /&gt;
== Wearing multiple rings and necklaces ==&lt;br /&gt;
&lt;br /&gt;
This can be done by multiplying a ring or necklace first by using the arrow glitch.&lt;br /&gt;
You need two copies of a jewel in order to exploit this trick. It doesn't seem to work if you have more then two copies.&lt;br /&gt;
Equip one copy of the jewel, then multiply the second one with the arrow glitch. Both rings/necklaces will appear to have dropped, and the weight of the one you equipped will be removed from your encoumberance.&lt;br /&gt;
However, if you try to equip one of the rings/necklaces you just multiplied, you'll receive a message saying &amp;quot;you cannot equip this item&amp;quot;. In the active effects page, you'll see that you do have the effects of this magical item.&lt;br /&gt;
This way, it is possible to wear at least 4 rings and 2 necklaces. I haven't tried for more yet. There's also no obvious way to remove the items or their effects, as they are not visible in your inventory.&lt;br /&gt;
&lt;br /&gt;
Note: The effects do stack. If you were to create 10 different fortify magica rings (24 points each), each one named differently such as MM1, MM2, to MM10. (mm=more magic) You can in the end gain 240 more magica when finished. Plus you can always sell the rings to get some of your money back.&lt;br /&gt;
&lt;br /&gt;
A way to remove the effect is to re-equip one of the rings. This does not always work. But it does work on 50% of the rings/amulets i've used.&lt;br /&gt;
Last note, you may be tempted to do this with chameleon or invisibility. Unless your character is ugly and poorly made, i advise against this as you may lose the ability to view your character in 3rd person view. IE you may regret it later.&lt;br /&gt;
&lt;br /&gt;
== Removing the stolen flag on items ==&lt;br /&gt;
&lt;br /&gt;
Go to a mage's guild hall that you have joined and then drop the stolen items. Go outside and wait for a couple of hours and the get your items. they should be legitimate unless an NPC picked them up.&lt;br /&gt;
&lt;br /&gt;
This may work for fighters guild of dark brotherhood.&lt;br /&gt;
&lt;br /&gt;
== Bouncy Zones ==&lt;br /&gt;
&lt;br /&gt;
I've had this glitch where certain random zones become bouncy. Any NPCs, creatures, or players who walk into these zones do the &amp;quot;jumping&amp;quot; animation, and bounce above the ground a bit. This is especially annoying for those with low acrobatics, as you can't really move too fast, nor can you attack. The only 'fix' is to TCL through that zone. Anyone else have this? [[User:Scumbag|Scumbag]] 13:02, 29 January 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Remain inside the Arcane University when kicked out ==&lt;br /&gt;
&lt;br /&gt;
When you're in the practice rooms of the Arcane University. There are various mages' training. I summoned a Dremora, and it fell in the cross-fire from one of the mages'.&lt;br /&gt;
&lt;br /&gt;
The Dremora killed the mage, and one of the Battle Mages give me the update of being kicked out. I was supposed to go to jail, but i spawned outside the Practice Room. I was caged in.&lt;br /&gt;
&lt;br /&gt;
The doors were off-limits. And entering them was trespassing. The main gates were locked, and needed a key to be opened. And the Arch-Mage lobby door was locked by key aswell. The only way out is to pickpocket the key from a Battle Mage, or a higher ranked Mage.&lt;br /&gt;
&lt;br /&gt;
*Commiting a crime, such as theft works aswell.&lt;br /&gt;
*Another strange glitch follows up aswell, trying to re-enter the Arcane University requires a task. Usually the task is collecting 20 of ''that'' kind. The glitch is that you're supposed to get '''either''' 20 Daedra Hearts or 20 Vampire dusts'' (Not always Daedra Hearts or Vampire Dusts, but this time it is) ''. This glitch gives you the task of getting '''both''' 20 Daedra Hearts and 20 Vampire Dusts.&lt;br /&gt;
*As mentioned before, commiting a crime is an way out of this glitch. You'll respawn at the Imperial Prison this time.&lt;br /&gt;
&lt;br /&gt;
--[[User:NJ Taylor|NJ Taylor]] 14:57, 2 February 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
*I solved this by fast-travelling, any destiantion outside the arcane university should do. For the record, I was thrown out after starting a genocide in the AU courtyard. Preceeding comment added by [[User:Bongo|Bongo]] 06:51, 11 April 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Infinite stats  ==&lt;br /&gt;
&lt;br /&gt;
To do this you must have access to the arcane university. &lt;br /&gt;
You need either rings, or any sort of unenchanted jewelery. &lt;br /&gt;
You enchant the item with any enchantment (lets use fortify strength +8 as an example).&lt;br /&gt;
When enchanting you give the item a benign name (A,B,C etc.)&lt;br /&gt;
Use two arrows and use the duplicate glitch on each enchanted piece of jewelry.&lt;br /&gt;
Put on a single piece of jewelry.&lt;br /&gt;
Use the item duplication glitch on the piece of jewelry's unequipped copy.&lt;br /&gt;
You will find that your equipped piece will not be equipped and if you go to the active effects page you will see that you now have a permanent +8 strength bonus.&lt;br /&gt;
&lt;br /&gt;
Note: you can do this as many times as you want, be sure to pick up the dropped amulets so that your game doesn't slow down...you can use any available enchantment at the arcane university.&lt;br /&gt;
&lt;br /&gt;
== Constant Effect All Items ==&lt;br /&gt;
&lt;br /&gt;
First you need to get the item (jewelry, armor, or clothes) that you want to constant effect.  You will also need to different types of arrows, one with only 2 arrows and the other with only 4 arrows.  This is irreversable so make sure you do this with something that you really want.  &lt;br /&gt;
&lt;br /&gt;
1.   Use your two arrows to dupe the magical item you want to constant effect&lt;br /&gt;
&lt;br /&gt;
2.   Equip one of the copies.  One should now be highlited in gray and the other should be white&lt;br /&gt;
&lt;br /&gt;
3.   Equip your other set of four arrows&lt;br /&gt;
&lt;br /&gt;
4.   Exit the inventory screen and attack&lt;br /&gt;
&lt;br /&gt;
5.   Before the attack stops, re-enter the inventory screen and try to uneqiup the arrows&lt;br /&gt;
&lt;br /&gt;
6.  The game will tell you that you can't unequip the item right now&lt;br /&gt;
&lt;br /&gt;
7.  Go to the enchanted item and drop the copy that you are not wearing&lt;br /&gt;
&lt;br /&gt;
8.   Both should fall from your inventory&lt;br /&gt;
&lt;br /&gt;
9.   If you try to equip that item, it won't let you.  That is because it thinks you are already wearing it, so you still have the enchantment&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE:  Using this glitch isn't recommended with nighteye, light, chameleon, or detect life.&lt;br /&gt;
           Don't increase your speed, althetics, or acrobatics too high.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Reflect Damage + Wraiths ==&lt;br /&gt;
&lt;br /&gt;
Anyone else notice this? When wielding Reflect Damage equipment, if a Wraith-type monster hits you and kills itself, its death animation will not play correctly. You can loot the Ectoplasm off the 'corpse' but it will still look alive, floating in the air and all. Scared me to death more than once, while running around in a dungeon I just cleaned... it works with all Wraith-types, including Faded, Gloom and the ones on the Anvil ship. [[User:Ergo|Ergo]] 19:02, 9 February 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Chapels Fail to Cure Disease ==&lt;br /&gt;
&lt;br /&gt;
This is one I would have to reinstall Oblivion to even attempt to reproduce. My character contracted Astral Vapors from a zombie and visiting the chapel in Anvil failed to cure it. Now, for every character created on the system no chapel or wayshrine will cure any disease whatsoever. They all still have all of their other healing effects. The game was unpatched and no mods were installed at the time this began, but it has since been patched with 1.1.511 to no effect.&lt;br /&gt;
&lt;br /&gt;
== Arena quest glitch ==&lt;br /&gt;
&lt;br /&gt;
There is also a bug that occurs after you're Arena Champion prior to fighting the Grey Prince.  When you speak with the battle matron, an incomplete quest entry for 'Arena' in your journal says &amp;quot;I've got everything&amp;quot; but can never be furthered or completed. {{unsigned|65.113.52.100}}&lt;br /&gt;
:This bug, glitch, or whatever is mentioned on the [[Oblivion:Arena (faction)#Bugs|Arena]] main article page already, so it is confirmed.  Just wanted to back up the the glitch claim for whomever decides what goes on the [[Oblivion:Glitches|main]] page, still not sure what the difference is between this page, '''Glitches/Proposed''', and '''[[Oblivion Talk:Glitches|Oblivion Talk:Glitches]]''' is? --[[User:AlbinoMudcrab|AlbinoMudcrab]] 15:05, 13 February 2007 (EST)&lt;br /&gt;
::Unfortunately, this new system was created without enough followup on just how it is really supposed to work, so I don't know myself what really is the best course of action with glitches.  At some point, the system clearly needs some revamping/improvements, but nobody has volunteered to do it yet.  Anyway, in this particular case, I feel that any minor bugs that are quest-specific really only need to be mentioned on the quest page: that's where they are most relevant, and there's no need to fill the main glitches page with hundreds of entries on quest-specific glitches that do not have any real effects on gameplay.  So this whole entry is just going to get deleted, rather than moved to the main page.  As for how that deletion process (especially when there is some amount of feedback, as in this case) is supposed to work, that's another undetermined step.... --[[User:Nephele|Nephele]] 23:20, 13 February 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Keeping Boots of Springheel Jak ==&lt;br /&gt;
When doing the thevies guild mission to steal the elder scroll if you don't wear the boots while your falling they dont go away. I managed to jump inside the arena and attack people through the gate using these boots.&lt;br /&gt;
:This is already discussed on [[Oblivion:The Ultimate Heist]] quest page.  It's not really a glitch, so much as an exploit. --[[User:TheRealLurlock|TheRealLurlock]] &amp;lt;sup&amp;gt;[[User_talk:TheRealLurlock|Talk]]&amp;lt;/sup&amp;gt; 23:58, 13 February 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Anvil Other World ==&lt;br /&gt;
&lt;br /&gt;
In Anvil there is a house called Abandoned House. If you jump onto the crate and subsequently the roof. Now look directly at the wall out of the city. With a good enough acrobatics or the boots of springhell jack you should be able to jump onto the house to the right of you if you have just turned right from facing the wall. Jump onto the roof that is ahead of that one and you should be able to jump onto the wall. You can then jump off of the wall onto what should be the gold coast. You cannot explore much here as it is like an erie sort of gostly world. It is cool to be able to do so though. The only ways to get out would be to fast travel to another location or to use the paint brush glitch to hop out.&lt;br /&gt;
&lt;br /&gt;
:Not just Anvil, but every closed city has its own world, containing only the cells necessary for the city.  With a sufficiently high acrobatics skill and some fortification, you can get into a lot of places you aren't really supposed to go, including outside the city walls in those city worlds; Anvil just happens to be one of the easiest.&lt;br /&gt;
:There used to be a section on the glitches page detailing the best routes to jump out for every city.  In the page history it can be found last at 08:23, 25 November 2006, before the page was cleaned up.  That section was not added again, and rightly so, in my opinion, since it's not really a glitch but simply how the game was designed to work.  It could be added to [[Oblivion:Things to Do When You're Bored|Things to Do When You're Bored]] under the section &amp;quot;Extreme Acrobatics&amp;quot;. --[[User:JustTheBast|JustTheBast]] 03:33, 25 February 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Also, the boundaries for the edge of Cyrodil do not apply, so you can head over to Black Marsh and Vardenfell if you would really want to. As well as the fact that you can 'leave' the map area. --[[User:Yadda|Yadda]] 15:13, 16 March 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Rain through roofs on exteriors ==&lt;br /&gt;
&lt;br /&gt;
As the subject says, this is just a visual glitch, it doesn't affect anything at all, just found it a couple of days ago, and thought it was kind of funny.&lt;br /&gt;
I was wondering around the imperial city, right below the main stone bridge that leads to the Talos plaza, I was looking for Nirn roots, and it started to rain. I just kept walking, then I passed below the bridge, and it was still raining under the bridge! hehe. I looked up, and saw the rain drops right through the bridge. That wasn't fixed by the official 1.1 patch, as far as the PC version. Same thing happens on any other place outdoors, like for example some hallways in the Temple district, if it's raining and you pass through them, the rain still falls in there.&lt;br /&gt;
&lt;br /&gt;
== More Sigil Stones. ==&lt;br /&gt;
&lt;br /&gt;
In the Oblivion Gates, when you are at the Sigil stone, continually activate the Sigil stone. The first stone should be placed in your inventory, however, if you keep activating it, another sigil stone will respawn and you get to take that one as well. Normally you only get two per gate, because the warp from taking the first Sigil stone will still be taking place. After you leave, you should have two sigil stones in your inventory, and they are not direct copies either, they both can have different attributes. Warning: you can do this trick with the Great Sigil Stone as well, you will then have two Great Sigil Stones, however, since it is a quest Item, you won't be able to drop or sell it.&lt;br /&gt;
&lt;br /&gt;
== Infinite money - Adamus Phillidas' finger ==&lt;br /&gt;
&lt;br /&gt;
In the Dark Brotherhood quest where you slay Adamus Phillida and take his finger, if you put it in the watch commanders desk, you receive a bonus when the quest ends. Now, after the quest has ended, you can return to the office and take the finger from the desk, put it back in the desk, and the quest will end again, allowing you to collect your reward (100 gold) and bonus (500 gold) from Ocheeva in the sanctuary. This does, of course, require that you have not killed Ocheeva (which you will have, if you have completed the Dark Brotherhood). I did this on xbox and with the Oblivion updates.&lt;br /&gt;
&lt;br /&gt;
== Recieve the Cowl of nocturnal without finishing thieves guild questline. ==&lt;br /&gt;
&lt;br /&gt;
This glitch requires you to have at least 75 sneak and a mages hood. Right when you first meet the gray fox. Notice he just sits in the chair and does nothing else.&lt;br /&gt;
&lt;br /&gt;
This is your advantage. Save now (In case it fails) Sneak behind him and plant the mages hood on him. Then leave the house and save your game. Reload it and walk in. See that he's wearing the Mages Hood? Now save your game again to make sure you pickpocket the cowl of the nocturnal successfully.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Happy glitching! -Robi775&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Note this Item will forever be marked stolen unless you earn it legitly.:&lt;br /&gt;
&lt;br /&gt;
It sounds to me as if the level 75 sneak only helps, and is not required.--[[User:Divine Crusader|Divine Crusader]] 11:42, 3 April 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== The Wobbling Paintbrush Jar ==&lt;br /&gt;
&lt;br /&gt;
This glitch doesn't require anything specific other than a paintbrush jar (stolen or legit). Simply drop it out of your inventory then grab and throw. No matter how it lands it will wobble indefinitely. &lt;br /&gt;
&lt;br /&gt;
(This has been verified on the XBOX360 and PC editions)&lt;br /&gt;
&lt;br /&gt;
== Caught in the Hunt Glitch ==&lt;br /&gt;
&lt;br /&gt;
During the Fort Grief mission [[Oblivion:Caught in the Hunt|Caught in the Hunt]], you are asked to take the boat over to Fort Grief to find [[Oblivion:Aleron Loche|Aleron Locke]]. When you get there, take the boat back and quick travel back to fort greif. Now when you leave the interior after finding the 'key to get out', you'll exit the interior of the fort to find [[Oblivion:Kurdan gro-Dragol|Kurdan gro-Dragol]] endlessly running around in circles looking for Aleron, although he is no longer there. Now you are frozen and unable to move because Aleron Loche isn't being killed.&lt;br /&gt;
&lt;br /&gt;
(This has only been tested on the XBOX360, PC edition still needs verification)&lt;br /&gt;
&lt;br /&gt;
==Bothiel's dialogue post-Fixing the Orrery==&lt;br /&gt;
&lt;br /&gt;
Not much of a glitch, but Bothiel often referred (as of the 1.1.511 patch) to the Orrery as being in poor shape - even after you'd fixed it (generally one of the first things I do in the game now). Going to take a look at this with the new patch. --[[User:Edwin Herdman|Edwin Herdman]] 15:07, 25 March 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Extra altitude when climbing hills==&lt;br /&gt;
&lt;br /&gt;
In both Morrowind and Oblivion there is a maximum angle of incline your character can scale. This may be true for Morrowind, but I have confirmed that you can scale inclines at least slightly over the maximum angle by doing this:&lt;br /&gt;
&lt;br /&gt;
Quickly tap backwards (away from the summit) and then forwards (hold this). At the same time, press Jump. You should jump off of nothing and get a bit of altitude; your forwards movement should carry you up the incline a little bit. This actually allows you to scale some summits a bit faster than you might expect. --[[User:Edwin Herdman|Edwin Herdman]] 17:57, 31 March 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Bongo</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Glitches/Proposed&amp;diff=110172</id>
		<title>Oblivion:Glitches/Proposed</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Glitches/Proposed&amp;diff=110172"/>
		<updated>2007-04-11T10:51:21Z</updated>

		<summary type="html">&lt;p&gt;Bongo: /* Remain inside the Arcane University when kicked out */  how to get out&lt;/p&gt;
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&lt;div&gt;__NEWSECTIONLINK__&lt;br /&gt;
To prevent inaccuracy and poor content from being put on the main article, this page has been set up so that editors can preview each other's work before it is included. Read the guidelines below, then add your glitch by clicking on the section link [+] above. An experienced editor who has the ability to edit the main article will read over your entry and either include it in our article or remove it from the page, briefly explaining why in their edit summary.&lt;br /&gt;
&lt;br /&gt;
The following are guidelines for adding glitches. Please adhere to these before submitting a glitch:&lt;br /&gt;
&lt;br /&gt;
# Entries must describe a glitch, i.e., some type of game malfunction.  Game features, even if obscure or exploitable, do not belong here.&lt;br /&gt;
# Glitches that are caused by a player cheating, in particular by using console commands, do not qualify.  Cheating is not part of normal gameplay; furthermore, there are an infinite number of ways to cause glitches using console commands.&lt;br /&gt;
# The glitch description must include some description of the conditions which caused the glitch.  Just saying, for example, &amp;quot;the game crashed&amp;quot; does not provide useful information.  Some attempt must be made to explain how the glitch can be reproduced.&lt;br /&gt;
# Quest-specific glitches should primarily be described on the appropriate quest page.  The entry on the glitches page should only provide a brief description of the problem, and then provide a link to the quest page.  All details on how to fix the glitch belong on the quest page.&lt;br /&gt;
# Both XBox and PC glitches belong on this page.  There is no need to document the platform on which the glitch occurred, unless there is evidence that the glitch is platform-specific.  On the other hand, possible remedies may need to be separated into XBox and PC sections.&lt;br /&gt;
# For glitches that have been fixed by the patch, only major glitches (i.e., exploitable or problematic ones) belong on the page.  The glitch needs to clearly identify that it has been fixed in the patch, preferably by implementing a template as discussed elsewhere on this talk page.&lt;br /&gt;
# Titles of sections should be concise yet clearly identify the topic of the glitch; the topic of a section needs to be obvious when scanning through the table of contents.  &amp;quot;Goof or a sign?&amp;quot; or &amp;quot;Raindrops keep falling on my head&amp;quot; are examples of poor titles. &lt;br /&gt;
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==Infinite iron arrows glitch==&lt;br /&gt;
&lt;br /&gt;
In the arena bloodworks, sometimes one of the blue team combatants is shooting arrows at the target. After firing 4, he goes back to get them, but if you take them before him he fires 4 more. You can keep doing this for infinite arrows.&lt;br /&gt;
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==Loot Bag==&lt;br /&gt;
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Though this loot bag does nothing, it contains something kinda cool.... An Item called &amp;lt;Missing Name&amp;gt;. It eqiups as a arrow and has no damage, weight, or worth. Its only a single shot and once fired, disappears. Once equiped, a large yellow box surrounds you with a big blue &amp;quot;!&amp;quot; in the middle. Kinda cool. The location of the loot bag is in between Hircine's Shrine and Mingo Cave. Starting from Mingo Cave, travel Northeast untill you reach a small field. Look for a tree with a white trunk. Look around that area for the loot bag to be sticking out of the ground. Enjoy!!!&lt;br /&gt;
&lt;br /&gt;
Posted By Exile Torant&lt;br /&gt;
&lt;br /&gt;
:Actually, this loot bag is generally never there.  Loot bags only appear when the computer's memory has been maxed out (I believe because too many items have been dropped on the ground in that area) and are created as an emergency measure.  The contents of a loot bag will always be different, depending upon what items are in the area.  Probably a general note about the appearance of loot bags needs to be added to the glitch page, but only if someone can provide details on when and why they appear.  --[[User:Nephele|Nephele]] 22:07, 4 March 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Loot Bags are not a glitch.  As Nephele said, they're a feature designed to prevent the game from slowing to a crawl when too many items are placed on the ground in the same area.  I'm not sure what the limit in Oblivion is, but in Morrowind it was 1024 items on PC and 256 on Xbox.  It always appears in the dead-center of the cell, and anything dropped in a cell with a loot bag will automatically be placed in the bag.  I don't think there's any way to get rid of them short of possibly console commands, though you can still get your stuff out easily.  I suspect that in Oblivion, these are a common side-effect of over-using the Item Duplication trick (which IS a glitch), since that will produce a large number of objects on the ground very quickly. --[[User:TheRealLurlock|TheRealLurlock]] &amp;lt;sup&amp;gt;[[User_talk:TheRealLurlock|Talk]]&amp;lt;/sup&amp;gt; 23:51, 4 March 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Ok, then whats up with the item inside? And also, I didnt drop anything in that area and I sell everything I pick up, nor do I dupe. Just thought it was something cool. But if it doesnt show up in the same location, then no point in posting it huh? lol Exile Torant&lt;br /&gt;
&lt;br /&gt;
== Dorian Glitch Post-Patch ==&lt;br /&gt;
&lt;br /&gt;
This is basically the same as the pre-patch version of the glitch, except that you must paralyze Dorian instead of killing him.  Activating the &amp;quot;Talk&amp;quot; command while he is paralyzed brings you to his inventory as if he were dead.  You can then loot his gold infinitely as with the pre-patch glitch.&lt;br /&gt;
&lt;br /&gt;
== Permanently Paralyzed Dead Creatures and NPCs ==&lt;br /&gt;
&lt;br /&gt;
This glitch will cause a dead creature or NPC to be stuck in a paralyzed state instead of a ragdoll state.&lt;br /&gt;
In order to do this, you will need to be able to paralyze a target as well as damage a target's fatigue to below zero. First, damage the target's fatigue until they drop to the ground in a ragdoll state. This means that their fatigue is below zero. When the target starts to stand up, damage the target's fatigue with an effect that happens over time, then quickly paralyze the target. A longer paralyze effect is more useful in this case. The target's fatigue must drop below zero while the target is paralyzed. If done properly, the target will remain paralyzed for as long as its fatigue is below zero. If you kill the target during this time, it will remain permanently paralyzed. Then you can enjoy bouncing the dead paralyzed body around with an area effect spell.&lt;br /&gt;
&lt;br /&gt;
== Rosethorn Glitch ==&lt;br /&gt;
&lt;br /&gt;
I had bought only the storage area upgrade when this happened. I sat down on the stool closest to the stairway in the basement. And I couldn't get up. There was no way i could get up. The only way to do something is to reload a saved game.&lt;br /&gt;
:I think I know what you're describing. I have had times when I sat time - not just in Rosethorn manor - but wasn't able to get back up for a long time. I always eventually have been able to get back up; it just takes a while. The latest place this happened to me was in the little room you enter to get to The Fringe in Shivering Isles, so it's not been fixed by the patch. --[[User:Edwin Herdman|Edwin Herdman]] 18:01, 31 March 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Slow Motion ==&lt;br /&gt;
&lt;br /&gt;
This can occasionally happen due to a problem with the game engine/save file. Your character walks in slow motion, in animation and speed. They will still jump, turn, block etc. at normal speed but move at a much slower rate. This glitch is often due to a peripheral being used (joysticks, etc.).  Instead of starting a whole new game, try changing the &amp;quot;bUse Joystick=1&amp;quot; line in Oblivion.ini to &amp;quot;bUse Joystick=0.&amp;quot;  This also might cause some graphical glitches.  Unplugging the peripheral is possible solution as well.&lt;br /&gt;
&lt;br /&gt;
== Character Movement Glitch ==&lt;br /&gt;
&lt;br /&gt;
If you are in the middle of moving (such as attempting to sidestep or jump over an attack) when your character is killed, your character continues doing that movement after you reload from a saved game, and there is absolutely no way to stop the character from continuously doing that single movement. The only way to clear it is to exit to the desktop and restart the game.&lt;br /&gt;
&lt;br /&gt;
== Staff of Worms Glitch ==&lt;br /&gt;
&lt;br /&gt;
If you kill an NPC and re-animate them with the Staff of Worms, if you reload from before that they'll still have pink eyes. I'm not sure if restarting the console works though.&lt;br /&gt;
&lt;br /&gt;
== Infinite blessing effect? ==&lt;br /&gt;
&lt;br /&gt;
This~needs~con-Fiiirming!&lt;br /&gt;
&lt;br /&gt;
Ok. Post- end Main quest, i used paint brushes to get into the dragonfire temple. i then got akatoshes blessing in the unloaded temple and- It stayed. never went down, and remained there. Negative effects from land dreughs and enemies went away, but the blessing's effect stayed. i did this with a wayshrine of akatosh and-&lt;br /&gt;
that too stayed.&lt;br /&gt;
I dont have any patches.&lt;br /&gt;
&lt;br /&gt;
Update: the wayshrine wore off. dragon one hasnt moved.&lt;br /&gt;
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[[User:Maiq the liar|-m&amp;amp;#39;aiq the liar]] 18:08, 14 January 2007 (EST) [[User:Maiq the liar|-m&amp;amp;#39;aiq the liar]] 18:08, 14 January 2007 (EST) [[User:Maiq the liar|-m&amp;amp;#39;aiq the liar]] 18:08, 14 January 2007 (EST)&lt;br /&gt;
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&lt;br /&gt;
== Doomstone Freeze ==&lt;br /&gt;
&lt;br /&gt;
When activating a conjuration doomstone the game will freeze if you are wearing certain Daedric armor peaces. This has been tested wearing boots + greaves + plate and I will test more soon. &lt;br /&gt;
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&lt;br /&gt;
== Vampire Cure Quest ==&lt;br /&gt;
&lt;br /&gt;
For some unknown reason entering the house Drakelowe in this quest will always be trespassing. This can cause problems where Melisande attacks you then runs away. Most of the time she goes outside but it is possible for her to run into her basement, behind a key-required trap door. After this happens she will never come out again. Also due to the clutter in her basement it is possible for her to become stuck upon returning to you with your potion.&lt;br /&gt;
&lt;br /&gt;
== Dropping item turn into stolen ==&lt;br /&gt;
&lt;br /&gt;
When I was in the Imperial Palace I dropped one of a potion which I had five of, and it turned into a stolen item. I tried again with arrows, ingredients and Welkynd Stones. All appeared stolen (red cursor).&lt;br /&gt;
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== Wearing multiple rings and necklaces ==&lt;br /&gt;
&lt;br /&gt;
This can be done by multiplying a ring or necklace first by using the arrow glitch.&lt;br /&gt;
You need two copies of a jewel in order to exploit this trick. It doesn't seem to work if you have more then two copies.&lt;br /&gt;
Equip one copy of the jewel, then multiply the second one with the arrow glitch. Both rings/necklaces will appear to have dropped, and the weight of the one you equipped will be removed from your encoumberance.&lt;br /&gt;
However, if you try to equip one of the rings/necklaces you just multiplied, you'll receive a message saying &amp;quot;you cannot equip this item&amp;quot;. In the active effects page, you'll see that you do have the effects of this magical item.&lt;br /&gt;
This way, it is possible to wear at least 4 rings and 2 necklaces. I haven't tried for more yet. There's also no obvious way to remove the items or their effects, as they are not visible in your inventory.&lt;br /&gt;
&lt;br /&gt;
Note: The effects do stack. If you were to create 10 different fortify magica rings (24 points each), each one named differently such as MM1, MM2, to MM10. (mm=more magic) You can in the end gain 240 more magica when finished. Plus you can always sell the rings to get some of your money back.&lt;br /&gt;
&lt;br /&gt;
A way to remove the effect is to re-equip one of the rings. This does not always work. But it does work on 50% of the rings/amulets i've used.&lt;br /&gt;
Last note, you may be tempted to do this with chameleon or invisibility. Unless your character is ugly and poorly made, i advise against this as you may lose the ability to view your character in 3rd person view. IE you may regret it later.&lt;br /&gt;
&lt;br /&gt;
== Removing the stolen flag on items ==&lt;br /&gt;
&lt;br /&gt;
Go to a mage's guild hall that you have joined and then drop the stolen items. Go outside and wait for a couple of hours and the get your items. they should be legitimate unless an NPC picked them up.&lt;br /&gt;
&lt;br /&gt;
This may work for fighters guild of dark brotherhood.&lt;br /&gt;
&lt;br /&gt;
== Bouncy Zones ==&lt;br /&gt;
&lt;br /&gt;
I've had this glitch where certain random zones become bouncy. Any NPCs, creatures, or players who walk into these zones do the &amp;quot;jumping&amp;quot; animation, and bounce above the ground a bit. This is especially annoying for those with low acrobatics, as you can't really move too fast, nor can you attack. The only 'fix' is to TCL through that zone. Anyone else have this? [[User:Scumbag|Scumbag]] 13:02, 29 January 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Remain inside the Arcane University when kicked out ==&lt;br /&gt;
&lt;br /&gt;
When you're in the practice rooms of the Arcane University. There are various mages' training. I summoned a Dremora, and it fell in the cross-fire from one of the mages'.&lt;br /&gt;
&lt;br /&gt;
The Dremora killed the mage, and one of the Battle Mages give me the update of being kicked out. I was supposed to go to jail, but i spawned outside the Practice Room. I was caged in.&lt;br /&gt;
&lt;br /&gt;
The doors were off-limits. And entering them was trespassing. The main gates were locked, and needed a key to be opened. And the Arch-Mage lobby door was locked by key aswell. The only way out is to pickpocket the key from a Battle Mage, or a higher ranked Mage.&lt;br /&gt;
&lt;br /&gt;
*Commiting a crime, such as theft works aswell.&lt;br /&gt;
*Another strange glitch follows up aswell, trying to re-enter the Arcane University requires a task. Usually the task is collecting 20 of ''that'' kind. The glitch is that you're supposed to get '''either''' 20 Daedra Hearts or 20 Vampire dusts'' (Not always Daedra Hearts or Vampire Dusts, but this time it is) ''. This glitch gives you the task of getting '''both''' 20 Daedra Hearts and 20 Vampire Dusts.&lt;br /&gt;
*As mentioned before, commiting a crime is an way out of this glitch. You'll respawn at the Imperial Prison this time.&lt;br /&gt;
&lt;br /&gt;
--[[User:NJ Taylor|NJ Taylor]] 14:57, 2 February 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
*I solved this by fast-travelling, any destiantion outside the arcane university should do. For the record, I was thrown out after starting a genocide in the AU courtyard.&lt;br /&gt;
&lt;br /&gt;
== Infinite stats  ==&lt;br /&gt;
&lt;br /&gt;
To do this you must have access to the arcane university. &lt;br /&gt;
You need either rings, or any sort of unenchanted jewelery. &lt;br /&gt;
You enchant the item with any enchantment (lets use fortify strength +8 as an example).&lt;br /&gt;
When enchanting you give the item a benign name (A,B,C etc.)&lt;br /&gt;
Use two arrows and use the duplicate glitch on each enchanted piece of jewelry.&lt;br /&gt;
Put on a single piece of jewelry.&lt;br /&gt;
Use the item duplication glitch on the piece of jewelry's unequipped copy.&lt;br /&gt;
You will find that your equipped piece will not be equipped and if you go to the active effects page you will see that you now have a permanent +8 strength bonus.&lt;br /&gt;
&lt;br /&gt;
Note: you can do this as many times as you want, be sure to pick up the dropped amulets so that your game doesn't slow down...you can use any available enchantment at the arcane university.&lt;br /&gt;
&lt;br /&gt;
== Constant Effect All Items ==&lt;br /&gt;
&lt;br /&gt;
First you need to get the item (jewelry, armor, or clothes) that you want to constant effect.  You will also need to different types of arrows, one with only 2 arrows and the other with only 4 arrows.  This is irreversable so make sure you do this with something that you really want.  &lt;br /&gt;
&lt;br /&gt;
1.   Use your two arrows to dupe the magical item you want to constant effect&lt;br /&gt;
&lt;br /&gt;
2.   Equip one of the copies.  One should now be highlited in gray and the other should be white&lt;br /&gt;
&lt;br /&gt;
3.   Equip your other set of four arrows&lt;br /&gt;
&lt;br /&gt;
4.   Exit the inventory screen and attack&lt;br /&gt;
&lt;br /&gt;
5.   Before the attack stops, re-enter the inventory screen and try to uneqiup the arrows&lt;br /&gt;
&lt;br /&gt;
6.  The game will tell you that you can't unequip the item right now&lt;br /&gt;
&lt;br /&gt;
7.  Go to the enchanted item and drop the copy that you are not wearing&lt;br /&gt;
&lt;br /&gt;
8.   Both should fall from your inventory&lt;br /&gt;
&lt;br /&gt;
9.   If you try to equip that item, it won't let you.  That is because it thinks you are already wearing it, so you still have the enchantment&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE:  Using this glitch isn't recommended with nighteye, light, chameleon, or detect life.&lt;br /&gt;
           Don't increase your speed, althetics, or acrobatics too high.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Reflect Damage + Wraiths ==&lt;br /&gt;
&lt;br /&gt;
Anyone else notice this? When wielding Reflect Damage equipment, if a Wraith-type monster hits you and kills itself, its death animation will not play correctly. You can loot the Ectoplasm off the 'corpse' but it will still look alive, floating in the air and all. Scared me to death more than once, while running around in a dungeon I just cleaned... it works with all Wraith-types, including Faded, Gloom and the ones on the Anvil ship. [[User:Ergo|Ergo]] 19:02, 9 February 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Chapels Fail to Cure Disease ==&lt;br /&gt;
&lt;br /&gt;
This is one I would have to reinstall Oblivion to even attempt to reproduce. My character contracted Astral Vapors from a zombie and visiting the chapel in Anvil failed to cure it. Now, for every character created on the system no chapel or wayshrine will cure any disease whatsoever. They all still have all of their other healing effects. The game was unpatched and no mods were installed at the time this began, but it has since been patched with 1.1.511 to no effect.&lt;br /&gt;
&lt;br /&gt;
== Arena quest glitch ==&lt;br /&gt;
&lt;br /&gt;
There is also a bug that occurs after you're Arena Champion prior to fighting the Grey Prince.  When you speak with the battle matron, an incomplete quest entry for 'Arena' in your journal says &amp;quot;I've got everything&amp;quot; but can never be furthered or completed. {{unsigned|65.113.52.100}}&lt;br /&gt;
:This bug, glitch, or whatever is mentioned on the [[Oblivion:Arena (faction)#Bugs|Arena]] main article page already, so it is confirmed.  Just wanted to back up the the glitch claim for whomever decides what goes on the [[Oblivion:Glitches|main]] page, still not sure what the difference is between this page, '''Glitches/Proposed''', and '''[[Oblivion Talk:Glitches|Oblivion Talk:Glitches]]''' is? --[[User:AlbinoMudcrab|AlbinoMudcrab]] 15:05, 13 February 2007 (EST)&lt;br /&gt;
::Unfortunately, this new system was created without enough followup on just how it is really supposed to work, so I don't know myself what really is the best course of action with glitches.  At some point, the system clearly needs some revamping/improvements, but nobody has volunteered to do it yet.  Anyway, in this particular case, I feel that any minor bugs that are quest-specific really only need to be mentioned on the quest page: that's where they are most relevant, and there's no need to fill the main glitches page with hundreds of entries on quest-specific glitches that do not have any real effects on gameplay.  So this whole entry is just going to get deleted, rather than moved to the main page.  As for how that deletion process (especially when there is some amount of feedback, as in this case) is supposed to work, that's another undetermined step.... --[[User:Nephele|Nephele]] 23:20, 13 February 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Keeping Boots of Springheel Jak ==&lt;br /&gt;
When doing the thevies guild mission to steal the elder scroll if you don't wear the boots while your falling they dont go away. I managed to jump inside the arena and attack people through the gate using these boots.&lt;br /&gt;
:This is already discussed on [[Oblivion:The Ultimate Heist]] quest page.  It's not really a glitch, so much as an exploit. --[[User:TheRealLurlock|TheRealLurlock]] &amp;lt;sup&amp;gt;[[User_talk:TheRealLurlock|Talk]]&amp;lt;/sup&amp;gt; 23:58, 13 February 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Anvil Other World ==&lt;br /&gt;
&lt;br /&gt;
In Anvil there is a house called Abandoned House. If you jump onto the crate and subsequently the roof. Now look directly at the wall out of the city. With a good enough acrobatics or the boots of springhell jack you should be able to jump onto the house to the right of you if you have just turned right from facing the wall. Jump onto the roof that is ahead of that one and you should be able to jump onto the wall. You can then jump off of the wall onto what should be the gold coast. You cannot explore much here as it is like an erie sort of gostly world. It is cool to be able to do so though. The only ways to get out would be to fast travel to another location or to use the paint brush glitch to hop out.&lt;br /&gt;
&lt;br /&gt;
:Not just Anvil, but every closed city has its own world, containing only the cells necessary for the city.  With a sufficiently high acrobatics skill and some fortification, you can get into a lot of places you aren't really supposed to go, including outside the city walls in those city worlds; Anvil just happens to be one of the easiest.&lt;br /&gt;
:There used to be a section on the glitches page detailing the best routes to jump out for every city.  In the page history it can be found last at 08:23, 25 November 2006, before the page was cleaned up.  That section was not added again, and rightly so, in my opinion, since it's not really a glitch but simply how the game was designed to work.  It could be added to [[Oblivion:Things to Do When You're Bored|Things to Do When You're Bored]] under the section &amp;quot;Extreme Acrobatics&amp;quot;. --[[User:JustTheBast|JustTheBast]] 03:33, 25 February 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Also, the boundaries for the edge of Cyrodil do not apply, so you can head over to Black Marsh and Vardenfell if you would really want to. As well as the fact that you can 'leave' the map area. --[[User:Yadda|Yadda]] 15:13, 16 March 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Rain through roofs on exteriors ==&lt;br /&gt;
&lt;br /&gt;
As the subject says, this is just a visual glitch, it doesn't affect anything at all, just found it a couple of days ago, and thought it was kind of funny.&lt;br /&gt;
I was wondering around the imperial city, right below the main stone bridge that leads to the Talos plaza, I was looking for Nirn roots, and it started to rain. I just kept walking, then I passed below the bridge, and it was still raining under the bridge! hehe. I looked up, and saw the rain drops right through the bridge. That wasn't fixed by the official 1.1 patch, as far as the PC version. Same thing happens on any other place outdoors, like for example some hallways in the Temple district, if it's raining and you pass through them, the rain still falls in there.&lt;br /&gt;
&lt;br /&gt;
== More Sigil Stones. ==&lt;br /&gt;
&lt;br /&gt;
In the Oblivion Gates, when you are at the Sigil stone, continually activate the Sigil stone. The first stone should be placed in your inventory, however, if you keep activating it, another sigil stone will respawn and you get to take that one as well. Normally you only get two per gate, because the warp from taking the first Sigil stone will still be taking place. After you leave, you should have two sigil stones in your inventory, and they are not direct copies either, they both can have different attributes. Warning: you can do this trick with the Great Sigil Stone as well, you will then have two Great Sigil Stones, however, since it is a quest Item, you won't be able to drop or sell it.&lt;br /&gt;
&lt;br /&gt;
== Infinite money - Adamus Phillidas' finger ==&lt;br /&gt;
&lt;br /&gt;
In the Dark Brotherhood quest where you slay Adamus Phillida and take his finger, if you put it in the watch commanders desk, you receive a bonus when the quest ends. Now, after the quest has ended, you can return to the office and take the finger from the desk, put it back in the desk, and the quest will end again, allowing you to collect your reward (100 gold) and bonus (500 gold) from Ocheeva in the sanctuary. This does, of course, require that you have not killed Ocheeva (which you will have, if you have completed the Dark Brotherhood). I did this on xbox and with the Oblivion updates.&lt;br /&gt;
&lt;br /&gt;
== Recieve the Cowl of nocturnal without finishing thieves guild questline. ==&lt;br /&gt;
&lt;br /&gt;
This glitch requires you to have at least 75 sneak and a mages hood. Right when you first meet the gray fox. Notice he just sits in the chair and does nothing else.&lt;br /&gt;
&lt;br /&gt;
This is your advantage. Save now (In case it fails) Sneak behind him and plant the mages hood on him. Then leave the house and save your game. Reload it and walk in. See that he's wearing the Mages Hood? Now save your game again to make sure you pickpocket the cowl of the nocturnal successfully.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Happy glitching! -Robi775&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Note this Item will forever be marked stolen unless you earn it legitly.:&lt;br /&gt;
&lt;br /&gt;
It sounds to me as if the level 75 sneak only helps, and is not required.--[[User:Divine Crusader|Divine Crusader]] 11:42, 3 April 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== The Wobbling Paintbrush Jar ==&lt;br /&gt;
&lt;br /&gt;
This glitch doesn't require anything specific other than a paintbrush jar (stolen or legit). Simply drop it out of your inventory then grab and throw. No matter how it lands it will wobble indefinitely. &lt;br /&gt;
&lt;br /&gt;
(This has been verified on the XBOX360 and PC editions)&lt;br /&gt;
&lt;br /&gt;
== Caught in the Hunt Glitch ==&lt;br /&gt;
&lt;br /&gt;
During the Fort Grief mission [[Oblivion:Caught in the Hunt|Caught in the Hunt]], you are asked to take the boat over to Fort Grief to find [[Oblivion:Aleron Loche|Aleron Locke]]. When you get there, take the boat back and quick travel back to fort greif. Now when you leave the interior after finding the 'key to get out', you'll exit the interior of the fort to find [[Oblivion:Kurdan gro-Dragol|Kurdan gro-Dragol]] endlessly running around in circles looking for Aleron, although he is no longer there. Now you are frozen and unable to move because Aleron Loche isn't being killed.&lt;br /&gt;
&lt;br /&gt;
(This has only been tested on the XBOX360, PC edition still needs verification)&lt;br /&gt;
&lt;br /&gt;
==Bothiel's dialogue post-Fixing the Orrery==&lt;br /&gt;
&lt;br /&gt;
Not much of a glitch, but Bothiel often referred (as of the 1.1.511 patch) to the Orrery as being in poor shape - even after you'd fixed it (generally one of the first things I do in the game now). Going to take a look at this with the new patch. --[[User:Edwin Herdman|Edwin Herdman]] 15:07, 25 March 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Extra altitude when climbing hills==&lt;br /&gt;
&lt;br /&gt;
In both Morrowind and Oblivion there is a maximum angle of incline your character can scale. This may be true for Morrowind, but I have confirmed that you can scale inclines at least slightly over the maximum angle by doing this:&lt;br /&gt;
&lt;br /&gt;
Quickly tap backwards (away from the summit) and then forwards (hold this). At the same time, press Jump. You should jump off of nothing and get a bit of altitude; your forwards movement should carry you up the incline a little bit. This actually allows you to scale some summits a bit faster than you might expect. --[[User:Edwin Herdman|Edwin Herdman]] 17:57, 31 March 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Bongo</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Sleeping&amp;diff=110133</id>
		<title>Oblivion:Sleeping</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Sleeping&amp;diff=110133"/>
		<updated>2007-04-11T06:46:17Z</updated>

		<summary type="html">&lt;p&gt;Bongo: Knights of the Thorn provide a free bed to members.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Oblivion Hints Trail}}&lt;br /&gt;
Character level-up occurs when the character has accumulated 10 primary skill increases and finds a legal bedroll or bed to sleep on without being interrupted by a random enemy encounter.  Waiting will not trigger level-up.  Other then leveling up, becoming a vampire, or other, quest related needs, however, there are no benefits to sleeping over waiting. The purpose of both waiting and sleeping in the game is to allow the user to pass time and recover health, magicka and fatigue.&lt;br /&gt;
&lt;br /&gt;
Places to sleep include:&lt;br /&gt;
* Your house(s) - free once you have bought the house.&lt;br /&gt;
* Inns - prices vary, usually from 10-40.  Beggars and other people are helpful in finding the cheapest (or most lavish, if you prefer).  Available in every city and on most major roads.&lt;br /&gt;
* Factions - Joining the Mages or Fighters Guild gives you a free bed in any town. Other factions may give you a free bed in a single location (Dark Brotherhood, Knights of White Stallion, The Blades, Knights of the Thorn etc.)&lt;br /&gt;
* Beggars' bedrolls - some of these are marked as &amp;quot;owned&amp;quot;, but others are free.&lt;br /&gt;
* A few houses (Abandoned Shack on the waterfront in IC and the Skooma Den in Bravil) has no owner so the beds can be used whenever they are available.&lt;br /&gt;
* Bandit camps - be careful, as these carry the greatest risk (albeit small) of being interrupted by an unfriendly creature.&lt;br /&gt;
* Caves, Ayleid Ruins and Forts often have beds that can be used once all enemies have been killed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Eating is not necessary for survival, although there exists a mod that makes it so.  Eating random ingredients serves to grant temporary physical effects, increase your alchemy skill, or simply lighten the load you're carrying.  The effect of eating an ingredient is that it serves as a weak potion for whatever the primary effect of the ingredient is.  A list of primary effects can be found on the [[Oblivion:Ingredients|Ingredients page]].  Be careful, some ingredients are poisonous!&lt;br /&gt;
&lt;br /&gt;
Most &amp;quot;food&amp;quot; items will restore your fatigue when eaten, but other useful/interesting effects are readily available on-the-go in Oblivion.  Eating fresh Daedra hearts restores your health, consuming Daedroth teeth grants brief Night Eye, and Bloodgrass provides the Chameleon effect, though not for long enough to be useful. Cairn Bolete caps and Boar meat can also be consumed to restore roughly 10 points of health each.&lt;br /&gt;
&lt;br /&gt;
Sleeping has additional effects upon vampires, as does feeding on the blood of the living.  These are covered in detail [[Oblivion:Vampires|here]].&lt;/div&gt;</summary>
		<author><name>Bongo</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Houses&amp;diff=110132</id>
		<title>Oblivion:Houses</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Houses&amp;diff=110132"/>
		<updated>2007-04-11T06:40:25Z</updated>

		<summary type="html">&lt;p&gt;Bongo: added link to free beds&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Oblivion Services Trail}}&lt;br /&gt;
Many, if not most of the people you meet in Cyrodil has a place to call 'Home', from the beggar on his bedroll to the Count in his Castle. Luckily, so can you. Each major city except Kvatch has a house for sale, some of the official plugins add new homes and there are even a few free ones you will get access to after doing the proper quest.&lt;br /&gt;
&lt;br /&gt;
But why should you want to spend septims on a house in the first place you might wonder, can't you just pick any front door and dispose of its inhabitants? No you can't. There's no stopping you in trying of course but the game just won't let you. Beds can't be used when you're trespassing and most containers reset after a few game days, removing any precious loot you might have placed there. There are [[Oblivion:Sleeping and Eating|free beds]] available in the game though and some containers are safe even if you don't own them. As any loot you just put in a large pile somewhere (like on the floor in someone else's house) is perfectly safe there are no *real* reason to get a house, the game is perfectly playable without. Why bother then? Two words, roleplay and convenience. No matter what style of play you chose you will find a home that suits you. There is nothing like coming home from a hard fortnight of dungeon crawling, kick off your shoes, place your newly aquired loot where it belongs and relax in front of the fire while you wait for the shops to open so you can sell the loot you don't need. Not to mention sorting through a gargantum pile of whatnot to find that particular scroll is so much easier when the pile is *inside* a chest rather than covering the floor wall to wall.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Which house is the 'best' can be debated but you might want to start with the cheaper ones. At 2000g the one in IC is very affordable even for a beginner. The White Stallion Lodge is also an excellent starter home. You can't beat the price and the black bows you get access to during the second quest is stronger than any other bows you will find for the first 10 levels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As long as you have enough gold, you can purchase multiple houses, or even all of the houses in the game.&lt;br /&gt;
&lt;br /&gt;
Once you have purchased a house and entered it for the first time, the door is permanently unlocked (although for the house in Bravil, the door continues to have a red icon due to an ownership glitch).  There is no way in Oblivion to lock a door, so it is not possible to lock the front door when you leave the house.  Even so, NPCs will not break into your house and steal any of your loot.&lt;br /&gt;
&lt;br /&gt;
Each house can be upgraded with add-ons that can, by the time you've bought them all, easily cost more than the house itself.  Buying a house appears as a quest once you've agreed to buy it or talked to a person who informs you that a house is for sale. The quest will be completed when you have bought the house and all the available upgrades.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{|  class=&amp;quot;wikitable&amp;quot; border = 1 table = center cellpadding = 3 cellspacing = 0 style = &amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|- bgcolor = #999999&lt;br /&gt;
! Location!! Price !! [[Oblivion:Commerce#Base Price|Base Price]] for all upgrades !! Who to buy from !! Merchant Upgrader&lt;br /&gt;
|-&lt;br /&gt;
| [[#Anvil|Anvil]] ||5000 ||0 ||[[Oblivion:Velwyn Benirus|Velwyn Benirus]] at ''The Count's Arms'' || N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[#Bravil|Bravil]] ||4000 ||6x650=3900 ||[[Oblivion:Count Regulus Terentius|Count Regulus Terentius]] at Castle Bravil Great Hall || [[Oblivion:Nilawen|Nilawen]] at ''The Fair Deal''&lt;br /&gt;
|-&lt;br /&gt;
| [[#Bruma|Bruma]] ||10000 ||9x1100=9900 ||[[Oblivion:Countess Narina Carvain|Countess Narina Carvain]] at Castle Bruma || [[Oblivion:Suurootan|Suurootan]] at ''Novorama''&lt;br /&gt;
|-&lt;br /&gt;
| [[#Cheydinhal|Cheydinhal]] ||15000 ||9x1500=13500 ||[[Oblivion:Count Andel Indarys|Count Andel Indarys]] at Cheydinhal Castle County Hall || [[Oblivion:Borba gra-Uzgash|Borba gra-Uzgash]] at ''Borba's Goods and Stores''&lt;br /&gt;
|-&lt;br /&gt;
| [[#Chorrol|Chorrol]] ||20000 ||(8x1800)+(2x1500)+2000=19400||[[Oblivion:Countess Arriana Valga|Countess Arriana Valga]] at Great Hall at Castle Chorrol || [[Oblivion:Seed-Neeus|Seed-Neeus]] at ''Northern Goods &amp;amp; Trade''&lt;br /&gt;
|-&lt;br /&gt;
| [[#Imperial City|Imperial City]] ||2000 ||5x400=2000 ||[[Oblivion:Vinicia Melissaeia|Vinicia Melissaeia]] at the Office of Imperial Commerce (Market District)|| [[Oblivion:Sergius Verus|Sergius Verus]] at ''Three Brothers Trade Goods''&lt;br /&gt;
|-&lt;br /&gt;
| [[#Leyawiin|Leyawiin]] ||7000 ||7x1000=7000 ||[[Oblivion:Count Marius Caro|Count Marius Caro]] at Castle Leyawiin County Hall || [[Oblivion:Gundalas|Gundalas]] at ''Best Goods and Guarantees''&lt;br /&gt;
|-&lt;br /&gt;
| [[#Skingrad|Skingrad]] ||25000 ||(13x1600)+1400+1000=23200 ||[[Oblivion:Shum gro-Yarug|Shum gro-Yarug]] at Castle Skingrad County Hall|| [[Oblivion:Gunder|Gunder]] at ''Colovian Traders''&lt;br /&gt;
|-&lt;br /&gt;
!colspan=5|Downloadable Content&lt;br /&gt;
|-&lt;br /&gt;
! Location!! Price !! [[Oblivion:Commerce#Base Price|Base Price]] for all upgrades !! Who to buy from !! Merchant Upgrader&lt;br /&gt;
|-&lt;br /&gt;
| [[#Frostcrag Spire|Frostcrag Spire]] || $1.89 ||(3x1000)+(2x2000)+1500=8500 || [http://obliviondownloads.com/StoreCatalog_ProductView.aspx?ProductId=4 Oblivion Downloads] || [[Oblivion:Aurelinwae|Aurelinwae]] at ''Mystic Emporium''&lt;br /&gt;
|-&lt;br /&gt;
| [[#Dunbarrow Cove|Dunbarrow Cove]] || $1.89 ||(5*1000)+ 500=5500 || [http://obliviondownloads.com/StoreCatalog_ProductView.aspx?ProductId=5 Oblivion Downloads] || [[Oblivion:Dahlia Rackham|Dahlia Rackham]] of the ''Clarabella'' in Anvil Bay&lt;br /&gt;
|-&lt;br /&gt;
| [[#Deepscorn Hollow|Deepscorn Hollow]] || $1.89 ||(7*1770)+ 3000=15390 || [http://obliviondownloads.com/StoreCatalog_ProductView.aspx?ProductId=7 Oblivion Downloads] || [[Oblivion:Rowley Eardwulf|Rowley Eardwulf]] at the ''Wawnet Inn'' in [[Oblivion:Weye|Weye]]&lt;br /&gt;
|}&lt;br /&gt;
{|  class=&amp;quot;wikitable&amp;quot; border = 1 table = center cellpadding = 3 cellspacing = 0 style = &amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|- bgcolor = #999999&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2|Free Houses&lt;br /&gt;
|-&lt;br /&gt;
! Location!! How to &amp;quot;own&amp;quot; it&lt;br /&gt;
|-&lt;br /&gt;
| [[#Aleswell|Aleswell]] || Do the [[Oblivion:Zero Visibility|Zero Visibility]] quest. As a reward you get a free room at the inn&lt;br /&gt;
|-&lt;br /&gt;
| [[#White Stallion Lodge|White Stallion Lodge]] || After finishing the quest [[Oblivion:Knights_of_the_White_Stallion_(quest)|Knights of the White Stallion]] the count of Leyawiin will provide you with the key.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
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&lt;br /&gt;
==Details on the Houses==&lt;br /&gt;
===Anvil===&lt;br /&gt;
The house in [[Oblivion:Anvil|Anvil]] is a haunted manor. Completing the '''[[Oblivion:Where Spirits Have Lease|Where Spirits Have Lease]]''' quest is needed to properly own it. At first, the house is badly torn up inside, but once you complete the quest it turns into an attractive house. It's still a little dark inside, but it has a balcony, there is a loft office upstairs right off the bed room that looks down to the living room and in the basement there is a secret chamber that on the door has a necromancer logo on it.  All in all, it's the best value of all the houses, considering there are no upgrades to buy, and you get a nice magic staff from the quest.  Bravil and the Imperial City have cheaper, but also less attractive, houses. After upgrades, Bravil is more expensive.&lt;br /&gt;
&lt;br /&gt;
===Bravil===&lt;br /&gt;
The house in [[Oblivion:Bravil|Bravil]] is in the south of town - over the bridge and then to the left. It's the bottom floor of a two-story house, actually, and very small - not much better than the Imperial City shack. Count Terentius says that the smell will make you forget how ugly it is, but with his unfriendliness and all, definitely not worth 4000 gold! However, Nilawen offers upgrades for [[Oblivion:Commerce#Base Price|base price]] 650 each: Dining Area, Kitchen Area, Racks Assortment, Reading Area, Storage Area and Wall Hangings. The house has a closet with doors that open and is one of the few with proper weapon racks.&lt;br /&gt;
&lt;br /&gt;
===Bruma===&lt;br /&gt;
The house in [[Oblivion:Bruma|Bruma]] is immediately to your right when you enter the town from the main road (not the one that goes to Cloud Temple). It is of medium size and in good condition. It has a cellar with a bedroom and will actually be very nice once you buy all the upgrades - presuming you like the Nord style and can come up with a total of 20,000 gold (including the initial 10,000 for the house itself). The upgrades available at 1100 [[Oblivion:Commerce#Base Price|base price]] each are Bedroom Area, Dining Area, Kitchen Area, Lower Storage Area, Lower Wall Hangings, Study Area, Upper Sitting Area, Upper Storage Area and Upper Wall Hangings.&lt;br /&gt;
&lt;br /&gt;
Note that the Lower Storage Area is actually a storage and sitting area in one. In the letter you buy it also says &amp;quot;This entitles the buyer of this document to a storage area and a sitting area on the lower area of your home in Bruma&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Cheydinhal===&lt;br /&gt;
The house in [[Oblivion:Cheydinhal|Cheydinhal]] is located at the far southwestern tip of the city. If you stand as if you just exited from the Mage's Guild, you'll see it directly in front of you across the plaza. It's bigger than all the cheaper ones and looks to be in very good condition - pricey too, though (15,000 gold). Once fully furnished, it will look great inside. The upgrades Borba has for you are Bedroom Area, Dining Area, Dressing Area, Kitchen Area, Lower Wall Hangings, Sitting Area, Storage Area, Study Area and Upper Wall Hangings, with [[Oblivion:Commerce#Base Price|base price]] 1500 each.&lt;br /&gt;
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===Chorrol===&lt;br /&gt;
The house in [[Oblivion:Chorrol|Chorrol]] is called '''[[Oblivion:Arborwatch|Arborwatch]]''' and is located in the circle around the Great Oak, next door to the Mages Guild hall. It has a large downstairs and two upstairs areas; one is called the Suite and the other is the Bedrooms, which contains two small bedrooms. Seed-Neeus sells furnishing packages (dining area, kitchen, study, sitting room, suite, bedroom, dining upgrade, servants quarters, and uppper/middle/lower wall hangings) for the house. The suite area upgrade is roughly 2000 [[Oblivion:Commerce#base price|base price]], the upper and middle wall hangings 1500 base, and all the rest about 1800 base cost. It will cost far more than the 20K you spend on the house to fully furnish it. Completing the '''[[Oblivion:Quests/A_Shadow_over_Hackdirt|A Shadow over Hackdirt]]''' quest will give you automatic 100 Disposition with Seed-Neeus, which will help you with the prices.  This house must be purchased from Countess Volga. She will not discuss its sale unless you raise her disposition to approximately 70 and also requires that your fame rating is at least 15 before she will sell it to you. The exact combination of maximum disposition possible may vary with fame or associations.&lt;br /&gt;
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===Imperial City===&lt;br /&gt;
The &amp;quot;house&amp;quot; in the [[Oblivion:Imperial City|Imperial City]] is located on City Isle at the Waterfront, destitute harbor area, and is nothing more than a small pitiful shack, but it does have a bed where you can sleep and ascend. The badly needed furnishings that are available for the hovel, as even the seller, [[Oblivion:Vinicia_Melissaeia|Vinicia Melissaeia]], calls it, are Dining Area, Kitchen Area, Sitting Area, Storage Area and Wall Hangings. The [[Oblivion:Commerce#Base Price|base price]] of each is 400 gold and you have to talk to Sergius Verus personally - his brothers do not have these in their inventory! The add-ons are rather pathetic as well, but you likely need the storage extension, because the basic house comes with zero containers. The Kitchen extension also adds some storage.  You may want to buy this house anyway, because of its excellent location (right outside of the Imperial City).  This can also be a great home base for a vampire, since there is always somebody sleeping nearby who could be used for feeding (at night, the [[Oblivion:Puny Ancus|Puny Ancus]], the beggar near the wall; during the day, your neighbour [[Oblivion:Armand Christophe|Armand]]).&lt;br /&gt;
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===Leyawiin===&lt;br /&gt;
The house in [[Oblivion:Leyawiin|Leyawiin]] is in the east of town, next to the castle, where many other homes are. It is somewhat bigger than the cheaper shacks, but looks very rundown and ugly almost, especially next door to the huge and beautiful house of the wealthy Rosentia Gallenus . The house itself costs 7000 gold, and for [[Oblivion:Commerce#Base Price|base price]] 1000 each, Gundalas will sell you the upgrades: Bedroom Area, Dining Area, Kitchen Area, Reading Area, Storage Area, Study Area and Wall Hangings.&lt;br /&gt;
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===Skingrad===&lt;br /&gt;
{{Oblivion:Rosethorn Hall}}&lt;br /&gt;
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==Downloadable Content==&lt;br /&gt;
===Frostcrag Spire===&lt;br /&gt;
This is not a house in the traditional sense: it is the Wizard's Tower from the [[Oblivion:Frostcrag Spire|Frostcrag Spire]] [[Oblivion:Official Mods|official plugin]].  This &amp;quot;house&amp;quot; is particularly well-suited for mage-type characters, but it is also useful for any character that does not want to join the [[Oblivion:Mages Guild|Mages Guild]] but wants access to [[Oblivion:Spell Making|custom spells]] and [[Oblivion:Enchanting|custom enchantments]].  To obtain this as a base of operations, you must first and foremost have the plug-in.  You must then complete a mini-quest and purchase upgrades, as detailed on the [[Oblivion:Frostcrag Spire|quest page]].&lt;br /&gt;
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===Dunbarrow Cove===&lt;br /&gt;
Like Frostcrag Spire, this isn't a house in the traditional sense; this is the pirates' cove from the [[Oblivion:Dunbarrow Cove|Dunbarrow Cove]] [[Oblivion:Official Mods|official plugin]].  This &amp;quot;house&amp;quot; is particularly well suited for thief-type characters.  To obtain this as a base of operations, you must first and foremost have the plug-in.  You must then complete a mini-quest and purchase upgrades, as detailed on the [[Oblivion:Dunbarrow Cove|quest page]].&lt;br /&gt;
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Good points about this &amp;quot;house&amp;quot; are: &lt;br /&gt;
* Merchants, trainers, and spell providers (no need to venture out)&lt;br /&gt;
* Endless supply of income - use it to buy a really nice house... say the one in Skingrad. &lt;br /&gt;
* The cave contains both Cairn Bolete Cap and Wisp Stalks - useful in making both healing potions as well as damaging poisons. Outside the cave entrance and along the coast nearby are Sacred Lotus, Water Hyacinth, Lady's Mantle, and Aloe Vera plants. All of these are very useful in making those same potions and poisons.&lt;br /&gt;
&lt;br /&gt;
Bad points:&lt;br /&gt;
* A little hard to get to if you're heavily loaded down with gear. The Mark/Recall community mod makes this bearable.&lt;br /&gt;
* If you are playing a &amp;quot;good&amp;quot; character, or are into role-playing, this mod may not be for you as you end up as the captain of a crew of pirates.&lt;br /&gt;
&lt;br /&gt;
===Deepscorn Hollow===&lt;br /&gt;
Like Frostcrag Spire, this isn't a house in the traditional sense; this comes with the [[Oblivion:Deepscorn Hollow|Deepscorn Hollow]] [[Oblivion:Official Mods|official plugin]], also known as the &amp;quot;Vile Lair&amp;quot;. This house is for those that wish to be like the dark brotherhood but do things their own way. The &amp;quot;lair&amp;quot; is in a very hard to reach area of the map in a swampy area. When the upgrades are completed, you have the perfect house for a vampire assassin. You can even send out your goon to &amp;quot;kill in the name of Sithis&amp;quot; for you - obtaining the items of the victim in the lair's chest.&lt;br /&gt;
&lt;br /&gt;
Good points:&lt;br /&gt;
* Has a built-in cure for vampirism.&lt;br /&gt;
* Has some interesting (i.e., morbid) &amp;quot;decorations&amp;quot;.&lt;br /&gt;
* Has unique plants that produce poisonous berries for killing people &amp;quot;quietly&amp;quot;.&lt;br /&gt;
* Comes with a nest of poisonous plants for making poisons of various types.&lt;br /&gt;
* Has a few decent skill books and interesting back-story books when upgrades are completed.&lt;br /&gt;
* Has a shrine that can be used to cure your illnesses if your infamy is high.&lt;br /&gt;
&lt;br /&gt;
Bad points:&lt;br /&gt;
* Every time you send out your &amp;quot;goon&amp;quot;, your infamy goes up by a point.&lt;br /&gt;
* Designed for a evil character, not useful for role-playing a non-vampire/assassin.&lt;br /&gt;
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==Free Houses==&lt;br /&gt;
===Aleswell===&lt;br /&gt;
If you speak with the regulars at [[Oblivion:Roxey Inn|Roxey Inn]] they will hint towards a problem in [[Oblivion:Aleswell|Aleswell]]. The [[Oblivion:Zero Visibility|Zero Visibility]] quest can be initiated by speaking to any of the inhabitants of Aleswell. After completing the  quest you will get a free room at the inn as a reward.  The drawer within that room can safely be used for storage (but other containers in the building cannot be used safely).&lt;br /&gt;
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===White Stallion Lodge===&lt;br /&gt;
If you travel to [[Oblivion:Leyawiin|Leyawiin]] you will hear rumours about [[Oblivion:Mazoga the Orc (person)|Mazoga]]. Her questline can be initiated by speaking to [[Oblivion:Count Marius Caro|Count Marius Caro]] at [[Oblivion:Leyawiin#Castle_Leyawiin|Leyawiin Castle County Hall]]. One of the rewards for completing the quests is the key to [[Oblivion:White Stallion Lodge|White Stallion Lodge]].  You can sleep in the lodge and all of the containers in the building can safely be used for storage. Your friendly Orcish roomate will only eat the food.&lt;/div&gt;</summary>
		<author><name>Bongo</name></author>
		
	</entry>
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