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	<id>https://en.uesp.net/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Catmaniac66</id>
	<title>UESPWiki - User Contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://en.uesp.net/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Catmaniac66"/>
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	<updated>2026-06-09T21:12:34Z</updated>
	<subtitle>User Contributions</subtitle>
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	<entry>
		<id>https://en.uesp.net/w/index.php?title=Morrowind:The_Code_Book&amp;diff=1369703</id>
		<title>Morrowind:The Code Book</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Morrowind:The_Code_Book&amp;diff=1369703"/>
		<updated>2014-07-19T23:25:01Z</updated>

		<summary type="html">&lt;p&gt;Catmaniac66: /* Confronting Sottilde */ removed first person advice and capitalized faction name&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DEFAULTSORT:Code Book, The}}&amp;lt;noinclude&amp;gt;{{Cleanup-mwop-quest&lt;br /&gt;
|writtenBy=&lt;br /&gt;
|checkedBy=&lt;br /&gt;
|objectivesChecked=&lt;br /&gt;
|reward=&lt;br /&gt;
|rewardChecked=&lt;br /&gt;
|notes=&lt;br /&gt;
}}&amp;lt;/noinclude&amp;gt;{{Trail|Quests|Fighters Guild/Balmora}}&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver=[[Morrowind:Eydis Fire-Eye|Eydis Fire-Eye]] in [[Morrowind:Balmora|Balmora]]&lt;br /&gt;
|Reward=50 gold&lt;br /&gt;
|Disp=+10 (Eydis Fire-Eye)&lt;br /&gt;
|ID=FG_Sottilde&lt;br /&gt;
|Prev=[[Morrowind:Telvanni Agents|The Telvanni Agents]]&lt;br /&gt;
|Next=[[Morrowind:Desele's Debt|Desele's Debt]]&lt;br /&gt;
|Loc=[[Morrowind:Balmora|Balmora]], ([[Morrowind:Ald'ruhn|Ald'ruhn]])&lt;br /&gt;
|Image=MW-quest-The Code Book.jpg&lt;br /&gt;
|ImgDesc=Sottilde has a stolen code book...&lt;br /&gt;
|Rep=+5 ([[Morrowind:Fighters Guild|Fighters Guild]])&amp;lt;br&amp;gt;-10 ([[Morrowind:Thieves Guild|Thieves Guild]])&lt;br /&gt;
|description=Retrieve a code book held by Sottilde at the South Wall Cornerclub in Balmora.&lt;br /&gt;
}}&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
# Talk to [[Morrowind:Eydis Fire-Eye|Eydis Fire-Eye]] about ''orders''.&lt;br /&gt;
# Retrieve the code book from [[Morrowind:Sottilde|Sottilde]].&lt;br /&gt;
# Return to Eydis Fire-Eye for your reward.&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
===The Code Book===&lt;br /&gt;
[[Morrowind:Eydis Fire-Eye|Eydis Fire-Eye]] in the [[Morrowind:Balmora|Balmora]] [[Morrowind:Guild_of_Fighters_(Balmora)|Guild of Fighters]] asks you to retrieve a [[Morrowind:Sottilde's Code Book|code book]] currently held by [[Morrowind:Sottilde|Sottilde]] at the South Wall Cornerclub in Balmora. If you check with [[Morrowind:Percius Mercius|Percius Mercius]] he'll tell you that the mission seems okay but that you should try to avoid killing Sottilde. He calls her a &amp;quot;pushover&amp;quot; and suggests you talk her into handing it over.&lt;br /&gt;
&lt;br /&gt;
===Confronting Sottilde===&lt;br /&gt;
Sottilde is just inside the Cornerclub entrance.  Her response to your inquiry about the code book -- as well as your choices on how to acquire it -- will depend upon the factions that you belong to:&lt;br /&gt;
* If you are not a member of the [[Morrowind:Thieves Guild|Thieves Guild]], Sottilde will refuse to give you the code book right away.  In fact, she may deny even having it. You have two choices:&lt;br /&gt;
** Increase her disposition above 70, and she should give you the book.&lt;br /&gt;
** Taunt her until she attacks you.  You can kill her, grab the code book, and get away without incurring a bounty.&lt;br /&gt;
&lt;br /&gt;
* If you are a member of the Thieves Guild, she will refuse to hand it over regardless of her disposition (raising it to 100 or lowering it to zero does not matter). Again, you have two choices:&lt;br /&gt;
** Kill her. You can taunt her into attacking you so you don't get a bounty, or you can just plain kill her, but you will be expelled from the Thieves Guild and gain a bounty.  If you can kill her without being detected, you will not be expelled and can loot it from her body.&lt;br /&gt;
** Steal the book.  Find a spot where the other characters can't see you picking her pocket.  Using [[Morrowind:Sneak|Sneak]] and/or [[Morrowind:Chameleon|Chameleon]] will help in picking her pocket successfully.&lt;br /&gt;
&lt;br /&gt;
===Return the Book to Eydis===&lt;br /&gt;
Once you have the book, return to Eydis for an increase in faction reputation, and 50 drakes.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* You will not receive this quest if you complete the Thieves Guild [[Morrowind:The Bitter Cup|Bitter Cup quest]] prior to receiving this quest from Eydis. However, completing the quest includes going back to Gentleman Jim and announcing that you have completed the quest. If this quest is next up from Eydis and you give her the Bitter Cup, then ask for a new quest without first reporting to Jim, you will still get the quest. If you accept this quest before completing the Bitter Cup, then completing the Bitter Cup will allow you to bypass this quest by asking Eydis for more Orders, after which she will give you another quest. &lt;br /&gt;
* If you're in the Thieves Guild, Sottilde will tell you that the [[Morrowind:Camonna Tong|Camonna Tong]] and the Fighters Guild have certain ties...interesting.&lt;br /&gt;
* A chat with [[Morrowind:Percius Mercius|Percius Mercius]] in the [[Morrowind:Ald'ruhn|Ald'ruhn]] Fighters Guild will tell you Sottilde is a pushover, and you will be encouraged to try not to kill her, which gives a clue as to how to obtain the book: it can be pickpocketed off her if your skill is high enough (and if you can remain undetected).&lt;br /&gt;
* If you aren't a member of the Thieves Guild, and you return the book to Eydis Fire-Eye immediately after taking it from Sottilde, then you will not be allowed to join them after performing this quest. This is because this particular quest is the first of several turning points between the Thieves Guild and the Fighters Guild, and it forces you to decide whose side you're on right then and there. Unfortunately, you cannot just simply take sides with both factions if you're already a member of both, unless you exploit a certain loophole. Join the Fighters Guild, and when you get this quest, get Sottilde to give you the book, and then talk to [[Morrowind:Sugar-Lips Habasi|Sugar-Lips Habasi]] about membership for the Thieves Guild. Now that you're a member, they won't be so hostile towards you after turning the book over to Eydis Fire-Eye. You can also skip this quest, and the remaining quests by [[Morrowind:Eydis Fire-Eye|Eydis Fire-Eye]], and still get to be the head of both guilds by doing other quests.&lt;br /&gt;
* You can complete this quest and stay friendly with both factions by getting Sottilde to attack you, killing her and then talk to [[Morrowind:Sugar-Lips Habasi|Sugar-Lips Habasi]] about making amends, she will charge you 1,000 gold to rejoin the Thieves Guild. This approach makes it possibly the most expensive way to complete a quest with a 50 gold reward. Additionally, you can stay friendly with both factions by simply pickpocketing the book from Sottilde, provided that you are not detected. This is the ideal way to complete the quest as a member of the Thieves Guild, as your disposition will not decrease with either faction.&lt;br /&gt;
&lt;br /&gt;
==Quest Stages==&lt;br /&gt;
{{MW Quest Stages Notes}}&lt;br /&gt;
{{Journal Entries&lt;br /&gt;
|id=FG_Sottilde&lt;br /&gt;
|10||Eydis Fire-Eye asked me to get a code book from Sottilde at the South Wall in Balmora.&lt;br /&gt;
|30||Percius Mercius suggested that I try and get the code book secretly. Otherwise I would have to kill Sottilde for the book.&lt;br /&gt;
|50||Sottilde agreed to give me the code book.&lt;br /&gt;
|100|yes|Eydis Fire-Eye thanked me for returning the code book and paid me 50 gold.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Quest Footer|Prev=[[Morrowind:Telvanni Agents|The Telvanni Agents]]|Next=[[Morrowind:Desele's Debt|Desele's Debt]]|Up=[[Morrowind:Fighters Guild#Fighters Guild Quests|Fighters Guild Quests]]}}&lt;/div&gt;</summary>
		<author><name>Catmaniac66</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Welkynd_Stone&amp;diff=1368510</id>
		<title>Oblivion:Welkynd Stone</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Welkynd_Stone&amp;diff=1368510"/>
		<updated>2014-07-15T18:43:30Z</updated>

		<summary type="html">&lt;p&gt;Catmaniac66: Adding a way to get Welkynd stones down that all characters have access to.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Magic}}{{#addtotrail:Items|separator=' / '}}&lt;br /&gt;
[[Category:Oblivion-Items]]&lt;br /&gt;
[[File:OB-item-Welkynd Stone.jpg|thumb|right|A Welkynd Stone in its pedestal.]]&lt;br /&gt;
'''Welkynd Stones''' (Object ID: 00000191) are glowing cyan stones found often in [[Oblivion:Places#Ayleid Ruins|Ayleid ruins]], worth 50 gold.  They can be used to fully recharge your [[Oblivion:Magicka|Magicka]], though the stone is destroyed in the process. They are required for the quests [[Oblivion:Fingers of the Mountain|Fingers of the Mountain]] and [[Oblivion:Illusion Training|Illusion Master Training]].&lt;br /&gt;
&lt;br /&gt;
Welkynd stones can be found lying on the floor, but are also used as light fixtures in some of the ruins.  To retrieve ones in elevated, out-of-reach light fixtures, you can try any of the following tricks:&lt;br /&gt;
* Hit them with an arrow from the side.  The angle from which you fire is important, because your arrow will knock the stone ''away'' from you; if the stone is knocked behind the pedestal, it may be difficult to retrieve it. Because of this, you may want to consider saving before attempting this method.&lt;br /&gt;
**The starting spell Flare my also be used in this fashion.&lt;br /&gt;
* Use a [[Oblivion:Telekinesis|Telekinesis]] spell.&lt;br /&gt;
* High [[Oblivion:Acrobatics|Acrobatics]] skill allows you to jump up and reach them; a 100 point [[Oblivion:Fortify Skill|Fortify Acrobatics]] spell will guarantee that you can jump high enough.&lt;br /&gt;
* Glitch exploit: Drop a [[Oblivion:Exploitable Glitches#Floating_Paint_Brushes|paintbrush]] and jump on it to get to the higher height&lt;br /&gt;
* [[Oblivion:Fire Damage|Fire Damage]] or [[Oblivion:Shock Damage|Shock Damage]] spells (for example, a custom spell with 3 points damage on target in a 10 foot area) cast at the wall behind the stone will create a mini-explosion that knocks the stone down.&lt;br /&gt;
* [[Oblivion:Controls#Jump|Jump]] and keep tapping the [[Oblivion:Controls#Activate|activate]] control in the hope that you'll snag it.&lt;br /&gt;
Note that sometimes there is a space behind the especially tall columns some stones are set upon, which may contain a hidden chest.&lt;br /&gt;
&lt;br /&gt;
[[Oblivion:Lithnilian|Lithnilian]] at the [[Oblivion:Imperial Bridge Inn|Imperial Bridge Inn]] is doing research into the source of Welkynd Stones.  During the quest [[Oblivion:No Stone Unturned|No Stone Unturned]] you can help him recover his ''[[Oblivion:Lithnilian's Research Notes|research notes]]'' and learn his theories about how the Ayleids created them.&lt;br /&gt;
&lt;br /&gt;
[[Oblivion:Martina Floria|Martina Floria]] at the Arcane University, [[Oblivion:Illusion|Illusion]] [[Oblivion:Master Training|Master Trainer]], requires 10 Welkynd Stones so she can train you.&lt;br /&gt;
&lt;br /&gt;
==List of Welkynd Stone Locations==&lt;br /&gt;
There are a total of 696 guaranteed Welkynd Stones to be found, and up to 15 more in Vahtacen. They do not respawn.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; |&lt;br /&gt;
*[[Oblivion:Anutwyll|Anutwyll]] - 3&lt;br /&gt;
*[[Oblivion:Atatar|Atatar]] - 1&lt;br /&gt;
*[[Oblivion:Bawn|Bawn]] - 17&lt;br /&gt;
*[[Oblivion:Belda|Belda]] - 26&lt;br /&gt;
*[[Oblivion:Beldaburo|Beldaburo]] - 27&lt;br /&gt;
*[[Oblivion:Ceyatatar|Ceyatatar]] - 5&lt;br /&gt;
*[[Oblivion:Elenglynn|Elenglynn]] - 12&lt;br /&gt;
*[[Oblivion:Fanacasecul|Fanacasecul]] - 10&lt;br /&gt;
*[[Oblivion:Garlas Agea|Garlas Agea]] - 4&lt;br /&gt;
*[[Oblivion:Hame|Hame]] - 24&lt;br /&gt;
*[[Oblivion:Hrotanda Vale|Hrotanda Vale]] - 26&lt;br /&gt;
*[[Oblivion:Kemen|Kemen]] - 5&lt;br /&gt;
*[[Oblivion:Lindai|Lindai]] - 15&lt;br /&gt;
*[[Oblivion:Lipsand Tarn|Lipsand Tarn]] - 19&lt;br /&gt;
*[[Oblivion:Mackamentain|Mackamentain]] - 5&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; |&lt;br /&gt;
*[[Oblivion:Malada|Malada]] - 6&lt;br /&gt;
*[[Oblivion:Miscarcand_(place)|Miscarcand]] - 18&lt;br /&gt;
*[[Oblivion:Morahame|Morahame]] - 8&lt;br /&gt;
*[[Oblivion:Moranda|Moranda]] - 16&lt;br /&gt;
*[[Oblivion:Nagastani|Nagastani]] - 21&lt;br /&gt;
*[[Oblivion:Narfinsel|Narfinsel]] - 12&lt;br /&gt;
*[[Oblivion:Nenalata|Nenalata]] - 13&lt;br /&gt;
*[[Oblivion:Niryastare|Niryastare]] - 4&lt;br /&gt;
*[[Oblivion:Nonungalo|Nonungalo]] - 19&lt;br /&gt;
*[[Oblivion:Nornal|Nornal]] - 14&lt;br /&gt;
*[[Oblivion:Nornalhorst|Nornalhorst]] - 34&lt;br /&gt;
*[[Oblivion:Ondo|Ondo]] - 22&lt;br /&gt;
*[[Oblivion:Piukanda|Piukanda]] - 39&lt;br /&gt;
*[[Oblivion:Rielle|Rielle]] - 16&lt;br /&gt;
*[[Oblivion:Sardavar Leed|Sardavar Leed]] - 16&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; |&lt;br /&gt;
*[[Oblivion:Sedor|Sedor]] - 4&lt;br /&gt;
*[[Oblivion:Sercen|Sercen]] - 10&lt;br /&gt;
*[[Oblivion:Silorn|Silorn]] - 8&lt;br /&gt;
*[[Oblivion:Talwinque|Talwinque]] - 10&lt;br /&gt;
*[[Oblivion:Telepe|Telepe]] - 1&lt;br /&gt;
*[[Oblivion:Trumbe|Trumbe]] - 12&lt;br /&gt;
*[[Oblivion:Vahtacen|Vahtacen]] - 0-15 (random loot)&lt;br /&gt;
*[[Oblivion:Varondo|Varondo]] - 29&lt;br /&gt;
*[[Oblivion:Veyond|Veyond]] - 2&lt;br /&gt;
*[[Oblivion:Vilverin|Vilverin]] - 20&lt;br /&gt;
*[[Oblivion:Vindasel|Vindasel]] - 9&lt;br /&gt;
*[[Oblivion:Welke|Welke]] - 7&lt;br /&gt;
*[[Oblivion:Wendelbek|Wendelbek]] - 58&lt;br /&gt;
*[[Oblivion:Wendir|Wendir]] - 25&lt;br /&gt;
*[[Oblivion:Wenyandawik|Wenyandawik]] - 24&lt;br /&gt;
|}&lt;br /&gt;
;Additional locations:&lt;br /&gt;
*[[Oblivion:Herminia Cinna|Herminia Cinna]]'s House in the [[Oblivion:Imperial City|Imperial City]] [[Oblivion:Elven Gardens District|Elven Gardens District]] - 1&lt;br /&gt;
*[[Oblivion:The Old Way|Hall of Epochs]] in the Imperial Sewer System - 18&lt;br /&gt;
*[[Oblivion:Skingrad Mages Guild|Skingrad Mages Guild]] Hall - 1&lt;br /&gt;
&lt;br /&gt;
;Knights of the Nine&lt;br /&gt;
The [[Oblivion:Knights of the Nine|Knights of the Nine]] [[Oblivion:Official Plug-ins|official plug-in]] introduces Daedra called [[Oblivion:Auroran|Aurorans]], which have a small chance of carrying a Welkynd Stone. It also adds stones at two locations:&lt;br /&gt;
*[[Oblivion:Vanua|Vanua]] - 9&lt;br /&gt;
*[[Oblivion:Garlas_Malatar|Garlas Malatar]] - 16&lt;/div&gt;</summary>
		<author><name>Catmaniac66</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Morrowind:Flaenia_Amiulusus&amp;diff=1364040</id>
		<title>Morrowind:Flaenia Amiulusus</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Morrowind:Flaenia_Amiulusus&amp;diff=1364040"/>
		<updated>2014-06-29T00:13:42Z</updated>

		<summary type="html">&lt;p&gt;Catmaniac66: This has been undone before but I JUST got to 45 with her... why is there a discrepancy?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Cleanup-mwop-npc&lt;br /&gt;
|quests=&lt;br /&gt;
|questsChecked=&lt;br /&gt;
|inventory=Forfeit&lt;br /&gt;
|inventoryChecked=WoahBro&lt;br /&gt;
|house=[[User:Jeancey|Jeancey]] (none)&lt;br /&gt;
|houseChecked=[[User:Forfeit|Forfeit]] (none)&lt;br /&gt;
|services=[[User:Forfeit|Forfeit]] (already written)&lt;br /&gt;
|servicesChecked=WoahBro&lt;br /&gt;
|dialogue=&lt;br /&gt;
|dialogueChecked=&lt;br /&gt;
|spells=Forfeit&lt;br /&gt;
|spellsChecked=WoahBro&lt;br /&gt;
|image=&lt;br /&gt;
}}&amp;lt;/noinclude&amp;gt;{{NPC Summary&lt;br /&gt;
|id=flaenia amiulusus&lt;br /&gt;
|city=[[Morrowind:Balmora|Balmora]]&lt;br /&gt;
|loc=[[Morrowind:Guild_of_Fighters_(Balmora)|Guild of Fighters]]&lt;br /&gt;
|race=Imperial&lt;br /&gt;
|gender=Female&lt;br /&gt;
|level=7&lt;br /&gt;
|class=Drillmaster&lt;br /&gt;
|train=[[Morrowind:Athletics|Athletics]] (44)&amp;lt;br&amp;gt;[[Morrowind:Block|Block]] (44)&amp;lt;br&amp;gt;[[Morrowind:Spear|Spear]] (45)&lt;br /&gt;
|health=77&lt;br /&gt;
|magicka=110&lt;br /&gt;
|alarm=90&lt;br /&gt;
|fight=30&lt;br /&gt;
|faction={{Faction|Fighters Guild|2}}&lt;br /&gt;
|image=MW-npc-Flaenia Amiulusus.jpg&lt;br /&gt;
|imgdesc=Flaenia Amiulusus&lt;br /&gt;
}}&lt;br /&gt;
'''Flaenia Amiulusus''' is an [[Morrowind:Imperial|Imperial]] [[Morrowind:Drillmaster|drillmaster]] and a Journeyman for the [[Morrowind:Fighters Guild|Fighters Guild]]. She is located in the training room of the [[Morrowind:Fighters Guild|Guild of Fighters]] in [[Morrowind:Balmora|Balmora]], where she offers minor [[Morrowind:Trainers|training]] in [[Morrowind:Athletics|Athletics]], [[Morrowind:Block|Block]], and [[Morrowind:Spear|Spear]].&lt;br /&gt;
&lt;br /&gt;
Flaenia wears a [[Morrowind:Common Shirt|common shirt]] with matching [[Morrowind:Common Gloves|gloves]], [[Morrowind:Common Belt|belt]], [[Morrowind:Common Shoes|shoes]], and [[Morrowind:Common Pants|pants]]. In combat, she relies on an [[Morrowind:Iron Spear|iron spear]]. Aside from her natural [[Morrowind:Voice of the Emperor|charm]] and ability to [[Morrowind:Star of the West|absorb fatigue from others]], Flaenia knows no spells. &lt;br /&gt;
&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
==Related Quests==&lt;br /&gt;
===[[Morrowind:House Hlaalu|House Hlaalu]]===&lt;br /&gt;
*{{Quest Link|Stronghold (Hlaalu)}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Flaenia is one of only two people in the entire game to offer [[Morrowind:Spear|Spear]] [[Morrowind:Trainers|training]], the only other being the master trainer, [[Morrowind:Mertis Falandas|Mertis Falandas]].&lt;/div&gt;</summary>
		<author><name>Catmaniac66</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=User_talk:83.149.21.160&amp;diff=1236880</id>
		<title>User talk:83.149.21.160</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=User_talk:83.149.21.160&amp;diff=1236880"/>
		<updated>2013-09-02T22:57:34Z</updated>

		<summary type="html">&lt;p&gt;Catmaniac66: Created page with &amp;quot;{{Warning|1=Adding multiple unnecessary links to an external web site is considered to be '''spamming.''' Links to UESP-related sites should be added to General:Links. Add...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Warning|1=Adding multiple unnecessary links to an external web site is considered to be '''spamming.''' Links to UESP-related sites should be added to [[General:Links]]. Adding other links solely for the purpose of advertising your web site can be considered to be [[UESPWiki:Vandalism|vandalism]]. If you continue to use the wiki for advertising purposes, this IP address will be '''[[UESPWiki:Blocking Policy|blocked]]''' from editing. [[User:Catmaniac66|Catmaniac66]] ([[User talk:Catmaniac66|talk]]) 22:57, 2 September 2013 (GMT)}}&lt;/div&gt;</summary>
		<author><name>Catmaniac66</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=User:Catmaniac66&amp;diff=1233673</id>
		<title>User:Catmaniac66</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=User:Catmaniac66&amp;diff=1233673"/>
		<updated>2013-08-25T03:49:34Z</updated>

		<summary type="html">&lt;p&gt;Catmaniac66: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've been back for a month but was too lazy to log in. Was suffering from the stigma of being an IP ;)&lt;br /&gt;
&lt;br /&gt;
I am Catmaniac66, and I have been playing Morrowind and Oblivion for about 4 years.&lt;br /&gt;
&lt;br /&gt;
{{Userbox|#ffeecc|#ffeeee|[[File:User-userbox-Quill.gif]]|info=This user has made somewhere between [[Special:ActiveUsers|145 edits]] and [[Special:ActiveUsers|1300000000 edits]] to UESP.}}&lt;br /&gt;
&lt;br /&gt;
{{User Userspace Patroller}}&lt;br /&gt;
&lt;br /&gt;
{{User NoPatroller}}&lt;br /&gt;
&lt;br /&gt;
{{User Morrowind}}&lt;br /&gt;
&lt;br /&gt;
{{User Tribunal}}&lt;br /&gt;
&lt;br /&gt;
{{User Bloodmoon}}&lt;br /&gt;
&lt;br /&gt;
{{User Oblivion}}&lt;br /&gt;
&lt;br /&gt;
{{User Race|Breton|This User is a [[Lore:Breton|Breton]]}}&lt;br /&gt;
&lt;br /&gt;
{{User Rank|Mages Guild|9}}&lt;br /&gt;
&lt;br /&gt;
{{User Rank|House Telvanni|9}}&lt;br /&gt;
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{{User Birthsign|Mage|text=This User is born under [[Lore:Astronomy#The Mage|The Mage]]}}&lt;br /&gt;
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{{User AllAchievements}}&lt;br /&gt;
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{{User XBox}}&lt;br /&gt;
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{{User Male}}&lt;br /&gt;
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{{User current age}}&lt;br /&gt;
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{{User American|text=This user apologizes to the world for them NOT being American. '''NOTE THE DIFFERENCE!'''}}&lt;br /&gt;
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{{newleft}}I'm also IP address 69.136.59.17 if I ever get too lazy to log in.&lt;br /&gt;
&lt;br /&gt;
I hate when I forget to sign my post. Also, all of my userboxes are exactly as I wish them to be.&lt;/div&gt;</summary>
		<author><name>Catmaniac66</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:The_Black_Star&amp;diff=1233582</id>
		<title>Skyrim:The Black Star</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:The_Black_Star&amp;diff=1233582"/>
		<updated>2013-08-24T21:44:55Z</updated>

		<summary type="html">&lt;p&gt;Catmaniac66: /* Notes */ Note only mentioned Nelecar pulling you out you are pulled out no matter which path you choose.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Cleanup-srqrp&lt;br /&gt;
|writtenBy=Krusty&lt;br /&gt;
|checkedBy=Br3admax&lt;br /&gt;
|objectivesChecked=Kiz&lt;br /&gt;
|reward=Elliot&lt;br /&gt;
|rewardChecked=Kiz&lt;br /&gt;
}}{{About|the quest|the item|The Black Star (item)}}{{featured article}}{{DEFAULTSORT:Black Star, The}}{{Trail2|Quests|Daedric|link2=Daedric Quests}}&amp;lt;/noinclude&amp;gt;{{Quest Header&lt;br /&gt;
|Giver=[[Skyrim:Aranea_Ienith|Aranea Ienith]]&lt;br /&gt;
|Reward=[[Skyrim:Azura's Star|Azura's Star]] or&amp;lt;br&amp;gt; [[Skyrim:The Black Star (item)|The Black Star]]&lt;br /&gt;
|Disp=&lt;br /&gt;
|Prev=&lt;br /&gt;
|Loc=[[Skyrim:Shrine of Azura|Shrine of Azura]], [[Skyrim:Ilinalta's Deep|Ilinalta's Deep]], &amp;lt;br&amp;gt;[[Skyrim:Azura's Star Interior|Azura's Star Interior]].&lt;br /&gt;
|Image=SR-place-Shrine_of_Azura.jpg&lt;br /&gt;
|ImgDesc=Shrine of Azura&lt;br /&gt;
|description=Help find and repair [[Skyrim:Azura's Star|Azura's Star]].&lt;br /&gt;
|ID=DA01Intro, DA01&lt;br /&gt;
|Icon=SR-qico-Daedric.png&lt;br /&gt;
|SuggLevel=8&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
# Go to the [[Skyrim:Shrine_of_Azura|Azura Shrine]].&lt;br /&gt;
# Go speak with [[Skyrim:Nelacar|Nelacar]] in [[Skyrim:Winterhold|Winterhold]].&lt;br /&gt;
# Go to [[Skyrim:Ilinalta's Deep|Ilinalta's Deep]].&lt;br /&gt;
# Claim the [[Skyrim:Broken Azura's Star|Broken Star]].&lt;br /&gt;
# Give the star to [[Skyrim:Aranea_Ienith|Aranea]] or [[Skyrim:Nelacar|Nelacar]].&lt;br /&gt;
# Cleanse the star from within.&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
===The Twilight of the Future===&lt;br /&gt;
[[File:SR-quest-The_Black_Star_02.jpg|thumb|right|[[Skyrim:Aranea Ienith|Aranea Ienith]]]]&lt;br /&gt;
All over Skyrim, innkeepers will readily tell you about the Shrine of Azura, a monument built by the [[Skyrim:Dunmer|Dunmer]] after they fled Morrowind. Additionally, an [[Skyrim:World Interactions|encounter]] with the wandering Dunmer [[Skyrim:Faldrus|Faldrus]] will point you in the same direction, so make your way to the shrine; it is located in the snowy mountains south of [[Skyrim:Winterhold|Winterhold]]. The gigantic statue faces south atop a mountain and a long staircase. The only remaining worshipper at the Shrine, the mage [[Skyrim:Aranea Ienith|Aranea Ienith]], will claim that your arrival was expected, as Azura herself foresaw it and transferred the knowledge to her.&lt;br /&gt;
&lt;br /&gt;
The prediction involves a &amp;quot;fortress endangered by water, yet untouched by it&amp;quot; and finding an &amp;quot;elven mage able to turn the brightest star as black as night&amp;quot;. Aranea will admit her description to be more cryptic than useful and will direct you to the snowy town of Winterhold for clues. In Winterhold, numerous people can help, directing you to talk to a mage named [[Skyrim:Nelacar|Nelacar]]. It's not necessary to speak with them, however, so it's fastest to simply go straight to the [[Skyrim:The Frozen Hearth|Frozen Hearth]] and talk to him directly.&lt;br /&gt;
&lt;br /&gt;
===The Black Star===&lt;br /&gt;
While reluctant at first, thinking you another applicant for the [[Skyrim:College of Winterhold (faction)|College of Winterhold]], Nelacar will not provide any information, especially if you reveal yourself as an agent of Azura. He will not say no to a bit of coin, though, and will also break down if you intimidate him. &lt;br /&gt;
{|class=wikitable&lt;br /&gt;
|-&lt;br /&gt;
!width=25%|Option&lt;br /&gt;
!colspan=4|Dialogue&lt;br /&gt;
!width=15%|Reaction&lt;br /&gt;
|-&lt;br /&gt;
| A priestess of Azura sent me. '''(Persuade)'''||colspan=4|'''Passed''': Azura? Gods, it's all finally coming back to haunt me.&amp;lt;br&amp;gt;'''Failed''': You're working with the Daedra? Right. Now tell me the one about the Argonian Maid and the lusty baron.||'''Passed''': Locate the Star&amp;lt;br&amp;gt;'''Failed''': Nothing&lt;br /&gt;
|-&lt;br /&gt;
| Look, I'm willing to pay. '''(Bribe)'''||colspan=4|'''Passed''': A few coins for my soul? If only you understood the irony.&amp;lt;br&amp;gt;'''Failed''': I don't think you understand. I'm not answering questions.||'''Passed''': Locate the Star&amp;lt;br&amp;gt;'''Failed''': Nothing&lt;br /&gt;
|-&lt;br /&gt;
| I didn't agree to anything. Talk. '''(Intimidate)'''||colspan=4|'''Passed''': Just calm down. I'll tell you everything.&amp;lt;br&amp;gt;'''Failed''': Do you think muscling me is going to work? I'm a wizard. An old. Elven. Wizard. Think about it.||'''Passed''': Locate the Star&amp;lt;br&amp;gt;'''Failed''': Nothing&lt;br /&gt;
|-&lt;br /&gt;
| I misspoke. Forget I asked.||colspan=4|That's for the best.||Nothing&lt;br /&gt;
|}&lt;br /&gt;
Either way, he will quickly ask you what you know about [[Skyrim:Soul Gems|soul gems]] and provide a quick introduction, stating they all break after use, except for one. He will then tell you the story of one [[Skyrim:Malyn Varen|Malyn Varen]], a former teacher at the College, who examined the Daedric artifact [[Skyrim:Azura's Star|Azura's Star]] along with a few colleagues and students. Nobody knew that Malyn was actually ill and dying and was using the Star to save himself. But by trying to make himself immortal, he lost his sanity in the process. One day, the experiment escalated to the point where Malyn killed a student and attempted to use her soul for research and, as a result, was banished from the College. He, along with a few loyal disciples, moved to the secluded depths of [[Skyrim:Ilinalta's Deep|Ilinalta's Deep]]. Nelacar will finish with a plea, that you don't return the Star to Azura. His request will be left hanging, as you can do nothing but travel to Ilinalta's Deep and search for Malyn and the Star.&lt;br /&gt;
&lt;br /&gt;
=== Ilinata's Deep===&lt;br /&gt;
[[File:SR-interior-Ilinalta's Deep.jpg|thumb|left|A fisherman without a soul]]&lt;br /&gt;
What turned Ilinalta into Ilinalta's Deep remains a mystery, as the entire fort suddenly sank into [[Skyrim:Lake Ilinalta|Lake Ilinalta]] with only the rooftops sticking out of the water. According to local legend, the place is cursed and travelers are known to go missing. Upon entering, the earthly remains of a Fisherman, his bones still in shackles, will welcome you. Examine his knapsack for a [[Skyrim:Fisherman's Journal (Ilinalta's Deep)|journal]] and some minor loot, then proceed forward and take a left at the waterfall. Not surprisingly, given the background story provided by Nelacar, the inhabitants include [[Skyrim:Necromancer|necromancers]] and their [[Skyrim:Undead|Undead]] allies, so be on the lookout for rare ingredients and [[Skyrim:Potions|potions]]. The fourth room, almost completely flooded, contains two necromancers and an underwater chest. Two water-soaked sleeping areas follow, with the last one containing the [[Skyrim:Enchanting|Enchanting]] skill book ''[[Skyrim:A Tragedy in Black|A Tragedy in Black]]'', an [[Skyrim:Alchemy Lab|alchemy lab]], and an [[Skyrim:Arcane Enchanter|arcane enchanter]], along with a locked door hiding minor loot. The next area includes a necromage, who will use frost spells, and a resurrected [[Skyrim:Bandit|bandit]] on the other side of a pond. Dispose of the opposition, locate a nearby chest for some treasure, then pull the chain on the wall. This not only lowers the bridge behind you, it also provides access to the second zone further ahead. Take the western exit, and consider unlocking the door for a few potions. Proceed forward, remove the bar from the door and reenter the very first chamber of the zone, this time on a different level. You can now easily gain access to the second zone through the northern door, and a new bridge leading downstairs will make future exploration much easier.&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
&lt;br /&gt;
=== Malyn Varen ===&lt;br /&gt;
[[File:SR-quest-The_Black_Star.jpg|thumb|right|The remains of [[Skyrim:Malyn Varen|Malyn Varen]]]]&lt;br /&gt;
Proceed carefully forward through the tunnel and you will overhear two necromancers having a conversation on how to find another soul for the insatiable Star:&amp;lt;br&amp;gt;&lt;br /&gt;
''&amp;quot;More souls are needed for the Star. The last one died before he could be harvested.&amp;quot;''&amp;lt;br&amp;gt;&lt;br /&gt;
''&amp;quot;We can't take another villager from the surface so soon. I told you to prepare everything properly!&amp;quot;''&amp;lt;br&amp;gt;&lt;br /&gt;
''&amp;quot;We can just sacrifice another disciple. Apprentice Haerlon will be no great waste.&amp;quot;''&amp;lt;br&amp;gt;&lt;br /&gt;
''&amp;quot;Yes. He'll do.&amp;quot;''&amp;lt;br&amp;gt;&lt;br /&gt;
Dispose of them and look around the area for a few [[Skyrim:Soul Gems|soul gems]] and the [[Skyrim:Conjuration|Conjuration]] skill book ''[[Skyrim:The Doors of Oblivion|The Doors of Oblivion]]''. A few potions can be found behind the eastern door, while the western tunnel leads to an imprisonment area guarded by a skeleton and yet another necromancer. In the final chamber, a boss-level necromancer will quickly reanimate three skeletons; after the fight, head up the stairs where you will find a dead bandit lying in her own blood, the earthly remains of [[Skyrim:Malyn Varen|Malyn Varen]], along with his revealing ''[[Skyrim:Malyn Varen's Grimoire|Grimoire]]'', a boss-leveled chest, and [[Skyrim:Broken Azura's Star|Azura's Star]], currently broken due to Malyn's experiments. Taking the Star, which is on the floor next to the dead bandit, has no consequences, other than a choice: either bring the Star to [[Skyrim:Nelacar|Nelacar]] in Winterhold, or to [[Skyrim:Aranea Ienith|Aranea]] at the Shrine.&lt;br /&gt;
&lt;br /&gt;
=== A Soul to Keep ===&lt;br /&gt;
If you return to the Shrine, you will speak to Azura. She will tell you that it is unusable until you have purged Varen's soul from the star. Likewise, Nelacar will tell you the same thing. The difference is the Star's use afterwards. If you bring it to Azura, you will be able to use it to trap any size soul except for &amp;quot;black&amp;quot; souls (i.e., souls from [[Skyrim:NPCs|NPCs]]). If you bring it to Nelacar, you will be able to trap only &amp;quot;black&amp;quot; souls (see [[#Bugs|bugs section]]).&lt;br /&gt;
{{NewLine}}&lt;br /&gt;
{| class=&amp;quot;hiddentable vtop&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;hiddentable vtop&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:50%&amp;quot; align=&amp;quot;right&amp;quot;| &amp;lt;div style=&amp;quot;position: relative; bottom: 0em; right: 9em;&amp;quot;&amp;gt; '''Nelacar'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding-right:1em&amp;quot;|[[File:SR-quest-The Black Star_04.jpg|thumb|left|The Black Star]] When you return to the Frozen Hearth, Nelacar will be astounded that you managed to bring back the Star, but will soon realize the exact reason for the many disappearances in and around Ilinalta. Malyn Varen now resides inside the Star, but needs more and more souls to stay alive, which were provided by his disciples until now. After a bit of examination, Nelacar will see the opportunity to finish what he and Malyn started all these years ago, and will suggest that you cleanse the Star. If you accept, he will trap your soul and send you into the Star to confront Malyn.&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;hiddentable vtop&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|style=&amp;quot;width:50%&amp;quot; align=&amp;quot;left&amp;quot;|  &amp;lt;div style=&amp;quot;position: relative; bottom: 0em; left: 9em;&amp;quot;&amp;gt; '''Aranea'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SR-quest-The Black Star_05.jpg|thumb|right|Azura's Star]] Head back to the Shrine of Azura, and an eager Aranea will immediately take the broken Star from you, then invite you to communicate with [[Lore:Azura|Azura]]. Place your hands upon the altar, and Azura will speak from the planes of Oblivion. She will say how grateful she is to see the Star returned, but will also provide the bad news: due to Malyn's occupation of the Star, the artifact will be useless to you until you venture inside and banish Malyn's soul by defeating him. Once you are ready, Azura will promise to watch over you as you are transported inside the Star's realm. &lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Inside the Star===&lt;br /&gt;
[[File:SR-quest-The_Black_Star_03.jpg|thumb|Malyn Varen inside the Star]]&lt;br /&gt;
Once you have made your choice, you will be transported [[Skyrim:Azura's_Star_Interior|inside the star]] to battle Malyn Varen. The interior of Azura's Star is a light-blue, surreal world with spikes and chiming sounds. Malyn will be waiting for you just inside, eager to feast on yet another soul; he will, however, quickly realize that something is wrong and rush further into the Star, throwing a few leveled [[Skyrim:Dremora|Dremora]] at you. The interior offers very little to hide behind, making stealth a difficult option for combat. It is not possible to fall over the ledges, so proceed forward and remember to collect the valuable [[Skyrim:Daedra Heart|Daedra Hearts]] from fallen enemies. Once you have defeated Malyn, depending on your earlier choice, the Star will turn either black or white and you will be returned to your mortal body in Skyrim. If you went with Azura, you will be given the restored [[Skyrim:Azura's Star|Azura's Star]], capable of capturing White Souls. Additionally, Azura will set Aranea free and she may become a [[Skyrim:Followers|follower]]. If you went with Nelacar, you will receive [[Skyrim:The Black Star (item)|The Black Star]].&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* If you have a bounty in [[Skyrim:Winterhold (region)|Winterhold]], Aranea Ienith will be hostile to you, due to her membership in Winterhold's [[Skyrim:CrimeFactionWinterhold#Winterhold|crime faction]]. This can make it impossible to initiate or finish the quest. Simply clear your bounty and you can proceed as normal. &lt;br /&gt;
* As a radiant AI response upon completing the quest two necromancers may hunt you down. One of them carries a ''[[Skyrim:A_Scrawled_Note|scrawled note]]'' which reads: ''&amp;quot;Malyn Varen's death will not go unpunished. Find the holder of Azura's Star and enact vengeance, or it will be your souls I rend for my enchantments.&amp;quot;''&lt;br /&gt;
* Some people will comment if you have Azura's star in your possession. Nelacar will say: ''&amp;quot;I don't like doing business with Azura's faithful... make it quick.&amp;quot;'' Town guards will occasionally comment, saying ''&amp;quot;By Shor, is that... is that Azura's Star? How did you come to possess such a rare treasure?&amp;quot;''&lt;br /&gt;
* If you choose the Black Star option and then return to the shrine, Aranea will threaten to kill you for defiling the artifact, saying ''&amp;quot;Leave this shrine, blasphemer, before I kill you for defiling Azura's artifact.&amp;quot;''&lt;br /&gt;
* The fight inside the star may be quite difficult, depending on your character. A high [[Skyrim:Sneak|Sneak]] skill or a lot of [[Skyrim:Resist Magic|magic resistance]] can be helpful, but the inside of the star is considered well-lit, making sneaking difficult. The [[Skyrim:The Atronach Stone|Atronach Stone]], or the [[Skyrim:Atronach (perk)|Atronach]] perk help greatly, since the enemies you encounter here rely mainly on spells in combat.&lt;br /&gt;
* It is possible to reach Ilinalta's Deluge by using Whirlwind Sprint at the highest rock nearby. If you retrieve Broken Azura's Star before starting the quest, you can only give it to Nelacar but not Aranea Ienith.&lt;br /&gt;
*Once you kill Malyn Varen, you will be pulled out of the star so loot all the items from him and the others.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{Bug|Nelacar's persuasion check compares against his own Speech skill instead of yours, and so will always fail, unless wearing the Amulet of Articulation.|USKP|1.1}}&lt;br /&gt;
{{Bug|If you talk to [[Skyrim:Dagur|Dagur]] after you speak to Nelacar and inquire about a mage who studies stars, the quest will add an objective to talk to Nelacar. Since you already have, you can not get the quest to update that point because the proper options are already gone. It does not appear that this prevents you from progressing with the previously added objective of finding the star.|USKP|1.3.1}}&lt;br /&gt;
{{Bug|Despite the Black Star's supposed inability to collect white souls, it can actually collect any soul.|confirmed=1}}&lt;br /&gt;
{{Bug|A boulder meant to prevent access to the second zone of [[Skyrim:Ilinalta's Deep|Ilinalta's Deep]] will occasionally still be present, even during the quest. The only known fix is to exit and reenter the ruin.|vn=1}}&lt;br /&gt;
{{Bug|Even after completing The Black Star, this quest can be restarted and reenter the journal. If this happens, it cannot be completed, as talking to Aranea Ienith again at the Shrine will not advance it further.|vn=1}}&lt;br /&gt;
{{Bug|If you are killed by a dremora in the Star after killing Malyn Varen, you might spawn at your last save with both the repaired Star and the broken Star in your inventory.|vn=1}}&lt;br /&gt;
{{Bug|When you approach Malyn Varen, you may not be able to pick up the star. Also, at the end of the quest, you may not be given the star. In both cases, reloading a saved game should fix this.|vn=1}}&lt;br /&gt;
&lt;br /&gt;
==Quest Stages==&lt;br /&gt;
{{Journal Entries&lt;br /&gt;
|id=DA01Intro&lt;br /&gt;
|name=Introduction&lt;br /&gt;
|10||{{Quest Comment|Objective is assigned}}: Visit the Shrine of Azura&lt;br /&gt;
|100|Yes|&lt;br /&gt;
|!|The Black Star|DA01&lt;br /&gt;
|10||Aranea, a priestess of Azura, says I am destined to find &amp;quot;an elven man, who can turn the brightest star as black as night.&amp;quot; She believes he is in Winterhold.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Quest Comment|Objective is assigned}}: Find the elven mage from Aranea's vision&lt;br /&gt;
|20||{{Quest Comment|Objective is assigned}}: Speak to Nelacar&lt;br /&gt;
|30||Nelacar has told me that his old mentor, {{sic|Maylyn|Malyn}} Varen, was experimenting on Azura's Star. Malyn's last known location is Ilinalta's Deep.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Quest Comment|Objective is assigned}}: Find Azura's Star&lt;br /&gt;
|50||I have Azura's Star, but it's been corrupted by Malyn Varen's magic. I could take the Star to either Aranea or Nelacar to have it repaired.&lt;br /&gt;
|60||{{Quest Comment|Objective is assigned}}: Speak to Azura&lt;br /&gt;
|62||{{Quest Comment|Objective is assigned}}: Tell Azura you're ready to enter the Star&lt;br /&gt;
|65||{{Quest Comment|Objective is assigned}}: Tell Nelacar you're ready to enter the Star&lt;br /&gt;
|70||I am inside Azura's Star and must defeat Malyn Varen's soul in order for Azura to purify the Star and bring me out.&lt;br /&gt;
|75||I am inside Azura's Star and must defeat Malyn Varen's soul in order for Nelacar to bring me out and complete the Black Star.&lt;br /&gt;
|80||{{Quest Comment|Objective is assigned}}: Destroy Malyn Varen's soul&lt;br /&gt;
|100|Yes|I have cleansed Azura's Star, the infinite Soul Gem. It is mine to do with as I see fit.&lt;br /&gt;
|110|Yes|I have completed the Black Star, an infinite Black Soul Gem. It is now mine to do with as I please.&lt;br /&gt;
}}&lt;br /&gt;
* The following empty quest stages were omitted from the table: 0, 25, 57, 58, 61, 85, 90, 95, 250&lt;br /&gt;
{{Skyrim Quest Stages Notes}}&lt;/div&gt;</summary>
		<author><name>Catmaniac66</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Erik_the_Slayer_(quest)&amp;diff=1233456</id>
		<title>Skyrim:Erik the Slayer (quest)</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Erik_the_Slayer_(quest)&amp;diff=1233456"/>
		<updated>2013-08-24T13:12:19Z</updated>

		<summary type="html">&lt;p&gt;Catmaniac66: All bribes count, already mentioned as a bribe, not necessary to state it again.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Cleanup-srqrp&lt;br /&gt;
|writtenBy=Dreamshadow&lt;br /&gt;
|checkedBy=&lt;br /&gt;
|objectivesChecked=Alfwyn&lt;br /&gt;
|reward=Krusty&lt;br /&gt;
|rewardChecked=&lt;br /&gt;
}}&amp;lt;/noinclude&amp;gt;{{Trail|Quests|Miscellaneous|Favors}}&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver=[[Skyrim:Erik|Erik]]&lt;br /&gt;
|Loc=[[Skyrim:Rorikstead|Rorikstead]]&lt;br /&gt;
|Reward=A potential [[Skyrim:Followers|follower]]&lt;br /&gt;
|Image=SR-quest-Erik_the_Slayer.jpg&lt;br /&gt;
|Imgdesc=Erik lamenting over his situation&lt;br /&gt;
|description=Help [[Skyrim:Erik|Erik]] become an adventurer.&lt;br /&gt;
|ID=RoriksteadFreeform&lt;br /&gt;
}}&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
# Talk to [[Skyrim:Erik the Slayer|Erik]] in [[Skyrim:Rorikstead|Rorikstead]].&lt;br /&gt;
# Convince [[Skyrim:Mralki|Mralki]] to allow Erik to become an adventurer.&lt;br /&gt;
# Return to Erik.&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
===Erik the Farmer===&lt;br /&gt;
[[Skyrim:Erik|Erik]] can be found staying in the [[Skyrim:Frostfruit Inn|Frostfruit Inn]] in the evening or working as a farmer for [[Skyrim:Lemkil|Lemkil]] in the small settlement of [[Skyrim:Rorikstead|Rorikstead]]. He will be glad to see you, another adventurer: ''&amp;quot;You look like you've seen your share of adventure. I envy you that.&amp;quot;'' In fact, he wants to be an adventurer like you, but his father, [[Skyrim:Mralki|Mralki]] doesn't agree. Not only does the farm need him, but his family couldn't afford to buy armor even if he did let Erik pursue his dream. Erik hopes you can talk to his father and change his mind.&lt;br /&gt;
&lt;br /&gt;
Mralki is the innkeeper of Frostfruit Inn and you can find him there. Obviously, he worries about his son a lot. ''&amp;quot;My son? Erik? What about him? Did something happen? Is he alright?&amp;quot;'' You may talk to him in two ways:&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
|-&lt;br /&gt;
!width=26%|Option&lt;br /&gt;
!Dialogue&lt;br /&gt;
|-&lt;br /&gt;
| You should let your son choose the life he wants.||But the world is a dangerous place. Erik has no idea what he's getting himself into. What's more, he's got no armor. I'll have to save up the money for it.&lt;br /&gt;
|-&lt;br /&gt;
| Your days of exploiting your son are over.||Exploiting? What's that supposed to mean? Erik works the farm because he's a good lad! I'm not forcing him to stay here. I know that he wants a life of adventure, but I've told him before that I can't afford to buy him armor.&lt;br /&gt;
|}&lt;br /&gt;
Then you may choose to persuade or intimidate him with your [[Skyrim:Speech|Speech]] skills. You can also give him some gold for the cost of armor.&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
|-&lt;br /&gt;
!width=26%|Option&lt;br /&gt;
!colspan=4|Dialogue&lt;br /&gt;
!width=14%|Reaction&lt;br /&gt;
|-&lt;br /&gt;
| Here, use this to buy some armor. '''(Bribe)'''||colspan=4|'''Passed''': You would give your own coin to help my son? I'm moved by your compassion. Your kind deed will not go unrewarded, my friend. Tell Erik I've changed my mind, and we'll visit Whiterun soon to fit him for armor.&amp;lt;br&amp;gt;'''Failed''': I appreciate the gesture, but I'd rather not be in debt to a stranger.||'''Passed''': Return to Erik&amp;lt;br&amp;gt;'''Failed''': Nothing&lt;br /&gt;
|-&lt;br /&gt;
| You'd prefer your son to grow bitter and resent you? '''(Persuade)'''||colspan=4|'''Passed''': I... I cannot deny the truth of what you say. Erik is all the family that I have left, but it's wrong to hold him back as I have. Go and tell Erik that I've changed my mind. I'll see about borrowing some money in Whiterun for his armor.&amp;lt;br&amp;gt;'''Failed''': Perhaps you should let a father decide what is best for his own son.||'''Passed''': Return to Erik&amp;lt;br&amp;gt;'''Failed''': Nothing&lt;br /&gt;
|-&lt;br /&gt;
| Find the money, or you'll have me to deal with. '''(Intimidate)'''||colspan=4|'''Passed''': Ah, I see. I've just remembered that I saved a few septims in case of an emergency. This is starting to feel like one. Tell Erik that I've changed my mind, and we'll visit Whiterun soon to fit him for armor. And please don't hurt me!&amp;lt;br&amp;gt;'''Failed''': Go ahead, hit me as often as you want. It's not going to change anything, other than to make me and the town guard angry.||'''Passed''': Return to Erik&amp;lt;br&amp;gt;'''Failed''': Nothing&lt;br /&gt;
|-&lt;br /&gt;
| On second thought, let's talk about this another time.||colspan=4|Another time, or not at all. It's really none of your business, after all.||Nothing&lt;br /&gt;
|}&lt;br /&gt;
===Erik the Slayer===&lt;br /&gt;
Bring the good news to Erik and he will be very excited. ''&amp;quot;I'll hope you'll come back to Rorikstead soon and pay me a visit. Maybe we can swap stories about our adventures over a mug of ale at the inn!&amp;quot;'' The next time you see him, he will be equipped with a set of [[Skyrim:Iron Armor|iron armor]] and you can also ask him to be your [[Skyrim:Followers|follower]].&lt;br /&gt;
&lt;br /&gt;
==Quest Stages==&lt;br /&gt;
{{Journal Entries&lt;br /&gt;
|10||{{Quest Comment|Objective is assigned}}: Talk to Mralki about Erik&lt;br /&gt;
|20||{{Quest Comment|Objective is assigned}}: Return to Erik&lt;br /&gt;
|30|Yes|&lt;br /&gt;
}}&lt;br /&gt;
* The following empty stages were omitted from the table: 0, 5 and 200&lt;br /&gt;
{{Skyrim Quest Stages Notes}}&lt;/div&gt;</summary>
		<author><name>Catmaniac66</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Character_Optimizing&amp;diff=1233421</id>
		<title>Oblivion:Character Optimizing</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Character_Optimizing&amp;diff=1233421"/>
		<updated>2013-08-24T07:13:33Z</updated>

		<summary type="html">&lt;p&gt;Catmaniac66: Undo revision 1233420 by Cannonman123 (talk) Dunmer males get no boost and female Dunmer even have reduced endurance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Hints}}&lt;br /&gt;
This page is designed as a guide to creating an Ultimate Character. An Ultimate Character is a character who has been completely customized and retrofitted with a mostly predetermined list of skills, attributes, and equipment that have been determined as appropriate for end game optimization. An ultimate character will either have the maximum possible health or maximum possible magicka depending on ones preference.&lt;br /&gt;
&lt;br /&gt;
==Race==&lt;br /&gt;
Firstly, you must choose your [[Oblivion:Races|race]]. Although any race has the potential to be ultimate, here are some specific recommendations.&lt;br /&gt;
&lt;br /&gt;
The best race to choose would be a one with a high Magicka bonus, high Endurance, or a good [[Oblivion:Resist Magic|Resist Magic]] rating in order to gain an immunity to magic easily. Resistances to single elements are not as useful as resistance to magic later on. Choosing races based on their Greater Powers is inadvisable, because frankly, being an ultimate character skilled in all magic means that you won't really need them. Also, you should not worry about skill bonuses because skills are fairly easy to upgrade anyway. These races would include:&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Imperial|Imperial]] (Male/Female)-good overall fatigue bonus/equal health/magicka&lt;br /&gt;
*[[Oblivion:Breton|Breton]] (Male/Female)- Good Magicka bonus, Good Magic Resistance&lt;br /&gt;
*[[Oblivion:Altmer|Altmer]] (Male/Female)- Excellent Magicka bonus&lt;br /&gt;
*[[Oblivion:Nord|Nord]] (Male)- Decent Endurance&lt;br /&gt;
*[[Oblivion:Orc|Orc]] (Male/Female)- Decent Endurance, Decent Magic Resistance&lt;br /&gt;
*[[Oblivion:Redguard|Redguard]] (Male/Female)- Decent Endurance&lt;br /&gt;
&lt;br /&gt;
Although these races have other bonuses/penalties, it is the major bonuses that have been included. Any penalties on a character can easily be covered up later on, such as Altmer elemental weaknesses.&lt;br /&gt;
&lt;br /&gt;
These are the prime reasons you should pick out races with high Health, Magicka, and Magic Resistance:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*High Magicka will allow you to cast more powerful spells and cast them more frequently. Characters with large magicka supplies can tear down whole towns and cities with flurries of devastating spells.&lt;br /&gt;
*High Health later in the game will practically make you invincible. A character with high Health will be able to kill armies of enemies without having to heal themselves.&lt;br /&gt;
*High Magic Resistance will help you acquire an immunity to Magicka quickly without having to wear multiple armors and jewelry. For example, any race besides a Breton would have to wear a few items of Magic Resistance (at least 3 items, or at least 2 for an Orc), while Bretons would only have to wear one item ([[Oblivion:Mundane Ring|a single Mundane Ring]]). This allows more room for other useful enchantments.&lt;br /&gt;
&lt;br /&gt;
==Birthsign==&lt;br /&gt;
Secondly, you are offered a [[Oblivion:Birthsigns|birthsign]]. Here are some tips on choosing one:&lt;br /&gt;
&lt;br /&gt;
The best birthsigns for an ultimate character are those that boost Endurance or overall Magicka, rather than those that provide powers. As for your actual choice, it depends what you want: higher Health or higher Magicka. You will want to go for an Endurance/Magicka enhancing birthsign in order to attain the maximum possible health/magicka for your ultimate character.&lt;br /&gt;
&lt;br /&gt;
Birthsigns that provide Greater or Lesser powers are useful only for the early levels for an ultimate character, and some birthsigns provide attribute bonuses that are not particularly useful. For example, [[Oblivion:The Steed|The Steed]]'s +20 Speed bonus becomes pointless with efficient leveling (which is another essential aspect of an Optimized Character that will be covered later on), whereas [[Oblivion:The Warrior|The Warrior]]'s +10 Strength and +10 Endurance bonuses will remain constantly useful and will get your character 1 step closer to achieving maximum health. These are the recommended birthsigns in order for your character to achieve max health or magicka:&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:The Apprentice|The Apprentice]] - A great Magicka boost, and the Weakness to Magicka effect can be compensated for later.&lt;br /&gt;
*[[Oblivion:The Atronach|The Atronach]] - A great Magicka boost (the biggest boost possible, 150 points) and an extremely useful Spell Absorption effect that serves as a big step toward achieving magicka immunity. However, the bonus comes at a large price; you will not be able to regenerate Magicka if you choose this birthsign. It is possible to compensate for this with custom potions, [[Oblivion:Absorb Magicka|Absorb Magicka spells]] and the [[Oblivion:Spell Absorption|Spell Absorption]] provided with the birthsign, but it will prove quite difficult at lower levels.&lt;br /&gt;
*[[Oblivion:The Mage|The Mage]] - A decent Magicka bonus without any nasty side effects. However, 50 points is not that much when compared to the gain provided by other birthsigns.&lt;br /&gt;
*[[Oblivion:The Warrior|The Warrior]] or [[Oblivion:The Lady|The Lady]] - A ten point Endurance boost will make a big difference later in the game, and the Strength or Willpower boost will mean more efficient leveling for you.&lt;br /&gt;
&lt;br /&gt;
==Class==&lt;br /&gt;
[[Oblivion:Custom Classes|Custom classes]] are the centerpiece of an Optimized Character. Choose Endurance and Luck as your favored attributes (Endurance for a larger health bonus and Luck so that you may max it out more quickly). Your class specialization depends on several factors. It's probably best to opt for a specialization in combat so that you can upgrade your endurance-enhancing skills more easily and quickly; otherwise, you will want to choose the specialization that governs the least amount of your major skills in order to achieve a higher level. When choosing your skills, keep in mind that selecting skills that do not fall under the specialization you have chosen for your class (ex. Combat skills for a Magic class, Magic skills for a Combat class, etc.) is the most advisable method, because it directly translates to faster leveling. One of the criteria that makes up an Optimized Character is his or her greatness in almost every skill. Another tip is to choose 3 skills that are included in the [[Oblivion:Oghma Infinium|Oghma Infinium]] in order for your character to be boosted an additional 3 levels after he/she has peaked his/her major skills to 100.&lt;br /&gt;
&lt;br /&gt;
==Leveling Up==&lt;br /&gt;
An Ultimate Character is only truly ultimate if he/she manages to level efficiently. There would be an entry on doing so here, but luckily it has already been completely covered. Read the article on [[Oblivion:Efficient Leveling|Efficient Leveling]] for specific instructions on how to do this. Here are some tips on choosing the right attributes and skills to efficiently level.&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
One of the most important [[Oblivion:Attributes|Attributes]] to level up is Endurance, as it will be your main source of health. It is vital that you gain a +5 bonus for your Endurance every level until it has reached 100 so that you can achieve your characters maximum possible health. To do this, summon a Skeleton (apprentice-level Conjuration spell) and attack it 3 times so that it turns on you. Equip Heavy Armor and let it attack you. This will cause your Heavy Armor level to level at an amazing rate. Block the Skeleton's attacks to upgrade your Block skill, and after you have repeated the training enough to damage your gear, repair your items to boost your Armorer. Make sure you have advanced ten times in Endurance skills for that well earned +5 bonus in Endurance.&lt;br /&gt;
&lt;br /&gt;
Luck is another important attribute, mainly because of the extremely slow rate at which it levels. Remember to upgrade your Luck every time you level up. Luck advances slowly because there are no skills governed by it, meaning that you will never be able to accrue multipliers for faster leveling.&lt;br /&gt;
&lt;br /&gt;
If you think you may not achieve a rating of 100 in every attribute, focus on upgrading more useful skills. For example, try for a Strength bonus instead of a Personality bonus; it is far more beneficial to have a Strength rating of 100 and a Personality rating of 80 than the other way around.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
You have all the time in the world to enhance your [[Oblivion:Skills|Skills]]; there is no rush. Try and use a large variety of skills in order to develop tactics that make effective use of your fluency in multiple specializations. Once all of your attributes have been maxed, work on upgrading your skill levels. Here are the more useful skills for your ultimate character: &lt;br /&gt;
&lt;br /&gt;
====Combat====&lt;br /&gt;
*Armors - [[Oblivion:Heavy Armor|Heavy Armor]] or [[Oblivion:Light Armor|Light Armor]]. Armor is vital in Oblivion. When following this guide, differences between Heavy and Light Armor are irrelevant. Choose the one that fits your aesthetic tastes.&lt;br /&gt;
*[[Oblivion:Armorer|Armorer]] - Useful for repairing your gear. The best thing about Armorer is the expert-level perk of repairing items to 125%, essentially increasing their effectiveness. This will greatly enhance your character, so put some time into Armorer.&lt;br /&gt;
*[[Oblivion:Athletics|Athletics]] - Useful for cruising the wilderness or dungeons, for it'll improve your running and swimming speed. This is a passive skill and may be more difficult to train.&lt;br /&gt;
*[[Oblivion:Blade|Blade]] or [[Oblivion:Blunt|Blunt]] - Use one (or both) of these, they're pretty similar.&lt;br /&gt;
*[[Oblivion:Block|Block]] - The primary function of block (in essence, &amp;lt;i&amp;gt;blocking&amp;lt;/i&amp;gt;) will most likely become worthless because of your incredibly high stats, but the reason it is included is because of the expert and master level perk: the knockback counterattack. This is very useful and incredibly fun to use. At expert level the counterattack will stagger the enemy backward, and at master level a chance of disarming is added.&lt;br /&gt;
&lt;br /&gt;
====Magic====&lt;br /&gt;
*[[Oblivion:Alchemy|Alchemy]] - This skill will start out fairly weak, but it is invaluable at later levels. It is especially useful if you have the Atronach Birthsign, as you will be able to create Restore Magicka potions. When you are a true master of Alchemy, you can create some devastating damage poisons, as well as potions that provide incredible buffs.&lt;br /&gt;
*[[Oblivion:Alteration|Alteration]] - Not the most useful magic for an Optimized Character, but its Feather effects will earn you a lot of gold. Stacking Feather spells will allow you to drastically increase your maximum carrying weight for a short time, which allows you to expedite the looting process.&lt;br /&gt;
*[[Oblivion:Conjuration|Conjuration]] - An Optimized Character does not need an assistant, but summoned creatures can be used for training your attributes and skills. Summoned creatures are also a good source of souls.&lt;br /&gt;
*[[Oblivion:Destruction|Destruction]] - An all out offensive school with some fresh benefits. Enemies can't block magical spells with physical methods, which means that you are given an opportunity to counter their blocks. Shock Damage is the best choice for elemental damage, as there are only two enemies in vanilla Oblivion that resist it. Damage Fatigue spells are also useful, providing an almost-instant knockdown.&lt;br /&gt;
*[[Oblivion:Illusion|Illusion]] - Arguably the best magic school with a huge variety of spells. Put some time into this skill. Illusion magic makes dungeon cruising easier thanks to the Chameleon/Invisibility and Light/Night Eye spells, and it renders Speechcraft useless with its library of mind-altering spells. Paralyze, an infinitely useful and fun spell, is also a type of Illusion magic.&lt;br /&gt;
*[[Oblivion:Mysticism|Mysticism]] - Most of what Mysticism offers will be used primarily on your gear. However, Detect Life will prove invaluable when dungeon cruising. Dispel can also be of use, particularly against summoners. &lt;br /&gt;
*[[Oblivion:Restoration|Restoration]] - Restoration will save you from death many times; remember that damage is damage, regardless of how much Health you have, and enough of it will send you to an early grave. The Restore Health spells are the greatest, but Restore Fatigue spells can also come in handy in the middle of a fight.&lt;br /&gt;
&lt;br /&gt;
====Stealth====&lt;br /&gt;
*[[Oblivion:Sneak|Sneak]] - Delivering a powerful attack before starting the real fight can be useful and sneak does just that. You may be thinking that Chameleon could replace Sneak; this is definitely not the case. The master-level perk allows you to ignore the opponent's Armor Rating on a sneak attack. No spell will let you do that.&lt;br /&gt;
*[[Oblivion:Marksman|Marksman]] - Ranged attacks are normally pretty weak, but when combined with Sneak, arrows essentially become &amp;quot;Assassin Missiles&amp;quot;. If you are good enough at Sneak and Marksman you can send arrow after arrow into your enemy while remaining undetected, with each hit registering as a sneak attack. Combine that functionality with the ability to apply poisons to individual arrows and you've got one devastating attack combo.&lt;br /&gt;
*[[Oblivion:Security|Security]] - Many players could easily pick any lock at level five security, so it's not very useful. However, some players aren't good at picking locks; they're the ones who will want to put some time into this. It's also useful for training your Agility.&lt;br /&gt;
*[[Oblivion:Mercantile|Mercantile]] - The expert and master level perks in this skill (the ability to invest in a shop and the additional 500g that merchants have to barter with) will earn you a lot of gold. Put some time into this skill, as gold is important to any class.&lt;br /&gt;
*[[Oblivion:Acrobatics|Acrobatics]] - Mostly useful for getting around quicker. The Journeyman level dodging perk and master level water jumping perk will both decrease on-foot travel time and increase combat movement ability. The passive increase in jumping height is also useful and fun.&lt;br /&gt;
&lt;br /&gt;
===Over-Advancing Attributes and Skills===&lt;br /&gt;
It is possible to raise certain attributes and skills beyond their 100 point cap. View the [[Oblivion:Free Skill Boosts|Free Skill Boosts]] page for more information on how to do this.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
Character management is only half of the successful creation of an Ultimate Character. Equipment makes up the whole of the other half; its role is to augment the abilities and capabilities of your character. Here are some tips for maximizing the usefulness of your equipment:&lt;br /&gt;
&lt;br /&gt;
* '''Quality''' - Always have the best quality equipment possible. Without any expansions or plug-ins, this means either Daedric Armor (for users of Heavy Armor) or Glass Armor (for users of Light Armor) and some variety of Daedric weapon (preferably one-handed to allow shield use), all of which should be repaired to 125% quality.&lt;br /&gt;
* '''Enchantments''' - All equipment must be enchanted. The best defensive enchantments are [[Oblivion:Fortify Magicka|Fortify Magicka]], [[Oblivion:Spell Absorption|Spell Absorption]], [[Oblivion:Reflect Damage|Reflect Damage]], and [[Oblivion:Reflect Spell|Reflect Spell]]. The best offensive enchantments are [[Oblivion:Absorb Health|Absorb Health]], [[Oblivion:Absorb Magicka|Absorb Magicka]], [[Oblivion:Weakness to Magic|Weakness to Magic]], and [[Oblivion:Shock Damage|Shock Damage]]. Avoid the more pointless enchantments when choosing your gear. Combining Weakness effects with magical damage effects will yield devastating weapon attacks. Also note that it is impossible to manually enchant gear with Reflect effects; you must find equipment pre-enchanted with them.&lt;br /&gt;
&lt;br /&gt;
==Spell Effects==&lt;br /&gt;
There are a number of extremely useful spells that an Optimized Character cannot be without.&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Restore Health|Restore Health]]- Heals your character.&lt;br /&gt;
*[[Oblivion:Charm|Charm]]- Raises NPC disposition towards your character.&lt;br /&gt;
*[[Oblivion:Invisibility|Invisibility]]- Renders your character invisible. While invisible, you are unable to interact with, attack, or cast anything. If you do, the invisibility effect will be voided.&lt;br /&gt;
*[[Oblivion:Night-Eye|Night-Eye]]- Enhances your character's vision with a blue tint that allows for clearer vision in dark areas.&lt;br /&gt;
*[[Oblivion:Detect Life|Detect Life]] - Allows you to see where your enemy is around corners.&lt;br /&gt;
*[[Oblivion:Soul Trap|Soul Trap]]- Allows your character to trap souls in [[Oblivion:Soul Gem|Soul Gems]].&lt;br /&gt;
*[[Oblivion:Feather|Feather]]- Increases the maximum carrying weight of your character. Stackable.&lt;br /&gt;
*[[Oblivion:Shock Damage|Shock Damage]]- Allows for the destructive use of Shock magic. Shock Damage is the most useful type of elemental damage, as very few creatures are resistant to it.&lt;br /&gt;
*[[Oblivion:Fire Damage|Fire Damage]]- For enemies that are immune to Shock damage. You can hardly be considered &amp;quot;ultimate&amp;quot; if a single creature immunity renders your magic useless.&lt;br /&gt;
*[[Oblivion:Chameleon|Chameleon]]- A Chameleon percentage of 100 renders your character undetectable regardless of interaction; lower percentages proportionally decrease the effect.&lt;br /&gt;
&lt;br /&gt;
More spell effects can be found on the [[Oblivion:Useful Spells|Useful Spells]] page. Some spells may not appear useful singularly, but mix and match combinations to create powerful spells.&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
Many quests in Oblivion will provide you with truly epic rewards. Do as many as you can, but remember that the majority of the potentially amazing quest rewards are leveled with your character, meaning that leveled items or bonuses rewarded at lower levels will be proportionally weaker. As long as you complete quests at around level 25+, you will receive the most powerful versions of quest rewards. There is a mod called 'Quest Award Leveler', which will automatically upgrade quest items attained at a lower level when you reach the appropriate level.&lt;br /&gt;
&lt;br /&gt;
==Example of an Optimized Character==&lt;br /&gt;
Here is an example of an Optimized Character created using this guide:&lt;br /&gt;
&lt;br /&gt;
===Optimized Character's Vital Statistics===&lt;br /&gt;
*'''Name-''' Optimized Character&lt;br /&gt;
*'''[[Oblivion:Races|Race]]-''' [[Oblivion:Altmer|Altmer]]&lt;br /&gt;
*'''Gender-''' Male&lt;br /&gt;
*'''[[Oblivion:Birthsigns|Birthsign]]-''' [[Oblivion:The Atronach|The Atronach]]&lt;br /&gt;
*'''[[Oblivion:Classes|Class]]-''' Optimized Class 1&lt;br /&gt;
*'''Specialization-''' Combat&lt;br /&gt;
*'''[[Oblivion:Attributes|Favored Attributes]]-''' [[Oblivion:Endurance|Endurance]] and [[Oblivion:Luck|Luck]]&lt;br /&gt;
*'''[[Oblivion:Skills|Major Skills]]-''' [[Oblivion:Conjuration|Conjuration]], [[Oblivion:Destruction|Destruction]], [[Oblivion:Restoration|Restoration]], [[Oblivion:Speechcraft|Speechcraft]], [[Oblivion:Sneak|Sneak]], [[Oblivion:Marksman|Marksman]] and [[Oblivion:Light Armor|Light Armor]]&lt;br /&gt;
&lt;br /&gt;
===Optimized Character's Max Level===&lt;br /&gt;
*'''Level-''' 46&lt;br /&gt;
&lt;br /&gt;
===Optimized Character's Attributes===&lt;br /&gt;
*'''[[Oblivion:Strength|Strength]]-''' 102 (+2 bonus from equipment Included)&lt;br /&gt;
*'''[[Oblivion:Intelligence|Intelligence]]-''' 112 (+10 bonus from Oghma Infinium and +2 bonus from equipment Included)&lt;br /&gt;
*'''[[Oblivion:Willpower|Willpower]]-''' 100&lt;br /&gt;
*'''[[Oblivion:Speed|Speed]]-''' 100&lt;br /&gt;
*'''[[Oblivion:Agility|Agility]]-''' 102 (+2 bonus from equipment Included)&lt;br /&gt;
*'''[[Oblivion:Endurance|Endurance]]-''' 110 (+10 bonus from equipment Included, Maxed as early as possible)&lt;br /&gt;
*'''[[Oblivion:Personality|Personality]]-''' 98 (-2 penalty from equipment Included) &lt;br /&gt;
*'''[[Oblivion:Luck|Luck]]-''' 100&lt;br /&gt;
&lt;br /&gt;
===Optimized Character's Derived Attributes===&lt;br /&gt;
*'''[[Oblivion:Health|Health]]-''' 750 (+20 bonus from equipment Included)&lt;br /&gt;
*'''[[Oblivion:Magicka|Magicka]]-''' 574 (+374 bonus from equipment, Race and Birthsign Included)&lt;br /&gt;
*'''[[Oblivion:Fatigue|Fatigue]]-''' 414 (+14 bonus from equipment Included)&lt;br /&gt;
*'''[[Oblivion:Encumbrance|Encumbrance]]-''' 510 (+10 bonus from equipment Included)&lt;br /&gt;
&lt;br /&gt;
===Optimized Character's Skills===&lt;br /&gt;
*'''[[Oblivion:Blade|Blade]]-''' 130 (+30 bonus from '''Gray Prince's Training''', '''Night Mother's Blessing''', and equipment Included)&lt;br /&gt;
*'''[[Oblivion:Blunt|Blunt]]-''' 100 	&lt;br /&gt;
*'''[[Oblivion:Hand to Hand|Hand to Hand]]-''' 125 (+25 bonus from equipment Included)&lt;br /&gt;
*'''[[Oblivion:Armorer|Armorer]]-''' 100 &lt;br /&gt;
*'''[[Oblivion:Block|Block]]-''' 103 (+3 bonus from '''Gray Prince's Training''' Included)	&lt;br /&gt;
*'''[[Oblivion:Heavy Armor|Heavy Armor]]-''' 100&lt;br /&gt;
*'''[[Oblivion:Athletics|Athletics]]-''' 103 (+3 bonus from '''Gray Prince's Training''' Included) 	&lt;br /&gt;
*'''[[Oblivion:Acrobatics|Acrobatics]]-''' 103 (+3 bonus from '''Night Mother's Blessing''' and [[Oblivion:A Rat Problem|A Rat Problem]] Included) 	&lt;br /&gt;
*'''[[Oblivion:Light Armor|Light Armor]]-''' 100&lt;br /&gt;
*'''[[Oblivion:Security|Security]]-''' 142 (+42 bonus from '''Night Mother's Blessing''' and equipment Included) 	&lt;br /&gt;
*'''[[Oblivion:Sneak|Sneak]]-''' 102 (+2 bonus from '''Night Mother's Blessing''' Included) 	&lt;br /&gt;
*'''[[Oblivion:Marksman|Marksman]]-''' 102 (+2 bonus from '''Night Mother's Blessing''' Included)&lt;br /&gt;
*'''[[Oblivion:Mercantile|Mercantile]]-''' 105 (+5 bonus from [[Oblivion:A Shadow Over Hackdirt|A Shadow Over Hackdirt]] Included) 	&lt;br /&gt;
*'''[[Oblivion:Speechcraft|Speechcraft]]-''' 100 	&lt;br /&gt;
*'''[[Oblivion:Illusion|Illusion]]-''' 100&lt;br /&gt;
*'''[[Oblivion:Alchemy|Alchemy]]-''' 100 	&lt;br /&gt;
*'''[[Oblivion:Conjuration|Conjuration]]-''' 110 (+10 bonus from Oghma Infinium Included) 	&lt;br /&gt;
*'''[[Oblivion:Mysticism|Mysticism]]-''' 100&lt;br /&gt;
*'''[[Oblivion:Alteration|Alteration]]-''' 100 	&lt;br /&gt;
*'''[[Oblivion:Destruction|Destruction]]-''' 110 (+10 bonus from Oghma Infinium Included) 	&lt;br /&gt;
*'''[[Oblivion:Restoration|Restoration]]-''' 110 (+10 bonus from Oghma Infinium Included)&lt;br /&gt;
&lt;br /&gt;
===Optimized Character's Equipment===&lt;br /&gt;
*'''Weapon''' - Daedric/Madness*/Amber*&lt;br /&gt;
*'''Helmet''' - Daedric/Glass/Madness*/Amber* - [[Oblivion:Fortify Magicka|Fortify Magicka]] 50 pts (Transcendent Sigil Stone)&lt;br /&gt;
*'''Cuirass''' - Daedric/Glass/Madness*/Amber* - [[Oblivion:Fortify Magicka|Fortify Magicka]] 50 pts (Transcendent Sigil Stone)&lt;br /&gt;
*'''Gauntlets''' - Daedric/Glass/Madness*/Amber* - [[Oblivion:Spell Absorption|Spell Absorption]] 15 pts (Transcendent Sigil Stone)&lt;br /&gt;
*'''Greaves''' - [[Oblivion:Magebane Greaves|Magebane Greaves]] or [[Oblivion:Greaves of Purity|Greaves of Purity]]&lt;br /&gt;
*'''Boots''' - Daedric/Glass/Madness*/Amber* - [[Oblivion:Spell Absorption|Spell Absorption]] 15 pts (Transcendent Sigil Stone)&lt;br /&gt;
*'''Shield''' - [[Oblivion:Escutcheon of Chorrol|Escutcheon of Chorrol]] (Received after level 25)&lt;br /&gt;
*'''Ring''' - [[Oblivion:Ring of the Iron Fist|Ring of the Iron Fist]]&lt;br /&gt;
*'''Ring''' - [[Oblivion:Ring of Vitality|Ring of Vitality]]&lt;br /&gt;
*'''Amulet''' - [[Oblivion:Necklace of Swords|Necklace of Swords]]/[[Oblivion:Amulet of Axes|Amulet of Axes]]&lt;br /&gt;
*'''Misc''' - [[Oblivion:Scales of Pitiless Justice|Scales of Pitiless Justice]]&lt;br /&gt;
*'''Misc''' - [[Oblivion:Skeleton Key|Skeleton Key]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Note that these armor pieces are only acquired during [[Shivering:Shivering Isles|Shivering Isles]].&lt;br /&gt;
&lt;br /&gt;
===Optimized Character's Oghma Infinium Choice===&lt;br /&gt;
*[[Oblivion:Oghma Infinium|Path of Spirit]]&lt;br /&gt;
&lt;br /&gt;
===Optimized Character's Active Effects===&lt;br /&gt;
'''Positive Effects'''&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Spell Absorption|Spell Absorption]] 100 pts - Immunity to magicka (50 pts gained from [[Oblivion:The Atronach|The Atronach Birthsign]] + 50 pts from equipment)&lt;br /&gt;
*[[Oblivion:Reflect Damage|Reflect Damage]] 101% - Immunity to Melee (101% gained from equipment)&lt;br /&gt;
*[[Oblivion:Fortify Magicka|Fortify Magicka]] 374 pts (374 pts gained from Race, Birthsign and equipment) &lt;br /&gt;
*[[Oblivion:Resist Disease|Resist Disease]] 175% - Immunity to Disease (100% gained from equipment + 75% gained from Race bonus)&lt;br /&gt;
*[[Oblivion:Resist Paralysis|Resist Paralysis]] 100% - Immunity to Paralysis (100% gained from equipment)&lt;br /&gt;
*[[Oblivion:Resist Poison|Resist Poison]] 100% - Immunity to Poison (100% gained from equipment)&lt;br /&gt;
*[[Oblivion:Fortify Attribute|Fortify Endurance]] 10 pts (10 pts gained from equipment)&lt;br /&gt;
*[[Oblivion:Fortify Attribute|Fortify Strength]] 2 pts (2 pts gained from equipment)&lt;br /&gt;
*[[Oblivion:Fortify Attribute|Fortify Agility]] 2 pts (2 pts gained from equipment)&lt;br /&gt;
*[[Oblivion:Fortify Skill|Fortify Hand to Hand and Blade]] 25 pts (25 pts gained from equipment)&lt;br /&gt;
*[[Oblivion:Fortify Skill|Fortify Athletics, Blade and Block]] 3 pts (3 pts gained from '''Gray Prince's Training''')&lt;br /&gt;
*[[Oblivion:Fortify Skill|Fortify Acrobatics, Blade, Marksman, Sneak and Security]] 2 pts (2 pts gained from '''Night Mother's Blessing''')&lt;br /&gt;
*[[Oblivion:Fortify Skill|Fortify Security]] 40 pts (40 pts gained from equipment)&lt;br /&gt;
&lt;br /&gt;
'''Negative Effects'''&lt;br /&gt;
&lt;br /&gt;
*[[Oblivion:Stunted Magicka|Stunted Magicka]] (gained from Birthsign)&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 25% (gained from Race)&lt;br /&gt;
*[[Oblivion:Weakness to Frost|Weakness to Frost]] 25% (gained from Race)&lt;br /&gt;
*[[Oblivion:Weakness to Shock|Weakness to Shock]] 25% (gained from Race)&lt;br /&gt;
*[[Oblivion:Drain Attribute|Drain Personality]] 2 pts (gained from equipment)&lt;/div&gt;</summary>
		<author><name>Catmaniac66</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Increasing_Skills&amp;diff=1233419</id>
		<title>Oblivion talk:Increasing Skills</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Increasing_Skills&amp;diff=1233419"/>
		<updated>2013-08-24T06:21:04Z</updated>

		<summary type="html">&lt;p&gt;Catmaniac66: /* Text dump of less effective tips */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive Table&lt;br /&gt;
|Archive 1||Jul 2006-Jan 2011&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Added some methods for training Magic without the Arcane university. ==&lt;br /&gt;
&lt;br /&gt;
Some training methods listed didnt include the best option, which is always a custom spell at minimum stats, while others only included that option and not the next best for those without spell making. So I added the best options, then put an asterisk and at the end of the table explained which methods were best for each player. Feel free to add any notes!&lt;br /&gt;
&lt;br /&gt;
1. The conjuration one may not be the best option, someone should definetely check that.&lt;br /&gt;
2. I tried to make an asterisk at the bottom of the table to keep the consistancy and make it easier to see that I was connecting the asterisk at the bottom with the asterisks in the table, but it turned into a block instead (I knew this would happen, I just dont know how to fix it). &lt;br /&gt;
&lt;br /&gt;
Again, I dont feel this needs a full undo. Considering there are many quests to get to the spell making point, there needs to be a &amp;quot;next best thing&amp;quot; option for those that cannot access a spell making altar.--[[User:Catmaniac66|Catmaniac66]] 16:39, 22 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
: There you go for '*'. [[Special:Contributions/46.162.71.111|46.162.71.111]] 18:38, 22 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Using nowiki  is the preferred method. --[[User:Brf|Brf]] 18:55, 22 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Thanks for that, and is there a better second method for Conjuration? I picked that one because you start with both if you pick conjuration.--[[User:Catmaniac66|Catmaniac66]] 18:58, 22 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::That's what I usually use for Conjuration grinding. Also, for future reference, you don't need to use HTML codes to prevent asterisks from converting to bullet points, simply use &amp;lt;nowiki&amp;gt;&amp;quot;&amp;lt;nowiki&amp;gt;&amp;quot;&amp;lt;/nowiki&amp;gt; tags.&lt;br /&gt;
::::* Becomes&lt;br /&gt;
::::&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; This&lt;br /&gt;
:::: [[User:Dlarsh|Dlarsh]]&amp;lt;sup&amp;gt;([[User_talk:Dlarsh|T]],[[Special:Contributions/Dlarsh|C]])&amp;lt;/sup&amp;gt; 19:07, 22 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== I have an idea... ==&lt;br /&gt;
&lt;br /&gt;
If one was to do the Grand Champions Arena Quest, and then use restore health on him, could he be used for practice/grinding?[[Special:Contributions/114.78.124.94|114.78.124.94]] 06:36, 26 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Theoretically, yes. But it's pretty inconvenient to have to wait until then instead of, say, heading into a dungeon and fighting the creatures there. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 07:14, 26 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Moved note ==&lt;br /&gt;
&lt;br /&gt;
Although far more click-intensive, you can cast spells even faster than the standard &amp;quot;block while casting&amp;quot; strategy. This is done by clicking the left mouse button (default &amp;quot;Attack&amp;quot;) in the middle of the spell. The timing on this is difficult to judge, but if you do not have anything equipped in the weapon slot, you can use the spellcast animation for reference. When casting a spell effect on yourself, such as &amp;quot;Detect Life,&amp;quot; you will want to click just as your character begins to open his hand. Remember to hold down the right mouse button (Block) and the C key on your keyboard (to continually cast the spell). Also, be careful when doing this. Although the animation does not play, if an NPC walks in front of you, it '''will''' hit them like normal. You can see an example of this being done [http://www.youtube.com/watch?v=XffHqpr5yys here].&lt;br /&gt;
&lt;br /&gt;
:I moved this here for discussion. This appears to just simply be casting the spell as soon as possible, getting better timing. Im just putting it here for discussion (the youtube video definetely has to go though).--[[User:Catmaniac66|Catmaniac66]] 04:40, 19 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Dang, you beat me to the revert! Such a lengthy explanation for what is basically &amp;quot;casting a spell quickly&amp;quot; seems... pointless at the very least. Plus, like you said, no youtube.--&amp;lt;font color=blue&amp;gt;[[User:Kalis Agea|Kalis Agea]]&amp;lt;/font&amp;gt; 04:43, 19 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I was unaware of the &amp;quot;no videos&amp;quot; policy, but I figured it wasn't as simple as other methods which require you to only hold down a button or two. It takes specific timing and I wanted to be detailed so people would know what to look for. Anyways, I've been using it to grind out a new character I spent a few hours planning and it has greatly decreased the amount of time spent actually grinding. ;) (Hope I got the formatting right here, I've never taken part in any Wiki editing before. :P) [[User:MonopolyMan|MonopolyMan]] 01:58, 20 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Detail is usually appreciated, and it would be here. Just not in such... excessive?... detail. Maybe it's just me, though. As long as the video goes (yes I know that's been discussed in three posts already) I'm don't much care either way.&lt;br /&gt;
&lt;br /&gt;
:::::Feel free to reword it as you see fit, I just thought I'd throw the method out there for others to use. You can hear the sound of the spell cut off sooner and see the detect life symbol renew sooner than it would otherwise so I am almost certain the casting time is faster. [[User:MonopolyMan|MonopolyMan]] 02:06, 20 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::::I may actually put that on my task list (the rewrite). In any event, I don't want you to think that it the edit isn't appreciated or that I'm picking on the new guy; it is, and I'm not.--&amp;lt;font color=blue&amp;gt;[[User:Kalis Agea|Kalis Agea]]&amp;lt;/font&amp;gt; 02:12, 20 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::::No, no, not at all. Check up on Catmaniac's page, I understand you guys have guidelines/policies to follow and I have no issue with you doing so. ;-) Also, just curious, have you had a chance to test it out for yourself yet? [[User:MonopolyMan|MonopolyMan]] 02:16, 20 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::::::I used this tecnique (or something like it) on my Xbox360 before it broke down. I'll go ahead and test it on my computer once I get around to rewriting the passage (today or tomorrow).--&amp;lt;font color=blue&amp;gt;[[User:Kalis Agea|Kalis Agea]]&amp;lt;/font&amp;gt; 02:21, 20 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
{{od}}Funny, I've been using this particular method for a long time, and I wanted to bring that up now for some reason, and I find this. I can tell you, it is faster and much more efficient. I prefer using a dagger to hit, as it seems to be slightly faster than unarmed. If you're not sure about the timing, best thing is to just keep clicking until you actually take a swing, in any case, you'll get the hang of that. ~ [[User:Dwarfmp|Dwarfmp]] 19:57, 21 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Is this true at all? ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You may want to dispatch these enemies quickly once this happens since a hand-to-hand blow will neither damage your armor nor increase your armor skills.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Am I reading this wrong? From what I've seen, hand to hand attacks DO damage armor and DO count towards experience in light/heavy armor. [[User:Dtmwerks|dtm]] 12:13, 1 June 2011 (UTC)&lt;br /&gt;
: I thought that sounded like bullshit when I read it too. =) But if you test this in-game, you'll notice it is actually the case. [[User:Weroj|Weroj]] 12:53, 1 June 2011 (UTC)&lt;br /&gt;
:: Well unless NPCs are different than goblins (both have weapons and both can do hand to hand damage), from what I've seen in the past hour, hand to hand has made all my armor go to zero health, and I have been &amp;quot;farming&amp;quot; hand to hand damage to increase block/light armor/heavy armor also. From goblins though. [[User:Dtmwerks|dtm]] 13:03, 1 June 2011 (UTC)&lt;br /&gt;
:: Edit - nevermind goblin hand to hand IS different than NPC hand to hand. I specifcied NPC hand to hand on the main page since it is kinda misleading [[User:Dtmwerks|dtm]] 22:03, 1 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Hedge Wizard ==&lt;br /&gt;
&lt;br /&gt;
:''(moved from the article)''&lt;br /&gt;
Possibly the fastest way to increase armor and block skills is to find a bandit hedge wizard. Once you get close she will stop casting attack spells and use a summoned dagger while enhancing her attack with a spell. Having a reasonably high restoration level and a low cost healing spell will help a lot as you can expect to get hit up to 30 times a minute. Unlike other enemies that eventually wear out their weapons, the summoned dagger is perpetual. &lt;br /&gt;
&lt;br /&gt;
: Moved because anything starting with &amp;quot;possibly&amp;quot; is clearly speculation. This kind of tip shouldn't go on anyway - it depends what people are trying to do and how they're trying to do it. We have plenty of other skill increasing tips. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 10:58, 24 August 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
&lt;br /&gt;
I've just reverted several edits by 70.15.66.73. The problem with using Bound Dagger instead of a Summon Skeleton spell is that it unequips your current weapon, which is really inconvenient. Draining your health repeatedly is also a rather bad idea. Please discuss changes to this long-standing article, as these tips have survived testing by many players. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 05:26, 4 October 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:id just like to say, training spells on self isnt that smart, it can quite often block your vision, i use on touch which costs the same. (&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;&amp;lt;font color=&amp;quot;Green&amp;quot;&amp;gt;I plead Lazyness&amp;lt;/font&amp;gt;&amp;lt;/sup&amp;gt;&amp;lt;sub&amp;gt;&amp;lt;span style=&amp;quot;position: relative; left:-68px; margin-right:-60px;&amp;quot;&amp;gt;[[User:Eddie the head|&amp;lt;font color=&amp;quot;Blue&amp;quot;&amp;gt;Eddie The Head&amp;lt;/font&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/small&amp;gt; 05:29, 4 October 2011 (UTC))&lt;br /&gt;
&lt;br /&gt;
:: That doesn't work. You need to actually inflict damage, and all summoning spells work on self. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 05:30, 4 October 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: i meant like with alteration and mysticism (&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;&amp;lt;font color=&amp;quot;Green&amp;quot;&amp;gt;I plead Lazyness&amp;lt;/font&amp;gt;&amp;lt;/sup&amp;gt;&amp;lt;sub&amp;gt;&amp;lt;span style=&amp;quot;position: relative; left:-68px; margin-right:-60px;&amp;quot;&amp;gt;[[User:Eddie the head|&amp;lt;font color=&amp;quot;Blue&amp;quot;&amp;gt;Eddie The Head&amp;lt;/font&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/small&amp;gt; 05:35, 4 October 2011 (UTC))&lt;br /&gt;
&lt;br /&gt;
== Hackdirt ==&lt;br /&gt;
&lt;br /&gt;
The best place I've found for training defensive skills is the caverns under Hackdirt (just south of Choral.)&lt;br /&gt;
If you fast travel there at night, you'll land next to a ruined building, walk around to the open side of it, then look in the back corner and there will be a trapdoor. Go down the door and 5-6 heretics will rush to you (even with 100 sneak) and begin attacking you, but all they have are clubs with a Dam. rating of 3. Since my character uses light armor this has turned into a wonderful place to train heavy armor  and increase endurance. Be warned though, your armor condition will decline rapidly, and they will follow you if you exit the area. The heretics do respawn after a couple of days, so you can return as often as needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Special:Contributions/12.25.54.192|12.25.54.192]] 14:47, 15 February 2012 (UTC)Mike C.&lt;br /&gt;
&lt;br /&gt;
[[Special:Contributions/12.25.54.192|12.25.54.192]] 14:47, 15 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Text dump of less effective tips ==&lt;br /&gt;
&lt;br /&gt;
All of these are less effective than the few remaining. I also made 2 tips that remained less wordy.&lt;br /&gt;
&lt;br /&gt;
* Go into a city's barracks and pick up a worthless item (the bounty should only be one gold).  Resist arrest, and the guards will start attacking you. When you have had enough, yield and pay the bounty.  Be careful about doing this outside of the barracks, as citizens may come to your defense, causing important quest-related people to be killed.&lt;br /&gt;
**You can also use these rats to build up Strength skills (Blade,Blunt,Hand to Hand), or Marksman Skill.  Up the Difficulty all the way and attack.  Then use a Restoration spell like Convalescence (Restore Health 15pts on Target) to heal the rats when their health gets too low.  Then leave and do a wait outside the basement door to regain your Health and Magicka.  Be sure to watch your health level and the health of the rats closely.  Also you'll need to be at Apprentice level in Restoration in order to use that spell.  And make sure it's not a Major Skill.&lt;br /&gt;
* In [[Oblivion:Fort Roebeck|Fort Roebeck]] go to the room on the first level with the drawbridge.  Jump across, or lower the bridge then raise it and cross before it raises.  Continue forward until a Conjurer spots you and starts to chase.  Run back to the drawbridge room and jump in the water. The Conjurer will get stuck at the bridge and endlessly summon creatures that are dropped into the water if you position yourself southeast of the center.  The creature summoned depends on your level, but some of them such as scamps can't swim and will not fight back while you practice your offensive skills on them.  Having the [[Oblivion:Fin Gleam|Fin Gleam]] helmet is helpful but not necessary.&lt;br /&gt;
* On the Weynon Priory grounds, in an area across from the stables, there are two sheep. The female (without horns) will not attack you and will hardly move even when being bashed around. Use a poor quality weapon and heal the sheep (with spells or by waiting) as needed. &lt;br /&gt;
* Use your [[Oblivion:Horses|horse]] for target practice.  If you have obtained Shadowmere, she is unkillable.  Otherwise, be sure to do minimal damage and only attack until your horse's health is low, then let your horse heal for an hour.&lt;br /&gt;
* Similarly, you can attack any horses found outside city [[Oblivion:stables|stables]]; as long the gate to the corral is closed, the horses cannot run away from you.  However, you need to be careful that you are not seen while attacking horses.&lt;br /&gt;
* Once you have completed the Dark Brotherhood questline, your speaker will remain in the Dark Brotherhood Sanctuary. She is an essential character, and you may attack her as often as you wish. You will never get a bounty for this, the others in the sanctuary will never come to the aid of one or the other and when knocked unconscious she will shortly recover without any effect on her disposition towards you. She will fight back, however will always accept your yield if you have had enough.&lt;br /&gt;
* If you are level 15+ you can create two short duration custom weakness spells - Weakness to Poison 100%,Weakness to Magicka 100% all for 3-5 sec. Then make a few potions of magicka (alchemy 50+ would be nice) and a few poisons  of Damage Fatigue. Go to some location with undead enemies for example - Vendir(Ayleid ruins just south of Chorrol), find a dread zombie, then drink your restore magicka potions, cast your Weakness spells as many times as you can(make sure that when you cast the next spell, the first one has not yet worn off, at least 10 times each). The resistance should be drastically lowered and you can now poison zombie, thus decrease its fatigue by thousands or even millions, zombie will collapse to the ground and you can use it as training dummy. If the difficulty slider is set to max, you will never be able to kill the zombie with simple unenchanted weapon or with moderate spells, as it regenerates hit points too quick.&lt;br /&gt;
* If you have the Shivering Isles expansion, you can kill [[Shivering:Gaius Prentus|Gaius Prentus]] at the Strange Door without getting a bounty&lt;br /&gt;
To avoid simultaneously training [[Oblivion:Armorer|Armorer]] skills, you can use junk equipment for training.  Take any equipment that you have obtained in loot and were planning to sell, and use the equipment until it is completely broken.  You can then sell the damaged item; as long as your [[Oblivion:Mercantile|Mercantile]] skill is 25 or higher, you will receive the same amount of money.  Or stash the damaged items at your home base until a later time when you want to train armorer skill.  Or, alternatively, enchant armor with anything and you will still be able to wear it when it is broken while still earning experience.  Or if you're training offense and not defense, just don't wear armor at all.  Your weapon, of course, will still need repairs.  (Unless it's a Bound weapon, which would be training your [[Oblivion:Conjuration|Conjuration]] skill instead.)  Or if you have the funds, you can always just trek into town and have your local blacksmith do the repairs for you.&lt;/div&gt;</summary>
		<author><name>Catmaniac66</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Increasing_Skills&amp;diff=1233418</id>
		<title>Oblivion:Increasing Skills</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Increasing_Skills&amp;diff=1233418"/>
		<updated>2013-08-24T06:19:36Z</updated>

		<summary type="html">&lt;p&gt;Catmaniac66: /* General Combat Strategies */ Tips section was WAY too long. Removed all but the best tips, dumping them on talk page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Hints}}[[Category:Oblivion-Skills]][[Category:Oblivion-Characters]]{{TOCright}}&lt;br /&gt;
All skills in Oblivion increase in level as you use the skill.  Each time you use a skill, you gain '''experience points'''; the number of points gained depends upon the particular skill and how you use it.  Those experience points count towards your next increase in '''skill level'''.  Once enough experience points have accumulated, your skill level increases. (Note that &amp;quot;experience points&amp;quot; are not visible to the player in-game unless you use the [[#Monitoring Experience Points in the Console|console]]; you see only your &amp;quot;skill level&amp;quot; values in the [[Oblivion:Journal|journal]].)&lt;br /&gt;
&lt;br /&gt;
The number of experience points that you must accumulate to advance a skill increases with level -- at the start of the game, you will quickly gain skill levels, but later in the game you will need to practice a skill for much longer in order to gain one level.&lt;br /&gt;
&lt;br /&gt;
The number of experience points is also influenced by whether the skill is part of your character's [[Oblivion:Classes|class]]:&lt;br /&gt;
* Skills that are not part of your class are base skills and require the most experience points to advance.&lt;br /&gt;
* For the seven skills that are associated with your class '''specialization''' (Combat, Magic, or Stealth), only 75% of the base experience is needed.&lt;br /&gt;
* For the seven '''major''' skills, only 60% of the base experience is needed.&lt;br /&gt;
* For any skills that are both '''specialization''' skills and '''major''' skills, only 45% of the base experience is needed.&lt;br /&gt;
&lt;br /&gt;
Your character's [[Oblivion:Leveling|level]] advances when any combination of your class' seven major skills have increased 10 skill levels (and you sleep). For example, you can raise a single skill by 10 skill levels, or two skills by 5 skill levels, or five skills by 2 levels... or any other combination that adds up to 10 skill level increases.  Note that even though minor skills do not count towards your level up count, they still contribute to attribute bonuses.  So for example, if you raise your alchemy skill, even though it isn't a major skill it will increase your Intelligence bonus option upon leveling up.&lt;br /&gt;
&lt;br /&gt;
== Acquiring Experience Points ==&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
##############################################################&lt;br /&gt;
# READ THIS BEFORE EDITING                                   #&lt;br /&gt;
# Do not add extra skill training suggestions to this table. #&lt;br /&gt;
# As stated in the introduction, the table contains at most  #&lt;br /&gt;
# a SINGLE BRIEF tip for each Exp./ Action for a skill.      #&lt;br /&gt;
# Adding everyone's lists of favorite suggestions would make #&lt;br /&gt;
# this table much too long to be useful.  If you have        #&lt;br /&gt;
# additional tips, add them to the SKILL PAGE instead.       #&lt;br /&gt;
##############################################################&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
The following table specifies which '''Actions''' are necessary to gain experience in each skill, and how many experience points are gained each time the action is done ('''Exp./Action''').  In general, actions must have a valid target to count for experience: weapon blows must land on a creature or NPC, not an inanimate object (even the training dummies in Fighters Guilds do not count); spells must be cast upon yourself, a creature, or an NPC.  See the individual skill pages for more details on these actions.&lt;br /&gt;
&lt;br /&gt;
Under '''Total Actions''' the table provides the total number of actions necessary to train a skill from a level of 5 to 100 (assuming the skill is not a major skill or specialization skill).  A few skills provide times in hours; in all cases, these are hours of real time.  See [[#Total Experience Points|Total Experience Points]] for more discussion.&lt;br /&gt;
&lt;br /&gt;
'''Training Tip''' provides a single suggestion for how to train this skill effectively for each action that trains the skill.  A complete list of tips for each skill is provided on each skill page.  The tip shown here is just one technique that is considered to be useful for most characters in most situations.&lt;br /&gt;
&lt;br /&gt;
[[Oblivion:Trainers|Trainers]] and [[Oblivion:Skill_Books|skill books]] will grant experience points equal to the amount necessary for a full skill level. Using a trainer for a base skill at level 50 will therefore grant 91.51 experience points, allowing any extra points to roll over to the next level. [[Oblivion:Free_Skill_Boosts|Free skill boosts]], on the other hand, effectively grant exactly enough experience points to reach the next level, always leaving the skill at zero experience for the new level.&lt;br /&gt;
&lt;br /&gt;
In all cases, see the individual skill page for more details on the actions necessary to gain experience, and for a more complete list of tips on how to advance the skill.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! Skill&lt;br /&gt;
! {{Hover|Governing Attribute|Att}}&lt;br /&gt;
! {{Hover|Action to perform to gain experience points|Action}}&lt;br /&gt;
! {{Hover|Experience gained for each individual action|Exp./&amp;lt;br&amp;gt;Action}}&lt;br /&gt;
! Total&amp;lt;br&amp;gt;Actions&amp;lt;br&amp;gt;(Base)&lt;br /&gt;
! Total&amp;lt;br&amp;gt;Actions&amp;lt;br&amp;gt;(Spec)&lt;br /&gt;
! Total&amp;lt;br&amp;gt;Actions&amp;lt;br&amp;gt;(Major)&lt;br /&gt;
! Total&amp;lt;br&amp;gt;Actions&amp;lt;br&amp;gt;(S+M)&lt;br /&gt;
! Training Tip&amp;lt;br&amp;gt;(complete tips are provided on skill pages)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=9|Combat Skills&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:OB-icon-skill-Armorer.png|Armorer]] [[Oblivion:Armorer#Skill Increases|Armorer]]&lt;br /&gt;
|[[Oblivion:Endurance|End]]&lt;br /&gt;
|each use of a repair hammer&lt;br /&gt;
|1.5&lt;br /&gt;
|6,812&lt;br /&gt;
|5,109&lt;br /&gt;
|4,088&lt;br /&gt;
|3,066&lt;br /&gt;
|Create a custom 3 point, 1 second [[Oblivion:Disintegrate Armor|Disintegrate Armor]], then cast repeatedly and repair armor after each cast.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|[[Image:OB-icon-skill-Athletics.png|Athletics]] [[Oblivion:Athletics#Skill Increases|Athletics]]&lt;br /&gt;
|rowspan=2|[[Oblivion:Speed|Spd]]&lt;br /&gt;
|time (secs) spent running&lt;br /&gt;
|0.03&lt;br /&gt;
|94.6 hrs&lt;br /&gt;
|70.5 hrs&lt;br /&gt;
|56.4 hrs&lt;br /&gt;
|42.6 hrs&lt;br /&gt;
|Run whenever possible.&lt;br /&gt;
|-&lt;br /&gt;
|time (secs) spent swimming&lt;br /&gt;
|0.04&lt;br /&gt;
|70.9 hrs&lt;br /&gt;
|53.2 hrs&lt;br /&gt;
|42.6 hrs&lt;br /&gt;
|31.9 hrs&lt;br /&gt;
|Use [[Oblivion:Water Breathing|Water Breathing]] and auto-swim against an object.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:OB-icon-skill-Blade.png|Blade]] [[Oblivion:Blade#Skill Increases|Blade]]&lt;br /&gt;
|[[Oblivion:Strength|Str]]&lt;br /&gt;
|each hit on a target&lt;br /&gt;
|0.5&lt;br /&gt;
|20,435&lt;br /&gt;
|15,327&lt;br /&gt;
|12,261&lt;br /&gt;
|9,196&lt;br /&gt;
|rowspan=5|See [[#General Combat Strategies|General Combat Strategies]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:OB-icon-skill-Block.png|Block]] [[Oblivion:Block#Skill Increases|Block]]&lt;br /&gt;
|[[Oblivion:Endurance|End]]&lt;br /&gt;
|each blocked hit&lt;br /&gt;
|1.25&lt;br /&gt;
|8,174&lt;br /&gt;
|6,131&lt;br /&gt;
|4,905&lt;br /&gt;
|3,679&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:OB-icon-skill-Blunt.png|Blunt]] [[Oblivion:Blunt#Skill Increases|Blunt]]&lt;br /&gt;
|[[Oblivion:Strength|Str]]&lt;br /&gt;
|each hit on a target&lt;br /&gt;
|0.5&lt;br /&gt;
|20,435&lt;br /&gt;
|15,327&lt;br /&gt;
|12,261&lt;br /&gt;
|9,196&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;white-space:nowrap&amp;quot;|[[Image:OB-icon-skill-HandToHand.png|Hand to Hand]] [[Oblivion:Hand to Hand#Skill Increases|Hand to Hand]]&lt;br /&gt;
|[[Oblivion:Strength|Str]]&lt;br /&gt;
|each hit on a target&lt;br /&gt;
|0.6&lt;br /&gt;
|17,030&lt;br /&gt;
|12,773&lt;br /&gt;
|10,218&lt;br /&gt;
|7,664&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:OB-icon-skill-HeavyArmor.png|Heavy Armor]] [[Oblivion:Heavy Armor#Skill Increases|Heavy Armor]]&lt;br /&gt;
|[[Oblivion:Endurance|End]]&lt;br /&gt;
|each hit taken&lt;br /&gt;
|1.25&lt;br /&gt;
|8,174&lt;br /&gt;
|6,131&lt;br /&gt;
|4,905&lt;br /&gt;
|3,679&lt;br /&gt;
|-&lt;br /&gt;
!colspan=9|Magic Skills&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|[[Image:OB-icon-skill-Alchemy.png|Alchemy]] [[Oblivion:Alchemy#Skill Increases|Alchemy]]&lt;br /&gt;
|rowspan=2|[[Oblivion:Intelligence|Int]]&lt;br /&gt;
|each potion created&lt;br /&gt;
|5.0&lt;br /&gt;
|2,044&lt;br /&gt;
|1,533&lt;br /&gt;
|1,227&lt;br /&gt;
|920&lt;br /&gt;
|rowspan=2|Create [[Oblivion:Alchemy Effects#Restore Fatigue|Restore Fatigue]] potions.&lt;br /&gt;
|-&lt;br /&gt;
|each ingredient eaten&lt;br /&gt;
|0.5&lt;br /&gt;
|20,435&lt;br /&gt;
|15,327&lt;br /&gt;
|12,261&lt;br /&gt;
|9,196&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:OB-icon-skill-Alteration.png|Alteration]] [[Oblivion:Alteration#Skill Increases|Alteration]]&lt;br /&gt;
|[[Oblivion:Willpower|Wil]]&lt;br /&gt;
|each spell cast with a valid target &lt;br /&gt;
|4.0&lt;br /&gt;
|2,555&lt;br /&gt;
|1,917&lt;br /&gt;
|1,533&lt;br /&gt;
|1,150&lt;br /&gt;
|Create a [[Oblivion:Spell Making|custom]] [[Oblivion:Shield|Shield]] spell (3 points, 1 second) (or use [[Oblivion:Spells#Protect|Protect]]) and cast repeatedly.*&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:OB-icon-skill-Conjuration.png|Conjuration]] [[Oblivion:Conjuration#Skill Increases|Conjuration]]&lt;br /&gt;
|[[Oblivion:Intelligence|Int]]&lt;br /&gt;
|each spell cast with a valid target &lt;br /&gt;
|6.0&lt;br /&gt;
|1,703&lt;br /&gt;
|1,278&lt;br /&gt;
|1,022&lt;br /&gt;
|767&lt;br /&gt;
|Create a [[Oblivion:Spell Making|custom]] [[Oblivion:Summon#Skeleton|Summon Skeleton]] spell with a duration of 1 sec and cast repeatedly or cast [[Oblivion:Summon#Skeleton|Summon Skeleton]] and use [[Oblivion:List of Spells by Effect#Turn Undead|Turn undead]] on the skeleton repeatedly.*&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:OB-icon-skill-Destruction.png|Destruction]] [[Oblivion:Destruction#Skill Increases|Destruction]]&lt;br /&gt;
|[[Oblivion:Willpower|Wil]]&lt;br /&gt;
|each spell cast with a valid target &lt;br /&gt;
|1.2&lt;br /&gt;
|8,514&lt;br /&gt;
|6,386&lt;br /&gt;
|5,109&lt;br /&gt;
|3,832&lt;br /&gt;
|Create a [[Oblivion:Spell Making|custom]] [[Oblivion:Weakness to Element|Weakness to Element]] on self (3 points, 1 second) repeatedly or use [[Oblivion:List_of_Spells_by_Effect#Damage Health|Entropic touch]] on a valid target repeatedly.*&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:OB-icon-skill-Illusion.png|Illusion]] [[Oblivion:Illusion#Skill Increases|Illusion]]&lt;br /&gt;
|[[Oblivion:Personality|Per]]&lt;br /&gt;
|each spell cast with a valid target &lt;br /&gt;
|3.0&lt;br /&gt;
|3,406&lt;br /&gt;
|2,555&lt;br /&gt;
|2,044&lt;br /&gt;
|1,533&lt;br /&gt;
|Create a [[Oblivion:Spell Making|custom]] [[Oblivion:Light|Light]] spell (3 points, 1 second) (or use [[Oblivion:Spells#Starlight|Starlight]]) and cast repeatedly.*&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:OB-icon-skill-Mysticism.png|Mysticism]] [[Oblivion:Mysticism#Skill Increases|Mysticism]]&lt;br /&gt;
|[[Oblivion:Intelligence|Int]]&lt;br /&gt;
|each spell cast with a valid target &lt;br /&gt;
|3.0&lt;br /&gt;
|3,406&lt;br /&gt;
|2,555&lt;br /&gt;
|2,044&lt;br /&gt;
|1,533&lt;br /&gt;
|Create a [[Oblivion:Spell Making|custom]] [[Oblivion:Detect Life|Detect Life]] spell (3 points, 1 second) (or use [[Oblivion:Spells#Minor Life Detection|Minor Life Detection]]) and cast repeatedly.*&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:OB-icon-skill-Restoration.png|Restoration]] [[Oblivion:Restoration#Skill Increases|Restoration]]&lt;br /&gt;
|[[Oblivion:Willpower|Wil]]&lt;br /&gt;
|each spell cast with a valid target &lt;br /&gt;
|0.6&lt;br /&gt;
|17,030&lt;br /&gt;
|12,773&lt;br /&gt;
|10,218&lt;br /&gt;
|7,664&lt;br /&gt;
|Create a [[Oblivion:Spell Making|custom]] [[Oblivion:Restore Fatigue|Restore Fatigue]] spell (3 points, 1 second) (or use [[Oblivion:List_of_Spells_by_Effect#Restore_Fatigue|Minor Respite]]) and cast repeatedly.*&lt;br /&gt;
|-&lt;br /&gt;
!colspan=9|Stealth Skills&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|[[Image:OB-icon-skill-Acrobatics.png|Acrobatics]] [[Oblivion:Acrobatics#Skill Increases|Acrobatics]]&lt;br /&gt;
|rowspan=2|[[Oblivion:Speed|Spd]]&lt;br /&gt;
|each jump or dodge&lt;br /&gt;
|0.3&lt;br /&gt;
|34,059&lt;br /&gt;
|25,545&lt;br /&gt;
|20,436&lt;br /&gt;
|15,327&lt;br /&gt;
|rowspan=2|Mash the jump button while climbing a hill (or stairs), or stand underneath a low overhang (like a dock) and jump repeatedly.&lt;br /&gt;
|-&lt;br /&gt;
|each damaging fall&lt;br /&gt;
|3.0&lt;br /&gt;
|3,406&lt;br /&gt;
|2,555&lt;br /&gt;
|2,044&lt;br /&gt;
|1,533&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:OB-icon-skill-LightArmor.png|Light Armor]] [[Oblivion:Light Armor#Skill Increases|Light Armor]]&lt;br /&gt;
|[[Oblivion:Speed|Spd]]&lt;br /&gt;
|each hit taken&lt;br /&gt;
|1.5&lt;br /&gt;
|6,812&lt;br /&gt;
|5,109&lt;br /&gt;
|4,088&lt;br /&gt;
|3,066&lt;br /&gt;
|rowspan=2|See [[#General Combat Strategies|General Combat Strategies]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:OB-icon-skill-Marksman.png|Marksman]] [[Oblivion:Marksman#Skill Increases|Marksman]]&lt;br /&gt;
|[[Oblivion:Agility|Agi]]&lt;br /&gt;
|each shot hitting a target&lt;br /&gt;
|0.8&lt;br /&gt;
|12,772&lt;br /&gt;
|9,579&lt;br /&gt;
|7,664&lt;br /&gt;
|5,748&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:OB-icon-skill-Mercantile.png|Mercantile]] [[Oblivion:Mercantile#Skill Increases|Mercantile]]&lt;br /&gt;
|[[Oblivion:Personality|Per]]&lt;br /&gt;
|each sales transaction&lt;br /&gt;
|0.4&lt;br /&gt;
|25,544&lt;br /&gt;
|19,158&lt;br /&gt;
|15,327&lt;br /&gt;
|11,495&lt;br /&gt;
|Sell items one by one, not in stacks.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|[[Image:OB-icon-skill-Security.png|Security]] [[Oblivion:Security#Skill Increases|Security]]&lt;br /&gt;
|rowspan=2|[[Oblivion:Agility|Agi]]&lt;br /&gt;
|each tumbler fixed&lt;br /&gt;
|rowspan=2|1.5&lt;br /&gt;
|rowspan=2|6,812&lt;br /&gt;
|rowspan=2|5,109&lt;br /&gt;
|rowspan=2|4,088&lt;br /&gt;
|rowspan=2|3,066&lt;br /&gt;
|rowspan=2|Fix the first three or four tumblers of a hard or very hard lock, then exit the menu; repeat.&lt;br /&gt;
|-&lt;br /&gt;
|each click of the Auto-Attempt button&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|[[Image:OB-icon-skill-Sneak.png|Sneak]] [[Oblivion:Sneak#Skill Increases|Sneak]]&lt;br /&gt;
|rowspan=2|[[Oblivion:Agility|Agi]]&lt;br /&gt;
|time (secs) spent undetected while moving in sneak mode&lt;br /&gt;
|0.75&lt;br /&gt;
|3.78 hrs&lt;br /&gt;
|2.84 hrs&lt;br /&gt;
|2.27 hrs&lt;br /&gt;
|1.72 hrs&lt;br /&gt;
|Autorun in sneak mode next to a sleeping person&lt;br /&gt;
|-&lt;br /&gt;
|each undetected opening and closing of pickpocket dialogue&lt;br /&gt;
|2.0&lt;br /&gt;
|5103&lt;br /&gt;
|3834&lt;br /&gt;
|3065&lt;br /&gt;
|2322&lt;br /&gt;
|The [[Oblivion:Sneak|Sneak]] page has a list of people who don't mind being pickpocketed&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;white-space:nowrap&amp;quot;|[[Image:OB-icon-skill-Speechcraft.png|Speechcraft]] [[Oblivion:Speechcraft#Skill Increases|Speechcraft]]&lt;br /&gt;
|[[Oblivion:Personality|Per]]&lt;br /&gt;
|each turn (4 wedges) of minigame&lt;br /&gt;
|2.4&lt;br /&gt;
|4,258&lt;br /&gt;
|3,194&lt;br /&gt;
|2,555&lt;br /&gt;
|1,917&lt;br /&gt;
|Play the speechcraft minigame without trying to win&lt;br /&gt;
|-&lt;br /&gt;
! Skill&lt;br /&gt;
! {{Hover|Governing Attribute|Att}}&lt;br /&gt;
! {{Hover|Action to perform to gain experience points|Action}}&lt;br /&gt;
! {{Hover|Experience gained for each individual action|Exp./&amp;lt;br&amp;gt;Action}}&lt;br /&gt;
! Total&amp;lt;br&amp;gt;Actions&amp;lt;br&amp;gt;(Base)&lt;br /&gt;
! Total&amp;lt;br&amp;gt;Actions&amp;lt;br&amp;gt;(Spec)&lt;br /&gt;
! Total&amp;lt;br&amp;gt;Actions&amp;lt;br&amp;gt;(Major)&lt;br /&gt;
! Total&amp;lt;br&amp;gt;Actions&amp;lt;br&amp;gt;(S+M)&lt;br /&gt;
! Training Tip&amp;lt;br&amp;gt;(complete tips are provided on skill pages)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Training methods with an asterisk have two possiblilities. The first option is the cheapest/easiest option for training the skill, but requires access to the [[Oblivion:Arcane University|Arcane University]]. The second option is the cheapest option for training the skill if you do not have access to [[Oblivion:Spell Making|spell making]].&lt;br /&gt;
&lt;br /&gt;
===Experience Points Needed===&lt;br /&gt;
The following table shows the specific number of experience points needed to increase any skill from the listed level to the next level.  The experience points depend upon whether the skill is a major skill or a skill in your class' specialization (Spec).  Any extra experience points will roll over to the next skill level.  &lt;br /&gt;
&lt;br /&gt;
For example, if you gain 4 experience points at skill level 5, but you only needed 2.89 to advance the skill level, 1.11 points will 'roll over' to advancement in skill level 6, and only 2.69 more experience points will be needed to reach skill level 7.&lt;br /&gt;
&lt;br /&gt;
The formula for the base experience points required to go up a level is:&lt;br /&gt;
  Base_experience = 0.25883 * skill_level^1.5&lt;br /&gt;
&lt;br /&gt;
This formula is controlled by {{OBCSWiki|FSkillUseExp|construction set parameters}}, in particular &amp;lt;code&amp;gt;FSkillUseFactor&amp;lt;/code&amp;gt; (default value 0.35), &amp;lt;code&amp;gt;FSkillUseExp&amp;lt;/code&amp;gt; (default value 1.5), and &amp;lt;code&amp;gt;FSkillUseMinor&amp;lt;/code&amp;gt; (default value 1.25).  If using a mod that alters the default parameter values, the formula becomes:&lt;br /&gt;
  Base experience = FSkillUseMinor * (FSkillUseFactor * skill_level)^FSkillUseExp&lt;br /&gt;
&lt;br /&gt;
The conversion factors, as used in the table, are:&lt;br /&gt;
* Base to Spec = Multiply by 0.75 (&amp;lt;code&amp;gt;FSkillUseSpecMult&amp;lt;/code&amp;gt;)&lt;br /&gt;
* Base to Major = Multiply by 0.6 (&amp;lt;code&amp;gt;FSkillUseMajorMult&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;FSkillUseMinor&amp;lt;/code&amp;gt;)&lt;br /&gt;
* Base to S+M = Multiply by 0.45 (&amp;lt;code&amp;gt;FSkillUseSpecMult&amp;lt;/code&amp;gt; &amp;amp;times; &amp;lt;code&amp;gt;FSkillUseMajorMult&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;FSkillUseMinor&amp;lt;/code&amp;gt;)&lt;br /&gt;
(Note that &amp;quot;base&amp;quot; skills are treated by all these equations as if they were &amp;quot;minor&amp;quot; skills, even though no skills in Oblivion are ever described as minor skills).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Level!!Base!!Spec!!Major!!S+M!! !!Level!!Base!!Spec!!Major!!S+M!! !!Level!!Base!!Spec!!Major!!S+M!! !!Level!!Base!!Spec!!Major!!S+M&lt;br /&gt;
|- &lt;br /&gt;
!colspan=5| Novice ||&lt;br /&gt;
!colspan=5| Apprentice ||&lt;br /&gt;
!colspan=5| Journeyman ||&lt;br /&gt;
!colspan=5| Expert&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=5 colspan=5| ||&lt;br /&gt;
|25 ||32.35 ||24.26 ||19.41 ||***|| &lt;br /&gt;
|50 ||91.51 ||68.63 ||54.90 ||41.16 ||&lt;br /&gt;
|75 ||168.1 ||126.0 ||100.8 ||75.64&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|26 ||34.31 ||25.73 ||20.58 ||***||&lt;br /&gt;
|51 ||94.27 ||70.70 ||56.56 ||42.42 ||&lt;br /&gt;
|76 ||171.4 ||128.6 ||102.8 ||77.16&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|27 ||36.31 ||27.23 ||21.78 ||***||&lt;br /&gt;
|52 ||97.05 ||72.78 ||58.23 ||43.66 ||&lt;br /&gt;
|77 ||174.8 ||131.1 ||104.9 ||78.68&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|28 ||38.35 ||28.76 ||23.01 ||***||&lt;br /&gt;
|53 ||99.87 ||74.90 ||59.92 ||44.94 ||&lt;br /&gt;
|78 ||178.3 ||133.7 ||106.9 ||80.22&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|29 ||40.42 ||30.31 ||24.25 ||***||&lt;br /&gt;
|54 ||102.7 ||77.03 ||61.62 ||46.20 ||&lt;br /&gt;
|79 ||181.7 ||136.3 ||109.0 ||81.78&lt;br /&gt;
|-&lt;br /&gt;
|5 ||2.89 ||*||**||***||&lt;br /&gt;
|30 ||42.53 ||31.89 ||25.51 ||19.12 ||&lt;br /&gt;
|55 ||105.5 ||79.17 ||63.34 ||47.50 ||&lt;br /&gt;
|80 ||185.2 ||138.9 ||111.1 ||83.34&lt;br /&gt;
|-&lt;br /&gt;
|6 ||3.80 ||*||**||***||&lt;br /&gt;
|31 ||44.67 ||33.50 ||26.80 ||20.10 ||&lt;br /&gt;
|56 ||108.4 ||81.35 ||65.08 ||48.80 ||&lt;br /&gt;
|81 ||188.6 ||141.5 ||113.2 ||84.90&lt;br /&gt;
|-&lt;br /&gt;
|7 ||4.79 ||*||**||***||&lt;br /&gt;
|32 ||46.85 ||35.13 ||28.11 ||21.08 ||&lt;br /&gt;
|57 ||111.3 ||83.53 ||66.82 ||50.12 ||&lt;br /&gt;
|82 ||192.1 ||144.1 ||115.3 ||86.48&lt;br /&gt;
|-&lt;br /&gt;
|8 ||5.86 ||*||**||***||&lt;br /&gt;
|33 ||49.07 ||36.80 ||29.44 ||22.08 ||&lt;br /&gt;
|58 ||114.3 ||85.74 ||68.59 ||51.44 ||&lt;br /&gt;
|83 ||195.7 ||146.7 ||117.4 ||88.06&lt;br /&gt;
|-&lt;br /&gt;
|9 ||6.99 ||*||**||***||&lt;br /&gt;
|34 ||51.31 ||38.48 ||30.78 ||23.08 ||&lt;br /&gt;
|59 ||117.3 ||87.97 ||70.38 ||52.78 ||&lt;br /&gt;
|84 ||199.2 ||149.4 ||119.5 ||89.66&lt;br /&gt;
|-&lt;br /&gt;
|10 ||8.18 ||6.13 ||**||***||&lt;br /&gt;
|35 ||53.59 ||40.19 ||32.15 ||24.10 ||&lt;br /&gt;
|60 ||120.2 ||90.21 ||72.17 ||54.12 ||&lt;br /&gt;
|85 ||202.8 ||152.1 ||121.6 ||91.26&lt;br /&gt;
|-&lt;br /&gt;
|11 ||9.44 ||7.08 ||**||***||&lt;br /&gt;
|36 ||55.91 ||41.93 ||33.54 ||25.14 ||&lt;br /&gt;
|61 ||123.3 ||92.48 ||73.98 ||55.48 ||&lt;br /&gt;
|86 ||206.4 ||154.8 ||123.8 ||92.88&lt;br /&gt;
|-&lt;br /&gt;
|12 ||10.76 ||8.07 ||**||***||&lt;br /&gt;
|37 ||58.25 ||43.68 ||34.95 ||26.20 ||&lt;br /&gt;
|62 ||126.3 ||94.77 ||75.81 ||56.86 ||&lt;br /&gt;
|87 ||210.0 ||157.5 ||126.0 ||94.50&lt;br /&gt;
|-&lt;br /&gt;
|13 ||12.13 ||9.09 ||**||***||&lt;br /&gt;
|38 ||60.63 ||45.47 ||36.37 ||27.28 ||&lt;br /&gt;
|63 ||129.4 ||97.07 ||77.65 ||58.24 ||&lt;br /&gt;
|88 ||213.6 ||160.2 ||128.2 ||96.14&lt;br /&gt;
|-&lt;br /&gt;
|14 ||13.56 ||10.17 ||**||***||&lt;br /&gt;
|39 ||63.04 ||47.28 ||37.82 ||28.36 ||&lt;br /&gt;
|64 ||132.5 ||99.39 ||79.51 ||59.62 ||&lt;br /&gt;
|89 ||217.3 ||162.9 ||130.3 ||97.78&lt;br /&gt;
|-&lt;br /&gt;
|15 ||15.04 ||11.28 ||**||***||&lt;br /&gt;
|40 ||65.48 ||49.11 ||39.28 ||29.46 ||&lt;br /&gt;
|65 ||135.6 ||101.7 ||81.38 ||61.02 ||&lt;br /&gt;
|90 ||220.9 ||165.7 ||132.5 ||99.44&lt;br /&gt;
|-&lt;br /&gt;
|16 ||16.57 ||12.42 ||**||***||&lt;br /&gt;
|41 ||67.94 ||50.95 ||40.76 ||30.56 ||&lt;br /&gt;
|66 ||138.7 ||104.0 ||83.26 ||62.44 ||&lt;br /&gt;
|91 ||224.6 ||168.5 ||134.8 ||101.1&lt;br /&gt;
|-&lt;br /&gt;
|17 ||18.14 ||13.60 ||**||***||&lt;br /&gt;
|42 ||70.45 ||52.83 ||42.27 ||31.70 ||&lt;br /&gt;
|67 ||141.9 ||106.4 ||85.17 ||63.86 ||&lt;br /&gt;
|92 ||228.4 ||171.3 ||137.0 ||102.7&lt;br /&gt;
|-&lt;br /&gt;
|18 ||19.77 ||14.82 ||**||***||&lt;br /&gt;
|43 ||72.98 ||54.73 ||43.78 ||32.84 ||&lt;br /&gt;
|68 ||145.1 ||108.8 ||87.08 ||65.30 ||&lt;br /&gt;
|93 ||232.1 ||174.0 ||139.2 ||104.4&lt;br /&gt;
|-&lt;br /&gt;
|19 ||21.44 ||16.08 ||**||***||&lt;br /&gt;
|44 ||75.54 ||56.65 ||45.32 ||33.98 ||&lt;br /&gt;
|69 ||148.3 ||111.2 ||89.01 ||66.74 ||&lt;br /&gt;
|94 ||235.8 ||176.9 ||141.5 ||106.1&lt;br /&gt;
|-&lt;br /&gt;
|20 ||23.15 ||17.36 ||**||***||&lt;br /&gt;
|45 ||78.13 ||58.59 ||46.87 ||35.14 ||&lt;br /&gt;
|70 ||151.5 ||113.6 ||90.95 ||68.20 ||&lt;br /&gt;
|95 ||239.6 ||179.7 ||143.7 ||107.8&lt;br /&gt;
|-&lt;br /&gt;
|21 ||24.91 ||18.68 ||**||***||&lt;br /&gt;
|46 ||80.75 ||60.56 ||48.45 ||36.32 ||&lt;br /&gt;
|71 ||154.8 ||116.1 ||92.91 ||69.68 ||&lt;br /&gt;
|96 ||243.4 ||182.5 ||146.0 ||109.5&lt;br /&gt;
|-&lt;br /&gt;
|22 ||26.71 ||20.03 ||**||***||&lt;br /&gt;
|47 ||83.40 ||62.55 ||50.04 ||37.52 ||&lt;br /&gt;
|72 ||158.1 ||118.5 ||94.87 ||71.14 ||&lt;br /&gt;
|97 ||247.2 ||185.4 ||148.3 ||111.2&lt;br /&gt;
|-&lt;br /&gt;
|23 ||28.55 ||21.41 ||**||***||&lt;br /&gt;
|48 ||86.07 ||64.55 ||51.64 ||38.72 ||&lt;br /&gt;
|73 ||161.4 ||121.0 ||96.85 ||72.64 ||&lt;br /&gt;
|98 ||251.1 ||188.3 ||150.6 ||112.9&lt;br /&gt;
|-&lt;br /&gt;
|24 ||30.43 ||22.82 ||**||***||&lt;br /&gt;
|49 ||88.78 ||66.58 ||53.26 ||39.94 ||&lt;br /&gt;
|74 ||164.7 ||123.5 ||98.85 ||74.14 ||&lt;br /&gt;
|99 ||254.9 ||191.2 ||152.9 ||114.7&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; A value less than 10 is not possible for a skill in the class' specialization.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; A value less than 25 is not possible for a major skill.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt; A value less than 30 is not possible for a major skill that is also in the class' specialization.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
;Example 1: A [[Oblivion:Dunmer|Dunmer]] [[Oblivion:Mage|Mage]] will start the game with 30 [[Oblivion:Alchemy|Alchemy]] skill.  Alchemy is both a specialization and a major skill for the standard Mage class. In order to advance to skill level 31, the Mage needs 19.12 experience points in alchemy. Since each potion created gives 5 experience points to Alchemy, creating a mere 4 potions will increase the Mage's alchemy experience by 20 points and raise his level from 30 to 31. This will also earn 1 skill advancement towards [[Oblivion:Leveling|level advancement]] because Alchemy is a major skill for a Mage.&lt;br /&gt;
&lt;br /&gt;
;Example 2: A [[Oblivion:Dunmer|Dunmer]] [[Oblivion:Assassin|Assassin]] will start the game with 25 Alchemy skill.  Alchemy is a major skill (but not a specialization skill) for the standard Assassin class.  In order to advance to skill level 26, the Assassin needs 19.41 accumulated experience points. The same 4 potions that the Mage had to make to raise in level from 30 to 31 will only advance the Assassin in level from 25 to 26 (and will also earn a skill advancement towards leveling up) even though the same 20 experience points were earned. &lt;br /&gt;
:Once the assassin reaches level 30 (after making 21 potions), 25.51 experience points are needed to advance to level 31, 4.03 of which would roll over from the previous level.  Therefore, 5 potions must be made (rather than the 4 potions needed for the Mage).&lt;br /&gt;
&lt;br /&gt;
;Example 3: A [[Oblivion:Dunmer|Dunmer]] [[Oblivion:Nightblade|Nightblade]] will start the game with 10 Alchemy skill. Alchemy is a specialization, but not a major, skill for the standard Nightblade class.  Since it only takes 6.13 experience points to advance to level 11, creating a single potion will be just short of level 11 (that one potion earns 5 of the 6.13 experience points required). In fact, if the Nightblade created the same number of potions as the Mage and Assassin in the examples above (i.e., 4 thus earning 20 experience points in Alchemy), the Nightblade would have a skill level of 12 in Alchemy and put the Nightblade only 1.28 skill advancement points away from skill level 13.&lt;br /&gt;
:Once the Nightblade reaches level 30 (after making 69 potions), 31.89 experience points are needed to advance to level 31 (0.33 of which would roll over from level 29).  7 potions need to be made.&lt;br /&gt;
&lt;br /&gt;
;Example 4: A [[Oblivion:Dunmer|Dunmer]] [[Oblivion:Thief|Thief]] will start the game with a 5 Alchemy skill. Alchemy is neither a specialization nor a major skill for the standard Thief class. Since it only takes 2.89 experience points to advance to level 6, a single potion puts the Thief at level 6. Furthermore, if the Thief created the same four potions as the Mage and Assassin in the previous examples, the Thief would have a skill level of 9 in Alchemy.&lt;br /&gt;
:Once the thief reaches level 30 (after making 96 potions), 42.53 experience points are needed to advance to level 31 (4.85 of which would roll over from level 29).  8 potions need to be made.&lt;br /&gt;
&lt;br /&gt;
=== Total Experience Points===&lt;br /&gt;
Another way to interpret the above information is to consider the number of times a skill must be used in order to raise that skill to the maximum value of 100.&lt;br /&gt;
* To increase a '''Base''' skill from 5 to 100: 10220 experience points.&lt;br /&gt;
* To increase a '''Specialization''' skill from 10 to 100: 7647 experience points.&lt;br /&gt;
* To increase a '''Major''' skill from 25 to 100: 5950 experience points.&lt;br /&gt;
* To increase a '''Specialization and Major''' skill from 30 to 100: 4381 experience points.&lt;br /&gt;
Racial bonuses, which cause skills to start at values larger than the minimum values, will reduce the amount of experience necessary to train a skill to level 100.&lt;br /&gt;
&lt;br /&gt;
10220 experience points is converted into the number of actions necessary to train each skill in the table under [[#Acquiring Experience Points|Acquiring Experience Points]].&lt;br /&gt;
&lt;br /&gt;
===Monitoring Experience in the Console===&lt;br /&gt;
On the PC, it is possible to use the [[Oblivion:Console|Console]] to obtain a summary of your character's current skill usage.  Using the commands &amp;lt;code&amp;gt;tdt&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;[[Oblivion:SetDebugText|sdt]] 10&amp;lt;/code&amp;gt; displays a screen showing:&lt;br /&gt;
* In the left-hand column, exactly how many experience points have been acquired and how many are needed to advance for each skill.&lt;br /&gt;
* In the middle column, the number of skill advances counting towards each attribute bonus the next time your character levels up.  This column contains information on attribute bonuses for multiple levels, if you have not slept since your last level up became available.&lt;br /&gt;
See also {{OBCSWiki|Debug Text#Ten - Skill Level-ups per Character Level|TESCSWiki}}.&lt;br /&gt;
&lt;br /&gt;
==Strategies for Increasing Skills==&lt;br /&gt;
Many players will find that their skills increase naturally from normal gameplay: combat and defense skills will automatically increase each time you engage a creature in a dungeon, for example.  However, as part of more advanced game play strategies, such as [[Oblivion:Efficient Leveling|Efficient Leveling]], more controlled practice may be desired, for example to be able to train skills in a specific environment, or to train one skill independently of other skills.&lt;br /&gt;
&lt;br /&gt;
Note that some attributes and skills are closely linked, and by training one you will most likely also train another (whether you like it or not)! Strength and Endurance/Speed is one such example: It requires special dedication to practice close combat without increasing Light/Heavy armor skill (or simply wear no armor at all--if your plan is to avoid getting hit, you don't need armor).&lt;br /&gt;
&lt;br /&gt;
This section provides some general strategies that are applicable to multiple skills.  Strategies specific to each skill are detailed on the individual skill pages.  Some of these techniques may be considered exploits or bugs.&lt;br /&gt;
&lt;br /&gt;
===General Combat Strategies===&lt;br /&gt;
The primary strategy for increasing combat skills is to hit creatures with a weapon thereby damaging their health. It is useful to practice on weak and/or summoned creatures. The sole factor that will determine the speed with which you amass experience is the number of times you score a hit, not the amount of damage dealt with each blow. Therefore it is recommended to practice with lighter weapons (daggers or shortswords for the blade skill or one-handed weapons for the blunt skill) as these weapons swing faster and allow you score more hits in the same timeframe.&lt;br /&gt;
&lt;br /&gt;
The greatest challenge with increasing combat skills is to only practice one skill at a time: defense skills ([[Oblivion:Block|Block]], [[Oblivion:Light Armor|Light Armor]], or [[Oblivion:Heavy Armor|Heavy Armor]]) and offense skills ([[Oblivion:Blade|Blade]], [[Oblivion:Blunt|Blunt]], [[Oblivion:Hand to Hand|Hand to Hand]], or [[Oblivion:Marksman|Marksman]]) often must be used at the same time; after combat your equipment will need to be repaired, causing [[Oblivion:Armorer|Armorer]] skill to also go up.&lt;br /&gt;
&lt;br /&gt;
Before starting combat practice, it is strongly recommended to remove unnecessary enchantments, such as [[Oblivion:Reflect Damage|Reflect Damage]] that will make your target die more quickly.&lt;br /&gt;
&lt;br /&gt;
Another possible preparation is to change the difficulty slider setting.  If you are practicing defensive skills, set the difficulty slider to the easiest value; this makes you receive only 1/6 of normal damage (and you would also deal 6 times normal damage if you engaged a target).  If you are practicing offensive skills, set the difficulty slider to the hardest value, so you only deal 1/6 of normal damage, maximizing the lifetime of your target (this generally only works against a target who will not fight back). In addition, if you first exhaust your fatigue (repeated jumping, for example), you will do minimal damage to the target. It is also helpful to use [[Oblivion:Turn Undead|Turn Undead]] on a zombie, allowing you to get free hits in without fear of retaliation.&lt;br /&gt;
&lt;br /&gt;
If you are training a skill by attacking non-stop, the game may not register the attacks or notify you of any skill increases until you stop attacking.  Other than the delayed notification, this does not affect the amount of experience that you obtain.&lt;br /&gt;
&lt;br /&gt;
Weak creatures provide good ways to practice '''defensive skills.'''  They will automatically attack you, but they do so little damage that you can survive multiple hits.  If you don't mind simultaneously training [[Oblivion:Restoration|Restoration]], you can periodically cast healing spells.  Or you can kill the creature and then rest to restore your health without training restoration.&lt;br /&gt;
* The Imperial City sewers are a good place to encounter rats and mudcrabs for just this purpose. You can even find a bedroll or two to sleep on while you're down there to restore your health if desired.&lt;br /&gt;
* Shores of any body of water are a good place to find mudcrabs.  Walk around [[Oblivion:Lake Rumare|Lake Rumare]] for example (and simultaneously look for [[Oblivion:Seeking Your Roots|nirnroot]] to kill two birds with one stone).&lt;br /&gt;
* Go to an area with many archers, like [[Oblivion:Rockmilk_Cave|Rockmilk Cave]], and get close to them so that they switch their attack from bows to daggers. Daggers have the advantage of being the fastest weapons in the game, having the weakest attack strength, and wearing out on your armor (with reduced damage-dealing power) the fastest. With four archers attacking at once you will gain experience very fast and lose health at a manageable rate. It is advised to kill the archers and move on to new targets once their daggers have broken.&lt;br /&gt;
* Go to the basement of [[Oblivion:Arvena Thelas|Arvena Thelas]]' house in [[Oblivion:Anvil|Anvil]] and get the four rats there to attack you (for example, by casting a non-damaging offensive spell on the rats like Absorb Mercantile). This is one of the best ways to train because the four rats attack quickly and deal minor damage. Once you've had enough, simply exit the room and the four rats will become calm once more.&lt;br /&gt;
* [[Oblivion:Fort Carmala|Fort Carmala]] has an area with 5 rats locked in a room, which work equally as well as the previous method.&lt;br /&gt;
* The haunted cavern section of haunted mine has a rat pen with around 5 rats.&lt;br /&gt;
&lt;br /&gt;
Summoned creatures can be used for '''offensive practice.'''  After three hits they will turn on you, allowing them to also be used for defensive practice if desired.  If you wish to use this technique a lot, you may want to create a custom [[Oblivion:Summon|Summon]] Skeleton spell (the cheapest summon effect) with an extra-long duration.  This minimizes the number of times you need to cast the summon spell, and reduces the extent to which you will simultaneously increase your [[Oblivion:Conjuration|Conjuration]] skill. When using a summoned creature to do defensive training, the most efficient way of raising endurance is to have no shield, wear only heavy armor and use hand to hand combat. This way when you block you will be blocking with your hands covered in heavy armor and both skills will increase at the same time, then you can repair damaged equipment which will also raise you armorer skill.&lt;br /&gt;
&lt;br /&gt;
Besides standard [[Oblivion:Summon|Summon]] spells, other ways to obtain practice targets include:&lt;br /&gt;
* Before starting [[Oblivion:Peryite|Peryite's Daedric quest]], go the shrine and attack the frozen worshippers.  If you use this exploit too often, your game may become unstable because you have committed too many &amp;quot;unreported&amp;quot; (but zero bounty) crimes.  To fix the problem, commit an assault against a normal NPC and then pay the fine; this clears the entire stack of unreported crimes.  It is probably safest to do this periodically instead of waiting for your game to become unstable, because once your game starts to crash it may be too late to recover.&lt;br /&gt;
* Use the [[Oblivion:Staff of the Everscamp|Staff of Everscamp]] from the [[Oblivion:Whom Gods Annoy|Whom Gods Annoy]] quest. The four scamps respawn continuously.  You can kill them before actually accepting the staff ([[Oblivion:Rosentia Gallenus|Rosentia Gallenus]] does not mind), and after you have finished the quest you can return to [[Oblivion:Darkfathom Cave|Darkfathom Cave]] to find the scamps and continue using them as a never-ending supply of weaklings.&lt;br /&gt;
**An easy way to train your offensive skills is to attack one scamp and trap it between the two pillars in front of the stairs. This  allows you to freely hit it without being hit yourself (provided you stay out the scamp's reach) and you have less of a chance to accidentally train an armor skill or even die while training.&lt;br /&gt;
* With the [[Oblivion:Wizard's Tower|Wizard's Tower]] official plug-in, the [[Oblivion:Frostcrag Spire (place)#Atronach Altar|Atronach Altars]] can be used to summon atronach familiars, each of whom can be attacked repeatedly without ever turning on you.  However, they also all have [[Oblivion:Reflect Damage|Reflect Damage]], so you will still take damage from melee attacks. Ranged attacks will not be reflected, so the Atronachs make great target dummies.&lt;br /&gt;
* With the [[Oblivion:Vile Lair|Vile Lair]] official plug-in you can obtain an unkillable sleeping prisoner (in the Cattle Pen upgrade), who can be used for perpetual target practice.&lt;br /&gt;
* With the [[Oblivion:Thieves Den|Thieves Den]] official plug-in you can obtain Bacon the warthog (with the Fence upgrade), who is also unkillable and can be used for perpetual target practice.&lt;br /&gt;
** Be wary, however, for Bacon hits back. Although he will usually just walk off after going unconscious two or three times, it will be more difficult to get him to stop attacking after enough hits.&lt;br /&gt;
&lt;br /&gt;
To avoid simultaneously training [[Oblivion:Armorer|Armorer]], you can use junk equipment. Save any equipment you have obtained and use it until it breaks. If you have a [[Oblivion:Mercantile|Mercantile]] level of 25 or higher, the broken equipment can be sold for the same price. If you wish to train Armorer later, you can also save the equipment. If you enchant a piece of armor, you can wear that piece even when broken and still receive experience. If you wish you can also pay a blacksmith to repair your equipment.&lt;br /&gt;
&lt;br /&gt;
Some more unusual techniques for training offensive skills include:&lt;br /&gt;
* Blade and blunt skill can be trained using [[Oblivion:Shagrol gro-Uzug|Shagrol gro-Uzug]]'s weapons if you have the [[Oblivion:Fighter's Stronghold|Fighter's Stronghold]] [[Oblivion:Official Plug-ins|official plug-in]].  Shagrol has three special training weapons (an axe, a warhammer, and a dagger) which do no damage.  If you pickpocket one of the weapons from him, you can use the weapon to attack anybody for as long as you like without inflicting any damage.  The attack still counts as a hostile act, however, so attacking friendly NPCs will result in a [[Oblivion:bounty|bounty]].&lt;br /&gt;
* Using 100% [[Oblivion:Chameleon|Chameleon]] allows you to attack anyone you like at will without any hostile retaliation.  Good targets for training when using 100% Chameleon are ones with the ability to heal themselves ([[Oblivion:Dread Zombie|Dread Zombie]]s, [[Oblivion:Spider Daedra|Spider Daedra]], [[Oblivion:Spriggan|Spriggan]]s, [[Oblivion:Troll|Troll]]s, [[Oblivion:Umbra (person)|Umbra]], etc.) because you can train indefinitely.&lt;br /&gt;
&lt;br /&gt;
===General Magic Strategies===&lt;br /&gt;
To increase any magic skill, all that you need to do is find a cheap spell and cast it over and over again.  Only actual spells provide skill experience; casting [[Oblivion:Lesser Powers|Lesser Powers]], [[Oblivion:Greater Powers|Greater Powers]], and [[Oblivion:Scrolls|Scrolls]] will ''not'' increase any skills.  An exception to this rule is the spell [[Oblivion:Telekinesis|Telekinesis]] since casting it does not increase your [[Oblivion:Mysticism|Mysticism]] skill, regardless if the spell successfully connects with an object.&lt;br /&gt;
&lt;br /&gt;
In order to have a guaranteed target for the spell, it is best to use &amp;quot;on self&amp;quot; spells as practice spells.  These practice spells can be cast continuously: as you walk through town to get to the store, as you explore the countryside, as you walk back out of a dungeon that you have finished exploring. In most cases, you do not have to wait for the previous spell to expire; you can recast the spell as soon as the casting animation is done.  To cast spells even more rapidly, hold the [[Oblivion:Controls#Block|Block]] key down while spellcasting.  Also, the spell does not have to be &amp;quot;needed&amp;quot; for the spellcasting to be effective at providing experience.  For example, a [[Oblivion:Restore Health|Restore Health]] spell can be cast on yourself even if your health is at 100%; it won't increase your health, but it will increase your [[Oblivion:Restoration|Restoration]] experience.&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Spells|Spells]] page provides a complete list of the standard spells that are available for sale in the game.  Identify the cheapest novice-level &amp;quot;on self&amp;quot; spell for each magical school, then track down the NPC who sells that spell and purchase it.  That spell provides a good starter spell for practicing your skill.&lt;br /&gt;
&lt;br /&gt;
Even more effective practice spells can be custom-made at the [[Oblivion:Spell_Making|spellmaking altar]].  Create a custom 1 second, 3 point, on self spell using the cheapest spell effect available in the school.  A practice spell that only costs 1 magicka to cast is ideal, and can be cast repeatedly without depleting your magicka reserves.&lt;br /&gt;
&lt;br /&gt;
On the PC, magic skills can be auto-trained by placing a weight on the &amp;quot;cast&amp;quot; button on your keyboard.  To increase casting speed, you can additionally draw a weapon and tape down the right mouse button in order to be blocking while casting.  This is not possible on Xbox 360 or Playstation 3 (holding down the [[Oblivion:Controls#Cast|cast]] control does not cause a spell to be cast repeatedly).&lt;br /&gt;
&lt;br /&gt;
== Experience Calculator ==&lt;br /&gt;
An Excel spreadsheet has been made as an interactive experience calculator. The way it works is you put in your current skill level and your desired skill level in their respective spots. Then you choose which skill you want, replacing the 0 beside it with a 1, and changing the 1 back to a 0 on whichever skill was previously selected (the default is armorer). Finally, where it says &amp;quot;Special?&amp;quot; and &amp;quot;Major?&amp;quot; change to 0 to a 1 if the skill in question if one of your specials or majors.&amp;lt;br&amp;gt;&lt;br /&gt;
[[file:OBexpCalc.zip]]&lt;br /&gt;
&lt;br /&gt;
A simpler alternative EXE application is available for those who do not have Excel installed.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:OblivionSkillCalculator.zip]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Oblivion:How to Level|How to Level]] &lt;br /&gt;
*[[Oblivion:Leveling|Leveling]]&lt;br /&gt;
*[[Oblivion:Efficient Leveling|Efficient Leveling]]&lt;br /&gt;
*[[Oblivion:Under Leveling|Under Leveling]]&lt;br /&gt;
*[[Oblivion:Free Skill Boosts|Free Skill Boosts]]&lt;br /&gt;
*[[Oblivion:Skill Books|Skill Books]]&lt;/div&gt;</summary>
		<author><name>Catmaniac66</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:High_Elf_(NPC)&amp;diff=1233137</id>
		<title>Skyrim talk:High Elf (NPC)</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:High_Elf_(NPC)&amp;diff=1233137"/>
		<updated>2013-08-23T01:59:54Z</updated>

		<summary type="html">&lt;p&gt;Catmaniac66: Format and reply&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==High Elves==&lt;br /&gt;
&lt;br /&gt;
High elves can also be found in Uttering Hills Cave (quest summerset shadows location)[[Special:Contributions/166.147.123.30|166.147.123.30]] 01:43, 23 August 2013 (GMT)&lt;br /&gt;
:Those of the race can yes, but this article is solely for the characters who are named &amp;quot;High Elf&amp;quot; and who are already deceased.--[[User:Catmaniac66|Catmaniac66]] ([[User talk:Catmaniac66|talk]]) 01:59, 23 August 2013 (GMT)&lt;/div&gt;</summary>
		<author><name>Catmaniac66</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=User:Nephele/Sandbox/6&amp;diff=1233134</id>
		<title>User:Nephele/Sandbox/6</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=User:Nephele/Sandbox/6&amp;diff=1233134"/>
		<updated>2013-08-23T01:51:16Z</updated>

		<summary type="html">&lt;p&gt;Catmaniac66: Undo revision 1233130 by 46.183.162.124 (talk) Nonsense&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(Contents moved to [[UESPWiki:CSList]])&lt;/div&gt;</summary>
		<author><name>Catmaniac66</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Illusion_Ritual_Spell&amp;diff=1231526</id>
		<title>Skyrim:Illusion Ritual Spell</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Illusion_Ritual_Spell&amp;diff=1231526"/>
		<updated>2013-08-19T00:27:15Z</updated>

		<summary type="html">&lt;p&gt;Catmaniac66: /* First Steps */ Explained in notes not bugs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Cleanup-srqrp&lt;br /&gt;
|writtenBy=&lt;br /&gt;
|checkedBy=&lt;br /&gt;
|objectivesChecked=Alfwyn&lt;br /&gt;
|reward=&lt;br /&gt;
|rewardChecked=&lt;br /&gt;
}}&amp;lt;/noinclude&amp;gt;{{Trail2|Quests|College of Winterhold|link2=College of Winterhold (faction)|Spell Rituals|link3=Spells}}&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver= [[Skyrim:Drevis Neloren|Drevis Neloren]]&lt;br /&gt;
|Reward= Master level [[Skyrim:Illusion_Spells|Illusion Spells]]&lt;br /&gt;
|Prereq= Level 100 [[Skyrim:Illusion|Illusion]] (see [[#Notes|notes]])&lt;br /&gt;
|Loc= [[Skyrim:College_of_Winterhold_(place)|College of Winterhold]]&lt;br /&gt;
|Image=SR-quest-Illusion Ritual Spell.jpg&lt;br /&gt;
|ImgDesc=One of the four Master Illusion Texts&lt;br /&gt;
|description=Find some books about [[Skyrim:Illusion|Illusion]] magic to further your Illusion skills.&lt;br /&gt;
|ID=MGRitual02&lt;br /&gt;
|Icon=&lt;br /&gt;
|SuggLevel=6&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
#Talk to [[Skyrim:Drevis Neloren|Drevis Neloren]].&lt;br /&gt;
#Find the book in [[Skyrim:the Arcanaeum|the Arcanaeum]].&lt;br /&gt;
#Find the book in [[Skyrim:Hall_of_Attainment|Hall of Attainment]].&lt;br /&gt;
#Find the book in [[Skyrim:Hall_of_Countenance|Hall of Countenance]].&lt;br /&gt;
#Find the book in [[Skyrim:The_Midden|The Midden]].&lt;br /&gt;
#Return to Drevis Neloren.&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
===First Steps===&lt;br /&gt;
Once you have level 100 (see [[#Notes|notes]]) in the [[Skyrim:Illusion|Illusion]] skill, travel to the [[Skyrim:College_of_Winterhold_(place)|College of Winterhold]]. Once there, find [[Skyrim:Drevis Neloren|Drevis Neloren]]. Ask him if you can learn anything more about Illusion magic. He will give you a spell, [[Skyrim:Vision of the Tenth Eye|Vision of the Tenth Eye]], and ask you to find four Master Illusion texts. You can only see these books after you have used the spell.&lt;br /&gt;
&lt;br /&gt;
===Hidden Books===&lt;br /&gt;
# The [[Skyrim:Master Illusion Text (2)|first book]] is on a table in [[Skyrim:the Arcanaeum|the Arcanaeum]]. It is in the west on the outer ring. It appears on the same table as the book ''[[Skyrim:The Legend of Red Eagle|The Legend of Red Eagle]]''.&lt;br /&gt;
# The [[Skyrim:Master Illusion Text (3)|second book]] can be found in the [[Skyrim:Hall_of_Attainment|Hall of Attainment]]. On the landing of the upper level, at the top of the stairs, it lies under a bench.&lt;br /&gt;
# The [[Skyrim:Master Illusion Text (1)|third book]] is on a barrel in the upstairs storeroom of the [[Skyrim:Hall_of_Countenance|Hall of Countenance]]. This is the room opposite of the room with the [[Skyrim:Arcane Enchanters|Arcane Enchanter]].&lt;br /&gt;
# The [[Skyrim:Master Illusion Text (4)|last book]] is down in [[Skyrim:The_Midden|The Midden]], on a table next to the [[Skyrim:Atronach Forge|Atronach Forge]].&lt;br /&gt;
&lt;br /&gt;
===Return to Drevis Neloren===&lt;br /&gt;
Give all the books to [[Skyrim:Drevis Neloren|Drevis Neloren]] and he will give you one of the four master-level Illusion spell tomes: [[Skyrim:Call to Arms|Call to Arms]], [[Skyrim:Harmony|Harmony]], [[Skyrim:Hysteria|Hysteria]], or [[Skyrim:Mayhem|Mayhem]]. You can then also buy the other three tomes from him.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Version 1.2.6 of the [[Tes5Mod:Unofficial Skyrim Patch|Unofficial Skyrim Patch]] changes the Illusion skill level requirement to 90 to be consistent with the other ritual spells.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{Bug|Sometimes the Master of Illusion Text books are not where they are indicated above (though they should be nearby). This is usually caused by using a spell near the location before the quest starts.|confirmed=1}}&lt;br /&gt;
&lt;br /&gt;
==Quest Stages==&lt;br /&gt;
{{Journal Entries&lt;br /&gt;
|10||Drevis Neloren has told me that there are books hidden throughout the College of Winterhold that contain information about powerful Illusion spells. I need to use the spell he's given me, Vision of the Tenth Eye, to find them.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Quest Comment|Objective is assigned}}: Bring the Four Master Illusion texts to Drevis Neloren&lt;br /&gt;
|20||&lt;br /&gt;
|200|Yes|I have found the Master Illusion Texts hidden throughout the College and delivered them to Drevis Neloren. In return, he has given me one of the Master Illusion spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Skyrim Quest Stages Notes}}&lt;/div&gt;</summary>
		<author><name>Catmaniac66</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Bloodmoon:The_Patchwork_Airship&amp;diff=1231082</id>
		<title>Bloodmoon:The Patchwork Airship</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Bloodmoon:The_Patchwork_Airship&amp;diff=1231082"/>
		<updated>2013-08-17T22:56:45Z</updated>

		<summary type="html">&lt;p&gt;Catmaniac66: /* Notes */ Why would it you could have a million percent weakness to disease and still not be diseased&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DEFAULTSORT:Patchwork Airship, The}}&amp;lt;noinclude&amp;gt;{{Cleanup-mwop-quest&lt;br /&gt;
|writtenBy=&lt;br /&gt;
|checkedBy=&lt;br /&gt;
|objectivesChecked=&lt;br /&gt;
|reward=&lt;br /&gt;
|rewardChecked=&lt;br /&gt;
|notes=&lt;br /&gt;
}}&amp;lt;/noinclude&amp;gt;{{Trail|Quests|Miscellaneous Quests}}&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver=[[Bloodmoon:Louis Beauchamp|Louis Beauchamp]] in [[Morrowind:Ald'ruhn|Ald'ruhn]]&lt;br /&gt;
|Reward=500 gold (Journal), 1500 gold (Amulet)&lt;br /&gt;
|ID=BM_Airship, BM_Airship_a, BM_Airship_c&lt;br /&gt;
|Loc=[[Bloodmoon:Hrothmund's Bane|Hrothmund's Bane]], [[Bloodmoon:Hrothmund's Barrow|Hrothmund's Barrow]]&lt;br /&gt;
|Difficulty=Medium&lt;br /&gt;
|image=BM-place-Patchwork Airship.jpg&lt;br /&gt;
|imgdesc=The Airship Wreckage&lt;br /&gt;
|description=Discover the remains of a crashed airship in the wilderness of Solstheim.&lt;br /&gt;
|Disp = +50 (Louis Beauchamp)&lt;br /&gt;
}}&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
# Talk to [[Bloodmoon:Louis Beauchamp|Louis Beauchamp]] outside the [[Morrowind:Mages Guild|Mages Guild]] in [[Morrowind:Ald'ruhn|Ald'ruhn]].&lt;br /&gt;
# Travel to the center of [[Bloodmoon:Solstheim|Solstheim]], just west of the [[Bloodmoon:Altar of Thrond|Altar of Thrond]].&lt;br /&gt;
# Travel to [[Bloodmoon:Hrothmund's Bane|Hrothmund's Bane]], marked on your paper map, slightly north of the airship wreck. &lt;br /&gt;
# Return the [[Bloodmoon:Amulet of Infectious Charm|Amulet of Infectious Charm]] to Louis in Ald'ruhn.&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
[[image:BM-npc-LouisBeauchamp.jpg|thumb|right|Louis Beauchamp outside the Mages Guild]]&lt;br /&gt;
===A Love-sick Breton===&lt;br /&gt;
If you talk to [[Bloodmoon:Louis Beauchamp|Louis Beauchamp]] outside the [[Morrowind:Mages Guild|Mages Guild]] in [[Morrowind:Ald'ruhn|Ald'ruhn]], he will tell you about his enchanted airship, which he sent a crew on up to [[Bloodmoon:Solstheim|Solstheim]], who haven't returned. He will ask you to go and find out what happened to them, and try to recover the [[Bloodmoon:Amulet of Infectious Charm|Amulet of Infectious Charm]] that they were looking for. Also, if you talk to people in [[Bloodmoon:Solstheim|Solstheim]] about the ''latest rumors'' at all, you may hear the rumor about an airship that crashed recently in the wilderness of the Island. You won't get any specific locations or directions so don't worry about it too much until you actually find the airship in your travels.&lt;br /&gt;
&lt;br /&gt;
===A Strange Airship===&lt;br /&gt;
The airship crashed near the center of the Island, just west of the [[Bloodmoon:Altar of Thrond|Altar of Thrond]] (exact position is -190800, 194600 and it's marked on your paper map). Bits of [[Morrowind:Dwemer|Dwemer]] machinery (in various degrees of functionality) are strewn about in the immediate vicinity, and some of the supply crates still have items inside. Take the ''[[Bloodmoon:Airship Captain's Journal|Airship Captain's Journal]]'' sitting on the ground next to [[Bloodmoon:Captain Roberto Jodoin|Captain Roberto Jodoin]]'s corpse (he's lying on a cot with a burning torch stuck in the ground immediately in front of him). Setting a [[Morrowind:Mark|Mark]] here speeds up things for the next step.&lt;br /&gt;
&lt;br /&gt;
===Find the Amulet of Infectious Charm===&lt;br /&gt;
[[Image:BM-place-Hrothmund's Bane.jpg|thumb|left|Hrothmund's Bane, an isolated place]]&lt;br /&gt;
The barrow you need to search is found in the area marked [[Bloodmoon:Hrothmund's Bane|Hrothmund's Bane]] on your paper map, slightly north of the airship wreck. The local map will show the outline of a wolf, whose 'eye' is the entrance to Hrothmund's Barrow. Speak the code phrase '''Ondjage''' (selecting any other phrase will seal the barrow forever) and enter. The barrow itself is small; the opposition consists of one [[Bloodmoon:Draugr|Draugr]] and one [[Bloodmoon:Bonewolf|Bonewolf]]. You'll shortly find Hrothmund's Axe (which you cannot pick up, and is later used in [[Bloodmoon:The Mead Hall Massacre|The Mead Hall Massacre quest]]) buried deep in a stone, with the [[Bloodmoon:Amulet of Infectious Charm|Amulet of Infectious Charm]] lying next to it.&lt;br /&gt;
&lt;br /&gt;
===Return to Ald'ruhn===&lt;br /&gt;
With the amulet in hand, head back over to Louis in Ald'ruhn as you wish. He'll profusely thank you and reward you with 1,500 gold. Be sure to talk to him again afterwards to find out he has a hot date. However he is also suffering from a chest infection which is evident from the hacking coughs between every second or so word.&lt;br /&gt;
&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* Make sure you ask Louis about &amp;quot;crew has failed me&amp;quot; before heading off to Solstheim or he will not give you the password, meaning a lengthy trip back to Ald'ruhn with the journal.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{Bug|If you pick up the Airship Captain's Journal before talking to Louis Beauchamp, he will not acknowledge that you have the book.|confirmed=1}}&lt;br /&gt;
** One solution is to sell the journal to a vendor before providing the amulet to Louis.  Then, after receiving your reward and Louis again asking for evidence about the crash, buy the journal back and visit Louis again.&lt;br /&gt;
&lt;br /&gt;
==Quest Stages==&lt;br /&gt;
{{MW Quest Stages Notes}}&lt;br /&gt;
{{Journal Entries&lt;br /&gt;
|id=BM_Airship&lt;br /&gt;
|5||I found the wreckage of a crashed airship, and read the journal of its captain.  It seems the crew had been commissioned to locate and explore Hrothmund's Barrow in search of some magic item.  Before they could set down, the airship got caught in a surprise snowstorm and crashed into the mountains.  I should get this journal to the man who sponsored the expedition -- Louis Beauchamp, at the Ald'ruhn Guild of Mages on Vvardenfell.&lt;br /&gt;
|10||I met Louis Beauchamp outside the Ald'ruhn Mage's Guild.  Apparently, he used magicka and some patched-together Dwemer technology to make his own airship, and then commissioned a crew to fly north to the frozen isle of Solstheim in search of a powerful magic item.&lt;br /&gt;
|20||The airship hasn't returned, and Beauchamp is getting worried.  He wants to hire me to discover what happened to the airship and its crew, and recover the Amulet of Infectious Charm.&lt;br /&gt;
|30|fin|I turned down Louis Beauchamp's offer to discover what happened to his airship and its crew, and recover the Amulet of Infectious Charm.&lt;br /&gt;
|40||I agreed to help Louis Beauchamp discover what happened to his airship, and recover the Amulet of Infectious Charm.  The crew was to fly to Solstheim and search a barrow located at the eye of a wolf-shaped formation called Hrothmund's Bane, which is only visible from the air.  In order to gain entrance to the barrow, one must utter the name of the wolf that killed Hrothmund -- &amp;quot;Ondjage.&amp;quot;  If the wrong name is spoken, the crypt will be sealed forever.&lt;br /&gt;
|60||I found the wreckage of the crashed airship, and read the journal of its captain.  It seems the crew had located Hrothmund's Barrow, but before they could set down, the airship got caught in a surprise snowstorm and crashed into the mountains.  I need to get the captain's journal back to Louis Beauchamp, outside the Ald'ruhn Guild of Mages on Vvardenfell.  It will prove to him what happened to the airship and its crew.&lt;br /&gt;
|70||Louis Beauchamp was glad I was able to discover what happened to his airship, and has rewarded me accordingly.  He also wants me to recover the Amulet of Infectious Charm from Hrothmund's Barrow.  In order to gain entrance to the barrow I need to utter the name of the wolf that killed Hrothmund -- &amp;quot;Ondjage.&amp;quot;  If I say the wrong name, the crypt will be sealed forever.&lt;br /&gt;
|75||Louis Beauchamp was glad I was able to discover what happened to his airship, and has rewarded me accordingly.&lt;br /&gt;
|80||Louis Beauchamp was overjoyed that I was able to recover the Amulet of Infectious Charm, and has given me a generous reward.  He'd really like to know what happened to his airship and its crew, however.&lt;br /&gt;
|85||Louis Beauchamp was overjoyed that I was able to recover the Amulet of Infectious Charm, and has given me a generous reward.&lt;br /&gt;
|90||I reported back to Louis Beauchamp, and told him what happened to the airship and its crew.  He was especially grateful that I was able to recover the Amulet of Infectious Charm, and has rewarded me 2000 gold pieces.&lt;br /&gt;
|100|fin|Now that I've learned what happened to the airship and recovered the Amulet of Infectious Charm, my work for Louis Beauchamp is complete.&lt;br /&gt;
|!||BM_Airship_a&lt;br /&gt;
|10|fin|I found the door to Hrothmund's Barrow and tried to gain entrance. I uttered the wrong name and now the barrow has been sealed forever. Whatever is inside is now beyond my reach, and any quests that involve the barrow will be left incomplete. I guess I should have been more careful....&lt;br /&gt;
|20|fin|I found the door to Hrothmund's Barrow and uttered the name of the wolf -- &amp;quot;Ondjage&amp;quot; -- to gain entrance.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Journal Entries&lt;br /&gt;
|id=BM_Airship_c&lt;br /&gt;
|name=Hrothmund's Barrow is Sealed&lt;br /&gt;
|10|fin|After learning I failed to gain entrance to Hrothmund's Barrow, Louis Beauchamp doesn't want anything to do with me.&lt;br /&gt;
|20|fin|I told Svenja Snow-Song I failed to gain entrance to Hrothmund's Barrow, and she was filled with sorrow. She doubts Thirsk will ever reopen. Looks like I've failed this quest miserably.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Catmaniac66</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Quests&amp;diff=1230855</id>
		<title>Skyrim talk:Quests</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Quests&amp;diff=1230855"/>
		<updated>2013-08-16T23:32:27Z</updated>

		<summary type="html">&lt;p&gt;Catmaniac66: /* List of quests that require leveling up */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==image==&lt;br /&gt;
why is there art of a word wall here? --[[User:Halfstache|Halfstache]] 21:29, 2 October 2011 (UTC)&lt;br /&gt;
:I was just trying to add a bit of embellishment to pages, and that image seemed to work for quests.  I suppose there's a hint of puzzle-solving and discovery that seemed more appropriate than most of the combat-type or landscape-type images that we have for the game so far.  But I'm assuming that nearly all of the images we're using right now are just placeholders until we can start collecting our own screenshots. If anyone has any better suggestions, feel free to replace it.  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 21:50, 2 October 2011 (UTC)&lt;br /&gt;
::I don't like images for the sake of images, but that one seems to sum up the epic nature of the game - at least as far as we know so far. For Oblivion, an image of a gate closing would be great, but even my best efforts ([[:File:OB-scene-One Less Gate.jpg]]) don't quite work. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 22:15, 2 October 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Updages?==&lt;br /&gt;
Any updates on the quests yet? {{unsigned|68.200.177.237|19:54, 12 November 2011 (GMT)}}&lt;br /&gt;
:I finished the Thieves Guild storyline, so I added a list of quests (In order). I'm not sure about writing the guide, though, so I'll leave that for a more experienced writer(s) --[[User:AceBenson|AceBenson]] 15:15, 13 November 2011 (UTC)&lt;br /&gt;
::I haven't tried editing a wiki before but I have the guide writing down. I expect to be torn apart for asking this but is there a help page for all the codes for linking etc.? --[[User:Ikthyace|Ikthyace]] 18:18, 5 December 2011 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Bard's College ==&lt;br /&gt;
&lt;br /&gt;
Is the Bard's College in Solitude considered a faction? I expected to see it listed here. -- [[User:Wordmama|Wordmama]] 05:28, 17 November 2011 (UTC)&lt;br /&gt;
:It's listed on the [[Skyrim:Factions|Factions]] page, and has its own [[Skyrim:Bards College|article]], but at this point the article contains no information, and I haven't heard anything about quests offered as part of the faction.  Until there's some indication that there's an entire quest line (not just a single quest, but multiple quests, as with the factions listed here), it's premature to add the faction to this page. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 19:17, 17 November 2011 (UTC)&lt;br /&gt;
:: Bit of a mess here, I guess – we have a “Bard’s College” faction page, and a “Bards College” [[Skyrim:Bards_College|place page]]. Earlier today, I moved the sparse info from the faction page to the place page and added the related quests and some inhabitants. I was pretty sure the faction page was misspelled, but in any case, we probably need one page only, especially for fleshing out quests and inhabitants. Oh, and it’s spelled “Bards College” in-game, so that is probably correct. --[[User:Krusty|Krusty]] 19:24, 17 November 2011 (UTC)&lt;br /&gt;
:::Ah, got it now; I was looking in the wrong place. There are several little quests connected with the Bards College, but not a major quest line -- just fetching musical objects for some of the teachers individually. And you can't even take lute lessons (grin). -- [[User:Wordmama|Wordmama]] 23:26, 17 November 2011 (UTC)&lt;br /&gt;
::::Yeah, they give you some radiant quests after the one main quest, but nothing after that.  Theoretically however it still is a questline, since you must do the first quest and then get more, which you can do all of.  Up to the admins whether that qualifies as a faction. -- SV {{unsigned|173.169.155.159|07:11, 21 November 2011 (GMT)}}&lt;br /&gt;
::::: For now, we decided to make a redirect from the Faction page to the [[Skyrim:Bards College|Place page]], just to keep the sparse info under &amp;quot;one roof&amp;quot;. There's only one initiation quest and three (bugged) Objectives related to the Faction, so the place page may end up being the only one in existence. If you have anything to add about the College, please add it there. --[[User:Krusty|Krusty]] 07:26, 21 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Separate Nine (Eight) Divines quests? ==&lt;br /&gt;
&lt;br /&gt;
Similar to the Daedra quests it seems the Divines have quests directly related to them.  Does every one of them have a related quest, or just a few? -- SV {{unsigned|173.169.155.159|07:13, 21 November 2011 (GMT)}}&lt;br /&gt;
&lt;br /&gt;
== Forsworn Quests ==&lt;br /&gt;
Should this really be on the list?  Both of the quests listed would be better described as Markarth quests.  --[[User:Lovless510|Lovless510]] 13:17, 28 November 2011 (UTC)&lt;br /&gt;
:I agree both of those quests would be better as Markarth quests.  Not sure of there are other Forsworn quests however. {{unsigned|173.169.155.159|23:27, 29 November 2011 (GMT)}}&lt;br /&gt;
::I agree as well. I have torn apart Markarth and the surrounding area found nothing more, even after coming to a free Madanach (though I will try again and see if the civil war affects anything) There are 2 other quests related to the Forsworn, being Kolskegger Mine and the Red Eagle, that are not listed here but they all occur in the Reach and thus could fit under Markarth. {{unsigned|128.194.3.221|18:09, 5 December 2011 (GMT)}}&lt;br /&gt;
:::I'm of a similar mind, and since nobody has disagreed yet, I'll make the change. [[User:ThuumofReason|ThuumofReason]] 21:25, 23 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Orc Settlements ==&lt;br /&gt;
&lt;br /&gt;
They are small in terms of quests and such, but between them they have enough to at least warrant a page. Thoughts? I also couldn't find them at all through this page, but I may have simply overlooked them or searched the wrong groupings. If they are somewhere through this page then where are they? {{unsigned|Ikthyace|18:15, 5 December 2011 (GMT)}}&lt;br /&gt;
: Do they have any quests besides The Cursed Tribe and The Forgemaster's Fingers?  The Cursed Tribe is covered under Daedric. The Forgemaster's Fingers does not appear to be covered but it is a radiant quest and would probably go better in the miscellaneous catagory.  Perhaps there should be a radiant quests section under miscellaneous? [[User:Coronus|Coronus]] 21:42, 6 December 2011 (UTC)&lt;br /&gt;
:: I have yet to explore them all, but there is one in the South in Reach which involves giving a daughter her mother's blade. Depending on what I find in the remaining settlements I will be back, but there is probably also a turn in ore quest in the one to the West given the mine and every chieftain thus so far has been willing to brawl me except for the Daedric camp, where I haven't tried due to the whole &amp;quot;Kill the leader or let the giant do it for you&amp;quot; thing. Also a follower in each one so far except, once again, Daedric camp (haven't tried for same reason) [[User:Ikthyace|Ikthyace]] 23:48, 6 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Skyrim:Kyne's Sacred Trials ==&lt;br /&gt;
&lt;br /&gt;
Any thoughts on what to do with [[Skyrim:Kyne's Sacred Trials|this]] quest?  It doesn't seem appropriate to place it under miscellaneous since it has its own quest tab in the journal.  It starts in 	Froki's Shack so it doesn't fit in any city or settlement listing.  It could be a divines quest (Kyne = Kynareth).  Thoughts? [[User:Coronus|Coronus]] 18:32, 6 December 2011 (UTC)&lt;br /&gt;
:I thought it was a Divine's quest as well, perhaps there is one for each Divine somewhere out there after all. [[User:Ikthyace|Ikthyace]] 23:48, 6 December 2011 (UTC)&lt;br /&gt;
::It doesn't come up under the miscellaneous quest heading.  It's either a side quest, or maybe a Divines? Very tame for a Divines quest, though!  Note:  On the Xbox, once you finish this quest by killing the Guardian Troll and return to Froki, if you complete the quest you cannot (at least, I could not) return his bow to him.  Return the bow first (he'll give it back to you) and THEN complete the quest by telling him you've killed the troll.  [[User:Oshaugm|Oshaugm]] 00:18, 12 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Sideways Achievement ==&lt;br /&gt;
&lt;br /&gt;
Hey guys! Love the wiki and have spent countless number of hours on here as I played through Skyrim and Oblivion! If it would save some time, it would be nice to see those quests deemed &amp;quot;Side Quests&amp;quot; by Skyrim in order to get the achievement. You cannot just do 10 of the ones that fall under the &amp;quot;Miscellaneous&amp;quot; tab, you have to do the named ones that fall into the quests. They also have to have the design of the &amp;quot;uncategorized&amp;quot; (like the design for Thiefs, Daedric, etc).&lt;br /&gt;
&lt;br /&gt;
Just a bit of advice for others! Thanks! {{unsigned|72.230.176.49|17:58, 13 December 2011 (GMT)}}&lt;br /&gt;
&lt;br /&gt;
== Side Quests ==&lt;br /&gt;
&lt;br /&gt;
Hey, I'm aiming for 100% achievements before new content is released. Trouble is the side quests. I cannot find any that fall under that category. I have 100+ misc quests, and like 97 quests completed on top of multiple fractions. However, only 6 side quests. A comprehensive list of quests that fall under &amp;quot;Side quests&amp;quot; would be fantastic. {{unsigned|24.76.93.238|11:11, 18 December 2011 (GMT)}}&lt;br /&gt;
&lt;br /&gt;
:Alright, I went and looked.  Per the strategy guide, the Side Quests are:&lt;br /&gt;
&lt;br /&gt;
:'''Blackreach'''&lt;br /&gt;
:* A Return to Your Roots&lt;br /&gt;
&lt;br /&gt;
:'''Markath'''&lt;br /&gt;
:* The Forsworn Conspiracy&lt;br /&gt;
:* No One Escapes Cidhna Mine (requires Forsworn Conspiracy)&lt;br /&gt;
&lt;br /&gt;
:'''Morthal'''&lt;br /&gt;
:* Laid to Rest&lt;br /&gt;
:* Rising at Dawn&lt;br /&gt;
&lt;br /&gt;
:'''Riften'''&lt;br /&gt;
:* Promises to Keep&lt;br /&gt;
:* Unfathomable Depths&lt;br /&gt;
&lt;br /&gt;
:'''Riverwood'''&lt;br /&gt;
:* The Golden Claw&lt;br /&gt;
&lt;br /&gt;
:'''Solitude'''&lt;br /&gt;
:* Lights Out!&lt;br /&gt;
:* The Man Who Cried Wolf&lt;br /&gt;
:* The Wolf Queen Awakened&lt;br /&gt;
&lt;br /&gt;
:'''Whiterun'''&lt;br /&gt;
:* In My Time of Need&lt;br /&gt;
:* Missing in Action&lt;br /&gt;
&lt;br /&gt;
:'''Windhelm'''&lt;br /&gt;
:* Blood on the Ice&lt;br /&gt;
:* Repairing the Phial&lt;br /&gt;
:* Rise in the East&lt;br /&gt;
:* The White Phial&lt;br /&gt;
&lt;br /&gt;
:'''Various'''&lt;br /&gt;
:* Captured Critters - no specific area, does not appear on quest menu&lt;br /&gt;
:* Forbidden Legend - different ways to start it, try College of Winterhold Under Saarthal&lt;br /&gt;
:* Kyne's Sacred Trials - go see Froki to start it&lt;br /&gt;
:* Masks of the Dragon Priests&lt;br /&gt;
:* The Forgemaster's Fingers - Orc Strongholds (you must be a non-Orc to get this quest)&lt;br /&gt;
:* The Great Skyrim Treasure Hunt&lt;br /&gt;
&lt;br /&gt;
:[[User:Oshaugm|Oshaugm]] 02:17, 19 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Now, if we could sort this list by area, that would probably make the list perfect. --[[User:DaedalusMachina|DaedalusMachina]] 20:51, 22 December 2011 (UTC)&lt;br /&gt;
:::You do realize there are more than just Side Quests, right?  There are Dungeon Quests also, plus quests attached to the various holds.  However, I'll group the Side Quests best I can. Good luck! [[User:Oshaugm|Oshaugm]] 12:57, 24 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::A few points I would make:&lt;br /&gt;
::::1. Despite being quests related to the Divines, I would argue that [[Skyrim:The_Heart_of_Dibella|The Heart of Dibella]] in Markarth, [[Skyrim:The_Book_of_Love|The Book of Love]] in Riften, and [[Skyrim:The_Blessings_of_Nature|The Blessings of Nature]] in Whiterun belong on your list.&lt;br /&gt;
::::2. Under your heading '''Various''', the only two that are officially side quests in your journal are [[Skyrim:Forbidden_Legend|Forbidden Legend]] and [[Skyrim:Kyne's_Sacred_Trials|Kyne's Sacred Trials]]. The others are either miscellaneous objectives or don't appear in your journal at all.&lt;br /&gt;
::::--Nick&lt;br /&gt;
&lt;br /&gt;
::::Here are some more that appear as their own quest, along with the official quest start location --Nick&lt;br /&gt;
&lt;br /&gt;
::::'''Quests at Other Locations'''&lt;br /&gt;
::::* Siege on the Dragon Cult - Forelhost&lt;br /&gt;
::::* A Scroll for Anska - High Gate Ruins&lt;br /&gt;
::::* Evil in Waiting - Valthume&lt;br /&gt;
::::* Silenced Tongues - Volunruud&lt;br /&gt;
::::* Ancestral Worship - Hillgrund's Tomb&lt;br /&gt;
::::* The Pale Lady - Frostmere Crypt&lt;br /&gt;
::::* The Lost Expedition - Nchuand-Zel &lt;br /&gt;
&lt;br /&gt;
::::{{unsigned|165.123.211.218|10:26, 22 January 2012 (GMT)}}&lt;br /&gt;
&lt;br /&gt;
:::::There is a specific quest category called &amp;quot;Side Quests&amp;quot; in the CK.  There are 24 of them in all, and the list is similar to Oshaugm's list, but not identical.  Most of the &amp;quot;Various&amp;quot; quests listed by Oshaugm are not Side Quests -- several of them aren't even quests of any type (Captured Critters and Treasure Hunt).  Most of the other quests people have added are not official Side Quests.&lt;br /&gt;
:::::Now that we have the CK and can get a clearer picture of how the quests are organized, I think we should list everything identified by the CK as a Side Quest on a dedicated page -- especially since there is an achievement related to them.  The result would be that a couple of our existing quest pages would be effectively made obsolete -- probably turned into redirects to the Side Quests page, but basically wouldn't be used any more.&lt;br /&gt;
&lt;br /&gt;
:::::Other quest reorganizational things that we need to do some time soon:&lt;br /&gt;
:::::*Go through and properly identify all quests that are &amp;quot;miscellaneous&amp;quot; -- make it clear that those quests show up in the &amp;quot;Miscellaneous&amp;quot; section of your quest log and that you never actually see the name of the quest. I can easily get the bot to go through and add a parameter to the Quest Header of all misc quests, but that still leaves the question of how to display the info.  We also need to handle situations such as [[Skyrim:A Daedra's Best Friend|A Daedra's Best Friend]] which combines DA03Intro (misc) and DA03 (not misc).  Which basically means we probably want to have the misc flag be handled by the quest stages as well as the quest header.&lt;br /&gt;
:::::*Clearly identify which quests can be repeated.&lt;br /&gt;
:::::*Decide what to do with all quests that have type &amp;quot;None&amp;quot;.  These are quests that never show up in your quest log.  The vast majority of these quests were never added to the wiki, but I'm sure there are a few that ended up with pages (world encounters in particular, such as [[Skyrim:Revenge, Hired Thugs|Revenge, Hired Thugs]]).  My first thought is that we may want to do away with the quest pages and instead just document the events on the NPC page -- for example, on [[Skyrim:Hired Thug|Hired Thug]] -- since there tends to be a uniquely-named NPC associated with the event, and that NPC is more recognizable than a quest that never appears in your log (and has no quest stages, objectives, walkthrough, or other quest-like components).&lt;br /&gt;
:::::--[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 20:27, 26 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::::Except most of what I just said needs to be ignored.  The &amp;quot;Side Quests&amp;quot; category is not what's used to do the achievement.  The achievement is handled by the quest script explicitly calling &amp;lt;code&amp;gt;AchievementsQuest.IncSideQuests()&amp;lt;/code&amp;gt; (and since it's a quest script doing it, I can't even do an automatic search to find matching quests).&lt;br /&gt;
::::::Furthermore, the &amp;quot;None&amp;quot; quests include quests that are real quests -- ones that show up as full quests in your quest log.  I don't know how to recognize the dozen &amp;quot;real&amp;quot; None quests out of  1273 total quests categorized as &amp;quot;None&amp;quot;.&lt;br /&gt;
::::::So the CK doesn't really help to clear up all the quest categorization mysteries. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 22:08, 26 February 2012 (UTC)&lt;br /&gt;
::::::: I’m pretty sure it would be a good idea to ignore the achievement for now and focus on how to sort the different quest types. For an easy starter, I’d suggest something along the lines of “Journal Type” added to the Quest Header template – we could then sort it into “Quest”, ”Objective” and even “Non-journal” for obvious “fun” activities, like tag and wheat. If one of them is radiant and/or repeatable, it can be added to that same line. I think that would be a good start, then we can sort it from there – nearly all quest pages needs a makeover anyway, so it can just be added along the way. --[[User:Krusty|Krusty]] 22:28, 26 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::::::Another quest issue we're going to need to look at is the Quest Objectives. The initial assumption was that Quest Objectives lined up with Quest Stages, and for the most part this is true. In reality, however, it's controlled by the script command SetObjectiveDisplayed() and doesn't always match up with the actual stage. As an example, in [[Skyrim:Bounty: Bandit Boss|Bounty: Bandit Boss]], the scripting at Stage 100 selects ''either'' Objective 100 or Objective 101. In other cases, the stage vs. objective is a total mismatch. Whether manually or automatically, we'll need to go through and fix these cases. &amp;lt;span style=&amp;quot;white-space:nowrap; font-variant:small-caps; line-height:0;&amp;quot;&amp;gt;&amp;amp;ndash; [[User:RobinHood70|'''Robin Hood''']]&amp;lt;span style=&amp;quot;font-size:18pt;&amp;quot;&amp;gt;&amp;amp;#x219D;&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;vertical-align:super&amp;quot;&amp;gt;'''talk'''&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 04:07, 3 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Repeatable side-quest with highest gold reward? ==&lt;br /&gt;
&lt;br /&gt;
Just out of curiosity, what would the highest paying repeatable quest be? [[User:Stouf761|Stouf761]] 08:19, 20 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I am wondering the same thing. I just wanna RP as a normal commoner, so I'd like to have a repeatable :quest that gives me a good living. Chopping wood for an entire game is really not as fun as it sounds. [[Special:Contributions/71.103.12.178|71.103.12.178]] 15:38, 3 July 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Radiant quests run out? ==&lt;br /&gt;
&lt;br /&gt;
I mean the ones given by Jarl's Steward and in Inns - clear a random dungeon, kill a random Giant, etc. It seems that after doing just few of them in Whiterun I can't get any more. There's still plenty of dungeons in the Hold I didn't visit and hell, I didn't get a single &amp;quot;kill Giant&amp;quot; quest - at all, so all the camps are untouched. What gives? [[Special:Contributions/178.183.236.161|178.183.236.161]] 13:40, 29 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The &amp;quot;kill the Giant&amp;quot; quests I've gotten so far were not necessarily gained in Whiterun (even though that's where the giants are.)  You can get them all over the place, just a matter of of getting a random one to come up.  A few times I've thought an area had gone dry (in terms of quests), but after I adventured someplace else for a while and went back again, there were more.  Just keep talking to people, you'll get one eventually. [[User:Oshaugm|Oshaugm]] 06:23, 30 December 2011 (UTC)&lt;br /&gt;
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== Radiant quests - inclusion in dungeon caves ==&lt;br /&gt;
&lt;br /&gt;
At the moment, some quests of the radiant variety are mentioned in caves they may apply to, some are not. I have removed some, since I think there would be too many aluttering up the page with references that may not me relevant to my playthrough, on the other hand it may be useful information. Is there any consensus on this? --[[User:Ulkomaalainen|Ulkomaalainen]] 21:41, 1 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Personally, I like having all the possible quests that could send me to a location listed on the location's page. This way when I get a quest that sends me to a particular spot, I can see what other quests might also ask me to go there. This is useful because if I get a quest at CaveofWhatever, and then see there's another quest in that location, I can go start that quest, and get them both completed with one trip. It also helps prevent buggy quest conflicts. If I know that CaveofWhatever is where Important Major Questline Event occurs, and then get a radiant quest for the same location, I can avoid the radiant quest, or reset and get the radiant quest again hoping for a different cave, so I don't end up with a questline breaking conflict. [[User:EmmBee|EmmBee]] 20:14, 1 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Is it really useful to know that another quest has a 1/150 chance to send you to the same dungeon? Several radiant quests can send you to almost any boss chest in the game. --[[User:Alfwyn|Alfwyn]] 20:49, 1 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I agree with both views to a certain extent. EmmBee has some really good points, but quests which can send you basically anywhere shouldn't be mentioned. Maybe we need to find a consensus on a cutoff, like if there's more than 20 possible locations it's not mentioned. We could bring that up on the Community Portal, maybe? [[User:Alphabetface|Alphabetface]] 03:02, 2 March 2012 (UTC)&lt;br /&gt;
::::There already is a major Community Portal discussion on the topic, [[UESPWiki:Community Portal#Related Quests and Radiant Options]]. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 03:45, 2 March 2012 (UTC)&lt;br /&gt;
:::::Yeah, I had participated in that discussion a bit already, but since the issue is being discussed again, and the cut-off point detail hasn't really been agreed upon, I added another post to that discussion on the CP page. Hopefully we can finally reach a consensus about this. [[User:Alphabetface|Alphabetface]] 04:06, 2 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Non Linear Quests! ==&lt;br /&gt;
&lt;br /&gt;
One great thing about Skyrim is that quests are non-linear and you can go on and about to do any other quests you'd like.&lt;br /&gt;
&lt;br /&gt;
But in some instances it just lead to funny situation you find yourself in. For example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To attain the prestigious title of Listener of the Dark Brotherhood faction I had to kill the Emperor of Tamriel. But later on I became Legate of the Imperial Legion and when the general, my fellow legionnaires and myself took the city of Windhelm from the wretched Stormrcloaks Rebels, the General gave a very memorable speech on how we did this for the emperor and the empire and to praise the emperor and the empire. Now you can bet that one legionnaire in the crowd was bearing a wolfish grin during that speech.[[User:Djarknaein|Djarknaein]] 22:39, 25 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Quests to do First==&lt;br /&gt;
It might be useful to have a list of quests that would benefit the player the most if done first. Quests on this list could include quests that are difficult at high levels or those whose rewards are good but unleveled. {{unsigned|165.123.211.76|00:13, 31 January 2012 (GMT)}}&lt;br /&gt;
:Check out the [[Skyrim:Quest_Timing|Quest Timing]] page. I think this should include what you're looking for. [[User:Alphabetface|Alphabetface]] 00:39, 31 January 2012 (UTC)&lt;br /&gt;
::That is indeed what I was looking for. {{unsigned|165.123.208.10|07:51, 2 February 2012  (GMT)}}&lt;br /&gt;
&lt;br /&gt;
== Best quest in all of Skyrim? ==&lt;br /&gt;
&lt;br /&gt;
What is the best quest in all of Skyrim? I'd like to know so that I know when to do it. Also, what is the best quest line? Civil war? Dark Brotherhood? Thieves Guild? Companions? College of Winterhold? Or the main quest line? Thanks for any help. {{Uns2|18:34, 24 May 2012|86.171.222.210}}&lt;br /&gt;
:This is an unanswerable question, and should be asked in the forums. It depends on you pov and your playstyle. [[User:The Silencer|The Silencer has spoken]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;[[User talk:The Silencer|Talk]]&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 18:27, 24 May 2012 (UTC)&lt;br /&gt;
::I understand. I am REALLY sorry. How do I remove it? {{unsigned2|10:58, 26 May 2012|109.157.188.8}}&lt;br /&gt;
:::No need to be sorry, it's just something to keep in mind. Conversations should be preserved, though - if only for future reference. [[User:Kitkat1749|Kitkat]] &amp;lt;sup&amp;gt; •[[User talk:Kitkat1749|Talk]]•[[Special:Contributions/Kitkat1749|Contrib]]•[[Special:EmailUser/Kitkat1749|E-mail]]&amp;lt;/sup&amp;gt; 11:10, 26 May 2012 (UTC)&lt;br /&gt;
::::My apologies, I thought that the section was superfluous and was no longer required. [[User:Cowleyj|Cowleyj]] 11:15, 26 May 2012 (UTC)&lt;br /&gt;
:::::Thanks for the 'heads up'. {{Unsigned|86.145.155.10|18:56, 6 June 2012 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
== Radiant Quests: When are the quest dungeons/locations established? ==&lt;br /&gt;
&lt;br /&gt;
I am going to try to do the quest for Markarth's Lisbet before I am forced to kill her by failing Namira's ''The Taste of Death'' quest. According to the Wiki, Lisbet's quest has eight possible locations. I've cleared about half of those areas by doing other quests. Also, according to the Wiki, her quest won't be available if the assigned location has been previously cleared.&lt;br /&gt;
&lt;br /&gt;
Does anyone know when a radiant quest location is &amp;quot;nailed down&amp;quot;? For example, if the location is randomly chosen ''during'' the dialogue sequence which provides the quest, will reloading a Save from before the dialogue initiation possibly change the quest location? Or, if the quest location is fixed when entering the game cell which contains the NPC, could reloading a Save from before opening the door and entering the cell cause the game to generate a different quest location from the list of possible locations?[[User:Evil-i|Evil-i]] 19:38, 1 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:EDIT: OK, so I tried this out myself. It seems that when there is more than one possible location for a radiant quest, the quest location is determined when the quest-giving NPC's quest-related dialogue is activated. I saved before speaking with Lisbet, and then entered her dialogue. She gave me a location which I had previously cleared, so I reloaded the save and tried again. This time, the location was an uncleared dungeon.&lt;br /&gt;
&lt;br /&gt;
:This info might be of some future use to people who find themselves saddled with radiant quests that can't be completed.[[User:Evil-i|Evil-i]] 18:13, 2 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Blades as a Faction ==&lt;br /&gt;
&lt;br /&gt;
True, the Blades have fallen to mere dragon poaching fanatics, rather than taking there place as servants of the Dragonborn... But don't they deserve to be listed? {{uns2|17:53, 21 July 2012|67.176.160.195}}&lt;br /&gt;
: The thing is, they don't have an actual Questline. Once you killed Paarthurnax and recruited three members, it's just radiant dragon killing. But I think they deserve it no matter their status in the game [[User:Elakyn|Elakyn]] 09:19, 22 July 2012 (UTC)&lt;br /&gt;
::The Blades are already listed as a faction on the actual [[Skyrim:Factions|Factions]] page. They really don't need to be listed on this page under the faction-related questlines because they don't actually have their own separate questline, just a couple radiant quests. [[User:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 12:51, 22 July 2012 (UTC)&lt;br /&gt;
:::The purpose of the page is to find quests associated with various categories such as location or faction, and provide links for ease of looking up quests with in the context searched. The Subject/headline of &amp;quot;Blades as a Faction&amp;quot; may have been a source of confusion, I'm aware that they are listed on the Factions page, but the focus is on ease of access to quests that are intrinsic to a faction.&lt;br /&gt;
&lt;br /&gt;
:::The issue of whether the quests themselves, that are associated with any particular faction, are categorized as either a line or a group of side quests does not discount the worth of the faction being listed.  The title of the page is Quests, not specifically Quest Lines. The Bards College quests is listed here and does not have a true quest line, as a case in point. Neither does the incidental overlapping with the Main Quest. The Greybeards have also quests that are associated with that overlap with the main quest and probably should be listed here as well.&lt;br /&gt;
&lt;br /&gt;
:::Since my previous entry, I've looked at the pages history and see that the Blades were added on before but under miscellaneous, showing interest in them being added. {{unsigned|67.176.160.195|19:05, 24 July 2012 (GMT)}}&lt;br /&gt;
&lt;br /&gt;
== Radiant quest markers. ==&lt;br /&gt;
&lt;br /&gt;
Is there any way to tell if a radiant questline is completable? I.e. not constantly repeating?&lt;br /&gt;
I think it would be useful to have something on individual quest pages that marks if the quest is completable or not. {{unsigned|86.144.26.227|20:47, 24 July 2012 (GMT)}}&lt;br /&gt;
&lt;br /&gt;
== Missing in Action ==&lt;br /&gt;
I refused help from the Graymanes and was given the objective to &amp;quot;find a way to enter&amp;quot; the prison. &lt;br /&gt;
&lt;br /&gt;
I tried:  &lt;br /&gt;
# Talked to both portal guards, which led to no result.&lt;br /&gt;
# Murdered a portal guard, from afar, with bow-and-arrow, which led to immediate failure of the objective. &lt;br /&gt;
# Successfully snuck by one of the portal guards under cloak of invisibility, which led to immediate failure of the objective (when the threshold was crossed). &lt;br /&gt;
# Made a frontal assault, which again led to failure of the objective.&lt;br /&gt;
 &lt;br /&gt;
[I rescued the Graymane, but couldn't find a way to satisfy the objective given. I had also searched for secret entrances and ways to be imprisoned, both without success. A reason I refused help from the Graymanes was due to remainder memories from &amp;quot;Oblivion&amp;quot;. Whether or no, I think the situation in question ought be addressed in the body of the article. The trials were memorable enough to me to look for an answer months after.] {{Uns2|01:31, 29 July 2012|Odyseeos}}&lt;br /&gt;
&lt;br /&gt;
:First I assume the &amp;quot;portal&amp;quot; guards are the Thalmor at the keep. The objective I assume is actually &amp;quot;Find a way to release Thorald from Thalmor custody&amp;quot;, because that is an uncompleteable objective. It is uncompleteable because the motive behind it is to free him without a fight. There was at one stage a way of doing this, but it didn't make the final cut of the game. All of this is covered by the quest page. [[User:The Silencer|The Silencer speaks]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;[[User talk:The Silencer|Talk]]&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 00:49, 29 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Quest List ==&lt;br /&gt;
Is there somewhere on this site that lists all the quests that are actually named in game only. I look at the various faction pages and see actual quests mixed in with the miscellaneous objectives with no obvious way of telling the difference on the site (without attempting to play them through). Can someone point me in the right direction to find a list of quests that only includes the ones that actually appear as full quests. {{Uns2|13:28, 26 October 2012|49.176.98.3}}&lt;br /&gt;
:At the moment, no. But I think we might want to categorize those quests. Something like Category:Skyrim-Quests-Full_Journal ? --[[User:Alfwyn|Alfwyn]] ([[User talk:Alfwyn|talk]]) 12:30, 27 October 2012 (GMT)&lt;br /&gt;
::That sounds good {{unsigned|114.72.230.90|11:22, 30 October 2012‎}}&lt;br /&gt;
&lt;br /&gt;
== Listings incomplete ==&lt;br /&gt;
&lt;br /&gt;
It seems there is no really complete handy in-one-place listing of quests.&lt;br /&gt;
&lt;br /&gt;
I can live with THIS page not listing all quests, and that I need to visit, say, the Miscellaneous Quests page to find all such quests.&lt;br /&gt;
&lt;br /&gt;
Problem is: that page does not list all miscellaneous quests! Only the radiant ones, it seems. It doesn't even say more Misc quests are listed elsewhere.&lt;br /&gt;
&lt;br /&gt;
For instance, a quest like Frostflow Abyss is neither listed on the Side Quests page nor the Misc quests page. It sure is one of these categories. &lt;br /&gt;
&lt;br /&gt;
As it is now there simply are too many pages one needs to check to find all quests.&lt;br /&gt;
&lt;br /&gt;
And there is no really good markup of which dungeon quests are Side quests and which are Misc ones.&lt;br /&gt;
&lt;br /&gt;
It really is a bit of a mess. [[Special:Contributions/90.229.34.175|90.229.34.175]] 12:41, 31 October 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Knotworks ==&lt;br /&gt;
&lt;br /&gt;
In the last subsection of this page, the questlines' knotworks are displayed, though I am sure that some are missing, for instance, the Dark Brotherhood's and the Dawnguard's. I don't know if any others are missing, but anyway, I just wanted to point that out. --[[User:Ysuran92|Ysuran92]] ([[User talk:Ysuran92|talk]]) 19:41, 14 November 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Quest Cap ==&lt;br /&gt;
Okay, so I have a lot of unfinished quests queued up but decided to start a couple different ones, the last three quests I've started have not shown up in my quest list and didn't show me on-screen that I'd started a quest, is there a limit to the number of unfinished quests that can be queued? [[User:Sassyfrass|Sassyfrass]] ([[User talk:Sassyfrass|talk]]) 18:55, 28 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
: How many normal and miscellaneous do you have? -- MartinS [[Special:Contributions/94.255.233.233|94.255.233.233]] 02:56, 7 January 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Quests with race (or other) specific requirements ==&lt;br /&gt;
&lt;br /&gt;
Is there a page that lists quest with race (or other) specific requirements. The example&lt;br /&gt;
I have is The Forgemaster's Fingers which you can't get if you're an Orc. You will neither&lt;br /&gt;
get it if you have completed any of the quests that gives you Blood-Kin.&lt;br /&gt;
&lt;br /&gt;
The The Forgemaster's Fingers and Blood-Kin quests could be listed on the Quest Timing&lt;br /&gt;
page. But what about being (or rather '''not''' being) an Orc? -- MartinS [[Special:Contributions/94.255.233.233|94.255.233.233]] 03:07, 7 January 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
== DB Knotwork? ==&lt;br /&gt;
&lt;br /&gt;
So I came to this page to look for a quest and I noticed something at the bottom: I didn't see a knotwork image for Dark Brotherhood quests even though I'm looking at one in-game right now. I also can't seem to find an image for the Dark Brotherhood knotwork on the site. Am I not looking hard enough or do we not have it on the site? If not, it would probably be a good idea to upload it :)--[[User:WoahBro|WoahBro]] ([[User talk:WoahBro|talk]]) 16:18, 30 May 2013 (GMT)&lt;br /&gt;
:We [[:File:SR-qico-Dark Brotherhood.png|do]], just not in the white-on-black format. &amp;lt;font color=&amp;quot;#5D85B3&amp;quot;&amp;gt;&amp;amp;#8672;&amp;lt;/font&amp;gt;[[User:Eshe|&amp;lt;font color=&amp;quot;#E84735&amp;quot;&amp;gt;eshe&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;'''[[User talk:Eshe|&amp;lt;font color=&amp;quot;#428F70&amp;quot;&amp;gt;talk&amp;lt;/font&amp;gt;]]'''&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt;  16:24, 30 May 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
== List of quests that require leveling up ==&lt;br /&gt;
&lt;br /&gt;
Not for people who want to stay level 1 but for people who... ahem... &amp;quot;train&amp;quot; all their skills to max level before visiting much of Skyrim. Getting Grimsever and Wolf Queen Awakened are the only two I can think of, can anyone else provide more?--[[User:Catmaniac66|Catmaniac66]] ([[User talk:Catmaniac66|talk]]) 23:32, 16 August 2013 (GMT)&lt;/div&gt;</summary>
		<author><name>Catmaniac66</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Leveling&amp;diff=1230848</id>
		<title>Skyrim:Leveling</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Leveling&amp;diff=1230848"/>
		<updated>2013-08-16T23:01:09Z</updated>

		<summary type="html">&lt;p&gt;Catmaniac66: /* Gaining Levels */ Recovering only stamina does not yield experience in my... experience. If it does it is worth less than 1/100th of health.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Hints}}[[Category:Skyrim-Characters]]&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
There are two types of leveling in Skyrim: character leveling and skill leveling.&lt;br /&gt;
&lt;br /&gt;
Each time your character level increases, you are provided the opportunity to make key choices about your abilities. This means you may choose to increase either [[Skyrim:Health|Health]], [[Skyrim:Magicka|Magicka]] or [[Skyrim:Stamina|Stamina]] by 10 points, and you are also given one new perk point to invest in one of 18 different skills (listed below). Each time you increase any skill's level, you make progress towards gaining a character level. This increases the general effectiveness of that skill, while a minimum skill level is required for most perks to become obtainable.&lt;br /&gt;
&lt;br /&gt;
==Gaining Levels==&lt;br /&gt;
Leveling your character is not the same as it was in [[Oblivion:Leveling|Oblivion]] - instead, it is based on an experience system related to skills.  &lt;br /&gt;
&lt;br /&gt;
As you use a [[Skyrim:Skills|skill]], you automatically gain a small amount of experience in that skill (which we will call &amp;quot;Skill XP&amp;quot;), eventually causing that skill to level up. Skill level-ups can also be acquired instantly from  [[Skyrim:Trainers|training]] or by reading [[Skyrim:Skill Books|skill books]]. Every time you level up a skill, you also gain experience toward a character level-up (which we will call &amp;quot;Character XP&amp;quot;, or simply &amp;quot;XP&amp;quot;). Further, increasing the levels of your skills is the ''only'' way you are able to increase your character XP. However, leveling up low-level skills offers only a low amount of character XP toward your next level, while leveling up high-level skills offers more. The required amount of character XP needed to gain a character level-up increases as your character level increases. &lt;br /&gt;
&lt;br /&gt;
Unlike in [[Morrowind:Level|Morrowind]] and Oblivion, you are not penalized with a lack of attribute bonuses at the time of 'leveling-up' because there are no attributes nor major/minor skills, so accidentally gaining levels before distributing 'points' (skill perks) will have no negative effect. Most content is still leveled (primarily enemy gear), and some players may choose their perks and attribute increases unwisely, so it is still possible to create a character too weak to keep up. However, if you have installed the [[Dragonborn:Dragonborn|Dragonborn Add-on]], you can expend [[Skyrim:Dragon]] souls to reset perks. See the [[#Leveling Decisions|Leveling Decisions]] section below for details.&lt;br /&gt;
&lt;br /&gt;
The amount of skill XP you receive from using a skill in a specific way is constant. However, as you increase in skill level, the amount of skill XP required for the ''next'' skill level up increases. This is why blocking a few attacks from an [[Skyrim:Ice Wolf|ice wolf]] may level up your [[Skyrim:Block|Block]] skill at the beginning of the game when your skill level is low, but when your Block skill is higher later in the game, it will take a lot more attacks to level it up. In this instance, your Block skill would level up faster if you blocked an attack from a giant. Keep in mind that some skills are much easier to level up than others. For instance, you may quickly level the [[Skyrim:Smithing|Smithing]] skill to 100 by crafting nothing but jewelry; it will take a very long time, however, to level [[Skyrim:One-handed|One-handed]] to 100 solely by attacking [[Skyrim:Skeever|skeevers]] with a specific one-handed weapon. Further, successfully using your skill yields more skill XP than unsuccessfully using it. For example, successfully picking a lock gives you more [[Skyrim:Lockpicking|Lockpicking]] XP than does breaking your lockpick in the attempt.&lt;br /&gt;
&lt;br /&gt;
Some skills will only increase when there is an active component associated with them:&lt;br /&gt;
&lt;br /&gt;
* [[Skyrim:Sneak|Sneak]] will only increase if you are within range of and are avoiding detection by an entity that would otherwise be aware of your presence, or escaping from one that has detected you. You do not need to move for the skill to increase, though completing actions that are more difficult will increase the skill faster, such as moving and, more notably, completing sneak attacks.&lt;br /&gt;
* [[Skyrim:Conjuration|Conjuration]] derived from Raise Zombie or similar spells will only increase if the minion engages in combat, while Conjuring Bound weapons only garners skill XP if you are in combat.&lt;br /&gt;
* [[Skyrim:Restoration|Restoration]] will only increase if it is replenishing lost life (with a few exceptions) and will level up faster when in combat.&lt;br /&gt;
* [[Skyrim:Alteration|Alteration]] derived from [[Skyrim:Detect Life (spell)|Detect Life]] will only increase if you are actually detecting life forms with the spell.  The more life forms you detect, the faster your skill will go up.&lt;br /&gt;
* [[Skyrim:Destruction|Destruction]] from runes will only increase if the runes are triggered. Other Destruction spells require a valid target, either a creature or an NPC.&lt;br /&gt;
* [[Skyrim:Pickpocket|Pickpocketing]] increases proportionally to the total value of lifted goods, assuming you are not caught.&lt;br /&gt;
* [[Skyrim:Lockpicking|Lockpicking]] will gain a small increase for every broken pick, and a substantial increase that varies based on lock level versus skill and perk level for every successfully-picked lock.&lt;br /&gt;
* [[Skyrim:Smithing|Smithing]], [[Skyrim:Alchemy|Alchemy]], and [[Skyrim:Enchanting|Enchanting]] give skill increases based on the results of the crafting.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Over-training will still grant you level ups even if the progress bar is stuck at 100% (for example: If you start training Illusion from level 1 to Illusion level 44 you will be level 6 once you choose to level up).&lt;br /&gt;
&lt;br /&gt;
==Level and Skill XP Formulae==&lt;br /&gt;
Level XP is the experience points put towards raising your character's level. Skill XP is the experience points put towards raising your level in a particular skill.&lt;br /&gt;
&lt;br /&gt;
===Level XP===&lt;br /&gt;
The formula for character leveling is as follows:&lt;br /&gt;
:Character XP gained = Skill level acquired * fXPPerSkillRank&lt;br /&gt;
Skyrim Game Setting variable: fXPPerSkillRank (default =1)&lt;br /&gt;
 &lt;br /&gt;
Example: Training Alchemy from 20 to 21 gives 21 Character XP points&lt;br /&gt;
&lt;br /&gt;
:XP required to level up your character = (Current level + 3) * 25&lt;br /&gt;
&lt;br /&gt;
Or if using the Skyrim Creation Kit Game Setting values:&lt;br /&gt;
 (fXPLevelUpBase)+(Current Char. Level * fXPLevelUpMult)&lt;br /&gt;
Where the default values for Skyrim vanilla (1.9.32.X) are fXPLevelUpBase = 75 and fXPLevelUpMult = 25.&lt;br /&gt;
&lt;br /&gt;
Example: 100 XP is required to advance from level 1 to level 2, and 1300 XP is required to advance from level 49 to 50.  '''This is consistent across all levels.''' (70&amp;amp;rarr;71 follows the same formula as 3&amp;amp;rarr;4)&lt;br /&gt;
&lt;br /&gt;
This formula can be extended to find the Character XP needed for multiple levels:&lt;br /&gt;
:XP required to go from level 1 to level N = 12.5 * N&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; + 62.5 * N - 75&lt;br /&gt;
&lt;br /&gt;
Given a Character XP total, the corresponding Character Level is given by:&lt;br /&gt;
 FLOOR(-2.5 + SQRT(8 * XP + 1225) / 10)&lt;br /&gt;
&lt;br /&gt;
===Skill XP===&lt;br /&gt;
The skill XP needed for the next skill level is almost proportional to the square of the skill level:{{vn|section=Skill XP}}&lt;br /&gt;
&lt;br /&gt;
 Skill Improve Mult * skill level&amp;lt;sup&amp;gt;1.95&amp;lt;/sup&amp;gt; + Skill Improve Offset&lt;br /&gt;
&lt;br /&gt;
Using a skill grants skill XP according to{{vn| additional verification needed}}&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
 Skill Use Mult * (base XP * skill specific multipliers) + Skill Use Offset&lt;br /&gt;
The Skill Improve Mult, Skill Improve Offset, Skill Use Mult and Skill Use Offset variables can be found under Actor Values for each skill independently.&lt;br /&gt;
The 1.95 Power variable can be found in the Game Settings variables under fSkillUseCurve and applies globally to all of the skills. Additionally, the base XP granted by specific actions is different for each skill and uses additional multipliers stored in the Game Settings variables. The XP granted by using a skill probably makes use of the console command [[Skyrim:Console#Targeted_Commands|AdvSkill]]. This console command requires 2 additional arguments, [[Tes5Mod:Actor_Value_Indices#Actor_Value_Codes|the skill]] to which the granted XP should apply and the amount of given XP. The amount of given XP is then multiplied by the Skill Use Multiplier of the selected skill and the result is then added to the Skill Use Offset of the selected skill. For example if the game wants to award 50 XP to the Lockpicking skill, it might use this command:&lt;br /&gt;
 player.AdvSkill Lockpicking 50 &lt;br /&gt;
 This results in: 45*(50)+10=2260 XP.&lt;br /&gt;
&lt;br /&gt;
As an example, if you want to level Alchemy from level 15 to level 20, use the values in the table below for Alchemy to calculate the required XP using a recursive formula (Details not given):&lt;br /&gt;
 U(n)=1.6(n^1.95)+65+U(n-1) with U(1)=66.6, U(15)=2799,309895&lt;br /&gt;
 Yields as a result =&amp;gt; 2960,454979 XP&lt;br /&gt;
This means that you would need to create 264 potions with a base value of 14 gold to increase your Alchemy skill level from 15 to 20. This is because each created potion gives the following amount of experience:&lt;br /&gt;
0.75 * (14+1) = 11.25 experience, resulting in 2960,454979 XP / 11.25 XP per potion = 263,1515537 potions, rounded up to 264. Note that each skill uses its own variables and requires a different recursive formula.&lt;br /&gt;
&lt;br /&gt;
The Skill XP variables are given in the following table, the required XP from lvl 15 to 100 might not be 100% accurate (decimals): {{vn| this table needs to verified by additional people}}&lt;br /&gt;
[[File:Skill_XP_per_Skill_Level_Skyrim.png|thumb|350px|right|Graph of the Skill XP required to level the Skill to the next level as function of the current Skill level. Formula followed: Skill Improve Multi * Current Skill Level&amp;lt;sup&amp;gt;1.95&amp;lt;/sup&amp;gt; + Skill Improve Offset. The standard skills include: Archery (Marksman), One-Handed, Alteration, Block, Conjuration, Destruction, Heavy Armor, Illusion, Light Armor, Restoration, Speechcraft and Two-Handed.]]&lt;br /&gt;
[[File:Total_Skill_XP_per_Skill_Level_Skyrim.png|thumb|350px|right|Graph of the total Skill XP accumulated for the current level of the skill as function of the current Skill level. The standard skills include: Archery (Marksman), One-Handed, Alteration, Block, Conjuration, Destruction, Heavy Armor, Illusion, Light Armor, Restoration, Speechcraft and Two-Handed.]]&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Skill &lt;br /&gt;
!Skill Use Mult &lt;br /&gt;
!Skill Use Offset &lt;br /&gt;
!Skill Improve Mult &lt;br /&gt;
!Skill Improve Offset &lt;br /&gt;
!Total Skill XP needed for 15 -&amp;gt; 100&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot;|Sources of XP/Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Alteration|Alteration]] || 3 || 0 || 2&lt;br /&gt;
 || 0&lt;br /&gt;
| 528804.0234&lt;br /&gt;
| &lt;br /&gt;
* Base Magicka Cost of the Spell.&lt;br /&gt;
* Additional multipliers may apply.&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Conjuration|Conjuration]] || 2.1 || 0 || 2&lt;br /&gt;
 || 0&lt;br /&gt;
| 528804.0234&lt;br /&gt;
| &lt;br /&gt;
* Base Magicka Cost of the Spell.&lt;br /&gt;
* Additional multipliers may apply.&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Destruction|Destruction]] || 1.35 || 0 || 2&lt;br /&gt;
 || 0&lt;br /&gt;
| 528804.0234&lt;br /&gt;
| &lt;br /&gt;
* Damage inflicted {{intnote|destruction|†}}&lt;br /&gt;
* Additional multipliers may apply.&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Illusion|Illusion]] || 4.6 || 0 || 2&lt;br /&gt;
 || 0&lt;br /&gt;
| 528804.0234&lt;br /&gt;
| &lt;br /&gt;
* Base Magicka Cost of the Spell.&lt;br /&gt;
* Additional multipliers may apply.&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Restoration|Restoration]] || 2 || 0 || 2&lt;br /&gt;
 || 0&lt;br /&gt;
| 528804.0234&lt;br /&gt;
| &lt;br /&gt;
* 1 base XP damage healed by healing spells.&lt;br /&gt;
* 1 base XP per Magicka used on non-healing spells.&lt;br /&gt;
* Additional multipliers may apply.&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Enchanting|Enchanting]] || 900 || 0 || 1 || 170&lt;br /&gt;
| 278852.0117&lt;br /&gt;
| &lt;br /&gt;
* 1 base XP per item enchanted.&lt;br /&gt;
* 1 base XP per 400 enchantment gold value of items disenchanted.&lt;br /&gt;
* 0.05, 0.1, 0.2, 0.4, or 0.6 base XP for recharging a weapon?&lt;br /&gt;
* Additional multipliers may apply.&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:One-handed|One-Handed]] || 6.3 || 0 || 2 || 0&lt;br /&gt;
| 528804.0234&lt;br /&gt;
| &lt;br /&gt;
* Base Weapon Damage&lt;br /&gt;
* Additional multipliers may apply.&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Two-handed|Two-Handed]] || 5.95 || 0 || 2&lt;br /&gt;
  || 0&lt;br /&gt;
| 528804.0234&lt;br /&gt;
| &lt;br /&gt;
* Base Weapon Damage&lt;br /&gt;
* Additional multipliers may apply.&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Archery|Archery (Marksman)]] || 9.3 || 0 || 2&lt;br /&gt;
 || 0&lt;br /&gt;
| 528804.0234&lt;br /&gt;
| &lt;br /&gt;
* Base Weapon Damage of the Bow&lt;br /&gt;
* Additional multipliers may apply.&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Block|Block]] || 8.1 || 0 || 2&lt;br /&gt;
 || 0&lt;br /&gt;
| 528804.0234&lt;br /&gt;
| &lt;br /&gt;
* 1 base XP per raw damage blocked.&lt;br /&gt;
* 5 base XP for a shield bash.&lt;br /&gt;
* Additional multipliers may apply.&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Smithing|Smithing]] || 1 || 0 || 0.25 || 300&lt;br /&gt;
| 91600.5029&lt;br /&gt;
| &lt;br /&gt;
* 25 + (3 * item value&amp;lt;sup&amp;gt;0.65&amp;lt;/sup&amp;gt;) base XP for constructing an item.&lt;br /&gt;
* 25 + (8 * item value delta&amp;lt;sup&amp;gt;0.6&amp;lt;/sup&amp;gt;) base XP for improving an item.&lt;br /&gt;
* Additional multipliers may apply.&lt;br /&gt;
* Note that in the orginal Skyrim.esm the skill use multiplier is 160.&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Heavy Armor|Heavy Armor]] || 3.8 || 0 || 2&lt;br /&gt;
 || 0&lt;br /&gt;
| 528804.0234&lt;br /&gt;
|&lt;br /&gt;
* 1 base XP per raw damage received.&lt;br /&gt;
* Additional multipliers may apply.&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Light Armor|Light Armor]] || 4 || 0 || 2&lt;br /&gt;
 || 0&lt;br /&gt;
| 528804.0234&lt;br /&gt;
|&lt;br /&gt;
* 1 base XP per raw damage received.&lt;br /&gt;
* Additional multipliers may apply.&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Pickpocket|Pickpocket]] || 8.1 || 0 || 0.25 || 250&lt;br /&gt;
| 87350.5029&lt;br /&gt;
|&lt;br /&gt;
* 1 base XP per gold value stolen.&lt;br /&gt;
* Additional multipliers may apply.&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Lockpicking|Lockpicking]] || 45 || 10 || 0.25 || 300&lt;br /&gt;
| 91600.5029&lt;br /&gt;
|&lt;br /&gt;
* 0.25 base XP for a broken pick.&lt;br /&gt;
* 2, 3, 5, 8, or 13 base XP for successfully picking a lock.&lt;br /&gt;
* Additional multipliers may apply.&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Sneak|Sneak]] || 11.25 || 0 || 0.5 || 120&lt;br /&gt;
| 142401.0059&lt;br /&gt;
|&lt;br /&gt;
* 2.5 base XP for becoming hidden within ~45 feet.&lt;br /&gt;
* 0.625 base XP per second hidden within ~45 feet.&lt;br /&gt;
* 30 base XP for a melee sneak attack.&lt;br /&gt;
* 2.5 base XP for a ranged sneak attack.&lt;br /&gt;
* Additional multipliers may apply.&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Alchemy|Alchemy]] || 0.75 || 0 || 1.6 || 65&lt;br /&gt;
| 428568.2188&lt;br /&gt;
|&lt;br /&gt;
* 1 base XP per gold value created.&lt;br /&gt;
* 1 additional base XP for each successfully created potion.&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Speech|Speech]] || 0.36 || 0 || 2&lt;br /&gt;
 || 0&lt;br /&gt;
| 528804.0234&lt;br /&gt;
|&lt;br /&gt;
* 1 base XP per gold used in transactions.&lt;br /&gt;
* 75 * Speech level base XP for passing Speech checks.&lt;br /&gt;
* Additional multipliers may apply.&lt;br /&gt;
|}&lt;br /&gt;
{{Note|destruction|†| Destruction XP gain is reduced at difficulty settings higher than Adept, but not increased at lower ones.}}&lt;br /&gt;
&amp;quot;Base Magicka&amp;quot; refers to the base cost of the spell. &amp;quot;Raw damage&amp;quot; refers to the damage before armor is taken into account.&lt;br /&gt;
&lt;br /&gt;
==Leveling Decisions==&lt;br /&gt;
You are notified when you are eligible to level up. When you accept the new level&amp;amp;mdash;which updates to the highest level you have currently earned&amp;amp;mdash;your character is fully healed, regaining any [[Skyrim:Health|Health]], [[Skyrim:Magicka|Magicka]], and [[Skyrim:Stamina|Stamina]] that was depleted. You can choose whether to do this immediately, or whether to use the level-up strategically to take maximum advantage of the healing bonuses. In addition, you can level up anywhere; unlike in Oblivion or Morrowind, [[Skyrim:Sleeping|sleeping]] is not necessary. Note that when you do choose to level, you will be raised to the highest level earned through skill progression; so if you have progressed four levels since you last chose to level up, you will gain all four of those levels the next time you open the skills tab.&lt;br /&gt;
&lt;br /&gt;
When leveling up, you are able to make two permanent character changes:&lt;br /&gt;
* One [[Skyrim:Attributes|attribute]] ([[Skyrim:Health|Health]], [[Skyrim:Magicka|Magicka]], [[Skyrim:Stamina|Stamina]]) can be increased by 10 points.  This choice is prompted for upon going to the perk and skill screen and leveling; if you gained 4 levels you will be prompted to make 4 choices in succession.  &lt;br /&gt;
* One [[Skyrim:Skills#Perks|perk point]] will be awarded per character level gained. Perk points do NOT need to be used when leveling and may be saved for a later time.  This allows you to either utilize perk choices for immediate benefit in skills for which you meet the minimum requirements, or to upgrade other paths once those requirements are met.  &lt;br /&gt;
&lt;br /&gt;
It should be emphasized that the attribute choice is permanent barring use of the developer console on the PC version of the game. Perks can be reset by reaching 100 in the appropriate skill and making it [[Skyrim:Skills#Legendary Skills|legendary]]. Since skill advancement contributes to the earning of perks as general choices, it is possible to utilize a gain in unrelated skills to progress through other perk paths should that be desirable.&lt;br /&gt;
* With the [[Dragonborn:Dragonborn|Dragonborn]] expansion installed, it is possible to reset your perks after you have completed the main Dragonborn questline. Doing so will consume one dragon soul, and will allow you to clear all perks from one skill tree, refunding the perk points back to you. This process can be repeated as many times as desired, provided you have the dragon souls.&lt;br /&gt;
&lt;br /&gt;
=====Navigating Skills / Adding a Perk (PC only)=====&lt;br /&gt;
Enter the skill screen by pressing Tab and selecting &amp;quot;Skills&amp;quot; (2x Up-Arrow or W-key), or alternately by hitting the ?/-key. Once on the screen, you can navigate through skills either by using the movement keys (A, D, W, S) or clicking with your mouse.&lt;br /&gt;
&lt;br /&gt;
Make sure the skill to which you would like to add a perk is centered on the screen and the constellation is visible. This brings up the perk tree for that skill. Navigate to the perk you wish to add. To add the perk, click directly on the star below the text. This will bring up a pop-up screen that you can answer with &amp;quot;Yes&amp;quot; (Enter) to add the perk or &amp;quot;No&amp;quot; (Tab) to cancel.&lt;br /&gt;
&lt;br /&gt;
==Maximum Level==&lt;br /&gt;
At higher levels, leveling up happens much more slowly. Level increases in Skyrim follow a formula (detailed above in the Gaining Levels section). Prior to [[Skyrim:Patch#Version 1.9|Patch 1.9]] the maximum level was 81, since there was no way to gain any more experience once every skill reached its maximum value of 100.&lt;br /&gt;
&lt;br /&gt;
With Patch 1.9, individual skills can be made &amp;quot;legendary&amp;quot;, denoting them with an Imperial symbol. This will reset the skill to 15, and perk points used for that skill may be redistributed. Gaining levels in that skill will affect leveling again, thus effectively removing the level cap of 81. There is no restriction on the number of times that skills can be made legendary. This change makes it theoretically possible to obtain every single perk in the game.&lt;br /&gt;
&lt;br /&gt;
According to the formula, training one individual skill all the way from 15 to 100 (one mastering cycle) yields 4,930 XP. This amount of XP is enough to level from 1 to 17, or from 194 to 195. Leveling up to 252 (unlocking all perks) would take a total of 809,475 XP. This corresponds to over 164 skill mastering cycles, or mastering every skill over 9 times. The fastest approach to such a huge task would be to find the easiest skill to raise and to exclusively focus on that for leveling purposes.&lt;br /&gt;
&lt;br /&gt;
==Effects of Leveling==&lt;br /&gt;
Various aspects of the game are leveled. This means that as your character increases in level, some enemies become more challenging, but also the quality of the items you find becomes better. However, the leveling system in Skyrim has been altered from that used in [[Oblivion:Oblivion|Oblivion]], in response to criticisms of Oblivion's leveling system.&lt;br /&gt;
&lt;br /&gt;
Different locations in Skyrim have different inherent difficulties. In other words, some dungeons are designed to be too difficult for low-level characters to enter. More challenging dungeons are generally located at higher elevations, meaning that early in the game, players may want to avoid mountainous regions. However, more difficult dungeons contain better rewards. In addition, some high-quality items can be randomly found even early in the game.&lt;br /&gt;
&lt;br /&gt;
The level of a given dungeon is fixed the first time you enter it. Therefore, places that you enter early in the game will always contain relatively weak enemies, even if you return to the same dungeon later in the game. If you increase primarily non-combat skills such as [[Skyrim:Smithing|Smithing]] or [[Skyrim:Pickpocket|Pickpocket]] too early, your character will level up from those skills, causing you to meet tougher enemies without you having the combat skills you need to beat them. Because of this, it is generally better to wait to level secondary skills until after your primary combat skills are built up.&lt;br /&gt;
&lt;br /&gt;
In addition, all leveled enemies are generated more like leveled creatures in [[wikipedia:Fallout_(series)|Fallout]]. For example, Bandit NPCs are always a fixed level for their name (Bandits are level 1, Bandit Thugs are level 9, Bandit Highwaymen are level 14, etc). The player's level affects the range of possible bandit types generated within a bandit dungeon, and probably the frequency, but does not seem to affect the resulting stats except in a few rare cases. Lower variant bandits remain reasonably common even when more dangerous bandits are available. &lt;br /&gt;
&lt;br /&gt;
Enemy types also seem to reach a plateau where they stop getting stronger. The strongest bandits (non-boss) are mid-20s. The strongest generic vampire is 54, and guards seem to stop scaling at 50. This implies that the difficulty of many areas will not increase beyond certain levels, except perhaps in frequency of difficult encounters. In other words, dungeons have a level range, where if you do not meet the level requirement, you will face the lowest range of the dungeon. For instance, if a dungeon is ranged from level 15 to 25, and you are level 10, you will face creatures in the dungeon scaled at level 15.&lt;br /&gt;
&lt;br /&gt;
==Leveling Exploits==&lt;br /&gt;
===Trainer Pickpocketing===&lt;br /&gt;
Train using a [[Skyrim:Trainers|skill trainer]] and then pickpocket your gold back.&lt;br /&gt;
&lt;br /&gt;
Without any pickpocket perks, this only works up to skill level 30 or so. The highest you can go with this &amp;quot;exploit&amp;quot; is level 76. Even with a full complement of Pickpocket perks (Light Fingers 5/5: +100% chance to pickpocket, Night Thief: +25% chance to pickpocket if NPC is asleep, Cut Purse: +50% chance to steal gold), 100 Pickpocket, and Thieves Guild armor (+15% pickpocket), and the NPC sleeping, it is usually impossible (0% chance) to pickpocket back the nearly 4k in gold it costs to train skill level 77. There are a couple of ways to get around this limitation:&lt;br /&gt;
* You can use the [[Skyrim:Unrelenting Force|Unrelenting Force]] shout to knock down the trainer, and then pickpocket them while they are getting back up (even though the menu still displays 0% chance, you cannot fail). However, you should save your game first as sometimes (though not often) this method will cause NPCs to attack you.&lt;br /&gt;
* You can put a Paralysis poison in the NPC's inventory and then steal the gold, and they won't attack you.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that only 5 skill points may be trained at a trainer per level across all skills. At higher levels, 5 skill increases will earn only a small portion of the experience needed to level. The remaining skill increases you need to level must still be earned normally. Thus, the spending of 7 perk points in Pickpocket to maximize this method has a fairly poor return when compared to doing a dungeon crawl or two (at higher levels) for the 25,000+ gold you need for 5 training points. However, if you are focused on getting Pickpocket to 100, this method will get you there every few levels, and then if you make Pickpocket legendary, you will get back the perk points and can start to retrain Pickpocket. You should be able to train Pickpocket to 51 using a skill trainer, while pickpocketing your gold back to increase Pickpocket even faster. Be warned that starting this process at lower levels can leave you in great difficulty in combat, if you have not trained any combat skills.&lt;br /&gt;
&lt;br /&gt;
===Trainer Followers===&lt;br /&gt;
There are several [[Skyrim:Trainers|trainers]] who are also [[Skyrim:Followers#Permanent Followers|permanent followers]]. In this case, you can have them follow you, ask them to train, and then ask them to trade and take your gold back.&lt;br /&gt;
&lt;br /&gt;
Notably, there are 5 trainers (3 expert: [[Skyrim:Archery|Archery]], [[Skyrim:Block|Block]], [[Skyrim:One-handed|One-handed]], 2 master: [[Skyrim:Heavy Armor|Heavy Armor]], [[Skyrim:Two-handed|Two-handed]]) in the Companions headquarters ([[Skyrim:Jorrvaskr|Jorrvaskr]]) in Whiterun who are eligible to become your follower after you complete the Companions quest line. [[Skyrim:Faendal|Faendal]] in [[Skyrim:Riverwood|Riverwood]] may also be recruited as your follower if you complete [[Skyrim:A_Lovely_Letter|his quest]] in his favor, and he is a common [[Skyrim:Archery|Archery]] trainer.&lt;br /&gt;
&lt;br /&gt;
===Trainer Bartering===&lt;br /&gt;
There are several [[Skyrim:Trainers|trainers]] who also sell merchandise - there are many at the College of Winterhold, for instance. Once you have access to an enchanting table, it is fairly inexpensive to enchant an iron dagger with a petty soul gem and a spell like Banish, yet these sell for a lot of money. Simply make several items like these, ask the trainer to train you as normal, and then ask what they have for sale and get your gold back by selling them the enchanted daggers. You may need to have the Merchant perk in Speech; most trainers will not normally buy weapons. At higher levels of skill training, this can also help you to train Speech.&lt;br /&gt;
&lt;br /&gt;
===Oghma Infinium===&lt;br /&gt;
&lt;br /&gt;
*'''This exploit has been removed by version 1.9.26.0.8 of the [[Skyrim:Patch|Official Skyrim Patch]]'''.&lt;br /&gt;
&lt;br /&gt;
Once you have obtained the [[Skyrim:Oghma Infinium|Oghma Infinium]] '''and have not already used it to gain knowledge''' (because it normally disappears when you do so), follow these steps to easily gain levels in the 18 [[Skyrim:Skills|Skills]]:&lt;br /&gt;
&lt;br /&gt;
# Activate an empty book shelf to access the book shelf menu.&lt;br /&gt;
# Find the Oghma Infinium in your inventory, and open it.&lt;br /&gt;
# Choose any path (''The Path of Might'' to level [[Skyrim:Combat|Combat]] skills, ''The Path of Shadow'' to level [[Skyrim:Stealth|Stealth]] skills, or ''The Path of Magic'' to level [[Skyrim:Magic|Magic]] skills).&lt;br /&gt;
# Store the Oghma Infinium on the bookshelf.&lt;br /&gt;
# Leave the book shelf menu.&lt;br /&gt;
# Activate the Oghma Infinium on the book shelf.&lt;br /&gt;
# Select ''(Do Not Read)''.&lt;br /&gt;
# Take the book off the shelf&lt;br /&gt;
&lt;br /&gt;
Repeat the above until you are satisfied with the amount of levels you have gained.&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Out of Balance|Out Of Balance]]===&lt;br /&gt;
In the course of this quest, when you activate the focal points with the Tuning Gloves, you may be given a potent magicka recovery bonus (paradoxically from what should have been a [[Skyrim:Drain Magicka|Drain Magicka]] effect) for two hours that lets you cast and recover instantly. This can be used to cast expensive spells over and over to gain levels, if given the appropriate circumstances.&lt;br /&gt;
&lt;br /&gt;
=== 100% Magicka Reduction ===&lt;br /&gt;
After getting your [[Skyrim:Enchanting|Enchanting]] skill level to 100 (or close to it, and using a potion of [[Skyrim:Fortify Enchanting|Fortify Enchanting]]), you can create apparel with 25% cost reduction bonuses for any school of magic. As such, with four items of apparel (head, chest, ring, neck) enchanted thusly, you can gain 100% cost reduction, making casting any spell in that school entirely free. The following methods are high cost, high XP spells for quickly leveling magical skills this way:&lt;br /&gt;
*For increasing Alteration, use [[Skyrim:Telekinesis|Telekinesis]] to carry an object in front of you while you walk, or repeatedly cast [[Skyrim:Waterbreathing (spell)|Waterbreathing]] while standing in water at least knee-deep. Casting [[Skyrim:Detect Life (spell)|Detect Life]] in a crowded city will continuously level Alteration, limited in this circumstance only by your patience.&lt;br /&gt;
*For increasing Illusion, [[Skyrim:Muffle (spell)|Muffle]] is great at all levels, while [[Skyrim:Fear_(effect)#Spells|Fear spells]] are better at higher levels.&lt;br /&gt;
*For increasing Conjuration, enter combat with anything and repeatedly cast the highest cost [[Skyrim:Conjure|Conjure]] spell you can.&lt;br /&gt;
*For increasing Restoration, casting [[Skyrim:Equilibrium|Equilibrium]] (to drain health) in one hand and any [[Skyrim:Restore_Health|healing]] spell in your other hand will level it rapidly. Once obtained, repeatedly casting [[Skyrim:Circle_of_Protection|Circle of Protection]] is an even faster method. &lt;br /&gt;
*For increasing Destruction, just repeatedly blast away at things with your most magicka-expensive spell in that school.&lt;br /&gt;
&lt;br /&gt;
==Gaining Skill XP==&lt;br /&gt;
*For tips on how to train skills effectively, please refer to the respective section of the individual [[Skyrim:Skills|Skill]] page.&lt;br /&gt;
*See the [[Skyrim:Free_Skill_Boosts|Free Skill Boosts]] page for details on free boosts to certain skills.&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
[[Skyrim:Achievements|Achievements]] related to leveling are:&lt;br /&gt;
* {{achievement|Apprentice}}&lt;br /&gt;
* {{achievement|Adept}}&lt;br /&gt;
* {{achievement|Expert}}&lt;br /&gt;
* {{achievement|Master}}&lt;/div&gt;</summary>
		<author><name>Catmaniac66</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Guardian_Circle&amp;diff=1230345</id>
		<title>Skyrim talk:Guardian Circle</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Guardian_Circle&amp;diff=1230345"/>
		<updated>2013-08-15T04:58:18Z</updated>

		<summary type="html">&lt;p&gt;Catmaniac66: /* Necromage bonus */ reply, I'm out XD&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Guardian Circle not available to purchase glitch ==&lt;br /&gt;
The 1.9 patch notes mentions that it &amp;quot;Fixed issue with NPCs not selling master level spells&amp;quot;. Does anyone know if this is the case for this spell? &amp;lt;small style=&amp;quot;border:1px solid #444;background:gray&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Valadez|&amp;lt;span style=&amp;quot;background:gray;color:#FFF&amp;quot;&amp;gt;Valadez&amp;lt;/span&amp;gt;]]&amp;amp;nbsp;&amp;amp;nbsp;[[User talk:Valadez|&amp;lt;span style=&amp;quot;color:#333;background:#BBB&amp;quot;&amp;gt;&amp;amp;nbsp;Talk&amp;amp;nbsp;&amp;lt;/span&amp;gt;]]&amp;lt;span style=&amp;quot;background:white;color:#BBB&amp;quot;&amp;gt;[[Special:Contributions/Valadez|&amp;amp;nbsp;Contributions&amp;amp;nbsp;]]&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt; 17:59, 9 May 2013 (GMT)&lt;br /&gt;
::I was able to buy it, however, I don't know whether the fix works on saves created prior to the 1.9 update. I'm almost certain that the patch notes were referring to the problem with Collette not selling the master level restoration spells. [[User:Blackpete|Blackpete]] ([[User talk:Blackpete|talk]]) 05:41, 16 May 2013 (GMT)&lt;br /&gt;
:::Unrelated, but possible solution.. I purchased everything in Colette's inventory before doing the test thinking that it might possibly correct the inventory reset to include the spell... it worked! I reloaded several and repeated several times all with success. {{uns|DarkAnmaglahk|19:40, 1 August 2013}}&lt;br /&gt;
&lt;br /&gt;
== Necromage bonus ==&lt;br /&gt;
&lt;br /&gt;
It says that Necromage boosts the duration to 90 seconds but that is a 50% increase. Is it really 90 and is a bug/anomaly or did someone just make an arithmetic mistake?--[[User:Catmaniac66|Catmaniac66]] ([[User talk:Catmaniac66|talk]]) 04:43, 15 August 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
:50% of 60 seconds, the default time, would be 30. Therefore, the boosted time would be 90. I don't see any error there. --[[User:Alpha Kenny Buddy|AKB]] &amp;lt;sup&amp;gt;[[User_talk:Alpha_Kenny_Buddy|Talk]] [[Special:Contributions/Alpha Kenny Buddy|Cont]] [[Special:Emailuser/Alpha Kenny Buddy|Mail]]&amp;lt;/sup&amp;gt; 04:45, 15 August 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
::We're both right but I'm less right. I was unaware that necromage gave a 50% bonus to the duration vs. the 25% bonus for effect. I thought it was 25% for all XD--[[User:Catmaniac66|Catmaniac66]] ([[User talk:Catmaniac66|talk]]) 04:58, 15 August 2013 (GMT)&lt;/div&gt;</summary>
		<author><name>Catmaniac66</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Guardian_Circle&amp;diff=1230335</id>
		<title>Skyrim talk:Guardian Circle</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Guardian_Circle&amp;diff=1230335"/>
		<updated>2013-08-15T04:43:33Z</updated>

		<summary type="html">&lt;p&gt;Catmaniac66: /* Necromage bonus */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Guardian Circle not available to purchase glitch ==&lt;br /&gt;
The 1.9 patch notes mentions that it &amp;quot;Fixed issue with NPCs not selling master level spells&amp;quot;. Does anyone know if this is the case for this spell? &amp;lt;small style=&amp;quot;border:1px solid #444;background:gray&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Valadez|&amp;lt;span style=&amp;quot;background:gray;color:#FFF&amp;quot;&amp;gt;Valadez&amp;lt;/span&amp;gt;]]&amp;amp;nbsp;&amp;amp;nbsp;[[User talk:Valadez|&amp;lt;span style=&amp;quot;color:#333;background:#BBB&amp;quot;&amp;gt;&amp;amp;nbsp;Talk&amp;amp;nbsp;&amp;lt;/span&amp;gt;]]&amp;lt;span style=&amp;quot;background:white;color:#BBB&amp;quot;&amp;gt;[[Special:Contributions/Valadez|&amp;amp;nbsp;Contributions&amp;amp;nbsp;]]&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt; 17:59, 9 May 2013 (GMT)&lt;br /&gt;
::I was able to buy it, however, I don't know whether the fix works on saves created prior to the 1.9 update. I'm almost certain that the patch notes were referring to the problem with Collette not selling the master level restoration spells. [[User:Blackpete|Blackpete]] ([[User talk:Blackpete|talk]]) 05:41, 16 May 2013 (GMT)&lt;br /&gt;
:::Unrelated, but possible solution.. I purchased everything in Colette's inventory before doing the test thinking that it might possibly correct the inventory reset to include the spell... it worked! I reloaded several and repeated several times all with success. {{uns|DarkAnmaglahk|19:40, 1 August 2013}}&lt;br /&gt;
&lt;br /&gt;
== Necromage bonus ==&lt;br /&gt;
&lt;br /&gt;
It says that Necromage boosts the duration to 90 seconds but that is a 50% increase. Is it really 90 and is a bug/anomaly or did someone just make an arithmetic mistake?--[[User:Catmaniac66|Catmaniac66]] ([[User talk:Catmaniac66|talk]]) 04:43, 15 August 2013 (GMT)&lt;/div&gt;</summary>
		<author><name>Catmaniac66</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=UESPWiki:Community_Portal&amp;diff=1230296</id>
		<title>UESPWiki:Community Portal</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=UESPWiki:Community_Portal&amp;diff=1230296"/>
		<updated>2013-08-15T04:04:48Z</updated>

		<summary type="html">&lt;p&gt;Catmaniac66: /* The Social Media Pages, and your helpful contributions */ my opinion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{protection|move=full}}{{UESPWiki Trail}} __NEWSECTIONLINK__ [[Category:Message Boards|{{PAGENAME}}]]{{Archive Table|class=collapsible collapsed&lt;br /&gt;
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}}{{TOCright|limit=3}}&lt;br /&gt;
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&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Active Discussions====&lt;br /&gt;
&lt;br /&gt;
Many discussions of community-wide interest are held on pages other than the community portal.  Discussions about specific policies belong on the policy talk pages, for example.  The following table lists other discussions that are currently in progress on other talk pages.  If you start a discussion on another talk page, please add it to this list. If a discussion listed here has been inactive (i.e., no comments of any type in at least a week), please remove it from the list.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
! Location !! Date started !! Topic !! Listed here by&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Kodlak Whitemane Combat Dialogue == &lt;br /&gt;
&lt;br /&gt;
There was recently an edit war on the [[SR:Kodlak Whitemane]] page over the addition of his unique voiced combat dialogue. The issue is whether it is worthwhile to have combat dialogue for him considering he does not naturally appear in combat in the game (thus, the only way to hear the dialogue for the player to attack Kodlak). Per Legoless's request, and as the user who originally attempted to add the dialogue has not created a topic despite numerous suggestions to, I have created this discussion and quick summary of the 'For' and 'Against' points.&lt;br /&gt;
&lt;br /&gt;
'''Points For''' &lt;br /&gt;
*The dialogue can be encountered in the game on any platform without the use of the console, mods, or cheats. &lt;br /&gt;
*It is unique to Kodlak and was likely meant to be heard. &lt;br /&gt;
*It provides more documentation of his appearance in the game. &lt;br /&gt;
*There are no 'right' or 'wrong' for someone to play Skyrim. &lt;br /&gt;
&lt;br /&gt;
'''Points Against'''&lt;br /&gt;
*Kodlak is essential so there is no point in attacking him. &lt;br /&gt;
*While there are no 'right' or 'wrong' ways to play Skyrim, we don't need to document every single possible thing someone could do. &lt;br /&gt;
&lt;br /&gt;
My personal feelings are that the dialogue should be added. --[[User:Anil|AN&amp;amp;#124;L]] ([[User talk:Anil|talk]]) 17:50, 11 August 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
:I think it's appropriate for the page, since you don't have to mod the game to hear the dialogue, and (I believe) that we try to fully document every aspect of the game somewhere on the wiki. If people don't like this dialogue on the NPC page, I still feel it should be documented somewhere. --[[User:Xyzzy|Xyzzy]] &amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;[[User talk:Xyzzy|Talk]]&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 18:08, 11 August 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
:: Full support for adding it, along with any other unique lines of combat dialogue to Skyrim NPC pages. —[[User:Legoless|Legoless]] ([[User talk:Legoless|talk]]) 19:21, 11 August 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
:::I agree with adding it as well... just because there's no &amp;quot;point&amp;quot; in attacking a character doesn't mean it wasn't meant to happen at some point, and therefore, doesn't mean that dialogue for such an incident isn't relevant to a page (which, if that was unfollowable, it is). --&amp;lt;sub&amp;gt;[[Special:Contributions/Vulpa|¿]]&amp;lt;/sub&amp;gt;[[User:Vulpa|&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;FF4500&amp;quot;&amp;gt;V&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;FF8C00&amp;quot;&amp;gt;u&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;FFA500&amp;quot;&amp;gt;l&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;FFD700&amp;quot;&amp;gt;p&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;FFFF00&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;]]&amp;lt;sup&amp;gt;[[User talk:Vulpa|?]]&amp;lt;/sup&amp;gt; 20:05, 11 August 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
::::Same opinion as Legoless, though I think it's important that this sort of dialogue is added with the same guidelines as all other dialogue on the wiki—in the proper format and style for dialogue, and taking into consideration the optimal overall page layout. Adding a bunch of lines with only line breaks in between only makes a page look sloppy, as does knowingly inserting broken and inconsistent tables. Provided those considerations are taken care of, the ''unique'' combat dialogue which can be encountered ''without mods'' is notable and should be documented in the Skyrim namespace, like we do with all other dialogue. The exception to this would be things such as &amp;quot;Aaaargh!&amp;quot; and other &amp;quot;dialogue&amp;quot; which is not notable for NPCs. — [[User:Alphabetface|&amp;lt;font color=&amp;quot;DarkGreen&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;DarkGreen&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 20:10, 11 August 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
:::::Yes, I agree with adding it. When you mean things such as &amp;quot;Aarrgghh!&amp;quot; Or in other words, combat grunts and whatnot, like that are not on pages. I believe this is because no one would really want to look at combat grunts. Also, that combat dialogue for Dagoth Ur, Jeancey said it doesn't go on.&lt;br /&gt;
&lt;br /&gt;
:::::'''Points For'''&lt;br /&gt;
&lt;br /&gt;
:::::*Dagoth Ur is a main character in Morrowind, and the main antagonist. &lt;br /&gt;
:::::*You cannot leave out UNIQUE dialogue on a main character.&lt;br /&gt;
&lt;br /&gt;
:::::About the Dagoth Ur dialogue. To be really honest about the edit war from my POV on it... I think Jeancey was being rather difficult with me on it, due to him saying in the edit summaries: ''&amp;quot;We do not add this dialogue to any page on the wiki.&amp;quot;'' Well, it had dialogue for Mercer Frey's page, so either Jeancey had a secret reason, or, he just wanted to order me around on the wiki just for him having a better understanding of the wiki then me. Well, I am sure he will be inputting in this discussion about it soon, and we can get that sorted out. &amp;lt;big&amp;gt;''[[User:Dragon Guard|&amp;lt;font color=&amp;quot;000080&amp;quot;&amp;gt;'''Guard of Dragons'''&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User talk:Dragon Guard|&amp;lt;font color=&amp;quot;FF0000&amp;quot;&amp;gt;'''Speak To Me'''&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt;''&amp;lt;/big&amp;gt; 21:00, 11 August 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
{{od}} I'm generally in support of the UESP being more comprehensive, but I'd like to know more about the scope, nature, and opportunity cost involved here. How much dialogue, across the site, are we talking about adding? How long will it take to add it all? How much interest will readers have in it? In other words, would we be generally improving the quality of the pages, or would this all just be so much filler readers will have to scroll through? [[User:Minor Edits|&amp;lt;span style=&amp;quot;font-size:medium&amp;quot;&amp;gt;&amp;lt;font color=&amp;quot;Green&amp;quot;&amp;gt;Minor Edits&amp;lt;/font&amp;gt;&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Minor Edits|Threats]]•[[Special:Contributions/Minor Edits|Evidence]]&amp;lt;/sup&amp;gt; 22:32, 11 August 2013 (GMT)&lt;br /&gt;
:My reasoning was along the lines of ME. From what I can tell, none of the combat dialogue has anything to do with quests, lore, or anything else that would be useful for someone to know, besides simply wanting to know the exact text of a line they heard in game. Aside from that, I'm fairly certain that EVERY NPC with a unique voice type has unique combat dialogue, and every non-unique voicetype has unique dialogue. There are well over two dozen (if I am counting correctly) NPCs in Skyrim that have a unique voice type, without the DLCs involved. Mercer Frey's case was different, in my opinion, because you have to kill him during a quest, thus his combat dialogue may have comments about the quest. But a character that is never attacked or in combat during a quest would not provide any lore worthy material and simply has a lengthier version of &amp;quot;Arrrrghhh&amp;quot; as combat dialogue. I don't think we need to include this on the wiki. If the dialogue is during a quest or has noteworthy lore in it, then sure, we can add it, but otherwise it would be a direct copy from CSList, just a table of lines that someone would need to scroll past to get to the important things on the page. [[User:Jeancey|Jeancey]] ([[User talk:Jeancey|talk]]) 00:19, 12 August 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
:: UESP has been following a completionist policy on dialogue since the OBNPCRP. Just because a certain line of dialogue is deemed &amp;quot;unimportant&amp;quot; and isn't usually heard doesn't detract from its value. If we were only including relevant, lore-heavy, quest-related dialogue on NPC pages, we wouldn't have these massive copypaste articles. Including irrelevant &amp;quot;filler&amp;quot; information after all the important stuff has always been a sufficient compromise in the past. —[[User:Legoless|Legoless]] ([[User talk:Legoless|talk]]) 00:31, 12 August 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
:::We even include dialogue that wasn't said due to some issue or them using an alternative line. As such, I don't see any need for argument for lines that are unique, and available to be heard in-game. --[[User:Alpha Kenny Buddy|AKB]] &amp;lt;sup&amp;gt;[[User_talk:Alpha_Kenny_Buddy|Talk]] [[Special:Contributions/Alpha Kenny Buddy|Cont]] [[Special:Emailuser/Alpha Kenny Buddy|Mail]]&amp;lt;/sup&amp;gt; 00:42, 12 August 2013 (GMT)&lt;br /&gt;
::::Your right. Everyone in Skyrim with a unique voicetype has unique combat dialogue. Apart from Dexion Evicus and Maven Black-Briar who don't, as far as I know. &amp;lt;big&amp;gt;''[[User:Dragon Guard|&amp;lt;font color=&amp;quot;000080&amp;quot;&amp;gt;'''Guard of Dragons'''&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User talk:Dragon Guard|&amp;lt;font color=&amp;quot;FF0000&amp;quot;&amp;gt;'''Speak To Me'''&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt;''&amp;lt;/big&amp;gt; 07:39, 12 August 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
== The Social Media Pages, and your helpful contributions ==&lt;br /&gt;
&lt;br /&gt;
So as you likely already know, Dave and I embarked upon a quest to bring the UESP to [http://www.uesp.net/wiki/UESPWiki:Social_Media_Pages social media] earlier this year...and I have to say that, now that we are (mostly) established, things are going extremely well! To date, all of our pages are rather active, with our Facebook page having 721 followers, G+ 272, and Twitter 183, with our recent posts performing about 90-95% stronger than our initial ones. I think it is fair to say that we are moving out of the establishing phase and can now concentrate on content and audience - very exciting times!&lt;br /&gt;
&lt;br /&gt;
However, right now the pages are run by me and occasionally The Silencer, which means it's only the two of us scouring the wiki and forums to think of things to create. I would like to implore everyone in the community to consider these pages a great way to reach out to an audience that faithfully turns to us as their number one source of TES-related information (even citing us before Bethesda and Zenimax in discussions), and to also share your knowledge of the series with them. And so, I come here asking you to join in on the fun!&lt;br /&gt;
&lt;br /&gt;
Some things that I have noticed do extremely well and are well received include the following:&lt;br /&gt;
* Answers to questions about lore-related information, with wiki links&lt;br /&gt;
* User screenshots (including your wonderful images that do not become Features)&lt;br /&gt;
* Featured Articles and Images (particularly for Oblivion and Morrowind)&lt;br /&gt;
* TES-related community projects (record breaking, research, etc.)&lt;br /&gt;
* Advertising (in and outside of UESP, which has potential)&lt;br /&gt;
&lt;br /&gt;
Basically, we have now established a growing following, but the pages remain a great source of yet untapped potential. Again, I would like to stress that these pages are doing rather well. (Twitter, admittedly, needs some fresh ideas and work.) As a forum admin, I do not particularly know all of the areas on the wiki that could have use for this, but I imagine this would be a great outlet for introducing people to wiki markup and projects, blog posts, drawing attention to particular pages or discussions, or even having lore masters come forward for a FAQ. &lt;br /&gt;
&lt;br /&gt;
I am looking for some fresh, great ideas about how we can help spread all of the wonderful information here on UESP, use our members' amazing resources and skills, and also help us get a leg up in a fan community that is flooded with podcasts, articles, and fan pages - many that get publicity in re-shares among the Bethesda and Zenimax media pages, and something we, too, can take advantage of. I would also like to try to establish a little group of volunteers who are willing to help collect content, share content, post content, and brainstorm about potential content. Judging from my discussions with several of you, everyone has fascinating ideas, and we can put them to good use! My explorations into other TES fansites has proven that we are the majority's number 1 go-to for information, and I thoroughly believe, and see, that these media pages are a great way to continue to extend our reach and get some helpful publicity. I am hoping that others agree!&lt;br /&gt;
&lt;br /&gt;
So please consider lending a hand to this great project (or using it to get an extra hand with yours)! -- [[User:Avron the S&amp;amp;#39;wit|Avron the S&amp;amp;#39;wit]] ([[User talk:Avron the S&amp;amp;#39;wit|talk]]) 20:57, 14 August 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
:I'm willing to help however I can, but I don't think I should necessarily help since I probably am among the least knowledgeable when it comes to social networking. If anyone else does, please volunteer. We have two users, with that including a user from the forum, working on this. This is easily the most ignored project in site history. I think a lot of these are making sure that the people running them currently are staying on top of it, but looking at the history of these pages makes it clear more volunteers for posting content is necessary. Anyone else have thoughts on this? This discussion died the [[UESPWiki:Community_Portal/Archive_36#Social_Media_Pages_.26_Content|last time it came up]], and the [[UESPWiki:Community_Portal/Archive_35#Social_Media|time before that]], but we definitely shouldn't let it go away a third time.&lt;br /&gt;
&lt;br /&gt;
:It would also be nice if we had a clear way to submit things for this besides talk pages or email. We should have a page set up for submitting suggestions for the social sites. It'll allow further discussion on what we want, and it'll give a much more clear place to bring ideas for those who may have them. --[[User:Alpha Kenny Buddy|AKB]] &amp;lt;sup&amp;gt;[[User_talk:Alpha_Kenny_Buddy|Talk]] [[Special:Contributions/Alpha Kenny Buddy|Cont]] [[Special:Emailuser/Alpha Kenny Buddy|Mail]]&amp;lt;/sup&amp;gt; 03:40, 15 August 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
::I'm willing to work on finding interesting articles and tidbits on the wiki and otherwise work with social media. I may not be the best with ideas, but I can perhaps come up with some, in time. I'm not sure exactly how I could help other than finding stuff to share, but I'd like to.&lt;br /&gt;
&lt;br /&gt;
::Also, I was wondering if we wanted a tumblr to go along with these, too? It's the social site I use most at the moment, and I've got a few ideas that could be explored there, if that's wanted. '''[[User:Velyanthe|&amp;lt;font color=&amp;quot;maroon&amp;quot;&amp;gt;Vely&amp;lt;/font&amp;gt;]]'''&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;[[User talk:Velyanthe|&amp;lt;font color=&amp;quot;maroon&amp;quot;&amp;gt;►t&amp;lt;/font&amp;gt;]][[Special:EmailUser/Velyanthe|&amp;lt;font color=&amp;quot;maroon&amp;quot;&amp;gt;►e&amp;lt;/font&amp;gt;]]&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 03:59, 15 August 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
:::I think it'd make most sense to have suggestions for it sent to the social media pages themselves. They all have ways of communicating with the admins of pages and the only people who would care about what to post on social media sites are the people who are on the sites. Thus it would make sense to post suggestions there.--[[User:Catmaniac66|Catmaniac66]] ([[User talk:Catmaniac66|talk]]) 04:04, 15 August 2013 (GMT)&lt;/div&gt;</summary>
		<author><name>Catmaniac66</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Morrowind_talk:Blades&amp;diff=1230292</id>
		<title>Morrowind talk:Blades</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Morrowind_talk:Blades&amp;diff=1230292"/>
		<updated>2013-08-15T04:01:21Z</updated>

		<summary type="html">&lt;p&gt;Catmaniac66: /* main quest.... */ reply&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== More Quests ==&lt;br /&gt;
&lt;br /&gt;
''(Question moved here from [[User talk:Daveh#Morrowind_Quests]])''&lt;br /&gt;
I was wondering if there were any way you can get more quests for the blades faction because when you hover your mouse pointer over the word blades in the factions you have joined it says stuff for the next level. [[Special:Contributions/216.120.162.178|216.120.162.178]] 13:40, 31 August 2008 (EDT)&lt;br /&gt;
:Not in the original game; there are some mods that will give you more quests and advancement for the Blades. -[[Special:Contributions/78.48.237.214|78.48.237.214]] 16:05, 22 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== main quest.... ==&lt;br /&gt;
&lt;br /&gt;
Is there anyway to complete the main quest without joining the blades? I hate how they force every hero i know to join them and would like to finish the game a single time without joining them. {{uns|65.93.157.200|17:20, 2 August 2013}}&lt;br /&gt;
&lt;br /&gt;
:As far as I know, this is impossible without mods. -- [[User:SarthesArai|&amp;lt;font style=&amp;quot;color:#440000&amp;quot;&amp;gt;S&amp;lt;/font&amp;gt;&amp;lt;font style=&amp;quot;color:#222222&amp;quot;&amp;gt;arthes&amp;lt;/font&amp;gt;&amp;lt;font style=&amp;quot;color:#440000&amp;quot;&amp;gt;A&amp;lt;/font&amp;gt;&amp;lt;font style=&amp;quot;color:#222222&amp;quot;&amp;gt;rai&amp;lt;/font&amp;gt;]] [[User Talk:SarthesArai|&amp;lt;sup style=&amp;quot;color:#444444&amp;quot;&amp;gt;Talk&amp;lt;/sup&amp;gt;]] 18:02, 2 August 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
::The backpath method would suffice, check the main quest pages for that method.--[[User:Catmaniac66|Catmaniac66]] ([[User talk:Catmaniac66|talk]]) 04:01, 15 August 2013 (GMT)&lt;/div&gt;</summary>
		<author><name>Catmaniac66</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Lost_Legacy&amp;diff=1229748</id>
		<title>Skyrim:Lost Legacy</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Lost_Legacy&amp;diff=1229748"/>
		<updated>2013-08-13T15:39:24Z</updated>

		<summary type="html">&lt;p&gt;Catmaniac66: /* The Amethyst Claw */ for away &amp;gt; far away&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Cleanup-srqrp&lt;br /&gt;
|writtenBy=Krusty&lt;br /&gt;
|checkedBy=Alpha Kenny Buddy&lt;br /&gt;
|objectivesChecked=Alpha Kenny Buddy&lt;br /&gt;
|reward=Krusty&lt;br /&gt;
|rewardChecked=Alpha Kenny Buddy&lt;br /&gt;
}}&amp;lt;/noinclude&amp;gt;{{Trail|Quests|Side Quests}}{{Quest Header&lt;br /&gt;
|Giver=[[Dragonborn:Tharstan|Tharstan]]&lt;br /&gt;
|Icon=&lt;br /&gt;
|Reward=1000 gold pieces&amp;lt;br/&amp;gt;All three words of [[Dragonborn:Battle Fury|Battle Fury]]&lt;br /&gt;
|Prev=[[Dragonborn:A New Source of Stalhrim|A New Source of Stalhrim]]&lt;br /&gt;
|Next=&lt;br /&gt;
|Loc=[[Dragonborn:Skaal Village|Skaal Village]], [[Dragonborn:Vahlok's Tomb|Vahlok's Tomb]]&lt;br /&gt;
|Image=DB-interior-Vahlok's Tomb.jpg&lt;br /&gt;
|ImgDesc=The main chamber of [[Dragonborn:Vahlok's Tomb|Vahlok's Tomb]]&lt;br /&gt;
|ID=DLC2SV01&lt;br /&gt;
|description=Travel to [[Dragonborn:Vahlok's Tomb|Vahlok's Tomb]] and defeat [[Dragonborn:Vahlok the Jailor|Vahlok the Jailor]].&lt;br /&gt;
|SuggLevel=30&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Quick Walkthrough ==&lt;br /&gt;
# Talk to [[Dragonborn:Tharstan|Tharstan]] in [[Dragonborn:Skaal Village|Skaal Village]].&lt;br /&gt;
# Travel to [[Dragonborn:Vahlok's Tomb|Vahlok's Tomb]] and talk to Tharstan again.&lt;br /&gt;
# Explore Vahlok's Tomb and find the main burial chamber.&lt;br /&gt;
# Defeat [[Dragonborn:Vahlok the Jailor|Vahlok the Jailor]] and return to Tharstan.&lt;br /&gt;
&lt;br /&gt;
== Detailed Walkthrough ==&lt;br /&gt;
===Tharstan===&lt;br /&gt;
[[File:DB-quest-Lost_Legacy.jpg|thumb|right|Tharstan packing for the trip]]&lt;br /&gt;
The small settlement of [[Dragonborn:Skaal Village|Skaal Village]] is inhabited by [[Skyrim:Nord|Nords]] living life the old way, with their own culture and religion, especially the worship of the [[Lore:All-Maker|All-Maker]]. These welcoming and hospitable people let an [[Skyrim:Elder|elderly]] historian and author named [[Dragonborn:Tharstan|Tharstan]] live in the village so he could study and document the ancient [[Lore:Skaal|Skaal]] traditions. Using what he learned of Skaal culture, Tharstan wrote ''[[Dragonborn:Children_of_the_All-Maker|Children of the All-Maker]]'', and the next book is nearly finished. He also married the Skaal leader [[Dragonborn:Fanari Strong-Voice|Fanari Strong-Voice]] and now lives in the largest building in town, the [[Dragonborn:Greathall|Greathall]]. However, after your heroic rescue of [[Dragonborn:Baldor_Iron-Shaper|Baldor Iron-Shaper]] during the quest [[Dragonborn:A_New_Source_of_Stalhrim|A New Source of Stalhrim]], Tharstan will decide that you are the right person for a task he has in mind, and will actively seek you out when you next visit the village.  &lt;br /&gt;
&lt;br /&gt;
As it turns out, Tharstan is not only interested in Skaal traditions, but is equally interested in the many ancient ruins scattered all over [[Dragonborn:Solstheim|Solstheim]], claiming to know most of them well enough to draw a detailed map from memory. However, his recent discovery has left him quite nervous about exploring by himself, so he wants you to accompany him as backup. According to Tharstan, a new passage was unveiled during an earthquake caused by the eruption of [[Lore:Red Mountain|Red Mountain]]. The passage revealed the entrance to [[Dragonborn:Vahlok's Tomb|Vahlok's Tomb]]. When you agree to go with him, Tharstan will run off to his temporary home, the Greathall, to pack for the trip, hoping you will meet him there as soon as possible.&lt;br /&gt;
&lt;br /&gt;
===A Tomb Uncovered===&lt;br /&gt;
[[File:DB-quest-Lost Legacy 02.jpg|thumb|right|''&amp;quot;A sacrifice will bring you closer to that which you seek.&amp;quot;'']]&lt;br /&gt;
Vahlok's Tomb is located south-southeast from [[Dragonborn:Thirsk Mead Hall|Thirsk Mead Hall]], directly east from [[Dragonborn:Kagrumez|Kagrumez]]. Be sure to stock up on potions and have your best weapons on hand, then take the trip to the tomb.  You will find the entrance located at the end of the passage caused by the earthquake. Head down the first tunnel and you will find Tharstan waiting for you. His fascination with the tomb is immediately apparent: ''&amp;quot;Remarkable, isn't it? This tomb has been hidden for... well, who knows how long. Many centuries, I would think.&amp;quot;'' He will then proceed to offer you the first task: ''&amp;quot;There are some sealed doors up ahead. Perhaps you can figure out how to get them open.&amp;quot;'' He will then guide you down a set of stairs and keep talking: ''&amp;quot;I've had a look around and the only interesting thing I've found is this inscription here, and a switch below it.&amp;quot;'' When he arrives at the inscription and the switch he will continue: ''&amp;quot;Now, I'm not sure if you can read the dragon language, but this seems to be a riddle of some sort. 'A sacrifice will bring you closer to that which you seek.' I wonder what it means.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
When you examine the room it soon becomes clear what needs to be done: dead [[Skyrim:Draugr|draugr]] are scattered all around a gigantic burning hole in the floor, with only a grate to keep you from falling down. As per Tharstan's hint, drag one of the draugr enemies onto the grate, then head back up on the podium and activate the handle underneath the inscription. This causes the grate to disappear and the draugr will fall into the flames, acting as the sacrifice needed. While the draugr burns, two entrances in the room will open, one to the north and one to the south.&lt;br /&gt;
{{NewLine}}&lt;br /&gt;
{|&lt;br /&gt;
|width=50% style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
===Southern Gate===&lt;br /&gt;
[[File:DB-quest-Lost_Legacy_03.jpg|thumb|left|''&amp;quot;Perhaps they are connected somehow?&amp;quot;'']]&lt;br /&gt;
Head down the southern tunnel and open the iron door. This opens a path through the catacombs, where four leveled draugr enemies will rise and attack. If you are not carrying arrows, pick up a few from the draugr archer in this area; you will need them to solve a puzzle later. Head up the stairs to the east and activate the chain. When the door opens, you and Tharstan will arrive in a puzzle room with three pillars surrounding a large central pillar with different colored symbols. Tharstan will immediately head up to a plaque and start reading: ''&amp;quot;Hm... three pillars. Other than that plaque, there doesn't seem to be anything else worthy of note. Let's see what the inscription says. 'All men must die, often by their own means.' Sounds rather grim, if you ask me.&amp;quot;'' He will then wander around the room, mumbling: ''&amp;quot;They also have glowing stones of some kind at the top. They look vaguely similar to drawings I've seen of objects called Impact Stones.&amp;quot;'' &lt;br /&gt;
&lt;br /&gt;
To solve the puzzle, position yourself behind one of the three pillars and perform different attacks, related to the weapons placed on pedestals near the central pillar. Going clockwise from the plaque, use a melee attack for pillar one, an archery attack for pillar two, and a magic attack for pillar three. When all three pillars have been activated, the door to the north will open and provide access to the final chamber. Here, two draugr enemies will burst out of their sarcophagi, along with a boss-leveled draugr. After the battle, Tharstan will come rushing in and start to study the chamber, saying: ''&amp;quot;These runes have faded a bit, but I believe I can translate the inscription. The writing describes a guardian who defeated someone named Miraak. In fact, if I'm reading this correctly, it says that Miraak was a traitor. Most interesting.&amp;quot;'' Once he is done, he will start looking for an exit, so make sure you loot the boss for the left part of the [[Dragonborn:Amethyst_Claw,_Left_Half|Amethyst Claw]] and approach the [[Skyrim:Word Wall|word wall]] for a word for the dragon shout [[Dragonborn:Battle Fury|Battle Fury]]. When you are finished, locate the open sarcophagus and follow the narrow tunnels back to the central chamber. &lt;br /&gt;
|width=50% {{AL|T}}|&lt;br /&gt;
===Northern Gate===&lt;br /&gt;
[[File:DB-quest-Lost_Legacy_04.jpg|thumb|right|''&amp;quot;Continue along the path, don't tread where you've been..&amp;quot;'']]&lt;br /&gt;
Head down the northern tunnel and unlock the minor loot chest in the alcove for a bit of treasure. Tharstan suspects that this room contains another puzzle: ''&amp;quot;I expect there's another riddle in here, along with a puzzle. 'Continue along the path, don't tread where you've been..' Interesting...&amp;quot;'' He will then look at the odd stone path in the center of the room and conclude: ''&amp;quot;Well, I'm pretty sure about two things. One, the riddle is most likely referring to these flat square stones. And two, I'm not going anywhere near them.&amp;quot;'' With these words, he will find a safe spot and let you handle the rest. The puzzle is quite simple: just go from one square stone to the next, without ever touching one of them twice. Once all nine squares have been pressed down, the way to the final room will open. In there, four draugr enemies and a boss-leveled draugr will immediately attack you while Tharstan runs to safety. &lt;br /&gt;
[[File:DB-npc-Tharstan_02.jpg|thumb|right|''&amp;quot;This writing refers to a guardian who inspired both men and dragons.&amp;quot;'']]&lt;br /&gt;
After the battle, the old scholar will return to the room and start his studies, saying ''&amp;quot;Look! Here's another wall with dragon language inscriptions on it! Let's find out what's written here. This writing refers to a guardian who inspired both men and dragons. I wonder if the guardian was himself a man or a dragon?&amp;quot;'' Loot the boss for the right half of the [[Dragonborn:Amethyst_Claw,_Right_Half|Amethyst Claw]] and approach the word wall for a word for the dragon shout Battle Fury. Lastly, locate the open sarcophagus to the south and follow the narrow tunnels to a chain that, when activated, lowers a stone wall and provides a very quick shortcut back to the central chamber.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The Amethyst Claw===&lt;br /&gt;
With the two parts of the Amethyst Claw in hand, it is time to unlock the odd cage in the central chamber. Insert the corresponding claws in the keyholes on each side of the stairs leading to the cage. When the cage opens, your elderly sidekick will jump into the cage and translate the plaque: ''&amp;quot;Here's another riddle. 'Stay your course. To idle is to die.' Well, at least it's straightforward. There appears to be a switch of some kind here. I'll just stand over here while you flip that switch. I'm sure everything will be fine.&amp;quot;'' Flip the switch, and several magical platforms will start to emerge and disappear all over the watery area in the chamber, leading to an entrance far away. You will have to follow the platforms while they are present and be on the next platform before the former disappears. When you make it to the other side, the magical platforms will turn into a bridge and Tharstan will be able to join you.&lt;br /&gt;
&lt;br /&gt;
===A Bridge Too Far===&lt;br /&gt;
[[File:DB-quest-Lost_Legacy_05.jpg|thumb|right|''&amp;quot;I'm glad these platforms appear once you finish them.&amp;quot;'']]&lt;br /&gt;
Head through the corridor and face the next challenge: a gigantic chamber overflown with water and several [[Skyrim:Corrupted Shade|corrupted shades]] lurking below. The drop is a very long one, but luckily a handle is present to create more magical bridges. Activate the handle and follow the bridge as it appears and disappears, landing you on a small alcove. Once again, the platforms will become permanent once you traversed them once, so Tharstan will soon follow, commenting on everything. Yet another magical bridge awaits, and its platforms disappear even faster than before. The last bridge leads to a huge iron door to the north. If you fall down you will not only suffer damage from the fall, but will have to deal with the corrupted shades and locate one of the various shortcuts back to the bridges above. &lt;br /&gt;
&lt;br /&gt;
After the last bridge, Tharstan will open the gate leading to the ruins' Hall of Stories, excited as always: ''&amp;quot;Ah, the Hall of Stories. These are found in many ancient Nord tombs. There must be hundreds of years of history etched in these walls. Too bad they seem to be too damaged to read.&amp;quot;'' He will then consider the dragon claw puzzle door: ''&amp;quot;Hmm...looks like it needs some sort of key. Maybe those half claws you found would fit in here if you put them together?&amp;quot;'' Naturally, he is correct, but the right combination is nowhere to be seen on the claw, so you will have to pay attention to Tharstan as he deciphers the writings on the walls: ''&amp;quot;Perhaps there's enough undamaged text in these etchings to tell us the combination. Ah, yes, here's something. The first one has to do with a breeze, or maybe it's wind. The second one mentions the {{sic|description=extra word|the}} night sky, and the moon. And the third has something to do with fire. It also seems to mention scales.&amp;quot;'' He will then ask you to figure out the combination from these small tips. Turn the rings on the door to '''Eagle—Wolf—Dragon''' and insert the Amethyst Claw in the keyhole. &lt;br /&gt;
&lt;br /&gt;
===Vahlok the Jailor===&lt;br /&gt;
[[File:DB-quest-Lost_Legacy_06.jpg|thumb|right|[[Dragonborn:Vahlok the Jailor|Vahlok the Jailor]]]]&lt;br /&gt;
The puzzle door will lower to reveal a long staircase leading up to a chain that opens the way to the final chamber. The chamber itself is essentially one big trap, as almost all the tiles on the floor are [[Skyrim:Flame_Spout_Trap|flame spout traps]]. [[Skyrim:Resist Fire|Fire resistance]] will be extremely useful in this chamber, so make sure you prepare before entering. You will not make it far into the room before the legendary dragon priest [[Dragonborn:Vahlok the Jailor|Vahlok the Jailor]] bursts out of his sarcophagus and starts to throw high-level fire spells at you, so do your best to fight him and avoid the fire. &lt;br /&gt;
&lt;br /&gt;
After the battle, old Tharstan will once again come out of hiding and start studying the word wall: ''&amp;quot;Hmm, here's another mention of the guardian. I can only assume that this is the guardian's tomb we are standing in now. It says that he was loyal, and his reward was an honorable death. Quite fascinating.&amp;quot;'' Tharstan will reward you with 1000 gold and tell you that he will stay in the tomb a while longer, for further studying. Before leaving, make sure to loot the remains of Vahlok for a hefty amount of gold and search his boss-leveled chest. Learn the third and final word for the Battle Fury shout, then backtrack all the way to the entrance.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Even if Tharstan claims to be quite knowledgeable, he obviously never realizes that he confronts the most legendary of dragon priests in Solstheim. The book ''[[Dragonborn:The_Guardian_and_the_Traitor|The Guardian and the Traitor]]'' details how Vahlok battled the traitor [[Lore:Miraak|Miraak]] back in ancient times, only to see him taken away by [[Dragonborn:Hermaeus_Mora|Hermaeus Mora]] seconds before defeating him.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
{{Bug|If the dragon claw door does not work, check [[Skyrim:Puzzle Totems#Bugs|here]] for possible fixes.|confirmed=1}}&lt;br /&gt;
&lt;br /&gt;
== Quest Stages ==&lt;br /&gt;
{{Journal Entries|missing=5, 45, 100, 300, 305, 310, 312, 313, 315, 320, 322, 323, 325, 330, 332, 333, 335, 340, 345, 401, 402, 500, 505, 510, 515, 520, 550, 600, 610, 620, 630, 701, 702, 703, 704&lt;br /&gt;
| 10 |  | I met Tharstan, a historian living in the Skaal village who discovered the recently-unearthed entrance to an old crypt. He offered to hire me as protection while we explored the crypt, and asked me to meet him there if I was interested.&lt;br /&gt;
| 20 |  | I met Tharstan, a historian living in the Skaal village who discovered the recently-unearthed entrance to an old crypt. He offered to hire me as protection while we explored the crypt, and asked me to meet him there if I was interested.&lt;br /&gt;
| 30 |  | I arrived at the old tomb to find Tharstan waiting for me. He was eager to start exploring the place, and he asked me to lead the way. First, I need to figure out how to open the doors in the main chamber. Once that's done, we can explore the tunnels beyond.&lt;br /&gt;
| 40 |  | I met Tharstan, a Nord from the Skaal village who discovered an old Draugr crypt. I agreed to accompany him in exploring the old crypt. After we discovered a pair of Word Walls, as well as two pieces of an ancient claw, we gained entry into a sealed chamber. Tharstan's translations suggest that we'll find a Dragon Priest's sarcophagus nearby.&lt;br /&gt;
| 50 |  | I met Tharstan, a Nord from the Skaal village who discovered an old Draugr crypt. I agreed to accompany him in exploring the old crypt. Inside, we found the tomb of a Dragon Priest left behind long ago to guard against a traitor from his own order. &lt;br /&gt;
| 200 | fin | I met a historian named Tharstan in Skaal village and he hired me to help him explore an old tomb he'd discovered. It turned out to the tomb of a Dragon Priest named Vahlok, who I fought and defeated.&lt;br /&gt;
}}&lt;br /&gt;
{{Skyrim Quest Stages Notes}}&lt;br /&gt;
&lt;br /&gt;
== Quest Objectives ==&lt;br /&gt;
{{Quest Objectives&lt;br /&gt;
| 10 | Travel to Vahlok's Tomb |&lt;br /&gt;
| 20 | Talk to Tharstan |&lt;br /&gt;
| 30 | Explore Vahlok's Tomb |&lt;br /&gt;
| 40 | Find the main burial chamber |&lt;br /&gt;
| 45 | Defeat Vahlok |&lt;br /&gt;
| 50 | Talk to Tharstan |&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Catmaniac66</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Morrowind:Corprus&amp;diff=1229540</id>
		<title>Morrowind:Corprus</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Morrowind:Corprus&amp;diff=1229540"/>
		<updated>2013-08-13T00:07:01Z</updated>

		<summary type="html">&lt;p&gt;Catmaniac66: /* Bugs */ Not to me but the talk page makes it conclusive&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Effect Summary&lt;br /&gt;
|image=MW-icon-effect-Corprus.jpg&lt;br /&gt;
|school=Destruction&lt;br /&gt;
|type=Offensive&lt;br /&gt;
|cost=2500&lt;br /&gt;
|avail=none&lt;br /&gt;
|syntax=Corprus&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This effect is given by catching the [[Morrowind:Corprus (disease)|Corprus disease]]. It does not actually do anything - the actual effects of Corprus are represented by their respective effects like any disease. This effect merely exists to control the way that NPCs react to you (i.e. with fear and disgust) when you are infected with the disease. The only way to acquire this effect is to catch the disease during the [[Morrowind:Sixth House Base|Sixth House Base]] quest during the [[Morrowind:Main Quest|Main Quest]] (which is completely unavoidable), and the only way to get rid of it is to complete the [[Morrowind:Corprus Cure|Corprus Cure]] quest immediately afterwards.&lt;br /&gt;
&lt;br /&gt;
You can also acquire the spell form from the NPC [[Morrowind:Senise Thindo|Senise Thindo]], though the effect is totally useless.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*[[Morrowind:Tanusea Veloth|Tanusea Veloth]] in the [[Morrowind:Vivec Arena|Arena]] Pit of [[Morrowind:Vivec (city)|Vivec]] has Corprus Disease, which you can contract by searching her corpse. However, this will prevent you from completing the Main Quest, since [[Morrowind:Divayth Fyr|Divayth Fyr]] will be unable to cure you.&lt;br /&gt;
&lt;br /&gt;
*Despite what [[Morrowind:Divayth Fyr|Divayth Fyr]] says about Corprus making its victims immune to other diseases (see [[Morrowind:Corprus Cure|Corprus Cure]] journal index 20), it is still possible to contract other diseases while afflicted with Corprus.  You only receive immunities to disease after drinking [[Morrowind:Divayth Fyr|Divayth Fyr]]'s potion.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{Bug|It is possible to acquire a corprus spell when fighting [[Morrowind:Senise Thindo|Senise Thindo]]. However, the corprus effect doesn't actually give you the disease, or any effects of it, but may crash the game.|confirmed=1}}&lt;br /&gt;
&lt;br /&gt;
==Related Effects==&lt;br /&gt;
* [[Morrowind:Cure Corprus Disease|Cure Corprus Disease]], [[Morrowind:Resist Corprus Disease|Resist Corprus Disease]]&lt;br /&gt;
&lt;br /&gt;
{{Morrowind Destruction Effects}}&lt;/div&gt;</summary>
		<author><name>Catmaniac66</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Coming_of_Age&amp;diff=1229509</id>
		<title>Skyrim:Coming of Age</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Coming_of_Age&amp;diff=1229509"/>
		<updated>2013-08-12T23:43:04Z</updated>

		<summary type="html">&lt;p&gt;Catmaniac66: Removed bug, explained it in notes section using evidence from Beem-Ja's NPC page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Cleanup-srqrp&lt;br /&gt;
|writtenBy=HoggyDog&lt;br /&gt;
|checkedBy=&lt;br /&gt;
|objectivesChecked=Kiz&lt;br /&gt;
|reward=&lt;br /&gt;
|rewardChecked=&lt;br /&gt;
}}&amp;lt;/noinclude&amp;gt;{{Trail|Quests|Miscellaneous}}{{#addtotrail:Dungeon Quests|separator=' / '}}[[Category:Skyrim-Quests-Dungeon Quests]]&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver=[[Skyrim:Salma|Salma]]&lt;br /&gt;
|Loc=[[Skyrim:Ironbind Barrow|Ironbind Barrow]]&lt;br /&gt;
|Reward=Leveled gold&lt;br /&gt;
|Image=SR-quest-Coming_of_Age_01.jpg&lt;br /&gt;
|Imgdesc=Salma and Beem-Ja at the entrance to Ironbind Barrow&lt;br /&gt;
|description= Help a [[Skyrim:Salma|daring adventurer]] and [[Skyrim:Beem-Ja|her companion]] retrieve their riches.&lt;br /&gt;
|ID=dunIronbindQST&lt;br /&gt;
|SuggLevel=6&lt;br /&gt;
}}&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
'''Note''': This quest does not appear in your journal.&lt;br /&gt;
# Meet [[Skyrim:Salma|Salma]] and [[Skyrim:Beem-Ja|Beem-Ja]] outside [[Skyrim:Ironbind Barrow|Ironbind Barrow]] and speak with Salma.&lt;br /&gt;
# Escort Salma and Beem-Ja through the ruins until a fight with [[Skyrim:Warlord Gathrik|Warlord Gathrik]] begins.&lt;br /&gt;
# Kill Beem-Ja and speak with Salma.&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
The quest begins as soon as you arrive at [[Skyrim:Ironbind Barrow|Ironbind Barrow]] and witness an argument between [[Skyrim:Beem-Ja|Beem-Ja]] and [[Skyrim:Salma|Salma]] about venturing into the ruins. Speak with Salma and she will decide there's enough treasure for everyone and enter the ruins. Unfortunately, she and Beem-Ja must not really believe that there's enough to go around, because once inside they incessantly charge headlong into rooms full of leveled [[Skyrim:Draugr|draugr]]. Although they can't actually be killed by any of the mobs in the barrow, you can accidentally kill one or both of them as they may jump in front of you during the fights; frequent game saves are strongly advised in case they are killed.&lt;br /&gt;
&lt;br /&gt;
Salma and Beem-Ja will rush ahead and make short work of the [[Skyrim:Frostbite Spider|spiders]] in the first passage whether you help or not. When you arrive in a large room with a double staircase leading up to an east-west landing with a locked gate heading north, loot the chest on the east side of the landing before pulling the handle in the alcove on the west end to open the gate.&lt;br /&gt;
&lt;br /&gt;
Proceed north down the passage into a circular room with a floor grating, two leveled draugr, a chest on the west wall and some minor loot on and near the table. Salma and Beem-Ja will rush ahead. Take the exit in the northeast corner and follow the hall around and down to the west, where you will see a chest behind a [[Skyrim:Pressure Plate|pressure plate]] that activates a [[Skyrim:Spear Trap|spear trap]] in the alcove directly ahead. You can loot both the chest and the helm next to it without crossing the pressure plate.&lt;br /&gt;
&lt;br /&gt;
Go north from there to find the two friends trying to kill two more leveled draugr at the end of a short eastward-heading bridge. There's some minor loot on the floor and on the table and shelves to the south, plus an adept-locked chest in the southwest corner of the platform beside the wooden partition.&lt;br /&gt;
&lt;br /&gt;
Descend the log ramp southward from the end of the bridge and chase Salma and Beem-Ja through the gate and into the next room. Defeat the two draugr there, then collect the few potions around the room and follow your charges out to the east, into a wide passage with a helmet on a [[Skyrim:Weight Sensitive Plate|pedestal]] in front of a closed gate. Notice the ominous black holes in the floor around the pedestal, and stand back a bit to loot the helm so that the spear trap doesn't kill you as the gate opens. Follow the hall to the iron doors and save your game before opening them, for the boss fight against [[Skyrim:Warlord Gathrik|Warlord Gathrik]], at least one draugr or skeleton and possibly a [[Skyrim:Frost Atronach|frost atronach]], is next.&lt;br /&gt;
&lt;br /&gt;
Gathrik moves around a lot and casts spells from range. He also summons a frost atronach after a while. The best strategy is to ignore his minions and concentrate on killing Gathrik quickly. There is a raised walkway on each side of the room with columns to hide behind when he casts. [[Skyrim:Ice Form|Ice Form]] is a good shout to use&amp;amp;mdash;it freezes him solid, which cuts down on his powerful spells. Be mindful that he puts up wards, so you must time your shouts well in order to succeed.&lt;br /&gt;
&lt;br /&gt;
As soon as you defeat Gathrik, Beem-Ja thanks you for your help and asks you to hold still while he kills you for a blood sacrifice that he needs to perform in order to help him absorb Gathrik's power. Apparently, he's a necromancer. Killing him as soon as the dialogue releases you is highly recommended. Beem-Ja may [[Skyrim:Reanimate|reanimate]] Gathrik's body to fight for him.&lt;br /&gt;
&lt;br /&gt;
After Beem-Ja has been defeated, Salma will express her disbelief at his treachery but adds that her father never trusted him to begin with. She says that she now wants to be alone and decides to leave the ruins on her own, explaining that she no longer wants the treasure. Among Beem-Ja's loot is a [[Skyrim:Letter to Beem-Ja|letter from Salma's father]] threatening to expose whatever unspecified evil Beem-Ja did back in Black Marsh if he allows any harm to come to Salma. &lt;br /&gt;
&lt;br /&gt;
The [[Skyrim:Word Wall|word wall]] is behind Gathrik's throne at the north end of the upper level, and a boss-level unlocked chest is just to the west of the word wall. The exit is on the eastern side of the lower level, activated by a pull chain on the wall just to the right of the gate. Climb up the spiral stairway and exit to ''Ironbind Overlook'', then unbar the door in front of you and exit to find an unlocked chest.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*The [[Skyrim:Steel_Battleaxe_of_Fiery_Souls#Steel_Battleaxe_of_Fiery_Souls|Steel Battleaxe of Fiery Souls]] can be found mounted behind Gathrik's throne. It's the only weapon in the game that can be disenchanted to learn the [[Skyrim:Fiery_Soul_Trap|Fiery Soul Trap]] effect.&lt;br /&gt;
*Beem-Ja is capable of reanimating Gathrik; if he succeeds, the battle may become much more difficult. However, if you are able to loot Gathrik before he is reanimated, he will be much easier to defeat the second time.&lt;br /&gt;
*Although helping Salma is a quest-like activity, it does not function as a regular quest, providing no quest updates or rewards.&lt;br /&gt;
*Warlord Gathrik is leveled based on your level when the quest starts, and he has a chance of spawning as a [[Skyrim:Dragon Priest|dragon priest]] after you reach level 40.&lt;br /&gt;
*If you are quick enough to loot Gathrik before Beem-Ja resurrects him, you can use one of Gathrik's black soul gems to soul trap Beem-Ja. Salma can be trapped in the other as killing her is consequence free. She disappears from the game after the quest is complete anyway.&lt;br /&gt;
*At very low levels Beem-Ja will not have any offensive spells and will fight only using unarmed melee attacks.&lt;br /&gt;
*Beem-Ja has a chance of having an enchanted circlet in his inventory. If he does, he will equip it and will be unable to wear his hooded robes. This will make him appear to be naked.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{Bug|At a certain point in Ironbind Barrow, there is a gate that must be opened by a switch. When Beem-Ja arrives at this gate, he'll comment on how there must be a way through, but if you've already opened the gate when his dialogue triggers then he and Salma may just stand there. Close and open the gate again so they notice you opened it.|vn=1}}&lt;br /&gt;
{{Bug|If you have a follower, he/she will attack Beem-Ja when he attempts to kill you. Beem-Ja will simply stop, saying that &amp;quot;you're not worth it&amp;quot;, and then proceed to wander around aimlessly.|vn=1}}&lt;br /&gt;
{{Bug|Although not marked as essential, neither Salma nor Beem-Ja can be killed by anything within the barrow. You can, however, accidentally kill either of them during combat, at which point the other will start walking back to the entrance and return to their respective position at the campfire outside Ironbind Barrow.|vn=1}}&lt;br /&gt;
**{{pc22}}Resurrecting the killed NPC using the console does not correct this, but will result in both NPCs returning to the campfire.&lt;br /&gt;
**If Beem-Ja is killed and Salma returns to the campfire, she resumes her post-quest dialogue.&lt;br /&gt;
**If Salma is killed and Beem-Ja returns to the campfire, he will attack you there if you talk to him.&lt;br /&gt;
{{Bug|Arriving in the area may not initiate the quest, nor will speaking to either adventurer afterwards.|vn=1}}&lt;br /&gt;
{{Bug|Before opening the gate if you go back into the previous room and just past the short set of stairs turn to the left (would be the same side of the room as the chest is in, but back further) there is a corner in the rocks if you keep walking through it will turn light bluish and it drops you to a hall right before the chamber with the word wall.|vn=1}}&lt;br /&gt;
{{Bug|It appears to be possible for Salma to disappear or be lost during the quest.  The quest will proceed correctly, and Beem-Ja will still attack upon reaching the Ironbind Barrow throne room.|vn=1}}&lt;br /&gt;
&lt;br /&gt;
==Quest Stages==&lt;br /&gt;
{{Journal Entries&lt;br /&gt;
|allmissing=1&lt;br /&gt;
|missing=0, 10, 20, 30, 40, 45, 50, 60, 70, 79, 80, 81, 90, 100, 200&lt;br /&gt;
}}{{Skyrim Quest Stages Notes}}&lt;br /&gt;
[[Category:Skyrim-Quests-Non-Journal Quests]]&lt;/div&gt;</summary>
		<author><name>Catmaniac66</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=UESPWiki:Userspace_Patrollers&amp;diff=1229070</id>
		<title>UESPWiki:Userspace Patrollers</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=UESPWiki:Userspace_Patrollers&amp;diff=1229070"/>
		<updated>2013-08-12T02:16:23Z</updated>

		<summary type="html">&lt;p&gt;Catmaniac66: I've been back for a month just not logged in&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Policy Trail|User Group}}&lt;br /&gt;
'''Userspace patrollers''' are a subset of editors with patroller rights limited to User pages and User talk pages. For more details on what a patroller does, please see the [[UESPWiki:Patrollers|Patroller]] page.&lt;br /&gt;
&lt;br /&gt;
==Criteria for &amp;quot;Patrolled&amp;quot; Edits==&lt;br /&gt;
See '''[[UESPWiki:Patrollers/Patrolling Guidelines]]'''.&lt;br /&gt;
&lt;br /&gt;
==Current Userspace Patrollers==&lt;br /&gt;
All [[UESPWiki:Administrators|administrators]] and patrollers automatically have userspace patroller privileges. In addition, the following editors are userspace patrollers (an automatically-generated list is available [[Special:Listusers/userpatroller|here]]):&lt;br /&gt;
&lt;br /&gt;
===Active/Semi-Active Userspace Patrollers===&lt;br /&gt;
* [[User:Anil|Anil]]&lt;br /&gt;
* [[User:Br3admax|Br3admax]]&lt;br /&gt;
* [[User:Catmaniac66|Catmaniac66]]&lt;br /&gt;
* [[User:Chezburgar|Chezburgar]]&lt;br /&gt;
* [[User:Daric Gaersmith|Daric Gaersmith]]&lt;br /&gt;
* [[User:Dominus Arbitrationis|Dominus Arbitrationis]]&lt;br /&gt;
* [[User:Enodoc|Enodoc]]&lt;br /&gt;
* [[User:Jimeee|Jimeee]]&lt;br /&gt;
* [[User:Lord Eydvar|Lord Eydvar]] (semi-active)&lt;br /&gt;
* [[User:Nocte Canticum|Nocte Canticum]]&lt;br /&gt;
* [[User:Skyrimplayer|Skyrimplayer]]&lt;br /&gt;
* [[User:ThuumofReason|ThuumofReason]] (semi-active)&lt;br /&gt;
* [[User:Vulpa|Vulpa]]&lt;br /&gt;
&lt;br /&gt;
===Inactive Userspace Patrollers===&lt;br /&gt;
* [[User:Arch-Mage Matt|Arch-Mage Matt]]&lt;br /&gt;
* [[User:Archain|Archain]]&lt;br /&gt;
* [[User:Candc4FTW|Candc4FTW]]&lt;br /&gt;
&lt;br /&gt;
* [[User:Emoboy64|Emoboy64]]&lt;br /&gt;
* [[User:JackTurbo95|JackTurbo95]]&lt;br /&gt;
* [[User:Manic|Manic]]&lt;br /&gt;
* [[User:Pengepi|Pengepi]]&lt;br /&gt;
* [[User:Rigas|Rigas]]&lt;br /&gt;
* [[User:TheAlbinoOrc|TheAlbinoOrc]]&lt;br /&gt;
* [[User:Wizy|Wizy]]&lt;br /&gt;
* [[User:Ziguildmaster|Ziguildmaster]]&lt;br /&gt;
&lt;br /&gt;
==Becoming a Userspace Patroller==&lt;br /&gt;
An administrator looks for a few basic requirements when granting userspace patroller rights, and certain things are cause for immediate disqualification.&lt;br /&gt;
&lt;br /&gt;
===Qualifications===&lt;br /&gt;
* Active on the wiki for at least two weeks&lt;br /&gt;
* At least 100 edits anywhere on the site&lt;br /&gt;
* Edits userspace pages appropriately&lt;br /&gt;
* Courteous and friendly with other users&lt;br /&gt;
&lt;br /&gt;
===Immediate Disqualifications===&lt;br /&gt;
*'''Recent warning'''- If a user has received a legitimate warning in the last month, they are not eligible for userspace patroller rights.&lt;br /&gt;
*'''Recent [[UESPWiki:Blocking Policy|block]]'''- If a user was legitimately blocked from editing the wiki, they are not eligible to apply for userspace patroller rights again for two months from the expiration of the block. Similarly, a userspace patroller who is blocked from editing the wiki will also lose userspace patroller rights, and may not reapply for two months from the expiration of the block. In either case, there must be at least 50 additional good-faith edits after the block expiry before userspace patroller rights will be re-granted.&lt;br /&gt;
*'''Recent resignation'''- If a user has had their userspace patroller rights removed at their own request within the last month, they are not eligible to apply again during that time.&lt;br /&gt;
*'''Being an [[UESPWiki:Autopatrolled Users|Autopatrolled User]]'''- Editors are forbidden from belonging to both the Autopatrolled Users and Userpatrollers groups simultaneously, because of how the permissions of the two groups combine.&lt;br /&gt;
&lt;br /&gt;
===List of Applicants===&lt;br /&gt;
&lt;br /&gt;
Add your name to this section if you would like to become a userspace patroller. Once an administrator confirms that you meet the requirements, they will grant you the rights, move your name to the [[#Current Userspace Patrollers|Current Userspace Patrollers]] section, and notify you on your talk page. If no action has been taken for a week after your nomination, please contact an active administrator directly (talk page, email, etc.).&lt;br /&gt;
&lt;br /&gt;
==Userbox==&lt;br /&gt;
After being successfully granted userspace patroller rights, you can place the {{tl|User Userspace Patroller}} userbox on your user page:&lt;br /&gt;
{{User Userspace Patroller}}&lt;br /&gt;
{{NewLine}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[UESPWiki:User Group Rights|User Group Rights]] – A listing of all the user groups for the site, including other administrative roles.&lt;br /&gt;
* [http://meta.wikimedia.org/wiki/Help:Recent_changes Wikimedia help on recent changes]&lt;br /&gt;
* [http://www.mediawiki.org/wiki/Help:Patrolled_edits Mediawiki help on patrolled edits]&lt;/div&gt;</summary>
		<author><name>Catmaniac66</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Lore_talk:Necromancer%27s_Amulet&amp;diff=1229062</id>
		<title>Lore talk:Necromancer's Amulet</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Lore_talk:Necromancer%27s_Amulet&amp;diff=1229062"/>
		<updated>2013-08-12T01:51:12Z</updated>

		<summary type="html">&lt;p&gt;Catmaniac66: /* Wheelstone? */ second reply and spellcheck&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Wheelstone?==&lt;br /&gt;
Can someone please clarify the whole Wheelstone thing? I still don't get it, but it doesn't seem right to simply remove all mention of it from the article. —[[User:Legoless|Legoless]] ([[User talk:Legoless|talk]]) 01:24, 12 August 2013 (GMT)&lt;br /&gt;
:In the quest he claims that the amulet is the Wheelstone of Windhelm and says that it is held by the court mage. It is a ruse to get the player to sell the amulet to him. Most of that section was taken from [[Skyrim:Blood on the Ice|Blood on the Ice]].--[[User:Catmaniac66|Catmaniac66]] ([[User talk:Catmaniac66|talk]]) 01:49, 12 August 2013 (GMT)&lt;br /&gt;
:EDIT: On second thought it appears all mentions of it were removed which seems like the best thing for the lore page. The actions of the player don't really matter much so the reference to a wheelstone wasn't really needed.--[[User:Catmaniac66|Catmaniac66]] ([[User talk:Catmaniac66|talk]]) 01:51, 12 August 2013 (GMT)&lt;/div&gt;</summary>
		<author><name>Catmaniac66</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Lore_talk:Necromancer%27s_Amulet&amp;diff=1229061</id>
		<title>Lore talk:Necromancer's Amulet</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Lore_talk:Necromancer%27s_Amulet&amp;diff=1229061"/>
		<updated>2013-08-12T01:49:19Z</updated>

		<summary type="html">&lt;p&gt;Catmaniac66: /* Wheelstone? */ reply&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Wheelstone?==&lt;br /&gt;
Can someone please clarify the whole Wheelstone thing? I still don't get it, but it doesn't seem right to simply remove all mention of it from the article. —[[User:Legoless|Legoless]] ([[User talk:Legoless|talk]]) 01:24, 12 August 2013 (GMT)&lt;br /&gt;
:In the quest he claims that the amulet is the Wheelstone of Windhelm and says that it is heald by the court mage. It is a ruse to get the player to sell the amulet to him. Most of that section was taken from [[Skyrim:Blood on the Ice|Blood on the Ice]].--[[User:Catmaniac66|Catmaniac66]] ([[User talk:Catmaniac66|talk]]) 01:49, 12 August 2013 (GMT)&lt;/div&gt;</summary>
		<author><name>Catmaniac66</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=User:Catmaniac66&amp;diff=1229031</id>
		<title>User:Catmaniac66</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=User:Catmaniac66&amp;diff=1229031"/>
		<updated>2013-08-12T01:03:48Z</updated>

		<summary type="html">&lt;p&gt;Catmaniac66: adding my IP address in case I don't feel like logging in&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've been back for a month but was too lazy to log in. Was suffering from the stigma of being an IP ;)&lt;br /&gt;
&lt;br /&gt;
I am Catmaniac66, and I have been playing Morrowind and Oblivion for about 4 years.&lt;br /&gt;
&lt;br /&gt;
{{Userbox|#ffeecc|#ffeeee|[[File:User-userbox-Quill.gif]]|info=This user has made somewhere between [[Special:ActiveUsers|145 edits]] and [[Special:ActiveUsers|1300000000 edits]] to UESP.}}&lt;br /&gt;
&lt;br /&gt;
{{User Userspace Patroller}}&lt;br /&gt;
&lt;br /&gt;
{{User NoPatroller}}&lt;br /&gt;
&lt;br /&gt;
{{User Morrowind}}&lt;br /&gt;
&lt;br /&gt;
{{User Tribunal}}&lt;br /&gt;
&lt;br /&gt;
{{User Bloodmoon}}&lt;br /&gt;
&lt;br /&gt;
{{User Oblivion}}&lt;br /&gt;
&lt;br /&gt;
{{User Race|Breton|This User is a [[Lore:Breton|Breton]]}}&lt;br /&gt;
&lt;br /&gt;
{{User Rank|Mages Guild|9}}&lt;br /&gt;
&lt;br /&gt;
{{User Rank|House Telvanni|9}}&lt;br /&gt;
&lt;br /&gt;
{{User Birthsign|Mage|text=This User is born under [[Lore:Astronomy#The Mage|The Mage]]}}&lt;br /&gt;
&lt;br /&gt;
{{User AllAchievements}}&lt;br /&gt;
&lt;br /&gt;
{{User XBox}}&lt;br /&gt;
&lt;br /&gt;
{{User Male}}&lt;br /&gt;
&lt;br /&gt;
{{User current age}}&lt;br /&gt;
&lt;br /&gt;
{{User American|text=This user apologizes to the world for them NOT being American. '''NOTE THE DIFFERENCE!'''}}&lt;br /&gt;
&lt;br /&gt;
I'm also IP address 69.136.59.17 if I ever get too lazy to log in.&lt;/div&gt;</summary>
		<author><name>Catmaniac66</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=User:Catmaniac66&amp;diff=1229029</id>
		<title>User:Catmaniac66</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=User:Catmaniac66&amp;diff=1229029"/>
		<updated>2013-08-12T01:02:24Z</updated>

		<summary type="html">&lt;p&gt;Catmaniac66: Finally logged back in&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've been back for a month but was too lazy to log in. Was suffering from the stigma of being an IP ;)&lt;br /&gt;
&lt;br /&gt;
I am Catmaniac66, and I have been playing Morrowind and Oblivion for about 4 years.&lt;br /&gt;
&lt;br /&gt;
{{Userbox|#ffeecc|#ffeeee|[[File:User-userbox-Quill.gif]]|info=This user has made somewhere between [[Special:ActiveUsers|145 edits]] and [[Special:ActiveUsers|1300000000 edits]] to UESP.}}&lt;br /&gt;
&lt;br /&gt;
{{User Userspace Patroller}}&lt;br /&gt;
&lt;br /&gt;
{{User NoPatroller}}&lt;br /&gt;
&lt;br /&gt;
{{User Morrowind}}&lt;br /&gt;
&lt;br /&gt;
{{User Tribunal}}&lt;br /&gt;
&lt;br /&gt;
{{User Bloodmoon}}&lt;br /&gt;
&lt;br /&gt;
{{User Oblivion}}&lt;br /&gt;
&lt;br /&gt;
{{User Race|Breton|This User is a [[Lore:Breton|Breton]]}}&lt;br /&gt;
&lt;br /&gt;
{{User Rank|Mages Guild|9}}&lt;br /&gt;
&lt;br /&gt;
{{User Rank|House Telvanni|9}}&lt;br /&gt;
&lt;br /&gt;
{{User Birthsign|Mage|text=This User is born under [[Lore:Astronomy#The Mage|The Mage]]}}&lt;br /&gt;
&lt;br /&gt;
{{User AllAchievements}}&lt;br /&gt;
&lt;br /&gt;
{{User XBox}}&lt;br /&gt;
&lt;br /&gt;
{{User Male}}&lt;br /&gt;
&lt;br /&gt;
{{User current age}}&lt;br /&gt;
&lt;br /&gt;
{{User American|text=This user apologizes to the world for them NOT being American. '''NOTE THE DIFFERENCE!'''}}&lt;/div&gt;</summary>
		<author><name>Catmaniac66</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Find_the_Thalmor_Assassin&amp;diff=1088339</id>
		<title>Skyrim:Find the Thalmor Assassin</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Find_the_Thalmor_Assassin&amp;diff=1088339"/>
		<updated>2013-01-06T04:30:59Z</updated>

		<summary type="html">&lt;p&gt;Catmaniac66: /* Bugs */ rewording, never even heard &amp;quot;conduct&amp;quot; used in this fashion.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Cleanup-srqrp&lt;br /&gt;
|writtenBy=Krusty&lt;br /&gt;
|checkedBy=&lt;br /&gt;
|objectivesChecked=Alfwyn&lt;br /&gt;
|reward=&lt;br /&gt;
|rewardChecked=&lt;br /&gt;
}}&amp;lt;/noinclude&amp;gt;{{Trail|Quests|Miscellaneous}}&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver=[[sr:Malborn|Malborn]]&lt;br /&gt;
|Reward=[[Skyrim:Gold|Gold]]&lt;br /&gt;
|Disp=&lt;br /&gt;
|Rep=&lt;br /&gt;
|Prev=[[Skyrim:Diplomatic Immunity|Diplomatic Immunity]]&lt;br /&gt;
|Conc=&lt;br /&gt;
|Next=&lt;br /&gt;
|Loc=[[Skyrim:Windhelm|Windhelm]]&lt;br /&gt;
|Image=SR-npc-J'datharr.jpg&lt;br /&gt;
|ImgDesc=An assassin waits for his prey outside Windhelm&lt;br /&gt;
|description=The [[Skyrim:Thalmor|Thalmor]] are after [[Skyrim:Malborn|Malborn]]. Help him get to safety.&lt;br /&gt;
|ID=MQ201Malborn&lt;br /&gt;
|Icon=&lt;br /&gt;
}}&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
# Talk to [[sr:Malborn|Malborn]] after the quest [[sr:Diplomatic Immunity|Diplomatic Immunity]].&lt;br /&gt;
# Locate and kill the assassin.&lt;br /&gt;
# Return to Malborn.&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
===An Old Friend===&lt;br /&gt;
If you manage to get [[Skyrim:Malborn|Malborn]] out of the [[Skyrim:Thalmor Embassy|Thalmor Embassy]] at the end of [[Skyrim:Diplomatic Immunity|Diplomatic Immunity]], he will run all the way to [[Skyrim:Windhelm|Windhelm]] and seek shelter inside the [[Skyrim:New Gnisis Cornerclub|New Gnisis Cornerclub]], a [[Lore:Dunmer|Dunmer]] tavern located in the Gray Quarter. Due to his treachery, Malborn is obviously blacklisted by the [[Skyrim:Thalmor|Thalmor]], and has decided to flee to  [[Lore:Morrowind|Morrowind]]; however, every time he tries to sneak out of Windhelm, he sees a suspicious [[Skyrim:Khajiit|Khjaiit]] outside the gates. Convinced that the Thalmor have sent an assassin to kill him, and still blaming you and [[Skyrim:Delphine|Delphine]] for putting him in a tight spot, the scared Malborn is now stuck in the Cornerclub and will request your assistance to get him to safety. &lt;br /&gt;
&lt;br /&gt;
===Locate the Assassin===&lt;br /&gt;
Malborn will not provide a description of the supposed assassin, just that he is standing outside the city gates. Your map marker will disappear when you exit Windhelm, so cross the pathway and make your way to the [[Skyrim:Khajiit_Traders|Khajiit trading caravan]] camped behind [[Skyrim:Windhelm Stables|Windhelm Stables]]. You will find caravan leader [[Skyrim:Ma'dran|Ma'dran]] in his tent and his fellow Khajiiti roaming around, offering their services, so start asking around. One of the more talkative Khajiiti, [[Skyrim:Ri'saad|Ri'saad]], will point you towards a stranger in the group, namely [[Skyrim:J'datharr|J'datharr]], who stands on the fringes, away from the others. Approach him and he will try and brush you off. Send him a message from Malborn and he will blow his cover and attack. The peaceful Khajiiti in the caravan will do nothing to help you, so take him out yourself. After the kill, loot his body and read [[Skyrim:J'datharr's Note|his note]], obviously written by the Thalmor. Lastly, return to the Cornerclub and tell Malborn the good news. He will be grateful and reward you with some of the gold he stole from the Thalmor. He will then leave Windhelm, steer towards the safety of Morrowind, and disappear from the game. &lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* After talking to you upon your return, Malborn will start (slowly) running out of the city. It's possible to &amp;quot;escort&amp;quot; him all the way to [[sr:Refugees' Rest|Refugees' Rest]] at the border with Morrowind. As soon as he reaches the podium with the [[sr:Decree of Monument|Decree of Monument]] on it, he will disappear from the game.&lt;br /&gt;
* This quest will cancel out if Malborn was killed prior to this quest.&lt;br /&gt;
* The Thalmor assassin may carry an object titled &amp;lt;Missing Name&amp;gt;. It is unknown whether this will affect gameplay if taken.&lt;br /&gt;
* The quest can be started as soon as Malborn arrives in Windhelm. When the player arrives in Windhelm, a 24 hour timer starts, regardless if you talk to Malborn or not. Ri'saad's caravan (which normally travels between Markarth and Whiterun) will be placed outside of Windhelm, and Ri'saad is the only character in game who can be asked about the assassin (&amp;quot;I'm looking for a Khajiit... might be a Thalmor spy.&amp;quot;). If you let the 24 hours pass without talking to Ri'saad outside of Windhelm, his caravan will be reverted to the old path, and Ma'dran's caravan will once again camp outside of Windhelm. The only way to then advance the quest is to kill him and then loot his note (or use the console, see below).&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{Bug|If the &amp;lt;code&amp;gt;&amp;lt;Missing Name&amp;gt;&amp;lt;/code&amp;gt; item looted from J'datharr is equipped, it will take the place of a shield.|vn=1}}&lt;br /&gt;
{{Bug|If you let the hidden 24 hour timer between arriving in Windhelm after Malborn getting there, and Ri'saad's caravan returning to their old route, run out, the only way to advance the quest is to pickpocket the assassin.|vn=1}}&lt;br /&gt;
**{{Pc22}} You can circumvent this by opening the console and entering &amp;lt;code&amp;gt;setstage MQ201Malborn 30&amp;lt;/code&amp;gt;. This will place a quest marker on the assassin and allow you to talk to him. After picking ''&amp;quot;Malborn has a message for you.&amp;quot;'' he will turn hostile and you can kill him normally.&lt;br /&gt;
{{Bug|Upon completion of this quest, you can talk to Malborn again, but he will have the same dialogue option as if you are starting the quest even though it is completed.|vn=1}}&lt;br /&gt;
** This appears to have no effect however, as the quest cannot be repeated.&lt;br /&gt;
{{Bug|There seems to be a bug where none of the Khjaiit will tell you about J'datharr being the stranger in the group meaning you can not talk to him to send him a message from Malborn. Reloading does not fix this nor does looting the note from his pocket. The only way to continue if this happens is to kill J'datharr (preferably from hiding as to not incur a bounty) and the mission will update to tell Malborn the assassin is dead.|vn=1}}&lt;br /&gt;
&lt;br /&gt;
==Quest Stages==&lt;br /&gt;
{{Journal Entries&lt;br /&gt;
|20||I met Malborn hiding out in Windhelm. He thinks there's a Thalmor assassin on his trail, a Khajiit, waiting for him outside the city. I promised I'd take care of this assassin, if there really is one.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Quest Comment|Objective is assigned}}: Find the Thalmor assassin&lt;br /&gt;
|100||I met Malborn hiding out in Windhelm. I killed the Thalmor assassin who was on his trail. I should let him know it's safe for him to leave Windhelm.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Quest Comment|Objective is assigned}}: Tell Malborn the assassin is dead&lt;br /&gt;
|150|Yes|&lt;br /&gt;
}}&lt;br /&gt;
* The following empty quest stages were omitted from the table: 0, 10, 15, 30, 50, 80, 110, 200, 300&lt;br /&gt;
{{Skyrim Quest Stages Notes}}&lt;/div&gt;</summary>
		<author><name>Catmaniac66</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Gallus&amp;diff=1087345</id>
		<title>Skyrim:Gallus</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Gallus&amp;diff=1087345"/>
		<updated>2013-01-04T16:00:04Z</updated>

		<summary type="html">&lt;p&gt;Catmaniac66: grammar; possession indicators on words ending with s are REAL annoying&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NPC Summary&lt;br /&gt;
|essential=Yes&lt;br /&gt;
|loc=[[Skyrim:Twilight Sepulcher|Twilight Sepulcher]]&lt;br /&gt;
|race=Imperial&lt;br /&gt;
|gender=Male&lt;br /&gt;
|class=[[Skyrim:Thief (class)|Thief]]&lt;br /&gt;
|faction={{Faction|FavorExcludedFaction}}&lt;br /&gt;
|refid=0001A2D2&lt;br /&gt;
|baseid=0001BB5D&lt;br /&gt;
|image=SR-npc-Gallus.jpg&lt;br /&gt;
|imgdesc=The ghost of Gallus&lt;br /&gt;
|class_details=[[Skyrim:CombatThief|CombatThief]]&lt;br /&gt;
|perks=&lt;br /&gt;
|skills=&lt;br /&gt;
|aggress=Unaggressive&lt;br /&gt;
|level=15&lt;br /&gt;
|moral=No Crime&lt;br /&gt;
}}&lt;br /&gt;
'''Gallus Desidenius''' was the Guildmaster of the Skyrim [[Skyrim:Thieves_Guild (faction)|Thieves Guild]]. He was also a member of the [[Skyrim:Nightingales|Nightingale Trinity]], along with [[Skyrim:Mercer_Frey|Mercer Frey]] and [[Skyrim:Karliah|Karliah]], with whom he had a romantic relationship. The three of them had sworn an oath to [[Skyrim:Nocturnal|Nocturnal]] to protect the [[Skyrim:Skeleton Key|Skeleton Key]], which holds the Ebonmere open at the [[Skyrim:Twilight Sepulcher|Twilight Sepulcher]]. &lt;br /&gt;
&lt;br /&gt;
Gallus became suspicious of Mercer's behavior and started following him. However, Mercer became aware of this and appeared to be taking no unnecessary chances. Unable to follow him, Gallus used every loose-tongued source at his disposal to scour the [[Skyrim:The Ratway|Ratway]], looking for answers. He eventually spoke with [[Skyrim:Maul|Maul]], who was able to provide information that Mercer had been spending large sums of coin on all manner of things unrelated to the guild. After some serious thought, Gallus came to that conclusion that Mercer must have desecrated the Twilight Sepulcher, but had no proof.&lt;br /&gt;
&lt;br /&gt;
When Mercer requested that Gallus meet him at [[SR:Snow Veil Sanctum|Snow Veil Sanctum]], Mercer used the opportunity of the meeting to betray and murder him. Gallus's spirit then joined the rest of the Nightingales in the Twilight Sepulcher. However, with the Ebonmere closed, they became shadows of their former selves. They no longer remembered their true purpose or their original identities. Fortunately, Gallus's spirit didn't manifest itself in the Sepulcher immediately, so he wasn't present when the Ebonmere was sealed. The last of the Nightingale Sentinels, he has defended the Sepulcher alone for the past 25 years.&lt;br /&gt;
&lt;br /&gt;
Gallus's only actions in the game are to provide guidance to the player upon entering Twilight Sepulcher during the quest [[Skyrim:Darkness_Returns|Darkness Returns]], and to reunite with Karliah immediately after the quest is completed. His final task complete, Gallus is then released from Nocturnal's service, and allowed to become one with the [[Lore:Planes_of_Oblivion|Evergloam]], to which his spirit then departs.&lt;br /&gt;
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{{NewLeft}}&lt;br /&gt;
== Related Quests ==&lt;br /&gt;
* {{Quest Link|Darkness Returns}}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
*Gallus is the author of two in-game books: [[Skyrim:The Nightingales Vol. 1|''The Nightingales Vol. 1'']] and [[Skyrim:The_Nightingales_Vol._2|''The Nightingales Vol. 2'']].&lt;br /&gt;
*If you attack Gallus while he is speaking to Karliah, he will behave like an essential NPC. Karliah will even join you in attacking him. However, after a few seconds of combat, he will disappear from the game. You can still engage Karliah in conversation normally after this.&lt;br /&gt;
* In-game, Gallus may also be referred to as a [[Skyrim:Nightingale Sentinel|Nightingale Sentinel]].&lt;br /&gt;
* There's a skeleton at the end in Snow Veil Sanctum, which may be the body of Gallus. There's a tunnel in the ceiling going up.&lt;br /&gt;
&lt;br /&gt;
{{Stub|NPC}}&lt;/div&gt;</summary>
		<author><name>Catmaniac66</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Great_Lift_at_Alftand&amp;diff=1086645</id>
		<title>Skyrim:Great Lift at Alftand</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Great_Lift_at_Alftand&amp;diff=1086645"/>
		<updated>2013-01-03T17:38:03Z</updated>

		<summary type="html">&lt;p&gt;Catmaniac66: according to the map it is Northeast not northwest.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Place Summary&lt;br /&gt;
|type=Dwarven Ruin&lt;br /&gt;
|zones=&lt;br /&gt;
|image=SR-place-Great_Lift_at_Alftand.jpg&lt;br /&gt;
|imgdesc=The Alftand Lift to Blackreach&lt;br /&gt;
|region=[[Skyrim:Winterhold (region)|Winterhold]]&lt;br /&gt;
|region2=Blackreach&lt;br /&gt;
|occupants=&lt;br /&gt;
|location=Northwest of [[Skyrim:Nightgate Inn|Nightgate Inn]]&amp;lt;br&amp;gt;North of [[Skyrim:Lake Yorgrim|Lake Yorgrim]]&lt;br /&gt;
|locationcode=BlackreachElevatorAlftand, BlackreachQuickExitAlftand&lt;br /&gt;
|addAbove=The&amp;amp;#32;&lt;br /&gt;
|description=A Dwemer lift to [[Skyrim:Blackreach|Blackreach]] located northeast of [[Skyrim:Nightgate Inn|Nightgate Inn]].&lt;br /&gt;
|marker_id=Dwemer&lt;br /&gt;
|clearable=No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Instructions: If this place is related to any quests, uncomment this section and replace 'Quest Name' with the quest's name--&amp;gt;&amp;lt;!--&lt;br /&gt;
== Related Quests ==&lt;br /&gt;
* {{Quest Link|Quest Name}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{Stub|Place}}&lt;/div&gt;</summary>
		<author><name>Catmaniac66</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:The_Taste_of_Death&amp;diff=1085400</id>
		<title>Skyrim talk:The Taste of Death</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:The_Taste_of_Death&amp;diff=1085400"/>
		<updated>2013-01-01T17:39:41Z</updated>

		<summary type="html">&lt;p&gt;Catmaniac66: /* Don't approve of cannabilism */ reply, now I'm intrigued&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== No Choice to Kill Eola ==&lt;br /&gt;
So, apparently you don't really have a choice to KILL Eola to 'complete' the quest. Sure, it ends, but it is failed. I killed Eola outside of the cave and then, since I was in the vicinity, proceeded to loot the cave. I wandered around for about 15 minutes after, and found a character kneeling over another one on the ground (a dead body it turns out). He stepped back and said &amp;quot;Oh! The Champion of Namira, you should have the first bite.&amp;quot; This bug makes me angry. [[User:Sjketch|Sjketch]] 00:58, 24 November 2011 (UTC)&lt;br /&gt;
:...Now that you mention it, i found someone saying that a while back while exploring the wilds. Even though i killed Eola right at the start for that priest guy. Huh. :s --[[User:Bonabopn|Bonabopn]] 22:40, 25 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bounty Bug ==&lt;br /&gt;
&lt;br /&gt;
Another small bug I noticed was if you do the option to lure the priest and kill him. I was given a 1,000 bounty for doing so. So unless the people in the area ratted me out (they are cannibals mind you) or there was a chicken in the area (coded as humans?!) then it is probably a glitch? I doubt they intend to give you a bounty for this quest. I already have enough problems with the city of Malkarth. I cannot even enter the talos temple without the guards arresting me a second time and trying to put me back in the mines... sigh. I already beat that quest!&lt;br /&gt;
&lt;br /&gt;
Anyways this bug was kinda weird, since I heard people scream &amp;quot;Someone has been killed!&amp;quot; but it was not within the room. So I am assuming the physical location of the dungeon/altar place is near enough to other npc's that could have detected me? &lt;br /&gt;
&lt;br /&gt;
The above is just in case someone else has the same issue. I think the game secretly hates on me more than others. So I highly doubt it is focusing its concentrated rage at anyone else in this intensity.&lt;br /&gt;
&lt;br /&gt;
== Automatic Enemy of Namira Worshipers bug ==&lt;br /&gt;
&lt;br /&gt;
On the 360 as soon as I kill the Draugr overlord, Eola became hostile to me for no reason. I was lucky enough to kill the overlord with bows and had her next to me so she spoke to me right away granting me with the chance to complete more of this small questline. But when I came back with Verulus they were all hostile[[Special:Contributions/66.211.5.66|66.211.5.66]] 16:49, 3 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Confirmed this bug with my friend, we tried leaving Eola outside and calm spells and still can't go without having to &amp;quot;defend ourselves&amp;quot;. I'm planning on attempting some invisibility approaches in order to be able to finish the quest with the ring but otherwise see no possible way to complete the quest properly and therefore obtain the trophy &amp;quot;oblivion walker&amp;quot;. (not a brighter moment for the game man)&lt;br /&gt;
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[[Special:Contributions/99.250.22.86|99.250.22.86]] 07:13, 10 December 2011 (UTC)&lt;br /&gt;
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I had this incredibly annoying problem too. After hours of tinkering, I found it's best if you just kill them all. Afterwards, go back, target each one individually, and type a series of console commands, pressing enter after each one: resurrect, stopcombat, then setav aggression 0. &lt;br /&gt;
&lt;br /&gt;
I exited the console each time, but I'm not sure if that's necessary, so stopcombat may not be needed because they won't have a chance to start fighting if you don't exit the console. If you ''do'' have to exit the console each time, I suggest doing these commands in very quick succession, as stopcombat only lasts for a second. &lt;br /&gt;
&lt;br /&gt;
Also, killing is necessary because if one of them starts attacking you, they'll all become aggressive again. Having them dead first allows you to fix each of them one at a time. &lt;br /&gt;
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[[Special:Contributions/99.250.22.86|99.250.22.86]] 07:13, 10 December 2011 (UTC)&lt;br /&gt;
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I had a similar problem with this quest so I restarted it.  I entered the cave w/o Eola and the quest worked just fine.  The first time thru when everyone turned hostile, I or my Flame Atronach may have hit Eola in combat.  She breifly became aggresive but calmed down and we finished the cave, but after killing the boss she became hostile as did the other cannibal cultists.  It is a guess but I think either having her in the cave or hitting her caused the aggression at the end of the quest. [[User:Jack Acid|Jack Acid]]--[[User:Jack Acid|Jack Acid]] 19:04, 5 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Previously Cleared Cave Bug ==&lt;br /&gt;
&lt;br /&gt;
I had already cleared out the Reachcliff Cave before accepting the Taste of Death quest.  I am now unable to enter the cave after receiving the quest.  The game freezes when I attempt to enter the cave after speaking with Eola outside the cave.  I have attempted 10 times, and the game freezes every time.&lt;br /&gt;
&lt;br /&gt;
== Oblivion Walker Achievement ==&lt;br /&gt;
&lt;br /&gt;
Why does it say that the Ring of Namira is essential to getting the Oblivion Walker achievement?  There are 16 artifacts and you only need 15 to get the achievement. --[[User:DagmarH|DagmarH]] 10:21, 11 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
It probably goes towards the oblivion walker achievement if you havent already got it.-[[User:J&amp;amp;#39;Skar|J&amp;amp;#39;Skar]] 04:08, 30 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Since the rewards for [[Skyrim:Darkness Returns|Darkness Returns]] don't count towards [[Skyrim:Oblivion Walker|Oblivion Walker]], this one is effectively mandatory.  See the [[Skyrim talk:Darkness Returns#Oblivion Walker Achievement|Darkness Returns talk page]] for related discussion. --[[User:DryHumour|DryHumour]] 01:54, 1 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Question on the ring of namira ==&lt;br /&gt;
&lt;br /&gt;
I'm wondering if the added health from eating corpses is permentent once added to my health bar. Currently on my game it isn't but the game is so completly buggy I'm wondering if that's just me as my health doesn't recover faster when eating a corpse either.... if this is the case and the ring doesn't add HP permenently it's rather underpowered and weak for a Daedric ring effectively only giving the player 50 stamina bonus... your thoughts?&lt;br /&gt;
&lt;br /&gt;
== Misc quest still active ==&lt;br /&gt;
I have Speak to Verulus about the Hall of the Dead still active under Misc quests, although I went there spoke with Eola, took him to the cave and ate him :) I hate having unfinished quests and I thought this would go away with his death.--[[Special:Contributions/93.87.232.102|93.87.232.102]] 23:51, 19 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Same here. --Nick {{unsigned|165.123.211.166|23:30, 4 February 2012}} &lt;br /&gt;
:: I did some checking this afternoon. Eola will not be in the Hall unless you have talked to Verulus about why it is closed down. Afterwards, when the Taste of Death is initiated and Eola casts her invisibility spell, a crystal-clear objective update will encourage you to go talk to Verulus about the Hall. Go do it when the game tells you to do it - or, if it is possible, do it when you are sent by Eola to lure Verulus to the Shrine. I haven't tested if the dialogue option disappears when you have cleared the cave with Eola. In any case, just do it when the game tells you to - then everything will be okay. --[[User:Krusty|Krusty]] 00:13, 5 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Eating vs biting ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know how this quest interacts with your caracter being a vampire ?&lt;br /&gt;
&lt;br /&gt;
:it doesn't, you eat dead bodies (as a cannibal) and you feed on live people (as a vampire) ([[user:Eddie the head|Eddie The Head]] 08:03, 25 December 2011 (UTC))&lt;br /&gt;
&lt;br /&gt;
== feeding ==&lt;br /&gt;
&lt;br /&gt;
i finished the quest but i cant eat anyone is this a bug?[[Special:Contributions/108.225.193.11|108.225.193.11]] 07:25, 26 December 2011 (UTC)&lt;br /&gt;
:this happened to me as well. are you a vampire? this could be causing a problem. thats all i know{{unsigned|86.155.9.78|13:14, 4 February 2012}}&lt;br /&gt;
&lt;br /&gt;
== the priest and Eola dont do anything ==&lt;br /&gt;
&lt;br /&gt;
I bring the preist to Eola and they just stand there, she doesnt talk to him or anything, its kind of the same with the brynjolf bug in riften, any thoughts on this?&lt;br /&gt;
&lt;br /&gt;
==Speak with Brother Verulus about Hall of the Dead after killing him in this quest==&lt;br /&gt;
I still have quest under misc  to speak with Brother Verulus any way to end this?--[[Special:Contributions/93.86.178.240|93.86.178.240]] 20:18, 9 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I also have this problem. --[[User:Krenair|&amp;lt;span style=&amp;quot;color: orange; font-weight: bold;&amp;quot;&amp;gt;Krenair&amp;lt;/span&amp;gt;]] &amp;lt;sup&amp;gt;([[User talk:Krenair|talk]] &amp;amp;bull; [[Special:Contributions/Krenair|contribs]])&amp;lt;/sup&amp;gt; 13:13, 25 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
As far as I can tell, I got this bug due to speaking to Verulus first and starting the quest chain, then hearing about rumors from the owner of the inn in Markarth.  Haven't tested it yet, but speaking to the innkeeper before anything else may prevent this.&lt;br /&gt;
&lt;br /&gt;
== Stuck with Lisbet's Dibella Statue ==&lt;br /&gt;
&lt;br /&gt;
I finished [[Skyrim:Lisbet's_Missing_Shipment|Lisbet's_Missing_Shipment]] before bringing [[Skyrim:Brother_Verulus|Brother_Verulus]] to the feast. After attacking Eola and killing all of the guests I took [[Skyrim:Lisbet's_Dibella_Statue|Lisbet's_Dibella_Statue]] from [[Skyrim:Lisbet|Lisbet]]'s Corpse. It is still considered a quest item and cannot be dropped. &amp;lt;code&amp;gt;player.removeitem 0008F997 1&amp;lt;/code&amp;gt; did the trick.&lt;br /&gt;
--[[Special:Contributions/84.175.223.133|84.175.223.133]] 10:17, 18 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Moved from article ==&lt;br /&gt;
&lt;br /&gt;
This was moved from the article until someone can test it properly: &lt;br /&gt;
: ''If you participate in the macabre feast, it has been reported that in some cases you can loot the 1000 gold from his dead body anyway [NOT confirmed: PC, Steam, Jan22 2012], and you will not lose access to these NPCs. Other than occasional comments by guards, there appear to be no further repercussions for this choice either way, even with Arkay and his followers.''&lt;br /&gt;
--[[User:Krusty|Krusty]] 22:30, 22 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
The article is wrong, eola is essential and I have no other choice than to kill the priest [[Special:Contributions/132.203.168.140|132.203.168.140]] 16:07, 11 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
You have a choice, it may be just a bug for you, because for me it was fine.--[[User:Br3admax|Br3admax]] 16:10, 11 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Yeah, follower tweaks addon caused this. It was made pre-CK and it made followers essentials/no level-cap and no default outfit without adjusting quest lines to change the flag [[Special:Contributions/132.203.168.140|132.203.168.140]] 16:14, 11 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Brother Verulus won't follow me into the cave ==&lt;br /&gt;
&lt;br /&gt;
On 360 I bribed Brother Verulus to follow me and he accepted, we fast traveled to the secret entrance and he's there standing outside with me, but once I enter he does not follow, actually he disappears. He's not in the cave anywhere and he's no longer outside when I leave and reloading a save doesn't help. Anyone else seen this/know a work around?&lt;br /&gt;
&lt;br /&gt;
[[Special:Contributions/71.60.159.211|71.60.159.211]] 06:20, 12 February 2012 (UTC)&lt;br /&gt;
:Not me, but I suggest exploring an area thoroughly before assuming a companion has disappeared. Sometimes when you center a cell into a cramped space, the game will the load your follower(s) into some pretty strange areas. [[User:Minor Edits|&amp;lt;span style=&amp;quot;font-size:medium&amp;quot;&amp;gt;&amp;lt;font color=&amp;quot;Green&amp;quot;&amp;gt;Minor Edits&amp;lt;/font&amp;gt;&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Minor Edits|&amp;lt;font color=&amp;quot;Green&amp;quot;&amp;gt;Threats&amp;lt;/font&amp;gt;]]•[[Special:Contributions/Minor Edits|&amp;lt;font color=&amp;quot;Green&amp;quot;&amp;gt;Evidence&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 06:19, 11 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Tell him that the Cave of the Dead is safe before asking him to come with you.{{unsigned|75.27.39.130|03:54, 28 April 2012}}&lt;br /&gt;
&lt;br /&gt;
== Doubtful. ==&lt;br /&gt;
&lt;br /&gt;
The article says:&lt;br /&gt;
&lt;br /&gt;
* If after completing the quest and receiving the Ring of Namira the player attacks any guest, Eola becomes aggressive. Killing Eola--even after quest completion--causes player journal to show all quest objectives as failed.&lt;br /&gt;
&lt;br /&gt;
I have completed this quest and I just went and killed Eola to check this out. I find no difference in the quest log. Maybe I'm missing something. Can anyone else confirm this? --[[User:Middleofsweden|Middleofsweden]] 15:53, 16 February 2012 (UTC)&lt;br /&gt;
:I checked this out yesterday and found it to be valid information - it's usefulness can be debated though. What happened was that, when Eola and all the guests were dead, all objectives in the quest log turned into that red &amp;quot;failed&amp;quot;-mark. Since I'm on the PS3, I can't really check if it does anything in the stats (especially the achievement), but for now, it could be worth mentioning. If you couldn't trigger this behavior, it is worth mentioning as well, if we can narrow doen the circumstances, like how much time passed since you completed the quest? --[[User:Krusty|Krusty]] 10:17, 20 February 2012 (UTC)&lt;br /&gt;
:I also just confirmed that all objectives turn to x's if you kill Eola after completing the quest (on PC, update 1.5). I killed the rest and left her pacified (and locked her in as best I could). --[[User:VSim|VSim]] 07:31, 28 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Likewise, I completed this quest (Verison 1.6.89.0.6 on the PC) and killed all of the dinner guests after getting the ring by exiting the banquet hall, casting a frenzy back into it, and polishing off the winner, Eola.  The quest stayed completed and successful.  [[User:Kalevala|Kalevala]] 00:02, 26 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Sweeney Todd Reference ==&lt;br /&gt;
&lt;br /&gt;
Given that the NPC you're... tasting... is a priest, this quest rather reminds me of the &amp;quot;Try the Priest&amp;quot; song from Sweeney Todd.  Possibly not an intentional reference, but maybe worth noting all the same.  Thoughts?  --[[User:Theothersteve7|Theothersteve7]] 19:08, 21 February 2012 (UTC)&lt;br /&gt;
:Try bringing it up on [[Skyrim:Easter Eggs]]. [[User:Minor Edits|&amp;lt;span style=&amp;quot;font-size:medium&amp;quot;&amp;gt;&amp;lt;font color=&amp;quot;Green&amp;quot;&amp;gt;Minor Edits&amp;lt;/font&amp;gt;&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Minor Edits|&amp;lt;font color=&amp;quot;Green&amp;quot;&amp;gt;Threats&amp;lt;/font&amp;gt;]]•[[Special:Contributions/Minor Edits|&amp;lt;font color=&amp;quot;Green&amp;quot;&amp;gt;Evidence&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 21:10, 21 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Shouldn't be here ==&lt;br /&gt;
&lt;br /&gt;
-After completing the quest, if you kill all the guests at the feast, Namira will compliment you. She can be heard saying, &amp;quot;Excellent work, child.&amp;quot;- I was trying to fill ebony blade during this quest, and with the subtitles, this statement is atributed to whispering door. I checked multiple times with and without ebony blade equipped. This should therefore be removed. {{uns|The Silencer|06:34, March 4, 2012}}&lt;br /&gt;
:Please sign your posts. Could you be more specific about what you're suggesting? You're saying that people are using the Ebony Blade obtained in [[Skyrim:The Whispering Door|The Whispering Door]] frequently in this quest, so whoever posted that information on the page confused the voice of Namira with the voice of Mephala because he/she did not use subtitles? [[User:Minor Edits|&amp;lt;span style=&amp;quot;font-size:medium&amp;quot;&amp;gt;&amp;lt;font color=&amp;quot;Green&amp;quot;&amp;gt;Minor Edits&amp;lt;/font&amp;gt;&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Minor Edits|&amp;lt;font color=&amp;quot;Green&amp;quot;&amp;gt;Threats&amp;lt;/font&amp;gt;]]•[[Special:Contributions/Minor Edits|&amp;lt;font color=&amp;quot;Green&amp;quot;&amp;gt;Evidence&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 06:26, 11 March 2012 (UTC)&lt;br /&gt;
::Following instructions on the ebony blade page that the monk is a viable target, which he doesnt seem to be, somebody has used the blade here (the same reason i used the blade here). The other people at the feast are viable targets, which is why the blade responds. And it only takes one person to wiki.--[[User:The Silencer|The Silencer]] 06:43, 11 March 2012 (UTC)&lt;br /&gt;
:::Yeah, it occurred to me after I posted that it seemed like it would be a very easy mistake to make, so I went ahead and removed the note. [[User:Minor Edits|&amp;lt;span style=&amp;quot;font-size:medium&amp;quot;&amp;gt;&amp;lt;font color=&amp;quot;Green&amp;quot;&amp;gt;Minor Edits&amp;lt;/font&amp;gt;&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Minor Edits|&amp;lt;font color=&amp;quot;Green&amp;quot;&amp;gt;Threats&amp;lt;/font&amp;gt;]]•[[Special:Contributions/Minor Edits|&amp;lt;font color=&amp;quot;Green&amp;quot;&amp;gt;Evidence&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 06:50, 11 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bugs Everywhere? ==&lt;br /&gt;
&lt;br /&gt;
Just ran a few tests to clean up some bugs, and it seems it is not even possible to clear out Reachcliff Cave before the quest is triggered. There are several hidden walls (one is a coffin that will only break open during the quest) and the secret entrance will lead nowhere as it will only open once the chamber is clear and Eola speaks to you. Therefore, if anybody knows how to clear this cave and receive the infamous CTD (bug moved to this talk page, below), please say so now or forever hold your peace. &lt;br /&gt;
* There is the possibility that when you try to enter the cave to clear the draugr that you will recieve a CTD. It is possible that if you have already cleared the cave you may not be able to get back in.&lt;br /&gt;
--[[User:Krusty|Krusty]] 07:56, 13 March 2012 (UTC)&lt;br /&gt;
:: Tested these two supposed bugs as well: &lt;br /&gt;
::*If you receive the &amp;quot;Investigate the Hall of the Dead&amp;quot; objective from Brother Verulus, Kleppr can still give you the rumor which leads to the &amp;quot;Speak to Brother Verulus&amp;quot; objective. This objective will never disappear from your journal, even after Brother Verulus is dead.&lt;br /&gt;
::: '''Result''': Kleppr will be absolutely dead silent about the Hall of the Dead, so it must be a one-off. &lt;br /&gt;
::*If you kill Eola at any time and thus fail the quest, you will still be able to ask the cannibalistic citizens about the feast, even if you never set foot outside the Halls of the Dead for this quest. This includes even the special Sigar encounter, and he will offer you the first bite as though you were a cannibal.&lt;br /&gt;
::: '''Result''': Tested this with Hogni and Banning and none of them would speak of the feast. Maybe they will if you trigger The Taste of Death properly and Eola dies in Reachcliff Cave, but for now, this is not worded correctly.&lt;br /&gt;
::--[[User:Krusty|Krusty]] 08:24, 13 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm playing on the PS3, patch 1.4, and still have &amp;quot;Speak to Brother Verulus&amp;quot; as an objective even after completing &amp;quot;Investigate the Hall of the Dead.&amp;quot; Talking to him after meeting Eola did not remove the &amp;quot;Speak to&amp;quot; objective from my journal. I really didn't want to do &amp;quot;The Taste of Death,&amp;quot; but I guess I will for the sake of testing. If that clears up the problem, I'll report back here about it. --[[User:Silmina|Silmina]] 00:20, 18 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Update: Completing &amp;quot;The Taste of Death&amp;quot; didn't clear the objective from my journal, nor did failing it by killing Eola from the get-go work. If Kleppr tells you that rumor after you've already talked to Verulus on the PS3 version, it seems you're stuck with it. --[[User:Silmina|Silmina]] 06:28, 18 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: As far as I can tell, there's only one way to get each objective, namely to speak to either Kleppr of Verulus. If you speak to Kleppr first, you'll get the 'Speak to Verulus' objective - if you speak to Verulus first, Kleppr will not mention anything about Verulus. Just tested it again, but maybe I'm doing something wrong. Can you remember how you triggered the bug? I'd like to test it properly. --[[User:Krusty|Krusty]] 06:48, 18 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I've played using patch 1.4 (PS3 version) from the beginning of the game, so I can assure you it's not a holdover from a previous version of the game. I visited Markarth fairly early in my adventures after getting a letter from Calcemo asking me to sell him my shiny new Dwarven Sword in the name of science. So I went straight to Understone Keep, where I spoke to Brother Verulus and gained the objective &amp;quot;Investigate the Hall of the Dead.&amp;quot; After selling the sword to Calcemo, I backtracked to explore the rest of Markarth, and spoke to Kleppr which yielded the rumor about the Hall of the Dead and the objective &amp;quot;Speak to Brother Verulus.&amp;quot; I'm not sure if it's revelant, but I did a lot of other quests first before I finally got around to actually investigating Markarth's Hall of the Dead. That's as much as I can remember about the glitch; if you like, I'll start a new game and see if I can trigger it again. --[[User:Silmina|Silmina]] 21:47, 18 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: Thanks for detailed bug info - I'll give it yet another shot, even if I suspect the innkeeper-provided rumors to work in mysterious ways. I can't help but think of the people who receive the The Black Star objective twice - I could never trigger that either, but maybe their rumor section 'respawns' at some time? Sounds a bit awkward, so I'll just do the testing. Thanks again. --[[User:Krusty|Krusty]] 08:13, 19 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
After being asked to fetch the priest I left without getting the 100 coins and being shown the way out, and now there seems to be no secret way out, although I can see the cave wall where it should be, but there is no way to open it now. [[Special:Contributions/80.0.148.127|80.0.148.127]] 04:21, 24 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I finished the quest with v1.7. If you kill Eola ''after'' completing the quest, all journal entries get marked with an x and the quest dialouge says the quest failed. {{Uns2|17:05, 31 July 2012|MrBubelig}}&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Not Feeling So Good&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
I did the quest 2 times just to see what happens if i do and if i do not eat the corpse. After eating and saying i don't feel so good, I missed what she says will happen if you go too long without eating human flesh. Could someone please let me know if they remember or have experienced what happens due to not eating flesh after a period of time i really dont want to become a cannibal but if i really need to i guess i will do so.&lt;br /&gt;
&lt;br /&gt;
Thanx in advance. -[[User:NAPALM71|&amp;amp;gt;&amp;amp;gt;&amp;amp;gt;NAPALM71&amp;amp;lt;&amp;amp;lt;&amp;amp;lt;]] 06:23, 17 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:She just said something like &amp;quot;you'd feel that way after going so long without eating a proper meal&amp;quot; or something like that and it's nothing to worry about. {{unsigned2|13:00, 3 May 2012|197.243.246.169}}&lt;br /&gt;
&lt;br /&gt;
::i killed eola before the feast and cant get the quest to start after waiting several days  the silver blood inn just talks about the doegnia guy  wont say anything about the hall of dead    vernus is in the hall of dead walking around but wont mention anything about going into the cave  and i cant get the girl to come back   ps3  1.7 update {{uns2|00:21, 15 August 2012|74.177.226.80}}&lt;br /&gt;
&lt;br /&gt;
== The &amp;quot;Eola vanishes&amp;quot; picture ==&lt;br /&gt;
&lt;br /&gt;
It says that the picture needs an improvement, but I don't see how you can improve that abomination. As far as I'm concerned that picture needs to be deleted. Why no replace it with a picture of Eola instead? I don't see her anywhere. {{uns2|20:03, 18 July 2012|Piwah}}&lt;br /&gt;
&lt;br /&gt;
:It does say it needs to be replaced, preferably with a spooky image of Eola. If you take an image you think is better you can replace it if you wish. ^_^ &amp;lt;B&amp;gt;&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;[[User:Kimi the Elf|— Kimi the Elf]]&amp;lt;/font&amp;gt; &amp;lt;sup&amp;gt;(&amp;lt;font color=&amp;quot;DeepSkyBlue&amp;quot;&amp;gt;[[User talk:Kimi the Elf|talk]]&amp;lt;/font&amp;gt; &amp;amp;#124; &amp;lt;font color=&amp;quot;DeepSkyBlue&amp;quot;&amp;gt;[[Special:Contributions/Kimi_the_Elf|contribs]]&amp;lt;/font&amp;gt;)&amp;lt;/sup&amp;gt;&amp;lt;/B&amp;gt; 20:47, 18 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I replaced it with a [[:File:SR-quest-The Taste of Death 02.jpg|new image]]. I don't know if it really counts as spooky, its just an image of Eola in the Hall of the Dead. Hopefully its ok tho. &amp;lt;B&amp;gt;&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;[[User:Kimi the Elf|— Kimi the Elf]]&amp;lt;/font&amp;gt; &amp;lt;sup&amp;gt;(&amp;lt;font color=&amp;quot;DeepSkyBlue&amp;quot;&amp;gt;[[User talk:Kimi the Elf|talk]]&amp;lt;/font&amp;gt; &amp;amp;#124; &amp;lt;font color=&amp;quot;DeepSkyBlue&amp;quot;&amp;gt;[[Special:Contributions/Kimi_the_Elf|contribs]]&amp;lt;/font&amp;gt;)&amp;lt;/sup&amp;gt;&amp;lt;/B&amp;gt; 01:58, 19 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Eola is &amp;quot;Protected&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
She can't be killed by the draugr inside the cave as she's &amp;quot;protected&amp;quot;, unless of course you manually add bEssentialTakeNoDamage=0 line in Skyrim.ini, and if you do that, the quest will jump to stage 250 when she died, even though it wasn't you who killed her. --[[Special:Contributions/88.245.20.200|88.245.20.200]] 06:32, 3 September 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Don't approve of cannabilism ==&lt;br /&gt;
&lt;br /&gt;
If you think eola should be killed off for her disgusting culinary desires; then use her as the companion for the boethia cult quest.&lt;br /&gt;
&lt;br /&gt;
:Or kill her before completing the quest and thus having to eat someone to punish someone for eating someone. Or could you do that part when she is following you into the cave? She's probably essential but that's an interesting question.--[[User:Catmaniac66|Catmaniac66]] ([[User talk:Catmaniac66|talk]]) 17:39, 1 January 2013 (GMT)&lt;/div&gt;</summary>
		<author><name>Catmaniac66</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Lore:Vivec&amp;diff=1084879</id>
		<title>Lore:Vivec</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Lore:Vivec&amp;diff=1084879"/>
		<updated>2012-12-31T21:18:54Z</updated>

		<summary type="html">&lt;p&gt;Catmaniac66: /* The End of the Tribunal */ according to the link above it this was misspelled.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Lore Gods Trail}}&lt;br /&gt;
{{featured article}}&amp;lt;/noinclude&amp;gt;{{#ifeq:{{NAMESPACE}}|Morrowind||[[Image:MW-creature-Vivec.jpg|thumb|right|Lord Vivec in his temple]]}}&lt;br /&gt;
&lt;br /&gt;
:''&amp;quot;Defy me, and you will know what it is to stand against a god.&amp;quot;'' — [[Lore:The Battle of Red Mountain|Vivec]]&lt;br /&gt;
'''[[Lore: Vivec (god)|Vivec]]''', or '''Vehk''', Warrior-Poet deity of the [[{{NAMESPACE}}:Dunmer|Dunmer]] and &amp;quot;vi&amp;quot; in the [[Lore:Almsivi|Almsivi]], was the Guardian God-King of the holy land of {{Lore Link|Vvardenfell}}, and ever-vigilant protector from the dark gods of the [[Lore:Red Mountain|Red Mountain]], the gate to hell.&amp;lt;noinclude&amp;gt;&amp;lt;ref name=VAM&amp;gt;{{Cite book|Vivec and Mephala}}&amp;lt;/ref&amp;gt;&amp;lt;/noinclude&amp;gt; Though some aspects of his past are blurred by time and questions surround some of his more controversial choices, Vivec has always represented the spirit and duality of the Dunmer people, which is reflected in his half-Dunmer, half-{{Lore Link|Chimer}} appearance. For hundreds if not thousands of years, he mostly resided at the pinnacle of his Palace in {{Lore Link|Vivec (city)|Vivec City}}, his capital, which was visited by hundreds of pilgrims and tourists daily.&amp;lt;noinclude&amp;gt;&amp;lt;ref name=GTV1&amp;gt;{{Cite book|Guide to Vivec}}&amp;lt;/ref&amp;gt;&amp;lt;ref name=GTV2&amp;gt;{{Cite book|Guide to Vvardenfell}}&amp;lt;/ref&amp;gt;&amp;lt;/noinclude&amp;gt; He honorably guided and protected the Dunmer for thousands of years until his loss of divinity and subsequent disappearance near the end of the {{Lore Link|Third Era}}, a sacrifice he not only accepted, but helped to bring about.&amp;lt;noinclude&amp;gt;&amp;lt;ref name=PTDDU&amp;gt;{{Cite book|Plan to Defeat Dagoth Ur}}&amp;lt;/ref&amp;gt; Following his disappearance and the collapse of the Tribunal Temple, he was renamed '''Saint Vivec''' by the {{Lore Link|New Temple}}.{{ref|name=TR|{{Cite book|The Reclamations}}}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
[[File:MW-concept-AnumidumBW.jpg|thumb|left|A sketch of Numidium, the giant mechanical god of the Dwemer, from [[Lore:Divine Metaphysics|Divine Metaphysics]]]]&lt;br /&gt;
Much of Vivec's early life is muddled by suppositions, metaphor, and time, but it can be assumed he grew up in {{Lore Link|Morrowind|Resdayn}}, now called Morrowind,&amp;lt;ref name=PGE1M&amp;gt;{{Cite book|PGE|1|Morrowind}}&amp;lt;/ref&amp;gt; during the {{Lore Link|First Era}}.&amp;lt;ref name=LOV&amp;gt;{{Cite book|The 36 Lessons of Vivec|ns=Lore}}&amp;lt;/ref&amp;gt; Eventually, he would become the junior councilor (sometimes called a general) to Lord {{Lore Link|Nerevar|Indoril Nerevar}}, the Hortator (the military commander and representative of the united Chimer people), under whom all of the {{Lore Link|Great Houses}} and {{Lore Link|Ashlanders|Ashlander}} Tribes were united.&amp;lt;ref name=TBORM&amp;gt;{{Cite book|The Battle of Red Mountain}}&amp;lt;/ref&amp;gt;&amp;lt;ref name=NARM&amp;gt;{{Cite book|Nerevar at Red Mountain}}&amp;lt;/ref&amp;gt; Vivec's fellow councilors were [[Lore:Almalexia (god)|Almalexia]], Nerevar's Queen, and {{Lore Link|Sotha Sil}}, Nerevar's trusted and wise friend.&amp;lt;ref name=NARM/&amp;gt; Nerevar had established a fragile peace with the ruler of the {{Lore Link|Dwemer}}, {{Lore Link|Dumac|Dumac Dwarfking}}, during their united stand against a {{Lore Link|Nord|Nordic}} invasion, and thereby united all the people of the province for the first time in recorded history under what was called the First Council.&amp;lt;ref name=NARM/&amp;gt;&amp;lt;ref name=PGE3M&amp;gt;{{Cite book|PGE|3|Morrowind}}&amp;lt;/ref&amp;gt; Vivec and Nerevar's other advisers warned him that the peace could not last, a warning that unfortunately proved well-justified.&amp;lt;ref name=NARM/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After learning of a Dwemer plan to construct a giant {{Lore Link|Numidium|mechanical god}} powered by their discovery, the {{Lore Link|Heart of Lorkhan}}, and a subsequent falling out between Nerevar and his friend Dumac, Nerevar led the Chimer people to {{Lore Link|War of the First Council|war}} against the Dwemer, a war which culminated in the {{Lore Link|Battle of Red Mountain}} around {{Year|1E 700}}.&amp;lt;ref name=PGE1Ham&amp;gt;{{Cite book|PGE|1|Hammerfell}}&amp;lt;/ref&amp;gt; The several conflicting accounts on the events surrounding the battle paint Vivec in drastically different lights: he is usually seen as a loyal soldier and servant, and sometimes accused of being a murderer and traitor.&amp;lt;ref name=VAM/&amp;gt;&amp;lt;ref name=NARM/&amp;gt;&amp;lt;ref name=PGE3M/&amp;gt; Vivec's own account is in between: he certainly didn't murder Nerevar or betray him in life, but later, his ambition and drive to help the Chimer would lead him to break a most sacred oath.&amp;lt;ref name=TBORM/&amp;gt; What is agreed is that while Vivec and the other generals commanded the attack on Dwemeri forces outside the mountain, Nerevar took a small party in to the mountain, where they fought Dumac and his guard, driving Kagrenac, the Chief Architect who had first unlocked the mysteries of the Heart, to desperately attempt to use his Tools on it, a grave mistake that caused the Dwemer on {{Lore Link|Nirn}} to disappear.&amp;lt;ref name=TBORM/&amp;gt;&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
Shortly after the Battle of Red Mountain, the Tribunal convinced Nerevar that Kagrenac's Tools should be preserved for study in case the Dwemer returned, which he agreed to upon one condition: that they all swear a &amp;quot;solemn oath upon {{Lore Link|Azura}} that the tools would never be used in the profane manner that the Dwemer had intended&amp;quot; (i.e., to steal divine power from the Heart of Lorkhan).&amp;lt;ref name=TBORM/&amp;gt;&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
The Tribunal took the oath, then accompanied Nerevar to the Red Mountain, where he had left the Tools under the protection of {{Lore Link|Dagoth Ur|Voryn Dagoth}}, the High Councilor of House Dagoth.&amp;lt;ref name=NARM/&amp;gt; Unfortunately, Voryn had been left with the tools for too long: unbeknownst to them at the time, he had already experimented with the Tools and the Heart, likely becoming deranged by the experience.&amp;lt;ref name=TBORM/&amp;gt; He refused to relinquish the Tools, and he and his guards fought with Nerevar and his guards (this treason was ostensibly the reason why House Dagoth was eradicated immediately thereafter).&amp;lt;ref name=TBORM/&amp;gt;&amp;lt;ref name=MFDU&amp;gt;{{Cite book|Message from Dagoth Ur}}&amp;lt;/ref&amp;gt; Dagoth Ur, as Voryn began calling himself, was driven off and presumed to be dead, but Nerevar was mortally wounded in the attack.&amp;lt;ref name=TBORM/&amp;gt; With his dying wish, Nerevar bade his friends to follow their own advice and never use the Tools.&amp;lt;ref name=TBORM/&amp;gt;&lt;br /&gt;
[[File:MW-creature-Heart of Lorkhan.jpg|thumb|right|The Heart of Lorkhan]]&lt;br /&gt;
All accounts generally agree on the outcome of the so-called War of the First Council: the Dwemer were not only defeated, but disappeared entirely, {{Lore Link|House Dagoth}} was dismantled and absorbed by the other Great Houses of Morrowind, and Lord Nerevar was slain.&amp;lt;ref name=PGE3M/&amp;gt; But as tremendous as these changes were, the most significant results were yet to come.&amp;lt;ref name=PGE3M/&amp;gt;&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
===Achieving Divinity and Azura's Curse===&lt;br /&gt;
&lt;br /&gt;
With Nerevar gone, the Tribunal came to power among the Chimer.&amp;lt;ref name=TWOTFC&amp;gt;{{Cite book|The War of the First Council}}&amp;lt;/ref&amp;gt; Several years later, Sotha Sil approached Vivec and Almalexia with startling news: he had learned how to safely use the Tools to take divine power from the Heart, and he wished the three of them to do so.&amp;lt;ref name=TBORM/&amp;gt; At first, Vivec had misgivings, but a stirring, idealistic speech from Sotha convinced both him and Almalexia that together they could be the gods Resdayn deserved.&amp;lt;ref name=TBORM/&amp;gt; Convinced, the three defied Nerevar's dying wish and used the Tools of [[Lore:Kagrenac|Kagrenac]] on the Heart, drawing its power for themselves.&amp;lt;ref name=KT&amp;gt;{{Cite book|Kagrenac's Tools}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As soon as they did so, {{Lore Link|Azura}} appeared, the Daedric patron of the Chimer, and cursed them, saying that &amp;quot;her champion, Nerevar, true to his oath, would return to punish [the Tribunal and] make sure such profane knowledge might never again be used to mock and defy the will of the gods&amp;quot;.&amp;lt;ref name=TBORM/&amp;gt; When Sotha Sil dismissed her &amp;quot;chiding&amp;quot;, all of the Chimer were changed into Dunmer, including the Tribunal.&amp;lt;ref name=TBORM/&amp;gt; Azura assured them that this was the fate they chose, and all their kind would share in their fate &amp;quot;from now to the end of time&amp;quot;.&amp;lt;ref name=TBORM/&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[File:MW BookImg VivecRegion.jpg|thumb|right|A map of the City of Vivec]]&lt;br /&gt;
&lt;br /&gt;
===The Golden Age of the Tribunal===&lt;br /&gt;
&lt;br /&gt;
The Dunmer were, of course, startled to see how their skin had changed from the color of pale gold into a dark ashen grey, and how their eyes had become red, but Sotha Sil assured them it was a blessing.&amp;lt;ref name=TBORM/&amp;gt; Few knew or understood what had happened to them or the transformation of these new living gods, but most came to accept them and worship them as their new deities.&amp;lt;ref name=TBORM/&amp;gt; They incorporated the existing worship of Daedra and ancestors into a new {{Lore Link|Tribunal Temple}}, and each founded large cities bearing their own names, to act as their personal capitals (Vivec's was on the southern coast of {{Lore Link|Vvardenfell}}, and was the largest on the whole island).&amp;lt;ref name=GTV2/&amp;gt;&amp;lt;ref name=DUP&amp;gt;{{Cite book|Dagoth Ur's Plans}}&amp;lt;/ref&amp;gt; As the Tribunal harnessed their powers, they apparently learned, among a great many other things, how to remove the appearance of the curse upon themselves. Vivec chose to appear as both Chimer and Dunmer. But one group never accepted the Tribunal: the Ashlanders. The contention that the Tribunal murdered Nerevar is derived from Ashlander oral tradition, and was flatly contradicted by all orthodox Tribunal Temple traditions.&amp;lt;ref name=VAM/&amp;gt; Nonetheless, the tale became firmly established in the Dunmer imagination, as if to say, &amp;quot;Of course Vivec would never have conspired to murder Lord Nerevar, but it happened so long ago... who can know the truth?&amp;quot;&amp;lt;ref name=VAM/&amp;gt; Vivec denied it if asked, and attributed the story to {{Lore Link|Alandro Sul}}, a disgruntled Ashlander who served as Nerevar's shield-companion.&lt;br /&gt;
&lt;br /&gt;
From their inception as deities around 1E 700 to the latter half of the {{Lore Link|Second Era}}, the Tribunal flourished and exhibited great heroism with their divinity, but it was Vivec who exhibited the greatest heroism and who became the most popular with the people.&amp;lt;ref name=VAM/&amp;gt; Vivec distinguished himself as an unstoppable force and shrewd commander in the {{Lore Link|Four-Score War}}, which started in {{Year|1E 2840}} and lasted until the end of the First Era in {{Year|2920}}, which he helped finally bring to an end with a de facto victory for the Dunmer using his diplomatic prowess.&amp;lt;ref name=2920L&amp;gt;{{Cite book|2920, The Last Year of the First Era}}&amp;lt;/ref&amp;gt; He saved the Dunmer people from certain death on numerous occasions, such as when he taught them how to breathe water so that he could flood [[Lore:Morrowind|Morrowind]] and kill {{Lore Link|Akaviri}} invaders around {{Year|2E 572}} (in fact, the Tribunal repelled at least two Akaviri invasions from Morrowind).&amp;lt;ref name=PGE3M/&amp;gt; Possessed with an unmatched, unique perspective on the course of history, Vivec was able to foresee the meteoric rise of General [[Lore:Talos|Talos]] to heavenly and earthly prominence, eventually leading him to cease hostile resistance and ally himself with [[Lore:Cyrodiil|Cyrodiil]] (though he and the other Tribunes ensured Morrowind maintained its autonomy).&amp;lt;ref name=PGE3M/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
He was one of the more active members of the Tribunal, prolific both in poetry and in the writing of his own versions of history and philosophy. As well as playing a role as a political leader, (to this end he created the [[Morrowind:Buoyant Armiger|Buoyant Armigers]], a personal military order who exemplify his best traits) he was and is still considered a final authority on many esoteric and metaphysical concepts, such as the means of attaining divinity - the Walking Ways.&lt;br /&gt;
&lt;br /&gt;
===Teachings===&lt;br /&gt;
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[[File:Temple banner.png|thumb|left|The banner of the Tribunal Temple]][[File:MW-Places-VivecPalace.JPG|thumb|right|The Palace of Vivec]]&lt;br /&gt;
Conventional teachings of the Tribunal Temple held that the Tribunal &amp;quot;achieved divine substance through superhuman discipline and virtue and supernatural wisdom and insight. Like loving ancestors, they guard and counsel their followers&amp;quot;.&amp;lt;ref name=FOTT&amp;gt;{{Cite book|Fellowship of the Temple}}&amp;lt;/ref&amp;gt; Obviously, this account conflicts greatly with the truth, so the truth was suppressed within Morrowind and {{Lore Link|Dissident Priest|dissidents}} persecuted, at times with Vivec's direct involvement, though the knowledge was never fully extinguished.&amp;lt;ref name=TBORM/&amp;gt; The Temple preached that each Tribune was &amp;quot;anticipated&amp;quot; by a &amp;quot;Good Daedra&amp;quot;, one of the Daedra who acknowledged and accepted the Tribunal as the protectors of the Dunmer people (thereby satisfying theological concerns regarding the Tribunal's non-existence before their mortal lives), who became known as the Anticipations.&amp;lt;ref name=VAM/&amp;gt;&amp;lt;ref name=PGE3M/&amp;gt;&amp;lt;ref name=TA&amp;gt;{{Cite book|The Anticipations}}&amp;lt;/ref&amp;gt; In the case of Vivec, he was anticipated by {{Lore Link|Mephala}}.&amp;lt;ref name=VAM/&amp;gt;&lt;br /&gt;
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The Dunmer in general did not envision Lord Vivec as a creature of murder, sex, and secrets.&amp;lt;ref name=VAM/&amp;gt; Rather, they conceived of Lord Vivec as benevolent king, guardian warrior, poet-artist.&amp;lt;ref name=VAM/&amp;gt; But unconsciously, they accepted the notion of darker, hidden currents beneath Vivec's benevolent aspects, as suggested by his association with the ruthless Mephala.&amp;lt;ref name=VAM/&amp;gt; Nevertheless, the teachings of the Temple and the teachings of Vivec himself can be summarized as follows: &amp;quot;Your fourfold duties are to: Faith, Family, Masters, and all that is good. Perform holy quests and bring luster to the Temple. Never transgress against your brothers or sisters, and never dishonor your house or your ancestors. Serve and protect the poor and weak, and honor your elders and clan&amp;quot;.&amp;lt;ref name=FOTT/&amp;gt;&amp;lt;ref name=SS&amp;gt;{{Cite book|Saryoni's Sermons|ns=Lore}}&amp;lt;/ref&amp;gt;&amp;lt;ref name=LOTS&amp;gt;{{Cite book|Lives of the Saints}}&amp;lt;/ref&amp;gt;&amp;lt;ref name=TPP&amp;gt;{{Cite book|The Pilgrim's Path}}&amp;lt;/ref&amp;gt;&amp;lt;ref name=TCOP&amp;gt;{{Cite book|The Consolations of Prayer}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vivec sought to preserve Tribunal authority and legitimacy, especially his own. In Sermon Four of his Lessons (discussed more below), where he is confronted by a group who believed in coincidence above all else, and he &amp;quot;knew that to retain his divinity that he must make a strong argument against luck&amp;quot;,&amp;lt;ref name=LOV/&amp;gt; evidencing his need to advance his legitimacy as a deity at all times.&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
&lt;br /&gt;
===The Return of Dagoth Ur===&lt;br /&gt;
[[File:Dagoth Ur.jpg|thumb|right|Dagoth Ur, the Sharmat]]&lt;br /&gt;
The Tribunal visited the Red Mountain annually to perform a ritual bath replenishing their divine power.&amp;lt;ref name=DUP/&amp;gt; As they approached the slopes of the mountain to do so in {{Year|2E 882}}, they finally discovered the oversight that would end the world as they knew it: Dagoth Ur was still alive, even more powerful than them, and he was awake.&amp;lt;ref name=DUP/&amp;gt; He and his minions ambushed them and drove them away, decisively cutting off their access to the Heart of Lorkhan.&amp;lt;ref name=DUP/&amp;gt; For over four hundred years, Dagoth Ur's forces gained more territory and he spread his influence, only barely kept in check by the {{Lore Link|Ghostfence}} the Tribunal erected and maintained in an attempt to bottle him and his demons inside the Red Mountain region.&amp;lt;ref name=DUP/&amp;gt; As the Tribunal's influence and power weakened, Morrowind's society became more fragile; for instance, a simple slave revolt went unchecked and became the {{Lore Link|Arnesian War}}.&amp;lt;ref name=PGE3M/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vivec was the last of the Tribunal to stand against the Sharmat (as he sometimes referred to Dagoth Ur). He took the burden of substantially maintaining the [[Morrowind:Ghostfence|Ghostfence]] on himself after {{Year|3E 417}}, when Sotha Sil and Almalexia lost two of Kagrenac's Tools to Dagoth Ur's forces.&amp;lt;ref name=DUP/&amp;gt; They were even captured, though Vivec heroically rescued them.&amp;lt;ref name=DUP/&amp;gt; Even so, he could not recover the Tools, and the impact of the loss on their campaign, and perhaps the humiliation of losing them, caused Vivec's companions to apparently lose hope:Vivec was alone, facing an enemy he knew he could merely stall and never defeat.&amp;lt;ref name=TBORM/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So, even while the Temple persecuted the dissidents for their questions and ideas, he wrote the [[Lore:The 36 Lessons of Vivec|36 Lessons]], primarily to act as a guide for the {{Lore Link|Nerevarine}}, whose exact identity was a mystery but whose coming he realized was a necessity for Dagoth Ur's defeat.&amp;lt;ref name=PTDDU/&amp;gt;&amp;lt;ref name=LOV/&amp;gt;&amp;lt;ref name=TBORM/&amp;gt; The writings are very cryptic, likely both to mask this ulterior motive and to indulge Vivec's love of prose. Many of the tales involve Muatra, Vivec's legendary but mysterious spear.&amp;lt;ref name=LOV/&amp;gt; Since the Lessons are open to an incredible amount of speculation and conjecture, interpreting them is best left to individuals. But in these writings, Vivec helped engineer the loss of his godhood, and they demonstrated  that he planned from early on to support the Nerevarine as much as he could, though the strain of trying to maintain the Ghostfence would hamper his ability to assist the Nerevarine's campaign.&amp;lt;ref name=PTDDU/&amp;gt;&amp;lt;ref name=TBORM/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The End of the Tribunal===&lt;br /&gt;
&lt;br /&gt;
[[File:MW-Location-VivecTemple.jpg|thumb|right|Baar Dau, suspended above Vivec's Temple Canton]]&lt;br /&gt;
&lt;br /&gt;
The return of Azura's Champion heralded the end of Vivec's divinity: when the Nerevarine destroyed the [[Lore:Heart of Lorkhan|Heart of Lorkhan]] in the Red Mountain, all those who had stolen power from it lost their divine spark.&amp;lt;ref name=PTDDU/&amp;gt; The Nerevarine, finally able to put an end to Dagoth Ur, promptly did so.&amp;lt;ref name=Morrowind&amp;gt;The events of [[Morrowind:Morrowind|Morrowind]].&amp;lt;/ref&amp;gt; Vivec's fellow Tribunes also fell. Almalexia secretly went mad and murdered Sotha Sil, then used his creations to attack her own people. The Nerevarine killed her after she laid an ambush in Sotha Sil's Clockwork City.&amp;lt;ref name=TE&amp;gt;The events of [[Tribunal:Tribunal|Tribunal]].&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To the world at large, each Tribune was considered dead or disappeared, including Vivec.{{ref|name=TR}}&amp;lt;ref name=PGE3M/&amp;gt; [[Lore:Baar Dau|Baar Dau]], unsupported by his magic, finally fell in {{Year|4E 5}}, destroying the city of Vivec and triggering a chain reaction of natural disasters, notably the eruption of the Red Mountain.{{ref|name=TRY|{{Cite book|The Red Year}}}} The relief effort brought the Dunmer together as a people, but it also weakened them, and it wasn't long before the {{Lore Link|Argonian}} Invasion of mainland Morrowind forced much of the surviving Dunmer population to flee to {{Lore Link|Skyrim}}, the small island of {{Lore Link|Solstheim}}, and dozens of settlements elsewhere.{{ref|name=TR}}{{ref|name=TIF|{{Cite book|The Infernal City|ns=Books}}}}{{ref|name=SOTGQ|{{Cite book|Scourge of the Gray Quarter}}}}{{ref|name=TMFS|{{Cite book|To Milore from Nilara|ns=Dragonborn}}}} And so, Vivec orchestrated an end to the worship of himself: the general devastation the fall of Baar Dau brought to the Dunmer created a wave of disillusionment, and it was the death-knell for the worship of the Tribunal.{{ref|name=TR}}{{ref|name=TRY}}{{ref|name=TMFS}}&lt;br /&gt;
&lt;br /&gt;
No one really knows Vivec's fate, though some have gone so far as to claim that he was &amp;quot;taken&amp;quot; by the Daedra during the {{Lore Link|Oblivion Crisis}}, and others that he was killed by the Nerevarine.&amp;lt;ref name=Rumors&amp;gt;Rumors heard during the {{Lore Link|Oblivion Crisis}}.&amp;lt;/ref&amp;gt; He expected that the Tribunal would no longer be honored as gods by the Dunmer, but as saints and heroes, and that the Temple would return to the original Dunmer faith: the worship of their ancestors and the three good daedra, Azura, Mephala and Boethiah.&amp;lt;ref name=Vivec&amp;gt;Vivec's conversations with the {{Lore Link|Nerevarine}} after the defeat of Dagoth Ur.&amp;lt;/ref&amp;gt; The New Temple would prove him right by re-adopting the worship of the daedra, who came to be called the {{Lore Link|Reclamations}}, and, likely as a political gesture to ease the transition, &amp;quot;Saint Vivec&amp;quot; is still venerated as a great ancestor of the Dunmer.{{ref|name=TR}}&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* For game-specific information, see the [[Morrowind:Morrowind|Morrowind]] article on [[Morrowind:Vivec (god)|Vivec]].&lt;br /&gt;
&lt;br /&gt;
===Books===&lt;br /&gt;
* {{Book Link|2920, The Last Year of the First Era}}&lt;br /&gt;
* {{Book Link|The 36 Lessons of Vivec}}&lt;br /&gt;
* {{Book Link|The Anticipations}}&lt;br /&gt;
* {{Book Link|The Battle of Red Mountain}}&lt;br /&gt;
* {{Book Link|Dagoth Ur's Plans}}&lt;br /&gt;
* {{Book Link|Fellowship of the Temple}}&lt;br /&gt;
* {{Book Link|Five Songs of King Wulfharth}}&lt;br /&gt;
* {{Book Link|Homilies of Blessed Almalexia}}&lt;br /&gt;
* {{Book Link|Kagrenac's Tools}}&lt;br /&gt;
* {{Book Link|Nerevar at Red Mountain}}&lt;br /&gt;
* {{Book Link|The Pilgrim's Path}}&lt;br /&gt;
* {{Book Link|Plan to Defeat Dagoth Ur}}&lt;br /&gt;
* '''{{Cite book|PGE|1|Morrowind}}'''&lt;br /&gt;
* '''{{Cite book|PGE|3|Morrowind}}'''&lt;br /&gt;
* {{Book Link|The Reclamations}}&lt;br /&gt;
* {{Book Link|Vivec and Mephala}}&lt;br /&gt;
* {{Book Link|The War of the First Council}}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Catmaniac66</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=User_talk:Alphabetface&amp;diff=1084858</id>
		<title>User talk:Alphabetface</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=User_talk:Alphabetface&amp;diff=1084858"/>
		<updated>2012-12-31T18:40:03Z</updated>

		<summary type="html">&lt;p&gt;Catmaniac66: /* Are you sure they're referring to you the player? */ reply&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Page Icon|Icon-Email.png|E-mail Alphabetface|Special:EmailUser/Alphabetface|16}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
!colspan=3|Archives&lt;br /&gt;
|-&lt;br /&gt;
![[User_talk:Alphabetface/ArchiveA|A]]!![[User_talk:Alphabetface/ArchiveB|B]]!![[User_talk:Alphabetface/ArchiveC|C]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{notice|&amp;lt;center&amp;gt;If you have any questions or messages for me, please leave them here and I'll respond as soon as I can! &amp;lt;br&amp;gt; If you leave me a message here, I will reply here. '''If I leave you a message on your talk page, you should reply there.'''&amp;lt;br&amp;gt; Feel free to [[Special:EmailUser/Alphabetface|e-mail]] me as well, though I check this talk page much more frequently. Thanks!&amp;lt;/center&amp;gt;|bgcolor=#BCED80|clear=none}}&lt;br /&gt;
&lt;br /&gt;
== Prize Docs ==&lt;br /&gt;
&lt;br /&gt;
Hey, ABCface! I was forgetting about the upgrade today, so I'm gonna hold off on the Prize docs for 24 hours until we're reasonably sure the wiki is stable and isn't running into the upgrade problem that's plagued us in the past. [[User:RobinHood70|RobinHood70]] ([[User talk:RobinHood70|talk]]) 11:20, 3 September 2012 (EDT)&lt;br /&gt;
:Good idea, I'd forgotten about that too. Thanks! — [[User:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 12:31, 3 September 2012 (EDT)&lt;br /&gt;
::I notice you didn't archive this post. I don't even remember what this discussion about...is this something we still need to follow up on? &amp;lt;span style=&amp;quot;white-space:nowrap; font-variant:small-caps; line-height:0;&amp;quot;&amp;gt;&amp;amp;ndash; [[User:RobinHood70|'''Robin Hood''']]&amp;lt;span style=&amp;quot;font-size:18pt;&amp;quot;&amp;gt;&amp;amp;#x219D;&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;vertical-align:super&amp;quot;&amp;gt;'''talk'''&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 20:34, 31 October 2012 (GMT)&lt;br /&gt;
:::It was my way of reminding you that you had said you were going to make Doc pages for the templates in [[:Category:Prize_Templates|this category]]. :P — [[User:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 20:43, 31 October 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Shadowmark ==&lt;br /&gt;
&lt;br /&gt;
So, I just logged on and your template edit was at the top of my Watchlist. Loved your edit summary! And don't worry, you did fine with the edit. :) &amp;lt;span style=&amp;quot;white-space:nowrap; font-variant:small-caps; line-height:0;&amp;quot;&amp;gt;&amp;amp;ndash; [[User:RobinHood70|'''Robin Hood''']]&amp;lt;span style=&amp;quot;font-size:18pt;&amp;quot;&amp;gt;&amp;amp;#x219D;&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;vertical-align:super&amp;quot;&amp;gt;'''talk'''&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 19:19, 3 December 2012 (GMT)&lt;br /&gt;
:haha, thanks. I actually have another question/complaint about the template which I know I can't address myself. If you have time, care to pop in IRC? PM is fine or #UESPWiki, I'm around either way. — [[User:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 19:23, 3 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Stalhrim veins on articles ==&lt;br /&gt;
&lt;br /&gt;
I think the issue is that the item is just called Stalhrim, but when you put it under ore type, the template makes the link to &amp;quot;Stalhrim Ore&amp;quot; which isn't the name of the item at all.  No idea how to fix it without changing the template. Maybe just redirect Stalhrim Ore to Stalhrim? [[User:Jeancey|Jeancey]] ([[User talk:Jeancey|talk]]) 21:11, 5 December 2012 (GMT)&lt;br /&gt;
:Specifying something like &amp;lt;code&amp;gt;|stalhrim=2&amp;lt;/code&amp;gt; should work now. --[[User:Alfwyn|Alfwyn]] ([[User talk:Alfwyn|talk]]) 21:13, 5 December 2012 (GMT)&lt;br /&gt;
::Got it. Thanks, Alfwyn! — [[User:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 21:14, 5 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Hey :) ==&lt;br /&gt;
I create account and make my progres on Dragonborn site. Thanks for tip :D {{uns2|20:00, 6 December 2012‎|Malva}}&lt;br /&gt;
:It's no problem. It makes it easier to discuss with editors if needed when they have an account, since IP addresses can change and sometimes an anonymous user may receive a message intended for someone else. In any case, welcome to the wiki! I just sent ya a welcome message on your page, and the tips and links in your welcome message can be quite helpful if you'd like to check them out. Have fun editing! — [[User:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 20:04, 6 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
== How to catagorize? ==&lt;br /&gt;
&lt;br /&gt;
So I'm working my way through dungeons, filling out info as I go, and I'm currently in [[DB:Benkongerike|Benkongerike]] and it is marked on the map as a cave, and the first zone in it is a cave, but that cave leads to a second zone that is a Nordic Ruin.  Should I put the type for Benkongerike as cave or nordic ruin do you think? Just looking for an outside opinion since I'm at a loss. :) Thanks in advance! [[User:Jeancey|Jeancey]] ([[User talk:Jeancey|talk]]) 06:15, 7 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
:If you're not sure, don't leave one at all. That information will be more easily verifiable with game data (using keywords, etc. in game files) and it's not worth the hassle of posting inaccurate information even if it's a good guess. Also, for many parameters, you're only supposed to enter them if it's ''not'' a &amp;quot;no&amp;quot; or &amp;quot;none&amp;quot; entry, so don't enter those either. Also, keep up the good work, you've been making lots of good edits lately! — [[User:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 06:17, 7 December 2012 (GMT)&lt;br /&gt;
::Ok, I'll leave it blank for now. And thanks for the advice! [[User:Jeancey|Jeancey]] ([[User talk:Jeancey|talk]]) 06:19, 7 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Skyrim:Sorex Vinius ==&lt;br /&gt;
&lt;br /&gt;
''[http://www.uesp.net/w/index.php?title=Skyrim:Sorex_Vinius&amp;amp;diff=1059852&amp;amp;oldid=1059732 (partial undo - checked and the USKP only addresses the first bug)]''&lt;br /&gt;
&lt;br /&gt;
Do you have a save file that demonstrates the problem? Arthmoor indicates USKP fixed this as of 1.2.1 &lt;br /&gt;
http://bugzilla.darkcreations.org/show_bug.cgi?id=7485#c1 months ago!&lt;br /&gt;
&amp;lt;br /&amp;gt;--[[User:DayDreamer|DayDreamer]] ([[User talk:DayDreamer|talk]]) 11:02, 8 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
:I was basing that off of [http://www.iguanadons.net/Unofficial%20Skyrim%20Patch%20Version%20History.html this list], which is what the [[Tes5Mod:Unofficial_Skyrim_Patch|USKP]] page on the wiki links to. In any case, the note should not be removed from the main description of the article, as not all users will have the USKP. If it's added to the Bugs section, it should be an entirely separate note. — [[User:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 14:15, 8 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
::So, checking &amp;quot;the USKP&amp;quot; didn't actually check the USKP with the CK, you only checked USKP Version History. Great. Especially as the Version History clearly says: &amp;lt;blockquote&amp;gt;... corrected a large number of “backup” aliases and NPCs, from adding them to the appropriate services faction, to giving them AI packages to man the store like their predecessors, to assigning backup aliases in some cases.&amp;lt;br /&amp;gt;Sorex Vinius will now offer his delivery quest even if the player had already agreed to find news of Angeline Morrard’s daughter. The dialogue to offer it was checking the wrong quest.&amp;lt;/blockquote&amp;gt; Agree that it should be a separate note -- and in fact '''''WAS''''' a separate note. Next time, please test the actual game before editing, as the previous editors must have done.&amp;lt;br /&amp;gt;--[[User:DayDreamer|DayDreamer]] ([[User talk:DayDreamer|talk]]) 00:52, 9 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
:::Alphabetface lacks Skyrim for PC and thus can't check the changes USKP makes in her own game. As it is, a note should go on the page for the USKP fix, I think, but it's not necessarily a bug that Sorex isn't set up to be a merchant, so putting it up there in the first paragraph that he is not a merchant for those who don't use USKP (such as console users) is useful. '''[[User:Velyanthe|&amp;lt;font color=&amp;quot;maroon&amp;quot;&amp;gt;Vely&amp;lt;/font&amp;gt;]]'''&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;[[User talk:Velyanthe|&amp;lt;font color=&amp;quot;maroon&amp;quot;&amp;gt;►t&amp;lt;/font&amp;gt;]][[Special:EmailUser/Velyanthe|&amp;lt;font color=&amp;quot;maroon&amp;quot;&amp;gt;►e&amp;lt;/font&amp;gt;]]&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 01:23, 9 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
::::(Heavy sigh.) Yes, it's necessarily a bug. Hint: look at the factions. Currently, the main part says: &amp;quot;He expects to take over the inn from his father.&amp;quot; The Bugs section says &amp;quot;If anything happens to his father, Sorex will only rent out the inn's rooms; he does not offer any merchant services.&amp;quot; So, handled well in each part, and pertinent to all platforms. Meanwhile, without actually verifying in-game that there was a problem, it was pretty annoying to flag it as not fixed! Especially as another editor had properly handled it (presumably after testing). Wasted a bunch of Arthmoor and my time trying to discern how the patch failed.&amp;lt;br /&amp;gt;--[[User:DayDreamer|DayDreamer]] ([[User talk:DayDreamer|talk]]) 01:37, 9 December 2012 (GMT)&lt;br /&gt;
:::::I would just like to mention that they way you phrased your original statement, and some of your follow-ups was incredibly rude. Just putting that out there. [[User:Jeancey|Jeancey]] ([[User talk:Jeancey|talk]]) 01:47, 9 December 2012 (GMT)&lt;br /&gt;
::::::Welcome, Jeancey. I'm disheartened that you thought &amp;quot;Do you have ...&amp;quot; (original statement) was rude. Also &amp;quot;please test&amp;quot; (the follow-up), with considerable detailed explanation.&amp;lt;br /&amp;gt;--[[User:DayDreamer|DayDreamer]] ([[User talk:DayDreamer|talk]]) 01:55, 11 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
{{od}} The note I moved back didn't even say it was fixed by the USKP. The first bug note (not the one this message is about) ''did'' note this using the &amp;lt;code&amp;gt;|USKP|1.2&amp;lt;/code&amp;gt; parameter, but the second bug note (the one we're talking about here) had ''no'' &amp;lt;code&amp;gt;vn=1&amp;lt;/code&amp;gt; ''or'' &amp;lt;code&amp;gt;confirmed=1&amp;lt;/code&amp;gt; ''or'' any sort of patch fix noted. I never flagged it as not fixed- I simply moved it back to where it already was in the first place. In any case, I'm glad it's all sorted out now, and now actually mentions the USKP as a fix rather than having it marked as a bug with no parameter to indicate its status. — [[User:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 04:06, 9 December 2012 (GMT)&lt;br /&gt;
:Sadly, I misunderstood your edit comment &amp;quot;''checked and the USKP only addresses the first bug''&amp;quot; as meaning you'd checked and the fix was not working. Thanks.&amp;lt;br /&amp;gt;--[[User:DayDreamer|DayDreamer]] ([[User talk:DayDreamer|talk]]) 01:55, 11 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Dragon Aspect ==&lt;br /&gt;
&lt;br /&gt;
I notice you added to {{DB|Dragon Aspect}} that one location is Blodskal Barrow. Maybe I'm missing something, but I was still in Raven Rock Mine when I found it. Am I missing something here? [[User:Minor Edits|&amp;lt;span style=&amp;quot;font-size:medium&amp;quot;&amp;gt;&amp;lt;font color=&amp;quot;Green&amp;quot;&amp;gt;Minor Edits&amp;lt;/font&amp;gt;&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Minor Edits|&amp;lt;font color=&amp;quot;Green&amp;quot;&amp;gt;Threats&amp;lt;/font&amp;gt;]]•[[Special:Contributions/Minor Edits|&amp;lt;font color=&amp;quot;Green&amp;quot;&amp;gt;Evidence&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 06:53, 10 December 2012 (GMT)&lt;br /&gt;
:I checked. It is, in fact, in Raven Rock Mine, not the barrow. [[User:Jeancey|Jeancey]] ([[User talk:Jeancey|talk]]) 07:08, 10 December 2012 (GMT)&lt;br /&gt;
::Sorry, that place confused me a bit and I was back and forth. I see that it's already been fixed, so sorry for my mistake. — [[User:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 15:15, 10 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Edit War on Miraak Page ==&lt;br /&gt;
&lt;br /&gt;
Heys ABC I've been trying to help with that edit war going on on the Miraak page over his race. I don't think it actually worked but I attempted to place a semi-protect flag... the icon is there but none of the messages about it being protected show. I'd definitely say protecting it probably is in order for now. Would you agree? [[User:Lord Eydvar|Lord Eydvar]] &amp;lt;sup&amp;gt;[[User Talk:Lord Eydvar|Talk]]&amp;amp;#124;[[Special:Contributions/Lord Eydvar|Contribs]]&amp;lt;/sup&amp;gt; 11:18, 11 December 2012 (GMT)&lt;br /&gt;
:No, I really don't think that's necessary. Even if I did, you should take it up with an administrator- I'm just a patroller. — [[User:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 11:20, 11 December 2012 (GMT)&lt;br /&gt;
::Yeah I know I'm trying to reach ME or Krusty on the IRC but I know patrollers have the power to do semi-protects on subpages. Meh either way mine didn't work but it did add the page to the list so it'll get reviewed by someone who can make the final decision. [[User:Lord Eydvar|Lord Eydvar]] &amp;lt;sup&amp;gt;[[User Talk:Lord Eydvar|Talk]]&amp;amp;#124;[[Special:Contributions/Lord Eydvar|Contribs]]&amp;lt;/sup&amp;gt; 11:23, 11 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
:::No, the only protection feature available to patrollers is [[UESPWiki:Protection_Policy#Section_Protection|section protection]], which is only approved for protecting official messages on user talk pages, so it wouldn't have done you much good in this case anyway.  And just to be clear, there really was no need to protect the page in that case.  From what I can tell, the anonymous user stopped reverting the edit pretty much right after ME's message on his/her talk page.  It's always better to use talk pages to solve an issue like that, if possible, before resorting to page protection and other measures. &amp;lt;font color=&amp;quot;#1E4382&amp;quot;&amp;gt;&amp;amp;#8672;&amp;lt;/font&amp;gt;[[User:Eshe|&amp;lt;font color=&amp;quot;#009E54&amp;quot;&amp;gt;eshe&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;'''[[User talk:Eshe|&amp;lt;font color=&amp;quot;#1E4382&amp;quot;&amp;gt;talk&amp;lt;/font&amp;gt;]]'''&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 14:48, 11 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Sorting Question ==&lt;br /&gt;
&lt;br /&gt;
Howdy, ABC! I noticed you removed &amp;lt;nowiki&amp;gt;{{DEFAULTSORT:{{PAGENAME}}}}&amp;lt;/nowiki&amp;gt; from a redirect I created. It's just something I've seen on redirects before and I copy and paste it along with everything else. But what exactly is it for, what does it do? When ''should'' it be used? [[User:Minor Edits|&amp;lt;span style=&amp;quot;font-size:medium&amp;quot;&amp;gt;&amp;lt;font color=&amp;quot;Green&amp;quot;&amp;gt;Minor Edits&amp;lt;/font&amp;gt;&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Minor Edits|&amp;lt;font color=&amp;quot;Green&amp;quot;&amp;gt;Threats&amp;lt;/font&amp;gt;]]•[[Special:Contributions/Minor Edits|&amp;lt;font color=&amp;quot;Green&amp;quot;&amp;gt;Evidence&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 01:48, 13 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;DEFAULTSORT is useful when an article belongs to multiple categories: a single DEFAULTSORT tag will change the default sortkey for every category used on the article. The other reason to use DEFAULTSORT is that it applies to any categories that are indirectly added to the article using templates. If both DEFAULTSORT and a manual sortkey are provided, then the manual sortkey takes precedence.&amp;quot;&lt;br /&gt;
:I copy/pasted the relevant info from [[UESPWiki:Categories]], since I didn't actually know until reading it just now. I just did the sorting manually, so using the DEFAULTSORT would have been irrelevant, though if I would have realized what it was or how to use it I might not have done a few recent edits to change categories made by trail templates the way I did. I would have still done those redirects that way though. — [[User:Alphabetface|&amp;lt;font color=&amp;quot;DarkGreen&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;DarkGreen&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 01:53, 13 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
::Interesting; thanks for sorting that out for me. [[User:Minor Edits|&amp;lt;span style=&amp;quot;font-size:medium&amp;quot;&amp;gt;&amp;lt;font color=&amp;quot;Green&amp;quot;&amp;gt;Minor Edits&amp;lt;/font&amp;gt;&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Minor Edits|&amp;lt;font color=&amp;quot;Green&amp;quot;&amp;gt;Threats&amp;lt;/font&amp;gt;]]•[[Special:Contributions/Minor Edits|&amp;lt;font color=&amp;quot;Green&amp;quot;&amp;gt;Evidence&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 01:56, 13 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
== DLC tags ==&lt;br /&gt;
&lt;br /&gt;
Hi. Regarding your [http://www.uesp.net/w/index.php?title=Skyrim:Undead&amp;amp;diff=prev&amp;amp;oldid=1076847], I really dunno. Do the DLCs normally only place new creatures/NPCs/whatever in locations that are also new to the DLC? I wouldn't think so, but I dunno. Still, it's a separate question from how well-marked or &amp;quot;over-marked&amp;quot; DLC stuff may be. I haven't been much of an observer of this, so if there's a more-or-less established norm, that's fine with me. My bias is that someone looking through the Skyrim pages/articles that see something they may not have in their game should be very clearly made aware of it. --[[User:JR|JR]] ([[User talk:JR|talk]]) 03:10, 16 December 2012 (GMT)&lt;br /&gt;
:No, the DLC's don't only place new creatures in new locations, ''but'' those specific new creatures are only found in the Soul Cairn unless summoned (and the first line of each entry says that), so I think in that particular situation it's overkill to list both tags. That's just my opinion, which is why I left the question mark in my edit summary, in case anyone disagreed and wanted to change it back or discuss it. — [[User:Alphabetface|&amp;lt;font color=&amp;quot;DarkGreen&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;DarkGreen&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 03:19, 16 December 2012 (GMT)&lt;br /&gt;
::Usually just one DG tag suffices, and also one mod note; I just [http://www.uesp.net/w/index.php?title=Skyrim:Undead&amp;amp;diff=1076895&amp;amp;oldid=1076858 tweaked] the undead article. That is what we usually do, such as for [[Skyrim:Traps]] and [[Skyrim:Passive Creatures]]. Also, DG tags are not needed for articles such as Boneman and Mistman, since we use mod headers; see other articles such as [[Skyrim:Lord Harkon]], [[Skyrim:Keeper]], and [[Skyrim:Oriella]]. ~ [[User:Psylocke|&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;550066&amp;quot;&amp;gt;P&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;660099&amp;quot;&amp;gt;sy&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;6600AA&amp;quot;&amp;gt;l&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;6600CC&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;7700CC&amp;quot;&amp;gt;c&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;8800EE&amp;quot;&amp;gt;k&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;AA00DD&amp;quot;&amp;gt;e&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;]] 03:26, 16 December 2012 (GMT)&lt;br /&gt;
:::That looks good to me. Thanks. --[[User:JR|JR]] ([[User talk:JR|talk]]) 04:56, 16 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
== reporting vandals ==&lt;br /&gt;
&lt;br /&gt;
Is there any way to report vandals that I'm missing? I caught the one from 2.222.whatever about the same time you did, looked and didn't see a method to report it, so clicked on the issue warning link. It showed up right after yours did. [[User:Quillan|Quillan]] ([[User talk:Quillan|talk]]) 14:43, 27 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
:In most cases, what you did was exactly the right thing to do. But in this case, a warning had already been given for the most recent acts of vandalism, so an additional warning was unneeded. Looking at their talk page [http://www.uesp.net/w/index.php?title=User_talk:2.222.5.221&amp;amp;action=history history], the warning message I posted on their talk page was at 14:01. If you look at the user's [[Special:Contributions/2.222.5.221|contributions]], you'll see that they last posted at 13:51. If the user had continued vandalizing even after they were given enough time to reasonably be able to read the warning message, then further action would have been appropriate. But since they didn't vandalize anymore after receiving the warning, the single warning was sufficient.&lt;br /&gt;
:If you do encounter a situation when someone continues to repeatedly vandalize even after receiving a warning, you can post on the [[UESPWiki:Administrator_Noticeboard|Administrator Noticeboard]] or on the talk page of an active [[UESPWiki:Administrators|administrator]] or [[UESPWiki:Blockuser|blocker]]. Feel free to ask if you have any more questions. — [[User:Alphabetface|&amp;lt;font color=&amp;quot;DarkGreen&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;DarkGreen&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 16:02, 27 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
== [[SR:Augur of Dunlain|Augur of Dunlain]] ==&lt;br /&gt;
&lt;br /&gt;
No, that's not quite what I meant. But then again, what I meant might be against some style policy and thus inapplicable anyway ;) .  Anyway, what I was looking for was to have '''&amp;quot;I was told to find you.&amp;quot;''' and '''&amp;quot;And what is it I'm seeking?&amp;quot;''' side-by-side, with their ''italicized corresponding dialogue'' underneath the two (and again, side-by-side), all of it centered. Hopefully that made sense... (Sorry, I suck at explaining things :P ). Of course, the same would then be done for '''&amp;quot;Thalmor? What Thalmor?&amp;quot;''' and '''&amp;quot;I'm not the first to come see you?&amp;quot;'''. I saw this somewhere (of course I can't remember ''where''), and thought it might look nice in this scenario. Let me know if you agree. --[[User:Vulpa|&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;FF4500&amp;quot;&amp;gt;V&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;FF8C00&amp;quot;&amp;gt;u&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;FFA500&amp;quot;&amp;gt;l&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;FFD700&amp;quot;&amp;gt;p&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;FFFF00&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;]] 19:33, 30 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
:Okay, I think I know what you mean now, maybe. :P I tried two different ways of doing it using 'show preview' - once with the bolded dialogue centered, once with it left-aligned, and I think it looks better left-aligned. I also think it looks better without being side-by-side, but that might just be me. :P Either way, here's the two versions, feel free to play around with them and edit the page the way you prefer. (I used the {{tl|Showhide}} template just so it didn't take up so much space on my talk page. That part wouldn't go on the AoD page.)&lt;br /&gt;
&lt;br /&gt;
{{Showhide/Start|Version One}}&lt;br /&gt;
You then have two choices:&lt;br /&gt;
{| class=hiddentable&lt;br /&gt;
|'''&amp;quot;I was told to find you.&amp;quot;''' ||'''&amp;quot;And what is it I'm seeking?&amp;quot;'''&lt;br /&gt;
|-&lt;br /&gt;
|''&amp;quot;Indeed. And so you have come looking, though you do not know why. Like others before you blindly follow a path to your own destruction. The Thalmor came seeking answers as well, unaware they will be his undoing. Your path now follows his, though you will arrive too late.&amp;quot;''&lt;br /&gt;
|''&amp;quot;You seek that which all who wield magic seek. Knowledge. You shall find this: Knowledge will corrupt. It will destroy. It will consume. You seek meaning, shelter in Knowledge. You will not find it. The Thalmor sought the same thing, and it will lead to his end, as it has many others.&amp;quot;'' &lt;br /&gt;
|}&lt;br /&gt;
No matter which you choose, the next two options are always the same. You can either ask: &lt;br /&gt;
{| class=hiddentable&lt;br /&gt;
|'''&amp;quot;Thalmor? What Thalmor?&amp;quot;''' || '''&amp;quot;I'm not the first to come see you?&amp;quot;'''&lt;br /&gt;
|-&lt;br /&gt;
|''&amp;quot;The one who calls himself [[Skyrim:Ancano|Ancano]]. he seeks information about the Eye, but what he will find shall be quite different. His path will cross yours in time, but first you must find that which you need.&amp;quot;''&lt;br /&gt;
|''&amp;quot;No, though you may be the last. The one called Ancano has sought my knowledge as well, through very different questions. Your path differs from most. You are being guided, pushed towards something. It is a good path, a path untraveled by any. It is a path that can save your [[Skyrim:College of Winterhold (faction)|College]]. I will tell you what you need to know to follow it further.&amp;quot;'' &lt;br /&gt;
|}&lt;br /&gt;
{{Showhide/End}}&lt;br /&gt;
{{Showhide/Start|Version Two}}&lt;br /&gt;
You then have two choices:&lt;br /&gt;
{| class=&amp;quot;hiddentable vtop&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;hiddentable vtop&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:50%&amp;quot; align=&amp;quot;right&amp;quot;| &amp;lt;div style=&amp;quot;position: relative; bottom: 0em; right: 9em;&amp;quot;&amp;gt; '''&amp;quot;I was told to find you.&amp;quot;'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|''&amp;quot;Indeed. And so you have come looking, though you do not know why. Like others before you blindly follow a path to your own destruction. The Thalmor came seeking answers as well, unaware they will be his undoing. Your path now follows his, though you will arrive too late.&amp;quot;''&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;hiddentable vtop&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|style=&amp;quot;width:50%&amp;quot; align=&amp;quot;left&amp;quot;|  &amp;lt;div style=&amp;quot;position: relative; bottom: 0em; left: 9em;&amp;quot;&amp;gt; '''&amp;quot;And what is it I'm seeking?&amp;quot;'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|''&amp;quot;You seek that which all who wield magic seek. Knowledge. You shall find this: Knowledge will corrupt. It will destroy. It will consume. You seek meaning, shelter in Knowledge. You will not find it. The Thalmor sought the same thing, and it will lead to his end, as it has many others.&amp;quot;''&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
No matter which you choose, the next two options are always the same. You can either ask: &lt;br /&gt;
{| class=&amp;quot;hiddentable vtop&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;hiddentable vtop&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:50%&amp;quot; align=&amp;quot;right&amp;quot;| &amp;lt;div style=&amp;quot;position: relative; bottom: 0em; right: 9em;&amp;quot;&amp;gt; '''&amp;quot;Thalmor? What Thalmor?&amp;quot;'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|''&amp;quot;The one who calls himself [[Skyrim:Ancano|Ancano]]. he seeks information about the Eye, but what he will find shall be quite different. His path will cross yours in time, but first you must find that which you need.&amp;quot;''&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;hiddentable vtop&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|style=&amp;quot;width:50%&amp;quot; align=&amp;quot;left&amp;quot;|  &amp;lt;div style=&amp;quot;position: relative; bottom: 0em; left: 9em;&amp;quot;&amp;gt; '''&amp;quot;I'm not the first to come see you?&amp;quot;'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|''&amp;quot;No, though you may be the last. The one called Ancano has sought my knowledge as well, through very different questions. Your path differs from most. You are being guided, pushed towards something. It is a good path, a path untraveled by any. It is a path that can save your [[Skyrim:College of Winterhold (faction)|College]]. I will tell you what you need to know to follow it further.&amp;quot;''&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
{{Showhide/End}}&lt;br /&gt;
&lt;br /&gt;
:Also, I've seen this done on quest pages with images in the side-by-side parts, like [[Skyrim:The_Black_Star#A_Soul_to_Keep|here]], but I couldn't think of anywhere I've seen it for just text. We might have pages with that formatting somewhere, just not that I could think of. Is that what you were thinking of? — [[User:Alphabetface|&amp;lt;font color=&amp;quot;DarkGreen&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;DarkGreen&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 22:51, 30 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
::Wow, yeah-- the first version is what I was looking for (on second thought, centering it is ugly :P ).  Thanks for looking all that up! I'll add it, and hopefully nobody will revert it for consistency. Because really, I can't think of another way to break up that text wall for the dialogue section, and I like this idea, personally. ;D --[[User:Vulpa|&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;FF4500&amp;quot;&amp;gt;V&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;FF8C00&amp;quot;&amp;gt;u&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;FFA500&amp;quot;&amp;gt;l&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;FFD700&amp;quot;&amp;gt;p&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;FFFF00&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;]] 00:16, 31 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Are you sure they're referring to you the player? ==&lt;br /&gt;
&lt;br /&gt;
You didn't change the info, just reworded it (I would have used &amp;quot;ironic&amp;quot; as well), but your edit summary suggested that they are talking at you, the player. It seems to me that they are speaking to Farkas, as he is the person they are attacking. Though I have no proof that they cant be talking to me, as I am always male and would then never hear the &amp;quot;she&amp;quot; part. Is there something in the files proving it? Just curious!--[[User:Catmaniac66|Catmaniac66]] ([[User talk:Catmaniac66|talk]]) 06:49, 31 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
:See {{CSList|game=sr|formid=000e9535|this}} and {{CSList|game=sr|formid=000e9536|this}} dialogue in game data. The fact that the pronoun can be either masculine or feminine implies to me that its dependent on whether your character is male or female. I could be wrong, but that was why I assumed that. — [[User:Alphabetface|&amp;lt;font color=&amp;quot;DarkGreen&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;DarkGreen&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 15:32, 31 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
::Hmm that is strange. Though you wouldn't think they'd put in a quote about what armor a player is wearing as this quest has to have been done at some point in every armor imaginable. I'll start a female character soon and see what the response is.--[[User:Catmaniac66|Catmaniac66]] ([[User talk:Catmaniac66|talk]]) 18:40, 31 December 2012 (GMT)&lt;/div&gt;</summary>
		<author><name>Catmaniac66</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Phinis_Gestor&amp;diff=1084714</id>
		<title>Skyrim:Phinis Gestor</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Phinis_Gestor&amp;diff=1084714"/>
		<updated>2012-12-31T08:07:28Z</updated>

		<summary type="html">&lt;p&gt;Catmaniac66: Undo revision 1084713 by 91.232.96.4 (talk) nonsense&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NPC Summary&lt;br /&gt;
|essential=yes&lt;br /&gt;
|city=[[Skyrim:Winterhold|Winterhold]]&lt;br /&gt;
|loc=[[Skyrim:College of Winterhold (place)|College of Winterhold]]&amp;lt;br&amp;gt; [[Skyrim:Hall of Countenance|Hall of Countenance]]&lt;br /&gt;
|race=Breton&lt;br /&gt;
|gender=Male&lt;br /&gt;
|class=[[Skyrim:Conjurer (class)|Conjurer]]&lt;br /&gt;
|faction={{Faction|College of Winterhold|4}}; {{Faction|Conjuration Trainer}}; {{Faction|CrimeFactionWinterhold}}; {{Faction|Phinis Gestor Services}}; {{Faction|Skill Trainer}}&lt;br /&gt;
|refid=0001C1A7&lt;br /&gt;
|baseid=0001C199&lt;br /&gt;
|image=SR-npc-Phinis Gestor.jpg&lt;br /&gt;
|imgdesc=Phinis Gestor in the Hall of the Elements&lt;br /&gt;
|train=Conjuration, Expert&lt;br /&gt;
|buys=Spells ([[Skyrim:Books|Books]], [[Skyrim:Clothing|Clothing]], [[Skyrim:Daedric Artifacts|Daedric Artifacts]], [[Skyrim:Jewelry|Jewelry]], [[Skyrim:Scrolls|Scrolls]], [[Skyrim:Soul Gems|Soul Gems]], [[Skyrim:Spell Tomes|Spell Tomes]], [[Skyrim:Staves|Staves]])&lt;br /&gt;
|gold=500 (+1000 [[Skyrim:Master Trader|Master Trader]])&lt;br /&gt;
|sells=See [[#Standard Merchandise|Standard Merchandise]]&lt;br /&gt;
|class_details=[[Skyrim:TrainerConjurationExpert|TrainerConjurationExpert]]&lt;br /&gt;
|perks=[[Skyrim:Augmented Frost|Augmented Frost]] (rank 1); [[Skyrim:Destruction Dual Casting|Destruction Dual Casting]]; [[Skyrim:Regeneration|Regeneration]]&lt;br /&gt;
|skills='''[[Skyrim:Conjuration|Conjuration]]''', '''[[Skyrim:Restoration|Restoration]]''', [[Skyrim:Alteration|Alteration]], [[Skyrim:Destruction|Destruction]]&lt;br /&gt;
|aggress=Unaggressive&lt;br /&gt;
|level=PC&amp;amp;times;1 (range&amp;amp;#061;8-30)&lt;br /&gt;
|moral=Any Crime&lt;br /&gt;
|health=50+(PC-1)&amp;amp;times;8.3&lt;br /&gt;
|magicka=50+(PC-1)&amp;amp;times;6.7&lt;br /&gt;
|stamina=50&lt;br /&gt;
}}&lt;br /&gt;
'''Phinis Gestor''' is a [[Skyrim:Breton|Breton]] [[Skyrim:TrainerConjurationExpert|conjurer]] at the [[Skyrim:College of Winterhold (place)|College of Winterhold]]. &lt;br /&gt;
&lt;br /&gt;
He is also an expert-level [[Skyrim:Trainers|trainer]] in [[Skyrim:Conjuration|Conjuration]].&lt;br /&gt;
&lt;br /&gt;
When you reach the master level of conjuration, he has a quest available that gives you the spell [[Skyrim:Conjuration Spells#Flame Thrall|Flame Thrall]], a permanent version of the [[Skyrim:Conjure Flame Atronach|Conjure Flame Atronach]].  After completing this quest, you may then purchase the rest of the thrall spells: ([[Skyrim:Conjuration Spells#Ice Thrall|Ice Thrall]], [[Skyrim:Conjuration Spells#Storm Thrall|Storm Thrall]], [[Skyrim:Conjuration Spells#Dead Thrall|Dead Thrall]]).&lt;br /&gt;
&lt;br /&gt;
He can be found in the [[Skyrim:Hall of Countenance|Hall of Countenance]] at night and in [[Skyrim:The Arcanaeum|the Arcanaeum]] during the day.  You can buy and sell from him any time of day. &lt;br /&gt;
&lt;br /&gt;
During a conversation about conjuration, he mentions his ex-mentor [[Skyrim:Falion|Falion]], who is the master level conjuration trainer. Phinis will also mention some missing apprentices: [[Skyrim:Yisra|Yisra]], [[Skyrim:Rundi|Rundi]], [[Skyrim:Borvir|Borvir]] and [[Skyrim:Ilas-Tei|Ilas-Tei]]. You can search for them, but they are all dead and have no related quests.&lt;br /&gt;
&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
== Related Quests ==&lt;br /&gt;
* {{Quest Link|Conjuration Ritual Spell}}&lt;br /&gt;
&lt;br /&gt;
==Standard Merchandise==&lt;br /&gt;
This is the merchandise found in Phinis' [[Skyrim:Merchant Chest|merchant chest]]. These items are only available if purchased from the merchant; they cannot be pickpocketed or stolen.  They are restocked every two days.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Count !! Item !! Details&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Complete set of Novice [[Skyrim:Conjuration|Conjuration]] [[Skyrim:Conjuration Spells|Spell Tomes]] || &lt;br /&gt;
|-&lt;br /&gt;
| 1 || Complete set of Apprentice [[Skyrim:Conjuration|Conjuration]] [[Skyrim:Conjuration Spells|Spell Tomes]] || &lt;br /&gt;
|-&lt;br /&gt;
| 1 || Complete set of Adept [[Skyrim:Conjuration|Conjuration]] [[Skyrim:Conjuration Spells|Spell Tomes]] || Only if PC's skill level is high enough&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Complete set of Expert [[Skyrim:Conjuration|Conjuration]] [[Skyrim:Conjuration Spells|Spell Tomes]] || Only if PC's skill level is high enough&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[Skyrim:Spell Tome: Dead Thrall|Spell Tome: Dead Thrall]]&lt;br /&gt;
|rowspan=3|Only if [[Skyrim:Conjuration Ritual Spell|Conjuration Ritual Spell]] has been completed&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[Skyrim:Spell Tome: Frost Thrall|Spell Tome: Frost Thrall]]&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[Skyrim:Spell Tome: Storm Thrall|Spell Tome: Storm Thrall]]&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Leveled Conjuration Robes ||&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Leveled Mages Hood (enchanted) ||&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Leveled Mages Robes (enchanted) ||&lt;br /&gt;
|-&lt;br /&gt;
| ~9 || Leveled [[Skyrim:Scrolls|Scrolls]] || Max 12 (12@75%)&lt;br /&gt;
|-&lt;br /&gt;
| ~15 || Leveled [[Skyrim:Soul Gems|Soul Gem]]s (empty and full) || Max 20 (20@75%)&lt;br /&gt;
|-&lt;br /&gt;
| ~1 || Leveled [[Skyrim:Staves|Staves]] || Max 2 (2@25%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
Phinis knows the following spells:&lt;br /&gt;
*[[Skyrim:Alteration|Alteration]]&lt;br /&gt;
**[[Skyrim:Stoneflesh|Stoneflesh]]&lt;br /&gt;
*[[Skyrim:Conjuration|Conjuration]]&lt;br /&gt;
**[[Skyrim:Conjure Flame Atronach|Conjure Flame Atronach]]&lt;br /&gt;
**[[Skyrim:Conjure Frost Atronach|Conjure Frost Atronach]]&lt;br /&gt;
*[[Skyrim:Destruction|Destruction]]&lt;br /&gt;
**[[Skyrim:Ice Spike|Ice Spike]]&lt;br /&gt;
**[[Skyrim:Ice Storm|Ice Storm]]&lt;br /&gt;
*[[Skyrim:Restoration|Restoration]]&lt;br /&gt;
**[[Skyrim:Fast Healing|Fast Healing]]&lt;br /&gt;
**[[Skyrim:Steadfast Ward|Steadfast Ward]]&lt;/div&gt;</summary>
		<author><name>Catmaniac66</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Invisibility&amp;diff=1084702</id>
		<title>Oblivion:Invisibility</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Invisibility&amp;diff=1084702"/>
		<updated>2012-12-31T07:13:15Z</updated>

		<summary type="html">&lt;p&gt;Catmaniac66: One messed up a link, the other removed a valid note. Though I believe &amp;quot;I&amp;quot; added it so maybe it should be discussion.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Effects Summary&lt;br /&gt;
|image=OB-icon-Invisibility.png&lt;br /&gt;
|school=Illusion&lt;br /&gt;
|type=Defensive&amp;lt;br&amp;gt;(No enchanting)&lt;br /&gt;
|id=INVI&lt;br /&gt;
|cost=40.0&lt;br /&gt;
|barter=0&lt;br /&gt;
|avail=[[Oblivion:List_of_Spells_by_Effect#Invisibility|Spells]]&amp;lt;br&amp;gt;[[Oblivion:Alchemy_Effects#Invisibility|Custom Potions]]&amp;lt;br&amp;gt;[[Oblivion:Potions#Invisibility|Built-In Potions]]&amp;lt;br&amp;gt;[[Oblivion:Scrolls#Invisibility|Scrolls]]&lt;br /&gt;
|syntax=Invisibility for D seconds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This is the other effect (besides [[Oblivion:Chameleon|Chameleon]]) that renders you invisible (but not inaudible) to monsters and NPCs in the game. Invisibility is perfect, but temporary. It will end if you cast any spell, attack any NPC, or interact with any NPC or item in the game. There are also a few scripted sequences where an NPC will notice you even if you are invisible.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*This effect can be gained for [[Oblivion:Spell Making|spell making]] via [[Oblivion:List of Spells by Effect#Invisibility|spells]], choosing the [[Oblivion:Birthsigns#Shadow|Shadow]] Birthsign, the [[Oblivion:Jone_Stone|Jone Stone]] Doomstone, or achieving 100% Vampirism which bestows the ability [[Oblivion:Vampirism#Embrace_of_Shadows|Embrace of Shadows]].&lt;br /&gt;
*[[Oblivion:Traps#Magic Traps|Magic Traps]] will still fire at you while you are invisible.&lt;br /&gt;
*If you are discovered trespassing and then cast an invisibility spell, even though you are invisible the NPC that discovered you will follow you until you leave; issuing the standard warnings. &lt;br /&gt;
*If you are invisible when an NPC is due to lock up, all NPCs in the cell will immediately become aware of your presence.&lt;br /&gt;
*You can [[Oblivion:Controls#Grab|grab]] an item without losing your invisibility. This allows you to carry the item to a place where you can pick it up without being seen.&lt;br /&gt;
*NPC [[Oblivion:Followers|followers]] will still follow you when you're invisible.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* Short term Invisibility effects are useful for getting some easy stealth strikes or for stealing things out of containers and off of store shelves while shop owners are watching you (a five or ten second duration is sufficient for this).&lt;br /&gt;
* It is not possible to [[Oblivion:Enchanting|enchant]] items with Invisibility as the effect does not appear in the list when using an Altar of Enchanting. The reason for this is because, if you use the [[Oblivion:Construction Set|Construction Set]] to make the effect available for enchanting, you will become invisible, but the effect will be dispelled as soon as you do anything but move, requiring you to re-equip the clothing.  This is why there are no invisibility pre-enchantments or [[Oblivion:Sigil Stone|Sigil Stone]] effects in the game.&lt;br /&gt;
* If you go invisible, there will still be a small outline for you to see.  The characters in the game cannot detect this, but you (as opposed to your character) can.  When an NPC goes invisible, you can look for this outline to find them without the aid of [[Oblivion:Detect Life|Detect Life]].&lt;br /&gt;
* An invisibility spell with a duration of up to fifteen seconds only requires an apprentice level in Illusion; however, the only ways to obtain the spell effect before journeyman level are: being born under the Shadow Birthsign, becoming a [[Oblivion:Vampirism|vampire]] and resting until you have 100% vampirism, or through the [[Oblivion:Magical Stones#Jone Stone|Jone Doom Stone]].&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Be aware using invisibility going through doors. It is possible that if the spell is extremely close to finishing casting when you enter a door you will become stuck in cutscene mode, with no ability to interact with anything or move in anyway.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
Sections:&lt;br /&gt;
* '''[[Oblivion:Sneak|Sneak]]''': Tips on how to sneak effectively&lt;br /&gt;
&lt;br /&gt;
Related effects:&lt;br /&gt;
* [[Oblivion:Chameleon|Chameleon]]&lt;br /&gt;
&lt;br /&gt;
==Alchemy Ingredients==&lt;br /&gt;
The following ingredients can be used to make a potion of Invisibility:&lt;br /&gt;
{{Ingredients By Effect}}&lt;br /&gt;
&lt;br /&gt;
{{Oblivion Illusion Effects}}&lt;/div&gt;</summary>
		<author><name>Catmaniac66</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:That_Was_Always_There&amp;diff=1084699</id>
		<title>Skyrim:That Was Always There</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:That_Was_Always_There&amp;diff=1084699"/>
		<updated>2012-12-31T07:00:42Z</updated>

		<summary type="html">&lt;p&gt;Catmaniac66: /* Option 2: Tell Viola */ Added marriage; is elsewhere but it is a direct result of this quest progressing a certain way&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Cleanup-srqrp&lt;br /&gt;
|writtenBy=Nephele&lt;br /&gt;
|checkedBy=&lt;br /&gt;
|objectivesChecked=Alfwyn&lt;br /&gt;
|reward=&lt;br /&gt;
|rewardChecked=&lt;br /&gt;
}}&amp;lt;/noinclude&amp;gt;{{Trail|Quests|Miscellaneous|Favors}} [[Category:Skyrim-Quests-Miscellaneous]]&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver=[[Skyrim:Revyn Sadri|Revyn Sadri]]&lt;br /&gt;
|Loc=[[Skyrim:Windhelm|Windhelm]] ([[Skyrim:Sadri's Used Wares|Sadri's Used Wares]], [[Skyrim:Viola Giordano's House|Viola Giordano's House]])&lt;br /&gt;
|Reward=Leveled gold (large)&lt;br /&gt;
|Image=SR-quest-That_Was_Always_There.jpg&lt;br /&gt;
|Imgdesc=The dresser in Viola Giordano's House&lt;br /&gt;
|description=Return a [[Skyrim:Viola's Gold Ring|ring]] to its rightful [[Skyrim:Viola Giordano|owner]].&lt;br /&gt;
|ID=Favor019&lt;br /&gt;
|Disp= =1 ([[Skyrim:Revyn Sadri|Revyn Sadri]]) &amp;lt;br&amp;gt;or&amp;lt;br&amp;gt;&lt;br /&gt;
=-1 ([[Skyrim:Revyn Sadri|Revyn Sadri]])&amp;lt;br&amp;gt;&lt;br /&gt;
=1 ([[Skyrim:Viola Giordano|Viola Giordano]])&lt;br /&gt;
}}&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
#Speak to [[Skyrim:Revyn Sadri|Revyn Sadri]] to begin the quest and obtain [[Skyrim:Viola's Gold Ring|Viola's Gold Ring]].&lt;br /&gt;
#Choose whether to:&lt;br /&gt;
#* Break into [[Skyrim:Viola Giordano's House|Viola Giordano's House]] and return the ring, ''or''&lt;br /&gt;
#* Tell [[Skyrim:Viola Giordano|Viola Giordano]] about the ring.&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
[[Skyrim:Revyn Sadri|Revyn Sadri]] runs a pawnshop, [[Skyrim:Sadri's Used Wares|Sadri's Used Wares]], in [[Skyrim:Windhelm|Windhelm]]'s Gray Quarter.  Revyn tends to tell visitors to his store, somewhat overemphatically, that, &amp;quot;''All my goods are legitimate, which is more than I can say for some.''&amp;quot; If you question him on it, he will change his story and confess that he bought a [[Skyrim:Viola's Gold Ring|ring]] before realizing that it matched the description of a recently stolen jewelry item of [[Skyrim:Viola Giordano|Viola Giordano's]].&lt;br /&gt;
&lt;br /&gt;
Even if you offer to return the ring for Revyn, he is still worried.  He insists that Viola can't be told, because she would surely report the crime to the Jarl.  Instead, he wants you to sneak into [[Skyrim:Viola Giordano's House|Viola Giordano's House]] and leave the ring inside the house.&lt;br /&gt;
&lt;br /&gt;
Your quest log at this point suggests that you only have one option for how to proceed, namely to [[#Option 1: Return the Ring|return the ring]].  However, Revyn's dialogue hints at a second option: you can [[#Option 2: Tell Viola|tell Viola]] about the stolen ring.&lt;br /&gt;
&lt;br /&gt;
=== Option 1: Return the Ring ===&lt;br /&gt;
To return the ring, the first step is gaining entrance to [[Skyrim:Viola Giordano's House|Viola's house]].  Her house is a large manor located in the Stone Quarter, on the west side of town.  The front door is locked with a difficult leveled lock (Expert or Master level). Alternatively, you can opt to pickpocket the [[Skyrim:Viola Giordano's House Key|key]] from Viola.&lt;br /&gt;
&lt;br /&gt;
Once you enter the house, the dresser where you are expected to place the ring is located immediately to the right of the front door.  Open the dresser, and select that you want to &amp;quot;Store&amp;quot; the ring in the dresser.  This will trigger a quest update.&lt;br /&gt;
{{SRLeveledReward|Large|float=right}}&lt;br /&gt;
Return to Revyn to obtain your reward, a large leveled amount of gold.  In addition, Revyn's disposition towards you will increase. The most immediate implication is that you will be able to freely take all low-cost items in the store. You will also be able to buy training in Speech. He is the only Speech trainer that you can trade with (which you can do to get the gold back) without joining the [[SR:Volkihar Vampire Clan|Volkihar Vampire Clan]].&lt;br /&gt;
&lt;br /&gt;
=== Option 2: Tell Viola ===&lt;br /&gt;
The other option requires you to find [[Skyrim:Viola Giordano|Viola]].  She is frequently found walking the streets of Windhelm, or else at [[Skyrim:Candlehearth Hall|Candlehearth Hall]] in the evenings.  If you talk to her, you will have the option to tell Viola about the ring.  She takes the ring but seems more interested in finding ways to punish Revyn than actually being happy to have the ring back. In particular, she promises to report this to the Jarl and get Revyn's taxes doubled or even tripled.&lt;br /&gt;
&lt;br /&gt;
She will also reward you with a large leveled amount of gold.  Her disposition towards you will increase, one implication being that you can freely take all low-cost items in her house. This is also the only way to be able to marry her.  On the other hand, Revyn's disposition will decrease.  This will result in negative comments every time you enter his store, but he will still trade with you (and his other dialogue will be as friendly as otherwise).&lt;br /&gt;
&lt;br /&gt;
==Quest Stages==&lt;br /&gt;
Quest Variables:&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;Alias=QuestItem&amp;gt;&amp;lt;/code&amp;gt;: [[Skyrim:Viola's Gold Ring|Viola's Gold Ring]]&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;Alias=TargetHouse&amp;gt;&amp;lt;/code&amp;gt;: [[Skyrim:Viola Giordano's House|Viola Giordano's House]]&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;Alias.ShortName=Questgiver&amp;gt;&amp;lt;/code&amp;gt;: [[Skyrim:Revyn Sadri|Revyn]]&lt;br /&gt;
{{Journal Entries&lt;br /&gt;
|0||&lt;br /&gt;
|10||{{Quest Comment|Objective is assigned}}: Plant &amp;lt;code&amp;gt;&amp;lt;Alias&amp;amp;#61;QuestItem&amp;gt;&amp;lt;/code&amp;gt; in &amp;lt;code&amp;gt;&amp;lt;Alias&amp;amp;#61;TargetHouse&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
|15||{{Quest Comment|Objective is assigned}}: Tell &amp;lt;code&amp;gt;&amp;lt;Alias.ShortName&amp;amp;#61;Questgiver&amp;gt;&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;&amp;lt;Alias&amp;amp;#61;QuestItem&amp;gt;&amp;lt;/code&amp;gt; has been planted&lt;br /&gt;
|17||&lt;br /&gt;
|20|Yes|&lt;br /&gt;
|200||&lt;br /&gt;
}}&lt;br /&gt;
{{Skyrim Quest Stages Notes}}&lt;/div&gt;</summary>
		<author><name>Catmaniac66</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=User_talk:Alphabetface&amp;diff=1084698</id>
		<title>User talk:Alphabetface</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=User_talk:Alphabetface&amp;diff=1084698"/>
		<updated>2012-12-31T06:49:55Z</updated>

		<summary type="html">&lt;p&gt;Catmaniac66: /* Are you sure they're referring to you the player? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Page Icon|Icon-Email.png|E-mail Alphabetface|Special:EmailUser/Alphabetface|16}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
!colspan=3|Archives&lt;br /&gt;
|-&lt;br /&gt;
![[User_talk:Alphabetface/ArchiveA|A]]!![[User_talk:Alphabetface/ArchiveB|B]]!![[User_talk:Alphabetface/ArchiveC|C]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{notice|&amp;lt;center&amp;gt;If you have any questions or messages for me, please leave them here and I'll respond as soon as I can! &amp;lt;br&amp;gt; If you leave me a message here, I will reply here. '''If I leave you a message on your talk page, you should reply there.'''&amp;lt;br&amp;gt; Feel free to [[Special:EmailUser/Alphabetface|e-mail]] me as well, though I check this talk page much more frequently. Thanks!&amp;lt;/center&amp;gt;|bgcolor=#BCED80|clear=none}}&lt;br /&gt;
&lt;br /&gt;
== Prize Docs ==&lt;br /&gt;
&lt;br /&gt;
Hey, ABCface! I was forgetting about the upgrade today, so I'm gonna hold off on the Prize docs for 24 hours until we're reasonably sure the wiki is stable and isn't running into the upgrade problem that's plagued us in the past. [[User:RobinHood70|RobinHood70]] ([[User talk:RobinHood70|talk]]) 11:20, 3 September 2012 (EDT)&lt;br /&gt;
:Good idea, I'd forgotten about that too. Thanks! — [[User:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 12:31, 3 September 2012 (EDT)&lt;br /&gt;
::I notice you didn't archive this post. I don't even remember what this discussion about...is this something we still need to follow up on? &amp;lt;span style=&amp;quot;white-space:nowrap; font-variant:small-caps; line-height:0;&amp;quot;&amp;gt;&amp;amp;ndash; [[User:RobinHood70|'''Robin Hood''']]&amp;lt;span style=&amp;quot;font-size:18pt;&amp;quot;&amp;gt;&amp;amp;#x219D;&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;vertical-align:super&amp;quot;&amp;gt;'''talk'''&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 20:34, 31 October 2012 (GMT)&lt;br /&gt;
:::It was my way of reminding you that you had said you were going to make Doc pages for the templates in [[:Category:Prize_Templates|this category]]. :P — [[User:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 20:43, 31 October 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Shadowmark ==&lt;br /&gt;
&lt;br /&gt;
So, I just logged on and your template edit was at the top of my Watchlist. Loved your edit summary! And don't worry, you did fine with the edit. :) &amp;lt;span style=&amp;quot;white-space:nowrap; font-variant:small-caps; line-height:0;&amp;quot;&amp;gt;&amp;amp;ndash; [[User:RobinHood70|'''Robin Hood''']]&amp;lt;span style=&amp;quot;font-size:18pt;&amp;quot;&amp;gt;&amp;amp;#x219D;&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;vertical-align:super&amp;quot;&amp;gt;'''talk'''&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 19:19, 3 December 2012 (GMT)&lt;br /&gt;
:haha, thanks. I actually have another question/complaint about the template which I know I can't address myself. If you have time, care to pop in IRC? PM is fine or #UESPWiki, I'm around either way. — [[User:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 19:23, 3 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Stalhrim veins on articles ==&lt;br /&gt;
&lt;br /&gt;
I think the issue is that the item is just called Stalhrim, but when you put it under ore type, the template makes the link to &amp;quot;Stalhrim Ore&amp;quot; which isn't the name of the item at all.  No idea how to fix it without changing the template. Maybe just redirect Stalhrim Ore to Stalhrim? [[User:Jeancey|Jeancey]] ([[User talk:Jeancey|talk]]) 21:11, 5 December 2012 (GMT)&lt;br /&gt;
:Specifying something like &amp;lt;code&amp;gt;|stalhrim=2&amp;lt;/code&amp;gt; should work now. --[[User:Alfwyn|Alfwyn]] ([[User talk:Alfwyn|talk]]) 21:13, 5 December 2012 (GMT)&lt;br /&gt;
::Got it. Thanks, Alfwyn! — [[User:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 21:14, 5 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Hey :) ==&lt;br /&gt;
I create account and make my progres on Dragonborn site. Thanks for tip :D {{uns2|20:00, 6 December 2012‎|Malva}}&lt;br /&gt;
:It's no problem. It makes it easier to discuss with editors if needed when they have an account, since IP addresses can change and sometimes an anonymous user may receive a message intended for someone else. In any case, welcome to the wiki! I just sent ya a welcome message on your page, and the tips and links in your welcome message can be quite helpful if you'd like to check them out. Have fun editing! — [[User:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 20:04, 6 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
== How to catagorize? ==&lt;br /&gt;
&lt;br /&gt;
So I'm working my way through dungeons, filling out info as I go, and I'm currently in [[DB:Benkongerike|Benkongerike]] and it is marked on the map as a cave, and the first zone in it is a cave, but that cave leads to a second zone that is a Nordic Ruin.  Should I put the type for Benkongerike as cave or nordic ruin do you think? Just looking for an outside opinion since I'm at a loss. :) Thanks in advance! [[User:Jeancey|Jeancey]] ([[User talk:Jeancey|talk]]) 06:15, 7 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
:If you're not sure, don't leave one at all. That information will be more easily verifiable with game data (using keywords, etc. in game files) and it's not worth the hassle of posting inaccurate information even if it's a good guess. Also, for many parameters, you're only supposed to enter them if it's ''not'' a &amp;quot;no&amp;quot; or &amp;quot;none&amp;quot; entry, so don't enter those either. Also, keep up the good work, you've been making lots of good edits lately! — [[User:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 06:17, 7 December 2012 (GMT)&lt;br /&gt;
::Ok, I'll leave it blank for now. And thanks for the advice! [[User:Jeancey|Jeancey]] ([[User talk:Jeancey|talk]]) 06:19, 7 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Skyrim:Sorex Vinius ==&lt;br /&gt;
&lt;br /&gt;
''[http://www.uesp.net/w/index.php?title=Skyrim:Sorex_Vinius&amp;amp;diff=1059852&amp;amp;oldid=1059732 (partial undo - checked and the USKP only addresses the first bug)]''&lt;br /&gt;
&lt;br /&gt;
Do you have a save file that demonstrates the problem? Arthmoor indicates USKP fixed this as of 1.2.1 &lt;br /&gt;
http://bugzilla.darkcreations.org/show_bug.cgi?id=7485#c1 months ago!&lt;br /&gt;
&amp;lt;br /&amp;gt;--[[User:DayDreamer|DayDreamer]] ([[User talk:DayDreamer|talk]]) 11:02, 8 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
:I was basing that off of [http://www.iguanadons.net/Unofficial%20Skyrim%20Patch%20Version%20History.html this list], which is what the [[Tes5Mod:Unofficial_Skyrim_Patch|USKP]] page on the wiki links to. In any case, the note should not be removed from the main description of the article, as not all users will have the USKP. If it's added to the Bugs section, it should be an entirely separate note. — [[User:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 14:15, 8 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
::So, checking &amp;quot;the USKP&amp;quot; didn't actually check the USKP with the CK, you only checked USKP Version History. Great. Especially as the Version History clearly says: &amp;lt;blockquote&amp;gt;... corrected a large number of “backup” aliases and NPCs, from adding them to the appropriate services faction, to giving them AI packages to man the store like their predecessors, to assigning backup aliases in some cases.&amp;lt;br /&amp;gt;Sorex Vinius will now offer his delivery quest even if the player had already agreed to find news of Angeline Morrard’s daughter. The dialogue to offer it was checking the wrong quest.&amp;lt;/blockquote&amp;gt; Agree that it should be a separate note -- and in fact '''''WAS''''' a separate note. Next time, please test the actual game before editing, as the previous editors must have done.&amp;lt;br /&amp;gt;--[[User:DayDreamer|DayDreamer]] ([[User talk:DayDreamer|talk]]) 00:52, 9 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
:::Alphabetface lacks Skyrim for PC and thus can't check the changes USKP makes in her own game. As it is, a note should go on the page for the USKP fix, I think, but it's not necessarily a bug that Sorex isn't set up to be a merchant, so putting it up there in the first paragraph that he is not a merchant for those who don't use USKP (such as console users) is useful. '''[[User:Velyanthe|&amp;lt;font color=&amp;quot;maroon&amp;quot;&amp;gt;Vely&amp;lt;/font&amp;gt;]]'''&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;[[User talk:Velyanthe|&amp;lt;font color=&amp;quot;maroon&amp;quot;&amp;gt;►t&amp;lt;/font&amp;gt;]][[Special:EmailUser/Velyanthe|&amp;lt;font color=&amp;quot;maroon&amp;quot;&amp;gt;►e&amp;lt;/font&amp;gt;]]&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 01:23, 9 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
::::(Heavy sigh.) Yes, it's necessarily a bug. Hint: look at the factions. Currently, the main part says: &amp;quot;He expects to take over the inn from his father.&amp;quot; The Bugs section says &amp;quot;If anything happens to his father, Sorex will only rent out the inn's rooms; he does not offer any merchant services.&amp;quot; So, handled well in each part, and pertinent to all platforms. Meanwhile, without actually verifying in-game that there was a problem, it was pretty annoying to flag it as not fixed! Especially as another editor had properly handled it (presumably after testing). Wasted a bunch of Arthmoor and my time trying to discern how the patch failed.&amp;lt;br /&amp;gt;--[[User:DayDreamer|DayDreamer]] ([[User talk:DayDreamer|talk]]) 01:37, 9 December 2012 (GMT)&lt;br /&gt;
:::::I would just like to mention that they way you phrased your original statement, and some of your follow-ups was incredibly rude. Just putting that out there. [[User:Jeancey|Jeancey]] ([[User talk:Jeancey|talk]]) 01:47, 9 December 2012 (GMT)&lt;br /&gt;
::::::Welcome, Jeancey. I'm disheartened that you thought &amp;quot;Do you have ...&amp;quot; (original statement) was rude. Also &amp;quot;please test&amp;quot; (the follow-up), with considerable detailed explanation.&amp;lt;br /&amp;gt;--[[User:DayDreamer|DayDreamer]] ([[User talk:DayDreamer|talk]]) 01:55, 11 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
{{od}} The note I moved back didn't even say it was fixed by the USKP. The first bug note (not the one this message is about) ''did'' note this using the &amp;lt;code&amp;gt;|USKP|1.2&amp;lt;/code&amp;gt; parameter, but the second bug note (the one we're talking about here) had ''no'' &amp;lt;code&amp;gt;vn=1&amp;lt;/code&amp;gt; ''or'' &amp;lt;code&amp;gt;confirmed=1&amp;lt;/code&amp;gt; ''or'' any sort of patch fix noted. I never flagged it as not fixed- I simply moved it back to where it already was in the first place. In any case, I'm glad it's all sorted out now, and now actually mentions the USKP as a fix rather than having it marked as a bug with no parameter to indicate its status. — [[User:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 04:06, 9 December 2012 (GMT)&lt;br /&gt;
:Sadly, I misunderstood your edit comment &amp;quot;''checked and the USKP only addresses the first bug''&amp;quot; as meaning you'd checked and the fix was not working. Thanks.&amp;lt;br /&amp;gt;--[[User:DayDreamer|DayDreamer]] ([[User talk:DayDreamer|talk]]) 01:55, 11 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Dragon Aspect ==&lt;br /&gt;
&lt;br /&gt;
I notice you added to {{DB|Dragon Aspect}} that one location is Blodskal Barrow. Maybe I'm missing something, but I was still in Raven Rock Mine when I found it. Am I missing something here? [[User:Minor Edits|&amp;lt;span style=&amp;quot;font-size:medium&amp;quot;&amp;gt;&amp;lt;font color=&amp;quot;Green&amp;quot;&amp;gt;Minor Edits&amp;lt;/font&amp;gt;&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Minor Edits|&amp;lt;font color=&amp;quot;Green&amp;quot;&amp;gt;Threats&amp;lt;/font&amp;gt;]]•[[Special:Contributions/Minor Edits|&amp;lt;font color=&amp;quot;Green&amp;quot;&amp;gt;Evidence&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 06:53, 10 December 2012 (GMT)&lt;br /&gt;
:I checked. It is, in fact, in Raven Rock Mine, not the barrow. [[User:Jeancey|Jeancey]] ([[User talk:Jeancey|talk]]) 07:08, 10 December 2012 (GMT)&lt;br /&gt;
::Sorry, that place confused me a bit and I was back and forth. I see that it's already been fixed, so sorry for my mistake. — [[User:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 15:15, 10 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Edit War on Miraak Page ==&lt;br /&gt;
&lt;br /&gt;
Heys ABC I've been trying to help with that edit war going on on the Miraak page over his race. I don't think it actually worked but I attempted to place a semi-protect flag... the icon is there but none of the messages about it being protected show. I'd definitely say protecting it probably is in order for now. Would you agree? [[User:Lord Eydvar|Lord Eydvar]] &amp;lt;sup&amp;gt;[[User Talk:Lord Eydvar|Talk]]&amp;amp;#124;[[Special:Contributions/Lord Eydvar|Contribs]]&amp;lt;/sup&amp;gt; 11:18, 11 December 2012 (GMT)&lt;br /&gt;
:No, I really don't think that's necessary. Even if I did, you should take it up with an administrator- I'm just a patroller. — [[User:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 11:20, 11 December 2012 (GMT)&lt;br /&gt;
::Yeah I know I'm trying to reach ME or Krusty on the IRC but I know patrollers have the power to do semi-protects on subpages. Meh either way mine didn't work but it did add the page to the list so it'll get reviewed by someone who can make the final decision. [[User:Lord Eydvar|Lord Eydvar]] &amp;lt;sup&amp;gt;[[User Talk:Lord Eydvar|Talk]]&amp;amp;#124;[[Special:Contributions/Lord Eydvar|Contribs]]&amp;lt;/sup&amp;gt; 11:23, 11 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
:::No, the only protection feature available to patrollers is [[UESPWiki:Protection_Policy#Section_Protection|section protection]], which is only approved for protecting official messages on user talk pages, so it wouldn't have done you much good in this case anyway.  And just to be clear, there really was no need to protect the page in that case.  From what I can tell, the anonymous user stopped reverting the edit pretty much right after ME's message on his/her talk page.  It's always better to use talk pages to solve an issue like that, if possible, before resorting to page protection and other measures. &amp;lt;font color=&amp;quot;#1E4382&amp;quot;&amp;gt;&amp;amp;#8672;&amp;lt;/font&amp;gt;[[User:Eshe|&amp;lt;font color=&amp;quot;#009E54&amp;quot;&amp;gt;eshe&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;'''[[User talk:Eshe|&amp;lt;font color=&amp;quot;#1E4382&amp;quot;&amp;gt;talk&amp;lt;/font&amp;gt;]]'''&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 14:48, 11 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Sorting Question ==&lt;br /&gt;
&lt;br /&gt;
Howdy, ABC! I noticed you removed &amp;lt;nowiki&amp;gt;{{DEFAULTSORT:{{PAGENAME}}}}&amp;lt;/nowiki&amp;gt; from a redirect I created. It's just something I've seen on redirects before and I copy and paste it along with everything else. But what exactly is it for, what does it do? When ''should'' it be used? [[User:Minor Edits|&amp;lt;span style=&amp;quot;font-size:medium&amp;quot;&amp;gt;&amp;lt;font color=&amp;quot;Green&amp;quot;&amp;gt;Minor Edits&amp;lt;/font&amp;gt;&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Minor Edits|&amp;lt;font color=&amp;quot;Green&amp;quot;&amp;gt;Threats&amp;lt;/font&amp;gt;]]•[[Special:Contributions/Minor Edits|&amp;lt;font color=&amp;quot;Green&amp;quot;&amp;gt;Evidence&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 01:48, 13 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;DEFAULTSORT is useful when an article belongs to multiple categories: a single DEFAULTSORT tag will change the default sortkey for every category used on the article. The other reason to use DEFAULTSORT is that it applies to any categories that are indirectly added to the article using templates. If both DEFAULTSORT and a manual sortkey are provided, then the manual sortkey takes precedence.&amp;quot;&lt;br /&gt;
:I copy/pasted the relevant info from [[UESPWiki:Categories]], since I didn't actually know until reading it just now. I just did the sorting manually, so using the DEFAULTSORT would have been irrelevant, though if I would have realized what it was or how to use it I might not have done a few recent edits to change categories made by trail templates the way I did. I would have still done those redirects that way though. — [[User:Alphabetface|&amp;lt;font color=&amp;quot;DarkGreen&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;DarkGreen&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 01:53, 13 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
::Interesting; thanks for sorting that out for me. [[User:Minor Edits|&amp;lt;span style=&amp;quot;font-size:medium&amp;quot;&amp;gt;&amp;lt;font color=&amp;quot;Green&amp;quot;&amp;gt;Minor Edits&amp;lt;/font&amp;gt;&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Minor Edits|&amp;lt;font color=&amp;quot;Green&amp;quot;&amp;gt;Threats&amp;lt;/font&amp;gt;]]•[[Special:Contributions/Minor Edits|&amp;lt;font color=&amp;quot;Green&amp;quot;&amp;gt;Evidence&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 01:56, 13 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
== DLC tags ==&lt;br /&gt;
&lt;br /&gt;
Hi. Regarding your [http://www.uesp.net/w/index.php?title=Skyrim:Undead&amp;amp;diff=prev&amp;amp;oldid=1076847], I really dunno. Do the DLCs normally only place new creatures/NPCs/whatever in locations that are also new to the DLC? I wouldn't think so, but I dunno. Still, it's a separate question from how well-marked or &amp;quot;over-marked&amp;quot; DLC stuff may be. I haven't been much of an observer of this, so if there's a more-or-less established norm, that's fine with me. My bias is that someone looking through the Skyrim pages/articles that see something they may not have in their game should be very clearly made aware of it. --[[User:JR|JR]] ([[User talk:JR|talk]]) 03:10, 16 December 2012 (GMT)&lt;br /&gt;
:No, the DLC's don't only place new creatures in new locations, ''but'' those specific new creatures are only found in the Soul Cairn unless summoned (and the first line of each entry says that), so I think in that particular situation it's overkill to list both tags. That's just my opinion, which is why I left the question mark in my edit summary, in case anyone disagreed and wanted to change it back or discuss it. — [[User:Alphabetface|&amp;lt;font color=&amp;quot;DarkGreen&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;DarkGreen&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 03:19, 16 December 2012 (GMT)&lt;br /&gt;
::Usually just one DG tag suffices, and also one mod note; I just [http://www.uesp.net/w/index.php?title=Skyrim:Undead&amp;amp;diff=1076895&amp;amp;oldid=1076858 tweaked] the undead article. That is what we usually do, such as for [[Skyrim:Traps]] and [[Skyrim:Passive Creatures]]. Also, DG tags are not needed for articles such as Boneman and Mistman, since we use mod headers; see other articles such as [[Skyrim:Lord Harkon]], [[Skyrim:Keeper]], and [[Skyrim:Oriella]]. ~ [[User:Psylocke|&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;550066&amp;quot;&amp;gt;P&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;660099&amp;quot;&amp;gt;sy&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;6600AA&amp;quot;&amp;gt;l&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;6600CC&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;7700CC&amp;quot;&amp;gt;c&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;8800EE&amp;quot;&amp;gt;k&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;AA00DD&amp;quot;&amp;gt;e&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;]] 03:26, 16 December 2012 (GMT)&lt;br /&gt;
:::That looks good to me. Thanks. --[[User:JR|JR]] ([[User talk:JR|talk]]) 04:56, 16 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
== reporting vandals ==&lt;br /&gt;
&lt;br /&gt;
Is there any way to report vandals that I'm missing? I caught the one from 2.222.whatever about the same time you did, looked and didn't see a method to report it, so clicked on the issue warning link. It showed up right after yours did. [[User:Quillan|Quillan]] ([[User talk:Quillan|talk]]) 14:43, 27 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
:In most cases, what you did was exactly the right thing to do. But in this case, a warning had already been given for the most recent acts of vandalism, so an additional warning was unneeded. Looking at their talk page [http://www.uesp.net/w/index.php?title=User_talk:2.222.5.221&amp;amp;action=history history], the warning message I posted on their talk page was at 14:01. If you look at the user's [[Special:Contributions/2.222.5.221|contributions]], you'll see that they last posted at 13:51. If the user had continued vandalizing even after they were given enough time to reasonably be able to read the warning message, then further action would have been appropriate. But since they didn't vandalize anymore after receiving the warning, the single warning was sufficient.&lt;br /&gt;
:If you do encounter a situation when someone continues to repeatedly vandalize even after receiving a warning, you can post on the [[UESPWiki:Administrator_Noticeboard|Administrator Noticeboard]] or on the talk page of an active [[UESPWiki:Administrators|administrator]] or [[UESPWiki:Blockuser|blocker]]. Feel free to ask if you have any more questions. — [[User:Alphabetface|&amp;lt;font color=&amp;quot;DarkGreen&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;DarkGreen&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 16:02, 27 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
== [[SR:Augur of Dunlain|Augur of Dunlain]] ==&lt;br /&gt;
&lt;br /&gt;
No, that's not quite what I meant. But then again, what I meant might be against some style policy and thus inapplicable anyway ;) .  Anyway, what I was looking for was to have '''&amp;quot;I was told to find you.&amp;quot;''' and '''&amp;quot;And what is it I'm seeking?&amp;quot;''' side-by-side, with their ''italicized corresponding dialogue'' underneath the two (and again, side-by-side), all of it centered. Hopefully that made sense... (Sorry, I suck at explaining things :P ). Of course, the same would then be done for '''&amp;quot;Thalmor? What Thalmor?&amp;quot;''' and '''&amp;quot;I'm not the first to come see you?&amp;quot;'''. I saw this somewhere (of course I can't remember ''where''), and thought it might look nice in this scenario. Let me know if you agree. --[[User:Vulpa|&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;FF4500&amp;quot;&amp;gt;V&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;FF8C00&amp;quot;&amp;gt;u&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;FFA500&amp;quot;&amp;gt;l&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;FFD700&amp;quot;&amp;gt;p&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;FFFF00&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;]] 19:33, 30 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
:Okay, I think I know what you mean now, maybe. :P I tried two different ways of doing it using 'show preview' - once with the bolded dialogue centered, once with it left-aligned, and I think it looks better left-aligned. I also think it looks better without being side-by-side, but that might just be me. :P Either way, here's the two versions, feel free to play around with them and edit the page the way you prefer. (I used the {{tl|Showhide}} template just so it didn't take up so much space on my talk page. That part wouldn't go on the AoD page.)&lt;br /&gt;
&lt;br /&gt;
{{Showhide/Start|Version One}}&lt;br /&gt;
You then have two choices:&lt;br /&gt;
{| class=hiddentable&lt;br /&gt;
|'''&amp;quot;I was told to find you.&amp;quot;''' ||'''&amp;quot;And what is it I'm seeking?&amp;quot;'''&lt;br /&gt;
|-&lt;br /&gt;
|''&amp;quot;Indeed. And so you have come looking, though you do not know why. Like others before you blindly follow a path to your own destruction. The Thalmor came seeking answers as well, unaware they will be his undoing. Your path now follows his, though you will arrive too late.&amp;quot;''&lt;br /&gt;
|''&amp;quot;You seek that which all who wield magic seek. Knowledge. You shall find this: Knowledge will corrupt. It will destroy. It will consume. You seek meaning, shelter in Knowledge. You will not find it. The Thalmor sought the same thing, and it will lead to his end, as it has many others.&amp;quot;'' &lt;br /&gt;
|}&lt;br /&gt;
No matter which you choose, the next two options are always the same. You can either ask: &lt;br /&gt;
{| class=hiddentable&lt;br /&gt;
|'''&amp;quot;Thalmor? What Thalmor?&amp;quot;''' || '''&amp;quot;I'm not the first to come see you?&amp;quot;'''&lt;br /&gt;
|-&lt;br /&gt;
|''&amp;quot;The one who calls himself [[Skyrim:Ancano|Ancano]]. he seeks information about the Eye, but what he will find shall be quite different. His path will cross yours in time, but first you must find that which you need.&amp;quot;''&lt;br /&gt;
|''&amp;quot;No, though you may be the last. The one called Ancano has sought my knowledge as well, through very different questions. Your path differs from most. You are being guided, pushed towards something. It is a good path, a path untraveled by any. It is a path that can save your [[Skyrim:College of Winterhold (faction)|College]]. I will tell you what you need to know to follow it further.&amp;quot;'' &lt;br /&gt;
|}&lt;br /&gt;
{{Showhide/End}}&lt;br /&gt;
{{Showhide/Start|Version Two}}&lt;br /&gt;
You then have two choices:&lt;br /&gt;
{| class=&amp;quot;hiddentable vtop&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;hiddentable vtop&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:50%&amp;quot; align=&amp;quot;right&amp;quot;| &amp;lt;div style=&amp;quot;position: relative; bottom: 0em; right: 9em;&amp;quot;&amp;gt; '''&amp;quot;I was told to find you.&amp;quot;'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|''&amp;quot;Indeed. And so you have come looking, though you do not know why. Like others before you blindly follow a path to your own destruction. The Thalmor came seeking answers as well, unaware they will be his undoing. Your path now follows his, though you will arrive too late.&amp;quot;''&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;hiddentable vtop&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|style=&amp;quot;width:50%&amp;quot; align=&amp;quot;left&amp;quot;|  &amp;lt;div style=&amp;quot;position: relative; bottom: 0em; left: 9em;&amp;quot;&amp;gt; '''&amp;quot;And what is it I'm seeking?&amp;quot;'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|''&amp;quot;You seek that which all who wield magic seek. Knowledge. You shall find this: Knowledge will corrupt. It will destroy. It will consume. You seek meaning, shelter in Knowledge. You will not find it. The Thalmor sought the same thing, and it will lead to his end, as it has many others.&amp;quot;''&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
No matter which you choose, the next two options are always the same. You can either ask: &lt;br /&gt;
{| class=&amp;quot;hiddentable vtop&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;hiddentable vtop&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:50%&amp;quot; align=&amp;quot;right&amp;quot;| &amp;lt;div style=&amp;quot;position: relative; bottom: 0em; right: 9em;&amp;quot;&amp;gt; '''&amp;quot;Thalmor? What Thalmor?&amp;quot;'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|''&amp;quot;The one who calls himself [[Skyrim:Ancano|Ancano]]. he seeks information about the Eye, but what he will find shall be quite different. His path will cross yours in time, but first you must find that which you need.&amp;quot;''&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;hiddentable vtop&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|style=&amp;quot;width:50%&amp;quot; align=&amp;quot;left&amp;quot;|  &amp;lt;div style=&amp;quot;position: relative; bottom: 0em; left: 9em;&amp;quot;&amp;gt; '''&amp;quot;I'm not the first to come see you?&amp;quot;'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|''&amp;quot;No, though you may be the last. The one called Ancano has sought my knowledge as well, through very different questions. Your path differs from most. You are being guided, pushed towards something. It is a good path, a path untraveled by any. It is a path that can save your [[Skyrim:College of Winterhold (faction)|College]]. I will tell you what you need to know to follow it further.&amp;quot;''&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
{{Showhide/End}}&lt;br /&gt;
&lt;br /&gt;
:Also, I've seen this done on quest pages with images in the side-by-side parts, like [[Skyrim:The_Black_Star#A_Soul_to_Keep|here]], but I couldn't think of anywhere I've seen it for just text. We might have pages with that formatting somewhere, just not that I could think of. Is that what you were thinking of? — [[User:Alphabetface|&amp;lt;font color=&amp;quot;DarkGreen&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;DarkGreen&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 22:51, 30 December 2012 (GMT)&lt;br /&gt;
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::Wow, yeah-- the first version is what I was looking for (on second thought, centering it is ugly :P ).  Thanks for looking all that up! I'll add it, and hopefully nobody will revert it for consistency. Because really, I can't think of another way to break up that text wall for the dialogue section, and I like this idea, personally. ;D --[[User:Vulpa|&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;FF4500&amp;quot;&amp;gt;V&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;FF8C00&amp;quot;&amp;gt;u&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;FFA500&amp;quot;&amp;gt;l&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;FFD700&amp;quot;&amp;gt;p&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;FFFF00&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;]] 00:16, 31 December 2012 (GMT)&lt;br /&gt;
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== Are you sure they're referring to you the player? ==&lt;br /&gt;
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You didn't change the info, just reworded it (I would have used &amp;quot;ironic&amp;quot; as well), but your edit summary suggested that they are talking at you, the player. It seems to me that they are speaking to Farkas, as he is the person they are attacking. Though I have no proof that they cant be talking to me, as I am always male and would then never hear the &amp;quot;she&amp;quot; part. Is there something in the files proving it? Just curious!--[[User:Catmaniac66|Catmaniac66]] ([[User talk:Catmaniac66|talk]]) 06:49, 31 December 2012 (GMT)&lt;/div&gt;</summary>
		<author><name>Catmaniac66</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Combat&amp;diff=1084697</id>
		<title>Skyrim talk:Combat</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Combat&amp;diff=1084697"/>
		<updated>2012-12-31T06:46:50Z</updated>

		<summary type="html">&lt;p&gt;Catmaniac66: /* Finishing moves revisited */ new section&lt;/p&gt;
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&lt;div&gt;{{Archive Table&lt;br /&gt;
|Archive 1||Nov 2011 - Mar 2012&lt;br /&gt;
}}&lt;br /&gt;
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== Enemy Power Attacks ==&lt;br /&gt;
Has anyone noticed the enemy's ability to simply win out of nowhere due to the power attacks they do? {{uns|99.57.37.204|07:26, 12 November 2011}}&lt;br /&gt;
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:No, because most of us wear armour, or block, or move.  Admittedly if you wandered around naked on master difficulty and had never put a point into health, I can see you getting 1 hit killed, but that kind of comes with the choices you have made, no? [[User:JimmyDeSouza|JimmyDeSouza]] 08:34, 5 December 2011 (UTC)&lt;br /&gt;
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::In response to this, the original poster never claimed to be getting killed in a single hit, only that the tide could significantly turn. And yes, I have seen this. It means I now have to watch my health bar and drink potions before they have a chance to pull off a finishing move and take me out. {{uns|98.141.187.28|22:01, 20 November 2011}}&lt;br /&gt;
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:::If you mean the &amp;quot;execution moves&amp;quot;, on master and adept (the only 2 difficulties I have ever played) you will only be &amp;quot;executed&amp;quot; when you had so little health that thier next attack would have killed you anyway, so I dont see what you mean by turn the tide.  Admittedly, the execution animations seem to freeze you in place, whereas without them you could have dodged maybe?&lt;br /&gt;
:::But anyway, the OP stated they are able to win out of nowhere via power attacks, which is why I assumed he meant one hit killed, as if the power attack kills you it is because you didnt have enough health, if you had already been hit, then the next attack killing you isnt exactly &amp;quot;winning out of nowhere&amp;quot;, but if the power attack is strong enough to one hit kill you then the 100%hp to dead in one hit thing could possibly be called &amp;quot;out of nowhere&amp;quot;.  I had intended my first post up there to be more of a joke than anything else, but reading it now it seems more &amp;quot;snarky&amp;quot; than anything else, ah well.    [[User:JimmyDeSouza|JimmyDeSouza]] 08:34, 5 December 2011 (UTC)&lt;br /&gt;
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::::The execution animation locking you in place is an issue, and has come up on Beth's forums: even if you could have dodged, blocked the attack, or bashed the opponent to cause him to stagger and be unable to finish it, you don't get the chance to do so - you're essentially locked out of your controls the moment the attack commences. - ND {{uns|174.4.166.247|14:48, 5 December 2011}}&lt;br /&gt;
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::::: Being a person who wears armor, dodges and heals, I have seen enemies finishing me off with 3/4 of my health bar left. Which was weird, considering their normal attacks take about 1/10 or less from my health bar. So yes, I, too, have encountered that. I think it has something to do with the Critical Charge perk, because NPCs seem to be able to &amp;quot;charge&amp;quot; at you from almost hugging you. [[Special:Contributions/88.74.30.116|88.74.30.116]] 20:43, 16 December 2011 (UTC)&lt;br /&gt;
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:::::: This can actually be a severe issue: hear me out. I just tested this problem with a bandit holding a dwarven dagger. I am a level 25 mage-type with 168 armour, (admittedly not much), and 200 health. When standing face-to-face with this bandit, it takes her 15 hits to kill me. However - she can ONE SHOT me randomly when she feels like it. I've had her finish me while I'm at 200 health with one hit. Does this mean that her &amp;quot;Critical hit&amp;quot; is dealing 15x damage? That seems like backstab damage. I know I'm playing master difficulty, but that's not a matter of difficulty, that's a matter of giving enemies a chance to simply kill you at will. {{uns|142.177.79.133|16:34, 30 December 2011}}&lt;br /&gt;
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::::::: What's probably happening is that the bandit uses a power attack, and since the game determines that this is capable of killing you, it just does (and you can't do anything to stop it since the execution animation is immediately triggered and locks you out of your controls). - ND {{uns|174.4.166.247|22:45, 6 January 2012}}&lt;br /&gt;
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:::::::: Yep, that's a serious pain on master.  I often would've had time to get my shield up, but the execution animation triggers and splat, I'm pounded into the ground.  It's really made me wary of 2-H weapons. [[User:Vardis|Vardis]] 05:46, 10 January 2012 (UTC)&lt;br /&gt;
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::::::::: I've found this particularly frustrating fighting dragons. NPCs must have a high critical multiplier or something, because I've gotten eaten at around 75% health many times, and I'm only playing on the default difficulty. Normally I should be able to absorb 4 or 5 normal attacks with that much health and still have time to heal. [[User:WhackyGordon|WhackyGordon]] 00:47, 30 January 2012 (UTC)&lt;br /&gt;
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:::::::::: From what I've read, finishing moves ignore your armor.  So if you're wearing Daedric with 85% damage reduction but you only have 150 maximum health, any attack that would otherwise do 13 damage to you will automatically kill you if your opponent scores a killing blow. - DLA {{uns|67.184.83.59|20:48, 23 March 2012}}&lt;br /&gt;
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{{od}} The finishing moves from players OR NPCs don't only happen when the next move &amp;quot;would&amp;quot; kill an opponent.  If it takes me 8 swings to kill someone, i often notice a finishing move starting on swing 6 or 7 or sometimes even swing 5 with a power attack.  I do believe there seems to be a chance, depending on the damage you are dealing and the number of hits it would take to kill someone as to whether or not a power attack starts.  I've also been in Windhelm and picked a fight with a guard at low levels.  from the damage he was doing to me, it looked to take him about 4 hits to kill me (without me healing at least).  His first hit would always do normal damage, but quite often his second hit would be a &amp;quot;finishing move&amp;quot; that locked me in place and killed me.  Upon further testing, i would notice that other times, he;d land the second hit normally.  he even landed a power attack second hit on two of the tests, and it dropped me to about 8 health without killing me.  As vague and inexact as it sounds, it would seem that there is a CHANCE to perform a power attack in any of the last THREE hits dealt to someone (in my tests on the windhelm guard, i was never killed in one hit from full, only ever on the second hit). [[User:Limduhl|Limduhl]] 18:38, 28 August 2012 (UTC)&lt;br /&gt;
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== Spellshield ==&lt;br /&gt;
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This is an alternative style that I've been playing with, kind of an alternative to the Spellsword style. Basically it's like it sounds; you equip a shield and use offensive magic, while blocking/shield-bashing enemies that get close. I find it quite fun, and works well with a high-offence follower as you basically become a magical tank, though it's easy to switch from magic to a weapon when you need to, or to dual-casting, though I'm probably not going to bother with dual casting perks since I want more armour and blocking first. Dunno if it's worth mentioning as a style, or at least as a variant of Spellsword, as the freedom to mix and match magic and warrior skills is pretty flexible in Skyrim. -- [[User:Haravikk|Haravikk]] 19:35, 2 March 2012 (UTC)&lt;br /&gt;
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:It's definitely different from Spellsword, and isn't mentioned. I do think it would be worth adding, at least as a special variation of Spellsword.&lt;br /&gt;
:Likewise, it is possible to reach the armor cap using two handed and dual-wielding, meaning the additionnal armor provided by the shield makes no difference at high level. Bash and blocking effectiveness still make a difference, however...&lt;br /&gt;
:[[Special:Contributions/109.8.88.179|109.8.88.179]] 14:29, 8 March 2012 (UTC)&lt;br /&gt;
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::\\\Possibly the most offensive style available. While the in-game tooltip states that it &amp;quot;potentially doubles damage output&amp;quot; that's not really the case. Double attacks take 50% longer than normal attacks, so the total increase in DPS is only 33%.\\\&lt;br /&gt;
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::Guys! 3 attacks = 300% effective, so 300/1.5=200% effective not 200/1.5=133% dps. {{unsigned|89.249.173.99|26 March 2012}}&lt;br /&gt;
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::: One of the main problem for warrior is that they lack of magical defense unless they use Elemental Protection or spell breaker. Spellsword can use ward but cost a lot magicka and their magicka use up very easily. Spellshield should use magical robe to regenerate magicka more quickly or use spell breaker and ward absorb against mage. Spell shield could fight with warrior in close combat much better than pure mage, they could use magical robe, armor spell, destruction spell altogether. Although robe plus shield can look weird  ,it could be a great combination.([[User:Vvardfell|Vvardfell]] 08:38, 4 April 2012 (UTC))&lt;br /&gt;
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== How to assassinate? ==&lt;br /&gt;
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Ive done it a few times by accident and tried to recreate it but so far without success. How exactly do you assassinate someone? (behind someone and performing a finisher move instantly killing them) {{uns|24.7.161.20|19:35, 14 April 2012}}&lt;br /&gt;
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:Assassinations are just fancy &amp;quot;instant&amp;quot; killing moves which result on a random chance, determined at the time of performing an attack that is 1) a valid impact and 2) capable of dealing damage beyond the target's health value. It's no different from when you occasionally, say, perform a spinning backslash and get that wicked-cool slow-motion angle effect of your character beheading some poor sod in the middle of combat. In short, it's pretty much random; the most you can do is make certain you're going to one-shot the target anyway, at which point you've got a chance at getting the assassination cam.[[Special:Contributions/76.101.0.98|76.101.0.98]] 02:05, 3 May 2012 (UTC)&lt;br /&gt;
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== Instant Death bug at level up? ==&lt;br /&gt;
{{Good Question|May 2012}}&lt;br /&gt;
This is something I've not encountered on my own, but have witnessed at least once and heard of more than once that I've wondered about. According to a handful of accounts, it is possible to be instant-killed in combat upon leveling up in the middle of a fight with enemies capable of performing killing blow attacks, due to a very brief moment in which the player's level (and stats) are reset to level 1 and equivalent. &lt;br /&gt;
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Is this actually the case? Or is it just mistaken identity falling in line with that very low probability of enemy criticals outperforming the player's health? In each of the cases I've been informed of, the player in question was above level 30, playing on Normal difficulty, and combating bandit-type characters (low-grade armor, iron or steel weaponry, very weak). One case in particular involved a player character with full health, clad in full Dwarven with almost half of the Heavy Armor perk tree filled, versus an orc bandit in iron with a steel battleaxe.&lt;br /&gt;
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I can confirm the event I witnessed that the player's health was above 130 points and wearing full Steel Plate (sans helmet, all upgraded one rank above Fine quality), and the opponent was wielding a steel greatsword. I've read that criticals ignore armor values, but can they really do ''that'' much damage? [[Special:Contributions/76.101.0.98|76.101.0.98]] 02:01, 3 May 2012 (UTC)&lt;br /&gt;
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:While at a relatively low level (around 20 - 25), I have been repeatedly cinematically insta-killed with just a hair under half my full health (probably around 100 - 140; my health, with an amulet, was around 300 at the time) against a high level human enemy in a dungeon (to be clear, this was about a half dozen times in the same skirmish), and on a few other occasions against dragons. I can't speak to the actual stats, but in my experience, it's quite risky to get below half health around powerful enemies, such as high level humans and dragons. [[User:Cronos|Cronos]] 04:40, 12 May 2012 (UTC)&lt;br /&gt;
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::Not sure about the levelling mechanics of the game, but I have been kill-cammed before at around half health, I just assumed it was a critical strike, only ever from high levelled enemies. [[User:Ess-Tee|Ess-Tee]] 14:44, 14 May 2012 (UTC)&lt;br /&gt;
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:::I did some tests on this and posted what I found under the first heading on the discussion page (so just above).  My post is the outdented post.[[User:Limduhl|Limduhl]] 18:42, 28 August 2012 (UTC)&lt;br /&gt;
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== Underwater Combat? ==&lt;br /&gt;
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Can you use mellee attacks, ranged attacks, cast spells or use powers or shouts underwater?&lt;br /&gt;
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I've never been able to but there are posts online saying underwater combat works fine.[[Special:Contributions/87.115.8.151|87.115.8.151]] 12:57, 26 May 2012 (UTC)&lt;br /&gt;
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:There are a few mods that add underwater combat, but the base game does not have this feature. '''[[User:Velyanthe|&amp;lt;font color=&amp;quot;maroon&amp;quot;&amp;gt;Vely&amp;lt;/font&amp;gt;]]'''&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;[[User talk:Velyanthe|&amp;lt;font color=&amp;quot;maroon&amp;quot;&amp;gt;►Talk&amp;lt;/font&amp;gt;]][[Special:EmailUser/Velyanthe|&amp;lt;font color=&amp;quot;maroon&amp;quot;&amp;gt;►Email&amp;lt;/font&amp;gt;]]&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 15:33, 26 May 2012 (UTC)&lt;br /&gt;
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== orc unarmed. ==&lt;br /&gt;
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I think there should be a note somewhere letting people know that orcs get the double damage bonus which applies to unarmed as well. I know that should be obvious, but people DO come here trying to find the best unarmed characters, and as it stands it only mentions argonians and khajiit for unarmed. [[Special:Contributions/108.92.176.211|108.92.176.211]] 00:56, 1 June 2012 (UTC)&lt;br /&gt;
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:an unarmed orc deals 8 damage for 60 seconds each day.  An argonian deals 10 damage all day long, and a khajiit deals 22 damage all day long before perks and enchantments.  While a fully perked and enchanted orc will deal 50 damage (18 less than a khajiit), they can only double it for 60 seconds once every 24 in-game hours.  Finally, the example of max unarmed damage was provided to demonstrate how much weaker it was than any other style at the HIGHEST optimizations.  for the USEFUL lifespan of unarmored attacks (maybe level 15 at the outside), an orc will still do less or equal than an argonian (again, only 60 seconds a day) and far less than a khajiit. {{uns2|18:46, 28 August 2012|Limduhl}}&lt;br /&gt;
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== Mounted Combat?? ==&lt;br /&gt;
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I think a section about mounted combat should be added to this page.[[User:Fbasaint80|Fbasaint80]] 03:38, 10 June 2012 (UTC)&lt;br /&gt;
:Why? There is no mounted combat {{uns2|21:00, 1 July 2012|77.103.63.213}}&lt;br /&gt;
::There is now, as of patch 1.5 --[[Special:Contributions/96.229.205.235|96.229.205.235]] 04:44, 4 July 2012 (UTC)&lt;br /&gt;
:::Actually, it's Patch Version 1.6.87.0.6, but the information should be added nonetheless. [[User:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 20:36, 5 July 2012 (UTC)&lt;br /&gt;
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== finishing move animation ==&lt;br /&gt;
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there really should be a page documenting all of them {{uns2|19:41, 2 July 2012|99.184.94.250}}&lt;br /&gt;
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== Unarmed Combat ==&lt;br /&gt;
&lt;br /&gt;
Hello.&lt;br /&gt;
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My wife likes playing with heavily armored battle mages, typically taking every perk in the Heavy Armor tree. When she asked me to calculate how much damage she could expect to do with the Fists of Steel perk, to suppliment her spells. This website appeared to have the information.&lt;br /&gt;
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This is an incorrect appearance.&lt;br /&gt;
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My wife's khajiit at level 10, with an 18DR from her steel gauntlets and the forementioned perk, was able to to go guard hunting to get the acheivement requiring a 1000 septim bounty in every hold. She took them down in five to six hits, depending on how well they blocked. Well, that couldn't be right, I said. The wiki said she could only perform at most 30 damage per strike at this point. According to the Skyrim Bestiary, Guards have 253 health. (As a note, we are using the latest patch for the game.)&lt;br /&gt;
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So, I surmised that somewhere someone made a mistake, and that guards leveled with you, even before level twenty, contrary to the Bestiary. That was when we decided to test her ability to harm non-scaled level opponents.&lt;br /&gt;
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Wolves were our control group, since they had as much health as her base claws by themselves. As calculated, she brought them down with a single hit. Critical death scenes were especially amusing.&lt;br /&gt;
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Then she worked her way through the food chain, taking down elk with 50HP in a single hit, sabercats with 3, and other creatures with as much efficeincy.&lt;br /&gt;
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It was when she brought down a mammoth that I began to realize what I was seeing.&lt;br /&gt;
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We ended the experiment and compared results, and concluded that the &amp;quot;base armor rating&amp;quot; for your gauntlets that the game is talking about is calculated after skill points and perk bonuses. Not only that, but there were ten points of damage we couldn't account for. The only explanation we could come up with was that your level also factored into the damage done while unarmed.&lt;br /&gt;
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All of this needs to be confirmed, whether by continued experimentation, or looking at the code as damage is being calculated.&lt;br /&gt;
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I do not have the tools for the latter, so would someone like to help us out? {{uns2|18:55, 4 July 2012|HexiusGrim}}&lt;br /&gt;
:Oh I love an excuse to search for something in the creation kit! (If you are unaware, that's an awesome tool from Bethesda that allows owners of the pc version to create their own content for Skyrim, as well as look at some data) First off, if my calculations are correct, she should be hitting ~34 each time. More to the point, the perk in question uses a keyword to find the right damage addition. According to the perk info, anything with the keyword ''PerkFistsSteel'' will add 12 points of damage. (To compare, ebony gauntlets have the keyword ''PerkFistsEbony'' and add 16 to total damage dealt) Sadly, I couldn't find anything that would state the damage is calculated with your level. However, the necromage perk does have an effect on the damage buff from ''Claws'' and I'm unsure of whether or not it would affect Fists of Steel. If necromage is not involved, I'd suspect the difficulty settings have something to do with it... [[User:Crailfron|Crailfron]] 07:44, 6 July 2012 (UTC)&lt;br /&gt;
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::I realize that it's been a month, and so the exact numbers will no longer be relevant. Khajiit start with 22 unarmed damage, as the page says. Steel gauntlets add 12 damage with the Fists of Steel perk. Those are fixed values; the perk doesn't actually check anything to do with armor, it just checks for certain keywords. So that's 34 damage. There are four other things that could be a factor: Fortify Unarmed enchantments (not too likely, there's [[Skyrim:Gloves_of_the_Pugilist|only one source]]), the [[Skyrim:Combat#Difficulty_Level|difficulty setting]], which could double your damage at most, and Fortify Archery potions. Or any other source of MarksmanPowerMod. The system that applies that effect is missing a condition to restrict the damage bonus to Archery. And, as a catch-all, if you're on PC, it could be a plugin modifying any of those things. 68 damage would account for taking down guards in 5-6 hits (252 Health, but they've got some armor and skill), 50 health elk, and 150 health sabrecats. It would still take about 14 hits for a 931 health Mammoth. So my guess is the difficulty setting. -- [[User:Jumps-Down-Stairs|Jumps-Down-Stairs]] ([[User talk:Jumps-Down-Stairs|speak]]) 18:07, 9 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Undefined Variable ==&lt;br /&gt;
&lt;br /&gt;
The formula for determining the Stamina cost of power attacks mentions an 'Attack Cost Multiplier' variable, but this variable is not defined. If we're going to be putting formulas on the page, we need to make sure we have all variables defined so the reader can make use of them. The presence of an undefined variable makes the formula unusable. [[User:Swk3000|Swk3000]] 16:22, 21 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unarmed Combat Questions ==&lt;br /&gt;
&lt;br /&gt;
Two things:&lt;br /&gt;
&lt;br /&gt;
1. I've noticed several instances where my Heavy Armor has leveled from me delivering a punch, rather than taking a hit.  Using a finishing move, for example, means I didn't get hit at all, but I've gone up a level from that.  This would seem to count as &amp;quot;wear and tear&amp;quot; just like taking damage.  Can anybody verify?&lt;br /&gt;
&lt;br /&gt;
2. I've seen conflicting opinions on whether Dual Flurry has any affect on the speed of Unarmed attacks.  Likewise, would Fighting Stance reduce the cost of Unarmed Power Attacks as well? [[User:SonGoharotto|SonGoharotto]] 04:54, 8 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I hadn't heard either of those things, but then again I don't look at the Bethesda forums. As far as I know, neither Dual Flurry nor Fighting Stance interacts with Unarmed attacks in any way. EDIT:I have now checked the forums and it doesn't seem to. It seems that Necromage (if you are a vampire) and Fortify Archery will increase your unarmed abilities. --[[User:Anil|Anil]] 19:11, 31 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Fortify Archery?  That's a surprise. [[User:SonGoharotto|SonGoharotto]] ([[User talk:SonGoharotto|talk]]) 19:20, 4 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Do two handed weapons slow down run speed? ==&lt;br /&gt;
&lt;br /&gt;
I was just wondering if having a two-handed weapon OUT, effects the speed of running/walking. {{uns2|12:49, 13 September 2012‎|68.54.245.29}}&lt;br /&gt;
:According to [[Skyrim:Transport#Walking.2C_running.2C_strafing_and_sprinting|this page]], it affects the amount of stamina used while sprinting, but not the speed at which you walk. Only bows should affect the speed. — [[User:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;ABCface&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Alphabetface|&amp;lt;font color=&amp;quot;Teal&amp;quot;&amp;gt;◥&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 13:36, 13 September 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Difficulty Setting and Leveling Combat Skills ==&lt;br /&gt;
&lt;br /&gt;
The prevailing theory based on testing is that leveling combat skills (Archery, Ohe-Handed and Two-Handed) is based on the base damage inflicted with each attack.  Since difficulty settings affect damage does this mean that the skill gains for each attack are also affected?  Are there any console commands that can be used to measure skill xp to test this?--[[User:DagmarH|DagmarH]] ([[User talk:DagmarH|talk]]) 20:01, 10 October 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
==Speed?==&lt;br /&gt;
&lt;br /&gt;
Should it be noted that a dagger in the left results in the same speed as if you were dual-wielding two daggers no matter what's in the right hand? {{uns2|23:16, 12 October 2012‎|166.82.160.118}}&lt;br /&gt;
&lt;br /&gt;
==Falling==&lt;br /&gt;
I'm not sure that this is the best page for the information about falling. Falling certainly ''can'' happen during combat, but a sub-topic to combat doesn't make sense to me as the primary place to find information about falling. Also, does anyone have more information about the &amp;quot;modifiers&amp;quot; used in the formula? I think amount of armor protection is a relatively important factor, and player level may be another, but I'm not sure. I'm considering moving this information to [[:Skyrim:Health]] and referring to it from here, unless people think it's better here or on another page. Comments? --[[User:JR|JR]] ([[User talk:JR|talk]]) 03:39, 28 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Finishing moves revisited ==&lt;br /&gt;
&lt;br /&gt;
Read the section at the top, didn't care about most of it. What intrigued me was the last post, which is something I've been meaning to ask about. The idea that &amp;quot;execution moves&amp;quot; ONLY happen when the move would kill them anways is hogwash. I get finishing moves a good 3 attacks before they would die normally. As evidenced by the fact that if I don't get one on the exact same bandit, they drop to their knees. Also, in my experience, finishing moves do not wait until your next attack. I get them low on health and mash R as fast as I can. The moment I get them low enough to execute, I finish them before I could even possibly be able to attack again. Anyone else want to jump in?--[[User:Catmaniac66|Catmaniac66]] ([[User talk:Catmaniac66|talk]]) 06:46, 31 December 2012 (GMT)&lt;/div&gt;</summary>
		<author><name>Catmaniac66</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Harrald&amp;diff=1084692</id>
		<title>Skyrim talk:Harrald</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Harrald&amp;diff=1084692"/>
		<updated>2012-12-31T06:16:34Z</updated>

		<summary type="html">&lt;p&gt;Catmaniac66: /* This dude just does not seem to exist at the beginning of the game */ reply&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== This dude just does not seem to exist at the beginning of the game ==&lt;br /&gt;
&lt;br /&gt;
I like to run around and get all the quests. When I search for him upon first entering the keep he is NEVER there. Checked all the rooms and cells I could find. He tends to show up later after I've done some quests. Anyone able to take a look at him and see if there's a reason for this?--[[User:Catmaniac66|Catmaniac66]] ([[User talk:Catmaniac66|talk]]) 06:09, 31 December 2012 (GMT)&lt;br /&gt;
:What time did you show up?  He spends 10 hours a day outside the keep, you might just have missed him. [[User:Jeancey|Jeancey]] ([[User talk:Jeancey|talk]]) 06:13, 31 December 2012 (GMT)&lt;br /&gt;
::That could be it, I'll have to check on that. Is he just outside it training like his quest suggests? I feel I have visited it at a variety of times but it would not surprise me if this was the case; it seems most likely. Thanks!--[[User:Catmaniac66|Catmaniac66]] ([[User talk:Catmaniac66|talk]]) 06:16, 31 December 2012 (GMT)&lt;/div&gt;</summary>
		<author><name>Catmaniac66</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Proving_Honor&amp;diff=1084690</id>
		<title>Skyrim:Proving Honor</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Proving_Honor&amp;diff=1084690"/>
		<updated>2012-12-31T06:14:50Z</updated>

		<summary type="html">&lt;p&gt;Catmaniac66: /* Notes */ Amusing note I found. Feel free to reword or remove but I thought it notable enough.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Cleanup-srqrp&lt;br /&gt;
|writtenBy=Krusty&lt;br /&gt;
|checkedBy=&lt;br /&gt;
|objectivesChecked=Velyanthe&lt;br /&gt;
|reward=&lt;br /&gt;
|rewardChecked=&lt;br /&gt;
}}&amp;lt;/noinclude&amp;gt;{{Trail|Quests|Companions}}&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver=[[Skyrim:Skjor|Skjor]].&lt;br /&gt;
|Reward=A [[Skyrim:Steel Sword|Skyforge Steel]] weapon&lt;br /&gt;
|Disp=&lt;br /&gt;
|Rep=&lt;br /&gt;
|Prev=[[Skyrim:Take Up Arms|Take Up Arms]], one Radiant Quest&lt;br /&gt;
|Conc=&lt;br /&gt;
|Next=One Radiant Quest, [[Skyrim:The Silver Hand|The Silver Hand]]&lt;br /&gt;
|Loc=[[Skyrim:Dustman's Cairn|Dustman's Cairn]], [[Skyrim:Jorrvaskr|Jorrvaskr]] &lt;br /&gt;
|Image=SR-quest-Proving_Honor_03.jpg&lt;br /&gt;
|ImgDesc=A fragment of the past&lt;br /&gt;
|description=Claim a [[Skyrim:Fragment of Wuuthrad|Fragment of Wuuthrad]] from [[Skyrim:Dustman's Cairn|Dustman's Cairn]]. &lt;br /&gt;
|ID=C01&lt;br /&gt;
|Icon=SR-qico-Companions.png&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
# After completing one Radiant Quest, talk to [[Skyrim:Skjor|Skjor]].&lt;br /&gt;
# Team up with [[Skyrim:Farkas|Farkas]] and travel to [[Skyrim:Dustman's Cairn|Dustman's Cairn]].&lt;br /&gt;
# Locate a [[Skyrim:Fragment of Wuuthrad|Fragment of Wuuthrad]].&lt;br /&gt;
# Participate in your own initiation. &lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
===The Trial of the Whelp===&lt;br /&gt;
After successfully completing [[Skyrim:Take Up Arms|Take Up Arms]] and any one of the [[Skyrim:Companions#Radiant Quests|radiant quests]], speaking to most members will point you towards [[Skyrim:Skjor|Skjor]] for your next major assignment for the Companions. Skjor will reveal that a scholar has discovered another fragment of the legendary battleaxe, [[Skyrim:Wuuthrad|Wuuthrad]]. He asks you to retrieve it and will direct you to [[Skyrim:Farkas|Farkas]] who will serve as your Shield-Brother for the task, both helping you survive the quest and supervising you to ensure you complete the mission &amp;quot;honorably&amp;quot;. When approached, Farkas becomes a temporary follower. If you already have a follower, he or she will return to your home or to his or her base location and await you there until you've completed the quest. If asked, Farkas will elaborate on the origins of Wuuthrad. Your destination is [[Skyrim:Dustman's Cairn|Dustman's Cairn]], a barrow northwest of [[Skyrim:Whiterun|Whiterun]]. You can either have him follow you all the way or ask him to meet you there.&lt;br /&gt;
&lt;br /&gt;
=== Dustman's Cairn===&lt;br /&gt;
The place is crawling with [[Skyrim:Creatures#Draugr|Draugr]],so be prepared for a long trek. There is a [[Skyrim:Two-handed|Two-handed]] skill book ''[[Skyrim:Battle of Sancre Tor|The Battle of Sancre Tor]]'' in the first room. The second chamber contains an Arcane Enchanter and two thrones, with the only available path blocked by a gate. Locate the northernmost room and pull the lever, which will instantly lower another gate and trap you inside. From the other side, Farkas leaves to find a way to release you, but instead is unexpectedly confronted by a group of [[Skyrim:Silver Hand|Silver Hand]] members, leaving you trapped to watch the scene unfold.&lt;br /&gt;
&lt;br /&gt;
=== Eyes on the Prey ===&lt;br /&gt;
[[File:SR-quest-Proving_Honor.jpg|thumb|right|Transformation]]&lt;br /&gt;
The Silver Hand turns out to be there for a reason. While you watch, Farkas will transform into a [[Skyrim:Werewolves|werewolf]] and wipe out the opposition within seconds. After opening the gate, Farkas will will reveal that only certain [[Skyrim:Companions|Companion]] members are blessed with the ability. Proceed forward through the linear cave system until you reach the entrance to the second zone, Dustman’s Crypt. &lt;br /&gt;
&lt;br /&gt;
After continuing through the next door you will cross the bridge where you can see the lower room you are headed towards. If you stand idle in this caged walkway you will be under attack from at least one archer in the lower room. After crossing the bridge, you will go around a corner and be in a long down sloped hallway. If you run ahead to attack the Silver Hand, or choose to follow Farkas, a few Draugr will awaken from the crypts lining the walls and will attack you from behind. Make your way through the crypt and fight all Silver Hand members and Draugr. Be on the lookout for treasure chests and secrets along the way. In the large chamber under the bridge, open the chest for the [[Skyrim:Dustman's Cairn Key|Dustman's Cairn Key]] and unlock the door to the north. A few [[Skyrim:Skeever|skeevers]] will attack in the next tunnel. When you reach an [[Skyrim:Alchemy Lab|alchemy lab]], head east for and fight the residing [[Skyrim:Frostbite Spider|frostbite spiders]], then head downstream using the small bridges and face the draugr enemies. Follow the linear path through the catacombs and open the iron door.&lt;br /&gt;
&lt;br /&gt;
===A Fragment and a Shout===&lt;br /&gt;
[[File:SR-quest-Proving_Honor_02.jpg|thumb|right|Word Wall]]&lt;br /&gt;
The chamber ahead appears quiet at first, but the many sealed alcoves and coffins should hint at what to expect. Loot the many minor containers for treasure, then follow the map marker to the altar where the [[Skyrim:Fragment of Wuuthrad|Fragment of Wuuthrad]] rests. Look on the wall behind the fragment and learn one of the words for the Fire Breath [[Skyrim:Dragon Shouts|dragon shout]]. Finally, pick up the fragment and watch as numerous draugr enemies burst out of the coffins and attack you and Farkas.  Additionally, the iron door will now be locked, preventing any strategic backtracking. After the battle, a path will open from the balcony above, so make your way to a tunnel initially inaccessible in the first zone, which will land you back near the entrance to Skyrim.&lt;br /&gt;
&lt;br /&gt;
===The Initiation===&lt;br /&gt;
Back in Whiterun, you will find [[Skyrim:Vilkas|Vilkas]] waiting for you just outside [[Skyrim:Jorrvaskr|Jorrvaskr]]. He will then lead you around the building where the entire group of Companions will be gathered. Guild head, [[Skyrim:Kodlak Whitemane|Kodlak Whitemane]], will give a short speech and welcome you to the Companions, while Farkas will swear eternal loyalty to you. You are now an official member of the Companions, but will have to complete yet another Radiant Quest before your next [[Skyrim:The Silver Hand|major assignment]]. You will also be able to buy [[Skyrim:Weapons|Skyforge Steel weapons]] from [[Skyrim:Eorlund Gray-Mane|Eorlund Gray-Mane]] from now on, and he will give you one Skyforge Steel weapon of your choice for free.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Once this quest starts, Farkas is considered a follower and as a result, no other followers can be hired or recruited until the end of the quest. Any follower currently with you will return to their original location.&lt;br /&gt;
* Farkas, as well as other [[Skyrim:Followers|followers]], are incapable of sneaking properly. This makes this quest tougher for sneaky players.&lt;br /&gt;
* The Draugr in the closed tombs lining the walls of the final room can be killed off before picking up the fragment, making the final battle much easier.&lt;br /&gt;
* One of the Silver Hand that attacks while you are trapped mentions that which Companion came in doesn't matter, that if he &amp;quot;wears that armor&amp;quot; he dies. This is amusing as Farkas is the only one NOT wearing armor associated with the Companions. He is wearing regular steel, the kind that some of their own members can be wearing.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{Bug|Talking to Skjor moves the quest to the &amp;quot;completed&amp;quot; section, with the &amp;quot;Talk to Skjor&amp;quot; step incomplete.  The quest cannot be advanced thereafter, and using the console to reset the quest does not fix this.|vn=1}}&lt;br /&gt;
{{Bug|[[Skyrim:Farkas|Farkas]] can be a crippling liability, because of his defective class specification. Regardless of level, he has 15 Heavy Armor and 25 Two-Handed, rendering him useless at higher levels.|USKP|1.2}}&lt;br /&gt;
{{Bug|When Farkas transforms into a werewolf, he drops his [[Skyrim:Skyforge Steel Greatsword|Skyforge Steel Greatsword]], and has to use a noticeably weaker Iron one instead.|USKP|1.0}}&lt;br /&gt;
** Although you can't trade items with him, you can still fix this by simply putting him into command mode (target him and hold '''Activate''' until the cursor changes) then targeting the sword and pressing '''Activate''' again.&lt;br /&gt;
** This transformation also causes him to level up correctly in his class, increasing his health by several hundred points at higher levels: his skills will still be broken, but it does make him capable of surviving a few more hits.&lt;br /&gt;
&lt;br /&gt;
{{Bug|After pulling the lever and getting trapped behind the gate, the game may freeze at the point when Farkas is supposed to transform into a werewolf and then free you.|confirmed=1}}&lt;br /&gt;
** Reloading an earlier save and entering the location again may work.&lt;br /&gt;
**{{Pc22}} Use the console command &amp;lt;code&amp;gt;disable&amp;lt;/code&amp;gt; followed by &amp;lt;code&amp;gt;enable&amp;lt;/code&amp;gt; to get him unstuck. &lt;br /&gt;
**{{Pc22}} Another possibility is to reload to your last save, continue until you pull the lever, and wait until he runs towards the other locked gate. At that point, hit TAB to pull up the menu and then close it again. This may unlock the other gate and allow Farkas to proceed with the quest script.&lt;br /&gt;
{{Bug|After returning to Whiterun if you do not travel through Whiterun gates (ie you fast travel to Dragonsreach) Vilkas might not be waiting outside Jorrvaskr.|vn=1}}&lt;br /&gt;
** This is easily fixed by fast traveling to the stables and walking through the Whiterun gates.&lt;br /&gt;
&lt;br /&gt;
==Quest Stages==&lt;br /&gt;
&lt;br /&gt;
{{Journal Entries&lt;br /&gt;
|10||The Companions leaders say they don't have any more work for me, but that I should speak to Skjor about &amp;quot;the next steps.&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Quest Comment|Objective is assigned}}: Speak to Skjor&lt;br /&gt;
|20||The Companions have given me one final challenge before inducting me. I'm to retrieve a fragment of Wuuthrad, the Blade of Ysgramor, from &amp;lt;Alias&amp;amp;#61;Dungeon&amp;gt; while &amp;lt;Alias&amp;amp;#61;Observer&amp;gt; judges my valor.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Quest Comment|Objective is assigned}}: Speak to &amp;lt;Alias&amp;amp;#61;Observer&amp;gt;&lt;br /&gt;
|30||{{Quest Comment|Objective is assigned}}: Retrieve the fragment&lt;br /&gt;
|40||{{Quest Comment|Objective is assigned}}: Return to Jorrvaskr&lt;br /&gt;
|200|Yes|I successfully retrieved a fragment of Wuuthrad, the Blade of Ysgramor, to earn my place in the Companions.&lt;br /&gt;
|missing=0, 1&lt;br /&gt;
}}&lt;br /&gt;
* The following quest objective was omitted from the table for lacking a stage: {{Quest Comment|Objective is assigned}}: Follow Vilkas&lt;br /&gt;
{{Skyrim Quest Stages Notes}}&lt;/div&gt;</summary>
		<author><name>Catmaniac66</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Harrald&amp;diff=1084687</id>
		<title>Skyrim talk:Harrald</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Harrald&amp;diff=1084687"/>
		<updated>2012-12-31T06:09:58Z</updated>

		<summary type="html">&lt;p&gt;Catmaniac66: /* This dude just does not seem to exist at the beginning of the game */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== This dude just does not seem to exist at the beginning of the game ==&lt;br /&gt;
&lt;br /&gt;
I like to run around and get all the quests. When I search for him upon first entering the keep he is NEVER there. Checked all the rooms and cells I could find. He tends to show up later after I've done some quests. Anyone able to take a look at him and see if there's a reason for this?--[[User:Catmaniac66|Catmaniac66]] ([[User talk:Catmaniac66|talk]]) 06:09, 31 December 2012 (GMT)&lt;/div&gt;</summary>
		<author><name>Catmaniac66</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Keys&amp;diff=1084487</id>
		<title>Skyrim talk:Keys</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Keys&amp;diff=1084487"/>
		<updated>2012-12-30T21:50:33Z</updated>

		<summary type="html">&lt;p&gt;Catmaniac66: /* Irkngthand (spelling probably) Consortium Key */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== No skeleton key? ==&lt;br /&gt;
&lt;br /&gt;
Why is that under Misc but not Keys?&lt;br /&gt;
[[Special:Contributions/173.236.136.13|173.236.136.13]] 02:02, 18 November 2011 (UTC)&lt;br /&gt;
:Actually, the proper entry is under [[Skyrim:Artifacts|Artifacts]] (and the [[SR:Skeleton Key|redirect]] now points there).  However, as far as game mechanics are concerned, the Skeleton Key is classified as a miscellaneous item (MISC record) rather than a key (KEYM record), which is why it is listed that way on the site. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 03:05, 18 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Shaman key ==&lt;br /&gt;
&lt;br /&gt;
I keep getting these from killing falmer but what is it for? [[User:Kimi the Elf|Kimi the Elf]] 11:49, 24 December 2011 (UTC)&lt;br /&gt;
:They open locked chests found in Falmer-inhabited caves, one example: [[Skyrim:Stillborn_Cave|Stillborn Cave]]. --[[User:Jreynolds2|Jreynolds2]]&amp;lt;sup&amp;gt;[[User_talk:Jreynolds2|Talk]] [[Special:Contributions/Jreynolds2|Contrib]] [[Special:EmailUser/Jreynolds2|E-mail]]&amp;lt;/sup&amp;gt; 02:42, 29 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== What do they open? ==&lt;br /&gt;
&lt;br /&gt;
We should add what they open as well.--[[Special:Contributions/89.212.123.233|89.212.123.233]] 21:25, 2 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I have similar thoughts. This page might be taken as a guide to improving it: [[Oblivion:Keys]]. An ambitious project, however, which I'm currently more comfortable identifying than executing. [[User:Jreynolds2|Jreynolds2]] 05:50, 3 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::The reality is that nearly all of the information on the page will end up being generated automatically from game data.  It's just a lower priority than dozens of other tasks. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 05:57, 3 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Thanks. That's useful guidance about improving/expanding this page. Nephele (or another administrator), can you expand on this just a little more? &lt;br /&gt;
&lt;br /&gt;
:::Personally, I am currently enjoying trying to contribute by rotating among: 1. Looking at the priorities under [[UESPWiki:Helping_Out|Helping Out]] and [[UESPWiki:Task_List|Task List]]; 2. Expanding or revising pages as I encounter them while playing; and, 3. Watching pages that I've edited or commented on, so I can learn from feedback/further revisions or continue to try to improve them. This keys page falls under #2 (the funnest category, of course, because I would do it while playing). So, while we are waiting for the lower-priority automatic page generation, I'm inclined (as are at least a couple of others) to add bits of info to the page as I come across keys. Acknowledging that it's not a priority, does it seem particularly wasteful to do this? Or would it interfere with a planned project? I'm curious about Nephele's opinion, in particular, if she sees this.) Unless it's really inefficient to do this, I'd just like to build on what's here from time to time. Finally, if someone who has the skill can copy the template from [[Oblivion:Keys|The Oblivion Keys page]], to this one, and populate it with the keys identified on this page, I think I/we can expand it in a better way. But I hope someone who has some relevant knowledge can provide some additional guidance on this idea. --[[User:Jreynolds2|Jreynolds2]]&amp;lt;sup&amp;gt;[[User_talk:Jreynolds2|Talk]]&amp;lt;/sup&amp;gt; 04:40, 5 January 2012 (UTC)&lt;br /&gt;
::::I've started me a sandbox on this [[User:The Silencer/Sandbox2|The Silencer/Sandbox2]] but help me. The keys to __ make the K section insanely long so I sorted them by location, but do they go by location only or alphabetical after the location, or will they all go in K section. This should make sense when you see my sandbox. [[User:The Silencer|The Silencer]] 04:02, 21 March 2012 (UTC)&lt;br /&gt;
:::::Your current approach looks fine to me, but I guess I'd personally prefer the long K section. From what I can see, it would be long, but I don't think &amp;quot;insanely&amp;quot; so. In any event, unless others give another opinion with a rationale we haven't thought of, I think your work is already such an improvement you could replace the current page with your work as is. Eventually, someone may come up with a better/clearer idea about this issue later, and it can always be reorganized after it &amp;quot;goes live&amp;quot;. Terrific work! --[[User:JR|JR]]&amp;lt;sup&amp;gt;[[User_talk:JR|Talk]] [[Special:EmailUser/JR|E-mail]]&amp;lt;/sup&amp;gt; 05:01, 21 March 2012 (UTC)&lt;br /&gt;
::::::Alrighty then. All by alphabetical excluding Key to, own section at bottom. There are 'Key to Warmaiden's' &amp;amp; 'Key to the Windpeak Inn' is there a difference and which comes first or do 'the' go in the 'T' section. I think its me going insane doing this manually. [[User:The Silencer|The Silencer]] 15:18, 21 March 2012 (UTC)&lt;br /&gt;
{{od}}&amp;quot;The&amp;quot; should not affect alphabetical order; it should go under &amp;quot;W&amp;quot;. This is generally how books, etc. are sorted. --[[User:Velyanthe|Velyanthe]] 18:33, 21 March 2012 (UTC)&lt;br /&gt;
:How about this example, I am doing this off site as its making my browser go slow. [[User:The Silencer|The Silencer]] 20:20, 21 March 2012 (UTC)&lt;br /&gt;
:Except for info which nedds a lot of work, I can leave my sandbox open for people to add to, the tables seem ready to me. I don't know whether the info already there applies to location found or where to use it. [[User:The Silencer|The Silencer]] 02:26, 22 March 2012 (UTC)&lt;br /&gt;
::Unless there are objections the I am changing the tables with the ones in my [[User:The Silencer/Sandbox2|Sandbox]] on the 25th. [[User:The Silencer|The Silencer]] 03:16, 23 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Solitude Jail Key==&lt;br /&gt;
&lt;br /&gt;
Am I just blind, or is the key to Solitude Jail missing from the list? [[User:GrogGrogGrog|GrogGrogGrog]] 16:01, 17 March 2012 (UTC)&lt;br /&gt;
:Whoops my bad, it is called Castle Dour Dungeon key. [[User:GrogGrogGrog|GrogGrogGrog]] 16:31, 17 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Lots of info ==&lt;br /&gt;
&lt;br /&gt;
The information I have added is from the CS list and is not confirmed in-game, confirmed keys are left alone. The keys I have removed do not appear anywhere in-game, but ones such as Wintersand Manor will be left. [[User:The Silencer|The Silencer has spoken]] 20:11, 8 April 2012 (UTC)&lt;br /&gt;
:Thats the NPC listed keys added. I'm done for now, can someone check to see if there are any broken links, I caught some but... [[User:The Silencer|The Silencer has spoken]] 22:55, 11 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Arch-Mage's Quarters Key ==&lt;br /&gt;
&lt;br /&gt;
This was listed as obtainable from Mirabelle, but it comes from Tolfdir during the Eye of Magnus quest. For now, I replaced Mirabelle with Toldir. Does Mirabelle also have it, and, if so, can you get it from her in some way besides stealing it? --[[User:JR|JR]]&amp;lt;sup&amp;gt;[[User_talk:JR|Talk]] [[Special:EmailUser/JR|E-mail]]&amp;lt;/sup&amp;gt; 13:08, 4 June 2012 (UTC)&lt;br /&gt;
:I just checked the CK, and it looks like Tolfdir does give the key to the player during the Eye of Magnus quest (with the line, ''&amp;quot;Here, consider these yours. And the Arch-Mage's quarters as well. I shall be here for advice, should you need me.&amp;quot;''). Mirabelle Ervine does not have the key nor does she ever give it to the player (nor does anyone else, for that matter), so it looks like that was just an error. • [[User:Jak Atackka|&amp;lt;span title=&amp;quot;Jak Atackka&amp;quot; style=&amp;quot;line-height:1.0; font-size:16px; font-family:DragonscriptRegular; color:#4faf4f;&amp;quot;&amp;gt;JA&amp;lt;/span&amp;gt;]][[User talk:Jak Atackka|&amp;lt;sup&amp;gt;&amp;lt;span style=&amp;quot;color:black;&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt;]] 14:35, 4 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Irkngthand (spelling probably) Consortium Key ==&lt;br /&gt;
&lt;br /&gt;
Can anyone tell me what this does? I constantly find it added to my inventory during my playthroughs, though I have not noticed when and thus been able to find the cause. Seeing as how I am NOWHERE close to the quest involving that ruin, I'm curious as to what it does. It could be related to me doing thieves guild minor quests but I don't know.--[[User:Catmaniac66|Catmaniac66]] ([[User talk:Catmaniac66|talk]]) 21:50, 30 December 2012 (GMT)&lt;/div&gt;</summary>
		<author><name>Catmaniac66</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Stalhrim_Source&amp;diff=1084355</id>
		<title>Skyrim talk:Stalhrim Source</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Stalhrim_Source&amp;diff=1084355"/>
		<updated>2012-12-30T08:57:26Z</updated>

		<summary type="html">&lt;p&gt;Catmaniac66: /* Moved note */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Respawning==&lt;br /&gt;
I think this respawns every 10 days as you can't &amp;quot;clear&amp;quot; it as there are no enemies. Places that you can't clear tend to respawn every 10 days, save for hearthfire houses which respawn every 20-30 days, but the gardens every 3. --[[Special:Contributions/67.185.108.121|67.185.108.121]] 02:47, 14 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
:I don't know if this was even in question, but the stalhrim deposits do indeed come back, though I don't know how many days must pass before that happens. Nice to have a better source for stalhrim than the Skall blacksmith. [[User:Username12345|Username12345]] ([[User talk:Username12345|talk]]) 00:55, 19 December 2012 (GMT)&lt;br /&gt;
::One time upon a return, only a few of them respawned. Though the graphic was still there, walking up to one showed &amp;quot;Draugr&amp;quot;, and I could loot them. Attempting to &amp;quot;Mine&amp;quot; the Draugr gave me squishy sounds. I wonder if it was simply a graphical glitch. Returning a second time, the other few respawned. Very odd.[[User:Zydrate|'''&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;-Zydrate[][]&amp;lt;/strong&amp;gt;&amp;lt;/span&amp;gt;''']] 05:23, 21 December 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Moved note ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;i would like to ad the fact that when u r picking for stalhrim u need to pick 6 times instead of three like normal ore veins&lt;br /&gt;
 &lt;br /&gt;
then there's the fact if u don't take away everytihng from within the drougr it takes way more time then 10 days to respawn&amp;quot;--[[User:Catmaniac66|Catmaniac66]] ([[User talk:Catmaniac66|talk]]) 08:57, 30 December 2012 (GMT)&lt;/div&gt;</summary>
		<author><name>Catmaniac66</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Stalhrim_Source&amp;diff=1084354</id>
		<title>Skyrim:Stalhrim Source</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Stalhrim_Source&amp;diff=1084354"/>
		<updated>2012-12-30T08:57:04Z</updated>

		<summary type="html">&lt;p&gt;Catmaniac66: Undo revision 1084353 by 81.82.34.119 (talk) forum like post moving to talk page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Place Summary&lt;br /&gt;
|type=Landmark&lt;br /&gt;
|zones=&lt;br /&gt;
|description=A sunken hole in the ground, appearing similar to an entrance to some Nordic ruins.&lt;br /&gt;
|region=Solstheim&lt;br /&gt;
|location=North of [[Dragonborn:Fahlbtharz|Fahlbtharz]]&amp;lt;br&amp;gt;South of [[DB:Northshore Landing|Northshore Landing]]&lt;br /&gt;
|locationcode=&lt;br /&gt;
|marker_id=Landmark&lt;br /&gt;
|dungeon=&lt;br /&gt;
|clearable=&lt;br /&gt;
|level=&lt;br /&gt;
|occupants=&lt;br /&gt;
|respawn={{huh}}&lt;br /&gt;
|image=&lt;br /&gt;
|imgdesc=&lt;br /&gt;
|stalhrim=10&lt;br /&gt;
}}&lt;br /&gt;
Heading down the staircase reveals multiple [[Skyrim:Draugr|draugr]] coffins that are open, but are frozen over with [[Dragonborn:Stalhrim|stalhrim]]. There are ten coffins in all.&lt;br /&gt;
&amp;lt;!-- Instructions: If this is a town or settlement where NPCs live, uncomment this section and provide a list of the NPCs--&amp;gt;&amp;lt;!--&lt;br /&gt;
== NPCs Living Here ==&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;!-- Instructions: If this place is related to any quests, uncomment this section and replace &amp;quot;Quest Name&amp;quot; with the quest's name--&amp;gt;&amp;lt;!--&lt;br /&gt;
== Related Quests ==&lt;br /&gt;
* {{Quest Link|Quest Name}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;!-- Instructions: Notes are for miscellaneous information about the place. --&amp;gt;&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Two of the coffins are buried behind a pile of snow on the southwest side of the site.&lt;br /&gt;
* The map marker for this location does not appear until after you have read the [[Dragonborn:Stalhrim Source Map|Stalhrim Source Map]] from the Skaal Village quest [[Dragonborn:A New Source of Stalhrim|A New Source of Stalhrim]].&lt;br /&gt;
** If you do not read the map before returning it to Baldor, the map marker will be added on completion of the quest.&lt;br /&gt;
&lt;br /&gt;
{{Stub|Place}}&lt;/div&gt;</summary>
		<author><name>Catmaniac66</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Enchanting&amp;diff=1084348</id>
		<title>Skyrim talk:Enchanting</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Enchanting&amp;diff=1084348"/>
		<updated>2012-12-30T08:23:21Z</updated>

		<summary type="html">&lt;p&gt;Catmaniac66: /* Finding out max, unboosted values */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive Table&lt;br /&gt;
|Archive 1||Nov 2011 - Dec 2011&lt;br /&gt;
|Archive 2||Dec 2011 - Feb 2012&lt;br /&gt;
|Archive 3||Feb 2012 - Jul 2012&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Alchemy's Effect in Optimizing Enchanting ==&lt;br /&gt;
&lt;br /&gt;
Player made potions (32%) as opposed to the 25% built in potion only increase the enchanting multiplier from 3.52 to 3.65. While it's true that this IS technically required for maximum optimization, it only increases the power of most enchantments by a single point at absurd the cost of 7 perks (for a non-alchemist).&lt;br /&gt;
It should be noted in the optimizing section, for those without the time or knowledge to do the calculations themselves, that it has such a minimal effect on the total power.--[[User:Liudeius|Liudeius]] 16:25, 8 July 2012 (UTC)&lt;br /&gt;
:It can actually have a ''huge'' effect on total power, when everything is combined. Without using the Fortify Restoration exploit, the highest you can make is +29% Fortify Alchemy gear. Since you can wear a Falmer Helmet over a circlet, you can get five of those worn. Do that and you can get about 37% Fortify Enchanting potions (I forget the exact number; I'm posting while at work so I can't check here). Then combine that to make 29% Fortify Smithing gear and 147% Fortify Smithing potions. You can temper daedric swords up to ~400 damage, assuming you have 100 skill and all the appropriate perks in both smithing and the weapon skill. And yes, it does make things ridiculously easy if you go this route.[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 14:36, 20 July 2012 (UTC)&lt;br /&gt;
::True, but glitched &amp;quot;two of a kind&amp;quot; enchants aren't taken into account for any of the &amp;quot;optimized stats&amp;quot;, and depending on a player's skill point allotment, 7 perks in Alchemy for the Smithing bonus may actually reduce total damage (say if they skipped maxing Armsman for Alchemy). Lastly this is the Enchanting page, with regards to Enchanting it works out to be a percent or two of difference. I think it should be noted exactly what the effects of the seven alchemy perks are, perhaps that is too in-depth for this page, but then maybe optimization needs its own page. After all, optimizing relates to Smithing, Alchemy, and Enchanting (in addition to weighting perks spent on them against others which may be chosen), yet so far as I'm aware the Enchanting-Alchemy loop is only mentioned in detail on the Enchanting page. [[User:Liudeius|Liudeius]] 04:56, 25 July 2012 (UTC)&lt;br /&gt;
:::Doesn't seem to work for me with the current patch.  Though the effect is described as endlessly stacking, the biggest potion I can make is +65% to alchemy, and when used, it only adds +21%.  The effect on improving enchantments by then crafting a fortify enchantment potion is small enough to be considered nil. While my alchemy skill isn't all that great (mid twenties), the effect is described in the article as endlessly stacking, but it doesn't.  It is apparently only truly useful if you already have 100 alchemy or close to it.  [[Special:Contributions/67.0.81.88|67.0.81.88]]&lt;br /&gt;
&lt;br /&gt;
== Apparel Effects not Increasing Properly ==&lt;br /&gt;
&lt;br /&gt;
Hey, I'm level 65 Enchanting with 4 out of 5 Enchanter Perks. I have no other perks on the Enchanting perk tree nor any of the damage increasing perks on the Destruction perk tree. I noticed that although my weapon effect increases due to my Enchanter perks and level bonus match up pretty much with the formula given on the Enchanting Effects page, my apparel effects don't. For example with the Fire Damage enchantment it goes from 10 to about 19 as I expected when I click on the effect however the Resist Fire effect will only increase from 15% to 19%, and the Fortify Destruction and Magicka Regen only alters the Destruction spell cost from -5% to -6% (I am aware this is the only part of that effect that is meant to change due to a bug). Am I completely missing something here or is there a problem? Thanks :) [[Special:Contributions/82.4.54.248|82.4.54.248]] 03:03, 14 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Effects of Enchanting a Shield? ==&lt;br /&gt;
&lt;br /&gt;
Under which circumstances would a shield enchanted with a resistance (magic, fire, etc) grant its effect?&lt;br /&gt;
Only while blocking or always while equipped? {{uns2|07:43, 23 July 2012|23.16.182.68}}&lt;br /&gt;
: While equipped. I'd recommend resistance to magic, or even taking Spellbreaker. [[User:Elakyn|Elakyn]] 08:01, 23 July 2012 (UTC)&lt;br /&gt;
:: Doing Fire/Frost isn't a bad option, either. That covers all traps, all dragons, and roughly 2/3 of spellcasters and runes (assuming an even number you encounter use Fire, Frost, or Shock damage). [[User:VycDarkshadow|VycDarkshadow]] ([[User talk:VycDarkshadow|talk]]) 23:01, 25 November 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Elemental Damage contradiction in the notes section ==&lt;br /&gt;
&lt;br /&gt;
In the notes section there is this statement:&lt;br /&gt;
*&amp;quot;Other destruction perks that activate on elemental damage (such as Intense Flames) do not activate from elemental damage enchants on weapons&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Followed by:&lt;br /&gt;
*&amp;quot;Elemental enchantment strength on weapons is enhanced by your Destruction School bonuses. For example, the Augmented Flames perk will increase a fire enchanted weapon's damage, as will a Fortify Destruction potion&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Which one is it? [[User:Raven Duskstrider|Raven Duskstrider]] 04:54, 24 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:They mean that enchantments on weapons don't benefit from perks like Intense Flames or Disintegration, and of course are not cheaper based on the perks that cut spell cost in half, but they are actually affected by the Augmented perks that simply increase the damage of elemental destruction spells.--[[User:Playerseekingbugs|Playerseekingbugs]] 05:53, 31 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Arcane Enchanter timer! ?? ==&lt;br /&gt;
&lt;br /&gt;
Should this be mentioned in the notes?&lt;br /&gt;
On the PC, patch 1.6+ the clock is running while enchanting. Once the duration of an enhancing potion runs out the enchanting ability drops back to normal without any warning. Thus you can plug away creating enchantments only to discover only the first one or few were done at the enhanced level. &lt;br /&gt;
When enchanting a bunch of junk to increase enchanting skill this means you can go through dozens of potions. [[User:Sniffles|Sniffles]] 12:07, 5 August 2012 (UTC)&lt;br /&gt;
:I think it should be mentioned. I've run afoul of it many times, causing me to reload a save and start over. I believe the timer pauses while you are renaming your item, but I'm not positive about that. I've only ever been able to enhance the enchantment on 2 or 3 items before the current potion's effect wears off, and that's if I don't dally. I know it's not a huge deal, but I think it deserves at least a note. --[[User:Xyzzy|Xyzzy]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;[[User_talk:Xyzzy|Talk]]&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 16:03, 5 August 2012 (UTC)&lt;br /&gt;
::Agreed. I find it a little irritating myself how the fortify potions for crafting work. I feel like making it good for one session (expiring when you actually stop using a station) would have been a better idea. That's mostly how fortify barter ends up working after all.--[[User:Playerseekingbugs|Playerseekingbugs]] 06:57, 27 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Too many notes!! ==&lt;br /&gt;
&lt;br /&gt;
The Notes section would benefit from sub sections which would also help editors keep track of things. &lt;br /&gt;
I suggest the sub sections, Perks, Skill increases, Potion effects, and ??? [[User:Sniffles|Sniffles]] 20:42, 5 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Moved detailed walkthrough ==&lt;br /&gt;
&lt;br /&gt;
''Moved from article''&lt;br /&gt;
&lt;br /&gt;
'''Optimizing'''&lt;br /&gt;
When getting into end-game situations, or simply wishing to maximize your damage outputs, one can use [[Skyrim:Enchanting|Enchanting]], [[Skyrim:Alchemy|Alchemy]], and [[Skyrim:Smithing|Smithing]] to do incredible things for both melee and ranged users.&lt;br /&gt;
&lt;br /&gt;
'''Be aware: Pursuing enhanced enchantments using these methods can produce tremendously powerful equipment but at the expense of all other aspects of character development.'''&lt;br /&gt;
&lt;br /&gt;
'''In Brief''':&lt;br /&gt;
#Gather equipment &amp;amp; ingredients&lt;br /&gt;
#Go to guardian stones and choose (probably) thief stone for bonus exp for alchemy making&lt;br /&gt;
#Disenchant (destroy &amp;amp; learn) the Fortify Alchemy enchantment&lt;br /&gt;
#Begin the rotation&lt;br /&gt;
##Make sure you have at least 4 best soul stones you can get in inventory&lt;br /&gt;
##Check Effects for &amp;quot;Fully Rested&amp;quot; bonus - if not present get 8 hours rest in bed&lt;br /&gt;
##Drink (best in inventory) Enchanting potion&lt;br /&gt;
##Enchant up to 2 alchemy items of head, neck, arm and hand - within 30 seconds&lt;br /&gt;
##Drink another Enchanting potion&lt;br /&gt;
##Enchant up to 2 more alchemy items&lt;br /&gt;
##Wear most recent alchemy boost items&lt;br /&gt;
###Go to Alchemy trainer and train 5 levels&lt;br /&gt;
###Build up Alchemy skill higher by making other potions, more expensive (sell) = more alchemy skill boost&lt;br /&gt;
###Be careful not to use up the components you will need for Enchant potion making&lt;br /&gt;
###If you have just character leveled, repeat&lt;br /&gt;
###Once alchemy skill is raised (__ levels), stop making more potions for this round&amp;lt;br&amp;gt; at this point making a new Enchanting potion will be of higher enough level to be worthwhile making more alchemy apparel (worth the soul stones, higher enough boost in enchanting bonus, etc.)&lt;br /&gt;
##Make Alchemy potions (at least 2)&lt;br /&gt;
##Sell your older alchemy apparel&lt;br /&gt;
##Repeat and make a better set of alchemy apparel&lt;br /&gt;
&lt;br /&gt;
'''In Detail''':&lt;br /&gt;
#Get enchanting, alchemy, and smithing to 100. Smithing is the easiest to power-level (before patch 1.5), with enchanting close behind. Use your 5 training sessions on Alchemy, as it takes the longest. If you can, grab any necessary smithing perks for your armor/weapon choices. If you have the perks to spend, grab all levels of the pure power perks (the first one) for alchemy and enchanting, and the [[Skyrim:Insightful Enchanter|insightful enchanter]] perk.&lt;br /&gt;
#Buy or make a bunch of cheap sets of clothes or armor of any kind for: Hands, Feet, Body, Necklace, Ring, and helm.&lt;br /&gt;
#Stock up on [[Skyrim:Souls|Grand Souls]] and certain [[Skyrim:Ingredients|ingredients]] by any means necessary.&lt;br /&gt;
##Ingredients for Fortify Enchanting (Choose any two of the four): [[SR:Blue_Butterfly_Wing|Blue Butterfly Wing]], [[SR:Hagraven_Claw|Hagraven's Claw]], [[SR:Snowberries|Snowberries]], and [[SR:Spriggan_Sap|Spriggan Sap]].&lt;br /&gt;
##Ingredients for Fortify Smithing (Choose any two of the four):  [[SR:Blisterwort|Blisterwort]], [[SR:Glowing_Mushroom|Glowing Mushroom]], [[SR:Sabre_Cat_Tooth|Sabre Cat Tooth]] and [[SR:Spriggan_Sap|Spriggan Sap]].&lt;br /&gt;
## Ingredients for Fortify Restoration (if you want to use the stackable Restoration 'glitch') (Choose any two of the five): [[SR:Abecean_Longfin|Abecean Longfin]], [[SR:Cyrodilic_Spadetail|Cyrodilic Spadetail]], [[SR:Salt_Pile|Salt Pile]], [[SR:Small_Antlers|Small Antlers]] and [[SR:Small_Pearl|Small Pearl]]&lt;br /&gt;
#Make sure you know the enchanting effects you want on your final armor, as well as [[Skyrim:Fortify Alchemy|Fortify Alchemy]] and [[Skyrim:Fortify Smithing|Fortify Smithing]]&lt;br /&gt;
#At the [[Skyrim:Arcane Enchanter|Arcane Enchanter]] enchant one full set of [[Skyrim:Fortify Alchemy|Fortify Alchemy]] apparel. A set of alchemy apparel will have one item for head, neck, arm and hand. e.g. Circlet, necklace, bracers, and ring. (Alternatively, if you don't mind using the [[Skyrim:Falmer_Helmet#Falmer_Helmet|Falmer helmet]] glitch, you can wear one together with the mask [[Skyrim:Krosis_(item)#Krosis|Krosis]] or an alchemy enchanted circlet, giving you five alchemy buff slots instead of four.)&lt;br /&gt;
#Then, wear the alchemy clothes, and verify using Active Effects that the enchanting effects are active. There seems to be a bug where sometimes enchanted items' effects are not active upon wearing. To correct just remove and then re-equip enchanted items.  (At this point, you can also use the Fortify Restoration exploit, see notes below).&lt;br /&gt;
#Now make some [[Skyrim:Fortify Enchanting|Fortify Enchanting]] potions using combinations of: Blue Butterfly Wings, Hagraven's Claws, Snowberries, and the Spriggan sap. Alternatively, there are two respawning [[Skyrim:Enchanter's Philter|Enchanter's Philters]] in the Archmage's Quarters at the [[Skyrim:College of Winterhold (place)|College of Winterhold]]; these increase the strength of enchantments by 20% for 60 seconds.&lt;br /&gt;
#At the enchanter, drink the strongest enchanting potion you made or found, and enchant a new set of items with [[Skyrim:Fortify Alchemy|Fortify Alchemy]].&lt;br /&gt;
#This enchanting bonus lasts 30 seconds. Depending on how fast you click and whether you rename anything you can perhaps enchant two items while the bonus lasts, but after two iterations the Fortify Enchanting potion will have worn off (xbox tested).  &lt;br /&gt;
#Make some final [[Skyrim:Fortify Enchanting|Fortify Enchanting]] potions, and some [[Skyrim:Fortify Smithing|Fortify Smithing]] potions (using Blisterwort, Glowing Mushrooms, Sabre Cat Tooth, and Spriggan Sap) to get your enchanting back up to max, and enchant your chosen weapons and armor as you please.&lt;br /&gt;
#Also, at the enchanter (and while your enchant potion is on) enchant a final set of cheap items with [[Skyrim:Fortify Smithing|Fortify Smithing]]. Then, head to a smithy with a grindstone and workbench.&lt;br /&gt;
#Finally, wear your smithing items and equip the [[Skyrim:Notched Pickaxe|Notched Pickaxe]], drink your smithing potion, and improve any weapons and armor you have. You will, of course, need materials to do it, but most should be fairly easy to come by. You will probably reach the armor cap with any armor you're wearing, and increase your weapons to massive heights (more than 500), especially with any offensive skill enchants.&lt;br /&gt;
''Keep in mind that while using the Arcane Enchanter the clock is running. Potion effects will wear off quite quickly while you work your way through the various menus. Effective enchantments using these methods require careful planning. It is easy to not notice your potion effects have worn off.'' &lt;br /&gt;
&lt;br /&gt;
*If you have 4 fortify alchemy 20% equipment and 100 alchemy with the benefactor perk, after 4 iterations, if you craft a fortify enchanting potion, drink it, and enchant an item with 100 enchanting and all the perks, you can enchant items to have 764% cost reduction in the magic school of your choice, or 1528 increase in health permanently. If you equip the items and never remove them, you will have around 64000% cost reduction and around 120000 health increase. Needless to say, if you choose to use fortify combat skills, you will one hit kill everything, including dragons and bosses on master difficulty on the highest level.&lt;br /&gt;
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:I have removed all of this, because a walkthrough on leveling a skill is unneeded and cluttering. The hints and tips and a walkthrough on how to enchant an item is all that is needed. [[User:The Silencer|The Silencer speaks]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;[[User talk:The Silencer|Talk]]&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 18:38, 8 August 2012 (UTC)&lt;br /&gt;
::I think the optimizing info in this article should be somewhere in the Wiki, even if it's not here. Maybe we should list this on an &amp;quot;Optimizing page&amp;quot;, similar to [[Oblivion:End_Game_Optimizing|this one for Oblivion]], and only provide a link from the Enchanting, Alchemy, and Smithing pages to that one. I personally don't like to use exploits to create an all-powerful character (most of the time ;)), as it takes away some of the enjoyment (for me), but I know other users of the wiki like this kind of thing. --[[User:Xyzzy|Xyzzy]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;[[User_talk:Xyzzy|Talk]]&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 00:13, 9 August 2012 (UTC)&lt;br /&gt;
::: How about in the Hints section? A new heading: End Game Optimizing [[User:Sniffles|Sniffles]] 08:15, 9 August 2012 (UTC)&lt;br /&gt;
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== Enchantments inexplicably stronger in active effects ==&lt;br /&gt;
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According to the active effects menu, all of the effects of my enchanted equipment are 20% more powerful than listed in their respective enchantments, i.e. one ring that is enchanted to fortify destruction by 25% and resist magic 25% is in actuality fortifying destruction 31% and resisting magic 31%. It is unclear to me what would cause this; I recently became a vampire, thought I am unsure if that is at all relevant. I would really appreciate understanding why these effects are being boosted.&lt;br /&gt;
Also, my circlet's enchantments are listed twice as well, which I presume to be a bug of some sort. {{uns2|04:10, 23 August 2012|24.179.174.169}}&lt;br /&gt;
: Do you have the Necromage perk from the Restoration tree? If so, it will boost all effects (enchanting, skill, potions) by 25% and their duration by 50%. --[[User:Skyhirider|Skyhirider]] 10:59, 23 August 2012 (UTC)&lt;br /&gt;
::Also, if the circlet is enchanted with two effects, it (or any such item) will be listed twice. Technically it's once for each effect, but each listing has both effects shown in the tooltip. [[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 12:06, 23 August 2012 (UTC)&lt;br /&gt;
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== Soul Sqeezer ==&lt;br /&gt;
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I read that the Soul Squeezer perk doubles the magicka that soul gems recharge (meaning Grand gems recharge 6000 points of charge per soul). Could this be verified by someone and added to the article? --[[User:Skyhirider|Skyhirider]] ([[User talk:Skyhirider|talk]]) 17:19, 4 September 2012 (EDT)&lt;br /&gt;
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== Value and experience ==&lt;br /&gt;
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I have noticed that as my experience goes up, the value of an enchantment goes down; even though the newer enchantment is more powerful, the older item is more valuable.  Can this fact be worked in to the page? [[User:Thundre|Thundre]] ([[User talk:Thundre|talk]]) 02:07, 5 October 2012 (GMT)&lt;br /&gt;
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== Enchanting skill versus magic skills ==&lt;br /&gt;
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I was somewhat puzzled by the usage notes in the article, especially considering so called &amp;quot;number of charges&amp;quot; and effects of potions, and after performing some experiments I know they are partly not true. I'd like to change them, but first I want to discuss it there. Maybe someone could word it better or has other comments.&lt;br /&gt;
&lt;br /&gt;
1.Technically there's no such thing as a number of charges. Amount of soul energy (size of charge) used per hit is calculated using listed equation. Enchanting skill imparts two multipliers on the weapon, one related to magnitude (and used in another calculation) and one related to the size of charge. These multipliers are stored in the weapon data and are permanent. The higher the skill, the smaller is charge used. Potion of Fortify Enchanting directly increases Enchanting skill, thus it permanently decreases the size of charge used when used before enchanting. Quaffing the potion later has no effect on any already enchanted weapon. Decreasing Enchanting skill also has no effect.&lt;br /&gt;
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2.Increasing magic schools skills (like Restoration for Turn Undead or Destruction for damaging enchantments) has further effect on reducing size of charge used, but the reduction is calculated when the weapon is used, and is not stored in weapon data itself.&lt;br /&gt;
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3.Apparel fortifying magic schools doesn't change magic skills. It decreases requirement for energy though, and thus the size of charge used per hit. The reduction in cost is in effect as long as the apparel is worn, and is not stored in the weapon data. With a weapon enchanted with high enough Enchanting skill it is possible to have the size of charge decreased to zero even if the spell cost of any given school is not decreased to zero.&lt;br /&gt;
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4.Potions fortifying magic schools also don't change magic skills. Unlike apparel they don't have effect on size of charge. Instead they do increase magnitude of enchanted spells, like damage or level affected. That increase works only until the potion effect wears out, and is not stored in the weapon data.&lt;br /&gt;
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In short: when enchanting items potions fortifying enchanting should be used, and other potions and fortifying effects shouldn't be used, because they are wasted then.&lt;br /&gt;
&lt;br /&gt;
Additionally, the skill (and probably apparel effects) applies to enemies too. For example Dremora Lord with default burning sword (soul size 3000) and Destruction at 15 uses 13.77 energy per hit (~217 charges), but if you decrease his Destruction to 0, then he uses 18.97 energy per hit (~158 charges). {{uns2|12:08, 30 October 2012|SaikoKila}}&lt;br /&gt;
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== Confusing note ==&lt;br /&gt;
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I'm not sure what ''&amp;quot;Learning new enchantments increases the skill Apparel Effects at a much higher rate than Weapon Effects.&amp;quot;'' means. Perhaps there's supposed to be a semicolon after the word &amp;quot;skill&amp;quot;? Because as it's written, it sounds like it referring to a non-existent pair of skills. [[User:Airos|Airos]] ([[User talk:Airos|talk]]) 02:25, 18 November 2012 (GMT)&lt;br /&gt;
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:I just removed the note entirely, it's already under Gaining Skill XP: ''Disenchanting items gives widely varied skill increases, dependent on the effect learned and the magnitude on the item, with apparel effects generally giving larger increases than weapon effects.'' [[User:The Silencer|&amp;lt;font color=&amp;quot;B8860B&amp;quot;&amp;gt;Silence is Golden&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User talk:The Silencer|&amp;lt;font color=&amp;quot;800000&amp;quot;&amp;gt;Break the Silence&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 02:42, 18 November 2012 (GMT)&lt;br /&gt;
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==Soul Siphon buggy?==&lt;br /&gt;
It seems Soul Siphon does not work with bows, is that right or intended? {{uns2| 21:17, 8 December 2012|87.152.177.238}}&lt;br /&gt;
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== Reversion to Generic Item Name ==&lt;br /&gt;
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Since adding Dragonborn, I've enchanted 2 bows (1 stalhrim, 1 dragonbone) and given them custom names, but after exiting the game and coming back later, both have reverted to their generic item names (Stalhrim Bow and Dragonbone Bow). They still have the enchantments I gave them. Has anyone else seen this? As I said, I've only noticed this since adding Dragonborn, but it's possible the issue has existed since before that without my noticing. [[User:Username12345|Username12345]] ([[User talk:Username12345|talk]]) 17:40, 21 December 2012 (GMT)&lt;br /&gt;
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== Finding out max, unboosted values ==&lt;br /&gt;
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Is there a place to find what the values are for every enchantment at level 100 with all relevant perks? It seems that that would be a really good page to have. Of course it mentions that fortify magic skill precentages are 25% because it lets you get free spells but I don't see a mention of any other enchantment.--[[User:Catmaniac66|Catmaniac66]] ([[User talk:Catmaniac66|talk]]) 23:02, 29 December 2012 (GMT)&lt;br /&gt;
:Considering there are 52 different achievements, and in combinations of two (with the perk) and can be applied to eight different types of items in various combinations, along with figuring out EXACTLY how to maximize enchanting (with potions, which then have to be boosted to maximum effectiveness by fortify alchemy enchantments), putting all that on one page isn't really all that reasonable. [[User:Jeancey|Jeancey]] ([[User talk:Jeancey|talk]]) 23:13, 29 December 2012 (GMT)&lt;br /&gt;
::Ok I will give you that I forgot to say unboosted by anything other than the skill, because you can exploit alchemy like crazy. However the enchantments would not change no matter what they were applied to nor in what combinations. So the number would be 52. It would not be unreasonable to have a list for 100, max perks effects because that would be the most common situation for anyone looking to seriously enchant. Then from there they could do their own math. I'll work on one soon.--[[User:Catmaniac66|Catmaniac66]] ([[User talk:Catmaniac66|talk]]) 08:23, 30 December 2012 (GMT)&lt;br /&gt;
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== When do perk effects take place? ==&lt;br /&gt;
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I noticed today that having the Fire/Frost/Shock Enchanter raises the Chaos effect greatly, so it seems all three affect all parts equally. I became curious as to when certain perks are applied--do you need them when you make the item, or will they apply when you getba perk later? I assume different ones, like Necromage and Augmented Shock, will be applied differently. I was also curious as to whether or not Chaos is affected by the Stalhrim bonus or Augmented Fire/Frost/Shock. Can anyone provide an answer, and has anyone researched this? [[Special:Contributions/71.176.222.248|71.176.222.248]] 04:04, 30 December 2012 (GMT)&lt;/div&gt;</summary>
		<author><name>Catmaniac66</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Enchanting&amp;diff=1084237</id>
		<title>Skyrim talk:Enchanting</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Enchanting&amp;diff=1084237"/>
		<updated>2012-12-29T23:02:28Z</updated>

		<summary type="html">&lt;p&gt;Catmaniac66: /* Finding out max, unboosted values */ new section&lt;/p&gt;
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&lt;div&gt;{{Archive Table&lt;br /&gt;
|Archive 1||Nov 2011 - Dec 2011&lt;br /&gt;
|Archive 2||Dec 2011 - Feb 2012&lt;br /&gt;
|Archive 3||Feb 2012 - Jul 2012&lt;br /&gt;
}}&lt;br /&gt;
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== Alchemy's Effect in Optimizing Enchanting ==&lt;br /&gt;
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Player made potions (32%) as opposed to the 25% built in potion only increase the enchanting multiplier from 3.52 to 3.65. While it's true that this IS technically required for maximum optimization, it only increases the power of most enchantments by a single point at absurd the cost of 7 perks (for a non-alchemist).&lt;br /&gt;
It should be noted in the optimizing section, for those without the time or knowledge to do the calculations themselves, that it has such a minimal effect on the total power.--[[User:Liudeius|Liudeius]] 16:25, 8 July 2012 (UTC)&lt;br /&gt;
:It can actually have a ''huge'' effect on total power, when everything is combined. Without using the Fortify Restoration exploit, the highest you can make is +29% Fortify Alchemy gear. Since you can wear a Falmer Helmet over a circlet, you can get five of those worn. Do that and you can get about 37% Fortify Enchanting potions (I forget the exact number; I'm posting while at work so I can't check here). Then combine that to make 29% Fortify Smithing gear and 147% Fortify Smithing potions. You can temper daedric swords up to ~400 damage, assuming you have 100 skill and all the appropriate perks in both smithing and the weapon skill. And yes, it does make things ridiculously easy if you go this route.[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 14:36, 20 July 2012 (UTC)&lt;br /&gt;
::True, but glitched &amp;quot;two of a kind&amp;quot; enchants aren't taken into account for any of the &amp;quot;optimized stats&amp;quot;, and depending on a player's skill point allotment, 7 perks in Alchemy for the Smithing bonus may actually reduce total damage (say if they skipped maxing Armsman for Alchemy). Lastly this is the Enchanting page, with regards to Enchanting it works out to be a percent or two of difference. I think it should be noted exactly what the effects of the seven alchemy perks are, perhaps that is too in-depth for this page, but then maybe optimization needs its own page. After all, optimizing relates to Smithing, Alchemy, and Enchanting (in addition to weighting perks spent on them against others which may be chosen), yet so far as I'm aware the Enchanting-Alchemy loop is only mentioned in detail on the Enchanting page. [[User:Liudeius|Liudeius]] 04:56, 25 July 2012 (UTC)&lt;br /&gt;
:::Doesn't seem to work for me with the current patch.  Though the effect is described as endlessly stacking, the biggest potion I can make is +65% to alchemy, and when used, it only adds +21%.  The effect on improving enchantments by then crafting a fortify enchantment potion is small enough to be considered nil. While my alchemy skill isn't all that great (mid twenties), the effect is described in the article as endlessly stacking, but it doesn't.  It is apparently only truly useful if you already have 100 alchemy or close to it.  [[Special:Contributions/67.0.81.88|67.0.81.88]]&lt;br /&gt;
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== Apparel Effects not Increasing Properly ==&lt;br /&gt;
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Hey, I'm level 65 Enchanting with 4 out of 5 Enchanter Perks. I have no other perks on the Enchanting perk tree nor any of the damage increasing perks on the Destruction perk tree. I noticed that although my weapon effect increases due to my Enchanter perks and level bonus match up pretty much with the formula given on the Enchanting Effects page, my apparel effects don't. For example with the Fire Damage enchantment it goes from 10 to about 19 as I expected when I click on the effect however the Resist Fire effect will only increase from 15% to 19%, and the Fortify Destruction and Magicka Regen only alters the Destruction spell cost from -5% to -6% (I am aware this is the only part of that effect that is meant to change due to a bug). Am I completely missing something here or is there a problem? Thanks :) [[Special:Contributions/82.4.54.248|82.4.54.248]] 03:03, 14 July 2012 (UTC)&lt;br /&gt;
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== Effects of Enchanting a Shield? ==&lt;br /&gt;
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Under which circumstances would a shield enchanted with a resistance (magic, fire, etc) grant its effect?&lt;br /&gt;
Only while blocking or always while equipped? {{uns2|07:43, 23 July 2012|23.16.182.68}}&lt;br /&gt;
: While equipped. I'd recommend resistance to magic, or even taking Spellbreaker. [[User:Elakyn|Elakyn]] 08:01, 23 July 2012 (UTC)&lt;br /&gt;
:: Doing Fire/Frost isn't a bad option, either. That covers all traps, all dragons, and roughly 2/3 of spellcasters and runes (assuming an even number you encounter use Fire, Frost, or Shock damage). [[User:VycDarkshadow|VycDarkshadow]] ([[User talk:VycDarkshadow|talk]]) 23:01, 25 November 2012 (GMT)&lt;br /&gt;
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== Elemental Damage contradiction in the notes section ==&lt;br /&gt;
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In the notes section there is this statement:&lt;br /&gt;
*&amp;quot;Other destruction perks that activate on elemental damage (such as Intense Flames) do not activate from elemental damage enchants on weapons&amp;quot;&lt;br /&gt;
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Followed by:&lt;br /&gt;
*&amp;quot;Elemental enchantment strength on weapons is enhanced by your Destruction School bonuses. For example, the Augmented Flames perk will increase a fire enchanted weapon's damage, as will a Fortify Destruction potion&amp;quot;&lt;br /&gt;
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Which one is it? [[User:Raven Duskstrider|Raven Duskstrider]] 04:54, 24 July 2012 (UTC)&lt;br /&gt;
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:They mean that enchantments on weapons don't benefit from perks like Intense Flames or Disintegration, and of course are not cheaper based on the perks that cut spell cost in half, but they are actually affected by the Augmented perks that simply increase the damage of elemental destruction spells.--[[User:Playerseekingbugs|Playerseekingbugs]] 05:53, 31 July 2012 (UTC)&lt;br /&gt;
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== Arcane Enchanter timer! ?? ==&lt;br /&gt;
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Should this be mentioned in the notes?&lt;br /&gt;
On the PC, patch 1.6+ the clock is running while enchanting. Once the duration of an enhancing potion runs out the enchanting ability drops back to normal without any warning. Thus you can plug away creating enchantments only to discover only the first one or few were done at the enhanced level. &lt;br /&gt;
When enchanting a bunch of junk to increase enchanting skill this means you can go through dozens of potions. [[User:Sniffles|Sniffles]] 12:07, 5 August 2012 (UTC)&lt;br /&gt;
:I think it should be mentioned. I've run afoul of it many times, causing me to reload a save and start over. I believe the timer pauses while you are renaming your item, but I'm not positive about that. I've only ever been able to enhance the enchantment on 2 or 3 items before the current potion's effect wears off, and that's if I don't dally. I know it's not a huge deal, but I think it deserves at least a note. --[[User:Xyzzy|Xyzzy]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;[[User_talk:Xyzzy|Talk]]&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 16:03, 5 August 2012 (UTC)&lt;br /&gt;
::Agreed. I find it a little irritating myself how the fortify potions for crafting work. I feel like making it good for one session (expiring when you actually stop using a station) would have been a better idea. That's mostly how fortify barter ends up working after all.--[[User:Playerseekingbugs|Playerseekingbugs]] 06:57, 27 August 2012 (UTC)&lt;br /&gt;
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== Too many notes!! ==&lt;br /&gt;
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The Notes section would benefit from sub sections which would also help editors keep track of things. &lt;br /&gt;
I suggest the sub sections, Perks, Skill increases, Potion effects, and ??? [[User:Sniffles|Sniffles]] 20:42, 5 August 2012 (UTC)&lt;br /&gt;
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== Moved detailed walkthrough ==&lt;br /&gt;
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''Moved from article''&lt;br /&gt;
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'''Optimizing'''&lt;br /&gt;
When getting into end-game situations, or simply wishing to maximize your damage outputs, one can use [[Skyrim:Enchanting|Enchanting]], [[Skyrim:Alchemy|Alchemy]], and [[Skyrim:Smithing|Smithing]] to do incredible things for both melee and ranged users.&lt;br /&gt;
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'''Be aware: Pursuing enhanced enchantments using these methods can produce tremendously powerful equipment but at the expense of all other aspects of character development.'''&lt;br /&gt;
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'''In Brief''':&lt;br /&gt;
#Gather equipment &amp;amp; ingredients&lt;br /&gt;
#Go to guardian stones and choose (probably) thief stone for bonus exp for alchemy making&lt;br /&gt;
#Disenchant (destroy &amp;amp; learn) the Fortify Alchemy enchantment&lt;br /&gt;
#Begin the rotation&lt;br /&gt;
##Make sure you have at least 4 best soul stones you can get in inventory&lt;br /&gt;
##Check Effects for &amp;quot;Fully Rested&amp;quot; bonus - if not present get 8 hours rest in bed&lt;br /&gt;
##Drink (best in inventory) Enchanting potion&lt;br /&gt;
##Enchant up to 2 alchemy items of head, neck, arm and hand - within 30 seconds&lt;br /&gt;
##Drink another Enchanting potion&lt;br /&gt;
##Enchant up to 2 more alchemy items&lt;br /&gt;
##Wear most recent alchemy boost items&lt;br /&gt;
###Go to Alchemy trainer and train 5 levels&lt;br /&gt;
###Build up Alchemy skill higher by making other potions, more expensive (sell) = more alchemy skill boost&lt;br /&gt;
###Be careful not to use up the components you will need for Enchant potion making&lt;br /&gt;
###If you have just character leveled, repeat&lt;br /&gt;
###Once alchemy skill is raised (__ levels), stop making more potions for this round&amp;lt;br&amp;gt; at this point making a new Enchanting potion will be of higher enough level to be worthwhile making more alchemy apparel (worth the soul stones, higher enough boost in enchanting bonus, etc.)&lt;br /&gt;
##Make Alchemy potions (at least 2)&lt;br /&gt;
##Sell your older alchemy apparel&lt;br /&gt;
##Repeat and make a better set of alchemy apparel&lt;br /&gt;
&lt;br /&gt;
'''In Detail''':&lt;br /&gt;
#Get enchanting, alchemy, and smithing to 100. Smithing is the easiest to power-level (before patch 1.5), with enchanting close behind. Use your 5 training sessions on Alchemy, as it takes the longest. If you can, grab any necessary smithing perks for your armor/weapon choices. If you have the perks to spend, grab all levels of the pure power perks (the first one) for alchemy and enchanting, and the [[Skyrim:Insightful Enchanter|insightful enchanter]] perk.&lt;br /&gt;
#Buy or make a bunch of cheap sets of clothes or armor of any kind for: Hands, Feet, Body, Necklace, Ring, and helm.&lt;br /&gt;
#Stock up on [[Skyrim:Souls|Grand Souls]] and certain [[Skyrim:Ingredients|ingredients]] by any means necessary.&lt;br /&gt;
##Ingredients for Fortify Enchanting (Choose any two of the four): [[SR:Blue_Butterfly_Wing|Blue Butterfly Wing]], [[SR:Hagraven_Claw|Hagraven's Claw]], [[SR:Snowberries|Snowberries]], and [[SR:Spriggan_Sap|Spriggan Sap]].&lt;br /&gt;
##Ingredients for Fortify Smithing (Choose any two of the four):  [[SR:Blisterwort|Blisterwort]], [[SR:Glowing_Mushroom|Glowing Mushroom]], [[SR:Sabre_Cat_Tooth|Sabre Cat Tooth]] and [[SR:Spriggan_Sap|Spriggan Sap]].&lt;br /&gt;
## Ingredients for Fortify Restoration (if you want to use the stackable Restoration 'glitch') (Choose any two of the five): [[SR:Abecean_Longfin|Abecean Longfin]], [[SR:Cyrodilic_Spadetail|Cyrodilic Spadetail]], [[SR:Salt_Pile|Salt Pile]], [[SR:Small_Antlers|Small Antlers]] and [[SR:Small_Pearl|Small Pearl]]&lt;br /&gt;
#Make sure you know the enchanting effects you want on your final armor, as well as [[Skyrim:Fortify Alchemy|Fortify Alchemy]] and [[Skyrim:Fortify Smithing|Fortify Smithing]]&lt;br /&gt;
#At the [[Skyrim:Arcane Enchanter|Arcane Enchanter]] enchant one full set of [[Skyrim:Fortify Alchemy|Fortify Alchemy]] apparel. A set of alchemy apparel will have one item for head, neck, arm and hand. e.g. Circlet, necklace, bracers, and ring. (Alternatively, if you don't mind using the [[Skyrim:Falmer_Helmet#Falmer_Helmet|Falmer helmet]] glitch, you can wear one together with the mask [[Skyrim:Krosis_(item)#Krosis|Krosis]] or an alchemy enchanted circlet, giving you five alchemy buff slots instead of four.)&lt;br /&gt;
#Then, wear the alchemy clothes, and verify using Active Effects that the enchanting effects are active. There seems to be a bug where sometimes enchanted items' effects are not active upon wearing. To correct just remove and then re-equip enchanted items.  (At this point, you can also use the Fortify Restoration exploit, see notes below).&lt;br /&gt;
#Now make some [[Skyrim:Fortify Enchanting|Fortify Enchanting]] potions using combinations of: Blue Butterfly Wings, Hagraven's Claws, Snowberries, and the Spriggan sap. Alternatively, there are two respawning [[Skyrim:Enchanter's Philter|Enchanter's Philters]] in the Archmage's Quarters at the [[Skyrim:College of Winterhold (place)|College of Winterhold]]; these increase the strength of enchantments by 20% for 60 seconds.&lt;br /&gt;
#At the enchanter, drink the strongest enchanting potion you made or found, and enchant a new set of items with [[Skyrim:Fortify Alchemy|Fortify Alchemy]].&lt;br /&gt;
#This enchanting bonus lasts 30 seconds. Depending on how fast you click and whether you rename anything you can perhaps enchant two items while the bonus lasts, but after two iterations the Fortify Enchanting potion will have worn off (xbox tested).  &lt;br /&gt;
#Make some final [[Skyrim:Fortify Enchanting|Fortify Enchanting]] potions, and some [[Skyrim:Fortify Smithing|Fortify Smithing]] potions (using Blisterwort, Glowing Mushrooms, Sabre Cat Tooth, and Spriggan Sap) to get your enchanting back up to max, and enchant your chosen weapons and armor as you please.&lt;br /&gt;
#Also, at the enchanter (and while your enchant potion is on) enchant a final set of cheap items with [[Skyrim:Fortify Smithing|Fortify Smithing]]. Then, head to a smithy with a grindstone and workbench.&lt;br /&gt;
#Finally, wear your smithing items and equip the [[Skyrim:Notched Pickaxe|Notched Pickaxe]], drink your smithing potion, and improve any weapons and armor you have. You will, of course, need materials to do it, but most should be fairly easy to come by. You will probably reach the armor cap with any armor you're wearing, and increase your weapons to massive heights (more than 500), especially with any offensive skill enchants.&lt;br /&gt;
''Keep in mind that while using the Arcane Enchanter the clock is running. Potion effects will wear off quite quickly while you work your way through the various menus. Effective enchantments using these methods require careful planning. It is easy to not notice your potion effects have worn off.'' &lt;br /&gt;
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*If you have 4 fortify alchemy 20% equipment and 100 alchemy with the benefactor perk, after 4 iterations, if you craft a fortify enchanting potion, drink it, and enchant an item with 100 enchanting and all the perks, you can enchant items to have 764% cost reduction in the magic school of your choice, or 1528 increase in health permanently. If you equip the items and never remove them, you will have around 64000% cost reduction and around 120000 health increase. Needless to say, if you choose to use fortify combat skills, you will one hit kill everything, including dragons and bosses on master difficulty on the highest level.&lt;br /&gt;
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:I have removed all of this, because a walkthrough on leveling a skill is unneeded and cluttering. The hints and tips and a walkthrough on how to enchant an item is all that is needed. [[User:The Silencer|The Silencer speaks]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;[[User talk:The Silencer|Talk]]&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 18:38, 8 August 2012 (UTC)&lt;br /&gt;
::I think the optimizing info in this article should be somewhere in the Wiki, even if it's not here. Maybe we should list this on an &amp;quot;Optimizing page&amp;quot;, similar to [[Oblivion:End_Game_Optimizing|this one for Oblivion]], and only provide a link from the Enchanting, Alchemy, and Smithing pages to that one. I personally don't like to use exploits to create an all-powerful character (most of the time ;)), as it takes away some of the enjoyment (for me), but I know other users of the wiki like this kind of thing. --[[User:Xyzzy|Xyzzy]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;[[User_talk:Xyzzy|Talk]]&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 00:13, 9 August 2012 (UTC)&lt;br /&gt;
::: How about in the Hints section? A new heading: End Game Optimizing [[User:Sniffles|Sniffles]] 08:15, 9 August 2012 (UTC)&lt;br /&gt;
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== Enchantments inexplicably stronger in active effects ==&lt;br /&gt;
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According to the active effects menu, all of the effects of my enchanted equipment are 20% more powerful than listed in their respective enchantments, i.e. one ring that is enchanted to fortify destruction by 25% and resist magic 25% is in actuality fortifying destruction 31% and resisting magic 31%. It is unclear to me what would cause this; I recently became a vampire, thought I am unsure if that is at all relevant. I would really appreciate understanding why these effects are being boosted.&lt;br /&gt;
Also, my circlet's enchantments are listed twice as well, which I presume to be a bug of some sort. {{uns2|04:10, 23 August 2012|24.179.174.169}}&lt;br /&gt;
: Do you have the Necromage perk from the Restoration tree? If so, it will boost all effects (enchanting, skill, potions) by 25% and their duration by 50%. --[[User:Skyhirider|Skyhirider]] 10:59, 23 August 2012 (UTC)&lt;br /&gt;
::Also, if the circlet is enchanted with two effects, it (or any such item) will be listed twice. Technically it's once for each effect, but each listing has both effects shown in the tooltip. [[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 12:06, 23 August 2012 (UTC)&lt;br /&gt;
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== Soul Sqeezer ==&lt;br /&gt;
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I read that the Soul Squeezer perk doubles the magicka that soul gems recharge (meaning Grand gems recharge 6000 points of charge per soul). Could this be verified by someone and added to the article? --[[User:Skyhirider|Skyhirider]] ([[User talk:Skyhirider|talk]]) 17:19, 4 September 2012 (EDT)&lt;br /&gt;
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== Value and experience ==&lt;br /&gt;
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I have noticed that as my experience goes up, the value of an enchantment goes down; even though the newer enchantment is more powerful, the older item is more valuable.  Can this fact be worked in to the page? [[User:Thundre|Thundre]] ([[User talk:Thundre|talk]]) 02:07, 5 October 2012 (GMT)&lt;br /&gt;
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== Enchanting skill versus magic skills ==&lt;br /&gt;
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I was somewhat puzzled by the usage notes in the article, especially considering so called &amp;quot;number of charges&amp;quot; and effects of potions, and after performing some experiments I know they are partly not true. I'd like to change them, but first I want to discuss it there. Maybe someone could word it better or has other comments.&lt;br /&gt;
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1.Technically there's no such thing as a number of charges. Amount of soul energy (size of charge) used per hit is calculated using listed equation. Enchanting skill imparts two multipliers on the weapon, one related to magnitude (and used in another calculation) and one related to the size of charge. These multipliers are stored in the weapon data and are permanent. The higher the skill, the smaller is charge used. Potion of Fortify Enchanting directly increases Enchanting skill, thus it permanently decreases the size of charge used when used before enchanting. Quaffing the potion later has no effect on any already enchanted weapon. Decreasing Enchanting skill also has no effect.&lt;br /&gt;
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2.Increasing magic schools skills (like Restoration for Turn Undead or Destruction for damaging enchantments) has further effect on reducing size of charge used, but the reduction is calculated when the weapon is used, and is not stored in weapon data itself.&lt;br /&gt;
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3.Apparel fortifying magic schools doesn't change magic skills. It decreases requirement for energy though, and thus the size of charge used per hit. The reduction in cost is in effect as long as the apparel is worn, and is not stored in the weapon data. With a weapon enchanted with high enough Enchanting skill it is possible to have the size of charge decreased to zero even if the spell cost of any given school is not decreased to zero.&lt;br /&gt;
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4.Potions fortifying magic schools also don't change magic skills. Unlike apparel they don't have effect on size of charge. Instead they do increase magnitude of enchanted spells, like damage or level affected. That increase works only until the potion effect wears out, and is not stored in the weapon data.&lt;br /&gt;
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In short: when enchanting items potions fortifying enchanting should be used, and other potions and fortifying effects shouldn't be used, because they are wasted then.&lt;br /&gt;
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Additionally, the skill (and probably apparel effects) applies to enemies too. For example Dremora Lord with default burning sword (soul size 3000) and Destruction at 15 uses 13.77 energy per hit (~217 charges), but if you decrease his Destruction to 0, then he uses 18.97 energy per hit (~158 charges). {{uns2|12:08, 30 October 2012|SaikoKila}}&lt;br /&gt;
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== Confusing note ==&lt;br /&gt;
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I'm not sure what ''&amp;quot;Learning new enchantments increases the skill Apparel Effects at a much higher rate than Weapon Effects.&amp;quot;'' means. Perhaps there's supposed to be a semicolon after the word &amp;quot;skill&amp;quot;? Because as it's written, it sounds like it referring to a non-existent pair of skills. [[User:Airos|Airos]] ([[User talk:Airos|talk]]) 02:25, 18 November 2012 (GMT)&lt;br /&gt;
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:I just removed the note entirely, it's already under Gaining Skill XP: ''Disenchanting items gives widely varied skill increases, dependent on the effect learned and the magnitude on the item, with apparel effects generally giving larger increases than weapon effects.'' [[User:The Silencer|&amp;lt;font color=&amp;quot;B8860B&amp;quot;&amp;gt;Silence is Golden&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User talk:The Silencer|&amp;lt;font color=&amp;quot;800000&amp;quot;&amp;gt;Break the Silence&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 02:42, 18 November 2012 (GMT)&lt;br /&gt;
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==Soul Siphon buggy?==&lt;br /&gt;
It seems Soul Siphon does not work with bows, is that right or intended? {{uns2| 21:17, 8 December 2012|87.152.177.238}}&lt;br /&gt;
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== Reversion to Generic Item Name ==&lt;br /&gt;
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Since adding Dragonborn, I've enchanted 2 bows (1 stalhrim, 1 dragonbone) and given them custom names, but after exiting the game and coming back later, both have reverted to their generic item names (Stalhrim Bow and Dragonbone Bow). They still have the enchantments I gave them. Has anyone else seen this? As I said, I've only noticed this since adding Dragonborn, but it's possible the issue has existed since before that without my noticing. [[User:Username12345|Username12345]] ([[User talk:Username12345|talk]]) 17:40, 21 December 2012 (GMT)&lt;br /&gt;
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== Finding out max, unboosted values ==&lt;br /&gt;
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Is there a place to find what the values are for every enchantment at level 100 with all relevant perks? It seems that that would be a really good page to have. Of course it mentions that fortify magic skill precentages are 25% because it lets you get free spells but I don't see a mention of any other enchantment.--[[User:Catmaniac66|Catmaniac66]] ([[User talk:Catmaniac66|talk]]) 23:02, 29 December 2012 (GMT)&lt;/div&gt;</summary>
		<author><name>Catmaniac66</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Morrowind_talk:Races&amp;diff=1084231</id>
		<title>Morrowind talk:Races</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Morrowind_talk:Races&amp;diff=1084231"/>
		<updated>2012-12-29T22:35:20Z</updated>

		<summary type="html">&lt;p&gt;Catmaniac66: /* Why are Falmer and Chimer listed in the footer box? */ new section&lt;/p&gt;
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&lt;div&gt;I've got two ideas, one fairly respectable and one not so much.  My first idea is that we might adjust each race to show their natural bonuses and abilities, such as the [[Morrowind:Redguard|Redguard's]] resistance to poison and the [[Morrowind:Bosmer|Wood Elf's]] talent at Marksman.&lt;br /&gt;
My second idea is that they get essentially reviews for what kind of player/character they were designed for.  This is the one that doesn't hold quite so much water, but in the interest of being suitable for all readers, beginners would probably like to see it.  I know I'd be interested to know just what constructive reason anyone would have to play as an [[Morrowind:Argonian|Argonian]].  The disadvantage to this is that it makes itself open for bias by people with a preference for one skill/type of play (I know it's a little hard for me to overlook Security).&lt;br /&gt;
I could make these changes myself, of course, but as a rookie to this whole community, I thought it would be best to get some experienced opinions before adding something this significant.  -- [[User:Organous|Organous]] 14:20, 5 November 2006 (EST)&lt;br /&gt;
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:As for the first point, go ahead. In fact I was willing to do that myself but haven't found the time. As for the reviews, I don't see any reason why not include them. As you say, they could be useful for newbies. --[[User:DrPhoton|DrPhoton]] 03:45, 6 November 2006 (EST)&lt;br /&gt;
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==links to individual skills==&lt;br /&gt;
the pictures should contain links to the actual skills they represent, not just like to the picture information&lt;br /&gt;
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:Easier said than done.  Linking from images in wiki-code is far from straightforward, and you usually have to sacrifice the pop-up Alt-text in order to do it.  Also, such linkable images don't like to exist within in-line text, and automatically will create a linebreak before and after themselves.  Agreed that it should be done, but we've yet to come up with a satisfactory means of doing it. --[[User:TheRealLurlock|TheRealLurlock]] &amp;lt;sup&amp;gt;[[User_talk:TheRealLurlock|Talk]]&amp;lt;/sup&amp;gt; 10:47, 22 August 2007 (EDT)&lt;br /&gt;
::Well, I went and did it anyway, but as you can see, we've now got ugly borders displaying in the Skills section on the chart.  I don't know how to get rid of those, if it's even possible, but it's the best I can figure out how to do right now... --[[User:TheRealLurlock|TheRealLurlock]] &amp;lt;sup&amp;gt;[[User_talk:TheRealLurlock|Talk]]&amp;lt;/sup&amp;gt; 11:14, 22 August 2007 (EDT)&lt;br /&gt;
:::Ugly borders have been fixed.  Because it was a nested table, by default it was inheriting the CSS settings for the wikitable class.  To override CSS settings, you have to use CSS (not HTML).  And in particular in this case it was necessary to set up a new CSS class in order to get the settings to be used by every table row and cell (at least, without manually setting the CSS for every single row and cell in the new tables).  Long story short, there is now a new &amp;quot;class=hiddentable&amp;quot; setting that will create a transparent table with no borders, margins, or padding.  The only caveat is that you'll probably need to do a hard refresh to see the change (you need to force your browser to load in the new version of the common.css file).  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 12:25, 22 August 2007 (EDT)&lt;br /&gt;
::::Hey, thanks.  I knew there was a way to pull that off, but it was eluding me.  I can think of a few other places I'd like to use that hiddentable class now, though I forget where I ran into this problem before.  I don't suppose, though, that there's any other way to do these Navimg type links that DOESN'T insert linebreaks before and after the image?  Because that would be much more useful in a bunch of places.  And of course, we still haven't solved the problem of the Alt-text, which now gives the link destination no matter what.  But anyhow, this is an improvement, at least. --[[User:TheRealLurlock|TheRealLurlock]] &amp;lt;sup&amp;gt;[[User_talk:TheRealLurlock|Talk]]&amp;lt;/sup&amp;gt; 14:27, 22 August 2007 (EDT)&lt;br /&gt;
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:::::OK, you've got it :) Although the only credit I can take for any of these changes is that I waded through a ton of wikipedia and wikimedia pages to find out what other people had done... I have only the foggiest idea of why the fixes do what they do.  First, the title= parameter will now override the default Alt-text.  Second, there is a new template, Template:Navimg-Inline, that does the image as an inline image; it uses the exact same parameters as {{deleted|Template:Navimg}} including the new title= parameter.  I've only done a couple tests with the new template, but so far it seems to work as advertised.  I created a second template so that both options are available, and to avoid accidentally breaking any pages that use the existing template.&lt;br /&gt;
:::::I've updated &amp;lt;nowiki&amp;gt;[[Template:MW SkillIcon]]&amp;lt;/nowiki&amp;gt; to use the title parameter, so all of the alt-texts on this page are now showing just the skill name.  It's still using the original Navimg template, which seems to work OK here.  I'll let you figure out where else Navimg is being used (or would have been used if you could have inlined it) and do any necessary updates/fixes ;) --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 16:39, 22 August 2007 (EDT)&lt;br /&gt;
::::::Off-hand, I can't think of any case where I would NOT want it to work in-line.  If you want a page-break, that's what the &amp;lt;nowiki&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/nowiki&amp;gt; is for.  The only reason I had to do nested tables on this page is to avoid that line-break issue.  I'd much rather have it go back to the way it was without the unnecessarily complicated nested tables, so I see no reason to keep two versions of this template around.  I had the same problem when I was designing the magic skills pages for both Morrowind and Oblivion - with the lists of effects with icons indicating their availability.  Had to go out of my way creating odd charts when it would've been much more convenient to just use in-line images.  (Also, the spell effects could be in alphabetical order in the code, column-by-column, rather than the charts being constructed row-by-row, which was necessitated by the inability to do navimg's in-line.)  If you can think of any reason to keep the old navimg as is, let me know.  Personally, I'd just as soon change it to use the same code as your new one, and then delete the new one.  Just seems redundant to me. --[[User:TheRealLurlock|TheRealLurlock]] &amp;lt;sup&amp;gt;[[User_talk:TheRealLurlock|Talk]]&amp;lt;/sup&amp;gt; 21:29, 22 August 2007 (EDT)&lt;br /&gt;
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:::::::I'd prefer to keep both versions around.  The main reason is that the coding used to do the two different versions differs much much more than you'd expect... it's not just a matter of deleting or adding a linebreak.  Although you could probably simulate the non-inline version using linebreaks, the way the effect works would be fundamentally different.  And I'd rather not go through an afternoon of searching wikimedia again if for some reason we need the alternate version; it would be easier to have it available on the site.  The second reason is that wikipedia keeps the two versions around.  I'm not sure why, but without knowing the reasons (and without fully understanding the arcane details of the CSS being used here) I'd rather play it safe.  I suppose it basically comes down to the coding here being so bizarre that I'm not comfortable with saying that we'll never need one of the two versions, and it would be impossible for me to reproduce either of these templates on my own.&lt;br /&gt;
:::::::If you'd like to rename the two templates, though, that's fine by me.  You could move the old version to some other and more obscure name, and move Navimg-inline to Navimg so by default the inline version is used.  Especially if you're willing to check all the instances where the template is used to make sure nothing gets broken by the switch ;) --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 22:48, 22 August 2007 (EDT)&lt;br /&gt;
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::::::::Well, I moved the old one to Template:Navimg-Standalone, and put the new one in its place, and all of the pages using it seem to be unaffected, so it seems like this inline one will serve its purpose without causing any incompatibilities with previous pages using the template.  (It just so happens that every place this template was used, I was the one who put it there, so it wasn't all that widely known, I'm guessing.)  The old version is still around in case anyone needs it, though I doubt they will, since nobody used it before either.  Maybe I'll add some info about it on [[Help:Images]] just so people besides you and me are aware of its existence... --[[User:TheRealLurlock|TheRealLurlock]] &amp;lt;sup&amp;gt;[[User_talk:TheRealLurlock|Talk]]&amp;lt;/sup&amp;gt; 23:05, 22 August 2007 (EDT)&lt;br /&gt;
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==Bosmer heights==&lt;br /&gt;
Is it mentioned anywhere that the Bosmer are the only race where the male is smaller than the female. Is it being explained somewhere? Maybe in-game, in a manual or somewhere in the Tamrielic lore section? -[[User:92.227.71.160|92.227.71.160]] 02:26, 29 July 2008 (EDT)&lt;br /&gt;
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== Running speed/acrobatics ==&lt;br /&gt;
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I've noticed that in Oblivion, character height influences speed. Is this the case in Morrowind? Is it the weight rather than the height? Is it inversely or directly related? [[User:216.82.142.13|216.82.142.13]] 17:21, 10 June 2009 (EDT)&lt;br /&gt;
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Okay, did some experimental modding. It seems neither weight nor height affect acrobatic ability. Height doesn't affect running speed either, it's weight that does that. I did not use a stopwatch or running corridor, only my own observations with all other things equal and radical variations in height and weight. Weight and running speed seem to be directly proportional, while all characters jumped the same height regardless of their own height or weight. It should be noted, however, that swimming upward or downward WAS affected by height, as was levitation altitude change and moving up or down with collision off. Didn't test falling speed, should have. This information should be added to the races page, but I don't know how to properly go about doing that. [[User:32.157.239.209|32.157.239.209]] 03:54, 11 June 2009 (EDT)&lt;br /&gt;
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== Demographics ==&lt;br /&gt;
is there any page showing how much procent each race makes up of the population? {{unsigned|81.230.139.57|9 August 2009}}&lt;br /&gt;
: Yes - [[Lore:Demographics|this one]]. –[[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; 06:25, 9 August 2009 (UTC)&lt;br /&gt;
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== Starting HP ==&lt;br /&gt;
It seems to be race based, not tied to anything else I can tell.&lt;br /&gt;
Nords and Redguard are 55, Orcs at 52, Imperial 45, most of the others are 40. {{unsigned|69.249.124.89|1 February 2010}}&lt;br /&gt;
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:As it's stated on the [[Morrowind:Health|health page]], &amp;quot;The amount of health you have at the beginning of the game is half of the sum of your Endurance and Strength.&amp;quot; --&amp;lt;font color=orchid&amp;gt;[[User:DKong27|DKong27]] &amp;lt;sup&amp;gt;[[User_talk:DKong27|Talk]]&amp;lt;/sup&amp;gt;&amp;lt;/font&amp;gt; 23:45, 14 June 2010 (UTC)&lt;br /&gt;
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== About Colors ==&lt;br /&gt;
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This is concerning the recent edits by 109.78.17.40, and the undo by Corevette789. I think the colors were a good idea, and they are already used on the [[Oblivion:Races|Oblivion page]]. I think they should be returned to that way. Anyone else? --&amp;lt;font color=orchid&amp;gt;[[User:DKong27|DKong27]] &amp;lt;sup&amp;gt;[[User_talk:DKong27|Talk]]&amp;lt;/sup&amp;gt;&amp;lt;/font&amp;gt; 19:41, 20 June 2010 (UTC)&lt;br /&gt;
:I agree --[[User:Arny|Arny]] 19:44, 20 June 2010 (UTC)&lt;br /&gt;
::Given that it's done that way for the equivalent Oblivion page, I don't see a need for a discussion, so I've re-reverted. &amp;lt;span style=&amp;quot;white-space:nowrap; font-variant:small-caps; line-height:0;&amp;quot;&amp;gt;‒ [[User:RobinHood70|'''Robin Hood''']]&amp;lt;span style=&amp;quot;font-size:18pt;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;vertical-align:super&amp;quot;&amp;gt;'''talk'''&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 22:03, 20 June 2010 (UTC)&lt;br /&gt;
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== Racial Abilities ==&lt;br /&gt;
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why is there no racial abilities listed on this page?&lt;br /&gt;
altmers +max magicka,argonian water breathing spell,etc...&lt;br /&gt;
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i really dont think the chart is a good way of listing racial bonuses since different types of bonuses clash or need seperate sections&lt;br /&gt;
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i know nothing about wiki editing so im not going to touch it if not necessary&lt;br /&gt;
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:Given the columnar nature of the chart, special spells and abilities WOULD be hard to list. However, stretching the chart could reasonably allow it. Also, for future reference, please sign your comments with four tildes (~). [[Special:Contributions/66.233.132.60|66.233.132.60]] 17:22, 11 March 2012 (UTC)&lt;br /&gt;
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== Why are Falmer and Chimer listed in the footer box? ==&lt;br /&gt;
&lt;br /&gt;
They aren't in Morrowind, and the pages even direct you to the lore page. Sure they may be mentioned but they aren't in the game.--[[User:Catmaniac66|Catmaniac66]] ([[User talk:Catmaniac66|talk]]) 22:35, 29 December 2012 (GMT)&lt;/div&gt;</summary>
		<author><name>Catmaniac66</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Morrowind:High_Elf&amp;diff=1084229</id>
		<title>Morrowind:High Elf</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Morrowind:High_Elf&amp;diff=1084229"/>
		<updated>2012-12-29T22:31:27Z</updated>

		<summary type="html">&lt;p&gt;Catmaniac66: Undo revision 1084224 by WintersetAltmer (talk) Fortify means it's boosted that much, not multiplied by that much&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Races}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{{Lore:Altmer}}&lt;br /&gt;
{|&lt;br /&gt;
|-valign=top&lt;br /&gt;
|width=175|&lt;br /&gt;
===Base Attributes===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Attribute !! M !! F&lt;br /&gt;
|-&lt;br /&gt;
|[[Morrowind:Strength|Strength]] || 30 || 30&lt;br /&gt;
|-&lt;br /&gt;
|[[Morrowind:Intelligence|Intelligence]] || 50 || 50&lt;br /&gt;
|-&lt;br /&gt;
|[[Morrowind:Willpower|Willpower]] || 40 || 40&lt;br /&gt;
|-&lt;br /&gt;
|[[Morrowind:Agility|Agility]] || 40 || 40&lt;br /&gt;
|-&lt;br /&gt;
|[[Morrowind:Speed|Speed]] || 30 || 40&lt;br /&gt;
|-&lt;br /&gt;
|[[Morrowind:Endurance|Endurance]] || 40 || 30&lt;br /&gt;
|-&lt;br /&gt;
|[[Morrowind:Personality|Personality]] || 40 || 40&lt;br /&gt;
|-&lt;br /&gt;
|[[Morrowind:Luck|Luck]] || 40 || 40&lt;br /&gt;
|}&lt;br /&gt;
|width=185|&lt;br /&gt;
===Skill Bonuses===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Skill !! Bonus&lt;br /&gt;
|-&lt;br /&gt;
|{{MW_SkillLink|Destruction}} || +10&lt;br /&gt;
|-&lt;br /&gt;
|{{MW_SkillLink|Enchant}} || +10&lt;br /&gt;
|-&lt;br /&gt;
|{{MW_SkillLink|Alchemy}} || +10&lt;br /&gt;
|-&lt;br /&gt;
|{{MW_SkillLink|Alteration}} || +5&lt;br /&gt;
|-&lt;br /&gt;
|{{MW_SkillLink|Conjuration}} || +5&lt;br /&gt;
|-&lt;br /&gt;
|{{MW_SkillLink|Illusion}} || +5&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===In-Game Description===&lt;br /&gt;
The High Elves consider themselves the most civilized culture of Tamriel; the common tongue of the Empire, Tamrielic, is based on Altmer speech and writing, and most of the Empire's arts, crafts, and sciences derive from High Elven traditions. Deft, intelligent, and strong-willed, High Elves are often gifted in the arcane arts, and High Elves boast that their sublime physical natures make them far more resistant to disease than the &amp;quot;lesser races.&amp;quot;&lt;br /&gt;
===Specials===&lt;br /&gt;
*'''Ability:''' {{Effect Link|Resist Common Disease}}: 75%&lt;br /&gt;
*'''Ability:''' {{Effect Link|Weakness to Shock}}: 25%&lt;br /&gt;
*'''Ability:''' {{Effect Link|Weakness to Frost}}: 25%&lt;br /&gt;
*'''Ability:''' {{Effect Link|Weakness to Fire}}: 50%&lt;br /&gt;
*'''Ability:''' {{Effect Link|Weakness to Magicka}}: 50%&lt;br /&gt;
*'''Ability:''' {{Effect Link|Fortify Maximum Magicka}} 1.5x [[Morrowind:Intelligence|INT]] (150% more [[Morrowind:Magicka|Magicka]])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ideal Character===&lt;br /&gt;
While the [[Morrowind:Breton|Breton]] is marginally better for protective magic, Altmer are also advantageous for magic. You receive much more magicka than the [[Morrowind:Breton|Breton]] (the only other race with a magicka bonus).  This may be the foremost reason to play the Altmer, because with that much magicka one does not worry as much about the more expensive spells.  Particularly greedy players can also choose a birthsign with a [[Morrowind:Fortify_Maximum_Magicka|Fortify Maximum Magicka]] Ability so they would almost never encounter a magicka shortage, but they would have to endure the extensive resting needed to re-gain it - though Alchemy provides a means of restoring it more quickly with potions, and Altmer have a bonus to their starting skill value. Altmer are also the only race with an Enchant bonus, which ironically does not use magicka.  Consider this if you plan to play an enchanter, as Enchant is a difficult skill to raise and even a small starting bonus is helpful.&lt;br /&gt;
&lt;br /&gt;
The dilemma one faces with the Altmer is the many weaknesses they have. Experienced players should be able to navigate around this kind of issue, but early in the game you will be afflicted with a severe handicap against any characters who will use magic.  For this reason, you may want to design your character to keep their distance in battle.  Females have a certain advantage there, with the increased speed. Using this method, you could attempt playing a magical sniper, having high speed to retreat (or at least significant feather/burden effects) while using Destruction spells to attack your opponent.  Of course, Morrowind is open enough to allow you plenty of options, so anything you can implement to keep yourself safe from magic will be ideal: [[Morrowind:Reflect|Reflect]], [[Morrowind:Spell_Absorption|Spell Absorption]], [[Morrowind:Paralyze|Paralyze]], [[Morrowind:Calm_Humanoid|Calm]], [[Morrowind:Demoralize_Humanoid|Demoralize]], [[Morrowind:Speed|Speed]] [[Morrowind:Fortify_Attribute|Fortification]]/[[Morrowind:Damage_Attribute|Damage]]/[[Morrowind:Drain_Attribute|Drain]], [[Morrowind:Silence|Silence]] or [[Morrowind:Sound|Sound]]. These can be particularly viable options for Altmer spellcasters as they have enough magicka to cast both these 'protective' spells for their own safety as well as using ranged spells from the Schools of Destruction and Mysticism against their enemies.&lt;br /&gt;
&lt;br /&gt;
In a sense, the Altmer are the embodiment of the [[Morrowind:Birthsigns#The Apprentice|Apprentice birthsign]], in that they gain larger magicka reserves but pay for it with increased susceptibility (and of course this is doubled again for an Altmer that is born under the Apprentice).&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*A list of all the Altmer in Morrowind can be found [[:Category:Morrowind-Altmer|here]].&lt;br /&gt;
{{Races in Morrowind}}&lt;/div&gt;</summary>
		<author><name>Catmaniac66</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Bralsa_Drel&amp;diff=1083949</id>
		<title>Skyrim:Bralsa Drel</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Bralsa_Drel&amp;diff=1083949"/>
		<updated>2012-12-29T06:51:12Z</updated>

		<summary type="html">&lt;p&gt;Catmaniac66: minor wording, first verb was past participle (I guess?) so I changed second verb to that as well.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NPC Summary&lt;br /&gt;
|city=[[Dragonborn:Raven Rock|Raven Rock]]&lt;br /&gt;
|loc=[[DB:Earth Stone|Earth Stone]]&amp;lt;br&amp;gt;[[Dragonborn:Abandoned Building|Abandoned Building]]&lt;br /&gt;
|refid=xx018F16&lt;br /&gt;
|baseid=xx018F15&lt;br /&gt;
|race=Dunmer&lt;br /&gt;
|gender= Female&lt;br /&gt;
|level= 10&lt;br /&gt;
|class=[[Skyrim:Miner|Miner]]&lt;br /&gt;
|health=125&lt;br /&gt;
|magicka=80&lt;br /&gt;
|faction={{Faction|DLC2CrimeRavenRockFaction}}; {{Faction|DLC2PillarBuilderFaction}}; {{Faction|DLC2RRBeggarFaction}}&lt;br /&gt;
|image=&lt;br /&gt;
|imgdesc=&lt;br /&gt;
|aggress=&lt;br /&gt;
|moral=&lt;br /&gt;
|respawn=&lt;br /&gt;
|skills=&lt;br /&gt;
|stamina=80&lt;br /&gt;
|protected=Yes&lt;br /&gt;
}}&lt;br /&gt;
'''Bralsa Drel''' is a [[Skyrim:Dunmer|Dunmer]] [[Skyrim:Miner|miner]] who lives in [[Dragonborn:Raven_Rock|Raven Rock]]. She has fallen on hard times since the mine closed and has spent all of her fortune made in the mine on drinking. She claims to be the best miner in [[Dragonborn:Raven_Rock_Mine|Raven Rock Mine]] able to outdo any of the other miners and is teaching a fellow miner how to properly mine adding credence to her claim as the best.&lt;br /&gt;
&lt;br /&gt;
== Related Quests ==&lt;br /&gt;
* {{Quest Link|Feeding the Addiction}}&lt;br /&gt;
&lt;br /&gt;
{{Stub|NPC}}&lt;/div&gt;</summary>
		<author><name>Catmaniac66</name></author>
		
	</entry>
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