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	<id>https://en.uesp.net/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=DKong27</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=DKong27"/>
	<link rel="alternate" type="text/html" href="https://en.uesp.net/wiki/Special:Contributions/DKong27"/>
	<updated>2026-06-09T15:10:40Z</updated>
	<subtitle>User Contributions</subtitle>
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	<entry>
		<id>https://en.uesp.net/w/index.php?title=Tamriel_Data:Ayleid&amp;diff=3386568</id>
		<title>Tamriel Data:Ayleid</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Tamriel_Data:Ayleid&amp;diff=3386568"/>
		<updated>2025-07-04T06:55:02Z</updated>

		<summary type="html">&lt;p&gt;DKong27: correct links and values&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Races}}__NOTOC__&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
[[File:TR3-npc-Juldar.jpg|thumb|right|A typical Ayleid male]]&lt;br /&gt;
[[File:TR3-npc-Arashi.jpg|thumb|right|A typical Ayleid female]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{ListFix|:''For more information, see the [[Lore:Ayleid|main lore article]].''}}&lt;br /&gt;
'''Ayleids''' or '''Wild Elves''' are descendants of the Elven race that dominated Cyrodiil in the time of [[Lore:Alessia|Alessia]].&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]] || 35 || 35&lt;br /&gt;
|-&lt;br /&gt;
|[[Morrowind:Intelligence|Intelligence]] || 45 || 45&lt;br /&gt;
|-&lt;br /&gt;
|[[Morrowind:Willpower|Willpower]] || 30 || 30&lt;br /&gt;
|-&lt;br /&gt;
|[[Morrowind:Agility|Agility]] || 50 || 50&lt;br /&gt;
|-&lt;br /&gt;
|[[Morrowind:Speed|Speed]] || 50 || 50&lt;br /&gt;
|-&lt;br /&gt;
|[[Morrowind:Endurance|Endurance]] || 30 || 30&lt;br /&gt;
|-&lt;br /&gt;
|[[Morrowind:Personality|Personality]] || 40 || 40&lt;br /&gt;
|-&lt;br /&gt;
|[[Morrowind:Luck|Luck]] || 30 || 30&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|Alteration}} || +5&lt;br /&gt;
|-&lt;br /&gt;
|{{MW_SkillLink|Illusion}} || +10&lt;br /&gt;
|-&lt;br /&gt;
|{{MW_SkillLink|Conjuration}} || +5&lt;br /&gt;
|-&lt;br /&gt;
|{{MW_SkillLink|Destruction}} || +5&lt;br /&gt;
|-&lt;br /&gt;
|{{MW_SkillLink|Spear}} || +10&lt;br /&gt;
|-&lt;br /&gt;
|{{MW_SkillLink|Unarmored}} || +10&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===In-Game Description===&lt;br /&gt;
''The Ayleids, or Wild Elves, have remained aloof toward civilization, preferring to practice the old ways far from the eyes of the world. The Wild Elves speak a variation of Old Cyrodilic, opting to shun Tamrielic. In temperament they are dark-spirited and taciturn-- though this is from the point of view of outsiders (or &amp;quot;Pellani&amp;quot; in their tongue).''&lt;br /&gt;
&lt;br /&gt;
===Specials===&lt;br /&gt;
'''Ability: {{Anchor|Resist Disease}}'''&lt;br /&gt;
* {{Effect Link|Resist Common Disease}} 75%&lt;br /&gt;
'''Ability: {{Anchor|Resist Poison}}'''&lt;br /&gt;
* {{Effect Link|Resist Poison}} 75%&lt;br /&gt;
'''Ability: {{Anchor|Weakness to Fire}}'''&lt;br /&gt;
* {{Effect Link|Weakness to Fire}} 50%&lt;br /&gt;
'''Spell: {{Anchor|Shock}}'''&lt;br /&gt;
* {{Effect Link|Shock Damage}} 1-15 pts on Touch&lt;br /&gt;
'''Spell: {{Anchor|Light}}'''&lt;br /&gt;
* {{Effect Link|Light}} 20 pts in 30 ft for 30 secs on Target&lt;br /&gt;
'''Power: {{Anchor|Light of Auri-El}}'''&lt;br /&gt;
* {{Effect Link|Restore Fatigue}} 25 pts on Self&lt;br /&gt;
* {{Effect Link|Slowfall}} 15 pts for 30 secs on Self&lt;br /&gt;
* {{Effect Link|Cure Common Disease}} on Self&lt;br /&gt;
* {{Effect Link|Light}} 25 pts for 30 secs on Self&lt;br /&gt;
* {{Effect Link|Restore Health}} 1-3 pts for 30 secs on Self&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* [[Project Tamriel:Cyrodiil|Project Cyrodiil]] does not have any Ayleids.&lt;br /&gt;
* [[Tamriel Rebuilt:Main Page|Tamriel Rebuilt]] does not have any Ayleids.&lt;br /&gt;
* [[Project Tamriel:Skyrim|Skyrim: Home of the Nords]] does not have any Ayleids.&lt;/div&gt;</summary>
		<author><name>DKong27</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Tamriel_Rebuilt:Axes&amp;diff=3384559</id>
		<title>Tamriel Rebuilt:Axes</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Tamriel_Rebuilt:Axes&amp;diff=3384559"/>
		<updated>2025-06-28T02:59:06Z</updated>

		<summary type="html">&lt;p&gt;DKong27: /* 2-Handed */ update description of Unending&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{DEFAULTSORT:Axes|noreplace}}{{Trail|Weapons}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
==Axes==&lt;br /&gt;
===1-Handed===&lt;br /&gt;
{|class=&amp;quot;sortable wikitable vmid&amp;quot;  style=&amp;quot;text-align:center;&amp;quot; width=100%&lt;br /&gt;
! !!Name!!ID&lt;br /&gt;
!{{Weight Icon}}&lt;br /&gt;
!{{Value Icon}}&lt;br /&gt;
!{{Health Icon}}&lt;br /&gt;
!Chop!!Slash!!Thrust!!Speed!!Reach!!Enchant!!Comments&lt;br /&gt;
|-&lt;br /&gt;
![[File:MW-icon-weapon-Steel War Axe.png]]&lt;br /&gt;
!{{Anchor|Lish gro-Garrok's Axe}}&lt;br /&gt;
|TR_m1_Niv_q_LishAxe&lt;br /&gt;
|24||250||1200&lt;br /&gt;
!1-18||1-10||1-2&lt;br /&gt;
|1||1||4.5|&lt;br /&gt;
|Used in the Quest: [[Tamriel Rebuilt:Cracking Icebreaker|Cracking Icebreaker]]&amp;lt;br&amp;gt;&lt;br /&gt;
Cast When Strikes: {{Effect Link|Fire Damage}} 1-20 pts on Touch&lt;br /&gt;
|-&lt;br /&gt;
![[File:MW-icon-weapon-Chitin War Axe.png]]&lt;br /&gt;
!{{Anchor|Massur-Dan's Shadow}}&lt;br /&gt;
|TR_m3_MassurDanAxe&lt;br /&gt;
|12||460||640&lt;br /&gt;
!1-11||1-6||1-2&lt;br /&gt;
|1.25||1||20|&lt;br /&gt;
|Found in [[Tamriel Rebuilt:Oran Plantation|Oran Plantation]]'s vault&amp;lt;br&amp;gt;&lt;br /&gt;
Cast When Used: {{Effect Link|Chameleon}} 3-30 pts for 30 secs on Self&amp;lt;br&amp;gt;&lt;br /&gt;
{{Effect Link|Fortify Attribute|Fortify Speed}} 10 pts for 30 secs on Self&lt;br /&gt;
|-&lt;br /&gt;
![[File:MW-icon-weapon-Silver War Axe.png]]&lt;br /&gt;
!{{Anchor|Missa Rhyle}}&lt;br /&gt;
|TR_m3_OE_Missa_WarAxe&lt;br /&gt;
|19.2||120||720&lt;br /&gt;
!1-20||1-11||1-3&lt;br /&gt;
|1.25||1||4|&lt;br /&gt;
|Reward for Quest: [[Tamriel Rebuilt:Ghost in a Gem|Ghost in a Gem]]&amp;lt;br&amp;gt;&lt;br /&gt;
Cast When Strikes: {{Effect Link|Blind}} 10-35 pts for 10 secs on Touch&amp;lt;br&amp;gt;&lt;br /&gt;
{{Effect Link|Silence}} for 5 secs on Touch&amp;lt;br&amp;gt;&lt;br /&gt;
{{Effect Link|Damage Health}} 1-5 pts for 5 secs on Touch&lt;br /&gt;
|-&lt;br /&gt;
![[File:TD3-icon-weapon-Nordic Axe 02.png]]&lt;br /&gt;
!{{Anchor|Nordic Sparkaxe}}&lt;br /&gt;
|TR_m4-476_nordic_sparkaxe&lt;br /&gt;
|23||140||1400&lt;br /&gt;
!2-23||2-23||1-6&lt;br /&gt;
|1||1||4|&lt;br /&gt;
|Found in [[Tamriel Rebuilt:Yanashpi|Yanashpi]]&amp;lt;br&amp;gt;&lt;br /&gt;
Cast When Strikes: {{Effect Link|Shock Damage}} 3-7 pts on Touch&lt;br /&gt;
|-&lt;br /&gt;
![[File:MW-icon-weapon-Steel War Axe.png]]&lt;br /&gt;
!{{Anchor|Steel Axe}}&lt;br /&gt;
|TR_m3_q_10_Axe_Yaga&amp;lt;br&amp;gt;TR_m3_q_10_Axe_Yaga_scripted&lt;br /&gt;
|24||60||1200&lt;br /&gt;
!1-18||1-10||1-2&lt;br /&gt;
|1||1||4.5|&lt;br /&gt;
|Used in the Quest: [[Tamriel Rebuilt:At Play in the Meadows of Malacath|At Play in the Meadows of Malacath]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===2-Handed===&lt;br /&gt;
{|class=&amp;quot;sortable wikitable vmid&amp;quot;  style=&amp;quot;text-align:center;&amp;quot; width=100%&lt;br /&gt;
! !!Name!!ID&lt;br /&gt;
!{{Weight Icon}}&lt;br /&gt;
!{{Value Icon}}&lt;br /&gt;
!{{Health Icon}}&lt;br /&gt;
!Chop!!Slash!!Thrust!!Speed!!Reach!!Enchant!!Comments&lt;br /&gt;
|-&lt;br /&gt;
![[File:TD3-icon-weapon-Adamantium Battle Axe.png]]&lt;br /&gt;
!{{Anchor|Adamantium Shardaxe}}&lt;br /&gt;
|TR_m4_VM_Cave_5_Barbarian_Axe&lt;br /&gt;
|35||5500||3000&lt;br /&gt;
!1-60||1-40||1-6&lt;br /&gt;
|1||1||10|&lt;br /&gt;
|Found in [[Tamriel Rebuilt:Shirel|Shirel]]&amp;lt;br&amp;gt;&lt;br /&gt;
Cast When Strikes: {{Effect Link|Frost Damage}} 1-25 pts on Touch&lt;br /&gt;
|-&lt;br /&gt;
![[File:TD3-icon-weapon-Adamantium Battle Axe 02.png]]&lt;br /&gt;
!{{Anchor|Ancient Adamantium Axe}}&lt;br /&gt;
|TR_m3_OE_FG_w_brokenaxe&lt;br /&gt;
|40||500||100&lt;br /&gt;
!2-20||1-10||1-5&lt;br /&gt;
|1||1||10|&lt;br /&gt;
|Used in the Quest: [[Tamriel Rebuilt:A Final Fate|A Final Fate]]&lt;br /&gt;
|-&lt;br /&gt;
![[File:TD3-icon-weapon-Ancient Nordic Battle Axe.png]]&lt;br /&gt;
!{{Anchor|Ancient Nordic Battle Axe}}&lt;br /&gt;
|TR_w_m4_q_AncylisAxe&lt;br /&gt;
|35||600||1800&lt;br /&gt;
!2-38||2-38||1-6&lt;br /&gt;
|0.9||1||7|&lt;br /&gt;
|Used in the Quest: [[Tamriel Rebuilt:Revealing the History of Fort Ancylis|Revealing the History of Fort Ancylis]]&amp;lt;br&amp;gt;&lt;br /&gt;
Cast When Used: {{Effect Link|Frost Damage}} 1-15 pts on Touch&lt;br /&gt;
|-&lt;br /&gt;
![[File:TD3-icon-weapon-Ebony Battle Axe 02.png]]&lt;br /&gt;
!{{Anchor|Atran Oran's Ebony Battle Axe}}&lt;br /&gt;
|TR_m7_HH_AtranOranAxe&lt;br /&gt;
|50||30000||3600&lt;br /&gt;
!2-60||1-40||1-4&lt;br /&gt;
|1||1||25|&lt;br /&gt;
|Found in [[Tamriel Rebuilt:Runat|Runat]]&amp;lt;br&amp;gt;&lt;br /&gt;
Cast When Strikes: {{Effect Link|Damage Fatigue}} 12-36 pts on Touch&amp;lt;br&amp;gt;&lt;br /&gt;
{{Effect Link|Fortify Attack}} 10 pts for 5 secs on Self&lt;br /&gt;
|-&lt;br /&gt;
![[File:MW-icon-weapon-Silver War Axe.png|Axe of Boethiah's Cleaving]]&lt;br /&gt;
!{{Anchor|Axe of Boethiah's Cleaving}}&lt;br /&gt;
|TR_m1_Q50_GO5_Fake_axe_uni&lt;br /&gt;
|40||50||100&lt;br /&gt;
!1-15||1-17||1-2&lt;br /&gt;
|1.0||1.0||0||&lt;br /&gt;
Used in the Quest: [[Tamriel Rebuilt:The Prince of Plots|The Prince of Plots]]&lt;br /&gt;
|-&lt;br /&gt;
![[File:MW-icon-weapon-Steel Battle Axe.png]]&lt;br /&gt;
!{{Anchor|Battle Axe of Strength}}&lt;br /&gt;
|TR_m3_LA_HengorAxe&lt;br /&gt;
|30||100||1800&lt;br /&gt;
!1-36||1-27||1-4&lt;br /&gt;
|1||1||5.5|&lt;br /&gt;
|Found near [[Tamriel Rebuilt:Hengor the Outlaw|Hengor the Outlaw]]&amp;lt;br&amp;gt;&lt;br /&gt;
Cast When Used: {{Effect Link|Fortify Attribute|Fortify Strength}} 15-30 pts for 15 secs on Self&lt;br /&gt;
|-&lt;br /&gt;
![[File:MW-icon-weapon-Steel Battle Axe.png]]&lt;br /&gt;
!{{Anchor|Decorative Axe}}&lt;br /&gt;
|TR_m3-718 Decorative Axe&lt;br /&gt;
|30||100||1800&lt;br /&gt;
!1-36||1-27||1-4&lt;br /&gt;
|1||1||5.5|&lt;br /&gt;
|Found in [[Tamriel Rebuilt:Old Ebonheart|Old Ebonheart]]'s Guild of Fighters&lt;br /&gt;
|-&lt;br /&gt;
![[File:MW-icon-weapon-Nordic Battle Axe.png]]&lt;br /&gt;
!{{Anchor|Engraved Nordic Battle Axe}}&lt;br /&gt;
|TR_m2_nordic battle axe_UNI&lt;br /&gt;
|30||70||1300&lt;br /&gt;
!1-30||1-30||1-4&lt;br /&gt;
|1.0||1.0||6|&lt;br /&gt;
|Sold by [[Tamriel Rebuilt:Parjho|Parjho]] in [[Tamriel Rebuilt:Helnim|Helnim]]&lt;br /&gt;
|-&lt;br /&gt;
![[File:MW-icon-weapon-Miner's Pick.png]]&lt;br /&gt;
!{{Anchor|Miner's Pick}}&lt;br /&gt;
|TR_m1_q_DeliveryPick&amp;lt;br&amp;gt;TR_m1_q_DeliveryPickEx1&amp;lt;br&amp;gt;TR_m1_q_DeliveryPickEx2&lt;br /&gt;
|20||8||400&lt;br /&gt;
!3-7||2-3||1-3&lt;br /&gt;
|1.0||1.0||1||&lt;br /&gt;
Used in the Quest: [[Tamriel Rebuilt:A Delayed Shipment|A Delayed Shipment]]&lt;br /&gt;
|-&lt;br /&gt;
![[File:MW-icon-weapon-Iron Battle Axe.png]]&lt;br /&gt;
!{{Anchor|Orzuk's Iron Battle Axe}}&lt;br /&gt;
|TR_m4_IL_Evidaxe&lt;br /&gt;
|30||50||1200&lt;br /&gt;
!1-32||1-24||1-3&lt;br /&gt;
|1||1||5.5|&lt;br /&gt;
|Used in the Quest: [[Tamriel Rebuilt:Death of an Agent|Death of an Agent]]&lt;br /&gt;
|-&lt;br /&gt;
![[File:TD3-icon-weapon-Nordic Battle Axe.png]]&lt;br /&gt;
!{{Anchor|Silversling}}&lt;br /&gt;
|TR_i2_313_axe Silversling&lt;br /&gt;
|45||120||1800&lt;br /&gt;
!2-45||2-45||1-6&lt;br /&gt;
|0.9||1||7|&lt;br /&gt;
|Cast When Strikes: {{Effect Link|Frost Damage}} 0-7 pts on Touch&lt;br /&gt;
|-&lt;br /&gt;
![[File:TD3-icon-weapon-Sixth House Sickle.png]]&lt;br /&gt;
!{{Anchor|Soul Flayer of Sharmat Ahil}}&lt;br /&gt;
|TR_m3_soulflayer_i3-534-ind&lt;br /&gt;
|50||6500||4000&lt;br /&gt;
!1-40||1-35||1-8&lt;br /&gt;
|1||1.5||10|&lt;br /&gt;
|Cast When Strikes: {{Effect Link|Soultrap}} for 30 secs on Touch&amp;lt;br&amp;gt;&lt;br /&gt;
{{Effect Link|Absorb Magicka}} 5-20 pts for 5 secs on Touch&lt;br /&gt;
|-&lt;br /&gt;
![[File:TD3-icon-weapon-Nordic Battle Axe.png]]&lt;br /&gt;
!{{Anchor|Thunderstrike}}&lt;br /&gt;
|TR_m2_q_12_w_thunderstrike&lt;br /&gt;
|45||1780||1800&lt;br /&gt;
!2-45||2-45||1-6&lt;br /&gt;
|0.9||1||7|&lt;br /&gt;
|Used in the Quest: [[Tamriel Rebuilt:Which Witch?|Which Witch?]]&amp;lt;br&amp;gt;&lt;br /&gt;
Cast When Strikes: {{Effect Link|Shock Damage}} 3-7 pts on Touch&lt;br /&gt;
|-&lt;br /&gt;
![[File:TD3-icon-weapon-Adamantium Battle Axe 02.png]]&lt;br /&gt;
!{{Anchor|Unending}}&lt;br /&gt;
|TR_m3_unending&lt;br /&gt;
|50||8500||4000&lt;br /&gt;
!15-65||3-35||1-6&lt;br /&gt;
|1||1||0|&lt;br /&gt;
|Reward for the Quest: [[Tamriel Rebuilt:A Final Fate|A Final Fate]]&amp;lt;br&amp;gt;&lt;br /&gt;
Applies positive effects to wielder when under specific negative effects. See quest page for details.&lt;br /&gt;
|-&lt;br /&gt;
![[File:MW-icon-weapon-Daedric Battle Axe.png]]&lt;br /&gt;
!{{Anchor|Witherbrand}}&lt;br /&gt;
|TR_m1_FW_MG09_Witherbrand&lt;br /&gt;
|90||50000||4800&lt;br /&gt;
!1-80||1-50||1-8&lt;br /&gt;
|1||1||16.5|&lt;br /&gt;
|Carried by [[Tamriel Rebuilt:Xivilai Tatho|Xivilai Tatho]]&amp;lt;br&amp;gt;&lt;br /&gt;
Cast When Strikes: {{Effect Link|Damage Magicka}} 15-25 pts on Touch&amp;lt;br&amp;gt;&lt;br /&gt;
{{Effect Link|Absorb Attribute|Absorb Agility}} 1-20 pts for 10 secs on Touch&amp;lt;br&amp;gt;&lt;br /&gt;
{{Effect Link|Disintegrate Armor}} 15 pts on Touch&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>DKong27</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Tamriel_Rebuilt:A_Final_Fate&amp;diff=3384558</id>
		<title>Tamriel Rebuilt:A Final Fate</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Tamriel_Rebuilt:A_Final_Fate&amp;diff=3384558"/>
		<updated>2025-06-28T02:58:47Z</updated>

		<summary type="html">&lt;p&gt;DKong27: added detailed effects of Unending weapon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quest Header&lt;br /&gt;
|type=Fighters Guild/Old Ebonheart&lt;br /&gt;
|Giver=[[Tamriel Rebuilt:Sharnoga gra-Mal|Sharnoga gra-Mal]] in [[Tamriel Rebuilt:Old Ebonheart|Old Ebonheart]]&lt;br /&gt;
|Loc=[[Tamriel Rebuilt:Old Ebonheart|Old Ebonheart]]&lt;br /&gt;
|Reward=[[Tamriel Rebuilt:Unending|Unending]]&lt;br /&gt;
|ID=TR_m3_FG_OE_Fate&lt;br /&gt;
|image=TR3-place-Mzungleft.jpg&lt;br /&gt;
|imgdesc=What secrets lie in [[Tamriel Rebuilt:Mzungleft|Mzungleft]]?&lt;br /&gt;
|Prev=[[Tamriel Rebuilt:A Legacy's Trail|A Legacy's Trail]]&lt;br /&gt;
|description=Find clues to the end of a famous hero.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
# Talk to [[Tamriel Rebuilt:Sharnoga gra-Mal|Sharnoga gra-Mal]] in the [[Tamriel Rebuilt:Old Ebonheart|Old Ebonheart]] Fighters Guild.&lt;br /&gt;
# Travel to [[Tamriel Rebuilt:Mzungleft|Mzungleft]], northwest of [[Tamriel Rebuilt:Necrom|Necrom]] and retrieve clues to Constantius's end.&lt;br /&gt;
# Return to Sharnoga gra-Mal.&lt;br /&gt;
# Speak to [[Tamriel Rebuilt:Cellitara|Cellitara]] at the Old Ebonheart Mages Guild.&lt;br /&gt;
# Retrieve the [[Tamriel Rebuilt:Ruminations on Illusion - Draft|Ruminations on Illusion - Draft]] scroll from the bookshelf behind Cellitara and return with it to Sharnoga.&lt;br /&gt;
# Speak to [[Tamriel Rebuilt:Ophelie Vilifiene|Ophelie Vilifiene]] in the Fighters Guild for your reward.&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
[[File:TR3-map-Mzungleft.png|thumb|right|The icon on the map is a cave named Ahhesha]]&lt;br /&gt;
The next quest in the series details [[Tamriel Rebuilt:Sharnoga gra-Mal|Sharnoga gra-Mal]] telling you that the only [[Morrowind:Dwemer|Dwemer]] ruin she knows in that area is the [[Morrowind:Dwemer|Dwemer]] ruin of [[Tamriel Rebuilt:Mzungleft|Mzungleft]]. The ruin is northwest of Necrom. Make your way to [[Tamriel Rebuilt:Necrom|Necrom]] (Directly east of Akamora near the coast, reachable via Silt Strider) and on the map, you'll see there is no land connected to the NW of where [[Tamriel Rebuilt:Necrom|Necrom]] is, only a couple islands.&lt;br /&gt;
&lt;br /&gt;
Make your way NW of [[Tamriel Rebuilt:Necrom|Necrom]], across the water. Your goal is to get to the southern end of the larger island closer to the mainland. As you approach the area, you should see a [[Morrowind:Dwemer|Dwemer]] tower jutting out of the rock, into the sky. It's right next to a big rock arch. Go under the rock arch, west, and turn left, south, a few paces after the rock arch. Go up the hill and the entrance to [[Tamriel Rebuilt:Mzungleft|Mzungleft]] is on the left side of the ruins at the almost top of the hill.&lt;br /&gt;
&lt;br /&gt;
The immediate first room will contain an enemy or two. From here we can go south through a cave or southwest down a corridor. On your way through the entirety of this quest and in the ruins, keep looting barrels for gems/ore/whatever you want to loot.&lt;br /&gt;
&lt;br /&gt;
Moving south through the cave, you'll come across a big hole with some stone stairs in it, and a chest at the bottom. Pick it if you want and then go back up and keep moving through the cave. You'll come across a dead looter, a note on a crate, and Skooma next to the looter's bedroll. Loot what you want from the crates, and then go back the way you came, since there's nothing else of note in the cave portion of the ruins. The note here is not required for the quest.&lt;br /&gt;
&lt;br /&gt;
Moving southwest in the ruins deeper into the Dwemer ruins, you'll come across what looks like some kind of sewage chute, but it's actually lava, to the northwest, and to the southwest, another room full of enemies. Go through the room with enemies and follow it all the way down into a bigger room with a barrel or two, and a connecting room in the hall outside of the room but down the stairs from the passageway behind you, labeled Mzungleft, Destroyed Halls. Go through the hole.&lt;br /&gt;
&lt;br /&gt;
Following the corridor downstairs, you'll come across some enemies and barrels, and a big pipe with water flowing into it. There's a levitation potion inside the pipe, but no treasure or anything. If you have high enough Acrobatics, you can just jump out of the pipe.&lt;br /&gt;
&lt;br /&gt;
Moving through the same room to the north, you'll find two &amp;quot;Ancient Skeletons&amp;quot; and a journal entry that reads:&lt;br /&gt;
&lt;br /&gt;
''[This note is written in dried blood]''&lt;br /&gt;
&lt;br /&gt;
''betrayed by L''&lt;br /&gt;
&lt;br /&gt;
''but I got L''&lt;br /&gt;
&lt;br /&gt;
[[File:TR3-quest-A Final Fate 02.png|thumb|right|The location of Ruminations of Illusion]]&lt;br /&gt;
It seems our hero was the victim of his sidekick's jealousy after all. &amp;quot;Use&amp;quot; the skeletons, and you'll pick up Constantius' remains. Make sure to pick up the journal entry as well, of course. Also make sure to pick up the Ancient Adamantine Battleaxe, and the Steel Tanto, as both are required quest items, since they belonged to Constantius and his sidekick, Lenwyn, respectively.&lt;br /&gt;
&lt;br /&gt;
Make your way out of the ruin and back to [[Tamriel Rebuilt: Sharnoga gra-Mal|Sharnoga gra-Mal]] in the [[Tamriel Rebuilt: Old Ebonheart|Old Ebonheart]]'s Fighters Guild.&lt;br /&gt;
&lt;br /&gt;
When reporting back to [[Tamriel Rebuilt: Sharnoga gra-Mal|Sharnoga gra-Mal]], she will state that Lenwyn and Constantius were kinsmen, it doesn't make sense that they would have killed each other. Talk to her about ''orders'' again to have her take the tanto with the engraved initials on it from you, and she'll mention that she investigated the third companion that joined them, that was mentioned in the previous journal entries, and someone matching that description joined the local Mages Guild at one point in time. Make your way to the Mages Guild in [[Tamriel Rebuilt: Old Ebonheart|Old Ebonheart]].&lt;br /&gt;
&lt;br /&gt;
Speaking to [[Tamriel Rebuilt:Cellitara|Cellitara]], she will tell you that Sharnoga was here asking about Constantius as well, about their third party member. The third party member was a mage named Kamara, and a piece of her research is there in the Mage's Guild for you to take. The scroll is in the same room, on the northern bookshelf, named &amp;quot;Ruminations on Illusion - Draft&amp;quot;. The draft outlines how the mage used Constantius and Lenwyn as test subjects, unknown to them both, for her Frenzy spell research, ending in both of them murdering each other.&lt;br /&gt;
&lt;br /&gt;
Reporting back to [[Tamriel Rebuilt: Sharnoga gra-Mal|Sharnoga gra-Mal]], she'll tell you that she knew something was up with Constantius' style of writing in the later entries, and isn't particularly surprised by the matter. She says as a reward to go see [[Tamriel Rebuilt:Ophelie Vilifiene|Ophelie]] downstairs in the Fighters Guild for Constantius' Axe, as a reward for solving the mystery of Constantius.&lt;br /&gt;
&lt;br /&gt;
Head downstairs into the basement of the Fighters Guild, and speak to [[Tamriel Rebuilt:Ophelie Vilifiene|Ophelie]] at the little shop table on the southern side of the room, She'll comment that when she was re-forging it, the axe surged back to life, and seemingly becomes more powerful when the user of the axe is under certain negative magical effects. And with that, you have solved the mystery of the death of the hero, Constantius. The axe is named [[Tamriel Rebuilt:Unending|Unending]] and puts a positive effect on the wielder while they are under a specific negative effect.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect Name !! Triggering Negative Effect !! Positive Effect Gained&lt;br /&gt;
|-&lt;br /&gt;
|In Darkness, Courage ||{{Effect Link|Blind}} ||{{Effect Link|Fortify Attribute|Fortify Endurance}} 10-30 pts&amp;lt;br/&amp;gt;{{Effect Link|Fortify Attribute|Fortify Willpower}} 10-30 pts&lt;br /&gt;
|-&lt;br /&gt;
|With Weight, Opportunity ||{{Effect Link|Burden}} ||{{Effect Link|Fortify Attribute|Fortify Agility}} 10-30 pts &lt;br /&gt;
|-&lt;br /&gt;
|While Bleeding, Furious ||{{Effect Link|Drain Health}} ||{{Effect Link|Restore Health}} 1 pt&amp;lt;br/&amp;gt;{{Effect Link|Restore Fatigue}} 3 pts&lt;br /&gt;
|-&lt;br /&gt;
|If Tainted, Resourceful ||{{Effect Link|Poison}} ||{{Effect Link|Restore Magicka}} 1 pt&lt;br /&gt;
|-&lt;br /&gt;
|When Silent, Unstoppable ||{{Effect Link|Silence}} ||{{Effect Link|Fortify Attribute|Fortify Strength}} 15-30 pts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{NewLine}}&lt;br /&gt;
==Quest Stages==&lt;br /&gt;
{{MW Quest Stages Notes}}&lt;br /&gt;
{{Journal Entries&lt;br /&gt;
|10||Sharnoga gra-Mal in the Old Ebonheart Fighters Guild told me to head to Mzungleft, northwest of Necrom, and locate any more clues towards Constantius' remains. If I find Constantius' remains or his other possessions, I should bring them back and attempt to find the cause of his death.&lt;br /&gt;
|20||I found a tanto with the initials 'LB' inscribed on the hilt.&lt;br /&gt;
|30||I've located a journal page that indicates Lenwyn as Constantius' killer.&lt;br /&gt;
|40||I gathered the remains of what I believe was Constantius.&lt;br /&gt;
|55||I found an ancient axe that might belong to Constantius.&lt;br /&gt;
|60||I brought Constantius' remains and axe to Sharnoga.&lt;br /&gt;
|80||I showed Sharnoga the dagger and Constantius' note. Sharnoga isn't convinced Lenwyn did it, despite all of the evidence. Sharnoga investigated the mysterious companion, who appears to have gone on to be a great leader in the Mages Guild. I was instructed to investigate the Old Ebonheart Mages Guild.&lt;br /&gt;
|90||Cellitara in the Old Ebonheart Mages Guild told me that Kamara died many years ago, but left behind some unpublished notes. She told me I should look for them in the building.&lt;br /&gt;
|100||I found Kamara's notes and brought them back to Sharnoga. Constantius and Lenwyn killed each other under the effects of Kamara's frenzy spells and neither one realized it. Both will be given heroes' burials. Sharnoga told me to speak with Ophelie Vilifiene in the basement for another reward.&lt;br /&gt;
|110|fin|Ophelie Vilifiene gave me Constantius' reforged axe. Its powerful enchantment grants the user strength when affected by specific negative magical effects.&lt;br /&gt;
}}&lt;br /&gt;
{{Quest Footer&lt;br /&gt;
|Prev=[[Tamriel Rebuilt:A Legacy's Trail|A Legacy's Trail]]&lt;br /&gt;
|Up=[[Tamriel Rebuilt:Fighters Guild#Fighters Guild Quests|Fighters Guild Quests]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DKong27</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Tamriel_Rebuilt:Ambassador_Trouble&amp;diff=3382192</id>
		<title>Tamriel Rebuilt:Ambassador Trouble</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Tamriel_Rebuilt:Ambassador_Trouble&amp;diff=3382192"/>
		<updated>2025-06-25T01:52:09Z</updated>

		<summary type="html">&lt;p&gt;DKong27: /* Detailed Walkthrough */ more details on the soul gem and spell reward&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quest Header&lt;br /&gt;
|type=Old Ebonheart/Miscellaneous&lt;br /&gt;
|description=Decipher the speech of an unusual Telvanni ambassador.&lt;br /&gt;
|Giver=[[Tamriel Rebuilt:Menervius Venius|Menervius Venius]]&lt;br /&gt;
|Loc=[[Tamriel Rebuilt:Old Ebonheart|Old Ebonheart]]&lt;br /&gt;
|Reward=[[Tamriel Rebuilt:Zymel Kaaz's Soul Gem|Zymel Kaaz's Soul Gem]]&lt;br /&gt;
|image=TR3-quest-Ambassador Trouble.jpg&lt;br /&gt;
|imgdesc=A new ambassador arrives in the Office of Telvannis Affairs&lt;br /&gt;
|ID=TR_m3_OE_AmbassadorTrouble&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
#Speak to [[Tamriel Rebuilt:Menervius Venius|Menervius Venius]] in the Curia Central Offices of the Ebon Tower.&lt;br /&gt;
#Speak to [[Tamriel Rebuilt:Rascar-Zhaal|Rascar-Zhaal]] and decipher its meaning.&lt;br /&gt;
#Speak to Menervius Venius and relay the information.&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
Seek out Menervius Venius in the Central Offices of the Curia, in [[Tamriel Rebuilt:Old Ebonheart|Old Ebonheart]]'s Ebon Tower. He is in the room signposted 'Telvannis affairs', alongside a large storm atronach he introduces as Rascar-Zhaal. They are having difficulty communicating, yet the Telvannis have nonetheless designated the atronach as the official ambassador. Menervius notes that they are legally obliged to send an ambassador, and suspects that this is a Telvannis prank, of sorts.&lt;br /&gt;
&lt;br /&gt;
You can offer to attempt to understand what Rascar-Zhaal is saying. Speak to it.&lt;br /&gt;
&lt;br /&gt;
'''Khak-zuul'''&lt;br /&gt;
&lt;br /&gt;
''Khak-zuul''&lt;br /&gt;
&lt;br /&gt;
'''Rascar-Zhaal'''&lt;br /&gt;
&lt;br /&gt;
''Zymel Rascar-Zhaal  Zyg-Telvaic''&lt;br /&gt;
&lt;br /&gt;
Ask about each word in turn. 'Zymel' represents 'Atronach', 'Rascar-Zhaal' is the atronach's name, and 'Zyg-Telvaic' is the Telvannis. Once you have determined all this, a new topic will unlock.&lt;br /&gt;
&lt;br /&gt;
'''House Telvannis'''&lt;br /&gt;
&lt;br /&gt;
''Zyg-Telvaic zyhak Mezhaalvezhaal rasanuk''&lt;br /&gt;
&lt;br /&gt;
Again, ask about each word in turn. 'Zyhak' represents 'invitation', 'Mezhaalvezhaal' represents 'Menervius Venius' and 'Rasanuk' means 'meeting'. Ask about '''Rascar-Zhaal''' and '''House Telvannis''' again.&lt;br /&gt;
&lt;br /&gt;
''House Telvannis invites Menervius Venius to a meeting. Ka-kraka.''&lt;br /&gt;
&lt;br /&gt;
Question the atronach on 'Ka-kraka' to be rewarded with Zymel Kaaz's Soul Gem and the Summon Zymel Kaaz spell. This spell will summon Zymel Kaaz the Storm Atronach to assist you, but only if you possess the soul gem and have 100 magicka for the spell to consume.&lt;br /&gt;
&lt;br /&gt;
You can now relay the message to Menervius, who will be grateful for your assistance. This completes the quest.&lt;br /&gt;
&lt;br /&gt;
==Quest Stages==&lt;br /&gt;
{{MW Quest Stages Notes}}&lt;br /&gt;
{{Journal Entries&lt;br /&gt;
|40||Menervius Venius in the Curia of the Ebon Tower said the Telvanni Council has sent a Storm Atronach as their representative to Old Ebonheart, but no one is able to understand it. I agreed to figure out what the Storm Atronach is saying. I need to remember to avoid provoking it.&lt;br /&gt;
|45||If I want the Storm Atronach to understand me, I simply need to try to understand it.&lt;br /&gt;
|120||I now understand enough of what Rascar-Zhaal is saying. It gave me a soulgem and said it was a Storm Atronach. Perhaps I can use this gem to summon one.&lt;br /&gt;
|150|fin|The Storm Atronach is dead. Menervius Venius is afraid that now the Telvanni will demand more from and cooperate less with the Imperial government.&lt;br /&gt;
|160|fin|I was able to successfully translate the Storm Atronach's speech for Menervius Venius.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DKong27</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Tamriel_Rebuilt:Intermediation&amp;diff=3382185</id>
		<title>Tamriel Rebuilt:Intermediation</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Tamriel_Rebuilt:Intermediation&amp;diff=3382185"/>
		<updated>2025-06-25T01:30:47Z</updated>

		<summary type="html">&lt;p&gt;DKong27: expand on items available&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quest Header&lt;br /&gt;
|type=Aimrah/Miscellaneous&lt;br /&gt;
|Giver=[[Tamriel Rebuilt:Nidara Drelvi|Nidara Drelvi]] in [[Tamriel Rebuilt:Aimrah|Aimrah]]&lt;br /&gt;
|Loc=[[Tamriel Rebuilt:Aimrah|Aimrah]]&lt;br /&gt;
|Reward=Gold per item.&lt;br /&gt;
|ID=TR_m3_Aim_Intermediation&lt;br /&gt;
|description=Selling to House Dres.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
#Speak to [[Tamriel Rebuilt:Nidara Drelvi|Nidara Drelvi]], on the raised platform next to [[Tamriel Rebuilt:Aimrah|Aimrah]]'s lighthouse.&lt;br /&gt;
#Bring her 'useful' goods for House Dres that they might struggle to get themselves.&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
{{Incomplete}}&lt;br /&gt;
Nidara can be asked about [[Morrowind:Ash Statue|ash statues]], [[Morrowind:Dwemer Coin|Dwemer coins]], and [[Bloodmoon:Raw Stalhrim|raw stalhrim]], but will reject them as unsuitable. [[Morrowind:Raw Glass|Raw glass]] and [[Morrowind:Raw Ebony|raw ebony]], including [[Morrowind:Cursed Items|cursed]] units of ebony, can be given for a reward of 200 gold, until you have given a combined total of 30 units of ore. [[Morrowind:Large Kwama Egg|Large]] and [[Morrowind:Small Kwama Egg|small kwama eggs]] can be given for a reward of 5 gold, until you have given a combined 30 eggs. [[Morrowind:Moon Sugar|Moon sugar]] will reward 50 gold, up to 10 units sold. [[Morrowind:Lute|Lutes]] will reward 15 gold, up to 5 instruments sold.&lt;br /&gt;
&lt;br /&gt;
==Quest Stages==&lt;br /&gt;
{{MW Quest Stages Notes}}&lt;br /&gt;
{{Journal Entries&lt;br /&gt;
|10|fin|Nidara Drelvi of Aimrah has asked me to supply her with goods for the Dres trade. As the Dres pride themselves on their self-sufficiency, they are not interested in purchasing commonplace goods.&lt;br /&gt;
|20||Nidara Drelvi refused to accept my Ash Statues for the Dres trade.&lt;br /&gt;
|30||Nidara Drelvi refused to accept my raw Stalhrim for the Dres trade.&lt;br /&gt;
|40||Nidara Drelvi refused to accept my Dwemer coins for the Dres trade.&lt;br /&gt;
|50||My business partnership with Nidara Drelvi has ended.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DKong27</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=User:DKong27&amp;diff=1626280</id>
		<title>User:DKong27</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=User:DKong27&amp;diff=1626280"/>
		<updated>2017-05-04T01:18:18Z</updated>

		<summary type="html">&lt;p&gt;DKong27: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>DKong27</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_Mod:Construction_Set&amp;diff=1200940</id>
		<title>Oblivion Mod:Construction Set</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_Mod:Construction_Set&amp;diff=1200940"/>
		<updated>2013-06-08T17:51:28Z</updated>

		<summary type="html">&lt;p&gt;DKong27: /* Running the Construction Set */  fix link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail}}&lt;br /&gt;
[[File:Oblivion Construction Set.jpg|thumb|right|Oblivion Construction Set]]&lt;br /&gt;
The '''Construction Set''' ('''CS''' for short) is a tool that can be used to view and edit the game's data files.  It is a very complex and powerful program that cannot be described by a single article.  The [http://cs.elderscrolls.com/constwiki/index.php/Main_Page TESCS Wiki] is an entire wiki devoted to documenting the CS, and is the best place to find information about the CS.  This article is primarily intended to answer some frequently asked reader questions and explain how the CS is used to provide data for UESPWiki.&lt;br /&gt;
&lt;br /&gt;
== Running the Construction Set ==&lt;br /&gt;
The CS is an external program that is run separately from the game of Oblivion.  The program is available for free [http://cs.elderscrolls.com/index.php?title=The_Elder_Scrolls_Construction_Set from Bethesda].  It can only be run on a PC.  People who play Oblivion on consoles can install the CS onto a PC.  However, without installing a PC version of Oblivion onto the PC, the CS will not be able to access any of the game data and therefore is of limited use.&lt;br /&gt;
&lt;br /&gt;
The current version of the CS is version 1.2.404.  This version is necessary to view the main Oblivion file (Oblivion.esm) once [[Shivering:Shivering Isles|Shivering Isles]] has been installed.  Earlier versions (i.e., 1.0.303) are unable to read the Shivering Isles' updated Oblivion.esm file and are also unable to read most of the [[Oblivion:Official Plug-ins|official plug-ins]] (unless the mod data files have been [[Tes4Mod:Tool_Features#Modding|back-versioned]]); you will receive an error message &amp;quot;File is a higher version than this EXE can load&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
To use the CS, you will generally want to start by loading data files.  Once the CS has been started, choose &amp;quot;Data...&amp;quot; from the &amp;quot;File&amp;quot; menu.  You should see a list of data files, starting with &amp;quot;Oblivion.esm&amp;quot; (the main data file for Oblivion) and followed by .esp files for any mods that have been installed on the computer.  You can select some or all of the .esp files if you wish to view information for those mods; selecting any .esp file will automatically cause the corresponding master file (i.e., Oblivion.esm) to be selected.  If you are just using the CS to view data (i.e., you are not planning to make any changes to the game data), you can safely ignore any warning messages about &amp;quot;You have not set a file as the active file&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
To learn more about how to use the CS, see the [http://cs.elderscrolls.com/constwiki/index.php/Main_Page TESCS Wiki].&lt;br /&gt;
&lt;br /&gt;
== CS Discrepancies ==&lt;br /&gt;
The information available in the CS generally provides the most accurate data about the game.  Almost every Oblivion article on this site relies extensively on data taken from the CS.&lt;br /&gt;
&lt;br /&gt;
However, there are a limited number of cases where the data visible in the CS is '''not''' accurate, i.e., it does not correspond to the values visible in game when using the [[Oblivion:Console|Console]].  This generally occurs because the data is overridden by automatically calculated values.  For example:&lt;br /&gt;
* The attributes (including health, magicka, and soul strength) shown in the CS for an NPC or creature are not used if the &amp;quot;Auto calc stats&amp;quot; option has been selected.&lt;br /&gt;
* Even for non-autocalc NPCs, the attributes do not include bonuses from abilities.  In particular, the magicka shown for [[Oblivion:Altmer|Altmer]] and [[Oblivion:Breton|Breton]] characters does not include the racial magicka bonus.&lt;br /&gt;
* The gold values of enchanted items as shown in the CS do not include the value added by the enchantment.&lt;br /&gt;
* In some cases, scripts override the values shown in the CS.  For example, [[Oblivion:Etira Moslin|Etira Moslin]]'s mercantile skill is listed as 40 in the CS, but the script MS45Script resets her mercantile skill to 100 at the start of the game.&lt;br /&gt;
* The CS may automatically convert/process data before displaying it to the viewer, introducing errors.  For example, the CS always converts [[Oblivion:Spells#The Unwelcome Guest|The Unwelcome Guest]] from an on-touch to an on-target spell because the Open effect is specified as target-only.  Theoretically, this could happen with other magic effects that have limitations such as target-only, or could happen in sections other than the spell section.  One way to test whether this happening is to hit &amp;quot;OK&amp;quot; instead of &amp;quot;Cancel&amp;quot; after viewing an individual record, and then see whether the record is marked as having been edited.&lt;br /&gt;
&lt;br /&gt;
All of these cases have been verified, for example, by examining statistics in game using the [[Oblivion:Console|Console]].  The in-game values are used in preference to CS values when there is a discrepancy between the two (see [[UESPWiki:Style Guide#Accurate and Verifiable|the style guide]]).&lt;br /&gt;
&lt;br /&gt;
There are other cases where the CS data differs from information provided by books, NPC dialogues, or other sources of lore.  Lore is considered to be less reliable than verifiable statistics taken from the CS (or from the console), in particular because lore can often contradict itself.  This problem is particularly noticeable for many [[Oblivion:Factions|faction memberships]]: the officially listed factions for an NPC do not always agree with the NPC's description (i.e., game dialogue states that [[Oblivion:Ungolim|Ungolim]] is a [[Oblivion:Dark Brotherhood|Dark Brotherhood]] Listener, but he is not actually a member of the Dark Brotherhood faction).  The wiki guidelines state that the NPC's actual faction memberships are to be used in articles.  The most authoritative place to obtain these memberships is from the in-game [[Oblivion:Console|Console]], for example using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;GetFactionRank &amp;lt;Faction&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; to determine whether an NPC is a member of a given faction.  This is the data that is directly used by the game to determine the NPC's behavior.  Since this in-game data invariably agrees with the CS data (except in cases where scripts have subsequently modified the NPC's factions), the CS is the most commonly used source for faction memberships.&lt;br /&gt;
&lt;br /&gt;
== Other Platforms ==&lt;br /&gt;
The CS is only available to people who play the game on a PC.  However, for extracting data the CS is simply used as a tool to view the information within the game's data files.  These game data files are identical for players on all platforms (PC, [[Oblivion:Xbox 360|Xbox 360]], and [[Oblivion:PS3|PS3]]).  Therefore, the information from the CS is equally relevant for all players of the game.&lt;/div&gt;</summary>
		<author><name>DKong27</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Knights_of_the_Nine_Items&amp;diff=871222</id>
		<title>Oblivion:Knights of the Nine Items</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Knights_of_the_Nine_Items&amp;diff=871222"/>
		<updated>2012-01-29T23:42:11Z</updated>

		<summary type="html">&lt;p&gt;DKong27: undi 2, better before&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mod Header|Knights of the Nine}}{{Oblivion KotN Trail|Items}} [[Category:Oblivion-Items]]&lt;br /&gt;
This page documents the new items added by the [[Oblivion:Knights of the Nine|Knights of the Nine]] [[Oblivion:Official Plug-ins|official plug-in]].&lt;br /&gt;
&lt;br /&gt;
[[Image:OB-Crusader Relics.jpg|thumb|right|The Crusader's Relics on their stand]]&lt;br /&gt;
==Crusader's Relics==&lt;br /&gt;
For all of the possible armor items, there is both a heavy armor and a light armor version.  The type of armor you will get is determined during the quest [[Oblivion:The Shrine of the Crusader|The Shrine of the Crusader]] and is dependent on your armor skills at that time. A character with higher [[Oblivion:Heavy Armor|Heavy Armor]] skill level than [[Oblivion:Light Armor|Light Armor]] skill level will get the heavy armor version of all items; a character with higher light armor skill level will get the light armor version of all items. In the event both of your armor skills are equal you will get the heavy version.&lt;br /&gt;
&lt;br /&gt;
These relics (both armor and weapons) can be equipped only if the player's [[Oblivion:Infamy|Infamy]] remains at 1 or less.  This restriction remains in place even after the entire Knights of the Nine quest line is completed. (The only exception is if you [[Oblivion:Exploitable Glitches#Duplicate items with the Skull of Corruption|duplicate the Relics]]).&lt;br /&gt;
&lt;br /&gt;
If you do one evil act, increasing your infamy to 1, you will receive a warning:&lt;br /&gt;
:&amp;quot;Beware! The gods have taken note of your crimes! Do not continue down this path or you will be unfit to wield the Crusader's Relics.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If your infamy increases above 1, you will receive a warning:&lt;br /&gt;
:&amp;quot;You are unable to wield the Crusader's Relics.  Walk the Pilgrim's Way to repent of your sins and once again seek the favor of the gods.&amp;quot;&lt;br /&gt;
Any Crusader's Relics that you had equipped will be automatically unequipped; an attempt to re-equip them will cause a similar warning to appear.  You must redo the [[Oblivion:Pilgrimage|Pilgrimage]] in order to be able to clear your infamy.&lt;br /&gt;
&lt;br /&gt;
Equipping all six pieces of armor grants the player the ability ''Holy Aura'' which includes [[Oblivion:Shield|Shield]] 5pts on Self and ''Umaril's Bane''.  ''Umaril's Bane'' effectively weakens [[Oblivion:Umaril the Unfeathered (person)|Umaril]], reducing his [[Oblivion:Agility|Agility]], [[Oblivion:Luck|Luck]], and [[Oblivion:Strength|Strength]] attributes by 60 pts each and his [[Oblivion:Blade|Blade]] skill by 50 pts.  The details of how this curse is implemented are somewhat odd.  In reality ''Umaril's Bane'' is an empty&lt;br /&gt;
scripted effect, included just to make an entry appear in the player's list of effects.  A separate script enables the effect, and actually works in reverse: Umaril's base values of Agility, Luck, and Strength are all low (5 to 35, depending upon the player's level).  Normally, these values are all fortified by 60 pts; ''Umaril's Bane'' turns off the ability that causes the values to be fortified.&lt;br /&gt;
&lt;br /&gt;
Another scripted side-effect of the Crusader's Relics is ''Crusader's Bane''.  If you hit Umaril with either the Mace of the Crusader or the Sword of the Crusader while in the physical plane (but not in the spiritual plane), Umaril is inflicted with a 5 second 83% [[Oblivion:Weakness to Fire|Weakness to Fire]].&lt;br /&gt;
&lt;br /&gt;
The 1-6 level heavy armor is equivalent to [[Oblivion:Iron Armor|iron]] quality armor in weight and rating; the health is twice that of normal iron.  The 7-10 level is generally equivalent to [[Oblivion:Dwarven Armor|dwarven]], but again with extra health.  Similarly, 11-15 is generally [[Oblivion:Orcish Armor|orcish]], 16-20 is [[Oblivion:Ebony Armor|ebony]], and 21+ has [[Oblivion:Daedric Armor|daedric]] statistics.&lt;br /&gt;
&lt;br /&gt;
The Armor Stand in the room under the Priory of the Nine is actually much more than simply a display stand.  Placing the Relics on it will recharge them, repair the items to 100% durability (even if they had been repaired to 125%, so you can use this as a free way of increasing your Armorer skill once you reach 75) and most importantly &amp;lt;i&amp;gt;they convert the items into their level-appropriate variants&amp;lt;/i&amp;gt;, i.e. if you got the items at level 5, but are now level 25, placing them on the stand then removing them will mean you now have the level 21+ equivalents of the same items.&lt;br /&gt;
&lt;br /&gt;
===Boots of the Crusader===&lt;br /&gt;
The Boots of the Crusader (also known as the Boots of Kynareth) are obtained from [[Oblivion:Kynareth's Grotto|Kynareth's Grotto]] during the quest [[Oblivion:Nature's Fury|Nature's Fury]].&lt;br /&gt;
&lt;br /&gt;
Equipping these boots also grants the player the ability ''Woodland Grace'' (which makes the player a member of the hidden &amp;quot;[[Oblivion:Predator Faction|NDPredators]]&amp;quot; faction, with rank=0, &amp;quot;One With Nature&amp;quot;).  This effectively means that most natural creatures (specifically Wolf, Black Bear, Brown Bear, Boar, Timber Wolf, and Mountain Lion) will not attack you.   Only natural animals, not [[Oblivion:monsters|monsters]], are affected by the boots.  You can still attack any animals; when attacking a creature affected by Woodland Grace, it will become hostile after the first hit (unlike [[Oblivion:Summon|summoned]] creatures, which require 3 hits). Also, they will unfortunately still attack your horse (although not [[Oblivion:Shadowmere|Shadowmere]]), so you must still be wary of wild animals while riding through Tamriel. If while wearing the boots you come into the sight of a natural creature and remove the boots the creature will immediately become hostile. Putting the boots back on will not restore the animal to a non-hostile state. &lt;br /&gt;
* {{UOMP}}&lt;br /&gt;
&lt;br /&gt;
The heavy armor version of these boots has a minor bug: instead of always receiving the best boots for your level, there is a 50% chance of receiving the boots from one level lower.  For example, high level (&amp;gt;20) characters have a 50% chance of receiving the level 16-20 version of the boots, and a 50% chance of receiving the correct level 21+ version of the boots.  This bug affects the boots both when you first acquire them and also later if you use the Armor Stand to repair the boots or increase their level.  Once you have the Armor Stand, it can be fixed by repeatedly putting the boots back on the stand and retrieving them until you receive the correct version for your level.  This bug does not affect the light armor version of the boots.&lt;br /&gt;
* {{UOMP}}&lt;br /&gt;
&lt;br /&gt;
Creator: [[Lore:Kynareth|Kynareth]]&lt;br /&gt;
&lt;br /&gt;
;Heavy Armor Version[[Image:BootsoftheCrusader.jpg|thumb|right|Boots of the Crusader]]&lt;br /&gt;
* Editor ID: NDArmorHeavyBoots#&lt;br /&gt;
* Type: Boots (Heavy Armor)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Object ID&lt;br /&gt;
! Level&lt;br /&gt;
! width=22|[[Image:OBWeightIcon_small.png|Weight]]&lt;br /&gt;
! width=22|[[Image:OBHealthIcon_small.png|Health]]&lt;br /&gt;
! width=22|[[Image:OBValueIcon_small.png|Value]]&lt;br /&gt;
! width=22|[[Image:OBRatingIcon_small.png|Rating]]&lt;br /&gt;
! Effects  &lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000ECF}}&lt;br /&gt;
|1-6&lt;br /&gt;
|9&lt;br /&gt;
|300&lt;br /&gt;
|300&lt;br /&gt;
|4&lt;br /&gt;
|[[Oblivion:Fortify Skill|Fortify Restoration]] 2 pts&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000EC7}}&lt;br /&gt;
|7-10&lt;br /&gt;
|12&lt;br /&gt;
|800&lt;br /&gt;
|400&lt;br /&gt;
|5&lt;br /&gt;
|[[Oblivion:Fortify Skill|Fortify Restoration]] 3 pts&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000EC1}}&lt;br /&gt;
|11-15&lt;br /&gt;
|13.5&lt;br /&gt;
|900&lt;br /&gt;
|450&lt;br /&gt;
|5.5&lt;br /&gt;
|[[Oblivion:Fortify Skill|Fortify Restoration]] 4 pts&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000EBB}}&lt;br /&gt;
|16-20&lt;br /&gt;
|15.75&lt;br /&gt;
|375&lt;br /&gt;
|550&lt;br /&gt;
|6&lt;br /&gt;
|[[Oblivion:Fortify Skill|Fortify Restoration]] 5 pts&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000EB5}}&lt;br /&gt;
|21+&lt;br /&gt;
|18&lt;br /&gt;
|1650&lt;br /&gt;
|700&lt;br /&gt;
|7.5&lt;br /&gt;
|[[Oblivion:Fortify Skill|Fortify Restoration]] 6 pts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Light Armor Version&lt;br /&gt;
* Editor ID: NDArmorLightBoots#&lt;br /&gt;
* Type: Boots (Light Armor)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Object ID&lt;br /&gt;
! Level&lt;br /&gt;
! width=22|[[Image:OBWeightIcon_small.png|Weight]]&lt;br /&gt;
! width=22|[[Image:OBHealthIcon_small.png|Health]]&lt;br /&gt;
! width=22|[[Image:OBValueIcon_small.png|Value]]&lt;br /&gt;
! width=22|[[Image:OBRatingIcon_small.png|Rating]]&lt;br /&gt;
! Effects  &lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000EAF}}&lt;br /&gt;
|1-6&lt;br /&gt;
|1.5&lt;br /&gt;
|160&lt;br /&gt;
|300&lt;br /&gt;
|2.5&lt;br /&gt;
|[[Oblivion:Fortify Skill|Fortify Restoration]] 2 pts&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000EA9}}&lt;br /&gt;
|7-10&lt;br /&gt;
|2&lt;br /&gt;
|205&lt;br /&gt;
|400&lt;br /&gt;
|3&lt;br /&gt;
|[[Oblivion:Fortify Skill|Fortify Restoration]] 3 pts&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000EA3}}&lt;br /&gt;
|11-15&lt;br /&gt;
|3.3&lt;br /&gt;
|360&lt;br /&gt;
|500&lt;br /&gt;
|3.5&lt;br /&gt;
|[[Oblivion:Fortify Skill|Fortify Restoration]] 4 pts&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000E9D}}&lt;br /&gt;
|16-20&lt;br /&gt;
|3.9&lt;br /&gt;
|660&lt;br /&gt;
|600&lt;br /&gt;
|4&lt;br /&gt;
|[[Oblivion:Fortify Skill|Fortify Restoration]] 5 pts&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000E97}}&lt;br /&gt;
|21+&lt;br /&gt;
|4.5&lt;br /&gt;
|975&lt;br /&gt;
|700&lt;br /&gt;
|5&lt;br /&gt;
|[[Oblivion:Fortify Skill|Fortify Restoration]] 6 pts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Cuirass of the Crusader===&lt;br /&gt;
Obtained from [[Oblivion:Priory of the Nine (place)|Priory of the Nine]] during the quest [[Oblivion:Priory of the Nine (quest)|Priory of the Nine]].&lt;br /&gt;
&lt;br /&gt;
;Heavy Armor Version[[Image:CuirassoftheCrusader.jpg|thumb|right|Cuirass of the Crusader]]&lt;br /&gt;
* Editor ID: NDArmorHeavyCuirass#&lt;br /&gt;
* Type: Cuirass (Heavy Armor)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Object ID&lt;br /&gt;
! Level&lt;br /&gt;
! width=22|[[Image:OBWeightIcon_small.png|Weight]]&lt;br /&gt;
! width=22|[[Image:OBHealthIcon_small.png|Health]]&lt;br /&gt;
! width=22|[[Image:OBValueIcon_small.png|Value]]&lt;br /&gt;
! width=22|[[Image:OBRatingIcon_small.png|Rating]]&lt;br /&gt;
! Effects  &lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000ECE}}&lt;br /&gt;
|1-6&lt;br /&gt;
|30&lt;br /&gt;
|600&lt;br /&gt;
|7050&lt;br /&gt;
|10&lt;br /&gt;
|[[Oblivion:Fortify Health|Fortify Health]] 15 pts&amp;lt;br&amp;gt;[[Oblivion:Fortify Skill|Fortify Restoration]] 2 pts&amp;lt;br&amp;gt;[[Oblivion:Resist Normal Weapons|Resist Normal Weapons]] 15%&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000EC6}}&lt;br /&gt;
|7-10&lt;br /&gt;
|40&lt;br /&gt;
|1200&lt;br /&gt;
|7600&lt;br /&gt;
|12.5&lt;br /&gt;
|[[Oblivion:Fortify Health|Fortify Health]] 18 pts&amp;lt;br&amp;gt;[[Oblivion:Fortify Skill|Fortify Restoration]] 3 pts&amp;lt;br&amp;gt;[[Oblivion:Resist Normal Weapons|Resist Normal Weapons]] 15%&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000EC0}}&lt;br /&gt;
|11-15&lt;br /&gt;
|45&lt;br /&gt;
|1800&lt;br /&gt;
|8150&lt;br /&gt;
|13.75&lt;br /&gt;
|[[Oblivion:Fortify Health|Fortify Health]] 21 pts&amp;lt;br&amp;gt;[[Oblivion:Fortify Skill|Fortify Restoration]] 4 pts&amp;lt;br&amp;gt;[[Oblivion:Resist Normal Weapons|Resist Normal Weapons]] 15%&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000EBA}}&lt;br /&gt;
|16-20&lt;br /&gt;
|52.8&lt;br /&gt;
|2700&lt;br /&gt;
|8700&lt;br /&gt;
|15&lt;br /&gt;
|[[Oblivion:Fortify Health|Fortify Health]] 24 pts&amp;lt;br&amp;gt;[[Oblivion:Fortify Skill|Fortify Restoration]] 5 pts&amp;lt;br&amp;gt;[[Oblivion:Resist Normal Weapons|Resist Normal Weapons]] 15%&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000EB4}}&lt;br /&gt;
|21+&lt;br /&gt;
|60&lt;br /&gt;
|4000&lt;br /&gt;
|9250&lt;br /&gt;
|18.75&lt;br /&gt;
|[[Oblivion:Fortify Health|Fortify Health]] 27 pts&amp;lt;br&amp;gt;[[Oblivion:Fortify Skill|Fortify Restoration]] 6 pts&amp;lt;br&amp;gt;[[Oblivion:Resist Normal Weapons|Resist Normal Weapons]] 15%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Light Armor Version&lt;br /&gt;
* Editor ID: NDArmorLightCuirass#&lt;br /&gt;
* Type: Cuirass (Light Armor)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Object ID&lt;br /&gt;
! Level&lt;br /&gt;
! width=22|[[Image:OBWeightIcon_small.png|Weight]]&lt;br /&gt;
! width=22|[[Image:OBHealthIcon_small.png|Health]]&lt;br /&gt;
! width=22|[[Image:OBValueIcon_small.png|Value]]&lt;br /&gt;
! width=22|[[Image:OBRatingIcon_small.png|Rating]]&lt;br /&gt;
! Effects  &lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000EAE}}&lt;br /&gt;
|1-6&lt;br /&gt;
|35&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
|320&lt;br /&gt;
|7050&lt;br /&gt;
|6.25&lt;br /&gt;
|[[Oblivion:Fortify Health|Fortify Health]] 15 pts&amp;lt;br&amp;gt;[[Oblivion:Fortify Skill|Fortify Restoration]] 2 pts&amp;lt;br&amp;gt;[[Oblivion:Resist Normal Weapons|Resist Normal Weapons]] 15%&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000EA8}}&lt;br /&gt;
|7-10&lt;br /&gt;
|9&lt;br /&gt;
|305&lt;br /&gt;
|7600&lt;br /&gt;
|8&lt;br /&gt;
|[[Oblivion:Fortify Health|Fortify Health]] 18 pts&amp;lt;br&amp;gt;[[Oblivion:Fortify Skill|Fortify Restoration]] 3 pts&amp;lt;br&amp;gt;[[Oblivion:Resist Normal Weapons|Resist Normal Weapons]] 15%&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000EA2}}&lt;br /&gt;
|11-15&lt;br /&gt;
|11&lt;br /&gt;
|720&lt;br /&gt;
|8150&lt;br /&gt;
|8.75&lt;br /&gt;
|[[Oblivion:Fortify Health|Fortify Health]] 21 pts&amp;lt;br&amp;gt;[[Oblivion:Fortify Skill|Fortify Restoration]] 4 pts&amp;lt;br&amp;gt;[[Oblivion:Resist Normal Weapons|Resist Normal Weapons]] 15%&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000E9C}}&lt;br /&gt;
|16-20&lt;br /&gt;
|13&lt;br /&gt;
|1280&lt;br /&gt;
|8700&lt;br /&gt;
|10&lt;br /&gt;
|[[Oblivion:Fortify Health|Fortify Health]] 24 pts&amp;lt;br&amp;gt;[[Oblivion:Fortify Skill|Fortify Restoration]] 5 pts&amp;lt;br&amp;gt;[[Oblivion:Resist Normal Weapons|Resist Normal Weapons]] 15%&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000E96}}&lt;br /&gt;
|21+&lt;br /&gt;
|15&lt;br /&gt;
|2200&lt;br /&gt;
|9250&lt;br /&gt;
|12.5&lt;br /&gt;
|[[Oblivion:Fortify Health|Fortify Health]] 27 pts&amp;lt;br&amp;gt;[[Oblivion:Fortify Skill|Fortify Restoration]] 6 pts&amp;lt;br&amp;gt;[[Oblivion:Resist Normal Weapons|Resist Normal Weapons]] 15%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;{{UOMP}}&lt;br /&gt;
&lt;br /&gt;
===Gauntlets of the Crusader===&lt;br /&gt;
Obtained from the [[Oblivion:Chapel of Stendarr|Chapel of Stendarr]] in [[Oblivion:Chorrol|Chorrol]] during the quest [[Oblivion:Stendarr's Mercy|Stendarr's Mercy]].  Equipping the Gauntlets also grants the player the ability to cast the lesser power ''Merciful Touch'': [[Oblivion:Restore Health|Restore Health]] 50 pts on touch for a base [[Oblivion:Magicka|Magicka]] cost of 25 (instead of 149).&lt;br /&gt;
&lt;br /&gt;
Creator: [[Lore:Stendarr|Stendarr]]&lt;br /&gt;
&lt;br /&gt;
;Heavy Armor Version[[Image:GauntletsoftheCrusader.jpg|thumb|right|Gauntlets of the Crusader]]&lt;br /&gt;
* Editor ID: NDArmorHeavyGauntlets#&lt;br /&gt;
* Type: Gauntlets (Heavy Armor)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Object ID&lt;br /&gt;
! Level&lt;br /&gt;
! width=22|[[Image:OBWeightIcon_small.png|Weight]]&lt;br /&gt;
! width=22|[[Image:OBHealthIcon_small.png|Health]]&lt;br /&gt;
! width=22|[[Image:OBValueIcon_small.png|Value]]&lt;br /&gt;
! width=22|[[Image:OBRatingIcon_small.png|Rating]]&lt;br /&gt;
! Effects  &lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000ECD}}&lt;br /&gt;
|1-6&lt;br /&gt;
|6&lt;br /&gt;
|300&lt;br /&gt;
|1350&lt;br /&gt;
|4&lt;br /&gt;
|[[Oblivion:Fortify Skill|Fortify Restoration]] 5 pts&amp;lt;br&amp;gt;[[Oblivion:Resist Disease|Resist Disease]] 50%&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000EC5}}&lt;br /&gt;
|7-10&lt;br /&gt;
|8&lt;br /&gt;
|600&lt;br /&gt;
|1450&lt;br /&gt;
|5&lt;br /&gt;
|[[Oblivion:Fortify Skill|Fortify Restoration]] 6 pts&amp;lt;br&amp;gt;[[Oblivion:Resist Disease|Resist Disease]] 50%&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000EBF}}&lt;br /&gt;
|11-15&lt;br /&gt;
|9&lt;br /&gt;
|900&lt;br /&gt;
|1550&lt;br /&gt;
|5.5&lt;br /&gt;
|[[Oblivion:Fortify Skill|Fortify Restoration]] 7 pts&amp;lt;br&amp;gt;[[Oblivion:Resist Disease|Resist Disease]] 50%&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000EB9}}&lt;br /&gt;
|16-20&lt;br /&gt;
|10.5&lt;br /&gt;
|1375&lt;br /&gt;
|1650&lt;br /&gt;
|6&lt;br /&gt;
|[[Oblivion:Fortify Skill|Fortify Restoration]] 8 pts&amp;lt;br&amp;gt;[[Oblivion:Resist Disease|Resist Disease]] 50%&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000EB3}}&lt;br /&gt;
|21+&lt;br /&gt;
|12&lt;br /&gt;
|2000&lt;br /&gt;
|1750&lt;br /&gt;
|7.5&lt;br /&gt;
|[[Oblivion:Fortify Skill|Fortify Restoration]] 9 pts&amp;lt;br&amp;gt;[[Oblivion:Resist Disease|Resist Disease]] 50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Light Armor Version&lt;br /&gt;
* Editor ID: NDArmorLightGauntlets#&lt;br /&gt;
* Type: Gauntlets (Light Armor)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Object ID&lt;br /&gt;
! Level&lt;br /&gt;
! width=22|[[Image:OBWeightIcon_small.png|Weight]]&lt;br /&gt;
! width=22|[[Image:OBHealthIcon_small.png|Health]]&lt;br /&gt;
! width=22|[[Image:OBValueIcon_small.png|Value]]&lt;br /&gt;
! width=22|[[Image:OBRatingIcon_small.png|Rating]]&lt;br /&gt;
! Effects  &lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000EAD}}&lt;br /&gt;
|1-6&lt;br /&gt;
|1.5&lt;br /&gt;
|160&lt;br /&gt;
|1350&lt;br /&gt;
|2.5&lt;br /&gt;
|[[Oblivion:Fortify Skill|Fortify Restoration]] 5 pts&amp;lt;br&amp;gt;[[Oblivion:Resist Disease|Resist Disease]] 50%&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000EA7}}&lt;br /&gt;
|7-10&lt;br /&gt;
|1.8&lt;br /&gt;
|205&lt;br /&gt;
|1450&lt;br /&gt;
|3.0&lt;br /&gt;
|[[Oblivion:Fortify Skill|Fortify Restoration]] 6 pts&amp;lt;br&amp;gt;[[Oblivion:Resist Disease|Resist Disease]] 50%&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000EA1}}&lt;br /&gt;
|11-15&lt;br /&gt;
|2.2&lt;br /&gt;
|360&lt;br /&gt;
|1550&lt;br /&gt;
|3.5&lt;br /&gt;
|[[Oblivion:Fortify Skill|Fortify Restoration]] 7 pts&amp;lt;br&amp;gt;[[Oblivion:Resist Disease|Resist Disease]] 50%&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000E9B}}&lt;br /&gt;
|16-20&lt;br /&gt;
|2.6&lt;br /&gt;
|660&lt;br /&gt;
|1650&lt;br /&gt;
|4.0&lt;br /&gt;
|[[Oblivion:Fortify Skill|Fortify Restoration]] 8 pts&amp;lt;br&amp;gt;[[Oblivion:Resist Disease|Resist Disease]] 50%&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000E95}}&lt;br /&gt;
|21+&lt;br /&gt;
|3&lt;br /&gt;
|1000&lt;br /&gt;
|1750&lt;br /&gt;
|5.0&lt;br /&gt;
|[[Oblivion:Fortify Skill|Fortify Restoration]] 9 pts&amp;lt;br&amp;gt;[[Oblivion:Resist Disease|Resist Disease]] 50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Greaves of the Crusader===&lt;br /&gt;
Obtained from [[Oblivion:Lathon|Lathon]] during the quest [[Oblivion:The Faithful Squire|The Faithful Squire]].  Equipping the greaves also grants the player the ability to cast the lesser power ''Blessing of the Eight'': [[Oblivion:Shield|Shield]] 20% for 60 seconds on touch, for a magicka cost of 25 (instead of 124).&lt;br /&gt;
&lt;br /&gt;
;Heavy Armor Version[[Image:GreavesoftheCrusader.jpg|thumb|right|Greaves of the Crusader]]&lt;br /&gt;
* Editor ID: NDArmorHeavyGreaves#&lt;br /&gt;
* Type: Greaves (Heavy Armor)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Object ID&lt;br /&gt;
! Level&lt;br /&gt;
! width=22|[[Image:OBWeightIcon_small.png|Weight]]&lt;br /&gt;
! width=22|[[Image:OBHealthIcon_small.png|Health]]&lt;br /&gt;
! width=22|[[Image:OBValueIcon_small.png|Value]]&lt;br /&gt;
! width=22|[[Image:OBRatingIcon_small.png|Rating]]&lt;br /&gt;
! Effects  &lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000ECC}}&lt;br /&gt;
|1-6&lt;br /&gt;
|18&lt;br /&gt;
|450&lt;br /&gt;
|800&lt;br /&gt;
|6&lt;br /&gt;
|[[Oblivion:Fortify Skill|Fortify Restoration]] 2 pts&amp;lt;br&amp;gt;[[Oblivion:Fortify Skill|Fortify Destruction]] 5 pts&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000EC4}}&lt;br /&gt;
|7-10&lt;br /&gt;
|24&lt;br /&gt;
|600&lt;br /&gt;
|1000&lt;br /&gt;
|7.5&lt;br /&gt;
|[[Oblivion:Fortify Skill|Fortify Restoration]] 3 pts&amp;lt;br&amp;gt;[[Oblivion:Fortify Skill|Fortify Destruction]] 6 pts&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000EBE}}&lt;br /&gt;
|11-15&lt;br /&gt;
|27&lt;br /&gt;
|1350&lt;br /&gt;
|1200&lt;br /&gt;
|8.25&lt;br /&gt;
|[[Oblivion:Fortify Skill|Fortify Restoration]] 4 pts&amp;lt;br&amp;gt;[[Oblivion:Fortify Skill|Fortify Destruction]] 7 pts&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000EB8}}&lt;br /&gt;
|16-20&lt;br /&gt;
|31.5&lt;br /&gt;
|2125&lt;br /&gt;
|1400&lt;br /&gt;
|9&lt;br /&gt;
|[[Oblivion:Fortify Skill|Fortify Restoration]] 5 pts&amp;lt;br&amp;gt;[[Oblivion:Fortify Skill|Fortify Destruction]] 8 pts&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000EB2}}&lt;br /&gt;
|21+&lt;br /&gt;
|36&lt;br /&gt;
|3025&lt;br /&gt;
|1600&lt;br /&gt;
|11&lt;br /&gt;
|[[Oblivion:Fortify Skill|Fortify Restoration]] 6 pts&amp;lt;br&amp;gt;[[Oblivion:Fortify Skill|Fortify Destruction]] 9 pts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Light Armor Version&lt;br /&gt;
* Editor ID: NDArmorLightGreaves#&lt;br /&gt;
* Type: Greaves (Light Armor)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Object ID&lt;br /&gt;
! Level&lt;br /&gt;
! width=22|[[Image:OBWeightIcon_small.png|Weight]]&lt;br /&gt;
! width=22|[[Image:OBHealthIcon_small.png|Health]]&lt;br /&gt;
! width=22|[[Image:OBValueIcon_small.png|Value]]&lt;br /&gt;
! width=22|[[Image:OBRatingIcon_small.png|Rating]]&lt;br /&gt;
! Effects  &lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000EAC}}&lt;br /&gt;
|1-6&lt;br /&gt;
|4.5&lt;br /&gt;
|240&lt;br /&gt;
|800&lt;br /&gt;
|3.75&lt;br /&gt;
|[[Oblivion:Fortify Skill|Fortify Restoration]] 2 pts&amp;lt;br&amp;gt;[[Oblivion:Fortify Skill|Fortify Destruction]] 5 pts&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000EA6}}&lt;br /&gt;
|7-10&lt;br /&gt;
|5.4&lt;br /&gt;
|300&lt;br /&gt;
|1000&lt;br /&gt;
|4.00&lt;br /&gt;
|[[Oblivion:Fortify Skill|Fortify Restoration]] 3 pts&amp;lt;br&amp;gt;[[Oblivion:Fortify Skill|Fortify Destruction]] 6 pts&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000EA0}}&lt;br /&gt;
|11-15&lt;br /&gt;
|6.6&lt;br /&gt;
|360&lt;br /&gt;
|1200&lt;br /&gt;
|5.25&lt;br /&gt;
|[[Oblivion:Fortify Skill|Fortify Restoration]] 4 pts&amp;lt;br&amp;gt;[[Oblivion:Fortify Skill|Fortify Destruction]] 7 pts&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000E9A}}*&lt;br /&gt;
|16-20&lt;br /&gt;
|7.8&lt;br /&gt;
|990&lt;br /&gt;
|8700&lt;br /&gt;
|6&lt;br /&gt;
|[[Oblivion:Fortify Health|Fortify Health]] 24 pts&amp;lt;br&amp;gt;[[Oblivion:Fortify Skill|Fortify Restoration]] 5 pts&amp;lt;br&amp;gt;[[Oblivion:Resist Normal Weapons|Resist Normal Weapons]] 15%&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000E94}}&lt;br /&gt;
|21+&lt;br /&gt;
|9&lt;br /&gt;
|1000&lt;br /&gt;
|1600&lt;br /&gt;
|7.5&lt;br /&gt;
|[[Oblivion:Fortify Skill|Fortify Restoration]] 6 pts&amp;lt;br&amp;gt;[[Oblivion:Fortify Skill|Fortify Destruction]] 9 pts&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; This version of the greaves accidentally has the cuirass' enchantment.&lt;br /&gt;
*{{UOMP}}&lt;br /&gt;
&lt;br /&gt;
===Helm of the Crusader===&lt;br /&gt;
Obtained from [[Oblivion:Vanua|Vanua]] during the quest [[Oblivion:The Shrine of the Crusader|The Shrine of the Crusader]].  Equipping the Helmet also grants the player the ability to cast the lesser power ''Serene Beauty'': [[Oblivion:Calm|Calm]] up to Level 25 for 10 seconds on touch, for a base magicka cost of 25 (instead of 170).&lt;br /&gt;
&lt;br /&gt;
Creator: [[Lore:Dibella|Dibella]]&lt;br /&gt;
&lt;br /&gt;
;Heavy Armor Version[[Image:HelmoftheCrusader.jpg|thumb|right|Helm of the Crusader]]&lt;br /&gt;
* Editor ID: NDArmorHeavyHelmet#&lt;br /&gt;
* Type: Helmet (Heavy Armor)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Object ID&lt;br /&gt;
! Level&lt;br /&gt;
! width=22|[[Image:OBWeightIcon_small.png|Weight]]&lt;br /&gt;
! width=22|[[Image:OBHealthIcon_small.png|Health]]&lt;br /&gt;
! width=22|[[Image:OBValueIcon_small.png|Value]]&lt;br /&gt;
! width=22|[[Image:OBRatingIcon_small.png|Rating]]&lt;br /&gt;
! Effects  &lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000ECB}}&lt;br /&gt;
|1-6&lt;br /&gt;
|0&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
|300&lt;br /&gt;
|2800&lt;br /&gt;
|4&lt;br /&gt;
|[[Oblivion:Fortify Skill|Fortify Restoration]] 2 pts&amp;lt;br&amp;gt;[[Oblivion:Fortify Personality|Fortify Personality]] 25 pts&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000EC3}}&lt;br /&gt;
|7-10&lt;br /&gt;
|8&lt;br /&gt;
|600&lt;br /&gt;
|2900&lt;br /&gt;
|5&lt;br /&gt;
|[[Oblivion:Fortify Skill|Fortify Restoration]] 3 pts&amp;lt;br&amp;gt;[[Oblivion:Fortify Personality|Fortify Personality]] 25 pts&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000EBD}}&lt;br /&gt;
|11-15&lt;br /&gt;
|9&lt;br /&gt;
|900&lt;br /&gt;
|3000&lt;br /&gt;
|5.5&lt;br /&gt;
|[[Oblivion:Fortify Skill|Fortify Restoration]] 4 pts&amp;lt;br&amp;gt;[[Oblivion:Fortify Personality|Fortify Personality]] 25 pts&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000EB7}}&lt;br /&gt;
|16-20&lt;br /&gt;
|10.5&lt;br /&gt;
|1375&lt;br /&gt;
|3050&lt;br /&gt;
|6&lt;br /&gt;
|[[Oblivion:Fortify Skill|Fortify Restoration]] 5 pts&amp;lt;br&amp;gt;[[Oblivion:Fortify Personality|Fortify Personality]] 25 pts&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000EB1}}&lt;br /&gt;
|21+&lt;br /&gt;
|12&lt;br /&gt;
|2000&lt;br /&gt;
|3200&lt;br /&gt;
|7.5&lt;br /&gt;
|[[Oblivion:Fortify Skill|Fortify Restoration]] 6 pts&amp;lt;br&amp;gt;[[Oblivion:Fortify Personality|Fortify Personality]] 25 pts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Light Armor Version&lt;br /&gt;
* Editor ID: NDArmorLightHelmet#&lt;br /&gt;
* Type: Helmet (Light Armor)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Object ID&lt;br /&gt;
! Level&lt;br /&gt;
! width=22|[[Image:OBWeightIcon_small.png|Weight]]&lt;br /&gt;
! width=22|[[Image:OBHealthIcon_small.png|Health]]&lt;br /&gt;
! width=22|[[Image:OBValueIcon_small.png|Value]]&lt;br /&gt;
! width=22|[[Image:OBRatingIcon_small.png|Rating]]&lt;br /&gt;
! Effects  &lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000EAB}}&lt;br /&gt;
|1-6&lt;br /&gt;
|7&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
|160&lt;br /&gt;
|2800&lt;br /&gt;
|2.5&lt;br /&gt;
|[[Oblivion:Fortify Skill|Fortify Restoration]] 2 pts&amp;lt;br&amp;gt;[[Oblivion:Fortify Personality|Fortify Personality]] 25 pts&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000EA5}}&lt;br /&gt;
|7-10&lt;br /&gt;
|1.8&lt;br /&gt;
|205&lt;br /&gt;
|2900&lt;br /&gt;
|3&lt;br /&gt;
|[[Oblivion:Fortify Skill|Fortify Restoration]] 3 pts&amp;lt;br&amp;gt;[[Oblivion:Fortify Personality|Fortify Personality]] 25 pts&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000E9F}}&lt;br /&gt;
|11-15&lt;br /&gt;
|2.2&lt;br /&gt;
|375&lt;br /&gt;
|3000&lt;br /&gt;
|3.5&lt;br /&gt;
|[[Oblivion:Fortify Skill|Fortify Restoration]] 4 pts&amp;lt;br&amp;gt;[[Oblivion:Fortify Personality|Fortify Personality]] 25 pts&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000E99}}&lt;br /&gt;
|16-20&lt;br /&gt;
|2.6&lt;br /&gt;
|660&lt;br /&gt;
|3100&lt;br /&gt;
|4&lt;br /&gt;
|[[Oblivion:Fortify Skill|Fortify Restoration]] 5 pts&amp;lt;br&amp;gt;[[Oblivion:Fortify Personality|Fortify Personality]] 25 pts&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000E93}}&lt;br /&gt;
|21+&lt;br /&gt;
|3&lt;br /&gt;
|1375&lt;br /&gt;
|3200&lt;br /&gt;
|5&lt;br /&gt;
|[[Oblivion:Fortify Skill|Fortify Restoration]] 6 pts&amp;lt;br&amp;gt;[[Oblivion:Fortify Personality|Fortify Personality]] 25 pts&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;{{UOMP}}&lt;br /&gt;
&lt;br /&gt;
===Mace of the Crusader===&lt;br /&gt;
*Editor ID: NDWeaponMace#&lt;br /&gt;
*Type: Mace (Blunt One-Handed)&lt;br /&gt;
*Speed: 0.9&lt;br /&gt;
*Reach: 1.0&lt;br /&gt;
&lt;br /&gt;
Creator: [[Lore:Zenithar|Zenithar]]&lt;br /&gt;
&lt;br /&gt;
The Mace of the Crusader (also known as the Mace of Zenithar) is obtained from [[Oblivion:Leyawiin|Leyawiin]]'s [[Oblivion:Chapel of Zenithar|Chapel of Zenithar]] during the quest [[Oblivion:The Path of the Righteous|The Path of the Righteous]].  Equipping this mace also grants the player the constant 10 point [[Oblivion:Fortify Skill|Fortify Blunt]] [[Oblivion:Free Skill Boosts#Abilities|ability]], the ''Crusader's Arm''.[[Image:MaceoftheCrusader.jpg|thumb|right|Mace of the Crusader]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Object ID&lt;br /&gt;
! Level&lt;br /&gt;
! width=22|[[Image:OBWeightIcon_small.png|Weight]]&lt;br /&gt;
! width=22|[[Image:OBHealthIcon_small.png|Health]]&lt;br /&gt;
! width=22|[[Image:OBValueIcon_small.png|Value]]&lt;br /&gt;
! width=22|[[Image:OBDamageIcon_small.png|Damage]]&lt;br /&gt;
! Charge / Cost = Uses !! Effects&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000F32}}&lt;br /&gt;
|1-4&lt;br /&gt;
|18&lt;br /&gt;
|250&lt;br /&gt;
|161&lt;br /&gt;
|12&lt;br /&gt;
|300/3=100&lt;br /&gt;
|[[Oblivion:Fire Damage|Fire Damage]] 2pts for 2secs&amp;lt;br&amp;gt;[[Oblivion:Turn Undead|Turn Undead]] up to level 1 (4pts) for 5secs&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000F33}}&lt;br /&gt;
|5-6&lt;br /&gt;
|22&lt;br /&gt;
|300&lt;br /&gt;
|273&lt;br /&gt;
|15&lt;br /&gt;
|500/8=62&lt;br /&gt;
|[[Oblivion:Fire Damage|Fire Damage]] 4pts for 2secs&amp;lt;br&amp;gt;[[Oblivion:Turn Undead|Turn Undead]] up to level 3 (12pts) for 5secs&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000F42}}&lt;br /&gt;
|7-9&lt;br /&gt;
|26&lt;br /&gt;
|375&lt;br /&gt;
|485&lt;br /&gt;
|17&lt;br /&gt;
|750/14=53&lt;br /&gt;
|[[Oblivion:Fire Damage|Fire Damage]] 6pts for 2secs&amp;lt;br&amp;gt;[[Oblivion:Turn Undead|Turn Undead]] up to level 5 (20pts) for 5secs&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000F41}}&lt;br /&gt;
|10-12&lt;br /&gt;
|30&lt;br /&gt;
|450&lt;br /&gt;
|788&lt;br /&gt;
|19&lt;br /&gt;
|1000/21=47&lt;br /&gt;
|[[Oblivion:Fire Damage|Fire Damage]] 8pts for 2secs&amp;lt;br&amp;gt;[[Oblivion:Turn Undead|Turn Undead]] up to level 7 (28pts) for 5secs&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000F40}}&lt;br /&gt;
|13-16&lt;br /&gt;
|34&lt;br /&gt;
|550&lt;br /&gt;
|1261&lt;br /&gt;
|21&lt;br /&gt;
|1250/28=44&lt;br /&gt;
|[[Oblivion:Fire Damage|Fire Damage]] 10pts for 2secs&amp;lt;br&amp;gt;[[Oblivion:Turn Undead|Turn Undead]] up to level 9 (36pts) for 5secs&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000F48}}&lt;br /&gt;
|17-20&lt;br /&gt;
|38&lt;br /&gt;
|650&lt;br /&gt;
|2114&lt;br /&gt;
|23&lt;br /&gt;
|1500/36=41&lt;br /&gt;
|[[Oblivion:Fire Damage|Fire Damage]] 12pts for 2secs&amp;lt;br&amp;gt;[[Oblivion:Turn Undead|Turn Undead]] up to level 14 (56pts) for 5secs&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000F4B}}&lt;br /&gt;
|21+&lt;br /&gt;
|42&lt;br /&gt;
|750&lt;br /&gt;
|4017&lt;br /&gt;
|25&lt;br /&gt;
|2000/43=46&lt;br /&gt;
|[[Oblivion:Fire Damage|Fire Damage]] 14pts for 2secs&amp;lt;br&amp;gt;[[Oblivion:Turn Undead|Turn Undead]] up to level 17 (68pts) for 5secs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shield of the Crusader===&lt;br /&gt;
Obtained from [[Oblivion:Fort Bulwark|Fort Bulwark]] during the quest [[Oblivion:Wisdom of the Ages|Wisdom of the Ages]].&lt;br /&gt;
&lt;br /&gt;
Creator: [[Lore:Julianos|Julianos]]&lt;br /&gt;
&lt;br /&gt;
;Heavy Armor Version&lt;br /&gt;
* Editor ID: NDArmorHeavyShield#&lt;br /&gt;
* Type: Shield (Heavy Armor)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Object ID&lt;br /&gt;
! Level&lt;br /&gt;
! width=22|[[Image:OBWeightIcon_small.png|Weight]]&lt;br /&gt;
! width=22|[[Image:OBHealthIcon_small.png|Health]]&lt;br /&gt;
! width=22|[[Image:OBValueIcon_small.png|Value]]&lt;br /&gt;
! width=22|[[Image:OBRatingIcon_small.png|Rating]]&lt;br /&gt;
! Effects  &lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000ECA}}&lt;br /&gt;
|1-6&lt;br /&gt;
|12&lt;br /&gt;
|450&lt;br /&gt;
|4100&lt;br /&gt;
|12&lt;br /&gt;
|[[Oblivion:Reflect Spell|Reflect Spell]] 10%&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000EC2}}&lt;br /&gt;
|7-10&lt;br /&gt;
|16&lt;br /&gt;
|900&lt;br /&gt;
|4900&lt;br /&gt;
|15&lt;br /&gt;
|[[Oblivion:Reflect Spell|Reflect Spell]] 12%&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000EBC}}&lt;br /&gt;
|11-15&lt;br /&gt;
|18&lt;br /&gt;
|1350&lt;br /&gt;
|5700&lt;br /&gt;
|16.5&lt;br /&gt;
|[[Oblivion:Reflect Spell|Reflect Spell]] 14%&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000EB6}}&lt;br /&gt;
|16-20&lt;br /&gt;
|21&lt;br /&gt;
|2200&lt;br /&gt;
|6500&lt;br /&gt;
|18&lt;br /&gt;
|[[Oblivion:Reflect Spell|Reflect Spell]] 16%&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000EB0}}&lt;br /&gt;
|21+&lt;br /&gt;
|24&lt;br /&gt;
|3025&lt;br /&gt;
|7300&lt;br /&gt;
|22.5&lt;br /&gt;
|[[Oblivion:Reflect Spell|Reflect Spell]] 18%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Light Armor Version[[Image:ShieldoftheCrusader.jpg|thumb|right|Shield of the Crusader]]&lt;br /&gt;
* Editor ID: NDArmorLightShield#&lt;br /&gt;
* Type: Shield (Light Armor)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Object ID&lt;br /&gt;
! Level&lt;br /&gt;
! width=22|[[Image:OBWeightIcon_small.png|Weight]]&lt;br /&gt;
! width=22|[[Image:OBHealthIcon_small.png|Health]]&lt;br /&gt;
! width=22|[[Image:OBValueIcon_small.png|Value]]&lt;br /&gt;
! width=22|[[Image:OBRatingIcon_small.png|Rating]]&lt;br /&gt;
! Effects  &lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000EAA}}&lt;br /&gt;
|1-6&lt;br /&gt;
|3&lt;br /&gt;
|240&lt;br /&gt;
|4100&lt;br /&gt;
|7.5&lt;br /&gt;
|[[Oblivion:Reflect Spell|Reflect Spell]] 10%&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000EA4}}&lt;br /&gt;
|7-10&lt;br /&gt;
|3.6&lt;br /&gt;
|300&lt;br /&gt;
|4900&lt;br /&gt;
|9&lt;br /&gt;
|[[Oblivion:Reflect Spell|Reflect Spell]] 12%&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000E9E}}&lt;br /&gt;
|11-15&lt;br /&gt;
|4.4&lt;br /&gt;
|510&lt;br /&gt;
|5700&lt;br /&gt;
|10.5&lt;br /&gt;
|[[Oblivion:Reflect Spell|Reflect Spell]] 14%&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000E98}}&lt;br /&gt;
|16-20&lt;br /&gt;
|5.2&lt;br /&gt;
|990&lt;br /&gt;
|6500&lt;br /&gt;
|12&lt;br /&gt;
|[[Oblivion:Reflect Spell|Reflect Spell]] 16%&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000E92}}&lt;br /&gt;
|21+&lt;br /&gt;
|6&lt;br /&gt;
|1500&lt;br /&gt;
|7300&lt;br /&gt;
|15&lt;br /&gt;
|[[Oblivion:Reflect Spell|Reflect Spell]] 18%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sword of the Crusader===&lt;br /&gt;
*Editor ID: NDWeaponSword# (or ND08WeaponSword# for the cursed version)&lt;br /&gt;
*Type: Longsword (Blade One-Handed)&lt;br /&gt;
*Speed: 1.0&lt;br /&gt;
*Reach: 1.0&lt;br /&gt;
&lt;br /&gt;
Creator: [[Lore:Arkay|Arkay]]&lt;br /&gt;
&lt;br /&gt;
Obtained after reconsecrating the sword in [[Oblivion:Cheydinhal|Cheydinhal]]'s [[Oblivion:Chapel of Arkay|Chapel of Arkay]] during [[Oblivion:The Sword of the Crusader|The Sword of the Crusader]]. Equipping this sword also grants the player the constant 10 point [[Oblivion:Fortify Skill|Fortify Blade]] [[Oblivion:Free Skill Boosts#Abilities|ability]], the ''Crusader's Arm''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Where two ID numbers are listed, the second one is the ID for the unconsecrated (cursed) version of the sword that you initially pick up. In addition to the effects listed below, you will also be afflicted with [[Oblivion:Stunted Magicka|Stunted Magicka]] until the sword is reconsecrated. There are only five versions (instead of seven versions) of the cursed sword. If your infamy is at least 2 when you equip the sword, then the curse will not take effect.[[Image:OB-items-Sword of the Crusader.jpg|thumb|right|Sword of the Crusader]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Object ID&lt;br /&gt;
! Level&lt;br /&gt;
! width=22|[[Image:OBWeightIcon_small.png|Weight]]&lt;br /&gt;
! width=22|[[Image:OBHealthIcon_small.png|Health]]&lt;br /&gt;
! width=22|[[Image:OBValueIcon_small.png|Value]]&lt;br /&gt;
! width=22|[[Image:OBDamageIcon_small.png|Damage]]&lt;br /&gt;
! Charge / Cost = Uses !! Effects&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000F30}}&amp;lt;br&amp;gt;{{ID|xx000F47}}&lt;br /&gt;
|1-4&lt;br /&gt;
|23&lt;br /&gt;
|250&lt;br /&gt;
|167&lt;br /&gt;
|13&lt;br /&gt;
|300/6=50&lt;br /&gt;
|[[Oblivion:Fire Damage|Fire Damage]] 2pts for 2secs&amp;lt;br&amp;gt;[[Oblivion:Damage Magicka|Damage Magicka]] 7pts&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000F31}}&lt;br /&gt;
|5-6&lt;br /&gt;
|27&lt;br /&gt;
|300&lt;br /&gt;
|327&lt;br /&gt;
|15&lt;br /&gt;
|500/6=83&lt;br /&gt;
|[[Oblivion:Fire Damage|Fire Damage]] 4pts for 2secs&amp;lt;br&amp;gt;[[Oblivion:Damage Magicka|Damage Magicka]] 15pts&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000F43}}&amp;lt;br&amp;gt;{{ID|xx000F46}}&lt;br /&gt;
|7-9&lt;br /&gt;
|31&lt;br /&gt;
|375&lt;br /&gt;
|502&lt;br /&gt;
|17&lt;br /&gt;
|750/6=125&lt;br /&gt;
|[[Oblivion:Fire Damage|Fire Damage]] 6pts for 2secs&amp;lt;br&amp;gt;[[Oblivion:Damage Magicka|Damage Magicka]] 20pts&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000F3F}}&amp;lt;br&amp;gt;{{ID|xx000F45}}&lt;br /&gt;
|10-12&lt;br /&gt;
|35&lt;br /&gt;
|450&lt;br /&gt;
|824&lt;br /&gt;
|19&lt;br /&gt;
|1000/11=90&lt;br /&gt;
|[[Oblivion:Fire Damage|Fire Damage]] 8pts for 2secs&amp;lt;br&amp;gt;[[Oblivion:Damage Magicka|Damage Magicka]] 25pts&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000F3E}}&lt;br /&gt;
|13-16&lt;br /&gt;
|39&lt;br /&gt;
|550&lt;br /&gt;
|1347&lt;br /&gt;
|21&lt;br /&gt;
|1250/18=69&lt;br /&gt;
|[[Oblivion:Fire Damage|Fire Damage]] 10pts for 2secs&amp;lt;br&amp;gt;[[Oblivion:Damage Magicka|Damage Magicka]] 30pts&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000F3D}}&amp;lt;br&amp;gt;{{ID|xx000F44}}&lt;br /&gt;
|17-20&lt;br /&gt;
|38&lt;br /&gt;
|650&lt;br /&gt;
|2309&lt;br /&gt;
|23&lt;br /&gt;
|1500/24=62&lt;br /&gt;
|[[Oblivion:Fire Damage|Fire Damage]] 12pts for 2secs&amp;lt;br&amp;gt;[[Oblivion:Damage Magicka|Damage Magicka]] 35pts&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000F4A}}&amp;lt;br&amp;gt;{{ID|xx000F49}}&lt;br /&gt;
|21+&lt;br /&gt;
|47&lt;br /&gt;
|750&lt;br /&gt;
|3912&lt;br /&gt;
|25&lt;br /&gt;
|2000/32=62&lt;br /&gt;
|[[Oblivion:Fire Damage|Fire Damage]] 14pts for 2secs&amp;lt;br&amp;gt;[[Oblivion:Damage Magicka|Damage Magicka]] 40pts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Other Weapons==&lt;br /&gt;
===Ayleid Battle Axes===&lt;br /&gt;
These battle axes are used by the [[Oblivion:Auroran|Aurorans]]. They all look like Elven Battleaxes and have Speed=0.8, Reach=1.2.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Object ID&lt;br /&gt;
! Level&lt;br /&gt;
! width=22|[[Image:OBWeightIcon_small.png|Weight]]&lt;br /&gt;
! width=22|[[Image:OBHealthIcon_small.png|Health]]&lt;br /&gt;
! width=22|[[Image:OBValueIcon_small.png|Value]]&lt;br /&gt;
! width=22|[[Image:OBDamageIcon_small.png|Damage]]&lt;br /&gt;
! Charge / Cost = Uses !! Effects&lt;br /&gt;
|-&lt;br /&gt;
|Crude&lt;br /&gt;
|{{ID|xx000F2D}}&lt;br /&gt;
|1-4&lt;br /&gt;
|37&lt;br /&gt;
|224&lt;br /&gt;
|195&lt;br /&gt;
|13&lt;br /&gt;
|300/1=300&lt;br /&gt;
|[[Oblivion:Shock Damage|Shock Damage]] 1pt&lt;br /&gt;
|-&lt;br /&gt;
|Dull&lt;br /&gt;
|{{ID|xx000F2C}}&lt;br /&gt;
|5-6&lt;br /&gt;
|43&lt;br /&gt;
|288&lt;br /&gt;
|245&lt;br /&gt;
|15&lt;br /&gt;
|300/2=150&lt;br /&gt;
|[[Oblivion:Shock Damage|Shock Damage]] 2pts&lt;br /&gt;
|-&lt;br /&gt;
|(normal)&lt;br /&gt;
|{{ID|xx000F2B}}&lt;br /&gt;
|7-9&lt;br /&gt;
|50&lt;br /&gt;
|360&lt;br /&gt;
|421&lt;br /&gt;
|17&lt;br /&gt;
|300/3=100&lt;br /&gt;
|[[Oblivion:Shock Damage|Shock Damage]] 3pts&lt;br /&gt;
|-&lt;br /&gt;
|Fine&lt;br /&gt;
|{{ID|xx000F2E}}&lt;br /&gt;
|10-12&lt;br /&gt;
|57&lt;br /&gt;
|440&lt;br /&gt;
|701&lt;br /&gt;
|19&lt;br /&gt;
|300/4=75&lt;br /&gt;
|[[Oblivion:Shock Damage|Shock Damage]] 4pts&lt;br /&gt;
|-&lt;br /&gt;
|Keen&lt;br /&gt;
|{{ID|xx000F2A}}&lt;br /&gt;
|13-16&lt;br /&gt;
|64&lt;br /&gt;
|528&lt;br /&gt;
|1172&lt;br /&gt;
|21&lt;br /&gt;
|300/6=50&lt;br /&gt;
|[[Oblivion:Shock Damage|Shock Damage]] 5pts&lt;br /&gt;
|-&lt;br /&gt;
|Superb&lt;br /&gt;
|{{ID|xx000F29}}&lt;br /&gt;
|17-20&lt;br /&gt;
|71&lt;br /&gt;
|624&lt;br /&gt;
|2222&lt;br /&gt;
|23&lt;br /&gt;
|300/7=42&lt;br /&gt;
|[[Oblivion:Shock Damage|Shock Damage]] 6pts&lt;br /&gt;
|-&lt;br /&gt;
|Master&lt;br /&gt;
|{{ID|xx000F28}}&lt;br /&gt;
|21+&lt;br /&gt;
|78&lt;br /&gt;
|728&lt;br /&gt;
|3923&lt;br /&gt;
|25&lt;br /&gt;
|300/9=33&lt;br /&gt;
|[[Oblivion:Shock Damage|Shock Damage]] 7pts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Umaril's Sword===&lt;br /&gt;
*Editor ID: NDUmarilClaymoreReward#&lt;br /&gt;
*Type: Elven Claymore (Two Handed Blade)&lt;br /&gt;
*Speed: 0.8&lt;br /&gt;
*Reach: 1.3&lt;br /&gt;
&lt;br /&gt;
This sword can be obtained from [[Oblivion:Umaril the Unfeathered (person)|Umaril the Unfeathered]] during the quest [[Oblivion:Umaril the Unfeathered (quest)|Umaril the Unfeathered]].  It is possible to retrieve two copies of it, one from killing Umaril in the physical plane and a second from killing him in the spiritual plane.&lt;br /&gt;
&lt;br /&gt;
The sword actually carried by Umaril has different statistics, but that version cannot be obtained by the player: the moment the player picks up the sword it is changed into one of the swords listed in this table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Object ID&lt;br /&gt;
! Level&lt;br /&gt;
! width=22|[[Image:OBWeightIcon_small.png|Weight]]&lt;br /&gt;
! width=22|[[Image:OBHealthIcon_small.png|Health]]&lt;br /&gt;
! width=22|[[Image:OBValueIcon_small.png|Value]]&lt;br /&gt;
! width=22|[[Image:OBDamageIcon_small.png|Damage]]&lt;br /&gt;
! Charge / Cost = Uses !! Effects&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000F27}}&lt;br /&gt;
|1-5&lt;br /&gt;
|26&lt;br /&gt;
|168&lt;br /&gt;
|241&lt;br /&gt;
|12&lt;br /&gt;
|500/4=125&lt;br /&gt;
|[[Oblivion:Shock Damage|Shock Damage]] 4pts&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000F26}}&lt;br /&gt;
|6-8&lt;br /&gt;
|30&lt;br /&gt;
|224&lt;br /&gt;
|282&lt;br /&gt;
|14&lt;br /&gt;
|500/7=71&lt;br /&gt;
|[[Oblivion:Shock Damage|Shock Damage]] 4pts&amp;lt;br&amp;gt;[[Oblivion:Damage Fatigue|Damage Fatigue]] 5pts&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000F25}}&lt;br /&gt;
|9-11&lt;br /&gt;
|42&lt;br /&gt;
|288&lt;br /&gt;
|434&lt;br /&gt;
|16&lt;br /&gt;
|750/13=62&lt;br /&gt;
|[[Oblivion:Shock Damage|Shock Damage]] 6pts&amp;lt;br&amp;gt;[[Oblivion:Damage Fatigue|Damage Fatigue]] 7pts&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000F24}}&lt;br /&gt;
|12-14&lt;br /&gt;
|42&lt;br /&gt;
|360&lt;br /&gt;
|716&lt;br /&gt;
|18&lt;br /&gt;
|1000/17=58&lt;br /&gt;
|[[Oblivion:Shock Damage|Shock Damage]] 8pts&amp;lt;br&amp;gt;[[Oblivion:Damage Fatigue|Damage Fatigue]] 8pts&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000F20}}&lt;br /&gt;
|15-17&lt;br /&gt;
|48&lt;br /&gt;
|440&lt;br /&gt;
|1108&lt;br /&gt;
|20&lt;br /&gt;
|1250/21=59&lt;br /&gt;
|[[Oblivion:Shock Damage|Shock Damage]] 10pts&amp;lt;br&amp;gt;[[Oblivion:Damage Fatigue|Damage Fatigue]] 9pts&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000F21}}&lt;br /&gt;
|18-20&lt;br /&gt;
|64&lt;br /&gt;
|528&lt;br /&gt;
|1760&lt;br /&gt;
|22&lt;br /&gt;
|1500/26=57&lt;br /&gt;
|[[Oblivion:Shock Damage|Shock Damage]] 12pts&amp;lt;br&amp;gt;[[Oblivion:Damage Fatigue|Damage Fatigue]] 10pts&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000F22}}&lt;br /&gt;
|21-23&lt;br /&gt;
|60&lt;br /&gt;
|624&lt;br /&gt;
|2912&lt;br /&gt;
|24&lt;br /&gt;
|1750/31=56&lt;br /&gt;
|[[Oblivion:Shock Damage|Shock Damage]] 14pts&amp;lt;br&amp;gt;[[Oblivion:Damage Fatigue|Damage Fatigue]] 11pts&lt;br /&gt;
|-&lt;br /&gt;
|{{ID|xx000F23}}&lt;br /&gt;
|24+&lt;br /&gt;
|66&lt;br /&gt;
|728&lt;br /&gt;
|4814&lt;br /&gt;
|26&lt;br /&gt;
|2000/37=54&lt;br /&gt;
|[[Oblivion:Shock Damage|Shock Damage]] 16pts&amp;lt;br&amp;gt;[[Oblivion:Damage Fatigue|Damage Fatigue]] 12pts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Unenchanted Armor==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Type&lt;br /&gt;
! Object ID&lt;br /&gt;
! width=22|[[Image:OBWeightIcon_small.png|Weight]]&lt;br /&gt;
! width=22|[[Image:OBHealthIcon_small.png|Health]]&lt;br /&gt;
! width=22|[[Image:OBValueIcon_small.png|Value]]&lt;br /&gt;
! width=22|[[Image:OBRatingIcon_small.png|Rating]]&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|Knights of the Nine Cuirass&lt;br /&gt;
|Light Armor&lt;br /&gt;
|{{ID|xx000EC9}}&lt;br /&gt;
|9&lt;br /&gt;
|240&lt;br /&gt;
|90&lt;br /&gt;
|7.5&lt;br /&gt;
| Found in the [[Oblivion:Priory of the Nine (place)|Priory of the Nine]] and worn by your fellow knights.&lt;br /&gt;
|-&lt;br /&gt;
|Knights of the Nine Shield&lt;br /&gt;
|Light Armor&lt;br /&gt;
|{{ID|xx000EC8}}&lt;br /&gt;
|3.6&lt;br /&gt;
|180&lt;br /&gt;
|45&lt;br /&gt;
|9&lt;br /&gt;
| Found in the [[Oblivion:Priory of the Nine (place)|Priory of the Nine]] and worn by your fellow knights.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Other Items==&lt;br /&gt;
===Clothing===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Type&lt;br /&gt;
! Object ID&lt;br /&gt;
! width=22|[[Image:OBWeightIcon_small.png|Weight]]&lt;br /&gt;
! width=22|[[Image:OBValueIcon_small.png|Value]]&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| {{LE|Sir Amiel's Ring}}&lt;br /&gt;
| Ring&lt;br /&gt;
| {{ID|xx000EDF}}&lt;br /&gt;
| 1.0&lt;br /&gt;
| 100&lt;br /&gt;
| Found during [[Oblivion:The Shrine of the Crusader|The Shrine of the Crusader]] quest and required to enter the basement at the [[Oblivion:Priory of the Nine (place)|Priory of the Nine]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Books===&lt;br /&gt;
* ''[[Oblivion:The Adabal-a|The Adabal-a]]''&lt;br /&gt;
* ''[[Oblivion:The Knights of the Nine|The Knights of the Nine]]''&lt;br /&gt;
* ''[[Oblivion:Shezarr and the Divines|Shezarr and the Divines]]''&lt;br /&gt;
* ''[[Oblivion:Sir Amiel's Journal|Sir Amiel's Journal]]''&lt;br /&gt;
* ''[[Oblivion:The Song of Pelinal|The Song of Pelinal]]''&lt;br /&gt;
&lt;br /&gt;
==Note on Object IDs==&lt;br /&gt;
The first two digits of all the Object IDs are given as &amp;quot;xx&amp;quot; because the actual digits will depend upon how many plug-ins you have installed and the order in which you have installed them.  For example, if [[Oblivion:Knights of the Nine|Knights of the Nine]] is the only plug-in you have installed, the first two digits will be &amp;quot;01&amp;quot;.&lt;/div&gt;</summary>
		<author><name>DKong27</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Disposition&amp;diff=867812</id>
		<title>Oblivion:Disposition</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Disposition&amp;diff=867812"/>
		<updated>2012-01-26T03:26:12Z</updated>

		<summary type="html">&lt;p&gt;DKong27: Undo revision 867809 by 67.188.76.14 (Talk) random baolding&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Attributes}}&lt;br /&gt;
'''Disposition''' is an [[Oblivion:Attributes|attribute]] that describes how much an [[Oblivion:NPCs|NPC]] or [[Oblivion:Creatures|Creature]] likes your character, or any other NPC or creature.  In-game displayed value ranges from 0 to 100, while the actual value can be below 0 and above 100.  For friendly NPCs, the value of their disposition towards you can be seen from within the [[Oblivion:Speechcraft|Speechcraft]] or [[Oblivion:Mercantile#Bartering|Bartering]] dialogues; for other NPCs and creatures, it can only be seen in-game using the [[Oblivion:Console|Console]] (for example, via the [[Oblivion:SetDebugText|SetDebugText]] options).  [[#Increasing Disposition|Many factors]] will affect an NPC's disposition during the game.  NPCs remember their disposition towards you from one conversation to the next (although it may change in the interim, for example, if your [[Oblivion:Fame|Fame]] increases).&lt;br /&gt;
&lt;br /&gt;
==Effects of Disposition==&lt;br /&gt;
Disposition affects many actions that NPCs take:&lt;br /&gt;
* Disposition improves the prices you get from merchants by haggling.&lt;br /&gt;
* Often NPCs will not tell you certain information until their disposition is greater than a certain value (the exact value depends upon the character and the quest).&lt;br /&gt;
* If a guard has a disposition of at least 91 towards you, he will not arrest you, but instead will pay your bounty himself (as long as your bounty is less than 1000 gold).&lt;br /&gt;
* Disposition alone does not determine whether an NPC or creature will attack you. If their disposition towards you is higher than their [[Oblivion:Aggression|Aggression]] score, then they will not attack. Enemies are programmed to have negative dispositions towards you.  However, if you [[Oblivion:Charm|charm]] them enough (typically by 90 or more points) they will no longer attack.  If charming an intelligent creature, you can talk to them, ask about rumors, and even use bribes and the speechcraft mini-game to permanently increase their disposition towards you.  With enough work, you can turn them into your friend.  This even works with [[Oblivion:Dremora|Dremora]] (although their conversations are fairly limited).&lt;br /&gt;
* NPCs with high disposition towards you will come to your aid in battles, so long as they physically see you fighting. For example, an NPC who likes you will fight the guards when you resist arrest. &lt;br /&gt;
* If a beggar's disposition towards you is at least 70, they will tell you information for [[Oblivion:Thieves Guild|Thieves Guild]] quests without you having to make a donation.&lt;br /&gt;
* Most NPCs will refuse to talk to a full (i.e.100%) [[Oblivion:Vampirism|vampire]] unless their disposition is 100.&lt;br /&gt;
* NPC greetings and many other dialogues will depend upon the NPC's disposition, with friendly greetings at high disposition and impatient or even insulting greetings at low disposition. Example: if a guard's disposition to you is 50 or higher, when you are sent to [[Oblivion:jail|jail]] he will say: &amp;quot;Serve your time peaceably, and pay your debt to society.&amp;quot;  Whereas if it is less than 50, he will say: &amp;quot;Hope you rot, criminal scum.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Starting Disposition==&lt;br /&gt;
An NPC's starting disposition toward the player consists of a number of factors:&lt;br /&gt;
* Base disposition is determined by the both the NPC's and the player's Personality score. If both the player and the NPC have the same Personality, then the base disposition is equal to that score. Ie. If both the player and the NPC have a Personality of 40 (and no other modifiers apply) the starting disposition will be 40. For every 4 points of Personality that the player has above the NPC's Personality, the starting disposition increases by 1 point. If the player's Personality is lower than the NPC's, the disposition is decreased by 1 point plus 1 additional point for every 4 additional points of Personality below the NPC's Personality. Ie. If the player has a Personality of 39 and the NPC a Personality of 40, a -1 disposition modifier is applied. If the player's Personality is 35, a -2 modifier is applied, etc.&lt;br /&gt;
* The base disposition is modified by [[Oblivion:Races#Reactions|Race reactions]].&lt;br /&gt;
* It is also modified by [[Oblivion:Factions|faction]] reactions. In general, joining a faction will raise the disposition of other guild members by an amount determined by the faction. These disposition modifiers accumulate with each rank you attain in a guild. (See specific factions for details.) NPCs may also be members of 'invisible' factions which do not form an official guild but which represent fans or enemies of the player. These factions have a set disposition modifier toward the player (or Player Faction).&lt;br /&gt;
* [[Oblivion:Fame|Fame]] and [[Oblivion:Infamy|Infamy]] also affect disposition. Although these calculations are more complex (see the appropriate pages for details), essentially, most NPC's dispositions will increase at a rate of 3 points for every 10 points of Fame, and decrease at a rate of 3 points for every 10 points of Infamy. (See the note below under Increasing Disposition.)&lt;br /&gt;
* Circumstantial factors may also apply, such as speaking to an NPC with a weapon drawn, or committing a crime that the NPC is aware of. (See Decreasing Disposition below.)&lt;br /&gt;
* Finally, disposition may be affected by any [[Oblivion:Charm|Charm]] effects active on the NPC.&lt;br /&gt;
The game uses the same formula to determine inter-NPC dispositions. (Though, obviously, NPCs do not have fame or infamy.)&lt;br /&gt;
&lt;br /&gt;
==Increasing Disposition==&lt;br /&gt;
There are many ways to increase disposition:&lt;br /&gt;
* Disposition is increased by '''[[Oblivion:Personality|Personality]]''': every 4 point boost in Personality increases NPC dispositions by 1 point.  This benefit applies to Personality increases past 100.&lt;br /&gt;
* '''Joining guilds''' or other factions increases the disposition of members of that guild/faction.  Each promotion within the guild will further increase the members' disposition.  The magnitude of the disposition increase depends upon the faction (+3 per rank for [[Oblivion:Thieves Guild|Thieves Guild]], +10 per rank for [[Oblivion:Fighters Guild|Fighters Guild]], +20 per rank for [[Oblivion:Mages Guild|Mages Guild]], +31 per rank for [[Oblivion:Dark Brotherhood|Dark Brotherhood]]).&lt;br /&gt;
* The '''[[Oblivion:Speechcraft|Speechcraft]]''' minigame can be used to increase Disposition, but only up to a predetermined maximum value depending on your Speechcraft skill.&lt;br /&gt;
* '''{{Linkable Entry|Bribes|Bribery}}''' can be used, but they become more expensive and less efficient as the disposition goes up.&lt;br /&gt;
** The equations that govern bribery are detailed at [http://cs.elderscrolls.com/constwiki/index.php/Bribery TESCSWiki]&lt;br /&gt;
* Buying or selling an item, or a pack of items (e.g. 50 arrows for 2 gold each), worth 100 or more gold will increase a merchant's disposition by 1 point each time.&lt;br /&gt;
* NPC dispositions will go up as you become more '''[[Oblivion:Fame|famous]]'''.  Dispositions will increase 3 points for every 10 Fame points you acquire, up to a maximum bonus of +20 disposition (at 67 Fame).&lt;br /&gt;
* The dispositions of a few NPCs will also go up as you become more '''[[Oblivion:Infamy|infamous]]'''.  The effect of infamy on NPCs depends upon the NPC's [[Oblivion:Responsibility|Responsibility]].  Although for most NPCs, infamy ''decreases'' disposition, for NPCs with particularly low responsibility (e.g., 10), infamy will instead increase disposition, up to a maximum bonus +20 disposition.&lt;br /&gt;
* '''''[[Oblivion:Charm|Charm]]''''' is very effective, and typically only needs to be a very brief effect (just long enough for you to start talking to the NPC).&lt;br /&gt;
** In addition to the Charm spells that can be [[Oblivion:List_of_Spells_by_Effect#Charm|purchased]], it is possible to acquire a free (but magicka-expensive) [[Oblivion:Spells#Captivate|Captivate]] spell by completing the [[Oblivion:Bravil Recommendation|Bravil Recommendation]] quest.&lt;br /&gt;
&lt;br /&gt;
If you want to permanently raise an NPC's disposition to above 100 without bribing them you need to:&lt;br /&gt;
# Create a [[Oblivion:Spell Making|custom]] ''Instant Speechcraft'' spell: [[Oblivion:Fortify_Skill|Fortify Speechcraft]] 100 points for 2 seconds on self.&lt;br /&gt;
# Temporarily lower the NPC's disposition towards you by 10 points by drawing your weapon or fists.&lt;br /&gt;
# Cast the ''Instant Speechcraft'' spell and immediately talk to the NPC (before the spell expires).&lt;br /&gt;
# Play the disposition minigame until his disposition is maxed out (usually above 90 points).&lt;br /&gt;
# End the conversation and sheathe your weapon.&lt;br /&gt;
# Talk again to the NPC, and his disposition will now permanently be at (or above) 100.&lt;br /&gt;
&lt;br /&gt;
==Decreasing Disposition==&lt;br /&gt;
You may also find that you want to decrease someone's disposition.  This is particularly true late in the game if you want to increase your [[Oblivion:Speechcraft|Speechcraft]] skill: if you are [[Oblivion:Fame|famous]] enough, everyone's disposition will already be maxed and you will have a hard time starting the [[Oblivion:Speechcraft|Speechcraft]] minigame.&lt;br /&gt;
* Talking to someone with a weapon in your hand (or even just with your fists) will temporarily lower their disposition by 10 points. If you sheathe your weapon and talk to them again, the NPC's disposition towards you will be back to its normal value.&lt;br /&gt;
* Any method of temporarily decreasing your Personality attribute (e.g. drinking Cheap Wine or using a custom Drain Attribute spell) will also decrease your disposition score with all NPCs.&lt;br /&gt;
* Any merchant's disposition can be lowered by pushing the [[Oblivion:Mercantile|Mercantile]] haggle slider to the far right and repeatedly trying to buy or sell an item.  Each time they refuse your offer, their disposition will go down by 1 point.&lt;br /&gt;
* Commit a [[Oblivion:Crime#Crime|crime]] in sight of the NPC.  The magnitude of the effect depends upon the nature of the crime (assault: -10, trespass: -20, pickpocket: -25, murder: -50, stealing: -0.5*value in gold of the stolen item(s)). A crime committed against the witnessing NPC will have twice the effect of a crime committed against someone else (although the target of the crime must be someone liked by the witnessing NPC to have any effect).&lt;br /&gt;
* Joining guilds and being promoted within those guilds will decrease the disposition of certain NPCs.  In particular, guards have a -3/rank disposition modifier towards [[Oblivion:Thieves Guild|Thieves Guild]] members (but there is no such penalty for [[Oblivion:Dark Brotherhood|Dark Brotherhood]] membership).  There are also a few specific NPCs who dislike certain guilds.  One example is [[Oblivion:Ontus Vanin|Ontus Vanin]], who has a -5/rank disposition modifier towards [[Oblivion:Mages Guild|Mages Guild]] members.&lt;br /&gt;
* Most NPC dispositions will decrease as you become more [[Oblivion:Infamy|infamous]].  The disposition penalty depends upon the NPC [[Oblivion:responsibility|responsibility]].  For NPCs with high responsiblity (i.e., 100), you may lose 1 disposition point for every 2 points of infamy.  For NPCs with low responsiblity (i.e., 25), you may only lose 1 disposition point for every 16 points of infamy.  At even lower responsibliity (i.e, 10), you will instead ''gain'' disposition from infamy.  In all cases, the maximum disposition decrease is -20. &lt;br /&gt;
* Casting a [[Oblivion:Command Humanoid|Command Humanoid]] spell on an NPC will cause the NPC's disposition to decrease when the spell wears off.&lt;br /&gt;
* Be cautious when decreasing the disposition of NPCs.  If decreased too low (e.g., to 20 or lower), even normally friendly NPCs may attack you, depending upon their [[Oblivion:Aggression|Aggression]] score.&lt;br /&gt;
&lt;br /&gt;
{{Attributes}}&lt;/div&gt;</summary>
		<author><name>DKong27</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Random_Oblivion_World_2&amp;diff=865634</id>
		<title>Oblivion:Random Oblivion World 2</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Random_Oblivion_World_2&amp;diff=865634"/>
		<updated>2012-01-23T16:09:14Z</updated>

		<summary type="html">&lt;p&gt;DKong27: Undo revision 865263 by 98.83.204.132 (Talk) first person&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Oblivion World Summary&lt;br /&gt;
|altname=Random Oblivion World 2&lt;br /&gt;
|type=World&lt;br /&gt;
|cavesamount=1&lt;br /&gt;
|towersamount=7&lt;br /&gt;
|locationcode=Worldspace: OblivionRD002&amp;lt;br /&amp;gt;OblivionRD002Citadel&amp;lt;br /&amp;gt;OblivionRD002CitadelLava&amp;lt;br /&amp;gt;OblivionRD002CitadelLordB&amp;lt;br /&amp;gt;OblivionRD002Hall01&amp;lt;br /&amp;gt;OblivionRD002Hall02&amp;lt;br /&amp;gt;OblivionRD002Hall02Lava&amp;lt;br /&amp;gt;OblivionRD002LavaCave&amp;lt;br /&amp;gt;OblivionRD002Tower01Left&amp;lt;br /&amp;gt;OblivionRD002Tower01Right&amp;lt;br /&amp;gt;OblivionRD002Tower02Left&amp;lt;br /&amp;gt;OblivionRD002Tower02Right&amp;lt;br /&amp;gt;OblivionRD002Tower03Left&amp;lt;br /&amp;gt;OblivionRD002Tower03Right&lt;br /&gt;
|treasure=* 1 Boss [[Oblivion:Planes of Oblivion#Boss The Punished|The Punished]] inside the [[#Sigillum Sanguis|Sigillum Sanguis]].&amp;lt;br /&amp;gt;&lt;br /&gt;
* 1 Boss [[Oblivion:Planes of Oblivion#Boss Fleshy Pod Sack02|Fleshy Pod Sack02]] inside [[#The Fume Vaults|The Fume Vaults]].&amp;lt;br /&amp;gt;&lt;br /&gt;
* [[Oblivion:Hatreds Soul|Hatreds Soul]], [[Oblivion:Hatreds Soul Arrow|Hatreds Soul Arrows]] and [[Oblivion:Hatreds Heart|Hatreds Heart]] inside [[#The Embers of Hatred|The Embers of Hatred]].&lt;br /&gt;
|access=Gate outside [[Oblivion:Chorrol|Chorrol]] {{Map Link|x=-63444|y=84905}} (after [[Oblivion:Dagon Shrine|Dagon Shrine]] has been completed).&lt;br /&gt;
|image=OB-Img-OblivionWorld2.jpg&lt;br /&gt;
|imgdesc=First view of this Oblivion World.&lt;br /&gt;
|description=A large-sized World, and one of seven [[Oblivion:Planes of Oblivion#Random Worlds|randomly chosen Oblivion Worlds]].&lt;br /&gt;
}}&lt;br /&gt;
The [[Oblivion:Oblivion Gates|Oblivion gate]] in front of [[Oblivion:Chorrol|Chorrol]] always connects to this world.&lt;br /&gt;
&lt;br /&gt;
When you step out of the gate the main tower is directly in front of you, surrounded by six additional towers.  The main tower in this world is always the '''Portals of Natural Disaster'''. The peripheral towers are named after disasters.&lt;br /&gt;
&lt;br /&gt;
The surface of this world itself has relatively little loot.  However, there are a large number of plants to be harvested and creatures to be confronted.  If you really feel like exploring, there are also a large number of empty islands (no loot, creatures, or plants) that can be accessed if you can survive a brief swim through the lava.&lt;br /&gt;
&lt;br /&gt;
There is a hidden bonus area in this world containing two leveled weapons and some boss-level loot. The weapons are there even if you have already been through this world before, making it possible to acquire multiple copies of the leveled weapons.&lt;br /&gt;
&lt;br /&gt;
The hidden area is in the eighth tower, The Embers of Hatred, which is the collapsing tower directly to the north when you first come through the Oblivion gate. To get into the tower, though, you need to go through a hidden cave. Circle east of the tower, then head northwest, following the chain of islands. Some swimming in lava may be necessary to hop between the islands. On the northwestern-most island is a cave entrance that does ''not'' appear on your map; you will have to find it yourself. The door is in a cliff right next to the lava at the eastern side of that island and leads to The Fume Vaults. &lt;br /&gt;
__TOC__&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
== Exterior ==&lt;br /&gt;
{| style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
|[[Image:OB-Map-Key.png|thumb|150px|Key to Map]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:OB-Map-OblivionRD002.jpg|thumb|300px|Random Oblivion World 2]]&lt;br /&gt;
|}&lt;br /&gt;
You can walk straight to the main tower, but there is no ground level entrance to it. If you try to explore around the base of the tower, you will quickly discover that there are four war gates that would prevent you from accessing areas adjacent to the tower. Four of the peripheral towers can be accessed readily, while the entrances to '''Earthquake''' and '''Hurricane''' are behind the war gates.&lt;br /&gt;
&lt;br /&gt;
Each war gate is opened by a switch at the top of the adjacent, similarly named tower (although the gate controls in the towers are all mislabeled). There is also a door at the top of each tower but it does not really help you: it leads to a single level in the main tower, which only provides access to the four corner towers. Once you have opened at least one war gate, you will have to climb '''Earthquake''' or '''Hurricane'''; either of these two towers leads you into a new level of the main tower. Alternatively, once you use one of these four towers to make it to the Portals of Natural Disaster tower, you can just jump down a level to the Rending Halls door, provided your Acrobatics is high enough.&lt;br /&gt;
&lt;br /&gt;
If you're looking for a shortcut, the ground floor of Earthquake can be accessed directly after entering from the Oblivion Gate.  Head directly Southeast from the starting point and around the side of Tsunami(R1) opposite the war gate, climb a small hill, then drop down a small ledge on the South wall of Tsunami.  This places you directly behind the war gate at M.  The ground floor entrance to Earthquake is directly accessible from here.  Note that getting back out of this area is much more difficult, because this shortcut does not open the war gate.  However, this is not an issue if you're heading to the Sigil Stone to close the gate.&lt;br /&gt;
&lt;br /&gt;
'''Occupants:'''&lt;br /&gt;
* 10-29 [[Oblivion:Daedra|Daedra creatures]]&lt;br /&gt;
'''Treasure:'''&lt;br /&gt;
* 4 [[Oblivion:Planes of Oblivion#Fleshy Pod Bag|Fleshy Pod Bag]]&lt;br /&gt;
* 2 [[Oblivion:Planes of Oblivion#Fleshy Pod Ext|Fleshy Pod Ext]]&lt;br /&gt;
* 1 [[Oblivion:Planes of Oblivion#Fleshy Pod Sack|Fleshy Pod Sack]]&lt;br /&gt;
* 1 [[Oblivion:Planes of Oblivion#Fleshy Pod Hanging|Fleshy Pod Hanging]]&lt;br /&gt;
* 2 [[Oblivion:Planes of Oblivion#Fleshy Pod (Healing)|Fleshy Pod (Healing)]]&lt;br /&gt;
'''Traps:'''&lt;br /&gt;
* 11 [[Oblivion:Traps#Fire Turret|Fire Turrets]] at locations '''f''' on map&lt;br /&gt;
* 25 [[Oblivion:Traps#Land Mine|Land Mines]] at locations '''m''' on map&lt;br /&gt;
'''Doors and gates:'''&lt;br /&gt;
* There are 20 doors in/out of this zone &lt;br /&gt;
** 1 [[Oblivion:Oblivion Gate|Oblivion Gate]] (at '''OG''') leads to Tamriel&lt;br /&gt;
** 2 doors (at '''A''') lead to Eruption (L1)&lt;br /&gt;
** 2 doors (at '''B''') lead to Landslide (L3)&lt;br /&gt;
** 2 doors (at '''C''') lead to Tsunami (R1)&lt;br /&gt;
** 2 doors (at '''D''') lead to Tornado (R3) &lt;br /&gt;
** 2 doors (at '''E''') lead to Earthquake (L2)&lt;br /&gt;
** 2 doors (at '''F''') lead to Hurricane (R2)&lt;br /&gt;
** 6 doors (at '''G''') lead to Portals of Natural Disaster (M1)&lt;br /&gt;
** 1 door (at '''H''') leads to The Fume Vaults (B1)&lt;br /&gt;
* 1 Eruption gate (initially closed) at location '''J'''&lt;br /&gt;
* 1 Landslide gate (initially closed) at location '''K'''&lt;br /&gt;
* 1 Tornado gate (initially closed) at location '''L'''&lt;br /&gt;
* 1 Tsunami gate (initially closed) at location '''M'''&lt;br /&gt;
'''Plants:'''&lt;br /&gt;
* Plants are marked by yellow dots on map&lt;br /&gt;
** 57 [[Oblivion:Blood Grass|Blood Grass]] plants&lt;br /&gt;
** 22 [[Oblivion:Harrada|Harrada]] Root plants&lt;br /&gt;
** 28 [[Oblivion:Spiddal Stick|Spiddal Stick]] plants&lt;br /&gt;
'''Other:'''&lt;br /&gt;
* 2 Blood Fountains at locations '''b''' on map&lt;br /&gt;
&lt;br /&gt;
== {{Linkable Entry|Eruption}} ==&lt;br /&gt;
[[Image:OB-Map-OblivionRD002Tower01Left.jpg|thumb|right|173px|Eruption]]&lt;br /&gt;
One Daedra can be found on the lowest level of this tower. The usual Corpse Masher can also be found in this tower, which can bring you to one level higher. If you ascend the winding path to the top, you'll find two switches there. One will release the skeleton from the Torture Cage behind you, and the other will open the Eruption gate outside.&lt;br /&gt;
&lt;br /&gt;
'''Occupants:'''&lt;br /&gt;
* 1 Daedric occupant ([[Oblivion:Daedra|Daedra creatures]] or [[Oblivion:Dremora|Dremora]])&lt;br /&gt;
'''Doors and gates:'''&lt;br /&gt;
* There are two doors in/out of this zone&lt;br /&gt;
** 1 door (at '''A''', lowest level) leads outside&lt;br /&gt;
** 1 door (at '''B''', highest level) leads outside to the bridge to Portals of Natural Distaster (M1)&lt;br /&gt;
'''Other:'''&lt;br /&gt;
* 1 {{Sic|Landslide|Eruption}} Gate Control at location '''C''', highest level, on map&lt;br /&gt;
* 1 The Cage Master at location '''D''', highest level, on map&lt;br /&gt;
* 1 Magicka Essences at location '''m''' on map&lt;br /&gt;
&lt;br /&gt;
== {{Linkable Entry|Landslide}} ==&lt;br /&gt;
[[Image:OB-Map-OblivionRD002Tower03Left.jpg|thumb|right|173px|Landslide]]&lt;br /&gt;
There are no doors on the lowest level of this tower, so you will have to drop down (or call the Corpse Masher) to get there. At the bottom you can find a single Daedra and The Punished. If you ascend the tower to the top, you'll find one switch there, which will open the Landslide gate outside.&lt;br /&gt;
&lt;br /&gt;
'''Occupants:'''&lt;br /&gt;
* 1 Daedric occupant ([[Oblivion:Daedra|Daedra creatures]] or [[Oblivion:Dremora|Dremora]])&lt;br /&gt;
'''Treasure:'''&lt;br /&gt;
* 1 [[Oblivion:Planes of Oblivion#The Punished 01|The Punished 01]]&lt;br /&gt;
'''Doors and gates:'''&lt;br /&gt;
* There are two doors in/out of this zone&lt;br /&gt;
** 1 door (at '''A''', first level) leads outside&lt;br /&gt;
** 1 door (at '''B''', highest level) leads outside to the bridge to Portals of Natural Distaster (M1)&lt;br /&gt;
'''Other:'''&lt;br /&gt;
* 1 {{Sic|Eruption|Landslide}} Gate Control at location '''C''', highest level, on map&lt;br /&gt;
* 1 Magicka Essences at location '''m''' on map&lt;br /&gt;
&lt;br /&gt;
== {{Linkable Entry|Tsunami}} ==&lt;br /&gt;
[[Image:OB-Map-OblivionRD002Tower01Right.jpg|thumb|right|173px|Tsunami]]&lt;br /&gt;
One Daedra can be found on the lowest level of this tower. The usual Corpse Masher can also be found in this tower, which can bring you to one level higher. If you ascend the winding path to the top, you'll find one switch there. which will open the Tsunami gate outside.&lt;br /&gt;
&lt;br /&gt;
'''Occupants:'''&lt;br /&gt;
* 1 Daedric occupant ([[Oblivion:Daedra|Daedra creatures]] or [[Oblivion:Dremora|Dremora]])&lt;br /&gt;
'''Doors and gates:'''&lt;br /&gt;
* There are two doors in/out of this zone&lt;br /&gt;
** 1 door (at '''A''', lowest level) leads outside&lt;br /&gt;
** 1 door (at '''B''', highest level) leads outside to the bridge to Portals of Natural Distaster (M1)&lt;br /&gt;
'''Other:'''&lt;br /&gt;
* 1 {{Sic|Tornado|Tsunami}} Gate Control at location '''C''', highest level, on map&lt;br /&gt;
* 1 Magicka Essences at location '''m''' on map&lt;br /&gt;
&lt;br /&gt;
== {{Linkable Entry|Tornado}} ==&lt;br /&gt;
[[Image:OB-Map-OblivionRD002Tower03Right.jpg|thumb|right|173px|Tornado]]&lt;br /&gt;
There are no doors on the lowest level of this tower, so you will have to drop down (or call the Corpse Masher) to get there. At the bottom you can find a single Daedra and The Punished. If you ascend the tower to the top, you'll find two switches there. One will release the dead Mythic Dawn Guard from the Torture Cage behind you, and the other will open the Tornado gate outside.&lt;br /&gt;
&lt;br /&gt;
'''Occupants:'''&lt;br /&gt;
* 1 Daedric occupant ([[Oblivion:Daedra|Daedra creatures]] or [[Oblivion:Dremora|Dremora]])&lt;br /&gt;
'''Treasure:'''&lt;br /&gt;
* 1 [[Oblivion:Planes of Oblivion#The Punished 01|The Punished 01]]&lt;br /&gt;
* 1 dead [[Oblivion:Mythic Dawn Guard|Mythic Dawn Guard]] (with inventory)&lt;br /&gt;
'''Doors and gates:'''&lt;br /&gt;
* There are two doors in/out of this zone&lt;br /&gt;
** 1 door (at '''A''', first level) leads outside&lt;br /&gt;
** 1 door (at '''B''', highest level) leads outside to the bridge to Portals of Natural Distaster (M1)&lt;br /&gt;
'''Other:'''&lt;br /&gt;
* 1 {{Sic|Tsunami|Tornado}} Gate Control at location '''C''', highest level, on map&lt;br /&gt;
* 1 The Cage Master at location '''D''', highest level, on map&lt;br /&gt;
* 1 Magicka Essences at location '''m''' on map&lt;br /&gt;
&lt;br /&gt;
== {{Linkable Entry|Earthquake}} ==&lt;br /&gt;
[[Image:OB-Map-OblivionRD002Tower02Left.jpg|thumb|right|173px|Earthquake]]&lt;br /&gt;
One Daedra can be found on the lowest level of this tower. The usual Corpse Masher can also be found in this tower, which can bring you to one level higher. You have to ascend the winding path, where you can find the door leading outside to the Portals of Natural Disaster on the way. If you ascend to the top of the winding path you will only find a Blood Fountain there and possibly a Daedra.&lt;br /&gt;
&lt;br /&gt;
'''Occupants:'''&lt;br /&gt;
* 1-2 Daedric occupants ([[Oblivion:Daedra|Daedra creatures]] or [[Oblivion:Dremora|Dremora]])&lt;br /&gt;
'''Doors and gates:'''&lt;br /&gt;
* There are two doors in/out of this zone&lt;br /&gt;
** 1 door (at '''A''', lowest level) leads outside&lt;br /&gt;
** 1 door (at '''B''', mid level) leads outside to the bridge to Portals of Natural Distaster (M1)&lt;br /&gt;
'''Other:'''&lt;br /&gt;
* 1 Blood Fountain at location '''b''' on map&lt;br /&gt;
&lt;br /&gt;
== {{Linkable Entry|Hurricane}} ==&lt;br /&gt;
[[Image:OB-Map-OblivionRD002Tower02Right.jpg|thumb|right|173px|Hurricane]]&lt;br /&gt;
One Daedra can be found on the lowest level of this tower. The usual Corpse Masher can also be found in this tower, which can bring you to one level higher. You have ascend the winding path, where you can find the door leading outside to the Portals of Natural Disaster on the way. If you ascend to the top of the winding path you will only find a Blood Fountain there and a Daedra.&lt;br /&gt;
&lt;br /&gt;
'''Occupants:'''&lt;br /&gt;
* 2 Daedric occupants ([[Oblivion:Daedra|Daedra creatures]] or [[Oblivion:Dremora|Dremora]])&lt;br /&gt;
'''Doors and gates:'''&lt;br /&gt;
* There are two doors in/out of this zone&lt;br /&gt;
** 1 door (at '''A''', lowest level) leads outside&lt;br /&gt;
** 1 door (at '''B''', mid level) leads outside to the bridge to Portals of Natural Distaster (M1)&lt;br /&gt;
'''Other:'''&lt;br /&gt;
* 1 Blood Fountain at location '''b''' on map&lt;br /&gt;
&lt;br /&gt;
== {{Linkable Entry|Portals of Natural Disaster}} ==&lt;br /&gt;
[[Image:OB-Map-OblivionRD002Citadel.jpg|thumb|right|162px|Portals of Natural Disaster]]&lt;br /&gt;
This keep consists of five levels. One ground level and four upper levels. Unlike most [[Oblivion:Sigil Keep|Sigil Keeps]], you cannot enter the Portals of Natural Disaster at the ground level; there is no door. Instead you have to enter from one of the six bridges leading from the peripheral towers in this Oblivion World. But four of those bridges will lead to the second level, from which there is no path to the rest of the tower (you can find two The Punished there). Instead you have to enter the tower from one of the two bridges leading from Earthquake or Hurricane. That will land you on the first of the tower. From there you can enter the Rending Halls. &amp;lt;br /&amp;gt;&lt;br /&gt;
You can try to carefully jump down from the second level to the first, which makes a considerable shortcut.&lt;br /&gt;
&lt;br /&gt;
If you used the Rending Halls to descend to the ground level you will encounter several Daedra there. Two of The Punished can also be found here, so it might be worth the detour. The ground level itself is a dead end, you'll have to ascend the Rending Halls again.&lt;br /&gt;
&lt;br /&gt;
In the end, you must visit the Rending Halls to climb to the third level of the tower. You may encounter a few Daedra there, but little else than a ramp upwards to the door to the Corridors of Dark Salvation.&lt;br /&gt;
&lt;br /&gt;
The fourth level may contain a few Daedra. You can also find the two doors there that lead to the Sigillum Sanguis.&lt;br /&gt;
&lt;br /&gt;
'''Occupants:'''&lt;br /&gt;
* Ground level: 2-4 Daedric occupants ([[Oblivion:Daedra|Daedra creatures]] or [[Oblivion:Dremora|Dremora]])&lt;br /&gt;
* First level: 0-2 Daedric occupants&lt;br /&gt;
* Third level: 0-2 Daedric occupants&lt;br /&gt;
* Fourth level: 0-2 Daedric occupants&lt;br /&gt;
'''Treasure:'''&lt;br /&gt;
* 1 [[Oblivion:Planes of Oblivion#The Punished 01|The Punished 01]]&lt;br /&gt;
* 2 [[Oblivion:Planes of Oblivion#The Punished 02|The Punished 02]]&lt;br /&gt;
* 1 [[Oblivion:Planes of Oblivion#The Punished (Healing)|The Punished (Healing)]]&lt;br /&gt;
'''Traps:'''&lt;br /&gt;
* Falling in the pool of lava in the middle of the ground level will result in instant death.&lt;br /&gt;
* Touching the fire pillar in the middle of the room will result in instant death.&lt;br /&gt;
'''Doors and gates:'''&lt;br /&gt;
* There are fifteen doors in/out of this zone&lt;br /&gt;
** 4 doors (at '''A''', second level) lead outside to bridges to Eruption (L1), Landslide (L3), Tsunami (R1) and Tornado (R3)&lt;br /&gt;
** 2 doors (at '''B''', first level) lead outside to bridges to Earthquake (L2) and Hurricane (R2)&lt;br /&gt;
** 1 door (at '''C''', first level) leads to Rending Halls (M2)&lt;br /&gt;
** 2 doors (at '''D''', ground level) lead to Rending Halls (M2)&lt;br /&gt;
** 2 doors (at '''E''', third level) lead to Rending Halls (M2)&lt;br /&gt;
** 1 door (at '''F''', third level) leads to Corridors of Dark Salvation (M3)&lt;br /&gt;
** 1 door (at '''F''', fourth level) leads to Corridors of Dark Salvation (M3)&lt;br /&gt;
** 2 doors (at '''G''', fourth level) lead to Sigillum Sanguis (M4)&lt;br /&gt;
&lt;br /&gt;
=== {{Linkable Entry|Rending Halls}} ===&lt;br /&gt;
[[Image:OB-Map-OblivionRD002Hall01.jpg|thumb|right|262px|Rending Halls]]&lt;br /&gt;
You start out in a large room, where a few Daedra can be found. At your left and right you will find two corridors leading downstairs. Both corridors will lead you past Citadel Spikes to a door to the ground level of Portals of Natural Disaster. If you choose to go straight ahead, you have to ascend a long corridor that ends at a series of Citadel Guillotine Blades. You can try luring the possible Daedra behind the traps to you, and using the nearby Claw Switch to trap it under the Blades. &lt;br /&gt;
&lt;br /&gt;
You can find a small corridor left of you at the end that leads to a small room with two of The Punished and two doors leading to the third level of Portals of Natural Disaster.  &lt;br /&gt;
&lt;br /&gt;
'''Occupants:'''&lt;br /&gt;
* 2-5 Daedric occupants ([[Oblivion:Daedra|Daedra creatures]] or [[Oblivion:Dremora|Dremora]])&lt;br /&gt;
'''Treasure:'''&lt;br /&gt;
* 1 [[Oblivion:Planes of Oblivion#The Punished 01|The Punished 01]]&lt;br /&gt;
* 1 [[Oblivion:Planes of Oblivion#The Punished 02|The Punished 02]]&lt;br /&gt;
'''Traps:'''&lt;br /&gt;
* 4 [[Oblivion:Traps#Citadel Spikes|Citadel Spikes]] at locations '''s''' on map&lt;br /&gt;
* 3 [[Oblivion:Traps#Citadel Guillotine Blade|Citadel Guillotine Blades]] at locations '''E''' on map&lt;br /&gt;
* 2 [[Oblivion:Traps#Claw Switch|Claw Switches]] (activate Citadel Guillotine Blades) at locations '''F''' on map&lt;br /&gt;
'''Doors and gates:'''&lt;br /&gt;
* There are five doors in/out of this zone&lt;br /&gt;
** 1 door (at '''A''') leads to Portals of Natural Disaster, first level (M1)&lt;br /&gt;
** 2 doors (at '''B''') lead to Portals of Natural Disaster, ground level (M1)&lt;br /&gt;
** 2 doors (at '''C''') lead to Portals of Natural Disaster, third level (M1)&lt;br /&gt;
* 1 door (initially closed) at location '''D'''&lt;br /&gt;
'''Other:'''&lt;br /&gt;
* 1 Blood Fountain at location '''b''' on map&lt;br /&gt;
* 2 Magicka Essences at locations '''m''' on map&lt;br /&gt;
&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
=== {{Linkable Entry|Corridors of Dark Salvation}} ===&lt;br /&gt;
[[Image:OB-Map-OblivionRD002Hall02.jpg|thumb|right|183px|Corridors of Dark Salvation]]&lt;br /&gt;
There is little else to do in this zone then to use one of the corridors (left and right) to ascend all the way to the top of this zone. You will encounter a few Daedra on the way.&lt;br /&gt;
&lt;br /&gt;
'''Occupants:'''&lt;br /&gt;
* 3 Daedric occupants ([[Oblivion:Daedra|Daedra creatures]] or [[Oblivion:Dremora|Dremora]])&lt;br /&gt;
'''Doors and gates:'''&lt;br /&gt;
* There are two doors in/out of this zone&lt;br /&gt;
** 1 door (at '''A''') leads to Portals of Natural Disaster, third level (M1)&lt;br /&gt;
** 1 door (at '''A''') leads to Portals of Natural Disaster, fourth level (M1)&lt;br /&gt;
'''Other:'''&lt;br /&gt;
* 2 Magicka Essences at locations '''m''' on map&lt;br /&gt;
&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
=== {{Linkable Entry|Sigillum Sanguis}} ===&lt;br /&gt;
[[Image:OB-Map-OblivionRD002CitadelLordB.jpg|thumb|right|183px|Sigillum Sanguis]]&lt;br /&gt;
Ascend the ramp and pass through the opening to find yourself in the room that contains the Sigil Stone. Here you can find a few Dremora Mages. There are also two Magicka Essences, one Blood Fountain and a boss-level The Punished on the upper levels. Be careful if you are sneaking that the Dremora can spot you easier than that you're used to, due to the openess of the area. Once you have reached the top you can grab the Sigil Stone to close the Oblivion Gate.&lt;br /&gt;
&lt;br /&gt;
'''Occupants:'''&lt;br /&gt;
* 1 [[Oblivion:Dremora|Dremora]] Mage at location '''B''' on map (always best possible level)&lt;br /&gt;
* 2 Dremora Mages&lt;br /&gt;
'''Treasure:'''&lt;br /&gt;
* 1 boss-level [[Oblivion:Planes of Oblivion#Boss The Punished|The Punished]] at location '''C''', highest level, on map&lt;br /&gt;
* 1 random [[Oblivion:Sigil Stone|Sigil Stone]] at location '''S''', highest level, on map&lt;br /&gt;
'''Traps:'''&lt;br /&gt;
* Touching the fire pillar in the middle of the room will result in instant death.&lt;br /&gt;
'''Doors and gates:'''&lt;br /&gt;
* There are two doors in/out of this zone&lt;br /&gt;
** 2 doors (at '''A''') lead to Portals of Natural Disaster, fourth level (M1)&lt;br /&gt;
'''Other:'''&lt;br /&gt;
* 1 Blood Fountain at location '''b''' on map&lt;br /&gt;
* 2 Magicka Essences at locations '''m''' on map&lt;br /&gt;
&lt;br /&gt;
== {{Linkable Entry|The Fume Vaults}} ==&lt;br /&gt;
[[Image:OB-Map-OblivionRD002LavaCave.jpg|thumb|right|260px|The Fume Vaults]]&lt;br /&gt;
Once you enter the cave start heading south. Eventually you will reach the door to The Embers of Hatred. You can take a detour to the west. There you will find a pit of lava. You can actually jump into the pit and quickly swim north for a boss-level Fleshy Pod. Jumping out of the pit is actually much more difficult, as it requires a combination of [[Oblivion:Water Walking|Water Walking]] and high [[Oblivion:Acrobatics|Acrobatics]], not to mention the measures to combat the constant lava damage. Make sure you have saved before attempting to reach the Fleshy Pod.&lt;br /&gt;
&lt;br /&gt;
'''Occupants:'''&lt;br /&gt;
* 3 [[Oblivion:Daedra|Daedra creatures]]&lt;br /&gt;
* 0-1 Daedric occupants (Daedra creatures or [[Oblivion:Dremora|Dremora]])&lt;br /&gt;
'''Treasure:'''&lt;br /&gt;
* 1 boss-level [[Oblivion:Planes of Oblivion#Boss Fleshy Pod Sack02|Fleshy Pod Sack02]] at location '''C''' on map&lt;br /&gt;
* 1 [[Oblivion:Planes of Oblivion#Fleshy Pod Bag|Fleshy Pod Bag]]&lt;br /&gt;
'''Doors and gates:'''&lt;br /&gt;
* There are two doors in/out of this zone&lt;br /&gt;
** 1 door (at '''A''') leads outside&lt;br /&gt;
** 1 door (at '''B''') leads to The Embers of Hatred (B2)&lt;br /&gt;
'''Other:'''&lt;br /&gt;
* 5 (aggressive) [[Oblivion:Harrada|Harrada]] Root plants marked by yellow dots on map&lt;br /&gt;
&lt;br /&gt;
== {{Linkable Entry|The Embers of Hatred}} ==&lt;br /&gt;
[[Image:OB-Map-OblivionRD002CitadelLava.jpg|thumb|right|204px|The Embers of Hatred]]&lt;br /&gt;
The Embers of Hatred looks much like a Sigil Keep. You'll start at the ground level, where you are confronted by two Dremora Hatred Keepers, powerful Dremora. They both carry a key that you need to pass through doors in order to climb the tower. The lava in the center doesn't harm your character. Pass through the Halls of Dark Hate to ascend to a Runed Portal. This portal will teleport you to the highest level of the tower. There you can find two The Forbidden containing two unique weapons: [[Oblivion:Hatreds Heart|Hatreds Heart]] and [[Oblivion:Hatreds Soul|Hatreds Soul]] (including some unique arrows).&lt;br /&gt;
&lt;br /&gt;
'''Occupants:'''&lt;br /&gt;
* Ground level: 2 [[Oblivion:Dremora|Dremora]] Hatred Keepers at locations '''E''' on map&lt;br /&gt;
'''Treasure:'''&lt;br /&gt;
* 1 [[Oblivion:Hatreds Heart|Hatreds Heart]] inside The Forbidden at location '''F''' on map&lt;br /&gt;
* 1 [[Oblivion:Hatreds Soul|Hatreds Soul]] inside The Forbidden at location '''G''' on map&lt;br /&gt;
* 13 [[Oblivion:Hatreds Soul Arrow|Hatreds Soul Arrows]] inside The Forbidden at location '''G''' on map&lt;br /&gt;
* 1 [[Oblivion:Daedra Heart|Daedra Heart]] inside The Forbidden at location '''G''' on map&lt;br /&gt;
'''Doors and gates:'''&lt;br /&gt;
* There are three doors in/out of this zone&lt;br /&gt;
** 1 door (at '''A''') leads to The Fume Vaults (B1)&lt;br /&gt;
** 1 door (at '''B''', ground level; locked, needs [[Oblivion:Keys#The First Key of Dark Hate|The First Key of Dark Hate]]) leads to Halls of Dark Hate (B3)&lt;br /&gt;
** 1 door (at '''C''', first level; locked, needs [[Oblivion:Keys#The Second Key of Dark Hate|The Second Key of Dark Hate]]) leads to Halls of Dark Hate (B3)&lt;br /&gt;
'''Other:'''&lt;br /&gt;
* 1 Runed Portal (at '''D''', first level) that teleports you to the second level&lt;br /&gt;
* 1 Runed Portal (at '''D''', second level) that teleports you to the first level&lt;br /&gt;
&lt;br /&gt;
=== {{Linkable Entry|Halls of Dark Hate}} ===&lt;br /&gt;
[[Image:OB-Map-OblivionRD002Hall02Lava.jpg|thumb|right|176px|Halls of Dark Hate]]&lt;br /&gt;
There is little to do in this zone other than using one of the two corridors to ascend all the way to the top. Remember that you need both keys of the Dremora Hatred Keepers, found in The Embers of Hatred, in order to unlock the necessary doors.&lt;br /&gt;
&lt;br /&gt;
'''Doors and gates:'''&lt;br /&gt;
* There are two doors in/out of this zone&lt;br /&gt;
** 1 door (at '''A'''; locked, needs [[Oblivion:Keys#The First Key of Dark Hate|The First Key of Dark Hate]]) leads to The Embers of Hatred (B2)&lt;br /&gt;
** 1 door (at '''A'''; locked, needs [[Oblivion:Keys#The Second Key of Dark Hate|The Second Key of Dark Hate]]) leads to The Embers of Hatred (B2)&lt;br /&gt;
'''Other:'''&lt;br /&gt;
* 1 Blood Fountain at location '''b''' on map&lt;br /&gt;
* 2 Magicka Essences at locations '''m''' on map&lt;/div&gt;</summary>
		<author><name>DKong27</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Mazoga_the_Orc_(person)&amp;diff=865633</id>
		<title>Oblivion talk:Mazoga the Orc (person)</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Mazoga_the_Orc_(person)&amp;diff=865633"/>
		<updated>2012-01-23T16:08:38Z</updated>

		<summary type="html">&lt;p&gt;DKong27: remove second new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I take it you noticed the link on my new [[Oblivion:People]] page that linked to the quest instead of the NPC?  Was thinking we might have to start making Disambiguation pages, like on Wikipedia, but hopefully there shouldn't be too many other places where this happens.  The only other ones I can think of might be Azani Blackheart and Mannimarco, King of Worms...&lt;br /&gt;
&lt;br /&gt;
Another thing I just thought of is it might make sense to start an NPC template, kind of like the Place templates, with services offered, goods and spells sold (if applicable), related quests (both ones they start and ones they're involved in, with links to the quest pages of course), guild affiliations, maybe even a schedule so you can find them. --[[User:TheRealLurlock|TheRealLurlock]] 01:18, 5 July 2006 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Killing Mazoga ==&lt;br /&gt;
&lt;br /&gt;
After getting the key to the Lodge and becoming Knight-Errants, will it matter if I kill Mazoga (because I seem to have difficulties getting the latest Armor and weapons when reaching the required level) or is she just company? I am already in the Dark Brotherhood, and I could use the extra infamy since I can barely use Deepscorn Hollow. The latest armor is also a nice bonus.&lt;br /&gt;
: I've never done it myself, and would feel terribly guilty if I did, but there's no reason why you '''can't''' kill her. –[[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; 15:33, 19 February 2008 (EST)&lt;br /&gt;
::Okay thanks. I am a sadistic person when it comes to anyone that doesn't serve a purpose anymore, and combine that with jealousy because she will have Ebony in one level (where I walk around in Dwarven/Orcish and an Imperial Horseman helmet) and you quite literally get a deadly mix. I don't think that even '''if''' she would bring back Black bows for me to sell, that I could resist taking it. Generally, the only thing keeping me from having a completly evil character (probably a vampire too) is that I can't scare people into talking to me. Would get pretty boring I think. - [[User:Korunox|Korunox]] 18:56, 19 February 2008 (EST)&lt;br /&gt;
::: I just gave her a full set of permanent bound armor, then i stole her latest armor, and the her armor (the leveled set) keeps respawning in her inventory well shes wearing the permanent bound armour i gave her. (so every time she gets a better armour i look in her inventory and take it, well shes wearing the bound armour). Thats a good trick if you want the latest armour without killing her. Or you could just keep the permanent bound armour.&lt;br /&gt;
:::: I gave her a permanent bound sword and stole her Elven one, but 9 levels after, she still had her dwavern armor. I was level 18. When I didn't give her the bound sword, her armor leveled with me like normal. [[Special:Contributions/68.113.150.31|68.113.150.31]] 20:16, 18 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mazoga quest bug ==&lt;br /&gt;
&lt;br /&gt;
While doing the quest where you have to go to Fisherman's Rock, I got there before Mazoga and waited for her, then I talked to Mazoga when she got there, then she told me to get out of the way, after that she pulled out her sword and attacked the four bandits before speaking to them, then she killed all four and I had no option but to say that I killed the bandits when SHE killed them, and then it said she won't be very happy with me. Reloaded after and then didn't talk to her and the quest carried on as normal. [[User:Sutch|Sutch]] 17:33, 27 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I think I've figured out what sometimes causes this bug. Run to the camp, or fast travel to a location that's further away than the tower and run to the camp from there, just get there before Magoza. If there's a generic Bandit sleeping in a tent or walking around the camp kill him. It seems that when he attacks Magoza the Orc the other bandits join in.&lt;br /&gt;
:Independently confirmed before I read this.  I had this same problem. First attempt was a 5 on 2 fight.  The second time I had Mazoga wait, then was able to single out the bandit. Once he was dead I told Mazoga to follow again and the quest ran as intended.  Next time I'll check the camp before taking the first quest.  [[User:Kylerion|Kylerion]] 06:32, 19 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mazoga's Death ==&lt;br /&gt;
&lt;br /&gt;
After completing the quest, I left Leyawiin and came back, and Mazoga was dead at the gate! I didn't kill her, so what might've caused it? I know the AI in the game is a bit messed up (hence being able to create large street brawls), but who killed her? [[User:Successfully harvested cheese|Successfully harvested cheese]] 01:24, 6 July 2009 (UTC)&lt;br /&gt;
:It's difficult to say how she might have died.  She's not an essential NPC, so this kind of thing can happen quite often. –[[User:Eshe|Eshe]]&amp;lt;sup&amp;gt;[[User talk:Eshe|talk]]&amp;lt;/sup&amp;gt; 01:28, 6 July 2009 (UTC)&lt;br /&gt;
If I were you, i'de load a previous saved game where Mazoga the Orc IS Alive, and try KEEPING her alive. (Via restore health spells on touch/target, shield other spells, etc.). If this fails, I would simply try the quest at a higher level were Mazoga is in full Daedric Armor and is capable of single-handedly killing attackers, without help, before finishing, thus before she is CAPABLE Of dieing. As to what killed her, it could of been a number of things, but if you finished the quest ALREADY then i'de save periodically to prevent this in the future. [[User:Roleplayer242621|Roleplayer242621]] 22:19, 18 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mazoga's Death Continued ==&lt;br /&gt;
&lt;br /&gt;
I've been encountering a strange bug whenever entering Leyawiin Castle, that all the guards in the area surround and kill her within 60 seconds of entering. I have not yet started her related quest, yet it tells me that I have failed it because she is dead. I have tried reloading to earlier saves but the same thing happens each time. Is there a solution for this? [[Special:Contributions/24.236.136.82|24.236.136.82]] 06:31, 16 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Tips moved from article ==&lt;br /&gt;
&lt;br /&gt;
I removed these tips from the article as they definitely do not belong there; first tip is the usual &amp;quot;use-her-for-training&amp;quot;-tip, the second is a &amp;quot;follower&amp;quot; tip which seems a bit useless since she is not essential, and the third one makes very little sense.&lt;br /&gt;
* Once you complete both quests involving her, she is a great way to train combat. Simply attack her while in the [[Oblivion:White Stallion Lodge|White Stallion Lodge]] and she will fight back, providing a chance to increase [[Oblivion:Blade|Blade]], [[Oblivion:Blunt|Blunt]], [[Oblivion:Hand to Hand|Hand to Hand]], [[Oblivion:Marksman|Marksman]], [[Oblivion:Block|Block]], [[Oblivion:Heavy Armor|Heavy Armor]], [[Oblivion:Light Armor|Light Armor]], and [[Oblivion:Destruction|Destruction]]. She will never report you to the guards.&lt;br /&gt;
&lt;br /&gt;
* Mazoga also makes a very good companion. If you do not complete her quests you can bring her along to fight alongside you for quests unrelated to her own. While it can be difficult transporting her from one city to the next, she can make short work of most enemies that you come across. She will follow you no matter where you go and you can tell her to wait if things get too hot. Best of all she can heal herself, and if you notice at any point that her health is not increasing, simply rest/wait for a while and her health will return to normal.&lt;br /&gt;
&lt;br /&gt;
* Mazoga has no extra life, so she can die without the player being notified. If you cant find her, look in Rockmilk cave, and there will be her lifeless body lying on the floor. However, she will never go to Rockmilk cave if the player &amp;quot;tags along,&amp;quot; so be sure to give her regular visit to prolong her life.&lt;br /&gt;
If anybody thinks these tips belong somewhere, please add them - but they do not belong on the NPC article. --[[User:Krusty|Krusty]] 10:53, 19 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Perhaps mention Mazoga being a possible follower somewhere as some people may want to know this, but the other tips are not too valuable, so they can stay on the talk page. --[[User:Manic|Manic]] 12:07, 11 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Knight? ==&lt;br /&gt;
&lt;br /&gt;
Her class states she is indeed, a Marauder. I know she &amp;quot;insecurely&amp;quot; states she is a Knight. Which...confuses me. [[User:Shianni|Shianni]] 17:20, 2 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
: It's slightly confusing, but she's talking about having the ''title'' of knight, rather than the class. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 17:35, 2 February 2011 (UTC)&lt;br /&gt;
Ahh...I see. [[User:Shianni|Shianni]] 17:38, 2 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Assistance with Mazoga's gear! ==&lt;br /&gt;
&lt;br /&gt;
I found her later on then I previously did in other playthroughs. I see that she has: Orcish Cuirass, (MAYBE the following:Orcish greaves,Boots and Guantlets) a Glass Longsword and Elven Shield. I wonder if I could bribe her to max disposition, then use my staff of Tuin to effectively destroy her sword to where she will drop it for me to pick it up? Anyone who replies will be greatly appreciated. It seems no one gives a flying Wabbajack about me or my problems.....anyways, I think I will try it long before anyone gives a tip on it to me, so...I don't know.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;BY THE NINE DEVINES! ASSAULT! ASSAULT!&amp;quot;-good quote from random citizen...&lt;br /&gt;
&lt;br /&gt;
[[User:LukaSlayer13|LukaSlayer13]] 19:14, 16 May 2011 (UTC)&lt;br /&gt;
:That'll work, at least with her sword. If you disintegrate her armour, I don't think she will instantly unequip it, but it might get removed if you fast travel or leave her somewhere waiting for a while (allowing you to then pickpocket the armour from her). She will attack when you cast disintegrate on her, regardless of disposition, but you could either cast spells on her (like Command Humanoid) or just yield after having disintegrated her stuff.&lt;br /&gt;
&lt;br /&gt;
:It's probably not the best tactic if you want to remain good friends with her, but certainly doable. =) [[User:Weroj|Weroj]] 11:28, 12 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Perform the bound item glitch and reverse pickpocket the gear onto her. Exit the cell then wait then re-enter and she should be wearing the new gear making hers pickpocketable (If thats a word). --[[User:Manic|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Manic&amp;lt;/font&amp;gt;]] 11:38, 12 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Two Mazogas occupying the same space! ==&lt;br /&gt;
&lt;br /&gt;
I've encountered a bug where there are two Mazogas in one,&lt;br /&gt;
I got suspicious when she talked,&lt;br /&gt;
there was one mouth moving and there looked like there was one mouth that was not!&lt;br /&gt;
&lt;br /&gt;
I confirmed this by killing her and removing all of her items,&lt;br /&gt;
she still had a set of armor equipped but her loot-table was empty,&lt;br /&gt;
she also had her shield equipped,&lt;br /&gt;
and another shield was laying on the ground!&lt;br /&gt;
&lt;br /&gt;
Any ideas on how to fix this? [[User:Malmern|Malmern]] 17:05, 14 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== mazoga getting murdered? ==&lt;br /&gt;
&lt;br /&gt;
after i complete the sanguine quest and mazoga's two related quests, about 3 ingame months later, i come to visit the leyawiin countess for a thieves guild quest, and i witness 2 guards randomly attacking mazoga, and killing her. i did not step in because i feared being arrested, but now it seems i've lost an important character.&lt;br /&gt;
any tips on why the guards attacked her?&lt;/div&gt;</summary>
		<author><name>DKong27</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Allies_for_Bruma&amp;diff=860455</id>
		<title>Oblivion:Allies for Bruma</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Allies_for_Bruma&amp;diff=860455"/>
		<updated>2012-01-18T22:11:15Z</updated>

		<summary type="html">&lt;p&gt;DKong27: Undo revision 860444 by 130.156.22.254 (Talk) not quest specific&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Quests|Main Quest}}&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver=[[Oblivion:Jauffre|Jauffre]] at [[Oblivion:Cloud Ruler Temple|Cloud Ruler Temple]]&lt;br /&gt;
|Icon=OB-qico-AlliesforBruma.png&lt;br /&gt;
|Reward=Extra help for the [[Oblivion:Defense of Bruma|Defense of Bruma]]&lt;br /&gt;
|Fame=Depends, see [[Oblivion:Allies for Bruma#Fame|below]].&lt;br /&gt;
|Prev=[[Oblivion:Bruma Gate|Bruma Gate]]&lt;br /&gt;
|Next=&lt;br /&gt;
|Loc=[[Oblivion:Bruma|Bruma]], [[Oblivion:Anvil|Anvil]], [[Oblivion:Bravil|Bravil]], [[Oblivion:Cheydinhal|Cheydinhal]], [[Oblivion:Chorrol|Chorrol]], [[Oblivion:Imperial City|Imperial City]], [[Oblivion:Kvatch|Kvatch]], [[Oblivion:Leyawiin|Leyawiin]], [[Oblivion:Skingrad|Skingrad]]&lt;br /&gt;
|ID=MQ11&lt;br /&gt;
|AddAbove=&lt;br /&gt;
|AddBelow=&lt;br /&gt;
|Image=OB-quest-Allies for Bruma.jpg&lt;br /&gt;
|ImgDesc=Troops from all cities setting up camp in Bruma&lt;br /&gt;
|description=You are asked to bring in [[Oblivion:Bruma Allies|reinforcements]] for [[Oblivion:Bruma|Bruma]] from the other towns.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
This is an optional quest that can be done at any point after completing [[Oblivion:Bruma Gate|Bruma Gate]] and before starting [[Oblivion:Defense of Bruma|Defense of Bruma]].  You can also partially complete it - i.e. get aid sent from some, but not all of the cities. Once you have completed the Defense of Bruma, Allies for Bruma will be automatically marked completed in your journal, even if you did not recruit everyone.&lt;br /&gt;
# You are sent to request more troops for Captain Burd.&lt;br /&gt;
# He tells you to petition the other cities, the guilds, and the Elder Council to send temporary relief troops to Bruma.&lt;br /&gt;
# Go to each city and ask the count or countess of each for &amp;quot;Aid for Bruma&amp;quot;.&lt;br /&gt;
# After each city has provided aid, that city's troops will set up camp in Bruma.&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
===More Troops===&lt;br /&gt;
Jauffre tells you that the [[Oblivion:Daedra|Daedra]] are innumerable while the [[Oblivion:Bruma|Bruma]] town guard are not. He therefore asks you to go and petition the other cities in [[Oblivion:Cyrodiil|Cyrodiil]], the guilds and the [[Oblivion:Elder Council|Elder Council]] to send temporary relief [[Oblivion:Bruma Allies|troops]] to help close any [[Oblivion:Oblivion Gate|Oblivion Gates]] that open around town.&lt;br /&gt;
&lt;br /&gt;
===Cities===&lt;br /&gt;
Visit any or all of the cities marked by quest markers on your map and ask the count or countess for &amp;quot;Aid for Bruma&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If you visit the Imperial City, [[Oblivion:High Chancellor Ocato|High Chancellor Ocato]] will refuse to call in the legions as they are needed to maintain order in the other provinces.  Note that the moment you enter the Imperial Palace District, Ocato will start to move towards his quarters, which are past an unpickable locked door.  If this happens, move out of the Imperial Palace district, wait for an hour, then go back and head immediately for the palace.  Ocato should be just inside the main door when you enter.&lt;br /&gt;
&lt;br /&gt;
In [[Oblivion:Kvatch|Kvatch]], you must first complete the [[Oblivion:The Battle for Castle Kvatch|Battle for Castle Kvatch]] and then ask [[Oblivion:Savlian Matius|Savlian Matius]] for aid. If you previously did this quest, Savlian is still standing in the ruined castle. Even though the city is still burning, Savlian will send one anonymous &amp;quot;Kvatch Soldier&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
For each of the other six cities, the ruler will refuse to send aid until you close the Oblivion gate threatening their city; these gates all opened after you completed [[Oblivion:Dagon Shrine|Dagon Shrine]]. Enter each of the six Oblivion gates in turn, take the [[Oblivion:Sigil Stones|Sigil Stones]] to close them, then ask the counts or countesses of those cities to relocate guardsmen to [[Oblivion:Bruma|Bruma]]. They will be so glad that you closed the gates that they will give up a few soldiers and send them to Bruma.&lt;br /&gt;
&lt;br /&gt;
Note that when you talk to the ruler of those cities, the quest markers for all cities will disappear to be replaced by the quest marker for the specific Oblivion gate to close. Once the gate is closed and the count or countess agrees to send soldiers, the quest markers for all incomplete cities will re-appear.&lt;br /&gt;
&lt;br /&gt;
The table below outlines the details of each gate and the soldiers sent once the gate is closed:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=3|Gate Details&lt;br /&gt;
!colspan=3|Soldier Details&lt;br /&gt;
|-&lt;br /&gt;
!City&lt;br /&gt;
!Map Link&lt;br /&gt;
!Leads to World&lt;br /&gt;
!Soldiers Sent&amp;lt;ref&amp;gt;Each group of soldiers will set up a camp in Bruma just outside the castle once their count or countess sends them.&amp;lt;/ref&amp;gt;&lt;br /&gt;
!Editor ID&lt;br /&gt;
!FormID&lt;br /&gt;
|-&lt;br /&gt;
|[[Oblivion:Anvil|Anvil]]&lt;br /&gt;
|{{Map Link|x=-201746|y=-22675|label=Anvil Gate}}&lt;br /&gt;
|[[Oblivion:Random Oblivion World 7|Random Oblivion World 7]]&lt;br /&gt;
|2 Anvil Soldiers&lt;br /&gt;
|MQ11AnvilSoldier01&lt;br /&gt;
|00026EB4&lt;br /&gt;
|-&lt;br /&gt;
|[[Oblivion:Bravil|Bravil]]&lt;br /&gt;
|{{Map Link|x=71163|y=-26851|label=Bravil Gate}}&lt;br /&gt;
|[[Oblivion:Random Oblivion World 1|Random Oblivion World 1]]&lt;br /&gt;
|[[Oblivion:Viera Lerus|Viera Lerus]] (none if Viera is dead)&lt;br /&gt;
|VieraLerus&lt;br /&gt;
|0000A25C&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2 style=&amp;quot;vertical-align:top;&amp;quot;|[[Oblivion:Cheydinhal|Cheydinhal]]&amp;lt;ref&amp;gt;[[Oblivion:The Wayward Knight|The Wayward Knight]] will no longer be available after this gate is closed.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|rowspan=2 style=&amp;quot;vertical-align:top;&amp;quot;|{{Map Link|x=109192|y=96629|label=Cheydinhal Gate}}&lt;br /&gt;
|rowspan=2 style=&amp;quot;vertical-align:top;&amp;quot;|[[Oblivion:Planes of Oblivion#Non-random Worlds|Cheydinhal Oblivion World]]&lt;br /&gt;
|style=&amp;quot;border-bottom:none; padding-bottom:0; vertical-align:top;&amp;quot;|[[Oblivion:Ulrich Leland|Ulrich Leland]] (if you have not completed the quest [[Oblivion:Corruption and Conscience|Corruption and Conscience]])&lt;br /&gt;
|style=&amp;quot;border-bottom:none; padding-bottom:0; vertical-align:top;&amp;quot;|UlrichLeland&lt;br /&gt;
|style=&amp;quot;border-bottom:none; padding-bottom:0; vertical-align:top;&amp;quot;|000034CC&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border-top:none; padding-top:0;&amp;quot;|1 Cheydinhal Soldier&lt;br /&gt;
|style=&amp;quot;border-top:none; padding-top:0;&amp;quot;|MQ11CheydinhalSoldier01&lt;br /&gt;
|style=&amp;quot;border-top:none; padding-top:0;&amp;quot;|00026F0D&lt;br /&gt;
|-&lt;br /&gt;
|[[Oblivion:Chorrol|Chorrol]]&lt;br /&gt;
|{{Map Link|x=-63800|y=84699|label=Chorrol Gate}}&lt;br /&gt;
|[[Oblivion:Random Oblivion World 2|Random Oblivion World 2]]&lt;br /&gt;
|2 Chorrol Soldiers||MQ11ChorrolSoldier01||000270F6&lt;br /&gt;
|-&lt;br /&gt;
|[[Oblivion:Leyawiin|Leyawiin]]||{{Hover|{{Map Link|x=103972|y=-138997|label=Leyawiin Gate}}||[[Oblivion:Random Oblivion World 3|Random Oblivion World 3]]&lt;br /&gt;
|1 Leyawiin Soldier&lt;br /&gt;
|MQ11LeyawiinSoldier01&lt;br /&gt;
|00026F20&lt;br /&gt;
|-&lt;br /&gt;
|[[Oblivion:Skingrad|Skingrad]]&lt;br /&gt;
|{{Map Link|x=-51870|y=2677|label=Skingrad Gate}}&lt;br /&gt;
|[[Oblivion:Random Oblivion World 4|Random Oblivion World 4]]&lt;br /&gt;
|1 Skingrad Soldier&lt;br /&gt;
|MQ11SkingradSoldier01&lt;br /&gt;
|00026F25&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Fame==&lt;br /&gt;
The [[Oblivion:Fame|Fame]] point earnings for this quest are broken down like so:  for each city, you will get +1 fame at the moment that you grab the Sigil Stone and close the Oblivion gate. You'll get another +1 fame at the moment that you report to the Count(ess) and are promised a soldier.&lt;br /&gt;
* In Bravil, if [[Oblivion:Viera_Lerus|Viera Lerus]] is dead you do not get the count's +1 fame (you still get the +1 fame from closing the gate).&lt;br /&gt;
* In Kvatch, you get +1 fame when you talk to [[Oblivion:Savlian Matius|Savlian Matius]] for this quest.&lt;br /&gt;
* In Cheydinhal, you get +1 fame from the count for this quest.  This is in addition to the +1/+2 fame (or +2 infamy for killing [[Oblivion:Farwil Indarys|Farwil]]) that you get for completing [[Oblivion:The Wayward Knight|The Wayward Knight]] quest.  But just to be inconsistent, you '''do not''' get a fame point for closing this Oblivion Gate.&lt;br /&gt;
&lt;br /&gt;
So ''not'' including Oblivion Gates and ''not'' double-counting fame for related quests, the maximum fame from this quest is +7; the Oblivion Gates you will close as part of the quest give you an additional +5 fame, at the very most.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* You can close the gates before speaking with each count, but if multiple gates have appeared outside the city then speaking with the count beforehand will give you a quest arrow leading to the correct gate for the quest.&lt;br /&gt;
* Anvil, (possibly) Cheydinhal and Chorrol each provide two soldiers instead of just one, so if you are only going to get allies from a few cities, it is recommended that you include these.&lt;br /&gt;
*Although Jauffre suggests that you ask the guilds for help, there is no official way to get them to send troops for this quest.&lt;br /&gt;
*Any soldiers you decide not to recruit will be replaced in the battle by the [[Oblivion:Bruma Allies#Bruma Militia|Bruma Militia]], who wear less effective armor and are less accomplished fighters. Because of this they tend to get killed quite quickly during the next quest. Completing this quest is therefore advisable, even though it is optional.&lt;br /&gt;
*If [[Oblivion:Ulrich Leland|Ulrich Leland]] is not imprisoned (see [[Oblivion:Corruption and Conscience|Corruption and Conscience]]) you can ask him about ''Aid for Bruma''. The dialogue is identical to that of the soldiers at the [[Oblivion:Defense of Bruma|Defense of Bruma]], although Ulrich has no audio for it.&lt;br /&gt;
*After closing the Skingrad Oblivion Gate Janus will 'hint' at his condition, saying his kind doesn't make good slaves.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* If you have started but not finished the [[Oblivion:Vampire_Cure|Vampire Cure]] quest, you may be unable to secure Allies from Skingrad unless you manage to speak to Count Hassildor directly after closing the gate, as Hal-Liurz will refuse to talk about anything but the cure and so will not fetch the Count for you. If this happens, try waiting in the Castle Hall for a couple of hours - Hassildor should eventually come and find you himself.&lt;br /&gt;
** {{Pc22}} The [[Oblivion:console|console]] code &amp;lt;code&amp;gt;set MS40.HalliurzTravel to 0&amp;lt;/code&amp;gt; should cause Hal-Liurz to appear.&lt;br /&gt;
&lt;br /&gt;
== Journal Entries ==&lt;br /&gt;
{{Journal Entries&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Jauffre is worried that the Bruma Guard will not be able to defend Bruma from a full-scale attack by the Mythic Dawn and their daedric allies. He suggested that I try to obtain support from the other cities of Cyrodiil. Perhaps I can persuade the Elder Council in the Imperial City or the guilds to help as well.&lt;br /&gt;
| 20&lt;br /&gt;
|&lt;br /&gt;
| I spoke to the Countess of Anvil. She said she would be glad to send help, if only her own city wasn't threatened by an Oblivion Gate. I should close the gate outside Anvil and then talk to the Countess again.&lt;br /&gt;
| 21&lt;br /&gt;
| &lt;br /&gt;
| I spoke to the Countess of Anvil. She promised to send some of her best soldiers to help defend Bruma.&lt;br /&gt;
| 22&lt;br /&gt;
| &lt;br /&gt;
| I spoke to the Count of Skingrad. He said he would be glad to send help, if only his own city wasn't threatened by an Oblivion Gate. I should close the gate outside Skingrad and then talk to the Count again.&lt;br /&gt;
| 23&lt;br /&gt;
| &lt;br /&gt;
| I spoke to the Count of Skingrad. He promised to send some of his best soldiers to help defend Bruma.&lt;br /&gt;
| 24&lt;br /&gt;
| &lt;br /&gt;
| I spoke to the Countess of Chorrol. She said she would be glad to send help, if only her own city wasn't threatened by an Oblivion Gate. I should close the gate outside Chorrol and then talk to the Countess again.&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| I spoke to the Countess of Chorrol. She promised to send some of her best soldiers to help defend Bruma.&lt;br /&gt;
| 26&lt;br /&gt;
| &lt;br /&gt;
| I spoke to the Count of Bravil. He said he would be glad to send help, if only his own city wasn't threatened by an Oblivion Gate. I should close the gate outside Bravil and then talk to the Count again.&lt;br /&gt;
| 27&lt;br /&gt;
| &lt;br /&gt;
| I spoke to the Count of Bravil. He promised to send some of his best soldiers to help defend Bruma.&lt;br /&gt;
| 28&lt;br /&gt;
| &lt;br /&gt;
| I spoke to the Count of Leyawiin. He said cannot send aid to Bruma with an Oblivion Gate threatening his own city. I should close the gate outside Leyawiin and then talk to the Count again.&lt;br /&gt;
| 29&lt;br /&gt;
| &lt;br /&gt;
| I spoke to the Count of Leyawiin. He promised to send soldiers to help defend Bruma.&lt;br /&gt;
| 30&lt;br /&gt;
| &lt;br /&gt;
| I spoke to the Count of Cheydinhal. He said he would be glad to send help, if only his own city wasn't threatened by an Oblivion Gate. I should close the gate outside Cheydinhal and then talk to the Count again.&lt;br /&gt;
| 31&lt;br /&gt;
| &lt;br /&gt;
| I spoke to the Count of Cheydinhal. He promised to send some of his best soldiers to help defend Bruma.&lt;br /&gt;
| 32&lt;br /&gt;
| &lt;br /&gt;
| I spoke to Savlian Matius of the Kvatch guard. He would like to send help to Bruma, but he cannot spare the troops until the city is completely retaken from the daedra.&lt;br /&gt;
| 33&lt;br /&gt;
| &lt;br /&gt;
| Savlian Matius thanked me again for my help in retaking Kvatch, and promised to send whatever troops he could spare to help defend Bruma.&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| I closed the Oblivion Gate outside of Anvil. I should speak to the Countess about sending aid to Bruma now that Anvil is no longer directly threatened.&lt;br /&gt;
| 41&lt;br /&gt;
| &lt;br /&gt;
| I closed the Oblivion Gate outside of Skingrad. I should speak to the Count about sending aid to Bruma now that Skingrad is no longer directly threatened.&lt;br /&gt;
| 42&lt;br /&gt;
| &lt;br /&gt;
| I closed the Oblivion Gate outside of Chorrol. I should speak to the Countess about sending aid to Bruma now that Chorrol is no longer directly threatened.&lt;br /&gt;
| 43&lt;br /&gt;
| &lt;br /&gt;
| I closed the Oblivion Gate outside of Bravil. I should speak to the Count about sending aid to Bruma now that Bravil is no longer directly threatened.&lt;br /&gt;
| 44&lt;br /&gt;
| &lt;br /&gt;
| I closed the Oblivion Gate outside of Leyawiin. I should speak to the Count about sending aid to Bruma now that Leyawiin is no longer directly threatened.&lt;br /&gt;
| 45&lt;br /&gt;
| &lt;br /&gt;
| I closed the Oblivion Gate outside of Cheydinhal. I should speak to the Count about sending aid to Bruma now that Cheydinhal is no longer directly threatened.&lt;br /&gt;
| 50&lt;br /&gt;
| &lt;br /&gt;
| I spoke to Chancellor Ocato, the head of the Elder Council. He was unable to promise any soldiers from the Imperial Legions, since they are all tied down in the provinces fighting the daedric invasion. He suggested I ask the Counts and Countesses of Cyrodiil for help.&lt;br /&gt;
| 90&lt;br /&gt;
|&lt;br /&gt;
| The Countess of Bruma urged me to obtain any additional help that I can find. She fears that her troops will be overwhelmed before I can close the Great Gate.&lt;br /&gt;
| 95&lt;br /&gt;
| &lt;br /&gt;
| I have obtained allies from everyone that might help. Bruma is as well-defended as possible.&lt;br /&gt;
| 100&lt;br /&gt;
| fin&lt;br /&gt;
| {{Quest Comment|Empty Journal Entry, is only used to finish the quest after stage 95 has been reached.}}&lt;br /&gt;
}}&lt;br /&gt;
{{OB Journal Entries Notes}}&lt;br /&gt;
{{Quest Footer|Prev=[[Oblivion:Bruma Gate|Bruma Gate]]&lt;br /&gt;
|Up=[[Oblivion:Main Quest|Main Quest]]&lt;br /&gt;
|Next=[[Oblivion:Defense of Bruma|Defense of Bruma]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DKong27</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Keening&amp;diff=860290</id>
		<title>Skyrim talk:Keening</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Keening&amp;diff=860290"/>
		<updated>2012-01-18T18:57:43Z</updated>

		<summary type="html">&lt;p&gt;DKong27: /* Mortal Wound */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Mortal Wound==&lt;br /&gt;
It's not mentioned anywhere on the page, but when I equipped Keening I got the message &amp;quot;Mortal Wound Added&amp;quot;. It seemed to have a Drain effect on my health, which was lowered by 5 points. To be more specific, my health as listed in the Skills menu went from 340/340 to 335/335. It seems to me that it should rather be a constant damage, to simulate its effect in Morrowind, but of course I can't be sure. --[[User:DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;DKong27&amp;lt;/font&amp;gt;]] &amp;lt;sup&amp;gt;'''[[User_talk:DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Tk&amp;lt;/font&amp;gt;]] [[Special:Contributions/DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Ctr&amp;lt;/font&amp;gt;]] [[User:DKong27/Email|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Em&amp;lt;/font&amp;gt;]]''' &amp;lt;/sup&amp;gt; 16:57, 17 January 2012 (UTC)&lt;br /&gt;
:I cant get this to happen in my game. All my stats are the same and nothing shows up in my Active Effects. Did you finish the quest yet? &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; 17:05, 17 January 2012 (UTC)&lt;br /&gt;
::I can't reproduce it with my regular character too (already finished the associated quest). But adding the item via console to a level 1 character I get the message and effect when equipping Keening. Doesn't show up as active effect though. --[[User:Alfwyn|Alfwyn]] 17:11, 17 January 2012 (UTC)&lt;br /&gt;
:::It was after the quest. It did not show on my Active Effects page either. I'll see if I can check again...if I can remember which house I stored it in...--[[User:DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;DKong27&amp;lt;/font&amp;gt;]] &amp;lt;sup&amp;gt;'''[[User_talk:DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Tk&amp;lt;/font&amp;gt;]] [[Special:Contributions/DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Ctr&amp;lt;/font&amp;gt;]] [[User:DKong27/Email|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Em&amp;lt;/font&amp;gt;]]''' &amp;lt;/sup&amp;gt; 17:57, 17 January 2012 (UTC)&lt;br /&gt;
:::Edit: Huh, it didn't happen anymore. I'm afraid I don't have time for more testing at the moment. Later today I can, but now I have a dentist appointment. I have a hypothesis though: Perhaps it only applies that the first time it is equipped? Probably a script effect on it, which cannot be seen well until the Creation Kit comes out. This would explain why a new character would be affected and one already done with the quest not. --[[User:DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;DKong27&amp;lt;/font&amp;gt;]] &amp;lt;sup&amp;gt;'''[[User_talk:DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Tk&amp;lt;/font&amp;gt;]] [[Special:Contributions/DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Ctr&amp;lt;/font&amp;gt;]] [[User:DKong27/Email|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Em&amp;lt;/font&amp;gt;]]''' &amp;lt;/sup&amp;gt; 18:10, 17 January 2012 (UTC)&lt;br /&gt;
::::Looking at the script and testing with console commands, it looks like Keening loses the &amp;quot;Mortal Wound&amp;quot; ability, once [[Skyrim:Arniel's_Endeavor|MGRArniel04]] is finished. --[[User:Alfwyn|Alfwyn]] 19:43, 17 January 2012 (UTC)&lt;br /&gt;
:::::Hmm...I equipped it after, when I picked it back up after he disappeared. It may have been before the quest updated though, but I can't guarantee either way. --[[User:DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;DKong27&amp;lt;/font&amp;gt;]] &amp;lt;sup&amp;gt;'''[[User_talk:DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Tk&amp;lt;/font&amp;gt;]] [[Special:Contributions/DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Ctr&amp;lt;/font&amp;gt;]] [[User:DKong27/Email|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Em&amp;lt;/font&amp;gt;]]''' &amp;lt;/sup&amp;gt; 18:57, 18 January 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>DKong27</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:A_Knife_in_the_Dark&amp;diff=860266</id>
		<title>Oblivion talk:A Knife in the Dark</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:A_Knife_in_the_Dark&amp;diff=860266"/>
		<updated>2012-01-18T18:30:14Z</updated>

		<summary type="html">&lt;p&gt;DKong27: /* Killing Rufio with a spell */ reply&lt;/p&gt;
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&lt;div&gt;==Shrouded Armor==&lt;br /&gt;
What are the stats for the Shrouded Armor and Shrouded Hood? [[User:Yoppula|Yoppula]] 14:46, 26 February 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Shrouded Armor is based on a leather Cuirass, light armor, Weight 2.35, Health Points 440, Armor Rating 15, Fortifies Sneak, Illusion, Marksman, Blade and Acrobatics 8 points&lt;br /&gt;
:Shrouded Hood is based on a leather Helmet, light Armor, Weight 0.5, Health Points 80, Armor Rating 2.5, Fortifies Sneak, Illusion, Marksman, Blade and Acrobatics 2 points&lt;br /&gt;
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:Should these be present in a list somewhere, such as [[Oblivion:Specialty Gear|Specialty Gear]]? --[[User:JustTheBast|JustTheBast]] 15:07, 26 February 2007 (EST)&lt;br /&gt;
::Yes you really would think so, I suggest you add them ;o) [[User:Jadrax|Jadrax]] 15:15, 26 February 2007 (EST)&lt;br /&gt;
:::I was about to save them as an addition to [[Oblivion:Other Specialty Gear|Other Specialty Gear]], but stopped, when I realized those were all unenchanted items.  I've added them to [[Oblivion:Unique_Items#Unique_Full_Sets|Unique Items]] for now, but that doesn't seem right either, since others in the brotherhood use them as well, so they're not unique. --[[User:JustTheBast|JustTheBast]] 15:55, 26 February 2007 (EST)&lt;br /&gt;
::::Mmm, ok very good point. Are there nay other non-unique magic items like this? [[User:Jadrax|Jadrax]] 16:04, 26 February 2007 (EST)&lt;br /&gt;
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:::::It's not [[Oblivion:Leveled Items|leveled]], it's not [[Oblivion:Unique Items|unique]], it's not random either.  [[Oblivion:Non Random Loot|Non-Random Loot]] sounds like it should fit, but the page doesn't look like it.&lt;br /&gt;
&lt;br /&gt;
:::::There's also the Black Hand garb, which as far as I know still isn't anywhere.  Somewhere there's a discussion about that, which kind of hit the same problem: where do enchanted items go when they're not random loot but they're also not unique?  I doubt there are enough such items to justify having their own page.  I think a call just needs to be made as to whether they're a better match for [[Oblivion:Unique Items]] or [[Oblivion:Magic Items]] and then reword the introduction to whichever page is chosen to make it clear that items like these are also included.  This is something that's long overdue for being fixed, and I kind of feel like any type of decision is better than continuing to stall and not having the information available at all. --[[User:Nephele|Nephele]] 16:12, 26 February 2007 (EST)&lt;br /&gt;
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Well, [[Oblivion:Arena_Combatants#Light_Raiment|Arena Raiments]] Which are enchanted but not unique are on the site, but in a pretty odd place. [[User:Jadrax|Jadrax]] 16:14, 26 February 2007 (EST)&lt;br /&gt;
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Sorry, got distracted by vandals. Personally I think the place that's '''most useful and intuitive''' for these places is the [[Oblivion:Unique_Items#Unique_Full_Sets|Unique Items]] section, unless we totally [[Oblivion:Other Specialty Gear|Other Specialty Gear]] to be more than a list of redirects. I agree with [[User:Nephele|Nephele]] that making a new page dosent make any real sense, items are already pretty split up and hard to compare as is. This has the added benifits of you ahve already done it, so it mkust have seemed the best to you? [[User:Jadrax|Jadrax]] 16:28, 26 February 2007 (EST)&lt;br /&gt;
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:It looked like a list of items that were most similar to what I was trying to place, namely enchanted armor, that was neither leveled nor part of random loot.  It was only after I saved it, that I realized the set was not unique - only restricted to a very small list of NPCs.  I guess my first idea, to put it in among [[Oblivion:Other Specialty Gear|Other Specialty Gear]] like the Blades and Blackwood Armor would technically be more suited, but it would be the only enchanted set there, making integration awkward.&lt;br /&gt;
:Loosening the strictures of [[Oblivion:Unique Items|Unique Items]] is probably a better way to go, since this also allows the page to beacome a place to list other &amp;quot;homeless&amp;quot; items, like the arena raiments, etc. --[[User:JustTheBast|JustTheBast]] 16:55, 26 February 2007 (EST)&lt;br /&gt;
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== Lachance's range ==&lt;br /&gt;
&lt;br /&gt;
Can Lachance enter plug-in specific areas to welcome you to the Dark Brotherhood? E,g Dunbarrow Cove or the Wizard's tower? I know he doesn't function properly in the Shivering Isles, but does he in places for other plug-ins?&lt;br /&gt;
&lt;br /&gt;
: There shouldn't be any problems outside the SI. He could certainly enter the private quarters of Battlehorn Castle in my game.--[[User:LordDagon|LordDagon]] 08:57, 12 July 2008 (EDT)&lt;br /&gt;
== Easy Completion ==&lt;br /&gt;
&lt;br /&gt;
I didn't know it was possible, but I was able to complete this quest without ever killing Rufio. I simply went into the abandoned house in Cheydinhal and talked to Ocheeva - it finished the quest for me at that point. Does that always happen, or did I just hit a weird glitch? I think it should be added to the main page if more people than just myself can get this to happen.--[[User:Mikekearn|Mikekearn]] 04:07, 11 November 2007 (EST)&lt;br /&gt;
:Hm, nevermind, I figured out what happened. I have the PC version, and one of my mods lets you hold &amp;lt;shift&amp;gt; or &amp;lt;ctrl&amp;gt; to drop items in stacks or individually by bypassing the confirmation popups - this also can apparently &amp;quot;confirm&amp;quot; the answer to the question asked at the entrance, letting you in before you're supposed to be able to.--[[User:Mikekearn|Mikekearn]] 04:10, 11 November 2007 (EST)&lt;br /&gt;
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== Night Mother, there's a Murderer sleeping in my bed... ==&lt;br /&gt;
&lt;br /&gt;
To answer the burning question: &amp;quot;What would happen if Lucien recruited me while I was at his own home?&amp;quot; I initiated this quest by traveling to Fort Farrugut and spending an hour in Lucien's bed.&lt;br /&gt;
&lt;br /&gt;
The quest progressed in the normal manner, but when Lucien was finished speaking, he Chameleon-ized, walked but a short distance and came to a stop beside the rope ladder. There he waited, rebuffing any attempt at new conversation until my character left the chamber. Quickly returning down that ladder, I found that Lucien was gone.&lt;br /&gt;
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I have to assume that Lucien's AI package has him attempting to return to Fort Farragut from wherever he first recruits you, then disables him as soon as the two of you are a cell apart. All in all it's not a very interesting result, but it answers the question of just what he'll do if he comes to you while asleep— in his own bed![[User:Dark Spark|Dark Spark]] 23:31, 28 January 2008 (EST)&lt;br /&gt;
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== Door, door on the wall, will you let me in or not at all? ==&lt;br /&gt;
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After Lucien told me to go to the abandoned house to complete my quest, I went there but the door wouldn't talk to me. I mean, the door wouldn't ask me the question that should be answered by 'Sanguine, my brother'. Help please?&lt;br /&gt;
&lt;br /&gt;
:Nevermind, reloading fixed this error. I'm not sure how it happened, though, as it is not listed in the wiki. --[[User:Behemothzero|Behemothzero]] 04:55, 15 May 2008 (GMT+8)&lt;br /&gt;
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== I think this quest is an easter egg ==&lt;br /&gt;
&lt;br /&gt;
When I played this quest I could've sworn it was a Lord of the Rings easter egg. Maybe it's just a coincidence, but chapter 11 in the Fellowship of the Ring (book 1) is called &amp;quot;A Knife in the Dark.&amp;quot; In this chapter, the Ringwraiths go to an inn to kill the hobbits, kinda like when you go kill Rufio at an inn. Anyone agree?&lt;br /&gt;
&lt;br /&gt;
[[User:Goldbrand43|Goldbrand43]] 12:40, 10 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Yes, and that's already on the article. Although the chapter you refer to has the hobbits and Strider being attacked on Weathertop, not in an inn. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 13:12, 10 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I was just reading Fellowship of the Ring, I saw 'A Knife in The Dark' and jumped on my laptop so quick, thinking I was some kinda genius for dicsovering this... And it's already there. :( &amp;lt;font color=orange&amp;gt;[[User:Call999itsashark|call999itsashark]]&amp;lt;/font&amp;gt;&amp;lt;sup&amp;gt;  &amp;lt;font color=red&amp;gt;[[User_Talk:Call999itsashark|talk]]&amp;lt;/font&amp;gt; • &amp;lt;font color=green&amp;gt;[[Special:Emailuser/Call999itsashark|mail]]&amp;lt;/font&amp;gt;&amp;lt;/sup&amp;gt; 12:03, 13 August 2010 (UTC)&lt;br /&gt;
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== Rufio question? ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to complete this quest by killing rufio, sleeping in his bed to make Lucien Lachance appear and then going to the Sanctuary? If it is possible it means that the player can just kill Rufio without ever speaking to Lucien until he arrives telling the player to go to the Sanctuary. This would mean you only need to sleep once.--[[User:Repeater|Repeater]] 15:26, 19 April 2009 (EDT)&lt;br /&gt;
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Never mind I just found out he isn't part of the game until this quest starts--[[User:Repeater|Repeater]] 15:44, 19 April 2009 (EDT)&lt;br /&gt;
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== He does appear, edit needed ==&lt;br /&gt;
&lt;br /&gt;
I slept in the Inn of Ill Omen after the murder, and Lucien did appear. The article states that he won't. I didn't sleep in the Private Quarters though (I slept in one of the rooms upstairs after paying the owner). The article is either wrong, or you'll need to specify perhaps. [[User:SwedishBerzerker|SwedishBerzerker at youtube.com]] 13:27, 16 May 2009 (EDT)&lt;br /&gt;
: I've just deleted that note. In an unmodded game I tried sleeping both in the basement and in the main inn, and in each case, Lucien appeared. Although the script to make Lucien appear excludes the inn, it seems that doesn't work. –[[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; 15:07, 16 May 2009 (EDT)&lt;br /&gt;
:: I've just tried sleeping in the main part of the inn (after speaking to the owner about 'Bed') and Lucien refuses to appear. I may be missing other factors in his appearance. [[User:82.2.51.132|82.2.51.132]] 19:39, 16 May 2009 (EDT)&lt;br /&gt;
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== Toungue tied ==&lt;br /&gt;
&lt;br /&gt;
In my quest log it says ' I need to talk to Ocheeva ' and when I do it doesn't activate anything. I've tried talking to Vincente Valteri as he is the next person I would have to talk to. Is there any way that I can complete this quest???&lt;br /&gt;
&lt;br /&gt;
:If you're on the PC, you can use the console to advance the quest ie. &amp;lt;pre&amp;gt;setstage Dark01Knife 100&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Alternatively, and if you are on the PS3 or XBox, try using an older save in which you have not already started the quest. [[User:Jujimufu|Jujimufu]] 03:16, 15 November 2009 (UTC)Jujimufu&lt;br /&gt;
: She was supposed to talk to you as soon as you walk through the door. Don't know why this happened. --[[User:Darkheart|Darkheart]] 00:35, 18 November 2009 (UTC)&lt;br /&gt;
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== HEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEELP!!!!!!!!!!!!!!!!!!! ==&lt;br /&gt;
&lt;br /&gt;
lachance has no greeting or dialougue all during knife in the dark, forced throughj with console but wont allow me to say password or enter santuary&lt;br /&gt;
[[User:Scotty1215|Scotty1215]] 15:02, 27 February 2010 (UTC)&lt;br /&gt;
:Try COC &amp;quot;CheydinhalSanctuary&amp;quot;. --[[User:SerCenKing|SerCenKing]] &amp;lt;sup&amp;gt;[[User talk:SerCenKing|Talk]]&amp;lt;/sup&amp;gt; 18:00, 3 March 2010 (UTC)&lt;br /&gt;
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== For anyone who killed Lucien and still wants to join the Dark Brotherhood ==&lt;br /&gt;
&lt;br /&gt;
Ok so I am fairly new to this game and to this wiki so I apologise in advance if this is in the wrong place etc. I stupidly killed Lucien earlier on and searched everywhere on how to join the guild later in the game, but it seemed there was no way of doing so. But I just found a way! I used the console to advance through &amp;quot;A Knife in the Dark&amp;quot;, then entered the sanctuary also using the console. I then spoke to Vicente and obtained &amp;quot;A Watery Grave&amp;quot;, using the console again to advance through it then through the next quest, &amp;quot;Accidents Happen&amp;quot; (receiving my bonuses along the way :p). I spoke to Vicente again and although I wasn't previously part of the guild at all, he promoted me to Slayer and this now shows up in my journal! &lt;br /&gt;
&lt;br /&gt;
One note - before speaking to Vicente, some other members of the guild noticed I didn't belong there and were starting to threaten me, but after I got promoted this stopped. So if you try this workaround, don't hang around in the sanctuary too long before you are a part of the guild! ;) [[User:Purplesarah|Purplesarah]] 01:23, 28 May 2010 (UTC)&lt;br /&gt;
: Another method that could work would be to use the console to resurrect Lucien Lachance. You might run into some trouble later in the dark brotherhood questline if he is dead... Specifically when you are supposed to talk to him again. ;) -[[User:Weroj|Weroj]] 01:43, 28 May 2010 (UTC)&lt;br /&gt;
:: I saw on another forum that somebody tried this and it didn't work, I just tried this myself and couldn't get it to work either. Thanks for the advice though :) I'm still new to using the console so it could be an error on my part, either way if I get stuck in a later quest I'll try skipping through with the console again :) [[User:Purplesarah|Purplesarah]] 02:23, 28 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Freaky Floating Rufio ==&lt;br /&gt;
&lt;br /&gt;
I've seen multiple videos of this and done it myself. When you go into Rufio's room, you close the door behind you, or something. I dunno if it matters. But if you shoot Rufio if he's halfway through the doorway, he dies and freezes in midair. When you close the door, he falls.&lt;br /&gt;
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Think this should go on the page? Try it if you don't believe me.&lt;br /&gt;
&lt;br /&gt;
Sincerely, [[User:InvertedWalrus|InvertedWalrus]] 21:40, 31 August 2010 (UTC)&lt;br /&gt;
:I've actually also done this, but it needs investigation ony ''why'' it happens when it does. --&amp;lt;font color=purple&amp;gt;[[User:Arch-Mage Matt|''Arch-Mage Matt'']]&amp;lt;/font&amp;gt; &amp;lt;sup&amp;gt;[[Special:Contributions/Arch-Mage Matt|Did '''I''' Do That?]]&amp;lt;/sup&amp;gt; 21:41, 31 August 2010 (UTC)&lt;br /&gt;
:: Righto. TO THE FORUMS&lt;br /&gt;
::So, this means that it can't go up yet? --[[User:InvertedWalrus|InvertedWalrus]] 22:34, 31 August 2010 (UTC)&lt;br /&gt;
:::It shouldn't until we determain the cause. --&amp;lt;font color=purple&amp;gt;[[User:Arch-Mage Matt|''Arch-Mage Matt'']]&amp;lt;/font&amp;gt; &amp;lt;sup&amp;gt;[[Special:Contributions/Arch-Mage Matt|Did '''I''' Do That?]]&amp;lt;/sup&amp;gt; 00:12, 1 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== infamy ==&lt;br /&gt;
&lt;br /&gt;
The infamy point is rewarded on talking to Lucien after Rufio's death.&lt;br /&gt;
&lt;br /&gt;
I had wanted to let the infamy go to the Gray fox and put the hood on before talking to Ocheeva. After I had talked to her I noticed that I had gained an infamy point.&lt;br /&gt;
I was surprised, because I had assumed the point would be added on quest completion.&lt;br /&gt;
&lt;br /&gt;
My last save unfortunately was just after I had talked to Lucien, I slept in Rufio's bed to avoid sunlight, as Im a stage three vampire.&lt;br /&gt;
I know the point was not added after killing Rufio, before speaking to Lucien. &lt;br /&gt;
I checked my stats before sleeping in Rufios bed to summon Lachance, and only had a murder count added.&lt;br /&gt;
&lt;br /&gt;
I couldnt find this info on the quest page, and I suppose its useful information for people who want to avoid (or accumulate) infamy.&lt;br /&gt;
&lt;br /&gt;
Does this go in notes or the main article? &lt;br /&gt;
&lt;br /&gt;
--[[User:Merari|Merari]] 14:47, 6 November 2010 (UTC)&lt;br /&gt;
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: Good idea. It's definitely worth noting this for people trying to avoid the infamy. [[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; 10:31, 7 November 2010 (UTC)&lt;br /&gt;
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== Moved notes ==&lt;br /&gt;
&lt;br /&gt;
*The name of this quest is the same as a chapter in ''[http://en.wikipedia.org/wiki/The_Lord_of_the_Rings The Lord of the Rings]'' in which a ''[http://en.wikipedia.org/wiki/Nazg%C3%BBl Nazgûl]'' stabs Frodo with a poisoned blade.&lt;br /&gt;
*Rufio's health is only 1, and if you confront him he runs away to an adjacent room and stands still, cowering.  This makes him arguably the easiest kill in the game.&lt;br /&gt;
*It does not matter who (or what) kills Rufio; as long as he ends up dead you will be accepted into the Dark Brotherhood.&lt;br /&gt;
&lt;br /&gt;
I've been pruning the notes sections. Feel free to re-add these if you feel they are relevant/useful. --[[User:Alpha Kenny Buddy|AKB]] &amp;lt;sup&amp;gt;[[User_talk:Alpha_Kenny_Buddy|Talk]]&amp;lt;/sup&amp;gt; 06:26, 21 February 2011 (UTC)&lt;br /&gt;
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== A Glitch I  can find no mention of anywhere ==&lt;br /&gt;
&lt;br /&gt;
With my Breton Mage character I was pretty careful not to kill anyone &amp;quot;innocent,&amp;quot; even during combat, and in fact Lucien never visited me during the sleep. However, I recently discovered that he's standing still outside the Bravil Castle's gate and, if I talk to him, he starts this quest's dialogue. How can this be possible? O_o&lt;br /&gt;
Andrea {{uns|93.36.215.222|06:35, October 19, 2011}}&lt;br /&gt;
&lt;br /&gt;
:I have never encountered, or even heard of,that glitch before. It is probably just a once off glitch for any number of reasons. what console are you playing on, mods and using console commands can affect things like that. [[User:RIM|RIM]] 12:51, 19 October 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Another question: I recently noted, after spotting Lucien, that my murder count is 16. However, I'm sure that I've never killed an innocent NPC and that the Dark Brotherhood never approached me. How is it possible? Thanks for the explanation - Andrea {{uns|93.36.215.222|15:46, October 19, 2011}}&lt;br /&gt;
&lt;br /&gt;
:::I have no idea, maybe a glitch involving an un-patched game or using mods on PC is all I can think of. Are you sure it's murder, it could be just &amp;quot;people killed&amp;quot; stat.[[User:RIM|RIM]] 15:34, 20 October 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Killing Rufio with a spell ==&lt;br /&gt;
&lt;br /&gt;
''*STRANGE: When Rufio is killed physically (melee weapon, bow and arrow or bare hands), no bounty is incurred. However, killing him with Flare will always result in a bounty of 40, and somehow the woodland ranger knows just exactly where to find you.&lt;br /&gt;
''Further testing is needed to determine if killing Rufio with other spells will incur a bounty or not. {{unsigned|75.186.12.60}}&lt;br /&gt;
&lt;br /&gt;
Moved the above from the article for corroboration and further testing. --[[User:Gaebrial|Gaebrial]] 11:10, 18 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:From what I have experienced (before Skyrim came out :P) is that you cannot stealthily kill with magic. Any use of magic to kill will incur a bounty whether or not there is a witness. I first saw that in this quest as well, where I reloaded several times because I kept getting a bounty from magic. --[[User:DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;DKong27&amp;lt;/font&amp;gt;]] &amp;lt;sup&amp;gt;'''[[User_talk:DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Tk&amp;lt;/font&amp;gt;]] [[Special:Contributions/DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Ctr&amp;lt;/font&amp;gt;]] [[User:DKong27/Email|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Em&amp;lt;/font&amp;gt;]]''' &amp;lt;/sup&amp;gt; 18:30, 18 January 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>DKong27</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Keening&amp;diff=859194</id>
		<title>Skyrim talk:Keening</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Keening&amp;diff=859194"/>
		<updated>2012-01-17T18:10:14Z</updated>

		<summary type="html">&lt;p&gt;DKong27: /* Mortal Wound */ reply&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Mortal Wound==&lt;br /&gt;
It's not mentioned anywhere on the page, but when I equipped Keening I got the message &amp;quot;Mortal Wound Added&amp;quot;. It seemed to have a Drain effect on my health, which was lowered by 5 points. To be more specific, my health as listed in the Skills menu went from 340/340 to 335/335. It seems to me that it should rather be a constant damage, to simulate its effect in Morrowind, but of course I can't be sure. --[[User:DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;DKong27&amp;lt;/font&amp;gt;]] &amp;lt;sup&amp;gt;'''[[User_talk:DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Tk&amp;lt;/font&amp;gt;]] [[Special:Contributions/DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Ctr&amp;lt;/font&amp;gt;]] [[User:DKong27/Email|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Em&amp;lt;/font&amp;gt;]]''' &amp;lt;/sup&amp;gt; 16:57, 17 January 2012 (UTC)&lt;br /&gt;
:I cant get this to happen in my game. All my stats are the same and nothing shows up in my Active Effects. Did you finish the quest yet? &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; 17:05, 17 January 2012 (UTC)&lt;br /&gt;
::I can't reproduce it with my regular character too (already finished the associated quest). But adding the item via console to a level 1 character I get the message and effect when equipping Keening. Doesn't show up as active effect though. --[[User:Alfwyn|Alfwyn]] 17:11, 17 January 2012 (UTC)&lt;br /&gt;
:::It was after the quest. It did not show on my Active Effects page either. I'll see if I can check again...if I can remember which house I stored it in...--[[User:DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;DKong27&amp;lt;/font&amp;gt;]] &amp;lt;sup&amp;gt;'''[[User_talk:DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Tk&amp;lt;/font&amp;gt;]] [[Special:Contributions/DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Ctr&amp;lt;/font&amp;gt;]] [[User:DKong27/Email|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Em&amp;lt;/font&amp;gt;]]''' &amp;lt;/sup&amp;gt; 17:57, 17 January 2012 (UTC)&lt;br /&gt;
:::Edit: Huh, it didn't happen anymore. I'm afraid I don't have time for more testing at the moment. Later today I can, but now I have a dentist appointment. I have a hypothesis though: Perhaps it only applies that the first time it is equipped? Probably a script effect on it, which cannot be seen well until the Creation Kit comes out. This would explain why a new character would be affected and one already done with the quest not. --[[User:DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;DKong27&amp;lt;/font&amp;gt;]] &amp;lt;sup&amp;gt;'''[[User_talk:DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Tk&amp;lt;/font&amp;gt;]] [[Special:Contributions/DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Ctr&amp;lt;/font&amp;gt;]] [[User:DKong27/Email|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Em&amp;lt;/font&amp;gt;]]''' &amp;lt;/sup&amp;gt; 18:10, 17 January 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>DKong27</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Keening&amp;diff=859186</id>
		<title>Skyrim talk:Keening</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Keening&amp;diff=859186"/>
		<updated>2012-01-17T17:57:40Z</updated>

		<summary type="html">&lt;p&gt;DKong27: /* Mortal Wound */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Mortal Wound==&lt;br /&gt;
It's not mentioned anywhere on the page, but when I equipped Keening I got the message &amp;quot;Mortal Wound Added&amp;quot;. It seemed to have a Drain effect on my health, which was lowered by 5 points. To be more specific, my health as listed in the Skills menu went from 340/340 to 335/335. It seems to me that it should rather be a constant damage, to simulate its effect in Morrowind, but of course I can't be sure. --[[User:DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;DKong27&amp;lt;/font&amp;gt;]] &amp;lt;sup&amp;gt;'''[[User_talk:DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Tk&amp;lt;/font&amp;gt;]] [[Special:Contributions/DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Ctr&amp;lt;/font&amp;gt;]] [[User:DKong27/Email|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Em&amp;lt;/font&amp;gt;]]''' &amp;lt;/sup&amp;gt; 16:57, 17 January 2012 (UTC)&lt;br /&gt;
:I cant get this to happen in my game. All my stats are the same and nothing shows up in my Active Effects. Did you finish the quest yet? &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; 17:05, 17 January 2012 (UTC)&lt;br /&gt;
::I can't reproduce it with my regular character too (already finished the associated quest). But adding the item via console to a level 1 character I get the message and effect when equipping Keening. Doesn't show up as active effect though. --[[User:Alfwyn|Alfwyn]] 17:11, 17 January 2012 (UTC)&lt;br /&gt;
:::It was after the quest. It did not show on my Active Effects page either. I'll see if I can check again...if I can remember which house I stored it in...--[[User:DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;DKong27&amp;lt;/font&amp;gt;]] &amp;lt;sup&amp;gt;'''[[User_talk:DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Tk&amp;lt;/font&amp;gt;]] [[Special:Contributions/DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Ctr&amp;lt;/font&amp;gt;]] [[User:DKong27/Email|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Em&amp;lt;/font&amp;gt;]]''' &amp;lt;/sup&amp;gt; 17:57, 17 January 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>DKong27</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Keening&amp;diff=859153</id>
		<title>Skyrim talk:Keening</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Keening&amp;diff=859153"/>
		<updated>2012-01-17T16:57:19Z</updated>

		<summary type="html">&lt;p&gt;DKong27: new section - Mortal Wound&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Mortal Wound==&lt;br /&gt;
It's not mentioned anywhere on the page, but when I equipped Keening I got the message &amp;quot;Mortal Wound Added&amp;quot;. It seemed to have a Drain effect on my health, which was lowered by 5 points. To be more specific, my health as listed in the Skills menu went from 340/340 to 335/335. It seems to me that it should rather be a constant damage, to simulate its effect in Morrowind, but of course I can't be sure. --[[User:DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;DKong27&amp;lt;/font&amp;gt;]] &amp;lt;sup&amp;gt;'''[[User_talk:DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Tk&amp;lt;/font&amp;gt;]] [[Special:Contributions/DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Ctr&amp;lt;/font&amp;gt;]] [[User:DKong27/Email|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Em&amp;lt;/font&amp;gt;]]''' &amp;lt;/sup&amp;gt; 16:57, 17 January 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>DKong27</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Lost_Histories&amp;diff=857303</id>
		<title>Oblivion:Lost Histories</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Lost_Histories&amp;diff=857303"/>
		<updated>2012-01-15T20:58:54Z</updated>

		<summary type="html">&lt;p&gt;DKong27: Undo revision 857187 by 75.185.60.247 (Talk) what?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Quests|Thieves Guild}}&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver=[[Oblivion:S'Krivva|S'Krivva]] in [[Oblivion:Bravil|Bravil]]&lt;br /&gt;
|Icon=OB-qico-ThievesGuild.png&lt;br /&gt;
|Reward=400 gold&lt;br /&gt;
|Fame=Infamy +2&lt;br /&gt;
|ID=TG06Atonement&lt;br /&gt;
|Prev=[[Oblivion:Misdirection|Misdirection]], 400 gold fenced&lt;br /&gt;
|Next=[[Oblivion:Taking_Care_of_Lex|Taking Care of Lex]]&lt;br /&gt;
|Loc=[[Oblivion:Skingrad|Skingrad]]&lt;br /&gt;
|Image=OB-quest-Lost Histories.jpg&lt;br /&gt;
|ImgDesc=The plot thickens, as does the blood trail...&lt;br /&gt;
|description=Finish a job from which a [[Oblivion:Theranis|guildmate]] has not returned.&lt;br /&gt;
}}&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
#After fencing 400 gold in stolen items, talk to [[Oblivion:S'Krivva|S'Krivva]] &lt;br /&gt;
#Travel to Skingrad to locate the missing thief [[Oblivion:Theranis|Theranis]] and the book ''[[Oblivion:Lost Histories of Tamriel|Lost Histories of Tamriel]]''&lt;br /&gt;
#Follow Theranis' trail in Skingrad to Castle Skingrad's dungeon&lt;br /&gt;
#Discover Theranis' grisly fate&lt;br /&gt;
#Free a familiar face and retrieve the book&lt;br /&gt;
#Return to S'Krivva for your reward&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
===The Missing Thief===&lt;br /&gt;
After fencing items until you've received at least 400 gold from your illicit dealings, speak to [[Oblivion:S'Krivva|S'Krivva]] in [[Oblivion:Bravil|Bravil]]. She will tell you that another thief, [[Oblivion:Theranis|Theranis]], was sent to steal the book ''[[Oblivion:Lost Histories of Tamriel|Lost Histories of Tamriel]]'' from a wizard in Castle Skingrad.  You have to recover the book for the Gray Fox, with or without Theranis.&lt;br /&gt;
&lt;br /&gt;
Travel to Skingrad and talk to any of the beggars to discover that Theranis has been arrested after drunkenly bragging about stealing the book at a Skingrad tavern. You will have to get into Skingrad dungeon to talk to him.&lt;br /&gt;
&lt;br /&gt;
===Visit the Prisoner===&lt;br /&gt;
Upon travelling to Castle Skingrad and locating the dungeon it becomes obvious that talking to Theranis won't be a simple task. The door to the cells in the dungeon is locked and the guard posted outside cannot be bribed to gain access.  Raising the guard's disposition to get him to accept the bribe will not work.&lt;br /&gt;
&lt;br /&gt;
Talking to the guard will allow you to glean the information that Castle Skingrad's butler, [[Oblivion:Shum_gro-Yarug|Shum gro-Yarug]], is looking to hire staff.&lt;br /&gt;
&lt;br /&gt;
You now have several avenues available to gain access to the prisoner's cells:&lt;br /&gt;
*'''Live on the Wages of a Slop-Drudge''':  This is the method suggested by the quest.   After gaining the tip from the guard that the butler at Castle Skingrad is looking to hire staff, track him down and speak to him.  The butler, Shum gro-Yarug, is normally located in the Skingrad County Main Hall, however asking around at the castle will reveal he has a daily schedule he sticks to - he travels to the West Weald Inn at 10:00 AM and then to the Colovian Traders at 12:00 PM.&amp;lt;br&amp;gt;Once you speak to him about gaining a job at the castle, he will tell you his need to hire a new 'slop drudge' to feed the prisoners.  The pay is terrible, and he is genuinely surprised when you choose to accept the job.  Shum will indicate that you can choose to feed the prisoners at any time of the day, and that the guard in the dungeon will open the main door for you. Return to the dungeon and speak to the guard, using the new dialogue option indicating you are the new slop drudge.  The guard will grumble about having to open the door - wishing they would just give you a key - but will oblige, granting you access to the cells.&lt;br /&gt;
&lt;br /&gt;
*'''Break into Jail''':  Sneak or use magic to break into the dungeon.  You can also pickpocket the key from the dungeon guard (particularly easy if you follow the off-duty guard to his barracks and pickpocket him there).  If you fail, however, this method can backfire, for example by causing a fight that injures your cell mate.&lt;br /&gt;
&lt;br /&gt;
*'''Charm the Jail Guard''':  You can raise the disposition of the jail guard as high as possible, using some of the tips provided at the article on [[Oblivion:Disposition|Disposition]]. Work quickly, as the door will eventually re-lock itself.&lt;br /&gt;
&lt;br /&gt;
*'''Trojan Thief''': Get arrested and choose the go to jail option.  To intentionally get arrested, steal a cheap item from a guard.  You should stow away your items in a safe place before attempting this method—just remember to keep a lockpick with you.&lt;br /&gt;
&lt;br /&gt;
*'''Alternate Route''': You can get into the jail cells using the secret back entrance.  Enter the castle via the main hall. Pick the lock on the door to the dining hall area at the top of the main balcony in the alcove next to the long stairs that lead up to the Lord's Chambers. Go down into the basement through the pantry to the left (first door on the right).  At the end of the Wine Cellar hallway, next to a small bedroom, activate the candle on the right to expose the secret tunnel to the prison.&lt;br /&gt;
&lt;br /&gt;
===Inside Man===&lt;br /&gt;
Once you've gained access to the prisoner's cells, it quickly becomes obvious that Theranis is nowhere to be seen.  Only one prisoner is currently a guest of the dungeon, [[Oblivion:Larthjar_the_Laggard|Larthjar the Laggard]], a [[Oblivion:Nord|Nord]] hailing from Imperial City.&lt;br /&gt;
&lt;br /&gt;
Speak to Larthjar and you discover that a &amp;quot;[[Oblivion:Pale Lady|Pale Lady]]&amp;quot; takes prisoners from their cells regularly, and when they've been taken for a third time they don't return.  It seems Theranis has made his third journey with her days ago and she has now taken his [[Oblivion:Argonian|Argonian]] cell-mate. Larthjar indicates that the Argonian put up a struggle and he was bleeding when he was taken. &lt;br /&gt;
&lt;br /&gt;
Looking around the other cells you will notice that there is a trail of blood leading to a blank wall. A macabre 'trail of breadcrumbs'...&lt;br /&gt;
&lt;br /&gt;
===The Trail of Blood===&lt;br /&gt;
The trail of blood ends at the wall at the end of the passageway between the prisoner's cell.  Looking around the wall you will notice that the sconce to the right of the wall marked as a &amp;quot;Strange Candle&amp;quot; can be activated - opening a secret passage.&lt;br /&gt;
&lt;br /&gt;
Following the trail of blood through a roughly hewn tunnel will lead you to another wall, this time with a lever on the left.  Activating the lever opens the wall, leading back into the halls of Castle Skingrad.&lt;br /&gt;
&lt;br /&gt;
The trail of blood continues to the Skingrad wine cellar (the very one Shum gro-Yarug said he better not catch you in if you took the slop drudge job). The trail ends at a large wine cask - but logic dictates finding a switch to open yet another secret door.  Looking around the other wine cask to the right where blood is also present will allow you to find another 'strange candle' switch - activate this to open the wine cask.&lt;br /&gt;
&lt;br /&gt;
===The Pale Lady===&lt;br /&gt;
Following another short hewn passageway will lead you to the hidden chamber with the [[Oblivion:Pale_Lady|Pale Lady]] holding audience in her feeding room.  The Pale Lady will attack you on sight, so take her down quickly and watch out as you can contract [[Oblivion:Porphyric Hemophilia|porphyric hemophilia]] from her.  This is one of the few cases where you are allowed to kill someone while on a Thieves Guild quest; you do not receive any blood price penalty for killing the Pale Lady.&lt;br /&gt;
&lt;br /&gt;
Once the Pale Lady is dead, you can survey the surroundings and will notice the body of Theranis on the floor and an Argonian in a cell.  Looting Theranis' body will activate a quest message - but the book he had stolen is not on his corpse.&lt;br /&gt;
&lt;br /&gt;
Upon speaking to the Argonian prisoner you will discover it is your old acquaintance [[Oblivion:Amusei|Amusei]]! He shares with you his current 'adventures' and indicates that Theranis told him where he hid his 'special treasure'.  &lt;br /&gt;
&lt;br /&gt;
Amusei will agree to tell you where Theranis hid his treasure - which you assume to be the book - if you help him escape.&lt;br /&gt;
&lt;br /&gt;
Alternately, you could sneak behind the Pale Lady, pickpocket the key from her and free Amusei, assuming your sneak skill is high enough. You will want to have an invisibility on target or on touch spell in your inventory for the following to work. Use the spell on Amusei, then make yourself invisible and you can escape from the dungeon without bloodshed. If Amusei seems to get lost, don't worry. Just keep going to the objective marker and he'll reappear upon entering a new cell (when you see the loading screen).&lt;br /&gt;
&lt;br /&gt;
===Get Amusei to Freedom===&lt;br /&gt;
Open the portcullis on Amusei's cell using the [[Oblivion:Secret Cell Key|key]] from the Pale Lady and he will start following you. You have to get out of Castle Skingrad without being detected (sneaking), so check the time of day before starting out - it is best to attempt to escape at around 2 a.m., when all of the castle's inhabitants are asleep.&lt;br /&gt;
&lt;br /&gt;
Use the secret passage back to the wine cellar, turning right as you leave and exit using the door to the Castle proper which leads to the Dining Hall area. There may be people in the Dining Hall when trying to escape with Amusei, although this can be avoided by waiting until nightfall. Sneak by—using Invisibility/Chameleon as required depending on your sneak ability—when they are sitting at the table with their backs to the door, or you will get a 500 gold bounty.  If you don't commit any crimes (like killing guards), however, this bounty will be removed when you get to the safe point outside the castle and have met with Amusei (if he was not with you at the time). Proceed through the dining area to the door on the right.  This hall leads to another door leading back to the courtyard area.  If Amusei tends to run around to another door after you've gone through a locked door en route, try reverse pickpocketing the [[Oblivion:Skingrad Castle Key|Skingrad Castle Key]] onto him.  While you will then have to pick door locks, at least he will follow you rather than running a different route in front of a guard.&lt;br /&gt;
&lt;br /&gt;
Leave the castle grounds via the main gate and cross the bridge leading back to the path to Skingrad. The guard that is normally present at the archway to the bridge should be absent. Make sure you follow the actual path down the hillside towards town - don't shortcut down the hillside to the left as the quest flag may not update.&lt;br /&gt;
&lt;br /&gt;
Once you have received a quest update message indicating you and Amusei have successfully escaped, talk to Amusei and he will tell you that the 'treasure' is located &amp;quot;under a bush, behind Nerastarel's house, near a well&amp;quot;.  He will also admit he was going to retrieve it himself, but he owes you for bailing him out. It seems he is going to try his hand again at entering the Thieves Guild.&lt;br /&gt;
&lt;br /&gt;
===The Book Regained===&lt;br /&gt;
Locate Nerastarel's house in Skingrad, it is directly across from [[Oblivion:Skingrad_Map|Hammer and Tongs]]. Retrieve the book from behind the bush at the rear of the house, near the well as per Amusei's instructions. &lt;br /&gt;
&lt;br /&gt;
Return to S'Krivva with the book for a reward of 400 gold.&lt;br /&gt;
&lt;br /&gt;
==Blood Price==&lt;br /&gt;
Killing any of the following NPCs whilst this quest is active will require you to pay a blood price to S'Krivva:&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
* [[Oblivion:Hal-Liurz|Hal-Liurz]]&lt;br /&gt;
* [[Oblivion:Janus Hassildor|Janus Hassildor]]&lt;br /&gt;
* [[Oblivion:Larthjar the Laggard|Larthjar the Laggard]]&lt;br /&gt;
* [[Oblivion:Mercator Hosidus|Mercator Hosidus]]&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
* [[Oblivion:Rona Hassildor|Rona Hassildor]]&lt;br /&gt;
* [[Oblivion:Shum gro-Yarug|Shum gro-Yarug]]&lt;br /&gt;
* [[Oblivion:Skingrad Guard|Skingrad Guard]]&lt;br /&gt;
* [[Oblivion:Skingrad Jailor|Skingrad Jailor]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Most residents of [[Oblivion:Skingrad|Skingrad]] castle are included in the list of NPCs whose death will incur a Blood Price during this quest.  This is an issue for [[Oblivion:Mercator Hosidus|Mercator Hosidus]] in particular, who dies during the Mages Guild quest [[Oblivion:Ulterior Motives|Ulterior Motives]].&lt;br /&gt;
* If you have 100% [[Oblivion:Chameleon|Chameleon]] or an invisibility potion there is no need to worry about people spotting Amusei. People will yell that prisoners are escaping but they will make no attempts to stop you.&lt;br /&gt;
* If you lock Amusei in the secret passage (close it before he comes out) after you rescue him, you can escape without him. Then just wait an hour by where you two were supposed to meet up and he magically escapes without giving you the bounty of 500.&lt;br /&gt;
* Even if you are playing a female character, in your journal will appear &amp;quot;What does a guy have to do in this town to see the inside of the jail?&amp;quot; if you tried to bribe the jailor to see Theranis.&lt;br /&gt;
* It is highly inadvisable to undertake this quest while ''any'' other quest involving Count Hassildor is active, since he may track you down to advance the other quest while you are trespassing.&lt;br /&gt;
* The book does not exist until Amusei tells you where to look for it.&lt;br /&gt;
* An easier alternative to escape without much work is make sure you have enough gold to pay for the bounty and then choose the &amp;quot; Pay gold&amp;quot; option when the guard catches you. When ever you end up outside the castle Amusei will still be there with you. You may have to re-enter then re-exit the castle for the quest to move on.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* [[Oblivion:Shum gro-Yarug|Shum gro-Yarug]] may be the most likely candidate for &amp;quot;sudden NPC death&amp;quot;, because he tends to fall from the bridge. If you are playing on the PC version of the game and this happens to you, you can use the following console commands: {{Pre|&amp;lt;nowiki&amp;gt;prid 0002C466&lt;br /&gt;
resurrect 1&lt;br /&gt;
enable&amp;lt;/nowiki&amp;gt;}} If you are playing the Xbox 360 or PS3 version, you will have to use an alternate method to complete the quest, other than speaking to him.&lt;br /&gt;
** {{UOP}}&lt;br /&gt;
* Sometimes when leading [[Oblivion:Amusei|Amusei]] out of the prison, he will disappear. The game will still think he is following you however: you will still get fined 500 gold if a guard catches you and you will still get the journal update from reaching the point outside Skingrad. He will be nowhere to be found.  If you sleep in one of the prison beds, Amusei will reappear. Or, if you are arrested (if you got caught), after you pay the fine, Amusei will be right there, ready to tell you where to find the book.&lt;br /&gt;
** {{UOP}}&lt;br /&gt;
* If the guards attack you while breaking into the dungeon, and you free [[Oblivion:Larthjar_the_Laggard|Larthjar the Laggard]], he will help you fight the guards. If the guards defeat him, rather than dying, he may freeze in mid-air. {{verification needed}}&lt;br /&gt;
&lt;br /&gt;
==Journal Entries==&lt;br /&gt;
{{Journal Entries&lt;br /&gt;
|0||&lt;br /&gt;
|5||{{Quest Comment|Set to determine if Larthjar is rescued}}&lt;br /&gt;
|7||{{Quest Comment|Set quest target for Shum gro-Yarug}}&lt;br /&gt;
|8||A beggar reminded me that S'krivva can be found at the Lonely Suitors Lodge and at the Arena. I'll need to speak with her to see if there are any special {{sic|Thievs|Thieves}} Guild assignments available.&lt;br /&gt;
|10||S'krivva of the Thieves Guild has asked me to find out what happened to the thief named Theranis. He was sent to steal a book entitled Lost Histories of Tamriel from the wizard in Castle Skingrad. My job is to recover the book. S'krivva doesn't care if Theranis delivers it to her or I do.  I'm getting 400 gold coins either way.&lt;br /&gt;
|15||I discovered that Theranis was arrested. It seems he was found in a tavern, drunk and bragging about stealing something from Castle Skingrad. The Captain of the Skingrad Guard overheard him and arrested him. I'm going to have to break into the dungeon if I want to speak to Theranis.&lt;br /&gt;
|20||I tried to bribe my way into the jail to see Theranis, but the jailor is too honest. Either that or he is terrified of Count Hassildor. It's too bad I can't get a job in the castle. What does a guy have to do in this town to see the inside of the jail? Get arrested?&lt;br /&gt;
|25||It seems that the butler, Shum gro-Yarug, is hiring up at Castle Skingrad. Penetrating the castle would be much easier if I had that job.&lt;br /&gt;
|30||I got myself hired as a servant in Castle Skingrad. I only have access to the Great Keep, but that should help. Shum gro-Yarug says that the jailors will open the prison door for me. Now I just have to find Theranis.&lt;br /&gt;
|40||The only prisoner in Castle Skingrad's jail is Larthjar. He told me that the Pale Lady, whoever she is, took Theranis days ago. I don't like the sound of that. There was an Argonian prisoner in the same cell as Theranis. Apparently he was also taken by the Pale Lady just a couple of hours ago. The Argonian put up quite a struggle and was bleeding. It's the only clue I've got right now. I'd better follow it.&lt;br /&gt;
|45||Theranis is dead. I found his body in the secret chamber with Amusei and the Pale Lady.&lt;br /&gt;
|50||The Argonian in the cell with Theranis turned out to be Amusei! Before he died, Theranis told Amusei where he hid a special treasure, which I assume is the book. If I can get him out of here, Amusei will tell me where the book is hidden. Of course being seen helping a known prisoner to escape is a crime. I'll have to avoid the guards in the castle.&lt;br /&gt;
|51||Amusei and I escaped from Castle Skingrad. Let's see if he will keep his word and tell me about the book.&lt;br /&gt;
|52||Amusei was grateful for being saved from the Pale Lady and told me where to find the book. It is under a bush, behind Nerastarel's house, near a well.&lt;br /&gt;
|60||I have the Lost Histories of Tamriel. Now all I have to do is return it to S'krivva in Bravil.&lt;br /&gt;
|65||{{Quest Comment|Amusei joins the Thieves Guild and moves to the Imperial City}}&lt;br /&gt;
|70|fin|S'krivva has rewarded me for recovering Lost Histories of Tamriel.&lt;br /&gt;
|100||&lt;br /&gt;
|!|Blood Price|TG06BloodPrice&lt;br /&gt;
|60||I have killed someone while trying to the Lost Histories of Tamriel. I've been warned that I'll have to pay a blood price if I want to stay in the Thieves Guild. I can pay S'krivva.&lt;br /&gt;
|61||S'krivva has kicked me out of the Thieves Guild for killing someone while recovering Ahdarji's ring. The only way I can get back into the guild is to pay a blood price of 1000 gold coins for each person I killed. I can pay  S'krivva.&lt;br /&gt;
|65|fin|When I paid the blood price, S'krivva restored my standing with the Thieves Guild.&lt;br /&gt;
}}&lt;br /&gt;
{{OB Journal Entries Notes}}&lt;br /&gt;
{{Quest Footer|Prev=[[Oblivion:Misdirection|Misdirection]]|Up=[[Oblivion:Thieves Guild|Thieves Guild]]|Next=[[Oblivion:Taking Care of Lex|Taking Care of Lex]]}}&lt;/div&gt;</summary>
		<author><name>DKong27</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:World_Interactions&amp;diff=845666</id>
		<title>Skyrim:World Interactions</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:World_Interactions&amp;diff=845666"/>
		<updated>2012-01-05T21:08:12Z</updated>

		<summary type="html">&lt;p&gt;DKong27: Undo revision 845447 by 74.89.244.157 (Talk) undo arrow to knee&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Quests}} {{#addtotrail:Activities|separator=' / '}}[[Category:Skyrim-Activities]]&lt;br /&gt;
'''World interactions''' are random events that can occur as you explore Skyrim.  Some of these are just events that you can witness.  Others are just dialogues that you can engage in with passers-by.&lt;br /&gt;
&lt;br /&gt;
== Interactions with Objectives ==&lt;br /&gt;
A few world interactions are events that you can participate in; these events cause objectives to be added to your journal.  Those interactions are:&lt;br /&gt;
* {{Quest Link|Buy Dwarven artifact}}&lt;br /&gt;
* {{Quest Link|An enemy's gratitude}}&lt;br /&gt;
* {{Quest Link|Magic Student}}&lt;br /&gt;
* {{Quest Link|Scare my Enemy}}&lt;br /&gt;
* {{Quest Link|Shout - learn about word wall}}&lt;br /&gt;
* {{Quest Link|Wizard Duel}}&lt;br /&gt;
&lt;br /&gt;
* Games&lt;br /&gt;
** {{Quest Link|Hide and Seek}}&lt;br /&gt;
** {{Quest Link|Tag, you're it!}}&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
Interactions that are the result of player's previous actions where NPCs hire thugs or the Dark Brotherhood to teach you a lesson:&lt;br /&gt;
* {{Quest Link|Steal, Thugs hunt player}}&lt;br /&gt;
* {{Quest Link|Revenge, Hired Thugs}}&lt;br /&gt;
&lt;br /&gt;
== Other Random Events ==&lt;br /&gt;
Small events that don't add journal entries:&lt;br /&gt;
* Be attacked by Thalmor Justicars with an [[Skyrim:Justiciar Execution Order|Justiciar Execution Order]] for you, (See Thalmor [[Skyrim:Justicar|Justicar]]).&lt;br /&gt;
* Save a merchant from bandits.&lt;br /&gt;
* Rescue a prisoner from either an Imperial or Thalmor convoy, (It is optional if you want to either free the prisoner or let them take him away).&lt;br /&gt;
* Mercenary going to random cave or Giant camp to clear it, pay him or convince him to get a new map location.&lt;br /&gt;
* Nobleman with escort.&lt;br /&gt;
* Farmer takes a cow to be sacrificed for giants.(Sometimes the cow appears spectral, likely a bug)&lt;br /&gt;
* Vigilants of Stendarr combating a powerful vampire or necromancers.&lt;br /&gt;
* Two wizards duel each other (normally a fire mage and an ice mage).&lt;br /&gt;
* Lone wandering giant attacked by a pack of wolves (maybe random/levelled animals).&lt;br /&gt;
* A fugitive running up to you and handing you a random piece of enchanted equipment, shortly followed by another peson, presumably the original owner of the equipment, who asks about this encounter.&lt;br /&gt;
* A dead conjurer and the atronach that killed them.&lt;br /&gt;
* A group of three [[Skyrim:Reveler|drunks]] who will offer you some [[Skyrim:Honningbrew Mead|Honningbrew Mead]].&lt;br /&gt;
* A pair of bandits hovering over a dead body without any clothes.&lt;br /&gt;
* A skooma dealer who will offer to sell some to you, will attack if you threaten to turn him in.&lt;br /&gt;
* A frightened woman runs up to you and tells about how she was captured by bandits, she is lost and asks where the nearest city is, you tell her where it is and then she runs off.&lt;br /&gt;
* An [[Skyrim:Old Orc|old orc]] standing over two dead sabre cats is waiting for 'a good death' (he wants to fight to the death, you're not forced into this fight).&lt;br /&gt;
* A hunter who was bitten by a vampire and asks for a cure, also telling you where those vampires are located.&lt;br /&gt;
* [[Skyrim:M'aiq the Liar|M'aiq the Liar]] who will say one or two interesting things.&lt;br /&gt;
* A [[Skyrim:Stray_Dog|stray dog]] trying to fight off two wolves.&lt;br /&gt;
* Two Imperial nobles, [[Skyrim:Plautis Carvain|Plautis Carvain]], his wife, [[Skyrim:Salonia Carvain|Salonia Carvain]], and their bodyguard are traveling to [[Skyrim:Solitude|Solitude]] to attend a wedding.&lt;br /&gt;
* A Nord farmer walking to [[Skyrim:Windhelm|Windhelm]] with plans of joining the [[Skyrim:Stormcloaks|Stormcloaks]].&lt;br /&gt;
* A Dunmer farmer walking to Solitude with plans of joining the [[Skyrim:Imperial Legion|Imperial Legion]].&lt;br /&gt;
* Three [[Skyrim:Soldier|Soldiers]] in Legion uniforms confront you as highwaymen, sometimes offering you to pay them &amp;quot;tax&amp;quot; to be left alone. Usually found standing by three dead, naked imperials, possibly the former owners of the Legion uniforms.&lt;br /&gt;
* A dead woman whose body holds a [[Skyrim:Corpse Note|Corpse Note]] describing her plight.  Two bandits, one of which holds the pendant mentioned in the note (a random enchanted necklace) will be nearby.&lt;br /&gt;
* A thief approaching you and demanding your possessions unless you fight. (If you are a member of the Thieves Guild, an extra dialogue option shows up. If you select this, the thief backs down without a fight, stating that he remembers you from the Ragged Flagon.)&lt;br /&gt;
* A crazed old woman asking you to use the [[Skyrim:Wabbajack|Wabbajack]] on her (only after obtaining Wabbajack)&lt;br /&gt;
* A thief attempting to pick a lock and break into a house (confirmed occurrence at Riverwood Trader).&lt;br /&gt;
* A thief approaching you and handing over your &amp;quot;cut&amp;quot; (after becoming a member of the Nightingales).&lt;br /&gt;
* A horse found standing alone in the wilderness. Taking it is counted as stealing the horse.&lt;br /&gt;
* Two bandits fighting a saber cat&lt;br /&gt;
* A burned out wagon with two dead horses in the centre of a circle of scorched ground.&lt;br /&gt;
* A 'scavenger' (that's his title) hanging around some dead bodies, some without clothes. will fight you on sight&lt;br /&gt;
* A single hostile mage with leveled equipment named after its race (example: a breton would be named &amp;quot;Breton&amp;quot; and a nord &amp;quot;Nord&amp;quot;)&lt;/div&gt;</summary>
		<author><name>DKong27</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=User_talk:75.74.47.253&amp;diff=819517</id>
		<title>User talk:75.74.47.253</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=User_talk:75.74.47.253&amp;diff=819517"/>
		<updated>2011-12-16T18:58:35Z</updated>

		<summary type="html">&lt;p&gt;DKong27: Warning&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Warning ==&lt;br /&gt;
&lt;br /&gt;
{{Warning|1=Please do not add nonsense or obscenities to UESPWiki, as it is considered to be '''[[UESPWiki:Vandalism|vandalism]]'''. If you continue to abuse your editing privileges, this IP address will be '''[[UESPWiki:Blocking Policy|blocked]]''' from editing. Please consider improving the work of others, not harming it. —[[User:DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;DKong27&amp;lt;/font&amp;gt;]] &amp;lt;sup&amp;gt;'''[[User_talk:DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Tk&amp;lt;/font&amp;gt;]] [[Special:Contributions/DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Ctr&amp;lt;/font&amp;gt;]] [[User:DKong27/Email|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Em&amp;lt;/font&amp;gt;]]''' &amp;lt;/sup&amp;gt; 18:58, 16 December 2011 (UTC)}}&lt;/div&gt;</summary>
		<author><name>DKong27</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:The_Horn_of_Jurgen_Windcaller&amp;diff=819516</id>
		<title>Skyrim:The Horn of Jurgen Windcaller</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:The_Horn_of_Jurgen_Windcaller&amp;diff=819516"/>
		<updated>2011-12-16T18:58:29Z</updated>

		<summary type="html">&lt;p&gt;DKong27: Undo revision 819513 by 75.74.47.253 (Talk) obsenities&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Quests|Main Quest}}&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver=[[Skyrim:Arngeir|Arngeir]]&lt;br /&gt;
|Reward=&lt;br /&gt;
|Disp=&lt;br /&gt;
|Rep=&lt;br /&gt;
|Prev=[[Skyrim:The Way of the Voice|The Way of the Voice]]&lt;br /&gt;
|Conc=&lt;br /&gt;
|Next=[[Skyrim:A Blade in the Dark|A Blade in the Dark]]&lt;br /&gt;
|Loc=&lt;br /&gt;
|Image=The final chamber.jpg&lt;br /&gt;
|ImgDesc=The final chamber for the Horn&lt;br /&gt;
|description=Retrieve a Greybeard artifact from Ustengrav. &lt;br /&gt;
|ID=MQ105Ustengrav&lt;br /&gt;
|Icon=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
&amp;lt;!-- Instructions:  Provide a point-by-point list of the key tasks that need to be completed for this quest.  Spoilers should be avoided in the quick walkthrough. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Attempt to retrieve the Horn of Jurgen Windcaller from [[Skyrim:Ustengrav|Ustengrav]].&lt;br /&gt;
# Meet with whoever took the horn in [[Skyrim:Riverwood|Riverwood]].&lt;br /&gt;
# Return the horn to Arngeir.&lt;br /&gt;
# Learn the Word of Power from Wulfgar.&lt;br /&gt;
# Receive the Greybeards' greeting.&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
&amp;lt;!-- Instructions: The detailed walkthrough should provide full information about the quest, organized into paragraphs.  Spoilers belong in this section.--&amp;gt;&lt;br /&gt;
===Ustengrav===&lt;br /&gt;
After completing [[Skyrim:The Way of the Voice|The Way of the Voice]], [[Skyrim:Arngeir|Arngeir]] will say that there is one last task you must do to prove you are Dragonborn: retrieve the Horn of Jurgen Windcaller, one of the heroes of old. The Horn is located in the ruin of [[Skyrim:Ustengrav|Ustengrav]], which Arngeir marks on your map.&lt;br /&gt;
The simplest way to reach Ustengrav is by taking a carriage to the town of [[Skyrim:Morthal|Morthal]], then going through the marshes on foot. The ruins are located due northeast of the town. When you arrive at the ruins, you'll encounter some bandits engaged in combat with mages. Since both groups are hostile, you'll likely have to deal with survivors unless you can sneak past them.&lt;br /&gt;
''Note: More detailed information about Ustengrav can be found on [[Skyrim:Ustengrav|this page]].''&lt;br /&gt;
&lt;br /&gt;
The first level of the ruin is fairly straightforward, with a few mages and [[Skyrim:Draugr|draugr]] to deal with. Sneaking and following the mages deeper into the ruin allows the draugr to pick them off as well as vice versa, resulting in fewer enemies to deal with. Be sure to collect any loot you may find, pick off any remaining draugr (most will be dead on arrival) and descend into the second zone of the ruin.&lt;br /&gt;
&lt;br /&gt;
===Into the Depths===&lt;br /&gt;
Upon entering Ustengrav Depths, you will be able to see a somewhat forested chasm with a waterfall and a bridge. As there is no way down to this area, save by a steep and fatal fall, you will have to navigate a winding passageway through the rest of the ruin. There will be several draugr and a fire trap to deal with along the way. The outdoor area itself hosts several skeleton patrols, both on the ground by the bridge and in the somewhat higher level with the wood barricade. These can easily be shot down with a good shot from your bow. Note that there is also a skeleton in the room with the tall pillars; he is seated in the throne and will come to life at your approach. If you jump across the platforms and use whirlwind spirit at the top of the pillars you will reach a secret room with a soul stone and a chest.&lt;br /&gt;
&lt;br /&gt;
Near the bottom of the waterfall is a [[Skyrim:Word Wall|Word Wall]] with the Words for &amp;quot;Become Ethereal&amp;quot; shout. It can be seen from the bridge and is reachable by a small path carved from the side of the cave wall. Behind the waterfall is a hidden area containing a draugr and some small amounts of loot. The Horn, however, lies on the other side of the bridge; after gaining the Word, go back up the path and cross the bridge.&lt;br /&gt;
&lt;br /&gt;
Across the bridge you may encounter a lone skeleton who is easily dispatched. The main attraction here are the three outcrops of rock carved with runes and the tunnel you need to access to continue. Each of the rocks glows red at your approach and lifts one of the gates closing the tunnel. Starting at the rock closest to the bridge, sprint by each of them until you get close to the tunnel entrance, and from there use Whirlwind Sprint to clear all the gates at once. Once you are clear, the gates will remain fully open, allowing any followers you brought with you to catch up.&lt;br /&gt;
&lt;br /&gt;
The floors of the next few chambers are covered with fire traps. There are two spiders on the cobwebbed arch. The room beyond the arch also contains a giant spider and two of her babies. The traps have a slightly delayed reaction to you passing over them, so if you're on your own you can get away with just sprinting forward and you won't be badly burned.  There are a few rocky ledges and, in the next room, a raised dais where the giant spider lives - these don't have firetraps on them so you can safely stand on them.  However, if you have followers, things are more complicated - if you are standing in safety, the followers will come to a halt on the fire trap and stand there until they burn to death. Because it's a continuous-damage effect, these traps will actually permanently kill your followers if you aren't careful. &lt;br /&gt;
&lt;br /&gt;
The fire traps also damage the spiders, so you can potentially lure them into the fire-trapped area and watch them burn. But again, your followers will try to attack the spiders among the flames, even if it's suicidal for them.&lt;br /&gt;
&lt;br /&gt;
After dispatching the spiders, cut or blast through the cobwebs covering the tunnel (there are two sets). If you are an Alchemist you may wish to pause and make sure you have picked up all three Spider Eggs on offer from the egg sacs in the spider nest, but otherwise go right ahead and enter and enter the final chamber.&lt;br /&gt;
&lt;br /&gt;
===Note for the Dragonborn===&lt;br /&gt;
The final room in Ustengrav consists of lake between you and the Horn, with a bridge between. As you approach the bridge, four Nordic dragon carvings rise out of the water, but these do nothing, and you may go on. On the other side of the bridge lies the pedestal upon which the Horn of Jurgen Windcaller should be seated. However, the Horn has been replaced with [[Skyrim:Mysterious_Note_(Delphine)| a mysterious note]] addressed to &amp;quot;the Dragonborn.&amp;quot; It states that the horn has been removed and requests that you meet up with the note's author by renting an attic room at the [[Skyrim:Sleeping Giant Inn|Sleeping Giant Inn]] in [[Skyrim:Riverwood|Riverwood]].&lt;br /&gt;
&lt;br /&gt;
With that task failed, do as the note says and go to Riverwood. When you reach the inn and speak to the innkeeper, [[Skyrim:Delphine|Delphine]], about renting the appropriate room, she will tell you that there is no attic room, but that you can take the one on the left. Delphine follows you, and reveals that she was the one who took the Horn, giving it to you as she does. She asks to speak privately, and you follow her to the room you usually rent. Delphine opens the wardrobe door, revealing a secret room beneath the inn, where she bends over the map on the table and speaks to you. She will not tell you many details, but she says that &amp;quot;her organization&amp;quot; has been looking for someone like you, and that she took the horn in order to get your attention. The exchange with her begins the quest [[Skyrim:A Blade in the Dark|A Blade in the Dark]], and is detailed further on that page. After discoursing with her, you are free to return the Horn to High Hrothgar and complete the quest.&lt;br /&gt;
&lt;br /&gt;
===Return to High Hrothgar===&lt;br /&gt;
Return to High Hrothgar with the Horn and present it to Arngeir, completing the task he originally gave you. ''(Alternative: You can return the Horn to Ustengrav and receive another reward; see Notes.)'' Arngeir will go to the main hall, where the other Greybeards are assembled, and Wulfgar will teach you the last word to the Unrelenting Force Shout. You will then be frozen where you stood to learn the Word, and all the Greybeards will Speak to you at once in Dragon Tongue, formally recognizing you as Dragonborn. (You are not harmed by this exchange.) This totally completes the quest, and from now on High Hrothgar is open to you.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Using your Whirlwind Shout instead of sprinting through the stones activates them for a longer period of time. You can easily walk through the gates this way.&lt;br /&gt;
* Optionally, you can return to Ustengrav and return the horn to its pedestal. If you activate the Altar, you will be granted a Dragon Soul.&lt;br /&gt;
** If you rapidly press the Activate button when interacting with the altar, you may be granted 2 souls instead of 1.&lt;br /&gt;
** On Xbox 360, the altar cannot be activated until after the horn has been returned to the Greybeards. (Tested with current patches)&lt;br /&gt;
* Delphine's secret room contains several [[Skyrim:Potions|potions]] and useful [[Skyrim:Ingredients|ingredients]], as well as books and some weapons on the wall racks. Taking any of these does not &amp;quot;count&amp;quot; as stealing.&lt;br /&gt;
* Upon completion of this quest, you can ask Arngeir for additional training in the Dragon Tongue. He will say that it would be dangerous for you to grow your power too quickly, but that finding words of power would provide a way to temper your power with experience. From then on, you can ask Arngeir if the Graybeards have heard any &amp;quot;whisperings of the words&amp;quot;, which will tell you where one of the words of power can be found in Skyrim.&lt;br /&gt;
* If you have traveled to Windhelm and have accepted and completed Aventus Aretino's quest, You will not meet Delphine at the Sleeping Giant Inn, You will meet a member of The Dark Brotherhood and therefore start a different set of side quests.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Taking Marcurio into the Sleeping Giant's Inn results in a fight between him and Delphine, and will break the rest of the Main Quest.&lt;br /&gt;
* In some cases as noted by folks on various sources, the rocks which open the gates in this cave do not function at all and the quest isn't able to be completed&lt;br /&gt;
* New shout not available by waterfall&lt;br /&gt;
&lt;br /&gt;
==Quest Stages==&lt;br /&gt;
{{Journal Entries&lt;br /&gt;
|10||After demonstrating my ability to learn Words of Power and to Shout, the Greybeard Arngeir has sent me on a final trial - retrieving the Horn of Jurgen Windcaller from his tomb in Ustengrav, a burial mound in the marshes of Hjaalmarch.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Quest Comment|Objective is assigned}}: Retrieve the Horn of Jurgen Windcaller&lt;br /&gt;
|15||{{Quest Comment|Objective is assigned}}: Read the note&lt;br /&gt;
|20||After demonstrating my ability to learn Words of Power and to Shout, the Greybeard Arngeir sent me on a final trial - retrieving the Horn of Jurgen Windcaller from his tomb in Ustengrav. Unfortunately, when I reached the tomb, I found that someone had replaced the Horn of Jurgen Windcaller with a note asking me to meet them in the Sleeping Giant Inn in Riverwood.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Quest Comment|Objective is assigned}}: Meet with whoever took the horn&lt;br /&gt;
|30||After demonstrating my ability to learn Words of Power and to Shout, the Greybeard Arngeir sent me on a final trial - retrieving the Horn of Jurgen Windcaller from his tomb in Ustengrav. When I arrived, the horn was missing, and in its place was a note from Delphine asking me to meet her in Riverwood. Delphine has given me the horn, so I can now return to Arngeir and complete my training.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Quest Comment|Objective is assigned}}: Return the horn to Arngeir&lt;br /&gt;
|40||{{Quest Comment|Objective is assigned}}: Learn the Word of Power from Wulfgar&lt;br /&gt;
|50||{{Quest Comment|Objective is assigned}}: Receive the Greybeards' greeting&lt;br /&gt;
|60|Yes|After demonstrating my ability to learn Words of Power and to Shout, the Greybeard Arngeir sent me on a final trial - retrieving the Horn of Jurgen Windcaller from his tomb in Ustengrav. When I arrived, the Horn was missing, and in its place was a note from Delphine asking me to meet her in Riverwood. Delphine gave me the Horn, and I returned it to Arngeir to complete my trial. The Greybeards then greeted me formally as Dragonborn, and High Hrothgar is now open to me.&lt;br /&gt;
}}&lt;br /&gt;
{{Skyrim Quest Stages Notes}}&lt;br /&gt;
{{Stub|Quest}}&lt;/div&gt;</summary>
		<author><name>DKong27</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Fortify_Shouts&amp;diff=814465</id>
		<title>Skyrim:Fortify Shouts</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Fortify_Shouts&amp;diff=814465"/>
		<updated>2011-12-13T06:14:21Z</updated>

		<summary type="html">&lt;p&gt;DKong27: this page is not about the Amulet of Talos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Effects Summary&lt;br /&gt;
|image=[[File:O-Fortify.gif]]&lt;br /&gt;
|school=Restoration&lt;br /&gt;
|type=Defensive&lt;br /&gt;
|enchId=0008850d&lt;br /&gt;
|enchCost=5&lt;br /&gt;
|enchSyntax=Time between shouts is reduced 20%.&lt;br /&gt;
&lt;br /&gt;
|avail=[[Skyrim:Generic Magic Apparel#Fortify Shouts|Apparel]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Enchanting==&lt;br /&gt;
The following items use this effect, but none of them can be disenchanted:&lt;br /&gt;
* [[Skyrim:Amulet of Talos|Amulet of Talos]]&lt;br /&gt;
* [[Skyrim:Ogmund's Amulet of Talos|Ogmund's Amulet of Talos]]&lt;br /&gt;
* [[Skyrim:Raerek's Inscribed Amulet of Talos|Raerek's Inscribed Amulet of Talos]]&lt;/div&gt;</summary>
		<author><name>DKong27</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=User_talk:193.90.53.6&amp;diff=814458</id>
		<title>User talk:193.90.53.6</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=User_talk:193.90.53.6&amp;diff=814458"/>
		<updated>2011-12-13T06:11:12Z</updated>

		<summary type="html">&lt;p&gt;DKong27: Warning&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Warning ==&lt;br /&gt;
&lt;br /&gt;
{{Warning|1=Please do not add nonsense or obscenities to UESPWiki, as it is considered to be '''[[UESPWiki:Vandalism|vandalism]]'''. If you continue to abuse your editing privileges, this IP address will be '''[[UESPWiki:Blocking Policy|blocked]]''' from editing. Please consider improving the work of others, not harming it. —[[User:DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;DKong27&amp;lt;/font&amp;gt;]] &amp;lt;sup&amp;gt;'''[[User_talk:DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Tk&amp;lt;/font&amp;gt;]] [[Special:Contributions/DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Ctr&amp;lt;/font&amp;gt;]] [[User:DKong27/Email|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Em&amp;lt;/font&amp;gt;]]''' &amp;lt;/sup&amp;gt; 06:11, 13 December 2011 (UTC)}}&lt;/div&gt;</summary>
		<author><name>DKong27</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Snow_Bear&amp;diff=814457</id>
		<title>Skyrim:Snow Bear</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Snow_Bear&amp;diff=814457"/>
		<updated>2011-12-13T06:11:07Z</updated>

		<summary type="html">&lt;p&gt;DKong27: Undo revision 814452 by 193.90.53.6 (Talk) nonsense&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Empty|creature}}&lt;br /&gt;
{{Creature Summary&lt;br /&gt;
|loc=&lt;br /&gt;
|refid=000D18FE&lt;br /&gt;
|baseid=00023A8C&lt;br /&gt;
|type=Animals&lt;br /&gt;
|species=Bear&lt;br /&gt;
|level=&lt;br /&gt;
|class=Predator&lt;br /&gt;
|health=&lt;br /&gt;
|magicka=&lt;br /&gt;
|faction=&lt;br /&gt;
|image=&lt;br /&gt;
|imgdesc=&lt;br /&gt;
|drops=&lt;br /&gt;
|soul=&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Instructions: Provide an initial sentence summarizing the creature (type/species, where they are found).  Subsequent paragraphs provide additional information about the creature.  Note that quest-specific information DOES NOT belong on this page, but instead goes on the appropriate quest page.  Spoilers should be avoided. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Instructions: If this creature 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;/div&gt;</summary>
		<author><name>DKong27</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Susanna_the_Wicked&amp;diff=814448</id>
		<title>Skyrim:Susanna the Wicked</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Susanna_the_Wicked&amp;diff=814448"/>
		<updated>2011-12-13T06:04:35Z</updated>

		<summary type="html">&lt;p&gt;DKong27: fix quest link template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Empty|NPC}}&lt;br /&gt;
{{NPC Summary&lt;br /&gt;
|essential=&lt;br /&gt;
|respawn=&lt;br /&gt;
|loc=Candlehearth Hall&lt;br /&gt;
|race=Nord&lt;br /&gt;
|gender=Female&lt;br /&gt;
|class=Rogue&lt;br /&gt;
|faction={{Faction|Eastmarch}}; {{Faction|TownWindhelmFaction}}; {{Faction|WindhelmCandlehearthWorkers}}; {{Faction|WindhelmCandlehearthOwnerFaction}}&lt;br /&gt;
|refid=0001B11B&lt;br /&gt;
|baseid=0001412B&lt;br /&gt;
|image=SusannaTheWicked_Windhelm_CandlehearthHall.jpg&lt;br /&gt;
|imgdesc=Susanna the Wicked&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
&amp;lt;!-- Instructions: Provide an initial sentence summarizing the NPC (race, job, where they live).  Subsequent paragraphs provide additional information about the NPC, such as related NPCs, schedule, equipment, etc.  Note that quest-specific information DOES NOT belong on this page, but instead goes on the appropriate quest page.  Spoilers should be avoided. --&amp;gt;&lt;br /&gt;
Susanna the Wicked is usually found in Candlehearth Hall.&lt;br /&gt;
&lt;br /&gt;
== Related Quests ==&lt;br /&gt;
{{Quest Link|Blood on the Ice}}&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{Stub|NPC}}&lt;/div&gt;</summary>
		<author><name>DKong27</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=User_talk:BeachedHippopotamus&amp;diff=814420</id>
		<title>User talk:BeachedHippopotamus</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=User_talk:BeachedHippopotamus&amp;diff=814420"/>
		<updated>2011-12-13T05:40:06Z</updated>

		<summary type="html">&lt;p&gt;DKong27: changing warning to advice, ading uns&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Youtube Advice==&lt;br /&gt;
Please do not link to your YouTube channel in inappropriate locations. Instead, try writing out the information in the article (try the Notes section). If you must, add your link as a [http://en.wikipedia.org/wiki/Wikipedia:Citing_sources#How_to_place_an_inline_citation_using_ref_tags reference]. {{uns|Kerrick|22:54, December 4, 2011}}&lt;/div&gt;</summary>
		<author><name>DKong27</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=User_talk:Ciarog1&amp;diff=814416</id>
		<title>User talk:Ciarog1</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=User_talk:Ciarog1&amp;diff=814416"/>
		<updated>2011-12-13T05:35:57Z</updated>

		<summary type="html">&lt;p&gt;DKong27: removing possible spam, but im not sure enough to block...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>DKong27</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Labyrinthian&amp;diff=814381</id>
		<title>Skyrim:Labyrinthian</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Labyrinthian&amp;diff=814381"/>
		<updated>2011-12-13T05:09:21Z</updated>

		<summary type="html">&lt;p&gt;DKong27: Undo revision 814377 by 50.66.53.194 (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Empty|place}}{{Place Summary&lt;br /&gt;
|type=Nordic Ruin&lt;br /&gt;
|zones=2&lt;br /&gt;
|image=SR-place-Labyrinthian.jpg&lt;br /&gt;
|imgdesc=Labyrinthian Exterior&lt;br /&gt;
|region=Hjaalmarch&lt;br /&gt;
|occupants=&lt;br /&gt;
|description=A huge Nordic ruin in [[Skyrim:Hjaalmarch|Hjaalmarch]], containing the entrances to several indoor dungeon areas.&lt;br /&gt;
|clearable=1&lt;br /&gt;
|dungeon=1&lt;br /&gt;
|locationcode=Labyrinthian01, Labyrinthian03&lt;br /&gt;
|marker_id=Nordic Ruin&lt;br /&gt;
|orenum=2&lt;br /&gt;
|oretype=Gold&lt;br /&gt;
}} [[Category:Skyrim-Places-Dragon_Priest_Lairs]]&lt;br /&gt;
Situated halfway up a mountain, Labrynthian may be the ruins of an ancient Nord city. Due to the large size of Labyrinthian's exterior, it contains the entrance to two other zones / dungeons: '''[[Skyrim:Shalidor's Maze|Shalidor's Maze]]''' and '''[[Skyrim:Lost Valkygg|Lost Valkygg]]''' - see their respective pages for more information on them. The main dungeon of Labyrinthian itself can be entered via a well-hidden trapdoor leading to '''Labyrinthian, Tribune''' or by entering the mysterious ''Ceremonial Door'' (appearing to be the main entrance) which is unopenable without the right item and quest. The exterior of Labyrinthian contains 4 [[Skyrim:Frost Troll|Frost Trolls]].&lt;br /&gt;
&lt;br /&gt;
There is also a ruined building in the centre of area containing the [[Skyrim:Dragon Priest Mask|Wooden Mask]] that gives access to [[Skyrim:Bromjunaar Sanctuary|Bromjunaar Sanctuary]].&lt;br /&gt;
&lt;br /&gt;
== Related Quests ==&lt;br /&gt;
* {{Quest Link|The Staff of Magnus}}&lt;br /&gt;
&lt;br /&gt;
== Zones ==&lt;br /&gt;
===Labyrinthian, Tribune===&lt;br /&gt;
This zone can be entered via a trapdoor at the southern end of the ruins. The trapdoor itself is not obvious, being hidden atop a stone structure. The trapdoor places you in a small room with another door that is barred from the otherside.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Labyrinthian is also visited in [[Arena:Arena|The Elder Scrolls: Arena]], noted for being a particularly large and confusing dungeon to navigate.&lt;br /&gt;
{{Stub|Place}}&lt;/div&gt;</summary>
		<author><name>DKong27</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Vampire&amp;diff=812647</id>
		<title>Oblivion talk:Vampire</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Vampire&amp;diff=812647"/>
		<updated>2011-12-11T23:39:01Z</updated>

		<summary type="html">&lt;p&gt;DKong27: /* Vampire Related Quests */ uns and reply&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:I'm aware that some of the information here is wrong/incomplete. Due to personal issues, I haven't been able to log-in or work on this anywhere near as much as I'd have liked to. If I can, I'll try and add more information, and clear up what is wrong in it at the weekend. [[User:Aensland|Aensland]] 16:24, 4 December 2008 (EST)&lt;br /&gt;
:: In relation to the above. I've re-wrote the intro a little, and added a heading of 'Vampire Classes'-- the information about Vampire Patriarchs/Matriarchs I've left out to be put in a section specifically about them. I've added a table listing the Classes, Races, Genders and Level Offsets for each of the primary types of Vampire (again, leaving out the P. and M. Vampires). Apologies in advance for the lower-half of that table: I'm out of time here, so had to do it quickly. If anyone wants to re-order them chronologically, feel free, otherwise I'll hopefully get to this at the weekend. [[User:Aensland|Aensland]] 17:49, 4 December 2008 (EST)&lt;br /&gt;
::: I've added in the sections for: Vampire Matriarch and Patriarch. Modified the Table; added the Vampire Dust death item; Packages, AI Attributes; I've also done a few minor changes (Bullet-points, et cetera); and re-wrote the introduction to Vampire NPC bonuses/Vampire state. The following are still needed: Links Added; Pictures; general clean-up. I'm not sure how to add Links or Pictures, so would someone else be able to take care of this, if possible? I think for the pictures, we should try and get one each of a Matriarch and Patriarch, and maybe a general Vampire shot. As an asside, there's a 'bug' with Vampire NPCs and Modding-- specifically, if a script applies Vampirism to a non-Vampire NPC (i.e., adding an Ability with Vampirism 100), the change doesn't seem to take effect until there is a cell-reload. I wasn't sure if this was something suitable to put in, so left it out. Addendum. The changes  to this article at 17:44, 5 December 2008, was me-- apparently my PC logged me out, apologies. [[User:Aensland|Aensland]] 12:50, 5 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Image Layout ==&lt;br /&gt;
&lt;br /&gt;
The thumbnail size of the images on this page was altered because of a problem with layout.  Some users have their default thumbnail size to be much larger, which makes the layout on this page a little funky.  The same is likely to happen for users with larger resolutions (I'm at 1280 x 720, for instance).  In the places where there are four images in a row, I see three images on one line and one on the next, and I can't imagine I'm the only one.  I attempted to fix the problem by making it two rows of two, like [http://www.uesp.net/w/index.php?title=Oblivion:Vampire&amp;amp;curid=60464&amp;amp;diff=446111&amp;amp;oldid=444679 this].  The thumbnail resize helped as well.  Either way, we have to keep in mind that people with different resolutions and settings are viewing these pages and something should be done to fix the rather messy layout that we have now. –[[User:Eshe|Eshe]]&amp;lt;sup&amp;gt;[[User talk:Eshe|talk]]&amp;lt;/sup&amp;gt; 21:44, 30 June 2009 (UTC)&lt;br /&gt;
:And given the rather large nature of the page, having format conflicts doesn't help the page at all. That is why I decided to put defined sizes on the thumbnails. Other pages can be more lax, but given the multiple tables and images, I felt it was best to add it. —[[User:Elliot|Elliot]]&amp;lt;sup&amp;gt;([[User_talk:Elliot|T]]-[[Special:Contributions/Elliot|C]])&amp;lt;/sup&amp;gt; 21:46, 30 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::But on the other hand, users who have set their thumbnail preferences to 120px or 150px because they have a slow network connection shouldn't be forced to download larger thumbnails on this page.  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 21:49, 30 June 2009 (UTC)&lt;br /&gt;
:::True.  The 2x2 should suffice for now, but it does leave quite a lot of space between sections.  We should probably try to come up with something better, but for now this is much cleaner. –[[User:Eshe|Eshe]]&amp;lt;sup&amp;gt;[[User talk:Eshe|talk]]&amp;lt;/sup&amp;gt; 22:03, 30 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Vampire Warrior ==&lt;br /&gt;
&lt;br /&gt;
What are the odds that a vampire warrior will be wearing a helmet?  The stats are there for the vampire knight, but not the warrior.[[Special:Contributions/204.108.237.194|204.108.237.194]] 18:51, 21 July 2009 (UTC)Marcus&lt;br /&gt;
&lt;br /&gt;
==avoid sundamage/resist 100% fire==&lt;br /&gt;
IS it possible to avoid sundamage by using resist 100% fire {{unsigned|Erlend|02:27, 27 July 2009 (UTC)}}&lt;br /&gt;
:No, since [[Oblivion:Sun Damage|Sun Damage]] and [[Oblivion:Fire Damage|Fire Damage]] are two different effects. --[[User:Elliot|Elliot]] &amp;lt;sup&amp;gt;[[User_talk:Elliot|talk]]&amp;lt;/sup&amp;gt; 02:27, 27 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== does vampirism effect intelligence ==&lt;br /&gt;
&lt;br /&gt;
I contracted the desease and cured it. Wnd ever since my intelligence has been crippled drastically {{unsigned|206.53.157.63|10 August 2009}}&lt;br /&gt;
: No. You must have been hit by a Damage Intelligence effect while you were infected. Get hold of a Restore Intelligence spell/potion or pray at an altar in a chapel. That will fix it. –[[User:Rpeh|rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 17:11, 10 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== khajiit vampire  ==&lt;br /&gt;
&lt;br /&gt;
is it possible that a khajiit can become a vampire? {{unsigned|24.32.60.120|22 December 2009}}&lt;br /&gt;
:No Khajiit vampires are present in the CS, however if you play as a Khajiit you can become a vampire. See also: [[ob:Vampirism]] --[[User:SerCenKing|SerCenKing]] &amp;lt;sup&amp;gt;[[User talk:SerCenKing|Talk]]&amp;lt;/sup&amp;gt; 16:51, 22 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Vampire Class ==&lt;br /&gt;
&lt;br /&gt;
It states under 'nightblade' vampire npcs that both Seridur and Jakben are nightblades, but Jakben's class is in fact a spellsword.&lt;br /&gt;
&lt;br /&gt;
== rpeh's Health/Magicka edits ==&lt;br /&gt;
&lt;br /&gt;
First off, thanks to [[User:rpeh|rpeh]] for providing the info. On the other hand, I agree it is cumbersome to say the least. Ideally, we should aim for a single value, although I'm not sure how that would work out, also given the existence of three variants. I can see something like what I'm proposing was done by [[User:Timenn|Timenn]] [[Oblivion:Dremora|here]] and by [[User:Eshe|Eshe]] [[Shivering:Zealot|here]] and [[Shivering:Heretic|here]]. Thoughts? --[[User:SerCenKing|SerCenKing]] &amp;lt;sup&amp;gt;[[User talk:SerCenKing|Talk]]&amp;lt;/sup&amp;gt; 18:01, 15 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: There's a problem doing it in the same style. On the Dremora page, the NPCs are either one fixed level or have a small range of levels (1-3 for the Churls), which means it's easy and correct to specify a value for health and magicka. On the Heretic and Zealot pages, the values we have are, quite simply, wrong. I'd never noticed before but since the NPC is leveled, so is the health and magicka. Those pages will need something similar to what I added to this page, which means we need to find a better way of displaying it. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 08:51, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Vampire Aggression ==&lt;br /&gt;
&lt;br /&gt;
I would like someone to give me the statistics of a vampire's aggression towards people and whether or not becoming a Vampire effects how they react to you.  Thanks&lt;br /&gt;
: if you search for the name of the NPC you can mostly see to the right the NPC's agression and other information. your not famous new guy here: [[User:112jesse|112jesse]] 13:47, 4 October 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Vampire Dialog ==&lt;br /&gt;
&lt;br /&gt;
After using charm 100pts on Vampire Monk she said: &amp;quot;Well met&amp;quot;, but when I did this while wearing Gray Cowl of Nocturnal she said: &amp;quot;As I live and breathe! The Gray Fox! It's an honor.&amp;quot; That's strange, she was acting like Thieves Guild member. Same for other Vampires.&lt;br /&gt;
[[Special:Contributions/79.139.6.147|79.139.6.147]] 14:34, 30 August 2010 (UTC) Nohus&lt;br /&gt;
:Any NPC with 50 responsibilty or less will respond with simliar dialogue while wearing the Cowl. Bandits, marauders, highwaymen, all of them will react in the same way. --&amp;lt;font color=orange&amp;gt;[[User:S'drassa|S'drassa]]&amp;lt;/font&amp;gt; &amp;lt;sup&amp;gt;•&amp;lt;font color=purple&amp;gt;[[User_Talk:S'drassa|T2M]]&amp;lt;/font&amp;gt;&amp;lt;/sup&amp;gt; 02:09, 31 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fort redwater ==&lt;br /&gt;
&lt;br /&gt;
In the first section of fort redwater, I came across a vampire mage. I was invisible, but decided to try talking to her, and after greeting me, it went to the options (Rumors) screen. I'm a 75% vampire currently.  I'm not sure if this is a glitch, it also happened with some bandits when I spoke to them, while being invisible. [[Special:Contributions/144.137.196.97|144.137.196.97]] 07:18, 14 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Forgot to mention, She I can sleep while she's next to me, and her disposition to me is 100. [[Special:Contributions/144.137.196.97|144.137.196.97]] 07:22, 14 September 2010 (UTC)&lt;br /&gt;
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:: It can happen. If you have a high personality / fame, the disposition of normally-hostile NPC can be high enough so they won't attack. It's arguable whether or not it's a glitch. You could say that these NPCs should ''always'' attack, but then again you could argue that somebody so likable ''should'' be able to talk to them. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 08:23, 14 September 2010 (UTC)&lt;br /&gt;
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Not my Fame, I'm at 360 infamy lol, but yes, I have a high personality level. Now it's happening with 75% of the &amp;quot;hostile&amp;quot; people and creatures though lol [[Special:Contributions/144.137.196.97|144.137.196.97]] 08:14, 15 September 2010 (UTC)&lt;br /&gt;
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== Turning NPCs into vampire ==&lt;br /&gt;
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Is there any way to do this using the console?&lt;br /&gt;
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== i hate vampires!!! ==&lt;br /&gt;
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my wood elf was infected for 258 days out of 692 because the vampirism quests glitched up so i had to eventualy buy the vile lair expansion with the special pool to cure your vampirism, was there any way i could have done something else to cure my guy???{{unsigned|Charlie 3rd}}&lt;br /&gt;
:Not unless you play on PC. [[User:Legoless|Legoless]] 17:18, 20 March 2011 (UTC)&lt;br /&gt;
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== Protection ==&lt;br /&gt;
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Is there any way to protect yourself from getting infected from vampires {{unsigned|Jamz slack|26 March 2011}}&lt;br /&gt;
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: Get your [[Oblivion:Resist Disease|Resist Disease]] stat as high as you can. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 09:28, 26 March 2011 (UTC) &lt;br /&gt;
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:: Actually, doesn't PH ignore that?--&amp;lt;span style=&amp;quot;font-family:Serif; color: #000; #f20&amp;quot;&amp;gt;&amp;lt;font color=&amp;quot;MidnightBlue&amp;quot;&amp;gt;[[User:TheAlbinoOrc|'''Ghurhak gro-Demril''' &amp;lt;sub&amp;gt;or TAO&amp;lt;/sub&amp;gt;]]&amp;lt;/font&amp;gt;&amp;lt;sup&amp;gt;[[User_talk:TheAlbinoOrc|&amp;lt;font color=&amp;quot;MidnightBlue&amp;quot;&amp;gt;Yes?]]&amp;lt;/font color=midnightblue&amp;gt;&amp;lt;/sup&amp;gt;&amp;lt;/span&amp;gt; 09:34, 26 March 2011 (UTC)&lt;br /&gt;
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::: My bad, you're quite right. Resist Disease doesn't stop PH, so the only way to avoid it is not to fight vampires up close. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 09:43, 26 March 2011 (UTC)&lt;br /&gt;
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:::: You should also save, alot --[[User:Candc4|Candc4]] 20:45, 26 April 2011 (UTC)&lt;br /&gt;
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:::::The best way to avoid vampirism is indeed to save outside caves/dungeons when you know you're clean, and use ranged weaponry to kill them. This can include bows and Magicka, but in many cases, a claymore is long enough to keep them far away. After all, you get Porphyric Hemophilia when ''they hit you'', not when ''you hit them''. Resist disease can't work, because the probabilities are automatically recalculated seperately, and paralyzing vampires is impossible. So, either stay away from them, or stay light on your feet and kill them without them touching you in combat. &amp;quot;Invisibility on self&amp;quot; might help temporarily in some cases. [[User:Neural Tempest|- Neural Tempest]] 20:53, 26 April 2011 (UTC)&lt;br /&gt;
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::::::How about using burden, a good burden spell might work --[[User:Candc4|Candc4]] 20:57, 26 April 2011 (UTC)&lt;br /&gt;
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:::::::A &amp;quot;good&amp;quot; burden spell usually has to be stupidly powerful to have any effect. NPCs almost never carry enough stuff to be anywhere near their weight limit.[[User:Legoless|Legoless]] 21:38, 26 April 2011 (UTC)&lt;br /&gt;
::::::::This is True, but I have a question does weakness to magic work to make burden more powerful --[[User:Candc4|Candc4]] 04:41, 27 April 2011 (UTC)&lt;br /&gt;
::::::::: I think not, if you cast a weakness to magic spell, or use a potion with a similar effect, it will only increase the damage the target recieves [[User:112jesse|112jesse]] 13:55, 4 October 2011 (UTC)&lt;br /&gt;
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== Vampire Race ==&lt;br /&gt;
&lt;br /&gt;
Shouldn't this page list something about the unused vampire race, or should a separate page be created for that? The [[Oblivion:Races]] article lists the stats, but doesn't mention the vampire NPCs seen in the CS (one example being [[Shivering:Juggler|Juggler]] from Shivering Isles). [[User:Legoless|Legoless]] 21:43, 16 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I've wondered that too...I think that it probably should be documented somewhere, as they are in the game files if not used. It could probably be added on either page, but I would tend to lean towards races, with appropriate notes and links here. --{{FC|#800000|[[User:DKong27|DKong27]] &amp;lt;sup&amp;gt;[[User_talk:DKong27|Talk]] [[Special:Contributions/DKong27|Cont]]&amp;lt;/sup&amp;gt;}} 21:51, 16 May 2011 (UTC)&lt;br /&gt;
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== Enemies ? ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This faction ensures that they are allied with Undead, but also ensures that they are bitter enemies of any Necromancers and Liches.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
When I did the Order of the Virtuous Blood quest there was a Lich near the vampires and nobody did anything like they all worked together... Also, I've seen necromancers 'hanging out' with the vampires and in this case nobody fought... I assume that all undeads just like each other... {{uns|74.65.227.150|07:53, 8 June 2011}}&lt;br /&gt;
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: Vampires don't mind '''Nether''' Liches, which is probably what you saw. As for the necromancer thing, you are either incorrect or encountered a weird bug. The faction relationships were pulled straight from the game files via the Construction Set, which is (almost!) always right. [[User:Legoless|Legoless]] 12:56, 8 June 2011 (UTC)&lt;br /&gt;
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== Too much clothing? ==&lt;br /&gt;
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Hi, I was going through Ninendava and I encountered a male Vampire Sorcerer and I searched his body. For some reason, it says that he has equipped a black &amp;amp; burgandy outfit AND an ebony cuirass! He appears to be wearing only the black outfit, so can somebody please explain this to me?!?! [[Special:Contributions/68.150.5.60|68.150.5.60]] 17:58, 16 October 2011 (UTC)&lt;br /&gt;
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== Vampire Related Quests ==&lt;br /&gt;
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Shouldn't the quest &amp;quot;A Brotherhood Betrayed&amp;quot; be put in the vampire related quests section? --anonymous{{uns|76.105.153.12|00:32, 30 November 2011}}&lt;br /&gt;
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:There aren't actually any Vampires in the quest, despite the claims made by the so-called Hunter. --[[User:DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;DKong27&amp;lt;/font&amp;gt;]] &amp;lt;sup&amp;gt;'''[[User_talk:DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Tk&amp;lt;/font&amp;gt;]] [[Special:Contributions/DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Ctr&amp;lt;/font&amp;gt;]] [[User:DKong27/Email|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Em&amp;lt;/font&amp;gt;]]''' &amp;lt;/sup&amp;gt; 23:39, 11 December 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>DKong27</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:The_Purification&amp;diff=812628</id>
		<title>Oblivion:The Purification</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:The_Purification&amp;diff=812628"/>
		<updated>2011-12-11T23:21:24Z</updated>

		<summary type="html">&lt;p&gt;DKong27: /* Fighting */ change a bit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Quests|Dark Brotherhood}}&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver='''[[Oblivion:Ocheeva|Ocheeva]]''' at the [[Oblivion:Dark Brotherhood Sanctuary|Cheydinhal Sanctuary]]&lt;br /&gt;
|Icon=OB-qico-DarkBrotherhood.png&lt;br /&gt;
|Reward=[[Oblivion:Shadowmere|Shadowmere]], promotion to Silencer, whatever you take from your brothers and sisters.&lt;br /&gt;
|Fame=Infamy +1&lt;br /&gt;
|ID=Dark10Sanctuary&lt;br /&gt;
|Prev=[[Oblivion:Permanent Retirement|Permanent Retirement]]&lt;br /&gt;
|Next=[[Oblivion:Affairs of a Wizard|Affairs of a Wizard]]&lt;br /&gt;
|Loc=[[Oblivion:Cheydinhal|Cheydinhal]], [[Oblivion:Fort_Farragut|Fort Farragut]]&lt;br /&gt;
|AddAbove=&lt;br /&gt;
|AddBelow=&lt;br /&gt;
|Image=OB-quest-The Purification.jpg&lt;br /&gt;
|ImgDesc=[[Oblivion:Lucien Lachance|Lucien Lachance]]'s hideout.&lt;br /&gt;
|description=Things at the [[Oblivion:Dark Brotherhood Sanctuary|Sanctuary]] have gone sour, and the [[Oblivion:Dark Brotherhood|Brotherhood]] can't afford chance or weakness.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
# Read Lucien's letter to you.&lt;br /&gt;
# Meet him in Fort Farragut.&lt;br /&gt;
# Eliminate everyone in the Sanctuary.&lt;br /&gt;
# Return to Lucien for your reward and your new way to receive contracts.&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
===Of Secret And Shadow===&lt;br /&gt;
The &amp;quot;Of Secret And Shadow&amp;quot; mini-quest directs you to talk to [[Oblivion:Ocheeva|Ocheeva]].  She tells you that you have received a [[Oblivion:Orders From Lucien Lachance|letter]] from [[Oblivion:Lucien Lachance|Lucien]]. Apparently the [[Oblivion:Black Hand|Black Hand]] itself has a task for you. For more details, you need to travel to Lucien's current residence in [[Oblivion:Fort_Farragut|Fort Farragut]], just northeast of [[Oblivion:Cheydinhal|Cheydinhal]].  The letter also warns you that you must not speak to anyone in the Sanctuary about the letter and you should be careful about the residents of the fort.&lt;br /&gt;
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===Fort Farragut===&lt;br /&gt;
The tower is full of [[Oblivion:Undead|undead]] and [[Oblivion:Traps|traps]] and may prove somewhat difficult if you aren't prepared.  However, you can bypass everything and enter through the secret door. This door is located just outside Fort Farragut, inside a hollowed out tree immediately northwest of the fort's tower. When you find Lucien, he tells you about the assassin among the assassins that you may have already heard about. He tells you that you are not a suspect because you are a new member, but the assassin is definitely in the Cheydinhal Sanctuary.&lt;br /&gt;
Lucien informs you that you must perform a Purification upon the Sanctuary. This means that you must kill every member of the Dark Brotherhood in [[Oblivion:Cheydinhal|Cheydinhal]] that Lucien names ([[Oblivion:Schemer|Schemer]] and the [[Oblivion:Undead#Sanctuary Dark Guardian|Dark Guardian]] are above suspicion for their own reasons). As you have become a Silencer, you are permanently exempt from following the Five Tenets.&lt;br /&gt;
&lt;br /&gt;
===Elimination===&lt;br /&gt;
You should have no problem killing the Sanctuary members.  Lucien gives you some items which may help you in your mission, and you don't have to fight all the members at the same time. If you are seen killing any of the sanctuary residents, the people who see you (including the Dark Guardian) will lose 70 disposition points. This may be enough to cause them to attack you.&lt;br /&gt;
&lt;br /&gt;
The only people who may give you trouble are [[Oblivion:Gogron gro-Bolmog|Gogron gro-Bolmog]], [[Oblivion:Teinaava|Teinaava]], and [[Oblivion:Vicente Valtieri|Vicente]]. Teinaava and Vicente have good swords and Gogron wears heavy armor and carries an enchanted battle axe. Use [[Oblivion:Poisoned Apple|poisoned apples]] on Gogron and Teinaava and [[Oblivion:Garlic|garlic]] on Vicente (there is a [[Oblivion:Vicente's Note to Ocheeva|note]] in his desk revealing his weakness to garlic). Garlic can be easily found in [[Oblivion:Antoinetta Marie|Antoinetta Marie's]] Chest in the Living Quarters.&lt;br /&gt;
&lt;br /&gt;
Getting rid of [[Oblivion:Telaendril|Telaendril]] may be tricky, as she is absent from the city on Loredas and Sundas. One way to determine her whereabouts is looting Ocheeva's corpse and acquiring [[Oblivion:Telaendril's Ocheeva Note|Telaendril's note]].  You can also follow her quest marker on your map. If you don't want to follow her around, you can wait until Middas, when she returns to the Cheydinhal Sanctuary. Alternatively, you can find her near the Mages Guild on Turdas. You can choose an appropriate dialogue option to infuriate her and prompt her to attack you. If you run to any nearby guards, they will take care of her for you, saving you the trouble of fighting and an unnecessary bounty. If you happen to have any [[Oblivion:Frenzy|frenzy]] spell/scroll, you can cast it upon her, making her attack guards or other creatures, getting herself killed. It is also possible for Telaendril to get killed by bandits while travelling.&lt;br /&gt;
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===Introduction to Dead Drops===&lt;br /&gt;
Once you have killed everyone, return to Lucien. He tells you that you will no longer be receiving your contracts face-to-face but instead from letters in &amp;quot;dead drops.&amp;quot; Each dead drop location will be revealed to you once you have completed your previous contract. The dead drop will hold your reward and the next contract. Lucien tells you the location of your first dead drop and gives you his horse, [[Oblivion:Shadowmere|Shadowmere]]. Shadowmere is a very fast and strong horse, and is the only &amp;quot;quest essential&amp;quot; horse, meaning that she cannot die.  She is extremely helpful for getting to the various dead drops and locations of the upcoming contracts.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
===Fighting===&lt;br /&gt;
* The barrel in Lucien's room contains ten poisoned apples (which will respawn).  See [[Oblivion:Poisoned Apple|Poisoned Apple]] for details on how to use these apples for assassinations. Even if you do not intend to use them, the apples are worth a good sum of money and will sell for a decent amount of gold.&lt;br /&gt;
* There are many ways to deal with Vicente Valtieri: in a note found in his desk he reveals he is vulnerable to garlic; reverse-pickpocketing a sample onto him will render him [[Oblivion:Garlic#Notes|weaker]] than usual. Also, since he's a vampire, you might want to use [[Oblivion:Fire Damage|Fire Damage]] against him.&lt;br /&gt;
* [[Oblivion:Frenzy|Frenzy]] can come in handy, and watching your targets killing themselves can be hilarious.&lt;br /&gt;
* Get 100% [[Oblivion:Reflect Spell|Reflect Spell]], and stand in front of [[Oblivion:M'raaj-Dar|M'raaj-Dar]] when he is training. He will eventually kill himself.&lt;br /&gt;
* If one of the targets are lured outside, the city guards will defend you.&lt;br /&gt;
&lt;br /&gt;
===Quests and Loot===&lt;br /&gt;
* If you were planning to get the [[Oblivion:Dark Gift|&amp;quot;Dark Gift&amp;quot;]] from Vicente's non-contract quest [[Oblivion:Darkness Eternal|Darkness Eternal]] or to do Teinaava's [[Oblivion:The_Renegade_Shadowscale|Renegade Shadowscale]] quest, this is your last chance to do so.&lt;br /&gt;
* Opening the gate to Lucien's room causes all the Guardians to die. You can either enter through the trapdoor or sprint through the fort to the gate to avoid fighting.&lt;br /&gt;
* Don't forget to loot the chests in the Living Quarters. You can find keys to the chests on the bodies of your victims.&lt;br /&gt;
* The unique items sold by M'raaj-Dar are not available after you kill him (they are in an inaccessible merchant chest, and cannot be looted off his corpse). After finishing the last Dark Brotherhood quest, [[Oblivion:Honor Thy Mother|Honor Thy Mother]], one of the Dark Brotherhood Murderers will provide access to M'raaj-Dar's spells, but not to the equipment. It is therefore advisable to purchase them from him before killing him.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* {{Xbox22}} An [[Oblivion:Xbox_360_Achievements#Dark_Brotherhood_Achievements|achievement]] will be unlocked upon reporting back to Lucien.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*{{Xbox22}}{{Ps22}} On console, it's possible a player may not receive Shadowmere upon completing the quest.{{VN}}&lt;br /&gt;
&lt;br /&gt;
==Journal Entries==&lt;br /&gt;
{{Journal Entries&lt;br /&gt;
|name=Of Secret And Shadow&lt;br /&gt;
|id=Dark09RetirementFIN&lt;br /&gt;
|10||I must accept a contract from Ocheeva.&lt;br /&gt;
|20||I have spoken with Ocheeva, and she has given me sealed orders from Lucien Lachance himself. Apparently it is an urgent matter, and I must read the orders as soon as possible.&lt;br /&gt;
|30||I have read the sealed orders from Lucien Lachance. I am to meet him at Fort Farragut, which is in the wilderness northeast of the Dark Brotherhood Sanctuary. Apparently, he has a special assignment for me.&lt;br /&gt;
|100|fin|I have reported to Lucien Lachance at Fort Farragut, and received my special assignment.&lt;br /&gt;
|!|The Purification|Dark10Sanctuary&lt;br /&gt;
|10||I must kill every Dark Brotherhood member in the Cheydinhal Sanctuary -- Ocheeva, Vicente Valtieri, Antoinetta Marie, Gogron gro-Bolmog, Telaendril, M'raaj-Dar and Teinaava. Because I am now working for the Black Hand, I am no longer bound by the Five Tenets, and should employ any means necessary to Purify the Sanctuary.&lt;br /&gt;
|20||The Purification is now complete. Every Dark Brotherhood member based out of the Cheydinhal Sanctuary has been killed. I must now report back to Lucien Lachance at Fort Farragut. &lt;br /&gt;
|100|fin|I have reported back to Lucien Lachance at Fort Farragut. He has advanced me to rank of Silencer and given me his own horse, a magical steed named Shadowmere.&lt;br /&gt;
}}&lt;br /&gt;
{{OB Journal Entries Notes}}&lt;br /&gt;
{{Quest Footer&lt;br /&gt;
|Prev=[[Oblivion:Permanent Retirement|Permanent Retirement]]&lt;br /&gt;
|Next=[[Oblivion:Affairs of a Wizard|Affairs of a Wizard]]&lt;br /&gt;
|Up=[[{{NAMESPACE}}:Dark_Brotherhood|Dark Brotherhood]]}}&lt;/div&gt;</summary>
		<author><name>DKong27</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Leveling&amp;diff=812624</id>
		<title>Oblivion talk:Leveling</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Leveling&amp;diff=812624"/>
		<updated>2011-12-11T23:19:03Z</updated>

		<summary type="html">&lt;p&gt;DKong27: Showhide on list, reply and uns&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive Table&lt;br /&gt;
|Archive 1||June 2006-May 2010&lt;br /&gt;
}}&lt;br /&gt;
== Achieving Levels over 100 ==&lt;br /&gt;
&lt;br /&gt;
If at level 1 you get all your major skills to 100, you can then use a Drain skill by 100 custom spell to achieve +5 training in one of them every time you level. So after 31 levels your skill will reach 255. Supposedly if you level it once more it will drop to 0. Using this method you can reach levels way over 100. I haven't tested this myself, but there are videos on youtube. Anyone tested this yet? And also I'm guessing the best major skill to do this with is sneak or conjuration considering how ridiculously easily they can be levelled. {{unsigned|206.248.135.66|12 August 2010}}&lt;br /&gt;
&lt;br /&gt;
Most skills have no benefit after 100. [[User:Kaisar Dragon|Kaisar Dragon]] 17:51, 21 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Glitch with max attributes message ==&lt;br /&gt;
&lt;br /&gt;
Once you've maxed all your attributes and then try to raise your major skills (enough to warrant another level-up), normally you'd go to bed and get the message &amp;quot;Perfection cannot be improved upon&amp;quot; once you wake up. However, early on in the game, I went into oblivion.ini and enabled &amp;quot;bInstantLevelUp=1&amp;quot; so I wouldn't have to sleep every time I want to go up in level. The trouble with this is when I reached max level and leveled up my major skills, the game would recognize I need to level up and pop up with the message. However, the message box would never go away, popping back up every time I press &amp;quot;OK&amp;quot; and basically freezing the game. Changing the variable to 0 fixed the issue, but I just thought I'd give a heads up. {{Unsigned|206.248.135.66|21:59, 12 August 2010}}&lt;br /&gt;
&lt;br /&gt;
== Max Level ==&lt;br /&gt;
&lt;br /&gt;
''(moved from the article)''&lt;br /&gt;
I'm a level 49 with all of my main skills mastered, but my progression bar is a quarter the way full, is the only way for me to level up to go to jail, lose points, then gain them back?[[Special:Contributions/76.104.9.23|76.104.9.23]] 12:47, 22 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Yes. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 12:48, 22 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Highest Level ==&lt;br /&gt;
&lt;br /&gt;
What is the highest level you can reach without using the jail trick? - {{Unsigned|76.104.9.23|12:55, 22 August 2010}}&lt;br /&gt;
&lt;br /&gt;
:[[Oblivion:Glitches/Proposed#Instant_Level_Up|A certain bug]] apparently allows you to level any time you please, presumably until the point where you can no longer increase your attributes. There are also ways to [[Oblivion:Free_Skill_Boosts|force your skills above their caps]], hence allowing more levels without outright exploiting. - [[User:Bomb Bloke|Bomb Bloke]] 03:16, 3 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
The highest level attainable under normal circumstances (meaning using no forced increases or jail time) is 50. confirmation to come shortly; i'm in the process of leveling. [[User:Arcanus Redwolf|Arcanus Redwolf]] 17:37, 13 March 2011 (UTC)&lt;br /&gt;
: It is accutaly possible to go over 50, look at [[Oblivion:Creating an Awesome Character|this character]]. --[[User:Archain|Archain]] 17:54, 13 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== How about mentioning mods that change the levelling system? ==&lt;br /&gt;
&lt;br /&gt;
Just thought I'd mention that there are some mods out there that alter the levelling system to give you a fixed attribute increase rather than basing it on the use of skills associated with that attribute, so you don't have to play mathematically and grind many countless hours away trying to evenly balance your character. See for example: http://www.tesnexus.com/downloads/file.php?id=29675.&lt;br /&gt;
&lt;br /&gt;
I really don't understand the current system - it's frustrating to think you can end up with a weak character if you don't pay close attention to which skills you're using, how many times they are increasing in a level, and all that. I'm sure I'm not alone in this. {{Unsigned|86.210.212.4|21:43, 3 September 2010}}&lt;br /&gt;
&lt;br /&gt;
== Losing skill raise bonuses?! ==&lt;br /&gt;
&lt;br /&gt;
I'm playing a low level game and maxed out all my Int related skill.  All my Intelligence related skills are Minor skills.  I just tried to do a level up so I can get the Azura and... I'm only at +1 for Intelligence?! {{Unsigned|ZirePhoenix|23:32, 2 October 2010}}&lt;br /&gt;
&lt;br /&gt;
: As soon as you ''qualify'' to go up (and are notified that you should sleep), you stop gaining attribute bonuses for that level and start gaining them for the next. - [[User:Bomb Bloke|Bomb Bloke]] 03:16, 3 October 2010 (UTC)&lt;br /&gt;
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:: I've just encountered this while leveling a minor skill and not getting the attribute bonus for it. If this is accurate, can we get this added to the main page? - [[User:Brightlancer|Brightlancer]] 17:16, 27 May 2011 (UTC)&lt;br /&gt;
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::: It is already there, in the second bullet-point under Details. --[[User:Brf|Brf]] 17:20, 27 May 2011 (UTC)&lt;br /&gt;
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:::: Thanks. I swear I read the page a few times to verify it; I must have misread it. - [[User:Brightlancer|Brightlancer]] 16:42, 29 May 2011 (UTC)&lt;br /&gt;
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== Max level ==&lt;br /&gt;
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In the article it says &amp;quot;If all your attributes are maxed, you are unable to level.&amp;quot;  Does this mean that if I max out my attributes before I max out all of my major skills, that I will be unable to gain levels even if I have plenty of major skill gains left? {{unsigned|98.226.186.30|6 February 2011}}&lt;br /&gt;
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: Yes. It's difficult to do, though, since you have to level luck 50 times. That should be enough on its own for 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; 18:17, 6 February 2011 (UTC)&lt;br /&gt;
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::Kinda wish I hadn't taken The Thief Birthsign and the +5 luck when I custom built my char now. Oh well, I guess I'll just have to try to time it right using other attributes. {{unsigned|98.226.186.30|13:45, February 6, 2011}}&lt;br /&gt;
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== Gaining levels after maxed out major skills ==&lt;br /&gt;
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So I read on the main page that there a few ways to do this, for example: where something will lower your major skill and you can raise them back up, thereby increasing your level. Would using drain skill work? So if everything was at 100 already, and I used drain blade by 100 (a major skill), could I raise it either by going to a trainer or slowly working it up again naturally? [[User:Dtmwerks|dtm]] 02:13, 17 March 2011 (UTC)&lt;br /&gt;
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Yes, but other than Athletics and Acrobatics, increasing skills past 100 harness no bonuses. --[[User:Manic|Manic]] 15:12, 14 May 2011 (UTC)&lt;br /&gt;
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== TLDR ==&lt;br /&gt;
&lt;br /&gt;
''(moved from the talk page)&lt;br /&gt;
Beginning at level 1, each race has 480 Attribute points left to gain to maximize all attributes to 100. However, birth signs and preferred attribute bonuses slightly change this. Ignoring the luck attribute and possible birth signs, there are 420 attribute points to be increased. With perfectly efficient leveling, all attributes except luck can be maxed to 100 points at level 27, or 26 level-ups with perfect 5/5/5 (+15) attribute increases. But birth signs and preferred attributes slightly change this formula. Each class comes with two preferred attributes that each get + 5 points, adding 10 points at level 1, leaving 410 points to be gained (ignoring luck). However, with a birth sign that increases attributes like 'The Thief' ( + 10 to AGI, SPD, and LUC respectively), 'The Warrior' ( + 10 to both STR and END), 'The Steed' ( + 20 SPD), and 'The Lady' ( + 10 to both END and PER), you get an additional 20-30 point bonus at the start, and you could max your attributes one level earlier than 27. Overall, if you level efficiently and plan everything out with your character, you could potentially max everything but luck very quickly, in 30-40 hours or so of playing time. Chances are you might mess up a few level-ups though, so it is to be expected that you'll most likely maximize your attributes at levels 30-35.&lt;br /&gt;
&lt;br /&gt;
: This seems to be restating most of what the article already says, but it's so confusing that I'm not quite sure. If anybody thinks it's worth saving, please rewrite it before re-adding. [[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; 08:39, 18 May 2011 (UTC)&lt;br /&gt;
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== Easy Leveling past 100 (early jailing) ==&lt;br /&gt;
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1) The first step is to pick certain skills that will be easy to increase at low levels, In this case I picked: hand to hand, athletics, Blade, Blunt, and Block, The other 2 I couldn't decide on so I picked destruction and acrobatics.&lt;br /&gt;
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2) The next step is to go to the prison and go to jail, a lot. What I did is I went to the Prison area and killed a gaurd using serpants touch (A birthsign spell). then you will have a bounty of 1000 gold. now the gaurds will come to arrest you, pick the go to jail option. After doing this a couple times your main skills should be at 1, or close to it.&lt;br /&gt;
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3) After most of your main skills are at 1, you should notice it is extremely easy to level your skills up. &lt;br /&gt;
         ex.: athletics at lvl 1 levels up after about 5 steps.&lt;br /&gt;
&lt;br /&gt;
continue to level your main skills as you please, but don't sleep unless you are sent to jail.&lt;br /&gt;
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4) After you level up your main skills to about lvl 10, derank them again by going to jail repeatedly.&lt;br /&gt;
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5) then just repeat step 3 and 4, until you feel satisfied.&lt;br /&gt;
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To see what level you should be go to the Info pane with all of your leveling information. find the row called skill increases, take this number and divide it by 10 and that should tell you your main level after you sleep that many times. (assuming you only leveled up your main skills)&lt;br /&gt;
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Hope this helps some people ([[User:Person|Person]] 14:31, 29 May 2011 (UTC))&lt;br /&gt;
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==Leveling Problems?==&lt;br /&gt;
I've just started playing Oblivion after a while, and since I'm quite meticulous in approaching level-ups have only been leveling some time ago after hours of gameplay, and I realized that my leveling multiplier seems a bit messed up, details are:&lt;br /&gt;
&lt;br /&gt;
1. I raised athletics because walking around is way too slow, and I don't have access to horses yet because (and horses obviously can't enter indoor cells), raised it by 3 levels&lt;br /&gt;
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2. Claimed frostcrag spire, raised mysticism by 40 levels (10-50), because a mod requires me to be journeyman to access the skills it gives&lt;br /&gt;
&lt;br /&gt;
3. Before frostcrag mercantile gets raised because of  transactions (OOO takes transaction size into account so it can't be helped), post-frostcrag I leveled it further (10-20)&lt;br /&gt;
&lt;br /&gt;
4. Up until this point I haven't raised a single major skill, then I crafted a Conjuration training spell (summon scamp 1 second) and trained Conjuration (40-50), level-up imminent&lt;br /&gt;
&lt;br /&gt;
5. Slept, the modifier goes as follows :&lt;br /&gt;
:Strength     +1&lt;br /&gt;
:Intelligence +5&lt;br /&gt;
:Willpower    +1&lt;br /&gt;
:Agility      +1&lt;br /&gt;
:Speed        +2&lt;br /&gt;
:Endurance    +1&lt;br /&gt;
:'''Personality  +1'''&lt;br /&gt;
:Luck         +1&lt;br /&gt;
&lt;br /&gt;
This happened more than once with different characters, forcing me to remake the character from scratch, can anyone tell me what happened? I suspect it's OOO version 1.33 tampering with the skill leveling (it says it slows down skill leveling, I'm beginning to think it actually meant the multiplier), but I need confirmations, thanks in advance [[Special:Contributions/110.136.163.199|110.136.163.199]] 06:26, 15 July 2011 (UTC)&lt;br /&gt;
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:I changed the layout here if you don't mind. Um anyway, I just wanted to point out OOO does not affect the multipliers, just skill progressing (there are esps you can use to customize this, as they are attached). I don't get how your personality multiplier is still at 1, as the only way I see that possible is that you were due to level up BEFORE you raised mercantile, but you stated that isn't the case. Maybe someone else knows, but I think this is some sort of glitch ~ [[User:Dwarfmp|Dwarfmp]] 06:37, 15 July 2011 (UTC)&lt;br /&gt;
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::Thanks for changing the layout, I also thought it was awkward, anyway, I just read up and it seems like it wasn't just me having this problem, perhaps a problem somehow related with the type of game? I said OOO because in my previous install on a laptop (now busted) I didn't encounter such problem, and that time I didn't have any sort of overhaul mod installed, and I think that my mod list is pretty much the same except for the unofficial patches and OOO (well some other mods as well), those mods would be :&lt;br /&gt;
{{Showhide/Start|Mod List}}:::'''02 Oscuro's_Oblivion_Overhaul.esm [Version 1.33]'''&lt;br /&gt;
:::'''05 Unofficial Shivering Isles Patch.esp [Version 1.4.0]'''&lt;br /&gt;
:::'''06 Unofficial Oblivion Patch.esp [Version 3.2.0]'''&lt;br /&gt;
:::'''07 UOP Vampire Aging &amp;amp; Face Fix.esp [Version 1.0.0]'''&lt;br /&gt;
:::'''08 Oblivion Citadel Door Fix.esp'''&lt;br /&gt;
:::'''0A Beautiful People.esp'''&lt;br /&gt;
:::'''13 DLCBattlehornCastle.esp'''&lt;br /&gt;
:::'''14 DLCHorseArmor - Unofficial Patch.esp [Version 1.0.5]'''&lt;br /&gt;
:::'''15 DLCOrrery - Unofficial Patch.esp [Version 1.0.3]'''&lt;br /&gt;
:::'''16 DLCFrostcrag - Unofficial Patch.esp [Version 1.0.4]'''&lt;br /&gt;
:::'''17 DLCThievesDen - Unofficial Patch.esp [Version 1.0.5]'''&lt;br /&gt;
:::'''18 DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.4]'''&lt;br /&gt;
:::'''19 DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.4]'''&lt;br /&gt;
:::'''++ DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1]'''&lt;br /&gt;
:::'''1A DLCVileLair - Unofficial Patch.esp [Version 1.0.5]'''&lt;br /&gt;
:::'''1B DLCBattlehornCastle - Unofficial Patch.esp [Version 1.0.4]'''&lt;br /&gt;
:::'''22 Living Economy - SI.esp'''&lt;br /&gt;
:::'''23 DecoratorAssistant with OBSE v1.1.esp'''&lt;br /&gt;
:::'''24 PCSoundRhett.esp [Version 2.6]'''&lt;br /&gt;
:::'''27 DS Portable Sorters.esp [Version 1.3]'''&lt;br /&gt;
:::'''28 OBGE - Liquid Water.esp'''&lt;br /&gt;
:::'''2A Oscuro's_Oblivion_Overhaul.esp [Version 1.33]'''&lt;br /&gt;
:::'''2B Knights - Unofficial Patch.esp [Version 1.0.9]'''&lt;br /&gt;
:::'''++ OOO-Water_Weeds.esp [Version 1.33]'''&lt;br /&gt;
:::'''2C Harvest [Flora].esp [Version 3.0.0]'''&lt;br /&gt;
:::'''++ Harvest [Flora] - Shivering Isles.esp [Version 3.0.0]'''&lt;br /&gt;
:::'''++ Harvest [Flora] - DLCVileLair.esp [Version 3.0.0]'''&lt;br /&gt;
:::'''2D Harvest [Flora] - DLCFrostcrag.esp [Version 3.0.0]'''{{Showhide/End}}&lt;br /&gt;
::Maybe some of those mods? And I'm also installing GotY edition, maybe that can cause problem? (last time I installed it separately (non-GotY), this time I borrowed from a friend, he doesn't seem to have any problems with it though)[[Special:Contributions/110.136.163.199|110.136.163.199]] 08:17, 15 July 2011 (UTC)&lt;br /&gt;
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:::Um I wouldn't be able to say if any of these affect multipliers. You could, however, just add the right amount of attribute points through the console, that would sort of fix the problem ~ [[User:Dwarfmp|Dwarfmp]] 08:40, 15 July 2011 (UTC)&lt;br /&gt;
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::::I see, thanks anyways, I decided to just go further and got myself OblivionXP, returning to the proven xp based leveling, if there is any further information though kindly share with me, it still bugs me how the multiplier got messed up so suddenly[[Special:Contributions/110.136.163.199|110.136.163.199]] 13:19, 15 July 2011 (UTC)&lt;br /&gt;
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== Leveling up with 2 attributes left? ==&lt;br /&gt;
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Will my charachter be able to level up with only two attributes left that are not maximized? (for example only Luck and Personality are not 100, will i be able to level up then?)   [[User:Magicovento|Magicovento]] 23:59, 17 August 2011 (UTC)&lt;br /&gt;
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== stopped leveling ==&lt;br /&gt;
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Im not sure what is going on really...but I stopped leveling up at 25, can anyone tell me whats going on? Kind of a first timer. {{uns|24.111.198.98|14:25, November 27, 2011}}&lt;br /&gt;
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:The only reasons for not being able to level are not having enough Major Skills to raise, or not having 3 Attributes that can be increased. In any other case, a Major Skills increasing should increase the bar to the next level. --[[User:DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;DKong27&amp;lt;/font&amp;gt;]] &amp;lt;sup&amp;gt;'''[[User_talk:DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Tk&amp;lt;/font&amp;gt;]] [[Special:Contributions/DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Ctr&amp;lt;/font&amp;gt;]] [[User:DKong27/Email|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Em&amp;lt;/font&amp;gt;]]''' &amp;lt;/sup&amp;gt; 23:19, 11 December 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>DKong27</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Easter_Eggs&amp;diff=812611</id>
		<title>Oblivion talk:Easter Eggs</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Easter_Eggs&amp;diff=812611"/>
		<updated>2011-12-11T23:13:45Z</updated>

		<summary type="html">&lt;p&gt;DKong27: Undo revision 811663 by Sniffles (Talk) not game related&lt;/p&gt;
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&lt;div&gt;{{Archive Table&lt;br /&gt;
|Archive 1||Mar 2006 - Dec 2006&lt;br /&gt;
|Archive 2||Jan 2007 - Sep 2007&lt;br /&gt;
|Archive 3||Aug 2007 - Jul 2008&lt;br /&gt;
|Archive 4||Aug 2008 - Apr 2009&lt;br /&gt;
|Archive 5||May 2009 - Dec 2009&lt;br /&gt;
|Archive 6||Jan 2010 - Jun 2010&lt;br /&gt;
|Archive 7||Jun 2010 - May 2011&lt;br /&gt;
}}&lt;br /&gt;
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== Another LOTR reference ==&lt;br /&gt;
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There's an enchanted Ebony Cuirass called &amp;quot;Horselord's Cuirass&amp;quot;. I believe this refers to Théoden, King of Rohan, who wore a full suit of ebony armor before the Battle at Pelennor in &amp;quot;Return of the King&amp;quot;. As well, the people of Rohan's army are said to be the &amp;quot;Horse-lords&amp;quot; of Middle Earth.&lt;br /&gt;
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I love Lord of the Rings, and to me this seems like an obvious reference to Rohan and Théoden.{{Unsigned|Swest666}}&lt;br /&gt;
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:If the armor isn't random then I'd agree that its a reference to LotR but if its random then I'd say no.--[[User:Raleka|Raleka]] 14:34, 9 April 2011 (UTC)&lt;br /&gt;
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:: The fact that it's random means nothing as to whether its an Easter egg or not. I'm not well-versed in LotR myself, but this definitely looks like an Ester egg if a reference for all of the above facts could be provided (or if anyone else can confirm them). [[User:Legoless|Legoless]] 15:13, 9 April 2011 (UTC)&lt;br /&gt;
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::: Link: [http://en.wikipedia.org/wiki/Rohan]&lt;br /&gt;
:::If you look at the second paragraph of that page, you will notice the regard as &amp;quot;Horse Lords&amp;quot;. I'm not sure if the armor in the film is Ebony, but the Ebony armor itself in-game (without the neck braces) bears a striking resemblance to this. [http://www.bonsaiblades.com/assets/images/moviereplicas02/herugrim-swordofkingtheoden03.jpg]] -[[User:Swest666|Swest666]]&lt;br /&gt;
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::::If remember correctly Ebony was not in Lotr , so I might just be a random thing. [[User:JackTurbo95|JackTurbo95]] 15:27, 9 April 2011 (UTC)&lt;br /&gt;
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:::::I can't see it being something completely random. The creators of this game took influence from Lord of the Rings. Mithril and Elven armor are in the game, which are both taken as inspiration from it. Just look at the picture, and see if it bears any resemblance to the Ebony Cuirass. I assure you, if it does to you, this enchanted piece of armor (in the script of the game itself) HAS to be an Egg. Whether it was for a quest or not is beyond my scope of knowledge, but it's in there for a reason. --[[User:Swest666|Swest666]]&lt;br /&gt;
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::::::True. I wish Mithril worked the same on here as in Lotr. Anyway , it does bear resemblance , I was never saying no , all I said was maybe. &lt;br /&gt;
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[[User:JackTurbo95|JackTurbo95]] 15:35, 9 April 2011 (UTC)&lt;br /&gt;
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Anybody notice the direct reference in the first mission in the Dark Brotherhood? The quest is called &amp;quot;A Knife in the Dark&amp;quot;. Which is a chapter title from the fellowship of the ring&lt;br /&gt;
----&lt;br /&gt;
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:::::::Okay then. I apologize for my outburst. If it's agreed upon, can we pass it? -[[User:Swest666|Swest666]]&lt;br /&gt;
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{{ec|3}} I think the name of it and the similarity between ebony and that image is proof enough to include it on the article. The armour itself really is just a random levelled list filler, labelled in the CS as 'EnchEbonyCuirassFortHeavyArmor'. [[User:Legoless|Legoless]] 15:39, 9 April 2011 (UTC)&lt;br /&gt;
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::No worrys. After thinking about it , I think it should be notable. [[User:JackTurbo95|JackTurbo95]] 15:45, 9 April 2011 (UTC)&lt;br /&gt;
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:::So should I add it? By the way, this discussion is the first post I've made on this wiki. I'm not sure if people are assigned to make posts, or if it's just a D.I.Y. approach. -[[User:Swest666|Swest666]] 16:02, 9 April 2011 (UTC)&lt;br /&gt;
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:::: Go for it. Make sure to link to [[Oblivion:Horselord's Cuirass]], and maybe put it beside the other LotR bulletpoints? [[User:Legoless|Legoless]] 16:13, 9 April 2011 (UTC)&lt;br /&gt;
:::::How exactly would I go about doing that? The page is apparently locked. :P -[[User:Swest666|Swest666]] 16:45, 9 April 2011 (UTC)&lt;br /&gt;
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:::::: Oh come on everybody, it's not an easter egg at all. Lots of those items have names that refer to other items - just above that cuirass is the &amp;quot;Cuirass of the Juggernaut&amp;quot;, but that's not an easter egg about Krishna. The name might come from LOTR, but that doesn't make it an Easter Egg. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 16:23, 9 April 2011 (UTC)&lt;br /&gt;
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::::::: Additionally, the it's the Rohirrim that are called &amp;quot;Horse Lords&amp;quot;, not an individual, and the shield's name refers to one person (Horselord's cuirass). And there is '''no''' similarity between [http://www.bonsaiblades.com/assets/images/moviereplicas02/herugrim-swordofkingtheoden03.jpg Theoden]'s armor and [[:File:OB-item-Ebony Armor.jpg|Ebony Armor]]. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 16:28, 9 April 2011 (UTC)&lt;br /&gt;
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:::::::: Oops, I've just added it... Should it be removed? I honestly feel that a link between them is present, but as I said I don't know much about LotR. [[User:Legoless|Legoless]] 16:30, 9 April 2011 (UTC)&lt;br /&gt;
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::::::::: If the Rohirrim are Théoden's army, doesn't that make HIM the Horselord? As well, wouldn't it also be fitting to say that if there were a group of them, and each one was a Horselord, either one could wear this? Not to mention that Bethesda could not recreate this armor, but when you look at it from a broader aspect, it does somewhat resemble it. There is no other reference on this Earth's history I can think of that mentions a Horselord wearing gold-trimmed black armor.[[User:Swest666|Swest666]] 17:02, 9 April 2011 (UTC)&lt;br /&gt;
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:::::::::: Now you're starting to make stuff up to support this. Nowhere in the books is Theoden referred to as THE Horselord. This is basically the [[wikipedia:Association_fallacy|Association Fallacy]]. Just because &amp;quot;Horse Lords&amp;quot; are mentioned in one place and a &amp;quot;Horselord's Cuirass&amp;quot; in another doesn't mean the two facts are related. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 16:49, 9 April 2011 (UTC)&lt;br /&gt;
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I never said Théoden was the Horselord. I simply asked, if they are renowned for being Horse-Lords and he was their king, would it not make him &amp;quot;The&amp;quot; Horse-Lord? If you came from a place where your people were named &amp;quot;The Horse-Lords&amp;quot;, and you were the highest regard of those people, what would you be called? As well, I know fully well, and everyone else knows fully well, that Théoden's armor and the Full Ebony Set are not identical. That is because New Line Cinema has a copyright on the costumes from the Lord of the Rings franchise. The best Bethesda could do is create a set of armor with the same color scheme (gold-trimmed dark brown) and call it something else. It's not a silly accusation. I'd like to see you take a stab at how they came up with the name &amp;quot;Horselord's Cuirass&amp;quot; for a set of ornate gold-trimmed dark brown armor. Like I said, no other reference exists. It's in the game for a reason. And certainly that reason can't just be to &amp;quot;Fortify Heavy Armor 9 pts on Self&amp;quot;. Anyone can make a piece of armor with that effect. Better, even. It has to be an homage.[[User:Swest666|Swest666]] 17:29, 9 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
: No it's NOT in the game for a reason!&lt;br /&gt;
: Are you telling me that the [[Oblivion:Boots of the Calming Sea|Boots of the Calming Sea]] are included as an homage to [http://www.mp3mixx.com/album/dan_gibsons_solitudes/calming_sea-1636369 this album]?&lt;br /&gt;
: Is the [[Oblivion:Monolithic Shield|Monolithic Shield]] an homage to the standing stones at Stonehenge?&lt;br /&gt;
: Are the [[Oblivion:Gauntlets of the Equinox|Gauntlets of the Equinox]] an homage to Jean-Michelle Jarre's [[wikipedia:Equinoxe|second album]]?&lt;br /&gt;
: No, no and no. At ''best'' it's a reference, like the [[Oblivion:Gauntlets of the Horker|Gauntlets of the Horker]] refer to the [[BM:Horker|horkers]] in Bloodmoon and the [[Oblivion:Grand Ring of Aegis|Grand Ring of Aegis]] is a reference to the [[wikipedia:Aegis|shield]] of the Greek goddess Athena.&lt;br /&gt;
: Even if it's a reference, that does NOT merit inclusion on this page. As I've said before, Easter Eggs have to meet [http://www.eeggs.com/faq.html#definition this definition], and this example clearly doesn't. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 17:15, 9 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::A main reason I thought it would be, is because of this: what does a Horse-lord have to do with great armor and strength? Nothing.&lt;br /&gt;
::Now that you've called me out on something I thought was legit, I will refrain from all discussion of this topic. If you want to believe that by some sheer coincidence this piece of armor actually makes sense by both name and description (like the water walking boots, shield, and frost shield gauntlets), then I guess it's not worth even talking about. I still believe it makes sense. [[User:Swest666|Swest666]] 17:58, 9 April 2011 (UTC)&lt;br /&gt;
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:::After reading through the books , Theoden is only king of Rohan , nothing else is mentioned that he will be the Horse Lord. I would now say that it '''shouldn't''' be added. Like Rpeh has said , it is not an Easter Egg. [[User:JackTurbo95|JackTurbo95]] 18:40, 5 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I was walking around and saw a pub called the green dragon I don't know if anyone has seen it but its in the return of the king when merry and pippin are singing. {{uns|122.105.135.138| 12:56, May 14, 2011}}&lt;br /&gt;
&lt;br /&gt;
:::::I'm afraid that there is no location with that name in Oblivion. Either it was mod-related or you simply misread something. --{{FC|#800000|[[User:DKong27|DKong27]] &amp;lt;sup&amp;gt;[[User_talk:DKong27|Talk]] [[Special:Contributions/DKong27|Cont]]&amp;lt;/sup&amp;gt;}} 15:38, 16 May 2011 (UTC)&lt;br /&gt;
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== Heart of Darkness Reference ==&lt;br /&gt;
&lt;br /&gt;
As I was doing Vaermina's daedric quest, I noticed two crumpled pieces of paper in Arkved's Death Quarters...  One of the crumpled notes says simply &amp;quot;The horror... The horror&amp;quot; Which of course is a reference to the Heart of Darkness, especially because of Arkved's corruption.&lt;br /&gt;
Anyone else notice this?  [[User:LordZaqq|LordZaqq]] 10:33, 4 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Wouldn't it refer to The Tell-Tale Heart by Edgar Allan Poe?[[User:Obliviongamer|Obliviongamer]] 19:45, 28 June 2011 (UTC)&lt;br /&gt;
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:: It doesn't refer to anything. That's a common phrase. --[[User:Legoless|Legoless]] 21:36, 28 June 2011 (UTC)&lt;br /&gt;
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== Revamp ==&lt;br /&gt;
I Am Planning A Project for a complete revamp of the Easter eggs page what do you guys think--candc4&lt;br /&gt;
&lt;br /&gt;
:It would help if you explained what you planned on doing to revamp it... Don't assume we know what you are talking about, because I have no clue what you mean. --[[User:Alpha Kenny Buddy|AKB]] &amp;lt;sup&amp;gt;[[User_talk:Alpha_Kenny_Buddy|Talk]] [[Special:Contributions/Alpha Kenny Buddy|Cont]] [[Special:Emailuser/Alpha Kenny Buddy|Mail]]&amp;lt;/sup&amp;gt; 17:54, 5 May 2011 (UTC)&lt;br /&gt;
::Putting Each Subjects into its on page--[[User:Candc4|Candc4]] 18:06, 5 May 2011 (UTC)&lt;br /&gt;
:::Why would we need to? This page isn't that long? I see no reason to split up this info. --[[User:Alpha Kenny Buddy|AKB]] &amp;lt;sup&amp;gt;[[User_talk:Alpha_Kenny_Buddy|Talk]] [[Special:Contributions/Alpha Kenny Buddy|Cont]] [[Special:Emailuser/Alpha Kenny Buddy|Mail]]&amp;lt;/sup&amp;gt; 18:08, 5 May 2011 (UTC)&lt;br /&gt;
::::Agreed. It's nowhere near long enough for that. [[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; 18:29, 5 May 2011 (UTC)&lt;br /&gt;
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== Shady Sam's Brother/Glitch in Brina Cross. == &lt;br /&gt;
there no mention of it in Sam's section or even Brina Cross section. &lt;br /&gt;
I can't for the life of me remember the guy's name although its definitely not Sam in different clothes and that he came all the way from imperial city to peddle his skooma in BC. &lt;br /&gt;
he has the same line as him &amp;quot;piss piss hey you yeah you&amp;quot; Line. ironically I can't find him any where online. {{uns|184.58.153.201 |21:43, May 7, 2011}}&lt;br /&gt;
&lt;br /&gt;
:It sounds like you may mean [[Oblivion:Rowley_Eardwulf|Rowley_Eardwulf]], who is in the [[OB:Wawnet Inn|Wawnet Inn]]. He is the merchant from the [[Oblivion:Vile Lair|Vile Lair]] plug-in. He has some of the same merchant lines, such as calling the player over and such, mentioned on his page. --{{FC|#800000|[[User:DKong27|DKong27]] &amp;lt;sup&amp;gt;[[User_talk:DKong27|Talk]] [[Special:Contributions/DKong27|Cont]]&amp;lt;/sup&amp;gt;}} 02:50, 8 May 2011 (UTC)&lt;br /&gt;
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wait I have the Ps3 Goty edition.&lt;br /&gt;
which don't have vile lair at all, thanks by the way for mentioning him that the guy although what he's doing in BC is beyond me, really.&lt;br /&gt;
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== Mythic Dawn Reference? ==&lt;br /&gt;
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Does anyone think the Mythic dawn may be a reference to Alister Crowley's Golden Dawn? They have fairly similar emblems and looking on wiki there are certainly similarities with them being a magical/philosophical group and the mention of travelling through astral planes reminded me of the 'paradise', it was just a random thought and wondered if anybody else had thought the same (although i suppose the golden dawn and Crowley aren't very commonplace names these days). Either way, maybe have a look at [http://en.wikipedia.org/wiki/Hermetic_Order_of_the_Golden_Dawn] and see what you think. [[User:Hubertus Beetonis|Hubertus Beetonis]] 14:03, 14 May 2011 (UTC)&lt;br /&gt;
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:I suppose if you looked at it enough you might see similarities, but there is not really any strong proof toward a reference. It could be of course, I'm no dev, but it's just not clear. --{{FC|#800000|[[User:DKong27|DKong27]] &amp;lt;sup&amp;gt;[[User_talk:DKong27|Talk]] [[Special:Contributions/DKong27|Cont]]&amp;lt;/sup&amp;gt;}} 15:36, 16 May 2011 (UTC)&lt;br /&gt;
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== Removed from Hermaeus Mora lore page ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Apocrypha is Greek for ''hidden-things''.&amp;quot;&lt;br /&gt;
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Thought it might be more appropriate here.  Still, I don't know if it's really an &amp;quot;easter egg,&amp;quot; so to speak. [[User:Minor Edits|Minor Edits]] 00:11, 22 May 2011 (UTC)&lt;br /&gt;
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== Eilonwy ==&lt;br /&gt;
&lt;br /&gt;
[[Oblivion:Eilonwy|Eilonwy]] is a character introduced in [http://lccn.loc.gov/64018250 The Book of Three] from Lloyd Alexander's Chronicles of Prydain series of books and the Disney film adaptation  [http://www.imdb.com/title/tt0088814/ The Black Cauldron]. It is not a traditional Welsh name but one that Alexander [http://heraldry.sca.org/laurel/names/eilonwy.html created]. This was on the talk page a few years ago and [[User:Elliot|Elliot]] archived it 21 June 2009. The main page is locked for me; can someone with permission add it? - [[User:Brightlancer|Brightlancer]] 16:42, 24 May 2011 (UTC)&lt;br /&gt;
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== &amp;quot;Of Mice and Men&amp;quot; Reference? ==&lt;br /&gt;
&lt;br /&gt;
In the Dark Brotherhood, when you ask Telaendril about 'Rumors', she chats about Gogron once having a pet rabbit that he pet too hard and killed. I forget the name of the character in the book, but doesn't this relate to when the big guy kills the puppy when they're on the 'dude ranch'? {{uns|71.196.208.66|16 June 2011}}&lt;br /&gt;
&lt;br /&gt;
:Please read the article, specifically the &amp;quot;Literature&amp;quot; section. --[[User:SerCenKing|SerCenKing]] &amp;lt;sup&amp;gt;[[User talk:SerCenKing|Talk]]&amp;lt;/sup&amp;gt; 08:23, 16 June 2011 (UTC)&lt;br /&gt;
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Oops, I guess I missed reading that part :-P At least I got the reference right.&lt;br /&gt;
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== An easter egg not added ==&lt;br /&gt;
&lt;br /&gt;
There is a cave called lost boy cavern filled with vampires, (movie reference lost boys). NE of Peryrite's shrine.&lt;br /&gt;
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== Boethiah thing? ==&lt;br /&gt;
&lt;br /&gt;
That &amp;quot;alas, poor orc&amp;quot; thing is too vague to be definitively labeled as a reference to something on this page. I suggest it be removed until a reliable citation can be given. [[Special:Contributions/71.251.138.109|71.251.138.109]] 14:30, 30 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I think this one's fairly clear: &amp;quot;Alas poor Orc&amp;quot; vs &amp;quot;Alas poor Yorick&amp;quot;. Orc and Yorick are similar enough in sound to be intentional. The Churchill bit... less so. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 14:51, 30 June 2011 (UTC)&lt;br /&gt;
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::That's what I meant, the first bit is one thing, but the second is a stretch. [[Special:Contributions/205.133.160.180|205.133.160.180]] 18:21, 19 September 2011 (UTC)&lt;br /&gt;
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== Easter Egg I stumbled on while watching a friend play ==&lt;br /&gt;
&lt;br /&gt;
There is also a Reference, in one of the Mage's Guild's where you overhear two Mage NPC's talking and one says something about someone and the other guy says &amp;quot;I never understood a single word he said, but I helped him drink his wine, and he always has some mighty fine wine.&amp;quot;  Which is a reference to Three Dog Night's &amp;quot;Joy to the World&amp;quot;.  ````&lt;br /&gt;
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== Ayleid Well With Blue Map Marker ==&lt;br /&gt;
&lt;br /&gt;
At the I in the words The Nibenay Valley there is an Ayleid Well with a blue map marker on it. I was exploring and just stumbled upon it. The blue map marker is on the little ring base thing on the bottom of the well. If you look you should see it. Is this on every Ayleid Well? Is it a glitch? I know I've never put a blue map marker on my map at that spot. Sorry, I just made my account so that I could ask this, so I'm very new to this. Is this how you sign it? I'm not sure. [[User:Sir Mandorallen|Sir Mandorallen]] 15:36, 14 July 2011 (UTC)&lt;br /&gt;
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: You must have added the map marker yourself by mistake. --[[User:Legoless|Legoless]] 17:29, 14 July 2011 (UTC)&lt;br /&gt;
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Oh, I should have been more clear, the marker isn't on the map, it is seemingly painted onto the Ayleid Well. [[User:Sir Mandorallen|Sir Mandorallen]] 23:37, 16 July 2011 (UTC)&lt;br /&gt;
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== Typo to fix ==&lt;br /&gt;
&lt;br /&gt;
In the references of the page, it should be 'The Black Hand (...)' and not 'Tha Black Hand (...)'.  Someone else will have to fix it since the page is protected.  Thankie!  [[User:Kharn|Kharn]] 13:28, 4 August 2011 (UTC)&lt;br /&gt;
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: Done --[[User:Legoless|Legoless]] 13:32, 4 August 2011 (UTC)&lt;br /&gt;
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== Black Hand? ==&lt;br /&gt;
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This sounds like a coincidence. Other than being a group of assassins, what links does the faction have to the real-world organisation? &amp;quot;Black Hand&amp;quot; is a pretty standard name. --[[User:Legoless|Legoless]] 20:47, 10 September 2011 (UTC)&lt;br /&gt;
:not sure how relivent this is but theres all so a black hand on command and conqure within the brotherhood of nod[[User:Sorrow|The sorrow]] 21:14, 10 September 2011 (UTC)&lt;br /&gt;
::I think it is pretty obvious. The Black Hand is not some little faction in a game; it is the group of people that sparked World War 1. Saying it is just mere coincidence is naive. '''''[[User:Elliot|&amp;lt;span style=&amp;quot;color:#002BB8;&amp;quot;&amp;gt;Elliot&amp;lt;/span&amp;gt;]]&amp;amp;nbsp;[[User_talk:Elliot|&amp;lt;small&amp;gt;(&amp;lt;span style=&amp;quot;color:#002BB8;&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;)&amp;lt;/small&amp;gt;]]''''' 22:25, 10 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: See [[wikipedia:Black Hand (disambiguation)|this disambig page]]. It is ''anything but'' naive to assume coincidence. Are all of those groups, fictional and real, a nod to the Serbain secret society? I doubt it. --[[User:Legoless|Legoless]] 11:08, 11 September 2011 (UTC)&lt;br /&gt;
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== More LotR Eggs ==&lt;br /&gt;
&lt;br /&gt;
This one is a big one, and I'm Really surprised no one has caught on to this, but the Dark Brotherhood initiation quest, &amp;quot;A Knife in the Dark&amp;quot;, shares it's name with a chapter in LotR: Fellowship of the Ring. I don't think this was unintentional, seeing as another quest contained a reference to LotR&lt;br /&gt;
&lt;br /&gt;
:A similar issue has already been discussed in the archives. The consensus was that unless there's more than the name to suggest an intended connection, it's a coincidence. [[Special:Contributions/205.133.160.180|205.133.160.180]] 18:29, 19 September 2011 (UTC)&lt;br /&gt;
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== Boromir? ==&lt;br /&gt;
&lt;br /&gt;
Shouldn't the bit about the Boromir reference be removed? If I recall, it was decided that the bits about NPCs named after dewey decimal, Princess Bride characters, etc. should be omitted because they were found in the testinghall, which could only be accessed through the console. Since it admits in the entry that the Boromir NPC is found in the toddtest area (also only reachable via console), shouldn't it be omitted for the same reason? [[Special:Contributions/205.133.160.180|205.133.160.180]] 18:27, 19 September 2011 (UTC)&lt;br /&gt;
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== I feel like this page needs a disclaimer of some sort ==&lt;br /&gt;
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Something at the top of the page saying that you need more than similar sounding names to constitute a reference. And maybe a list of things that have already been decided numerous times to not constitute an entry, ex. the Gray Fox being based on so and so famous person or pretty much anything having to do with LOTR. Just something to let people know that you can't propose something without good reason to believe it's intentional.[[Special:Contributions/205.133.160.180|205.133.160.180]] 18:34, 19 September 2011 (UTC)&lt;br /&gt;
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:People very often just add things without thinking about it, this means they will just click 'edit' because it is the eureka moment. And if they bring it up here, it is much easier for a Patroller or Admin to say no and why or point them in the right direction. They might think the circumstance has changed and therefore it needs reviewing in which case a list of past cases might just put them off. --&amp;lt;span style=&amp;quot;font-size:large&amp;quot;&amp;gt;[[User:KizC|&amp;lt;span style=&amp;quot;color:#B8860B&amp;quot;&amp;gt;KizC&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;sup&amp;gt;&amp;lt;span style=&amp;quot;font-size:x-small&amp;quot;&amp;gt; ·•· [[User_Talk:KizC|Talk]] ·•· [[Special:Contributions/KizC|Contribs]] ·•· [[Special:EmailUser/KizC|Mail]] ·•·&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt; 18:51, 19 September 2011 (UTC)&lt;br /&gt;
I was under the impression that an ester egg is a joke hidden in the game with no refrence to it or its location? So why when reading the article it say &amp;quot;in _______ quest&amp;quot; shouldnt they be marked as refrences as you do in morrowind? Thank you[[User:Froggy™|Froggy™]] 08:19, 5 October 2011 (UTC)&lt;br /&gt;
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== Battlehorn Castle: Numbskin Mead = Easter egg? ==&lt;br /&gt;
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I've only just noticed that the label for the Numbskin Mead from the Battlehorn Castle DLC reads 'Ice Nerveshatter'. I am of the opinion that this may be an Easter egg, as British industrial metal band Godflesh named one of their songs 'Ice Nerveshatter' on their self-titled album. I know that this 'bug' is fixed by the Unofficial Official Mod Patch.&lt;br /&gt;
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The song in question: http://www.youtube.com/watch?v=dbhxiS99fR8&lt;br /&gt;
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Would this be considered an Easter egg? Even if it was originally the name of a rejected beverage, it still got through Q&amp;amp;A when the DLC was being released, which is telling.&lt;br /&gt;
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Thanks, [[User:TehBluebear|TehBluebear]] 14:24, 13 October 2011 (UTC)&lt;br /&gt;
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:In addition, there is also the weapon gained in Shivering Isles at the end of [[Shivering:The_Roots_of_Madness|The Roots of Madness]], Nerveshatter. However, this is more of a tenuous connection than the one I've highlighted above.&lt;br /&gt;
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:Do both of these qualify as easter eggs, or simply references? [[User:TehBluebear|TehBluebear]] 00:09, 23 October 2011 (UTC)&lt;br /&gt;
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::They don't qualify as anything. As stated many times above; an easter egg must be brutally obvious and/or contain more than one mention of the referenced media in question to be considered as such. [[Special:Contributions/66.183.235.215|66.183.235.215]] 07:05, 24 October 2011 (UTC)&lt;br /&gt;
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== Another Steven Seagal reference? ==&lt;br /&gt;
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In Leyawiin I spoke to Weebam-Na at one point. He talked about all the rats, and how a guy opened a restaurant serving all sorts of rat cuisine. He mentioned something about a dish containing powdered deer penis. I think this is a reference to &amp;quot;Glimmer Man&amp;quot; where Steven Seagal's character gets his partner to eat powdered deer penis while in a Asian medicine shop. The joke continues a few times later in the movie as well.&lt;br /&gt;
&lt;br /&gt;
:Powdered deer penis is a legitimate Chinese alternative medicine.  While I immediately thought of Glimmer Man when I first heard the dialog as well, there's nothing to suggest that it's a Steven Seagal reference and not just a reference to a humorous foreign medicine.  --'''[[User:GuildKnight|GK]]'''&amp;lt;sup&amp;gt;[[User_talk:GuildKnight|talk2me]]&amp;lt;/sup&amp;gt; 13:29, 24 October 2011 (UTC)&lt;br /&gt;
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== I'm not creating an account and the page is semi-protected ==&lt;br /&gt;
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Would somebody mind adding links to the other Easter Egg pages?&lt;br /&gt;
:No, those don't belong on this page. If you want to find the other Easter Eggs pages just Search Skyrim: Easter Eggs or Morrowind: Easter Eggs.--&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[User:Corevette789|&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#222222&amp;quot;&amp;gt;Corevette&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;]]&amp;lt;/sup&amp;gt;&amp;lt;sub&amp;gt;&amp;lt;span style=&amp;quot;position: relative; left:-30px; margin-right:0px;&amp;quot;&amp;gt;[[User:Corevette789|&amp;lt;font color=&amp;quot;#444444&amp;quot;&amp;gt;789&amp;lt;/font&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/small&amp;gt; 18:57, 27 November 2011 (UTC)&lt;br /&gt;
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:All of the other pages have links to the other Easter Egg pages, this page is the odd one out. Though it seems Shivering Isles has been left out of the links.&lt;br /&gt;
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::He's right about that; I had to decide whether to put links to other egg pages on the Skyrim page, and went with the majority rule. The links do serve some practical purpose; users who are looking for some context on what qualifies as an egg may wish to peruse the other egg pages and their talk archives. [[User:Minor Edits|Minor Edits]] 20:08, 27 November 2011 (UTC)&lt;br /&gt;
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== Nietzsche Reference ==&lt;br /&gt;
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The skill book &amp;quot;The Doors of Oblivion&amp;quot; is prefaced by a quotation. The preface quote by Nai Tyrol-Llar - 'When thou enterest into Oblivion, Oblivion entereth into thee.' - is very similar to (and likely a reference to) a quotation by Friedrich Nietzsche, &amp;quot;Wer mit Ungeheuern kämpft, mag zusehn, dass er nicht dabei zum Ungeheuer wird. Und wenn du lange in einen Abgrund blickst, blickt der Abgrund auch in dich hinein. [He who fights with monsters might take care lest he thereby become a monster. And if you gaze for long into an abyss, the abyss gazes also into you.]&amp;quot; I've posted this to the talk page for the book, but it may also belong here.  [[User:RUSTY|RUSTY]] 21:59, 9 December 2011 (UTC)&lt;br /&gt;
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== Saint Patrick Refrence ==&lt;br /&gt;
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&amp;quot;On rare occasion NPCs may be overheard discussing the acts of &amp;quot;Saint Jiub&amp;quot;, who drove the Cliff Racers away from portions of Morrowind.&amp;quot; when i read this on the historical refrences page it reminded me about the tale of st.patrick driving the snakes from Ireland.--[[User:Tommythompson364|Tommythompson364]] 20:28, 10 December 2011 (UTC)&lt;br /&gt;
:Not really that noteable, St.Patrick didn't even chase away the snakes from Ireland, we never had snakes in Ireland because it's way to cold and wet:)[[User:RIM|RIM]] 20:33, 10 December 2011 (UTC)&lt;br /&gt;
::I knew it was an old tale, but are there seriously no snakes there? I should move there lol. Little buggers terrify me. But I personally believe it is an Easter Egg. It is incredibly similar to me. [[User:Eric Snowmane|&amp;lt;font color=&amp;quot;CornflowerBlue&amp;quot;&amp;gt;His Immortal Majesty, &amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;MediumPurple&amp;quot;&amp;gt;Eric Snowmane&amp;lt;/font&amp;gt;]] 20:36, 10 December 2011 (UTC)&lt;br /&gt;
:::Might want to reconsider, last winter it was -20 C. Anyway, I guess a note on it would be fine.[[User:RIM|RIM]] 20:38, 10 December 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>DKong27</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Morrowind:Orc&amp;diff=812607</id>
		<title>Morrowind:Orc</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Morrowind:Orc&amp;diff=812607"/>
		<updated>2011-12-11T23:11:07Z</updated>

		<summary type="html">&lt;p&gt;DKong27: Undo revision 784421 by 67.8.22.167 (Talk) better before, with less details&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Races}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{{Lore:Orc}}&lt;br /&gt;
{|&lt;br /&gt;
|-valign=top&lt;br /&gt;
|width=175|&lt;br /&gt;
===Base Attributes===&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|-&lt;br /&gt;
!Attribute !! M !! F&lt;br /&gt;
|-&lt;br /&gt;
|[[Morrowind:Strength|Strength]] || 45 || 45&lt;br /&gt;
|-&lt;br /&gt;
|[[Morrowind:Intelligence|Intelligence]] || 30 || 40&lt;br /&gt;
|-&lt;br /&gt;
|[[Morrowind:Willpower|Willpower]] || 50 || 45&lt;br /&gt;
|-&lt;br /&gt;
|[[Morrowind:Agility|Agility]] || 35 || 35&lt;br /&gt;
|-&lt;br /&gt;
|[[Morrowind:Speed|Speed]] || 30 || 30&lt;br /&gt;
|-&lt;br /&gt;
|[[Morrowind:Endurance|Endurance]] || 50 || 50&lt;br /&gt;
|-&lt;br /&gt;
|[[Morrowind:Personality|Personality]] || 30 || 25&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=wikitable&lt;br /&gt;
|-&lt;br /&gt;
!Skill !! Bonus&lt;br /&gt;
|-&lt;br /&gt;
|{{MW_SkillLink|Armorer}} || +10&lt;br /&gt;
|-&lt;br /&gt;
|{{MW_SkillLink|Block}} || +10&lt;br /&gt;
|-&lt;br /&gt;
|{{MW_SkillLink|Heavy Armor}} || +10&lt;br /&gt;
|-&lt;br /&gt;
|{{MW_SkillLink|Medium Armor}} || +10&lt;br /&gt;
|-&lt;br /&gt;
|{{MW_SkillLink|Axe}} || +5&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===In-Game Description===&lt;br /&gt;
These sophisticated barbarian beast peoples of the Wrothgarian and Dragontail Mountains are noted for their unshakeable courage in war and their unflinching endurance of hardships. Orc warriors in heavy armor are among the finest front-line troops in the Empire. Most Imperial citizens regard Orc society as rough and cruel, but there is much to admire in their fierce tribal loyalties and generous equality of rank and respect among the sexes.&lt;br /&gt;
===Specials===&lt;br /&gt;
*'''Ability:''' {{MW_EffectLink|Resist Magicka}} 25%&lt;br /&gt;
*'''Power:''' Berserk -&amp;lt;br&amp;gt;{{MW_EffectLink|Fortify Health}} 20pts for 60sec on Self&amp;lt;br&amp;gt;{{MW_EffectLink|Fortify Fatigue}} 200pts for 60sec on Self&amp;lt;br&amp;gt;{{MW_EffectLink|Fortify Attack}} 100pts for 60sec on Self&amp;lt;br&amp;gt;{{MW_EffectLink|Drain Attribute|title=Drain Agility}} 100pts for 60sec on Self&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ideal Character===&lt;br /&gt;
Like the [[Morrowind:Nord|Nords]], Orcs are defensive combat characters, although they focus more on physical defense than magic.  50 endurance + a good Block bonus means you may actually go out looking for scars.  You're not totally helpless against magic, with about 50 willpower to start and 25% magicka resistance, but chances are you won't be devoting much of your time to increasing your willpower throughout the game.  Pairing this high resistance they have as well as the natural Armorer bonus means you probably won't worry too much about long hikes, but you will need to improve your strength to compensate for the weight of your hammers.  Berserk will turn you into a titan in case you find you started to feel immortal and got yourself in deep trouble.  Your personality means you probably won't be well-liked, so look forward to lots of straight-up hits from the [[Morrowind:Fighters_Guild|Fighters Guild]] and [[Morrowind:Imperial_Legion|Imperial Legion]].  It will be difficult to get along with anyone without plenty of training. &amp;lt;br&amp;gt;&lt;br /&gt;
Orcs are the only race that give a bonus to Armorer and Block, so you can count on those being favorite skills for you.  With axes being the only favored weapon skill, that's naturally a good place to start, but +5 isn't much of an incentive if you prefer another one-handed weapon style.  The choice between Heavy and Medium Armor is even more equal, so go with whatever suits you more.  [[Morrowind:Acrobatics|Acrobatics]] will help you develop your strength, but it's up to you how much further you wish to develop your character.  Armorer, Block, Axe, Heavy/Medium Armor, and perhaps Acrobatics are all that the Orcs really ask for, so you still have half your skills to assign as you would like to play.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*A list of all the Orcs in Morrowind can be found [[:Category:Morrowind-Orc|here]].&lt;br /&gt;
{{Races in Morrowind}}&lt;/div&gt;</summary>
		<author><name>DKong27</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Shivering_talk:Dawnfang_and_Duskfang&amp;diff=812604</id>
		<title>Shivering talk:Dawnfang and Duskfang</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Shivering_talk:Dawnfang_and_Duskfang&amp;diff=812604"/>
		<updated>2011-12-11T23:10:13Z</updated>

		<summary type="html">&lt;p&gt;DKong27: /* Is the leveling supposed to stop at PC level 30? */ reply&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Absorbing Souls?==&lt;br /&gt;
''* The swords seem to absorb the souls of the enemies they kill on certain occasions (possibly as long as it won't waste part of the soul) though soultrap appears to be needed.''&lt;br /&gt;
&lt;br /&gt;
I'm not sure what this means. I'm hoping the editor can elaborate. However, on the chance that it means what I think it means, I have noticed that killing a creature only counts towards the 12 required when the ''sword'' blow does the killing. It does not count if the magic damage from the blade is what finally kills the target. It doesn't happen often, as the damage rating of the blade tends to be significantly higher than the damage of the effect in almost all cases. [[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 18:20, 3 April 2007 (EDT)&lt;br /&gt;
:It doesn't trigger if a poison on the blade kills the enemy either... --[[User:89.240.189.91|89.240.189.91]] 18:28, 19 August 2007 (EDT)&lt;br /&gt;
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:: I know what this guy is talking about, and it isn't just this sword. There has been several occasions where I've used a regular, unenchanted sword, did not cast any spells, let alone soul trap, yet somehow when I killed my enemy it trapped their soul automatically. [[Special:Contributions/68.202.196.130|68.202.196.130]] 18:01, 7 August 2011 (UTC) Also-to the guy bitching about not signing posts if your not registered, the whole point is you can click an IP and see their history. Most peoples IPs don't change that often, so if someone is being a dick or vandalizing, it's easy to tell. (Referring to a post made way lower on this page)&lt;br /&gt;
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== Absorb Health??? ==&lt;br /&gt;
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The Superior version of Dawnfang/Duskfang in my game absorbs '''magicka''' on strike, not health. --[[User:Necaradan666|Necaradan666]]&lt;br /&gt;
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:I was under the impression that Dawnfang absorbed health and Duskfang absorbed magicka (or was it vice versa?).  So which one you get depends on the time of day.  Is this incorrect? --[[User:TheRealLurlock|TheRealLurlock]] &amp;lt;sup&amp;gt;[[User_talk:TheRealLurlock|Talk]]&amp;lt;/sup&amp;gt; 09:42, 4 April 2007 (EDT)&lt;br /&gt;
::Yes, the Superior Dawnfang absorbs health and the Superior Duskfang absorbs magicka. [[User:Nufy8|Nufy8]] 09:57, 4 April 2007 (EDT)&lt;br /&gt;
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== Maximum Charge ==&lt;br /&gt;
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I am quite certain that Dawnfang Superior has a greater charge than Duskfang Superior. I will check my game later unless anybody else checks before me.--[[User:Divine Crusader|Divine Crusader]] 14:09, 4 April 2007 (EDT)&lt;br /&gt;
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:Yes, it does. It's on the page now. You probably didn't know that considering this a very old question. [[User:Oblivion nerd|Oblivion nerd]] 22:15, 25 November 2008 (EST)&lt;br /&gt;
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== Dawnfang/Duskfang Dissapearing Act ==&lt;br /&gt;
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I have a big problem on my Xbox 360 which both me and my brother have encountered. When I attacked an enemy NPC (Once a knight of Order soon after &amp;quot;addiction&amp;quot; and once a vampire in Gutted Mine) the Dawnfang/Duskfang dissapeared and was never seen again even after waiting for the next cycle of the blade. Naturally i returned to a previous save but cannot use the blade for fear of a repeat. Could anyone please help me out --[[User:Lavadragon|Lavadragon]] 09:36, 27 August 2007 (EDT)&lt;br /&gt;
:It sounds to me like the enemy disarmed you, i.e., knocked the weapon out of your hands and it fell to the ground.  Or at least, that has happened me several times when fighting Knights of the Order while using Dawnfang/Duskfang.  If that's the case, the sword should still be lying on the ground somewhere near where you were fighting (assuming you weren't unlucky enough to have it fall in a spot where it was able to fall through the floor).  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 13:04, 27 August 2007 (EDT)&lt;br /&gt;
:: &amp;gt;.&amp;lt; i suppose that was the most obvious thing to think of. I probably couldn't see it because it was dark ie a cave. --[[User:Lavadragon|Lavadragon]] 14:37, 27 August 2007 (EDT)&lt;br /&gt;
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== Duskfang will not change! ==&lt;br /&gt;
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Hello. Several in-game days ago, my Duskfang sword stopped changing into Dawnfang. I reloaded an autosave and it changed, but then I went on my merry way, doing approximately 6 Mage's Guild quests. I noticed that it had stopped changing again. I am loath to have to redo all those quests (if I even have a save before it stopped changing.) I have a guess, though: While on horseback, a few days before it stopped changing, I received a second copy of Duskfang (due to a Duskfang/Dawnfang duping glitch covered in the Shivering:Glitches section; it's the first one under &amp;quot;Dawnfang/Duskfang on Horseback&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
So, my question is this: Will dropping or storing that second unchanging copy of Duskfang restore this sword to its split personality?--[[User:Kittyboymaxj|Kittyboymaxj]] 19:37, 4 September 2007 (EDT)&lt;br /&gt;
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Edit: Never mind! Dropping that second copy of Duskfang restored this sword to its schizoprenic glory. A tip for you all!&lt;br /&gt;
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Ok, I had this problem, but it didn't change it (it was like 11:00 a.m.) then I waited 24 hours and, dropped the second copy and it worked, now I have both the Dawnfang and Duskfang.&lt;br /&gt;
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== Enchantment in Sword  ==&lt;br /&gt;
&lt;br /&gt;
I was wondering in the Dawnfang/Duskfang or any weapon of the sort if the Enchantment in it gets stronger as u level? Like if I get Dawnfnag/Duskfang at level 1 and it has 4 attack and 3pts frost/fire when I get to level 30 will it have 25 attack 15pts frost/fire damage? With the answer reply to this or edit it.. Or my email is jmxp10072142@gmail.com. Thanks for the help :D&lt;br /&gt;
 &lt;br /&gt;
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Never mind I found that no it doesnt lvl with your person&lt;br /&gt;
thank you for this article i was having the same troubles XD&lt;br /&gt;
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:Yeah, leveled items really stink when you get 'em at a low level. You're like, &amp;quot;Yeah, this is awesome!&amp;quot;, but 20 levels later... wow..... this is an awful weapon. That's why I waited a LONG time to do the [[Shivering:Shivering Isles|Shivering Isles]]. [[User:Oblivion nerd|Oblivion nerd]] 22:18, 25 November 2008 (EST)&lt;br /&gt;
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== game glitch thing ==&lt;br /&gt;
&lt;br /&gt;
whenever i equip the dawn or duskfang the game stops playing all noise exept for the current music. The only way for me to get the other sounds back is to reboot my console but i really  dont want to do that cause its a waste of time. how do i fix it??&lt;br /&gt;
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== Getting Each Variation Over Time? == &lt;br /&gt;
&lt;br /&gt;
I assume that you would get all of the variations of the sword if you get it at lvl 1 and use until 30. I mean that if you are level 29 with the sword, and then if you level up to level 30, would you get the next variation of the blade (The lvl 30 one) or just still get the level 29 variation. {{unsigned|Kestral|18:16, 12 October 2008 }}&lt;br /&gt;
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:Well, first of all, leveling is in groups. Ex: Levels 1-4, 5-9, etc. And to answer your question, the sword does not level with you. If you get it at level 1-4, you '''always''' have the 1-4 verions of it. However, each time it changes, its condition and charge is restored. --[[User:Darkle|Darkle]] 18:40, 12 October 2008 (EDT)&lt;br /&gt;
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== Double ==&lt;br /&gt;
&lt;br /&gt;
I have 2 dawnfangs and i dont kno how it happend plz tell me {{unsigned|LuciusZelgius|23:51, 9 November 2008}}&lt;br /&gt;
:there is a chance that you duplicated it without knowing it. if they still change bac and forth without a problem, looks like you have 2 great swords to play with. make sure to keep in a safe place.{{unsigned|24.111.209.63|23:13, 28 June 2009}} &lt;br /&gt;
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::Hello there. I was just wanting to comment on this. I had this happen in a prior game and attempted to do it on purpose for a second character.I successfully did it. Fast traveling with thirst quenched dawnfang superior until after dusk I stepped off my horse. Then as duskfang was added I stepped back on my horse and opened my inventory simultaneously  I had both!  Dropping dawnfang  before it could be removed.  I now have one on display and one for use. If you drop them they do not disapear.I play on the 360 console with all paches and upgrades to the game so it is an unfixed bug. A good one in my opinion. {{unsigned|24.224.16.159|06:42, 17 July 2011}}&lt;br /&gt;
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== Does blade level affect sword level? ==&lt;br /&gt;
&lt;br /&gt;
Like if I get [[Shivering:Dawnfang/Duskfang|Dawnfang/Duskfang]] at level 40 with 50 Blade Skill, would it have the same strength as a level 40 with level 100 blade? [[User:Oblivion nerd|Oblivion nerd]] 22:20, 25 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Like any other weapon, the sword itself would be the same, but it would do less damage because your skill is lower.  If you got the sword at level 40 with 50 Blade skill, and then trained your Blade skill up to 100, it would do the same damage as it would if you were already at 100 Blade before you got the sword.  The Fire/Frost damage is also the same, regardless of skill. --[[User:TheRealLurlock|TheRealLurlock]] &amp;lt;sup&amp;gt;[[User_talk:TheRealLurlock|Talk]]&amp;lt;/sup&amp;gt; 23:16, 25 November 2008 (EST)&lt;br /&gt;
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== Safe Duplication? ==&lt;br /&gt;
&lt;br /&gt;
I was fighting my Shadow at the Grove of Reflection and the first swing he took at me with Shadowrend disarmed him so I snatched her sword. She then pulled out a Duskfang and swung that at me; again, disarmed, and I stole her sword again (crazy lucky disarms there :}). I was wondering if this second Duskfang I have is a safe dupe given that I didn't use any glitches to obtain it? It does not seem to change, however. Thanks in advance [[User:Janzo|Janzo]] 14:14, 1 September 2009 (UTC)&lt;br /&gt;
:It could be. I would say it's one of the safest dupes, considering you didn't actually cheat to get it. It doesn't change because your 'twin' isn't supposed to have a changing version, just a version of whatever you had at the time. You could keep it, although I would recommend using the true copy of the sword. --[[User:Oblivion nerd|Oblivion nerd]] 21:48, 1 September 2009 (UTC)&lt;br /&gt;
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== In a Container...But it's gone! ==&lt;br /&gt;
&lt;br /&gt;
I recently stopped carrying Dawn/Duskfang around with me, and put it in an upstairs chest in Rosethorn Hall.  After doing an unmarked quest (Lich of Lost Boy Cavern), I returned to see what happened to the sword.  I looked in the chest, and it was not there.  I tried waiting till the right time when I put it in there (it was in Duskfang form), and it still didn't appear.  WTF!?  Does it disappear like that normally? {{unsigned|64.12.116.199|01:03, 14 December 2009}}&lt;br /&gt;
:Are you sure you didn't place it in a REPLINISHING container?  [[Special:Contributions/66.27.226.204|66.27.226.204]] 22:36, 30 March 2010 (UTC)&lt;br /&gt;
::If you have a lot of items in the container, try taking some or all of them out and the sword may reappear. Oblivion has a [[Oblivion:Glitches#Items_Disappearing_from_Containers|bug]] where items can be in a container but just not appear on the list if there are a lot of them. &amp;lt;span style=&amp;quot;white-space:nowrap;&amp;quot;&amp;gt;‒ [[User:RobinHood70|&amp;lt;span style=&amp;quot;font-variant:small-caps; color:royalblue;&amp;quot;&amp;gt;'''Robin Hood'''&amp;lt;/span&amp;gt;]]&amp;lt;span style=&amp;quot;font-size:18pt; line-height:0;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;color:royalblue; line-height:0; font-size:7pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 22:47, 30 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Leveling ==&lt;br /&gt;
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if i get the sword at a level 4 if i level up will duskfang change to a higher leve dawnfang (or vice versa)?--[[Special:Contributions/189.182.26.251|189.182.26.251]] 21:13, 10 January 2010 (UTC)&lt;br /&gt;
:As stated [[Shivering:Dawnfang and Duskfang#Description|here]], ''&amp;quot;It does not level with the player, it is only leveled to the PC's level when it is first received.&amp;quot;'' ;) --&amp;lt;sup&amp;gt;&amp;lt;font color=black&amp;gt;[[Special:Contributions/S'drassa|MC]]&amp;lt;/font&amp;gt;•&amp;lt;/sup&amp;gt; &amp;lt;font color=orange&amp;gt;[[User:S'drassa|S'drassa]]&amp;lt;/font&amp;gt; &amp;lt;sup&amp;gt;•&amp;lt;font color=purple&amp;gt;[[User_Talk:S'drassa|T2M]]&amp;lt;/font&amp;gt;&amp;lt;/sup&amp;gt; 21:18, 10 January 2010 (UTC)&lt;br /&gt;
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==Picture?==&lt;br /&gt;
&lt;br /&gt;
Correct me if I am wrong, but is the picture of Duskfang/Dawnfang mislabled? I thought the sword with the red/orange crystal was Dawnfang, and vice versa. --[[User:Kvaener|Kvaener]] 10:33, 7 April 2010 (UTC)&lt;br /&gt;
:You're correct, and it's been fixed. Thanks for catching that. [[User:Dlarsh|Dlarsh]]&amp;lt;sup&amp;gt;([[User_talk:Dlarsh|T]],[[Special:Contributions/Dlarsh|C]])&amp;lt;/sup&amp;gt; 17:47, 7 April 2010 (UTC)&lt;br /&gt;
::Anytime! --[[User:Kvaener|Kvaener]] 20:06, 7 April 2010 (UTC)&lt;br /&gt;
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==Permanent Superior versions?==&lt;br /&gt;
Upon getting a Superior version of Duskfang or Dawnfang, are those versions permanently Superior? As in, will they ever revert to just normal Duskfang or Dawnfang?--{{unsigned|71.90.80.77|5 August 2010}}&lt;br /&gt;
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: Please can you read the page before asking questions? The answer is already clearly given. Furthermore, please don't sign yourself with an account that you have not registered. [[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; 07:45, 5 August 2010 (UTC) &lt;br /&gt;
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when u kill 12 people the blade would say &amp;quot;Dawnfang's thirst has been quenched&amp;quot; or vice versa. so the next time your weapon changes from duskfang to dawnfang, it would say &amp;quot;dawnfang superior&amp;quot;. however, if u don't kill the 12 required kills with the dawnfang superior, it would revert back to a normal dawnfang. same for the duskfang. you would need to obtain 12 lives with each blade before it changes at 6am/pm (game time).&lt;br /&gt;
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Thats annoying seeing that the superior versions are really awesome. {{unsigned|78.145.223.92|8 August 2010}}&lt;br /&gt;
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== Weird glitch from dawnfang ==&lt;br /&gt;
&lt;br /&gt;
Hey guys errm, my dawnfang seem to be duplicating every time it changes from dawnfang to duskfang and vice versa. i dont get it. why?&lt;br /&gt;
I mean, now i got like 7 dawnfangs and its emcumbering my every time i have 2 go sumwhere.&lt;br /&gt;
Im lvl 66 right now but i would have been way higher if it wasnt for it&lt;br /&gt;
I dont wanna drop em cos the weapon is seriously awesome but its really putting me off&lt;br /&gt;
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someone help me how to get rid of this bug/glitch or watever u call it.&lt;br /&gt;
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== Does transforming work correctly with cheated sword? ==&lt;br /&gt;
&lt;br /&gt;
So, i found that this sword will not be levelled with Quazzy's quest award leveller.&lt;br /&gt;
But if i use cheat to get higher levelled sword, will transforming between Dawnfang/Duskfang and superior modes work correctly?&lt;br /&gt;
&lt;br /&gt;
==Corrupting Saves==&lt;br /&gt;
I saved and the game auto-saved right at dusk and right as the swords were changing from dawnfang to duskfang, and both the regular and auto-save are corrupted.  Anyone else have this error? [[Special:Contributions/71.154.253.140|71.154.253.140]] 01:31, 8 February 2011 (UTC)&lt;br /&gt;
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== display cases ==&lt;br /&gt;
&lt;br /&gt;
I don't really like relyng on enchantments in a weapon, because when they wear out, the weapon becomes useles. So, I use umbra mre than Dawn/duskfang. Well, I decided that instead of having a pretty useless weapon, I would put it in a display case at battlehorn castle, and then I realized that having a weapon change every 12 hours and just sitting there in a box in the bopen might cause issues, so I didnt keep it there. My question is does the sword still change if it is laying in a display case, or on yhe ground or somewhere similar, and if it does, is it safe to let it? {{unsigned | 24.162.127.225 }}&lt;br /&gt;
:I believe so yes, you could always do a test run a wait several days in the game to see for yourself. [[User:Western3589|Western3589]] 06:03, 30 March 2011 (UTC)&lt;br /&gt;
::Looking at the script, I think the answer is &amp;quot;no&amp;quot;. The sword only transforms if its in your inventory. Western3589 is right though - it would have been easier to test this for yourself. [[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; 08:00, 30 March 2011 (UTC)&lt;br /&gt;
:::Ok, thanks, I would have tested it, but there was that.little voice in the back of my head saying.   that it would somehow manage to mess sokething up...the voice is usually right {{unsigned|24.162.127.225|31 March 2011}}&lt;br /&gt;
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== Need for repair? ==&lt;br /&gt;
&lt;br /&gt;
If either of the swords were damaged, when you next get them, would they be repaired, or would the damage stay? {{uns|75.165.141.58|01:21, 25 June 2011}}&lt;br /&gt;
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: As the article says, it is restored to 100% health every time it gets replaced. The only reason you might repair it is to get it to 125% if you're an expert armorer. --[[User:Legoless|Legoless]] 00:30, 25 June 2011 (UTC)&lt;br /&gt;
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==Duskfang Not Becoming Superior==&lt;br /&gt;
I've had this happen twice now. I'll be killing people with Duskfang or Dawnfang and it will run out of charge, so I'll immediately recharge it. I'll get my 12 kills, it will announce that it's thirst has been quenched, but then I don't get the superior version of the weapon. I'm still killing people with the weapon, and it's no longer announcing the kills (it has charge) but it's not the superior version, nor does it have any of the enchantments of the superior version. This has happened twice now, I'm not sure if it's because it ran out of charge or what? &lt;br /&gt;
-Updating this: I got my 12 kills while in Oblivion, just walking around not in the towers. Now, I'm all the way to the sigil stone room, and I'm using nothing but magic to kill the enemies, and my sword suddenly becomes Duskfang Superior, but the normal message that says &amp;quot;Duskfang removed&amp;quot; &amp;quot;Duskfang Superior equipped on player&amp;quot; never appeared. It just made that sound when you equip a weapon.&lt;br /&gt;
[[Special:Contributions/68.202.196.130|68.202.196.130]] 18:03, 7 August 2011 (UTC)&lt;br /&gt;
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:: it changes to Duskfang superior at 6pm, you don't get the superior version right away. [[User:Kitkat1749|Kitkat1749 ;)]] 18:26, 7 August 2011 (UTC)&lt;br /&gt;
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==Is it worth it?==&lt;br /&gt;
Should i keep this overpowered oversized sword or will i just force to give it away durring a quest cause it awfully feels like one of those quest weapons that might disappear later. {{Unsigned|75.58.181.107|14:47, 24 October 2011 (UTC)}}&lt;br /&gt;
:You never have to get rid of Dawnfang and Duskfang for a quest. Unless something possesses you to sell it or you simply don't like it, there is no reason to ever get rid of it. --[[User:Alpha Kenny Buddy|AKB]] &amp;lt;sup&amp;gt;[[User_talk:Alpha_Kenny_Buddy|Talk]] [[Special:Contributions/Alpha Kenny Buddy|Cont]] [[Special:Emailuser/Alpha Kenny Buddy|Mail]]&amp;lt;/sup&amp;gt; 14:47, 24 October 2011 (UTC)&lt;br /&gt;
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== Is the leveling supposed to stop at PC level 30? ==&lt;br /&gt;
&lt;br /&gt;
I just got this at level 36 and the stats are different for the blade than what the table says for 30+. It's got 27 attack instead of 25 but the weight and gold value are the same. Anyone know what's up?&lt;br /&gt;
--[[Special:Contributions/108.13.247.126|108.13.247.126]] 10:00, 27 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The tables on the site list the Base damage, before it is modified by your Strength, Blade skill (almost said One-Handed xD), and such. The modified damage is what is listed in game. --[[User:DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;DKong27&amp;lt;/font&amp;gt;]] &amp;lt;sup&amp;gt;'''[[User_talk:DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Tk&amp;lt;/font&amp;gt;]] [[Special:Contributions/DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Ctr&amp;lt;/font&amp;gt;]] [[User:DKong27/Email|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Em&amp;lt;/font&amp;gt;]]''' &amp;lt;/sup&amp;gt; 23:10, 11 December 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>DKong27</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Elante_of_Alinor&amp;diff=812602</id>
		<title>Oblivion talk:Elante of Alinor</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Elante_of_Alinor&amp;diff=812602"/>
		<updated>2011-12-11T23:08:31Z</updated>

		<summary type="html">&lt;p&gt;DKong27: /* Appearance in Morrowind */ uns and format&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Class==&lt;br /&gt;
Hey all,&lt;br /&gt;
&lt;br /&gt;
On her NPC page, it says that she is a &amp;quot;Sorcerer.&amp;quot; Wouldn't she be a &amp;quot;Sorcer-'''ess''&amp;quot;? Thanks. --[[User:Playjex|Playjex]] 10:02, 2 March 2008 (EST)&lt;br /&gt;
: Technically, I suppose. But the name of her class is &amp;quot;sorcerer&amp;quot; so it should keep the current description. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 10:13, 2 March 2008 (EST)&lt;br /&gt;
::Thank you Rpeh. You saved me from making a useless edit :)! --[[User:Playjex|Playjex]] 21:49, 2 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Life==&lt;br /&gt;
&lt;br /&gt;
Has anyone who finished the quest and came back later found her to still be alive? Every time I play this game and go back to the cave after the quest, she's dead, probably because of the daedra. Would it be something worth mentioning? -[[User:AlexJ|AlexJ]] 20:21, 4 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I just tried it myself. She was fighting two Xivilai but still very much alive. I imagine it depends on your game. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 15:03, 5 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Appearance in Morrowind ==&lt;br /&gt;
&lt;br /&gt;
In respect to the NPC overhaul. I think it might be a good idea to create a page for her Morrowind appearance. [[User:Dbrown1986|Dbrown1986]] 06:15, 23 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:You mean Elante in [[Morrowind:Ibar-Dad|Ibar-Dad]]? I'm not convinced it's the same person. True, they're both female Altmer sorcerers and both take an interest in Deadra, but apart from that there is nothing that suggests a connection. Without the names being exactly alike, I don't think we can state they're the same person, even though Alinor could (and probably is) just (mean) the city she's from. &amp;lt;sup&amp;gt;&amp;lt;font color=black&amp;gt;[[User_Talk:Wolok gro-Barok|Talk]]&amp;lt;/font&amp;gt;&amp;lt;/sup&amp;gt; &amp;lt;font color=green&amp;gt;[[User:Wolok gro-Barok|Wolok gro-Barok]]&amp;lt;/font&amp;gt; &amp;lt;sub&amp;gt;&amp;lt;font color=black&amp;gt;[[Special:Contributions/Wolok gro-Barok|Contributions]]&amp;lt;/font&amp;gt;&amp;lt;/sub&amp;gt; 21:28, 28 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Alinor is the name of the Summerset Isles. {{uns|69.183.42.150|04:03, November 27, 2011}}&lt;br /&gt;
&lt;br /&gt;
== Relative of the Author of Liminal Bridges? ==&lt;br /&gt;
&lt;br /&gt;
Hi there, is it possible that Elante is a relative of Camilonwe of Alinor, the author of [[Oblivion:Liminal Bridges|Liminal Bridges]]? [[Special:Contributions/84.24.62.131|84.24.62.131]] 16:15, 20 February 2011 (UTC)Harmony {{unsigned|84.24.179.51|17 February 2011}}&lt;br /&gt;
: Possible, but not very likely. Two people coming from the same place isn't really much evidence for kinship. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 11:10, 17 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Coming from the same place? What do you mean exactly? I have found no details for wherever Camilonwe may come from? But they have shared interests in Daedric-related topics, and both research(ed) them. [[Special:Contributions/84.24.62.131|84.24.62.131]] 16:16, 20 February 2011 (UTC)Harmony&lt;br /&gt;
&lt;br /&gt;
:::The suffix ''of Alinor'' simply means they were both from the city of Alinor. The fact that two people from the same city went into the same field of study doesn't really imply relation. --&amp;lt;font color=mediumpurple&amp;gt;[[User:DKong27|DKong27]] &amp;lt;sup&amp;gt;[[User_talk:DKong27|Talk]] [[Special:Contributions/DKong27|Cont]]&amp;lt;/sup&amp;gt;&amp;lt;/font&amp;gt; 16:19, 20 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bug ==&lt;br /&gt;
&lt;br /&gt;
I was unable to gain any sneaking experience around Elante, despite having no witnesses to my sneaking. Can anyone else confirm this on their game? --[[Special:Contributions/86.137.118.24|86.137.118.24]] 16:39, 26 October 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>DKong27</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Destruction_Training&amp;diff=812592</id>
		<title>Oblivion talk:Destruction Training</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Destruction_Training&amp;diff=812592"/>
		<updated>2011-12-11T23:00:20Z</updated>

		<summary type="html">&lt;p&gt;DKong27: moved from page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Moved from Talk - Disappearing Bears==&lt;br /&gt;
''A bug may cause each bear that you kill to disappear at the moment of death, thus rendering it impossible to take the bear pelt from the dead bear.''&lt;br /&gt;
&lt;br /&gt;
This seems very uncommon and had to reason or solution that I could discernibly see. It also does not greatly impact the quest, with the availability of stocked pelts. --[[User:DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;DKong27&amp;lt;/font&amp;gt;]] &amp;lt;sup&amp;gt;'''[[User_talk:DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Tk&amp;lt;/font&amp;gt;]] [[Special:Contributions/DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Ctr&amp;lt;/font&amp;gt;]] [[User:DKong27/Email|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Em&amp;lt;/font&amp;gt;]]''' &amp;lt;/sup&amp;gt; 23:00, 11 December 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>DKong27</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Destruction_Training&amp;diff=812590</id>
		<title>Oblivion:Destruction Training</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Destruction_Training&amp;diff=812590"/>
		<updated>2011-12-11T22:58:45Z</updated>

		<summary type="html">&lt;p&gt;DKong27: Undo revision 782101 by 86.27.142.100 (Talk) move to talk&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Quests|Master Training}}&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver=[[Oblivion:Delphine Jend|Delphine Jend]] at the [[Oblivion:Bravil Mages Guild|Bravil Mages Guild]] or [[Oblivion:Marc Gulitte|Marc Gulitte]] at the [[Oblivion:Anvil Mages Guild|Anvil Mages Guild]]&lt;br /&gt;
|Icon=OB-qico-Training.png&lt;br /&gt;
|Reward=Master [[Oblivion:Destruction|Destruction]] Training&lt;br /&gt;
|Loc=Wayshrine of Kynareth&lt;br /&gt;
|description=A [[Oblivion:Bralsa Andaren|Master of Destruction]] wants you to join her in challenging the gods to prove you deserve her training.&lt;br /&gt;
|ID=TrainingDestruction&lt;br /&gt;
|prev=none&lt;br /&gt;
|next=none&lt;br /&gt;
|image=OB-creature-Brown Bear_02.jpg&lt;br /&gt;
|imgdesc=Destroy Kynareth's creations to receive master training in Destruction.&lt;br /&gt;
|ReqLevel=Destruction skill of 70.&lt;br /&gt;
|ReqItem=20 Bear Pelts&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
#Once you have a [[Oblivion:Destruction|Destruction skill]] of 70, speak with [[Oblivion:Delphine Jend|Delphine Jend]] in the [[Oblivion:Bravil Mages Guild|Bravil Mages Guild]] or [[Oblivion:Marc Gulitte|Marc Gulitte]] in the [[Oblivion:Anvil Mages Guild|Anvil Mages Guild]] to receive the master training recommendation.&lt;br /&gt;
#Bring twenty bear pelts to [[Oblivion:Bralsa Andaren|Bralsa Andaren]] so she agrees to train you further.&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
===The God Hater===&lt;br /&gt;
Once you have leveled up your [[Oblivion:Destruction|Destruction]] skill to 70, speak with either [[Oblivion:Delphine Jend|Delphine Jend]], who is a member of the [[Oblivion:Mages Guild|Mages Guild]] in Bravil, or with [[Oblivion:Marc Gulitte|Marc Gulitte]], also a member of the Mages Guild, in Anvil. They will tell you that if you wish to learn more about Destruction you need to find [[Oblivion:Bralsa Andaren|Bralsa Andaren]], a [[Lore:Dunmer|Dunmer]] who is currently camping near a wayshrine of [[Lore:Kynareth|Kynareth]] in the [[Oblivion:Colovian Highlands|Colovian Highlands]], attempting to destroy the Divine's creations.&lt;br /&gt;
&lt;br /&gt;
Your quest arrow will point to [[Oblivion:Bralsa Andaren|Bralsa Andaren]]; no map marker will be added, but she can typically be found in the vicinity of the shrine {{Map Link|x=-91803|y=50071}}. Before providing training, she asks you to give her twenty Bear Pelts.  These can be acquired the hard way by killing [[Oblivion:bear|bear]]s ([[Oblivion:Black Bear|black bear]]s appear randomly starting at level 9 in most places, or level 7 along roads), or by purchasing them from [[Oblivion:merchants|merchants]].  Most general merchants have an infinite supply of bear pelts and are therefore easy sources; as soon as you buy the five bear pelts in their inventory, five more will appear. Once you have given them to her, she will agree to teach you more about Destruction.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* It is possible for Bralsa to be killed by the wildlife.  The chances of her dying increase each time you visit her, because most dangerous creatures only spawn when your character is in the area.  Therefore, it is advisable to maximize your training each time you visit.  Before your first trip to find her, collect all twenty bear pelts and have enough gold to immediately buy five training sessions (i.e., at least 3600 gold).&lt;br /&gt;
* Bralsa may die before you find her due to an [[Oblivion:Oblivion_Gates#Colovian_Highlands|Oblivion Gate]] {{Map Link|x=-97225|y=47135}} that may open nearby. If it does, you may wish to close it as soon as possible to avoid her death.&lt;br /&gt;
* After the Destruction Master Training quest is complete, she can be very hard to find since the quest marker is gone. A good way to find her is to wait by her bedroll at 11pm. If she's alive, she will come back to her camp, usually within minutes.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* A bug may cause Bralsa to take fewer than twenty bear pelts from you.  This may be caused by having a combination of stolen and non-stolen bear pelts in your inventory. Bralsa will only take your stolen bear pelts in this case.&lt;br /&gt;
* Like [[Oblivion:Torbern|Torbern]], [[Oblivion:Alawen|Alawen]], and [[Oblivion:Tooth-in-the-Sea|Tooth-in-the-Sea]], if Bralsa dies before beginning her Master Training quest, the quest can be obtained but not completed, and will stay active.&lt;br /&gt;
**{{UOP}}&lt;br /&gt;
&lt;br /&gt;
==Journal Entries==&lt;br /&gt;
{{Journal Entries&lt;br /&gt;
|id=TrainingDestruction&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|I must seek out Bralsa Andaren if I wish to learn more about Destruction magic.&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|I must bring 20 bear pelts to Bralsa Andaren so that she will agree to teach me what she knows about Destruction magic.&lt;br /&gt;
|100&lt;br /&gt;
|fin&lt;br /&gt;
|I have met Bralsa Andaren's demands, and she has agreed to teach me what she knows.&lt;br /&gt;
|200&lt;br /&gt;
|fin&lt;br /&gt;
|Bralsa Andaren is dead. I can no longer be taught more about Destruction.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{OB Journal Entries Notes}}&lt;/div&gt;</summary>
		<author><name>DKong27</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Pelinal_Whitestrake&amp;diff=812587</id>
		<title>Oblivion:Pelinal Whitestrake</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Pelinal_Whitestrake&amp;diff=812587"/>
		<updated>2011-12-11T22:55:51Z</updated>

		<summary type="html">&lt;p&gt;DKong27: adding bug note on him existing before quest, not sure if i like it though&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mod Header|Knights of the Nine}}&lt;br /&gt;
{{cleanup-obnpcrp&lt;br /&gt;
|inventory=[[User:Mxk101|mxk101]] (CS)&lt;br /&gt;
|house=[[User:Legoless|Legoless]] (N/A)&lt;br /&gt;
|services=[[User:Legoless|Legoless]] (in-game, none)&lt;br /&gt;
|dialogue=[[User:Mxk101|mxk101]] (CS) and [[User:Legoless|Legoless]]&lt;br /&gt;
}}&lt;br /&gt;
{{NPC Summary&lt;br /&gt;
|baseid=xx000f88&lt;br /&gt;
|refid=xx0026a6&lt;br /&gt;
|city=&lt;br /&gt;
|loc=Somewhere above the Imperial City&lt;br /&gt;
|race=Imperial&lt;br /&gt;
|gender=Male&lt;br /&gt;
|class=Knight&lt;br /&gt;
|level=2&lt;br /&gt;
|health=2500&lt;br /&gt;
|magicka=50&lt;br /&gt;
|resp=50&lt;br /&gt;
|aggress=0&lt;br /&gt;
|essential=Yes&lt;br /&gt;
|faction=&lt;br /&gt;
|image=OB-npc-Pelinal Whitestrake.jpg&lt;br /&gt;
|imgdesc=Pelinal Whitestrake appears to you in a vision&lt;br /&gt;
}}&lt;br /&gt;
'''Pelinal Whitestrake''' is the Divine Crusader, a character added by the [[Oblivion:Knights of the Nine|Knights of the Nine]] [[Oblivion:Official Plug-ins|official plug-in]]. In the [[Lore:First Era|First Era]] he fought on behalf of the human slaves of Cyrodiil using enchanted gifts bestowed upon him by the [[Lore:Eight Divines|Eight Divines]].  &lt;br /&gt;
&lt;br /&gt;
He slew the Ayleid Sorcerer-King [[Oblivion:Umaril_the_Unfeathered_(person)|Umaril the Unfeathered]] in order to free Cyrodiil from the [[Oblivion:Ayleids|Ayleid]] oppressors and ushered in a new era of peace.  His victory was short-lived as Umaril's cohorts quickly defeated him afterwards.  Dying, Pelinal realized that Umaril would one day return and seek his vengeance on mankind and the [[Oblivion:Nine Divines|gods]] who aided him.  &lt;br /&gt;
&lt;br /&gt;
He is first mentioned by [[Oblivion:The Prophet|The Prophet]] in front of the destroyed Chapel of [[Lore:Dibella|Dibella]] in [[Oblivion:Anvil|Anvil]].  After completing the [[Oblivion:Pilgrimage|Pilgrimage]] quest, you receive a vision from him to receive the quest [[Oblivion:The Shrine of the Crusader|The Shrine of the Crusader]].  Throughout many of the Knights of the Nine quests, you will retrieve the [[Oblivion:Knights of the Nine New Items#Crusader's Relics|Relics of the Crusader]], the armor and weapons of this holy knight, which are needed to destroy Umaril the Unfeathered again.  &lt;br /&gt;
&lt;br /&gt;
He wears a full set of [[Oblivion:Armor_of_the_Crusader|armor of the crusader]] and wields the sword of the crusader.&lt;br /&gt;
&lt;br /&gt;
After completing your [[Oblivion:Pilgrimage|pilgrimage]], Pelinal will appear to you in a vision and give the following speech: ''&amp;quot;Hail knight! You seek my Relics with a worthy heart! Your prayers have woken me from my endless dream. Or perhaps you have entered my dream, and I still sleep. I think others have sometimes spoken to me, others like you, but my memory is doubtful. Perhaps the others came after you. Your need must be great for the gods to allow us to speak. Has Umaril the Accursed found a way back? The foulest of a foul race. A thousand curses upon his unholy name! I thought I'd won. But I should have known. The Slavemasters are a cunning breed. Umaril found a way to cheat death, as I could not. If you would seek for my Relics, I know little that can help you. All that has passed since my death is like mist that my mind cannot take hold of. My friends built a shrine upon the site of my death, where the Elves tormented me in a final act of revenge. I can show you where it once stood. Perhaps it is there still.  Fare thee well, sir knight. May the gods grant you to destroy Umaril utterly, as I failed to do.&amp;quot;''&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* He is voiced by [http://www.imdb.com/name/nm0426432/ Wes Johnson]&lt;br /&gt;
* See the [[Lore:Pelinal Whitestrake|lore version]] for more information on Pelinal Whitestrake.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{Bug|Pelinal exists from the beginning of any game loaded with Knights of the Nine present, making him susceptible to use of console commands such as &amp;lt;code&amp;gt;killall&amp;lt;/code&amp;gt; used near the Imperial City.}}&lt;/div&gt;</summary>
		<author><name>DKong27</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Dark_Brotherhood&amp;diff=812583</id>
		<title>Oblivion talk:Dark Brotherhood</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Dark_Brotherhood&amp;diff=812583"/>
		<updated>2011-12-11T22:53:06Z</updated>

		<summary type="html">&lt;p&gt;DKong27: Undo revision 781549 by 63.230.211.78 (Talk) all caps and unrelated to topic&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive Table&lt;br /&gt;
|Archive 1||April 2006 - December 2009&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Bringing Back Old Members ==&lt;br /&gt;
&lt;br /&gt;
Can you use the console after the purification quest is over to bring the old members back and make them stay forever? [[User:Lord Jeerus|Lord Jeerus]] 18:40, 3 January 2010 (UTC)Lord Jeerus&lt;br /&gt;
:Yes.  --[[User:GuildKnight|GK]]&amp;lt;sup&amp;gt;[[User_talk:GuildKnight|talk2me]]&amp;lt;/sup&amp;gt; 07:50, 4 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== List of characters ==&lt;br /&gt;
&lt;br /&gt;
In the list of characters for triggering the quest, have added Umbra's name the start of the section mentioning her, on the grounds that it's easier to see when skimming through, and remains alphabetised. - BGT&lt;br /&gt;
&lt;br /&gt;
== So what is the REAL weight... ==&lt;br /&gt;
&lt;br /&gt;
of a [[oblivion:chokeberry|chokeberry]]?  This page says 0.3 down on the bottom, but the page it links to for them says it's 0.1.  I'd assume that the actual page is correct, but I don't have the expansion to see for myself.  But either way, wouldn't one of these be incorrect weight?&lt;br /&gt;
:It seems both, it's weightless to make it possible to reverse-pickpocket.--&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[User:Corevette789|&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#222222&amp;quot;&amp;gt;Corevette&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;]]&amp;lt;/sup&amp;gt;&amp;lt;sub&amp;gt;&amp;lt;span style=&amp;quot;position: relative; left:-30px; margin-right:0px;&amp;quot;&amp;gt;[[User:Corevette789|&amp;lt;font color=&amp;quot;#444444&amp;quot;&amp;gt;789&amp;lt;/font&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/small&amp;gt; 02:29, 5 April 2010 (UTC)&lt;br /&gt;
::Are we reading the same thing?  What you just said directly contradicts what I'm talking about...&lt;br /&gt;
::*If you have the Vile Lair plug-in and have purchased the upgrade for the &amp;quot;Garden of Venomgrowth&amp;quot; area, you will find three Chokeberry bushes. These berries, unfortunately, weigh 0.3 and cannot be reverse-pickpocketed. You can, however, place them on tables and in containers for NPCs to eat.&lt;br /&gt;
::If this '''IS''' what you're talking about, I'm completely confused....  [[User:Justeazy|Justeazy]] 04:37, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::That's what he was referring to, yes. If you follow the link to the [[Oblivion:Chokeberry|Chokeberry]] page, however, you'll see it says they weigh 0.1. According to the Construction Set, they weigh 0.1, so I've updated the Dark Brotherhood page to match. &amp;lt;span style=&amp;quot;white-space:nowrap;&amp;quot;&amp;gt;‒ [[User:RobinHood70|&amp;lt;span style=&amp;quot;font-variant:small-caps; color:royalblue;&amp;quot;&amp;gt;'''Robin Hood'''&amp;lt;/span&amp;gt;]]&amp;lt;span style=&amp;quot;font-size:18pt; line-height:0;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;color:royalblue; line-height:0; font-size:7pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 06:33, 30 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Removed VN ==&lt;br /&gt;
&lt;br /&gt;
* It's also possible to accidentally murder an ally. The easiest way to have this happen is with a partner who fights alongside you, like the soldiers at the [[Oblivion:Kvatch|Kvatch]] Oblivion gate. Unfortunately, this will give you a bounty. However, the Kvatch guard you first meet up with shortly after you enter the first Oblivion Gate is killable with no bounty, since nobody else is in the gate with you to witness it. {{tlp|VN|Do ''all'' allies give you a bounty or are there any who can be murdered freely?}}&lt;br /&gt;
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I reworded this, as not only the recently added sentence confirms for the VN, but my testing does also. {{unsigned|Justeazy|17:34, 17 April 2010}}&lt;br /&gt;
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== Advancement ==&lt;br /&gt;
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I was just going through all the achievements for the Xbox360 and what to do to get them and I realized that this page wasn't as good as the pages for the other guilds...&lt;br /&gt;
Since I know nothing about editing these pages I ask someone who does; can you please do a similar table for advancement ni the guild?&lt;br /&gt;
&lt;br /&gt;
:Where IS the advancement grid? --[[User:Zander490|Zander490]] 01:49, 2 June 2010 (UTC)&lt;br /&gt;
::Nevermind, [http://www.uesp.net/wiki/Oblivion:Guild_Ranks found it].--[[User:Zander490|Zander490]] 22:32, 8 June 2010 (UTC)&lt;br /&gt;
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== Glitches ==&lt;br /&gt;
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When my dark brotherhood follower is asked to turn invisibel his head can sometimes remain visible.&lt;br /&gt;
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Why?. {{Unsigned|92.1.188.141|17:03, 13 August 2010}}&lt;br /&gt;
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It's a glitch. I believe it is caused by their hoods. (Hoods in this game tend to be buggy.) [[Special:Contributions/24.181.62.15|24.181.62.15]] 01:17, 15 November 2010 (UTC)&lt;br /&gt;
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== Help! ==&lt;br /&gt;
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So, I had just joined the DB, accepted the first contract, but when i took some stuff from a chest (which was locked and didn't have a red icon), I was kicked out. So I killed the Wrath, then when I went back Vincente and Ocheeva just attack me. I run out, Vincente stays in but Ocheeva coems out and is killed by the guards, so I approach her and speak to her and she gives the 'can't speak here' thing, So I go back in, and the exact thing happens again! What should I do? --&amp;lt;font color=orange&amp;gt;[[User:Call999itsashark|call999itsashark]]&amp;lt;/font&amp;gt;&amp;lt;sup&amp;gt;  &amp;lt;font color=red&amp;gt;[[User_Talk:Call999itsashark|talk]]&amp;lt;/font&amp;gt; • &amp;lt;font color=green&amp;gt;[[Special:Emailuser/Call999itsashark|mail]]&amp;lt;/font&amp;gt;&amp;lt;/sup&amp;gt; 14:23, 13 September 2010 (UTC)&lt;br /&gt;
:Those locked chests belong to the other brothers and sisters in the Sanctuary. You are not allowed to take items from those chests until after you have finished ALL the Dark Brotherhood quests. --[[User:Sencilia|Sencilia]] 10:17, 14 September 2010 (UTC)&lt;br /&gt;
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:: Well thats ''helpful'', but i fixed it by usign the console (stopcombat on Vincente and setting his disposition to 70)--&amp;lt;font color=orange&amp;gt;[[User:Call999itsashark|call999itsashark]]&amp;lt;/font&amp;gt;&amp;lt;sup&amp;gt;  &amp;lt;font color=red&amp;gt;[[User_Talk:Call999itsashark|talk]]&amp;lt;/font&amp;gt; • &amp;lt;font color=green&amp;gt;[[Special:Emailuser/Call999itsashark|mail]]&amp;lt;/font&amp;gt;&amp;lt;/sup&amp;gt; 17:42, 16 September 2010 (UTC)&lt;br /&gt;
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:::Sorry, I uh, forgot to add that if you were expelled from the Dark Brotherrhood after stealing from the chests, you gotta sleep, fight off a Wrath of Sithis and then you should be allowed back without the others attacking you. My bad ^^; --[[User:Sencilia|Sencilia]] 10:45, 17 September 2010 (UTC)&lt;br /&gt;
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:::: Yeah I did that, they still tried to kill me. But it's all fixed now :) --&amp;lt;font color=orange&amp;gt;[[User:Call999itsashark|call999itsashark]]&amp;lt;/font&amp;gt;&amp;lt;sup&amp;gt;  &amp;lt;font color=red&amp;gt;[[User_Talk:Call999itsashark|talk]]&amp;lt;/font&amp;gt; • &amp;lt;font color=green&amp;gt;[[Special:Emailuser/Call999itsashark|mail]]&amp;lt;/font&amp;gt;&amp;lt;/sup&amp;gt; 18:39, 17 September 2010 (UTC)&lt;br /&gt;
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::::: I have the same problem can i get some help on fixing it?&lt;br /&gt;
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:::::: If your problem is that they keep attacking you, try raising their disposition using a Charm spell. [[User:Kitkat1749|Kitkat1749]] &amp;lt;sup&amp;gt; •[[User talk:Kitkat1749|Talk]]•[[Special:Contributions/Kitkat1749|Contrib]]•[[Special:EmailUser/Kitkat1749|E-mail]]&amp;lt;/sup&amp;gt; 12:23, 13 August 2011&lt;br /&gt;
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== Can't Join!? ==&lt;br /&gt;
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I just murdered someone, and I didn't get the whole &amp;quot;Killing has been observed&amp;quot; thing. I don't know why, I assumed it was because I got caught, but I read it doesn't matter. I think the person was Puny Ancus. It was a clean kill, but I got no message!&lt;br /&gt;
:It's possible that you've already gotten the message and didn't notice, and haven't slept since then. You may try sleeping, if that's a possibility. Have you checked your active quests? It may be you've already spoken to Lucien and just don't remember - I know things like that happen to me every now and then. --&amp;lt;sup&amp;gt;[[User:Darkle|Darkle]]&amp;lt;/sup&amp;gt; ~ &amp;lt;sub&amp;gt;[[User talk:Darkle|Talk]]&amp;lt;/sub&amp;gt; 01:25, 14 October 2010 (UTC)&lt;br /&gt;
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== Is there a way back from the dark side?? ==&lt;br /&gt;
I've just completed most of the game and it's different guilds, and just started the Dark Brotherhood.&lt;br /&gt;
As soon as I joined my character seem to have become &amp;quot;evil&amp;quot; as I get weird comments from random npcs, and get rejected by altars of the nine devines and so on. This is no good to my character.&lt;br /&gt;
Is there a way to completetly wash the bad rumors away from (repair) my character, once I'm done with the Dark Brotherhood? {{unsigned|83.109.100.39|08:28, January 5, 2011}}&lt;br /&gt;
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:This is becasue of your [[Oblivion:Infamy|Infamy]]. To remove Infamy, simply do a Pilgrimage to the [[Oblivion:Wayshrines|Wayshrines]]. --&amp;lt;font color=mediumpurple&amp;gt;[[User:DKong27|DKong27]] &amp;lt;sup&amp;gt;[[User_talk:DKong27|Talk]] [[Special:Contributions/DKong27|Cont]]&amp;lt;/sup&amp;gt;&amp;lt;/font&amp;gt; 13:39, 5 January 2011 (UTC)&lt;br /&gt;
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:: Alternatively, if you play on the PC you can use the console to reset your infamy. [[User:Jayden Matthews|Jayden Matthews]] 13:47, 5 January 2011 (UTC)&lt;br /&gt;
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:::I suppose so... &amp;quot;SetPCInfamy 0&amp;quot; --&amp;lt;font color=mediumpurple&amp;gt;[[User:DKong27|DKong27]] &amp;lt;sup&amp;gt;[[User_talk:DKong27|Talk]] [[Special:Contributions/DKong27|Cont]]&amp;lt;/sup&amp;gt;&amp;lt;/font&amp;gt; 16:05, 5 January 2011 (UTC)&lt;br /&gt;
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::::By the way, the [[Oblivion:pilgrimage|pilgrimage]] only resets your infamy to zero if you have the [[Oblivion:Knights of the Nine|Knights of the Nine]] [[Oblivion:Official Plug-ins|official plug-in]] installed.  --'''[[User:GuildKnight|GK]]'''&amp;lt;sup&amp;gt;[[User_talk:GuildKnight|talk2me]]&amp;lt;/sup&amp;gt; 00:54, 12 January 2011 (UTC)&lt;br /&gt;
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== Doing the questline as the Gray Fox ==&lt;br /&gt;
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I wanted to avoid getting infamy and having to redo the pilgrimage, so I did the Theives Guild questline first. I'm currently on the quest &amp;quot;Scheduled for Execution&amp;quot; and all NPC associated with the Dark Brotherhood quests don't distinguish between me or the Gray Fox, meaning they act as if I'm not wearing the cowl. I'll check back into this site when finished with the questline, but might this be noteworthy in the main article? {{Unsigned|71.181.163.121|03:55, 27 January 2011 (UTC)}}&lt;br /&gt;
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::The DB members know who you are even if you have the Grey Cowl on. Don't know why , probally to stop them attacking you if you go into the Sanctuary. Or the Infamy. [[User:JackTurbo95|JackTurbo95]] 16:46, 3 March 2011 (UTC)&lt;br /&gt;
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== New Set of Red Eyes ==&lt;br /&gt;
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I just started playing this game recently, and became the Arena Grand Champ after doing Agronak's quest, thus provoking Lucien to come to me. I accepted, and now, instead of blue eyes, my Nord has red eyes and a pale, damaged face.  Is this typical? Or have I been affected by the vampires I fought at Crowhaven? I didn't see anything about this when I read the pages on the Dark Brotherhood, but I did kinda skim it, so it's possible I missed it. {{unsigned|67.151.100.72|5 February 2011}}&lt;br /&gt;
:It is most likely you contacted vampirism from one of the vampires at Crowhaven. It has nothing to do with Lucien coming or the DB. --[[User:Sencilia|Sencilia]] 11:36, 5 February 2011 (UTC)&lt;br /&gt;
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== Maeva the Buxom ==&lt;br /&gt;
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* [[Oblivion:Maeva the Buxom|Maeva the Buxom]] at Whitmond Farm is a great target as killing her results in no bounty and it is an easy kill.&lt;br /&gt;
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I see no note of this on her page and she doesn't seem to be a particularly weak NPC, if someone else can confirm this feel free to put it back. --[[User:Alpha Kenny Buddy|AKB]] &amp;lt;sup&amp;gt;[[User_talk:Alpha_Kenny_Buddy|Talk]]&amp;lt;/sup&amp;gt; 14:53, 11 February 2011 (UTC)&lt;br /&gt;
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== Never a Speaker ==&lt;br /&gt;
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I was just looking through the xbox 360 achievements and there is one for becoming a speaker. Do you ever get to become a speaker and actually get to recruit people. I'm a listener but its a boring job. {{unsigned|68.96.253.39|20:50, March 2, 2011}}&lt;br /&gt;
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:Listener is a higher rank that Speaker. --&amp;lt;font color=mediumpurple&amp;gt;[[User:DKong27|DKong27]] &amp;lt;sup&amp;gt;[[User_talk:DKong27|Talk]] [[Special:Contributions/DKong27|Cont]]&amp;lt;/sup&amp;gt;&amp;lt;/font&amp;gt; 01:55, 3 March 2011 (UTC)&lt;br /&gt;
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::You very briefly become a speaker at the end of [[Oblivion:Following a Lead|Following a Lead]], once Arquen says ''&amp;quot;Between the hours of midnight and 3:00 AM, ask me about the Night Mother, and we will away to our Lady's home. Only then will the ritual begin.&amp;quot;'' [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 06:37, 3 March 2011 (UTC)&lt;br /&gt;
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::Exactly. It would be fun to recruit players. I think they should've put that in , but hey I'm no Bethesda people .... [[User:JackTurbo95|JackTurbo95]] 16:43, 3 March 2011 (UTC)&lt;br /&gt;
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::I Found a mod that allows you to recruit new Dark Brotherhood Assassins to the Cheydinhal sancturary after becoming Listener. It's called &amp;quot;Epic Dark Brotherhood&amp;quot;. After becoming listener, a Dark Merchant will appear in the sanctuary and will allow you to buy an upgrade to the living quarters and recruit 5 more assassins. It may not be the experience of finding people in there sleep and looking all shadowy and mysterious, but at least it's something. I found a reliable (and free) download at http://www.gamefront.com/files/5055632/Epic_Dark_Brotherhood__1_3_. [[User:Right-Hand-Of-Sithis|Right-Hand-Of-Sithis]] 5:56 AEST 4 May 2011[[User:Right-Hand-Of-Sithis|Right-Hand-Of-Sithis]] 08:02, 4 May 2011 (UTC)&lt;br /&gt;
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== Easy Prey ==&lt;br /&gt;
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In between Bruma and Applewatch I usually find two Imperial Legion Forresters battling each other here. If you wait, one always kills the other, kill the weakened survivor. So far it's never taken more then one hit to kill him, but do it quickly or he runs off after deer. Unless your fast and can catch up. Be careful your horse doesn't see, either. Caught me off guard returning to Imperial City and was immediately arrested with 1,040 gold bounty. {{Unsigned|Grelaria|03:05, 16 March 2011 (UTC)}}&lt;br /&gt;
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:I have to disagree with you there, I can think of far to many NPCs that are &amp;quot;Easy Prey&amp;quot;, and don't have the ability to give you a thousand gold bounty. --[[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; 03:05, 16 March 2011 (UTC)&lt;br /&gt;
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::Same here. Everybody has someone they would call the ''perfect target''. It's all opinion. --&amp;lt;font color=mediumpurple&amp;gt;[[User:DKong27|DKong27]] &amp;lt;sup&amp;gt;[[User_talk:DKong27|Talk]] [[Special:Contributions/DKong27|Cont]]&amp;lt;/sup&amp;gt;&amp;lt;/font&amp;gt; 03:12, 16 March 2011 (UTC)&lt;br /&gt;
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::: Any NPC belonging to a guard faction is far from easy prey. Considering that in the realm of Cyrodil, the guards have the capability to know if you've killed a fellow guard within the very second of your attack. No matter where you are, or if there are no witnesses, you still obtain a bounty. Guards will always give you a bounty for attacking/killing [[User:Western3589|Western3589]] 03:17, 16 March 2011 (UTC)&lt;br /&gt;
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::::Good to know. Didn't know guards reported that w/ no witnesses and all. Oh well, hello Dark Brotherhood. {{unsigned|67.72.98.45|04:12, 17 March 2011}}&lt;br /&gt;
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== Moved note. ==&lt;br /&gt;
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* Even though [[Oblivion:Arkved|Arkved]] may be an easy target to kill because he is always asleep, killing him will not get the Dark Brotherhood's attention.&lt;br /&gt;
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If we should put it on any page , put it on Arkved's page. [[User:JackTurbo95|JackTurbo95]] 08:59, 9 April 2011 (UTC)&lt;br /&gt;
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* Occasionally, when entering the sanctuary one can find two or three members of the Dark Brotherhood fighting each other for no apparent reason. The fighting will only end when one of the fighters is killed. There is no punishment for looting the corpse.&lt;br /&gt;
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Has it been confirmed. I have never seen this , but feel free to put it back on. [[User:JackTurbo95|JackTurbo95]] 15:21, 16 April 2011 (UTC)&lt;br /&gt;
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== Is this a glitch? ==&lt;br /&gt;
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i put out a steel cutlass in the dark brotherhood and everyone there attacked me! My brother tried and it did not happen to him.Is it mine or his thats glitched&lt;br /&gt;
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[[User:Xxgreenbunnyxx|Xxgreenbunnyxx]] 18:10, 13 April 2011 (UTC)&lt;br /&gt;
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:You had most likely been kicked out of it , and not slept since it , therefore have not recieved the Wraith of Sithis. Just sleep , and then kill the Wraith , then you can go back in. [[User:JackTurbo95|JackTurbo95]] 18:20, 13 April 2011 (UTC)&lt;br /&gt;
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::Sorry but i have never even did such a thing i am listener now but i was a murderer when it happened. [[Special:Contributions/77.102.255.9|77.102.255.9]] 20:58, 13 April 2011 (UTC) [[User:Xxgreenbunnyxx|Xxgreenbunnyxx]] 20:59, 13 April 2011 (UTC) i should`ve signed in&lt;br /&gt;
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:::The only reason that pulling a weapon will get them to attack you is if they hate you...a lot. It seems unlikely being a fellow faction member, but it is possible with low Personality, bad persuasions, past crimes. --{{FC|#800000|[[User:DKong27|DKong27]] &amp;lt;sup&amp;gt;[[User_talk:DKong27|Talk]] [[Special:Contributions/DKong27|Cont]]&amp;lt;/sup&amp;gt;}} 00:57, 14 April 2011 (UTC)&lt;br /&gt;
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When i looked back at friendship it was 100 and my personality is 40 and also i have not done anything to them. [[User:Xxgreenbunnyxx|Xxgreenbunnyxx]] 16:03, 14 April 2011 (UTC)&lt;br /&gt;
My brother tested this and nothing happened so it's just a glitch i guess. [[Special:Contributions/77.102.255.9|77.102.255.9]] 20:10, 22 June 2011 (UTC)&lt;br /&gt;
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== Years of Service ==&lt;br /&gt;
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I believe that the sanctuary is 300+ years, not the 200+ the article states. Vicente says that the sanctuary is older than he is, which is three hundred years. If someone can verify this then please go ahead and change the info {{uns|166.254.150.65|09:15, 17 April 2011}}&lt;br /&gt;
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: He says it has been around since before he joined the Dark Brotherhood, not since before he was born. [[User:Legoless|Legoless]] 10:14, 17 April 2011 (UTC)&lt;br /&gt;
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:: Yes, I'm afraid your right. I looked back and sure enough. Thank you. [[Special:Contributions/166.168.207.176|166.168.207.176]] 03:43, 19 April 2011 (UTC) Wolfchaldo&lt;br /&gt;
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== And You Said I Couldn't Get In Their Chests........ ==&lt;br /&gt;
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I saw on a comment below (actually its ABOVE since new posts are always on the bottom), that you cannot take things from the other members' chests in the Living Quarters, and that it would result in suspension from the guild. This doesnt make sense. I clearly just took &amp;quot;6 Arrows Of The North Winds&amp;quot; from either Teinaava or Gogron gro-Bolmog and nothing happened. Maybe I'm not thinking of the same thing or maybe the facts were mixed up. Do these respond though? I would love it if every 4 days I go back and find some enchanted arrows and leveled armor; Please tell me if this is true or not.&lt;br /&gt;
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[[User:LukaSlayer13|LukaSlayer13]] 19:13, 21 April 2011 (UTC)&lt;br /&gt;
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: Not everything on talk pages is accurate. You will get suspended if somebody sees you steal from a chest, but if you can avoid being seen you can steal with impunity. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 19:15, 21 April 2011 (UTC)&lt;br /&gt;
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::I'm pretty  sure that those chests are common property. Maybe owned by th Dark Brotherhood in general? Either way, I've never seen those chests as stealing. --{{FC|#800000|[[User:DKong27|DKong27]] &amp;lt;sup&amp;gt;[[User_talk:DKong27|Talk]] [[Special:Contributions/DKong27|Cont]]&amp;lt;/sup&amp;gt;}} 19:25, 21 April 2011 (UTC)&lt;br /&gt;
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:::Those Chests are not owned. {{uns|69.207.39.93|17:08, July 3, 2011}}&lt;br /&gt;
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== Listener ==&lt;br /&gt;
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I am a listener now so how do i complete the quest line for the Brotherhood? {{unsigned|72.161.187.219|30 July 2011}}&lt;br /&gt;
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: That's the end of the assassinations, but you still have to visit the night mother every week and then report back to Arquen. You cannot &amp;quot;complete&amp;quot; the questline as such, because it is never ending, but &amp;quot;Whispers of Death&amp;quot; is the last quest, as stated on the page. [[User:Kitkat1749|Kitkat1749]] 22:55, 30 July 2011 (UTC)&lt;br /&gt;
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== please i need help !?! ==&lt;br /&gt;
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there is some method to return the dark brotherhood after expelled? [[Special:Contributions/190.154.128.229|190.154.128.229]] 21:27, 15 August 2011 (UTC)&lt;br /&gt;
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It depends on how many times you have been expelled. If it's the first or second time, you have to sleep, beat the Wrath of Sithis when you wake up, and then you can rejoin. If it's the third time, I dont think you can get back in. -- [[User:kitkat1749|Kitkat1749]] 22:15, 15 August 2011 (UTC)&lt;br /&gt;
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== Can this happen every time ==&lt;br /&gt;
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so I unseathed my weapon in the sanctuary and the guys started attacking me&lt;br /&gt;
and then two of the members followed me out of the sanctuary and the gaurds attacked them and they died i then got backed in the sanctuary (i dindent get kicked)and i opened the chest whe tesniva (what ever the males argonian name is)he watched me. i opened the chest of the two members have died. does this happen every time???&lt;br /&gt;
:It is a possible bug yes, though every time I don't think so, i have unsheathed my weapon and not been attacked. Although I know some bugs rely on more than one 'trigger' --&amp;lt;u&amp;gt; Thanks&amp;lt;/u&amp;gt; --&amp;lt;span style=&amp;quot;font-size:large&amp;quot;&amp;gt;[[User:KizC|&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;K&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;i&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;z&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;C&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;sup&amp;gt;&amp;lt;span style=&amp;quot;font-size:x-small&amp;quot;&amp;gt; ·•· [[User_Talk:KizC|Talk]] ·•· [[Special:Contributions/KizC|Contribs]] ·•· [[Special:EmailUser/KizC|Mail]] ·•·&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt; 20:35, 24 August 2011 (UTC)&lt;br /&gt;
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== Charm Spell? ==&lt;br /&gt;
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Wait, if you charm a guard and get their disposition high enough, they pay the fine for you? Is that true, or am I just missing something here? [[User:Kitkat1749|Kitkat1749]] &amp;lt;sup&amp;gt; •[[User talk:Kitkat1749|Talk]]•[[Special:Contributions/Kitkat1749|Contrib]]•[[Special:EmailUser/Kitkat1749|E-mail]]&amp;lt;/sup&amp;gt; 20:50, 23 August 2011 (UTC)&lt;br /&gt;
:No, that's correct.--&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[User:Corevette789|&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#222222&amp;quot;&amp;gt;Corevette&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;]]&amp;lt;/sup&amp;gt;&amp;lt;sub&amp;gt;&amp;lt;span style=&amp;quot;position: relative; left:-30px; margin-right:0px;&amp;quot;&amp;gt;[[User:Corevette789|&amp;lt;font color=&amp;quot;#444444&amp;quot;&amp;gt;789&amp;lt;/font&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/small&amp;gt; 21:09, 24 August 2011 (UTC)&lt;br /&gt;
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== no mission ==&lt;br /&gt;
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I just joined the brotherhood and once I talk to someone they say I was kicked so then after a couple houres. Of trying to get back in (I'm only level 2) I finally get back in so then when I talk to ocheeva it dosnt give me the option of a new contract please help {{uns|98.125.151.244|30 August 2011}}&lt;br /&gt;
:So wait, have you got [[Oblivion:A Dark Exile|this]] quest in your journal? Have you defeated the Wrath of Sithis? If not, and you have indeed been expelled, that's probably why you can't get contracts. --[[User:SerCenKing|SerCenKing]] &amp;lt;sup&amp;gt;[[User talk:SerCenKing|Talk]]&amp;lt;/sup&amp;gt; 19:37, 30 August 2011 (UTC)&lt;br /&gt;
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== DB: Quest of &amp;quot;Purification&amp;quot; ==&lt;br /&gt;
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Who is the actual infiltraitor? I searched all around the quarters for clues and found nothing. Is there ever a way to find out? [[Special:Contributions/99.24.145.9|99.24.145.9]] 19:35, 13 October 2011 (UTC)&lt;br /&gt;
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:Finish the quest line, it'll be revealed in time. You haven't met him yet. --[[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; 19:40, 13 October 2011 (UTC)&lt;br /&gt;
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== Kill stats for DeBuff Mage Hood ==&lt;br /&gt;
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There really needs to be an &amp;quot;Unsolved Mysteries&amp;quot; statistic in the player stats screen for those really sneaky murders. It's so effective that it's ridiculous. Funny thing though... I just killed the vampire hunters at the Two Sisters inn for the Information at a Price quest using a mage hood. Reverse pickpocketed them, woke them up, and they all ended up walking to the same bed to go back to sleep. There's a bed with four dead vampire hunters piled on it and I did nothing but give them a free hat. Glitch? or is it a hole in the script where they can't recognize the bed as occupied when the previous user died on it? [[Special:Contributions/67.183.254.238|67.183.254.238]] 17:39, 7 November 2011 (UTC) Beanstyle&lt;br /&gt;
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:First, the game cannot associate those kills to you. You are only given kills that are done directly by you, or by anything under your control, such as summons, reanimates, and possibly commands. Second, the beds are not occupied. A bed is only considered occupied if there is an NPC using it for their sleep package. Their bodies are ''on'' the bed, but they are not ''using'' it. That's just a general feature of the engine. --[[User:DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;DKong27&amp;lt;/font&amp;gt;]] &amp;lt;sup&amp;gt;'''[[User_talk:DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Tk&amp;lt;/font&amp;gt;]] [[Special:Contributions/DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Ctr&amp;lt;/font&amp;gt;]] [[User:DKong27/Email|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Em&amp;lt;/font&amp;gt;]]''' &amp;lt;/sup&amp;gt; 18:27, 7 November 2011 (UTC)&lt;br /&gt;
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:: This is different from Morrowind then? In Morrowind, I remember selling a Damage-Self armor and getting blamed when the shop owner put it on and died. --[[User:Brf|Brf]] 18:42, 7 November 2011 (UTC)&lt;br /&gt;
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:::Well then...Time to go try it out I suppose. I will use a new character with no previous murders, and enchant and reverse pickpocket something I guess... --[[User:DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;DKong27&amp;lt;/font&amp;gt;]] &amp;lt;sup&amp;gt;'''[[User_talk:DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Tk&amp;lt;/font&amp;gt;]] [[Special:Contributions/DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Ctr&amp;lt;/font&amp;gt;]] [[User:DKong27/Email|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Em&amp;lt;/font&amp;gt;]]''' &amp;lt;/sup&amp;gt; 19:00, 7 November 2011 (UTC)&lt;br /&gt;
:::I couldn't get credit for killing someone with a reverse pickpocket, but I may not have tested thoroughly. --[[User:DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;DKong27&amp;lt;/font&amp;gt;]] &amp;lt;sup&amp;gt;'''[[User_talk:DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Tk&amp;lt;/font&amp;gt;]] [[Special:Contributions/DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Ctr&amp;lt;/font&amp;gt;]] [[User:DKong27/Email|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Em&amp;lt;/font&amp;gt;]]''' &amp;lt;/sup&amp;gt; 19:33, 7 November 2011 (UTC)&lt;br /&gt;
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::::I didn't think there was any real question about this. As far as I'm aware, if you don't physically press a button to forcibly take their last breath, as far as the game is concerned, they died of old age. But there's obviously some record of the NPC's death. I just think it'd be kinda neat to have a running stat that groups every &amp;quot;non player caused&amp;quot; death under one heading. From mage hoods and Damage-Self armor, to towing a cranky guard into fighter's guild friends and watching the show. [[Special:Contributions/67.183.254.238|67.183.254.238]] 02:38, 8 November 2011 (UTC) Beanstyle&lt;/div&gt;</summary>
		<author><name>DKong27</name></author>
		
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	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Artifacts&amp;diff=812576</id>
		<title>Skyrim talk:Artifacts</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Artifacts&amp;diff=812576"/>
		<updated>2011-12-11T22:46:17Z</updated>

		<summary type="html">&lt;p&gt;DKong27: moving from Oblivion space with format&lt;/p&gt;
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&lt;div&gt;==Amulet of Stendarr==&lt;br /&gt;
I had found an Amulet of Stendarr in random loot from a dead nord during a quest, but then I died and lost it shortly after. I think the enchantment was to increase block but I can't remember it anymore. Would have added it to the page but couldn't remember the enchantment of it.--[[User:Dro&amp;amp;#39;Bakha|Dro&amp;amp;#39;Bakha]] 07:31, 12 November 2011 (UTC)&lt;br /&gt;
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Amulet of Stendarr blocks 10% more damage with your shield.&lt;br /&gt;
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I found a gloves of the Pugulist from this fat guy in the sewers of Riften. They give +10 damage to melee (which adds on to khajiit claws nicely :D) and give about the same armor as leather bracers. Would this be counted as an artifact? and could someone not at level 11 pick up this item to see if it is a leveling item?-- Guest known as Daneruu in most online places 09:34, 12 November 2011&lt;br /&gt;
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--No, that doesn't count. That's an enchanted item, artifacts are very specific in origin (typically Daedric or Aedric as the page describes.--[[User:Alphaman|Alphaman]]&amp;lt;sup&amp;gt;•[[User_Talk:Alphaman|T]]•&amp;lt;/sup&amp;gt; 18:00, 12 November 2011 (UTC)&lt;br /&gt;
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::Khajiit can wear gloves in skyrim? Or were they bracers? --[[User:Rmag37|Rmag37]] 23:27, 14 November 2011 (UTC)&lt;br /&gt;
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:::Khajiits could wear gloves in oblivion, so I would believe that they could do so in Skyrim. [[Special:Contributions/68.109.194.141|68.109.194.141]] 04:06 24 November 2011  &lt;br /&gt;
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== Aedric Amulets ==&lt;br /&gt;
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I'm fairly certain that they are not Artifacts. I've run across a second Amulet that I already own, I think the Amulet of Kynareth. That or the Amulet of Julianos. However, I don't want to edit them out of the page in case I'm wrong somehow. Can anyone else confirm?--[[User:MadMagicMuffinMan|MadMagicMuffinMan]] 18:35, 12 November 2011 (UTC)&lt;br /&gt;
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:I would agree, I got an amulet of Akatosh from a merchant, and they don't typically sell artifacts. --[[User:Halfstache|Halfstache]] 03:17, 13 November 2011 (UTC)&lt;br /&gt;
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::I'm sure it's just a random lot, I found an amulet of Dibella in Bleak Falls or in the first mission (not sure) and I saw the amulet on a shopkeeper in Riften. [[User:OrkMan|OrkMan]] 21:29, 14 November 2011 (UTC)&lt;br /&gt;
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:::The amulets of the nine divine are just regular loot. I've seen many in the short time since Skyrim has been out. They should not be here, but they should get their own page. [[Special:Contributions/68.109.194.141|68.109.194.141]] 03:46 24 November 2011&lt;br /&gt;
== Amulets ==&lt;br /&gt;
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The man being executed when you first enter Solitude is wearing the Amulet of Talos as well, you need only walk up and loot it after he is killed. I'm not 100% sure that this is a constant source of getting this amulet, but if someone wants to check and add this into the wiki, than it would be appreciated.&lt;br /&gt;
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The Man in Riverwood who gives you the golden claw quest sold me the Amulet of Mara, which opens up marriage dialog. Prior to this i believed it could only be obtained from the merchant/priest in the tavern in Riften. {{uns|65.32.219.58|17:30, 12 November 2011}}&lt;br /&gt;
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:Confirmed. I searched his body and found it as well.--[[User:MadMagicMuffinMan|MadMagicMuffinMan]] 01:43, 13 November 2011 (UTC)&lt;br /&gt;
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::Yeah, I got the A. of Talos from the executed man as well. So I'm not sure exactly what is behind people having it..maybe it's random, but that's kind of odd amulets that seem to be more than just ordinary magic items.--[[User:Alphaman|Alphaman]]&amp;lt;sup&amp;gt;•[[User_Talk:Alphaman|T]]•&amp;lt;/sup&amp;gt; 02:41, 13 November 2011 (UTC)&lt;br /&gt;
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:::It seems to me that they are more like random unique enchanted items as I've had 2 Talos, 2 Arkay and had Stendarr appear at 2 random places, one of which changed due to me dying and reloading a save.--[[User:Dro&amp;amp;#39;Bakha|Dro&amp;amp;#39;Bakha]] 03:59, 13 November 2011 (UTC)&lt;br /&gt;
:::: I got an Amulet of Talos from the solitude execution, Anybody know why its a quest item? I have two of them. --[[User:Rmag37|Rmag37]] 21:01, 14 November 2011 (UTC)&lt;br /&gt;
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:::::That specific Talos Amulet belonged to the man executed. It's a quest item because his wife asks to retrieve it later. -[[User:Nikomis|Nikomis]] 16:25, 18 November 2011 (UTC)&lt;br /&gt;
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:::I would argue that the amulets to the divines are not artifacts in any way, due to their widespread availability. For example, all Vigilants of Stendarr carry an amulet of Stendarr on their person. An artifact is usually a very rare (an usually one of a kind) item. I don't think these amulets constitute that. Maybe if they were headed under an 'amulets' section with special attention given to their rarity in contrast to other, more regular amulets. --[[Special:Contributions/81.102.131.70|81.102.131.70]] 14:26, 22 November 2011 (UTC) Anon&lt;br /&gt;
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== Wabbajack ==&lt;br /&gt;
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Someone should edit the jabberwock page/create a skyrim verision. I fail at uesp apparently. I get a lot of errors trying to load pages. --[[User:Rmag37|Rmag37]] 20:49, 14 November 2011 (UTC)&lt;br /&gt;
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Has anyone tried useing it on a Dragon? just woundering if it breaks stealing the dragon's soul&lt;br /&gt;
Lucian [[Special:Contributions/174.252.34.1|174.252.34.1]] 11:02, 21 November 2011 (UTC)&lt;br /&gt;
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I used it on a dragon, they're too high of a level for them to be transformed so it does a random form of elemental damage. If they could be transformed they would imediatey transform back after taking combat damage. (edit this so it responds to above post) 12/10/2011&lt;br /&gt;
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== Spell effects ==&lt;br /&gt;
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stop writing them like oblivion or morrowind effects -- it's confusing and in a lot of cases doesn't tell us anything about the item. just copy paste the description of the effect from the game [[Special:Contributions/131.194.176.13|131.194.176.13]] 21:19, 14 November 2011 (UTC)&lt;br /&gt;
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Agreed. Unlike the previous games, the artifacts in Skyrim have unique effects that bear further explanation. I think what this really means is that we need a separate page for each Daedric artifact.--[[Special:Contributions/208.75.23.11|208.75.23.11]] 23:05, 19 November 2011 (UTC)&lt;br /&gt;
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== Wuuthrad ==&lt;br /&gt;
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It's unclear why Wuuthrad has n/a in the object ID segment. Is it not in the game? Not currently known? Someone should really specify since it's pretty much impossible for an item like that to be &amp;quot;not applicable&amp;quot; in any game or console related terms.&lt;br /&gt;
:That was my bad. I put n/a as in not available as in I knew of the object but don't have the game on PC to check the ID. It got fixed though. [[User:Stouf761|Stouf761]] 15:27, 18 November 2011 (UTC)&lt;br /&gt;
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Does the &amp;quot;especially deadly to elves&amp;quot; effect actually do anything?&lt;br /&gt;
:It increases the damage inflicted on Altmer, Dunmer and Bosmer NPC's. One hit from Wuuthrad is enough to kill almost any elven NPC. Very useful for the main quest missions in the Thalmor Embassy and Riften. [[Special:Contributions/24.156.216.144|24.156.216.144]] 08:45, 20 November 2011 (UTC)&lt;br /&gt;
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== Damage ==&lt;br /&gt;
I just was wondering why people are putting damage there, I think we need a page for each person to put damage and then what skill level they are because my Mehrunes Razor does 27 base damage not the 11 posted here.  Before we figure out base damage it seems like we should leave it open or have a page for each person to post so we can get a feel for how the skills and perks effect the damage.--[[User:Lord.Baal|Lord.Baal]] 19:49, 15 November 2011 (UTC)&lt;br /&gt;
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:The 11 damage posted is the base damage. The 27 you see is what you get after skill levels and perks are added. [[Special:Contributions/68.109.194.141|68.109.194.141]] 03:51 24 November 2011&lt;br /&gt;
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We have to wait until the Construction Set is released for Skyrim to copy all the official data into the tables. OR if someone knows decent C++ programming he possibly could decompile and read the engines tweaks. --[[User:Carpio|Carpio]] 20:14, 15 November 2011 (UTC)&lt;br /&gt;
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I do believe that these damages are base damages of the weapon. There is a certain equation for the calculation of the displayed damage. It probably has to do with the skill level and the perks related, hmm?? --[[User:Shm0key|Shm0key]] 23:52, 23 November 2011 (UTC)&lt;br /&gt;
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== ebony blade ==&lt;br /&gt;
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what dose it mean when it says strengthend by the blood of decit? dose that mean i have to get married and get a bloody devorce? (lol see what i did there?)[[User:Sorrow|The sorrow]] 19:52, 15 November 2011 (UTC)&lt;br /&gt;
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:Actually you just have to kill 10 characters (giving a message every 2 kills) you've helped/befriended to increase the Absorb Life from 10 to 30. Can't say exactly who qualifies for killing, but doing the Companions quests and then killing the Companions along with some Whiterun Guards fulfilled it for me.[[Special:Contributions/98.255.42.54|98.255.42.54]] 00:32, 16 November 2011 (UTC)&lt;br /&gt;
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::I can say, that anyone you have done a favor for qualifies as improving the Ebony Blade, anybody that gives you a misc quest to do something menial, after completion of the quest they will usually like you as evidenced by their remarks to you. Kill them to improve Ebony Blade. Also, any follower will do as well, take them to a quiet part of Skyrim and kill them. An easy and (almost)moral free way is to complete the Dark Brotherhood questline and take Initiates with you, kill them and gain they improvements as the initiates will respawn.--[[Special:Contributions/81.102.131.70|81.102.131.70]] 14:35, 22 November 2011 (UTC)&lt;br /&gt;
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:::This weapon appears bugged.  It benefits from one handed weapon perks.  Combined with it's damage/weight/attack speed statistics, and the history of the artifact in previous games for whatever that is worth, it seems like there may be a design-side conflict of if it is a one-hander or a two-hander.[[User:Irrelevant Label|Irrelevant Label]] 05:03, 19 November 2011 (UTC)&lt;br /&gt;
::::I got it at game start and it levelled my Two handed skill when I used it, not my One handed, so I don't know what you mean. Also, I attacked some guy who I completed a quest for and I got a bounty, he ran away and everyone else started hating me.&lt;br /&gt;
:::::Perks, not skills. The weapon is classified as a one-handed sword for the purpose of damage boosting perks and critical hit perks. The rest of the weapon is likewise bugged, featuring impact data and sound files for one-handed weapons, in addition to Irrelevant Label's findings. It does still raise the two-handed skill, but this is tied to one of only three or so data values that point towards two-handedness. [[Special:Contributions/96.28.195.153|96.28.195.153]] 05:34, 8 December 2011 (UTC)&lt;br /&gt;
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It also seems to not like weapons plaques, it wont be placed on them.  I have not tryed weapons stands, but added the plaque bit to wiki. [[user:Preowned|preowned]]&lt;br /&gt;
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== Blade of Woe ==&lt;br /&gt;
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The Blade of Woe has a generic enchantment and looks like a mildly reskinned Daedric Dagger. It does not bear the same importance in this game as it did in Oblivion, so I propose that it be removed from the artifacts list and shifted to generic magic weapons.&lt;br /&gt;
[[User:BurningMan|BurningMan]] 09:56, 16 November 2011 (UTC)&lt;br /&gt;
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== The Black Star ==&lt;br /&gt;
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Using the black star, it seems one can capture regular souls as well as black souls, contrary to the game's dialogue. I'll edit the description accordingly. Here's a screenshot of the black star holding the petty soul of a mudcrab. [http://i10.photobucket.com/albums/a141/Azukki/ScreenShot6.jpg]&lt;br /&gt;
[[Special:Contributions/64.6.121.99|64.6.121.99]] 17:52, 16 November 2011 (UTC)Azukki&lt;br /&gt;
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probobally just a lucky\unlucky bug leave it be&lt;br /&gt;
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== Smithing / Disenchanting? ==&lt;br /&gt;
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Can any of these artifacts be upgraded at a workbench/grindstone? I don't want to have to opt for a different piece of armor based on armor points alone... Or could it be possible to disenchant them onto another piece? [[User:Stouf761|Stouf761]] 15:34, 18 November 2011 (UTC)&lt;br /&gt;
:It seems to vary depending upon the item. Dawnbreaker has an upgrade option, while the Masque of Clavicus Vile, Wuuthrad, and the Shield of Ysgramor (which isn't listed on this page) don't. I haven't tried the Volsung or Morokei masks, and I don't have any other weapon or armor artifacts to try. For what it's worth, my orc has 100 smithing and all the perks except Advanced Armor and Glass Smithing, however that normally simply means the item is greyed out on the upgrade list, and says &amp;quot;You lack the skill to improve this item&amp;quot; if you try. --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 16:49, 18 November 2011 (UTC)&lt;br /&gt;
::Volsung and Morokei are both upgradable, as are the rest of those masks. They require Corundum Ingots to upgrade. [[Special:Contributions/24.156.216.144|24.156.216.144]] 16:46, 19 November 2011 (UTC)&lt;br /&gt;
:::I picked up Volendrung last night, so I'll have to check later when I get home. I suspect it can be upgraded. --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 16:49, 19 November 2011 (UTC)&lt;br /&gt;
:::If you upgrade the masks, can they still be used at the dragon priest altar? [[User:Zach9054|Zach9054]] 18:04, 19 November 2011 (UTC)&lt;br /&gt;
::::Even with 100 smithing and lots of smithing boost items and all smithing perks I am unable to get them to Legendary level. Maybe a bug? Weapons require Ebony Ingots meaning they must be Ebony or Daedric. Dragon masks all need conundrum. Daedric armor cannot be enhanced afaik, though Savior's Hide (non daedric) can be.&lt;br /&gt;
:::::I've been modding with several artifacts, cleaning up some bugs here and there, and as far as I can tell daedric artifacts aren't supposed to benefit from smithing perks. They are, however, all supposed to have recipes for upgrades. There are several that don't, but there are mods that fix this issue. Other artifacts follow different rules. Keening, for example, though it is bugged and doesn't have a smithing entry, has the smithing perk entry for double upgrades. Bethesda is a bit contradictory in its base, so there's really no indication which is correct and which isn't. Dragon masks don't all take corundum. They are each made of a different material, from iron to ebony. Their IDs within the editor lists them by metal type, hinting that there was to be one of each metal even before they named the masks. [[Special:Contributions/96.28.195.153|96.28.195.153]] 11:16, 11 December 2011 (UTC)&lt;br /&gt;
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:As far as I can tell Artifacts (or unique items) cannot be disenchantend - Perhaps this should be added to the criteria section --[[Special:Contributions/89.241.213.215|89.241.213.215]] 16:51, 21 November 2011 (UTC)&lt;br /&gt;
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::I can confirm that both the Mace of Molag Bal and Mehrunes Razor can be improved by using an ebony ignot and having the arcane smithing perk. However, I do not know how far they can be improved, mine are currently 'exquisite' which is all my skill in smithing allows at the moment. --[[Special:Contributions/81.102.131.70|81.102.131.70]] 14:30, 22 November 2011 (UTC) Anon&lt;br /&gt;
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:::Every Artifact that I have I've upgrade somehow (daedric artifacts usually need ebony ingots). Arcane smithing is need, however most can only be upgade to flawless at 100 smithing(unless you fortify you smithing to 200 I believe). [[Special:Contributions/68.109.194.141|68.109.194.141]] 03:57 24 November 2011&lt;br /&gt;
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== Unique items? ==&lt;br /&gt;
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I like the three part criteria for qualification as an artifact. Unfortunately, I can think of a couple items at least that pass the first two tests but fail on the third. They exist in only one place and never appear on any leveled/random list, and they have a unique appearance. But, while their enchantments may be useful, they aren't unique. The Helm of Yngol and Shield of Ysgramor come immediately to mind. The Helm doesn't share appearance with any other armor piece, is only found in Yngol Barrow, but many items give frost resistance. I've seen random items that give magic resistance, so that rules the Shield of Ysgramor out, though I can't think of anything else that gives a health boost with that magic resistance. On the [[Skyrim:Magic Items|Magic Items]] page, there is an uncreated link to Unique Items; should that page be created and such items be listed there, separately? --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 18:25, 18 November 2011 (UTC)&lt;br /&gt;
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:Yes, it should. There are also unique items that fail criteria #1 (unique appearance) but satisfy the other two criteria. The Longhammer is an example. Only appears once, and has an increased attack speed enchantment, but looks like a plain Orcish Warhammer. [[Special:Contributions/24.156.216.144|24.156.216.144]] 11:17, 24 November 2011 (UTC)&lt;br /&gt;
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== Ebony Mail ==&lt;br /&gt;
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The &amp;quot;muffle&amp;quot; effect on the Ebony Mail does not seem to be a sole matter of eliminating sound as a character with the heavy armor perk reducing the weight of the armor 0 still experiences a substantial increase to stealth effectiveness when wearing the armor.  It seems to behave similarly to &amp;quot;stealth field&amp;quot; effects from Fallout 3.[[User:Irrelevant Label|Irrelevant Label]] 04:54, 19 November 2011 (UTC)&lt;br /&gt;
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Also a word of warning do NOT have the Ebony Mail equipped when taking a brawl bet. It's enchantment counts as a magic attack and will turn the NPC's around you hostile. Lucian [[Special:Contributions/174.252.57.84|174.252.57.84]] 12:41, 26 November 2011 (UTC)&lt;br /&gt;
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== skeleton key ==&lt;br /&gt;
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Is there any way to complete the pilgrims path and reclaim the key? Or am I just to never complete that until i have no further use for the key?[[Special:Contributions/86.164.147.58|86.164.147.58]] 12:22, 21 November 2011 (UTC)&lt;br /&gt;
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== Skull of corruption  ==&lt;br /&gt;
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How to charge the skull with dreams? {{Unsigned|188.52.106.144|15:57, 22 November 2011 (UTC)}}&lt;br /&gt;
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:Try sleeping with it equipped? I don't know for sure what to do, but that sounds like a fair possibility. --[[User:Alpha Kenny Buddy|AKB]] &amp;lt;sup&amp;gt;[[User_talk:Alpha_Kenny_Buddy|Talk]] [[Special:Contributions/Alpha Kenny Buddy|Cont]] [[Special:Emailuser/Alpha Kenny Buddy|Mail]]&amp;lt;/sup&amp;gt; 15:57, 22 November 2011 (UTC)&lt;br /&gt;
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::Just shoot it at someone who is sleeping. Good spots are the Jarls houses, lots of people napping you can get to.&lt;br /&gt;
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== Leveled? ==&lt;br /&gt;
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Are some of these leveled items? I'm '''NOT''' asking this because of the &amp;quot;incorrect&amp;quot; damages. Just wondering if there is a more powerful version as a reward for higher leveled characters.--[[User:Shm0key|Shm0key]] 23:55, 23 November 2011 (UTC)&lt;br /&gt;
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Wait for the CS (or would it be CK now?) to be released. If there are multiple IDs for the some weapon its Probably leveled. [[Special:Contributions/68.109.194.141|68.109.194.141]] 03:59 24 November 2011&lt;br /&gt;
:Nothing on this page is leveled.  [[Skyrim:Leveled Items|Leveled Items]] has a complete list of all leveled items in the game. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 04:27, 30 November 2011 (UTC)&lt;br /&gt;
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==Pages for artifacts==&lt;br /&gt;
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Is anyone working on pages for the artifacts? If not someone should, it would remove a large level of confusion. [[Special:Contributions/68.109.194.141|68.109.194.141]] 04:03 24 November 2011&lt;br /&gt;
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I'll do a page on the Wuuthrad. [[User:Gideon Dragontongue|Gideon Dragontongue]] 15:36, 24 November 2011 (UTC)&lt;br /&gt;
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And I can do more as I come across them. [[User:Gideon Dragontongue|Gideon Dragontongue]] 15:37, 24 November 2011 (UTC)&lt;br /&gt;
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[[Skyrim:Wuuthrad|Wuuthrad]] is finished. [[User:Gideon Dragontongue|Gideon Dragontongue]] 16:04, 27 November 2011 (UTC) &lt;br /&gt;
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:ok, I was doing some work on the page and changed how artifacts link to their corresponding page. Instead of adding it to notes I just made the title of the artifact link to it. If we could do it like that for all the new pages that would be much appreciated.--[[User:Ohnoitsmangofett|Ohnoitsmangofett]] 08:21, 1 December 2011 (UTC) &lt;br /&gt;
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== Images ==&lt;br /&gt;
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Maybe we could get some images of the artifacts?&lt;br /&gt;
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:As pages get made for the artifacts, images should appear on their page. Dawnbreaker, Mace of Molag Bal, Wabbajack, and Wuuthrad all have pics on their pages. --[[User:Ohnoitsmangofett|Ohnoitsmangofett]] 08:17, 1 December 2011 (UTC)&lt;br /&gt;
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==Sanguine Rose affected by Player level==&lt;br /&gt;
The dremora summoned by the Sanguine Rose rise in rank as you level up. By level 39, I noticed I was summoning a Dremora Markynaz. I'm note sure if they will achieve Valkynaz status but rest assured I keep leveling to see what happens. [[Special:Contributions/96.238.44.206|96.238.44.206]] 03:21, 28 November 2011 (UTC)&lt;br /&gt;
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==Targe of the Bloodedl==&lt;br /&gt;
Would this count as an artefact? It has a unique appearance, enchantment and I've only seen it drop in one place (Alftand Cathedral). Rob.&lt;br /&gt;
:Looks like it does.  Thanks for pointing out -- my artifact-identifying script wasn't finding it because technically it is not enchanted (the bashing is implemented in a different way).  It'll get added to the page in a few hours when I do a major update to all the armor on the page. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 04:24, 30 November 2011 (UTC)&lt;br /&gt;
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== Gauldur Amulet bug? ==&lt;br /&gt;
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Not sure if anyone else has experienced this, but if I equip the gauldur amulet and then another necklace while I'm wearing armor that prevents the necklace from being shown on my character, then they'll both be equipped and I'll get the benefits from both. But if I equip the amulet while wearing another necklace it unequips the other necklace like normal. [[Special:Contributions/76.127.240.5|76.127.240.5]] 20:50, 29 November 2011 (UTC)&lt;br /&gt;
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== Some Not-Artifacts? ==&lt;br /&gt;
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Does anything make [[Skyrim:Shrouded Robes|Shrouded Robes]] special?  It seems to have exactly the same effect as the [[Skyrim:Generic Magic Apparel#of Destruction|&amp;lt;Apparel&amp;gt; of Destruction]].  In addition, the Guild Master's set doesn't have any unique effects.  They might be considered unique because some of the effects are not generally found on apparel in those slots, but the gloves don't even fit that. --[[User:Fluff|Fluff]] 06:23, 30 November 2011 (UTC)&lt;br /&gt;
:Yeah, I suppose they are all cases where the enchantment ID might be different from any other item, the actual effect of the enchantment is a duplicate.  I thought I'd already removed the Shrouded Robes (I also just added them to [[Skyrim:Unique Items|Unique Items]]), but obviously not.  As for the Guild Master's set, at first glance I thought the enchantments were stronger than generic ones, but I should have checked more closely.  I'll move them over to Unique, too.  Thanks for pointing that out before the bot started fixing their redirects. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 06:43, 30 November 2011 (UTC)&lt;br /&gt;
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== Morrowind Artifacts ==&lt;br /&gt;
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I see that a dagger called 'Keening' is on this page. According to [[Skyrim:Elder Scrolls Historical References|Historical References]], Lord Kagnerac's other tools will be making an appearance also. Does anyone know where these might be found so that I can start pages on them? [[User:Gideon Dragontongue|Gideon Dragontongue]] 20:00, 30 November 2011 (UTC)&lt;br /&gt;
:There are no items named Sunder or Wraithguard in Skyrim.  I'm guessing the OP was just trying to say that all three of those items where needed for MW's main quest, rather than saying that all three appear in Skyrim. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 22:00, 30 November 2011 (UTC)&lt;br /&gt;
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== Chillrend ==&lt;br /&gt;
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Chillrend should be included in the unique weapons. Chillrend is a glass sword that is blue, and perhaps does not count as an artifact as its enchantments(paralyze for 2 seconds, plus 20 frost damage(at the level i found it)) can be gained and might be able to used to enchant simultaneously for enchanter skill 100. perhaps this hasnt been included because it has not been found by UESP page makers. During the thieves guild questline when one breaks into Mercer's house during {{Quest Link|The Pursuit}}. in a display case beside Mercer's plans.&lt;br /&gt;
:Chillrend is a [[Skyrim:Leveled Items|leveled item]], which is why the [[Skyrim:Chillrend|Chillrend]] link takes you to that page and its leveled stats.  Once we get to the point where items in the game all have individual pages, it will be possible to categorize an item as both leveled and an artifact.  But at the moment trying to add leveled items onto the artifact page would be too awkward. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 03:34, 1 December 2011 (UTC)&lt;br /&gt;
:: Maybe make a page for all the items with &amp;quot;unique&amp;quot; names -&amp;gt; named items. This page can include artifacts and leveled named items -anon&lt;br /&gt;
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== Dragon Mask's Glitch ==&lt;br /&gt;
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You mention in the article that the Mask's (e.g. Morokei) causes the character's head to disappear if worn with Hooded Robes. This has happened to me before, and the only fix I found was to reload a previous save. Is there any other workaround this glitch known at the moment (as a console player)? &lt;br /&gt;
It's happened to me again and i don't have an earlier save to revert to before the glitch has occured.&lt;br /&gt;
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:Yes, the glitch is mentioned in the article. As for a fix, when I experience it taking either the hooded robe or the mask fixes it (on Xbox).--[[User:Ohnoitsmangofett|Ohnoitsmangofett]] 04:19, 3 December 2011 (UTC)&lt;br /&gt;
:Another thing I've found that works is to simply  wait it out. In my case after a few minutes gameplay it had reverted. (It may revert on Fast-Travel)).--[[User:Wilfeh|Wilfeh]]&lt;br /&gt;
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Hello, this is my first edit and I apologize for not knowing the usual conventions but I just ran across a really bad glitch with morokei that I have not seen anywhere else: I had it equipped on aranea to force her out of her robes do she would wear the heavy armour I gave her. I was fast traveling around this morning looking for some items to disenchant for + carry weight and after one particular loading screen on the way to the falkreath stormcloak camp, aranea was wearing her robes again. (She had been in armour before I fast traveled  from whiterun). When I checked her inventory the mask was gone. I have not touched her inventory at all today so I know I did not sell it by mistake. &lt;br /&gt;
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This was on the 360 version so I have no way to use the console to fix or test this further but I thought someone more knowledgeable about the pc version would be able to run some tests to verify.&lt;br /&gt;
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== Ghostblade ==&lt;br /&gt;
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Would ghostblade be counted as it looks unique has a unique enchantment and only appears in Ansilvund Excavation --[[user:dooomninja|dooomninja]] 11:06 02 december 2011 (utc)&lt;br /&gt;
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:&amp;lt;s&amp;gt;Checking it out now (never seen the ghostblade). I'll get back to you in a sec. Edit:Ok I just checked it out and it looks like it fulfills one of the requirements needed to be an artifact, a unique enchantment, however it is not a unique model. In the end I'd say add it and the quest and then see what happens. If it's ok no one will remove it.&amp;lt;/s&amp;gt; Edit2: ok I did some more research and I found that it was listed under unique items. This is where it should be as it doesn't match all the requirements to be an artifact, but it is still unique enchantment wise. --[[User:Ohnoitsmangofett|Ohnoitsmangofett]] 04:16, 3 December 2011 (UTC)&lt;br /&gt;
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== Daedric Artifacts and upgrading. ==&lt;br /&gt;
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Has anyone been able to upgrade any Daedric Artifacts other than Mehrunes Razor and the Mace of Molag Bal? I know the Masque of Clavicus Vile cannot be upgraded. [[Special:Contributions/24.156.216.144|24.156.216.144]] 13:34, 4 December 2011 (UTC)&lt;br /&gt;
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:the ebony mail can be upgraded the same as a ebony cuirass: i have it at legendary status ([[user:Eddie the head|Eddie The Head]] 13:36, 4 December 2011 (UTC))&lt;br /&gt;
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the dawnbreaker sword you get from meridia is upgradable.&lt;br /&gt;
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== Keening ==&lt;br /&gt;
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* Is keening used in any other quests? And is sunder in this game also?&lt;br /&gt;
* My instance of Keening cannot be recharged using soul gems. Is that because I tried to emulate Arniel's disappearance by hitting the flawed soul gem repeatedly with it? [[User:Tageborg|Tageborg]] 14:02, 11 December 2011 (UTC)&lt;br /&gt;
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== completely random artifacts/unique items ==&lt;br /&gt;
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has anyone found any completely randomly located artifacts/unique items other than the notched pickaxe? (which in my opinion is just nice to have and nothing else) i remember in Oblivion finding fingleam? underwater on a skeleton and it actually serving of some use to me but the notched pick doesn't really fit that perspective of usefulness unless your mining and you get attacked by a skeever in which case a sword would be better off anyway...&lt;br /&gt;
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== Necromancers Amulet ==&lt;br /&gt;
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Is this a leveled item you think? I know we need cs to find out, it just seems like such a shit item.  In Oblivion it did have downsides but it was so much better then anything u could enchant yourself and was one of the most uber items.  If those stats are correct  it is useless, I could duel enchant a necklace that gives more the same conjuration bonus and more magicka with no damaging effects.  Just seems lame, and on a side note, any word on Umbra?--[[User:Lord.Baal|Lord.Baal]] 04:25, 6 December 2011 (UTC)&lt;br /&gt;
:No it's not leveled.  [[Skyrim:Leveled Items|Leveled Items]] lists all leveled items in the game -- taken directly from the game data, so it is a complete list. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 04:42, 6 December 2011 (UTC)&lt;br /&gt;
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== Dragon Mask artifact status ==&lt;br /&gt;
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There was a bit on the page about Rahgot and Morokei not being true artifacts because they had no unique properties. Though this value is not shown to the player, all dragon masks contain a hidden enchantment that reduces the cooldown on dragon shouts. Because of this, all the dragon masks offer a unique blend of properties that can't be found elsewhere. The source of this info is the Skyrim master file, if anyone wants to check the validity of this claim. [[Special:Contributions/96.28.195.153|96.28.195.153]] 11:27, 11 December 2011 (UTC)&lt;br /&gt;
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:Woops, apparently, I didn't look hard enough before typing this up. Apparently, not all of the masks provide this bonus. Only Morokei does. I have edited the page to reflect this. My bad. [[Special:Contributions/96.28.195.153|96.28.195.153]] 11:37, 11 December 2011 (UTC)&lt;br /&gt;
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::Double woops! Alright, I've got the right info this time. Morokei is bugged. It DOES have a unique enchantment that fortifies dragon shouts in the master file, but that enchantment is not assigned to the mask. Somebody at Bethesda screwed up. I've decided to leave a small footnote for the Morokei mask in the page to indicate this bug. [[Special:Contributions/96.28.195.153|96.28.195.153]] 11:43, 11 December 2011 (UTC)&lt;br /&gt;
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== Size of Soul in Black Star ==&lt;br /&gt;
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If I capture a soul into the black star, and let's say it is a petty soul. When i go to enchant something with the black star, does it consider it to be a petty soul? or a black soul? [[Special:Contributions/76.69.57.15|76.69.57.15]] 21:50, 25 November 2011 (UTC)&lt;br /&gt;
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== Azura Star or Black Star ==&lt;br /&gt;
I'm about to complete the Azura Quest in Skyrim amd i was wondering if just the normal one could capture dremora (example dremora lords and the like) Also is there a place where black soul gems can be bought/found in Skyrim. {{unsigned|67.176.237.48|22:02, 4 December 2011}}&lt;br /&gt;
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:First of all, this actually needs to be located at the Skyrim section of the site, not Oblivion.&lt;br /&gt;
:The main thing is: the Azura Star is basically an unbreakable Grand Soul Gem, so only capable of trapping non-humanoid souls ('white souls'). The Black Star however is the unbreakable equivalent of the Black Soul Gem, with the only difference being that the Black Star can also trap non-humanoid souls, where a regular Black Soul Gem can not. This makes the Black Star superior over the Azura Star, in my opinion. &lt;br /&gt;
:Concerning the location of the Black Soul Gems: they can mostly be found as random loot or even by mining Geode Veins, but probably the easiest way is buying them from [[Skyrim:Enthir|Enthir]] at the College of Winterhold. [[User:Namira|Namira]] 12:37, 5 December 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>DKong27</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Azura%27s_Star&amp;diff=812571</id>
		<title>Oblivion talk:Azura's Star</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Azura%27s_Star&amp;diff=812571"/>
		<updated>2011-12-11T22:43:16Z</updated>

		<summary type="html">&lt;p&gt;DKong27: moving Skyrim sections to Skyrim space&lt;/p&gt;
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&lt;div&gt;IIRC: Every armor you enchant has &amp;quot;constant effect&amp;quot;, every weapon has uses, no matter if you use azura's star or not. - Irian&lt;br /&gt;
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== Main Quest Usage ==&lt;br /&gt;
I wanted to note that Azura's Star can be easily duplicated using the arrows glitch, so anyone who wanted to do main quest without leveling past lvl2 could dupe it and keep the Star and Wabbajack...&lt;br /&gt;
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== Please confirm- The Star can be kept even after enchanting an item? ==&lt;br /&gt;
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- Yes, I did just read the article, but the idea seems to good, so please confirm; The Star can be kept even after enchanting an item, and it counts as a grand soul gem right? This sounds like a stupid point to make, I know, but I want to ensure that I haven't just misunderstood the page. I'm sure any others who feel the same way will find this useful ~Tryzon&lt;br /&gt;
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:Yes. You get to keep it after enchanting an item.&lt;br /&gt;
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- There you go, fellow doubters; the Star really does work as an infinitely reusable grand soul gem! Like I said, I'm sure this will be usefull to at least one other bloke ~Tryzon&lt;br /&gt;
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:The rule of thumb with me is if you're given an artifact, that it lasts after one use. For instance, the Skeleton Key. --[[User:Brandol|Brandol]] 20:34, 30 December 2007 (EST)&lt;br /&gt;
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== cant use a dupe? ==&lt;br /&gt;
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i duped azura's star (so that i could give one to martin and keep one, to avoid having to find and finish another artifact quest) and trapped a soul into one of them.  the other is still empty (and is my only empty soul gem), but im getting &amp;quot;you do not have a soul gem large enough...&amp;quot; every time i try to trap something.  can anyone confirm this to add to the Notes on the main page? {{unsigned|Sparr}}&lt;br /&gt;
:Problems caused by taking advantage of glitches do not belong on articles. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 16:58, 26 April 2008 (EDT)&lt;br /&gt;
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== Is there a way to get the Star back after giving to Martin, ie steal? ==&lt;br /&gt;
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[[User:69.139.160.88|69.139.160.88]] 20:37, 28 June 2008 (EDT)&lt;br /&gt;
:No, but no one is forcing you to give it to him, there are many other artifacts to use. Once you give an Artifact to Martin, It is gone forever, as described on the quest page.-[[User:Puddle|Puddle]] &amp;lt;sup&amp;gt;[[User Talk:Puddle|Talk]]&amp;lt;font color=Teal&amp;gt;•&amp;lt;/font&amp;gt;[[Special:Contributions/Puddle|Contribs.]]&amp;lt;/sup&amp;gt; 21:38, 28 June 2008 (EDT)&lt;br /&gt;
::if you have the pc version, use the console. [[User:Mikeyboy52|Mikeyboy52]] 13:29, 5 January 2010 (UTC)&lt;br /&gt;
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== How does it work? (Construction Set) ==&lt;br /&gt;
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What makes Azura's Star refillable? Because, in the Construction set, it looks just like a normal Grand Soul Gem, and I can't seem to find any scripts referencing why it can be reused. Does someone know? [[User:Iostream|Iostream]] 09:59, 20 August 2008 (EDT)&lt;br /&gt;
:Its behaviour is hardwired into the game, rather than being specified by Oblivion's .esm file.  If you look in the Construction set ''before selecting any data files'' you can see a handful of items are already defined, including Azura's Star.  These items are ones whose definition comes from the game's coding, generally because they make use of special functionality that is not available through scripting. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 19:47, 22 August 2008 (EDT)&lt;br /&gt;
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== Soul Gem priority ==&lt;br /&gt;
If I have both Azura's Star and regular Soul Gems in my inventory and I soul trap a creature, which gem gets filled first?  [[User:80.193.169.232|80.193.169.232]] 09:04, 11 September 2008 (EDT)&lt;br /&gt;
: From the article: &amp;quot;The game fills the Star before any empty grand soul gems in most cases. This is not a worry for souls requiring Black Soul Gems; Azura's Star can not contain Black souls.&amp;quot; –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 09:17, 11 September 2008 (EDT)&lt;br /&gt;
Ah, sorry.  Must have missed reading the notes somehow. [[User:80.193.169.232|80.193.169.232]] 15:08, 11 September 2008 (EDT)&lt;br /&gt;
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:It's supposed to work that way but apparently it isn't infallible.  Playing on an Xbox 360 (with only Fighters Stronghold, Frostcrag, Darkscorn, and the Thieves Lair extensions), I have a game going right now where souls of all sizes are going into other soul gems first even though Azura's Star is empty.  Last character I had it worked normally, though I might have gotten Azura's Star in that game before I added the extensions.  [[User:GregR|GregR]] 00:38, 30 June 2009 (UTC)&lt;br /&gt;
::I had the same problem and could solve it by dropping all Soul Gems including Azura's Star and picking them up again. You should save beforehand though, because it is possible that Azura's Star falls through the floor. {{unsigned|88.217.2.241|14:05, 6 October 2009}}&lt;br /&gt;
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== Can't fill with grand soul ==&lt;br /&gt;
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I try to trap an Xivilai in my Azura's Star and it says I don't have a gem big enough.  Yes the star is empty.  No I have not duped it.  Obviously my Conj. is 100 because I summoned the Xivilai, but does my Myst. have to be 100 to use a &amp;quot;powerful&amp;quot; enough Soul Trap spell.  I thought there was only 1. {{unsigned|68.189.10.64|3 April 2009}}&lt;br /&gt;
:Are you sure that you're targeting a [[Oblivion:Xivilai|Xivilai]], and not a [[Oblivion:Dremora|Dremora Lord]] (both of which can be [[Oblivion:Summon|summoned]] with a master-level spell)?  The only souls that are &amp;quot;too big&amp;quot; for Azura's Star are black souls, i.e., souls from [[Oblivion:NPCs|NPCs]].  Therefore, it's impossible to soul trap a Dremora using Azura's Star.  However, Xivilai should work without problems, no matter what your mysticism skill and no matter what soul trap spell you cast (see notes on [[Oblivion:Soul Trap|Soul Trap]]). --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 18:23, 3 April 2009 (EDT)&lt;br /&gt;
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I'm having a similar problem accept for that the star won't accept ANY souls.  It never has.  I haven't tampered with the game at all. I'm not sure what I'm doing wrong.&lt;br /&gt;
[[User:128.187.0.178|128.187.0.178]] 01:21, 18 April 2009 (EDT)&lt;br /&gt;
: Do you have any other soul gems in your inventory? The souls might be going in to those rather than the star. Is the spell effect still active? Xivilai can cast dispel, and I've often had them dispel my soul traps. Alternatively, the spell might have just run out. These won't explain the &amp;quot;no gem that's big enough&amp;quot; message, but might explain why you're not getting anything. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 01:45, 18 April 2009 (EDT)&lt;br /&gt;
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My findings: Xivilai seem to have a resist magic spell or something, this may prevent soultrap from being succesful, furthermore a xivilai spell I had trouble getting it to work with  was in fact added through typing a console command (curiously Borissean who is the only vendor of the spell, was no longer a vendor...), (succesfully) attempting to resolve this as a possible issue, I created a custom spell that summoned a Xivilai.. in case somehow my console derived spell was 'corrupted'. - Titan&lt;br /&gt;
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:[[Oblivion:Resist Magic|Resist Magic]] doesn't prevent [[Oblivion:Soul Trap|Soul Trap]] from being succesful, it just shortens the duration (unless it's at 100%, which it isn't). The effect you probably encountered is [[Oblivion:Spell Absorption|Spell Absorption]]. [[Oblivion:Xivilai|Xivilai]] have 33%-50% Spell Absorption, which gives a chance the Soul Trap spell is unsuccesful. &lt;br /&gt;
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:As for the Summon Xivilai spell. Make sure you use the right one, there are several more, but those are not the spell you can buy from [[Oblivion:Borissean|Borissean]]. --[[User:Timenn|Timenn]]&amp;lt;span style=&amp;quot;font-size: 8px; font-style: italic;&amp;quot;&amp;gt; &amp;amp;lt; &amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;[[User_talk:Timenn|talk]]&amp;lt;/span&amp;gt; &amp;amp;gt; &amp;lt;/span&amp;gt; 17:08, 14 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've come across the same issue. I can't fill my star whith any soul of any size. I removed all soul gems from my inventory and tried to capture souls from enemies and summons, I only got the &amp;quot;no gem that's big enough&amp;quot; message. I've thought about the possibility of the soul trap spell being dispelled or running out but it makes no sense, If that happened than I shouldn't get the sound effect or the message. I would get no effect or message whatsoever, don't you think?&lt;br /&gt;
I assume, it's a bug. I'm playing on the 360 and would like to know if anybody else had this problem and any ideas how to fix it w/o starting over or reloading an older save[[Special:Contributions/76.113.52.124|76.113.52.124]] 21:11, 3 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've had the same problem, the biggest it captures for me is greater souls.&lt;br /&gt;
:xivali's might in fact be black souls and should be on the [[oblivion:summon|summon]] page, xivalai's have the ability to summon (unless you summon them) and I dont think it would be logical to have a creature have the ability to summon. I have the ps3 version so it'll take a little bit to test, ill see if i cant soul trap him. [[User:Mikeyboy52|Mikeyboy52]] 00:42, 8 January 2010 (UTC)&lt;br /&gt;
::Nope, Xivalai are creatures so no black souls there--[[user:Rhomphaia|Rhomphaia]]&amp;lt;sup&amp;gt;[[User_Talk:Rhomphaia|T]]•[[Special:Contributions/Rhomphaia|C]]&amp;lt;/sup&amp;gt; 10:55, 8 January 2010 (UTC)&lt;br /&gt;
:::Its been awhile, but i just started playing again :D Xivalai can be trapped. next time check to see if the star is already filled :P [[User:Mikeyboy52|Mikeyboy52]] 03:23, 12 February 2010 (UTC)&lt;br /&gt;
::::Above was actually using a mod that i didnt know was on the system (I was using a friends computer). xivalai can be trapped with black soul gems only, sorry for the confusion [[User:Mikeyboy52|Mikeyboy52]] 21:54, 17 April 2010 (UTC)&lt;br /&gt;
:::::i've previously trapped xivali with azura's star, and i'm not sure if i have with regular grand sould gems or not but i think i have. and this is with no mods or plug ins at all and on the xbox 360. i have been having some trouble with azura's star recently (being filled AFTER all my grand soul gems etc.) and i'll test it further, but it has definitely worked on xivali in the past. as for being ablet o summon clannfear, skeleton champions can summon other skeletons, and liches can summon them too, that doesn't mean they are NPCs. best way to find out if it's an NPC is to try and get them to yield, it will either say 'X rejects your yield' (in which case it's an NPC), or 'creatures cannot yield' (or something along those lines, in which case it isn't, and doesn't need black soul gems). or of course they may accept and start talking to you, which is obviously NPC. [[Special:Contributions/78.149.243.120|78.149.243.120]] 06:41, 2 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Black Star ==&lt;br /&gt;
&lt;br /&gt;
can anyone confirm what occurs if Azura's Star is left in a necromancer's alter for the appropriate time? {{unsigned|166.166.213.191|1 June 2009}}&lt;br /&gt;
&lt;br /&gt;
:It only works with empty Grand Soul Gems. --[[User:Mr._Oblivion|Mr. Oblivion]]&amp;lt;sup&amp;gt;([[User_talk:Mr._Oblivion|T]]-[[Special:Contributions/Mr._Oblivion|C]])&amp;lt;/sup&amp;gt; 22:22, 1 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Oh, crap, I was so hoping you could turn Azura's star into a black soul gem! Maybe I should look into this, it would be interesting to create a mod that allows Azura's star to contain black souls [[User:WRFan|WRFan]] 18:29, 3 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I find it ironic that you'd say that; the Black Star is in Skyrim, after all. The Azura Star quest gives you the option to corrupt it; it claims you can ONLY put Black Souls in the Black Star, but it seems that any soul can be captured, due to bugs. [[User:Dokuujin|Dokuujin]] 22:02, November 24th, 2011.&lt;br /&gt;
&lt;br /&gt;
== why not? ==&lt;br /&gt;
&lt;br /&gt;
its easier to get a grand soul gem than it is to enchant items equivalent to daedric artifacts. So giving azura's star should be recommended, or at least not discouraged. [[User:Mikeyboy52|Mikeyboy52]] 12:55, 5 January 2010 (UTC)&lt;br /&gt;
:If you use azura's star to recharge your items, you'll be using it a lot. The daedric artifacts might be unique, but some of them may be useless to your character, e.g. I found [[Oblivion:Sanguine Rose|Sanguine Rose]] to be useless to my character who could summon friendly daedra at will. --&amp;amp;nbsp;[[User:Nx|&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;'''''Nx'''''&amp;lt;/span&amp;gt;]]&amp;amp;nbsp;/&amp;amp;nbsp;[[User talk:Nx|''talk'']] 13:03, 5 January 2010 (UTC)&lt;br /&gt;
::could you summon friendly daedra free of magika cost? what if you run out of magika, my point is, every daedric artifact has its use. i usually give up wabbajack btw :D [[User:Mikeyboy52|Mikeyboy52]] 13:09, 5 January 2010 (UTC)&lt;br /&gt;
:::True, but the rose's daedra is hostile and random. What the article doesn't stress is that Azura's star is useful even if you are not into enchanting. The [[Oblivion:Blood of the Daedra|Blood of the Daedra]] quest page says it better:&lt;br /&gt;
::::&amp;quot;It is highly recommended that you do '''NOT''' give up Azura's Star; this item is much too useful to lose. It is essentially a reusable Grand Soul Gem, and it becomes particularly valuable as you start to rely on enchanted weapons later in the game. Even if you have never used the Soul Trap spell, it's worth keeping the Star for later. It will become extraordinarily useful. Replacable by Grand Soul Gems, up to the point where the supply of same/the player's patience runs out.&amp;quot;&lt;br /&gt;
:::--&amp;amp;nbsp;[[User:Nx|&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;'''''Nx'''''&amp;lt;/span&amp;gt;]]&amp;amp;nbsp;/&amp;amp;nbsp;[[User talk:Nx|''talk'']] 13:33, 5 January 2010 (UTC)&lt;br /&gt;
the fact that the daedra is hostile and random could be used to its advantage your bound to carry more grand soul gems with you if your enchanting weapons, and at high levels, azuras star becomes as useless as the wabbajack at low levels. I'm just trying to reinforce the idea that none of the daedric artifacts should be recommended for the quest, as the article should not be in a first-person view, and recommendations can be considered first person. [[User:Mikeyboy52|Mikeyboy52]] 14:20, 6 January 2010 (UTC)&lt;br /&gt;
:I recognize azura's star is usefull, but i dont see why a wiki should not have the same recommendation on something like the OI [[User:Mikeyboy52|Mikeyboy52]] 00:45, 8 January 2010 (UTC)&lt;br /&gt;
:::The quest page does contain a recommendation for the OI, and as a walkthrough I'd expect it to contain a recommendation like that. However I can support the removal of these recommendations from artifact pages, since the quest page is a better place to compare the advantages and disadvantages. --&amp;amp;nbsp;[[User:Nx|&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;'''''Nx'''''&amp;lt;/span&amp;gt;]]&amp;amp;nbsp;/&amp;amp;nbsp;[[User talk:Nx|''talk'']] 18:30, 8 January 2010 (UTC)&lt;br /&gt;
::::99% of the time I'd agree that quest recommendations go on the quest page and not on the item page but in this case, I might stretch the point since this artifact is (almost) universally regarded as too useful to give up. –[[User:Rpeh|rpeh]]&amp;amp;nbsp;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt; 18:38, 8 January 2010 (UTC)&lt;br /&gt;
::Look there actually ''is'' a reason to keep the Star over any other Daedric artifact it is one of the few artifacts that cannot be duplicated through enchanting, the Wabbajack which while it could be useful does have just the little side effect of possibly turning a scamp into an ogre, does it ''really'' make sense to give up a reusable grand soul gem, instead of one of these ?--[[User:TheAlbinoOrc|TheAlbinoOrc]] 17:02, 8 January 2010 (UTC)&lt;br /&gt;
This is why I didnt make the edit myself :D so, this discussion seems closed, matter resolved and all :D [[User:Mikeyboy52|Mikeyboy52]] 13:30, 10 January 2010 (UTC)&lt;br /&gt;
:Not really, there are numerous cases where a player could quite happily give up the star. However in this case, the quest in question does point the player to this particular artifact.&lt;br /&gt;
:Therefor some warning should be given as new players may not realize how useful the star ''may'' be to them.  Rather than a flat out '''Do Not''' perhaps a warning to consider very carefully would be more helpful.--[[user:Rhomphaia|Rhomphaia]]&amp;lt;sup&amp;gt;[[User_Talk:Rhomphaia|T]]•[[Special:Contributions/Rhomphaia|C]]&amp;lt;/sup&amp;gt; 13:45, 10 January 2010 (UTC)&lt;br /&gt;
The bold is for emphasis, before that they say its highly recommended, imagine someone just skimming the article &amp;quot;oh ok, ill give up azuras star, since they recommend it&amp;quot; a week later &amp;quot;awww , maan&amp;quot;, if they have a recommendation, bold should be ok :D [[User:Mikeyboy52|Mikeyboy52]] 13:53, 10 January 2010 (UTC)&lt;br /&gt;
:It is not the Bold that I feel there is an issue with, but the wording--[[user:Rhomphaia|Rhomphaia]]&amp;lt;sup&amp;gt;[[User_Talk:Rhomphaia|T]]•[[Special:Contributions/Rhomphaia|C]]&amp;lt;/sup&amp;gt; 13:55, 10 January 2010 (UTC)&lt;br /&gt;
What wording would be appropriate? and what issue do you have with the wording?[[User:Mikeyboy52|Mikeyboy52]] 14:04, 10 January 2010 (UTC)&lt;br /&gt;
:The issue I have is that it is too opinionated, both here and even more so at [[Oblivion:Blood_of _the_Daedra|Blood of the Daedra]].  As there are numerous cases where giving up the star would be acceptable, a more impartial warning would be better.--[[user:Rhomphaia|Rhomphaia]]&amp;lt;sup&amp;gt;[[User_Talk:Rhomphaia|T]]•[[Special:Contributions/Rhomphaia|C]]&amp;lt;/sup&amp;gt; 14:15, 10 January 2010 (UTC)&lt;br /&gt;
&amp;quot;The player should take into account the possible usefulness of Azura's star before deciding which artifact to give up during [[Oblivion:Blood_of _the_Daedra|Blood of the Daedra]].&amp;quot; its a little to much wordy (pun intended) :D actually i think the recommendation on the quest and the item page should be switched now.. [[User:Mikeyboy52|Mikeyboy52]] 14:30, 10 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Azura's star cheat ==&lt;br /&gt;
&lt;br /&gt;
To do this cheat you have to have azura's star and a soul trap spell. You use the soul trap spell and then drop azura's star when petty, lesser, common or grand and then pick it up and it should say its got no soul but and then you cn use it as a renewbal soul gem that doesn't have to be enchanted ( only works for azura;s star not soul gems).  {{unsigned|58.168.77.33|06:16, 20 January 2010 (UTC)}}&lt;br /&gt;
:IF that does work, just use the smaller soul to recharge a weapon instead of wasting it.  I mean, seriously, it's reusable anyway, you don't have to cheat the soul out of it. [[User:Justeazy|Justeazy]] 06:58, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Editing question. ==&lt;br /&gt;
&lt;br /&gt;
There's a very small grammatical error on the page; a comma where one shouldn't be. Should a error that small (and the only one) be changed or left as-is? [[User:Mikeyboy52|Mikeyboy52]] 07:56, 7 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just fix it. That's part of what makes a wiki so great. --[[User:Stevepoppers|Stevepoppers]] 17:02, 11 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Other Reusable Soul Gems? ==&lt;br /&gt;
&lt;br /&gt;
So...are there? Or is Azura's Star the only reusable soul gem in the game?&lt;br /&gt;
:No that's what makes it so valuable.--&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[User:Corevette789|&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#222222&amp;quot;&amp;gt;Corevette&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;]]&amp;lt;/sup&amp;gt;&amp;lt;sub&amp;gt;&amp;lt;span style=&amp;quot;position: relative; left:-30px; margin-right:0px;&amp;quot;&amp;gt;[[User:Corevette789|&amp;lt;font color=&amp;quot;#444444&amp;quot;&amp;gt;789&amp;lt;/font&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/small&amp;gt; 01:38, 9 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Add Azura's Star with Pre-Loaded Soul? ==&lt;br /&gt;
&lt;br /&gt;
Is there anyway to use the command console to add Azura's Star to your inventory with a soul already trapped inside? I know it was possible in Morrowind... {{unsigned|69.71.122.71|26 June 2010}}&lt;br /&gt;
: Nope. It can't be done in Oblivion. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 09:29, 27 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== error ==&lt;br /&gt;
&lt;br /&gt;
it says you can enchant items using soul gems in oblivion but arent soul gems only used for recharging items in oblivion? ([[User:Eddie the head|Eddie the head]] 17:06, 13 January 2011 (UTC))&lt;br /&gt;
&lt;br /&gt;
: No. See [[Oblivion:Enchanting]]. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 17:08, 13 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Removal of Info? ==&lt;br /&gt;
&lt;br /&gt;
Is it really necessary to say that the weakness of Azura's Star is that you can't empty it? &lt;br /&gt;
:&amp;quot;Its main weakness is that there is no way to empty it without enchanting or refilling; if you happen to trap a weak creature such as a rat you'll need to empty it before you can capture bigger prey. Therefore when you are planning to enchant an item it is useful to carry a magical weapon which can be easily depleted and refilled. This is, of course, unless if you currently have very easy access to a creature with a grand soul, such as the Minotaur Lords in the Arena. This allows you to continue to use Azura's Star to recharge your equipment even after you have caught the grand soul you need for your enchanting purposes.&amp;quot;&lt;br /&gt;
I think that this entire thing should be removed, but wanted to see if there were objections first. --&amp;lt;font color=mediumpurple&amp;gt;[[User:DKong27|DKong27]] &amp;lt;sup&amp;gt;[[User_talk:DKong27|Talk]] [[Special:Contributions/DKong27|Cont]]&amp;lt;/sup&amp;gt;&amp;lt;/font&amp;gt; 01:45, 16 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Agreed. That's a fundamentally silly objection. [[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; 01:48, 16 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Since this is considered to be a Grand Soul Gem... ==&lt;br /&gt;
&lt;br /&gt;
Has anyone else had a problem while turning in the Cure for Vampirism quest and having this disappear as priority to a normal Grand Soul Gems. I took 5 with me prior to knowing that Azura's Star could hold a limit of Grand souls *because I had captured a Greater Soul in it* I went a while without noticing, but I have checked all the chests I use, and its the only item missing, so I'd assume it used that. {{uns|99.23.200.241|22:22, August 4, 2011}}&lt;br /&gt;
&lt;br /&gt;
:I didn't check, but I assume that (without mods or anything of course) the script will only take actual Grand Soul Gems. It doesn't check for soul size or anything. It seems unlikely. --[[User:DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;DKong27&amp;lt;/font&amp;gt;]] &amp;lt;sup&amp;gt;'''[[User_talk:DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Tk&amp;lt;/font&amp;gt;]] [[Special:Contributions/DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Ctr&amp;lt;/font&amp;gt;]] [[User:DKong27/Email|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Em&amp;lt;/font&amp;gt;]]''' &amp;lt;/sup&amp;gt; 03:41, 5 August 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: The script definitely only takes soul gems so I don't know how Azura's Star was taken. Presumably you lost it somewhere else. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 09:49, 5 August 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: So, I have it in Frostcrag Spire in the vault with other Soul Gems, and I noticed if I place it in, it will show and if I return to it, it will no longer be in the chest. But if I save in the room *even after its gone* and then reload it, the Azura's Star will be back. I honestly have no clue what its doing, more just an annoying glitch, I suppose I will just keep it in my inventory at all times. {{uns|99.23.200.241|23:15, August 5, 2011}}&lt;br /&gt;
&lt;br /&gt;
== Azura's star disappearing after use. ==&lt;br /&gt;
&lt;br /&gt;
So I was doing the ultimate heist and I captured a soul in Azura's star to refill a magical weapon and when I clicked it in my inventory, it just disappeared without allowing me anything (not even refilling my weapon). Is there a limited number of uses to this thing? Because I HAVE been using it a lot up to this point. I'd also like to know of a way to spawn me another star in my inventory with the help of a console command because I really can't imagine myself going on without it. Thank you. {{uns|173.178.254.146|16:09, October 20, 2011}}&lt;br /&gt;
&lt;br /&gt;
:I don't know why it would disappear. Unless you dropped it of course. There are definitely an unlimited amount of uses, as it says on the page. But anyway, put in the console &amp;lt;code&amp;gt;player.additem 193 1&amp;lt;/code&amp;gt;. You could change the last 1 to however many you want, if you want a bunch. :P --[[User:DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;DKong27&amp;lt;/font&amp;gt;]] &amp;lt;sup&amp;gt;'''[[User_talk:DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Tk&amp;lt;/font&amp;gt;]] [[Special:Contributions/DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Ctr&amp;lt;/font&amp;gt;]] [[User:DKong27/Email|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Em&amp;lt;/font&amp;gt;]]''' &amp;lt;/sup&amp;gt; 22:10, 20 October 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Any chance you are carrying a lot of items? Because if so, I'm thinking you may be experiencing a display glitch, namely [[Oblivion:Minor Glitches#Items Disappearing from Containers|Items Disappearing from Containers]].  In that case, you still have the Star but just can't see it; dropping enough other items will make it reappear. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 00:41, 21 October 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>DKong27</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Bound_Weapon&amp;diff=812479</id>
		<title>Skyrim:Bound Weapon</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Bound_Weapon&amp;diff=812479"/>
		<updated>2011-12-11T21:43:57Z</updated>

		<summary type="html">&lt;p&gt;DKong27: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Pre-Release}} &lt;br /&gt;
{{Effects Summary|&lt;br /&gt;
|Image=[[Image:O-boundweapon.gif]]&lt;br /&gt;
|School=Conjuration&lt;br /&gt;
|type=Offensive&lt;br /&gt;
|syntax=Creates a magic weapon for a duration of time. Sheathe it to dispel.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Bound Weapon''' causes the spellcaster to be equipped with a magical version of the specified weapon for a duration of time, after which the weapon vanishes.  To dispel the weapon before the time has elapsed, [[Skyrim:Controls#Combat|sheath]] the weapon.&lt;br /&gt;
&lt;br /&gt;
==Types of Bound Weapon==&lt;br /&gt;
In each case, the second (Mystic) version of the weapon is the one that appears if the [[Skyrim:Mystic Binding|Mystic Binding]] perk has been unlocked.&lt;br /&gt;
{| class = &amp;quot;wikitable vmid sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
!Effect Name!!Weapon Type!!Damage&amp;lt;br&amp;gt;[[Image:OBDamageIcon_small.png|Damage]]!!Object ID!!Effect ID!!EditorID&lt;br /&gt;
|-&lt;br /&gt;
|{{LE|Bound Battleaxe}} || Two-Handed Axe || 17 || 0x00058f5e || 0001ce9e || BoundBattleAxeFFSelf&lt;br /&gt;
|-&lt;br /&gt;
|{{LE|Bound Battleaxe}} (Mystic) || Two-Handed Axe || 22 || 0x000424f7 || 000424ff || BoundBattleAxeMysticFFSelf&lt;br /&gt;
|-&lt;br /&gt;
|{{LE|Bound Bow}} || Bow || 18 || 0x00058f60 || 0001cea0 || BoundBowFFSelf&lt;br /&gt;
|-&lt;br /&gt;
|{{LE|Bound Bow}} (Mystic) || Bow || 24 || 0x000424f8 || 00042500 || BoundBowMysticFFSelf&lt;br /&gt;
|-&lt;br /&gt;
|{{LE|Bound Sword}} || One-Handed Sword || 8 || 0x00058f5f || 0001ce9f || BoundSwordFFSelf&lt;br /&gt;
|-&lt;br /&gt;
|{{LE|Bound Sword}} (Mystic)|| One-Handed Sword || 14 || 0x000424f9 || 000424fa || BoundSwordMysticFFSelf&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* If the [[Skyrim:Soul Stealer|Soul Stealer]] perk has been unlocked, bound weapons automatically cast [[Skyrim:Soul Trap|Soul Trap]] on strike.&lt;br /&gt;
* If the [[Skyrim:Oblivion Binding|Oblivion Binding]] perk has been unlocked, bound weapons automatically cast [[Skyrim:Banish|Banish]] on strike.&lt;br /&gt;
* Equipping a weapon or spell while using a bound weapon will cause the bound weapon to vanish.&lt;br /&gt;
* Conjuring a weapon makes noise, which can attract unwanted attention while you are sneaking. This can be prevented with the [[Skyrim:Quiet Casting|Quiet Casting]] perk.&lt;br /&gt;
* Using bound weapons in combat also increases your [[Skyrim:Conjuration|Conjuration]] skill, on top of the skill associated with the bound weapon used ([[Skyrim:One-handed|One-handed]] for the Bound Sword, [[Skyrim:Two-handed|Two-handed]] for the Bound Battleaxe and [[Skyrim:Archery|Archery]] for the Bound Bow).&lt;br /&gt;
* Bound Bow will also give you a quiver of 100 Bound Arrows upon casting, which acts as any other bound weapon.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
Sections:&lt;br /&gt;
* [[Skyrim:Weapons|Weapons]] A list of all weapons available in Skyrim and their damage.&lt;/div&gt;</summary>
		<author><name>DKong27</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:The_Renegade_Shadowscale&amp;diff=779701</id>
		<title>Oblivion talk:The Renegade Shadowscale</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:The_Renegade_Shadowscale&amp;diff=779701"/>
		<updated>2011-11-25T17:57:29Z</updated>

		<summary type="html">&lt;p&gt;DKong27: /* What if Teinaava is dead?? */ uns and reply&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Amount of Gold in Stump ==&lt;br /&gt;
The amount of gold in the stump is level dependant. I only got a whopping 100 gold from it, but I was about level 5-6 at the time. [[User:Quillan|Quillan]] 09:50, 26 April 2006 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I was at level 16 and got 400 gold.--[[User:24.159.79.35|24.159.79.35]] 23:43, 18 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::FWIW: I stumbled on Bogwater while exploring, without having started the quest.  No one was there, and I got the gold from the stump anyway! [[User:Zompist|Zompist]] 01:09, 13 June 2006 (EDT)&lt;br /&gt;
:The gold is the leveled DB quest reward.&lt;br /&gt;
&lt;br /&gt;
== Purification ==&lt;br /&gt;
I did this mission after i did the purification .. what to do now.. can i write a message in console that i will get the next mission .. just as with caught in the hunt.. cause the argonian in Cheydinhal is gone.. :P {{unsigned|Sacha007}}&lt;br /&gt;
&lt;br /&gt;
You could type a command to move the quest to completed quests, but it wouldn't give you the reward. You would have to do another command to add the reward item to your inventory. I'm not sure on the commands though, hope that helps.--[[User:BigRussian|BigRussian]] 09:52, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Console Commands?==&lt;br /&gt;
Can someone '''PLEASE''' post the console command to set this quest as done ??&lt;br /&gt;
I did the purification, now the quest is stuck in my diary...{{unsigned|Sooker}}&lt;br /&gt;
:Got it myself, place him in the Sanctuary with ''player.placeatme 00023E34'', and finish the quest. - Sooker 09:36, 21 September 2006 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Where's the Lizard? ==&lt;br /&gt;
I know the other assassin from the royal court is near the camp, to the west, under a tree, but for the life of me I can't find him! I'm doing this before I've started the Purification quest, so there's no bugs that should be hindering me here. Could someone please give me some really specific directions to the other dead assassin so I can finish this thing? --[[User:Werdnanoslen|Werdnanoslen]]&amp;lt;sup&amp;gt;[[User talk:Werdnanoslen|Talk]]&amp;lt;/sup&amp;gt; 18:51, 21 May 2007 (EDT)&lt;br /&gt;
:If you stand by the campfire and look west (maybe WSW) there's a pretty obvious large tree.  It's really the only tree that stands out in that direction.  The assassin's body is right under that tree (in my game his foot is actually touching the tree trunk) on the northwest side; he's somewhat gray and can blend in with the rocks, but his orange tail tends to stand out and make him obvious.  Or else from the spot where you appear when you fast-travel to the camp, the tree is WNW; the distance to the tree is about the same as the distance to the campsite (although in a different direction of course).  The assassin's body doesn't appear until you start this quest, but from then on it should be permanent... I just returned to the campsite 24 days after completing the quest, and it was still there.  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 23:48, 21 May 2007 (EDT)&lt;br /&gt;
::Thanks for that. I haven't looked yet, but that should definitely be specific enough. I was looking around the site for about 10 minutes and got a headache from looking at the ground for so long :P. --[[User:Werdnanoslen|Werdnanoslen]]&amp;lt;sup&amp;gt;[[User talk:Werdnanoslen|Talk]]&amp;lt;/sup&amp;gt; 16:41, 22 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Two Hearts? ==&lt;br /&gt;
Is it possible to agree to his offer, and then kill him so that you would have two hearts? {{unsigned|86.150.60.85}}&lt;br /&gt;
&lt;br /&gt;
:Yes you can have two hearts. When I did the quest, I left one and picked it up later. I'm not sure what would happen if you have both hearts when you report back, but it may be a glitch similar to the one where you get to rings for Ahjardi, but she only takes one and it doesn't complete the quest. It is perfectly safe to take the other heart after the quest.  It is even a non-quest item, so you can display it.--[[User:Xyntfos|Xyntfos]] 14:49, 6 June 2008 (EDT)&lt;br /&gt;
::It's safe to take both hearts when doing the quest, I've tried it three times or so with different characters. [[User:Icko|Icko]] 18:27, 7 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Glitch ==&lt;br /&gt;
Pardon me for posting under the wrong category ''(Category fixed - [[User:RobinHood70|RobinHood70]])'', but my computer had a glitch, too. I looked around the tree for about ten minutes trying to find he body that just wasn't there. In my inventory, i found &amp;quot;potion of nighteye&amp;quot;. I drank it and.....WhaLa!! The body appeared right next to the tree! :) {{unsigned|63.224.60.173}}&lt;br /&gt;
&lt;br /&gt;
== Missing Argonian Agent ==&lt;br /&gt;
Moved here from article:&lt;br /&gt;
:''Sometimes the corpse of the sleeper agent will not appear. The map-marker will simply point towards the tree where the corpse is supposed to be found.''&lt;br /&gt;
Is it possible to get more details on the conditions under which this has been seen to occur?  Because right now I'm inclined to suspect that it's caused by a third-party mod, in which case it doesn't belong in the bugs section.  The corpse is a quest item, so it won't disappear on its own.  And it is set to appear when the quest is started, so I don't see how it would be possible to get the quest without the corpse appearing.  Furthermore, without some details on what causes it or how to avoid it, it's not really a useful tip for readers. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 01:48, 23 November 2007 (EST)&lt;br /&gt;
::I came to this place because this bug occurred for me.  I am using the Xbox 360 version of Oblivion, and there are no modifications installed.  I'm right at the tree described above, the map marker is pointing here, and no body. --Rimbo {{unsigned|71.128.207.162}}&lt;br /&gt;
:::OK, that was weird... I saved the game, quit back to the Main Menu, reloaded... and the body has magically reappeared.  Recommend this for anyone else having this problem. {{unsigned|71.128.207.162}}&lt;br /&gt;
::::This happened to me as well on XBox 360 and after &amp;quot;searching&amp;quot; for a good 15 minutes I found your suggestion. Saving and reloading made him appear.  Thanks for your help! -D&lt;br /&gt;
:::::It happened to me as well, but on the PC version. I was looking everywhere for so long, 'til I read this. Saving, closing the game and reloading my saved game also worked. Strange. I do use mods, but none of them should be tempering with the quest. I am also using the latest unofficial patches. {{unsigned|206.248.153.209}}&lt;br /&gt;
::::::Ditto above solution.  I have no mods on my Xbox version so that cannot be the cause. {{unsigned|81.102.184.191|09:04, 4 August 2009 (UTC)}}&lt;br /&gt;
:::::::This also worked for me. I quicksaved facing the tree, instantly reloaded the save and he appeared (along with a weird noise). --[[Special:Contributions/86.31.101.196|86.31.101.196]] 20:37, 6 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::::::It is indeed a glitch, I swam around in the ocean for a while, and when I came back he was there, albeit floating. {{unsigned|68.226.126.37|3:38, 11 June 2010}}&lt;br /&gt;
&lt;br /&gt;
==Shadowscales are forbidden to kill each other...==&lt;br /&gt;
...so, is this quest unavailable if your character is also a Shadowscale (an Argonian born under the sign of the Shadow)?[[User:Nifhelton|Nifhelton]] 10:49, 6 June 2008 (EDT)&lt;br /&gt;
:No it's still available to argonians born under the sign of the shadow. --[[User:Volanaro|Volanaro]] 10:54, 6 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Your character is not a shadowscale under those conditions, as the shadowscale is a government agent of the Black marsh, not a breed of Argonian. The birthsign is just what the government of Black Marsh decided its assassins should be born under, for the special ability. Your character was, apparently, not born in Black Marsh. [[User:Lem0nhead|Lem0nhead]] 22:14, 11 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== You don't  have to drop a heart ==&lt;br /&gt;
&amp;quot;Note that if you decide to kill Scar-Tail and take both hearts to Teinaava, the automatic conversation with him will not start. To proceed, you will need to drop one of the hearts.&amp;quot;&lt;br /&gt;
Can anyone confirm this? I've done this quest at least three times with both hearts in my inventory and I have never needed to drop a heart in order to complete it. I'm playing on the Xbox 360, if that matters. [[User:Icko|Icko]] 18:40, 7 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: Good spot. I've tested that and it's definitely false. The scripting clearly says that you can complete the quest if the number of hearts in your inventory &amp;gt;= 1, not == 1. I've removed that line from the article. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 04:10, 14 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Bug in the quest description ==&lt;br /&gt;
&lt;br /&gt;
At one point, after you've spoken to Scar-Tail and chosen to let him live, it says &amp;quot;I have agreed to spare Scar-Tail's life. I must take the heart of the dead Argonian assassin, and present that to Teinaava instead. To thank me, Teinaava has shared the secret hiding place of his treasure -- in the hollowed-out rock near Bogwater campfire.&amp;quot;&lt;br /&gt;
This isn't right at all! Teinaava didn't share the hiding place of his treasure, Scar-Tail did!&lt;br /&gt;
It reminded me of this bug:&lt;br /&gt;
&amp;quot;After you defeat the Gray Prince, the commentator incorrectly states &amp;quot;See the Blademaster to collect your winnings...&amp;quot; when in fact you have to see the Battle Matron.&amp;quot;&lt;br /&gt;
From this page:&lt;br /&gt;
http://www.uesp.net/wiki/Oblivion:Arena_(faction)&lt;br /&gt;
So I figured I'd post it. {{Unsigned|124.176.217.11|16 June 2009}}&lt;br /&gt;
&lt;br /&gt;
:It's already covered at this page. See the [[Oblivion:The Renegade Shadowscale#Journal Entries|Journal Entries]]. It's just a simple journal error. --[[User:Timenn|Timenn]]&amp;lt;span style=&amp;quot;font-size: 8px; font-style: italic;&amp;quot;&amp;gt; &amp;amp;lt; &amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;[[User_talk:Timenn|talk]]&amp;lt;/span&amp;gt; &amp;amp;gt; &amp;lt;/span&amp;gt; 09:47, 16 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== He was dead when I got there! ==&lt;br /&gt;
Worth mentioning that if the target dies somehow before you get there (I blame the oblivion gate nearby) the quest can still work?  {{unsigned|68.239.250.169|17 January 2010}}&lt;br /&gt;
:Not really, since it already says that it works with ''any'' Argonian heart...  it should be pretty obvious that it doesn't matter if Scar-Tail dies before you get there.  --[[User:GuildKnight|GK]]&amp;lt;sup&amp;gt;[[User_talk:GuildKnight|talk2me]]&amp;lt;/sup&amp;gt; 05:02, 18 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dark Brotherhood quest or not? ==&lt;br /&gt;
When Teinaava talks to you about this quest she clearly mentions that this quest has nothing to do with the Dark Brotherhood. Additionally, there is a very specific procedure one should follow in order to give a &amp;quot;job&amp;quot; to the D.B., and Teinaava hadn't done so. Last but not least this quest, unlike all the D.B. quests, doesn't give you any Infamy points. But here on wiki it is categorized as a D.B. quest. In game also, the quest has the D.B. icon on your journal, i believe that's a bug though. [[Special:Contributions/80.240.17.155|80.240.17.155]] 23:48, 26 February 2010 (UTC)&lt;br /&gt;
:No, I disagree with the quest icon being a bug as I think it has the DB icon because it was a member of the DB who gave your the quest. --[[User:ModderElGrande|ModderElGrande]] 00:14, 27 February 2010 (UTC)&lt;br /&gt;
::I take the point, but it's a quest you can only receive by joining the DB and you even have to have completed the DB quest line up to a certain point before you can receive it. It may not be an &amp;quot;official&amp;quot; DB quest, but it's certainly a DB quest. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 00:23, 27 February 2010 (UTC)&lt;br /&gt;
:::Exactly. --[[User:ModderElGrande|ModderElGrande]] 21:02, 3 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Treasure? ==&lt;br /&gt;
&lt;br /&gt;
I spared Scar-Tail and took the other Argonian's heart to Teinaava, but he hasn't told me where the treasure is yet and he doesn't have any dialogue options for it. Where is it? --[[Special:Contributions/142.161.35.60|142.161.35.60]] 06:04, 28 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Gah, never mind. I just noticed it in the journal entry. --[[Special:Contributions/142.161.35.60|142.161.35.60]] 06:05, 28 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Running Away Glitch? ==&lt;br /&gt;
&lt;br /&gt;
I tried to kill Scar-Tail but missed and he started running away so I chased him but he went over the border? Now I can't reach him and he has stopped moving. I've ignored him and switched quests, but every time I go back no matter how much time has passed he's still where I can't even see him.&lt;br /&gt;
&lt;br /&gt;
If you're playing on the PC, you can try searching past the borders by disabling border blocks as described in [[Oblivion:Ini Settings]]. If you're playing on a console, it might be a bit more difficult. Not sure if you already knew this, but there's a dead Argonian agent nearby with the heart that you need. You can just take that heart and fool Teinaava into thinking Scar-Tail is dead. [[User:Facebag|&amp;lt;span style=&amp;quot;font-family:Oblivion; color:#0FCCFF&amp;quot;&amp;gt;Facebag&amp;lt;/span&amp;gt;]] 18:09, 3 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I'm on the xbox360 and it's not really the quest I want to finish as much as wanting to kill him at this point.&lt;br /&gt;
&lt;br /&gt;
== What if Teinaava is dead?? ==&lt;br /&gt;
&lt;br /&gt;
Im pretty sure that, this is unsolvable and is due to me not doing the quest when i should have but...&lt;br /&gt;
&lt;br /&gt;
i accepted the quest of Teinaava but then didnt go and do it.&lt;br /&gt;
I have risen to the the rank of listener in the dark brotherhood and i had to kill Teinaava not realising i hadn't done this quest.&lt;br /&gt;
now i have gone to do it but i cant return to him as he is dead.&lt;br /&gt;
Is there any command to respawn him so i can finish the quest?? or will i just have the the quest uncompleted for ever and annoying me??? {{uns|92.234.33.192|12:29, November 25, 2011}}&lt;br /&gt;
&lt;br /&gt;
:The first problem listed in [[Oblivion:The_Renegade_Shadowscale#Bugs|Bugs]] is literally exactly what you are asking. --[[User:DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;DKong27&amp;lt;/font&amp;gt;]] &amp;lt;sup&amp;gt;'''[[User_talk:DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Tk&amp;lt;/font&amp;gt;]] [[Special:Contributions/DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Ctr&amp;lt;/font&amp;gt;]] [[User:DKong27/Email|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Em&amp;lt;/font&amp;gt;]]''' &amp;lt;/sup&amp;gt; 17:57, 25 November 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>DKong27</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Masque_of_Clavicus_Vile&amp;diff=778525</id>
		<title>Oblivion:Masque of Clavicus Vile</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Masque_of_Clavicus_Vile&amp;diff=778525"/>
		<updated>2011-11-25T02:14:58Z</updated>

		<summary type="html">&lt;p&gt;DKong27: /* Notes */  move comma, italisise names of games&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Trail|Items|Artifacts}} [[Category:Oblivion-Armor-Helmets_Heavy]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;{{Artifact Summary&lt;br /&gt;
|ArtifactType=Daedric Artifact&lt;br /&gt;
|PageName=Masque of Clavicus Vile&lt;br /&gt;
|Image=OB-MasqueOfClavicusVile.jpg&lt;br /&gt;
|Rating=7.5&lt;br /&gt;
|Weight=15&lt;br /&gt;
|Health=750&lt;br /&gt;
|Value=3400&lt;br /&gt;
|Enchant=[[Oblivion:Fortify Personality|Fortify Personality]] 20pts&lt;br /&gt;
|Type=Helmet, [[Oblivion:Armor#Heavy_Armor|Heavy Armor]]&lt;br /&gt;
|EditorID=DAClavicusMasque&lt;br /&gt;
|ObjectID=000228EE&lt;br /&gt;
}}&lt;br /&gt;
The Daedric artifact '''Masque of Clavicus Vile''' is a heavy helmet that can be obtained as a reward for '''[[Oblivion:Clavicus Vile|Clavicus Vile's Daedric Quest]]'''.&lt;br /&gt;
See the book ''[[Oblivion:Tamrielic Lore|Tamrielic Lore]]'' for background on this item.&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* The Masque also appears in [[Daggerfall:Artifacts#Masque of Clavicus Vile|''Daggerfall'']], [[Morrowind:Masque of Clavicus Vile|''Morrowind'']], and [[Skyrim:Masque_of_Clavicus_Vile|''Skyrim'']] with similar enchantments.&lt;/div&gt;</summary>
		<author><name>DKong27</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Morrowind_talk:Tribunal_Temple&amp;diff=777376</id>
		<title>Morrowind talk:Tribunal Temple</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Morrowind_talk:Tribunal_Temple&amp;diff=777376"/>
		<updated>2011-11-24T17:46:00Z</updated>

		<summary type="html">&lt;p&gt;DKong27: /* Possible? */ uns and reply&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bug==&lt;br /&gt;
What about the system bug that existed since design inception?  Where the character gets expelled twice without any explaination or warning.  Once out = forgiven; twice out = expelled forever.  The remaains just another-of-many six-year glitches left unaddressed. {{unsigned|75.45.73.87}}&lt;br /&gt;
: With the greatest possible respect: what are you talking about? –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 07:48, 19 June 2008 (EDT)&lt;br /&gt;
::Are you implying that the player may be expelled from the temple at random? I dont see how or why that could happen and you seem to be saying that it was put into the game deliberatly, can you please give a little more explanation? --[[User:Volanaro|Volanaro]] 07:56, 19 June 2008 (EDT)&lt;br /&gt;
:::Not sure which bug 75.45.73.87 is talking about, but I was expelled once after the showdown with Almalexia in Clockwork City. The whole &amp;quot;let them hit you first&amp;quot; thing is sometimes tricky, let alone if you kill random people, who may be of Temple faction. Other causes are stealing and sleeping in beds that belong to temple members --[[User:Benould|Benould]]&amp;lt;sup&amp;gt;•[[User_Talk:Benould|T]]•[[Special:Contributions/Benould|C]]&amp;lt;/sup&amp;gt; 12:16, 19 June 2008 (EDT)&lt;br /&gt;
**Yup, just happened to me and after working so hard to get patriarch.  One minute I am fine and the next, poof I am out. The first time expelled was my own oops, the second there is no reason I can see for it. I have to go back so many saves it isn't funny to fix this, dangit![[User:LadyPegasus|LadyPegasus - There are no wrong choices in life, only different paths we choose to take.]] 14:57, 12 December 2008 (EST)&lt;br /&gt;
==Another Bug, helpful with the above bug==&lt;br /&gt;
Something I found by using the CS: If you always use the &amp;quot;join the temple&amp;quot; topic rather than &amp;quot;make amends&amp;quot; you'll be able to rejoin indefinitely, because the &amp;quot;join the temple&amp;quot; topic doesn't set the ExpTemple variable.  However, it still checks the variable, so if you've used the &amp;quot;make amends&amp;quot; topic to rejoin you can't use this exploit. [[User:Narfblat|Narfblat]] 00:19, 29 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Nerevarine as a Temple member==&lt;br /&gt;
This probably needs a VN tag. The Archcanon will not let you finish quests, or give you more duties while you are working on the 4th and 5th Trials, but I do not know for sure if that applies to any other quest-givers. [[User:Brf|Brf]] 11:29, 21 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: It's not a good idea to add information that &amp;quot;probably needs a VN tag&amp;quot;. Let's work it out here before putting it on the article. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 11:40, 21 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Cool. Tonight I can probably load up one of my older save games with a character who was never a Temple member and have him join-up just before doing the Third Trial. It might be interesting to see their reactions if you are not a Temple member at all either. [[User:Brf|Brf]] 11:51, 21 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: I'll see if I can work out what goes on from the CS. I know temple people tell you that they don't trust you at certain points, but I'm not sure where. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 12:07, 21 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: I have never done anything with the CS, but what I noticed with the Archcanon was that clicking on the current quest topic brought up the Nerevarine topic instead, and clicking on &amp;quot;duties&amp;quot; brought up the &amp;quot;I do not trust you&amp;quot; response. [[User:Brf|Brf]] 13:34, 21 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::: OK. I tested this with some other Temple members too. The reaction is consistent. [[User:Brf|Brf]] 23:24, 22 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::: Thanks for testing that! It's good to be accurate. [[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; 08:51, 23 September 2010 (UTC)&lt;br /&gt;
== Temple and Cult? ==&lt;br /&gt;
Can you join the temple after you join the Imperial cult and reach the highest ranking?&lt;br /&gt;
[[Special:Contributions/67.172.84.166|67.172.84.166]] 21:03, 13 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Sure. I do not think there are any conflicts in any of their quests. --[[User:Brf|Brf]] 21:07, 13 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Temple remaining quests? ==&lt;br /&gt;
&lt;br /&gt;
After I became patriarch of temple, I wanted to make the Uvo Lloreni's quests (Ghostgate temple). When I go to her and ask her about duties, she tells me &amp;quot; What can I do for you, Patriarch?&amp;quot;. Is this a bug or after you reach the rank of patriarch, you cannot do the remaining temple quests?&lt;br /&gt;
[[Special:Contributions/89.39.161.189|89.39.161.189]] 07:44, 31 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I didn't realise you could become patriarch without having done all the quests. Yes, it sounds like a bug. [[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; 08:41, 31 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I would think that is intended. In any of the factions I have played, once you reach the highest rank, you can no longer receive any more quests. --[[User:Brf|Brf]] 11:18, 31 March 2011 (UTC)&lt;br /&gt;
:::Except the Mages' Guild. I'm the Arch Mage and can do quests for Skink in Sadrith Mora. {{uns|78.8.10.197|08:29, September 14, 2011 }}&lt;br /&gt;
&lt;br /&gt;
==Possible?==&lt;br /&gt;
&lt;br /&gt;
I have a question: is it possible to have killed Vivec and Almalexia, then joined the temple? If so, that seems a tad odd. &amp;quot;You killed our gods - but you can still join with us.&amp;quot; {{uns|2.217.165.172|12:02, November 24, 2011}}&lt;br /&gt;
&lt;br /&gt;
:Yes, there is no problem. Almost everyone will refuse to believe you if you tell them you killed the Tribunal members. --[[User:DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;DKong27&amp;lt;/font&amp;gt;]] &amp;lt;sup&amp;gt;'''[[User_talk:DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Tk&amp;lt;/font&amp;gt;]] [[Special:Contributions/DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Ctr&amp;lt;/font&amp;gt;]] [[User:DKong27/Email|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Em&amp;lt;/font&amp;gt;]]''' &amp;lt;/sup&amp;gt; 17:45, 24 November 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>DKong27</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=User_talk:98.87.125.178&amp;diff=776012</id>
		<title>User talk:98.87.125.178</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=User_talk:98.87.125.178&amp;diff=776012"/>
		<updated>2011-11-24T03:00:20Z</updated>

		<summary type="html">&lt;p&gt;DKong27: Warning&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Warning ==&lt;br /&gt;
&lt;br /&gt;
{{Warning|1=Please do not add nonsense to UESPWiki, as it is considered to be '''[[UESPWiki:Vandalism|vandalism]]'''. If you continue to abuse your editing privileges, this IP address will be '''[[UESPWiki:Blocking Policy|blocked]]''' from editing. Please consider improving the work of others, not harming it. —[[User:DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;DKong27&amp;lt;/font&amp;gt;]] &amp;lt;sup&amp;gt;'''[[User_talk:DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Tk&amp;lt;/font&amp;gt;]] [[Special:Contributions/DKong27|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Ctr&amp;lt;/font&amp;gt;]] [[User:DKong27/Email|&amp;lt;font color=&amp;quot;#DA70D6&amp;quot;&amp;gt;Em&amp;lt;/font&amp;gt;]]''' &amp;lt;/sup&amp;gt; 03:00, 24 November 2011 (UTC)}}&lt;/div&gt;</summary>
		<author><name>DKong27</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Vampire_Cure&amp;diff=776011</id>
		<title>Oblivion:Vampire Cure</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Vampire_Cure&amp;diff=776011"/>
		<updated>2011-11-24T03:00:17Z</updated>

		<summary type="html">&lt;p&gt;DKong27: Undo revision 776005 by 98.87.125.178 (Talk) nonsense&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Quests|Imperial City}}&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver=[[Oblivion:Raminus Polus|Raminus Polus]] at the [[Oblivion:Arcane University|Arcane University]]&lt;br /&gt;
|Icon=OB-qico-General1.png&lt;br /&gt;
|Reward=''Cure Vampirism'' Potion, gold (level-dependent), immunity to Vampirism&lt;br /&gt;
|Prev=must be a [[Oblivion:Vampirism|Vampire]]&lt;br /&gt;
|Next=none&lt;br /&gt;
|Loc=[[Oblivion:Arcane University|Arcane University]], [[Oblivion:Skingrad|Skingrad]], [[Oblivion:Drakelowe|Drakelowe]], [[Oblivion:Redwater Slough|Redwater Slough]]&lt;br /&gt;
|AddAbove=&lt;br /&gt;
|AddBelow=&lt;br /&gt;
|Image=OB-quest-Vampire Cure.jpg&lt;br /&gt;
|ImgDesc=Melisande, a witch of Glenmoril.&lt;br /&gt;
|ID=MS40&lt;br /&gt;
|description=A long quest to gain the cure for [[Oblivion:Vampirism|vampirism]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
# Work your way through various referrals: from [[Oblivion:Raminus Polus|Raminus Polus]], to Count [[Oblivion:Janus Hassildor|Janus Hassildor]] of [[Oblivion:Skingrad|Skingrad]] to [[Oblivion:Melisande|Melisande]] in [[Oblivion:Drakelowe|Drakelowe]].&lt;br /&gt;
# Retrieve some [[Oblivion:Soul Gem|Grand Soul Gems]] to get Melisande to help you.&lt;br /&gt;
# Collect a long list of ingredients for the potion.&lt;br /&gt;
# Retrieve the potion, and take it back to Janus Hassildor for a reward.&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
===Getting Started===&lt;br /&gt;
Before you can start this quest, you must have already become a full victim of Vampirism, not just Porphyric Hemophilia.  At that point, &amp;quot;Cure Vampirism&amp;quot; will show up as a conversation topic, in particular when talking with [[:Category:Oblivion-Healer|healers]] or with [[Oblivion:Vicente Valtieri|Vicente Valtieri]]. Asking about &amp;quot;Cure Vampirism&amp;quot; will lead to a referral to [[Oblivion:Raminus Polus|Raminus Polus]] at the [[Oblivion:Arcane_University|Arcane University]] in the [[Oblivion:Imperial_City|Imperial City]].  But in fact, Raminus doesn't know much, other than that Count [[Oblivion:Janus Hassildor|Janus Hassildor]] of [[Oblivion:Skingrad|Skingrad]] is a vampire, and may have been doing some research on a cure.  At Castle Skingrad, ask the Steward [[Oblivion:Hal-Liurz|Hal-Liurz]] for an audience with the Count.  Talking to Hassildor yields an interesting backstory on him and his wife and reveals that he will reward you for obtaining a ''Cure Vampirism'' potion for his sick wife.  But he tells you of a rumor of an alleged witch of Glenmoril who lives somewhere near the Corbolo River (your map places a marker at [[Oblivion:Drakelowe|Drakelowe]].)&lt;br /&gt;
&lt;br /&gt;
===Melisande's Shopping Lists===&lt;br /&gt;
Travel to Drakelowe and you will find one inhabitant, [[Oblivion:Melisande|Melisande]], who will let on that she might be able to help you.  But before even agreeing to help you, she requires five empty [[Oblivion:Grand Soul Gem|Grand Soul Gems]].  At this point in the quest, three empty Grand Soul Gems are added to nearby dungeons.  In each case, the soul gem is in a previously non-existent area of the dungeon; the appearance of the area is triggered by this quest.  These three soul gems are at:&lt;br /&gt;
* [[Oblivion:Crayfish Cave|Crayfish Cave]], [[Oblivion:Crayfish Cave#Crayfish Steep|Zone 4 (Crayfish Steep)]], behind rock walls '''I''', '''J''', '''K'''.&lt;br /&gt;
* [[Oblivion:Nornal|Nornal]], [[Oblivion:Nornal#Nornal Ageasel|Zone 2 (Nornal Ageasel)]], behind hidden door '''K'''.&lt;br /&gt;
* [[Oblivion:Squandered Mine|Squandered Mine]], [[Oblivion:Squandered Mine#Squandered Mine Wind Holes|Zone 3 (Squandered Mine Wind Holes)]], behind rock wall '''G'''.&lt;br /&gt;
&lt;br /&gt;
Any other soul gems in the game may also be used for this quest, including stolen ones.  Most soul gems are found randomly.  If you are at least level 11, there is small chance (&amp;lt;5%) of finding empty grand soul gems in some dungeon chests.  If you are at least level 12, any of the [[Oblivion:Merchants|Merchants]] who sell magical equipment may stock them. [[Oblivion:Melisande|Melisande]] herself stocks one Grand Soul Gem in her basement. See [[Oblivion:Soul Gem#Grand|Soul Gems]] for other guaranteed locations.&lt;br /&gt;
&lt;br /&gt;
Once you provide Melisande with the soul gems, she will task you with finding a long list of ingredients necessary to make the potion.  Several are regular alchemy ingredients: two shoots of [[Oblivion:Bloodgrass|Bloodgrass]], six cloves of [[Oblivion:Garlic|Garlic]], and five leaves of [[Oblivion:Nightshade|Nightshade]].   Full details on where to find these ingredients are provided on the individual ingredient pages.  Two are more difficult to obtain; the blood of an [[Oblivion:Argonian|Argonian]] and the ashes of a powerful vampire.&lt;br /&gt;
*'''Bloodgrass:''' This is the tall red grass you see in the Realms of Oblivion and at some [[Oblivion:Oblivion Gate|Oblivion Gate]]s. It can be bought in some alchemy shops as well, so it is easy to find. A bug (see [[#Bugs|Bugs]]) may prevent the Bloodgrass from being presented to Melisande.&lt;br /&gt;
*'''Garlic:''' Many homes have these lying around on the dinner table or stacked somewhere else. Almost every home in Skingrad has bunches of garlic hanging from a beam in the basement. &lt;br /&gt;
*'''Nightshade:''' Nightshade is prolific throughout the West Weald. You can also find some at &amp;quot;The Main Ingredient&amp;quot; in the Imperial City Market District, the only alchemy shop guaranteed to have Nightshade in stock.  The Arcane University has several growing there as well.&lt;br /&gt;
*'''Blood of an Argonian:''' Melisande gives you a special ''Enchanted Dagger'' to use and collect the blood.  You do not need to actually kill the Argonian, just stabbing your victim once with the dagger is sufficient. A complete list of all named Argonians in the game is available at [[:Category:Oblivion-Argonian|Oblivion-Argonian]].  Luckily, there are some easier alternatives:&lt;br /&gt;
** One Argonian can be found at [[Oblivion:Peryite|Peryite's shrine]]; if you have not completed Peryite's quest, he is frozen and there are no consequences to stabbing him.  &lt;br /&gt;
** Another possible location is [[Oblivion:Veyond Cave|Veyond Cave]], which is inhabited by Argonian tribesmen who will attack you on sight.&lt;br /&gt;
** Argonians serve as archers in Marauder bands. &lt;br /&gt;
** If you spared [[Oblivion:Scar-Tail|Scar-Tail]] in [[Oblivion:The Renegade Shadowscale|The Renegade Shadowscale]] quest, he will still be standing around at [[Oblivion:Bogwater|Bogwater]]&lt;br /&gt;
*'''Ashes of a powerful vampire:''' This 'powerful' vampire's name is [[Oblivion:Hindaril|Hindaril]]. Ask the witch about it and she will mark his location in [[Oblivion:Redwater Slough|Redwater Slough]] on your map.  Killing Hindaril will provide you with ''[[Oblivion:Ashes of Hindaril|Ashes of Hindaril]]'' instead of regular ''[[Oblivion:Vampire Dust|Vampire Dust]]''. His home is a nesting ground for vampires. Hindaril can be killed before starting the quest.&lt;br /&gt;
&lt;br /&gt;
If you have installed the [[Oblivion:Wizard's Tower|Wizard's Tower]] plugin, bloodgrass and nightshade can be found in the tower's alchemy garden. &lt;br /&gt;
&lt;br /&gt;
Once you deliver all these ingredients to Melisande, she'll tell you to return in 24 hours.  You'll have to go somewhere else and come back, because if you linger inside the house at Drakelowe, Melisande considers it [[Oblivion:Crime#Trespassing|trespassing]].  See [[Oblivion:Vampire_Cure#Notes|Notes]], below, for tips on waiting to avoid Sun Damage.&lt;br /&gt;
&lt;br /&gt;
===At last: Potions!===&lt;br /&gt;
When you return, Melisande will have two potions ready. If Melisande's shack is empty when you return, she will be in her basement; just wait a short while and she will reappear near the fireplace, in front of the hidden trapdoor. If she doesn't appear, you might have to wait for a whole day. The ''Cure for Vampirism'' Potion, that appears under Potions in your inventory, is for you.  The other one: ''Vampirism Cure Potion'', will appear in the miscellaneous section of your inventory and needs to be taken to Skingrad for Countess Hassildor.&lt;br /&gt;
&lt;br /&gt;
At Castle Skingrad you again need to work through the Count's steward, Hal-Liurz. Mention the cure to her and she will lead you outside the Hall, to the entrance of the ''Chamber of the Lost'': the Countess' secret chamber.  Count Hassildor is waiting there, as is Melisande. Tell the Count that you have acquired the cure and he will take it. He will allow you to stay and watch provided that you keep quiet.  Melisande wakes up the countess and the Count explains to her that she can end her suffering.  The countess drinks the potion, is healed from vampirism and drops dead on the bed. The Count tells you to let him grieve for 24 hours, then return for your reward.&lt;br /&gt;
&lt;br /&gt;
Again, you need to talk to Hal-Liurz to get to the Count. The dialogue &amp;quot;Reward&amp;quot; will cause him to give you a level-dependent amount of gold (see below).&lt;br /&gt;
&lt;br /&gt;
===Reward===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; {{AL|C}}&lt;br /&gt;
! Level !! Reward&lt;br /&gt;
|- &lt;br /&gt;
| 1-4 ||{{AL|R}}| 250 Gold&lt;br /&gt;
|- &lt;br /&gt;
| 5-9 ||{{AL|R}}| 500 Gold&lt;br /&gt;
|- &lt;br /&gt;
| 10-14 ||{{AL|R}}| 1,000 Gold&lt;br /&gt;
|- &lt;br /&gt;
| 15-19 ||{{AL|R}}| 2,500 Gold&lt;br /&gt;
|- &lt;br /&gt;
| 20-24 ||{{AL|R}}| 5,000 Gold&lt;br /&gt;
|- &lt;br /&gt;
| 25-29 ||{{AL|R}}| 7,500 Gold&lt;br /&gt;
|- &lt;br /&gt;
| 30+ ||{{AL|R}}| 10,000 Gold&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*If you are in the later stages of vampirism, be careful during the witch part of the quest. After she tells you to wait 24 hours for her to finish the potion you cannot wait under the protection of her roof because she will consider it trespassing and attack you. You have a couple of possibilities:&lt;br /&gt;
**Make sure you start this quest in the early evening so you have enough time to complete everything in the safety of the dark.&lt;br /&gt;
**If you arrive during the night, feed on her while she is sleeping.  This will allow you to take no damage if you need to wait outside during the day.&lt;br /&gt;
**The closest place to wait indoors is [[Oblivion:Squandered Mine|Squandered Mine]], northeast of Drakelowe up the cliff.&lt;br /&gt;
**If you have a high enough sneak ability, you can alternately hide in the house. Melisande will simply believe you to have left and leave the room. Since it is light outside you won't be able to leave, and as you are trespassing you can't sleep or wait, but it is an alternate way to pass the time safely.&lt;br /&gt;
**If you have enough potions or healing, you can very quickly run down to the river and swim underwater all the way to [[Oblivion:Swampy Cave|Swampy Cave]] or even closer, the back entrance to Swampy Cave.  Being underwater significantly reduces the sun damage you take.  &lt;br /&gt;
* Once cured, you cannot become a vampire again, except using the console.&lt;br /&gt;
* A much easier vampire cure, the ''Font of Renewal'', is made available if you buy the [[Oblivion:Official Plug-ins|official plug-in]] [[Oblivion:Vile Lair|Vile Lair]].&lt;br /&gt;
* Drakelowe is always a private area.  Therefore, do not wait too long to begin the dialogue with her or she will change to combat mode and attack you. Trespassing does not affect the quest dialogues with her.&lt;br /&gt;
** {{UOP}}&lt;br /&gt;
* Given that the only way to obtain this quest is to first become a vampire, this option is currently inaccessible (without using the console), but if you were to complete this quest without ever having been a vampire, Janus Hassildor would offer you a choice for the final reward:&lt;br /&gt;
::''&amp;quot;I can offer you money, of course, but given my condition, I am in a position to offer you something relatively unique.  If you wish, you can become a vampire.  It will be slightly painful, but far easier on you than... other methods.  Which would you prefer?&amp;quot;''&lt;br /&gt;
:If you then chose the topic &amp;quot;Make me a vampire&amp;quot;, he would continue:&lt;br /&gt;
::''&amp;quot;This is not a gift to be taken lightly.  It may cause you harm in the long run, but at least you already know a way to rid yourself of it.  Once you have the disease for several days, rest and let the effects take hold.  And please, be careful.  Good luck.&amp;quot;''&lt;br /&gt;
:Finally, he would cast the &amp;quot;Vampire Reward Spell&amp;quot;, which would infect you with Porphyric Hemophilia.&lt;br /&gt;
*The Vampire Gift option cannot be accessed if the player is Cured during the Quest, such as by the [[OB:Purgeblood Salts|Purgeblood Salts]]. This is because the script checks for the Global Variable PCVampireto be 0, while a Cured player's will be set to -1.&lt;br /&gt;
*It is possible to enter the Chamber of the Lost before doing this quest by using high acrobatics or the [[Oblivion:Exploitable Glitches#Floating_Paint_Brushes|floating paint brush]] glitch to jump over the castle wall and access the chamber door. Countess Hassildor will not respond if you try to wake her and her body cannot be looted if she is killed. If you want to leave simply exit the room and fast travel.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* If you manage to enter the basement during the 24 hours where Melisande is making the potion, the trapdoor will lock and you will be trapped.&lt;br /&gt;
* You may not be able to start this quest if you were in the [[Oblivion:Mages Guild|Mages Guild]] but have been [[Oblivion:Mages Guild#Suspension|suspended]] from the guild.  If so, you will need to complete the required task and be reinstated in the guild before starting Vampire Cure.  Specifically, speaking to Raminus Polus will not move the quest forward, but you can proceed to speak with Janus and the quest will continue normally.&lt;br /&gt;
* If you started the quest, but then cured yourself with the ''Font of Renewal'', then the quest characters will not speak to you about it until you have become a vampire again (which can only be done through the console).&lt;br /&gt;
* If the Count only greets you with &amp;quot;I've said all there is to be said. Trouble me no more&amp;quot; and refuses to say anything else, the problem is that you have started but not completed the quest [[Oblivion:Ulterior Motives|Ulterior Motives]].  You will need to finish Ulterior Motives (by talking to Raminus Polus) before Janus Hassildor will talk to you about any topics.&lt;br /&gt;
* There's a rare problem that occurs if you stand in the way of the body of Rona Hassildor when Melisande is trying to resurrect her.  If this happens, use a [[Oblivion:Spell Making|Spellmaking Altar]] to create a custom Restore Fatigue on Touch/Target and cast it on Rona; the quest should then proceed normally. PC users can also use the console command &amp;lt;code&amp;gt;set MS40.endstate to 8&amp;lt;/code&amp;gt; to get Melisande to try casting her spell again.&lt;br /&gt;
* After giving the Count the cure, do not leave the Chamber Of The Lost until the scene has played out. Doing so will cause Rona to be awakened, but all 3 NPCs will then become permanently unresponsive. The workarounds directly above may be used to resolve this bug as well.&lt;br /&gt;
* There have been problems with the witch not accepting Bloodgrass. The &amp;quot;Bloodgrass&amp;quot; topic will effectively disappear when you complete the [[Oblivion:Main_Quest|main quest]]. You can solve it by reloading a previous save, or typing &amp;lt;code&amp;gt;set MS40.cureready to 1&amp;lt;/code&amp;gt; in the console. This will cause a new topic to appear and allows you to complete the quest properly.&amp;lt;br&amp;gt;{{patched 1.1.511|noindent=yes}}&lt;br /&gt;
** {{ps22}} On the PS3, this bug has returned, although only if [[Shivering:Shivering Isles|Shivering Isles]] has been installed.  The bug is present even though the latest official patch is built-in to the PS3 version of the game.  A workaround is available but requires a non-GoTY Oblivion disc; see [[#PS3 GotY Vampirism Cure Notes|PS3 GotY Vampirism Cure Notes]] below.&lt;br /&gt;
* [[File:Flag Germany.png|22px]] There is a translation problem in the German version regarding the ingredients. In the dialogue with the witch, Nightshade leaves is directly translated into &amp;quot;Nachtschatten Blätter&amp;quot; whereas throughout the rest of the game it is correctly translated into &amp;quot;Tollkirsche&amp;quot;. So don't try to look for an ingredient called &amp;quot;Nachtschatten Blätter&amp;quot;, but instead for &amp;quot;Tollkirsche&amp;quot;.&lt;br /&gt;
* [[File:Flag France.png|22px]] There is a similar translation problem in the French version where you are told to find some &amp;quot;Clous de girofle&amp;quot; (cloves - ingredients that do not exist in the game) while you must bring &amp;quot;Ail&amp;quot; (garlic) instead.&lt;br /&gt;
* If you give Melisande the last ingredient and the order to brew the potion at 11 p.m., she will never return from the basement so you can’t get the potion from her. To solve this problem either load a previous savegame and talk to her at a different time, or type the following commands into the console and wait 24 hours:&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;set MS40.currentday to GameDay&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;set MS40.currenthour to GameHour&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;set MS40.cureready to 3&amp;lt;/code&amp;gt;&lt;br /&gt;
** This bug was silently patched in the master file Oblivion.esm installed by Shivering Isles, so should no longer occur if Shivering Isles is installed.&lt;br /&gt;
** {{UOP}}&lt;br /&gt;
* There is a glitch where Hal-Liurz, the Count's Steward, becomes stuck in the Chamber of the Lost. Every time you speak to her she will say &amp;quot;Please, wait here. I shall let the count know you are waiting for him&amp;quot; but will never go anywhere.&lt;br /&gt;
** One possible way to finish the quest is to find the count, hit him, and have him chase you back to where Hal-Liurz is standing (without getting stopped by any guards along the way or by just resisting arrest if they stop you). Hal-Liurz should then go back to the Great Hall, although it may require similar forceful persuasion. You will need to pay the fine for assaulting the count and his steward, but then you can go to the Great Hall, wait for 24 hours, and the Count should show up to give you your reward.&lt;br /&gt;
** Another way to complete this quest is to break into the Castle Hall and speak to the Count by yourself.&lt;br /&gt;
** {{UOP}}&lt;br /&gt;
* It is possible that at the end of this quest you can wait more than 24 hours but the Count will still only say &amp;quot;Please, go&amp;quot; when you talk to him.  To fix the problem, you need to make Hal-Liurz bring the Count to you (even if you're already standing next to the Count, Hal-Liurz has to act as intermediary for the quest to be updated).  Sometimes just talking to Hal-Liurz is sufficient.  Otherwise, you can use a [[Oblivion:Command Humanoid|Command Humanoid]] spell to force her to follow you to wherever the Count is standing, at which point talking to Hal-Liurz should work to complete the quest. Sometimes it is possible that neither one will realize that 24 hours has passed. This generally happens when both are in the same room. Just force the two to part (Command Humanoid or just attacking and causing one to follow you) fixes this. Alternatively, you can demoralize either Hal-Liurz or the Count in order to make them leave the area. {{VN|Seems very plausible, but needs in-game confirmation.}}&lt;br /&gt;
* After the quest reward is received, it is possible to keep pressing the reward topic to receive the reward over and over again. It is possible to return to the count later and do this anytime, even after the quest is completed. There does not seem to be any limit to the amount of gold you can amass.&lt;br /&gt;
{{patched 1.1.511}}&lt;br /&gt;
* After drinking the potion to cure yourself, Vampirism may not be removed.  Use any [[Oblivion:Cure Disease|Cure Disease]] effect to finish removing it.&lt;br /&gt;
* The items taken by Melisande can be subject to the [[Oblivion:Exploitable Glitches#Separate_Stack_Removal|Separate Stack Removal]] glitch.&lt;br /&gt;
&lt;br /&gt;
=== PS3 GotY Vampirism Cure Notes ===&lt;br /&gt;
{{ps22}} PS3 players using the English-language [[Oblivion:GOTY|GotY]] edition of the game currently have no way of curing their vampirism due to the [[#Bugs|above bug]] as the Vile Lair and other official plug-ins are not available on [http://www.us.playstation.com/PS3/Network PSN]. The Bloodgrass topic will be absent or greyed-out and Melisande will not accept the Bloodgrass even if the main quest is ''not'' completed, unlike what occurs on unpatched PC and XBox360 non-GotY Oblivion.   This problem also affects PS3 players who have installed [[Shivering:Shivering Isles|Shivering Isles]] as an expansion; if you are considering adding the expansion, it would be wise to complete the Vampire Cure quest before installing Shivering Isles.  There are only two known workarounds:&lt;br /&gt;
&lt;br /&gt;
* '''Play using an original disc:''' Obtain (e.g., through rental), an original Oblivion disc — the disc must ''not'' be the GOTY edition, or any other newer edition, such as the 5th anniversary edition. Use that disc to play through the completion of the quest. (If you have downloaded SI as an expansion from the Playstation Network, you can delete the Oblivion game data to &amp;quot;reset&amp;quot; your game to the pre-SI version; after completing these steps you can re-download the expansion from PSN at no cost).   The Bloodgrass topic can then be chosen and the player's vampirism can be cured.  Steps:&lt;br /&gt;
*# Because the player's current save must be saved under a version of Oblivion without [[Shivering:Shivering Isles|the Shivering Isles]] present, items specific to Shivering Isles may be lost. To prevent the loss of items if the Isles have already been entered, first place all [[Shivering:Items|Shivering Isles items]] into a [[Oblivion:Containers#Safe_Containers|safe container]] in Cyrodiil, not in the Isles.  However, some key items such as the Key to Mania and the Key to Dimentia cannot be removed from your inventory and you will lose them.&lt;br /&gt;
*# Travel to [[Oblivion:Drakelowe|Drakelowe]] with the required two shoots of Bloodgrass, enter and save. It would be advisable to note which save slot it is, as it may be required to revert to it should something go wrong.&lt;br /&gt;
*# Completely exit Oblivion, remove the GotY disc from the PS3, and insert an original Oblivion disc.&lt;br /&gt;
*# Launch Oblivion and load your current save in Drakelowe.&lt;br /&gt;
*# Speak to Melisande and choose the Bloodgrass topic. She should now accept it.&lt;br /&gt;
*# Save the game ''into a new save slot'' so that if something has gone wrong your previous save is still accessible.&lt;br /&gt;
*# Completely exit Oblivion, remove the non-GotY disc from the PS3, and re-insert the GotY disc.&lt;br /&gt;
*# Launch Oblivion, load your new save and continue. Retrieving any Shivering Isles items from their safe container at this point to ensure that they are still there would be advisable.&lt;br /&gt;
**If your game freezes at step #4 (when you try to load the GotY save using the non-GotY/5th anniversary disc), it may help to put all items (not just SI items) from your inventory into a container.  If your game still freezes on the load screen, then you will essentially be unable to cure your vampirism with this character.&lt;br /&gt;
**Known side effects on Shivering Isles:&lt;br /&gt;
*** There will be little or no impact if this is performed before the player has entered the Isles at all so it is preferable to get rid of vampirism as soon as possible if the Isles have not been entered yet.&lt;br /&gt;
*** If Shivering Isles quests are active, they may disappear or bugs may occur. Keep your pre-workaround savegame just in case.&lt;br /&gt;
*** Although Shivering Isles items may be kept with the workaround of storing them in Cyrodiil, spells, powers and abilities will almost certainly disappear. You will have to purchase any missing spells again. If the [[Shivering:Main_Quest|Main Quest]] has been completed, speak with [[Shivering:Haskill|Haskill]] and the two Greater Powers obtained at quest end should be restored.&lt;br /&gt;
*** Shivering Isles items kept in player inventory may not disappear if they have been [[Oblivion:Enchanting|enchanted by the player]].&lt;br /&gt;
*** Golden Saint and Dark Seducer guards may lose all of their conversation topics. Their arrest behaviour will still occur normally. If the Main Quest has been completed, the Escorts should still have all of their dialog topics.&lt;br /&gt;
*** If the Main Quest has been completed, the ownership of the Duke's/Duchess' Quarters may revert and the player may be trespassing in them. Any items stored in them that were previously player-owned will similarly revert and will be considered stolen.&lt;br /&gt;
&lt;br /&gt;
* '''European Players''': If you are playing on a European console using a European copy of the GotY edition, then the glitch can be cured without a copy of the non-GotY disc. The steps are:&lt;br /&gt;
*# Upon reaching Melisande's house with the Bloodgrass, save and exit the game.&lt;br /&gt;
*# Change the PS3 system settings to make the default language German (other languages may work).&lt;br /&gt;
*# Reload the game. The game will now be in German, but the following steps are possible even if you do not understand German.&lt;br /&gt;
*# Talk to Melisande and select the &amp;quot;Blutgras&amp;quot; topic (&amp;quot;Blutgras&amp;quot; is German for &amp;quot;Bloodgrass&amp;quot;).&lt;br /&gt;
*# After she has accepted the Bloodgrass, save and exit.&lt;br /&gt;
*# Set the PS3 default language back to English in the system settings.&lt;br /&gt;
*# Reload Oblivion and you can now finish the quest.&lt;br /&gt;
** Known side effects on the [[Shivering:Shivering Isles|Shivering Isles]] expansion:&lt;br /&gt;
*** As with the disk-swapping method there will be little or no impact if this is performed before the player has ever entered the Shivering Isles, so it is preferable to cure vampirism before starting the expansion.&lt;br /&gt;
*** You will lose all Powers, spells and journal entries from the expansion. However, you can still keep the items; they don't even need to be placed into safe storage or removed from your inventory. Note that until you put the game back into its original language they will be listed as '&amp;lt;unknown item&amp;gt;' unless they have been enchanted.&lt;br /&gt;
*** Unlike the disk-swapping method, in this case the expansion seems to reset altogether. If you return to [[Oblivion:A Strange Door|A Strange Door]], the original events are replayed.  The initial quests will also need to be repeated, although some bugs appear,&lt;br /&gt;
**** '''[[Shivering:A Door in Niben Bay|A Door in Niben Bay]]''' — When you go through the Strange Door you are not taken to the butterfly room.  Instead, you are overlooking the Fringe.  Once Haskill leaves the walls reappear briefly before flying away.&lt;br /&gt;
**** '''[[Shivering:Final Resting|Final Resting]]''' - Placing the Ring of Happiness in any container then taking it out will finish the quest. Hirrus Clutumnus will not ask you to kill him.&lt;br /&gt;
**** '''[[Shivering:Through the Fringe of Madness|Through the Fringe of Madness]]''' — [[Shivering:Jayred Ice-Veins|Jayred Ice-Veins]] will not help you defeat the Gatekeeper a second time: he has kept the Bone Arrows from the first time, and therefore is not interested in getting more.  However, the quest can still be completed without Jayred's help - either by killing the gatekeeper by yourself, or you can just run through a gate as you may already have the keys. The latter method may have consequences during Rebuilding the Gatekeeper.&lt;br /&gt;
**** '''[[Shivering:A Better Mousetrap|A Better Mousetrap]]''' — This is where things get really broken. If you have previously played through this quest then the Focus Crystals will already be placed on each Judgment Nexus; they cannot be removed and the quest will not update. This means that the gate which blocks the way to the Resonator of Judgement will never open leaving you unable to progress any further with this quest.&lt;br /&gt;
****Any other unfinished quests involving quest items cannot be finished. For example in 'A Better Mousetrap' (if you haven't entered the dungeon yet), you will already have the Attenuator of Judgement when you re-enter the isles, but Sheogorath will give you another. However the game is programmed to remove 'the' Attenuator, not 'an' Attenuator. As you will have two you cannot activate the Resonator. To prevent this, finish all SI quests involving quest items before switching language.&lt;br /&gt;
&lt;br /&gt;
* '''Australian Players''': Follow the instructions for European players, instead changing the language to Español (Spanish). If loading screen freezes after changing the language, save the game outside Melisande's cottage and try again. Bloodgrass will now come up as &amp;quot;Sujo&amp;quot;; wait 24 hours then the potion to cure vampirism should be ready.&lt;br /&gt;
&lt;br /&gt;
==Journal Entries==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=3| Vampire Cure (MS40)&lt;br /&gt;
|-&lt;br /&gt;
! Stage&lt;br /&gt;
! Finishes Quest&lt;br /&gt;
! Journal Entry&lt;br /&gt;
|-&lt;br /&gt;
|5||||I should travel to the Arcane University in the Imperial City and speak with Raminus Polus about the possibility of a cure for Vampirism.&lt;br /&gt;
|-&lt;br /&gt;
|10||||I need to speak with Count Hassildor of Skingrad. I should find his Steward at Castle Skingrad.&lt;br /&gt;
|-&lt;br /&gt;
|20||||Count Hassildor of Skingrad has asked me to find the cure for vampirism. I should look for a woman in the wilderness along the Corbolo River, east of the Imperial City and south of Cheydinhal.&lt;br /&gt;
|-&lt;br /&gt;
|30||||I have found Melisande, who has offered to help me with a  cure for vampirism. Once I have brought her five empty Grand Soul Gems, she will give me further instructions.&lt;br /&gt;
|-&lt;br /&gt;
|40||||I have delivered the Soul Gems to Melisande. Now I must collect a series of ingredients for her, so that she can brew the potion to cure vampirism. She needs six cloves of garlic, five nightshade leaves, and two shoots of bloodgrass. &lt;br /&gt;
|-&lt;br /&gt;
|41||||Melisande has given me a special dagger, with which I am to collect the blood of an Argonian. I should find an Argonian, stab him with the dagger, and return it to Melisande.&lt;br /&gt;
|-&lt;br /&gt;
|42||||Melisande requires the ashes of a powerful vampire to complete her cure. I should search the area near the North Panther River for Hindaril, a vampire who was imprisoned in an underground cavern many years ago.&lt;br /&gt;
|-&lt;br /&gt;
|50||||I have collected the ashes of Hindaril for Melisande. I should bring them to her at once.&lt;br /&gt;
|-&lt;br /&gt;
|60||||Melisande's dagger is covered in Argonian blood. I should deliver it to her so that she can brew the potion.&lt;br /&gt;
|-&lt;br /&gt;
|70||||Melisande has created a potion to cure vampirism. I have been given two doses; one for myself and one that I need to take to Castle Skingrad. I should travel there and speak with Hal-Liurz.&lt;br /&gt;
|-&lt;br /&gt;
|80||||The Countess of Skingrad is dead. I need to speak with {{sic|Hai-Liurz|Hal-Liurz}} at Castle Skingrad after the Count has had time to grieve for his wife.&lt;br /&gt;
|-&lt;br /&gt;
|100||align=&amp;quot;center&amp;quot;|{{Yes}}||Count Hassildor thanked me for finding a cure for his wife.&lt;br /&gt;
|}&lt;br /&gt;
{{OB Journal Entries Notes}}&lt;/div&gt;</summary>
		<author><name>DKong27</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Lore:Third_Era&amp;diff=775974</id>
		<title>Lore:Third Era</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Lore:Third_Era&amp;diff=775974"/>
		<updated>2011-11-24T02:29:55Z</updated>

		<summary type="html">&lt;p&gt;DKong27: undo 2, can find no proof, but feel free to undo this weith refs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Lore History Trail}}{{Lore History|evtsw=yes|botline=yes}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
==First Century==&lt;br /&gt;
{{History Entry&lt;br /&gt;
|3E 0|Beginning of Third Era|The Third Era is pronounced by [[Lore:Tiber Septim|Tiber Septim]] in [[Lore:Second_Era#2E 897|2E 897]], after the unification of all provinces in [[Lore:Tamriel (continent)|Tamriel]].&amp;lt;ref name=&amp;quot;BHotE1&amp;quot;&amp;gt;{{Cite book|Brief History of the Empire v 1}}&amp;lt;/ref&amp;gt;}}{{History Entry&lt;br /&gt;
|3E 20|[[Lore:Destri Melarg|Destri Melarg]] Born|Born as simply Destri in the city-state of [[Lore:Rihad|Rihad]], Destri Melarg would become a well-known historian and translator of old [[Lore:Redguard|Redguard]] verse.&amp;lt;ref name=&amp;quot;NFRH&amp;quot;&amp;gt;{{Cite book|Notes For Redguard History}}&amp;lt;/ref&amp;gt;|minor=yes}}{{History Entry&lt;br /&gt;
|3E 38|[[Lore:Tiber Septim|Emperor Tiber Septim]] Dies, [[Lore:Pelagius Septim|Emperor Pelagius Crowned]]|Tiber Septim, conqueror and ruler of all of Tamriel for 38 years, dies and is succeeded by his grandson, Pelagius.&amp;lt;ref name=&amp;quot;BHotE1&amp;quot;/&amp;gt;}}{{History Entry&lt;br /&gt;
|3E 39|[[Lore:Destri Melarg|Destri Melarg]] Enters the Imperial City|Destri Melarg, famed Redguard historian and translator, enters the [[Lore:Imperial City|Imperial City]] to study at the age of 19 and takes the last name of Melarg.&amp;lt;ref name=&amp;quot;NFRH&amp;quot;/&amp;gt;|minor=yes}}{{History Entry&lt;br /&gt;
|3E 41|[[Lore:Pelagius Septim|Emperor Pelagius]] Dies, [[Lore:Kintyra|Empress Kintyra]] Crowned|Emperor Pelagius is assassinated by the [[Lore:Dark Brotherhood|Dark Brotherhood]]. Having no children, the crown passed to his second-cousin.&amp;lt;ref name=&amp;quot;BHotE1&amp;quot;/&amp;gt;}}{{History Entry&lt;br /&gt;
|3E 48|[[Lore:Kintyra|Empress Kintyra]] Dies, [[Lore:Uriel Septim I|Emperor Uriel I]] Crowned|Empress Kintyra dies. Kintyra's son was crowned after her death, the first Emperor of Tamriel to use the Imperial name Uriel.&amp;lt;ref name=&amp;quot;DFC&amp;quot;&amp;gt;Tamriel Timelines, The Daggerfall Chronicles — ''Ronald Wartow''&amp;lt;/ref&amp;gt;}}{{History Entry&lt;br /&gt;
|3E 64|[[Lore:Uriel Septim I|Emperor Uriel I]] Dies, [[Lore:Uriel Septim II|Emperor Uriel II]] Crowned|Emperor Uriel I dies and the kingdom is taken over by his son, Emperor Uriel II, the Fifth Emperor. Tragically, the rule of Uriel II was cursed with blights, plagues, and insurrections. His tenderheartedness inherited from his father did not serve Tamriel well, and little justice was done.&amp;lt;ref name=&amp;quot;BHotE1&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;DFC&amp;quot;/&amp;gt;}}{{History Entry&lt;br /&gt;
|3E 67|[[Lore:Potema|Potema]], future Queen of Solitude is born|Born the second of four children, and the only daughter, to Pelagius II Septim and his queen, Qizara. Potema is better known as the Wolf Queen.&amp;lt;ref name=&amp;quot;BWQ&amp;quot;&amp;gt;{{Cite book|Biography of the Wolf Queen}}&amp;lt;/ref&amp;gt;|minor=yes}}{{History Entry&lt;br /&gt;
|3E 82|Emperor Uriel II Dies, [[Lore:Pelagius Septim II|Emperor Pelagius II]] Crowned|Emperor of Tamriel, son of Uriel I, dies after 18 years of ruling. The Emperor is succeeded by his son, Pelagius II. Pelagius II inherited not only the throne, but the debt from his father's poor financial and judicial management.&amp;lt;ref name=&amp;quot;BHotE1&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;DFC&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;TWQ2&amp;quot;&amp;gt;{{Cite book|The Wolf Queen, v2}}&amp;lt;/ref&amp;gt;}}{{History Entry&lt;br /&gt;
|3E 99|Emperor Pelagius II Dies, Emperor [[Lore:Antiochus|Antiochus]] Crowned|The Emperor of Tamriel, son of Uriel II, dies after 17 years of ruling Tamriel. His son, Antiochus, now reigns over the kingdom. Antiochus was certainly one of the most flamboyant of the usually austere Septim family. He had many mistresses and nearly as many wives, and was renowned for his grandness of dress and good humor. Unfortunately, his reign was rife with civil wars, surpassing even that of his grandfather, Uriel II.&amp;lt;ref name=&amp;quot;DFC&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;TWQ3&amp;quot;&amp;gt;{{Cite book|The Wolf Queen, v3}}&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;BWQ&amp;quot;/&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
==Second Century==&lt;br /&gt;
{{History Entry&lt;br /&gt;
|3E 110|War of the Isle|The province of [[Lore:Summerset Isle|Summerset]] is nearly lost under the leadership of [[Lore:Antiochus|Antiochus]]. The united alliance of the kings of Summerset and Antiochus only managed to defeat King [[Lore:Orgnum Thras|Orgnum]] of the island-kingdom of [[Lore:Pyandonea|Pyandonea]] due to a freak storm. Legend credits the [[Lore:Psijic Order|Psijic Order]] of the [[Lore:Artaeum|Isle of Artaeum]] with the magic behind the storm.&amp;lt;ref name=&amp;quot;TWQ4&amp;quot;&amp;gt;{{Cite book|The Wolf Queen, v4}}&amp;lt;/ref&amp;gt;}}{{History Entry&lt;br /&gt;
|3E 111|Knights of the Nine Founded|The Knights of the Nine were founded by [[Oblivion:Sir Amiel|Sir Amiel Lannus]], a hero of the War of the Isle, with the aim of recovering the lost relics of [[Lore:Pelinal Whitestrake|Pelinal Whitestrake]].&amp;lt;ref name=&amp;quot;KOTN&amp;quot;&amp;gt;{{Cite book|The Knights of the Nine}}&amp;lt;/ref&amp;gt;|minor=yes}}{{History Entry&lt;br /&gt;
|3E 112|Emperor [[Lore:Antiochus|Antiochus]] Dies, Empress [[Lore:Kintyra II|Kintyra II]] Crowned|Emperor Antiochus dies after a 13 year rule and his daughter, Kintyra II takes the throne. The story of Kintyra II, is certainly one of the saddest tales in modern history. Her first cousin [[Lore:Uriel Septim III|Uriel III]], son of Queen [[Lore:Potema|Potema]] of Solitude, accused Kintyra of being a bastard, alluding to the famous decadence of the [[Lore:Imperial City|Imperial City]] during her father's reign. When this accusation failed to stop her coronation, Uriel bought the support of several disgruntled kings of [[Lore:High Rock|High Rock]], [[Lore:Skyrim|Skyrim]], and [[Lore:Morrowind|Morrowind]], and, with Queen Potema's assistance, coordinated three attacks on the Septim Empire. The first attack occurred in the [[Lore:Iliac Bay|Iliac Bay]] that separates High Rock and Hammerfell. Kintyra's entourage was destroyed and the Empress was taken captive.&amp;lt;ref name=&amp;quot;TWQ5&amp;quot;&amp;gt;{{Cite book|The Wolf Queen, v5}}&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;MOP&amp;quot;&amp;gt;{{Cite book|The Madness of Pelagius}}&amp;lt;/ref&amp;gt;}}{{History Entry&lt;br /&gt;
|3E 114|Empress Kintyra II Reportedly Dies|Empress Kintyra is reportedly slain after being captured by [[Lore:Uriel Septim III|Uriel III]]. In truth the Empress is held captive until she dies in her cell in 3E 123 (23rd of Frostfall, now named the day of Broken Diamond).&amp;lt;ref name=&amp;quot;BWQ&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;BD&amp;quot;&amp;gt;{{Cite book|Broken Diamonds}}&amp;lt;/ref&amp;gt;|minor=yes}}{{History Entry&lt;br /&gt;
|3E 119|[[Lore:Pelagius Septim III|Pelagius III]] Born|The future emperor of Tamriel is born.&amp;lt;ref name=&amp;quot;MOP&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;BHotE2&amp;quot;&amp;gt;{{Cite book|Brief History of the Empire v 2}}&amp;lt;/ref&amp;gt;|minor=yes}}{{History Entry&lt;br /&gt;
|3E 121|[[Lore:Uriel Septim III|Uriel III]] Proclaimed Emperor|Empress [[Lore:Kintyra II|Kintyra II]] had been reportedly killed several years ago while in prison and the battle between the empire and Uriel III with his alliance of unhappy kingdoms of High Rock, Skyrim, Morrowind and Queen [[Lore:Potema|Potema]]. In the third major and final attack, the Imperial City itself was taken over in only a fortnight. At this time, Uriel III proclaimed himself Emperor of Tamriel. He improperly named himself Uriel Septim III even though his true name was Uriel Mantiarco from his [[Lore:Mantiarco|father]].&amp;lt;ref name=&amp;quot;BHotE1&amp;quot;/&amp;gt;}}{{History Entry&lt;br /&gt;
|3E 121|War of the Red Diamond|This war was between the three surviving children of [[Lore:Pelagius Septim II|Pelagius II]]: [[Lore:Potema|Potema]], [[Lore:Cephorus|Cephorus]], and [[Lore:Magnus Septim|Magnus]], and their offspring. Potema, of course, supported her son Uriel III, and had the support of all of Skyrim and northern Morrowind. With the efforts of Cephorus and Magnus, High Rock turned. Hammerfell, Summerset Isle, Valenwood, Elsweyr, and Black Marsh were divided, but most kings supported Cephorus and Magnus.&amp;lt;ref name=&amp;quot;BHotE2&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;TQF6&amp;quot;&amp;gt;{{Cite book|The Wolf Queen, v6}}&amp;lt;/ref&amp;gt;}}{{History Entry&lt;br /&gt;
|3E 123|day=23 Frostfall|Empress [[Lore:Kintyra II|Kintyra II]] Dies in Her Cell|Although reported to have died in 3E 114, Empress Kintyra dies in her cell in 3E 123. The 23rd of Frostfall is now named the day of Broken Diamond after her memory.&amp;lt;ref name=&amp;quot;BD&amp;quot;/&amp;gt;}}{{History Entry&lt;br /&gt;
|3E 127|Emperor [[Lore:Uriel Septim III|Uriel III]] Dies, Emperor [[Lore:Cephorus I|Cephorus I]] Crowned|Uriel III was captured at the Battle of Ichidag in Hammerfell. En route to his trial in the Imperial City, a mob overtook his carriage and burned him alive within it. His captor and uncle continued on to the Imperial City, and by common acclaim, was proclaimed Cephorus I, Emperor of Tamriel. Cephorus' reign is marked by nothing but war. By all accounts, he was a kind and intelligent man, but what Tamriel needed was a great warrior, and that he was. It took an additional ten years of constant warfare for him to defeat his sister Potema.&amp;lt;ref name=&amp;quot;TWQ7&amp;quot;&amp;gt;{{Cite book|The Wolf Queen, v7}}&amp;lt;/ref&amp;gt;}}{{History Entry&lt;br /&gt;
|3E 133|[[Lore:Destri Melarg|Destri Melarg]] Dies|Destri Melarg, famed Redguard historian and translator, dies at the age of 113, leaving numerous unfinished histories and untranslated verse.&amp;lt;ref name=&amp;quot;NFRH&amp;quot;&amp;gt;{{Cite book|Notes For Redguard History}}&amp;lt;/ref&amp;gt;|minor=yes}}{{History Entry&lt;br /&gt;
|3E 137|[[Lore:Potema|Potema]], Queen of Solitude Dies|It took ten years of constant warfare for Emperor [[Lore:Cephorus|Cephorus]] to defeat his sister Potema after becoming emperor of Tamriel. The so-called Wolf Queen of Solitude died in the siege of her city-state.&amp;lt;ref name=&amp;quot;BWQ&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;BHotE2&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;TWQ8&amp;quot;&amp;gt;{{Cite book|The Wolf Queen, v8}}&amp;lt;/ref&amp;gt;}}{{History Entry&lt;br /&gt;
|3E 140|Emperor [[Lore:Cephorus I|Cephorus I]] Dies, Emperor [[Lore:Magnus Septim|Magnus]] Crowned|Cephorus never had the time during the war years to marry, so it was his brother, the fourth child of [[Lore:Pelagius Septim II|Pelagius II]], who assumed the throne. The Emperor Magnus was elderly, and the business of punishing the traitorous kings of the War of the Red Diamond drained much of his health.&amp;lt;ref name=&amp;quot;BHotE2&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;TWQ8&amp;quot;/&amp;gt;}}{{History Entry&lt;br /&gt;
|3E 145|day=8th of Second Seed|Emperor [[Lore:Magnus Septim|Magnus]] Dies, Emperor [[Lore:Pelagius Septim III|Pelagius III]] Crowned|Legend accuses Magnus' son and heir Pelagius III of murder, but that seems very unlikely. For no other reason, Pelagius was King of [[Lore:Solitude|Solitude]], following the death of Potema, and seldom visited the [[Lore:Imperial City|Imperial City]]. Almost from the start, Pelagius III, sometimes called Pelagius the Mad, was noted for his eccentric behaviour. He embarrassed dignitaries, offended his vassal kings, and, on one occasion, marked the end of a grand ball by attempting to hang himself.&amp;lt;ref name=&amp;quot;MOP&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;TWQ8&amp;quot;/&amp;gt;}}{{History Entry&lt;br /&gt;
|3E 153|day=2nd of Suns Dawn|[[Lore:Pelagius Septim III|Pelagius III]] Dies|After being taken from the throne due to his madness, Pelagius III was sent to a series of healers and asylums until his death at the age of thirty-four. He died on a warm night in Suns Dawn after a brief fever, in his cell at the Temple of [[Lore:Kynareth|Kynareth]], located on the Isle of Betony. The 2nd of Suns Dawn, which may or may not be the anniversary of his death (records are not very clear), is celebrated as Mad Pelagius, the time when foolishness of all sorts is encouraged.&amp;lt;ref name=&amp;quot;MOP&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;BHotE2&amp;quot;/&amp;gt;}}{{History Entry&lt;br /&gt;
|3E 153|Empress [[Lore:Katariah|Katariah]] Takes Over Throne|Katariah, Duchess of [[Lore:Vvardenfell|Vvardenfell]] and long-suffering wife of Emperor [[Lore:Pelagius Septim III|Pelagius III]] was finally awarded the regency of Tamriel as Empress Katariah I. Some consider the ascendancy of this Dunmer woman as end of the Septim bloodline, others see the death of [[Lore:Kintyra II|Kintyra II]] as the true mark. Her defenders assert that though Katariah was not descended from Tiber, the son she had with Pelagius, was, so the chain does continue. Despite the racist assertions to the contrary, Katariah's forty-six year reign was one of the most glorious in Tamriel's history. Uncomfortable in the Imperial City, Katariah traveled extensively throughout the Empire, as no Emperor ever had since Tiber's day. She repaired much of the damage that broken alliances and bungled diplomacy had created. The people of Tamriel came to love their Empress far more than the nobility did.&amp;lt;ref name=&amp;quot;MOP&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;BHotE2&amp;quot;/&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
==Third Century==&lt;br /&gt;
{{History Entry&lt;br /&gt;
|3E 200|Empress [[Lore:Katariah|Katariah]] Dies, Emperor [[Lore:Cassynder|Cassynder]] Crowned|Katariah's death in a minor skirmish in [[Lore:Black Marsh|Black Marsh]] is a favorite source for conspiracy-minded historians. The sage Montalius' discovery of a disenfranchised branch of the Septim family's involvement with the skirmish was a revelation indeed. When Cassynder assumed the throne at the death of his mother, he was already middle-aged. Only half-elven, he aged like a Breton. In fact, he had left the rule of Wayrest to his half-brother Uriel due to poor health. Nevertheless, as the only true blood relation of Pelagius, and thus Tiber, he was pressed into accepting the throne.&amp;lt;ref name=&amp;quot;BHotE2&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;MOP&amp;quot;/&amp;gt;}}{{History Entry&lt;br /&gt;
|3E 202|Emperor [[Lore:Cassynder|Cassynder]] Dies, Emperor [[Lore:Uriel Septim IV|Uriel IV]] Crowned|To no one's surprise, the Emperor Cassynder's reign did not last long. In two years, he was dead. Uriel Lariat, Cassynder's half-brother, the child of [[Lore:Katariah|Katariah]] I and her Imperial consort Lariat, left the kingdom of [[Lore:Wayrest|Wayrest]] to reign as Uriel IV. Legally, Uriel IV was a Septim: Cassynder had adopted him into the family when he had become King of Wayrest. Nevertheless, to the Council and the people of Tamriel, he was a bastard child of Katariah. Uriel did not possess the dynamism of his mother, and his long forty-three year reign was a hotbed of sedition. Uriel IV's reign was a difficult and long one. Despite being a legally adopted member of the Septim family, and despite the Lariat family's high position -- indeed, they were distant cousins of the Septims -- few of the Elder Council could be persuaded to accept him fully as a blood relation of Tiber. The Council had assumed much responsibility during Katariah I's long reign and Cassynder I's short reign, and a strong-willed alien monarch like Uriel IV found it impossible to hold their unswerving fealty. Time and time again, the Council and Emperor were at odds; and time and time again, the Council won the battles. Since the days of Pelagius II, the Elder Council had consisted of the wealthiest men and women in the Empire, and the power they wielded was ultimate.&amp;lt;ref name=&amp;quot;BHotE3&amp;quot;&amp;gt;{{Cite book|Brief History of the Empire v 1}}&amp;lt;/ref&amp;gt;}}{{History Entry&lt;br /&gt;
|3E 247|Emperor [[Lore:Uriel Septim IV|Uriel IV]] Dies|The Council's last victory over Uriel IV was posthumous. [[Lore:Andorak|Andorak]], Uriel IV's son, was disinherited by vote of Council.&amp;lt;ref name=&amp;quot;TWQ7&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;BHotE2&amp;quot;/&amp;gt;}}{{History Entry&lt;br /&gt;
|3E 247|Emperor [[Lore:Cephorus II|Cephorus II]] Crowned|Cephorus II was chosen as emperor by vote of Council, since he was a cousin more closely related to the original Septim line than was Emperor [[Lore:Uriel Septim IV|Uriel IV ]]'s son, [[Lore:Andorak|Andorak]]. Cephorus had been a [[Lore:Nord|Nord]]ic king. For the first nine years of Cephorus II's reign, those loyal to Andorak battled the Imperial forces. In an act that the sage Eraintine called Tiber Septim's heart beating no more, the Council granted Andorak the [[Lore:High Rock|High Rock]] kingdom of Shornhelm to end the war. Andorak's descendants still rule that land.&amp;lt;ref name=&amp;quot;BHotE3&amp;quot;/&amp;gt;}}{{History Entry&lt;br /&gt;
|3E 249|[[Lore:Camoran Usurper|Camoran Usurper]] Invades|Of course, [[Lore:Cephorus II|Cephorus II]] had foes that demanded more of his attention than Andorak. From out of a nightmare, in the words of [[Lore:Eraintine|Eraintine]], a man who called himself the Camoran Usurper (rumored to be a lich) appeared. The Usurper led an army of Daedra and undead warriors on a rampage through [[Lore:Valenwood|Valenwood]], conquering kingdom after kingdom. None could resist his onslaughts, and as month turned to bloody month, fewer even tried. Cephorus II sent more and more mercenaries into [[Lore:Hammerfell|Hammerfell]] to stop the Usurper's northward march, but they were bribed, turned into undead, or slaughtered. The result was a great regional victory and an increase in hostility toward the seemingly ineffective Empire.&amp;lt;ref name=&amp;quot;BHotE3&amp;quot;/&amp;gt;}}{{History Entry&lt;br /&gt;
|3E 253|Usurper Controls {{Lore Link|Dwynnen}} Region|The region of Dwynnen was invaded and captured by the Camoran Usurper and held by an army of zombies, ghosts, vampires and skeletons.&amp;lt;ref name=&amp;quot;FotU&amp;quot;&amp;gt;{{Cite book|The Fall of the Usurper}}&amp;lt;/ref&amp;gt;|minor=yes}}{{History Entry&lt;br /&gt;
|3E 266|Lord of Reich Gradkeep ([[Lore:Anticlere|Anticlere]]) Dies|The Lord of what is now called the Anticlere region fell deathly ill and died later in the year. This was one of the reasons why the resistance to the Usurper was so slow to develop in [[Lore:High Rock|High Rock]].&amp;lt;ref name=&amp;quot;FotU&amp;quot;/&amp;gt;|minor=yes}}{{History Entry&lt;br /&gt;
|3E 267|Camoran Usurper Defeated|The Baron [[Lore:Othrok|Othrok]] and his less legendary allies, the rulers of {{Lore Link|Ykalon}}, {{Lore Link|Phrygias}}, and {{Lore Link|Kambria}}, changed this unfavorable perception. News of the Usurper's barbaric treatment of captives and abuse of conquered lands, mostly true, spread rapidly through their territories. Within a few months, the greatest navy to date assembled along the High Rock edge of the Iliac Bay. The tales of how the combined forces of High Rock defeated the endless army of the Camoran Usurper is certainly worthy of a lengthy book in itself and perhaps best left to public imagination. They were helped by good fortune, the weather worked against the Usurper, which is reason in itself to attribute divine intervention.&amp;lt;ref name=&amp;quot;FotU&amp;quot;/&amp;gt;}}{{History Entry&lt;br /&gt;
|3E 268|Emperor [[Lore:Uriel Septim V|Uriel V]] Crowned|Uriel V changed the perception of a weak Empire away from internal strife and embarked on a series of invasions, beginning almost from the moment he took the throne.&amp;lt;ref name=&amp;quot;BHotE3&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;RDAI&amp;quot;&amp;gt;{{Cite book|Report: Disaster at Ionith}}&amp;lt;/ref&amp;gt;}}{{History Entry&lt;br /&gt;
|3E 271|Uriel V Conquers Roscrea|Part of a campaign against the small islands lying between Tamriel and Akavir.&amp;lt;ref name=&amp;quot;BHotE3&amp;quot;/&amp;gt;|minor=yes}}{{History Entry&lt;br /&gt;
|3E 276|Uriel V Conquers Cathnoquey|Part of a campaign against the small islands lying between Tamriel and Akavir.&amp;lt;ref name=&amp;quot;BHotE3&amp;quot;/&amp;gt;|minor=yes}}{{History Entry&lt;br /&gt;
|3E 279|Uriel V Conquers Yneslea|Part of a campaign against the small islands lying between Tamriel and Akavir.&amp;lt;ref name=&amp;quot;BHotE3&amp;quot;/&amp;gt;|minor=yes}}{{History Entry&lt;br /&gt;
|3E 282|Uriel V Captures Black Harbor in Esroniet|Part of a campaign against the small islands lying between Tamriel and Akavir.&amp;lt;ref name=&amp;quot;BHotE3&amp;quot;/&amp;gt;|minor=yes}}{{History Entry&lt;br /&gt;
|3E 284|Uriel V Conquers Esroniet|Part of a campaign against the small islands lying between Tamriel and Akavir.&amp;lt;ref name=&amp;quot;BHotE3&amp;quot;/&amp;gt;|minor=yes}}{{History Entry&lt;br /&gt;
|3E 288|Uriel V Invades [[Lore:Akavir|Akavir]]|Uriel V embarked on his most ambitious enterprise, the invasion of the continent kingdom of Akavir. This endeavor was ultimately a failure, for two years later Uriel V was killed in Akavir at the [[Lore:Battle of Ionith|Battle of Ionith]] and four legions were lost along with most of the invasion fleet. Nevertheless, Uriel V holds a reputation second only to Tiber as the great warrior emperor of Tamriel.&amp;lt;ref name=&amp;quot;BHotE3&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;RDAI&amp;quot;/&amp;gt;}}{{History Entry&lt;br /&gt;
|3E 290|Emperor [[Lore:Uriel Septim V|Uriel V]] Dies, Emperor [[Lore:Uriel Septim VI|Uriel VI]] Crowned|Uriel V is killed in Akavir on the battlefield of Ionith. His son, Uriel VI, was but five years old. In fact, Uriel VI was born only shortly before his father left for Akavir. Uriel V's only other progeny, by a different woman, were the twins Morihatha and Eloisa, who had been born a month after Uriel V left. The consort Thonica as the boy's mother was given a restricted Regency until Uriel VI reached his minority. The Council retained the real power, as they had ever since the days of Katariah I. The Council so enjoyed its unlimited and unrestricted freedom to make laws (and profits), Uriel VI was not given full license to rule until 307, when he was 22 years old.&amp;lt;ref name=&amp;quot;BHotE3&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;RDAI&amp;quot;/&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
==Fourth Century==&lt;br /&gt;
{{History Entry&lt;br /&gt;
|3E 307|[[Lore:Uriel Septim VI|Emperor Uriel VI]] Takes Crown|It was not until Uriel VI was 22 years old that he was given full license to rule.&amp;lt;ref name=&amp;quot;BHotE4&amp;quot;&amp;gt;{{Cite book|Brief History of the Empire v 4}}&amp;lt;/ref&amp;gt;}}{{History Entry&lt;br /&gt;
|3E 313|[[Lore:Uriel Septim VI|Emperor Uriel VI]] Finally Gains Control|Emperor Uriel VI's power to veto was regularly exercised and by 313 he could boast with conviction that he truly did rule Tamriel.&amp;lt;ref name=&amp;quot;BHotE4&amp;quot;/&amp;gt;|minor=yes}}{{History Entry&lt;br /&gt;
|3E 314|[[Lore:Pelagius Septim IV|Pelagius IV]] is born|Pelagius IV, nephew to [[Lore:Uriel Septim VI|Emperor Uriel VI]] and son of [[Lore:Eloisa|Eloisa]] is born.&amp;lt;ref name=&amp;quot;BHotE4&amp;quot;/&amp;gt;|minor=yes}}{{History Entry&lt;br /&gt;
|3E 319|[[Lore:Arslan II|Arslan II]] Born|Arslan II, father to the future [[Lore:Daggerfall|Daggerfall]] [[Lore:Lysandus|King Lysandus]] is born.&amp;lt;ref name=&amp;quot;RFT&amp;quot;&amp;gt;Royal Family Tree, [[Books:The Daggerfall Chronicles|The Daggerfall Chronicles]] — ''Ronald Wartow''&amp;lt;/ref&amp;gt;|minor=yes}}{{History Entry&lt;br /&gt;
|3E 320|[[Lore:Uriel Septim VI|Emperor Uriel VI]] Dies, [[Lore:Morihatha|Empress Morihatha]] is Crowned|Uriel VI fell from his horse and could not be saved by the finest Imperial healers, his beloved sister Morihatha took the throne, at 25 years of age.  Many provinces outside Cyrodiil rebel.&amp;lt;ref name=&amp;quot;BHotE4&amp;quot;/&amp;gt;}}{{History Entry&lt;br /&gt;
|3E 331|The second edition of &amp;quot;A Pocket Guide to The Empire&amp;quot; is published|Recognizing the changes that had taken place in the empire in the 375 years since the first edition was published, the Empress Morihatha commissioned a second edition to update the original version and remove its propagandist tone.&amp;lt;ref name=&amp;quot;PGE3Fore&amp;quot;&amp;gt;{{Cite book|PGE|3|Foreword}}&amp;lt;/ref&amp;gt;|minor=yes}}{{History Entry&lt;br /&gt;
|3E 336|[[Lore:Nulfaga|Nulfaga]] Born|[[Lore:Nulfaga|Nulfaga]], mother to the future [[Lore:Daggerfall|Daggerfall]] [[Lore:Lysandus|King Lysandus]], is born.&amp;lt;ref name=&amp;quot;RFT&amp;quot;/&amp;gt;|minor=yes}}{{History Entry&lt;br /&gt;
|3E 339|[[Lore:Morihatha|Empress Morihatha]] is Assassinated, [[Lore:Pelagius Septim IV|Emperor Pelagius IV]] Crowned|Assassins kill Empress Morihatha who is succeeded by her nephew Emperor Pelagius IV.&amp;lt;ref name=&amp;quot;BHotE4&amp;quot;/&amp;gt;}}{{History Entry&lt;br /&gt;
|3E 340|[[Lore:Eadwyre|Eadwyre]] Born|Eadwyre, future King of [[Lore:Wayrest|Wayrest]] and husband to [[Lore:Carolyna|Carolyna]], is born.&amp;lt;ref name=&amp;quot;RFT&amp;quot;/&amp;gt;|minor=yes}}{{History Entry&lt;br /&gt;
|3E 346|[[Lore:Uriel Septim VII|Uriel Septim VII]] Born|Future Emperor, Uriel Septim VII is born.&amp;lt;ref name=&amp;quot;DFC&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;Ass&amp;quot;&amp;gt;[[Oblivion:Assassination!|The Black Horse Courier]], Special Edition&amp;lt;/ref&amp;gt;|minor=yes}}{{History Entry&lt;br /&gt;
|3E 353|[[Lore:Mynisera|Mynisera]] Born|Mynisera, future wife to [[Lore:Lysandus|Lysandus]], King of [[Lore:Daggerfall|Daggerfall]], is born.&amp;lt;ref name=&amp;quot;RFT&amp;quot;/&amp;gt;|minor=yes}}{{History Entry&lt;br /&gt;
|3E 354|[[Lore:Lysandus|Lysandus]] Born|Lysandus, future King of [[Lore:Daggerfall|Daggerfall]], is born to [[Lore:Arslan II|Arslan II]] and [[Lore:Nulfaga|Nulfaga]].{{fact}}|minor=yes}}{{History Entry&lt;br /&gt;
|3E 368|[[Lore:Pelagius Septim IV|Emperor Pelagius IV]] Dies, [[Lore:Uriel Septim VII|Uriel Septim VII]] Crowned|When Emperor Pelagius IV died, after an astonishing twenty-nine year reign, Tamriel was closer to unity than it had been since the days of Uriel I. Uriel Septim VII then succeeded him, and continued with the unification of Tamriel.&amp;lt;ref name=&amp;quot;BHotE4&amp;quot;/&amp;gt;|minoradd=*[[Lore:Camaron|Camaron]], future King of [[Lore:Sentinel|Sentinel]], is born.&amp;lt;ref name=&amp;quot;RFT&amp;quot;/&amp;gt;&lt;br /&gt;
*[[Lore:Carolyna|Carolyna]], future Queen of [[Lore:Wayrest|Wayrest]] and wife to [[Lore:Eadwyre|Eadwyre]], is born.&amp;lt;ref name=&amp;quot;RFT&amp;quot;/&amp;gt;}}{{History Entry&lt;br /&gt;
|3E 369|[[Lore:Akorithi|Akorithi]] Born|Akorithi, future Queen of [[Lore:Sentinel|Sentinel]] and wife to [[Lore:Camaron|Camaron]], is born.&amp;lt;ref name=&amp;quot;RFT&amp;quot;/&amp;gt;|minor=yes}}{{History Entry&lt;br /&gt;
|3E 370|[[Lore:Hero|Eternal Champion]] Born|The hero who stopped Jagar Tharn's rule over Tamriel is born.&amp;lt;ref name=&amp;quot;DFC&amp;quot;/&amp;gt;|minor=yes}}{{History Entry&lt;br /&gt;
|3E 375|[[Lore:Hero|&amp;quot;The Agent&amp;quot;]] Born|The unnamed hero who put to rest the soul of [[Lore:Lysandus|King Lysandus]] is born.&amp;lt;ref name=&amp;quot;DFC&amp;quot;/&amp;gt;|minor=yes}}{{History Entry&lt;br /&gt;
|3E 376|[[Lore:Helseth|King Helseth]] Born|King Helseth is born to [[Lore:Barenziah|Queen Barenziah]] and [[Lore:Symmachus|Symmachus]].&amp;lt;ref name=&amp;quot;RFT&amp;quot;/&amp;gt;|minor=yes}}{{History Entry&lt;br /&gt;
|3E 377|[[Lore:Arslan II|Arslan II]] Dies|Arslan II, father to [[Lore:Lysandus|King Lysandus]] of [[Lore:Daggerfall|Daggerfall]], dies.&amp;lt;ref name=&amp;quot;RFT&amp;quot;/&amp;gt;|minor=yes}}{{History Entry&lt;br /&gt;
|3E 381|[[Lore:Gothryd|Gothryd]] Born|Gothryd, son of [[Lore:Lysandus|Lysandus]] and [[Lore:Mynisera|Mynisera]], rulers of [[Lore:Daggerfall|Daggerfall]], is born.&amp;lt;ref name=&amp;quot;RFT&amp;quot;/&amp;gt;|minor=yes}}{{History Entry&lt;br /&gt;
|3E 384|[[Lore:Morgiah|Morgiah]] Born|Morgiah is born to [[Lore:Barenziah|Queen Barenziah]] and [[Lore:Symmachus|Symmachus]].&amp;lt;ref name=&amp;quot;RFT&amp;quot;/&amp;gt;|minor=yes}}{{History Entry&lt;br /&gt;
|3E 386|[[Lore:Aubk-i|Aubk-i]] Born|Aubk-i is born to [[Lore:Camaron|Camaron]] and [[Lore:Akorithi|Akorithi]], rulers of [[Lore:Sentinel|Sentinel]].&amp;lt;ref name=&amp;quot;RFT&amp;quot;/&amp;gt;|minor=yes}}{{History Entry&lt;br /&gt;
|3E 389|[[Lore:Uriel Septim VII|Emperor Uriel Septim VII]] Betrayed by [[Lore:Jagar Tharn|Jagar Tharn]]|Emperor Uriel Septim VII is betrayed by the Imperial Battlemage Jagar Tharn and imprisoned in a dimension of Tharn's creation.&amp;lt;ref name=&amp;quot;DFC&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;BHotE4&amp;quot;/&amp;gt;|minoradd=*[[Lore:Elysana|Elysana]] is born to [[Lore:Carolyna|Carolyna]] and [[Lore:Eadwyre|Eadwyre]], rulers of [[Lore:Wayrest|Wayrest]].&amp;lt;ref name=&amp;quot;RFT&amp;quot;/&amp;gt;}}{{History Entry&lt;br /&gt;
|3E 391|[[Lore:Symmachus|Symmachus]] Dies|Symmachus, husband to [[Lore:Barenziah|Barenziah]], dies.&amp;lt;ref name=&amp;quot;RFT&amp;quot;/&amp;gt;|minor=yes}}{{History Entry&lt;br /&gt;
|3E 392|[[Lore:Greklith|Greklith]] is born to [[Lore:Camaron|Camaron]] and [[Lore:Akorithi|Akorithi]], rulers of [[Lore:Sentinel|Sentinel]].&amp;lt;ref name=&amp;quot;RFT&amp;quot;/&amp;gt;&lt;br /&gt;
*[[Lore:Carolyna|Carolyna]], Queen of [[Lore:Wayrest|Wayrest]] and wife of [[Lore:Eadwyre|Eadwyre]], dies.&amp;lt;ref name=&amp;quot;RFT&amp;quot;/&amp;gt;|minor=yes}}{{History Entry&lt;br /&gt;
|3E 393|[[Lore:Lhotun|Lhotun]] Born|[[Lore:Lhotun|Lhotun]] is born to [[Lore:Camaron|Camaron]] and [[Lore:Akorithi|Akorithi]], rulers of [[Lore:Sentinel|Sentinel]].&amp;lt;ref name=&amp;quot;RFT&amp;quot;/&amp;gt;|minor=yes}}{{History Entry&lt;br /&gt;
|3E 396|[[Lore:Wars|Regional Wars]] Throughout Tamriel|A series of regional wars occur throughout Tamriel.|minor=yes}}{{History Entry&lt;br /&gt;
|3E 396|The [[Lore:Arnesian War|Arnesian War]]|After a slave revolt, [[Lore:Morrowind|Morrowind]] forces destroy the armies of Black Marsh. With [[Lore:Symmachus|Symmachus]] deceased, Queen [[Lore:Barenziah|Barenziah]], rightly fearing for her life, fled across the Empire to the High Rock kingdom of Wayrest. The Queen abdicated her throne, leaving it to her uncle Athyn [[Lore:Llethan|Llethan]], a [[Lore:House Hlaalu|House Hlaalu]] noble.}}{{History Entry&lt;br /&gt;
|3E 397|Umbra' Keth Destroyed|A Shadow of Conflict being created by the ongoing [[Lore:War of the Bend'r-mahk|War of Bend'r-mahk]] was destroyed by an unknown [[Lore:Hero|hero]] wielding the power of the seven Star Teeth.}}{{History Entry&lt;br /&gt;
|3E 399|[[Lore:Jagar Tharn|Jagar Tharn]] is Defeated; [[Lore:Orsinium|Orsinium]] founded|A mysterious champion defeated the Battlemage in the dungeons of the Imperial Palace and frees [[Lore:Uriel Septim VII|Emperor Uriel Septim VII]] from his other dimensional cell.&lt;br /&gt;
*[[Lore:Gortwog gro-Nagorm|Gortwog gro-Nagorm]] founded the nation of Orsinium and began fighting for its independence.}}&lt;br /&gt;
&lt;br /&gt;
==Fifth Century==&lt;br /&gt;
{{History Entry&lt;br /&gt;
|3E 401|[[Lore:Nulfaga|Nulfaga]] Finds the [[Lore:Mantella|Mantella]]|Nulfaga of [[Lore:Daggerfall|Daggerfall]], [[Lore:High Rock|High Rock]], finds the exact location of the Mantella|Mantella, the heart of [[Lore:Numidium|Numidium]].|minoradd=*A census of Daggerfall is taken which places the population at nearly 110,000.}}{{History Entry&lt;br /&gt;
|3E 403|[[Lore:Lysandus|Lysandus]], King of [[Lore:Daggerfall|Daggerfall]], is brutally murdered in a cunning trap set by [[Lore:Woodborne|Lord Woodborne]] of [[Lore:Wayrest|Wayrest]].&lt;br /&gt;
*[[Lore:Camaron|Camaron]], King of [[Lore:Sentinel|Sentinel]] and husband to Queen [[Lore:Akorithi|Akorithi]], dies.&lt;br /&gt;
*[[Lore:Wars#The War Of Betony|The War of Betony]], the war between [[Lore:Daggerfall|Daggerfall]] of [[Lore:High_Rock|High Rock]] and [[Lore:Sentinel|Sentinel]] of [[Lore:Hammerfell|Hammerfell]] takes place.|minor=yes}}{{History Entry&lt;br /&gt;
|3E 405|Investigation into Murder|Another mysterious character is sent by [[Lore:Uriel Septim VII|Uriel Septim VII]] to investigate the death of King [[Lore:Lysandus|Lysandus]] and to find the missing letter the Emperor sent to the Queen of [[Lore:Daggerfall|Daggerfall]], [[Lore:Mynisera|Mynisera]].|minor=yes}}{{History Entry&lt;br /&gt;
|3E 414|[[Lore:Vvardenfell|Vvardenfell]] Territory is opened for settlement|Previously a preserve administrated by the [[Lore:Tribunal Temple|Temple]] since the Treaty of the [[Lore:Armistice|Armistice]], Vvardenfell was largely uninhabited and undeveloped. Vvardenfell was reorganized as an Imperial Provincial District and King [[Lore:Llethan|Llethan]] of Morrowind revoked the centuries-old Temple ban on trade and settlement. A flood of Imperial colonists and Great House Dunmer came to Vvardenfell. This also opened up exploitation of valuable resources like Glass and Ebony.|minor=yes}}{{History Entry&lt;br /&gt;
|3E 417|The 'Miracle of Peace', also known as '[[Lore:The Warp in the West (event)|The Warp in the West]]' occurs|A mysterious event taking place between the 9th to the 11th of Frostfall in which the forty-four independent kingdoms, counties, baronies, and dukedoms surrounding the Iliac Bay were condensed into four: [[Lore:Daggerfall|Daggerfall]], [[Lore:Sentinel|Sentinel]], [[Lore:Wayrest|Wayrest]], and  [[Lore:Orsinium|Orsinium]].}}{{History Entry&lt;br /&gt;
|3E 421|[[lore:Dark Brotherhood|Greywyn]] founds the Crimson Scars.|Greywyn, a member of the Dark Brotherhood, believes that Sithis has ordered him to remove all non-vampires from the Dark Brotherhood. To achieve this goal Greywyn founds the Crimson Scars. The Crimson Scars are later killed by the Black Hand when Greywyn's plans are discovered.|minor=yes}}{{History Entry&lt;br /&gt;
|3E 423| [[Oblivion:Corvus Umbranox|Corvus Umbranox]], Count of [[lore:Anvil|Anvil]] disappears.|The husband of Countess [[Oblivion: Countess Millona Umbranox|Millona Umbranox]] disappears.|minor=yes}}{{History Entry&lt;br /&gt;
|3E 427| Blight Curse Begins|In 3E 427, the [[Lore:Morrowind|Morrowind]] government, already weakened in power over questions of authority, was further threatened by the re-awakening of the ancient curse of the [[Lore:The Blight|Blight]] from the giant volcano [[Lore:Red Mountain|Red Mountain]], or &amp;quot;Dagoth-Ur&amp;quot;. This is also the date when the reincarnation of the [[Lore:chimer|Chimer]] war hero [[lore:Nerevar|Nerevar]], the legendary [[Lore:Nerevarine|Nerevarine]] arrived at Vvardenfell under order of the Emperor, being destined to kill Dagoth-Ur and bring peace to Morrowind.}}{{History Entry&lt;br /&gt;
|3E 427|Discord among the Tribunal|After the loss of her Divine powers, [[Lore:Almalexia (god)|Almalexia]] of the Almsivi becomes insane and kills fellow Tribunal god, [[Lore:Sotha Sil|Sotha Sil]]. The [[Lore:Nerevarine|Nerevarine]] reforges [[Lore:Nerevar|Nerevar Indoril]]'s blade - Trueflame - and uses it to kill the mortal Almalexia in the [[Tribunal:The Clockwork City|Clockwork City]].}}{{History Entry&lt;br /&gt;
|3E 427|The Time of the Bloodmoon Prophecy|Once every era, the Daedric Prince [[Lore:Hircine|Hircine]] performs a ritual hunt on the frozen island of [[Lore:Solstheim|Solstheim]]. This is foretold by the Bloodmoon Prophecy. The Nerevarine is chosen to play a part in it, and ultimately defeats Hircine at his own game.|minor=yes}}{{History Entry&lt;br /&gt;
|3E 432|The third edition of &amp;quot;[[Lore:Pocket Guide to the Empire, 3rd Edition|A Pocket Guide to The Empire]]&amp;quot; is published|Published to update the second version and reflect the large changes that had taken place, especially following [[Lore:The Warp in the West (event)|Warp in the West]]. Ordered by Uriel Septim VII and promulgated under the authority of the Imperial Geographical Society.|minor=yes}}{{History Entry&lt;br /&gt;
|3E 433|[[Lore:Wars#Oblivion Crisis|Oblivion Crisis]] and assassination of Uriel Septim VII|Following the murder of Uriel Septim VII and his heirs by the secret daedric cult, the [[Lore:Mythic Dawn|Mythic Dawn]]. Oblivion gates open all over Tamriel leading to a daedric invasion by the forces of [[Lore:Mehrunes Dagon|Mehrunes Dagon]]. [[Lore:Kvatch|Kvatch]] is destroyed by the daedra. &lt;br /&gt;
*In [[Lore:Black Marsh|Black Marsh]], the [[Lore:Hist|Hist]] (which have foreseen the Oblivion crisis) calls [[Lore:Argonian|Argonians]] from across the empire back to Black Marsh. Led by the [[Lore:An-Xileel|An-Xileel]] political faction, the Argonian armies defeat the invading daedra.}}&amp;lt;ref name=&amp;quot;The Infernal City&amp;quot;&amp;gt;The Infernal City, page 34&amp;lt;/ref&amp;gt;&lt;br /&gt;
*[[Lore:Wars#Oblivion Crisis|Daedric Invasion of Tamriel]] is ended when [[Oblivion:Martin Septim|Martin Septim]] escorted by the Champion of Cyrodiil transforms into the [[Lore:Akatosh|Avatar of Akatosh]] and defeats [[Lore:Mehrunes_Dagon|Mehrunes Dagon]].&lt;br /&gt;
&lt;br /&gt;
'''3E 433 — [[Oblivion:Corvus Umbranox|Corvus Umbranox]] Reappears'''&lt;br /&gt;
&lt;br /&gt;
*After 10 years, Corvus Umbranox reappears as the Count of [[Lore:Anvil|Anvil]].&lt;br /&gt;
*The curse of the [[Oblivion:Gray Cowl of Nocturnal|Gray Cowl of Nocturnal]] is removed, allowing its bearers to retain their identities.&lt;br /&gt;
*A new Grey Fox leads the [[Lore:Thieves Guild|Thieves Guild]]. History was re-written by the use of an [[Lore:Elder Scrolls|Elder Scroll]], and the Cyrodilic branch of the guild flourishes.{{History Entry&lt;br /&gt;
|3E 433|Death of [[Lore:Mannimarco|Mannimarco]]| Mannimarco, &amp;quot;The King of Worms&amp;quot;, falls in a duel against the [[Lore:Mages Guild|Mages Guild]]'s newest archmage in the [[Lore:Jerall Mountains|Jerall Mountains]], with the help of the previous archmage, [[Oblivion:Hannibal Traven|Hannibal Traven]].}}{{History Entry&lt;br /&gt;
|3E 433|New Listener of the [[Lore:Dark Brotherhood|Dark Brotherhood]]|Internal strife caused by a traitorous Speaker results in the assassination of half of the Black Hand and the purification of the [[Lore:Cheydinhal|Cheydinhal]] sanctuary. The [[Lore:Night Mother|Night Mother]] appoints a new Listener after the traitor was killed.}}{{History Entry&lt;br /&gt;
|3E 433|Reformation of the [[Lore:Knights of the Nine|Knights of the Nine]]| Following daedric attacks on clergy an unknown pilgrim receives a vision of [[Lore:Pelinal Whitestrake|Pelinal Whitestrake]], reunites the Crusader's Relics, and reconstitutes the Knights of the Nine.}}{{History Entry&lt;br /&gt;
|3E 433|Replacement of [[Lore:Sheogorath|Sheogorath]]|The Daedric Prince Sheogorath's curse is broken, allowing him to remain as [[Lore:Jyggalag|Jyggalag]]. Sheogorath's champion takes on the title of Mad God, and becomes the first mortal to supplant a Daedric Prince.}}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>DKong27</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Imperial_Legion&amp;diff=773502</id>
		<title>Oblivion:Imperial Legion</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Imperial_Legion&amp;diff=773502"/>
		<updated>2011-11-23T00:44:38Z</updated>

		<summary type="html">&lt;p&gt;DKong27: Undo revision 772524 by 24.84.85.33 (Talk) they dont hunt bandits, random combat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Factions}}&lt;br /&gt;
{{Lore:Imperial Legion}}&lt;br /&gt;
&lt;br /&gt;
In [[Oblivion:Oblivion|Oblivion]], it is not possible for the player to join the Imperial Legion.  However, [[Oblivion:Count Marius Caro|Count Marius Caro]] states: &amp;lt;i&amp;gt;&amp;quot;Legion duty here in Cyrodiil is usually a dull affair. In the East though, things are a bit more challenging, and one can make a name for oneself.&amp;quot;&amp;lt;/i&amp;gt;  This may be the reason why it isn't possible to join the legion in Oblivion. &lt;br /&gt;
{{TOCright}}&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
== Demographics ==&lt;br /&gt;
In [[Oblivion:Oblivion|Oblivion]],  the legion consists entirely of male [[Oblivion:Imperial|Imperials]], with the following exceptions:&lt;br /&gt;
*Several Imperial Prison Sewer Guards.&lt;br /&gt;
*[[Oblivion:Bittneld the Curse-Bringer|Bittneld the Curse-Bringer]], the Nordic guard captain of [[Oblivion:Chorrol|Chorrol]].&lt;br /&gt;
*[[Oblivion:Burd|Burd]], Nordic guard captain of [[Oblivion:Bruma|Bruma]].&lt;br /&gt;
*[[Oblivion:Caelia Draconis|Caelia Draconis]], female captain of the [[Oblivion:Leyawiin|Leyawiin]] City Watch.&lt;br /&gt;
*[[Oblivion:Merandil|Merandil]], an Altmer [[Oblivion:Kvatch|Kvatch]] guard.&lt;br /&gt;
*[[Oblivion:Tierra|Tierra]], a female Redguard Kvatch guard.&lt;br /&gt;
*[[Oblivion:Ulrich Leland|Ulrich Leland]], the [[Oblivion:Breton|Breton]] captain of the [[Oblivion:Cheydinhal|Cheydinhal]] guard.&lt;br /&gt;
*[[Oblivion:Viera Lerus|Viera Lerus]], female captain of the [[Oblivion:Bravil|Bravil]] guard.&lt;br /&gt;
*The unnamed female &amp;quot;Cheydinhal Soldier&amp;quot; sent to aid Bruma in [[Oblivion:Allies for Bruma|Allies for Bruma]].&lt;br /&gt;
*[[Oblivion:Shadowmere|Shadowmere]], a horse you get from [[Oblivion:Lucien Lachance|Lucien Lachance]] during the Dark Brotherhood questline is, for some reason, also in the [[Oblivion:Factions_I#Imperial Legion|Imperial Legion]] faction.&lt;br /&gt;
&lt;br /&gt;
== Uniform ==&lt;br /&gt;
The uniform of the Imperial Legion changed in between [[Morrowind:Morrowind|Morrowind]] and [[Oblivion:Oblivion|Oblivion]]. In Morrowind the Legionnaires wore Heavy Armor that closely resembled ancient Roman designs. In Oblivion the Legion is equipped with late medieval plate armor. No explanation is ever given for the change.  More information is available at the article on [[Oblivion:Guard Uniforms|Guard Uniforms]].&lt;br /&gt;
&lt;br /&gt;
== Special Duties ==&lt;br /&gt;
There are a number of special duties that Imperial Legion soldiers fulfill. Normally, the Imperial Legion is responsible for the protection of Imperial power in the provinces and the security of the Tamrielic roads. However, there are special companies of Legion soldiers that have different duties.&lt;br /&gt;
&lt;br /&gt;
* [[Oblivion:Imperial Legion Soldier|Imperial Legion Soldier]]: The most visible type of legionnaire.  Soldiers include both riders (riding [[Oblivion:Imperial Legion Horse|bay horses]]) who patrol the roads and guards posted at locations such as inns.&lt;br /&gt;
* [[Oblivion:Imperial Jailor|Imperial Jailor]]: A generic name for the guardsmen assigned to work in each city's jail.&lt;br /&gt;
* [[Oblivion:Imperial Legion Archer|Imperial Legion Archer]]: Essentially Imperial Legion Soldiers with a bow.&lt;br /&gt;
* [[Oblivion:Imperial Legion Battlemage|Imperial Legion Battlemage]]: Magic-oriented legionnaires who often cooperate with the [[Oblivion:Mages Guild|Mages Guild]]. Battlemages wear a [[Oblivion:Mage's Hood|Mage's Hood]] instead of an [[Oblivion:Legion Helmet|Legion Helmet]].&lt;br /&gt;
* [[Oblivion:Imperial Legion Forester|Imperial Legion Forester]]: Legionnaires found in the wilderness hunting deer.&lt;br /&gt;
* [[Oblivion:Imperial Prison Guard|Imperial Prison Guard]]: Guardsmen found in the Imperial [[Oblivion:Prison District|Prison District]].&lt;br /&gt;
* [[Oblivion:Imperial Watch|Imperial Watch]]: [[Oblivion:City Guard|City Guard]]smen posted in the [[Oblivion:Imperial City|Imperial City]]. &lt;br /&gt;
* [[Oblivion:Palace Guard|Palace Guard]]: Guardsmen assigned to the [[Oblivion:White Gold Tower|White Gold Tower]] and the surrounding [[Oblivion:Green Emperor Way|Green Emperor Way]].&lt;br /&gt;
* [[Oblivion:City Guard|County Guard]]: When the need arises, the counts and countesses of Cyrodiil may summon legion troops to serve under their flag. They ask the Legion Commander to submit a list of candidates, each with recommendations. Once the county leaders have chosen a legionnaire, that specific soldier's armor is changed to contain the keys and armor appropriate for serving as that town's guardsman.&lt;br /&gt;
* Imperial Legion Centurion: There are two of these characters defined in the construction set. Although they never appear in the game, each of them owns a bed in the Legion Barracks. Their editor ids (Dark09CeremonyGuard and Dark09CeremonyGuard2) suggest that they played a role in the [[Oblivion:Permanent Retirement|Permanent Retirement]] quest.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Oblivion:Factions_I#Imperial Legion|Imperial Legion Faction]]: Details on the faction to which all Imperial Legionnaires belong (two secondary factions are listed at [[Oblivion:Factions I#Imperial Legion Battlemage|Imperial Legion Battlemage]] and [[Oblivion:Factions I#Imperial Legion Outside Faction|Imperial Legion Outside Faction]]).&lt;br /&gt;
==Unique Dialogue==&lt;br /&gt;
===Greetings===&lt;br /&gt;
*&amp;quot;Well met, citizen. I see few new faces these days, it seems. With the Emperor's murder, a darkness has fallen upon all of Cyrodiil. &amp;quot;&lt;br /&gt;
*&amp;quot;Speak quickly! I have no time for mindless blather!&amp;quot;&lt;br /&gt;
*&amp;quot;I welcome a friendly face in these dark times. How can I be of assistance?&amp;quot;&lt;br /&gt;
*&amp;quot;When I speak to someone like you -- a noble citizen of the Empire -- it reminds me what I'm fighting for. I salute you!&amp;quot;&lt;br /&gt;
*&amp;quot;Make it fast, dreg! What little patience I have is wearing thin....&amp;quot;&lt;br /&gt;
*&amp;quot;I did not join the Imperial Legion to engage in small talk with rabble like you. If you have something to say, say it.&amp;quot;&lt;br /&gt;
*&amp;quot;Hello, citizen. I hope you're faring well in these difficult times.&amp;quot;&lt;br /&gt;
*&amp;quot;Hail, citizen. I speak for the Emperor. Or... at least I did...&amp;quot;&lt;br /&gt;
*&amp;quot;Greetings, magister! How can I be of service?&amp;quot;&lt;br /&gt;
*&amp;quot;Hail, Good Mage! Welcome to the Arcane University! Is there anything I can help you with?&amp;quot;&lt;br /&gt;
*&amp;quot;Pfft. If you weren't authorized to be here I'd conjure up an Atronach to freeze your blood cold. Watch your step.&amp;quot;&lt;br /&gt;
*&amp;quot;This humble Legion soldier is at your service. How can I help a fellow citizen of the Empire?&amp;quot;&lt;br /&gt;
*&amp;quot;I don't see many wanderers out here in the wild. But you look like you can take care of yourself.&amp;quot;&lt;br /&gt;
*&amp;quot;By the gods, the snow's coming down! What brings you out here in the cold, citizen?&amp;quot;&lt;br /&gt;
*&amp;quot;Well now, I didn't expect to see anyone else foolish enough to venture out here in the rain! How do you fare, citizen?&amp;quot;&lt;br /&gt;
*&amp;quot;Any citizen who takes the time to talk to a member of the Legion is okay in my book. With all that's happened, it's good to know we're appreciated. &amp;quot;&lt;br /&gt;
*&amp;quot;State your business, citizen.&amp;quot;&lt;br /&gt;
*&amp;quot;You have a death wish, citizen? Put that weapon away. Now.&amp;quot; (If your weapon is drawn)&lt;br /&gt;
*&amp;quot;Mind telling me why you're sneakin' about? I don't think I have to tell you what the Legion thinks of thieves, now do I?&amp;quot;&lt;br /&gt;
*&amp;quot;You. I've seen your kind before. You've got blood on your hands. Keep your blade sheathed, you murdering bastard, or I'll put you down myself.&amp;quot; (If you've murdered someone)&lt;br /&gt;
*&amp;quot;Bet you think you're somethin' huh? You call yourself a citizen of the Empire? No respect for order, no respect for law. You make me sick.&amp;quot; (High Infamy) &lt;br /&gt;
*&amp;quot;Ah, it's good to see you, citizen! Oh yes, I know who you are. You've become something of a legend in these parts!&amp;quot; (High Fame)&lt;br /&gt;
*&amp;quot;The Imperial Legion is at your disposal, citizen. What seems to be the problem?&amp;quot;&lt;br /&gt;
*&amp;quot;Hail, citizen! It's not often I see another rider out here on the roads. Times being what they are.&amp;quot;&lt;br /&gt;
*&amp;quot;Greetings, citizen. How can this Legion horseman be of service?&amp;quot;&lt;br /&gt;
*&amp;quot;Please make it quick, citizen. My patrol awaits, and a Legion steed can't keep still for very long...&amp;quot;&lt;br /&gt;
*&amp;quot;Trouble?&amp;quot;&lt;br /&gt;
*&amp;quot;There's evil afoot, citizen, and I've little time for chatter. What is it?&amp;quot;&lt;br /&gt;
*&amp;quot;You're out late sir.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Rumors===&lt;br /&gt;
*&amp;quot;If you've got to travel, by the Nine Divines, stay on the roads! The wilderness just isn't safe anymore. We've had sightings, you see. The Daedra...&amp;quot;&lt;br /&gt;
*&amp;quot;Kvatch? Kvatch was just the beginning! Those damned Gates have opened up everywhere! Cheydinhal, Chorrol, Leyawiin -- no city is safe. &amp;quot;&lt;br /&gt;
*&amp;quot;The Mythic Dawn murdered the Emperor and led those damn Daedra right into the heart of the Empire! They'll pay for their treachery! &amp;quot;&lt;br /&gt;
*&amp;quot;The Kvatch Oblivion Gate has been closed! Don't you understand what that means? We can beat the bastards!&amp;quot;&lt;br /&gt;
*&amp;quot;It's true what everyone's saying -- Kvatch is lost. The Daedra, they swarmed in.... The Town Guard never had a chance.&amp;quot;&lt;br /&gt;
*&amp;quot;Bruma has been saved! It's true! Let's see how the Daedra do without their big Siege Machine, or their so-called &amp;quot;Great Gate&amp;quot;! Ha ha ha ha ha!*&lt;br /&gt;
*&amp;quot;Don't you even care what's happening? Bruma has been saved! The Great Gate has been closed! There is hope for us all, whether you like it or not.*&lt;br /&gt;
*&amp;quot;The Emperor's heir lives! The bloodline is unbroken! Long live Martin Septim!*&lt;br /&gt;
*&amp;quot;The tide is turning, my friend. Bruma has been saved, and Martin Septim has claimed his birthright! Soon, all of Oblivion will tremble in fear!*&lt;br /&gt;
*&amp;quot;The tide is turning. Bruma has been saved, and Martin Septim has claimed his birthright! It's time for every citizen to do their part... even you.*&lt;br /&gt;
*&amp;quot;It's over, citizen. The crisis has ended. But at what cost? We are an Empire without an Emperor. The future is uncertain, at best.*&lt;br /&gt;
*&amp;quot;Have you not heard? The Oblivion crisis has ended! Martin Septim gave his own life to destroy the Daedra horde! We are victorious!*&lt;br /&gt;
*&amp;quot;The Emperor is dead, and so are his heirs. We're a Legion without a leader. The Blades were trusted with our Lord's protection... and they failed.*&lt;br /&gt;
*&amp;quot;Truth is, the Legion doesn't know who was behind the Emperor's murder. We've already ruled out the Dark Brotherhood. So is this something... worse?*&lt;br /&gt;
*&amp;quot;Emperors have been assassinated before, but this time... I don't know. It's different. Can't you feel it? A shadow has fallen across all of Tamriel.*&lt;br /&gt;
&lt;br /&gt;
===Battle===&lt;br /&gt;
*&amp;quot;You dare oppose the might of the Imperial Legion?&amp;quot;&lt;br /&gt;
*&amp;quot;Remember the Emperor!&amp;quot;&lt;/div&gt;</summary>
		<author><name>DKong27</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Lore_talk:Fourth_Era&amp;diff=773500</id>
		<title>Lore talk:Fourth Era</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Lore_talk:Fourth_Era&amp;diff=773500"/>
		<updated>2011-11-23T00:43:56Z</updated>

		<summary type="html">&lt;p&gt;DKong27: move new question to end&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
== Year/Era Variance &amp;amp; Other Possible Edits ==&lt;br /&gt;
&lt;br /&gt;
As in my other comment about year variance, ([[Tamriel_talk:Third_Era#Year_Variance|view it by clicking here]]) I think the time of the events involving Sheogorath should be removed or changed to better reflect the possibilities of players since you can easily complete the SI questline before the main one.  Also, Uriel's death didn't really mark the end of the 3rd Era, Martin's death, or (personally) the end of the Oblivion crisis, the Dragonfires, and the Amulet of Kings did. If there is no way to go about this that suits the needs and preferences of the wiki, I think it's OK to leave it how it is, or if there is another reason why it needs to stay as-is, please respond stating why.&lt;br /&gt;
&lt;br /&gt;
I say it should not be changed, only put in as a subnote that it MAY have happened in 3rd era 433, but most debates state that it was AFTER the defeat of Menrunes Dagon.--[[User:Juz|Juz]] 12:07, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I don't see why this has to be in the wiki at all. Other than in Martin's final monologue and Emeror Uriel's introduction, no mention is ever made to the Era changing. Additionally, in Martin and Uriel's little speeches, the connotations in their talk about the Eras is certainly not definite. Besides I think if the devs wanted the era to change after the Main quest, or at any other time, they would have added a script to do so. Perhaps in the next ES game but i think it is a bit early now.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One edit I think needs to be made is the last part in which the player is called the first mortal to sit on the throne. We have no evidence to suggest, at that point, the player is still &amp;quot;mortal&amp;quot;. Jygallag even stated it was uncertain whether or not the player was a mortal or a god. Even then, he mentions the player may &amp;quot;grow to his position&amp;quot;, possibly implying that, although the player may be less then a god now, he may become a god and/or (depending on your theories on the daedra) a true daedric prince. Also note that Sheogorath himself says that he does not know if a mortal cannot become a daedric prince. Finally, Dyus states the player is going through or going to go through apotheosis, or the raising to a divine status. Given the uncertainties surrounding the nature of the player upon becoming Sheogorath, it seems prudent that the final part of the last entry for the 4th era stating the player is the first mortal to sit on the throne of madness be removed or at the very least edited to reflect the uncertainty.&lt;br /&gt;
Ideally, it should be changed to something along the lines of &amp;quot;The Player becomes the new Sheogorath&amp;quot; as that much is indisputable.&lt;br /&gt;
&lt;br /&gt;
== Malacath was a mortal ==&lt;br /&gt;
&lt;br /&gt;
Where are you getting this? Malacath was Trinimac and an Aedra. It is physically impossible for a mortal to ''be'' and Daedric Prince since they are et'ada, but I will not contest your edit because Arden-Sul may have been the Sheogorath we saw in SI, just as the player was. There is a slight difference between entity and sphere that isn't well understood. [[User:Temple-Zero|Temple-Zero]] 09:54, 29 July 2008 (EDT)&lt;br /&gt;
: I didn't have enough space in my edit summary to explain fully and since roughly the same edit was reverted some months back, I didn't bother to expand. The main reason for reverting is discussed above (we don't know if the player is mortal or not), but the point about Malacath's mortality is one that was discussed a while back. Basically, if I remember correctly, there was some confusion about whether Mauloch (the hero defeated at the Battle of Dragon Wall) = Mauloch (Malacath). Add that to the Gortwog's heretical view about Trinimac and Malacath being separate entities and the possibility of the apotheosis of Mauloch came up. Yes, it's probably not true but the undo is still valid anyway. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 12:32, 29 July 2008 (EDT)&lt;br /&gt;
:: Also, this article is just supposed to provide a minimal summary of the events.  Whether or not the player is the first mortal to take a daedric throne is really not a crucial piece of information for a minimal summary.  Ultimately, the blurb should link to an article which provides more complete information -- but as with most wiki projects, it hasn't been done yet ;) Speaking of unfinished wiki projects, I'm also trying to put together some guidelines for the lore namespace.  One that I'm going to propose is that overview articles, such as [[Lore:Fourth Era|Fourth Era]] and [[Lore:Third Era|Third Era]], should not include any contested details.  In my opinion, if there is any uncertainty about a detail, then it should be moved to the full article (where links and more complete discussion are possible), and either deleted from the overview or rephrased to be neutral.  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 14:20, 29 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::As I said, I agreed with the editor's action, I was just intrigued by the summary. Terms describing SI are usually shoehorned. &amp;quot;Wear the Mantle of a God.&amp;quot; &amp;lt;--- prime perpetrator&lt;br /&gt;
&lt;br /&gt;
== Deleted items ==&lt;br /&gt;
&lt;br /&gt;
* The Feud between the [[lore:Fighters Guild|Fighters Guild]] and the [[Oblivion:Blackwood Company|Blackwood Company]] ends in the Fighters Guild's favor, after rigourous investigations by the current Champion [[Oblivion: Modryn Oreyn|Modryn Oreyn]] and the new Master indicated that the Blackwood Company was involved in shady business and employed questionable tactics when completing contracts. &lt;br /&gt;
* An [[General:Elder_Scrolls#The_Elder_Scrolls_Themselves|Elder Scroll]] is stolen from the [[lore:Imperial Palace|Imperial Palace]] by a member of the [[lore:Thieves Guild|Thieves Guild]]. &lt;br /&gt;
* Count [[Oblivion:Corvus Umbranox|Corvus Umbranox]] of [[lore:Anvil|Anvil]] reappears and retakes the throne of Anvil.&lt;br /&gt;
* A traitor in the [[lore:Dark Brotherhood| Dark Brotherhood]] manipulates their newest member in killing of most of the Black Hand.&lt;br /&gt;
* A floating island appeared in Niben bay, on which a door to the Shivering Isles was opened by [[lore:Sheogorath|Sheogorath]] in his search for a champion.&lt;br /&gt;
&lt;br /&gt;
I've moved these because they're far too unimportant for inclusion on either this or the Third Era page. We don't include the minutiae of the mages guild quests for Daggerfall, Morrowind or anything else. I made an exception with the KotN, because they are an organisation with far more relevance to Lore. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 12:43, 1 November 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Mannimarco's entry might be worth putting back in - the character had significant relevance outside of Oblivion.  (He was in Daggerfall as well.)  I believe Hannibal Traven's name came up a few times in Morrowind as well.  (As well as Chancellor Occato.)  Agreed on the rest though - nothing extremely lore-significant about those.  However, Mannimarco probably belongs in the Third Era, not the Fourth.  My take on things is that all of the Oblivion quests prior to the expansions should be regarded as taking place ''prior'' to the end of the Main Quest, which would be the event that marks the end of the Third Era.  Even though it's possible to complete the Main Quest prior to the individual faction quests, it seems like the MQ should really be regarded as the &amp;quot;end of the game&amp;quot;, while the others are just side-shows that occur before that. --[[User:TheRealLurlock|TheRealLurlock]] &amp;lt;sup&amp;gt;[[User_talk:TheRealLurlock|Talk]]&amp;lt;/sup&amp;gt; 12:54, 1 November 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I too believe Mannimarco's entry should be put in. The defeat of the most powerful mage is definately something of note.--[[User:Vespian|Vespian]] &amp;lt;sup&amp;gt;[[User_talk:Vespian|Talk]]&amp;lt;/sup&amp;gt; 5:44, 14 April (EDT)&lt;br /&gt;
:::I agree. It's the resolution of a very long character arc, whether you think it's lackluster or not.[[User:Temple-Zero|Temple-Zero]] 17:00, 15 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::: Okay, I've put that one back, although I think the timeline would benefit from some kind of explanation as to how this is the same person (see the full article on [[Lore:Mannimarco|Mannimarco]]). I still don't think the others should be there and will remove them if re-added. –[[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; 08:45, 17 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: I do think the Stolen elder scroll is worth mentioning... It is unpreceeded. And I think that it does have some relevance to lore. Besides, if we are deleting the entry about umbranox reappearing, maybe we should delete the entry about him vanishing, becouse I think that one is not very important as well.--[[User:Max Welrod|Max Welrod]] 08:43, 4 August 2009 (UTC)&lt;br /&gt;
::::::I do agree. We should have both or neither. –[[User:Elliot|Elliot]]&amp;amp;#32;&amp;lt;sup&amp;gt;[[User_talk:Elliot|talk]]&amp;lt;/sup&amp;gt; 09:11, 4 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==4th era!...or no?...==&lt;br /&gt;
even everybody says that 3ird era is over it isnt! the date still reads 3e435!!!!&lt;br /&gt;
....................or it is a bug????????..................&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Eras are based off the Imperial Dynasties.. When the Septim Dynasty ends, so does the Third Era. It's not so much a bug as it is just not changing. Technically, if you've finished the Main Quest, the 4th Era has started.&lt;br /&gt;
&lt;br /&gt;
I hope that answers your question. [[User:Ninja Hinder|Ninja Hinder]] 13:39, 16 February 2009 (EST)&lt;br /&gt;
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== Suggestions: ==&lt;br /&gt;
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The Daedra attempt to destroy the city of Bruma, and a hero went into the great geat and destroyed it, ending the attack. &lt;br /&gt;
&lt;br /&gt;
The city of Kvatch is destroyed by the daedra, the count dies, and the hero of kvatch saves it's few survivors&lt;br /&gt;
&lt;br /&gt;
The mythic dawn are broken up upon the death of their leader, Mankar Camoran&lt;br /&gt;
&lt;br /&gt;
The current serving captain of the imperial gaurd, Adammus Philida, is killad by an assasin.&lt;br /&gt;
&lt;br /&gt;
these are my suggestions. i will try to think of more, it is quite fun.--[[User:Arch-Mage Matt|Arch-Mage Matt]] 19:09, 31 July 2009 (UTC)&lt;br /&gt;
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:Well, actually, it all happened in the third era. The third era ends when martin dies. --[[User:Max Welrod|Max Welrod]] 08:34, 4 August 2009 (UTC)&lt;br /&gt;
 &lt;br /&gt;
:: I've noticed that things like the refounding of the knights of nine happened in the 3rd era but that content came after the main quest should they be moved to 4th?--[[User:Pat8u|Pat8u]] 10:44, 15 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: This keeps coming up. Since there's no necessary order to events in Oblivion, we've decided to adopt a standard where everything that happens in TES IV is in the third era, not the fourth. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 11:25, 15 March 2011 (UTC)&lt;br /&gt;
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==Death of mannimarco==&lt;br /&gt;
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I don't think there are any cannon sources puting it on the fourth era. You could kill him before martin dies... I suggest we remove it until Bethesda creates canon lore (in-game or otherwise) stating when the king of worms died. --[[User:Max Welrod|Max Welrod]] 08:34, 4 August 2009 (UTC) &lt;br /&gt;
:Basically, the way I see it is that the main quest happens and then all side quests happens (in terms of affecting lore). So, all the side quests happen in the Fourth Era. –[[User:Elliot|Elliot]]&amp;amp;#32;&amp;lt;sup&amp;gt;[[User_talk:Elliot|talk]]&amp;lt;/sup&amp;gt; 09:11, 4 August 2009 (UTC)&lt;br /&gt;
::All right, then. Makes sense. --[[User:Max Welrod|Max Welrod]] 05:48, 6 August 2009 (UTC)&lt;br /&gt;
:::Applying that logic to Morrowind would mean that every faction quest was completed by the same person, which is impossible instead of merely ridiculous.[[Special:Contributions/132.162.67.58|132.162.67.58]] 01:54, 19 September 2009 (UTC)&lt;br /&gt;
::::Not necessarily. Lore can have multiple people in the game with just one being the Nerevarine. Or, they can pull a Warp of the West effect and solve it with chaos. Regardless, it isn't impossible (since everything does happen). –[[User:Elliot|Elliot]]&amp;amp;nbsp;&amp;lt;sup&amp;gt;[[User_talk:Elliot|talk]]&amp;lt;/sup&amp;gt; 01:59, 19 September 2009 (UTC)&lt;br /&gt;
:::::Necessarily. The only grounds you have for assuming that the Main Quest happens first is that the MQ is the first task given to the PC. Thus the PC's other actions followed the completion is the MQ. If multiple people were involved in the faction quests (which they obviously were), then you cannot assume that the MQ was resolved first.[[Special:Contributions/132.162.67.58|132.162.67.58]] 21:43, 19 September 2009 (UTC)&lt;br /&gt;
::::::''If multiple people were involved in the faction quests (which they obviously were)'' and then ''mean that every faction quest was completed by the same person, which is impossible instead of merely ridiculous'': they kind of contradict. We can't assume either happens. Also, I am not against putting them in one section over the other, I just think we need to reach consensus. But a strong point is that the Imperial Library has the MQ within Oblivion [http://www.imperial-library.info/history/3.shtml happening after all of the side quests]. Then they have the upcoming novels as the [http://www.imperial-library.info/history/4.shtml continuing] of the Fourth Era. –[[User:Elliot|Elliot]]&amp;amp;nbsp;&amp;lt;sup&amp;gt;[[User_talk:Elliot|talk]]&amp;lt;/sup&amp;gt; 22:41, 19 September 2009 (UTC)&lt;br /&gt;
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i know this is a old discussion and its on the wrong era but the two that invlolve the count of anvil are still there and are quite irrelevent apart from the part about the gray foxs curse so i say that they should be removed and one along the lines of: An Elder Scroll is stolen from the imperial palace and used to lift the curse of the gray foxs cowl. should be put in instead ([[User:Eddie the head|Eddie the head]] 09:48, 27 July 2011 (UTC))&lt;br /&gt;
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==Umbriel?==&lt;br /&gt;
&lt;br /&gt;
Okay, I just looked this up, and apparently it's a novel BASED on the Elder Scrolls. Why is it on this page? Is it written by someone directly affiliated with The Elder Scrolls series? Has information been released that there will be an eventual Umbriel? If not, I think it should be removed.{{unsigned|74.127.90.245|October 11, 2009}}&lt;br /&gt;
:While the Infernal City will not likely appear in a game, the book has been approved by Bethesda.  This means that the event is likely canon and will at least be mentioned in future installments of the series.  Since this site is dedicated to the entirty of the ES universe, the info should stay, unless Bethesda comes out and says otherwise. [[User:Dlarsh|Dlarsh]]&amp;lt;sup&amp;gt;([[User_talk:Dlarsh|Talk]],[[Special:Contributions/Dlarsh|Contribs]],[[Special:Emailuser/Dlarsh|E-mail]])&amp;lt;/sup&amp;gt; 01:39, 12 October 2009 (UTC)&lt;br /&gt;
::Okay, thank you for clearing that up. I only did a little bit of research (searched the book title, heh), so I didn't know for sure or not. :) {{unsigned|74.127.90.245|October 12, 2009}}&lt;br /&gt;
:::How could the Book be published without being canon?  It uses the copyright of TES.  Which means the people at bethesda let him write it.  Of course they made sure what he wrote was correct. {{unsigned|68.112.109.154|23:39, 4 December 2009 (UTC)}}&lt;br /&gt;
::::Just because it has been liscenced from Bethesda doesn't mean it is true according to Tamrielic history. This seems to be more along the lines of liscenced fan fiction. [[User:Mutt|Mutt]] 01:18, 16 February 2010 (UTC)&lt;br /&gt;
:::::Yes it does. Bethesda gave Greg Keyes access to their own internal Lore database, including information never seen outside Bethesda HQ. I know several people at TIL don't like it, but The Infernal City is official lore, and we treat it as such. [[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; 10:52, 16 February 2010 (UTC)&lt;br /&gt;
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==Third or Fourth Era?==&lt;br /&gt;
I'd like to propose that, since the end of TESIV is supposed to be the end of the third era, we adopt the policy that anything that happened in [[ob:Oblivion|Oblivion]], [[si:Shivering Isles|Shivering Isles]], or Oblivion's [[ob:Official Plug-ins|Official Plug-ins]] be considered third era.  --[[User:GuildKnight|GK]]&amp;lt;sup&amp;gt;[[User_talk:GuildKnight|Talk2me]]&amp;lt;/sup&amp;gt; 01:13, 15 October 2009 (UTC)&lt;br /&gt;
:I agree. It follows the same style that the IL uses, and it makes the most sense. –[[User:Elliot|Elliot]]&amp;amp;nbsp;&amp;lt;sup&amp;gt;[[User_talk:Elliot|talk]]&amp;lt;/sup&amp;gt; 03:00, 15 October 2009 (UTC)&lt;br /&gt;
::Agreed. The game's calendar never actually changes to the Fourth Era. Everything except for Umbriel in 4E40 should be considered Third Era. --[[User:Oblivion nerd|Oblivion nerd]] 14:33, 18 October 2009 (UTC)&lt;br /&gt;
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== The Elder Scrolls V ==&lt;br /&gt;
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Is there any possibility that The Elder Scrolls V will take place is Black Marsh,Because Black Marsh was the first to secede, The city of Lilmoth was destroyed,and That they had Invaded and Conquered Morrowind?Will The Elder Scrolls V have to do with Black Marsh and Elsweyr's Secession,Possible problems with Black Marsh involving their Invasion of Morrowind,or about how the slave trade is destroyed.{{unsigned|ChrisRodriguez|23:33, 4 December 2009 (UTC)}}&lt;br /&gt;
:No one knows. Anyone's guess is as good as anyone else's. –[[User:Elliot|Elliot]]&amp;amp;nbsp;&amp;lt;sup&amp;gt;[[User_talk:Elliot|talk]]&amp;lt;/sup&amp;gt; 23:33, 4 December 2009 (UTC)&lt;br /&gt;
::One thing is for sure, we are not going back to morrowind.  It has been destroyed mostly by the ministry of truths crash into vivec city and the parts left of morrowind have been taken over by Argonians.  I personaly am hoping for Skyrim. {{unsigned|68.112.109.154|23:42, 4 December 2009 (UTC)}}&lt;br /&gt;
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Actually, the title &amp;quot;Skyrim&amp;quot; has recently been trademarked by Bethesda and its mostly common knowledge at this point that it will be based in Skyrim ^_^    &lt;br /&gt;
It should have a much greater level of content and detail to make up for the small size compared to Oblivion,, or just more dlc's like Shivering Isles   [[User:Mortariit|Mor&amp;amp;#39;tar&amp;amp;#39;iit]] 04:14, 11 January 2010 (UTC)&lt;br /&gt;
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== Titus Mede's Takeover ==&lt;br /&gt;
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I think that mentioning that Titus Mede overtook the Imperial City by force (I recall a quote saying he had only a thousand men) is an important moment in the 4th era timeline.  Wanted to get opinions before I edited though.  Hopefully we'll learn more about that civil war in TES V. [[User:Chunk of Ham|Chunk of Ham]] 10:55, 12 December 2009 (UTC)&lt;br /&gt;
:Can you give a page number? I am not one for searching down obscure references. :) –[[User:Elliot|Elliot]]&amp;amp;nbsp;&amp;lt;sup&amp;gt;[[User_talk:Elliot|talk]]&amp;lt;/sup&amp;gt; 05:50, 16 December 2009 (UTC)&lt;br /&gt;
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I think I have discovered the date on which the dear Titus Mede became Emperor. At least the year. In Skyrim, the book Rising Threat IV seems to suggest that he took control around 4E29. Cross-reference the date of the Thalmor takeover of Valenwood and the establishment of the Dominion, which is already established in the Timeline of the Fourth Era.&lt;br /&gt;
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== 4E40 - is this correct date of Infernal City? ==&lt;br /&gt;
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According the book Vuhon vanished into Oblivion forty-three years before events of Infernal city.&lt;br /&gt;
This happened in the same time Morrowind was destroyed (4th era - we have not such news in Oblivion)&lt;br /&gt;
So correct date of Infernal city events should be &lt;br /&gt;
(Morrowind destroying date) + (43) but not 40&lt;br /&gt;
&lt;br /&gt;
:On which page does it say this?  I don't recall the reference off the top of my head, but that doesn't mean it's not there...  if so, we should probably change it, though to what I'm not sure.  --[[User:GuildKnight|GK]]&amp;lt;sup&amp;gt;[[User_talk:GuildKnight|talk2me]]&amp;lt;/sup&amp;gt; 04:07, 11 January 2010 (UTC)&lt;br /&gt;
:Okay, I happened across it; it's on p.213, &amp;quot;I believe its master is a man named Vuhon. He vanished into Oblivion forty-three years ago, and now I think he's come back.&amp;quot;  I've changed the page accordingly.  --[[User:GuildKnight|GK]]&amp;lt;sup&amp;gt;[[User_talk:GuildKnight|talk2me]]&amp;lt;/sup&amp;gt; 05:01, 13 January 2010 (UTC)&lt;br /&gt;
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== Baar Dau and the Mad God ==&lt;br /&gt;
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If the champion of Cyrodiil replaces the Mad God after the Greymarch in &amp;quot;The Shivering Isles&amp;quot;, couldn't he have stopped Baar Dau and saved Vvardenfell and the rest of Morrowind? [http://www.uesp.net/wiki/Lore:The_Pilgrim%27s_Path See: The Shrine of Daring] [[User:Skober|Skober]] 10:52, 18 October 2010 (UTC)&lt;br /&gt;
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: The moon is out of Sheogorath's control so there's nothing the player could do about it. See [[Lore:36 Lessons of Vivec, Sermon 33|Sermon 33]], where Vivec comments that he &amp;quot;shall keep it there with its last intention intact, so that if the love of the people of this city for me ever disappear, so shall the power that holds back their destruction&amp;quot;. In other words, it's entirely down to Vivec. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 11:10, 18 October 2010 (UTC)&lt;br /&gt;
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:: How sad... I've been playing Morrowind recently and can't stop thinking about how every thing will change after the cataclysm. [[User:Skober|Skober]] 12:45, 18 October 2010 (UTC)&lt;br /&gt;
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== Vivec and the fate of Morrowind ==&lt;br /&gt;
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According to the History page for Fourth Era, Morrowind is destoryed from the Ministry of Truth due to Vivec's wavering power.&lt;br /&gt;
This does not appear to be accurate, since in the game you prevent The Ministry from falling and creating the catastrophe that follows. Ergo this does not actually happen after all. [[User:Odessus|Odessus]] 03:23, 27 November 2010 (UTC)&lt;br /&gt;
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: Actually, you don't stop the ministry falling in Morrowind - where do you think that happens? The info about the ministry crashing to earth comes from The Infernal City, an official TES novel by Greg Keyes. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 09:48, 27 November 2010 (UTC)&lt;br /&gt;
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:: I'm certain that you can go to Vivec city and make a donation to one of the little signs or whatever they are, the one at the temple; once you donate it gives you levitation and says something like &amp;quot;you have prevented the destruction of Vivec&amp;quot;&lt;br /&gt;
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::: Afraid not. I gotta be with rpeh here, srry. --&amp;lt;font color=mediumpurple&amp;gt;[[User:DKong27|DKong27]] &amp;lt;sup&amp;gt;[[User_talk:DKong27|Talk]] [[Special:Contributions/DKong27|Cont]]&amp;lt;/sup&amp;gt;&amp;lt;/font&amp;gt; 02:30, 28 November 2010 (UTC)&lt;br /&gt;
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:::: The message is ''&amp;quot;Here Vivec stopped the moon before it crashed into Vivec City. The moon levitates now above the city and is known as the Ministry of Truth.&amp;quot;'' then once you make the offering, you get ''&amp;quot;The Grace of Daring: Thank you for your daring, Lord Vivec. I shall not shun risk, nor hide behind the mask of cautious counsel, for fortune favors the bold.&amp;quot;'' [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 10:02, 28 November 2010 (UTC)&lt;br /&gt;
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::::: Okay, so it does say the moon was stopped, so what gives? {{unsigned|Odessus|28 November 2010}}&lt;br /&gt;
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::::: Yes, by Vivec not you. When Vivec loses his power, the moon crashes. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 17:34, 28 November 2010 (UTC)&lt;br /&gt;
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:::::: I've got a question about this that I am hoping that somebody who has read the book could explain; In the game you visit the Ministry of Truth and are familiar with its size. How can that small meteor destroy much of the island? The city of Vivec being destroyed would make sense but how can that destroy Balmora, Caldera, the Dunmer Strongholds, etc.? [[User:Stouf761|Stouf761]] 04:07, 24 January 2011 (UTC)&lt;br /&gt;
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{{od}}For one thing, the velocity of the meteor was retained, so it was hurled into the city with the same force it would've had if it had never been stopped.  For another, the impact caused Red Mountain to erupt, destroying the entire island of Vvardenfell.  --'''[[User:GuildKnight|GK]]'''&amp;lt;sup&amp;gt;[[User_talk:GuildKnight|talk2me]]&amp;lt;/sup&amp;gt; 04:15, 24 January 2011 (UTC)&lt;br /&gt;
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== Thalmor ==&lt;br /&gt;
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Noticed that the Thalmor and the revived Aldmeri dominion aren't mentioned. Is this not significant enough to warrant a place on the page?--[[Special:Contributions/217.39.32.125|217.39.32.125]] 23:31, 28 February 2011 (UTC)&lt;br /&gt;
: For whatever reason, this question seems to have been overlooked. I myself wonder why this event is not included. The return of the Thalmor does, after all, seem to be a major event considering that it shows the splintering of the Empire (presumably) early on. Perhaps someone else can answer this question? &amp;lt;font color=blue&amp;gt;[[User:Kalis Agea|Kalis Agea]]&amp;lt;/font&amp;gt; 02:47, 3 May 2011 (UTC)&lt;br /&gt;
::If something's not on the timeline it's because nobody has added it. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 09:38, 3 May 2011 (UTC)&lt;br /&gt;
:::I recently added several entries concerning the Thalmor. For anyone who's interested, look for a book titled &amp;quot;The Great War&amp;quot;. There's a copy of it in Dragonsreach (the Jarl's palace) in Whiterun, on a shelf near the map.[[Special:Contributions/92.28.61.50|92.28.61.50]] 22:50, 11 November 2011 (UTC)&lt;br /&gt;
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== possibly the end of nirn? ==&lt;br /&gt;
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So much destruction happens in the 4 era is it possible for nirns destruction too? ([[User:Timedragon1|Timedragon1]] 16:06, 21 May 2011 (UTC))&lt;br /&gt;
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: while the awnse is yes thats not really fair after all it is possible that it could of been destroyed 1st 2nd 3rd era's&lt;br /&gt;
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: if you look at hsitory the start and end of all ares is chaotic  [[User:Wolfy|Wolfy]] 16:13, 21 May 2011 (UTC)&lt;br /&gt;
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:: yah,but this era has more chaos than the other ones for example:&lt;br /&gt;
::* umbriel destroys most of morrowwind&lt;br /&gt;
::* red mountain destroys vvadenfell&lt;br /&gt;
::* civil wars everywhere&lt;br /&gt;
::* hammerfell is about to collapse&lt;br /&gt;
::* and lastly dragons return and destroy most of skyrim {{uns|Timedragon1|17:19, 21 May 2011}}&lt;br /&gt;
&lt;br /&gt;
::: Not really &lt;br /&gt;
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::: go to the lore and look at the start of the 1st era, 2nd and 3rd, its really not even thouugh it seems like it [[User:Wolfy|Wolfy]] 16:30, 21 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: Look at the interregnum in particular. That was complete chaos that lasted for hundreds of years. Also, the dragons returned well after an Emperor had taken power again. That would indicate that Tamriel is no more weak than it has been in previous Elder Scrolls games (Albeit, the dragons do intend to destroy the world to make a new one). And for the complete destruction of nirn to occur, that would mean Akavir, Atmora, Yokuda (Well, most sources state that has already been destroyed) and possibly other continents would be destroyed in the process. It is impossible that the chaos in Tamriel would indicate the complete destruction of these lands. And out of curiosity, where do you get that hammerfell is about to collapse? (I understand that a civil war between the Crowns, Forebears and Lhutonics is most likely after the fall of the Empire). [[User:Right-Hand-Of-Sithis|Right-Hand-Of-Sithis]] 10:33, 30 August 2011 (UTC)&lt;br /&gt;
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::::: This discussion is straying into speculation. It might be better to continue it on the {{forums}}. --[[User:Legoless|Legoless]] 18:44, 30 August 2011 (UTC)&lt;br /&gt;
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== skyrim events ==&lt;br /&gt;
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i have seen in quite a few places edits being reverted because they are about what we know of skyrim and it isnt published yet so according to that we shouldnt have the skyrim events on the timeline ([[User:Eddie the head|Eddie the head]] 09:37, 27 July 2011 (UTC))&lt;br /&gt;
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: You're probably right, but my thinking is that if we remove it someone will only put it back in again. In this case, the text is so brief and so generic that it's better to stick with this than go through the edit war. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 10:52, 27 July 2011 (UTC)&lt;br /&gt;
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:: I just want to point out that in the Skyrim gameplay demo if you pause at the time when the map interface is being shown you can see in the bottom right corner the date is 4E 201 [[Special:Contributions/79.97.40.245|79.97.40.245]] 21:52, 4 August 2011 (UTC)&lt;br /&gt;
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::: That's a good observation. I think it should be added to the article. --[[User:Legoless|Legoless]] 23:30, 4 August 2011 (UTC)&lt;br /&gt;
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== New events, unsure of when they occured ==&lt;br /&gt;
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Here's a quote from a loading screen at one of the handsons at Eurogamer: &amp;quot;The Empire only managed to end &amp;quot;The Great War&amp;quot; against the Aldmeri Dominion with the Concordat of White Gold&amp;quot;&lt;br /&gt;
&lt;br /&gt;
So two new events of some great significance, &amp;quot;The Great War&amp;quot; fought between the Empire and the Thalmor - presumably neither side was victorious, and the &amp;quot;Concordat of White Gold&amp;quot; - A concordat is an agreement between the Holy See of the Catholic Church and a sovereign state on religious matters. -&lt;br /&gt;
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Yeah, no idea when or which Century, other than it's the first or second. --[[User:OblivionDuruza|OblivionDuruza]] 10:17, 9 October 2011 (UTC)&lt;br /&gt;
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== Assassination of the Mane? ==&lt;br /&gt;
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I've seen countless websites (even the Imperial Library) say that after the Oblivion Crisis, the Mane of Elsweyr was assassinated, which then led to Elsweyr seceding from the empire. Why don't we have anything on this? --[[User:Knight|Knight]] 11:48, 9 October 2011 (UTC)&lt;br /&gt;
:I was aware that they succeeded from the Empire (Noted at [[Lore:Elsweyr]]), however, I was unaware of why. Does anyone have a source for this info? --[[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; 11:59, 9 October 2011 (UTC)&lt;br /&gt;
Apparently this was revealed in The Infernal City. --[[User:Knight|Knight]] 12:25, 9 October 2011 (UTC)&lt;br /&gt;
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== Titus Mede II's Assassination ==&lt;br /&gt;
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Just a question: since it is possible (in fact, there's a quest for it) to destroy the Dark Brotherhood, should it be included in the timeline that Titus Mede II was assassinated?[[Special:Contributions/128.146.28.80|128.146.28.80]] 16:36, 22 November 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>DKong27</name></author>
		
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