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	<updated>2026-06-10T10:31:32Z</updated>
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	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Ondolemar&amp;diff=908266</id>
		<title>Skyrim:Ondolemar</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Ondolemar&amp;diff=908266"/>
		<updated>2012-03-15T21:45:48Z</updated>

		<summary type="html">&lt;p&gt;Vesna: Rewording previous edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NPC Summary&lt;br /&gt;
|essential=&lt;br /&gt;
|respawn=&lt;br /&gt;
|loc=Understone Keep&lt;br /&gt;
|race=Altmer&lt;br /&gt;
|gender=Male&lt;br /&gt;
|class=Destruction Mage&lt;br /&gt;
|faction={{Faction|CrimeFactionReach}}; {{Faction|Imperial Government}}; {{Faction|Imperial Justiciar Faction}}; {{Faction|JobJusticiar}}; {{Faction|MarkarthKeepFaction}}; {{Faction|Ruling Government}}; {{Faction|Thalmor}}; {{Faction|Thieves Guild No Pickpocketing Faction}}; {{Faction|TownMarkarthFaction}}&lt;br /&gt;
|refid=0001990D&lt;br /&gt;
|baseid=000133AF&lt;br /&gt;
|image=SR-npc-Ondolemar.jpg&lt;br /&gt;
|imgdesc=Ondolemar at the [[Skyrim:Understone Keep|Understone Keep]]&lt;br /&gt;
|class_details=[[Skyrim:CombatMageDestruction|CombatMageDestruction]]&lt;br /&gt;
|skills='''[[Skyrim:Destruction|Destruction]]''', '''[[Skyrim:Restoration|Restoration]]''', [[Skyrim:Alteration|Alteration]], [[Skyrim:Sneak|Sneak]]&lt;br /&gt;
|aggress=Aggressive&lt;br /&gt;
|level=PC&amp;amp;times;1 (range&amp;amp;#061;6-25)&lt;br /&gt;
|moral=No Crime&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Ondolemar''' is a [[SR:Thalmor|Thalmor]] Justiciar living in [[SR:Markarth|Markarth]]. He can usually be found pacing in front of the Jarl's throne room in [[SR:Understone Keep|Understone Keep]], accompanied by two [[SR:Thalmor Soldier|Thalmor Soldiers]].&lt;br /&gt;
&lt;br /&gt;
Like many Thalmor agents, Ondolemar is quite condescending. When speaking to you, he will say, ''&amp;quot;You have the honor of addressing a member of the Thalmor. Bask in it.&amp;quot;'' If you ask him if he is from Markarth, he will reply: ''&amp;quot;As if this craggy, wretch of a city could give birth to a superiorly bred Mer such as myself. No, I'm not from Markarth.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
He may give you the [[SR:Search and Seizure|Search and Seizure]] quest at any point. Ondolemar is also encountered during the quest [[SR:Diplomatic Immunity|Diplomatic Immunity]], where he may tell the player that ''&amp;quot;There is peace now, and that peace will continue for as long as it suits our needs. But make no mistake, this is not a peace forged out of necessity between rival nations of equal strength. It is more like the calm between storms. And the next storm, I think, will be far deadlier than the last.&amp;quot;''&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Once [[SR:Thongvor Silver-Blood|Thongvor Silver-Blood]] becomes Jarl of Markarth, should the [[SR:Stormcloaks|Stormcloaks]] take control during the war, Ondolemar will disappear from the game permanently.&lt;br /&gt;
&lt;br /&gt;
* After disappearing, a single coffin within Markarth's [[SR:Hall of the Dead (Markarth)|Hall of the Dead]] will contain the standard Thalmor apparel, an Elven weapon, and other items belonging to Ondolemar (including Ogmund's amulet if you did that quest). This suggests his death as a result of the Stormcloak occupation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Instructions: If this NPC is related to any quests, uncomment this section and replace &amp;quot;Quest Name&amp;quot; with the quest's name--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Related Quests ==&lt;br /&gt;
* {{Quest Link|Search and Seizure}}&lt;br /&gt;
* {{Quest Link|Diplomatic Immunity}}&lt;br /&gt;
&lt;br /&gt;
{{Stub|NPC}}&lt;/div&gt;</summary>
		<author><name>Vesna</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Inns&amp;diff=908076</id>
		<title>Oblivion:Inns</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Inns&amp;diff=908076"/>
		<updated>2012-03-15T09:51:22Z</updated>

		<summary type="html">&lt;p&gt;Vesna: Clarifying previous edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Places/Services}}&lt;br /&gt;
{{TOCleft}}&lt;br /&gt;
This is a list of all '''inns and taverns''' in Cyrodiil.  The [[Oblivion:Publican|Publican]] is the NPC who runs the establishment, rents rooms, and usually sells food and beverages.  The &amp;quot;Merc.&amp;quot; column is their [[Oblivion:Mercantile|Mercantile]] skill.  A &amp;quot;-&amp;quot; means they do not sell anything.  The &amp;quot;Room&amp;quot; column is how much they charge for a room.  A &amp;quot;-&amp;quot; in this column indicates establishments which do not rent rooms. &lt;br /&gt;
&lt;br /&gt;
Names listed as regulars are not necessarily there at all times.  Some visit different locations on a weekly or even monthly basis, which is why many names are listed in multiple locations.  Some may only show up when a certain quest is active, or after a specific event has occurred.  Also, there may be more regulars at some places which aren't mentioned on this page.  The ones here are only those who have a specific preference for their dining habits.  Some people just have a general &amp;quot;find food&amp;quot; behavior, and will usually just seek out the nearest source.  If you meet any people in any of these places who aren't listed, feel free to add them. Additionally, most of the inns outside of the cities have a generic [[Oblivion:Imperial Legion Soldier|Imperial Legion soldier]] stationed there.&lt;br /&gt;
&lt;br /&gt;
All Publicans, unless otherwise noted, have 50 gold with which to barter.&lt;br /&gt;
&lt;br /&gt;
==[[Oblivion:Aleswell Inn|Aleswell Inn]]==&lt;br /&gt;
{{Oblivion:Aleswell Inn}}&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
==[[Oblivion:The All-Saints Inn|The All-Saints Inn]]==&lt;br /&gt;
{{Oblivion:The All-Saints Inn}}&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
==[[Oblivion:Bleaker's Way Goodwill Inn|Bleaker's Way Goodwill Inn]]==&lt;br /&gt;
{{Oblivion:Bleaker's Way Goodwill Inn}}&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
==[[Oblivion:The Bloated Float Inn|The Bloated Float Inn]]==&lt;br /&gt;
{{Oblivion:The Bloated Float Inn}}&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
==[[Oblivion:Border Watch Inn|Border Watch Inn]]==&lt;br /&gt;
{{Oblivion:Border Watch Inn}}&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
==[[Oblivion:Brina Cross Inn|Brina Cross Inn]]==&lt;br /&gt;
{{Oblivion:Brina Cross Inn}}&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
==[[Oblivion:Cheydinhal Bridge Inn|Cheydinhal Bridge Inn]]==&lt;br /&gt;
{{Oblivion:Cheydinhal Bridge Inn}}&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
==[[Oblivion:The Count's Arms|The Count's Arms]]==&lt;br /&gt;
{{Oblivion:The Count's Arms}}&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
==[[Oblivion:The Drunken Dragon Inn|The Drunken Dragon Inn]]==&lt;br /&gt;
{{Oblivion:The_Drunken_Dragon_Inn}}&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
==[[Oblivion:Faregyl Inn|Faregyl Inn]]==&lt;br /&gt;
{{Oblivion:Faregyl Inn}}&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
==[[Oblivion:The Feed Bag|The Feed Bag]]==&lt;br /&gt;
{{Oblivion:The Feed Bag}}&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
==[[Oblivion:Five Claws Lodge|Five Claws Lodge]]==&lt;br /&gt;
{{Oblivion:Five Claws Lodge}}&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
==[[Oblivion:The Flowing Bowl|The Flowing Bowl]]==&lt;br /&gt;
{{Oblivion:The Flowing Bowl}}&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
==[[Oblivion:The Foaming Flask|The Foaming Flask]]==&lt;br /&gt;
{{Oblivion:The Foaming Flask}}&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
==[[Oblivion:Gottshaw Inn|Gottshaw Inn]]==&lt;br /&gt;
{{Oblivion:Gottshaw Inn}}&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
==[[Oblivion:The Grey Mare|The Grey Mare]]==&lt;br /&gt;
{{Oblivion:The Grey Mare}}&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
==[[Oblivion:Imperial Bridge Inn|Imperial Bridge Inn]]==&lt;br /&gt;
{{Oblivion:Imperial Bridge Inn}}&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
==[[Oblivion:Inn of Ill Omen|Inn of Ill Omen]]==&lt;br /&gt;
{{Oblivion:Inn of Ill Omen}}&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
==[[Oblivion:Jerall View Inn|Jerall View Inn]]==&lt;br /&gt;
{{Oblivion:Jerall View Inn}}&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
==[[Oblivion:The King and Queen Tavern|The King and Queen Tavern]]==&lt;br /&gt;
{{Oblivion:The King and Queen Tavern}}&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
==[[Oblivion:The Lonely Suitor Lodge|The Lonely Suitor Lodge]]==&lt;br /&gt;
{{Oblivion:The Lonely Suitor Lodge}}&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
==[[Oblivion:Luther Broad's Boarding House|Luther Broad's Boarding House]]==&lt;br /&gt;
{{Oblivion:Luther Broad's Boarding House}}&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
==[[Oblivion:The Merchants Inn|The Merchants Inn]]==&lt;br /&gt;
{{Oblivion:The Merchants Inn}}&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
==[[Oblivion:Moslin's Inn|Moslin's Inn]]==&lt;br /&gt;
{{Oblivion:Moslin's Inn}}&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
==[[Oblivion:Newlands Lodge|Newlands Lodge]]==&lt;br /&gt;
{{Oblivion:Newlands Lodge}}&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
==[[Oblivion:The Oak and Crosier|The Oak and Crosier]]==&lt;br /&gt;
{{Oblivion:The Oak and Crosier}}&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
==[[Oblivion:Olav's Tap and Tack|Olav's Tap and Tack]]==&lt;br /&gt;
{{Oblivion:Olav's Tap and Tack}}&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
==[[Oblivion:Roxey Inn|Roxey Inn]]==&lt;br /&gt;
{{Oblivion:Roxey Inn}}&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
==[[Oblivion:Silverhome on the Water|Silverhome on the Water]]==&lt;br /&gt;
{{Oblivion:Silverhome on the Water}}&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
==[[Oblivion:The Sleeping Mare|The Sleeping Mare]]==&lt;br /&gt;
{{Oblivion:The Sleeping Mare}}&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
==[[Oblivion:Three Sisters' Inn|Three Sisters' Inn]]==&lt;br /&gt;
{{Oblivion:Three Sisters' Inn}}&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
==[[Oblivion:The Tiber Septim Hotel|The Tiber Septim Hotel]]==&lt;br /&gt;
{{Oblivion:The Tiber Septim Hotel}}&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
==[[Oblivion:Two Sisters Lodge|Two Sisters Lodge]]==&lt;br /&gt;
{{Oblivion:Two Sisters Lodge}}&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
==[[Oblivion:Wawnet Inn|Wawnet Inn]]==&lt;br /&gt;
{{Oblivion:Wawnet Inn}}&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
==[[Oblivion:West Weald Inn|West Weald Inn]]==&lt;br /&gt;
{{Oblivion:West Weald Inn}}&lt;/div&gt;</summary>
		<author><name>Vesna</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Clavicus_Vile&amp;diff=908075</id>
		<title>Oblivion:Clavicus Vile</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Clavicus_Vile&amp;diff=908075"/>
		<updated>2012-03-15T09:41:10Z</updated>

		<summary type="html">&lt;p&gt;Vesna: Undo revision 906106 by 71.127.44.250 (Talk) Removing tip, as that section was removed by consensus earlier&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Quests|Daedric}}&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Icon=OB-qico-Daedric.png&lt;br /&gt;
|Giver=[[Oblivion:Ma'Raska|Ma'Raska]] at {{Map Link|Clavicus Vile's Shrine|Clavicus Vile's Shrine (map)}}&lt;br /&gt;
|Reward=[[Oblivion:Masque of Clavicus Vile|Masque of Clavicus Vile]]&lt;br /&gt;
|Fame=Fame +1 or none if [[Oblivion:Umbra (sword)|Umbra]] is kept&lt;br /&gt;
|Loc=[[Oblivion:Vindasel|Vindasel]]&lt;br /&gt;
|ReqLevel=20, though the quest can be completed at any level (see below)&lt;br /&gt;
|ReqItem=500 gold&lt;br /&gt;
|Image=OB-quest-Clavicus_Vile.jpg&lt;br /&gt;
|ImgDesc=The Shrine of Clavicus Vile&lt;br /&gt;
|ID=DAClavicusVile&lt;br /&gt;
|description=Retrieve the infamous sword [[Oblivion:Umbra (sword)|Umbra]] from a [[Oblivion:Umbra (person)|regretful killer]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
# Present [[Lore:Clavicus Vile|Clavicus Vile]] with 500 gold once you reach level 20.&lt;br /&gt;
# Clavicus will tell you that he wants the sword containing the soul of the warrior Umbra.&lt;br /&gt;
# Retrieve the [[Oblivion:Umbra (sword)|Umbra]] sword from the NPC named [[Oblivion:Umbra (person)|Umbra]], located in the Ayleid ruin [[Oblivion:Vindasel|Vindasel]].&amp;lt;br&amp;gt;''Note: Umbra may be killed, and the sword retrieved, at any level, and even before initiating the quest.  Once Umbra is dead and the sword is in your possession, speak with Clavicus Vile.''&lt;br /&gt;
# Return to the shrine for your reward, the [[Oblivion:Masque of Clavicus Vile|Masque of Clavicus Vile]]. Alternatively, you can refuse to give Umbra to Clavicus Vile, and you get to keep the sword as your reward.&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
===Location===&lt;br /&gt;
'''See the {{Map Link|Clavicus Vile's Shrine|Oblivion map}} for the location of this shrine.''' The shrine is located in [[Oblivion:West_Weald|The West Weald]], a bit off the east of [[Oblivion:Gold_Road|The Gold Road]] as it travels south, near [[Oblivion:Lake Rumare|Lake Rumare]], and between [[Oblivion:Fort Virtue|Fort Virtue]] and the Ayleid ruin, [[Oblivion:Ceyatatar|Ceyatatar]].  You must find the shrine on your own; no one will tell you where it is. &lt;br /&gt;
&lt;br /&gt;
Once at the shrine, talk to [[Oblivion:Ma'Raska|Ma'Raska]], a Khajiit. He will tell you that you need to make an offering of 500 gold to speak with the daedra. Once you offer the 500 gold, Clavicus Vile will say:&lt;br /&gt;
:''A mortal! Wonderful. Always a pleasure. Perhaps you'll do a service for me, mortal. And I'll reward you. A fair bargain, don't you think? You will retrieve for me a sword, a very special sword. It contains the soul of Umbra, a hero I have had dealings with in the past. Bring the sword to me, and I'll reward you with my Masque. You'll not find a better bargain, mortal. Begin your search in Pell's Gate.''&lt;br /&gt;
&lt;br /&gt;
To make things interesting, a talking statue of a dog, Barbas, decides to follow you. He spends most of his time trying to convince you that returning the sword to Clavicus Vile is a mistake.  (After he travels to your inventory, the dog statue will disappear from the Shrine; it will re-appear at the end of the quest.) His introductory speech goes like this:&lt;br /&gt;
:''Hello? Hey! Pay attention! In your pack. The dog. I swear, you heroes aren't particularly quick on the uptake.... Good. Got your attention. I'm Barbas, the Hound of Clavicus Vile. Not that I've always been a hound, or always been called Barbas. I've also been a Redguard. For a while I was a scamp, making deals with Orcs. But, for now, I am His Hound, and I serve the Lord Clavicus. A word of advice here. You've made a bad deal. This Umbra -- bad business. Things always end badly where that one's concerned. Clavicus has always been a little blind to that. And it'll end badly this time, too. So, just leave things be. Walk away. It's your best bet, really.''&lt;br /&gt;
&lt;br /&gt;
===Finding Umbra===&lt;br /&gt;
Clavicus Vile initially directs you to ask about Umbra in [[Oblivion:Pell's Gate|Pell's Gate]], which is a short distance east of the shrine south of the [[Oblivion:Red Ring Road|Red Ring Road]].  The most knowledgeable villager in Pell's Gate is [[Oblivion:Irroke the Wide|Irroke the Wide]], to whom [[Oblivion:Umbra (person)|Umbra]], formerly called '''Lenwin''', had been apprenticed. You learn that Lenwin had found the sword Umbra, and went on a murdering rampage because Umbra (probably the sword) hungered for souls. Irroke directs you to the nearby Ayleid ruin, [[Oblivion:Vindasel|Vindasel]], to start your search. Vindasel is easy to find if you follow the Red Ring Road west from the village.&lt;br /&gt;
&lt;br /&gt;
When you encounter Umbra, if you are on the quest, she will give you a choice of staying and fighting or leaving in peace:&lt;br /&gt;
* '''Leaving''' - If you choose to leave be sure to continue through Umbra's dialogues until you get to tell her &amp;quot;I'll leave in peace&amp;quot;. Then, either return to Vile's shrine or turn around and sneak attack Umbra and take the sword. Barbas thinks leaving is a good idea, and when Umbra offers to let you leave, he will say:&lt;br /&gt;
:''This is your out, friend. Leave it alone. How about we just march on back to the shrine and tell Clavicus the deal is off? Sure, he'll be a bit put off, but you won't be dead. At least, you probably won't. That's better odds than you're getting here.''&lt;br /&gt;
If you choose to leave in peace, Barbas will say:&lt;br /&gt;
:''Good move, kid. Some things are better left alone. Let's get back to the Shrine. I'll smooth things over with the big guy. I'm sure he'll understand.''&lt;br /&gt;
&lt;br /&gt;
* '''Fighting'''.  Umbra is a very tough adversary and you had better be prepared for a hard fight. If you survive the fight, you get to take possession of not only the sword, but a full suit of (leveled) [[Oblivion:Umbra_(person)#Umbra's_Ebony_Armor|ebony armor]]. After you have the sword, Barbas will plead again for you to forget the whole thing:&lt;br /&gt;
:''I'm telling you: don't bring that sword back to Clavicus. It'll ruin him, I'm sure. I mean, not completely: He's still a Daedra Prince and all that. Look, keep the sword if you want. That's your decision. But don't give it back to Clavicus. He doesn't know what's good for him sometimes.''&lt;br /&gt;
&lt;br /&gt;
===Returning to the Shrine===&lt;br /&gt;
If you want to keep Umbra as a zero-weight quest item, simply never return to Clavicus Vile's shrine.  If you wish to officially end this quest, however, you must return to the shrine.  When you talk to Vile there are three options in all:&lt;br /&gt;
* '''You don't have the sword'''.  If you chose not to fight Umbra, and return to the shrine without the sword, the quest is complete.  You don't get any reward, but you also aren't penalized. Clavicus will say:&lt;br /&gt;
:''You would break our bargain? You dare to trifle with me? Take care, mortal. Clavicus Vile watches you now. And waits.''&lt;br /&gt;
If you have the sword in your inventory, Clavicus will first say:&lt;br /&gt;
:''You've brought the sword! Now give it to me, as we agreed. Umbra and I have unfinished business.''&lt;br /&gt;
* '''Turn over the sword'''.  In exchange you receive the [[Oblivion:Masque of Clavicus Vile|Masque of Clavicus Vile]], a helmet with +20 [[Oblivion:Personality|Personality]]. In this case, Clavicus says:&lt;br /&gt;
:''Excellent! A pitiful sword with a pitiful soul in exchange for a Masque fit for a god. You've gotten the better of this bargain, mortal. Now, I have business to attend to. Run along. Perhaps I'll be looking for you again....''&lt;br /&gt;
* '''Keep the sword'''.  The disadvantages to this approach are:&lt;br /&gt;
** Clavicus Vile's followers do not like you.&lt;br /&gt;
** You do not have a Daedric artifact to use for the [[Oblivion:Blood of the Daedra|Blood of the Daedra]] quest (although any of the other 14 artifacts can be used instead).&lt;br /&gt;
** Umbra ceases to be a quest item, in particular it is now 45 pounds in weight instead of 0.&lt;br /&gt;
** Clavicus will become outraged with you, but although he threatens you, there are no visible repercussions in-game.&lt;br /&gt;
:''You would dare?!?! We had a bargain, little hero. You would risk my wrath for a pitiful little sword? I will be watching you mortal. And waiting.''&lt;br /&gt;
&lt;br /&gt;
Whichever route you choose, this quest is officially complete, and you are rid of Barbas.  Keeping Umbra does not prevent you from doing [[Oblivion:Hermaeus Mora|Hermaeus Mora]]'s quest.&lt;br /&gt;
&lt;br /&gt;
If you never killed Umbra, it is now possible to return to Vindasel, kill her, and get the sword.  The advantage is that the sword is now a permanent quest item, with zero weight.  The disadvantages are that you can't do this until after level 20 and that you can never drop the sword. Barbas will now finally leave your inventory, but not without a few last words.&lt;br /&gt;
:''Oh, well. Been good knowing you, kid. Back to being His Hound for me. As for you... good luck, I guess. I've met worse.''&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Clavicus' dog, Barbas, may be [[Morrowind:Creeper|Creeper]] from Morrowind. Listen to him when he talks about what he used to be. Amongst other things, he says, &amp;quot;For a while I was a scamp, making deals with Orcs.&amp;quot;&lt;br /&gt;
* If you wish to achieve [[Oblivion:100% Completion|100% completion]], you must return the sword Umbra to Clavicus.  This is the only way to obtain the [[Oblivion:Masque of Clavicus Vile|Masque of Clavicus Vile]], which is one of the 15 items that count towards the &amp;quot;Artifacts Found&amp;quot; statistic.&lt;br /&gt;
* It is possible to complete this quest without killing Umbra by [[Oblivion:Disintegrate_Weapon|disintegrating]] the sword and then pickpocketing it.&lt;br /&gt;
* The greatest challenge in defeating Umbra lies within her healing ability: damage has to be done as rapidly as possible so that she does not just heal herself in between your attacks.&lt;br /&gt;
*Although the standard quest procedure would be to wait until you get the assignment from Clavicus Vile, then go after Umbra, there are several good reasons to tackle Umbra much earlier in the game.  You can kill Umbra at any point, take the Umbra sword, which will be a zero-weight quest item, and keep it in your inventory until you want to do this quest.  The main disadvantage is that killing Umbra before the quest starts will count as assault and murder.  Some of the reasons to kill Umbra prematurely are:&lt;br /&gt;
** The sword and her armor are both very powerful; having them in your possession early in the game is a great advantage.&lt;br /&gt;
** It bypasses a serious [[#Bugs|glitch]] that occurs in unpatched versions of the game.&lt;br /&gt;
** You can complete the quest well before level 20, and avoid paying the 500 gold offering.  If you approach the Shrine at any time with Umbra already in your possession, you can trigger the entire end-of-quest dialogue and the quest will be marked as done.  Just be sure to talk to Ma'Raska first to make sure the quest updates properly.&lt;br /&gt;
** This is the only way to obtain a Daedric [[Oblivion:Artifacts|artifact]] for the [[Oblivion:Blood of the Daedra|Blood of the Daedra]] quest at level 1, and therefore it allows you to complete the [[Oblivion:Main Quest|Main Quest]] at level 1.&lt;br /&gt;
==Bugs==&lt;br /&gt;
*In non-patched versions of the game, there is a serious bug that causes the game to crash on exiting after you return Umbra to Clavicus Vile.  The easiest way to fix this is to install the [[Oblivion:Patch#Version_1.1.511|v.1.1.511 patch]].  This glitch only occurs on the PC and Xbox 360. After Clavicus Vile has asked you to give him the sword, the game will crash, whether you opt to return it to him or keep it for yourself.  The glitch is related to the dog statue that appears in your inventory after you receive the quest, through which the Hound of Clavicus Vile speaks to you and tries to convince you not to complete the quest.  If you do not want to install the patch, a few workarounds are:&lt;br /&gt;
**You can keep Umbra forever, and never return to talk to Clavicus Vile.  The quest will remain forever &amp;quot;active&amp;quot; in your journal.  Also, you will be unable to complete [[Oblivion:Hermaeus Mora|Hermaeus Mora]]'s quest.&lt;br /&gt;
**You can get Umbra before Clavicus Vile ever gives you the quest, and thus prevent the dog statue from ever appearing in your inventory.  Be sure to first talk to [[Oblivion:Ma'Raska|Ma'Raska]] at Clavicus Vile's shrine, causing the quest to update, telling you that you've found the sword and can speak to Clavicus Vile.  Talk to the shrine and the quest will be completed without any glitches.  Note that in this case killing Umbra counts as murder.  On the other hand, you do not have to pay the 500 gold offering. This way, you can also finish the quest before you even reached level 20&lt;br /&gt;
**Other workarounds are less reliable and require very good timing.  Return to Clavicus Vile's shrine with Umbra and the dog statuette and talk to Clavicus Vile.  As soon as he finishes talking you need to immediately fast travel somewhere else.  When the dog then starts to talk to you, open your journal.  The timing is critical; it must be as soon as the dog starts talking.  If you go to your menu too early, the game will crash when you exit; if you press it too late the game will already be frozen. It helps if you activate the game's subtitles, and activate your map as soon as they appear.&lt;br /&gt;
**Repeatedly fast traveling has also been reported to work: as soon as the screen loads, open your journal and fast-travel again.  Be sure to fast-travel to a location where you will not encounter enemies (so that you can fast-travel again immediately).  Fast-travel repeatedly until the notification area in the corner of the screen tells you that the Statuette of a Dog has been removed.  Note that if you attempt the repeated fast traveling method, there is still a possibility that the game will crash when you have traveled a certain number of times. &lt;br /&gt;
**The final possible workaround is to load an earlier saved game from before you started this quest, and retrieve the Umbra sword before speaking to Clavicus Vile.&lt;br /&gt;
&lt;br /&gt;
==Journal Entries==&lt;br /&gt;
{{Journal Entries&lt;br /&gt;
|10||One of Clavicus Vile's worshippers has told me that in order to summon the Daedra, an offering of 500 gold must be given to the statue. [You must be level 20 to begin this quest.]&lt;br /&gt;
|20||When I gave my offering at the Shrine of Clavicus Vile, the Daedra Lord told me about Umbra, and how he wishes me to return to him the Umbra Sword. I should start my search in Pell's Gate.&lt;br /&gt;
|30||Barbas, the Hound of Clavicus Vile, has spoken to me through the figurine that appeared in my pack. He tells me that returning the Umbra Sword to Clavicus Vile is a mistake, likely to cause great ruin to Vile's domain.&lt;br /&gt;
|40||I've been told that Umbra was once a resident of Pell's Gate, but now has left. Some claim to have seen her recently near the Vindasel Ruins.&lt;br /&gt;
|45||I have met the one called Umbra and been offered a choice: stay and fight, or leave in peace.&lt;br /&gt;
|47||I have chosen to leave Umbra in peace. I should return to the Shrine of Clavicus Vile and make my decision known to the Daedra Lord.&lt;br /&gt;
|50||I have retrieved the Umbra Sword.&lt;br /&gt;
|100|fin|Clavicus Vile appreciated my efforts. He has taken the Umbra Sword and rewarded me with the Masque of Clavicus Vile.&lt;br /&gt;
|105|fin|Clavicus Vile was not pleased that I elected not to return to him the Umbra Sword.&lt;br /&gt;
}}&lt;br /&gt;
{{OB Journal Entries Notes}}&lt;/div&gt;</summary>
		<author><name>Vesna</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Dragon&amp;diff=908074</id>
		<title>Skyrim talk:Dragon</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Dragon&amp;diff=908074"/>
		<updated>2012-03-15T09:37:40Z</updated>

		<summary type="html">&lt;p&gt;Vesna: Re: One-hit kill bite&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive Table&lt;br /&gt;
|Archive 1||Jun 2011 – Dec 2011&lt;br /&gt;
}}&lt;br /&gt;
== &amp;quot;Debate&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
What's the source on the dragons' ability to &amp;quot;debate&amp;quot;? I haven't read that anywhere and there's no citation. My name is Mike. {{uns|24.22.83.93|19:49, 7 June 2011}}&lt;br /&gt;
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: Uh... there are ''two'' references provided. That's what those little numbers signify. [[User:Legoless|Legoless]] 19:09, 7 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Sigh. Yes, thank you. You'll note that the word &amp;quot;debate&amp;quot; does not appear on the pages referenced. Why not try clicking on them and searching those documents for the word &amp;quot;debate&amp;quot;? {{uns|24.22.83.93|23:51, 7 June 2011}}&lt;br /&gt;
&lt;br /&gt;
:::&amp;quot;“Combat is debate to dragons,” Howard deadpans. Skyrim also doesn’t have a finite number of dragons, and some can appear as random encounters in the Radiant Story System, so keep a watch on the skies as you explore Skyrim.&amp;quot; straight from source one.  &amp;quot;6. For a dragon, combat is debate. When it’s breathing fire at you, it’s talking at you in power-words, or Shouts. Your part in the discussion is to Shout back…&amp;quot; and thats from source 2 ([[User:Eddie the head|Eddie the head]] 22:59, 7 June 2011 (UTC))&lt;br /&gt;
&lt;br /&gt;
:::: Thanks Eddie. As you can see, the word debate is quoted directly from Todd Howard. You must have missed it. [[User:Legoless|Legoless]] 23:02, 7 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: One of the load screens calls a fight between dragons a &amp;quot;Deadly debate&amp;quot; [[Special:Contributions/174.114.210.201|174.114.210.201]] 16:23, 26 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: Parthurnaax states that dragons will 'debate' until one recognizes the power of the others Thu'um, as witnessed with Odahviing at the end of the main quest chain where he &amp;quot;Accepts the power of the Dragonborns Thu'um&amp;quot; and gives the PC free reign to summon him. Its also seen when the leader of the greybeards asks to feel the force of your Thu'um or even when the Greybeards themselves ask to feel the dragonborns Thu'um.[[User:Chronic|Chronic]] 03:16, 22 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Can You Summon Dragons? ==&lt;br /&gt;
&lt;br /&gt;
I was watching an interview with todd howard and he mentioned using dragon shouts to summom friendly dragons.can anyone please confirm this or add more info?Thanks! {{uns|Dragon Born|15:08, 9 June 2011}}&lt;br /&gt;
&lt;br /&gt;
: I've never heard of that. Do you have a link? If cited, we should definitely add it to the article. --[[User:Legoless|Legoless]] 14:24, 9 June 2011 (UTC)&lt;br /&gt;
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::yes i saw that too im not too sure but he did say it ([[User:Eddie the head|Eddie the head]] 23:46, 9 June 2011 (UTC))&lt;br /&gt;
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::: Sorry to say I lost the link but if anyone has one or I find it again I will definatly post it!```` {{uns|Dragon Born|00:14, 11 June 2011}}&lt;br /&gt;
&lt;br /&gt;
yes you can summon dragons, although it is later on in the game, (Game Director, NOV 07)&lt;br /&gt;
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:well i known ive seen it mentioned somewhere you can summmon them with a shout and its even mentioned on Wikipedia's [http://en.wikipedia.org/wiki/Skyrim page] on skyrim that you can summon them. ([[User:Eddie the head|Eddie the head]] 06:59, 11 June 2011 (UTC))&lt;br /&gt;
&lt;br /&gt;
I heard that you can call a friendly dragon to your aid as one of your dragon shouts.&lt;br /&gt;
&lt;br /&gt;
: From a game informer article &amp;quot;And while they’re cagey about the details, Bethesda says that one shout will let a player summon an actual dragon, calling him by name to fight.&amp;quot; heres the link http://www.gameinformer.com/b/features/archive/2011/01/20/skyrim-s-dragon-shouts.aspx?PostPageIndex=3 so you can summon dragons ([[User:Eddie the head|Eddie the head]] 08:32, 11 July 2011 (UTC))&lt;br /&gt;
&lt;br /&gt;
Yes you can summon a dragon with a shout but it is only one dragon Odahviing and all the words of power(od-ah-viing) are learned from the quest THE FALLEN in the main quest line. But he will not assist you in combat until you have killed alduin.This link has all the shouts and where you get them http://www.uesp.net/wiki/Skyrim:Shout some need you to have started a certain quest to get in the dungeon or area.((USER:firepower746))21:33, 08 January 2012))&lt;br /&gt;
&lt;br /&gt;
== Character related to Septims ==&lt;br /&gt;
Wasn't Martin from Oblivion a &amp;quot;Dragonborn&amp;quot; and if so wouldn't that mean that the character from skyrim is related to Martin and Emperor Uriel? [[User:RIM|RIM]] 16:33, 10 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Not necessarily, you see they could be. Very distantly, but at one point there were many 'Dragon born' bloodlines. This means that, possibly, but not necessarily at some point they were from the same 'gene pool'. Although the ultimate answer to this is they are from the same 'gene pool' because of the simple fact that they are dragon borns. Although on the flip side, '''was''' Martin? I can't think on anything stating that he was or wasn't. So I shall presume he wasn't because something like that, especially in light of [Skyrim:Skyrim|]], that it would have been noted and referanced. --&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; 16:39, 10 September 2011 (UTC)&lt;br /&gt;
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::Ok. I was just kind of thinking how a Khajiit or Argonian was a Dragonborn. In Oblivion, when you take Martin to Cloud Ruler Temple the blades say &amp;quot;hail Martin Septim, hail Dragonborn! Hail!&amp;quot; Too bad martin never learned how to use dragonshouts... [[User:RIM|RIM]] 16:51, 10 September 2011 (UTC)&lt;br /&gt;
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:::He could be then, which would indeed make them related, albeit extremely distantly. If it works the way I think it does. --&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; 16:57, 10 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: {{ec}} In that instance, &amp;quot;Dragonborn&amp;quot; means &amp;quot;of Septim blood&amp;quot;, nothing necessarily to do with actually being a dragonborn. --[[User:Legoless|Legoless]] 16:58, 10 September 2011 (UTC)&lt;br /&gt;
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:::::Ahhh, in that instance, i'm just plainly confused ahh well. Maybe someone can extract some sense. Thanks, so the Septims are descendants rather than 'true' Dragonborns? --&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; 17:13, 10 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::::I think that I read somewhere (I.E. somewhere in game or on a page here, I'm not 100% sure) that all all of the races were descended from elves, which could point towards a direct link (albeit a wide link) to any of the Septims (I.E. Great Grand Uncle Thirteen times removed)... however the setting for Skyrim follows the events of Oblivion by numerous (hundreds... not sure on exact number) years, so I doubt there's any chance we'll truly find out unless the game leads us there with a strange notification, or obscure quest.  Another thing to consider though, is that the hero is called Dahovakin, which TRANSLATES to dragonborn, but could imply that it's not the same (explain how &amp;quot;So&amp;quot; and &amp;quot;Sew&amp;quot; are different words to a non-English speaker. (Also, after that paragraph, shouldn't a discussion like this be on the Dahovakin/Dragonborn page, not neccicarily on the Dragon page?) --ArcHorizon (19:44, 22 November, 2011)&lt;br /&gt;
&lt;br /&gt;
{{od}}the in game book &amp;quot;the book of dragonborn&amp;quot; mentions that the septims ARE actually dragonborn.[[Special:Contributions/71.205.83.14|71.205.83.14]] 00:47, 19 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Being Dragonborn is a gift from Akatosh. It is not necessarily carried in the blood. It is stated so in the game.&lt;br /&gt;
&lt;br /&gt;
:::: Did anyone else notice that Talos is a nord and Martin is an imperial? Diluted blood aside, in reference to Martin being a 'dragonborn' for him it is just being of Septim blood, seeing as when asked, Delphine will say there hasn't been a dragonborn in well forever, long before Martin was born (If I matched up the timeline between Oblivion and Skyrim correctly). What really makes Delphine believe in the dragonborn is she witnesses him/her absorb a dragon soul which Martin hadn't had the chance to as the only dragon that appears in Oblivion (Without mods) is Akatosh.[[User:Chronic|Chronic]] 03:31, 22 January 2012 (UTC)&lt;br /&gt;
:::::If I remember correctly, ''all'' members of the Septim bloodline were inherently dragonborn: they just didn't have the opportunity to show it, since the dragons were all long-dead before Tiber Septim (Talos) even became Emperor of Tamriel. This leads me to believe that being dragon born is both an inherited and a random trait, since there have been dragonborn unrelated to the Septims, while not being a part of dragonborn bloodlines. Whether or not the player in Skyrim is a dragonborn by bloodline or by a gift of Akatosh is debatable, but the former is much more doubtable. --[[User:Lee 95|Lee 95]] 05:28, 26 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Akaviri? ==&lt;br /&gt;
&lt;br /&gt;
Has there been any confirmation on whether or not Skyrim's dragons are Akaviri in origin? If so, Tosh Raka would be implied to be Alduin/Akatosh, and the rest of the dragons would be implied to be Ka Po Tun who have successfully turned into dragons and are invading Tamriel, as described in ''Mysterious Akavir''. I believe I remember hearing a few times that Skyrim's dragons were Akaviri, but does anyone have a source on this? {{uns|71.63.163.149|19:42, 20 October 2011}}&lt;br /&gt;
:The central theme of Skyrim's Main Quest is uncovering the mysteries behind the dragons.  Given that Bethesda has effectively embargoed all Main Quest information, I'd say there is zero chance of getting any non-speculative answers to your questions until after the game is released.  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 05:49, 21 October 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Since no one else has addressed this I felt I might as well. The dragons are not directly related to the Akaviri, as in there is no direct relationship reference during the main quest or subsequent information that can be found. and unfortunately (Despite how cool the lore makes them sound) No Ka'Po'Tun other than Tosh Raka has been able to transform into a dragon (According to lore).[[User:Chronic|Chronic]] 09:00, 22 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Stopping Alduin from resurrecting another dragon ==&lt;br /&gt;
&lt;br /&gt;
There are 4 states to a Dragon Mound Resurrection.&lt;br /&gt;
1.)Dormant-Each Dragon Mound opens in response to a Main Quest Objective&lt;br /&gt;
2.)Deserted-A gaping hole in the ground indicates that Alduin has already resurrected this dragon and it has flown away.&lt;br /&gt;
3.)Awakened-The Dragon remains at the Dragon Mound, gathering it's strength and waiting for a chance to strike.&lt;br /&gt;
4.)If you are lucky, you catch Alduin resurrecting a dragon at this state. If you try to attack him, (he can't be harmed) he will fly up, roar as if mocking you and leave, but the dragon will still be resurrected, if you leave and come back it will probably be a state 3 mound (awakened)&lt;br /&gt;
&lt;br /&gt;
I was playing tonight and came across Alduin attempting to resurrect another dragon from a burial site much like the one in the mission at the beginning of the game. So I just watched for a few minutes, waiting for the other dragon to come up so I could kill it and it was taking I while so I shot Alduin with my bow and he just flew away, leaving the burial site with a pillar of something going up to the sky, but no resurrected dragon. Whenever I step on the burial site, something talks to me but I can't understand what it's saying. This happen to anybody else?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Yeah, just happened to me as well. That swirling magic pillar is still there, but Alduin (I guess, didn't see a name) took off. &lt;br /&gt;
I'll try leaving and coming back to see if the pillar's still there.&lt;br /&gt;
[[User:Speltz|Speltz]] 07:39, 24 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Alright, walked aways away until the pillar was out of sight, and then Vuljotnaak attacked, so killed him and went back to the mound. No pillar, so I guess the summoning still happened.&lt;br /&gt;
[[User:Speltz|Speltz]] 07:49, 24 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Happened to me just now... Will Alduin return to finish the resurrection, or should I have let him finish it in the first place to get the soul?&lt;br /&gt;
P.S. I think the name of the dragon we stopped from being resurrected was Vuljotnaak. I read about it on a wikia and the description fit the profile. Did the rest of you guys have the encounter after starting Diplomatic Immunity and before Alduin's Wall?&lt;br /&gt;
:I just ran into this encounter. Southwest of Sleeping Tree Camp. Interrupted Alduin trying to raise a dragon, left and shortly after encountered Vuljotnaak. I had just started Diplomatic Immunity.[[Special:Contributions/107.10.210.65|107.10.210.65]] 04:59, 8 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Also happened to me outside of rorikstead with the dragon nahagliiv, shot alduin with a bow and he ran off, although when i came back after fast traveling the dragon was flying around, had started alduin's bane.&lt;br /&gt;
&lt;br /&gt;
== Is dragon fire &amp;quot;magic&amp;quot;? ==&lt;br /&gt;
&lt;br /&gt;
Is dragon fire/frost considered magic for the purposes of [[Skyrim:Resist Magic|Resist Magic]] spells/potions/enchantments, or is its nature as a shout reflected in game mechanics? For that matter, is Resist Magic technically a resistance to magic or a resistance to elemental damage? --[[Special:Contributions/76.166.187.131|76.166.187.131]] 12:10, 2 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm not sure about general Magic Resistance,  but Resist Fire and Resist Frost *do* affect the Dragon's breath attacks.  I always wear the appropriate protection when fighting a dragon, since I'm a mage who can't take much damage.  [[Special:Contributions/209.66.120.3|209.66.120.3]] 18:31, 2 December 2011 (UTC)&lt;br /&gt;
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Yes, it is. Whereas our &amp;quot;Shouts&amp;quot; are not technically &amp;quot;Magic&amp;quot; (They do not take up Magicka), I've found that using Lightning spells on a Dragon will eventually prevent it from using the Shout anymore, for a time. I've crippled dozens of dragons by using this technique. It shows through by the Dragon breathing in and speaking (&amp;quot;Dragon: Fos...&amp;quot;) but it does not breath any attack. In fact, the game tries several times before making the Dragon flee. 4:49 AM, 14 Dec, 2011 (UTC)&lt;br /&gt;
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:Dragon shouts are definitely magic. I've completely negated regular dragon / blood dragon fire and frost breath with steadfast ward on more than one occasion. By the way, that's probably the best spell EVER when it comes to fighting dragons. Especially the ones that like to fly over your head, shoot off quick shouts, and then fly away.  Seriously. I'm pretty sure player shouts are magical in nature too, but not all of them (for example, the ones that deal direct elemental damage seem to do reduced damage to some creatures and hostile NPCs). I swear to you that an adept mage actually blocked a level one unrelenting force shout with a ward spell &amp;gt;.&amp;lt; it was kind of annoying, really. --[[User:Zmedaris|Zmedaris]] 18:10, 31 December 2011 (UTC)&lt;br /&gt;
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:: Dragon breath is also affected by the Block perk, I'm not entirely sure why as often the entire character is engulfed, but I definitely noted a reduction in damage while block a breath attack versus just standing in it.[[User:Chronic|Chronic]] 03:36, 22 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Respawn rate? ==&lt;br /&gt;
&lt;br /&gt;
Seems to be an important piece of information we're missing, not just for dragons but for all dungeons/containers, etc. I tried to test how long it would take for the dragon to respawn at Eldersblood Peak after I defeated it I quick-traveled to Morthal and waited, first 1 day, then back to the Peak to see if there was a dragon. I waited up to 10 days and still no dragon, however the corpse of a cow and the frost trolls were still there, although they had been there since the first time I visited the Peak. I actually thought the cow was a permanent non-respawning corpse just put there for aesthetics (which it still might be, I haven't checked, but most likely not since the trolls are still there). So this makes me wonder how long does it actually take for the dragon to respawn and for the corpses to reset? Perhaps my constant quick-traveling and reloading messed with the respawn times, but the fact that the cow and troll corpses are still there is strange seeing as how they died the first time I came to the Peak, after which I continued playing the game legitimately and only when I came back a 2nd time to test the respawn rate was the dragon there but also the corpses. Also I didn't keep track of how long it was between my first and 2nd visit, but I can assume it was far more than 10 days. [[User:Ghost Host|Ghost Host]] 18:40, 11 December 2011 (UTC)&lt;br /&gt;
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:I've found that some dragon shrines have their dragons respawn rather quickly where as others (including the one your talking about with the cow and frost troll corpses) haven't had the dragon respawn at all since killing them. Possibly a bug with a certain shrines or some shrines have an usually high respawn timer. I haven't really gone out of my way to narrow down the exact times but I know that shrines that I visited rather early in by 200 hours of play time still have never had their dragons respawn where as others I've visited more than twice and killed dragons there each time. I'm only really noticing now that I've been going out of my way to get the last few dragon souls I need to have all words for all shouts. Just 1 more required, I wish I wouldn't keep getting dragons that don't burn up and release their souls though :( --[[User:Lyco499|&amp;lt;font color=&amp;quot;Green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;'''Lyco499'''&amp;lt;/font&amp;gt;]] ([[User talk:Lyco499|&amp;lt;font color=&amp;quot;Blue&amp;quot; size=&amp;quot;1&amp;quot;&amp;gt;talk&amp;lt;/font&amp;gt;]]) 21:28, 12 December 2011 (UTC)&lt;br /&gt;
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::It might not even be a bug, but meant to be that way. Just imagine if you could easily run around to all of the dragon lairs, kill them all, and then restart back at the first one you started at. If every dragon respawned, let alone quickly respawned, it would be way too easy to rack up enough souls to unlock every shout in the game early on.&lt;br /&gt;
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If you are talking about Eldersblood Peak, I have once fast traveled there to kill a bounty dragon, fast travel back to Morthal to turn in the quest, and then fast travel back to collect some loots, only to fight another dragon. The previous dragon's skeleton was still there. [[Special:Contributions/67.233.64.177|67.233.64.177]] 01:55, 28 January 2012 (UTC)&lt;br /&gt;
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== Preventing a Dragon's Attack / Battle Strategy ==&lt;br /&gt;
&lt;br /&gt;
For any newer players I thought I'd relay this helpful information. When a Dragon is about to breath the attack and is still in midair (Hovering, not fly-by), you can prevent the attack by using Unrelenting Force against it, but it must be timed right. Using it prior to the actual attack (Even on Level 3) merely makes the Dragon wobble, letting it attack once more when it recovers. You must use the Unrelenting Force when it is breathing in, so that your attack strikes as soon as its attack starts. Otherwise you will be enduring the two seconds of intense Fire / Frost damage. In addition, when the Dragon is on the ground and beginning to strike with either biting or more Shouts, you can prevent it by raising up a shield / weapon and bashing it. You don't need any special perks in your Blocking skill to do so. Merely bash and it staggers the Dragon back and down a step, allowing more attacks on your part to be finished. Really handy for those Mages who don't have to much health or armor.&lt;br /&gt;
&lt;br /&gt;
Additionally, I'd like to add that enchanting armor / clothing with &amp;quot;Resist Fire / Frost / Magic&amp;quot; does in fact negate damage done to the player. For all intensive purposes, their &amp;quot;Shout&amp;quot; is really more of a &amp;quot;Spell&amp;quot;, made apparent by the fact &amp;quot;Resist ---&amp;quot; has effect and by the fact that you can drain the Dragon's &amp;quot;Shout&amp;quot; via Lightning (Which damages Magicka as well).&lt;br /&gt;
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By utilizing both of these ideas together, you can actually render most Dragon attacks completely useless. To demonstrate, I personally have a character with Level 100 Heavy Armor and Level 100 Enchanting. By making an entire suit of armor (Including Shield, Amulet, and Ring) that has &amp;quot;Resist Fire / Frost / Magic&amp;quot; and having my Perks maxed out on the Heavy Armor, I can survive an Ancient Dragon's attacks on Master Difficulty without taking more than 15 - 20 damage per Bite / Slam (Depending on which side I'm on) and literally zero damage per Shout. Just watch out for Instant Kills, where the Dragon bites, shakes, and throws you. Nothing stops that, at least on Master. 5:01 AM 14 December, 2011 (CST)&lt;br /&gt;
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Err, provided the dragon you're fighting isn't too powerful for your spell, a ward spell tends to work very well at blocking dragon shouts. Not just from dragons, but from Draugr as well. To give an example, at level 49, I could block &amp;quot;normal&amp;quot; (the continuous fire/frost) dragon breath shouts from Ancient Dragons using Spellbreaker, which gives a 50 point ward. --[[User:Lee 95|Lee 95]] 05:19, 26 January 2012 (UTC)&lt;br /&gt;
:&amp;quot;intents and purposes&amp;quot;, not &amp;quot;intensive purposes&amp;quot; --[[User:Timrem|timrem]] 15:35, 4 February 2012 (UTC)&lt;br /&gt;
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== Flame Dragon ==&lt;br /&gt;
&lt;br /&gt;
Is there really a Flame Dragon? Because no one I've spoken to has ever seen one. And together we should have a few hundered hours of game time. --[[User:Killfetzer|Killfetzer]] 13:26, 14 December 2011 (UTC)&lt;br /&gt;
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:normal dragons should be the flame ones, they dont have it in their name ([[user:Eddie the head|Eddie The Head]] 13:32, 14 December 2011 (UTC))&lt;br /&gt;
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I mean the Flame Dragon listed on this page as counterpart to the Frost Dragon. If this is really a normal dragon this line should be deleted. --[[User:Killfetzer|Killfetzer]] 13:36, 14 December 2011 (UTC)&lt;br /&gt;
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:Dragons by default in mythology are known to breath fire, and therefore having a &amp;quot;Flame Dragon&amp;quot; is technically redundant. To differentiate between the standard (Normal) and the newer idea of a &amp;quot;Frost Dragon&amp;quot;, the name was given to the latter without recognizing the prior. In other words, yes the &amp;quot;Flame&amp;quot; Dragon is the Normal Dragon, with emphasis on the &amp;quot;Frost&amp;quot; variant. This should stay open, for anyone else who may wonder the same issue. 4:17 PM, 14 December, 2011 (CST).&lt;br /&gt;
&lt;br /&gt;
::I've seen 2 Flame Dragons on my 360. However they were on different files and were after having seen dozens of Frost Dragons. I'm wondering if theres an issue with their spawn coding (sorta like a reverse of the Cliff-Racer issue from Morrowind) where they don't spawn as often as they're supposed to. But they DO exist just are about a common as finding a Mudcrab holding a flawless Diamond. [[User:Lord Eydvar|Lord Eydvar]] 05:16, 17 December 2011 (UTC)&lt;br /&gt;
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::: Flame Dragons are in-game and they are reddish. I had friends confusing them to be Ancient Dragons though. I know this because they keep saying they Killed an Ancient Dragon ate level 34-42, and if you know anything about the Elder Scrolls Spawn System then you'll known that's impossible because Ancients are level 50. I've mod a few ES games and from my guesses, the lowest level possible to find an Ancient would be level 48.. So.. I say Flame Dragons are in-game but people just keeps getting them mix up with Ancients so much.&lt;br /&gt;
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Strange. I'm at around 100 dragons so far and level 51 and still havn't encountered a single Flame Dragon. I have all word walls so I can pretty much rule out only static spawn points. Maybe Flame Dragons have some issue with their attack rating and are often the dragons that won't attack. Btw. you can encounter Ancient Dragons at least with level 45/46. This was the level when I encounterd my first (and its name was really Ancient Dragon, not Flame Dragon). --&lt;br /&gt;
[[User:Killfetzer|Killfetzer]] 10:21, 2 January 2012 (UTC)&lt;br /&gt;
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Level 42, encounted my first ancient dragon. So it's possible. &lt;br /&gt;
- 1/7/11&lt;br /&gt;
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: The Flame Dragons are the ones we see in the loading screen, I guess? Red with pale blue wings? I'm pretty sure I've never seen one in game (and I've probably slain 150 of them, at least) [[Special:Contributions/82.243.194.53|82.243.194.53]] 17:22, 5 January 2012 (UTC)&lt;br /&gt;
::Just wanted to correct the leveling comment Ancient Dragons begin being added to the pool for what dragons you'll see at about level 25-30. Just until later levels you will rarely see them and when you do watch out. I found one at level 31 and fought and killed it and double checked the remains and it indeed said Ancient Dragon. The Level listed is not the level you can see them at but the level equivalent they are. So an Ancient Dragon is a Level 50 creature. Not they won't show till level 50. [[User:Lord Eydvar|Lord Eydvar]] 05:42, 8 January 2012 (UTC)&lt;br /&gt;
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The official strategy guide says nothing about the level 30 Flame dragon that is listed here http://www.uesp.net/wiki/Skyrim:Dragon I have put in over 200 hours into this game and have never seen one...  I don't know where this assumption came from but I have seen no proof of a Flame Dragon.  Also there is no picture located in the table and the stats are just copied from the Frost Dragon row.  And the Red dragon in the loading screen with the pale blue wings is Odahviing (read the caption).&lt;br /&gt;
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:From what I can tell from the game data, it's just called a &amp;quot;Dragon&amp;quot; there, as has been mentioned previously, though there are numerous references to &amp;quot;fire&amp;quot; scattered throughout various parts of the dragon data. My suggestion at this point would be to wait for the Creation Kit to come out before we make any final decisions, but to leave the data there in the meantime, since numerous people have confirmed seeing them. &amp;lt;span style=&amp;quot;white-space:nowrap; font-variant:small-caps; line-height:0;&amp;quot;&amp;gt;&amp;amp;ndash; [[User:RobinHood70|'''Robin Hood''']]&amp;lt;span style=&amp;quot;font-size:18pt;&amp;quot;&amp;gt;&amp;amp;#x219D;&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;vertical-align:super&amp;quot;&amp;gt;'''talk'''&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 23:51, 29 January 2012 (UTC)&lt;br /&gt;
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::Just for the record, for the anonymous contributor who keeps trying to erase the Flame Dragon, you're absolutely right, there's nothing in the game data called a &amp;quot;Flame Dragon&amp;quot;. One of the posters near the top of this section discussed that. Nevertheless, some people appear to have seen ''some'' kind of dragon that matches the description given for a Flame Dragon. It's quite possible that this will match up to some kind of dragon later on once we see what's what in the Construction Kit, so for now, I'm suggesting we leave it in using the name &amp;quot;Flame Dragon&amp;quot;, since it's far more concise than &amp;quot;Some dragon people have seen, but we haven't identified what it is yet&amp;quot;. When we figure out what's going on here, we can change the name, delete it, or whatever else is appropriate. Right now, though, the tools to investigate this problem as thoroughly as we should just aren't there. Hopefully, the CK will solve that problem in the next week or two. &amp;lt;span style=&amp;quot;white-space:nowrap; font-variant:small-caps; line-height:0;&amp;quot;&amp;gt;&amp;amp;ndash; [[User:RobinHood70|'''Robin Hood''']]&amp;lt;span style=&amp;quot;font-size:18pt;&amp;quot;&amp;gt;&amp;amp;#x219D;&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;vertical-align:super&amp;quot;&amp;gt;'''talk'''&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 00:23, 31 January 2012 (UTC)&lt;br /&gt;
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:::Now that CK is out, I think we have the right answer for this. I check the data and there is no Dragon under the name Flame Dragon at all. The Flame Dragon section in the page should be removed.[[Special:Contributions/117.5.243.113|117.5.243.113]] 08:24, 14 February 2012 (UTC)&lt;br /&gt;
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::::Thanks, I've been trying to come back to this and just not finding the time. The one question I have now that the CK is out is: what ''were'' people seeing? We knew that &amp;quot;Flame Dragon&amp;quot; was a made up name for some kind of fire-breathing dragon that didn't seem to fit the existing descriptions, so it might be useful to look up the fire-breathing effect and track down which dragons it applies to. Several of the other dragons can also be removed, I think. &amp;lt;span style=&amp;quot;white-space:nowrap; font-variant:small-caps; line-height:0;&amp;quot;&amp;gt;&amp;amp;ndash; [[User:RobinHood70|'''Robin Hood''']]&amp;lt;span style=&amp;quot;font-size:18pt;&amp;quot;&amp;gt;&amp;amp;#x219D;&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;vertical-align:super&amp;quot;&amp;gt;'''talk'''&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 10:05, 14 February 2012 (UTC)&lt;br /&gt;
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:::::Thanks to everyone who've been debating this, I'm the one who added the generic flame dragon entry to the table back well before CK was out. I still know I've seen something that seems to be a leveled counterpart to the Frost Dragon. Saw one just this afternoon, but I'm on an Xbox without internet most of the time so can't like film it or whatnot. I checked the corpse after fighting it and it just said Dragon but it was definitely NOT a &amp;quot;starter&amp;quot; dragon. Did way more damage and took as much damage as a frost dragon to kill. Which makes sense seeing as all the other types of dragons have a frost and fire version. So I'm hoping someone on PC can check and get back to us if there is another dragon just called Dragon that's the Fire parallel to the Frost Dragon. [[User:Lord Eydvar|Lord Eydvar]] 08:04, 15 February 2012 (UTC)&lt;br /&gt;
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::::::I'll look into it more tomorrow. Knowing that it's just called &amp;quot;Dragon&amp;quot; helps, since that rules out all other dragons. I cross-referenced the dragon skills for fire breathing dragons quickly earlier today and came back with something like 30 or 40 entries (which makes me wonder how big this page is going to get!), so narrowing it down is ''a good thing''. &amp;lt;span style=&amp;quot;white-space:nowrap; font-variant:small-caps; line-height:0;&amp;quot;&amp;gt;&amp;amp;ndash; [[User:RobinHood70|'''Robin Hood''']]&amp;lt;span style=&amp;quot;font-size:18pt;&amp;quot;&amp;gt;&amp;amp;#x219D;&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;vertical-align:super&amp;quot;&amp;gt;'''talk'''&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 09:16, 15 February 2012 (UTC)&lt;br /&gt;
:::::::Yeah just said Dragon but wasn't quite the same coloration as the starter ones. I'm colorblind a bit so can't be positive but it did indeed look reddish. [[User:Lord Eydvar|Lord Eydvar]] 17:31, 15 February 2012 (UTC)&lt;br /&gt;
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=== Edit Break ===&lt;br /&gt;
{{od}} Let me preface this by saying that following dragons through the CK is akin to following a random strand of spaghetti in a plateful, so take anything I say below with a grain of salt. :-/ Just for my own sanity, this table is organized based on which model is used as a base for each of the other models, with the first one being the default dragon used as a model for virtually every dragon in the game. I've also included a little CK info for anybody else who wants to look into this. Okay, so off we go...looking at ''just'' those named &amp;quot;Dragon&amp;quot; who breathe fire, we have:&lt;br /&gt;
{| class=&amp;quot;wikitable compress vtop&amp;quot;&lt;br /&gt;
! EDID !! Appearance !! Stats !! Known Locations*&lt;br /&gt;
|-&lt;br /&gt;
| EncDragon01Fire&lt;br /&gt;
| Default (DragonFXOutfit)&lt;br /&gt;
| Default&lt;br /&gt;
| [[Skyrim:Bleak Falls Barrow|Bleak Falls Barrow]], Wilderness between BFB and [[Skyrim:Fort Greymoor|Fort Greymoor]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left:1em&amp;quot; | EncDragon01FireNoScript&lt;br /&gt;
| Default&lt;br /&gt;
| Default&lt;br /&gt;
| Two different levelled lists (MQ104LCharDragon, LCharDragonAny).&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left:1em&amp;quot; | MQ306DragonA&lt;br /&gt;
| Default&lt;br /&gt;
| Default&lt;br /&gt;
| [[Skyrim:Throat of the World|Throat of the World]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left:1em&amp;quot; | EncDragonSnow&lt;br /&gt;
| Grey/blue (DragonFrostSkinOutfit)&lt;br /&gt;
| Default&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left:2em&amp;quot; | EncDragonSnowNoScript&lt;br /&gt;
| Grey/blue (DragonFrostSkinOutfit)&lt;br /&gt;
| Default&lt;br /&gt;
| [[Skyrim:Throat of the World|Throat of the World]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left:2em&amp;quot; | MQ306DragonB&lt;br /&gt;
| Grey/blue (DragonFrostSkinOutfit)&lt;br /&gt;
| Default&lt;br /&gt;
| [[Skyrim:Throat of the World|Throat of the World]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left:1em&amp;quot; | EncDragonTundra&lt;br /&gt;
| Red (DragonTundraSkinOutfit)&lt;br /&gt;
| Default&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left:2em&amp;quot; | dunSkuldafnDragonDraugrTundra&lt;br /&gt;
| Red (DragonTundraSkinOutfit)&lt;br /&gt;
| Default&lt;br /&gt;
| Wilderness ESE of [[Skyrim:Kagrenzel|Kagrenzel]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left:2em&amp;quot; | MQ306DragonC&lt;br /&gt;
| Red (DragonTundraSkinOutfit)&lt;br /&gt;
| Default&lt;br /&gt;
| [[Skyrim:Throat of the World|Throat of the World]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left:1em&amp;quot; | MQ206Dragon&lt;br /&gt;
| Default&lt;br /&gt;
| Default&lt;br /&gt;
| [[Skyrim:Throat of the World|Throat of the World]] &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left:2em&amp;quot; | MQ206Dragon2&lt;br /&gt;
| Green (DragonGreenSkinOutfit)&lt;br /&gt;
| Default&lt;br /&gt;
| [[Skyrim:Throat of the World|Throat of the World]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left:2em&amp;quot; | MQ206Dragon3&lt;br /&gt;
| Red (DragonTundraSkinOutfit)&lt;br /&gt;
| Default&lt;br /&gt;
| [[Skyrim:Throat of the World|Throat of the World]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left:2em&amp;quot; | MQ206Dragon4&lt;br /&gt;
| Default&lt;br /&gt;
| Default&lt;br /&gt;
| [[Skyrim:Throat of the World|Throat of the World]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left:1em&amp;quot; | BleakFallsDragon&lt;br /&gt;
| Default&lt;br /&gt;
| Stronger in most ways but fewer hit points&lt;br /&gt;
| [[Skyrim:Bleak Falls Barrow|Bleak Falls Barrow]]&lt;br /&gt;
|-&lt;br /&gt;
| dunSkuldafnDragonDraugr&lt;br /&gt;
| colspan=3 align=center | Does not appear to be used in-game.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Note that &amp;quot;Known Locations&amp;quot; may not match actual appearances in the game - this is just a quick check of the CK data. (Needs to be filled in more - probably missing a bunch.)&lt;br /&gt;
&lt;br /&gt;
I'll want to double-check this for accuracy later, but as far as I can tell, there's nothing named &amp;quot;Dragon&amp;quot; that is also red, ''and'' has higher than the default, level 10 stats. But you most certainly ''can'' have seen a reddish coloured dragon named simply &amp;quot;Dragon&amp;quot;. Perhaps when I go through this again, something else will turn up, but I need a break right now - this makes my head hurt! Now that I've got a basic chart, it should be easier to go through next time, though.&lt;br /&gt;
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If you remember where you saw it, that might also aid in my research. &amp;lt;span style=&amp;quot;white-space:nowrap; font-variant:small-caps; line-height:0;&amp;quot;&amp;gt;&amp;amp;ndash; [[User:RobinHood70|'''Robin Hood''']]&amp;lt;span style=&amp;quot;font-size:18pt;&amp;quot;&amp;gt;&amp;amp;#x219D;&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;vertical-align:super&amp;quot;&amp;gt;'''talk'''&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 21:29, 15 February 2012 (UTC)&lt;br /&gt;
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:Okay, I filled in some locations. That's about the best I can do for now in terms of hypotheses. From everything I can tell, it's possible to have a dragon that looks like an Elder Dragon, but is named just &amp;quot;Dragon&amp;quot;, but I don't see any that are stronger than normal so far. If you have any further information, location being the biggie, please let me know. &amp;lt;span style=&amp;quot;white-space:nowrap; font-variant:small-caps; line-height:0;&amp;quot;&amp;gt;&amp;amp;ndash; [[User:RobinHood70|'''Robin Hood''']]&amp;lt;span style=&amp;quot;font-size:18pt;&amp;quot;&amp;gt;&amp;amp;#x219D;&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;vertical-align:super&amp;quot;&amp;gt;'''talk'''&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 23:39, 16 February 2012 (UTC)&lt;br /&gt;
::Yeah sorry all I can say was it was somewhere out on the border between Whiterun Hold and The Reach, up in that ridgeline over looking the river. [[User:Lord Eydvar|Lord Eydvar]] 06:07, 18 February 2012 (UTC)&lt;br /&gt;
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== After Defeating Alduin ==&lt;br /&gt;
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Hey can you encounter Dragons after you have finished the main story line??&lt;br /&gt;
Just like as any other moment of the main story line??&lt;br /&gt;
I ask this, because, well I haven't finished the main quest line and went to complete other quests, but now that I want to finish the game, I started to wonder if dragons would disappear after (Im guessing) I kill Alduin. And another question that comes with this idea is: Can you still play normally after you finish the main story line?&lt;br /&gt;
I ask this, because in the fallout games you couldn't so just came to my mind. Thank Y'all {{Unsigned|189.232.130.200|01:07, 15 December 2011 (UTC)}}&lt;br /&gt;
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:Dragons can still be found after completing the main quest. --[[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; 01:07, 15 December 2011 (UTC)&lt;br /&gt;
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::How about the amount? Does the amount of appearances decrease in any noticeable way? --[[User:Zmedaris|Zmedaris]] 18:00, 31 December 2011 (UTC)&lt;br /&gt;
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::: For me, dragon encounters went up significantly. If you are having trouble finding them I would suggest fast traveling to an open area or a city that doesn't require a load screen (Morthal, Dawnstar) I always seem to get a dragon there every time.[[User:Chronic|Chronic]] 03:20, 22 January 2012 (UTC)&lt;br /&gt;
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== Soulless Dragon bug ==&lt;br /&gt;
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The only time I've killed a dragon and failed to absorb its soul was when the dragon-slaying was for a bounty quest. Does anyone have a counter-example? --katkat42&lt;br /&gt;
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:I've failes twice to absorb a dragon soul. The first time the dragon just fell through the ground and I never got near engogh to trigger the sequence, so this doesn't count. The other time the dragon was killed without my assistance (it attacked a Forsworn camp and I saw its defeat from afar). From this corpse I've got a reproducable CTD when ever I got near engough to trigger the sequence. --[[User:Killfetzer|Killfetzer]] 21:12, 15 December 2011 (UTC)&lt;br /&gt;
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:The only time it happened to me was indeed a dragon slayed for a radiant AI quest. Seems like another bug in this system... --DD&lt;br /&gt;
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:I have encountered a lot of soulless Dragons. First I thought it was &amp;quot;fixed&amp;quot; Dragons at Shrines, i.e. Dragons I already killed previously, but this is not the matter, some of those rekills do give me their souls. Anyway since there are so many Dragons i do not bother too much. I am Lv 53 and all through the game i had at least 5 spare souls although I got all shouts but one. [[Special:Contributions/78.54.1.77|78.54.1.77]] 14:54, 23 December 2011 (UTC)&lt;br /&gt;
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:I also failed to absorb a dragon soul when I hit the Dragon with Soultrap. The Dragon resisted Soultrap and I did not get the soul afterwards. It was a common randomly-spawned Dragon, not a quest-based one. Moreover, the flesh didn´t dissipate, the whole corpse remained.&lt;br /&gt;
::Confirmed that Soul Trap can cause this bug. If the Soul Trap was resisted just before the dragon died, the dragon soul would not be absorbed. [[Special:Contributions/24.156.216.144|24.156.216.144]] 21:19, 22 February 2012 (UTC)&lt;br /&gt;
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i have the same problem. all i can remember is when i killed my first dragon a guard came up and wanted to arrest me as i absorbed the soul. is there a way to fix this {{unsigned|69.253.168.163 |8 January 2012}}&lt;br /&gt;
: This isn't a bug. Dragons are immune to SoulTrap because their souls can only be absorbed by Dragonborn. They also seem not to produce a soul if their level is much less than the Dragonborn's. My guess is that this is to prevent players from harvesting low-level dragon souls and avoid fighting higher-level dragons. [[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; 00:53, 8 January 2012 (UTC)&lt;br /&gt;
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From my experience, all randomly game-spawned dragons give souls; respawning dragons, however, like those in roosts like Mount Anthor or Bonestrewn Crest, only give souls the first time they're killed: every time they respawn and you kill them, they'll just die and ragdoll, keeping their skin. Nothing you can really do about it, but there are plenty of random dragon encounters to keep your soul count up. --[[User:Lee 95|Lee 95]] 05:15, 26 January 2012 (UTC)&lt;br /&gt;
:No, i think it's a bug. Every time I revisited Bonestrewn Crest and killed a dragon, it gave me its soul. The same applied for any other dragon lair.[[Special:Contributions/117.5.242.242|117.5.242.242]] 14:02, 22 February 2012 (UTC)&lt;br /&gt;
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== Dragon Encounters Post 1.3 ==&lt;br /&gt;
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Has anyone else had significantly less random dragon encounters since the recent patch? I'm on 360, completely the quest that activates them and have seen ONE dragon randomly since. I've walked to Solitude from Windhelm via Markarth, fast traveled etc and have not had a single encounter in hours of play. [[User:Lord Eydvar|Lord Eydvar]] 19:54, 22 December 2011 (UTC)&lt;br /&gt;
:Ok so found a fix for this on my version (360) I started a new game and then quit to the menu and reloaded my main game. 3min later random dragon shows up for the first time in 8hrs of play. Seen 3 more since so that seems to have corrected whatever glitch occurred. [[User:Lord Eydvar|Lord Eydvar]] 01:22, 23 December 2011 (UTC)&lt;br /&gt;
::Ok not sure it got fixed now... played for a couple more hours and after those 4 dragons back to back haven't seen one again. I just got done walking from Windhelm out to Nightgate Inn and up to Winterhold with a couple caves cleared on the way and no dragons at all. Pre 1.3 I couldn't exit a cave, building etc without seeing a dragon half the time. So no sure whats up. Might be 1.3 reduced dragon encounters or some such and its just doing it too much idk. Anyone else having this issue? [[User:Lord Eydvar|Lord Eydvar]] 02:35, 23 December 2011 (UTC)&lt;br /&gt;
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:::If you really want dragons, hang around the college of winterhold, me and all my mates have them spawn alot there, its really a hotspot for them. just watch out if your doing the introduction quest, a dragon attack will break the tour. ([[user:Eddie the head|Eddie The Head]] 14:58, 23 December 2011 (UTC))&lt;br /&gt;
:Yeah I was and still no dragons. Though they've come back suddenly after getting up through the beginning of the Elder Knowledge quest. Had 4 attack me on the way to Sky Haven Temple. [[User:Lord Eydvar|Lord Eydvar]] 18:15, 23 December 2011 (UTC)&lt;br /&gt;
::Ok so they seem to be back I'm thinking they've lowered the frequency that Dragons spawn as well as moved the block that prevents them from spawning during the Horn of Jurgen Windcaller to being removed later then at the end of that quest. Seemed to be removed after Diplomatic Immunity (Possibly to prevent dragon attacks inside the courtyard during the quest?) Since after that quest they began appearing again but still not at all as often as pre 1.3 [[User:Lord Eydvar|Lord Eydvar]] 00:52, 24 December 2011 (UTC)&lt;br /&gt;
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Okies so after having started a 2nd game to check if it was just a glitch. This game as well is not having random spawn dragons anywhere as often as pre 1.3. I don't care what Bethesda says they either intentionally or unintentionally reduced Random Dragon encounters. I been to all the places everyone seems to be always attacked at and nothing. Mound and Roost Dragons are spawning normally and so are quest dragons but I've been attacked once in the last 10hrs of play by a random dragon. Fast Travel, Wandering etc nothing causes them to occur often at all. Think it might be unintended effect of something in the patch relating to the dragon issues like the backwards flying etc. [[User:Lord Eydvar|Lord Eydvar]] 22:33, 29 December 2011 (UTC)&lt;br /&gt;
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Dragon encounters are COMPLETELY random and don't have much of a very dependable way of figuring when they'll appear. I have not patched my game, and I just got done beating my first dragon in a good 2 hours of straight gameplay. It's worthy to note that the FARTHER you get in the MAIN quest, the more dragons you are likely to encounter. I notice that every time I complete another quest in the main line, I almost always encounter another dragon soon afterwards. As I get deeper in the questline, I also notice that they get 'bolder' in their appearance spots. For example, at the beginning of the game I would only ever encounter dragons in wide open plains or high up on mountains. Now they'll occasionally appear in places like directly outside Whiterun, or in the middle of the cities that don't have separate cells (like Dawnstar). --[[User:Zmedaris|Zmedaris]] 17:58, 31 December 2011 (UTC)&lt;br /&gt;
:Yeah and see pre 1.3 that was what I got but now even in my game where I beat the main quest I only see dragons maybe once or twice in 10hrs of play. Pre 1.3 I got attacked when wandering, fast traveling etc. I've done things to test if its just a glitch but its consistent in new and old files and from what I've seen on other websites a lot of people have noticed this. I'm glad I'm not getting jumped in villages/cities as much since I don't have to worry about losing all my peoples but it gets hard to get shouts when you have 10 shouts and 1 dragon soul. [[User:Lord Eydvar|Lord Eydvar]] 17:49, 1 January 2012 (UTC)&lt;br /&gt;
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I wanted to say that I am relieved to have found this article, as I too am having a really hard time running into dragons lately. I have it on the PS3, however, and it's nice to know that it's not just my PS3 it seems. All of my friends who have it for 360 run into dragons rather frequently, even in cities, which is something I've never had occur in my gameplay. Now that I read this article, I would have to agree that it seems my dragons stopped appearing after getting patch 1.3. The ONLY time I run into dragons anymore is if I go to the Dragon Lairs, and even then I they often glitch up and do not give me their soul upon defeat. I have poured probably at least 50 or so hours since 1.3, and have not had a single random dragon attack. Is it because I am not advancing in the main story any, or is it a glitch? I've been focusing on the Thieves Guild, so I am only on the quest to recover the Horn of Jurgen Windcaller in the main storyline. [[Special:Contributions/97.82.152.117|97.82.152.117]] 19:15, 7 January 2012 (UTC)&lt;br /&gt;
::Well heads up because the quest actually disables Dragon Encounters till the end for some reason. It's to prevent conflicts with NPCs in Riverwood I believe. So that'd explain the complete lack of random dragons, I still get them just not anywhere as often as pre 1.3 and I still get the souls fine. [[User:Lord Eydvar|Lord Eydvar]] 05:35, 8 January 2012 (UTC)&lt;br /&gt;
Thanks for that suggestion, but I don't think it has worked. I went ahead and finished that quest after reading what you had said, but I am still not getting random dragon encounters, and I've put in about an hour or two of play upon completing that quest. Maybe I haven't played enough, or maybe it really is a glitch. Do you know of a way that I can contact Bethesda about this error? [[Special:Contributions/71.14.117.103|71.14.117.103]] 22:01, 22 January 2012 (UTC)&lt;br /&gt;
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== Swamp Dragon? ==&lt;br /&gt;
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I encountered a Swamp Dragon... I shot fire and poison at me. Can anyone else confirm their existence?&lt;br /&gt;
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:No such thing, have you downloaded some mod or something? [[User:Lord Eydvar|Lord Eydvar]] 04:32, 27 December 2011 (UTC)&lt;br /&gt;
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::Hmm... I have Tytanis, yet it's not listed on his page. It's probably it, since the other mods I have are irrelevant.&lt;br /&gt;
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:::Deadly Dragons actually implements several new kinds of dragons. It's probably not Tytanis, since I encountered a few Swampies myself, but never installed the mod.&lt;br /&gt;
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::::Actually there seems to be at least a model for a swamp dragon. At least I have found an model named SwampDragon. It appears in the loading screens. Maybe a swamp dragon was intended to be in the game and was later cut. --[[User:Killfetzer|Killfetzer]] 00:42, 30 January 2012 (UTC)&lt;br /&gt;
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Swamp dragons come along with the deadly dragons mod. If you have this mod and swamp dragon came as a surprise to you, perhaps reading the description of any mod you're about to take would be better ;)&lt;br /&gt;
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== Multiple dragons ==&lt;br /&gt;
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I just had a &amp;quot;nice&amp;quot; encounter after fast travelling to a &amp;quot;safe&amp;quot; place in the open field (bandit camp &amp;quot;Bandit's Gorge&amp;quot; I had cleared out a few in-game hours ago, just hopping back to Whiterun to sell and store some loot) when the dragon roar came. Looking around, I saw actually not one but three dragons hovering around the place. Only two of them were hostile (red dots) and only one of them actually attacked in the end (despite the fact that my two permanent Frost Atronachs I like to summon before fast travelling immediately attacked both, as did my Bulwark companion), but it was quite a scare in the beginning. Any info on whether actual multi dragon fights may occur? --[[User:Ulkomaalainen|Ulkomaalainen]] 00:49, 28 December 2011 (UTC)&lt;br /&gt;
:I've encountered a few such multi-dragon fights. Once two normal Dragons attacked me, another time a Frost and Fire Dragon were going at it fighting each other. A third time a Dragon attacked me and then another from a Dragon Lair joined in, but likely was not scripted to be two.--[[User:Bwross|Bwross]] 11:19, 28 December 2011 (UTC)&lt;br /&gt;
::Yeah before I stopped seeing random dragons almost at all I noticed that at higher levels you'll sometimes get 2 weaker dragons instead of 1 higher level one. I got a Frost/Regular Dragon duo attacking me in Falkreth once and got attacked by pairs a couple other times as well. [[User:Lord Eydvar|Lord Eydvar]] 16:47, 3 January 2012 (UTC)&lt;br /&gt;
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: Funny, I just got my first fight against two dragons a few hours ago. Blood and Ancient dragons, it was tough, but a cave bear took some damage for me. [[Special:Contributions/82.243.194.53|82.243.194.53]] 19:34, 5 January 2012 (UTC)&lt;br /&gt;
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== The 4 Living Dragons? ==&lt;br /&gt;
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I was reading a Lore Article earlier today on Dragons and it listed 4 dragons that were never killed.&lt;br /&gt;
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One was Mirmulnir, which is the first dragon you kill in Skyrim.&lt;br /&gt;
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The 2nd is Paarthurnax, which is one of the only friendly dragons you'll find.&lt;br /&gt;
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But I cannot find the other two that was listed, Ahbiilok and Nahfahlaar. Had anyone encountered these two yet or not? Or are they not in Skyrim? {{Uns|172.162.94.171|01:58, 28 December 2011}}&lt;br /&gt;
:Neither are in the game. The lore indicates the following:&lt;br /&gt;
:*Nafahlaar - Allies with humans. Last known to be in [[Lore:Wayrest|Wayrest]] which is in [[Lore:High Rock|High Rock]], not Skyrim.&lt;br /&gt;
:*Ahbiilok - Last known to be [[Lore:Morrowind|Morrowind]] {{Uns|Bwross|11:16, 28 December 2011}}&lt;br /&gt;
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::I read the article. They say they think Ahbiilok is in Morrowind but not for sure. Also, Nafahlaar was in Wayrest during the 2nd Era but manage to escape when the Dragonguards came. He is in an unknown location. Still a possibility for them to come to Skyrim for Alduin; but I am doubting it. {{Uns|172.130.199.231|17:30, 28 December 2011}}&lt;br /&gt;
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:::Didnt one of the enchanting skill books say something about a wizard learning to enchant a armour or weapon with two enchantments from a dragon in morrowind? maybe that dragon. {{Uns|71.123.205.9|05:41, 3 January 2012}}&lt;br /&gt;
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Alright i had more time&lt;br /&gt;
http://www.uesp.net/wiki/Skyrim:Twin_Secrets&lt;br /&gt;
Quote from the book Twin Secrets&lt;br /&gt;
&amp;quot;Dragons are said to be gone from the world. Yet I found one. Sheltered in the smoking ruins of Vvardenfell, I came upon it. My magic proved to be sufficient to defeat the beast. If that gives you cause to wonder, I will not deny that I was once a pyromancer of great skill.&lt;br /&gt;
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Exhausted and near the end of my spells, I parlayed with the wyrm, offering it life if it would share it's [sic] secrets. Haughty to the end, it agreed to one secret for one life. I asked for it's [sic] name, but it told me it would rather die than surrender that. Instead if [sic] offered me something else. And that it how I learned how to defy the Law of Firsts.&lt;br /&gt;
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The law itself is inviolate. However, the skillful enchanter can weave two enchantments simultaneously into an item. For men and elves, the limit is two. The dragon said that men and elves have two arms, two legs, two eyes and two ears. I asked why that mattered, and the beast just laughed.&lt;br /&gt;
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The enchanter must weave one enchantment with the left hand while weaving the other with the right. The eyes must focus on one and only one enchantment, while the ears only pay attention to the other. When I asked about my legs, the beast laughed again.&amp;quot;&lt;br /&gt;
Ill get more later when i find the other book detailing dragon. {{Uns|71.123.205.9|21:55, 4 January 2012}}&lt;br /&gt;
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== Unusually Weak Dragons ==&lt;br /&gt;
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Is it normal to be level 22 and still encountering the weakest type of dragon, simply named 'Dragon'? I mean, seriously, they're way too easy to kill now. I just summon a flame atronach and have steadfast ward in one hand, healing in the other. I throw up my ward anytime he attacks, heal if it happens to damage me, and my atronach shoots him in the back. It eventually just keels over and I'm left untouched. This seems way too simple for supposedly being the main 'threat' in the game. --[[User:Zmedaris|Zmedaris]] 21:36, 31 December 2011 (UTC)&lt;br /&gt;
:Generally, harder dragons appear around lvl 35-40. I'm at lvl 62 and ancient dragons are very hard to kill even though I'm a master of destruction.[[User:RIM|RIM]] 21:38, 31 December 2011 (UTC)&lt;br /&gt;
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::Really? I guess the difficulty ramp for dragons is just that high, then. I'll have some faith and keep leveling :) thanks! --[[User:Zmedaris|Zmedaris]] 14:39, 1 January 2012 (UTC)&lt;br /&gt;
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:::Dragons will remain difficult if you only use spells.  The game is balanced around a balanced approach to character development.  You may need to pick up a piece of steel at some point.  [[User:Kastagir|Kastagir]] 20:38, 2 January 2012 (UTC)&lt;br /&gt;
::::Not true, I have played through the entire game with a high level Breton pure mage. Master level in Conjuration, Alteration and Destruction. Once you hit the expert level destruction spells with all perks for whatever elements you're going to be casting as long as you're dual casting the opposite element to the dragon they won't stand a chance. However this requires staying far back with a huge magicka pool, high magicka regen and massive absorb and resist. But I managed to take on an Ancient Dragon without taking more then 50dmg using only magic. [[User:Lord Eydvar|Lord Eydvar]] 08:12, 15 February 2012 (UTC)&lt;br /&gt;
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Protip, enchant armors with 25% less cost for destruction and spam spells away :D (29%max per item)&lt;br /&gt;
And for a mage when i say armor i mean shoes and some rug you're wearing :D&lt;br /&gt;
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== More breath types than fire and frost? ==&lt;br /&gt;
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I encountered a blood dragon (was in my mid-30s) that breathed what looked like steam - it was not fire or frost.  I'm not using any mods, so I'm wondering if this was either fire or frost with some sort of rendering error or if anyone else has seen such a thing.  Dwemer centurions use a steam attack, so it's not like the game resources aren't already there.  [[User:Kastagir|Kastagir]] 09:10, 2 January 2012 (UTC)&lt;br /&gt;
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:I think it was just a render error. I've encountered dragons that have breathed seemingly nothing, but it was typical frost damage. --[[User:Killfetzer|Killfetzer]] 10:02, 2 January 2012 (UTC)&lt;br /&gt;
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== Damage ==&lt;br /&gt;
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Only the dragon's bite damage is listed on the main page.  It should be noted that higher tier dragons have a much more damaging breath attack, yet this is not listed on the main page.  In many cases, unless you have full resistances against the particular damage type, the breath weapon will be a far greater threat from Elder and Ancient dragons than their bite attack.&lt;br /&gt;
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:The spell magnitudes for the dragon shouts are:&lt;br /&gt;
::Dragon:&lt;br /&gt;
:::Fire/Frost Breath - 20 mag&lt;br /&gt;
:::Fire/Frost Ball - 25 mag, 15 area&lt;br /&gt;
::Blood Dragon:&lt;br /&gt;
:::Fire/Frost Breath - 30 mag&lt;br /&gt;
:::Fire/Frost Ball - 40 mag, 15 area&lt;br /&gt;
::Fire/Frost Dragon:&lt;br /&gt;
:::Fire/Frost Breath - 40 mag&lt;br /&gt;
:::Fire/Frost Ball - 55 mag, 15 area&lt;br /&gt;
::Elder Dragon:&lt;br /&gt;
:::Fire/Frost Breath - 60 mag&lt;br /&gt;
:::Fire/Frost Ball - 75 mag, 15 area&lt;br /&gt;
::Ancient Dragon:&lt;br /&gt;
:::Fire/Frost Breath - 100 mag&lt;br /&gt;
:::Fire/Frost Ball - 200 mag, 15 area&lt;br /&gt;
:Can someone confirm that these magnitudes are equal to the damage values? --[[User:Killfetzer|Killfetzer]] 10:09, 2 January 2012 (UTC)&lt;br /&gt;
::::Why are dragon breath attacks being referred to as shouts?  They don't behave at all like shouts, which are instantaneous attacks.  Dragon breath attacks are continuous, natural abilities.  If they have a magnitude or damage rating, it is most likely a per second value, as with all other sustained attacks (flames, frostbite, sparks, etc.).  [[User:Kastagir|Kastagir]] 20:40, 2 January 2012 (UTC)&lt;br /&gt;
:::::They are being referred to as shouts because they ''are'' shouts. Why do I say that?&lt;br /&gt;
:::::* They speak just before they breathe fire/frost. Proof: Seeing them physically speak, hearing them speak, subtitles showing that they are speaking.&lt;br /&gt;
:::::* Dragons have little/no magicka. Proof: Check the game files.&lt;br /&gt;
:::::* They are classified as shouts within the game files. Proof: Check the game files.&lt;br /&gt;
&lt;br /&gt;
:::::The idea that their attacks are &amp;quot;natural abilities&amp;quot; rather than shouts doesn't quite make sense. [[User:Jak Atackka|Jak Atackka]] 04:11, 3 January 2012 (UTC)&lt;br /&gt;
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:The animation of the dragon shouts is relative long. So it seems to be continous. --[[User:Killfetzer|Killfetzer]] 16:49, 8 January 2012 (UTC)&lt;br /&gt;
::They're shouts. Not just in lore, but in gameplay as well: if you're playing on the PC, the psb command adds them to your shout tab, among a metric shit ton of other shouts and spells. --[[User:Lee 95|Lee 95]] 05:11, 26 January 2012 (UTC)&lt;br /&gt;
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== Dragon Attacks ==&lt;br /&gt;
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When do the dragons spawn the MOST. I love dragon encounters. People keep talking of getting alot of them. I get them rarly except for the dragon peaks. Is there a point in the main quest line when the spawn rate decreases or increases?&lt;br /&gt;
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: The further you go in the main quest, the more dragons spawn, although it's not really noticeable. However, once completed, their number dramatically decreases; you can wander for hours without even hearing one. [[Special:Contributions/82.243.194.53|82.243.194.53]] 19:43, 5 January 2012 (UTC)&lt;br /&gt;
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== An interesting encounter... ==&lt;br /&gt;
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I had a very rare and bizarre encounter with a generic Ancient Dragon, in which it actually was non-hostile and spoke to me before it flew away. The Dragon was fighting a group of Forsworn near Bruca's Leap Redoubt, during which I entered the fight. After the Dragon and I killed the remaining Forsworn, it looked at me and said: ''Speak, if you have aught to say worth the listening.'' And then it flew away. Shouldn't something like that be put on the article?&lt;br /&gt;
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I had a dragon split in two, one that died upon landing, the other did not give a soul, weird.[[User:Br3admax|Br3admax]] 05:52, 8 January 2012 (UTC)&lt;br /&gt;
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== Unkillable Skeleton Dragon Bug ==&lt;br /&gt;
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I removed a bug note on the page that said this:&lt;br /&gt;
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&amp;quot;It's possible on PC that when given a radiant quest at a location that you have already slain a dragon from -another- radiant quest, upon engaging the foe you'll see the soul absorption script trigger, but the dragon will be an unkillable skeletal dragon. '''this needs more sources to confirm'''&amp;quot;&lt;br /&gt;
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So, as the bold print says, is there anyone who can confirm this bug? --[[User:Velyanthe|Velyanthe]] 17:21, 8 January 2012 (UTC)&lt;br /&gt;
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== Dragon mounds? ==&lt;br /&gt;
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Don't know how to do this, but shouldn't there be a page about Dragon Mounds? The other wiki has one. Plus, you know, more info about the whole resurection thing? I don't like using the other one because it runs kinda crap on my crappy computer.[[User:NickTyrong|NickTyrong]] 06:42, 11 January 2012 (UTC)&lt;br /&gt;
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== Multiple Dragons ==&lt;br /&gt;
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I don't know if this has happened to anyone else, but I fast traveled o Meeko's shack, and then a dragon appeared and I killed it with one hit (I'm level 18 and I was using a steel sword). So I start walking over to a path and I notice a dragon in the sky, but I look again and there were TWO dragons. I went closer to one of them, and it was a blood dragon. So I try to kill it and end up running into a giant that ends up killing me. So, the second time I go there, the same thing happens, I kill a dragon in one hit, and two dragons appear in the sky, I approach a blood dragon, and run into a giant. Although, this time, I run up the mountain by Meeko's shack, and once at the top of a peak, I notice that there are several dragons and they end up killing me. So, this is a glitch, right?&lt;br /&gt;
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If you try and fast travel elsewhere prior to going to Meeko's shack, it is less likely for all of the dragons to be there.&lt;br /&gt;
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== Dragon tombs - Alduin resurrecting other dragons ==&lt;br /&gt;
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Hi, I've run into Alduin resurrecting a dragon from a dragon tomb on two occasions.&lt;br /&gt;
Once while travelling from Whiterun to Markarth, and the other I don't remember.&lt;br /&gt;
Alduin didn't pay any attention to me and just flew off after the dragon was oout of the tomb.&lt;br /&gt;
Is that random, or would it be possible to travel to the tombs and kill off the resurrected dragons?&lt;br /&gt;
There's an in-game map depicting all tomb locations. Is it accurate and can you follow a specific order to get to them in time?&lt;br /&gt;
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Thanks ----[[User:Greg|Greg]] 15:13, 17 January 2012 (UTC)&lt;br /&gt;
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:It's not random. If I remember right, during the entire game before you fight him in the main quest line, Alduin just flies around Skyrim resurrecting his dead lieutenants in the order marked on Delphine's dragon burial map. While I'm not 100% sure on this, I think after you kill him, the rest just lie dormant in their mounds until you go near them, whereupon they rise. --[[User:Lee 95|Lee 95]] 05:08, 26 January 2012 (UTC)&lt;br /&gt;
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== Already Dead Dragon Bug ==&lt;br /&gt;
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&amp;quot;Sometimes after leaving a building or fast traveling, dragon skeletons will spawn and fall from the sky, without you fighting them at all.&amp;quot; I know that this bug happens with other creatures as well - they randomly fall from the sky to the ground, dead, after fast traveling, leaving a building, or loading a save game. Should this stay on the Dragon page, even though it is so common? --[[User:Velyanthe|Velyanthe]] 15:27, 21 January 2012 (UTC)&lt;br /&gt;
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:Hmm, hard to say. I think it would be useful on Creatures page in general than on every creature page. [[User:JackTurbo95|JackTurbo95]] 15:45, 21 January 2012 (UTC)&lt;br /&gt;
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== Viinturuth  ==&lt;br /&gt;
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I believe his name translates into Shine Hammer Run/Running&lt;br /&gt;
As seen with Viintas (Shining) Tu (Hammer) Ru (Run)&lt;br /&gt;
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I understand that its not his entire name, but I believe that its a form of Ru just as Viintas is a form of Shine[[User:Chronic|Chronic]] 03:16, 22 January 2012 (UTC)&lt;br /&gt;
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== &amp;quot;Bugs&amp;quot;... ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Right after a dragon dies, you can walk inside its corpse and view its skeleton before it even disintigrates.&amp;quot; is listed as a bug. I, however, don't think it should be. It is normal to believe that the texture of the bones will be right under the texture of  the skin, and you can see it if you walk inside him. It's like crouching in front of your companion. If you are close enough to him/her, you'll see a hollow body. It's not a bug, it's just seeing inside a texture and appears in numerous games. So, should we change it? --[[User:SarcasticIndeed|SarcasticIndeed]] 22:53, 22 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== the one hit wonder (bug?) and one trick that i learn ==&lt;br /&gt;
&lt;br /&gt;
i meet two dragons while i was running around the rift. an elder and a frost dragon. i dealt with the elder first (my character is a nord, so frost doesn't really bother me that much). after that one is done i face up the frost dragon. his health bar indicate that he is healthy. yet after only one hit he died. it's not even a critical hit. what just happen?&lt;br /&gt;
:anyway, the healing trick( though i guess lots of u already done it....): if u met a dragon whom is not hostile toward you and u assault it, it will turn hostile yet you will get a point added to your assault count (if i'm not mistaken). if  that counter bothers you that much,the trick is to follow the dragon till it land, to attack something/someone, and heal the dragon. it will immediately turn hostile and no assault point added (i wonder if any other inoffensive magic will do the trick?) [[Special:Contributions/120.165.45.90|120.165.45.90]] 16:49, 23 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Any way to stop dragon encounters? ==&lt;br /&gt;
&lt;br /&gt;
I am lvl 48, killed Alduin already and am really fed off with dragons. I travel to a place to finish some quest, and there another dragon is flying and shouting as if it had severe stomach problems. And I have to make it land and kill. Ancient dragons are not that easy to kill, and their breath is really deadly.&lt;br /&gt;
&lt;br /&gt;
I am full with dragon scales'n bones, and in near future I won't need the dragon souls either. So, is there a way to stop those hostile dragon encounters? &lt;br /&gt;
btw, I was surprised that this question wasn't asked before, I think people are happy to kill an endless amount of dragons :) &lt;br /&gt;
&lt;br /&gt;
I just want to finish quests quitely, without the shrieks of restless dragons. Is there a way? [[User:Schlingel|Schlingel]] 00:00, 28 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Dragons do not disappear permanently after you defeat Alduin, but I think you encounter them less frequently.&lt;br /&gt;
[[Special:Contributions/72.68.154.112|72.68.154.112]] 16:33, 2 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I know someone with about 550+ dragon souls, he's encountered a dragon at least 3 times during every period of gameplay since the start of his game and much further past the end of the main quest, I think you can get upwards of about 2,000+ dragon souls&lt;br /&gt;
&lt;br /&gt;
== Grinning Dragons ==&lt;br /&gt;
&lt;br /&gt;
Since some revisions mentioned that dragons are grinning after speaking - I personally have never noticed that. Furthermore I think that trying to interpret facial expressions of something like a dragon is a very subjective matter. --[[User:Alfwyn|Alfwyn]] 22:17, 29 January 2012 (UTC)&lt;br /&gt;
:I agree with it being subjective. Even Google is giving me nothing on the matter, so I do not think very many others have noticed it, if it was intended at all. --[[User:Velyanthe|Velyanthe]] 22:24, 29 January 2012 (UTC)&lt;br /&gt;
::Agreed. It should not be added. [[User:ThuumofReason|ThuumofReason]] 22:52, 29 January 2012 (UTC)	&lt;br /&gt;
:::{{ec}}It is just the goofy way the head is shaped. It can appear Argonians grin at the right angle, but w edon't show that. I will do a revert, since everyone else seems to be agreeing, judging from the number of reverts. [[User:Eric Snowmane|&amp;lt;span style=&amp;quot;font-size:20px;font-family:daedric,oblivion,SMMacro&amp;quot;&amp;gt;&amp;lt;font color=&amp;quot;DodgerBlue&amp;quot;&amp;gt;Bloodaxe&amp;lt;/font&amp;gt;&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Eric Snowmane|&amp;lt;font color=&amp;quot;MediumBlue&amp;quot;&amp;gt;Question?&amp;lt;/font&amp;gt;]]•[[Special:EmailUser/Eric Snowmane|&amp;lt;font color=&amp;quot;MediumBlue&amp;quot;&amp;gt;Email&amp;lt;/font&amp;gt;]]•[[Special:Contributions/Eric_Snowmane|&amp;lt;font color=&amp;quot;MediumBlue&amp;quot;&amp;gt;Contribs&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 22:53, 29 January 2012 (UTC)&lt;br /&gt;
::::One more voice against including it. It is not significant, highly subjective - and even if the editor is right that we have less significant stuff on here, we'd better delete that than include this. --[[User:Ulkomaalainen|Ulkomaalainen]] 23:30, 29 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dragon Souls addable. ==&lt;br /&gt;
&lt;br /&gt;
Player.modav dragonsouls xx (XX Being the number you want) and voila.&lt;br /&gt;
Havent seen this '''ANYWHERE''' on here ~'''Michael''' (UTC)&lt;br /&gt;
:It's covered at [[Tes5Mod:Actor Value Indices]]. --[[User:Timrem|timrem]] 15:28, 4 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I meant on this page ~'''Michael''' (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dragon Shouting ==&lt;br /&gt;
&lt;br /&gt;
Something I've noticed in my playing Skyrim is that, although the subtitles for it show, Dragons do not actually say the words when they shout. I know some would say that the &amp;quot;echoing&amp;quot; sound you hear is the Dragon saying the shout, but my proof that this is not the case is as follows: while I was watching the Making of Skyrim, the opening scene with Alduin intervening at your execution played. This was distinctly different from the in-game version, however, in that Alduin actually ''says'' the words for his shout: http://www.youtube.com/watch?v=Nw7aCFQqQ8M#t=9m16s. The in-game version of this cutscene does not have Alduin actually shouting the words: http://www.youtube.com/watch?v=vsRA5BG3N8E#t=10m14s. In addition, you can hear dragons speaking in the dragon tongue during other points in the game (for example, during Sahloknir's resurrection: http://www.youtube.com/watch?v=QMQBQ9VAwGE#t=0m19s), but for some reason, never hear them speak when shouting (http://www.youtube.com/watch?v=MUZe1VfwP5k#t=0m16s).&lt;br /&gt;
&lt;br /&gt;
This makes me think that it's either a bug, or that for some reason the shout audio files were removed from the game prior to release. Any other opinions would be welcome.&lt;br /&gt;
&lt;br /&gt;
--[[User:Lee 95|Lee 95]] 21:04, 14 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:they say the words when they shout for me. thier fire and frost attacks are not actual shouts. although it was stated they are shouting the game does not treat them as shouts. {{uns|184.79.189.32|00:56, 26 February 2012}}&lt;br /&gt;
&lt;br /&gt;
== new named dragon? ==&lt;br /&gt;
&lt;br /&gt;
i found a dragon by night gate in the name started with a v but i dont reconize it from any of the list ill see if i can find its name.[[User:J&amp;amp;#39;Skar|J&amp;amp;#39;Skar]] 07:10, 18 February 2012 (UTC)&lt;br /&gt;
:Yeps I know the one you mean, it spawns at the burial mound just down to road towards Windhelm. I can't remember to name right now either but I can assure you it's been there since the game release. [[User:Lord Eydvar|Lord Eydvar]] 17:43, 18 February 2012 (UTC)&lt;br /&gt;
::correction he is listed it's Viinturuth. [[User:Lord Eydvar|Lord Eydvar]] 17:46, 18 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Oh ok thanks just wasnt sure :)&lt;br /&gt;
[[User:J&amp;amp;#39;Skar|J&amp;amp;#39;Skar]] 22:33, 19 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Update ==&lt;br /&gt;
&lt;br /&gt;
I've gone through the page and updated it according to my understanding of dragons based on the Creation Kit data. It's probably incomplete, as the data in the toolkit is fairly complex, but I think it's several steps in the right direction, at least.&lt;br /&gt;
&lt;br /&gt;
I really had a problem figuring out the best format, and about the best I can say about the current format is that it was the least ugly of what I tried. If anybody has any better ideas, by all means, change it to your heart's content! &amp;lt;span style=&amp;quot;white-space:nowrap; font-variant:small-caps; line-height:0;&amp;quot;&amp;gt;&amp;amp;ndash; [[User:RobinHood70|'''Robin Hood''']]&amp;lt;span style=&amp;quot;font-size:18pt;&amp;quot;&amp;gt;&amp;amp;#x219D;&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;vertical-align:super&amp;quot;&amp;gt;'''talk'''&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 23:42, 26 February 2012 (UTC)&lt;br /&gt;
:Okay, I went ahead and redid the little appearance table to make it horizontal, and I rearranged some images to make it flow a little better. [[User:Elliot|elliot]]&amp;amp;nbsp;&amp;lt;small&amp;gt;([[User_talk:Elliot|talk]])&amp;lt;/small&amp;gt; 00:20, 27 February 2012 (UTC)&lt;br /&gt;
::Looks great. [[User:Minor Edits|&amp;lt;span style=&amp;quot;font-size:medium&amp;quot;&amp;gt;&amp;lt;font color=&amp;quot;Green&amp;quot;&amp;gt;Minor Edits&amp;lt;/font&amp;gt;&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Minor Edits|&amp;lt;font color=&amp;quot;Green&amp;quot;&amp;gt;Threats&amp;lt;/font&amp;gt;]]•[[Special:Contributions/Minor Edits|&amp;lt;font color=&amp;quot;Green&amp;quot;&amp;gt;Evidence&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 00:21, 27 February 2012 (UTC)&lt;br /&gt;
:::Yes, much better. Thanks, Elliot! &amp;lt;span style=&amp;quot;white-space:nowrap; font-variant:small-caps; line-height:0;&amp;quot;&amp;gt;&amp;amp;ndash; [[User:RobinHood70|'''Robin Hood''']]&amp;lt;span style=&amp;quot;font-size:18pt;&amp;quot;&amp;gt;&amp;amp;#x219D;&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;vertical-align:super&amp;quot;&amp;gt;'''talk'''&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 01:28, 27 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ancient Dragon at Level Thirty-Two ==&lt;br /&gt;
&lt;br /&gt;
I have had the misfortune of encountering the highest level generic dragon at level thirty-two. I also believe that dragons do not despawn unless they are unaggressive and fly away or they are dead, because the same dragon (or I think that it is the same) keeps hasseling me every time i walk outside in Whiterun hold. Can somebody find or confirm wether or not dragons despawn? -[[User:Guissepi|Guissepi]] 21:49, 7 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== One-hit kill bite ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know how likely is it for a dragon biting you and instantly killing you? I'm constantly killing dragons with only magic because of the chance that they might kill me with one bite, happens quite often with elder dragons for me. If someone could post the percentage rate of one hit kills it would help me--[[User:Gimee|Gimee]] 03:51, 14 March 2012 (UTC)&lt;br /&gt;
: It depends on the stats of you and the dragon you are fighting, including level, remaining health, armor, critical strike chance, and possibly other factors. I don't know the exact percentages, but higher leveled dragons (elders for example) will have a better chance of lopping your head off. I would advise investing into health or health-fortifying enchantments. Another interesting point is that whether its finishing move happens or not is calculated right before it attacks, so it will kill you even if you were using that split second to dodge, block, heal, etc. [[User:Vesna|Vesna]] 09:37, 15 March 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Vesna</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Dragon_Research&amp;diff=908071</id>
		<title>Skyrim:Dragon Research</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Dragon_Research&amp;diff=908071"/>
		<updated>2012-03-15T08:53:12Z</updated>

		<summary type="html">&lt;p&gt;Vesna: Rewording to make more sense&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Quests}} [[Category:Skyrim-Quests-Miscellaneous]]&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver=&lt;br /&gt;
|Loc=&lt;br /&gt;
|Reward='''Bugged'''&lt;br /&gt;
|Image=&lt;br /&gt;
|Imgdesc=&lt;br /&gt;
|description=Help Esbern complete his research on dragons.&lt;br /&gt;
|ID=FreeformSkyHavenTempleD&lt;br /&gt;
}}&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
'''This quest is broken as of patch 1.3 - read the [[#Bugs|bugs]] section.'''&lt;br /&gt;
* Speak with [[Skyrim:Esbern|Esbern]]&lt;br /&gt;
* Acquire a [[Skyrim:Dragon_Bone#Dragon_Bone|Dragon Bone]] and [[Skyrim:Dragon_Bone#Dragon_Scale|Dragon Scale]]&lt;br /&gt;
* Return to [[Skyrim:Esbern|Esbern]]&lt;br /&gt;
* '''(broken)''' Drink the potion.&lt;br /&gt;
* Speak with Esbern once more to complete the quest.&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
Once you have three followers recruited as Blades, you can ask Esbern for dragons to kill. Once you agree to kill one, Esbern will send you to a random place where you'll find a dragon. After you kill the dragon, you'll get the update to the quest stating &amp;quot;Return to [[Skyrim:Esbern|Esbern]]&amp;quot;. Return and speak to him, he'll ask for a dragon bone and a dragon scale. Give him the dragon bone and scale and he'll give you a potion.  Drink the potion to gain the [[Skyrim:Dragon Infusion|Dragon Infusion]] perk.  Speak with him once more to complete the quest. (The potion adds the permanent perk of 25% Less Melee damage from Dragons).&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{Bug|You do not gain the perk after drinking the potion and it is not obtainable via normal gameplay means.}}&lt;br /&gt;
{{Bug|The quest journal entry won't update after quest completion.}}&lt;br /&gt;
{{Pc22}}'''Solution''' - Basically, you must '''not''' give the dragon's bone and scale to Esbern, use console commands instead. There are three contexts to consider, each with its own solution : the first one is before returning to Esbern, the second one is before turning-in the dragon's scale and bone asked by Esbern, and the third one is after getting the potion (after giving the dragon's scale and bone).&lt;br /&gt;
:*'''Before returning to Esbern''' - You killed the dragon and got a new journal entry stating &amp;quot;Return to Esbern&amp;quot;. Use the console to add the perk : &amp;lt;code&amp;gt;player.addspell 000F5FFA&amp;lt;/code&amp;gt;. From then on, you won't be asked to retrieve a dragon's scale and bones and thus won't receive the resulting potion (it seems that one condition for triggering the quest is set by detecting that you don't have the perk yet).&lt;br /&gt;
:*'''Before turning-in a dragon's scale and bone (recommended)''' - You've returned to Esbern and told him that the dragon is dead, which triggered a new quest requiring a dragon's bone and scale. In the console, type:&lt;br /&gt;
::&amp;lt;code&amp;gt;player.addspell 000F5FFA&amp;lt;/code&amp;gt;&lt;br /&gt;
::&amp;lt;code&amp;gt;SetObjectiveCompleted FreeFormSkyHavenTempleD 10 1&amp;lt;/code&amp;gt;&lt;br /&gt;
:*'''After giving bone and scale to Esbern''' - The quest has already been started and it's supposed to be completed, but the journal entry is still there : you've given the dragon's bone and scale and thus received the potion, however without any effect after you drank it since it has a bug (no perk imbued). You must first reset the quest so as to start it over again, then add the perk to your powers, and finally clear the entry from your journal with the quest set as &amp;quot;completed&amp;quot;. In the console, type :&lt;br /&gt;
::&amp;lt;code&amp;gt;ResetQuest FreeFormSkyHavenTempleD&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
::&amp;lt;code&amp;gt;SetStage FreeFormSkyHavenTempleD 10&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
::&amp;lt;code&amp;gt;player.addspell 000F5FFA&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
::&amp;lt;code&amp;gt;SetObjectiveCompleted FreeFormSkyHavenTempleD 10 1&amp;lt;/code&amp;gt;&lt;br /&gt;
* You can get Esbern's Potion quest line without recruiting any Blades. However, it will not be titled &amp;quot;Dragon Research&amp;quot; and is located in Miscellaneous Quests. After completing Alduin's Wall, killing a dragon at a defined radiant location (such as a word wall) will trigger the objective &amp;quot;Speak to Esbern&amp;quot;. Speaking to Esbern then triggers &amp;quot;Give a Dragon Scale and a Dragon Bone to Esbern&amp;quot;. When you give them to him, he will give you Esbern's Potion, but drinking it does not give you the perk. &lt;br /&gt;
:*{{Pc22}} The console command &amp;lt;code&amp;gt;player.addspell 000F5FFA&amp;lt;/code&amp;gt; will add the perk. However, the above commands will not remove it from the Miscellaneous Quests list.&lt;br /&gt;
&lt;br /&gt;
==Quest Stages==&lt;br /&gt;
{{Journal Entries&lt;br /&gt;
|10||{{Quest Comment|Objective is assigned}}: Bring a Dragon Scale and a Dragon Bone to Esbern&lt;br /&gt;
|100||&lt;br /&gt;
}}&lt;br /&gt;
{{Skyrim Quest Stages Notes}}&lt;br /&gt;
{{Stub|Quest}}&lt;/div&gt;</summary>
		<author><name>Vesna</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Dragon_Research&amp;diff=908068</id>
		<title>Skyrim talk:Dragon Research</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Dragon_Research&amp;diff=908068"/>
		<updated>2012-03-15T08:45:47Z</updated>

		<summary type="html">&lt;p&gt;Vesna: Moving to talk page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Exact order for bugfix==&lt;br /&gt;
&lt;br /&gt;
The bugfix by manually adding the perk doesn't work for me. When exactly do you have to add it? Before giving Esbern the bone and scale it doesn't work because you can't give him the things anymore, so there's no update. But after giving them to him and receiving the potion doesn't work either. I tried both adding the perk before and after drinking the potion and talking to Esbern afterwards - the quest is still uncompleted. --[[User:NeoDobby|NeoDobby]] 02:37, 25 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I have added additional information, (and will sign up one day I promise).  You must have the perk before you start this quest. The process is MEANT to be this:&lt;br /&gt;
:&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;1) Kill a dragon, get quest &amp;quot;Talk to Esbern&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
:[You must add perk here, before talking to Esbern *atall*]&amp;lt;/li&amp;gt;&lt;br /&gt;
:&amp;lt;li&amp;gt;2) Talk to Esbern, get task &amp;quot;Return dragon bone and scale&amp;quot;&amp;lt;/li&amp;gt;&lt;br /&gt;
:&amp;lt;li&amp;gt;3) Return bone and scale, receive potion.&amp;lt;/li&amp;gt;&lt;br /&gt;
:&amp;lt;li&amp;gt;4) Drink Potion.&amp;lt;/li&amp;gt;&lt;br /&gt;
:&amp;lt;li&amp;gt;5) Esbern mentions something about this being good (and implies future upgrades)&amp;lt;/li&amp;gt;&lt;br /&gt;
:&amp;lt;/ul&amp;gt;&lt;br /&gt;
:You must add the perk &amp;lt;b&amp;gt;between&amp;lt;/b&amp;gt; step 1 and 2.  When you do this, steps 2 3 and 4 are completely skipped.  (I don't think you even get the potion).&amp;lt;br&amp;gt; &lt;br /&gt;
:Luckily, I still had an autosave that let me test all the combinations. This is the only one that worked. {{uns|115.64.167.220|10:45, 26 December 2011}}&lt;br /&gt;
&lt;br /&gt;
::Thanks. Sadly, I don't have a save for that anymore. Setting the quest stage doesn't work either, because it isn't even listed in &amp;lt;code&amp;gt;sqs&amp;lt;/code&amp;gt;. Guess I'll have to wait for a patch. --[[User:NeoDobby|NeoDobby]] 11:02, 26 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Whats even weirder is that I was randomly killing dragons, and I get a message saying &amp;quot;return to esbern&amp;quot; I refused to do the blades favor (killing a certain dragon), so he just said &amp;quot;Please, Delphine is very worried about you&amp;quot; over and over again, even though he never gave me the research quest. --[[User:Xelgion|Xelgion]]&lt;br /&gt;
&lt;br /&gt;
{{od}}I find another way to make the quest completed. You can use the console command &amp;lt;code&amp;gt;SetObjectiveCompleted FreeFormSkyHavenTempleD 10 1  &amp;lt;/code&amp;gt;&amp;lt;b&amp;gt;between&amp;lt;/b&amp;gt; step 2 and 3, then type &amp;lt;code&amp;gt;player.addspell 000F5FFA&amp;lt;/code&amp;gt; to get the perk. Additionally, the console command &amp;lt;code&amp;gt;sqo&amp;lt;/code&amp;gt; (&amp;lt;code&amp;gt;ShowQuestObjectives&amp;lt;/code&amp;gt;) can help you list QuestObjectives. --[[User:mybaby520|mybaby520]] 14:20, 29 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
: What is the difference between a perk and a spell? I was expecting that one gets a new spell to cast, when &amp;lt;code&amp;gt;player.addspell f5ffa&amp;lt;/code&amp;gt; however it showed up under permanent effects. Does the perk include this particular spell? Should one do both (add perk and spell) or only the perk? [[Special:Contributions/94.222.95.52|94.222.95.52]] 20:27, 5 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Just to clarify: doing this method (which worked OK for me) ''also'' skips steps 3,4 and 5 as listed above. And the reward is actually a permanent perk that is listed in Active Effects, rather than a spell that can be cast...despite the code referring to it as otherwise.&lt;br /&gt;
:::&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;1) Kill a dragon, get quest &amp;quot;Talk to Esbern&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
:::&amp;lt;li&amp;gt;2) Talk to Esbern, get task &amp;quot;Return dragon bone and scale&amp;quot;&amp;lt;/li&amp;gt;&lt;br /&gt;
:::type &amp;lt;code&amp;gt;SetObjectiveCompleted FreeFormSkyHavenTempleD 10 1&amp;lt;/code&amp;gt;&lt;br /&gt;
:::type &amp;lt;code&amp;gt;player.addspell 000F5FFA&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:::Steps 3,4,5 are skipped and perk is added to Active Effects.[[User:ComaDivine|ComaDivine]] 06:46, 9 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::It's not a &amp;quot;''must''&amp;quot;, yo can add the perk '''after''' step 2. I've done '''all''' combinations on my side, and I found out that the only thing one must pay attention to is to '''not''' give the scale and bone so as to get the potion : instead, use console commands addspell followed by SetObjectiveCompleted. --[[User:HawkFest|HawkFest]] 04:31, 22 February 2012 (UTC)&lt;br /&gt;
== Question ==&lt;br /&gt;
&lt;br /&gt;
When is this quest/what triggers it/etc, so it can be avoided until it's fixed? --[[User:Debatra|Debatra]] 08:50, 1 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Any idea what to do if Esbern sends me to kill a dragon I already killed? {{uns|79.255.42.55|20:56, 10 February 2012}}&lt;br /&gt;
&lt;br /&gt;
== How do I complete this?? ==&lt;br /&gt;
&lt;br /&gt;
How exactly am I supposed to finish this after finishing the quest, Alduin's Bane?? I decided not to kill the person the Blades want me to kill so wtf?? {{uns|71.96.120.166|January 4, 2012 02:01}}&lt;br /&gt;
: You can't. The Blades will never speak to you again. [[Special:Contributions/96.37.228.113|96.37.228.113]] 16:30, 27 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::If you are playing on PC and don't want to kill anyone and keep everybody happy at the same time (spoiler below):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Use the console command &amp;lt;code&amp;gt;setstage MQPaarthurnax 100&amp;lt;/code&amp;gt; &lt;br /&gt;
::The quest will show as completed, nobody is dead and you can interact with the Blades once more. [[User:ComaDivine|ComaDivine]] 06:53, 9 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Reward ==&lt;br /&gt;
&lt;br /&gt;
The Reward for the quest is marked as bugged. Despite this, shouldn't the regular reward be mentioned there as well? --[[User:Velyanthe|Velyanthe]] 02:22, 8 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Considering that takes up the entire section instead of the usual &amp;quot;Quest Giver, Location, etc&amp;quot; that's most likely intended in order to draw attention to that part of the page. I didn't write it like that though, so I'm only speculating. --[[User:Debatra|Debatra]] 02:46, 8 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Remove journal entry ==&lt;br /&gt;
&lt;br /&gt;
Is there any way to fix this bug after it's all been done? Obviously I played the game thinking there wouldn't be bugs like this, and ended up doing the whole quest before I realised there was a bug. I have no save games I can go back to, other than the save on character creation in Helgen.&lt;br /&gt;
&lt;br /&gt;
I've added the perk and the rewards manually via the console, but all I want to do now is remove the journal entry. Is there a manual way of doing that, or any way to get round this once its been done? {{uns|Mikjall|14:36, 12 February 2012}}&lt;br /&gt;
&lt;br /&gt;
:To remove the journal entry, what I did was use the console commands &amp;quot;ResetQuest FreeFormSkyHavenTempleD&amp;quot;, &amp;quot;SetStage FreeFormSkyHavenTempleD 10&amp;quot;, and &amp;quot;SetObjectiveCompleted FreeFormSkyHavenTempleD 10 1&amp;quot;. [[Special:Contributions/71.193.5.220|71.193.5.220]] 16:53, 21 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Removing Journal Entry ==&lt;br /&gt;
The four commands detailed above for context #3 (After you have given Esbern the Gragon Scale and Dragon Bone, and drunk the Potion) do actually work.&lt;br /&gt;
- The Quest resets itself (you get the original quest request to bring the items to Esbern again)&lt;br /&gt;
- The Potion is added (but not to your inventory)&lt;br /&gt;
- The quest completes and is removed from your journal entries. {{uns|Robobrams|March 15, 2012}}&lt;/div&gt;</summary>
		<author><name>Vesna</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Dragon_Research&amp;diff=908067</id>
		<title>Skyrim:Dragon Research</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Dragon_Research&amp;diff=908067"/>
		<updated>2012-03-15T08:44:03Z</updated>

		<summary type="html">&lt;p&gt;Vesna: Moving to talk page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Quests}} [[Category:Skyrim-Quests-Miscellaneous]]&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver=&lt;br /&gt;
|Loc=&lt;br /&gt;
|Reward='''Bugged'''&lt;br /&gt;
|Image=&lt;br /&gt;
|Imgdesc=&lt;br /&gt;
|description=Help Esbern complete his research on dragons.&lt;br /&gt;
|ID=FreeformSkyHavenTempleD&lt;br /&gt;
}}&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
'''This quest is broken as of patch 1.3 - read the [[#Bugs|bugs]] section.'''&lt;br /&gt;
* Speak with [[Skyrim:Esbern|Esbern]]&lt;br /&gt;
* Acquire a [[Skyrim:Dragon_Bone#Dragon_Bone|Dragon Bone]] and [[Skyrim:Dragon_Bone#Dragon_Scale|Dragon Scale]]&lt;br /&gt;
* Return to [[Skyrim:Esbern|Esbern]]&lt;br /&gt;
* '''(broken)''' Drink the potion.&lt;br /&gt;
* Speak with Esbern once more to complete the quest.&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
Once you have three followers recruited as Blades, you can ask Esbern for dragons to kill. Once you agree to kill one, Esbern will send you to a random place where you'll find a dragon. After you kill the dragon, you'll get the update to the quest stating &amp;quot;Return to [[Skyrim:Esbern|Esbern]]&amp;quot;. Return and speak to him, he'll ask for a dragon bone and a dragon scale. Give him the dragon bone and scale and he'll give you a potion.  Drink the potion to gain the [[Skyrim:Dragon Infusion|Dragon Infusion]] perk.  Speak with him once more to complete the quest. (The potion adds the permanent perk of 25% Less Melee damage from Dragons).&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{Bug|You do not gain the perk after drinking the potion and it is not obtainable via normal gameplay means.}}&lt;br /&gt;
{{Bug|The quest journal entry won't update after quest completion.}}&lt;br /&gt;
{{Pc22}}'''Solution''' - Basically, you must '''not''' give the dragon's bone and scale to Esbern, use console commands instead. There are three contexts to consider, each with its own solution : the first one is before returning to Esbern, the second one is before turning-in the dragon's scale and bone asked by Esbern, and the third one is after getting the potion (after giving the dragon's scale and bone).&lt;br /&gt;
:*'''Before returning to Esbern''' - You killed the dragon and got a new journal entry stating &amp;quot;Return to Esbern&amp;quot;. Use the console to add the perk : &amp;lt;code&amp;gt;player.addspell 000F5FFA&amp;lt;/code&amp;gt;. From then on, you won't be asked to retrieve a dragon's scale and bones and thus won't receive the resulting potion (it seems that one condition for triggering the quest is set by detecting that you don't have the perk yet).&lt;br /&gt;
:*'''Before turning-in a dragon's scale and bone (recommended)''' - You've returned to Esbern and told him that the dragon is dead, which triggered a new quest requiring a dragon's bone and scale. In the console, type:&lt;br /&gt;
::&amp;lt;code&amp;gt;player.addspell 000F5FFA&amp;lt;/code&amp;gt;&lt;br /&gt;
::&amp;lt;code&amp;gt;SetObjectiveCompleted FreeFormSkyHavenTempleD 10 1&amp;lt;/code&amp;gt;&lt;br /&gt;
:*'''After giving bone and scale to Esbern''' - The quest has already been started and it's supposed to be completed, but the journal entry is still there : you've given the dragon's bone and scale and thus received the potion, however without any effect after you drank it since it has a bug (no perk imbued). You must first reset the quest so as to start it over again, then add the perk to your powers, and finally clear the entry from your journal with the quest set as &amp;quot;completed&amp;quot;. In the console, type :&lt;br /&gt;
::&amp;lt;code&amp;gt;ResetQuest FreeFormSkyHavenTempleD&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
::&amp;lt;code&amp;gt;SetStage FreeFormSkyHavenTempleD 10&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
::&amp;lt;code&amp;gt;player.addspell 000F5FFA&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
::&amp;lt;code&amp;gt;SetObjectiveCompleted FreeFormSkyHavenTempleD 10 1&amp;lt;/code&amp;gt;&lt;br /&gt;
* You can get Esbern's Potion quest line without recruiting any Blades(PC patch 1.4); however, it will be under Miscellaneous Quests and not titled &amp;quot;Dragon Research&amp;quot;. After completing Alduin's Wall, killing a dragon at a defined radiant location (usually at a word wall) will trigger &amp;quot;Speak to Esbern&amp;quot; in Miscellaneous Quests (may occur with other dragons).  Speaking to Esbern triggers &amp;quot;Give a Dragon Scale and a Dragon Bone to Esbern&amp;quot; in Miscellaneous Quests. He will give you Esbern's Potion for the scale and bone, but it will have no affect.  After drinking potion, the console command &amp;lt;code&amp;gt;player.addspell 000F5FFA&amp;lt;/code&amp;gt; noted above works; however, the reset and setobjectivecompleted suggestions noted above will not remove it from Miscellanous Quests.&lt;br /&gt;
&lt;br /&gt;
==Quest Stages==&lt;br /&gt;
{{Journal Entries&lt;br /&gt;
|10||{{Quest Comment|Objective is assigned}}: Bring a Dragon Scale and a Dragon Bone to Esbern&lt;br /&gt;
|100||&lt;br /&gt;
}}&lt;br /&gt;
{{Skyrim Quest Stages Notes}}&lt;br /&gt;
{{Stub|Quest}}&lt;/div&gt;</summary>
		<author><name>Vesna</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Nightshade&amp;diff=908066</id>
		<title>Oblivion:Nightshade</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Nightshade&amp;diff=908066"/>
		<updated>2012-03-15T08:36:13Z</updated>

		<summary type="html">&lt;p&gt;Vesna: Undo revision 908045 by 75.53.45.151 (Talk) Repeating information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ingredient Summary&lt;br /&gt;
|id=00033688&lt;br /&gt;
|value=1&lt;br /&gt;
|weight=0.1&lt;br /&gt;
|eff1=[[Oblivion:Damage Health|Damage Health]]&lt;br /&gt;
|type1=neg&lt;br /&gt;
|eff2=[[Oblivion:Burden|Burden]]&lt;br /&gt;
|type2=neg&lt;br /&gt;
|eff3=[[Oblivion:Damage Luck|Damage Luck]]&lt;br /&gt;
|type3=neg&lt;br /&gt;
|eff4=[[Oblivion:Fortify Magicka|Fortify Magicka]]&lt;br /&gt;
|nsamples=26&lt;br /&gt;
|plant=Nightshade Plant&lt;br /&gt;
|harvest=80&lt;br /&gt;
|nplants=1521 Total (1303 in Tamriel, 218 in [[Oblivion:Paradise|Paradise]])&lt;br /&gt;
|icon=OB-ing-Nightshade.png&lt;br /&gt;
|image=OB_Flora_Nightshade.jpg&lt;br /&gt;
|imgdesc=Nightshade Plant&lt;br /&gt;
}}&lt;br /&gt;
The ingredient '''Nightshade''' comes from the plant &amp;quot;Nightshade Plant,&amp;quot; which is most common in the West Weald region.&lt;br /&gt;
&lt;br /&gt;
Five samples of Nightshade are needed to complete the quest [[Oblivion:Vampire Cure|Vampire Cure]].  One sample is also needed as an offering to start [[Oblivion:Mephala|Mephala]]'s Daedric quest.&lt;br /&gt;
&lt;br /&gt;
==Ingredients==&lt;br /&gt;
26 guaranteed samples can be found.  The places with the highest numbers of samples are:&lt;br /&gt;
* 4 samples are in [[Oblivion:The Main Ingredient|The Main Ingredient]] in the [[Oblivion:Market District|Market District]]&lt;br /&gt;
* 3 samples are in the [[Oblivion:Chorrol Mages Guild|Chorrol Mages Guild]] Library&lt;br /&gt;
It can also be found randomly in the inventories of alchemy vendors and in some loot chests.&lt;br /&gt;
&lt;br /&gt;
[[Shivering:Shivering Isles|Shivering Isles]] adds four additional samples, located at:&lt;br /&gt;
* 4 samples are in [[Shivering:Knotty Bramble#Knotty Bramble, Lost Crypt|Knotty Bramble]], Lost Crypt zone&lt;br /&gt;
&lt;br /&gt;
==Plants==&lt;br /&gt;
The places with the highest concentrations of Nightshade are:&lt;br /&gt;
* 18 plants are in exterior cell (-2, -2) {{Map Link|x=-5276.74|y=-6471.90}}&lt;br /&gt;
* 17 plants are in exterior cell (1, -4) {{Map Link|x=6035.57|y=-14227.70}}&lt;br /&gt;
* 17 plants are in exterior cell (-1, -3) {{Map Link|x=-962.28|y=-10938.46}}&lt;br /&gt;
* 15 plants are in exterior cell (15, -14) {{Map Link|x=62797.83|y=-55174.19}}&lt;br /&gt;
* 14 plants are in exterior cell (-5, -4) {{Map Link|x=-18875.85|y=-14246.11}}&lt;br /&gt;
* 14 plants are in exterior cell (-4, -2) {{Map Link|x=-14107.99|y=-5502.53}}&lt;br /&gt;
* 14 plants are in exterior cell (-29, -1) {{Map Link|x=-115909.48|y=-1128.58}}, between [[Oblivion:Ra'sava Camp|Ra'sava Camp]] and [[Oblivion:Miscarcand (place)|Miscarcand]]&lt;br /&gt;
&lt;br /&gt;
[[Image:OB-Map-Nightshade.jpg|thumb|left|500 px|Locations of Nightshade plants]]&lt;/div&gt;</summary>
		<author><name>Vesna</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Cheydinhal&amp;diff=601899</id>
		<title>Oblivion:Cheydinhal</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Cheydinhal&amp;diff=601899"/>
		<updated>2010-09-12T02:28:56Z</updated>

		<summary type="html">&lt;p&gt;Vesna: Undo revision 601889 by 208.102.30.107 (Talk) Documented on Acrobatics article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__{{Description|The main city in the east of Cyrodiil, dedicated to [[Lore:Gods_A#Arkay|Arkay]].}}&lt;br /&gt;
{| style=&amp;quot;float:left&amp;quot;&lt;br /&gt;
|[[Image:OB-place-CheydinhalNE.jpg|thumb|left|View of Cheydinhal, looking northeast towards the castle]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:OB-place-CheydinhalSW.jpg|thumb|left|View of Cheydinhal, looking southwest past the chapel]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:OB-ICandChey.jpg|left|thumb|View of the [[Oblivion:The_Imperial_City|Imperial City]] and Cheydinhal from the top of [[Oblivion:Frostcrag_Spire (place)|Frostcrag Spire]]]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=1 cellpadding=5 cellspacing=0 align=right width=145px;&lt;br /&gt;
!style=background:#eeddff;| Cheydinhal&lt;br /&gt;
|-&lt;br /&gt;
|{{BG|#FBEFD5}}|[[Image:OB-CheydinhalShield.png|center|Shield of Cheydinhal]]&lt;br /&gt;
|-&lt;br /&gt;
|{{BG|#FBEFD5}}|County Cheydinhal in [[{{NAMESPACE}}:Nibenay Basin|Nibenay Basin]]&lt;br /&gt;
|-&lt;br /&gt;
!style=background:#eeddff;| Inns&lt;br /&gt;
|-&lt;br /&gt;
|{{BG|#FBEFD5}}|&lt;br /&gt;
* [[Oblivion:Cheydinhal_Bridge_Inn|Cheydinhal Bridge Inn]]&lt;br /&gt;
* [[Oblivion:Newlands Lodge|Newlands Lodge]]&lt;br /&gt;
|-&lt;br /&gt;
!style=background:#eeddff;| Shops&lt;br /&gt;
|-&lt;br /&gt;
|{{BG|#FBEFD5}}|&lt;br /&gt;
* [[Oblivion:Borba's Goods and Stores|Borba's Goods and Stores]]&lt;br /&gt;
* [[Oblivion:Mach-Na's Books|Mach-Na's Books]]&lt;br /&gt;
* [[Oblivion:The March Rider|The March Rider]]&lt;br /&gt;
|-&lt;br /&gt;
!style=background:#eeddff;| Guilds/Temples&lt;br /&gt;
|-&lt;br /&gt;
|{{BG|#FBEFD5}}|&lt;br /&gt;
* [[Oblivion:Cheydinhal Fighters Guild|Fighters Guild]]&lt;br /&gt;
* [[Oblivion:The Great Chapel of Arkay|The Great Chapel of Arkay]]&lt;br /&gt;
* [[Oblivion:Knights of the Thorn|Knights of the Thorn Lodge]]&lt;br /&gt;
* [[Oblivion:Cheydinhal Mages Guild|Mages Guild]]&lt;br /&gt;
|-&lt;br /&gt;
!style=background:#eeddff;| Homes&lt;br /&gt;
|-&lt;br /&gt;
|{{BG|#FBEFD5}}|&lt;br /&gt;
* Abandoned House&lt;br /&gt;
* [[Oblivion:Aldos Othran|Aldos Othran]]'s House&lt;br /&gt;
* [[Oblivion:Bazur gro-Gharz|Bazur gro-Gharz]]'s House&lt;br /&gt;
* [[Oblivion:Ganredhel|Ganredhel]]'s House&lt;br /&gt;
* [[Oblivion:Houses#Cheydinhal|House for Sale]]&lt;br /&gt;
* [[Oblivion:Llevana Nedaren|Llevana Nedaren]]'s House&lt;br /&gt;
* [[Oblivion:Magub gro-Orum|Magrum gra-Orum]]'s House&lt;br /&gt;
* [[Oblivion:Oghash gra-Magul|Oghash gra-Magul]]'s House&lt;br /&gt;
* [[Oblivion:Ohtimbar|Ohtimbar]]'s House&lt;br /&gt;
* [[Oblivion:Rythe Lythandas|Rythe Lythandas]]' House&lt;br /&gt;
|-&lt;br /&gt;
!style=background:#eeddff;| Other&lt;br /&gt;
|-&lt;br /&gt;
|style=white-space:nowrap {{BG|#FBEFD5}}|&lt;br /&gt;
* [[Oblivion:Black Waterside Stables|Black Waterside Stables]]&lt;br /&gt;
* [[Oblivion:Cheydinhal Castle|Cheydinhal Castle]]&lt;br /&gt;
* [[Oblivion:Dark Brotherhood Sanctuary|Dark Brotherhood Sanctuary]]&lt;br /&gt;
* Guard Barracks&lt;br /&gt;
* [[Oblivion:Cheydinhal Mages Guild#Mages Guild Well|Mages Guild Well]]&lt;br /&gt;
* [[Oblivion:Riverview|Riverview]]&lt;br /&gt;
* [[Oblivion:Willow Bank|Willow Bank]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Trail|Places}}&lt;br /&gt;
{{Lore:Cheydinhal}}&lt;br /&gt;
===The Dark Brotherhood===&lt;br /&gt;
The [[Oblivion:Dark Brotherhood|Dark Brotherhood]] resides in this city at the Abandoned House (see [[Oblivion:Cheydinhal Map|map]]). Rumor has it that Count Andel Indarys knows about its existence, but threats and bribes from the Dark Brotherhood have managed to keep the Count quiet. See [[Oblivion:Dark_Brotherhood#Joining|Joining the Dark Brotherhood]] for more information.&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
{{Oblivion:Cheydinhal People}}&lt;br /&gt;
&lt;br /&gt;
==Quests Starting Here==&lt;br /&gt;
===General===&lt;br /&gt;
*{{Quest Link|A Brush with Death}}&lt;br /&gt;
*{{Quest Link|Corruption and Conscience}}&lt;br /&gt;
*{{Quest Link|The Wayward Knight}}&lt;br /&gt;
*{{Quest Link|Buying a house in Cheydinhal}}&lt;br /&gt;
*{{Quest Link|The Sword of the Crusader}}{{KotN}}&lt;br /&gt;
&lt;br /&gt;
===Fighters Guild===&lt;br /&gt;
*{{Quest Link|The Desolate Mine (quest)|The Desolate Mine}}&lt;br /&gt;
*{{Quest Link|Amelion's Debt}}&lt;br /&gt;
*{{Quest Link|The Fugitives}}&lt;br /&gt;
*{{Quest Link|The Noble's Daughter}}&lt;br /&gt;
*{{Quest Link|Mystery at Harlun's Watch}}&lt;br /&gt;
&lt;br /&gt;
===Mages Guild===&lt;br /&gt;
*{{Quest Link|Cheydinhal Recommendation}}&lt;br /&gt;
&lt;br /&gt;
==Related Quests==&lt;br /&gt;
*{{Quest Link|The Elven Maiden}}&lt;br /&gt;
* {{Quest Link|Allies for Bruma}}&lt;br /&gt;
*{{Quest Link|Separated at Birth}}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*It's possible to climb over the walls and out the city. See [[Oblivion:Glitches#Cheydinhal|this]] for details.&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
{{Oblivion:Cheydinhal Map}}&lt;br /&gt;
[[Image:OB-Map-Cheydinhal.jpg|thumb|left|Cheydinhal]]&lt;br /&gt;
{{Oblivion Settlements}}&lt;/div&gt;</summary>
		<author><name>Vesna</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Blood_of_the_Divines&amp;diff=588895</id>
		<title>Oblivion:Blood of the Divines</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Blood_of_the_Divines&amp;diff=588895"/>
		<updated>2010-07-24T19:57:10Z</updated>

		<summary type="html">&lt;p&gt;Vesna: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Quests|Main Quest}}&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver=[[Oblivion:Brother Martin|Martin]]&lt;br /&gt;
|Start=[[Oblivion:Cloud Ruler Temple|Cloud Ruler Temple]]&lt;br /&gt;
|Icon=OB-qico-BloodoftheDivines.png&lt;br /&gt;
|Reward=Progression in the story line.&lt;br /&gt;
|Fame=Fame +2&lt;br /&gt;
|Prev=[[Oblivion:Blood of the Daedra|Blood of the Daedra]]&lt;br /&gt;
|Next=[[Oblivion:Miscarcand_(quest)|Miscarcand]]&lt;br /&gt;
|Loc=[[Oblivion:Sancre Tor|Sancre Tor]], [[Oblivion:Cloud Ruler Temple|Cloud Ruler Temple]]&lt;br /&gt;
|ID=MQ09&lt;br /&gt;
|AddAbove=&lt;br /&gt;
|AddBelow=&lt;br /&gt;
|image=OB-quest-Blood of the Divines.jpg&lt;br /&gt;
|imgdesc=The Undead Blades&lt;br /&gt;
|description=Recover the blood of a [[Oblivion:Nine Divines|god]] for [[Oblivion:Martin|Martin]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
# Talk to [[Oblivion:Brother Martin|Martin]] and learn of the &amp;quot;blood of the gods&amp;quot;.&lt;br /&gt;
# Explore the catacombs to find and defeat the first undead [[Oblivion:Ghost of Rielus|Blade]] to learn of the curse.&lt;br /&gt;
# Defeat the three remaining undead Blades to free them of the curse.&lt;br /&gt;
# Kill the undead Warden to access the rest of the tomb, and watch the Blade Ghosts dispell the evil enchantment.&lt;br /&gt;
# Obtain the armor, and bring it back to Martin.&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
===The Blood of the Gods===&lt;br /&gt;
[[Oblivion:Brother Martin|Martin]] tells you the next ingredient to open the portal is the ''Blood of the Divines''. Speak to [[Oblivion:Jauffre|Jauffre]] to learn that the blood of Tiber Septim (who became the god [[Lore:Talos|Talos]]), can probably be found on his armor in [[Oblivion:Sancre Tor|Sancre Tor]]. These catacombs were sealed by the first Grandmaster of the Blades and any who have tried to explore have never returned. Jauffre gives you a [[Oblivion:Sancre Tor Key|key]] to Sancre Tor and wishes you luck.&lt;br /&gt;
&lt;br /&gt;
Sancre Tor is now marked on your {{Map Link|Sancre Tor|map}}. It is located on the northern road from [[Oblivion:Bruma|Bruma]] to [[Oblivion:Chorrol|Chorrol]]. Above ground, it is a huge ruined fort with a few skeletons guarding a couple of chests and a [[Oblivion:Magical Stones#Sidri-Ashak Rune Stones|Sidri-Ashak Rune Stone]]. The entrance to the underground portion can be found in the large central tower.&lt;br /&gt;
&lt;br /&gt;
===Sancre Tor===&lt;br /&gt;
The interior of Sancre Tor is filled primarily with [[Oblivion:Undead#Ethereal Undead|ethereal undead]] (ghosts and wraiths).  Since these creatures are [[Oblivion:Resist Normal Weapons|immune to normal weapon damage]] you will need a silver, daedric, or enchanted weapon if you want to attack them. Alternatively, [[Oblivion:Ancient Akaviri Katana|Ancient Akaviri Katana]] will also kill ethereal undead, and they can be freely taken from the blade skeletons after you kill them. Additionally, [[Oblivion:Followers|Followers]] will not follow you into Sancre Tor.&lt;br /&gt;
&lt;br /&gt;
You will also encounter several [[Oblivion:Undead#Ghost of Rielus|Undead Blades]].  The first one will turn into the [[Oblivion:Ghost of Rielus|Ghost of Rielus]] once you defeat it. Rielus tells you that he was one of four Blades sent to the catacombs by Tiber Septim to discover the source of the evil infestation. The four were captured by the Underking, [[Lore:Zurin Arctus|Zurin Arctus]], and bound to haunt the catacombs after death. A spell was also put on the passage to the tomb where the armor lies. Approaching it is impossible without freeing all of the Blades. You will take constant [[Oblivion:Frost Damage|Frost damage]], be hit with the spell ''&amp;quot;Breath of the Underking&amp;quot;'', which drains Speed and Willpower, and last, hit an invisible barrier at the end of the corridor.&lt;br /&gt;
&lt;br /&gt;
===Free the undead Blades===&lt;br /&gt;
Rielus tells you to find and free his three companions so the four of them can undo the curse placed on the Shrine by the Underking. Another [[Oblivion:Undead#Ghost of Alain|Undead Blade]] can be found in the Catacombs, [[Oblivion:Undead#Ghost of Casnar|another]] in the Hall of Judgement, and [[Oblivion:Undead#Ghost of Valdemar|the last]] in the Prison; killing them will release the ghosts of [[Oblivion:Ghost of Casnar|Casnar]], [[Oblivion:Ghost of Valdemar|Valdemar]], [[Oblivion:Ghost of Alain|Alain]], respectively. Note that each of the four Blades has a leveled magical item ([[Oblivion:Amulet of the Ansei|Amulet of the Ansei]], [[Oblivion:Valdemar's Shield|Valdemar's Shield]], and two swords [[Oblivion:Mishaxhi's_Cleaver|Mishaxhi's Cleaver]] and [[Oblivion:Northwind|Northwind]]). In the prison area you need to open a locked door: either unlock it yourself or kill the undead [[Oblivion:Warden Kastav|Warden Kastav]] for his [[Oblivion:Warden Kastav's Key|key]]. When you have freed all four, proceed into the Tomb of the Reman Emperors to observe them restoring the shrine. Once the evil enchantment has been dispelled, go and get the Armor of Tiber Septim.&lt;br /&gt;
&lt;br /&gt;
===Return to Martin===&lt;br /&gt;
Return the armor to [[Oblivion:Brother Martin|Martin]] in [[Oblivion:Cloud Ruler Temple|Cloud Ruler Temple]]. He will thank you and let you know he's discovered the third ingredient. You may notice that Martin has set up another table in his impromptu study area while you were gone. There are two skill books (''[[Oblivion:The Refugees|The Refugees]]'', [[Oblivion:Light Armor|Light Armor]] and ''[[Oblivion:The Doors of Oblivion|The Doors of Oblivion]]'', [[Oblivion:Conjuration|Conjuration]]), a third non-skill book (''[[Oblivion:The Firmament|The Firmament]]''), an apprentice calcinator, and two paint brushes.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* The Undead Blades can be looted for unenchanted armor and weapons as well. Though identical in appearance to normal Blades gear, they possess slight differences in quality. The [[Oblivion:Ancient Blades Shield|Ancient Blades Shield]] and [[Oblivion:Ancient Blades Helmet|Helmet]] are worse (heavier, with less durability and protection) than the standard, but the [[Oblivion:Ancient Akaviri Katana|Ancient Akaviri Katana]] is slightly better with more durability, better damage, lighter weight, and [[Oblivion:Resist_Normal_Weapons|can harm ethereal enemies]].&lt;br /&gt;
* While [[Oblivion:Rythe Lythandas|Rythe Lythandas']] [[Oblivion:Miscellaneous Items#Brush of Truepaint|Brush of Truepaint]] is an Aedric&amp;lt;!-- DO NOT CHANGE THIS! Aedric is correct here. It is NOT supposed to say Daedric--&amp;gt; artifact (its bristles were purportedly woven from [[Lore:Dibella|Dibella's]] hair), it does not count as a possible candidate for the quest. &lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
*Do not let the Undead Blades follow you outside of the ruin. If you kill them outside, their ghost may not be able to re-enter, breaking the quest and further quests in the main storyline.&lt;br /&gt;
** {{UOP}}&lt;br /&gt;
&lt;br /&gt;
*The same undead blade may appear twice (Valdemar in both the ghost in the prison and the hall of judgment).&lt;br /&gt;
**On PC, if this happens, go to a saved game before you kill all four ghosts and enter console command &amp;quot;player.placeatme 000364bb&amp;quot;. The missing undead blade will appear - kill him and he will go where he is supposed to. You will not need to kill Valdemar twice.&lt;br /&gt;
&lt;br /&gt;
== Journal Entries ==&lt;br /&gt;
{{Journal Entries&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
| I should speak to Martin about the second item he needs for the ritual to open a portal to Mankar Camoran's realm of Paradise.&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Martin has deciphered a second item needed for the ritual: the 'blood of a Divine'. He could not imagine a way to obtain such a thing, until Jauffre suggested a solution: the blood of Tiber Septim, who was once mortal but became a god. I should ask Jauffre how to obtain this blood.&lt;br /&gt;
| 20&lt;br /&gt;
|&lt;br /&gt;
| Jauffre told me that the Armor of Tiber Septim, a holy relic of the Blades, is contained in a shrine in the catacombs of Sancre Tor. It is said to be splashed with Tiber Septim's blood. Jauffre warned me that the catacombs have become very dangerous, but neither he nor Martin can think of any other way to obtain the blood of a divine. {{Quest Comment|then}}&amp;lt;br&amp;gt;I need to go to Sancre Tor, find the Shrine of Tiber Septim and bring his ancient armor back to Martin.&lt;br /&gt;
| 30&lt;br /&gt;
|&lt;br /&gt;
| I have found the entrance to the catacombs of Sancre Tor. I should search them for the Shrine of Tiber Septim.&lt;br /&gt;
| 40&lt;br /&gt;
|&lt;br /&gt;
| I have found the Shrine of Tiber Septim. Its entrance is blocked by some kind of enchantment. I will have to find some way to dispel the enchantment in order to reach the Armor inside the shrine.&lt;br /&gt;
| 50&lt;br /&gt;
| &lt;br /&gt;
| I have destroyed an undead Blade in the catacombs of Sancre Tor. His released spirit told me that he had been bound here long ago with three companions by the Underking to guard the desecrated Shrine of Tiber Septim. He promised to attempt to dispel the curse that the Underking placed on the Shrine. {{Quest Comment|then}}&amp;lt;br&amp;gt;I should free the spirits of the other cursed Blades of Sancre Tor, so that they can help to dispel the Underking's evil enchantment from the Shrine of Tiber Septim.&lt;br /&gt;
| 51&lt;br /&gt;
| &lt;br /&gt;
| I have destroyed the second of the cursed Blades guarding Sancre Tor, freeing his spirit to help his companions lift the Underking's enchantment from the Shrine of Tiber Septim. I should continue to search for the other two undead Blades.&lt;br /&gt;
| 52&lt;br /&gt;
|&lt;br /&gt;
| I have destroyed the third of the cursed Blades guarding Sancre Tor. I need to find and destroy the last of the cursed Blades, so that his freed spirit can help the ghosts of his companions dispel the evil enchantment blocking the way to the Shrine of Tiber Septim.&lt;br /&gt;
| 53&lt;br /&gt;
|&lt;br /&gt;
| All of the cursed Blades of Sancre Tor have been destroyed. Their freed spirits have gone to the Shrine of Tiber Septim to try to dispel the enchantment laid upon it by the Underking long ago. I should go to the Shrine at once to see if they succeed in their final quest.&lt;br /&gt;
| 55&lt;br /&gt;
|&lt;br /&gt;
| {{Quest Comment|all ghost Blades in position}}&lt;br /&gt;
| 56&lt;br /&gt;
|&lt;br /&gt;
| {{Quest Comment|enchantment removed}}&lt;br /&gt;
| 70&lt;br /&gt;
| &lt;br /&gt;
| The ghosts of the four cursed Blades have dispelled the evil enchantment on the Shrine of Tiber Septim. The way to the Armor is now open.&lt;br /&gt;
| 80&lt;br /&gt;
|&lt;br /&gt;
| I have the Armor of Tiber Septim. Now to take it to Martin at Cloud Ruler Temple.&lt;br /&gt;
| 90&lt;br /&gt;
| &lt;br /&gt;
| I gave Martin the Armor of Tiber Septim. He was able to recover Tiber Septim's blood from it, which he needed for the Mysterium Xarxes ritual.&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 90 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:Miscarcand_(quest)|Miscarcand]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Vesna</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Blood_of_the_Divines&amp;diff=588894</id>
		<title>Oblivion:Blood of the Divines</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Blood_of_the_Divines&amp;diff=588894"/>
		<updated>2010-07-24T19:56:54Z</updated>

		<summary type="html">&lt;p&gt;Vesna: Adding relevant note, spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Quests|Main Quest}}&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver=[[Oblivion:Brother Martin|Martin]]&lt;br /&gt;
|Start=[[Oblivion:Cloud Ruler Temple|Cloud Ruler Temple]]&lt;br /&gt;
|Icon=OB-qico-BloodoftheDivines.png&lt;br /&gt;
|Reward=Progression in the story line.&lt;br /&gt;
|Fame=Fame +2&lt;br /&gt;
|Prev=[[Oblivion:Blood of the Daedra|Blood of the Daedra]]&lt;br /&gt;
|Next=[[Oblivion:Miscarcand_(quest)|Miscarcand]]&lt;br /&gt;
|Loc=[[Oblivion:Sancre Tor|Sancre Tor]], [[Oblivion:Cloud Ruler Temple|Cloud Ruler Temple]]&lt;br /&gt;
|ID=MQ09&lt;br /&gt;
|AddAbove=&lt;br /&gt;
|AddBelow=&lt;br /&gt;
|image=OB-quest-Blood of the Divines.jpg&lt;br /&gt;
|imgdesc=The Undead Blades&lt;br /&gt;
|description=Recover the blood of a [[Oblivion:Nine Divines|god]] for [[Oblivion:Martin|Martin]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
# Talk to [[Oblivion:Brother Martin|Martin]] and learn of the &amp;quot;blood of the gods&amp;quot;.&lt;br /&gt;
# Explore the catacombs to find and defeat the first undead [[Oblivion:Ghost of Rielus|Blade]] to learn of the curse.&lt;br /&gt;
# Defeat the three remaining undead Blades to free them of the curse.&lt;br /&gt;
# Kill the undead Warden to access the rest of the tomb, and watch the Blade Ghosts dispell the evil enchantment.&lt;br /&gt;
# Obtain the armor, and bring it back to Martin.&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
===The Blood of the Gods===&lt;br /&gt;
[[Oblivion:Brother Martin|Martin]] tells you the next ingredient to open the portal is the ''Blood of the Divines''. Speak to [[Oblivion:Jauffre|Jauffre]] to learn that the blood of Tiber Septim (who became the god [[Lore:Talos|Talos]]), can probably be found on his armor in [[Oblivion:Sancre Tor|Sancre Tor]]. These catacombs were sealed by the first Grandmaster of the Blades and any who have tried to explore have never returned. Jauffre gives you a [[Oblivion:Sancre Tor Key|key]] to Sancre Tor and wishes you luck.&lt;br /&gt;
&lt;br /&gt;
Sancre Tor is now marked on your {{Map Link|Sancre Tor|map}}. It is located on the northern road from [[Oblivion:Bruma|Bruma]] to [[Oblivion:Chorrol|Chorrol]]. Above ground, it is a huge ruined fort with a few skeletons guarding a couple of chests and a [[Oblivion:Magical Stones#Sidri-Ashak Rune Stones|Sidri-Ashak Rune Stone]]. The entrance to the underground portion can be found in the large central tower.&lt;br /&gt;
&lt;br /&gt;
===Sancre Tor===&lt;br /&gt;
The interior of Sancre Tor is filled primarily with [[Oblivion:Undead#Ethereal Undead|ethereal undead]] (ghosts and wraiths).  Since these creatures are [[Oblivion:Resist Normal Weapons|immune to normal weapon damage]] you will need a silver, daedric, or enchanted weapon if you want to attack them. Alternatively, [[Oblivion:Ancient Akaviri Katana|Ancient Akaviri Katana]] will also kill ethereal undead, and they can be freely taken from the blade skeletons after you kill them. Additionally, [[Oblivion:Followers|Followers]] will not follow you into Sancre Tor.&lt;br /&gt;
&lt;br /&gt;
You will also encounter several [[Oblivion:Undead#Ghost of Rielus|Undead Blades]].  The first one will turn into the [[Oblivion:Ghost of Rielus|Ghost of Rielus]] once you defeat it. Rielus tells you that he was one of four Blades sent to the catacombs by Tiber Septim to discover the source of the evil infestation. The four were captured by the Underking, [[Lore:Zurin Arctus|Zurin Arctus]], and bound to haunt the catacombs after death. A spell was also put on the passage to the tomb where the armor lies. Approaching it is impossible without freeing all of the Blades. You will take constant [[Oblivion:Frost Damage|Frost damage]], be hit with the spell ''&amp;quot;Breath of the Underking&amp;quot;'', which drains Speed and Willpower, and last, hit an invisible barrier at the end of the corridor.&lt;br /&gt;
&lt;br /&gt;
===Free the undead Blades===&lt;br /&gt;
Rielus tells you to find and free his three companions so the four of them can undo the curse placed on the Shrine by the Underking. Another [[Oblivion:Undead#Ghost of Alain|Undead Blade]] can be found in the Catacombs, [[Oblivion:Undead#Ghost of Casnar|another]] in the Hall of Judgement, and [[Oblivion:Undead#Ghost of Valdemar|the last]] in the Prison; killing them will release the ghosts of [[Oblivion:Ghost of Casnar|Casnar]], [[Oblivion:Ghost of Valdemar|Valdemar]], [[Oblivion:Ghost of Alain|Alain]], respectively. Note that each of the four Blades has a leveled magical item ([[Oblivion:Amulet of the Ansei|Amulet of the Ansei]], [[Oblivion:Valdemar's Shield|Valdemar's Shield]], and two swords [[Oblivion:Mishaxhi's_Cleaver|Mishaxhi's Cleaver]] and [[Oblivion:Northwind|Northwind]]). In the prison area you need to open a locked door: either unlock it yourself or kill the undead [[Oblivion:Warden Kastav|Warden Kastav]] for his [[Oblivion:Warden Kastav's Key|key]]. When you have freed all four, proceed into the Tomb of the Reman Emperors to observe them restoring the shrine. Once the evil enchantment has been dispelled, go and get the Armor of Tiber Septim.&lt;br /&gt;
&lt;br /&gt;
===Return to Martin===&lt;br /&gt;
Return the armor to [[Oblivion:Brother Martin|Martin]] in [[Oblivion:Cloud Ruler Temple|Cloud Ruler Temple]]. He will thank you and let you know he's discovered the third ingredient. You may notice that Martin has set up another table in his impromptu study area while you were gone. There are two skill books (''[[Oblivion:The Refugees|The Refugees]]'', [[Oblivion:Light Armor|Light Armor]] and ''[[Oblivion:The Doors of Oblivion|The Doors of Oblivion]]'', [[Oblivion:Conjuration|Conjuration]]), a third non-skill book (''[[Oblivion:The Firmament|The Firmament]]''), an apprentice calcinator, and two paint brushes.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* The Undead Blades can be looted for unenchanted armor and weapons as well. Though identical in appearance to normal Blades gear, they possess slight differences in quality. The [[Oblivion:Ancient Blades Shield|Ancient Blades Shield]] and [[Oblivion:Ancient Blades Helmet|Helmet]] are worse (heavier, with less durability and protection) than the standard, but the [[Oblivion:Ancient Akaviri Katana|Ancient Akaviri Katana]] is slightly better with more durability, better damage, lighter weight, and [[Oblivion:Resist_Normal_Weapons|can harm ethereal enemies]].&lt;br /&gt;
* While [[Oblivion:Rythe Lythandas|Rythe Lythandas']] [[Oblivion:Miscellaneous Items#|Brush of Truepaint|Brush of Truepaint]] is an Aedric&amp;lt;!-- DO NOT CHANGE THIS! Aedric is correct here. It is NOT supposed to say Daedric--&amp;gt; artifact (its bristles were purportedly woven from [[Lore:Dibella|Dibella's]] hair), it does not count as a possible candidate for the quest. &lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
*Do not let the Undead Blades follow you outside of the ruin. If you kill them outside, their ghost may not be able to re-enter, breaking the quest and further quests in the main storyline.&lt;br /&gt;
** {{UOP}}&lt;br /&gt;
&lt;br /&gt;
*The same undead blade may appear twice (Valdemar in both the ghost in the prison and the hall of judgment).&lt;br /&gt;
**On PC, if this happens, go to a saved game before you kill all four ghosts and enter console command &amp;quot;player.placeatme 000364bb&amp;quot;. The missing undead blade will appear - kill him and he will go where he is supposed to. You will not need to kill Valdemar twice.&lt;br /&gt;
&lt;br /&gt;
== Journal Entries ==&lt;br /&gt;
{{Journal Entries&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
| I should speak to Martin about the second item he needs for the ritual to open a portal to Mankar Camoran's realm of Paradise.&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Martin has deciphered a second item needed for the ritual: the 'blood of a Divine'. He could not imagine a way to obtain such a thing, until Jauffre suggested a solution: the blood of Tiber Septim, who was once mortal but became a god. I should ask Jauffre how to obtain this blood.&lt;br /&gt;
| 20&lt;br /&gt;
|&lt;br /&gt;
| Jauffre told me that the Armor of Tiber Septim, a holy relic of the Blades, is contained in a shrine in the catacombs of Sancre Tor. It is said to be splashed with Tiber Septim's blood. Jauffre warned me that the catacombs have become very dangerous, but neither he nor Martin can think of any other way to obtain the blood of a divine. {{Quest Comment|then}}&amp;lt;br&amp;gt;I need to go to Sancre Tor, find the Shrine of Tiber Septim and bring his ancient armor back to Martin.&lt;br /&gt;
| 30&lt;br /&gt;
|&lt;br /&gt;
| I have found the entrance to the catacombs of Sancre Tor. I should search them for the Shrine of Tiber Septim.&lt;br /&gt;
| 40&lt;br /&gt;
|&lt;br /&gt;
| I have found the Shrine of Tiber Septim. Its entrance is blocked by some kind of enchantment. I will have to find some way to dispel the enchantment in order to reach the Armor inside the shrine.&lt;br /&gt;
| 50&lt;br /&gt;
| &lt;br /&gt;
| I have destroyed an undead Blade in the catacombs of Sancre Tor. His released spirit told me that he had been bound here long ago with three companions by the Underking to guard the desecrated Shrine of Tiber Septim. He promised to attempt to dispel the curse that the Underking placed on the Shrine. {{Quest Comment|then}}&amp;lt;br&amp;gt;I should free the spirits of the other cursed Blades of Sancre Tor, so that they can help to dispel the Underking's evil enchantment from the Shrine of Tiber Septim.&lt;br /&gt;
| 51&lt;br /&gt;
| &lt;br /&gt;
| I have destroyed the second of the cursed Blades guarding Sancre Tor, freeing his spirit to help his companions lift the Underking's enchantment from the Shrine of Tiber Septim. I should continue to search for the other two undead Blades.&lt;br /&gt;
| 52&lt;br /&gt;
|&lt;br /&gt;
| I have destroyed the third of the cursed Blades guarding Sancre Tor. I need to find and destroy the last of the cursed Blades, so that his freed spirit can help the ghosts of his companions dispel the evil enchantment blocking the way to the Shrine of Tiber Septim.&lt;br /&gt;
| 53&lt;br /&gt;
|&lt;br /&gt;
| All of the cursed Blades of Sancre Tor have been destroyed. Their freed spirits have gone to the Shrine of Tiber Septim to try to dispel the enchantment laid upon it by the Underking long ago. I should go to the Shrine at once to see if they succeed in their final quest.&lt;br /&gt;
| 55&lt;br /&gt;
|&lt;br /&gt;
| {{Quest Comment|all ghost Blades in position}}&lt;br /&gt;
| 56&lt;br /&gt;
|&lt;br /&gt;
| {{Quest Comment|enchantment removed}}&lt;br /&gt;
| 70&lt;br /&gt;
| &lt;br /&gt;
| The ghosts of the four cursed Blades have dispelled the evil enchantment on the Shrine of Tiber Septim. The way to the Armor is now open.&lt;br /&gt;
| 80&lt;br /&gt;
|&lt;br /&gt;
| I have the Armor of Tiber Septim. Now to take it to Martin at Cloud Ruler Temple.&lt;br /&gt;
| 90&lt;br /&gt;
| &lt;br /&gt;
| I gave Martin the Armor of Tiber Septim. He was able to recover Tiber Septim's blood from it, which he needed for the Mysterium Xarxes ritual.&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 90 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:Miscarcand_(quest)|Miscarcand]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Vesna</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:The_Collector&amp;diff=588862</id>
		<title>Oblivion:The Collector</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:The_Collector&amp;diff=588862"/>
		<updated>2010-07-24T16:12:43Z</updated>

		<summary type="html">&lt;p&gt;Vesna: Revamp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Quests|Imperial City}}&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver=[[Oblivion:Jollring|Jollring]] or [[Oblivion:Umbacano|Umbacano]]&lt;br /&gt;
|Start=the [[Oblivion:Imperial City|Imperial City]]&lt;br /&gt;
|Reward=500 gold per statue; 5000 extra gold when the tenth statue is delivered&lt;br /&gt;
|Fame=Fame +1&lt;br /&gt;
|ID=MS21&lt;br /&gt;
|Prev=None&lt;br /&gt;
|Next=[[Oblivion:Nothing You Can Possess|Nothing You Can Possess]]&lt;br /&gt;
|Loc=[[Oblivion:Talos Plaza District|Talos Plaza District]], Ayleid Ruins&lt;br /&gt;
|Image=OB-quest-The Collector.jpg&lt;br /&gt;
|ImgDesc=An [[Oblivion:Miscellaneous Items#Quest Items|Ayleid Statue]] in [[Oblivion:Fanacas|Fanacas]].&lt;br /&gt;
|Icon=OB-qico-General1.png&lt;br /&gt;
|description=Help [[Oblivion:Umbacano|Umbacano]], a collector of ancient artifacts, recover the &amp;quot;Ten Ancestors&amp;quot;, a set of ancient [[Oblivion:Ayleids|Ayleid]] [[Oblivion:The_Collector#Locations_of_Statues|statues]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
# Find an [[Oblivion:Miscellaneous Items#Ayleid Statue|Ayleid Statue]] and either sell it to a merchant or directly sell it to [[Oblivion:Umbacano|Umbacano]]. Either way, he will find you and ask you to recover the remaining statues.&lt;br /&gt;
# Continue by finding the nine remaining statues and returning them to Umbacano.&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
===Ayleid Artifacts===&lt;br /&gt;
[[Image:Oblivion_AyleidStatue.jpg|thumb|100px|Ayleid Statue]]&lt;br /&gt;
To begin this quest, find an Ayleid Statue. There are ten in total, one in each of the Ayleid ruins listed in the section below. Selling this statue to a merchant will net you a maximum of 250 septims. The statue disappears from the merchant's inventory as soon as you exit the barter screen. After selling the statue, expect to be approached by a messenger after a short period of time. The messenger will take you to Umbacano's Manor in the Talos Plaza District, where you find out that he has purchased the statue from the merchant. Alternatively, take the first statue directly to [[Oblivion:Umbacano|Umbacano]]. Enter his manor and show the statue to his butler, [[Oblivion:Jollring|Jollring]], who will then introduce you to Umbacano. Umbacano will then buy the statue for 500 gold, which is double its base value.&lt;br /&gt;
&lt;br /&gt;
===The Collector===&lt;br /&gt;
You learn from Umbacano that the statue is one of the ''Ten Ancestors'', statues that once resided in the Temple of the Ancestors, now known as [[Oblivion:White Gold Tower|White Gold Tower]]. Before the fall of the Temple to the rebellious Cyrodiil, the statues were removed for safekeeping and held within ten different Ayleid cities. He wishes to acquire the full set of ten, but he lacks a resourceful treasure hunter.&lt;br /&gt;
&lt;br /&gt;
To continue this quest, search Ayleid ruins until another statue is found - see the section below for locations. When the second statue is sold to Umbacano, he will say that his research has discovered five Ayleid settlements he believes statues were taken to - Moranda, Mackamentain, Wenyandawik, Ninendava, and Fanacas. Map markers for all of these will appear on the journal, but you will have to travel there manually unless you have been there before.&lt;br /&gt;
&lt;br /&gt;
===Next Assignment===&lt;br /&gt;
Once the third statue is sold to him, he will give you another assignment as well: the quest [[Oblivion:Nothing You Can Possess|Nothing You Can Possess]]. He will pay 5500 gold when the tenth statue is delivered (500 for the statue, plus a 5000 bonus for completing the set).&lt;br /&gt;
&lt;br /&gt;
'''WARNING:''' It is recommended to find and sell all ten statues to Umbacano before starting '''[[Oblivion:Secrets of the Ayleids|Secrets of the Ayleids]]''', which follows '''[[Oblivion:Nothing You Can Possess|Nothing You Can Possess]].''' After the completion of '''Secrets of the Ayleids''', '''The Collector''' cannot be completed successfully, and uncollected statues shall disappear from their respective Ayleid ruins.&lt;br /&gt;
&lt;br /&gt;
==Locations of Statues==&lt;br /&gt;
''{{Place Link|game=Oblivion|place=Culotte}}:''&lt;br /&gt;
&lt;br /&gt;
Find the words “The Yellow Road” on your map. It’s the road running from The Red Ring Road (around the Imperial City) to the eastern side of Leyawiin. This ruin is located near the letter “T” in words “The Yellow Road.”&lt;br /&gt;
&lt;br /&gt;
''{{Place Link|game=Oblivion|place=Fanacas}}:''&lt;br /&gt;
&lt;br /&gt;
North of the “Ch” in “Cheydinhal” on your map.&lt;br /&gt;
&lt;br /&gt;
''{{Place Link|game=Oblivion|place=Mackamentain}}:''&lt;br /&gt;
&lt;br /&gt;
There is a small lake located just to the left of the word “Basin” in “The Nibenay Basin”. On the northwestern shore of this lake is this ruin.&lt;br /&gt;
&lt;br /&gt;
''{{Place Link|game=Oblivion|place=Moranda}}:''&lt;br /&gt;
&lt;br /&gt;
Just south of &amp;quot;The&amp;quot; in &amp;quot;The Orange Road&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
''{{Place Link|game=Oblivion|place=Ninendava}}:''&lt;br /&gt;
&lt;br /&gt;
Just east of [[Oblivion:Sancre Tor|Sancre Tor]], or northwest from [[Oblivion:Moranda|Moranda]] and about half-way to Hermaeus Mora's shrine.&lt;br /&gt;
&lt;br /&gt;
''{{Place Link|game=Oblivion|place=Vilverin}}:''&lt;br /&gt;
&lt;br /&gt;
Directly across the water from where you exited the Imperial Prison sewers at the start of the game.&lt;br /&gt;
&lt;br /&gt;
''{{Place Link|game=Oblivion|place=Welke}}:''&lt;br /&gt;
&lt;br /&gt;
There should be a smaller river southwest of the words “Panther River” on your map, follow that body of water up to the actual Panther River and where they meet is Welke.&lt;br /&gt;
&lt;br /&gt;
''{{Place Link|game=Oblivion|place=Wendelbek}}:''&lt;br /&gt;
&lt;br /&gt;
If you look at your map, right above the “P” in “Panther River” there is a smaller river. Now look at where the smaller river splits into two smaller ones. Wendelbek is right where they split. &lt;br /&gt;
&lt;br /&gt;
''{{Place Link|game=Oblivion|place=Wendir}}:''&lt;br /&gt;
&lt;br /&gt;
Find “The Black Road” just south of Chorrol. Directly south from the “ac” in “Black” is Wendir.&lt;br /&gt;
&lt;br /&gt;
''{{Place Link|game=Oblivion|place=Wenyandawik}}:''&lt;br /&gt;
&lt;br /&gt;
South of the “R” in the “Road” portion of “The Green Road” which is northwest of Bravil.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* In the unpatched version of the game, be careful with the Ayleid statues. If you place them on the floor of a house, especially Rosethorn Hall in Skingrad, they tend to fall through the ground after some time. Keep in mind that the statues are perfectly safe once placed in Umbacano's cabinet. In the patched version of the game, there seems to be no problem storing the statues in houses. &lt;br /&gt;
*The first statue that is sold to Umbacano is placed on his desk. When you find a second statue, the first one is moved from his desk to the Ayleid Statue Display cabinet, on the northeast side of his Private Quarters. Thereafter, every statue sold to Umbacano is placed directly into the display cabinet once you end the conversation with him and give him a chance to deposit the statue. &lt;br /&gt;
** Normally, at the end of the quest all ten statues end up in the display cabinet. However, if you find all ten statues before selling any or giving any to Umbacano, the first statue will stay on his desk and only nine statues ever make into the display cabinet. &lt;br /&gt;
** You can steal the statues back from Umbacano at any time. However, you cannot sell them back to Umbacano.&lt;br /&gt;
* It is '''not''' possible to clone the Ayleid Statues via the duplication glitch.&lt;br /&gt;
* The Ayleid Statues are not affected by Telekinesis spells, but you can use &amp;quot;grab&amp;quot; to place them for display.&lt;br /&gt;
* The first edition of the Prima Official Game Guide lists [[Oblivion:Sardavar Leed|Sardavar Leed]] as a location containing an Ayleid Statue. However, there is no statue in Sardavar Leed.&lt;br /&gt;
&lt;br /&gt;
==Journal Entries==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=3| The Collector (MS21)&lt;br /&gt;
|-&lt;br /&gt;
! Stage&lt;br /&gt;
! Finishes Quest&lt;br /&gt;
! Journal Entry&lt;br /&gt;
|-&lt;br /&gt;
|5||||&lt;br /&gt;
|-&lt;br /&gt;
|10||||I've received a note from a man called Umbacano; he's interested in the Ayleid statue I found and sold. I should find him in the Imperial City and see what he wants.&lt;br /&gt;
|-&lt;br /&gt;
|15||||I've spoken to a collector of Ayleid artifacts named Umbacano. He has offered to pay me handsomely for any Ayleid Ancestor statues that I bring him.&lt;br /&gt;
|-&lt;br /&gt;
|20||||Umbacano has offered to pay well for any more statues I find. I should look for more of them in Ayleid ruins, and bring them to him. If I can find all ten of the statues, he will pay me a large bonus.&lt;br /&gt;
|-&lt;br /&gt;
|40||||Umbacano's research has uncovered evidence that some of the Ayleid statues he is looking for may be hidden in these ruins: Moranda, Mackamentain, Wenyandawik, Ninendava, Fanacas.&lt;br /&gt;
|-&lt;br /&gt;
|52||||I have brought Umbacano a second Ayleid statue.&lt;br /&gt;
|-&lt;br /&gt;
|53||||I have brought Umbacano a third Ayleid statue.&lt;br /&gt;
|-&lt;br /&gt;
|54||||I have brought Umbacano a fourth Ayleid statue.&lt;br /&gt;
|-&lt;br /&gt;
|55||||I have brought Umbacano a fifth Ayleid statue.&lt;br /&gt;
|-&lt;br /&gt;
|56||||I have brought Umbacano a sixth Ayleid statue.&lt;br /&gt;
|-&lt;br /&gt;
|57||||I have brought Umbacano a seventh Ayleid statue.&lt;br /&gt;
|-&lt;br /&gt;
|58||||I have brought Umbacano a eighth Ayleid statue. Only two more to go.&lt;br /&gt;
|-&lt;br /&gt;
|59||||I have brought Umbacano a ninth Ayleid statue. If I bring him one more he will pay {{sic|be|me}} a bonus of 5,000 gold.&lt;br /&gt;
|-&lt;br /&gt;
|60||align=&amp;quot;center&amp;quot;|{{Yes}}||I have brought Umbacano all ten of the Ayleid statues. He was very pleased and rewarded me well.&lt;br /&gt;
|-&lt;br /&gt;
|100||align=&amp;quot;center&amp;quot;|{{Yes}}||&lt;br /&gt;
|}&lt;br /&gt;
{{OB Journal Entries Notes}}&lt;br /&gt;
&lt;br /&gt;
{{Quest Footer|Prev=None|Next=[[Oblivion:Nothing You Can Possess|Nothing You Can Possess]]}}&lt;/div&gt;</summary>
		<author><name>Vesna</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Cheydinhal_Recommendation&amp;diff=588706</id>
		<title>Oblivion:Cheydinhal Recommendation</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Cheydinhal_Recommendation&amp;diff=588706"/>
		<updated>2010-07-23T16:00:23Z</updated>

		<summary type="html">&lt;p&gt;Vesna: Revamp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Quests|Mages Guild}}&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver=[[Oblivion:Falcar|Falcar]]&lt;br /&gt;
|Icon=OB-qico-MagesGuild.png&lt;br /&gt;
|Start=the [[Oblivion:Cheydinhal Mages Guild|Cheydinhal Mages Guild]]&lt;br /&gt;
|Reward=Cheydinhal Recommendation and a [[Oblivion:Spells#Buoyancy|Buoyancy]] spell&lt;br /&gt;
|Fame=Fame +1&lt;br /&gt;
|Loc=Cheydinhal Mages Guild&lt;br /&gt;
|image=OB-quest-Cheydinhal Recommendation.jpg&lt;br /&gt;
|imgdesc=The Cheydinhal Guild&lt;br /&gt;
|ID=MG02Alter&lt;br /&gt;
|description=Recover a [[Oblivion:Clothing#Rings|lost ring]] to obtain a recommendation from the [[Oblivion:Cheydinhal|Cheydinhal]] Mages Guild.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
# Speak with [[Oblivion:Falcar|Falcar]], the bitter leader of the [[Oblivion:Cheydinhal Mages Guild|Cheydinhal Mages Guild]], who asks you to find his lost Ring of Burden.&lt;br /&gt;
# Go see [[Oblivion:Deetsan|Deetsan]] to obtain a key to the outside well and a [[Oblivion:Spells#Alteration|Buoyancy]] spell.&lt;br /&gt;
# Retrieve the ring from the well speak with Deetsan again.&lt;br /&gt;
# Search Falcar's room for your recommendation, but find evidence of necromancy instead.&lt;br /&gt;
# Speak once again with Deetsan, and she will write a letter of recommendation for you.&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
===Cheydinhal Mages Guild===&lt;br /&gt;
Speak to [[Oblivion:Falcar|Falcar]] in the [[Oblivion:Cheydinhal Mages Guild|Cheydinhal Mages Guild]] for a recommendation. He wants you to find a [[Oblivion:Clothing#Rings|Ring of Burden]] an [[Oblivion:Vidkun|Associate]] recently lost.  He suspects it was thrown down the guild well and says you'll need a [[Oblivion:Well Key|key]] to get in; a fellow Guild member, [[Oblivion:Deetsan|Deetsan]], has it. Deetsan will agree to talk to you about your assignment only if Falcar is not in the room. After he leaves, you'll learn you're not the first one to get this task. The previous Associate, [[Oblivion:Vidkun|Vidkun]], disappeared while trying to find the ring. After this word of caution, Deetsan will give you the Well Key and a [[Oblivion:Spells#Alteration|Buoyancy]] spell. &lt;br /&gt;
&lt;br /&gt;
===You're Gonna Need A Bigger Feather===&lt;br /&gt;
The well is just behind the guild. Create a save point before entering the well, as this part of the quest is prone to a [[#Bugs|glitch]]. Use the [[Oblivion:Spells#Buoyancy|Buoyancy]] spell Deetsan gave you or a similar [[Oblivion:Water Breathing|Water Breathing]] spell or enchantment as the well has no air pockets to breathe in. There is no need to worry about this if you are an [[Oblivion:Argonian|Argonian]]. The well itself is small, and you'll find poor Vidkun's body inside with the ring, which is floating rather than &amp;quot;burdened&amp;quot; to the bottom. The ring weighs 150 lbs, so be sure you have at least that much space in your inventory or a [[Oblivion:Feather|Feather]] or [[Oblivion:Fortify Attribute|Fortify Strength]] spell or potion. Otherwise, you will end up like Vidkun. You do not actually need to bring the ring back to the Guild; you can drop it immediately after receiving the related quest update. There is also a [[Oblivion:Nirnroot|Nirnroot]] in the well that you may want to grab.&lt;br /&gt;
&lt;br /&gt;
===Falcar's Tantrum===&lt;br /&gt;
When you return, Falcar is nowhere to be seen. Speak with Deetsan instead, and tell her that Vidkun is dead. She will have a different reaction if you tell her about Vidkun after you ask about your recommendation. If you present to her the Ring of Burden, she will tell you that it's useless and to drop it anywhere, as it is most likely just part of a &amp;quot;sick joke&amp;quot; of Falcar's. Falcar, it seems, got quite mad when Deetsan told him that she had helped you, and when she threatened to report him to the Council of Mages, he yelled some nonsense and stormed out of the guild. Deetsan says to search Falcar's room to see if he had already written your letter of recommendation.&lt;br /&gt;
&lt;br /&gt;
===Falcar's Secret===&lt;br /&gt;
Head down to the basement and search Falcar's room. Open the locked drawer (its difficulty is leveled) and find two [[Oblivion:Black_Soul_Gem|Black Soul Gems]], a sign of [[Oblivion:Necromancy|Necromancy]]. There is nothing else to find, so return to Deetsan with the gems. Deetsan will take the two [[Oblivion:Black_Soul_Gem|Black Soul Gems]] and offer to write the recommendation for you herself. If you have already raided Falcar's room before he left, you cannot give Deetsan the Black Soul Gems before this point. &lt;br /&gt;
&lt;br /&gt;
You only need one Black Soul Gem to finish the quest, but both will disappear once you talk to Deetsan. The spare soul gem can be used normally. However, these are not counted as proper Black Soul Gems by the game, and act like regular [[Oblivion:Soul Gem|Grand Soul Gems]]. Therefore, these cannot be used to trap NPC souls or as an offering to [[Oblivion:Vaermina|Vaermina]]. Be careful not to use both, as then you will not be able to complete the quest (see [[#Bugs|bugs]]. Deetsan will accept these Falcar's Black Soul Gems if they are filled, but she will not notice any other Black Soul Gems you might have in your inventory.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Prior to finishing this quest, if you overhear some of the other Mage NPCs talking to each other, they will discuss how the water has tasted strange lately. Since they are probably drawing their water from the Mages Guild well, the dead body is probably the cause.&lt;br /&gt;
* After completing this quest, Mages in the other Guild Halls will mention that Deetsan is now running the Cheydinhal Guild hall.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Falcar's Black Soul Gems are identified as quest items, so they cannot be set down, but they will still work with Soul Trap and disappear once used to recharge a weapon or enchant an item.  If both are used in this way, it will become impossible to complete this quest and gain access to the [[Oblivion:Arcane_University|Arcane University]].&lt;br /&gt;
** If you are on the PC, you can fix this problem by entering the [[Oblivion:Console|console]] command &amp;lt;code&amp;gt;player.additem 3C7FC 2&amp;lt;/code&amp;gt; to give your character new copies of the soul gems.&lt;br /&gt;
** There are no known ways to fix this bug on the Xbox 360 or PS3.&lt;br /&gt;
** {{UOP}}&lt;br /&gt;
* If you pickpocket Falcar's key to get into his room before retrieving the Ring of Burden, the key will be permanently marked as a quest item and is undroppable even after the quest is completed. This isn't a weight problem since it is 0, but it permanently adds to inventory clutter.&lt;br /&gt;
** {{UOP}}&lt;br /&gt;
&lt;br /&gt;
* The Black Soul Gems will still count as stolen items in your journal.  There is no way to get them without having them adding to your stolen statistic; this is the one case where virtuous characters are forced to do something illegal in order to enter the Mages Guild. See [[Oblivion:Crime#Required Stealing|this page]] for more information.&lt;br /&gt;
** {{UOP}}&lt;br /&gt;
&lt;br /&gt;
* If you enter the well but do not retrieve the ring and then return more than three game days later, Vidkun's body will have disappeared.  Without the body it is impossible to get the ring, and, as with the previous quest, impossible to complete the quest.  This is fixed with the [[Oblivion:Patch|1.1.511 patch]].&lt;br /&gt;
** Make sure you receive the quest update before you drop the ring, as you may not be able to find it later. &lt;br /&gt;
** If you do have to leave the well, deactivating the quest (choose another quest to be your current active quest) will prevent Vidkun's body from disappearing.&lt;br /&gt;
** On the PC, you can fix this problem by entering the [[Oblivion:Console|console]] command &amp;lt;code&amp;gt;player.additem 2E5AC&amp;lt;/code&amp;gt; to give your character the ring.&lt;br /&gt;
&lt;br /&gt;
==Journal Entries==&lt;br /&gt;
{{Journal Entries&lt;br /&gt;
|10||I need to get the key to the Cheydinhal Mages' Guild well from Deetsan.&lt;br /&gt;
|20||I need to enter the well behind the Mages Guild in Cheydinhal to retrieve a Ring of Burden for Falcar. The last person given this task has disappeared; should I learn anything about him, I should speak with Deetsan.&lt;br /&gt;
|30||I have found the Ring of Burden, and should return it to Falcar.&lt;br /&gt;
|80||I need to search Falcar's quarters in the Cheydinhal Mages' Guild for any sign of his recommendation letter. If found, it should be given to Deetsan, along with anything unusual.&lt;br /&gt;
|90||There's no evidence of a recommendation in Falcar's room, but I've found Black Soul Gems. I should take them to Deetsan immediately.&lt;br /&gt;
|100|fin|Deetsan has agreed to send a letter of recommendation to the Arcane University in Falcar's stead.&lt;br /&gt;
}}&lt;br /&gt;
{{OB Journal Entries Notes}}&lt;br /&gt;
{{Oblivion Mages Quest Footer}}&lt;/div&gt;</summary>
		<author><name>Vesna</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Zero_Visibility&amp;diff=587732</id>
		<title>Oblivion:Zero Visibility</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Zero_Visibility&amp;diff=587732"/>
		<updated>2010-07-18T17:11:56Z</updated>

		<summary type="html">&lt;p&gt;Vesna: Revamp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Quests|Miscellaneous}}&lt;br /&gt;
[[Category:Oblivion-Quests-House Quests]]&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver=[[Oblivion:Diram Serethi|Diram Serethi]]&lt;br /&gt;
|Start=[[Oblivion:Aleswell|Aleswell]]&lt;br /&gt;
|Reward=Free lodging in [[Oblivion:Aleswell|Aleswell]]&lt;br /&gt;
|Fame=Fame +1&lt;br /&gt;
|ID=MS47&lt;br /&gt;
|Prev=None&lt;br /&gt;
|Next=None&lt;br /&gt;
|Loc=[[Oblivion:Aleswell|Aleswell]]&lt;br /&gt;
|AddAbove=&lt;br /&gt;
|AddBelow=&lt;br /&gt;
|Image=OB-quest-Zero Visibility.jpg&lt;br /&gt;
|ImgDesc=Can you spot [[Oblivion:Shagol gro-Bumph|Shagol gro-Bumph]]?&lt;br /&gt;
|Icon=OB-qico-General2.png&lt;br /&gt;
|description=Help the citizens of [[Oblivion:Aleswell|Aleswell]] become visible again.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
# Enter the [[Oblivion:Aleswell Inn|Aleswell Inn]], and find the invisible innkeeper, [[Oblivion:Diram_Serethi|Diram Serethi]].&lt;br /&gt;
# Explore nearby [[Oblivion:Fort_Caractacus|Fort Caractacus]] until you find [[Oblivion:Ancotar|Ancotar]], the wizard in question.&lt;br /&gt;
# Ancotar will give you a scroll to undo the invisibility curse. Keep talking to him (raising his disposition, if necessary) until he gives you a ring.&lt;br /&gt;
# Equip the ring and read the scroll in the center of town. Speak with Diram once more.&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
===Finding Aleswell===&lt;br /&gt;
North of the [[Oblivion:The Imperial City|Imperial City]], the [[Oblivion:Red_Ring_Road|Red Ring Road]] runs east to west on the northern side of Lake Rumare. [[Oblivion:Aleswell|Aleswell]] lies a short distance up the hill from this road. It is a small hamlet with two houses, a garden, and a sheep pen. &lt;br /&gt;
&lt;br /&gt;
[[Oblivion:Aleswell|Aleswell]] appears deserted. The town's few inhabitants ''are'' present, albeit invisible, so you cannot steal with impunity. Either enter the [[Oblivion:Aleswell Inn|Aleswell Inn]] straight away - the innkeeper, [[Oblivion:Diram_Serethi|Diram Serethi]] will approach from your right - or find an invisible townsperson, who will then direct you to the inn. Nobody is sure exactly what happened, but Diram suspects a wizard in nearby [[Oblivion:Fort Caractacus|Fort Caractacus]] is responsible, given his previous experimental activity to the detriment of peace in Aleswell.&lt;br /&gt;
&lt;br /&gt;
It is also possible to start this quest by talking to [[Oblivion:Malene|Malene]] at the [[Oblivion:Roxey Inn|Roxey Inn]]. Once you have started the quest, the quest marker will point to Diram's location, making it easier to find him.&lt;br /&gt;
&lt;br /&gt;
===Fort Caractacus ===&lt;br /&gt;
[[Oblivion:Fort Caractacus|Fort Caractacus]] is a very short distance back down the hill south and slightly east (towards the [[Oblivion:The Imperial City|Imperial City]] but on the same side of the water as [[Oblivion:Aleswell|Aleswell]]). Watch out on the way to the fort because you are likely to encounter invisible creatures in the area. The creatures are leveled - [[Oblivion:Animals#Invisible Rat|rats]], [[Oblivion:Animals#Invisible Wolf|wolves]], [[Oblivion:Animals#Invisible Timber Wolf|timber wolves]], [[Oblivion:Animals#Invisible Black Bear|black bears]], and [[Oblivion:Animals#Invisible Mountain Lion|mountain lions]] all may be encountered. It is strongly advised that you use [[Oblivion:Detect Life|Detect Life]].&lt;br /&gt;
&lt;br /&gt;
Ancotar will be present in the exterior ruins, and in fact will yell at you if he sees you. He may often be found in the small rooms on the second level. He initially dismisses you with the comment he ''&amp;quot;doesn't want whatever it is you're selling.&amp;quot;'' Start conversation with him twice in a row and he'll have a different first line from when he mistook you for a salesman earlier. Finally, he'll become resigned to the fact that you're going to have a chat.&lt;br /&gt;
&lt;br /&gt;
===Ancotar’s Spell===&lt;br /&gt;
Ancotar takes pride in his spellcraft, and talks about it at length. When he stops himself from talking about the intricacies of his research, you might reassure him that you're interested (even if you're not) - although characters in good standing with the Mage's Guild will not have to choose the &amp;quot;friendly&amp;quot; dialogue options to get everything needed from him. Otherwise, you will have to raise his disposition to at least 71. After he gives you the spell, note that he has not been entirely forthcoming about the spell's potential side effects. Keep talking to him about the scroll he has given you until he gives you Ancotar's Ring of Protection. Before you leave, you may want to pick up two skill books from under Ancotar's desk on the second level of the fort's exterior: ''[[Oblivion:The Doors of Oblivion|The Doors of Oblivion]]'' and ''[[Oblivion:Mystery of Talara, v 4|Mystery of Talara, v4]]'', which train [[Oblivion:Conjuration|Conjuration]] and [[Oblivion:Illusion|Illusion]], respectively.&lt;br /&gt;
&lt;br /&gt;
===Read with caution===&lt;br /&gt;
Equip Ancotar's Ring of Protection, and read the scroll in the center of [[Oblivion:Aleswell|Aleswell]].  Visit the Aleswell Inn again and Diram will talk to you once more. You will be rewarded with a [[Oblivion:Fame|Fame]] point and free lodging at Aleswell for the remainder of the game. This room can be used as a makeshift house as the chest in the room is safe to store items in.&lt;br /&gt;
&lt;br /&gt;
Failing to wear the ring when you read the scroll will cause your character to suffer 50 points of [[Oblivion:Damage Luck|Damage Luck]].  Effects such as [[Oblivion:Resist Magic|Resist Magic]] and [[Oblivion:Spell Absorption|Spell Absorption]] may reduce the damage.  If your luck was damaged, the effect can be repaired by visiting a [[Oblivion:Nine Divines|chapel altar]] or [[Oblivion:Wayshrines|wayshrine]], or by using [[Oblivion:Restore Luck|Restore Luck]] spells, scrolls, or potions.&lt;br /&gt;
&lt;br /&gt;
If you fail to use the scroll in the center of Aleswell, you may return to Ancotar and he will give you a second one. However, if you fail to use this one correctly, he will refuse to give you any more and the residents of Aleswell will stay permanently invisible, and you will effectively fail this quest. If you cast the spell while you are near Ancotar, he will become visible, albeit more than slightly angry. If it was your first scroll, he will still give you the second one.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* The invisible monsters will attack you even if you have equipped the [[Oblivion:Boots of the Crusader|Boots of the Crusader]] from the Knights of the Nine expansion - these add the Woodland Grace power which make normal woodland predators ignore you.&lt;br /&gt;
&lt;br /&gt;
==Journal Entries==&lt;br /&gt;
{{Journal Entries&lt;br /&gt;
|10||I've heard rumors of strange happenings in the settlement of Aleswell, north of the Imperial City. I should investigate it. {{Quest Comment|If the player hasn't already spoken to Diram Serethi}}&lt;br /&gt;
|20||I've spoken with Diram Serethi of Aleswell, though I haven't actually seen him. He's explained that all of the residents are invisible; he suspects a wizard named Ancotar is to blame. I should look for Ancotar in the ruins of Fort Caractacus.&lt;br /&gt;
|30||I've talked to Ancotar, who was unaware of the effect his magic had on the people of Aleswell. He's given me a scroll that should reverse the effects; I need to return to Aleswell to restore its residents.&lt;br /&gt;
|35||Ancotar gave me a ring and suggested I wear it while casting the Reverse Invisibility scroll, to protect me from any side effects. He didn't mention what those side effects might be.&lt;br /&gt;
|40||I cast the Reverse Invisibility spell Ancotar gave me, but I wasn't in Aleswell when I did it, so I need to ask Ancotar for another one. {{Quest Comment|If the player hasn't already finished the quest}}&lt;br /&gt;
|42||Ancotar gave me another Reverse Invisibility scroll. He said it was his last one. I need to make sure to stand in the middle of Aleswell when I use it this time.&lt;br /&gt;
|44||I used the second Reverse Invisibility spell Ancotar gave me, but I wasn't in Aleswell when I did it, so I need to ask Ancotar for another one. {{Quest Comment|If the player hasn't already finished the quest}}&lt;br /&gt;
|46||Ancotar refused to give me a third Reverse Invisibility scroll after I wasted the first two. I should return to Aleswell and tell Diram Serethi the bad news.&lt;br /&gt;
|50||I've used the scroll Ancotar gave me, and the people of Aleswell are once again visible. Diram Serethi would probably like to congratulate me on my success.&lt;br /&gt;
|60||Diram Serethi was disappointed to learn that I had wasted the Reverse Invisibility scrolls that Ancotar had given me. He told me that I am not welcome in Aleswell. {{Quest Comment|If the player twice fails to cast the spell correctly}} '''or'''&amp;lt;br&amp;gt;&lt;br /&gt;
Diram Serethi thanked me for helping him, and offered me free lodging in Aleswell whenever I'm in the area. {{Quest Comment|If the spell succeeds}}&lt;br /&gt;
|70||Ancotar is dead, and I have no way of reversing the invisibility he cast on the inhabitants of Aleswell.&lt;br /&gt;
|100|fin|&lt;br /&gt;
}}&lt;br /&gt;
{{OB Journal Entries Notes}}&lt;/div&gt;</summary>
		<author><name>Vesna</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Shivering:Cutter&amp;diff=587672</id>
		<title>Shivering:Cutter</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Shivering:Cutter&amp;diff=587672"/>
		<updated>2010-07-18T03:55:36Z</updated>

		<summary type="html">&lt;p&gt;Vesna: Rewording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup-obnpcrp&lt;br /&gt;
|schedule=[[User:Krusty|Krusty]] (in-game) &lt;br /&gt;
|services=[[User:Krusty|Krusty]] (in-game) &lt;br /&gt;
|house=[[User:Krusty|Krusty]] (in-game) N/A (lives in [[Shivering:Cutter's Weapons|Cutter's Weapons]]) &lt;br /&gt;
|faction=(already written) &lt;br /&gt;
|rumors=[[User:Eshe|Eshe]] (stage-dependent, CS)&lt;br /&gt;
}}&lt;br /&gt;
{{NPC Summary&lt;br /&gt;
|refid=00013B47&lt;br /&gt;
|baseid=0001207E&lt;br /&gt;
|city=[[Shivering:New Sheoth|New Sheoth]] [[Shivering:Crucible|Crucible]]&lt;br /&gt;
|store=[[Shivering:Cutter's Weapons|Cutter's Weapons]]&lt;br /&gt;
|race=Bosmer&lt;br /&gt;
|gender=Female&lt;br /&gt;
|class=Smith&lt;br /&gt;
|level=10&lt;br /&gt;
|avail=8am-8pm every day&lt;br /&gt;
|repair=Yes&lt;br /&gt;
|recharge=Yes&lt;br /&gt;
|merc=34&lt;br /&gt;
|gold=1200&lt;br /&gt;
|buys=[[Oblivion:Weapons|Weapons]], [[Oblivion:Armor|Armor]], [[Oblivion:Miscellaneous Items|Misc.]]&lt;br /&gt;
|sells=Weapons, Arrows, Armor, Repair Hammers&amp;lt;br&amp;gt;[[Shivering:Madness Armor|Madness Armor]] and [[Shivering:Madness Weapons|Madness Weapons]]&lt;br /&gt;
|health=112&lt;br /&gt;
|magicka=112&lt;br /&gt;
|resp=60&lt;br /&gt;
|aggress=5&lt;br /&gt;
|essential=Yes&lt;br /&gt;
|faction={{Faction|Dementia Faction|altname=Dementia}}; {{Faction|Crucible Citizen}}; {{Faction|Citizen of New Sheoth}}; {{Faction|Rooftop Club}}&lt;br /&gt;
|image=SI-npc-Cutter.jpg&lt;br /&gt;
|imgdesc=Cutter in her store&lt;br /&gt;
}}&lt;br /&gt;
'''Cutter''' is a [[Oblivion:Bosmer|Bosmer]] [[Oblivion:Smith|smith]] living in [[Shivering:Crucible|Crucible]], [[Shivering:New Sheoth|New Sheoth]]. She is the proprietor of [[Shivering:Cutter's Weapons|Cutter's Weapons]] where she sells weapons and offers [[Oblivion:Other_Services#Repair|repair]]- and recharging services. Cutter is one of only two smiths in the Shivering Isles that can forge powerful magic and non-magic weapons and armor; her specialty is forging [[Shivering:Madness_Armor|armor]] from [[Shivering:Madness Ore|madness ore]] and matrices.&lt;br /&gt;
&lt;br /&gt;
Manically obsessed with bloodshed, including her own, and with blood on the floor of the main trading room to prove it, she opens up her shop every day at 8am. She spends the next twelve hours offering her various services to the occasional customer before locking up again at 8pm. At that time, she heads up onto the rooftop above [[Shivering:Sickly Bernice's Taphouse|Sickly Bernice's Taphouse]] where she meets up with the other members of the [[Shivering:Duelists|duelists]], for two hours of fighting, drinking and bleeding. On Morndas, she will fight [[Shivering:Ma'zaddha|Ma'zaddha]] and [[Shivering:Ushnar gro-Shadborgob|Ushnar gro-Shadborgob]]. Turdas sees her fighting against [[Shivering:Caldana Monrius|Caldana Monrius]] and on Fredas, she will fight both Caldana, Ushnar and [[Shivering:Muurine|Muurine]]. She always heads back to her house at 10pm and eats a late dinner until midnight. She was supposed to sleep between midnight and 8am but doesn't, due to a [[Shivering:Cutter#Bugs|bug]].&lt;br /&gt;
&lt;br /&gt;
Cutter has a fierce hatred of [[Shivering:Dumag gro-Bonk|Dumag gro-Bonk]], the Light Armor smith in [[Shivering:Bliss|Bliss]] and threatens to cut your throat if you visit him. Note that she will not actually attack you if you visit Dumag, but she will accuse you of disloyalty and her Disposition will drop accordingly.  Both her and [[Shivering:Dumag gro-Bonk|Dumag gro-Bonk]] make reference to a master who scattered the magical matrices around the Isles, but the masters are not mentioned by name. Cutter seems to have a sadistic obsession with cutting and bleeding and Dumag gro-Bonk also implies she causes self-inflicted wounds, jealously saying &amp;quot;What can you possibly see in her? She spends more time cutting herself than swinging a hammer&amp;quot; if you buy anything from her. She also claims to test out newly forged weapons on herself before putting them up for sale, to make sure they are up to her standards. However, she never actually does this in-game.&lt;br /&gt;
&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
At different stages in the [[Shivering:Main Quest|Main Quest]], Cutter will share different rumors with other NPCs:&lt;br /&gt;
*''There's a new person in the Isles. I wonder what his blood tastes like?&lt;br /&gt;
*''It's only a matter of time before adventurers swarm the Isles now that the Gatekeeper is killed. You'll need a sharp blade to bleed them.&lt;br /&gt;
*''I wonder if the Resonator of Judgment hurts those inside?&lt;br /&gt;
*''Thadon's blood is so tainted. He needs to be cut open so he can let some of the toxin out.&lt;br /&gt;
*''Syl is a paranoid fool. She could torture me as much as she'd like, though. Cut intricate patterns into my skin. I shiver just thinking about it.&lt;br /&gt;
*''I wonder if the Great Torch being lit will stop the unrest. I was getting excited about the prospect of more bloodshed. Oh, well.&lt;br /&gt;
*''A new ruler for Dementia! Perhaps blood was spilled. Great deals of blood. Syl's blood. Lovely blood.&lt;br /&gt;
*''I heard Thadon's heart exploded. There would have been a great deal of blood. Sweet, sweet heart's blood.&lt;br /&gt;
*''Strange creatures have appeared in the Fringe... perhaps you need a new blade? A Madness blade?&lt;br /&gt;
*''I've heard that the new Gatekeeper is fearsome. The ground will soon be red with the blood of those that would challenge him.&lt;br /&gt;
*''Our Lord has His armies restored. They carry such wonderfully sharp blades.&lt;br /&gt;
*''Sheogorath is gone. Better carry a blade, just in case. Use it on your enemies, if things get bad. Or on yourself, if things get worse.&lt;br /&gt;
*''I thought we were all doomed for a while there. I carved my last will and testament, but I won't say where.&lt;br /&gt;
==Related Quests==&lt;br /&gt;
*{{Quest Link|The Antipodean Hammer}}&lt;br /&gt;
*{{Quest Link|The Lady of Paranoia}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*In the German version of the game, Cutter is named Jillette. This is an allusion to a well-known company selling razors and a reference to her profession as well as her obsession.&lt;br /&gt;
*The comment following Cutter's rumors in the Construction Set describes her voice as ''&amp;quot;A creepy, slow, sensual drawl. emphasing{{sic}} words dealing with blood and pain.&amp;quot;''&lt;br /&gt;
*Even though she is marked as essential, an epitaph for Cutter can be found in the Construction Set: ''In memory of Cutter. She enjoyed every cut to the last. And she enjoyed that one the most. It cut her spirit free.''&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Cutter has the same bug as the other members of the [[Shivering:Duelists|duelists]] and can often be found to be carrying huge amounts of weaponry; in her case, iron daggers.&lt;br /&gt;
* Cutter was programmed to find a bed on the ground floor between midnight and 8am. Since her bed is located in the upstairs area, Cutter will just wander around the ground floor all night long.&lt;/div&gt;</summary>
		<author><name>Vesna</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Sigil_Stone&amp;diff=587306</id>
		<title>Oblivion talk:Sigil Stone</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Sigil_Stone&amp;diff=587306"/>
		<updated>2010-07-16T01:53:20Z</updated>

		<summary type="html">&lt;p&gt;Vesna: Re: Why was my note removed?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive Table&lt;br /&gt;
|Archive 1||Sep 2006 - Jun 2008&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Pickup multiple sigil stones. ==&lt;br /&gt;
&lt;br /&gt;
It is truly possible to pickup multiple sigil stones from one sigillum sanguis. however, this can only be done in the Kvatch oblivion gate.[[User:84.80.16.245|84.80.16.245]] 05:36, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I've picked up multiple sigil stones from one sigillum sanguis and it wasn't fron the Kvatch gate, it was from the gate used in the quest [[Oblivion:The_Wayward_Knight|The Wayward Knight]]--[[User:BigRussian|BigRussian]] 00:28, 15 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: See the posts above for more info, but I can confirm that you can get several stones in other oblivion worlds.  I've done it in the Cheydinhal world with Farwil Indarys with me and in oblivion world 2 while just walking around hunting for sigil stones before doing the Defense of Bruma quest.--[[User:Crapulax|Crapulax]] 20:40, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Is it possible to combine sigil stone  ==&lt;br /&gt;
&lt;br /&gt;
I was just wondering is there anything any has done to try to combine sigil stone affects on weapons or items. {{unsigned|Mrmarty13|29 July}}&lt;br /&gt;
: In a word, no. One stone per item. –[[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; 12:34, 29 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Great sigil stone ==&lt;br /&gt;
&lt;br /&gt;
i have a question; does the great sigil stone from the main quest defence of bruma have any special effects? is it more powerfull? {{unsigned|213.125.158.224|3 February 2009}}&lt;br /&gt;
: Nope. You can't do anything with it except hand it over to Martin. –[[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; 07:20, 3 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Sigil stone effect on stolen items ==&lt;br /&gt;
&lt;br /&gt;
Is it noted somewhere that if you use a Sigil stone to enchant a stolen item, it no longer registers as stolen and can be sold to any merchant with enough cash? I just ran across this effect and it seems very useful for those characters who don't want to become thieves. [[User:Wordmama|Wordmama]] 13:23, 15 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Nope, it's not noted anywhere that I could find. It should go on [[Oblivion:Glitches]], so I've proposed it [[Oblivion:Glitches/Proposed#Clearing_Stolen_Flag_with_Sigil_Stones|here]]. Nice catch! - [[User:Game_Lord|Game Lord]]&amp;lt;sup&amp;gt;[[User_talk:Game_Lord|Talk]]&amp;amp;#124;[[Special:Contributions/Game_Lord|Contribs]]&amp;lt;/sup&amp;gt; 13:37, 15 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It's noted in the [[Oblivion:Enchanting|Enchanting]] article, as a Sigil Stone is just one method of enchanting apparel, weapons or armor. If you enchant an item, its ownership is reset and it will lose its stolen status. Automatically repairs a broken item to 100%, too. —[[User:Dark Spark|Dark Spark]] 13:53, 16 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== all impossible effects ==&lt;br /&gt;
&lt;br /&gt;
It would be nice if there was a list of all effects that aren't possible before the effects that are. Looking through the table is not very convenient. I noticed that one is mentioned as an example. {{unsigned|67.183.28.2|30 May 2009}}&lt;br /&gt;
&lt;br /&gt;
:All that is required is for someone to do a &amp;quot;Find&amp;quot; action to see if it is on the list. I don't think both are necessary. --[[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; 02:57, 30 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Disintigration Sigil Stone ==&lt;br /&gt;
&lt;br /&gt;
When I grabbed the sigil stone and used it to enchant a weapon (obviously saving before hand) it made the weapon disappear... I loaded the game and looked at the effects (something I should have done anyways) and it said disintigrate. Is it because I wasn't really a magical character, or is that a glitch? I've never heard of that before...&lt;br /&gt;
[[Special:Contributions/66.188.255.145|66.188.255.145]] 05:53, 23 July 2009 (UTC)TM&lt;br /&gt;
&lt;br /&gt;
:Did you check all through your inventory? Of course, the item is renamed to what you choose, and it's automatically unequipped from you, too. Sometimes, certain mods (like Bag of Holding) make items (most notably weapons and armor, mostly repairable things) disappear, but they reappear once the inventory is altered a bit. [[Special:Contributions/207.171.199.19|207.171.199.19]] 01:28, 30 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::This is a bug. I'm having the same problem. It only occurs with certain stones, and will make the item disappear altogether upon a new load. [[Special:Contributions/70.162.216.17|70.162.216.17]] 22:34, 21 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::As the earlier poster said, you probably have [[Oblivion:Glitches#Items_Disappearing_from_Containers|this bug]]. Try putting things into another container and seeing if your sword reappears. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 13:12, 24 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Damage ==&lt;br /&gt;
&lt;br /&gt;
:''(moved from the article)''&lt;br /&gt;
It is also worth noting the platry damage effects from any of the elementry stones, likewise with the shield rating, fortify attribute effects and absorb health effects. One can only surmise Bethesda did intend for greater effects but simply neglected to compare the results with those obtainable via Soul gem enchanting. Either that or at one time intended for sigil stones to be stackable. Example I have a sword [Bound sword from the doomstone close to layawin] enchanted with a stolen grand soul gem [chorral mages guild] close to the beginning of the game. Not only is this sword obtainable within the first level of the game. It will remain one of the dealiest right till the end. It has:&lt;br /&gt;
- weakness to shock 25% for 6 seconds&lt;br /&gt;
- weakness to frost 25% for 5 seconds&lt;br /&gt;
- weakness to fire 25% for 5 seconds&lt;br /&gt;
- shock damage 14 points&lt;br /&gt;
- frost damage 12 points&lt;br /&gt;
- fire damage 12 points&lt;br /&gt;
- weakness to magicka 25% for 5 seconds.&lt;br /&gt;
&lt;br /&gt;
The total damage this provides is:&lt;br /&gt;
on first strike: 66 points of damage.&lt;br /&gt;
[with sword at 100% health and blade skill at 100] - 28 [base damage of weapon] + 38 [magicks] = 66 points of damage done [obviously not including birth star effects etc]&lt;br /&gt;
&lt;br /&gt;
on the second strike this blade would do: 77.875 points of damage.&lt;br /&gt;
[with sword at 100% health and blade skill at 100] - 28 [base] + 18.375 shock [1% of 14 = 0.14 * 31.25 [weakness to shock altered by the weakness to magicka effect from previous strike [since weakness to magicka improves the 25% weakness to element by 25% which equals 0.25 decimal or 1/4 imperial. 25 / 4 = 6.25% ,25% [weakness to element base rate] + 6.25% = 31.25%] = 4.375 + 14 [base shock damage] = 18.375 + 15.75 frost [1% of 12 = 0.12 * 31.25 = 3.75 + 12 [base frost damage] = 15.75 + 15.75 fire [1% of 12 = 0.12 * 31.25 = 3.75 + 12 [base fire damage] = 15.75 = (15.75 * 2) + 18.375 = 49.875 [total magicka damage]. Total magicka damage [49.875] + base weapon damage [28] = 49.875 + 28 = 77.875 &lt;br /&gt;
&lt;br /&gt;
As you can see 77.875 is Immensly better than the pathetic 25 points of elemental damage, the 25 points of absorb health, or the 30 points of damage health provided by transcendent sigil sontes [For a maximum of 58 damage]. In my opinion the only useful sigil stones are those that offer fotify magicka, Detect life or feather [125 points improves speed and offers more encumberance capacity than the comparable [again paltry] fortify strength 12 points [an extra encumbarance of 60 points].&lt;br /&gt;
&lt;br /&gt;
:Ah yes this is me sorry... Should I have posted this under enchantments and simply made a note in the sigil stones sections about how poor there effects are for the most part?... &lt;br /&gt;
:Sarch Lalaith {{unsigned|90.213.53.89|11 August 2009}}&lt;br /&gt;
&lt;br /&gt;
:: It's far too detailed for our purposes. I'm not sure exactly what point you were trying to make, but it looks like a note saying that Grand Soul Gems can sometimes create more powerful enchantments than sigil stones would sum it up... but even that isn't necessary. –[[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; 04:56, 11 August 2009 (UTC)&lt;br /&gt;
:::uhm ok. the point i was making is that for the most part people neednt knock themselves out by sigil stone hunting which as mathamatically proved above [even with best sigil stone] will always yeild an inferior effect on weapon/armour than a well used soul gem with onlt the exceptions, which i stated above. This was designed to be a difinitve guide for a rokkie enchinting an item. {{Unsigned|94.10.167.190|03:37, 18 January 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
::::While it is true that you can create stronger weapon enchantments with soul gems, the armor enchantments are considerably stronger with sigil stones.  Your opinion of useful enchantments is simply that, your ''Opinion''&lt;br /&gt;
&lt;br /&gt;
::::Another factor that you have failed to consider is the weapons charge, you will get a lot more uses out of a sigil stone enchanted weapon than you would from a soul gem weapon of comparible strength.--[[user:Rhomphaia|Rhomphaia]]&amp;lt;sup&amp;gt;[[User_Talk:Rhomphaia|T]]•[[Special:Contributions/Rhomphaia|C]]&amp;lt;/sup&amp;gt; 03:32, 18 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*There is a notable difference between the magnitude and numbers of offensive and defensive effects available with Sigil Stones and Soul Gems.&lt;br /&gt;
*Sarch's numbers are factual, and a non-PoV summary of their conclusion should be included. All statements containing or in the style of 'in my opinion' and 'one can only assume' would have to be removed, of course.&lt;br /&gt;
*&amp;quot;would sum it up&amp;quot; and &amp;quot;isn't necessary&amp;quot;, are unproven and possibly unprovable opinions.&lt;br /&gt;
*Rhomphaia's facts, with a little bit of verification, should serve as an excellent counterpart to Sarch's.&amp;lt;br&amp;gt;&lt;br /&gt;
*Proposed:&amp;lt;br&amp;gt;&lt;br /&gt;
''&amp;quot;When enchanting armor, Sigil Stones' enchantments are of greater magnitude, and Soul Gems can only enchant armor with a single effect. The reverse is true of enchanting weapons; Grand Soul Gems allow the combination of effects (eg Weakness to Magicka + Weakness to Fire + Fire Damage) to achieve results not attainable with Sigil Stones, and the base value of single weapon enchantments are higher with Grand Soul Gems as well. Sigil Stones offer a larger amount of charge, for extended use of charged weapons.&amp;quot; ''&amp;lt;br&amp;gt;  &lt;br /&gt;
...Assuming that it can be verified that Sigil stones offer a larger amount of charge, and that the base value of single enchantments are higher with Soul gems.[[User:Anarchangel|Anarchangel]] 08:01, 18 January 2010 (UTC)&lt;br /&gt;
:The charge values of the sigil stones are already listed on the article, [[Oblivion:Sigil_Stone#Effects_and_Magnitudes|here]], under the effect with the formula (Charge/EnchantmentCost=Uses).  The value of Enchantment Cost is the charge that you would need to enchant a weapon with that effect.&lt;br /&gt;
:It is plain to see how much higher charge trancendant sigil stones offer compared to the 1600 from a grand soul gem (consider the burden trancendant sigil stone with a charge of 7980, it is an extreme example but most trancendants offer at least twice as much charge).&lt;br /&gt;
:Enchanting with a soul gem is also limeted to a max Enchantment cost of 85 (18 uses), some sigil stones offer a stronger enchantment than this, namely;&lt;br /&gt;
:*Turn Undead&lt;br /&gt;
:*Silence&lt;br /&gt;
:*Dispel&lt;br /&gt;
:*Disintegrate Weapon/Armor&lt;br /&gt;
:*Demoralize&lt;br /&gt;
:*Damage Health&lt;br /&gt;
:*Burden&lt;br /&gt;
:*Absorb Attribute&lt;br /&gt;
:*Absorb Magicka&lt;br /&gt;
:*Absorb Health&lt;br /&gt;
:*Absorb Fatigue&lt;br /&gt;
:--[[user:Rhomphaia|Rhomphaia]]&amp;lt;sup&amp;gt;[[User_Talk:Rhomphaia|T]]•[[Special:Contributions/Rhomphaia|C]]&amp;lt;/sup&amp;gt; 03:42, 19 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I should be wrong more often. When I am right, editors just blither at me until they realize they cannot intimidate me then go away rather than have to concede my points. When I am wrong, they write half an article's worth of useful information to prove me so. All of what you wrote is applicable to the subject in my opinion. I hope some place is found to put it.&lt;br /&gt;
::So &amp;quot;Sigil Stones offer a larger amount of charge&amp;quot; is proven, and &amp;quot;the base value of single weapon enchantments are higher&amp;quot; is disproven (and should be values plural, now that I look at it again). Since all the (imo) useful weapon enchantments (damage) are entirely absent from the Enchanting article, I cannot yet say, although I suspect it is true, that &amp;quot;the values of damage-dealing enchantments (Damage Health, Fire Damage etc) on weapons are higher&amp;quot; [[User:Anarchangel|Anarchangel]] 14:43, 19 January 2010 (UTC)&lt;br /&gt;
:::Damage Health is an exeption as I noted above, you can get 30pts with the sigil stone, only 28 with the grand soul gem.&lt;br /&gt;
:::for elemental damage you can have up to 40 for the GSG though, Damage Magicka and Soul trap are similar cases.  That appears to be it though, for the most part Sigil stones actually offer higher enchantments than soul gems, the major advantage of soul gems is to create multiple effect enchantments as noted above (even if the premise above is flawed and factors in base weapon damage into soul gem but not sigil stone, should be 77 vs 53 rather than 77 vs 25).--[[user:Rhomphaia|Rhomphaia]]&amp;lt;sup&amp;gt;[[User_Talk:Rhomphaia|T]]•[[Special:Contributions/Rhomphaia|C]]&amp;lt;/sup&amp;gt; 03:52, 20 January 2010 (UTC)&lt;br /&gt;
:::Thank you, I think that about wraps it up, except that he did in fact mention the sword damage, albeit tardily: &amp;quot;(For a maximum of 58 damage)&amp;quot;. Would you consider adding this research to the [[Oblivion:Enchanting|Enchanting]] page? Damage is Soul gems' strong point, yet the only enchantments listed are defensive and support. [[User:Anarchangel|Anarchangel]] 04:18, 20 January 2010 (UTC)&lt;br /&gt;
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== sigil stone and game freeze ==&lt;br /&gt;
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i realised that if i cant remove the sigil the game will freeze very soon. is it just due to cache?[[User:P90 user|P90 user]] 12:19, 29 December 2009 (UTC)&lt;br /&gt;
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== Light ==&lt;br /&gt;
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If one enchanted two pieces of armor with Light from sigil stones, would you come out with 150 light? or would it stay at 75, does it stack like detect life?[[Special:Contributions/71.125.130.162|71.125.130.162]] 01:52, 11 February 2010 (UTC)&lt;br /&gt;
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:From my tests it dosen't. I didn't use Sigil Stones but just an enchantment and a spell.--[[User:Corevette789|Corevette789]] 02:02, 11 February 2010 (UTC)&lt;br /&gt;
::I'm not really sure, but I think that it's stackable. If you want to make sure if it stacks, you can cast two spells (with different name), and look at your active effects chart. If it shows that you have an amount of light equal to the sum of the two spells, then it stacks. --&amp;lt;font color=orange&amp;gt;[[User:S'drassa|S'drassa]]&amp;lt;/font&amp;gt; &amp;lt;sup&amp;gt;•&amp;lt;font color=purple&amp;gt;[[User_Talk:S'drassa|T2M]]&amp;lt;/font&amp;gt;&amp;lt;/sup&amp;gt; 03:33, 11 February 2010 (UTC)&lt;br /&gt;
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::: There is no mention of stacking on the [[Oblivion:Light|spell page]] either.--[[User:Corevette789|Corevette789]] 03:39, 11 February 2010 (UTC)&lt;br /&gt;
::::Ok, I just tested it by casting [[Oblivion:List of Spells by Effect#Light|starlight and daylight]], and it showed in my active effects menu that I had a light effect of 80ft, meaning that it does stack. I'll add a note to the page. --&amp;lt;font color=orange&amp;gt;[[User:S'drassa|S'drassa]]&amp;lt;/font&amp;gt; &amp;lt;sup&amp;gt;•&amp;lt;font color=purple&amp;gt;[[User_Talk:S'drassa|T2M]]&amp;lt;/font&amp;gt;&amp;lt;/sup&amp;gt; 03:51, 11 February 2010 (UTC)&lt;br /&gt;
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== Cannot active the sigil stone in any gate. ==&lt;br /&gt;
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Whenever I get to the Sigillum Sanguis of any gate, and attempt to grab the sigil stone, there is no option to activate it. I have saved outside of random gates, and this has happened in every single gate, every time I reload. Is there any way to fix this bug? (I should also mention that I'm playing on the 360.)&lt;br /&gt;
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== Sigil stone effects ==&lt;br /&gt;
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I know the effects of sigil stones are randomly determined, but do you always get a unique sigil stone or can you get two sigil stones with the same effects (e. g., two sigil stones with Fortify/Drain fatigue)? --[[User:IronMaiden|IronMaiden]] 12:57, 21 April 2010 (UTC)&lt;br /&gt;
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:yes you can get more then one--&amp;lt;font color=DeepPink&amp;gt;[[User:GUM!!!|GUM!!!]]&amp;lt;/font&amp;gt; 13:05, 21 April 2010 (UTC)&lt;br /&gt;
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::yes for an example; four enchanted pieces whit the &amp;quot;silence/chamelion&amp;quot;stone will give chameleon 120% constantly!!! --&amp;lt;font color=blue&amp;gt;[[User:lord306|Lord 306]]&amp;lt;/font&amp;gt;&lt;br /&gt;
:::This is easily accomplished if you manage to get multiple sigils from one gate. [[User:Mikeyboy52|&amp;lt;span style=&amp;quot;line-height:0.9; font-size:16pt ;color:red; font-family:Oblivion,Serif&amp;quot;&amp;gt;Mike&amp;lt;/span&amp;gt;]][[User talk:Mikeyboy52|&amp;lt;span style=&amp;quot;color:royalblue; line-height:0; font-size:8pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]] 01:50, 13 June 2010 (UTC)&lt;br /&gt;
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== Main Profile Screwed??? ==&lt;br /&gt;
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I'm doing the main quest on my lvl 55 &amp;quot;perfect&amp;quot; character and I can't activate the sigil stone in the Bruma Gate... Are there any suggestions to fix this or am I just screwed? {{unsigned|70.184.239.162|June 12, 2010}}&lt;br /&gt;
:Load the last autosave and try again. [[User:Mikeyboy52|&amp;lt;span style=&amp;quot;line-height:0.9; font-size:16pt ;color:red; font-family:Oblivion,Serif&amp;quot;&amp;gt;Mike&amp;lt;/span&amp;gt;]][[User talk:Mikeyboy52|&amp;lt;span style=&amp;quot;color:royalblue; line-height:0; font-size:8pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]] 23:23, 12 June 2010 (UTC)&lt;br /&gt;
:: Or you can use the console command &amp;lt;code&amp;gt;CloseCurrentOblivionGate&amp;lt;/code&amp;gt; if you are playing the PC version of the game. [[User:Vesna|Vesna]] 02:20, 13 June 2010 (UTC)&lt;br /&gt;
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== Why was my note removed? ==&lt;br /&gt;
Why my note has been removed? It is true about Kvatch sigil stone being most notable and certain place of multiple activations bug. - [[User:ZuTheSkunk|ZuTheSkunk]] 01:36, 16 July 2010 (UTC)&lt;br /&gt;
: Any quest-related gate will give you multiple sigil stones. Adding that one as the most notable will likely warrant the addition of comments like (and the Great Gate you can collect multiple useless Great Sigil Stones, and etc etc). Rather than detailing all of the instances here, they are dealt at the individual quest pages. This is my take. The person who actually reverted the edit will probably have a similar reason. [[User:Vesna|Vesna]] 01:53, 16 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Vesna</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Armor&amp;diff=587304</id>
		<title>Oblivion talk:Armor</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Armor&amp;diff=587304"/>
		<updated>2010-07-16T01:45:24Z</updated>

		<summary type="html">&lt;p&gt;Vesna: Re: Armor vs Shield vs RNM relationship&lt;/p&gt;
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&lt;div&gt;{{Archive Table&lt;br /&gt;
|Archive 1||2007 - 2008&lt;br /&gt;
|Archive 2||2009&lt;br /&gt;
}}&lt;br /&gt;
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== ebony helm ==&lt;br /&gt;
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hello i want a ebony helmit and i'm a level 36 and find more orc helms then ebony so where is a good place to find them?[[User:GUM!!!|GUM!!!]] 14:28, 16 March 2010 (UTC)&lt;br /&gt;
:You're better off asking this type of question in a forum. &amp;lt;span style=&amp;quot;white-space:nowrap;&amp;quot;&amp;gt;‒ [[User:RobinHood70|&amp;lt;span style=&amp;quot;font-variant:small-caps; color:royalblue;&amp;quot;&amp;gt;'''Robin Hood'''&amp;lt;/span&amp;gt;]]&amp;lt;span style=&amp;quot;font-size:18pt; line-height:0;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;color:royalblue; line-height:0; font-size:7pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 21:54, 17 March 2010 (UTC)&lt;br /&gt;
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::whats a forum?--[[User:GUM!!!|GUM!!!]] 22:02, 17 March 2010 (UTC)&lt;br /&gt;
:::Also sometimes called a message board. The UESP forums can be found [http://forums.uesp.net/ here]. &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; 22:13, 17 March 2010 (UTC)&lt;br /&gt;
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ok thanks!but can you tell me if there are any fixed helmits?--[[User:GUM!!!|GUM!!!]] 22:19, 17 March 2010 (UTC)&lt;br /&gt;
::::Look [[Oblivion:Umbra|here.]]--&amp;lt;font color=purple&amp;gt;[[User:Arch-Mage Matt|''Arch-Mage Matt'']]&amp;lt;/font&amp;gt;&amp;lt;sup&amp;gt;[[User talk:Arch-Mage Matt|Talk]]&amp;lt;/sup&amp;gt; 22:25, 17 March 2010 (UTC)&lt;br /&gt;
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other then umbras be cause i did that quest a long time ago and i think her bodys gone so are there any normal ones?--[[User:GUM!!!|GUM!!!]] 22:37, 17 March 2010 (UTC)&lt;br /&gt;
:::::Just keep searching the maurader forts- there is no other way.--&amp;lt;font color=purple&amp;gt;[[User:Arch-Mage Matt|''Arch-Mage Matt'']]&amp;lt;/font&amp;gt;&amp;lt;sup&amp;gt;[[User talk:Arch-Mage Matt|Talk]]&amp;lt;/sup&amp;gt; 22:44, 17 March 2010 (UTC)&lt;br /&gt;
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ok thanks!--[[User:GUM!!!|GUM!!!]] 22:47, 17 March 2010 (UTC)&lt;br /&gt;
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== Using Shield ==&lt;br /&gt;
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I've been looking around at different armors when I came accross the page that states that armor, shield, frost,fire and shock shield go into the armor rating and reduce the amount of damage done. It got me thinking that I'm sick of Daedric, Crusader and Madness armor and I just wanted to wander round with legion armor without worrying about enemies killing me. &lt;br /&gt;
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So I was wondering that if you enchanted some armor with shield, would it make it on par with the best armors in the game (not taking into account the health of the armor)?{{unsigned|SamGhadiali|05:37, 17 March 2010}}&lt;br /&gt;
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:um.. sorry can you rephrash that cause i can't under stand what yur trying to say?--[[User:GUM!!!|GUM!!!]] 17:16, 17 March 2010 (UTC)&lt;br /&gt;
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::Okay lemmie try and put it easily without my ramblings.&lt;br /&gt;
::The full Rusty Iron armor has an armor rating of 32.5,&lt;br /&gt;
::If you get 3 of the best levelled sigil stones with Shield enchantments (each giving a bonus of 20 armor rating) and enchant 3 pieces of the armor, would it make the armor better than daedric armor? {{unsigned|SamGhadiali|00:06, 18 March 2010}}&lt;br /&gt;
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:::In a word, '''yes'''! Armour is percentage-based, so once you hit 100%, it doesn't matter what you're wearing. You can get 100% armour in regular clothing if you have five pieces enchanted with 20-pt Shields, or four pieces enchanted with 25-pt Fire/Frost/Shock Shield (pure mage characters often do this so they can get 100% magic effectiveness). Of course, enchanting them with whatever form of Shield means they're not available to be enchanted with anything else, so you have to figure out what's most important for your particular character. &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; 03:38, 18 March 2010 (UTC)&lt;br /&gt;
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::::There is no reason to raise your rating to anything over 85 as that is the highest armor rating in the game. If it were possible to reach 100 then you would not take any damage. Another method is to enchant whatever clothing and then if you have a high enough alteration skill supplement it with a shield spell. There are many ways to do it. So in short, the answer is yes. --[[User:Rohndogg1|Rohndogg1]] 20:45, 19 March 2010 (UTC)&lt;br /&gt;
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:::::Sorry, Rohndogg1's right...it's been a while since I've done more than a little play-testing, I'd forgotten about the limit of 85 on AR. &amp;lt;span style=&amp;quot;white-space:nowrap;&amp;quot;&amp;gt;‒ [[User:RobinHood70|&amp;lt;span style=&amp;quot;font-variant:small-caps; color:royalblue;&amp;quot;&amp;gt;'''Robin Hood'''&amp;lt;/span&amp;gt;]]&amp;lt;span style=&amp;quot;font-size:18pt; line-height:0;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;color:royalblue; line-height:0; font-size:7pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 23:25, 19 March 2010 (UTC)&lt;br /&gt;
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I learned of the armor cap before I tried this. I decided to enchant leather armor with sigil stones (big mistake seems as they break within seconds of battle at my level) so now am playing with the idea of enchanting clothing instead. Why isn't this included in the shield or armor pages? Normally the pages suggest very usefull tips of everything but this wasn't made clear it would offer sufficient protection. {{unsigned|SamGhadiali|10:27, 24 March 2010}}&lt;br /&gt;
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:Probably part of the reason is that it's not ''technically'' armor, but at the same time, I can certainly see the relevance of it. If you can find somewhere on the page where it would fit, by all means, add it. &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; 03:04, 25 March 2010 (UTC)&lt;br /&gt;
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::Use permenant enchantments. My mage had 85% armor when naked... LOL [[User:The Wurm|&amp;amp;#91;&amp;amp;#91;User Talk:The Wurm&amp;amp;#124;Wurm&amp;amp;#93;&amp;amp;#93;]] 23:18, 23 April 2010 (UTC)&lt;br /&gt;
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:::After creating two new games and taking shield to the fullest, I dont use armor at all anymore! I would add it myself but this is my first talk page and I wouldnt dare edit an actual page. Also being hard to kill naked sounds like something I have to try....--[[User:SamGhadiali|SamGhadiali]] 02:02, 15 July 2010 (UTC)&lt;br /&gt;
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== How long does dropped armor last? ==&lt;br /&gt;
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Well, I have obtained, after hard effort [I tried didnt kill anybody] the armor of the Leyawinn guards, but I dont intend on wearing it. Instead, I plan on taking it to the Shivering Isles into my bedroom in the palace [I am a Duke of Mania, so I have that special room where I can store crap] and placing it against the wall. I am worried however, that they might dissapear after a certain period of time.&lt;br /&gt;
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So, what I am asking in short is how long does dropped armor last for, or does it stay there infinitely? [[User:Crvena-Zastava|Crvena-Zastava]] 17.4.2010 [21:46 AEST]&lt;br /&gt;
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:all player-dropped items will stay where you dropped them forever (unless an NPC wanders by and decides it wants them), even in dungeons etc that otherwise respawn completely every 3 days. {{unsigned|24.180.46.112|17 April 2010}}&lt;br /&gt;
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::Oh, well that is pretty good. I might also go back to Cyrodil and buy a few houses there [I got a fair bit of money left over from selling stuff] and get some display cases there. I appreciate the help! [[User:Crvena-Zastava|Crvena-Zastava]] 17.4.2010 [1:10 AEST]&lt;br /&gt;
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== Chainmail and Mithril Armor ==&lt;br /&gt;
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Alright, well apparently I am supposed to be able to get Chainmail armor by Level 6, and Mithril by Level 10. I am Level 9 now, so how come I have never seen either of them in any way, shape or form? The best Light Armor I cant get is the Shrouded Armor from the Dark Brotherhood, and it breaks really easily so it is relatively useless to me. I want to buy or get Chain Mail armor, or get Mithril a bit early, but I have no clue where to start.&lt;br /&gt;
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Help?  [[User:Crvena-Zastava|Crvena-Zastava]] 07:45, 26 April 2010 (UTC)&lt;br /&gt;
:You should be able to slay some bandits, highwaymen, or marauders, and &amp;quot;acquire&amp;quot; their armour - which will usually be chainmail at level 9. [[Special:Contributions/98.246.65.139|98.246.65.139]] 08:23, 26 April 2010 (UTC)&lt;br /&gt;
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:: More advice on obtaining chainmail can be found [[Oblivion:Best Non-leveled Items|here]]. [[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; 08:54, 26 April 2010 (UTC)&lt;br /&gt;
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== Mythic Dawn Armor ==&lt;br /&gt;
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Just a question, Is it possible to get Mythic Dawn Armor? At the beginning of the game when you are going through the Jail's Catacombs you can see the Mythic Dawn summon an armor. When they die, the armor dissapears. Certain NPC's actually summon that armor as well. Is there any way to get that armor without modding the game? Is there some kind of spell that summons it like the regular bound spells? If so, where do you get it? IT LOOKS AWESOME!!!!![[User:TheRPGamer|TheRPGamer]] 03:12, 29 April 2010 (UTC)&lt;br /&gt;
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: There's no way to obtain the spell in-game, but if you're on the PC you can use the [[Oblivion:Console|Console]] command &amp;lt;code&amp;gt;player.addspell 22b37&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;player.addspell 97c1f&amp;lt;/code&amp;gt; to add a lesser power that summons the armor and a weapon. [[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; 08:15, 29 April 2010 (UTC)&lt;br /&gt;
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Also you can go to the testing hall and in one of the rooms (the one with crates with 1 of every item. ([[User:Mylesjackson|Mylesjackson]] 16:29, 22 May 2010 (UTC)Mylesjackson)&lt;br /&gt;
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==  Dwarven or Dwemer ==&lt;br /&gt;
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Shouldn't the Dwarven Armour be called Dwemer Armour? [[User:Golden Eagle|Golden Eagle]]&lt;br /&gt;
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:no because it's called dwarven in-game--&amp;lt;font color=magenta&amp;gt;[[User:GUM!!!|GUM!!!]]&amp;lt;/font&amp;gt; 18:27, 22 May 2010 (UTC)&lt;br /&gt;
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== Fur Gauntlets/Bracers ==&lt;br /&gt;
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Has anyone other than me noticed two different pairs of fur guantlets? By the same name, They stack with each other, but one is more like a bracer, and the other has claws... [[User:The Wurm|The Wurm]]&amp;lt;sup&amp;gt;[[User Talk:The Wurm|Talk]]&amp;lt;/sup&amp;gt; 23:39, 26 May 2010 (UTC)&lt;br /&gt;
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:Check if the difference is the gender of the person they came from. &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:8pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 00:37, 27 May 2010 (UTC)&lt;br /&gt;
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::Ohh... [[User:The Wurm|The Wurm]]&amp;lt;sup&amp;gt;[[User Talk:The Wurm|Talk]]&amp;lt;/sup&amp;gt; 00:49, 28 May 2010 (UTC)&lt;br /&gt;
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== wrong values? ==&lt;br /&gt;
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are all the values given in this page wrong? I have full daedric armor (with out helmet) and I have a armor rating of 62, 69 if I go the helmet. The page says you can get 75. I have 62 with grand ring of aegis (hich has shield 18%) I think without that I would have a armor rating of 40-45. Why are the values so high? I it the maximum you can get get with enchantments or are they just wrong? --[[User:Arny|Arny]] 11:13, 6 June 2010 (UTC)&lt;br /&gt;
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: The values are right. You probably don't have a maxed-out Heavy Armor skill. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 11:28, 6 June 2010 (UTC)&lt;br /&gt;
::Then shouldnt the page mention this? --[[User:Arny|Arny]] 11:30, 6 June 2010 (UTC)&lt;br /&gt;
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::: No... the details are given [[Oblivion:Light_Armor#Skill_Benefits|here]] and [[Oblivion:Heavy_Armor#Skill_Increases|here]]. If we start adding that kind of note to this page, we end up adding it to every page that deals with armor, weaponry, magicka and god knows what 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; 23:30, 6 June 2010 (UTC)&lt;br /&gt;
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== Armor vs Shield vs Resist Normal Weapons relationship ==&lt;br /&gt;
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Okay sorry but actually I have a bunch of questions that I cannot test for one reason or another:&lt;br /&gt;
1-Do you continue to gain armor skill when your armor is at 0 health?&lt;br /&gt;
2-If you have 85 Armor Rating, and 15% Resist Normal Weapons, will you be invulnerable?&lt;br /&gt;
3-If you block with a sheild, and you have 85 armor rating, will you take no damage?&lt;br /&gt;
:[[User:The Wurm|The Wurm]]&amp;lt;sup&amp;gt;[[User Talk:The Wurm|Talk]]&amp;lt;/sup&amp;gt; 23:55, 15 July 2010 (UTC)&lt;br /&gt;
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: Correct me if I'm wrong, but 1, I don't think the game will let you wear broken equipment. If it does (you're wearing it) then your skill will increase. Two, these effects are factored in at different times, so they together will not make you invulnerable. You will first receive 15% reduction in damage from the RNW and then the armor rating will reduce the resulting calculated damage. And for three, same effect when using a shield. It is mentioned on the [[Oblivion:Block|Block]] page that &amp;quot;You block 75% of a hit when using a shield, at Master level skill, 50% if blocking with a weapon. If you block 75% of the damage with a shield, and have an armor rating of 85%, then the actual end damage delivered to your hitpoints is 1*0.25*0.15 = 3.75% of the original hit.&amp;quot; Hope this helps. [[User:Vesna|Vesna]] 01:45, 16 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Vesna</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Go_Fish&amp;diff=587301</id>
		<title>Oblivion talk:Go Fish</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Go_Fish&amp;diff=587301"/>
		<updated>2010-07-16T01:35:14Z</updated>

		<summary type="html">&lt;p&gt;Vesna: Undo revision 587268 by 67.82.73.143 (Talk) old discussion&lt;/p&gt;
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&lt;div&gt;==Can't Finish Quest==&lt;br /&gt;
I've noticed a bug where you are directed to speak to him after gathering the rumare scales, but he won't finish the quest. His disposition seems fine and he will merrily volunteer that only his death will let you at his savings. I don't know if practising speecrcraft on him bugged the fish scale quest. {{unsigned|60.229.96.124}}&lt;br /&gt;
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: I am experiencing the same issue. I now have 18 of the useless scales that I cannot get rid of. Did you also laugh at him the first time he asked for help? I'm googling but have not found a mention of a solution yet. {{unsigned|74.39.19.116|6 March 2010}}&lt;br /&gt;
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I've noticed another bug where, while you're killing fish, the quest arrow points to a place where there is no fish at all, it's very hard to find the fishes and this is the quest that took me the longest of all so far and the most boring time so far simply because I have to search the entire lake to find a single fish before the next one comes.{{unsigned|193.190.253.145}}&lt;br /&gt;
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:I and several others have experienced this problem as well.  The fish is usually somewhat close to the marker; Detect Life can be quite helpful here.  I've changed the text of the main article to note the difficulty. --[[User:RobinHood70|Robin Hood]] 14:55, 13 October 2007 (EDT)&lt;br /&gt;
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I have the 360 version of this game and have experienced the glitch where the quest arrow gets stuck on the dead slaughterfish, but whenever I repeatly attack the dead fish corpse with a one-handed blade, it seems to correct the problem and the marker goes to the next fish. I don't know if it works with other weapons, but I suppose it would. [[User:Mystic|Mystic]] 13:02, 4 September 2007 (EDT)Mystic&lt;br /&gt;
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== High-level recommendation ==&lt;br /&gt;
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I started this quest at level 17+.  Needless to say, the leveled slaughterfish were lethal.  I was totally able to circumvent damage by Water-Walking in sneak (w/35% Cham. but I don't think it changed anything), and I was able to sneak-attack the fish.  They stay close enough to the surface (normally) to be hit without having to dive.&lt;br /&gt;
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I also experienced the flying-fish glitch which made two of the twelve fish appear to be suspended in midair by a fine cord which could be attacked.  When the arrow was misplaced, I searched around the intermediate area of the quest (the section above the map text), and found my suspended fish after it appeared out of nowhere.&lt;br /&gt;
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This is definetly the most problematic quest I've faced.--[[User:FromHereOn|-FromHereOn]] 17:57, 28 November 2007 (EST)&lt;br /&gt;
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== Amulet? ==&lt;br /&gt;
&lt;br /&gt;
How do you get to quest state 110, and what is the amulet you get? --[[User:RobinHood70|Robin Hood]] 14:55, 13 October 2007 (EDT)&lt;br /&gt;
: I don't believe it's possible; at least, I can't see how it would happen from the script. There is, however, something called the Jewel of the Rumare as a [[Oblivion:Unique_Items#Unique_Amulets|unique amulet]], so it might have been in the quest at some point during development. You can use the console command &amp;lt;code&amp;gt;player.additem 000856EF 1&amp;lt;/code&amp;gt; to add it to your inventory if you want to see 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; 02:40, 14 October 2007 (EDT)&lt;br /&gt;
::Thanks, Rpeh, I'll check it out. --[[User:RobinHood70|Robin Hood]] 12:26, 14 October 2007 (EDT)&lt;br /&gt;
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== Markers ==&lt;br /&gt;
&lt;br /&gt;
The markers for the fish are indeed not always correct, and it has nothing to do with delay, or not seeing the fish, or what have you.  I, and others, have confirmed this independently.  For the most part, the markers will be correct, but can be off be a significant amount as well.  If you wish to debate the accuracy of this fact, let's do it here before reverting.&lt;br /&gt;
&lt;br /&gt;
Just to provide more detail on this, in the case that happened to me today, I had killed the previous fish and taken the scales, and the marker had updated to the new fish, which was well away from the previous one, so there was no mistaking it.  When I got there, there was no fish.  I swam around, tried saving &amp;amp; re-loading, fast-travelling and coming back, most of which will usually work to force it to update the marker and/or the fish, if there was any discrepancy.  I even tried TCL to see if the fish had fallen through the bottom of the map.  This process took place over several minutes, and as I say, the marker had visibly updated after the previous fish, so there was no doubt in my mind that it was pointing to the next fish at this point.  Eventually, I found the fish about three or four seconds of swimming away from where the marker was pointing.  Noticeably, once it saw me and it started moving, the marker corrected itself to where the fish actually was.&lt;br /&gt;
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My suspicion is that the marker is probably off once in a while for other people as well, but because they move, it self-corrects.  Since the fish don't even animate (much less move) until they spot you, there's no self-correction going on.  It's also possible that it has something to do with being underwater, though I've never had any problems with other underwater markers, so I think that's less likely.  Whatever the problem is, though, it clearly IS a problem with the Rumare Slaughterfish in this quest. --[[User:RobinHood70|Robin Hood]] 16:44, 13 October 2007 (EDT)&lt;br /&gt;
:Which version of the game are you playing, and have you updated to the latest patch? I've played through this quest several times and never had a problem. --[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 02:35, 14 October 2007 (EDT)&lt;br /&gt;
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::It's the latest patch on the PC.  In four times doing the quest, I've had one where it occured three or four times, two where everything was flawless, and this most recent time where only one fish was a problem.  So obviously it's something that occurs intermittently, and not all that frequently, but I've seen it reported by others as well over the last year, and some were clearly not experiencing delay issues, so I know it's not just me.  It's possible it's related to a certain setting, or something like that...who knows.  Oh, and I *have* re-installed between one set of those games, so I know it's not a faulty install, and the first time it happened, I was &amp;quot;mod-free&amp;quot;, so it's not a mod doing it, either.  If it happens again this time around (I just restarted from a fresh install due to technical issues), I'll save my game just so I can send it to people and prove it to them. :)  --[[User:RobinHood70|Robin Hood]] 02:59, 14 October 2007 (EDT)&lt;br /&gt;
:::I'm not saying I don't believe you - just that I've never seen it! The fix you've put on the page seems fine so let's leave it there and see if anybody else suggests a solution. --[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 03:15, 14 October 2007 (EDT)&lt;br /&gt;
::::It wasn't taken that way at all, sorry if it came across that I did.  I just noticed the &amp;quot;bugs&amp;quot; section on the page, though, and am wondering if we should move it down there so as not to interrupt the flow of the walkthrough section.  If anyone else agrees, feel free to modify as needed. --[[User:RobinHood70|Robin Hood]] 12:23, 14 October 2007 (EDT)&lt;br /&gt;
::::My apologies for removing it in the first place, it's just that I've never seen this happen before. We'll leave the note there for now and see if there are other opinions on the matter. By the way, you said that others had confirmed this also- Could you show us where it's been discussed or was  it someone outside the wiki who discussed it? Thanks.--[[User:Willyhead|Willyhead]] 05:49, 14 October 2007 (EDT)&lt;br /&gt;
::::I've done some web-surfing and found that other players (writing in certain forums) have had the same problem. I dunno how it's caused though...--[[User:Willyhead|Willyhead]] 05:53, 14 October 2007 (EDT)&lt;br /&gt;
:::::Yeah, it was also reported here on one of the centralized Bugs/Glitches pages, but was later removed...this was probably about a year ago, so tracking it down at this point would be an exercise in futility, I suspect. --[[User:RobinHood70|Robin Hood]] 12:24, 14 October 2007 (EDT)&lt;br /&gt;
:::::Okay, so I'm doing it this time, and for the first time (at least that I've noticed), the marker was off ''during'' combat, but not before it started.  See [http://www.rob.patcroteau.com/images/ScreenShot2.jpg Screen Shot 2] (notice the fish to the right of &amp;quot;my&amp;quot; right fist, but the green marker pointing towards Weye); [http://www.rob.patcroteau.com/images/ScreenShot3.jpg Screen Shot 3] (yes, it really is a Rumare); and [http://www.rob.patcroteau.com/images/ScreenShot4.jpg Screen Shot 4] (yes, that really is my active quest &amp;lt;g&amp;gt;).&lt;br /&gt;
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I think I win - I've tried tcl, hitting the two newest dead Rumare Slaughterfish with a series of weapons (dagger, longsword, claymore, arrow, fists), advancing the quest stage using the console, saving/reloading, sleeping, waiting, fast travelling, and Detect Life. Nothing. Anywhere. I made sure of that by using the clear-underwater-view glitch. Heck, I've even cleaned out all the clams in that portion of the lake. Guess I have to spawn one and see what happens. [[User:71.181.6.169|71.181.6.169]]&lt;br /&gt;
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I'm running the Unofficial Patch, but managed to work around the marker problem, although a bit indirectly. After killing a slaughterfish and noting that the marker did not move to the next one, I used the console to resurrect the fish I just killed, then killed it again and collected another Scales. At that point, the marker moved to the next fish. I had to do it one more time, but was able to collect all of the Scales. [[User:Marstinson|Marstinson]] 02:15, 19 March 2009 (EDT)&lt;br /&gt;
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I am having the same problem on the 360 version, I have all the extra content available for download if that means anything, and the marker will not move no matter what I do. I've managed to find 6 of the fish on my own, but after scouring the entire lake with the highest detect life spell available, I have alot of crab meat but still only the 6 scales needed. Any workarounds? The duplication glitch doesn't work with these scales either, so I'm stuck. [[User:B10Reaper|B10Reaper]] 23:00, 2 May 2009 (EDT)&lt;br /&gt;
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== Funny ==&lt;br /&gt;
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Doesn't anyone else find it funny the jewel of the rumare is worth more then all the scales and his savings alone? {{Unsigned|Umbacano}}&lt;br /&gt;
:No but I find it painfully ironic that the quest would go a lot easier if he'd given you the ring up front. [[Special:Contributions/71.200.138.188|71.200.138.188]] 04:37, 23 August 2009 (UTC)&lt;br /&gt;
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== Slaughterfish ==&lt;br /&gt;
&lt;br /&gt;
I'm in &amp;quot;Go fish&amp;quot; and really stucking with it. I followed the green maker on map but see nothing. I searched the terrain, it's same with the map, i used &amp;quot;Detect life&amp;quot; too but see nothing. I searched during day and founded 3, another day was 2, and another day was 1. I'm very tired with this mission. And now i can't find seventh fish although diving all day. Can it a bug? If it is, please tell me method to fix it. Thanks. {{unsigned|118.68.81.12}}&lt;br /&gt;
: Follow the tips on the quest page and on this page. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 03:48, 18 July 2008 (EDT)&lt;br /&gt;
::''What'' tips?  All I see are many many people complaining how bugged this is, and you asking for more details because you clearly don't believe that anyone is really having a problem.  &lt;br /&gt;
::It took me nearly 17 hours of real time (not in-game time) to complete this, and frankly it's not worth the effort.  I've learned that I will not ever take this quest again with any other character, plus the following:&lt;br /&gt;
::* There is only ever ''one'' Rumare Slaughterfish in the entire lake.  Swimming around hunting for it is like looking for a needle in a haystack because visibility is nil.  There isn't a school of them that you are likely to &amp;quot;run into&amp;quot;.  Even with Detect Life, the odds are that the lone fish will be outside the range of the spell the vast majority of the time.&lt;br /&gt;
::* The map marker/compass pointer only ever points within a small area in the cove on the Weye side of the lake, northwest of the village between the wooden dock and the large rocks.  However, the fish can actually appear anywhere from an imaginary line drawn due west across the lake from Dzonot Cave, to the narrows due west of the Hestra Rune Stone on City Isle.  This area is about 15 times as large as the area where the map marker appears, and the fish is almost always in motion, especially if it detects your presence.&lt;br /&gt;
::* The fish does not spawn if it's raining.  The game rolled rain for multiple in-game days, and I did not see a single fish between hour six (when the rain started) and hour 15 (when the rain stopped).&lt;br /&gt;
::* The wiki article on [[Oblivion:Rumare Slaughterfish|Rumare Slaughterfish]] does not mention it, but in addition to Greenspore the fish bite carries a chance of Disintegrate Armor.  I received three bites from one fish and my freshly repaired cuirass was reduced to zero.  If it doesn't have a chance of Disintegrate Armor, it's doing a darned convincing impression of it. [[Special:Contributions/71.200.138.188|71.200.138.188]] 05:17, 23 August 2009 (UTC)&lt;br /&gt;
:::I have never had such problems with this quest. The Detect Life alone was enough to get the job done in a rather easy manner. –[[User:Elliot|Elliot]]&amp;amp;nbsp;&amp;lt;sup&amp;gt;[[User_talk:Elliot|talk]]&amp;lt;/sup&amp;gt; 07:12, 24 August 2009 (UTC)&lt;br /&gt;
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== cant find fish ==&lt;br /&gt;
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i keep going to the markers but theres no fish at all its been days (in the game) ive been all around the lake to I cant find any fish [[Special:Contributions/70.56.19.225|70.56.19.225]] 23:23, 10 October 2009 (UTC)&lt;br /&gt;
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== Duplicating scales in the enchanter's chest at the Arcane University ==&lt;br /&gt;
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It should be possible to duplicate the scales in the Archmage's Enchanter's chest, because they are defined as ingredients, which is the only type of item the chest accepts. I really didn't feel like swimming for hours, searching for those damn fish, especially because the script seems to be buggy and the fish are not enabled (spawned) properly. I only found 4, after that, nada, was using a very powerful detect life spell, no fish, anywhere. So I wrote a little mod that allowed me to duplicate the scales at the Archmage's quarters. Here's what you need to change through the CS:&lt;br /&gt;
&lt;br /&gt;
Item -&amp;gt;uncheck the &amp;quot;Quest item&amp;quot; box&lt;br /&gt;
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Enchanter's chest script-&amp;gt;add the scales item to the list of items to be duplicated. There are also some other minor errors in the script, check for errors&lt;br /&gt;
&lt;br /&gt;
Fisherman dialog-&amp;gt;remove the &amp;quot;Quest stage==90&amp;quot; condition&lt;br /&gt;
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That's it! Kill just one fish (reflect damage is nice, lol). Take the scales, go to the university, duplicate, go to the fisherman, give him the stuff, quest over! [[User:WRFan|WRFan]] 02:38, 18 October 2009 (UTC)&lt;br /&gt;
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:Uh, why not simply add the items through console? Or even better, spawn the Slaughterfish by console? --[[User:Timenn|Timenn]]-&amp;lt;span style=&amp;quot;font-size: 9px; letter-spacing: 1px;&amp;quot;&amp;gt;&amp;amp;lt;[[User talk:Timenn|talk]]&amp;amp;gt;&amp;lt;/span&amp;gt; 12:12, 19 October 2009 (UTC)&lt;br /&gt;
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== Scales Stuck in Inventory ==&lt;br /&gt;
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After I finished the quest I killed him and took the scales and I can't drop them because it says that it's a quest item. Is there any way I can get rid of them?(I use Xbox360 and don't have my game patched).&lt;br /&gt;
:No there isn't unless you use one of the glitch methods [[Oblivion:Glitches|here.]]--&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[User:Corevette789|&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#222222&amp;quot;&amp;gt;Corevette&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;]]&amp;lt;/sup&amp;gt;&amp;lt;sub&amp;gt;&amp;lt;span style=&amp;quot;position: relative; left:-30px; margin-right:0px;&amp;quot;&amp;gt;[[User:Corevette789|&amp;lt;font color=&amp;quot;#444444&amp;quot;&amp;gt;789&amp;lt;/font&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/small&amp;gt; 22:50, 27 March 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Vesna</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Ceyatatar&amp;diff=587300</id>
		<title>Oblivion talk:Ceyatatar</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Ceyatatar&amp;diff=587300"/>
		<updated>2010-07-16T01:29:59Z</updated>

		<summary type="html">&lt;p&gt;Vesna: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Alchemy==&lt;br /&gt;
One of the nicer (loot-wise) locations around for Alchemy equipment.  The downside is that there are 2 or 3 spots in the dungeon where you will be fighting 4+ casters / monsters at the same time.  Make sure that you have Silence + Damage poisons and that you are well stocked with healing potions.   [[User:Snabbik|Snabbik]] 17:44, 20 May 2007 (EDT)&lt;br /&gt;
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:I don't know if it's just chance, but evertime i looted this cave the boss chest wher eyou have to go underwater always gave me a piece of alchemy equipment.  Sometimes it was master, other times it wasn't.  What makes raiding this cave really easy is to enchant a couple pieces to get 100% chameleon and then the rest of your equipment enchanted with fortify speed.  then you can just zip in and out and if you don't find what you like, then just reload!  I made one of my potions with 70s of night eye and i could go in, clear all 3 boss chests, and get out with night-eye still on!  so just keep trying.  it took me about 45 min to get all 4 pieces. {{unsigned|24.12.200.154|December 13 2009}}&lt;br /&gt;
&lt;br /&gt;
::Is it worth mentioning that if you go through the back door of the ruins that lead out of zone 3, theres a boss chest right in front of you. If you save and keep going in you have easy access to the best place the find alchemy equipment. Just like the blind moth tactic only for potion makers. --[[User:SamGhadiali|SamGhadiali]] 01:56, 15 July 2010 (UTC)&lt;br /&gt;
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==Welkynd Stones==&lt;br /&gt;
The Unofficial Oblivion Patch (UOP) caused the Welkynd stone on the floor in Ceyatatar Gorihame to disappear. Is it just me or has anyone else encountered the same problem? I loaded up the construction set and saw only 4 Welkynd Stones in the third zone with the UOP, but saw 5 when I did not load the UOP.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Maybe the ceyatatar on the map doesn't bear much resemblance with glories and laments because there is a caved in corridor in the room with the magnus statue, could it be that that corridor leads to the main plaza described in the book?&lt;br /&gt;
&lt;br /&gt;
==Spider Queen==&lt;br /&gt;
what's up with the staff and shrine of the spider queen? you get a &amp;quot;use&amp;quot; command when you mouse over the staff (can't pick it up :/), but neither is mentioned in the article. wish there was some back story for that. {{unsigned|68.50.167.100|26 July 2008}}&lt;br /&gt;
:No idea.  Perhaps because there are no such items located in Ceyatatar, or anywhere in vanilla Oblivion for that matter.  The game contains no &amp;quot;spider queen&amp;quot; items (shrines, staves, or anything else).  If you're finding spider queen items, then you've got a third party mod installed that is responsible for the items, so you shouldn't be surprised that your mod's items are not documented here. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 19:47, 26 July 2008 (EDT)&lt;br /&gt;
::I'm having the same problem with the Staff of the Spider Queen. And yes I believe it's a mod. Probably Armammentarium.{{unsigned|71.192.188.157|30 April 2009}}&lt;br /&gt;
:It is the Armamentarium sub quest.  To find out how to get access, go to A Fighting Chance and talk to the old man in the corner. [[User:Pueblonative|Pueblonative]] 16:34, 9 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== problems with zone 3 ==&lt;br /&gt;
&lt;br /&gt;
I clear this ruin fairly frequently.  On two separate occasions, the third zone wouldn't load for me (it just gets stuck at the loading screen).  Doesn't matter if I approach it from zone 2, or from the trapdoor entrance on the main map.  It won't load, as if the cell has been corrupted or something.  Since I like to run through this ruin often, this has forced me to reload earlier saves from when I was still able to enter.  It's one hell of a nuisance and I'm losing progress just to be able to keep this area open to me.&lt;br /&gt;
&lt;br /&gt;
I'm trying to ascertain what might be the cause of this.  I'm wondering if it might have something to do with the state I leave the zone in prior to leaving.  If it has something to do with whether the gates inside the room are left open or closed as I leave, or something of that nature. {{Unsigned|174.0.106.101|20:05 9 June 2010}}&lt;/div&gt;</summary>
		<author><name>Vesna</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Ceyatatar&amp;diff=587299</id>
		<title>Oblivion talk:Ceyatatar</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Ceyatatar&amp;diff=587299"/>
		<updated>2010-07-16T01:29:44Z</updated>

		<summary type="html">&lt;p&gt;Vesna: Fixing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Alchemy==&lt;br /&gt;
One of the nicer (loot-wise) locations around for Alchemy equipment.  The downside is that there are 2 or 3 spots in the dungeon where you will be fighting 4+ casters / monsters at the same time.  Make sure that you have Silence + Damage poisons and that you are well stocked with healing potions.   [[User:Snabbik|Snabbik]] 17:44, 20 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
;I don't know if it's just chance, but evertime i looted this cave the boss chest wher eyou have to go underwater always gave me a piece of alchemy equipment.  Sometimes it was master, other times it wasn't.  What makes raiding this cave really easy is to enchant a couple pieces to get 100% chameleon and then the rest of your equipment enchanted with fortify speed.  then you can just zip in and out and if you don't find what you like, then just reload!  I made one of my potions with 70s of night eye and i could go in, clear all 3 boss chests, and get out with night-eye still on!  so just keep trying.  it took me about 45 min to get all 4 pieces. {{unsigned|24.12.200.154|December 13 2009}}&lt;br /&gt;
&lt;br /&gt;
::Is it worth mentioning that if you go through the back door of the ruins that lead out of zone 3, theres a boss chest right in front of you. If you save and keep going in you have easy access to the best place the find alchemy equipment. Just like the blind moth tactic only for potion makers. --[[User:SamGhadiali|SamGhadiali]] 01:56, 15 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Welkynd Stones==&lt;br /&gt;
The Unofficial Oblivion Patch (UOP) caused the Welkynd stone on the floor in Ceyatatar Gorihame to disappear. Is it just me or has anyone else encountered the same problem? I loaded up the construction set and saw only 4 Welkynd Stones in the third zone with the UOP, but saw 5 when I did not load the UOP.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Maybe the ceyatatar on the map doesn't bear much resemblance with glories and laments because there is a caved in corridor in the room with the magnus statue, could it be that that corridor leads to the main plaza described in the book?&lt;br /&gt;
&lt;br /&gt;
==Spider Queen==&lt;br /&gt;
what's up with the staff and shrine of the spider queen? you get a &amp;quot;use&amp;quot; command when you mouse over the staff (can't pick it up :/), but neither is mentioned in the article. wish there was some back story for that. {{unsigned|68.50.167.100|26 July 2008}}&lt;br /&gt;
:No idea.  Perhaps because there are no such items located in Ceyatatar, or anywhere in vanilla Oblivion for that matter.  The game contains no &amp;quot;spider queen&amp;quot; items (shrines, staves, or anything else).  If you're finding spider queen items, then you've got a third party mod installed that is responsible for the items, so you shouldn't be surprised that your mod's items are not documented here. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 19:47, 26 July 2008 (EDT)&lt;br /&gt;
::I'm having the same problem with the Staff of the Spider Queen. And yes I believe it's a mod. Probably Armammentarium.{{unsigned|71.192.188.157|30 April 2009}}&lt;br /&gt;
:It is the Armamentarium sub quest.  To find out how to get access, go to A Fighting Chance and talk to the old man in the corner. [[User:Pueblonative|Pueblonative]] 16:34, 9 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== problems with zone 3 ==&lt;br /&gt;
&lt;br /&gt;
I clear this ruin fairly frequently.  On two separate occasions, the third zone wouldn't load for me (it just gets stuck at the loading screen).  Doesn't matter if I approach it from zone 2, or from the trapdoor entrance on the main map.  It won't load, as if the cell has been corrupted or something.  Since I like to run through this ruin often, this has forced me to reload earlier saves from when I was still able to enter.  It's one hell of a nuisance and I'm losing progress just to be able to keep this area open to me.&lt;br /&gt;
&lt;br /&gt;
I'm trying to ascertain what might be the cause of this.  I'm wondering if it might have something to do with the state I leave the zone in prior to leaving.  If it has something to do with whether the gates inside the room are left open or closed as I leave, or something of that nature. {{Unsigned|174.0.106.101|20:05 9 June 2010}}&lt;/div&gt;</summary>
		<author><name>Vesna</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Buying_a_house_in_Chorrol&amp;diff=587092</id>
		<title>Oblivion:Buying a house in Chorrol</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Buying_a_house_in_Chorrol&amp;diff=587092"/>
		<updated>2010-07-14T23:42:41Z</updated>

		<summary type="html">&lt;p&gt;Vesna: Fixing redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Oblivion:Arborwatch]]&lt;br /&gt;
{{Description|Purchase [[Oblivion:Arborwatch|Arborwatch]], a plush house in the center of [[Oblivion:Chorrol|Chorrol]].}}&lt;br /&gt;
{{Trail|Quests|Chorrol}}&lt;/div&gt;</summary>
		<author><name>Vesna</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Riverview&amp;diff=587091</id>
		<title>Oblivion:Riverview</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Riverview&amp;diff=587091"/>
		<updated>2010-07-14T23:39:29Z</updated>

		<summary type="html">&lt;p&gt;Vesna: lol, this is embarrassing, I'm retiring for the night&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Place Summary&lt;br /&gt;
|type=House&lt;br /&gt;
|locationcode=CheydinhalRiverview, CheydinhalRiverviewBasement&lt;br /&gt;
|city=Cheydinhal&lt;br /&gt;
|image=OB-place-Riverview.jpg&lt;br /&gt;
|imgdesc=Riverview&lt;br /&gt;
|description=a large, attractive house in [[Oblivion:Cheydinhal|Cheydinhal]].&lt;br /&gt;
}}&lt;br /&gt;
It is owned by [[Oblivion:Voranil|Voranil]] and is the venue for some of the most exclusive parties in Cyrodiil to which, unfortunately, you will never be invited.&lt;br /&gt;
&lt;br /&gt;
Helping to run the house is a staff consisting of [[Oblivion:Maknok gro-Coblug|Maknok gro-Coblug]], the groundskeeper; [[Oblivion:Rogmesh gra-Coblug|Rogmesh gra-Coblug]], the cook; [[Oblivion:Tanasa Arano|Tanasa Arano]], the charwoman, and [[Oblivion:Tolisi_Girith|Tolisi Girith]], the maid.  Tanasa and Tolisi both have a [[Oblivion:Mythic_Dawn|deep, dark secret]].&lt;br /&gt;
&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
==Riverview Party==&lt;br /&gt;
[[Image:RiverviewParty02.jpg|thumb|right|Riverview Party]]&lt;br /&gt;
'''The Riverview Party''' is an event held at Riverview from 6pm to midnight every Saturday. At 8pm dinner is hosted for the party guests. Some of the guests do not arrive until 10pm, but all guests are invited to dinner so they will arrive at random times later in the evening.&lt;br /&gt;
&lt;br /&gt;
The 6pm party guests include [[Oblivion:Dulfish gro-Orum|Dulfish gro-Orum]] and [[Oblivion:Ohtimbar|Ohtimbar]].&lt;br /&gt;
&lt;br /&gt;
The 10pm party guests include [[Oblivion:Naspia Cosma|Naspia Cosma]], [[Oblivion:Eilonwy|Eilonwy]], [[Oblivion:Orintur|Orintur]], and [[Oblivion:Count Andel Indarys|Count Andel Indarys]].&lt;br /&gt;
&lt;br /&gt;
Two characters will crash this party. The [[Oblivion:Count's Bodyguard|Count's Bodyguard]], who is not invited but will follow the Count to it, and [[Oblivion:Oghash gra-Magul|Oghash gra-Magul]] who will sometimes get stuck looking for Dulfish gro-Orum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*After the quest [[Oblivion:The_Wayward_Knight|The Wayward Knight]], [[Oblivion:Farwil Indarys|Farwil Indarys]] and any other surviving knights will stand around outside Riverview. They seem to be waiting for the door to open, as should the lock be opened, they will enter the house briefly before heading off to the [[Oblivion:Knights_of_the_Thorn_Headquarters|Knights of the Thorn Headquarters]].&lt;br /&gt;
&lt;br /&gt;
*There is a [[Oblivion:Nirnroot|Nirnroot]] upstairs.&lt;br /&gt;
&lt;br /&gt;
*Voranil doesn't have much health, so if you want to kill him for being rude to you, he is a nice way to enter the [[Oblivion:Dark Brotherhood|Dark Brotherhood]].&lt;br /&gt;
&lt;br /&gt;
*There are quite a few bottles of [[Oblivion:skooma|skooma]] about the place on some of the tables. Must make for quite a party indeed. And a nice subtle tie in with the city's secret skooma gang.&lt;br /&gt;
&lt;br /&gt;
*The two beggars in town will stand under the porch when it rains.&lt;br /&gt;
&lt;br /&gt;
*Since you're not invited to the party entering the house will count as trespassing. Eventually the guests will attack you. If you want to see the party you should enter the building with a 100% [[Oblivion:chameleon|chameleon]] sneak, or if you can get onto the balcony you can just do a normal sneak and then go invisible once inside.&lt;/div&gt;</summary>
		<author><name>Vesna</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Houses&amp;diff=587090</id>
		<title>Oblivion:Houses</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Houses&amp;diff=587090"/>
		<updated>2010-07-14T23:38:38Z</updated>

		<summary type="html">&lt;p&gt;Vesna: Undo revision 587088 by Vesna (Talk) my bad&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Services}}&lt;br /&gt;
{{Featured article}}[[Category:Oblivion-Quests-House_Quests|Houses]]&lt;br /&gt;
{{TOCright|limit=3}}&lt;br /&gt;
&lt;br /&gt;
'''Houses''' in [[Oblivion:Oblivion|Oblivion]] are buildings in which the player may sleep and safely store items in [[Oblivion:Containers#Safe_Containers|non-respawning containers]].  Each [[Oblivion:Cities|major city]] (except [[Oblivion:Kvatch|Kvatch]]) has a house available for the player to purchase.  Some of the [[Oblivion:Official Plug-ins|official plug-ins]] also add new homes, and there are even a few [[#Free_.22Houses.22|free homes]] that become accessible after completing the associated quest.  However, only the houses purchased inside major cities count towards the player's &amp;quot;Houses Owned&amp;quot; [[Oblivion:Journal#Accomplishments|statistic]].  There is no limit to how many homes the player may own.  Once a home is purchased and has been entered, the door is permanently unlocked (although there is a glitch associated with the [[#Bravil|Bravil house]]).  Although it is impossible to lock the door, no NPCs will enter your house when you are not there, nor will any NPCs steal anything from your house.&lt;br /&gt;
&lt;br /&gt;
The benefits of owning a house might not be immediately evident.  There are [[Oblivion:Sleeping and Eating|free beds]] available in the game, any items left in a pile on the floor are perfectly safe, and there are even some containers outside of houses that do not respawn.  One of the main benefits of owning houses is that it allows the player organized, easy to locate storage areas.  Houses provide the player with a regular place to sleep near his or her stored items, and support [[Oblivion:Roleplaying|roleplaying]] situations calling for a home.  Fast-traveling from within the purchasable homes in every city except Anvil is another benefit, especially for [[Oblivion:Vampirism|vampire]] players.&lt;br /&gt;
&lt;br /&gt;
'''''Note:''' Each price listed on this page as a '''Base Cost''' means that each player will nearly always have to pay more than the amount listed, as detailed on [[Oblivion:Commerce|Commerce]].''&lt;br /&gt;
&lt;br /&gt;
'''''Warning:''' Immediately selling the upgrade papers after having bought them from the merchant (without ever exiting the conversation) prevents the new upgrades from ever appearing in the house. Furthermore, the upgrades will not reappear in the merchant's sales list, since you &amp;quot;gave&amp;quot; away the no-cost notes.''&lt;br /&gt;
&lt;br /&gt;
{{NewLine}}&lt;br /&gt;
&lt;br /&gt;
==City Houses==&lt;br /&gt;
&lt;br /&gt;
Once you've learned that a house is for sale, buying that house becomes a quest.  The quest is completed when the house and all available upgrades have been purchased.  There is no need to carry the house key or the receipts from the upgrades.  Upgrades are available for each house, adding furniture and other items.  These upgrades can, by the time you've bought them all, easily cost more than the house itself.&lt;br /&gt;
One unusual property of these houses is the fact that, with the exception of [[Oblivion:Benirus Manor|Benirus Manor]] in [[Oblivion:Anvil|Anvil]], you can fast travel from the interior of all these houses.&lt;br /&gt;
&lt;br /&gt;
===Anvil===&lt;br /&gt;
{{Oblivion:Benirus Manor}}&lt;br /&gt;
[[Image:OB-Place-BenirusManorExteriorRestored.jpg|thumb|right|Benirus Manor, restored]]&lt;br /&gt;
Upon purchasing Benirus Manor in Anvil, you'll notice that it is in disrepair inside and out; however, after you complete [[Oblivion:Where Spirits Have Lease|Where Spirits Have Lease]], the house will be restored to its former beauty.  During the quest, ghosts can be found within the house.  Even after its restoration, it's a little dark inside, but it has a balcony, a loft office upstairs overlooking the sitting area, thirty-three containers in the basement, and a secret chamber (related to the quest).  Note that you should ''not'' use this house for storage prior to completing the quest, as any items in the house will be lost when the house is repaired.  Once you've completed the quest, however, all the containers are safe to use.  Note that the remains of the ghosts you encounter on the quest stay in the house for a while but do go away eventually.  Benirus Manor is the only house for sale in the cities that uses a quest to renovate/furnish it, and not purchasable upgrades.  See the [[Oblivion:Benirus Manor|Benirus Manor]] article for additional information.&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
&lt;br /&gt;
===Bravil===&lt;br /&gt;
{{Oblivion:Bravil House for Sale}}&lt;br /&gt;
{{NewLine}}&lt;br /&gt;
[[Image:OB-Place-BravilHouseForSale.jpg|thumb|right|The House For Sale in Bravil]]&lt;br /&gt;
The house in [[Oblivion:Bravil|Bravil]] is in the south part of town -- over the bridge and then to the left, on the south side of the canal below [[Oblivion:Luciana Galena|Luciana Galena]]'s house. It's the bottom floor of a two-story house and is very small -- not much better than the Imperial City shack, but it has twice as much floor space. The Count himself admits it's small. A good choice if in the [[Oblivion:Thieves Guild|Thieves Guild]]; the fence Luciana Galena lives above.  See the [[Oblivion:Bravil House for Sale|Bravil House for Sale]] article for additional information&lt;br /&gt;
&lt;br /&gt;
* There is a minor glitch that prevents the player from completely owning the house: there will always be a red (trespassing) icon when you open the front door.  However, you will never be arrested for entering the house and you fully own the interior of the house. On PC this can be corrected by using the console, clicking at the door and then typing &amp;quot;SetOwnership&amp;quot; without the quotes.&lt;br /&gt;
* {{UOP}}&lt;br /&gt;
&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
&lt;br /&gt;
===Bruma===&lt;br /&gt;
{{Oblivion:Bruma House for Sale}}&lt;br /&gt;
{{NewLine}}&lt;br /&gt;
[[Image:OB-House in Bruma.jpg|thumb|right|The House For Sale in Bruma]]&lt;br /&gt;
The house in [[Oblivion:Bruma|Bruma]] is immediately to the right when entering the town from east gate.  The main word for this house is cozy.  It is of medium size and in good condition.  It has a cellar with a bedroom and will actually be very nice once all the upgrades are purchased.  It is, however, a little dark, even when fully furnished. This house can also prove helpful to thieves as it is close to [[Oblivion:Olav's Tap and Tack|Olav's Tap and Tack]] where the Thieves Guild fence [[Oblivion:Ongar the World-Weary|Ongar the World-Weary]] likes to drink.  Ill-gotten gains can be stored in your house and taken across the street to sell them to him.&lt;br /&gt;
&lt;br /&gt;
Note: If you are currently on the [[Oblivion:Lifting the Vale|Lifting the Vale]] Quest then you will not be able to speak with the Countess about buying the house.&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
&lt;br /&gt;
===Cheydinhal===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; align=&amp;quot;right&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;margin-right:0;margin-top:0;margin-left:1em;&amp;quot;&lt;br /&gt;
|colspan=10 {{BG|#eeddff}}|&amp;lt;center&amp;gt;'''Cheydinhal'''&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 |Home&amp;lt;br&amp;gt;Purchased From&lt;br /&gt;
|colspan=2 rowspan=2 |[[Oblivion:Count Andel Indarys|Count Andel Indarys]]&lt;br /&gt;
!colspan=2|Price to Purchase Home&lt;br /&gt;
|colspan=2| [[Image:OBValueIcon small.png]] &amp;lt;font style=&amp;quot;font-size: 110%;&amp;quot;&amp;gt; 15,000 &amp;lt;/font&amp;gt;&lt;br /&gt;
! rowspan=2 |Upgrades&amp;lt;br&amp;gt;Purchased From&lt;br /&gt;
|colspan=2 rowspan=2 |[[Oblivion:Borba gra-Uzgash|Borba gra-Uzgash]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2| Total [[Oblivion:Base Cost|Base Cost]] of All Upgrades&lt;br /&gt;
|colspan=2| [[Image:OBValueIcon small.png]] &amp;lt;font style=&amp;quot;font-size: 110%;&amp;quot;&amp;gt; 15,000 &amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=10 {{BG|#eeddff}}|&amp;lt;center&amp;gt;'''Upgrades'''&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| width=10% |{{Linkable Entry|House Bedroom Area}}&amp;lt;br&amp;gt;{{ID|000B15AD}}&lt;br /&gt;
| width=10% |{{Linkable Entry|House Dining Area}}&amp;lt;br&amp;gt;{{ID|000B15B3}}&lt;br /&gt;
| width=10% |{{Linkable Entry|House Dressing Area}}&amp;lt;br&amp;gt;{{ID|000B15AE}}&lt;br /&gt;
| width=10% |{{Linkable Entry|House Kitchen Area}}&amp;lt;br&amp;gt;{{ID|000B15B1}}&lt;br /&gt;
| width=10% |{{Linkable Entry|House Lower Wall Hangings}}&amp;lt;br&amp;gt;{{ID|000B15B5}}&lt;br /&gt;
| width=10% |{{Linkable Entry|House Sitting Area}}&amp;lt;br&amp;gt;{{ID|000B15B2}}&lt;br /&gt;
| width=10% |{{Linkable Entry|House Storage Area}}&amp;lt;br&amp;gt;{{ID|000B15B0}}&lt;br /&gt;
| width=10% |{{Linkable Entry|House Study Area}}&amp;lt;br&amp;gt;{{ID|000B15B4}}&lt;br /&gt;
| width=10% |{{Linkable Entry|House Upper Hall Area}}&amp;lt;br&amp;gt;{{ID|000B15AF}}&lt;br /&gt;
| width=10% |{{Linkable Entry|House Upper Wall Hangings}}&amp;lt;br&amp;gt;{{ID|000B15B6}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
1500 gold&lt;br /&gt;
|&lt;br /&gt;
1500 gold&lt;br /&gt;
|&lt;br /&gt;
1500 gold&lt;br /&gt;
|&lt;br /&gt;
1500 gold&lt;br /&gt;
|&lt;br /&gt;
1500 gold&lt;br /&gt;
|&lt;br /&gt;
1500 gold&lt;br /&gt;
|&lt;br /&gt;
1500 gold&lt;br /&gt;
|&lt;br /&gt;
1500 gold&lt;br /&gt;
|&lt;br /&gt;
1500 gold&lt;br /&gt;
|&lt;br /&gt;
1500 gold&lt;br /&gt;
|- valign=top&lt;br /&gt;
|&lt;br /&gt;
1 Bed Upgrade&amp;lt;br&amp;gt;&lt;br /&gt;
1 Dresser&amp;lt;br&amp;gt;&lt;br /&gt;
1 Chest&amp;lt;br&amp;gt;&lt;br /&gt;
1 Table&amp;lt;br&amp;gt;&lt;br /&gt;
1 Rug&amp;lt;br&amp;gt;&lt;br /&gt;
Assorted Candles and Pottery&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
2 Chairs&amp;lt;br&amp;gt;&lt;br /&gt;
1 Set of Shelves&amp;lt;br&amp;gt;&lt;br /&gt;
1 Rug&amp;lt;br&amp;gt;&lt;br /&gt;
1 Thatched Basket&amp;lt;br&amp;gt;&lt;br /&gt;
Assorted Pottery and Utensils&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
1 Clothing Cupboard&amp;lt;br&amp;gt;&lt;br /&gt;
1 Dresser&amp;lt;br&amp;gt;&lt;br /&gt;
1 Set of Shelves&amp;lt;br&amp;gt;&lt;br /&gt;
1 Chair&amp;lt;br&amp;gt;&lt;br /&gt;
1 Rug&amp;lt;br&amp;gt;&lt;br /&gt;
Assorted Candles and Pottery&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
2 Cupboards (1 Food, 1 Drink)&amp;lt;br&amp;gt;&lt;br /&gt;
1 Table&amp;lt;br&amp;gt;&lt;br /&gt;
1 Rug&amp;lt;br&amp;gt;&lt;br /&gt;
Assorted Pottery and Utensils&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
5 Paintings&amp;lt;br&amp;gt;&lt;br /&gt;
2 Tapestries&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
2 Chairs&amp;lt;br&amp;gt;&lt;br /&gt;
2 Small Tables&amp;lt;br&amp;gt;&lt;br /&gt;
1 Bench&amp;lt;br&amp;gt;&lt;br /&gt;
1 Rug&amp;lt;br&amp;gt;&lt;br /&gt;
1 Barrel&amp;lt;br&amp;gt;&lt;br /&gt;
Assorted Pottery&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
3 Barrels&amp;lt;br&amp;gt;&lt;br /&gt;
2 Wood Crates&amp;lt;br&amp;gt;&lt;br /&gt;
2 Chests&amp;lt;br&amp;gt;&lt;br /&gt;
Assorted Candles&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
1 Desk&amp;lt;br&amp;gt;&lt;br /&gt;
1 Stool&amp;lt;br&amp;gt;&lt;br /&gt;
1 Bookshelf&amp;lt;br&amp;gt;&lt;br /&gt;
1 Rug&amp;lt;br&amp;gt;&lt;br /&gt;
1 Thatched Basket&amp;lt;br&amp;gt;&lt;br /&gt;
Assorted Desk Accessories&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
2 Wall-Mounted Candle Sconces&amp;lt;br&amp;gt;&lt;br /&gt;
2 Sets of Shelves&amp;lt;br&amp;gt;&lt;br /&gt;
2 Candle Holders&amp;lt;br&amp;gt;&lt;br /&gt;
1 Bench&amp;lt;br&amp;gt;&lt;br /&gt;
Assorted Pottery&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
3 Tapestries&amp;lt;br&amp;gt;&lt;br /&gt;
3 Paintings&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{{NewLine}}&lt;br /&gt;
[[Image:OB-House_Cheydinhal.jpg|thumb|The house for sale in Cheydinhal]]&lt;br /&gt;
&lt;br /&gt;
The house in [[Oblivion:Cheydinhal|Cheydinhal]] is located at the far southwestern tip of the city.  If you stand as if you just exited the Mages Guild, you'll see it directly in front of you across the plaza.  It's bigger than all the cheaper ones and looks to be in very good condition -- pricey too, though.  Once fully furnished, it will look great inside.&lt;br /&gt;
&lt;br /&gt;
The ideal part about this house is that there are 13 containers on the second floor: 7 crates, barrels, and chests are in a pile in front of the staircase, 2 cupboards are on the other side of the staircase, and 4 bureaus and chests are in the bedroom.  Unlike many other houses where you have to run around the entire house to empty your loot, these 13 containers are all laid out conveniently.  This along with many, many shelves have led some to the conclusion that it is the second best &amp;quot;real&amp;quot; house in the game regardless of the price, second only to Rosethorn Hall.  For only 15,000 septims, it is a good alternative. The ground floor of the interior does not extend as far to the north as the exterior would suggest.&lt;br /&gt;
&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
&lt;br /&gt;
===Chorrol===&lt;br /&gt;
{{Oblivion:Arborwatch}}&lt;br /&gt;
[[File:OB-Place-ArborwatchExterior2.jpg|thumb|right|Arborwatch in Chorrol]]&lt;br /&gt;
[[Oblivion:Arborwatch|Arborwatch]] is the house for sale in [[Oblivion:Chorrol|Chorrol]]'s Great Oak Place, next to the [[Oblivion:Chorrol Mages Guild|Mages Guild Hall]].  It features a sitting area, study, kitchen area, and dining area on the ground level.  It also has two upper levels; one level houses a servant's quarters as well as a bedroom, while the other is a master suite.  Completing [[Oblivion:A Shadow Over Hackdirt|A Shadow Over Hackdirt]] grants a disposition of 100 with [[Oblivion:Seed-Neeus|Seed-Neeus]] which helps with prices.  Note that while one of the upgrades available for purchase is &amp;quot;House Servants Quarters&amp;quot;, no help-for-hire is available for this house.  See the [[Oblivion:Arborwatch|Arborwatch]] article for additional information.&lt;br /&gt;
&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
&lt;br /&gt;
===Imperial City===&lt;br /&gt;
{{Oblivion:Shack for Sale}}&lt;br /&gt;
{{NewLine}}&lt;br /&gt;
[[Image:OB-House_Imperial_City.jpg|thumb|The house for sale in the Imperial City]]&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Shack for Sale|Shack for Sale]] in the [[Oblivion:Imperial City|Imperial City]] is located in the [[Oblivion:Waterfront District|Waterfront District]], and is nothing more than a small pitiful shack, but does have a bed where you can sleep and level up.  The upgrades are rather pathetic as well, but you will likely need the storage extension, because the basic house comes with zero containers.  The Kitchen Area upgrade also adds some storage.  The box outside the house is ''not'' safe for storage.  It is also perfect for people with large bounties and a need to avoid all guards until you can meet with a Thieves' Guild Doyen to clear it.  You can fast-travel to the [[Oblivion:Dzonot Cave|Dzonot Cave]] just west of the Imperial City Temple District, and from there it is only a short swim to your house.  See the [[Oblivion:Shack for Sale|Shack for Sale]] article for additional information.&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
&lt;br /&gt;
===Leyawiin===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; align=&amp;quot;right&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;margin-right:0;margin-top:0;margin-left:1em;&amp;quot;&lt;br /&gt;
|colspan=8 {{BG|#ffddff}}|&amp;lt;center&amp;gt;'''Leyawiin'''&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=2|Home&amp;lt;br&amp;gt;Purchased From&lt;br /&gt;
|rowspan=2|[[Oblivion:Count Marius Caro|Count Marius Caro]]&lt;br /&gt;
!colspan=2|Price to Purchase Home&lt;br /&gt;
|colspan=1| [[Image:OBValueIcon small.png]] &amp;lt;font style=&amp;quot;font-size: 110%;&amp;quot;&amp;gt; 7,000 &amp;lt;/font&amp;gt;&lt;br /&gt;
!rowspan=2|Upgrades&amp;lt;br&amp;gt;Purchased From&lt;br /&gt;
|colspan=2 rowspan=2|[[Oblivion:Gundalas|Gundalas]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2| Total [[Oblivion:Base Cost|Base Cost]] of All Upgrades&lt;br /&gt;
| [[Image:OBValueIcon small.png]] &amp;lt;font style=&amp;quot;font-size: 110%;&amp;quot;&amp;gt; 7,000 &amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=8 {{BG|#ffddff}}|&amp;lt;center&amp;gt;{{FC|black|'''Upgrades'''}}&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| width=14% |{{Linkable Entry|House Bedroom Area}}&amp;lt;br&amp;gt;{{ID|000B1581}}&lt;br /&gt;
| width=14% |{{Linkable Entry|House Dining Area}}&amp;lt;br&amp;gt;{{ID|000B157F}}&lt;br /&gt;
| width=14% |{{Linkable Entry|House Kitchen Area}}&amp;lt;br&amp;gt;{{ID|000B1583}}&lt;br /&gt;
| width=14% |{{Linkable Entry|House Reading Area}}&amp;lt;br&amp;gt;{{ID|000B1580}}&lt;br /&gt;
| width=14% |{{Linkable Entry|House Storage Area}}&amp;lt;br&amp;gt;{{ID|000B1584}}&lt;br /&gt;
| width=14% |{{Linkable Entry|House Study Area}}&amp;lt;br&amp;gt;{{ID|000B1582}}&lt;br /&gt;
|colspan=2|{{Linkable Entry|House Wall Hangings}}&amp;lt;br&amp;gt;{{ID|000B1585}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
1000 gold&lt;br /&gt;
|&lt;br /&gt;
1000 gold&lt;br /&gt;
|&lt;br /&gt;
1000 gold&lt;br /&gt;
|&lt;br /&gt;
1000 gold&lt;br /&gt;
|&lt;br /&gt;
1000 gold&lt;br /&gt;
|&lt;br /&gt;
1000 gold&lt;br /&gt;
|colspan=2|&lt;br /&gt;
1000 gold&lt;br /&gt;
|- valign=top&lt;br /&gt;
|&lt;br /&gt;
1 Dresser&amp;lt;br&amp;gt;&lt;br /&gt;
1 Privacy Screen&amp;lt;br&amp;gt;&lt;br /&gt;
1 Rug&amp;lt;br&amp;gt;&lt;br /&gt;
1 Set of Shelves&amp;lt;br&amp;gt;&lt;br /&gt;
Assorted Candles&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
3 Chairs&amp;lt;br&amp;gt;&lt;br /&gt;
1 Rug&amp;lt;br&amp;gt;&lt;br /&gt;
1 Candle&amp;lt;br&amp;gt;&lt;br /&gt;
Assorted Pottery&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
1 Cupboard&amp;lt;br&amp;gt;&lt;br /&gt;
1 Large Table&amp;lt;br&amp;gt;&lt;br /&gt;
Assorted Baskets&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
3 Bookshelves&amp;lt;br&amp;gt;&lt;br /&gt;
2 Candles on Holders&amp;lt;br&amp;gt;&lt;br /&gt;
1 Chair&amp;lt;br&amp;gt;&lt;br /&gt;
1 Small Table&amp;lt;br&amp;gt;&lt;br /&gt;
1 Rug&amp;lt;br&amp;gt;&lt;br /&gt;
1 Large Privacy Screen&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
3 Barrels&amp;lt;br&amp;gt;&lt;br /&gt;
1 Chest&amp;lt;br&amp;gt;&lt;br /&gt;
1 Basket&amp;lt;br&amp;gt;&lt;br /&gt;
1 Rug&amp;lt;br&amp;gt;&lt;br /&gt;
1 Broom&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
1 Desk&amp;lt;br&amp;gt;&lt;br /&gt;
1 Chair&amp;lt;br&amp;gt;&lt;br /&gt;
1 Bookshelf&amp;lt;br&amp;gt;&lt;br /&gt;
1 Candelabra&amp;lt;br&amp;gt;&lt;br /&gt;
|colspan=2|&lt;br /&gt;
5 Paintings&amp;lt;br&amp;gt;&lt;br /&gt;
2 Tapestries&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{{NewLine}}&lt;br /&gt;
[[Image:OB-House in Leyawiin.jpg|thumb|right|The House For Sale in Leyawiin]]&lt;br /&gt;
&lt;br /&gt;
The house in [[Oblivion:Leyawiin|Leyawiin]] is in the east of town, next to the castle, where many other homes are.  It is somewhat bigger than the cheaper shacks, but looks very rundown and ugly, especially next door to the huge and beautiful house of the wealthy Rosentia Gallenus.&lt;br /&gt;
&lt;br /&gt;
The interior of the home is rather bland and unimpressive, even after all interior upgrades have been acquired. Considering the price of the property and its size (barely larger than the Bravil shack yet 3,000 coins more expensive), it is debatable whether this house is worth the 7,000 coins you will have to spend on it.&lt;br /&gt;
&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skingrad===&lt;br /&gt;
{{Oblivion:Rosethorn Hall}}&lt;br /&gt;
[[File:OB-place-Rosethorn Hall Exterior.jpg|thumb|right|Rosethorn Hall in Skingrad]]&lt;br /&gt;
The house in Skingrad, called Rosethorn Hall, is in the eastern part of the town and is the grandest (and most expensive) home that can be bought.  Rosethorn Hall was formerly owned by [[Oblivion:Vandorallen Trebatius|Vandorallen Trebatius]], but he is &amp;quot;evicted&amp;quot; when you buy the home.  See the [[Oblivion:Rosethorn Hall|Rosethorn Hall]] article for additional information, including the three quests related to this house.&lt;br /&gt;
&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
&lt;br /&gt;
==Downloadable Content==&lt;br /&gt;
&lt;br /&gt;
Downloadable content houses and their associated quests are introduced upon loading the [[Oblivion:Official Plug-ins|official plug-ins]].  The associated quest page will explain how to fully own the house.&lt;br /&gt;
&lt;br /&gt;
===Battlehorn Castle===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; align=&amp;quot;right&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;margin-right:0;margin-top:0;margin-left:1em;&amp;quot;&lt;br /&gt;
|colspan=10 {{BG|#DEB887}}|&amp;lt;center&amp;gt;{{FC|black|'''Battlehorn Castle'''}}&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Home&amp;lt;br&amp;gt;Obtained By&lt;br /&gt;
|colspan=3|Downloading&amp;lt;br&amp;gt;[[Oblivion:Fighter's Stronghold|Fighter's Stronghold]]&amp;lt;br&amp;gt;[[Oblivion:Official Plug-ins|Official Plug-in]]&lt;br /&gt;
!Total [[Oblivion:Base Cost|Base Cost]]&amp;lt;br&amp;gt; of All Upgrades&lt;br /&gt;
|[[Image:OBValueIcon small.png]] &amp;lt;font style=&amp;quot;font-size: 110%;&amp;quot;&amp;gt; 15,000 &amp;lt;/font&amp;gt;&lt;br /&gt;
!Upgrades&amp;lt;br&amp;gt;Purchased From&lt;br /&gt;
|colspan=3|[[Oblivion:Nilphas Omellian|Nilphas Omellian]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=10 {{BG|#DEB887}}|&amp;lt;center&amp;gt;{{FC|black|'''Upgrades'''}}&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| width=10% |{{Linkable Entry|Battlehorn Barracks}}&amp;lt;br&amp;gt;{{ID|xx00D42B}}&lt;br /&gt;
| width=10% |{{Linkable Entry|Battlehorn Bedroom}}&amp;lt;br&amp;gt;{{ID|xx00B097}}&lt;br /&gt;
| width=10% |{{Linkable Entry|Battlehorn Captain}}&amp;lt;br&amp;gt;{{ID|xx00D42E}}&lt;br /&gt;
| width=10% |{{Linkable Entry|Battlehorn Dining Area}}&amp;lt;br&amp;gt;{{ID|xx00B099}}&lt;br /&gt;
| width=10% |{{Linkable Entry|Battlehorn Dwemer Forge}}&amp;lt;br&amp;gt;{{ID|xx00B0AC}}&lt;br /&gt;
| width=10% |{{Linkable Entry|Battlehorn Kitchen Area}}&amp;lt;br&amp;gt;{{ID|xx00B09A}}&lt;br /&gt;
| width=10% |{{Linkable Entry|Battlehorn Library Area}}&amp;lt;br&amp;gt;{{ID|xx00B098}}&lt;br /&gt;
| width=10% |{{Linkable Entry|Battlehorn Training Room}}&amp;lt;br&amp;gt;{{ID|xx00B09D}}&lt;br /&gt;
| width=10% |{{Linkable Entry|Battlehorn Trophy Hall}}&amp;lt;br&amp;gt;{{ID|xx00B0A1}}&lt;br /&gt;
| width=10% |{{Linkable Entry|Battlehorn Wine Cellar}}&amp;lt;br&amp;gt;{{ID|xx00B09C}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
1500 gold&lt;br /&gt;
|&lt;br /&gt;
1500 gold&lt;br /&gt;
|&lt;br /&gt;
1500 gold&lt;br /&gt;
|&lt;br /&gt;
1500 gold&lt;br /&gt;
|&lt;br /&gt;
1500 gold&lt;br /&gt;
|&lt;br /&gt;
1500 gold&lt;br /&gt;
|&lt;br /&gt;
1500 gold&lt;br /&gt;
|&lt;br /&gt;
1500 gold&lt;br /&gt;
|&lt;br /&gt;
1500 gold&lt;br /&gt;
|&lt;br /&gt;
1500 gold&lt;br /&gt;
|- valign=top&lt;br /&gt;
|&lt;br /&gt;
[[Oblivion:Castellan Athon|Castellan Athon]],&amp;lt;br&amp;gt;&lt;br /&gt;
two other men-at-arms&amp;lt;br&amp;gt;&lt;br /&gt;
to patrol the castle&lt;br /&gt;
|&lt;br /&gt;
Private Quarters furnishings&amp;lt;br&amp;gt;&lt;br /&gt;
Rona Benanius, a maid&lt;br /&gt;
|&lt;br /&gt;
An NPC named&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Battlehorn Castellan&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
to replace&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Castellan Athon|Castellan Athon]]&lt;br /&gt;
|&lt;br /&gt;
Dining table&amp;lt;br&amp;gt;&lt;br /&gt;
in east wing&lt;br /&gt;
|&lt;br /&gt;
Dwemer Forge&amp;lt;br&amp;gt;&lt;br /&gt;
provides 15pt&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Armorer|Armorer]] skill boost whilst standing next to the forge.&lt;br /&gt;
|&lt;br /&gt;
Kitchen furnishings&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Plautis Rusonius|Plautis Rusonius]], a cook&amp;lt;br&amp;gt;&lt;br /&gt;
Allows cook &amp;amp; maid&amp;lt;br&amp;gt;&lt;br /&gt;
to furnish food&lt;br /&gt;
|&lt;br /&gt;
Many various books&amp;lt;br&amp;gt;&lt;br /&gt;
Four (4) skill books&lt;br /&gt;
|&lt;br /&gt;
Weaponry&amp;lt;br&amp;gt;&lt;br /&gt;
Targets&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Shagrol gro-Uzug|Shagrol gro-Uzug]],&amp;lt;br&amp;gt;&lt;br /&gt;
an invincible sparring partner&lt;br /&gt;
|&lt;br /&gt;
Area for trophies&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Melisi Daren|Melisi Daren]], a taxidermist&lt;br /&gt;
|&lt;br /&gt;
Wine cellar furnishings&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Talan|Talan]], a vintner&lt;br /&gt;
|}&lt;br /&gt;
{{NewLine}}&lt;br /&gt;
[[Image:OB Battlehorn Castle.jpg|thumb|Battlehorn Castle]]&lt;br /&gt;
This is the [[Oblivion:Battlehorn Castle (place)|Castle]] from the [[Oblivion:Fighter's Stronghold|Fighter's Stronghold]] [[Oblivion:Official Plug-ins|official plug-in]]. The associated [[Oblivion:Battlehorn Castle (quest)|quest]] is required to claim it as your home.  It is designed for warriors and combat-based characters.  The castle has three 'hidden' doors.  The easiest can be found by exploring the basement - a door at the back of the wine cellar leads to a hidden pillar door on the main floor.  The second is a hidden pillar door at the back of the private quarters.  This door leads to a small 'storage vault' with 3 chests, 2 barrels, a box and a jewelry case.  In the ceiling is a trapdoor that leads to the roof where you will find a steel bow, arrows and some mugs, presumably for drinking and shooting from the roof of your castle.  There is a journal on the top of a bookcase that leads you to the third secret door, behind the archery target in the weapons room in the basement.  Use the unlit wall candelabra to the right to open the door.  Travel through another hidden pillar door to fight the skeleton and lich that inhabit the castle's [[Oblivion:Unwanted Tenants|Grotto]].&lt;br /&gt;
{{NewLine}}&lt;br /&gt;
&lt;br /&gt;
===Deepscorn Hollow===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; align=&amp;quot;right&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;margin-right:0;margin-top:0;margin-left:1em;&amp;quot;&lt;br /&gt;
|colspan=8 {{BG|#b22222}}|&amp;lt;center&amp;gt;{{FC|white|'''Deepscorn Hollow'''}}&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Home&amp;lt;br&amp;gt;Obtained By&lt;br /&gt;
|colspan=2|Downloading&amp;lt;br&amp;gt;[[Oblivion:Vile Lair|Vile Lair]]&amp;lt;br&amp;gt;[[Oblivion:Official Plug-ins|Official Plug-in]]&lt;br /&gt;
!Total Cost&amp;lt;br&amp;gt; of All Upgrades&lt;br /&gt;
|[[Image:OBValueIcon small.png]] &amp;lt;font style=&amp;quot;font-size: 110%;&amp;quot;&amp;gt; 15,250 &amp;lt;/font&amp;gt;&lt;br /&gt;
!Upgrades&amp;lt;br&amp;gt;Purchased From&lt;br /&gt;
|colspan=2|[[Oblivion:Rowley Eardwulf|Rowley Eardwulf]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=8 {{BG|#b22222}}|&amp;lt;center&amp;gt;{{FC|white|'''Upgrades'''}}&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| width=12% |{{Linkable Entry|Deepscorn Bedroom Area}}&amp;lt;br&amp;gt;{{ID|xx0046AE}}&lt;br /&gt;
| width=12% |{{Linkable Entry|Deepscorn Cattle Cell}}&amp;lt;br&amp;gt;{{ID|xx0046B3}}&lt;br /&gt;
| width=12% |{{Linkable Entry|Deepscorn Dark Minion}}&amp;lt;br&amp;gt;{{ID|xx0046B2}}&lt;br /&gt;
| width=12% |{{Linkable Entry|Deepscorn Dining Area}}&amp;lt;br&amp;gt;{{ID|xx0046AF}}&lt;br /&gt;
| width=12% |{{Linkable Entry|Deepscorn Garden Receipt}}&amp;lt;br&amp;gt;{{ID|xx004B9C}}&lt;br /&gt;
| width=12% |{{Linkable Entry|Deepscorn Storage Area}}&amp;lt;br&amp;gt;{{ID|xx0046B1}}&lt;br /&gt;
| width=12% |{{Linkable Entry|Deepscorn Study Area}}&amp;lt;br&amp;gt;{{ID|xx0046B0}}&lt;br /&gt;
| width=12% |{{Linkable Entry|Ichor of Sithis}}&amp;lt;br&amp;gt;{{ID|xx004B9B}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
1750 gold&lt;br /&gt;
|&lt;br /&gt;
1750 gold&lt;br /&gt;
|&lt;br /&gt;
1750 gold&lt;br /&gt;
|&lt;br /&gt;
1750 gold&lt;br /&gt;
|&lt;br /&gt;
1750 gold&lt;br /&gt;
|&lt;br /&gt;
1750 gold&lt;br /&gt;
|&lt;br /&gt;
1750 gold&lt;br /&gt;
|&lt;br /&gt;
3000 gold&lt;br /&gt;
|- valign=top&lt;br /&gt;
|&lt;br /&gt;
Desk&amp;lt;br&amp;gt;&lt;br /&gt;
Ingredients&amp;lt;br&amp;gt;&lt;br /&gt;
Coffin Bed&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
Prison Cell&amp;lt;br&amp;gt;&lt;br /&gt;
Captive for feeding (vampires)&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Oblivion:Deepscorn Hollow (place)#Dark Minion|Dark Minion NPC]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
Table&amp;lt;br&amp;gt;&lt;br /&gt;
Food&amp;lt;br&amp;gt;&lt;br /&gt;
Cupboard&amp;lt;br&amp;gt;&lt;br /&gt;
Improved Lighting&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
Garden of Venomgrowth area&amp;lt;br&amp;gt;&lt;br /&gt;
All poisonous ingredients&amp;lt;br&amp;gt;&lt;br /&gt;
New [[Oblivion:Deepscorn Hollow (place)#Chokeberry|Chokeberry Vines]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
Chests&amp;lt;br&amp;gt;&lt;br /&gt;
Crates&amp;lt;br&amp;gt;&lt;br /&gt;
Greywyn's Poison Supply Chest&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
Desk&amp;lt;br&amp;gt;&lt;br /&gt;
Bookshelves&amp;lt;br&amp;gt;&lt;br /&gt;
Various rare books&amp;lt;br&amp;gt;&lt;br /&gt;
New ''[[Oblivion:Manifesto Cyrodiil Vampyrum|Manifest Cyrodiil Vampyrum]]''&amp;lt;br&amp;gt;&lt;br /&gt;
New ''[[Oblivion:Opusculus Lamae Bal ta Mezzamortie|Opusculus Lamae Bal ta Mezzamortie]]''&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
Needed to activate the [[Oblivion:Deepscorn Hollow (quest)#Home is Where the Blood Spills|Shrine of Sithis]]&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{{NewLine}}&lt;br /&gt;
[[Image:Shrine_of_Sithis.jpg|thumb|The Shrine of Sithis inside Deepscorn Hollow]]&lt;br /&gt;
&lt;br /&gt;
This isn't a house in the traditional sense, but [[Oblivion:Deepscorn Hollow (place)|Deepscorn Hollow]] that comes with the [[Oblivion:Vile Lair|Vile Lair]] [[Oblivion:Official Plug-ins|official plug-ins]].  A [[Oblivion:Deepscorn Hollow (quest)|quest]] must be completed to actually own it.  It is tailored for &amp;quot;evil&amp;quot; or &amp;quot;criminal&amp;quot; characters.  This house is for those that wish to live like the [[Oblivion:Dark Brotherhood|Dark Brotherhood]] but do things their own way.  The &amp;quot;lair&amp;quot; is in a very hard to reach area of the map in a swampy area, and is decorated with interesting and morbid items.  When the upgrades are completed, you have the perfect house for a [[Oblivion:vampire|vampire]] assassin.  The Shrine of Sithis can cure illnesses if your infamy is too high to use temples, and the Font of Renewal can cure vampirism.  It offers many poisonous plants, some unique.  You can even send out a [[Oblivion:Dark Minion|Dark Minion]] to &amp;quot;kill in the name of Sithis&amp;quot; for you, storing the items of the victim in the lair's chest, though this will earn you an infamy point.  It is possible to obtain and use all of the lair's benefits except the Shrine of Sithis and sending the Dark Minion out without earning any infamy points.  The [[Oblivion:Gray Cowl of Nocturnal|Gray Cowl of Nocturnal]] may be used to circumvent these restrictions, but a character concerned with keeping his or her infamy at zero likely will not have obtained the cowl.&lt;br /&gt;
{{NewLine}}&lt;br /&gt;
&lt;br /&gt;
===Dunbarrow Cove===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; align=&amp;quot;right&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;margin-right:0;margin-top:0;margin-left:1em;&amp;quot;&lt;br /&gt;
|colspan=6 {{BG|#2F4F4F}}|&amp;lt;center&amp;gt;{{FC|white|'''Dunbarrow Cove'''}}&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Home&amp;lt;br&amp;gt;Obtained By&lt;br /&gt;
|Downloading&amp;lt;br&amp;gt;[[Oblivion:Thieves Den|Thieves Den]]&amp;lt;br&amp;gt;[[Oblivion:Official Plug-ins|Official Plug-in]]&lt;br /&gt;
!Total [[Oblivion:Base Cost|Base Cost]]&amp;lt;br&amp;gt; of All Upgrades&lt;br /&gt;
|[[Image:OBValueIcon small.png]] &amp;lt;font style=&amp;quot;font-size: 110%;&amp;quot;&amp;gt; 5,500 &amp;lt;/font&amp;gt;&lt;br /&gt;
!Upgrades&amp;lt;br&amp;gt;Purchased From&lt;br /&gt;
|[[Oblivion:Dahlia Rackham|Dahlia Rackham]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=6 {{BG|#2F4F4F}}|&amp;lt;center&amp;gt;{{FC|white|'''Upgrades'''}}&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| width=16% |{{Linkable Entry|Personal Quarters Upgrade}}&lt;br /&gt;
| width=16% |{{Linkable Entry|Hire a Supplier ([[Oblivion:Jak Silver|Jak Silver]])}}&lt;br /&gt;
| width=16% |{{Linkable Entry|Hire a Fence ([[Oblivion:Khafiz|Khafiz]])}}&lt;br /&gt;
| width=16% |{{Linkable Entry|Hire a Security Expert ([[Oblivion:Tahm Blackwell|Tahm Blackwell]])}}&lt;br /&gt;
| width=16% |{{Linkable Entry|Hire a Fletcher ([[Oblivion:Melliwin|Melliwin the Mongrel]])}}&lt;br /&gt;
| width=16% |{{Linkable Entry|Hire a Spymaster ([[Oblivion:Kovan Kren|Kovan Kren]])}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
500 gold&lt;br /&gt;
|&lt;br /&gt;
1000 gold&lt;br /&gt;
|&lt;br /&gt;
1000 gold&lt;br /&gt;
|&lt;br /&gt;
1000 gold&lt;br /&gt;
|&lt;br /&gt;
1000 gold&lt;br /&gt;
|&lt;br /&gt;
1000 gold&lt;br /&gt;
|- valign=top&lt;br /&gt;
|&lt;br /&gt;
Bed&amp;lt;br&amp;gt;&lt;br /&gt;
Chest&amp;lt;br&amp;gt;&lt;br /&gt;
Dresser&amp;lt;br&amp;gt;&lt;br /&gt;
Cupboard&amp;lt;br&amp;gt;&lt;br /&gt;
Improved Lighting&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
A Salesman with rare goods&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
A Smuggler/Fence&amp;lt;br&amp;gt;&lt;br /&gt;
Bacon, a pet boar&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
A Security Trainer and merchant with security-related goods&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
A Marksman Trainer and merchant with marksman-related goods&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
A Sneak Trainer and merchant with weapons and armor&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{{NewLine}}&lt;br /&gt;
[[Image:Dunbarrow_Cove.jpg|thumb|Dunbarrow Cove Interior]]&lt;br /&gt;
This isn't a house in the traditional sense; this is the [[Oblivion:Dunbarrow Cove (place)|Dunbarrow Cove]] from the [[Oblivion:Thieves Den|Thieves Den]] [[Oblivion:Official Plug-ins|official plug-ins]].  This &amp;quot;house&amp;quot; is particularly well suited for thief-type characters.  It may be slightly difficult to reach if your character is heavily burdened.  To obtain this as a base of operations, you must complete a [[Oblivion:Dunbarrow Cove (quest)|quest]] and purchase all of the upgrades.  It offers 5 Merchants, one of whom is a Spell Merchant and one of whom is Fence, and they also offer training in [[Oblivion:Speechcraft|Speechcraft]], [[Oblivion:Mercantile|Mercantile]], [[Oblivion:Security|Security]], [[Oblivion:Marksman|Marksman]], and [[Oblivion:Sneak|Sneak]].  The cave contains both [[Oblivion:Cairn Bolete Cap|Cairn Bolete Cap]] and [[Oblivion:Wisp Stalks|Wisp Stalks]] - useful in making both healing potions as well as damaging poisons.  Outside the cave entrance and along the coast nearby are [[Oblivion:Sacred Lotus|Sacred Lotus]], [[Oblivion:Water Hyacinth|Water Hyacinth]], [[Oblivion:Lady's Mantle|Lady's Mantle]], and [[Oblivion:Aloe Vera|Aloe Vera]] plants. All of these are very useful in making those same potions and poisons.  The upgrades for this &amp;quot;house&amp;quot; are all fixed prices; haggling is not necessary.&lt;br /&gt;
{{NewLine}}&lt;br /&gt;
&lt;br /&gt;
===Frostcrag Spire===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; align=&amp;quot;right&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;margin-right:0;margin-top:0;margin-left:1em;&amp;quot;&lt;br /&gt;
|colspan=6 {{BG|#778899}}|&amp;lt;center&amp;gt;{{FC|black|'''Frostcrag Spire'''}}&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Home&amp;lt;br&amp;gt;Obtained By&lt;br /&gt;
|Downloading&amp;lt;br&amp;gt;[[Oblivion:Wizard's Tower|Wizard's Tower]]&amp;lt;br&amp;gt;[[Oblivion:Official Plug-ins|Official Plug-in]]&lt;br /&gt;
!Total [[Oblivion:Base Cost|Base Cost]]&amp;lt;br&amp;gt; of All Upgrades&lt;br /&gt;
|[[Image:OBValueIcon small.png]] &amp;lt;font style=&amp;quot;font-size: 110%;&amp;quot;&amp;gt; 8,500 &amp;lt;/font&amp;gt;&lt;br /&gt;
!Upgrades&amp;lt;br&amp;gt;Purchased From&lt;br /&gt;
|colspan=2|[[Oblivion:Aurelinwae|Aurelinwae]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=6 {{BG|#778899}}|&amp;lt;center&amp;gt;{{FC|black|'''Upgrades'''}}&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| width=16% |{{Linkable Entry|Frostcrag Alchemy Lab}}&amp;lt;br&amp;gt;{{ID|xx000D5F}}&lt;br /&gt;
| width=16% |{{Linkable Entry|Frostcrag Bedroom Area}}&amp;lt;br&amp;gt;{{ID|xx000D5A}}&lt;br /&gt;
| width=16% |{{Linkable Entry|Frostcrag Library Area}}&amp;lt;br&amp;gt;{{ID|xx000D5E}}&lt;br /&gt;
| width=16% |{{Linkable Entry|Frostcrag Vault Area}}&amp;lt;br&amp;gt;{{ID|xx000D5D}}&lt;br /&gt;
| width=16% |{{Linkable Entry|Magetallow Candles Box}}&amp;lt;br&amp;gt;{{ID|xx000D44}}&lt;br /&gt;
| width=16% |{{Linkable Entry|Magetallow Candles Box}}&amp;lt;br&amp;gt;{{ID|xx000D44}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
1500 gold&lt;br /&gt;
|&lt;br /&gt;
1000 gold&lt;br /&gt;
|&lt;br /&gt;
1000 gold&lt;br /&gt;
|&lt;br /&gt;
1000 gold&lt;br /&gt;
|&lt;br /&gt;
2000 gold&lt;br /&gt;
|&lt;br /&gt;
2000 gold&lt;br /&gt;
|- valign=top&lt;br /&gt;
|&lt;br /&gt;
Alchemy Table (provides Fortify Alchemy 15)&lt;br /&gt;
|&lt;br /&gt;
Bed&amp;lt;br&amp;gt;&lt;br /&gt;
Better Lighting&amp;lt;br&amp;gt;&lt;br /&gt;
Various chests and containers&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
Bookshelves&amp;lt;br&amp;gt;&lt;br /&gt;
Assortment of Books (including one skill book)&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
Containers in Vault&amp;lt;br&amp;gt;&lt;br /&gt;
Wines in Vault&amp;lt;br&amp;gt;&lt;br /&gt;
Vault Guardians&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
Both must be purchased to activate the spellmaking and enchanting altars&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
Both must be purchased to activate the spellmaking and enchanting altars&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{{NewLine}}&lt;br /&gt;
[[Image:OB-Frostcrag_Spire.jpg|thumb|Frostcrag Spire exterior]]&lt;br /&gt;
This is not a house in the traditional sense; it is [[Oblivion:Frostcrag Spire (place)|Frostcrag Spire]] from the [[Oblivion:Wizard's Tower|Wizard's Tower]] [[Oblivion:Official Plug-ins|official plug-ins]].  It is particularly well-suited for mage-type characters and characters that prefer solitude, but it is also useful for any character that does not want to join the [[Oblivion:Mages Guild|Mages Guild]] but wants access to [[Oblivion:Spell Making|custom spells]] and [[Oblivion:Enchanting|custom enchantments]]. Some players may want the tower simply for the [[:File:OB-ICandChey.jpg|view]]. To use all available features of this &amp;quot;house&amp;quot;, you must complete the associated [[Oblivion:Frostcrag Spire (quest)|quest]].  Even with no upgrades, the tower contains a wide variety of plants to harvest, including those only available in [[Oblivion:Planes_of_Oblivion|Oblivion]] and [[Oblivion:Paradise|Mankar Camoran's Paradise]]. &lt;br /&gt;
{{NewRight}}&lt;br /&gt;
&lt;br /&gt;
===Priory of the Nine===&lt;br /&gt;
[[Image:OB-Img-NinePriory.jpg|thumb|The Priory of the Nine Restored]]&lt;br /&gt;
Once you have completed the [[Oblivion:Knights of the Nine|Knights of the Nine]] quest line, you can safely use the [[Oblivion:Priory of the Nine_(place)|Priory of the Nine]] as a house.  There are multiple available beds to sleep in and all of the chests and containers in the Priory are non-respawning.  However, do '''not''' use any of the second floor chests other than in the bedroom before completing the Knights of the Nine quest line: as the Priory is being cleaned up by the other knights, several containers vanish completely.  After the Priory is restored, it is safe to store items in any container for the remainder of the game.  Beware, though; the other knights may take books to read and ingredients to eat, especially if you drop them on the floor rather than putting them in your room.    &lt;br /&gt;
{{NewLine}}&lt;br /&gt;
&lt;br /&gt;
==Free &amp;quot;Houses&amp;quot;==&lt;br /&gt;
'''''Note:''' Free &amp;quot;Houses&amp;quot; must provide the player with a place to sleep, and must provide easily identifiable safe (non-respawning) containers.''&lt;br /&gt;
&lt;br /&gt;
====The Serpent's Wake====&lt;br /&gt;
After you complete the [[Oblivion:Ghost Ship of Anvil|Ghost Ship of Anvil]] quest, the ship makes an ideal home. There is a bed in the Captain's Quarters that can be used. All the sacks, the captain's chest, the chest (on top of the drawer) in the room to the right of the stairs and both chests on the lowest deck do not respawn.&lt;br /&gt;
&lt;br /&gt;
====Room in the Aleswell Inn====&lt;br /&gt;
After you have completed the [[Oblivion:Zero Visibility|Zero Visibility]] quest, you will get a free room at the [[Oblivion:Aleswell Inn|Aleswell Inn]] as a reward. The drawer within that room can safely be used for storage (but the other containers in the building cannot be used safely). There is also a small bedroll in the room that you can sleep on. One thing you should keep in mind however is that some of the inn's regulars enjoy hanging out in your room, thus often making it tricky for you to enter or exit the room.&lt;br /&gt;
&lt;br /&gt;
====White Stallion Lodge====&lt;br /&gt;
If you travel to [[Oblivion:Leyawiin|Leyawiin]] you will hear rumors about [[Oblivion:Mazoga the Orc (person)|Mazoga]].  Her questline can be initiated by speaking to [[Oblivion:Count Marius Caro|Count Marius Caro]] at [[Oblivion:Leyawiin#Castle_Leyawiin|Leyawiin Castle County Hall]]. One of the rewards for completing the second of the two quests is the key to [[Oblivion:White Stallion Lodge|the White Stallion Lodge]].  You can sleep in the lodge and all of the containers in the building can safely be used for storage.  Your friendly Orcish roommate, Mazoga, will only eat the food, and will often leave to hunt Black Bow Bandits. You can follow her to [[Oblivion:Rockmilk Cave|Rockmilk Cave]], [[Oblivion:Undertow Cavern|Undertow Cavern]] and [[Oblivion:Telepe|Telepe]] to fight together.&lt;br /&gt;
&lt;br /&gt;
====Arch-Mage's Quarters====&lt;br /&gt;
The Arch-Mage's Quarters found at [[Oblivion:Arcane University|The Arcane University]] contain a large bed and a chest of drawers entitled &amp;quot;The Archmage's Night Stand&amp;quot; which can be used to store items safely. You gain access to the night stand and the bed after you complete the quest [[Oblivion:Confront the King|Confront the King]] and become the Arch-Mage of the [[Oblivion:Mages Guild|Mages Guild]]. The Arch-Mage's [[Oblivion:Enchanted Chest|Enchanted Chest]] and the drawers at the foot of the bed respawn periodically however, and so are not safe for storage.&lt;br /&gt;
&lt;br /&gt;
====Guildmaster's Quarters====&lt;br /&gt;
The [[Oblivion:Thieves Guild|Thieves Guild]] Guildmaster's Quarters contain a bed and multiple containers, all of which are safe for storage.  These quarters are only accessible after you have completed the quest [[Oblivion:The Ultimate Heist|The Ultimate Heist]] at the end of the Thieves Guild quest line.  At that point, this room becomes accessible via [[Oblivion:Dareloth's House#Dareloth's Basement|Dareloth's Basement]] in the &lt;br /&gt;
[[Oblivion:Waterfront District|Imperial City Waterfront District]].&lt;br /&gt;
&lt;br /&gt;
====Dark Brotherhood Sanctuary====&lt;br /&gt;
After you have completed the [[Oblivion:Dark Brotherhood|Dark Brotherhood]] Quest Line, the [[Oblivion:Dark Brotherhood Sanctuary|Sanctuary]] will be safe as a place to stay. All the crates, barrels and cupboards respawn, but chests and sacks are safe as is [[Oblivion:Vicente Valtieri|Valtieri's]] desk. You can also leave items on the tables as decoration, or for storage as well. There are many beds here, plenty of storage, and a Spell/Weapon Merchant hanging around. There are also [[Oblivion:Dark Brotherhood Murderers|3 murderers]] that you can have follow you around to assist you in battle.&lt;br /&gt;
&lt;br /&gt;
====The Marie Elena====&lt;br /&gt;
The [[Oblivion:The Marie Elena|Marie Elena]] is the pirate ship in the [[Oblivion:Waterfront District|Imperial City Waterfront]]. After all the pirates have been cleared out (either during [[Oblivion:A Watery Grave|A Watery Grave]] or before), [[Oblivion:Gaston Tussaud|Captain Tussaud]]'s Cabin can be used as a luxury bedroom, study and dining room (with a [[Oblivion:Nirnroot|Nirnroot]] growing in a bowl on the table). The only safe container is the large chest at the foot of the bed - Captain Tussaud's Booty. Unfortunately, all other chests will respawn. Furthermore, the lower deck contains several standard bedrooms. It makes for a centered home in the middle of Cyrodil, and a nicer one than the waterfront shack.&lt;/div&gt;</summary>
		<author><name>Vesna</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Riverview&amp;diff=587089</id>
		<title>Oblivion:Riverview</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Riverview&amp;diff=587089"/>
		<updated>2010-07-14T23:38:09Z</updated>

		<summary type="html">&lt;p&gt;Vesna: Updating link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Place Summary&lt;br /&gt;
|type=House&lt;br /&gt;
|locationcode=CheydinhalRiverview, CheydinhalRiverviewBasement&lt;br /&gt;
|city=Cheydinhal&lt;br /&gt;
|image=OB-place-Riverview.jpg&lt;br /&gt;
|imgdesc=Riverview&lt;br /&gt;
|description=a large, attractive house in [[Oblivion:Cheydinhal|Cheydinhal]].&lt;br /&gt;
}}&lt;br /&gt;
It is owned by [[Oblivion:Voranil|Voranil]] and is the venue for some of the most exclusive parties in Cyrodiil to which, unfortunately, you will never be invited.&lt;br /&gt;
&lt;br /&gt;
Helping to run the house is a staff consisting of [[Oblivion:Maknok gro-Coblug|Maknok gro-Coblug]], the groundskeeper; [[Oblivion:Rogmesh gra-Coblug|Rogmesh gra-Coblug]], the cook; [[Oblivion:Tanasa Arano|Tanasa Arano]], the charwoman, and [[Oblivion:Tolisi_Girith|Tolisi Girith]], the maid.  Tanasa and Tolisi both have a [[Oblivion:Mythic_Dawn|deep, dark secret]].&lt;br /&gt;
&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
==Riverview Party==&lt;br /&gt;
[[Image:RiverviewParty02.jpg|thumb|right|Riverview Party]]&lt;br /&gt;
'''The Riverview Party''' is an event held at Riverview from 6pm to midnight every Saturday. At 8pm dinner is hosted for the party guests. Some of the guests do not arrive until 10pm, but all guests are invited to dinner so they will arrive at random times later in the evening.&lt;br /&gt;
&lt;br /&gt;
The 6pm party guests include [[Oblivion:Dulfish gro-Orum|Dulfish gro-Orum]] and [[Oblivion:Ohtimbar|Ohtimbar]].&lt;br /&gt;
&lt;br /&gt;
The 10pm party guests include [[Oblivion:Naspia Cosma|Naspia Cosma]], [[Oblivion:Eilonwy|Eilonwy]], [[Oblivion:Orintur|Orintur]], and [[Oblivion:Count Andel Indarys|Count Andel Indarys]].&lt;br /&gt;
&lt;br /&gt;
Two characters will crash this party. The [[Oblivion:Count's Bodyguard|Count's Bodyguard]], who is not invited but will follow the Count to it, and [[Oblivion:Oghash gra-Magul|Oghash gra-Magul]] who will sometimes get stuck looking for Dulfish gro-Orum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*After the quest [[Oblivion:The_Wayward_Knight|The Wayward Knight]], [[Oblivion:Farwil Indarys|Farwil Indarys]] and any other surviving knights will stand around outside Riverview. They seem to be waiting for the door to open, as should the lock be opened, they will enter the house briefly before heading off to the [[Oblivion:Knights_of_the_Thorn_Headquarters|Knights of the Thorn Headquarters]].&lt;br /&gt;
&lt;br /&gt;
*There is a [[Oblivion:Nirnroot|Nirnroot]] upstairs.&lt;br /&gt;
&lt;br /&gt;
*Voranil doesn't have much health, so if you want to kill him for being rude to you, he is a nice way to enter the [[Oblivion:Dark Brotherhood|Dark Brotherhood]].&lt;br /&gt;
&lt;br /&gt;
*There are quite a few bottles of [[Oblivion:skooma|skooma]] about the place on some of the tables. Must make for quite a party indeed. And a nice subtle tie in with the city's secret skooma gang.&lt;br /&gt;
&lt;br /&gt;
*The two beggars in town will stand under the porch when it rains.&lt;br /&gt;
&lt;br /&gt;
*Since you're not invited to the party entering the house will count as trespassing. Eventually the guests will attack you. If you want to see the party you should enter the building with a 100% [[Oblivion:chameleon|chameleon]] sneak, or if you can get onto the balcony you can just do a normal sneak and then go invisible once inside.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
== Costs and Upgrades ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; align=&amp;quot;right&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;margin-right:0;margin-top:0;margin-left:1em;&amp;quot;&lt;br /&gt;
|colspan=10 {{BG|#eeddff}}|&amp;lt;center&amp;gt;'''[[Oblivion:Riverview|Riverview]]'''&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 |Home&amp;lt;br&amp;gt;Purchased From&lt;br /&gt;
|colspan=2 rowspan=2 |[[Oblivion:Count Andel Indarys|Count Andel Indarys]]&lt;br /&gt;
!colspan=2|Price to Purchase Home&lt;br /&gt;
|colspan=2| [[Image:OBValueIcon small.png]] &amp;lt;font style=&amp;quot;font-size: 110%;&amp;quot;&amp;gt; 15,000 &amp;lt;/font&amp;gt;&lt;br /&gt;
! rowspan=2 |Upgrades&amp;lt;br&amp;gt;Purchased From&lt;br /&gt;
|colspan=2 rowspan=2 |[[Oblivion:Borba gra-Uzgash|Borba gra-Uzgash]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2| Total [[Oblivion:Base Cost|Base Cost]] of All Upgrades&lt;br /&gt;
|colspan=2| [[Image:OBValueIcon small.png]] &amp;lt;font style=&amp;quot;font-size: 110%;&amp;quot;&amp;gt; 15,000 &amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=10 {{BG|#eeddff}}|&amp;lt;center&amp;gt;'''Upgrades'''&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| width=10% |{{Linkable Entry|House Bedroom Area}}&amp;lt;br&amp;gt;{{ID|000B15AD}}&lt;br /&gt;
| width=10% |{{Linkable Entry|House Dining Area}}&amp;lt;br&amp;gt;{{ID|000B15B3}}&lt;br /&gt;
| width=10% |{{Linkable Entry|House Dressing Area}}&amp;lt;br&amp;gt;{{ID|000B15AE}}&lt;br /&gt;
| width=10% |{{Linkable Entry|House Kitchen Area}}&amp;lt;br&amp;gt;{{ID|000B15B1}}&lt;br /&gt;
| width=10% |{{Linkable Entry|House Lower Wall Hangings}}&amp;lt;br&amp;gt;{{ID|000B15B5}}&lt;br /&gt;
| width=10% |{{Linkable Entry|House Sitting Area}}&amp;lt;br&amp;gt;{{ID|000B15B2}}&lt;br /&gt;
| width=10% |{{Linkable Entry|House Storage Area}}&amp;lt;br&amp;gt;{{ID|000B15B0}}&lt;br /&gt;
| width=10% |{{Linkable Entry|House Study Area}}&amp;lt;br&amp;gt;{{ID|000B15B4}}&lt;br /&gt;
| width=10% |{{Linkable Entry|House Upper Hall Area}}&amp;lt;br&amp;gt;{{ID|000B15AF}}&lt;br /&gt;
| width=10% |{{Linkable Entry|House Upper Wall Hangings}}&amp;lt;br&amp;gt;{{ID|000B15B6}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
1500 gold&lt;br /&gt;
|&lt;br /&gt;
1500 gold&lt;br /&gt;
|&lt;br /&gt;
1500 gold&lt;br /&gt;
|&lt;br /&gt;
1500 gold&lt;br /&gt;
|&lt;br /&gt;
1500 gold&lt;br /&gt;
|&lt;br /&gt;
1500 gold&lt;br /&gt;
|&lt;br /&gt;
1500 gold&lt;br /&gt;
|&lt;br /&gt;
1500 gold&lt;br /&gt;
|&lt;br /&gt;
1500 gold&lt;br /&gt;
|&lt;br /&gt;
1500 gold&lt;br /&gt;
|- valign=top&lt;br /&gt;
|&lt;br /&gt;
1 Bed Upgrade&amp;lt;br&amp;gt;&lt;br /&gt;
1 Dresser&amp;lt;br&amp;gt;&lt;br /&gt;
1 Chest&amp;lt;br&amp;gt;&lt;br /&gt;
1 Table&amp;lt;br&amp;gt;&lt;br /&gt;
1 Rug&amp;lt;br&amp;gt;&lt;br /&gt;
Assorted Candles and Pottery&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
2 Chairs&amp;lt;br&amp;gt;&lt;br /&gt;
1 Set of Shelves&amp;lt;br&amp;gt;&lt;br /&gt;
1 Rug&amp;lt;br&amp;gt;&lt;br /&gt;
1 Thatched Basket&amp;lt;br&amp;gt;&lt;br /&gt;
Assorted Pottery and Utensils&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
1 Clothing Cupboard&amp;lt;br&amp;gt;&lt;br /&gt;
1 Dresser&amp;lt;br&amp;gt;&lt;br /&gt;
1 Set of Shelves&amp;lt;br&amp;gt;&lt;br /&gt;
1 Chair&amp;lt;br&amp;gt;&lt;br /&gt;
1 Rug&amp;lt;br&amp;gt;&lt;br /&gt;
Assorted Candles and Pottery&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
2 Cupboards (1 Food, 1 Drink)&amp;lt;br&amp;gt;&lt;br /&gt;
1 Table&amp;lt;br&amp;gt;&lt;br /&gt;
1 Rug&amp;lt;br&amp;gt;&lt;br /&gt;
Assorted Pottery and Utensils&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
5 Paintings&amp;lt;br&amp;gt;&lt;br /&gt;
2 Tapestries&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
2 Chairs&amp;lt;br&amp;gt;&lt;br /&gt;
2 Small Tables&amp;lt;br&amp;gt;&lt;br /&gt;
1 Bench&amp;lt;br&amp;gt;&lt;br /&gt;
1 Rug&amp;lt;br&amp;gt;&lt;br /&gt;
1 Barrel&amp;lt;br&amp;gt;&lt;br /&gt;
Assorted Pottery&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
3 Barrels&amp;lt;br&amp;gt;&lt;br /&gt;
2 Wood Crates&amp;lt;br&amp;gt;&lt;br /&gt;
2 Chests&amp;lt;br&amp;gt;&lt;br /&gt;
Assorted Candles&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
1 Desk&amp;lt;br&amp;gt;&lt;br /&gt;
1 Stool&amp;lt;br&amp;gt;&lt;br /&gt;
1 Bookshelf&amp;lt;br&amp;gt;&lt;br /&gt;
1 Rug&amp;lt;br&amp;gt;&lt;br /&gt;
1 Thatched Basket&amp;lt;br&amp;gt;&lt;br /&gt;
Assorted Desk Accessories&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
2 Wall-Mounted Candle Sconces&amp;lt;br&amp;gt;&lt;br /&gt;
2 Sets of Shelves&amp;lt;br&amp;gt;&lt;br /&gt;
2 Candle Holders&amp;lt;br&amp;gt;&lt;br /&gt;
1 Bench&amp;lt;br&amp;gt;&lt;br /&gt;
Assorted Pottery&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
3 Tapestries&amp;lt;br&amp;gt;&lt;br /&gt;
3 Paintings&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Vesna</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Houses&amp;diff=587088</id>
		<title>Oblivion:Houses</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Houses&amp;diff=587088"/>
		<updated>2010-07-14T23:37:25Z</updated>

		<summary type="html">&lt;p&gt;Vesna: Making page consistent&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Services}}&lt;br /&gt;
{{Featured article}}[[Category:Oblivion-Quests-House_Quests|Houses]]&lt;br /&gt;
{{TOCright|limit=3}}&lt;br /&gt;
&lt;br /&gt;
'''Houses''' in [[Oblivion:Oblivion|Oblivion]] are buildings in which the player may sleep and safely store items in [[Oblivion:Containers#Safe_Containers|non-respawning containers]].  Each [[Oblivion:Cities|major city]] (except [[Oblivion:Kvatch|Kvatch]]) has a house available for the player to purchase.  Some of the [[Oblivion:Official Plug-ins|official plug-ins]] also add new homes, and there are even a few [[#Free_.22Houses.22|free homes]] that become accessible after completing the associated quest.  However, only the houses purchased inside major cities count towards the player's &amp;quot;Houses Owned&amp;quot; [[Oblivion:Journal#Accomplishments|statistic]].  There is no limit to how many homes the player may own.  Once a home is purchased and has been entered, the door is permanently unlocked (although there is a glitch associated with the [[#Bravil|Bravil house]]).  Although it is impossible to lock the door, no NPCs will enter your house when you are not there, nor will any NPCs steal anything from your house.&lt;br /&gt;
&lt;br /&gt;
The benefits of owning a house might not be immediately evident.  There are [[Oblivion:Sleeping and Eating|free beds]] available in the game, any items left in a pile on the floor are perfectly safe, and there are even some containers outside of houses that do not respawn.  One of the main benefits of owning houses is that it allows the player organized, easy to locate storage areas.  Houses provide the player with a regular place to sleep near his or her stored items, and support [[Oblivion:Roleplaying|roleplaying]] situations calling for a home.  Fast-traveling from within the purchasable homes in every city except Anvil is another benefit, especially for [[Oblivion:Vampirism|vampire]] players.&lt;br /&gt;
&lt;br /&gt;
'''''Note:''' Each price listed on this page as a '''Base Cost''' means that each player will nearly always have to pay more than the amount listed, as detailed on [[Oblivion:Commerce|Commerce]].''&lt;br /&gt;
&lt;br /&gt;
'''''Warning:''' Immediately selling the upgrade papers after having bought them from the merchant (without ever exiting the conversation) prevents the new upgrades from ever appearing in the house. Furthermore, the upgrades will not reappear in the merchant's sales list, since you &amp;quot;gave&amp;quot; away the no-cost notes.''&lt;br /&gt;
&lt;br /&gt;
{{NewLine}}&lt;br /&gt;
&lt;br /&gt;
==City Houses==&lt;br /&gt;
&lt;br /&gt;
Once you've learned that a house is for sale, buying that house becomes a quest.  The quest is completed when the house and all available upgrades have been purchased.  There is no need to carry the house key or the receipts from the upgrades.  Upgrades are available for each house, adding furniture and other items.  These upgrades can, by the time you've bought them all, easily cost more than the house itself.&lt;br /&gt;
One unusual property of these houses is the fact that, with the exception of [[Oblivion:Benirus Manor|Benirus Manor]] in [[Oblivion:Anvil|Anvil]], you can fast travel from the interior of all these houses.&lt;br /&gt;
&lt;br /&gt;
===Anvil===&lt;br /&gt;
{{Oblivion:Benirus Manor}}&lt;br /&gt;
[[Image:OB-Place-BenirusManorExteriorRestored.jpg|thumb|right|Benirus Manor, restored]]&lt;br /&gt;
Upon purchasing Benirus Manor in Anvil, you'll notice that it is in disrepair inside and out; however, after you complete [[Oblivion:Where Spirits Have Lease|Where Spirits Have Lease]], the house will be restored to its former beauty.  During the quest, ghosts can be found within the house.  Even after its restoration, it's a little dark inside, but it has a balcony, a loft office upstairs overlooking the sitting area, thirty-three containers in the basement, and a secret chamber (related to the quest).  Note that you should ''not'' use this house for storage prior to completing the quest, as any items in the house will be lost when the house is repaired.  Once you've completed the quest, however, all the containers are safe to use.  Note that the remains of the ghosts you encounter on the quest stay in the house for a while but do go away eventually.  Benirus Manor is the only house for sale in the cities that uses a quest to renovate/furnish it, and not purchasable upgrades.  See the [[Oblivion:Benirus Manor|Benirus Manor]] article for additional information.&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
&lt;br /&gt;
===Bravil===&lt;br /&gt;
{{Oblivion:Bravil House for Sale}}&lt;br /&gt;
{{NewLine}}&lt;br /&gt;
[[Image:OB-Place-BravilHouseForSale.jpg|thumb|right|The House For Sale in Bravil]]&lt;br /&gt;
The house in [[Oblivion:Bravil|Bravil]] is in the south part of town -- over the bridge and then to the left, on the south side of the canal below [[Oblivion:Luciana Galena|Luciana Galena]]'s house. It's the bottom floor of a two-story house and is very small -- not much better than the Imperial City shack, but it has twice as much floor space. The Count himself admits it's small. A good choice if in the [[Oblivion:Thieves Guild|Thieves Guild]]; the fence Luciana Galena lives above.  See the [[Oblivion:Bravil House for Sale|Bravil House for Sale]] article for additional information&lt;br /&gt;
&lt;br /&gt;
* There is a minor glitch that prevents the player from completely owning the house: there will always be a red (trespassing) icon when you open the front door.  However, you will never be arrested for entering the house and you fully own the interior of the house. On PC this can be corrected by using the console, clicking at the door and then typing &amp;quot;SetOwnership&amp;quot; without the quotes.&lt;br /&gt;
* {{UOP}}&lt;br /&gt;
&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
&lt;br /&gt;
===Bruma===&lt;br /&gt;
{{Oblivion:Bruma House for Sale}}&lt;br /&gt;
{{NewLine}}&lt;br /&gt;
[[Image:OB-House in Bruma.jpg|thumb|right|The House For Sale in Bruma]]&lt;br /&gt;
The house in [[Oblivion:Bruma|Bruma]] is immediately to the right when entering the town from east gate.  The main word for this house is cozy.  It is of medium size and in good condition.  It has a cellar with a bedroom and will actually be very nice once all the upgrades are purchased.  It is, however, a little dark, even when fully furnished. This house can also prove helpful to thieves as it is close to [[Oblivion:Olav's Tap and Tack|Olav's Tap and Tack]] where the Thieves Guild fence [[Oblivion:Ongar the World-Weary|Ongar the World-Weary]] likes to drink.  Ill-gotten gains can be stored in your house and taken across the street to sell them to him.&lt;br /&gt;
&lt;br /&gt;
Note: If you are currently on the [[Oblivion:Lifting the Vale|Lifting the Vale]] Quest then you will not be able to speak with the Countess about buying the house.&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
&lt;br /&gt;
===Cheydinhal===&lt;br /&gt;
{{Oblivion:Riverview}}&lt;br /&gt;
{{NewLine}}&lt;br /&gt;
[[Image:OB-House_Cheydinhal.jpg|thumb|The house for sale in Cheydinhal]]&lt;br /&gt;
&lt;br /&gt;
The house in [[Oblivion:Cheydinhal|Cheydinhal]] is located at the far southwestern tip of the city.  If you stand as if you just exited the Mages Guild, you'll see it directly in front of you across the plaza.  It's bigger than all the cheaper ones and looks to be in very good condition -- pricey too, though.  Once fully furnished, it will look great inside.&lt;br /&gt;
&lt;br /&gt;
The ideal part about this house is that there are 13 containers on the second floor: 7 crates, barrels, and chests are in a pile in front of the staircase, 2 cupboards are on the other side of the staircase, and 4 bureaus and chests are in the bedroom.  Unlike many other houses where you have to run around the entire house to empty your loot, these 13 containers are all laid out conveniently.  This along with many, many shelves have led some to the conclusion that it is the second best &amp;quot;real&amp;quot; house in the game regardless of the price, second only to Rosethorn Hall.  For only 15,000 septims, it is a good alternative. The ground floor of the interior does not extend as far to the north as the exterior would suggest.&lt;br /&gt;
&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
&lt;br /&gt;
===Chorrol===&lt;br /&gt;
{{Oblivion:Arborwatch}}&lt;br /&gt;
[[File:OB-Place-ArborwatchExterior2.jpg|thumb|right|Arborwatch in Chorrol]]&lt;br /&gt;
[[Oblivion:Arborwatch|Arborwatch]] is the house for sale in [[Oblivion:Chorrol|Chorrol]]'s Great Oak Place, next to the [[Oblivion:Chorrol Mages Guild|Mages Guild Hall]].  It features a sitting area, study, kitchen area, and dining area on the ground level.  It also has two upper levels; one level houses a servant's quarters as well as a bedroom, while the other is a master suite.  Completing [[Oblivion:A Shadow Over Hackdirt|A Shadow Over Hackdirt]] grants a disposition of 100 with [[Oblivion:Seed-Neeus|Seed-Neeus]] which helps with prices.  Note that while one of the upgrades available for purchase is &amp;quot;House Servants Quarters&amp;quot;, no help-for-hire is available for this house.  See the [[Oblivion:Arborwatch|Arborwatch]] article for additional information.&lt;br /&gt;
&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
&lt;br /&gt;
===Imperial City===&lt;br /&gt;
{{Oblivion:Shack for Sale}}&lt;br /&gt;
{{NewLine}}&lt;br /&gt;
[[Image:OB-House_Imperial_City.jpg|thumb|The house for sale in the Imperial City]]&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Shack for Sale|Shack for Sale]] in the [[Oblivion:Imperial City|Imperial City]] is located in the [[Oblivion:Waterfront District|Waterfront District]], and is nothing more than a small pitiful shack, but does have a bed where you can sleep and level up.  The upgrades are rather pathetic as well, but you will likely need the storage extension, because the basic house comes with zero containers.  The Kitchen Area upgrade also adds some storage.  The box outside the house is ''not'' safe for storage.  It is also perfect for people with large bounties and a need to avoid all guards until you can meet with a Thieves' Guild Doyen to clear it.  You can fast-travel to the [[Oblivion:Dzonot Cave|Dzonot Cave]] just west of the Imperial City Temple District, and from there it is only a short swim to your house.  See the [[Oblivion:Shack for Sale|Shack for Sale]] article for additional information.&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
&lt;br /&gt;
===Leyawiin===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; align=&amp;quot;right&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;margin-right:0;margin-top:0;margin-left:1em;&amp;quot;&lt;br /&gt;
|colspan=8 {{BG|#ffddff}}|&amp;lt;center&amp;gt;'''Leyawiin'''&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=2|Home&amp;lt;br&amp;gt;Purchased From&lt;br /&gt;
|rowspan=2|[[Oblivion:Count Marius Caro|Count Marius Caro]]&lt;br /&gt;
!colspan=2|Price to Purchase Home&lt;br /&gt;
|colspan=1| [[Image:OBValueIcon small.png]] &amp;lt;font style=&amp;quot;font-size: 110%;&amp;quot;&amp;gt; 7,000 &amp;lt;/font&amp;gt;&lt;br /&gt;
!rowspan=2|Upgrades&amp;lt;br&amp;gt;Purchased From&lt;br /&gt;
|colspan=2 rowspan=2|[[Oblivion:Gundalas|Gundalas]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2| Total [[Oblivion:Base Cost|Base Cost]] of All Upgrades&lt;br /&gt;
| [[Image:OBValueIcon small.png]] &amp;lt;font style=&amp;quot;font-size: 110%;&amp;quot;&amp;gt; 7,000 &amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=8 {{BG|#ffddff}}|&amp;lt;center&amp;gt;{{FC|black|'''Upgrades'''}}&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| width=14% |{{Linkable Entry|House Bedroom Area}}&amp;lt;br&amp;gt;{{ID|000B1581}}&lt;br /&gt;
| width=14% |{{Linkable Entry|House Dining Area}}&amp;lt;br&amp;gt;{{ID|000B157F}}&lt;br /&gt;
| width=14% |{{Linkable Entry|House Kitchen Area}}&amp;lt;br&amp;gt;{{ID|000B1583}}&lt;br /&gt;
| width=14% |{{Linkable Entry|House Reading Area}}&amp;lt;br&amp;gt;{{ID|000B1580}}&lt;br /&gt;
| width=14% |{{Linkable Entry|House Storage Area}}&amp;lt;br&amp;gt;{{ID|000B1584}}&lt;br /&gt;
| width=14% |{{Linkable Entry|House Study Area}}&amp;lt;br&amp;gt;{{ID|000B1582}}&lt;br /&gt;
|colspan=2|{{Linkable Entry|House Wall Hangings}}&amp;lt;br&amp;gt;{{ID|000B1585}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
1000 gold&lt;br /&gt;
|&lt;br /&gt;
1000 gold&lt;br /&gt;
|&lt;br /&gt;
1000 gold&lt;br /&gt;
|&lt;br /&gt;
1000 gold&lt;br /&gt;
|&lt;br /&gt;
1000 gold&lt;br /&gt;
|&lt;br /&gt;
1000 gold&lt;br /&gt;
|colspan=2|&lt;br /&gt;
1000 gold&lt;br /&gt;
|- valign=top&lt;br /&gt;
|&lt;br /&gt;
1 Dresser&amp;lt;br&amp;gt;&lt;br /&gt;
1 Privacy Screen&amp;lt;br&amp;gt;&lt;br /&gt;
1 Rug&amp;lt;br&amp;gt;&lt;br /&gt;
1 Set of Shelves&amp;lt;br&amp;gt;&lt;br /&gt;
Assorted Candles&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
3 Chairs&amp;lt;br&amp;gt;&lt;br /&gt;
1 Rug&amp;lt;br&amp;gt;&lt;br /&gt;
1 Candle&amp;lt;br&amp;gt;&lt;br /&gt;
Assorted Pottery&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
1 Cupboard&amp;lt;br&amp;gt;&lt;br /&gt;
1 Large Table&amp;lt;br&amp;gt;&lt;br /&gt;
Assorted Baskets&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
3 Bookshelves&amp;lt;br&amp;gt;&lt;br /&gt;
2 Candles on Holders&amp;lt;br&amp;gt;&lt;br /&gt;
1 Chair&amp;lt;br&amp;gt;&lt;br /&gt;
1 Small Table&amp;lt;br&amp;gt;&lt;br /&gt;
1 Rug&amp;lt;br&amp;gt;&lt;br /&gt;
1 Large Privacy Screen&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
3 Barrels&amp;lt;br&amp;gt;&lt;br /&gt;
1 Chest&amp;lt;br&amp;gt;&lt;br /&gt;
1 Basket&amp;lt;br&amp;gt;&lt;br /&gt;
1 Rug&amp;lt;br&amp;gt;&lt;br /&gt;
1 Broom&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
1 Desk&amp;lt;br&amp;gt;&lt;br /&gt;
1 Chair&amp;lt;br&amp;gt;&lt;br /&gt;
1 Bookshelf&amp;lt;br&amp;gt;&lt;br /&gt;
1 Candelabra&amp;lt;br&amp;gt;&lt;br /&gt;
|colspan=2|&lt;br /&gt;
5 Paintings&amp;lt;br&amp;gt;&lt;br /&gt;
2 Tapestries&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{{NewLine}}&lt;br /&gt;
[[Image:OB-House in Leyawiin.jpg|thumb|right|The House For Sale in Leyawiin]]&lt;br /&gt;
&lt;br /&gt;
The house in [[Oblivion:Leyawiin|Leyawiin]] is in the east of town, next to the castle, where many other homes are.  It is somewhat bigger than the cheaper shacks, but looks very rundown and ugly, especially next door to the huge and beautiful house of the wealthy Rosentia Gallenus.&lt;br /&gt;
&lt;br /&gt;
The interior of the home is rather bland and unimpressive, even after all interior upgrades have been acquired. Considering the price of the property and its size (barely larger than the Bravil shack yet 3,000 coins more expensive), it is debatable whether this house is worth the 7,000 coins you will have to spend on it.&lt;br /&gt;
&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skingrad===&lt;br /&gt;
{{Oblivion:Rosethorn Hall}}&lt;br /&gt;
[[File:OB-place-Rosethorn Hall Exterior.jpg|thumb|right|Rosethorn Hall in Skingrad]]&lt;br /&gt;
The house in Skingrad, called Rosethorn Hall, is in the eastern part of the town and is the grandest (and most expensive) home that can be bought.  Rosethorn Hall was formerly owned by [[Oblivion:Vandorallen Trebatius|Vandorallen Trebatius]], but he is &amp;quot;evicted&amp;quot; when you buy the home.  See the [[Oblivion:Rosethorn Hall|Rosethorn Hall]] article for additional information, including the three quests related to this house.&lt;br /&gt;
&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
&lt;br /&gt;
==Downloadable Content==&lt;br /&gt;
&lt;br /&gt;
Downloadable content houses and their associated quests are introduced upon loading the [[Oblivion:Official Plug-ins|official plug-ins]].  The associated quest page will explain how to fully own the house.&lt;br /&gt;
&lt;br /&gt;
===Battlehorn Castle===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; align=&amp;quot;right&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;margin-right:0;margin-top:0;margin-left:1em;&amp;quot;&lt;br /&gt;
|colspan=10 {{BG|#DEB887}}|&amp;lt;center&amp;gt;{{FC|black|'''Battlehorn Castle'''}}&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Home&amp;lt;br&amp;gt;Obtained By&lt;br /&gt;
|colspan=3|Downloading&amp;lt;br&amp;gt;[[Oblivion:Fighter's Stronghold|Fighter's Stronghold]]&amp;lt;br&amp;gt;[[Oblivion:Official Plug-ins|Official Plug-in]]&lt;br /&gt;
!Total [[Oblivion:Base Cost|Base Cost]]&amp;lt;br&amp;gt; of All Upgrades&lt;br /&gt;
|[[Image:OBValueIcon small.png]] &amp;lt;font style=&amp;quot;font-size: 110%;&amp;quot;&amp;gt; 15,000 &amp;lt;/font&amp;gt;&lt;br /&gt;
!Upgrades&amp;lt;br&amp;gt;Purchased From&lt;br /&gt;
|colspan=3|[[Oblivion:Nilphas Omellian|Nilphas Omellian]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=10 {{BG|#DEB887}}|&amp;lt;center&amp;gt;{{FC|black|'''Upgrades'''}}&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| width=10% |{{Linkable Entry|Battlehorn Barracks}}&amp;lt;br&amp;gt;{{ID|xx00D42B}}&lt;br /&gt;
| width=10% |{{Linkable Entry|Battlehorn Bedroom}}&amp;lt;br&amp;gt;{{ID|xx00B097}}&lt;br /&gt;
| width=10% |{{Linkable Entry|Battlehorn Captain}}&amp;lt;br&amp;gt;{{ID|xx00D42E}}&lt;br /&gt;
| width=10% |{{Linkable Entry|Battlehorn Dining Area}}&amp;lt;br&amp;gt;{{ID|xx00B099}}&lt;br /&gt;
| width=10% |{{Linkable Entry|Battlehorn Dwemer Forge}}&amp;lt;br&amp;gt;{{ID|xx00B0AC}}&lt;br /&gt;
| width=10% |{{Linkable Entry|Battlehorn Kitchen Area}}&amp;lt;br&amp;gt;{{ID|xx00B09A}}&lt;br /&gt;
| width=10% |{{Linkable Entry|Battlehorn Library Area}}&amp;lt;br&amp;gt;{{ID|xx00B098}}&lt;br /&gt;
| width=10% |{{Linkable Entry|Battlehorn Training Room}}&amp;lt;br&amp;gt;{{ID|xx00B09D}}&lt;br /&gt;
| width=10% |{{Linkable Entry|Battlehorn Trophy Hall}}&amp;lt;br&amp;gt;{{ID|xx00B0A1}}&lt;br /&gt;
| width=10% |{{Linkable Entry|Battlehorn Wine Cellar}}&amp;lt;br&amp;gt;{{ID|xx00B09C}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
1500 gold&lt;br /&gt;
|&lt;br /&gt;
1500 gold&lt;br /&gt;
|&lt;br /&gt;
1500 gold&lt;br /&gt;
|&lt;br /&gt;
1500 gold&lt;br /&gt;
|&lt;br /&gt;
1500 gold&lt;br /&gt;
|&lt;br /&gt;
1500 gold&lt;br /&gt;
|&lt;br /&gt;
1500 gold&lt;br /&gt;
|&lt;br /&gt;
1500 gold&lt;br /&gt;
|&lt;br /&gt;
1500 gold&lt;br /&gt;
|&lt;br /&gt;
1500 gold&lt;br /&gt;
|- valign=top&lt;br /&gt;
|&lt;br /&gt;
[[Oblivion:Castellan Athon|Castellan Athon]],&amp;lt;br&amp;gt;&lt;br /&gt;
two other men-at-arms&amp;lt;br&amp;gt;&lt;br /&gt;
to patrol the castle&lt;br /&gt;
|&lt;br /&gt;
Private Quarters furnishings&amp;lt;br&amp;gt;&lt;br /&gt;
Rona Benanius, a maid&lt;br /&gt;
|&lt;br /&gt;
An NPC named&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Battlehorn Castellan&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
to replace&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Castellan Athon|Castellan Athon]]&lt;br /&gt;
|&lt;br /&gt;
Dining table&amp;lt;br&amp;gt;&lt;br /&gt;
in east wing&lt;br /&gt;
|&lt;br /&gt;
Dwemer Forge&amp;lt;br&amp;gt;&lt;br /&gt;
provides 15pt&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Armorer|Armorer]] skill boost whilst standing next to the forge.&lt;br /&gt;
|&lt;br /&gt;
Kitchen furnishings&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Plautis Rusonius|Plautis Rusonius]], a cook&amp;lt;br&amp;gt;&lt;br /&gt;
Allows cook &amp;amp; maid&amp;lt;br&amp;gt;&lt;br /&gt;
to furnish food&lt;br /&gt;
|&lt;br /&gt;
Many various books&amp;lt;br&amp;gt;&lt;br /&gt;
Four (4) skill books&lt;br /&gt;
|&lt;br /&gt;
Weaponry&amp;lt;br&amp;gt;&lt;br /&gt;
Targets&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Shagrol gro-Uzug|Shagrol gro-Uzug]],&amp;lt;br&amp;gt;&lt;br /&gt;
an invincible sparring partner&lt;br /&gt;
|&lt;br /&gt;
Area for trophies&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Melisi Daren|Melisi Daren]], a taxidermist&lt;br /&gt;
|&lt;br /&gt;
Wine cellar furnishings&amp;lt;br&amp;gt;&lt;br /&gt;
[[Oblivion:Talan|Talan]], a vintner&lt;br /&gt;
|}&lt;br /&gt;
{{NewLine}}&lt;br /&gt;
[[Image:OB Battlehorn Castle.jpg|thumb|Battlehorn Castle]]&lt;br /&gt;
This is the [[Oblivion:Battlehorn Castle (place)|Castle]] from the [[Oblivion:Fighter's Stronghold|Fighter's Stronghold]] [[Oblivion:Official Plug-ins|official plug-in]]. The associated [[Oblivion:Battlehorn Castle (quest)|quest]] is required to claim it as your home.  It is designed for warriors and combat-based characters.  The castle has three 'hidden' doors.  The easiest can be found by exploring the basement - a door at the back of the wine cellar leads to a hidden pillar door on the main floor.  The second is a hidden pillar door at the back of the private quarters.  This door leads to a small 'storage vault' with 3 chests, 2 barrels, a box and a jewelry case.  In the ceiling is a trapdoor that leads to the roof where you will find a steel bow, arrows and some mugs, presumably for drinking and shooting from the roof of your castle.  There is a journal on the top of a bookcase that leads you to the third secret door, behind the archery target in the weapons room in the basement.  Use the unlit wall candelabra to the right to open the door.  Travel through another hidden pillar door to fight the skeleton and lich that inhabit the castle's [[Oblivion:Unwanted Tenants|Grotto]].&lt;br /&gt;
{{NewLine}}&lt;br /&gt;
&lt;br /&gt;
===Deepscorn Hollow===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; align=&amp;quot;right&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;margin-right:0;margin-top:0;margin-left:1em;&amp;quot;&lt;br /&gt;
|colspan=8 {{BG|#b22222}}|&amp;lt;center&amp;gt;{{FC|white|'''Deepscorn Hollow'''}}&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Home&amp;lt;br&amp;gt;Obtained By&lt;br /&gt;
|colspan=2|Downloading&amp;lt;br&amp;gt;[[Oblivion:Vile Lair|Vile Lair]]&amp;lt;br&amp;gt;[[Oblivion:Official Plug-ins|Official Plug-in]]&lt;br /&gt;
!Total Cost&amp;lt;br&amp;gt; of All Upgrades&lt;br /&gt;
|[[Image:OBValueIcon small.png]] &amp;lt;font style=&amp;quot;font-size: 110%;&amp;quot;&amp;gt; 15,250 &amp;lt;/font&amp;gt;&lt;br /&gt;
!Upgrades&amp;lt;br&amp;gt;Purchased From&lt;br /&gt;
|colspan=2|[[Oblivion:Rowley Eardwulf|Rowley Eardwulf]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=8 {{BG|#b22222}}|&amp;lt;center&amp;gt;{{FC|white|'''Upgrades'''}}&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| width=12% |{{Linkable Entry|Deepscorn Bedroom Area}}&amp;lt;br&amp;gt;{{ID|xx0046AE}}&lt;br /&gt;
| width=12% |{{Linkable Entry|Deepscorn Cattle Cell}}&amp;lt;br&amp;gt;{{ID|xx0046B3}}&lt;br /&gt;
| width=12% |{{Linkable Entry|Deepscorn Dark Minion}}&amp;lt;br&amp;gt;{{ID|xx0046B2}}&lt;br /&gt;
| width=12% |{{Linkable Entry|Deepscorn Dining Area}}&amp;lt;br&amp;gt;{{ID|xx0046AF}}&lt;br /&gt;
| width=12% |{{Linkable Entry|Deepscorn Garden Receipt}}&amp;lt;br&amp;gt;{{ID|xx004B9C}}&lt;br /&gt;
| width=12% |{{Linkable Entry|Deepscorn Storage Area}}&amp;lt;br&amp;gt;{{ID|xx0046B1}}&lt;br /&gt;
| width=12% |{{Linkable Entry|Deepscorn Study Area}}&amp;lt;br&amp;gt;{{ID|xx0046B0}}&lt;br /&gt;
| width=12% |{{Linkable Entry|Ichor of Sithis}}&amp;lt;br&amp;gt;{{ID|xx004B9B}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
1750 gold&lt;br /&gt;
|&lt;br /&gt;
1750 gold&lt;br /&gt;
|&lt;br /&gt;
1750 gold&lt;br /&gt;
|&lt;br /&gt;
1750 gold&lt;br /&gt;
|&lt;br /&gt;
1750 gold&lt;br /&gt;
|&lt;br /&gt;
1750 gold&lt;br /&gt;
|&lt;br /&gt;
1750 gold&lt;br /&gt;
|&lt;br /&gt;
3000 gold&lt;br /&gt;
|- valign=top&lt;br /&gt;
|&lt;br /&gt;
Desk&amp;lt;br&amp;gt;&lt;br /&gt;
Ingredients&amp;lt;br&amp;gt;&lt;br /&gt;
Coffin Bed&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
Prison Cell&amp;lt;br&amp;gt;&lt;br /&gt;
Captive for feeding (vampires)&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Oblivion:Deepscorn Hollow (place)#Dark Minion|Dark Minion NPC]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
Table&amp;lt;br&amp;gt;&lt;br /&gt;
Food&amp;lt;br&amp;gt;&lt;br /&gt;
Cupboard&amp;lt;br&amp;gt;&lt;br /&gt;
Improved Lighting&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
Garden of Venomgrowth area&amp;lt;br&amp;gt;&lt;br /&gt;
All poisonous ingredients&amp;lt;br&amp;gt;&lt;br /&gt;
New [[Oblivion:Deepscorn Hollow (place)#Chokeberry|Chokeberry Vines]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
Chests&amp;lt;br&amp;gt;&lt;br /&gt;
Crates&amp;lt;br&amp;gt;&lt;br /&gt;
Greywyn's Poison Supply Chest&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
Desk&amp;lt;br&amp;gt;&lt;br /&gt;
Bookshelves&amp;lt;br&amp;gt;&lt;br /&gt;
Various rare books&amp;lt;br&amp;gt;&lt;br /&gt;
New ''[[Oblivion:Manifesto Cyrodiil Vampyrum|Manifest Cyrodiil Vampyrum]]''&amp;lt;br&amp;gt;&lt;br /&gt;
New ''[[Oblivion:Opusculus Lamae Bal ta Mezzamortie|Opusculus Lamae Bal ta Mezzamortie]]''&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
Needed to activate the [[Oblivion:Deepscorn Hollow (quest)#Home is Where the Blood Spills|Shrine of Sithis]]&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{{NewLine}}&lt;br /&gt;
[[Image:Shrine_of_Sithis.jpg|thumb|The Shrine of Sithis inside Deepscorn Hollow]]&lt;br /&gt;
&lt;br /&gt;
This isn't a house in the traditional sense, but [[Oblivion:Deepscorn Hollow (place)|Deepscorn Hollow]] that comes with the [[Oblivion:Vile Lair|Vile Lair]] [[Oblivion:Official Plug-ins|official plug-ins]].  A [[Oblivion:Deepscorn Hollow (quest)|quest]] must be completed to actually own it.  It is tailored for &amp;quot;evil&amp;quot; or &amp;quot;criminal&amp;quot; characters.  This house is for those that wish to live like the [[Oblivion:Dark Brotherhood|Dark Brotherhood]] but do things their own way.  The &amp;quot;lair&amp;quot; is in a very hard to reach area of the map in a swampy area, and is decorated with interesting and morbid items.  When the upgrades are completed, you have the perfect house for a [[Oblivion:vampire|vampire]] assassin.  The Shrine of Sithis can cure illnesses if your infamy is too high to use temples, and the Font of Renewal can cure vampirism.  It offers many poisonous plants, some unique.  You can even send out a [[Oblivion:Dark Minion|Dark Minion]] to &amp;quot;kill in the name of Sithis&amp;quot; for you, storing the items of the victim in the lair's chest, though this will earn you an infamy point.  It is possible to obtain and use all of the lair's benefits except the Shrine of Sithis and sending the Dark Minion out without earning any infamy points.  The [[Oblivion:Gray Cowl of Nocturnal|Gray Cowl of Nocturnal]] may be used to circumvent these restrictions, but a character concerned with keeping his or her infamy at zero likely will not have obtained the cowl.&lt;br /&gt;
{{NewLine}}&lt;br /&gt;
&lt;br /&gt;
===Dunbarrow Cove===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; align=&amp;quot;right&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;margin-right:0;margin-top:0;margin-left:1em;&amp;quot;&lt;br /&gt;
|colspan=6 {{BG|#2F4F4F}}|&amp;lt;center&amp;gt;{{FC|white|'''Dunbarrow Cove'''}}&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Home&amp;lt;br&amp;gt;Obtained By&lt;br /&gt;
|Downloading&amp;lt;br&amp;gt;[[Oblivion:Thieves Den|Thieves Den]]&amp;lt;br&amp;gt;[[Oblivion:Official Plug-ins|Official Plug-in]]&lt;br /&gt;
!Total [[Oblivion:Base Cost|Base Cost]]&amp;lt;br&amp;gt; of All Upgrades&lt;br /&gt;
|[[Image:OBValueIcon small.png]] &amp;lt;font style=&amp;quot;font-size: 110%;&amp;quot;&amp;gt; 5,500 &amp;lt;/font&amp;gt;&lt;br /&gt;
!Upgrades&amp;lt;br&amp;gt;Purchased From&lt;br /&gt;
|[[Oblivion:Dahlia Rackham|Dahlia Rackham]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=6 {{BG|#2F4F4F}}|&amp;lt;center&amp;gt;{{FC|white|'''Upgrades'''}}&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| width=16% |{{Linkable Entry|Personal Quarters Upgrade}}&lt;br /&gt;
| width=16% |{{Linkable Entry|Hire a Supplier ([[Oblivion:Jak Silver|Jak Silver]])}}&lt;br /&gt;
| width=16% |{{Linkable Entry|Hire a Fence ([[Oblivion:Khafiz|Khafiz]])}}&lt;br /&gt;
| width=16% |{{Linkable Entry|Hire a Security Expert ([[Oblivion:Tahm Blackwell|Tahm Blackwell]])}}&lt;br /&gt;
| width=16% |{{Linkable Entry|Hire a Fletcher ([[Oblivion:Melliwin|Melliwin the Mongrel]])}}&lt;br /&gt;
| width=16% |{{Linkable Entry|Hire a Spymaster ([[Oblivion:Kovan Kren|Kovan Kren]])}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
500 gold&lt;br /&gt;
|&lt;br /&gt;
1000 gold&lt;br /&gt;
|&lt;br /&gt;
1000 gold&lt;br /&gt;
|&lt;br /&gt;
1000 gold&lt;br /&gt;
|&lt;br /&gt;
1000 gold&lt;br /&gt;
|&lt;br /&gt;
1000 gold&lt;br /&gt;
|- valign=top&lt;br /&gt;
|&lt;br /&gt;
Bed&amp;lt;br&amp;gt;&lt;br /&gt;
Chest&amp;lt;br&amp;gt;&lt;br /&gt;
Dresser&amp;lt;br&amp;gt;&lt;br /&gt;
Cupboard&amp;lt;br&amp;gt;&lt;br /&gt;
Improved Lighting&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
A Salesman with rare goods&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
A Smuggler/Fence&amp;lt;br&amp;gt;&lt;br /&gt;
Bacon, a pet boar&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
A Security Trainer and merchant with security-related goods&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
A Marksman Trainer and merchant with marksman-related goods&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
A Sneak Trainer and merchant with weapons and armor&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{{NewLine}}&lt;br /&gt;
[[Image:Dunbarrow_Cove.jpg|thumb|Dunbarrow Cove Interior]]&lt;br /&gt;
This isn't a house in the traditional sense; this is the [[Oblivion:Dunbarrow Cove (place)|Dunbarrow Cove]] from the [[Oblivion:Thieves Den|Thieves Den]] [[Oblivion:Official Plug-ins|official plug-ins]].  This &amp;quot;house&amp;quot; is particularly well suited for thief-type characters.  It may be slightly difficult to reach if your character is heavily burdened.  To obtain this as a base of operations, you must complete a [[Oblivion:Dunbarrow Cove (quest)|quest]] and purchase all of the upgrades.  It offers 5 Merchants, one of whom is a Spell Merchant and one of whom is Fence, and they also offer training in [[Oblivion:Speechcraft|Speechcraft]], [[Oblivion:Mercantile|Mercantile]], [[Oblivion:Security|Security]], [[Oblivion:Marksman|Marksman]], and [[Oblivion:Sneak|Sneak]].  The cave contains both [[Oblivion:Cairn Bolete Cap|Cairn Bolete Cap]] and [[Oblivion:Wisp Stalks|Wisp Stalks]] - useful in making both healing potions as well as damaging poisons.  Outside the cave entrance and along the coast nearby are [[Oblivion:Sacred Lotus|Sacred Lotus]], [[Oblivion:Water Hyacinth|Water Hyacinth]], [[Oblivion:Lady's Mantle|Lady's Mantle]], and [[Oblivion:Aloe Vera|Aloe Vera]] plants. All of these are very useful in making those same potions and poisons.  The upgrades for this &amp;quot;house&amp;quot; are all fixed prices; haggling is not necessary.&lt;br /&gt;
{{NewLine}}&lt;br /&gt;
&lt;br /&gt;
===Frostcrag Spire===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; align=&amp;quot;right&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;margin-right:0;margin-top:0;margin-left:1em;&amp;quot;&lt;br /&gt;
|colspan=6 {{BG|#778899}}|&amp;lt;center&amp;gt;{{FC|black|'''Frostcrag Spire'''}}&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Home&amp;lt;br&amp;gt;Obtained By&lt;br /&gt;
|Downloading&amp;lt;br&amp;gt;[[Oblivion:Wizard's Tower|Wizard's Tower]]&amp;lt;br&amp;gt;[[Oblivion:Official Plug-ins|Official Plug-in]]&lt;br /&gt;
!Total [[Oblivion:Base Cost|Base Cost]]&amp;lt;br&amp;gt; of All Upgrades&lt;br /&gt;
|[[Image:OBValueIcon small.png]] &amp;lt;font style=&amp;quot;font-size: 110%;&amp;quot;&amp;gt; 8,500 &amp;lt;/font&amp;gt;&lt;br /&gt;
!Upgrades&amp;lt;br&amp;gt;Purchased From&lt;br /&gt;
|colspan=2|[[Oblivion:Aurelinwae|Aurelinwae]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=6 {{BG|#778899}}|&amp;lt;center&amp;gt;{{FC|black|'''Upgrades'''}}&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| width=16% |{{Linkable Entry|Frostcrag Alchemy Lab}}&amp;lt;br&amp;gt;{{ID|xx000D5F}}&lt;br /&gt;
| width=16% |{{Linkable Entry|Frostcrag Bedroom Area}}&amp;lt;br&amp;gt;{{ID|xx000D5A}}&lt;br /&gt;
| width=16% |{{Linkable Entry|Frostcrag Library Area}}&amp;lt;br&amp;gt;{{ID|xx000D5E}}&lt;br /&gt;
| width=16% |{{Linkable Entry|Frostcrag Vault Area}}&amp;lt;br&amp;gt;{{ID|xx000D5D}}&lt;br /&gt;
| width=16% |{{Linkable Entry|Magetallow Candles Box}}&amp;lt;br&amp;gt;{{ID|xx000D44}}&lt;br /&gt;
| width=16% |{{Linkable Entry|Magetallow Candles Box}}&amp;lt;br&amp;gt;{{ID|xx000D44}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
1500 gold&lt;br /&gt;
|&lt;br /&gt;
1000 gold&lt;br /&gt;
|&lt;br /&gt;
1000 gold&lt;br /&gt;
|&lt;br /&gt;
1000 gold&lt;br /&gt;
|&lt;br /&gt;
2000 gold&lt;br /&gt;
|&lt;br /&gt;
2000 gold&lt;br /&gt;
|- valign=top&lt;br /&gt;
|&lt;br /&gt;
Alchemy Table (provides Fortify Alchemy 15)&lt;br /&gt;
|&lt;br /&gt;
Bed&amp;lt;br&amp;gt;&lt;br /&gt;
Better Lighting&amp;lt;br&amp;gt;&lt;br /&gt;
Various chests and containers&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
Bookshelves&amp;lt;br&amp;gt;&lt;br /&gt;
Assortment of Books (including one skill book)&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
Containers in Vault&amp;lt;br&amp;gt;&lt;br /&gt;
Wines in Vault&amp;lt;br&amp;gt;&lt;br /&gt;
Vault Guardians&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
Both must be purchased to activate the spellmaking and enchanting altars&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
Both must be purchased to activate the spellmaking and enchanting altars&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{{NewLine}}&lt;br /&gt;
[[Image:OB-Frostcrag_Spire.jpg|thumb|Frostcrag Spire exterior]]&lt;br /&gt;
This is not a house in the traditional sense; it is [[Oblivion:Frostcrag Spire (place)|Frostcrag Spire]] from the [[Oblivion:Wizard's Tower|Wizard's Tower]] [[Oblivion:Official Plug-ins|official plug-ins]].  It is particularly well-suited for mage-type characters and characters that prefer solitude, but it is also useful for any character that does not want to join the [[Oblivion:Mages Guild|Mages Guild]] but wants access to [[Oblivion:Spell Making|custom spells]] and [[Oblivion:Enchanting|custom enchantments]]. Some players may want the tower simply for the [[:File:OB-ICandChey.jpg|view]]. To use all available features of this &amp;quot;house&amp;quot;, you must complete the associated [[Oblivion:Frostcrag Spire (quest)|quest]].  Even with no upgrades, the tower contains a wide variety of plants to harvest, including those only available in [[Oblivion:Planes_of_Oblivion|Oblivion]] and [[Oblivion:Paradise|Mankar Camoran's Paradise]]. &lt;br /&gt;
{{NewRight}}&lt;br /&gt;
&lt;br /&gt;
===Priory of the Nine===&lt;br /&gt;
[[Image:OB-Img-NinePriory.jpg|thumb|The Priory of the Nine Restored]]&lt;br /&gt;
Once you have completed the [[Oblivion:Knights of the Nine|Knights of the Nine]] quest line, you can safely use the [[Oblivion:Priory of the Nine_(place)|Priory of the Nine]] as a house.  There are multiple available beds to sleep in and all of the chests and containers in the Priory are non-respawning.  However, do '''not''' use any of the second floor chests other than in the bedroom before completing the Knights of the Nine quest line: as the Priory is being cleaned up by the other knights, several containers vanish completely.  After the Priory is restored, it is safe to store items in any container for the remainder of the game.  Beware, though; the other knights may take books to read and ingredients to eat, especially if you drop them on the floor rather than putting them in your room.    &lt;br /&gt;
{{NewLine}}&lt;br /&gt;
&lt;br /&gt;
==Free &amp;quot;Houses&amp;quot;==&lt;br /&gt;
'''''Note:''' Free &amp;quot;Houses&amp;quot; must provide the player with a place to sleep, and must provide easily identifiable safe (non-respawning) containers.''&lt;br /&gt;
&lt;br /&gt;
====The Serpent's Wake====&lt;br /&gt;
After you complete the [[Oblivion:Ghost Ship of Anvil|Ghost Ship of Anvil]] quest, the ship makes an ideal home. There is a bed in the Captain's Quarters that can be used. All the sacks, the captain's chest, the chest (on top of the drawer) in the room to the right of the stairs and both chests on the lowest deck do not respawn.&lt;br /&gt;
&lt;br /&gt;
====Room in the Aleswell Inn====&lt;br /&gt;
After you have completed the [[Oblivion:Zero Visibility|Zero Visibility]] quest, you will get a free room at the [[Oblivion:Aleswell Inn|Aleswell Inn]] as a reward. The drawer within that room can safely be used for storage (but the other containers in the building cannot be used safely). There is also a small bedroll in the room that you can sleep on. One thing you should keep in mind however is that some of the inn's regulars enjoy hanging out in your room, thus often making it tricky for you to enter or exit the room.&lt;br /&gt;
&lt;br /&gt;
====White Stallion Lodge====&lt;br /&gt;
If you travel to [[Oblivion:Leyawiin|Leyawiin]] you will hear rumors about [[Oblivion:Mazoga the Orc (person)|Mazoga]].  Her questline can be initiated by speaking to [[Oblivion:Count Marius Caro|Count Marius Caro]] at [[Oblivion:Leyawiin#Castle_Leyawiin|Leyawiin Castle County Hall]]. One of the rewards for completing the second of the two quests is the key to [[Oblivion:White Stallion Lodge|the White Stallion Lodge]].  You can sleep in the lodge and all of the containers in the building can safely be used for storage.  Your friendly Orcish roommate, Mazoga, will only eat the food, and will often leave to hunt Black Bow Bandits. You can follow her to [[Oblivion:Rockmilk Cave|Rockmilk Cave]], [[Oblivion:Undertow Cavern|Undertow Cavern]] and [[Oblivion:Telepe|Telepe]] to fight together.&lt;br /&gt;
&lt;br /&gt;
====Arch-Mage's Quarters====&lt;br /&gt;
The Arch-Mage's Quarters found at [[Oblivion:Arcane University|The Arcane University]] contain a large bed and a chest of drawers entitled &amp;quot;The Archmage's Night Stand&amp;quot; which can be used to store items safely. You gain access to the night stand and the bed after you complete the quest [[Oblivion:Confront the King|Confront the King]] and become the Arch-Mage of the [[Oblivion:Mages Guild|Mages Guild]]. The Arch-Mage's [[Oblivion:Enchanted Chest|Enchanted Chest]] and the drawers at the foot of the bed respawn periodically however, and so are not safe for storage.&lt;br /&gt;
&lt;br /&gt;
====Guildmaster's Quarters====&lt;br /&gt;
The [[Oblivion:Thieves Guild|Thieves Guild]] Guildmaster's Quarters contain a bed and multiple containers, all of which are safe for storage.  These quarters are only accessible after you have completed the quest [[Oblivion:The Ultimate Heist|The Ultimate Heist]] at the end of the Thieves Guild quest line.  At that point, this room becomes accessible via [[Oblivion:Dareloth's House#Dareloth's Basement|Dareloth's Basement]] in the &lt;br /&gt;
[[Oblivion:Waterfront District|Imperial City Waterfront District]].&lt;br /&gt;
&lt;br /&gt;
====Dark Brotherhood Sanctuary====&lt;br /&gt;
After you have completed the [[Oblivion:Dark Brotherhood|Dark Brotherhood]] Quest Line, the [[Oblivion:Dark Brotherhood Sanctuary|Sanctuary]] will be safe as a place to stay. All the crates, barrels and cupboards respawn, but chests and sacks are safe as is [[Oblivion:Vicente Valtieri|Valtieri's]] desk. You can also leave items on the tables as decoration, or for storage as well. There are many beds here, plenty of storage, and a Spell/Weapon Merchant hanging around. There are also [[Oblivion:Dark Brotherhood Murderers|3 murderers]] that you can have follow you around to assist you in battle.&lt;br /&gt;
&lt;br /&gt;
====The Marie Elena====&lt;br /&gt;
The [[Oblivion:The Marie Elena|Marie Elena]] is the pirate ship in the [[Oblivion:Waterfront District|Imperial City Waterfront]]. After all the pirates have been cleared out (either during [[Oblivion:A Watery Grave|A Watery Grave]] or before), [[Oblivion:Gaston Tussaud|Captain Tussaud]]'s Cabin can be used as a luxury bedroom, study and dining room (with a [[Oblivion:Nirnroot|Nirnroot]] growing in a bowl on the table). The only safe container is the large chest at the foot of the bed - Captain Tussaud's Booty. Unfortunately, all other chests will respawn. Furthermore, the lower deck contains several standard bedrooms. It makes for a centered home in the middle of Cyrodil, and a nicer one than the waterfront shack.&lt;/div&gt;</summary>
		<author><name>Vesna</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Riverview&amp;diff=587087</id>
		<title>Oblivion:Riverview</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Riverview&amp;diff=587087"/>
		<updated>2010-07-14T23:36:32Z</updated>

		<summary type="html">&lt;p&gt;Vesna: Adding upgrades&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Place Summary&lt;br /&gt;
|type=House&lt;br /&gt;
|locationcode=CheydinhalRiverview, CheydinhalRiverviewBasement&lt;br /&gt;
|city=Cheydinhal&lt;br /&gt;
|image=OB-place-Riverview.jpg&lt;br /&gt;
|imgdesc=Riverview&lt;br /&gt;
|description=a large, attractive house in [[Oblivion:Cheydinhal|Cheydinhal]].&lt;br /&gt;
}}&lt;br /&gt;
It is owned by [[Oblivion:Voranil|Voranil]] and is the venue for some of the most exclusive parties in Cyrodiil to which, unfortunately, you will never be invited.&lt;br /&gt;
&lt;br /&gt;
Helping to run the house is a staff consisting of [[Oblivion:Maknok gro-Coblug|Maknok gro-Coblug]], the groundskeeper; [[Oblivion:Rogmesh gra-Coblug|Rogmesh gra-Coblug]], the cook; [[Oblivion:Tanasa Arano|Tanasa Arano]], the charwoman, and [[Oblivion:Tolisi_Girith|Tolisi Girith]], the maid.  Tanasa and Tolisi both have a [[Oblivion:Mythic_Dawn|deep, dark secret]].&lt;br /&gt;
&lt;br /&gt;
{{NewRight}}&lt;br /&gt;
==Riverview Party==&lt;br /&gt;
[[Image:RiverviewParty02.jpg|thumb|right|Riverview Party]]&lt;br /&gt;
'''The Riverview Party''' is an event held at Riverview from 6pm to midnight every Saturday. At 8pm dinner is hosted for the party guests. Some of the guests do not arrive until 10pm, but all guests are invited to dinner so they will arrive at random times later in the evening.&lt;br /&gt;
&lt;br /&gt;
The 6pm party guests include [[Oblivion:Dulfish gro-Orum|Dulfish gro-Orum]] and [[Oblivion:Ohtimbar|Ohtimbar]].&lt;br /&gt;
&lt;br /&gt;
The 10pm party guests include [[Oblivion:Naspia Cosma|Naspia Cosma]], [[Oblivion:Eilonwy|Eilonwy]], [[Oblivion:Orintur|Orintur]], and [[Oblivion:Count Andel Indarys|Count Andel Indarys]].&lt;br /&gt;
&lt;br /&gt;
Two characters will crash this party. The [[Oblivion:Count's Bodyguard|Count's Bodyguard]], who is not invited but will follow the Count to it, and [[Oblivion:Oghash gra-Magul|Oghash gra-Magul]] who will sometimes get stuck looking for Dulfish gro-Orum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*After the quest [[Oblivion:The_Wayward_Knight|The Wayward Knight]], [[Oblivion:Farwil Indarys|Farwil Indarys]] and any other surviving knights will stand around outside Riverview. They seem to be waiting for the door to open, as should the lock be opened, they will enter the house briefly before heading off to the [[Oblivion:Knights_of_the_Thorn_Headquarters|Knights of the Thorn Headquarters]].&lt;br /&gt;
&lt;br /&gt;
*There is a [[Oblivion:Nirnroot|Nirnroot]] upstairs.&lt;br /&gt;
&lt;br /&gt;
*Voranil doesn't have much health, so if you want to kill him for being rude to you, he is a nice way to enter the [[Oblivion:Dark Brotherhood|Dark Brotherhood]].&lt;br /&gt;
&lt;br /&gt;
*There are quite a few bottles of [[Oblivion:skooma|skooma]] about the place on some of the tables. Must make for quite a party indeed. And a nice subtle tie in with the city's secret skooma gang.&lt;br /&gt;
&lt;br /&gt;
*The two beggars in town will stand under the porch when it rains.&lt;br /&gt;
&lt;br /&gt;
*Since you're not invited to the party entering the house will count as trespassing. Eventually the guests will attack you. If you want to see the party you should enter the building with a 100% [[Oblivion:chameleon|chameleon]] sneak, or if you can get onto the balcony you can just do a normal sneak and then go invisible once inside.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
== Costs and Upgrades ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; align=&amp;quot;right&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;margin-right:0;margin-top:0;margin-left:1em;&amp;quot;&lt;br /&gt;
|colspan=10 {{BG|#eeddff}}|&amp;lt;center&amp;gt;'''Cheydinhal'''&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 |Home&amp;lt;br&amp;gt;Purchased From&lt;br /&gt;
|colspan=2 rowspan=2 |[[Oblivion:Count Andel Indarys|Count Andel Indarys]]&lt;br /&gt;
!colspan=2|Price to Purchase Home&lt;br /&gt;
|colspan=2| [[Image:OBValueIcon small.png]] &amp;lt;font style=&amp;quot;font-size: 110%;&amp;quot;&amp;gt; 15,000 &amp;lt;/font&amp;gt;&lt;br /&gt;
! rowspan=2 |Upgrades&amp;lt;br&amp;gt;Purchased From&lt;br /&gt;
|colspan=2 rowspan=2 |[[Oblivion:Borba gra-Uzgash|Borba gra-Uzgash]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2| Total [[Oblivion:Base Cost|Base Cost]] of All Upgrades&lt;br /&gt;
|colspan=2| [[Image:OBValueIcon small.png]] &amp;lt;font style=&amp;quot;font-size: 110%;&amp;quot;&amp;gt; 15,000 &amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=10 {{BG|#eeddff}}|&amp;lt;center&amp;gt;'''Upgrades'''&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| width=10% |{{Linkable Entry|House Bedroom Area}}&amp;lt;br&amp;gt;{{ID|000B15AD}}&lt;br /&gt;
| width=10% |{{Linkable Entry|House Dining Area}}&amp;lt;br&amp;gt;{{ID|000B15B3}}&lt;br /&gt;
| width=10% |{{Linkable Entry|House Dressing Area}}&amp;lt;br&amp;gt;{{ID|000B15AE}}&lt;br /&gt;
| width=10% |{{Linkable Entry|House Kitchen Area}}&amp;lt;br&amp;gt;{{ID|000B15B1}}&lt;br /&gt;
| width=10% |{{Linkable Entry|House Lower Wall Hangings}}&amp;lt;br&amp;gt;{{ID|000B15B5}}&lt;br /&gt;
| width=10% |{{Linkable Entry|House Sitting Area}}&amp;lt;br&amp;gt;{{ID|000B15B2}}&lt;br /&gt;
| width=10% |{{Linkable Entry|House Storage Area}}&amp;lt;br&amp;gt;{{ID|000B15B0}}&lt;br /&gt;
| width=10% |{{Linkable Entry|House Study Area}}&amp;lt;br&amp;gt;{{ID|000B15B4}}&lt;br /&gt;
| width=10% |{{Linkable Entry|House Upper Hall Area}}&amp;lt;br&amp;gt;{{ID|000B15AF}}&lt;br /&gt;
| width=10% |{{Linkable Entry|House Upper Wall Hangings}}&amp;lt;br&amp;gt;{{ID|000B15B6}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
1500 gold&lt;br /&gt;
|&lt;br /&gt;
1500 gold&lt;br /&gt;
|&lt;br /&gt;
1500 gold&lt;br /&gt;
|&lt;br /&gt;
1500 gold&lt;br /&gt;
|&lt;br /&gt;
1500 gold&lt;br /&gt;
|&lt;br /&gt;
1500 gold&lt;br /&gt;
|&lt;br /&gt;
1500 gold&lt;br /&gt;
|&lt;br /&gt;
1500 gold&lt;br /&gt;
|&lt;br /&gt;
1500 gold&lt;br /&gt;
|&lt;br /&gt;
1500 gold&lt;br /&gt;
|- valign=top&lt;br /&gt;
|&lt;br /&gt;
1 Bed Upgrade&amp;lt;br&amp;gt;&lt;br /&gt;
1 Dresser&amp;lt;br&amp;gt;&lt;br /&gt;
1 Chest&amp;lt;br&amp;gt;&lt;br /&gt;
1 Table&amp;lt;br&amp;gt;&lt;br /&gt;
1 Rug&amp;lt;br&amp;gt;&lt;br /&gt;
Assorted Candles and Pottery&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
2 Chairs&amp;lt;br&amp;gt;&lt;br /&gt;
1 Set of Shelves&amp;lt;br&amp;gt;&lt;br /&gt;
1 Rug&amp;lt;br&amp;gt;&lt;br /&gt;
1 Thatched Basket&amp;lt;br&amp;gt;&lt;br /&gt;
Assorted Pottery and Utensils&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
1 Clothing Cupboard&amp;lt;br&amp;gt;&lt;br /&gt;
1 Dresser&amp;lt;br&amp;gt;&lt;br /&gt;
1 Set of Shelves&amp;lt;br&amp;gt;&lt;br /&gt;
1 Chair&amp;lt;br&amp;gt;&lt;br /&gt;
1 Rug&amp;lt;br&amp;gt;&lt;br /&gt;
Assorted Candles and Pottery&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
2 Cupboards (1 Food, 1 Drink)&amp;lt;br&amp;gt;&lt;br /&gt;
1 Table&amp;lt;br&amp;gt;&lt;br /&gt;
1 Rug&amp;lt;br&amp;gt;&lt;br /&gt;
Assorted Pottery and Utensils&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
5 Paintings&amp;lt;br&amp;gt;&lt;br /&gt;
2 Tapestries&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
2 Chairs&amp;lt;br&amp;gt;&lt;br /&gt;
2 Small Tables&amp;lt;br&amp;gt;&lt;br /&gt;
1 Bench&amp;lt;br&amp;gt;&lt;br /&gt;
1 Rug&amp;lt;br&amp;gt;&lt;br /&gt;
1 Barrel&amp;lt;br&amp;gt;&lt;br /&gt;
Assorted Pottery&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
3 Barrels&amp;lt;br&amp;gt;&lt;br /&gt;
2 Wood Crates&amp;lt;br&amp;gt;&lt;br /&gt;
2 Chests&amp;lt;br&amp;gt;&lt;br /&gt;
Assorted Candles&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
1 Desk&amp;lt;br&amp;gt;&lt;br /&gt;
1 Stool&amp;lt;br&amp;gt;&lt;br /&gt;
1 Bookshelf&amp;lt;br&amp;gt;&lt;br /&gt;
1 Rug&amp;lt;br&amp;gt;&lt;br /&gt;
1 Thatched Basket&amp;lt;br&amp;gt;&lt;br /&gt;
Assorted Desk Accessories&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
2 Wall-Mounted Candle Sconces&amp;lt;br&amp;gt;&lt;br /&gt;
2 Sets of Shelves&amp;lt;br&amp;gt;&lt;br /&gt;
2 Candle Holders&amp;lt;br&amp;gt;&lt;br /&gt;
1 Bench&amp;lt;br&amp;gt;&lt;br /&gt;
Assorted Pottery&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
3 Tapestries&amp;lt;br&amp;gt;&lt;br /&gt;
3 Paintings&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Vesna</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Buying_a_house_in_Bravil&amp;diff=587086</id>
		<title>Oblivion:Buying a house in Bravil</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Buying_a_house_in_Bravil&amp;diff=587086"/>
		<updated>2010-07-14T23:28:24Z</updated>

		<summary type="html">&lt;p&gt;Vesna: Fixing redirect to be consistent with other house quests&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Oblivion:Bravil House for Sale]]&lt;br /&gt;
{{Description|Purchase a small [[Oblivion:Bravil House for Sale|house]] on the far side of the canal in [[Oblivion:Bravil|Bravil]].}}&lt;br /&gt;
{{Trail|Quests|Bravil}}&lt;/div&gt;</summary>
		<author><name>Vesna</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Shivering_talk:Ebrocca&amp;diff=587085</id>
		<title>Shivering talk:Ebrocca</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Shivering_talk:Ebrocca&amp;diff=587085"/>
		<updated>2010-07-14T23:09:59Z</updated>

		<summary type="html">&lt;p&gt;Vesna: Formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the cremmatorium there is a named skeleton, Bregor the Cremator.&lt;br /&gt;
You can find a 'Fractured Humerus' on a table in the crematorium.&lt;br /&gt;
&lt;br /&gt;
== Three Skeletons ==&lt;br /&gt;
&lt;br /&gt;
In the second part of Ebrocca(after falling through all the traps) there are three skeletons holding hands a tthe foot of a chest. The two outside skeletons are holding boquets of flowers. Does anyone have any idea what/who these skeletons are/were?&lt;br /&gt;
&lt;br /&gt;
== Soul Tomato ==&lt;br /&gt;
&lt;br /&gt;
After hitting the button located above Clanfather Malifant's bed, fall through the hole in the floor. As you make your way down and continue forward, you'll notice a bunch of coffins lined up against the wall. One of the coffins against the right side of the wall contains a Soul Tomato (needed for the Museum of Oddities quest). {{unsigned|72.67.4.58|14 August 2008}}&lt;br /&gt;
: Before anybody else decides to replicate those circumstances, let me remind you that the Soul Tomato is a '''random''' object so it is ''not'' guaranteed to be there. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 16:16, 14 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Zone 1: Ebrocca, Descenia ==&lt;br /&gt;
&lt;br /&gt;
To open the secret door at &amp;quot;S&amp;quot; you will have to move the leather shields near where the door should be to find a button. It took me forever to find so I hope this helps someone else.&lt;br /&gt;
&lt;br /&gt;
== PS3: Forced Auto-save upon entering. ==&lt;br /&gt;
&lt;br /&gt;
Upon entry, the game auto-saves regardless of game options. Only other times it forcefully auto-saves is during Tutorial and when you first pass through the Gates of Madness; which is understandable but why here? It doesn't even auto-save when you choose Mania or Dementia; but entering this ruin does and will over-write your last auto-save.  Becareful and make sure you save before entering.&lt;br /&gt;
&lt;br /&gt;
== Move from tamriel to shivering isle? ==&lt;br /&gt;
&lt;br /&gt;
where do you get that information? the only source is the brief journal isnt it?&lt;br /&gt;
&lt;br /&gt;
== Flesh Atronachs ==&lt;br /&gt;
&lt;br /&gt;
In the article it claims there are no Flesh Atronachs for the location &amp;quot;Descenia&amp;quot; yet when I entered for the first time at level 29 I encountered TWO non-summoned Flesh Atronachs.--[[Special:Contributions/125.238.72.249|125.238.72.249]] 13:33, 29 June 2010 (UTC)&lt;br /&gt;
:No, it doesn't say that. Descenia contains 6 undead, two of them are from a special list which contains no Flesh Atronachs. The other four can therefore be Flesh Atronachs. &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; 14:43, 29 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Sepechra Question==&lt;br /&gt;
To get the random loot items forr the museum of oddities it would be a ggreat idea to farm the coffins located in Sepechra. After going in once, I can not find my way back in as after you kill Clanfather Malifant again the walls will not open and I end up stuck inside that room. &lt;br /&gt;
Is there anyway to get back to the area with the coffins for a second time? {{unsigned|67.149.26.174}}&lt;/div&gt;</summary>
		<author><name>Vesna</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Morrowind_talk:Slave_Market&amp;diff=587071</id>
		<title>Morrowind talk:Slave Market</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Morrowind_talk:Slave_Market&amp;diff=587071"/>
		<updated>2010-07-14T21:40:19Z</updated>

		<summary type="html">&lt;p&gt;Vesna: Re: The Purpose?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Slaves; two questions==&lt;br /&gt;
1) Can more than one slave follow you at once?&lt;br /&gt;
&lt;br /&gt;
2) Can you tell bought slaves to wait?&lt;br /&gt;
&lt;br /&gt;
Thanks, --&amp;lt;font color=green&amp;gt;[[User:Arch-Mage Matt|Arch-Mage Matt]]&amp;lt;/font&amp;gt;&amp;lt;sup&amp;gt;[[User talk:Arch-Mage Matt|Talk]]&amp;lt;/sup&amp;gt; 01:23, 14 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:# Yes.&lt;br /&gt;
:# No.&lt;br /&gt;
: I don't think there's a limit to the number of slaves who can follow you. I've certainly had all six from Tel Aruhn following me at once. Once they start following you, though, the only thing you can do is free 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; 18:14, 22 March 2010 (UTC)&lt;br /&gt;
::Makes it very dangerous for them, then. I'll buy 'em anyway.--&amp;lt;font color=purple&amp;gt;[[User:Arch-Mage Matt|''Arch-Mage Matt'']]&amp;lt;/font&amp;gt;&amp;lt;sup&amp;gt;[[User talk:Arch-Mage Matt|Talk]]&amp;lt;/sup&amp;gt; 19:15, 22 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== The Purpose? ==&lt;br /&gt;
&lt;br /&gt;
What exactly is the purpose of purchasing a slave? I can assume that if you free them they count towards the number of freed slaves for certain aspects of the game; is there any other point to it?&lt;br /&gt;
&lt;br /&gt;
[[User:Shen the Assassin|Shen the Assassin]] 19:32, 13 July 2010 (UTC)&lt;br /&gt;
: They are used in the quests that are mentioned on the page. Other than that, not really (maybe roleplaying). [[User:Vesna|Vesna]] 21:40, 14 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Vesna</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Arcane_University&amp;diff=587068</id>
		<title>Oblivion talk:Arcane University</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Arcane_University&amp;diff=587068"/>
		<updated>2010-07-14T21:26:05Z</updated>

		<summary type="html">&lt;p&gt;Vesna: Re: Talking Mage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are several vendors within the grounds of the university. Raminus in the lobby, and two guys in the Prax sell spells. There's an alchemy vendor in the Lust also. [[User:Quillan|Quillan]] 20:05, 26 April 2006 (EDT)&lt;br /&gt;
:Check out my suggestion in [[Oblivion_talk:Places#Imperial City Districts|Places Discuss]] [[User:Fushi|Fushi]] 22:38, 26 April 2006 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Storage problem.. ==&lt;br /&gt;
&lt;br /&gt;
My main character recently became Archmage, and I have taken up the Archmages's Quarters as a base of operations.. As such, I stored all of my most priceless treasures in the drawers at the end of the bed, only taking the necessities with me during my travels. All was well, for a while, until I returned after a three-week excursion to pick up a certain staff I thought might be useful. However, upon opening the drawers, I was horrified to discover all of my precious items had vanished. Any idea what might have caused this odd turn of events, so that I may avoid this problem in the future? -Voldrek (terribly sorry if this is in the wrong place)&lt;br /&gt;
:Only one container in the Archmage quarters does not respawn. It is the nightstand table next to the bed. The one at the foot of the bed and the archmage's alchemy chest will respawn. The alchemy chest tends to erase anything left there for over a week anyways. Using those two containers is not adisable. [[User:Vesna|Vesna]] 22:30, 26 July, 2007&lt;br /&gt;
:If you are using the PC version of the game, there may be some way of getting your things back by using the [[Oblivion:Console|console]], but I'm really not sure.  You can look [[Oblivion:Houses|here]] for some safe (and free!) storage locations, and I believe there are others on that article's talk page. --[[User:Eshe|Eshe]] 22:28, 26 July 2007 (EDT)&lt;br /&gt;
::Thanks for the help, both of you. Unfortunately, I have it for the PS3, so the only way for me to get those items back is to restart my game, which shouldn't be too hard. I made a few mistakes with this file early in the game anyways, so restarting it should be pretty beneficial. Thanks again. -Voldrek [[User:74.166.17.239|74.166.17.239]] 11:08, 27 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Removed Comment ==&lt;br /&gt;
&lt;br /&gt;
I removed this from the main article because it's really not suited to that page. This sort of thing is more for Oblivion:Things to Do When You're Bored|Things to Do When You're Bored. --[[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; 07:16, 27 October 2007 (EDT)&lt;br /&gt;
*It is possible to make the university a battleground by hitting a Scholar or Aprrentice they will then start to attack you and a legion battlemage will atempt to arrest you resist arrest then yeild to the guild members who are attacking you when the battlemage next hits you the guild members should turn on him when they kill him all the battlemages will turn hostile to any Aprrentice or Scholar. As they both respawn occansionally when you enter the university you will hear some fighting going on. This is a great way to get the battlemages hoods and guild members enchanted daggers.&lt;br /&gt;
&lt;br /&gt;
I replaced it with a better written example--[[User:Tyguy92|Tyguy92]] 20:22, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== NPC stuck in stairs? ==&lt;br /&gt;
&lt;br /&gt;
I was using detect life and near some stairs, there was a glow roughly humanoid shape, is there an NPC (scholar?) glitched into the stairs? {{unsigned|Charcharmunro}}&lt;br /&gt;
: It happens. I usually end up with a guard stuck under the steps in the Arboretum. They don't do anything useful - it's just a silly glitch. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 14:50, 11 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== slight glitch with the imperial battlemage quarters? ==&lt;br /&gt;
&lt;br /&gt;
okay as you know the IBM quaters is marked as a tresspassing spot on the door but if you enter they will not arrest you and you can take everything if you want and you can sleep in the barraks. Is this just on my game? and If not should it be noted?--[[User:The Divine Crusader|The Divine Crusader]] 22:25, 7 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Orrery ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know what the point of this room is? I used a cheat to enter it and it was a huge room with an enlarged door and no furnishings, so, any advice would be appreciated. [[User:Jesus lover|Jesus lover]]&amp;lt;sup&amp;gt;•[[User_Talk:Jesus lover|T]]•[[Special:Contributions/Jesus lover|C]]•[[Special:Emailuser/Jesus lover|E]]•[[User: Jesus lover/Jon|JS]]•&amp;lt;/sup&amp;gt; 21:44, 9 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: If you had, for example, used the search funtion, you would find there's a whole [[Oblivion:Orrery|plugin]] related to 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; 01:08, 10 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== non-mages guild npcs? ==&lt;br /&gt;
&lt;br /&gt;
Anyone find it odd a few non-members of the Mages Guild seem to visit AND get inside the gates? Hagaer, Edgar Vautrine, and Calindil are the ones I've seen.&lt;br /&gt;
--[[User:99.48.51.126|99.48.51.126]] 20:03, 20 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yes, strangely enough, Edgar can be found wandering there Tuesdays and Thursdays between 8pm and midnight; Calindil can be found there at the same times on weekends and Hagaer can be found there on week days from 10am until 4pm. Why they are there is up to their AIs, but I think that the lock on the gate might only apply to players. Hope that was helpful. --[[User:SerCenKing|SerCenKing]] &amp;lt;sup&amp;gt;[[User talk:SerCenKing|Talk]]&amp;lt;/sup&amp;gt; 02:52, 21 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Necromancers &amp;amp; others stored in various containers (Chironasium) ==&lt;br /&gt;
&lt;br /&gt;
Not sure if this is a glitch, lookin around the Chironasium I've found stored in some containers (pouches, torn sacks) Necromancers and other enemies! They don't weight anything and have no worth; once dropped they materialize and start fighting. &lt;br /&gt;
Anyone experiencing the same?&lt;br /&gt;
--[[User:Thrax|Thrax]] 00:21, 29 June 2009 (UTC)&lt;br /&gt;
: Wow, that's odd. I know you posted this a long time ago, but I'll say it's never happened to me. --[[User:Oblivion nerd|Oblivion nerd]] 14:41, 15 February 2010 (UTC)&lt;br /&gt;
::I also recognize that this is an old post, I'd just like to point out that even with mods, its unlikely. [[User:Mikeyboy52|Mikeyboy52]] 06:52, 6 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Automatic closing gates ==&lt;br /&gt;
&lt;br /&gt;
I do know that the gates on either side of the lobby close automatically, but is this based on time (i.e. x seconds after opening, they close) or distance you move away from them after they open? [[User:Mental Gear|Mental Gear]] 12:59, 18 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It's based on a timer, the time is 5 seconds after opening. --[[User:Timenn|Timenn]]-&amp;lt;span style=&amp;quot;font-size: 9px; letter-spacing: 1px;&amp;quot;&amp;gt;&amp;amp;lt;[[User talk:Timenn|talk]]&amp;amp;gt;&amp;lt;/span&amp;gt; 18:30, 18 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Helpfull Hint ==&lt;br /&gt;
&lt;br /&gt;
For all you assins out there or assin mages when you first start out the game you have on cuffs they dont way anything so go enchant them to doforst,fire, or lightning on self then pickpoket a npc then the next time the go to sleep thell put them on. Its also helpful for killing the cat mage in the dark brother hood because he want eat poisend appels{{unsigned|Allgreto|20:41, 24 August 2009}}&lt;br /&gt;
&lt;br /&gt;
:This will not work on most NPCs as they would rather put on gauntlets than wrist irons, and it is much better to summon bound armour, repair and drop them to keep them permanent, do the enchantment, then reverse pickpocket them, as they have a much higher chance of being equipped, bound helms in particular. The wrist irons can also be enchanted to give yourself 50 extra magicka or another bonus with good sigil stones. This does not apply to mages in particular as any type of character has the same power for enchanting. While I'm here, will I fix your atrocious spelling too? [[User:Mental Gear|Mental Gear]] 21:00, 24 August 2009 (UTC)&lt;br /&gt;
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::yeah im not good at spelling{{unsigned|Allgreto|03:59, 30 August 2009}}&lt;br /&gt;
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== Battlemage attacks Mage Apprentices ==&lt;br /&gt;
In my game (unmoded), the batllemages have the tendency of attacking the nearest mage scholars on sight. It will be a mass massacre. It is fun to watch, however, the destruction can be severe. I tried to use kill and then ressurect, stopcombat in console, but that still doesn't stop the battlemages from initiating the attack. Any helpful suggestions?&lt;br /&gt;
: This appears to be old, but it also pertains to one I had on a game where they would sprint between the gates (apparently trying to get in). Either someone inside somehow stole something or assaulted them, or they were just randomly given a bounty. --[[User:Catmaniac66|Catmaniac66]] 01:59, 28 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Removed from main page - please discuss ==&lt;br /&gt;
&lt;br /&gt;
I just cleaned up the notes-section of the main page and these tips are worthy of a discussion - and maybe even some in-game testing. Do we really want/need them on the page? Since I was the one who removed them, my stance should be pretty clear...&lt;br /&gt;
* With a high enough [[Oblivion:acrobatics|acrobatics]] skill, (approximately 200) it is possible (albeit difficult) to jump over the wall to the Arcane University. From the parapet adjoining the main wall, jump onto the side of the Arch-Mage's Lobby and into the niche closest to the main wall. Jump again onto the side of the wall and then once more, over the top of the wall. The fall damage may be considerable, especially to lower level characters.&lt;br /&gt;
:* The [[Oblivion:Glitches#Floating_Paint_Brushes|paint brush glitch]] can also be exploited to gain access to the University. &lt;br /&gt;
:** Keep in mind all the doors on the other side of the fence (in the University) are locked, and require a key to enter. They cannot be picked.&lt;br /&gt;
&lt;br /&gt;
* If you are already in the University this is an optimal location for jumping behind the Imperial City without needing a high [[Oblivion:acrobatics|acrobatics]] enhancement. To jump behind the city do as follows.&lt;br /&gt;
:# Position yourself right outside the Orrery building where the Alchemical gardens is located.&lt;br /&gt;
:# Jump onto the top of the alchemical gardens Pergola, which is the stone thing surrounding the tree.&lt;br /&gt;
:# From there jump on top of one of the buildings.&lt;br /&gt;
:# Make your way to the University wall and jump over.&lt;br /&gt;
: --[[User:Krusty|Krusty]] 10:08, 31 December 2009 (UTC)&lt;br /&gt;
::The second note, about getting behind the imperial city, seems more to belong on the [[Oblivion:Glitches#Accessing_Places|Accessing_Places]] section. I'm not sure about the first note though; it seems like a simple enough note to let stay. But you're right, the two notes will need some testing to see if they should be kept at all. -- [[User:Jplatinum16|Jplatinum16]] 16:01, 1 January 2010 (UTC)&lt;br /&gt;
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== Free Beds in the Mage Quarters ==&lt;br /&gt;
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&lt;br /&gt;
It might be of interest: the beds in the Mage Quarters basement are available at midnight. Anyone looking to rest/level can do so then, on any day of the week.{{Unsigned|72.94.80.145|25 January 2010}}&lt;br /&gt;
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== Talking Mage ==&lt;br /&gt;
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This is strange all the apprentices well not talk to you and same for the conjuers but one conjuer well he is a high elf with a war style hair cut is he important to a quest or just a glitch? ([[User:Allgreto|Allgreto]] 02:03, 12 July 2010 (UTC))&lt;br /&gt;
: It is noted on the [[Oblivion:Mage Scholar|Mage Scholar]] page that one of the scholars will talk to you if your disposition with him is over 30, but he has no unique dialogue. [[User:Vesna|Vesna]] 21:26, 14 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Vesna</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Unmarked_Cave&amp;diff=587062</id>
		<title>Oblivion talk:Unmarked Cave</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Unmarked_Cave&amp;diff=587062"/>
		<updated>2010-07-14T21:12:46Z</updated>

		<summary type="html">&lt;p&gt;Vesna: Old discussion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Key required bug is fixed==&lt;br /&gt;
The door where you need a key for that doesn't exist is unlocked by the Unofficial Oblivion Patch, so you can freely explore the dungeon.&lt;br /&gt;
I've added this to the notes section, although it's not yet complete (with link and picture).{{Unsigned|Moersleuteltje}}&lt;br /&gt;
&lt;br /&gt;
==Way to get all the way through==&lt;br /&gt;
I have found a way past the door. Step #1 Look in your map in the first level and get to the part where you can't get into the black queen hall without using a paintbrush. Well use it and jump up to get into the black queen hall. Step #2 In black queen hall, a couple meters forward you should see a big rock. If you push the rock it will go down. Do this to every other big rock in your way. Explore the map and you should finally see an exit with the the word &amp;quot;Mazeway&amp;quot; in the name. If you go through that door you should see a lake which is rather large. Step #3 Go underwater and go north east-east. Yes, i mean NE on your compass. You should see a tunnel under the water. if you go through it, it should take you back to the first floor but on the other side of locked door. There are two boss chests i believe because when i went back to the first floor on the other sidether was a room with an interesting deadric helmet named &amp;quot; Inquisitor's Helmet&amp;quot; which has detect life 105 feet. The other boss chest is in the room where you need the paintbrush to get there. Which brings me to my conclusion: Bethedsa made this cave as a real cave and they did it on purpose. That's what I think because why would there be a helmet with the name &amp;quot;Inquisitor&amp;quot; on it? Does'nt inquisitor mean explorer or someone who is interested in something? There are two problems with the cave though: one is that they probally forgot to add the key (which could have been hidden in the wildy) and the second is that during that one rockslide they forgot to close the wall so you can't exploit it. As for the second one I'm not sure if they did that on accident since  if you remember the helmet &amp;quot;Inquisitor&amp;quot; that could be their easter egg. What do you think? By the way it would be greatly appreciated if someone could make a quest using this with a key that opens the door, even if It's possible.&lt;br /&gt;
&lt;br /&gt;
--[[User:Paradox|Paradox]]&lt;br /&gt;
&lt;br /&gt;
:The Inquistor's Helmet that you found was randomly generated leveled loot that can appear in any of hundreds of places in the game (see [[Oblivion:Generic Magic Apparel#Detect Life]]).  It is not guaranteed to appear in Unmarked Cave; the fact that you happened to find it here does not mean that the cave is somehow special. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 21:23, 26 April 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Missing Key==&lt;br /&gt;
I have no idea where the key to get through the locked door is located, or even if it really exists.  I've scoured the cave itself several times, to no avail.  Lurlock has checked the Construction Set, and can find no evidence that a key to this door exists (see conversation at [[Oblivion Talk:Items#Keys?|the Items talk page]]).  Right now I'm inclined to think that the missing key is a bug in the game.&lt;br /&gt;
&lt;br /&gt;
The way I explored the cave was by jumping up an exit (see the page).  I'm pretty sure this is not the intended way of doing things:&lt;br /&gt;
* This was not a jump that could be done with good [[Oblivion:Agility|Agility]] alone; I had to use paintbrushes to get more than half way up.&lt;br /&gt;
* The only boss chest in the cave was right at the top of that jump, i.e., that was probably meant to be the final room you visit.&lt;br /&gt;
* Based on the cave layout, I was going backwards not forwards (i.e., the escape from the trench of water is probably designed to take you back to where you've already been, which is not how it worked for me).&lt;br /&gt;
* Even after going through the whole cave, I was unable to open the locked door from the backside.&lt;br /&gt;
&lt;br /&gt;
There is still the remote possibility that there is some unknown quest tie-in to this cave.  I've searched this site, and ''Unmarked Cave'' is definitely not mentioned in any quest.  On the other hand, I have encountered some unexpected quest links on other caves (i.e., in [[Oblivion:Squandered Mine|Squandered Mine]] there is a room that only exists if you happen to be on the [[Oblivion:Vampire Cure|Vampire Cure]] quest, even though none of the NPCs ever suggest that you should visit that mine during the quest).&lt;br /&gt;
&lt;br /&gt;
So, if anyone happens to stumble into this cave and find that they can open the door, the details would be very much appreciated.  Of particular interest:&lt;br /&gt;
* Did the game say &amp;quot;Door opened using ___ key&amp;quot;?&lt;br /&gt;
* What was the name of the key that was used?&lt;br /&gt;
* Any idea where you got that key?&lt;br /&gt;
* Were you on any quests at the time?&lt;br /&gt;
&lt;br /&gt;
Edited to add: I'm not the first person to report that this key is missing.  [[User:Billythe3rd|Billythe3rd]] originally filled out this page, and based on his question &amp;quot;Does anyone know where the key to the door is?&amp;quot;, he didn't have any luck finding a key either.&lt;br /&gt;
&lt;br /&gt;
--[[User:Nephele|Nephele]] 02:29, 11 July 2006 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Another thing that was not mentioned before - You know there are three levels to this cave, right?  I haven't explored it in-game, but I saw this in the Construction Set.  Have you accessed the deeper levels?  Or are those behind the locked door?  It's possible there's another entrance.  Ultimately, if no key ever turns up for this, my guess would be that it was ''intended'' for a quest that got removed before the game was released.  There are similar &amp;quot;Needs a key&amp;quot; doors that don't have an actual key in the game, because the only way to get in is to have a certain NPC with you at the time who opens the door for you.  (NPCs don't necessarily need a key in their inventory to open a door.)  Part of this is to make sure that you can't get in prematurely by pickpocketing the key off of somebody.  --[[User:TheRealLurlock|TheRealLurlock]] 09:28, 11 July 2006 (EDT)&lt;br /&gt;
::Yep, last night (following our exchange over at [[Oblivion Talk:Items]]) I made it into the whole cave (as described above, by jumping up an exit drop using some cheating).  I have now been through all three levels, and down every tunnel that shows up on the map, and there aren't any other entrances.--[[User:Nephele|Nephele]] 11:36, 11 July 2006 (EDT)&lt;br /&gt;
::I've decided to officially call this a glitch, and posted it on the [[Oblivion:Glitches#No Key for the Unmarked Cave|Glitches]] page. --[[User:Nephele|Nephele]] 12:02, 11 July 2006 (EDT)&lt;br /&gt;
:::This glitch is no longer on the Glitches page but is pretty much covered on the page here. Deleted text from the Glitches page follows [[User:Jadrax|Jadrax]] 09:47, 25 February 2007 (EST)&lt;br /&gt;
::::Yep, the note on the glitches page wasn't needed in this case.  I was still somewhat new here back when I did that, and it was before we'd started to have any discussions about what really belonged on the glitches page.  --[[User:Nephele|Nephele]] 12:31, 25 February 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
===No Key for the Unmarked Cave===&lt;br /&gt;
:''Most of the [[Oblivion:Unmarked Cave|Unmarked Cave]] can only be accessed after opening a door that requires a key. However, no key for this door exists (even in the construction set). See [[Oblivion Talk:Unmarked Cave#Missing Key|the Unmarked Cave talk page]] for more details.''&lt;br /&gt;
&lt;br /&gt;
I think i know how to get the key into the unmarked cave. When i was in Bruma, after i beat the main quest, i asked about rumors in town and one of the town Malitia told me that their was a murder in an area in the town. When i went there their was a guard who said that the wife was killed because she and her husband were robbers. When  i asked about the husband, he said that he fled from town and had no idea where he was. WHen i asked around, i went into the bar and the barkeeper told me that he said something about going to some place south of here, and  i should search their for him. The location it directed me to was bleaker way. I asked the barkeeper their and he said that he saw the man and when i asked where he was heading, he said that he had a special hideout in the mountains. Thats when i thought about the unmarked cave. I haven't finished the quest but i belive that this is where the key is to the cave. {{unsigned|69.117.25.27}}&lt;br /&gt;
&lt;br /&gt;
:Sorry, but there is '''no key''' for this cave.  In the construction set you can pull up the details on every item in the game.  For any door, it shows the exact name and ID of any key that will open the door.  The door in this cave has ''absolutely no keys listed'' in the construction set.  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 16:28, 6 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Reason for name?==&lt;br /&gt;
&lt;br /&gt;
:I'm thinking there's a reason the cave is called &amp;quot;Unmarked Cave.&amp;quot; It seems to suggest the cave was never actually named, supporting the theories that it is part of something unfinished. Though I can't see why Bethesda would just leave it there, but there is the test area... -[[User:Lordofwhee|Lordofwhee]] 20:03, 10 August 2006 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Unfinished Map? ==&lt;br /&gt;
&lt;br /&gt;
FYI... There is a corridor near the water trench (but not in the same cave room) where rocks tumble down blocking further progress.  However, I've found that you can clear rock debris enough to get passed it using a Weak Fireball or Fireball.  Once you do that, go to the end of the corridor and turn to the left. The corridor floor, ceiling and walls end right there, at what seems to be a vast underground lake.  If you jump out into it though, you find your self outside of the map.  You can look back and see the layout of that level as if you had turned Collision off (using the TCL console command).&lt;br /&gt;
&lt;br /&gt;
So it seems this may not only have been an unfinished quest-line before release, but also an unfinished map (or they just didn't bother to build anything there figuring you couldn't get past the rock fall). ~&amp;lt;}:^&amp;gt; --[[User:GreyElf|GreyElf]] 09:58, 19 July 2006 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Uh oh, I've been getting lazy in my exploring.... I used to check to see if I could get past rock falls, but after too many unsuccessful tries just stopped even looking.  I'm pretty sure I know which rock fall you're talking about, too.  So I'm guessing from your comments I can add you to the list of explorers who couldn't find the key? --[[User:Nephele|Nephele]] 13:29, 19 July 2006 (EDT)&lt;br /&gt;
&lt;br /&gt;
::You know, after your post, I thought about it.  Of ~400 keys codes listed here (mostly naming specific places or people), I only have 77 (even at level 40 ''and'' with only a few Misc, Main and Dark Brotherhood quests left to do). But for one of the keys, I was never certain if I had used it already. So I got every key I had (including the Skeleton Key) to try them; none of them worked. ~&amp;lt;}:^&amp;lt;  --[[User:GreyElf|GreyElf]] 00:34, 20 July 2006 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Gzus Kryst here, I just found the lake myself, and it seems you guys already know about it, I just found Unmarked cave today. The lake is pretty damn big, and it's easy to get lost in it. As for the key I think this may be for a future quest... Or the key is found in another cave. A lot of doors are opened by keys with vague names, for example a door underwater in an aylied ruin, where you get your payment from one of the Dead Drop orders of the DB is opened by &amp;quot;A rusty Key&amp;quot; found in the Leyawiin mage's guild.&lt;br /&gt;
&lt;br /&gt;
::Yes, but I've looked in the Construction Set, and the door in question quite assuredly does not have a key.  That much I know for certain.  The door also is not referenced in any scripts, which makes it somewhat unlikely that it can be opened by some other means as well.  (I'm pretty sure there are no other ways to open a door, but maybe, possibly, there's some trick, like maybe something makes you teleport past it, and the door can never be opened.  But that's about the only other option.  Far more likely, the dungeon was for a quest that was just not finished. --[[User:TheRealLurlock|TheRealLurlock]] 19:51, 8 August 2006 (EDT)&lt;br /&gt;
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:After some exploration (and seeing how sloppy some parts seem) I'm thinking it might be some sort of test cave we were never intended to actually get to. You can see through a static rockslide, and even leave the map (or, what is normally considered the map). There's also no road or path to the entrance, and it's location is fairly remote. Though it was fairly interesting to figure out how caves and such are actually made... -[[User:Lordofwhee|Lordofwhee]] 20:49, 10 August 2006 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I don't think it was a test-cell.  While there's plenty of those, (see [[Oblivion:Interior_Test_Cells]]), they all have one thing in common - you can't get into any of them without using console commands.  If it were just a test cell, I'd assume they'd have removed it prior to release.  I'm still going with the &amp;quot;unfinished&amp;quot; theory, but I do think it was intended to be used, but they just never got around to it. --[[User:TheRealLurlock|TheRealLurlock]] 21:19, 10 August 2006 (EDT)&lt;br /&gt;
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:Perhaps it is for a still-unreleased official mod, maybe having something inside there and getting the key upon instalation of the mod. Just a thought. [[User:RvB Pivate Caboose|RvB Pivate Caboose]] 16:56, 30 September 2006 (EDT)&lt;br /&gt;
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:I thought the rock formation in Black Queens Hall was a good hint that some quest was involved with it at some point.&lt;br /&gt;
&lt;br /&gt;
== Is it worth it? ==&lt;br /&gt;
&lt;br /&gt;
This cave has been driving me nuts too.  I haven't tried to circumvent the door yet.  Is it worth it?  What treasure is up there?&lt;br /&gt;
&lt;br /&gt;
:Nope, not really worth it in my opinion.  There is one boss chest, but you'll hit that as soon as you jump up the exit, and I'm not sure even that was worth the half-hour I spent managing to jump up (of course, if you're handy with paint brushes, that conceivably could be faster).  The loot is pretty much average, the creatures are all just standard-issue monsters; no easter eggs or &amp;quot;black queens&amp;quot; (although that's the name of one zone) or other unusual features.  Really all you get out of it is the ability to say you've been somewhere where most people haven't. --[[User:Nephele|Nephele]] 19:52, 25 July 2006 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Locked Door...? ==&lt;br /&gt;
&lt;br /&gt;
I'm currently playing with all official plugins, and the 'unofficial oblivion patch', which is supposed to fix some bugs. I just found the unmarked cave, but while exploring it I never came up with a locked door. I've found two, i believe (one at least near the entrance). I've explored the cave in the 'right' way, without using the paintbrushes trick (which seem to not work for me) and the place I get stuck is in the black Queen Hall. One of the big rock sliding 'doors' simply won't open as i approach, leaving me stranded so close to whatever loot I would get.&lt;br /&gt;
&lt;br /&gt;
My guess to this is the patch i have, but I don't (yet) have good knowledge of the construction set.&lt;br /&gt;
&lt;br /&gt;
-nicfortin1342&lt;br /&gt;
&lt;br /&gt;
:It's very likely the unofficial oblivion patch fixed this.  That patch includes hundreds of fixes to various oddities like this.  It also fixes the paintbrush glitch, so that trick definitely won't work for you.  As for the big rock, I found that most of them were somewhat finicky about where you had to stand to activate them.  Try moving around a lot and I'm guessing you'll find the magic spot somewhere. --[[User:Nephele|Nephele]] 19:02, 23 February 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Another Missing Key==&lt;br /&gt;
This is very similar to the display case in the Leyawin Mages guild that holds the shiny blue crystals. it says the case needs a key to open but i cannot find the key anywhere in Leyawin. if anybody knows the whereabouts of the key and for that matter what the display case contains i would appreciate it if you told me&lt;br /&gt;
:Just checked in the CS, there is no key in the game for that case. However, your not missing much as the contents are all static items, and cannot actually be taken. Basically the whole thing is a bit of decoration. [[User:Jadrax|Jadrax]] 18:52, 26 February 2007 (EST)&lt;br /&gt;
::There is in fact a key, although it doesn't work. If you look upstairs where the incredibly rare ''human skin is'' there is a chest opposite the desk, under a table that has a small iron key in. There is no doubt that this was meant for the case as there is nothing else that it could be for.{{Unsigned|TheElderScribe|14 January 2010}}&lt;br /&gt;
:::If you mean [[Oblivion:Keys#A Rusty Key|this key]] then no, it opens a door in [[Oblivion:Nornal|Nornal]], where you get the dead drop for the [[Oblivion:A Kiss Before Dying|A Kiss Before Dying]] quest. --&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; 18:59, 14 January 2010 (UTC)&lt;br /&gt;
::::Why on earth is there a DB related item in S'drassa's chest!?{{Unsigned|TheElderScribe|14 January 2010}}&lt;br /&gt;
:::::Actually it's not a quest item. You can grab the key and open the gate even if you never make the DB questline. The only difference is that the chest with the dead drop won't appear. --&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; 02:02, 15 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== boss chest ==&lt;br /&gt;
&lt;br /&gt;
I think it's noteworthy that the boss chest isn't accessible, even though it appears to be when reading the map on this page.&lt;br /&gt;
&lt;br /&gt;
== Untraversable ==&lt;br /&gt;
&lt;br /&gt;
Even if I get the 165 Acrobatics to jump up the hole once I go past the rock to the big pit in Unmarked Cave Black Queens Hall I can't get back so I have to load the autosave from entering Unmarked Cave. Is there any way to fully explore the cave and get out again?  {{Unsigned|124.187.235.95|4 January 2010}}&lt;br /&gt;
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:It's fully traversable, even to going outside the walls and getting back in.{{Unsigned|76.213.203.68|24 January 2010}}&lt;br /&gt;
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:You have to go back the way you came in. [[User:Kalevala|Kalevala]] 02:11, 12 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==You CAN get back after going outside the walls==&lt;br /&gt;
Just swim around until you are directly below one of the doors exiting the region. Look straight up and jump. With high enough acrobatics skill, the door comes into range to use for a brief moment. Blam! You're back inside the walls. I used the southwest-most door to accomplish this. There was a mountain lion right there, but you can turn around and use the door again.&lt;br /&gt;
&lt;br /&gt;
If your acrobatics isn't high enough, I wonder if it's possible to use paintbrushes to climb up? Then you can either use the door trick or to go back through the opening behind the rockfall that you went through in the first place.{{Unsigned|76.213.203.68|24 January 2010}}&lt;br /&gt;
&lt;br /&gt;
==The Quick and Easy Paintbrush Guide==&lt;br /&gt;
To go up through the hole in the ceiling, start with dropping your first paintbrush at knee level over by the recess in the wall. Drop another brush a little closer to the hole and little higher (brushes drop in the air where your selection pointer is, so it's pretty easy to do this). Try to aim not for the left or right side of the hole instead of the center (I'll explain this in a moment). It helps if you face 90 degrees from the line of dropped paintbrushes, so that you can just drop a brush strafe sideways, look up a little higher, and drop another brush. This also helps because when you're climbing, the paintbrushes seen sideways are FAR more visible than when seen end-on (like they are when you drop them). If the angle of the brushes is shallow enough and they are close enough together, you can just walk up them as if they were a solid ramp, without even having to jump.&lt;br /&gt;
&lt;br /&gt;
If you get close to the hole and are not high enough, here's where having aimed to come in near the side helps. Start circling around the hole, continuing to build your ramp even higher, as if you were making a spiral staircase. If you can't get it quite high enough, drop a single paintbrush to use as a stepstool to get you high enough. If you're still having trouble, drop more paintbrushes between the ones that are already there to form a more &amp;quot;solid surface&amp;quot; to walk on.&lt;br /&gt;
&lt;br /&gt;
With practice, this method only takes a few minutes and is very easy to climb.&lt;br /&gt;
&lt;br /&gt;
If you get stuck and the game tells you that you are falling, but you can't move, you'll have to pick up some brushes below you, fall to the ground, and re-place those brushes.{{Unsigned|76.213.203.68|24 January 2010}}&lt;br /&gt;
&lt;br /&gt;
:My method - the hole is an oval with the long radius running  east to west.  Go as far as you can to the east and face west, drop three paint brushes at &amp;quot;eye level&amp;quot; in a fan pattern.  Now go to the west and jump up onto the platform of the three paint brushes.  Turn slowly 180 degrees.  Drop another platform of two to three brushes.  Jump up onto it.  Jump up into the room.  The principles here are that you need head room to jump, that you need to stair step the platforms, and that a platform of two to three brushes is easier to land on.[[User:Kalevala|Kalevala]] 02:16, 12 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Vesna</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Glitches/Proposed&amp;diff=587056</id>
		<title>Oblivion:Glitches/Proposed</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Glitches/Proposed&amp;diff=587056"/>
		<updated>2010-07-14T21:00:16Z</updated>

		<summary type="html">&lt;p&gt;Vesna: Adding unsigned template&lt;/p&gt;
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&lt;div&gt;{{quality}}&lt;br /&gt;
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This page is where glitches that belong on the main [[Oblivion:Glitches|Glitches]] article but are not yet included in the main article can be posted.  Glitches of appropriate quality to belong on the main article will be transferred there; other glitches will remain here so that other editors can clean them up and improve them to the point where it is possible to transfer them to the main article.  Entries that are left here unimproved for too long will be archived at [[Oblivion_talk:Glitches]].  If you believe you have a new glitch, '''[[#Guidelines|read the guidelines]]''' below to make sure your entry qualifies.  If it does, then add your glitch by clicking on the section link [+] above.&lt;br /&gt;
&lt;br /&gt;
This page is treated as a talk page, so '''please sign any new content''' with the normal four-tilde signature (&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;) to make it easier to determine contributions that are stale; the signatures can easily be removed later if the entry is moved to the Glitches article. Unlike a regular talk page, however, all contributions can be modified by other editors to improve wording; these changes should not be signed. Confirmation of a posted glitch, or discrepancies from the glitch described, should be noted below the original glitch and signed. Glitches which cannot be confirmed under the exact same circumstances as described should be removed from the page.&lt;br /&gt;
&lt;br /&gt;
==Guidelines==&lt;br /&gt;
The following are guidelines for adding glitches. Please adhere to these before submitting a glitch:&lt;br /&gt;
* '''Entries must describe a glitch''', i.e., some type of game '''malfunction''' that results from '''normal''' play.  &lt;br /&gt;
** Therefore, all glitches must meet '''all of the following criteria''':&lt;br /&gt;
*** ''Be a mistake'' in the game mechanics.  Any event that is a logical consequence of an intended game feature (even if the consequence is extreme) is not a mistake.&lt;br /&gt;
*** Not be triggered by ''using the console, cheating, or another glitch''.  The source of the problem in such a situation is the console command, or the original glitch; the developers cannot be held responsible for the consequences of events that they clearly did not add into gameplay.&lt;br /&gt;
*** Not be caused by ''third-party mods''.  Such glitches should reported to the person who developed the mod, not here.&lt;br /&gt;
*** ''Be reproducible''.  If after reloading a save game the problem does not recur, then the problem is not a reproducible glitch.  Or if the problem is specific to a single save game, and does not happen to anyone else, it is not a reproducible glitch.  If there's any chance the problem is caused by a bad sector on your hard drive, defective computer memory, or a power surge then it's not a game glitch.&lt;br /&gt;
** In addition, all glitches must meet '''at least one of the following criteria''':&lt;br /&gt;
*** ''Crash the game'', or somehow make it impossible to continue playing the game (unavoidable death, frozen in a cutscene, game enters an unbreakable loop, etc.)&lt;br /&gt;
*** ''Make it impossible to complete a quest''.  However, such glitches generally do not belong the main glitches page (see &amp;quot;Entries must belong on the main Glitches article&amp;quot; below).&lt;br /&gt;
*** ''Cause a permanent change to game data''.  For example, glitches that reproduce items, provide unlimited amounts of gold, or permanently change your character's attributes.&lt;br /&gt;
*** ''Be a common problem''.  For any minor game anomalies to belong on the article, they must be problems that most players encounter while playing the game and must be anomalies that most players will recognize as a mistake in the game.&lt;br /&gt;
** Examples of '''problems that do not qualify''' as glitches are:&lt;br /&gt;
*** Items that are reproduced as a consequence of standard game features.  For example, the [[Oblivion:Skull of Corruption|Skull of Corruption]] is a standard game feature that reproduces a character and all of his/her belongings, therefore obtaining duplicate items using the Skull of Corruption is not a glitch.  Similarly, other exploits that are based on standard game features, not mistakes in the game engine, do not belong here.&lt;br /&gt;
*** Unexpected animation or physics that only occurs if a player does a specific sequence of unusual actions; such anomalies will not be encountered by players as part of regular gameplay.&lt;br /&gt;
*** Minor problems that have been fixed by an official patch do not belong on the article.  Since most players have installed the official patches, any pre-patch problems are by definition no longer common problems.  Furthermore, any non-minor problems that are significant enough to still be documented on the article must clearly state that the problem has been fixed by a patch (for example, using by using an appropriate template).&lt;br /&gt;
* '''Entries must belong on the main Glitches article'''.  The main glitches article is only supposed to provide information on general glitches: ones where the source of the glitch is not clear, or that can be encountered under a variety of conditions.&lt;br /&gt;
** In particular, glitches specific to a single quest belong on the quest page.  The only quest-specific glitches that belong on the main glitches article are ones which make it impossible to continue the game (i.e., players need forewarning about a serious problem) or glitches which are not obviously attributable to a quest (i.e., players are more likely to look for information on the Glitches article than on the quest article).  Even in such cases, the main glitch description (causes, workarounds, fixes) belongs on the quest page.  Only a brief summary and link to the quest page belongs on the Glitches article.&lt;br /&gt;
** Similarly, glitches specific to a single location or a single NPC belong on the appropriate location page or NPC page.&lt;br /&gt;
&lt;br /&gt;
* '''Entries must be useful for other readers'''.  The entire purpose of UESPWiki is to help other readers; all entries must address the site's audience and take into account the needs and interests of other people who use the site.&lt;br /&gt;
** The entry must try to ''describe what causes the glitch.'' Just saying, for example, &amp;quot;the game crashed&amp;quot; is not enough.  Some attempt must be made to explain what caused it or how the glitch can be reproduced.  Adding solutions or workarounds (other than &amp;quot;reload an earlier save&amp;quot;) will further provide constructive information that will help players.  Entries that just tell a story about what happened to you are not relevant to other readers and do not belong on the site..&lt;br /&gt;
** The topic of the entry must ''identify the glitch at a glance''.  Titles of sections should be concise yet clearly identify the topic of the glitch.  &amp;quot;Goof or a sign?&amp;quot; or &amp;quot;Raindrops keep falling on my head&amp;quot; are examples of poor titles. &lt;br /&gt;
** Entries should use ''good grammar and proper spelling''.  Readers should not have to struggle to decode illegible sentences, and should not have to guess at the intended meaning.  If the site's patrollers can't understand an entry, it will be deleted.&lt;br /&gt;
** Both console and PC glitches belong on this page.  There is no need to document the platform on which the glitch occurred, because almost all glitches are common to all plaforms.  The fact that you're on a PC, Xbox 360, or PS3 is only relevant if there is clear evidence that the glitch is platform-specific.  However, possible remedies may need to be separated into console and PC sections.&lt;br /&gt;
&lt;br /&gt;
==Endless 'Raising Tumbler' Sound==&lt;br /&gt;
In the tutorial area, there is an average-level locked chest in one  of the rooms, the only average chest in the entire tutorial. There appears to be a glitch triggered by picking this one, and seems to happen most often if you break all of your lockpicks trying to pick it. This glitch causes the squeaky sound of a rising tumbler to be played endlessly and constantly, until you either finish the tutorial, or save and reload. While annoying, it is not serious and can be fixed by saving the game, then reloading. {{unsigned|Pup42512n|06:55, 15 February 2009}}&lt;br /&gt;
&lt;br /&gt;
:This has also happened to me several times on several different locks (using FCOM, also skeleton key). Again, saving and reloading stops the sound, but leaving areas, etc doesn't. {{unsigned|67.248.23.221|05:36, 2 April 2010}}&lt;br /&gt;
&lt;br /&gt;
::I'm unable to reproduce this issue, but it may be a matter of timing, what sound drivers you're using, or something else entirely. Anybody else have this happen? &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; 05:36, 4 April 2010 (UTC)&lt;br /&gt;
:::Just redid the tutorial, and I was also unable to reproduce it. It seems this issue is not so common. &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; 12:41, 5 May 2010 (UTC)&lt;br /&gt;
::::Theres a number of &amp;quot;minor&amp;quot; glitches associated with lockpicking, on the ps3 for sure, but only when you've left the game on for 3 or 4 weeks. Sometimes the lockpick will shake so you cant even attempt to pick the lock unless you press the square button. [[User:Mikeyboy52|Mikeyboy52]] 06:39, 4 June 2010 (UTC)&lt;br /&gt;
:::::Happens to me on several occasions, usually while making runs into Sundercliff Watch ( Mehrunes Razor ). Latest Patch up to date and using GOTY Edition on Xbox 360.&lt;br /&gt;
::::::This &amp;lt;b&amp;gt;just&amp;lt;/b&amp;gt; happend to me, while I was picking the display case that held the dwarven warhammer replica. Save/reload fixed it, maybe we should just put a note on the Security page. [[User:Mikeyboy52|Mikeyboy52]] 16:50, 7 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Shooting Arrows Glitch ==&lt;br /&gt;
&lt;br /&gt;
When you pull back the arrow, you see the front of the bow, but your hand and the arrow disappear from the screen. When you release the arrow, it dodges sharply to the left visibly, but it lands a few feet to the right of where you had the cross-hair aimed.&lt;br /&gt;
&lt;br /&gt;
I first had it happen at the beginning of the game when you're shooting at the bucket with your first bow and arrow set. It doesn't seem to have a trigger, it just seems to happen. Eventually it goes away, by shooting numerous arrows or equipping a new bow, but it's really frustrating all the same. I've seen it happen at any point in the game and I'm still trying to determine the exact cause. It happens in the Game of the Year edition, which probably means there's not a corrective patch yet. I'm not sure if it also happens on the PC or if it's XBox 360 exclusive. {{unsigned|24.94.37.217|22:49, 24 February 2008}}&lt;br /&gt;
:Happens to me all the time and I intentionally don't have the updates, just for reference {{unsigned|The Sneakiest Kajiit|05:41, 2 March 2008}}&lt;br /&gt;
::It happened to me '''''After''''' the latest patch. {{unsigned|Puddle|01:36, 27 April 2008}}&lt;br /&gt;
:::Happens to me every once in a while, no obvious trigger. Using Game of the Year Edition, Xbox 360, unpatched. {{unsigned|Pup42512n|06:45, 15 February 2009}}&lt;br /&gt;
::::Happens to me if im wearing a robe in the Waterfront.On the Xbox with SI installed. {{unsigned|79.146.169.220|20:05, 20 August 2009}}&lt;br /&gt;
:::::This is not Xbox 360 exclusive, as I discovered to my disappointment. Makes firing arrows annoying and is more than slightly immersion-breaking. {{unsigned|203.214.45.216|10:45, 4 February 2010}}&lt;br /&gt;
::::::I was unable to reproduce this in testing, but in one test, I instead had my intended ''victim'' jerk insanely far to the left on dying (the width of an entire house) in violation of any conceivable physics due to angle or force, so it sounds like there may be some random strangeness going on with bows. I was deliberately wearing tan robes at the time and I was on the Waterfront, just to match IP 79.*'s contribution. No further tests produced this effect or any other strangeness after the first instance, however. &amp;lt;span style=&amp;quot;white-space:nowrap;&amp;quot;&amp;gt;‒ [[User:RobinHood70|&amp;lt;span style=&amp;quot;font-variant:small-caps; color:royalblue;&amp;quot;&amp;gt;'''Robin Hood'''&amp;lt;/span&amp;gt;]]&amp;lt;span style=&amp;quot;font-size:18pt; line-height:0;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;color:royalblue; line-height:0; font-size:7pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 18:44, 5 April 2010 (UTC)&lt;br /&gt;
I've had this happen on occasion, but never in sneak mode :D [[User:Mikeyboy52|Mikeyboy52]] 16:52, 7 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== White Screen ==&lt;br /&gt;
&lt;br /&gt;
Things were all fine. Until i typed a console command to go somewhere e.g. coc&amp;quot;rockmilkcaveexterior&amp;quot;, then the game froze. When I pressed alt+ctrl+delete then end tasked the game. I then opened up the game again. And to my amazement it had a white screen. And the funny thing is that the small glitch has seemed to corrupt the other games on my computer. Can anyone offer help? Might I add, when i load a game there is a black screen and you can barely see what is going on. Please help Oblivion is an awesome game and i would like to keep playing it.&lt;br /&gt;
:reinstall OS, sorry :P [[User:Mikeyboy52|Mikeyboy52]] 06:43, 4 June 2010 (UTC)&lt;br /&gt;
::I think you meant re-install game; reinstalling the OS is unlikely to do anything here. &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:8pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 16:01, 7 June 2010 (UTC)&lt;br /&gt;
:::He said that other games were corrupt, suggesting somethings wrong with the OS :P simply reinstalling the game would probably not help. If I might suggest, have Linux and Windows XP on one computer. Its very usefull. [[User:Mikeyboy52|Mikeyboy52]] 16:54, 7 June 2010 (UTC)&lt;br /&gt;
::::That's a possibility, but if one of the game's data files (as opposed to the save files) or settings were corrupt, that would also cause the same behaviour. So I think the first thing to try would be to re-install the game and see if there are problems with existing or new games. If there are, then I'd move on to reinstalling the OS. &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:8pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 17:14, 7 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Accessing Places: Additional Jump Height Via Ramps ==&lt;br /&gt;
&lt;br /&gt;
''As initially discussed [[Oblivion_talk:Glitches#Additional_Jump_Height|here]], this is an attempt at a presentable re-write:''&lt;br /&gt;
&lt;br /&gt;
When running up a slope, your character gains an upward velocity similar to that of when you jump. So long as you remain on the ground, this ''only'' applies while moving on the slope: For example, if you run to the top of some stairs, you won't go flying into the air at the end, the velocity is removed and your feet stay firmly planted on the floor. Likewise, if you attempt to jump while moving upwards, the game engine will register that there's a surface directly in front of you and &amp;quot;stick&amp;quot; you to that again (resetting your velocity and preventing you from achieving a &amp;quot;true&amp;quot; jump).&lt;br /&gt;
&lt;br /&gt;
However, if you manage to jump at the very ''lip'' of the ramp - just before the game registers you're no longer running up, and just after you clear the area where true jumps are prevented - you will achieve a vertical velocity equal to your normal jump ''in addition'' to that of that which you obtained from running upwards. In short, your character's movement speed is directly tacked on to the force of your jumps, so more [[Oblivion:Speed|Speed]] and/or a steeper ramp means a bigger boost.&lt;br /&gt;
&lt;br /&gt;
While on foot, your character can accelerate to his/her full speed nearly instantly, so the length of the ramp doesn't matter - practising [[Oblivion:Acrobatics|Acrobats]] will often encounter this by mistake while moving over uneven ground. That said, the timing involved only gets harder as your character gets faster, making it a difficult stunt to perform on demand.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 09:19, 4 May 2010 (UTC)&lt;br /&gt;
:From a previous test, I found that gathering speed would increase the chances or pullying off this stunt. [[User:Mikeyboy52|Mikeyboy52]] 16:57, 7 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unconscious pickpocketing glitch ==&lt;br /&gt;
&lt;br /&gt;
If you try to pickpocket someone whose unconscious its says take then the persons name for example (take martin) {{unsigned|75.20.175.144|18:51, 12 May 2010}}&lt;br /&gt;
&lt;br /&gt;
:I tried this with and without the UOP and with and without being a vampire, and I get nothing even remotely resembling this. In fact, there's no &amp;quot;take&amp;quot; message at all. The only odd thing is that you apparently can't pickpocket someone who's unconscious, which seems kind of silly in its own right, but it's not what you're describing. Can you give more information, perhaps? &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; 19:19, 13 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I've seen this happen. If an unconscious NPC is selected it will give a &amp;quot;Take (NPC)&amp;quot; message. I don't know if it's glitch, but it does happen. --&amp;lt;font color=orchid&amp;gt;[[User:DKong27|DKong27]] &amp;lt;sup&amp;gt;[[User_talk:DKong27|Talk]]&amp;lt;/sup&amp;gt;&amp;lt;/font&amp;gt; 16:20, 22 May 2010 (UTC)&lt;br /&gt;
:::Try pickpocketing while there unconscious, keep pushing the button ignoring the message and in the process of getting up, you can take all items, unless someone else sees you. [[User:Mikeyboy52|Mikeyboy52]] 17:07, 6 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Three Staves unlimited charges ==&lt;br /&gt;
&lt;br /&gt;
On Xbox360, I had three identical staves (same name, effect and all at full charge). I equipped one, used it and found that the charges weren't being used up. Unequipped it, tried it again with the same result. [[Special:Contributions/124.178.141.71|124.178.141.71]] 12:08, 29 May 2010 (UTC)&lt;br /&gt;
:This sounds like one og the glitches mentioned [[Oblivion:Glitches#Item Stacking Glitches|here]]. &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:8pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 16:01, 7 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== jumping out of water glitch ==&lt;br /&gt;
&lt;br /&gt;
my character has acrobatics and athletics both at 100 so this might not happen to everyone.i was swimming around in leiwiin and i jumped on the water and buildings a few times and then i got bored so i jumped (from the water)onto land and when i landed i realised i was moving very slow and i couldnt hear footsteps so i zoomed out and my character was still in jump mode!and when i went in the water i walked as if on land so i decided (since i am on pc)to use the &amp;quot;TCL&amp;quot; cheat and it stopped the glitch.(and i use cheats rarely on myself(i like to use cheats on people ie-summoning creature and using CREATEFULLACTORCOPY cheat 20 times on it then doing the same to a guard or giving the adoring fan a very strong weapon and use SETCRIMEGOLD 2000 on him) so that is not what caused it,and i got my abilities from jumping and running)&lt;br /&gt;
&lt;br /&gt;
== a bandit guild member!?!?! ==&lt;br /&gt;
&lt;br /&gt;
i was doing the quest find the heir and i went to cloud ruler temple by horse when i got there two bandits followed and they were wearing elven and mithril (im levl 50) shadowmere killed 1 and the other one i shot a 20 dmg 20 area fire spell at mistaking it for blazing spear (35 fire dmg(bought it from blacksmith guy at console cheat testinghall))and i got 2 messages the first saying &amp;quot;i am suspended from mages guild&amp;quot; and next saying &amp;quot;i am suspended from thieves guild&amp;quot; both for killing a member! (presumeabley,the bandit)&lt;br /&gt;
&lt;br /&gt;
:Did you hit Shadowmere? Your horses are considered part of any guild you are in. Attacking your horse can get you expelled. --&amp;lt;font color=orchid&amp;gt;[[User:DKong27|DKong27]] &amp;lt;sup&amp;gt;[[User_talk:DKong27|Talk]]&amp;lt;/sup&amp;gt;&amp;lt;/font&amp;gt; 13:51, 31 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== PC Running glitch ==&lt;br /&gt;
&lt;br /&gt;
for the pc if you pause the game while walking and unpause it while running the run key will make you walk instead of run. this problem glitches only the character you are currently playing and to fix it you have to return to a previous saved game {{unsigned|75.16.199.134|11:25, 2 June 2010}}&lt;br /&gt;
&lt;br /&gt;
:This isn't a glitch in that the Caps Lock light isn't intended to indicate whether you're walking or running; Caps Lock is intended to be a key like any other that will toggle your speed. So if you're in a menu and hit the Caps Lock key, nothing changes except the light. The much simpler way to put it back, if you want the light to reflect whether you're walking or runnin, is to just pause the game and hit the Caps Lock key again to set it back to the way you're used to. Alternately, assign it to a key that doesn't have a light so that you don't get used to it being one way or the other. &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:8pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 01:38, 4 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== wierd rumors ==&lt;br /&gt;
&lt;br /&gt;
Some people tell you to stay on the roads but others tell you to stay off the road. {{unsigned|149.6.4.214|14:31, 7 June 2010}}&lt;br /&gt;
&lt;br /&gt;
:That's not a glitch, it's just contradictory advice, the same as you might get in the real world. &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:8pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 15:42, 7 June 2010 (UTC)&lt;br /&gt;
::Well it isn't a glitch but it shouldn't happen because npcs say stay on the road to avoid oblivion gates and other say stay off the roads because of daedra sightings but the point is where are you supposed to walk then. {{unsigned|149.6.4.214|18:13, 18 June 2010}}&lt;br /&gt;
:::I don't see it as any different than someone telling you to stay off the roads because there are dangerous drivers, and someone else telling you not to wander off them because there are bears in the nearby forest. You have to decide which is the better choice for you...you can't follow both. &amp;lt;span style=&amp;quot;white-space:nowrap; font-variant:small-caps; line-height:0;&amp;quot;&amp;gt;‒ [[User:RobinHood70|'''Robin Hood''']]&amp;lt;span style=&amp;quot;font-size:18pt;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;vertical-align:super&amp;quot;&amp;gt;'''talk'''&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 18:52, 18 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Gain Two Mage Followers ==&lt;br /&gt;
I discovered an interesting glitch where you can gain two mage followers in the mages guild (combined with some other glitches) this makes for a powerful trio.&lt;br /&gt;
&lt;br /&gt;
There is an easily exploitable glitch when you become Arch-Mage after destroying Mannimarco and completing the King of the Worms.&lt;br /&gt;
&lt;br /&gt;
'''Step-by-Step Guide'''&lt;br /&gt;
# Enter upper story of the Mage Quarters&lt;br /&gt;
# Find a female Mage Apprentice with black hair&lt;br /&gt;
# Talk to her, and tell her to 'Follow'&lt;br /&gt;
# Chose any other apprentice and tell them the same.&lt;br /&gt;
&lt;br /&gt;
'''Tip: '''&lt;br /&gt;
You may want to create some enchanted permanent bound items to give to the NPC's via reverse pick-pocketing before talking to them and telling them to follow you, to keep them from dying right of the bat. --[[Special:Contributions/68.226.126.37|68.226.126.37]] 00:31, 9 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
-wi1lywonka&lt;br /&gt;
&lt;br /&gt;
:This has been discussed several times on the [[Oblivion talk:Mage Apprentice|Mage Apprentice]] talk page. You may want to add the information to that article instead. &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:8pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 00:56, 9 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== unlimited stuff      NOTE: this only works on console version ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
it simply makes copies of an item. you only need 1 of whatever you want to make more of a bow and I would recemend 50 arrows of any type (100 max or it will freeze)&lt;br /&gt;
&lt;br /&gt;
you aim arrow at floor. dont let arrow go yet. open bag. its ok to let it go now. unequip the arrows. then find the item you want to duplicate and drop it.&lt;br /&gt;
make sure it still says &amp;quot;you cant equip anything while attacking&amp;quot; when you drop it or it wont do anything.. when you have done close bag and it will shoot out a whole bunch of copies of the item (how much depends on how many arrows you have) it will also shoot the arrow you were using. do this too many times and it will freeze. make sure you save before doing this. EXTRA NOTE: oh ya before doing it again drop all but 1 of the item you want to duplicate cus if you dont it will make all the stuff that comes out equal to how many you have on you. so to simulate all of them being created at the same time rolling on the floor and going into your inventory all at the same time is alot for it to procces so it will freeze.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
sry if i made too complicated. its actualy pretty simple {{Unsigned|66.90.140.64|9 June 2010}}&lt;br /&gt;
&lt;br /&gt;
:I'm pretty sure that you are talking about [[Oblivion:Glitches#Duplicate_Items_Using_Arrows|this]], in which case it is already on the glitches page. --&amp;lt;font color=orchid&amp;gt;[[User:DKong27|DKong27]] &amp;lt;sup&amp;gt;[[User_talk:DKong27|Talk]]&amp;lt;/sup&amp;gt;&amp;lt;/font&amp;gt; 17:54, 9 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Jumping Out Of The Imperial City ==&lt;br /&gt;
&lt;br /&gt;
it is possible to jump out of The Imperial City by going to the small pond near the main ingredient store in the market district then facing north east then jumping up on the wall then head all the way down to the bottom of the wall jumping over the gate to the arena district until you come to the small roof of the north east watchtower and jump to the very top of the small roof and facing north east jump through the walls of the imperial city.&lt;br /&gt;
Also from the north east watchtower roof you can jump roof-to-roof in the market district by simply jumping onto the roof opposite the small roof of the watchtower.&lt;br /&gt;
&lt;br /&gt;
NOTE:you may need high acrobatics to perform this glitch. (if it can be called a glitch)&lt;br /&gt;
:Similar notes are on the[[Oblivion:Glitches|Glitches]] page. [[User:Mikeyboy52|&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Mike&amp;lt;/span&amp;gt;]][[User_talk:Mikeyboy52|&amp;lt;span style=&amp;quot;color:blue; vertical-align:super&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;/|\&amp;lt;/nowiki&amp;gt;&amp;lt;/span&amp;gt;]] 19:37, 10 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I didn't test it fully, but the testing I did makes it look like this should be possible with high enough stats. If a second person with high Athletics (and possibly Speed/Strength/I-forget-what-all-goes-into-jumping) can confirm, this can be summarized and then moved to the Glitches page with the others. &amp;lt;span style=&amp;quot;white-space:nowrap; font-variant:small-caps; line-height:0;&amp;quot;&amp;gt;‒ [[User:RobinHood70|'''Robin Hood''']]&amp;lt;span style=&amp;quot;font-size:18pt;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;vertical-align:super&amp;quot;&amp;gt;'''talk'''&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 21:40, 10 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fight Hand-to-Hand with Shield and Sword equipped ==&lt;br /&gt;
&lt;br /&gt;
**Warning- A little after the glitch takes place, your game will freeze, so be sure to save beforehand. To avoid potential freezing, don't do the glitch for more than a couple seconds. When you're done with the glitch, equip a different sword. **&lt;br /&gt;
&lt;br /&gt;
*First of all i was randomly pressing buttons when i found this out. I don't know if this works with other equipment, but i'm guessing it does. The first couple of things you want to have are: a shield (i used Fine Madness Shield), 2 identical swords (i used 2 Pure Order Swords), and 2 scrolls of the same type. Have all of your equipment at 100 health, and make sure that the 2 swords are stacked on each other and that your shield is equipped.*&lt;br /&gt;
&lt;br /&gt;
Step 1: Equip one of the swords that are stacked.&lt;br /&gt;
Step 2: Go to the &amp;quot;Scrolls&amp;quot; tab and double-click X (PS3) on the 2 identical scrolls (Duplication Glitch).&lt;br /&gt;
Step 3: Return to your &amp;quot;Weapons&amp;quot; tab and press Square (PS3) on one of the identical swords that is NOT EQUIPPED to drop it. Your character should drop both the swords and look like he's/she's in Hand-to-Hand fighting mode; but he's holding both the shield and the sword.&lt;br /&gt;
Step 4: Pick up the swords back up (they should be stacked to look like only 1 sword.&lt;br /&gt;
Step 5: Proceed on punching with your shield and sword or whatever you wanna do.&lt;br /&gt;
&lt;br /&gt;
*Note- After you drop the sword that's not equipped, both your non-equipped sword and equipped sword will drop out of your inventory, but your character still has 1 of the swords in his hand (But not in the inventory anymore). Make sure to pick the dropped swords back up when you equip a different sword, otherwise your game will freeze. I Don't know if this glitch works on Xbox 360; i own a a PS3.*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:I attempted this on mine (Xbox 360 GotY, full official patches over LIVE). The results were an instant crash on attempt to drop. I can't see what happens after. Also, for 360, A to select the scrolls, and X to drop the swords. --&amp;lt;font color=orchid&amp;gt;[[User:DKong27|DKong27]] &amp;lt;sup&amp;gt;[[User_talk:DKong27|Talk]]&amp;lt;/sup&amp;gt;&amp;lt;/font&amp;gt; 16:19, 15 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Extended Play Glitch ==&lt;br /&gt;
&lt;br /&gt;
Why is there no mention of the frozen spell affects and non-working doors that will crash your game no matter what you do after games reach many hours of play. There is no fix or workaround for this glitch and it is game ending. Bethseda refuses to acknowledge this problem and it will affect everyone's game. If anyone can help please do, two of my games were ruined by this. {{Unsigned|12.166.198.195|15 June 2010}}&lt;br /&gt;
&lt;br /&gt;
:You're right, we don't have it for some reason, at least not that I can find. I found proposed text for it from as far back as 2006, though! I'll write something up and add it to the Glitches page. If you're on a PC, there are several fixes. I'm not sure if there's anything you can do on Xbox/PS3, though. &amp;lt;span style=&amp;quot;white-space:nowrap; font-variant:small-caps; line-height:0;&amp;quot;&amp;gt;‒ [[User:RobinHood70|'''Robin Hood''']]&amp;lt;span style=&amp;quot;font-size:18pt;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;vertical-align:super&amp;quot;&amp;gt;'''talk'''&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 16:21, 15 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Is there any more information on this? How long are we talking about? --&amp;lt;font color=orchid&amp;gt;[[User:DKong27|DKong27]] &amp;lt;sup&amp;gt;[[User_talk:DKong27|Talk]]&amp;lt;/sup&amp;gt;&amp;lt;/font&amp;gt; 16:22, 15 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I found it just after posting that. It seems we sort of have a &amp;quot;major graphical issues&amp;quot; section that's on an [[Oblivion:Technical Support#Graphical Problems|entirely different page]] than the glitches page. I've updated the text at the top of the Graphical/Display Glitches section to point to that page. &amp;lt;span style=&amp;quot;white-space:nowrap; font-variant:small-caps; line-height:0;&amp;quot;&amp;gt;‒ [[User:RobinHood70|'''Robin Hood''']]&amp;lt;span style=&amp;quot;font-size:18pt;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;vertical-align:super&amp;quot;&amp;gt;'''talk'''&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 16:39, 15 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== killer chairs ==&lt;br /&gt;
&lt;br /&gt;
although not very often, ive been unable to complete a quest because the npc sit down! their leg or arm is forced into a table or floor dew to the animation this makes the npc vibrate and die. i failed many assasin bonus objectives because the target sat down and got caught in a wall. frustrating :S.&lt;br /&gt;
&lt;br /&gt;
== Save the king ==&lt;br /&gt;
&lt;br /&gt;
You can save the king by killing his asassin with a spell you can get when you start the game.&lt;br /&gt;
just before the king is killed he talks to you and gives the main quest item, just befor he does that walk right back to the end of the room he should follow you, cast the fireball spell towards the secret door that the assasin comes out of and quickly talk to the king, the dooor opens the spell hits the assasin and dies, thus you save the king! only problem is you frozen and cant move until the king dies.&lt;br /&gt;
Yeah But if that Happens You Can just use the cheat enableplayercontrols&lt;br /&gt;
&lt;br /&gt;
== Skill Level Crash ==&lt;br /&gt;
&lt;br /&gt;
I am a level 15 Khajiit and I am trying to get my conjuration up. I have continuously used [[Oblivion:Bound_Gauntlets#Bound_Gauntlets|'''Bound Gauntlets''']] to increase my skill rapidly, starting at 8, ''Novice''. However, once I use the final spell to make me an ''Apprentice'' (25) in conjuration, the game crashes! I am playing on the Xbox 360, and have both Knights of the Nine plug-in and Shivering Isles expansion, yet I still haven't really started their quests. Please help me. It is really irritating to think that I may be unable to summon a single creature in the entire game (and it's expansions)! I've reloaded the game many times, and still experience the same result: I cannot advance past level 24 in conjuring, or else the game will crash.&lt;br /&gt;
&lt;br /&gt;
== Essential NPC's falling through the floor when equipped with certain enchanted mage's hoods ==&lt;br /&gt;
&lt;br /&gt;
I equipped one of the maids in Battlehorn Castle with a hood that did 5 points of damage every second... The reason is because she was annoying the hell out of me. I would've just used the console on her, but i'm on the xbox version, so I had to be creative. I tried locking her in the closet, in the grotto, and then I tried getting her inside an oblivion gate and closing it (She got spat out literally right back into the castle courtyard... She flew through the sky there. It was the oblivion gate on the hill near the castle, so it spat her out like a cannon and she landed in the stable...) and even that didn't work. I finally reverse pickpocketed a mage's hood onto her and that stopped her for a bit (Didn't keep her out of my private quarters for long though.). After that, strange things began happening.&lt;br /&gt;
&lt;br /&gt;
She would start to fall through the floor of my private quarters after 4 or 5 incaps (she's essential) and then worse she kept falling. But that's not all. She seemed to keep teleporting right to where I was constantly and then falling through again... The reason I say this? I would be holding an item (Books. I'm trying to decorate the book shelves in my private quarters) and it would suddenly just fly out of my hand. After a while of her falling, the game simply froze up. It's ridiculous, and it's done it about 5 times now. I'm considering reloading from an earlier save and obtaining a drain fatigue affect before putting the hood on her and doing that instead... =/ {{unsigned|68.114.29.132|July 6 2010}}&lt;br /&gt;
&lt;br /&gt;
==Strange Sounds==&lt;br /&gt;
(Note: I am using the standard PS3 version)&lt;br /&gt;
Occasionally, and I don't know why, during gameplay, usually in a fight, out of nowhere a really REALLY loud hellish grinding noise will appear, and it stays for quite a while. It seems to fade in and out as I move, showing that it must originate from a person I may be fighting.&lt;br /&gt;
I suspect it may occur when a spell is cast, but I don't know for sure. Whatever the case, it's loud enough to drown out any other noise that may occur at the same time. &lt;br /&gt;
I normally just run away, and sometimes it just stops, and if not, leaving the area stops it. Apart from general annoyance though, it isn't much of a problem, although it has crashed my game on two occasions. {{unsigned|86.145.83.129}}&lt;br /&gt;
&lt;br /&gt;
== 0.1 Weight Arrows ==&lt;br /&gt;
&lt;br /&gt;
For this glitch, you must have atleast one arrow, so it can't be done with Rose of Sithis unless you dupe it. First, drop all of your arrows, apart from one. Then, exit your journal and pick up the remaining arrows. This will add it to the amount of arrows you have equipped, but not to the amount that burden you. {{unsigned|Dante allege|July 12 2010}}&lt;br /&gt;
&lt;br /&gt;
:Your encumbrance returns to what it should after you shoot an arrow, or do anything else that changes encumbrance, so this glitch can't be used in a situation where you'll have to fight, but it is a way to shave off a few pounds to make off with a little extra loot without a feather effect.  --[[User:Tenraah|Tenraah]] 04:47, 13 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Vesna</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Paradise_(quest)&amp;diff=587054</id>
		<title>Oblivion talk:Paradise (quest)</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Paradise_(quest)&amp;diff=587054"/>
		<updated>2010-07-14T20:56:12Z</updated>

		<summary type="html">&lt;p&gt;Vesna: Re: Kvatch&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive Table&lt;br /&gt;
|Archive 1||May 2008 to October 2009&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Kvatch ==&lt;br /&gt;
&lt;br /&gt;
Hey, I just finnished the Paradise quest, and I forgot what the dremora calls Kvatch. Anybody know? {{unsigned|66.82.162.18|3 March 2010}}&lt;br /&gt;
: Do you mean this line of dialogue from [[Oblivion:Kathutet|Kathutet]]: ''&amp;quot;You destroyed the Sigil Tower at Ganonah. My kin say you fought well.&amp;quot;'', and this one: ''&amp;quot;But you shamed my kin at Ganonah. To bring you into my service... that would also bring me honor.&amp;quot;''? Remember that Oblivion is a separate plane of existence so &amp;quot;Ganonah&amp;quot; won't be the Dremora name for &amp;quot;Kvatch&amp;quot;, but an entirely different place. [[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; 16:52, 3 March 2010 (UTC)&lt;br /&gt;
Um, no.. Ganonah does mean Kvatch in Dremora language, because they call it &amp;quot;The fall of Ganonah&amp;quot;, referring to the fall of Kvatch. {{unsigned|75.71.10.191}}&lt;br /&gt;
: Or Ganoah is their term for the island of the Oblivion Plane on which the Sigil Tower you destroyed was, not necessarily Kvatch. [[User:Vesna|Vesna]] 20:56, 14 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fleshy Pod ==&lt;br /&gt;
There is a fleshy pod containing some enchanted weapons at the south-east coast. [[Special:Contributions/62.113.209.26|62.113.209.26]] 13:36, 19 March 2010 (UTC)&lt;br /&gt;
:It's already mentioned on the article, and weapons are only one of a number of random things that might be in it. &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; 02:06, 20 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::''Where?!?'' I've looked all over Paradise.  Is it at &amp;quot;sea level&amp;quot; or is the ledge way up on the mountainside? {{unsigned|Mercurio|22:26, 27 April 2010}}&lt;br /&gt;
&lt;br /&gt;
:::If you're on a PC and you know how to use the console SDT 0 and TDT commands, you're looking for Wilderness (0,-3). But assuming you're not: from the entrance to The Flooded Grotto, follow the river south (starts southwest and then turns southeast). Keep following it until the land on your left turns eastwards. There'll be a very small promontory then a slightly larger one. Stand on a rock on the larger one and look north. You'll see it there, just to the right of the tree. &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; 02:52, 29 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Entering Forbidden Grotto==&lt;br /&gt;
&lt;br /&gt;
Entering the Forbidden Grotto, after putting the Bands of the Chosen, the game bugged many times.  I don't know what I did but I finally was able to go through it...  I don't know if there's any relation to the bug, but I had ''Unarmored skill mod v 1.0'' enabled.  [[User:DynV|DynV]] 23:42, 2 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Vesna</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Glitches/Proposed&amp;diff=587051</id>
		<title>Oblivion:Glitches/Proposed</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Glitches/Proposed&amp;diff=587051"/>
		<updated>2010-07-14T20:42:22Z</updated>

		<summary type="html">&lt;p&gt;Vesna: Unsigned template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality}}&lt;br /&gt;
__NEWSECTIONLINK__&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
This page is where glitches that belong on the main [[Oblivion:Glitches|Glitches]] article but are not yet included in the main article can be posted.  Glitches of appropriate quality to belong on the main article will be transferred there; other glitches will remain here so that other editors can clean them up and improve them to the point where it is possible to transfer them to the main article.  Entries that are left here unimproved for too long will be archived at [[Oblivion_talk:Glitches]].  If you believe you have a new glitch, '''[[#Guidelines|read the guidelines]]''' below to make sure your entry qualifies.  If it does, then add your glitch by clicking on the section link [+] above.&lt;br /&gt;
&lt;br /&gt;
This page is treated as a talk page, so '''please sign any new content''' with the normal four-tilde signature (&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;) to make it easier to determine contributions that are stale; the signatures can easily be removed later if the entry is moved to the Glitches article. Unlike a regular talk page, however, all contributions can be modified by other editors to improve wording; these changes should not be signed. Confirmation of a posted glitch, or discrepancies from the glitch described, should be noted below the original glitch and signed. Glitches which cannot be confirmed under the exact same circumstances as described should be removed from the page.&lt;br /&gt;
&lt;br /&gt;
==Guidelines==&lt;br /&gt;
The following are guidelines for adding glitches. Please adhere to these before submitting a glitch:&lt;br /&gt;
* '''Entries must describe a glitch''', i.e., some type of game '''malfunction''' that results from '''normal''' play.  &lt;br /&gt;
** Therefore, all glitches must meet '''all of the following criteria''':&lt;br /&gt;
*** ''Be a mistake'' in the game mechanics.  Any event that is a logical consequence of an intended game feature (even if the consequence is extreme) is not a mistake.&lt;br /&gt;
*** Not be triggered by ''using the console, cheating, or another glitch''.  The source of the problem in such a situation is the console command, or the original glitch; the developers cannot be held responsible for the consequences of events that they clearly did not add into gameplay.&lt;br /&gt;
*** Not be caused by ''third-party mods''.  Such glitches should reported to the person who developed the mod, not here.&lt;br /&gt;
*** ''Be reproducible''.  If after reloading a save game the problem does not recur, then the problem is not a reproducible glitch.  Or if the problem is specific to a single save game, and does not happen to anyone else, it is not a reproducible glitch.  If there's any chance the problem is caused by a bad sector on your hard drive, defective computer memory, or a power surge then it's not a game glitch.&lt;br /&gt;
** In addition, all glitches must meet '''at least one of the following criteria''':&lt;br /&gt;
*** ''Crash the game'', or somehow make it impossible to continue playing the game (unavoidable death, frozen in a cutscene, game enters an unbreakable loop, etc.)&lt;br /&gt;
*** ''Make it impossible to complete a quest''.  However, such glitches generally do not belong the main glitches page (see &amp;quot;Entries must belong on the main Glitches article&amp;quot; below).&lt;br /&gt;
*** ''Cause a permanent change to game data''.  For example, glitches that reproduce items, provide unlimited amounts of gold, or permanently change your character's attributes.&lt;br /&gt;
*** ''Be a common problem''.  For any minor game anomalies to belong on the article, they must be problems that most players encounter while playing the game and must be anomalies that most players will recognize as a mistake in the game.&lt;br /&gt;
** Examples of '''problems that do not qualify''' as glitches are:&lt;br /&gt;
*** Items that are reproduced as a consequence of standard game features.  For example, the [[Oblivion:Skull of Corruption|Skull of Corruption]] is a standard game feature that reproduces a character and all of his/her belongings, therefore obtaining duplicate items using the Skull of Corruption is not a glitch.  Similarly, other exploits that are based on standard game features, not mistakes in the game engine, do not belong here.&lt;br /&gt;
*** Unexpected animation or physics that only occurs if a player does a specific sequence of unusual actions; such anomalies will not be encountered by players as part of regular gameplay.&lt;br /&gt;
*** Minor problems that have been fixed by an official patch do not belong on the article.  Since most players have installed the official patches, any pre-patch problems are by definition no longer common problems.  Furthermore, any non-minor problems that are significant enough to still be documented on the article must clearly state that the problem has been fixed by a patch (for example, using by using an appropriate template).&lt;br /&gt;
* '''Entries must belong on the main Glitches article'''.  The main glitches article is only supposed to provide information on general glitches: ones where the source of the glitch is not clear, or that can be encountered under a variety of conditions.&lt;br /&gt;
** In particular, glitches specific to a single quest belong on the quest page.  The only quest-specific glitches that belong on the main glitches article are ones which make it impossible to continue the game (i.e., players need forewarning about a serious problem) or glitches which are not obviously attributable to a quest (i.e., players are more likely to look for information on the Glitches article than on the quest article).  Even in such cases, the main glitch description (causes, workarounds, fixes) belongs on the quest page.  Only a brief summary and link to the quest page belongs on the Glitches article.&lt;br /&gt;
** Similarly, glitches specific to a single location or a single NPC belong on the appropriate location page or NPC page.&lt;br /&gt;
&lt;br /&gt;
* '''Entries must be useful for other readers'''.  The entire purpose of UESPWiki is to help other readers; all entries must address the site's audience and take into account the needs and interests of other people who use the site.&lt;br /&gt;
** The entry must try to ''describe what causes the glitch.'' Just saying, for example, &amp;quot;the game crashed&amp;quot; is not enough.  Some attempt must be made to explain what caused it or how the glitch can be reproduced.  Adding solutions or workarounds (other than &amp;quot;reload an earlier save&amp;quot;) will further provide constructive information that will help players.  Entries that just tell a story about what happened to you are not relevant to other readers and do not belong on the site..&lt;br /&gt;
** The topic of the entry must ''identify the glitch at a glance''.  Titles of sections should be concise yet clearly identify the topic of the glitch.  &amp;quot;Goof or a sign?&amp;quot; or &amp;quot;Raindrops keep falling on my head&amp;quot; are examples of poor titles. &lt;br /&gt;
** Entries should use ''good grammar and proper spelling''.  Readers should not have to struggle to decode illegible sentences, and should not have to guess at the intended meaning.  If the site's patrollers can't understand an entry, it will be deleted.&lt;br /&gt;
** Both console and PC glitches belong on this page.  There is no need to document the platform on which the glitch occurred, because almost all glitches are common to all plaforms.  The fact that you're on a PC, Xbox 360, or PS3 is only relevant if there is clear evidence that the glitch is platform-specific.  However, possible remedies may need to be separated into console and PC sections.&lt;br /&gt;
&lt;br /&gt;
==Endless 'Raising Tumbler' Sound==&lt;br /&gt;
In the tutorial area, there is an average-level locked chest in one  of the rooms, the only average chest in the entire tutorial. There appears to be a glitch triggered by picking this one, and seems to happen most often if you break all of your lockpicks trying to pick it. This glitch causes the squeaky sound of a rising tumbler to be played endlessly and constantly, until you either finish the tutorial, or save and reload. While annoying, it is not serious and can be fixed by saving the game, then reloading. {{unsigned|Pup42512n|06:55, 15 February 2009}}&lt;br /&gt;
&lt;br /&gt;
:This has also happened to me several times on several different locks (using FCOM, also skeleton key). Again, saving and reloading stops the sound, but leaving areas, etc doesn't. {{unsigned|67.248.23.221|05:36, 2 April 2010}}&lt;br /&gt;
&lt;br /&gt;
::I'm unable to reproduce this issue, but it may be a matter of timing, what sound drivers you're using, or something else entirely. Anybody else have this happen? &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; 05:36, 4 April 2010 (UTC)&lt;br /&gt;
:::Just redid the tutorial, and I was also unable to reproduce it. It seems this issue is not so common. &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; 12:41, 5 May 2010 (UTC)&lt;br /&gt;
::::Theres a number of &amp;quot;minor&amp;quot; glitches associated with lockpicking, on the ps3 for sure, but only when you've left the game on for 3 or 4 weeks. Sometimes the lockpick will shake so you cant even attempt to pick the lock unless you press the square button. [[User:Mikeyboy52|Mikeyboy52]] 06:39, 4 June 2010 (UTC)&lt;br /&gt;
:::::Happens to me on several occasions, usually while making runs into Sundercliff Watch ( Mehrunes Razor ). Latest Patch up to date and using GOTY Edition on Xbox 360.&lt;br /&gt;
::::::This &amp;lt;b&amp;gt;just&amp;lt;/b&amp;gt; happend to me, while I was picking the display case that held the dwarven warhammer replica. Save/reload fixed it, maybe we should just put a note on the Security page. [[User:Mikeyboy52|Mikeyboy52]] 16:50, 7 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Shooting Arrows Glitch ==&lt;br /&gt;
&lt;br /&gt;
When you pull back the arrow, you see the front of the bow, but your hand and the arrow disappear from the screen. When you release the arrow, it dodges sharply to the left visibly, but it lands a few feet to the right of where you had the cross-hair aimed.&lt;br /&gt;
&lt;br /&gt;
I first had it happen at the beginning of the game when you're shooting at the bucket with your first bow and arrow set. It doesn't seem to have a trigger, it just seems to happen. Eventually it goes away, by shooting numerous arrows or equipping a new bow, but it's really frustrating all the same. I've seen it happen at any point in the game and I'm still trying to determine the exact cause. It happens in the Game of the Year edition, which probably means there's not a corrective patch yet. I'm not sure if it also happens on the PC or if it's XBox 360 exclusive. {{unsigned|24.94.37.217|22:49, 24 February 2008}}&lt;br /&gt;
:Happens to me all the time and I intentionally don't have the updates, just for reference {{unsigned|The Sneakiest Kajiit|05:41, 2 March 2008}}&lt;br /&gt;
::It happened to me '''''After''''' the latest patch. {{unsigned|Puddle|01:36, 27 April 2008}}&lt;br /&gt;
:::Happens to me every once in a while, no obvious trigger. Using Game of the Year Edition, Xbox 360, unpatched. {{unsigned|Pup42512n|06:45, 15 February 2009}}&lt;br /&gt;
::::Happens to me if im wearing a robe in the Waterfront.On the Xbox with SI installed. {{unsigned|79.146.169.220|20:05, 20 August 2009}}&lt;br /&gt;
:::::This is not Xbox 360 exclusive, as I discovered to my disappointment. Makes firing arrows annoying and is more than slightly immersion-breaking. {{unsigned|203.214.45.216|10:45, 4 February 2010}}&lt;br /&gt;
::::::I was unable to reproduce this in testing, but in one test, I instead had my intended ''victim'' jerk insanely far to the left on dying (the width of an entire house) in violation of any conceivable physics due to angle or force, so it sounds like there may be some random strangeness going on with bows. I was deliberately wearing tan robes at the time and I was on the Waterfront, just to match IP 79.*'s contribution. No further tests produced this effect or any other strangeness after the first instance, however. &amp;lt;span style=&amp;quot;white-space:nowrap;&amp;quot;&amp;gt;‒ [[User:RobinHood70|&amp;lt;span style=&amp;quot;font-variant:small-caps; color:royalblue;&amp;quot;&amp;gt;'''Robin Hood'''&amp;lt;/span&amp;gt;]]&amp;lt;span style=&amp;quot;font-size:18pt; line-height:0;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;color:royalblue; line-height:0; font-size:7pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 18:44, 5 April 2010 (UTC)&lt;br /&gt;
I've had this happen on occasion, but never in sneak mode :D [[User:Mikeyboy52|Mikeyboy52]] 16:52, 7 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== White Screen ==&lt;br /&gt;
&lt;br /&gt;
Things were all fine. Until i typed a console command to go somewhere e.g. coc&amp;quot;rockmilkcaveexterior&amp;quot;, then the game froze. When I pressed alt+ctrl+delete then end tasked the game. I then opened up the game again. And to my amazement it had a white screen. And the funny thing is that the small glitch has seemed to corrupt the other games on my computer. Can anyone offer help? Might I add, when i load a game there is a black screen and you can barely see what is going on. Please help Oblivion is an awesome game and i would like to keep playing it.&lt;br /&gt;
:reinstall OS, sorry :P [[User:Mikeyboy52|Mikeyboy52]] 06:43, 4 June 2010 (UTC)&lt;br /&gt;
::I think you meant re-install game; reinstalling the OS is unlikely to do anything here. &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:8pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 16:01, 7 June 2010 (UTC)&lt;br /&gt;
:::He said that other games were corrupt, suggesting somethings wrong with the OS :P simply reinstalling the game would probably not help. If I might suggest, have Linux and Windows XP on one computer. Its very usefull. [[User:Mikeyboy52|Mikeyboy52]] 16:54, 7 June 2010 (UTC)&lt;br /&gt;
::::That's a possibility, but if one of the game's data files (as opposed to the save files) or settings were corrupt, that would also cause the same behaviour. So I think the first thing to try would be to re-install the game and see if there are problems with existing or new games. If there are, then I'd move on to reinstalling the OS. &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:8pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 17:14, 7 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Accessing Places: Additional Jump Height Via Ramps ==&lt;br /&gt;
&lt;br /&gt;
''As initially discussed [[Oblivion_talk:Glitches#Additional_Jump_Height|here]], this is an attempt at a presentable re-write:''&lt;br /&gt;
&lt;br /&gt;
When running up a slope, your character gains an upward velocity similar to that of when you jump. So long as you remain on the ground, this ''only'' applies while moving on the slope: For example, if you run to the top of some stairs, you won't go flying into the air at the end, the velocity is removed and your feet stay firmly planted on the floor. Likewise, if you attempt to jump while moving upwards, the game engine will register that there's a surface directly in front of you and &amp;quot;stick&amp;quot; you to that again (resetting your velocity and preventing you from achieving a &amp;quot;true&amp;quot; jump).&lt;br /&gt;
&lt;br /&gt;
However, if you manage to jump at the very ''lip'' of the ramp - just before the game registers you're no longer running up, and just after you clear the area where true jumps are prevented - you will achieve a vertical velocity equal to your normal jump ''in addition'' to that of that which you obtained from running upwards. In short, your character's movement speed is directly tacked on to the force of your jumps, so more [[Oblivion:Speed|Speed]] and/or a steeper ramp means a bigger boost.&lt;br /&gt;
&lt;br /&gt;
While on foot, your character can accelerate to his/her full speed nearly instantly, so the length of the ramp doesn't matter - practising [[Oblivion:Acrobatics|Acrobats]] will often encounter this by mistake while moving over uneven ground. That said, the timing involved only gets harder as your character gets faster, making it a difficult stunt to perform on demand.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 09:19, 4 May 2010 (UTC)&lt;br /&gt;
:From a previous test, I found that gathering speed would increase the chances or pullying off this stunt. [[User:Mikeyboy52|Mikeyboy52]] 16:57, 7 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unconscious pickpocketing glitch ==&lt;br /&gt;
&lt;br /&gt;
If you try to pickpocket someone whose unconscious its says take then the persons name for example (take martin) {{unsigned|75.20.175.144|18:51, 12 May 2010}}&lt;br /&gt;
&lt;br /&gt;
:I tried this with and without the UOP and with and without being a vampire, and I get nothing even remotely resembling this. In fact, there's no &amp;quot;take&amp;quot; message at all. The only odd thing is that you apparently can't pickpocket someone who's unconscious, which seems kind of silly in its own right, but it's not what you're describing. Can you give more information, perhaps? &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; 19:19, 13 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I've seen this happen. If an unconscious NPC is selected it will give a &amp;quot;Take (NPC)&amp;quot; message. I don't know if it's glitch, but it does happen. --&amp;lt;font color=orchid&amp;gt;[[User:DKong27|DKong27]] &amp;lt;sup&amp;gt;[[User_talk:DKong27|Talk]]&amp;lt;/sup&amp;gt;&amp;lt;/font&amp;gt; 16:20, 22 May 2010 (UTC)&lt;br /&gt;
:::Try pickpocketing while there unconscious, keep pushing the button ignoring the message and in the process of getting up, you can take all items, unless someone else sees you. [[User:Mikeyboy52|Mikeyboy52]] 17:07, 6 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Three Staves unlimited charges ==&lt;br /&gt;
&lt;br /&gt;
On Xbox360, I had three identical staves (same name, effect and all at full charge). I equipped one, used it and found that the charges weren't being used up. Unequipped it, tried it again with the same result. [[Special:Contributions/124.178.141.71|124.178.141.71]] 12:08, 29 May 2010 (UTC)&lt;br /&gt;
:This sounds like one og the glitches mentioned [[Oblivion:Glitches#Item Stacking Glitches|here]]. &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:8pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 16:01, 7 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== jumping out of water glitch ==&lt;br /&gt;
&lt;br /&gt;
my character has acrobatics and athletics both at 100 so this might not happen to everyone.i was swimming around in leiwiin and i jumped on the water and buildings a few times and then i got bored so i jumped (from the water)onto land and when i landed i realised i was moving very slow and i couldnt hear footsteps so i zoomed out and my character was still in jump mode!and when i went in the water i walked as if on land so i decided (since i am on pc)to use the &amp;quot;TCL&amp;quot; cheat and it stopped the glitch.(and i use cheats rarely on myself(i like to use cheats on people ie-summoning creature and using CREATEFULLACTORCOPY cheat 20 times on it then doing the same to a guard or giving the adoring fan a very strong weapon and use SETCRIMEGOLD 2000 on him) so that is not what caused it,and i got my abilities from jumping and running)&lt;br /&gt;
&lt;br /&gt;
== a bandit guild member!?!?! ==&lt;br /&gt;
&lt;br /&gt;
i was doing the quest find the heir and i went to cloud ruler temple by horse when i got there two bandits followed and they were wearing elven and mithril (im levl 50) shadowmere killed 1 and the other one i shot a 20 dmg 20 area fire spell at mistaking it for blazing spear (35 fire dmg(bought it from blacksmith guy at console cheat testinghall))and i got 2 messages the first saying &amp;quot;i am suspended from mages guild&amp;quot; and next saying &amp;quot;i am suspended from thieves guild&amp;quot; both for killing a member! (presumeabley,the bandit)&lt;br /&gt;
&lt;br /&gt;
:Did you hit Shadowmere? Your horses are considered part of any guild you are in. Attacking your horse can get you expelled. --&amp;lt;font color=orchid&amp;gt;[[User:DKong27|DKong27]] &amp;lt;sup&amp;gt;[[User_talk:DKong27|Talk]]&amp;lt;/sup&amp;gt;&amp;lt;/font&amp;gt; 13:51, 31 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== PC Running glitch ==&lt;br /&gt;
&lt;br /&gt;
for the pc if you pause the game while walking and unpause it while running the run key will make you walk instead of run. this problem glitches only the character you are currently playing and to fix it you have to return to a previous saved game {{unsigned|75.16.199.134|11:25, 2 June 2010}}&lt;br /&gt;
&lt;br /&gt;
:This isn't a glitch in that the Caps Lock light isn't intended to indicate whether you're walking or running; Caps Lock is intended to be a key like any other that will toggle your speed. So if you're in a menu and hit the Caps Lock key, nothing changes except the light. The much simpler way to put it back, if you want the light to reflect whether you're walking or runnin, is to just pause the game and hit the Caps Lock key again to set it back to the way you're used to. Alternately, assign it to a key that doesn't have a light so that you don't get used to it being one way or the other. &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:8pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 01:38, 4 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== wierd rumors ==&lt;br /&gt;
&lt;br /&gt;
Some people tell you to stay on the roads but others tell you to stay off the road. {{unsigned|149.6.4.214|14:31, 7 June 2010}}&lt;br /&gt;
&lt;br /&gt;
:That's not a glitch, it's just contradictory advice, the same as you might get in the real world. &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:8pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 15:42, 7 June 2010 (UTC)&lt;br /&gt;
::Well it isn't a glitch but it shouldn't happen because npcs say stay on the road to avoid oblivion gates and other say stay off the roads because of daedra sightings but the point is where are you supposed to walk then. {{unsigned|149.6.4.214|18:13, 18 June 2010}}&lt;br /&gt;
:::I don't see it as any different than someone telling you to stay off the roads because there are dangerous drivers, and someone else telling you not to wander off them because there are bears in the nearby forest. You have to decide which is the better choice for you...you can't follow both. &amp;lt;span style=&amp;quot;white-space:nowrap; font-variant:small-caps; line-height:0;&amp;quot;&amp;gt;‒ [[User:RobinHood70|'''Robin Hood''']]&amp;lt;span style=&amp;quot;font-size:18pt;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;vertical-align:super&amp;quot;&amp;gt;'''talk'''&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 18:52, 18 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Gain Two Mage Followers ==&lt;br /&gt;
I discovered an interesting glitch where you can gain two mage followers in the mages guild (combined with some other glitches) this makes for a powerful trio.&lt;br /&gt;
&lt;br /&gt;
There is an easily exploitable glitch when you become Arch-Mage after destroying Mannimarco and completing the King of the Worms.&lt;br /&gt;
&lt;br /&gt;
'''Step-by-Step Guide'''&lt;br /&gt;
# Enter upper story of the Mage Quarters&lt;br /&gt;
# Find a female Mage Apprentice with black hair&lt;br /&gt;
# Talk to her, and tell her to 'Follow'&lt;br /&gt;
# Chose any other apprentice and tell them the same.&lt;br /&gt;
&lt;br /&gt;
'''Tip: '''&lt;br /&gt;
You may want to create some enchanted permanent bound items to give to the NPC's via reverse pick-pocketing before talking to them and telling them to follow you, to keep them from dying right of the bat. --[[Special:Contributions/68.226.126.37|68.226.126.37]] 00:31, 9 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
-wi1lywonka&lt;br /&gt;
&lt;br /&gt;
:This has been discussed several times on the [[Oblivion talk:Mage Apprentice|Mage Apprentice]] talk page. You may want to add the information to that article instead. &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:8pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 00:56, 9 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== unlimited stuff      NOTE: this only works on console version ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
it simply makes copies of an item. you only need 1 of whatever you want to make more of a bow and I would recemend 50 arrows of any type (100 max or it will freeze)&lt;br /&gt;
&lt;br /&gt;
you aim arrow at floor. dont let arrow go yet. open bag. its ok to let it go now. unequip the arrows. then find the item you want to duplicate and drop it.&lt;br /&gt;
make sure it still says &amp;quot;you cant equip anything while attacking&amp;quot; when you drop it or it wont do anything.. when you have done close bag and it will shoot out a whole bunch of copies of the item (how much depends on how many arrows you have) it will also shoot the arrow you were using. do this too many times and it will freeze. make sure you save before doing this. EXTRA NOTE: oh ya before doing it again drop all but 1 of the item you want to duplicate cus if you dont it will make all the stuff that comes out equal to how many you have on you. so to simulate all of them being created at the same time rolling on the floor and going into your inventory all at the same time is alot for it to procces so it will freeze.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
sry if i made too complicated. its actualy pretty simple {{Unsigned|66.90.140.64|9 June 2010}}&lt;br /&gt;
&lt;br /&gt;
:I'm pretty sure that you are talking about [[Oblivion:Glitches#Duplicate_Items_Using_Arrows|this]], in which case it is already on the glitches page. --&amp;lt;font color=orchid&amp;gt;[[User:DKong27|DKong27]] &amp;lt;sup&amp;gt;[[User_talk:DKong27|Talk]]&amp;lt;/sup&amp;gt;&amp;lt;/font&amp;gt; 17:54, 9 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Jumping Out Of The Imperial City ==&lt;br /&gt;
&lt;br /&gt;
it is possible to jump out of The Imperial City by going to the small pond near the main ingredient store in the market district then facing north east then jumping up on the wall then head all the way down to the bottom of the wall jumping over the gate to the arena district until you come to the small roof of the north east watchtower and jump to the very top of the small roof and facing north east jump through the walls of the imperial city.&lt;br /&gt;
Also from the north east watchtower roof you can jump roof-to-roof in the market district by simply jumping onto the roof opposite the small roof of the watchtower.&lt;br /&gt;
&lt;br /&gt;
NOTE:you may need high acrobatics to perform this glitch. (if it can be called a glitch)&lt;br /&gt;
:Similar notes are on the[[Oblivion:Glitches|Glitches]] page. [[User:Mikeyboy52|&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Mike&amp;lt;/span&amp;gt;]][[User_talk:Mikeyboy52|&amp;lt;span style=&amp;quot;color:blue; vertical-align:super&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;/|\&amp;lt;/nowiki&amp;gt;&amp;lt;/span&amp;gt;]] 19:37, 10 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I didn't test it fully, but the testing I did makes it look like this should be possible with high enough stats. If a second person with high Athletics (and possibly Speed/Strength/I-forget-what-all-goes-into-jumping) can confirm, this can be summarized and then moved to the Glitches page with the others. &amp;lt;span style=&amp;quot;white-space:nowrap; font-variant:small-caps; line-height:0;&amp;quot;&amp;gt;‒ [[User:RobinHood70|'''Robin Hood''']]&amp;lt;span style=&amp;quot;font-size:18pt;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;vertical-align:super&amp;quot;&amp;gt;'''talk'''&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 21:40, 10 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fight Hand-to-Hand with Shield and Sword equipped ==&lt;br /&gt;
&lt;br /&gt;
**Warning- A little after the glitch takes place, your game will freeze, so be sure to save beforehand. To avoid potential freezing, don't do the glitch for more than a couple seconds. When you're done with the glitch, equip a different sword. **&lt;br /&gt;
&lt;br /&gt;
*First of all i was randomly pressing buttons when i found this out. I don't know if this works with other equipment, but i'm guessing it does. The first couple of things you want to have are: a shield (i used Fine Madness Shield), 2 identical swords (i used 2 Pure Order Swords), and 2 scrolls of the same type. Have all of your equipment at 100 health, and make sure that the 2 swords are stacked on each other and that your shield is equipped.*&lt;br /&gt;
&lt;br /&gt;
Step 1: Equip one of the swords that are stacked.&lt;br /&gt;
Step 2: Go to the &amp;quot;Scrolls&amp;quot; tab and double-click X (PS3) on the 2 identical scrolls (Duplication Glitch).&lt;br /&gt;
Step 3: Return to your &amp;quot;Weapons&amp;quot; tab and press Square (PS3) on one of the identical swords that is NOT EQUIPPED to drop it. Your character should drop both the swords and look like he's/she's in Hand-to-Hand fighting mode; but he's holding both the shield and the sword.&lt;br /&gt;
Step 4: Pick up the swords back up (they should be stacked to look like only 1 sword.&lt;br /&gt;
Step 5: Proceed on punching with your shield and sword or whatever you wanna do.&lt;br /&gt;
&lt;br /&gt;
*Note- After you drop the sword that's not equipped, both your non-equipped sword and equipped sword will drop out of your inventory, but your character still has 1 of the swords in his hand (But not in the inventory anymore). Make sure to pick the dropped swords back up when you equip a different sword, otherwise your game will freeze. I Don't know if this glitch works on Xbox 360; i own a a PS3.*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:I attempted this on mine (Xbox 360 GotY, full official patches over LIVE). The results were an instant crash on attempt to drop. I can't see what happens after. Also, for 360, A to select the scrolls, and X to drop the swords. --&amp;lt;font color=orchid&amp;gt;[[User:DKong27|DKong27]] &amp;lt;sup&amp;gt;[[User_talk:DKong27|Talk]]&amp;lt;/sup&amp;gt;&amp;lt;/font&amp;gt; 16:19, 15 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Extended Play Glitch ==&lt;br /&gt;
&lt;br /&gt;
Why is there no mention of the frozen spell affects and non-working doors that will crash your game no matter what you do after games reach many hours of play. There is no fix or workaround for this glitch and it is game ending. Bethseda refuses to acknowledge this problem and it will affect everyone's game. If anyone can help please do, two of my games were ruined by this. {{Unsigned|12.166.198.195|15 June 2010}}&lt;br /&gt;
&lt;br /&gt;
:You're right, we don't have it for some reason, at least not that I can find. I found proposed text for it from as far back as 2006, though! I'll write something up and add it to the Glitches page. If you're on a PC, there are several fixes. I'm not sure if there's anything you can do on Xbox/PS3, though. &amp;lt;span style=&amp;quot;white-space:nowrap; font-variant:small-caps; line-height:0;&amp;quot;&amp;gt;‒ [[User:RobinHood70|'''Robin Hood''']]&amp;lt;span style=&amp;quot;font-size:18pt;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;vertical-align:super&amp;quot;&amp;gt;'''talk'''&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 16:21, 15 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Is there any more information on this? How long are we talking about? --&amp;lt;font color=orchid&amp;gt;[[User:DKong27|DKong27]] &amp;lt;sup&amp;gt;[[User_talk:DKong27|Talk]]&amp;lt;/sup&amp;gt;&amp;lt;/font&amp;gt; 16:22, 15 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I found it just after posting that. It seems we sort of have a &amp;quot;major graphical issues&amp;quot; section that's on an [[Oblivion:Technical Support#Graphical Problems|entirely different page]] than the glitches page. I've updated the text at the top of the Graphical/Display Glitches section to point to that page. &amp;lt;span style=&amp;quot;white-space:nowrap; font-variant:small-caps; line-height:0;&amp;quot;&amp;gt;‒ [[User:RobinHood70|'''Robin Hood''']]&amp;lt;span style=&amp;quot;font-size:18pt;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;vertical-align:super&amp;quot;&amp;gt;'''talk'''&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 16:39, 15 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== killer chairs ==&lt;br /&gt;
&lt;br /&gt;
although not very often, ive been unable to complete a quest because the npc sit down! their leg or arm is forced into a table or floor dew to the animation this makes the npc vibrate and die. i failed many assasin bonus objectives because the target sat down and got caught in a wall. frustrating :S.&lt;br /&gt;
&lt;br /&gt;
== Save the king ==&lt;br /&gt;
&lt;br /&gt;
You can save the king by killing his asassin with a spell you can get when you start the game.&lt;br /&gt;
just before the king is killed he talks to you and gives the main quest item, just befor he does that walk right back to the end of the room he should follow you, cast the fireball spell towards the secret door that the assasin comes out of and quickly talk to the king, the dooor opens the spell hits the assasin and dies, thus you save the king! only problem is you frozen and cant move until the king dies.&lt;br /&gt;
Yeah But if that Happens You Can just use the cheat enableplayercontrols&lt;br /&gt;
&lt;br /&gt;
== Skill Level Crash ==&lt;br /&gt;
&lt;br /&gt;
I am a level 15 Khajiit and I am trying to get my conjuration up. I have continuously used [[Oblivion:Bound_Gauntlets#Bound_Gauntlets|'''Bound Gauntlets''']] to increase my skill rapidly, starting at 8, ''Novice''. However, once I use the final spell to make me an ''Apprentice'' (25) in conjuration, the game crashes! I am playing on the Xbox 360, and have both Knights of the Nine plug-in and Shivering Isles expansion, yet I still haven't really started their quests. Please help me. It is really irritating to think that I may be unable to summon a single creature in the entire game (and it's expansions)! I've reloaded the game many times, and still experience the same result: I cannot advance past level 24 in conjuring, or else the game will crash.&lt;br /&gt;
&lt;br /&gt;
== Essential NPC's falling through the floor when equipped with certain enchanted mage's hoods ==&lt;br /&gt;
&lt;br /&gt;
I equipped one of the maids in Battlehorn Castle with a hood that did 5 points of damage every second... The reason is because she was annoying the hell out of me. I would've just used the console on her, but i'm on the xbox version, so I had to be creative. I tried locking her in the closet, in the grotto, and then I tried getting her inside an oblivion gate and closing it (She got spat out literally right back into the castle courtyard... She flew through the sky there. It was the oblivion gate on the hill near the castle, so it spat her out like a cannon and she landed in the stable...) and even that didn't work. I finally reverse pickpocketed a mage's hood onto her and that stopped her for a bit (Didn't keep her out of my private quarters for long though.). After that, strange things began happening.&lt;br /&gt;
&lt;br /&gt;
She would start to fall through the floor of my private quarters after 4 or 5 incaps (she's essential) and then worse she kept falling. But that's not all. She seemed to keep teleporting right to where I was constantly and then falling through again... The reason I say this? I would be holding an item (Books. I'm trying to decorate the book shelves in my private quarters) and it would suddenly just fly out of my hand. After a while of her falling, the game simply froze up. It's ridiculous, and it's done it about 5 times now. I'm considering reloading from an earlier save and obtaining a drain fatigue affect before putting the hood on her and doing that instead... =/&lt;br /&gt;
&lt;br /&gt;
==Strange Sounds==&lt;br /&gt;
(Note: I am using the standard PS3 version)&lt;br /&gt;
Occasionally, and I don't know why, during gameplay, usually in a fight, out of nowhere a really REALLY loud hellish grinding noise will appear, and it stays for quite a while. It seems to fade in and out as I move, showing that it must originate from a person I may be fighting.&lt;br /&gt;
I suspect it may occur when a spell is cast, but I don't know for sure. Whatever the case, it's loud enough to drown out any other noise that may occur at the same time. &lt;br /&gt;
I normally just run away, and sometimes it just stops, and if not, leaving the area stops it. Apart from general annoyance though, it isn't much of a problem, although it has crashed my game on two occasions. {{unsigned|86.145.83.129}}&lt;br /&gt;
&lt;br /&gt;
== 0.1 Weight Arrows ==&lt;br /&gt;
&lt;br /&gt;
For this glitch, you must have atleast one arrow, so it can't be done with Rose of Sithis unless you dupe it. First, drop all of your arrows, apart from one. Then, exit your journal and pick up the remaining arrows. This will add it to the amount of arrows you have equipped, but not to the amount that burden you. {{unsigned|Dante allege|July 12 2010}}&lt;br /&gt;
&lt;br /&gt;
:Your encumbrance returns to what it should after you shoot an arrow, or do anything else that changes encumbrance, so this glitch can't be used in a situation where you'll have to fight, but it is a way to shave off a few pounds to make off with a little extra loot without a feather effect.  --[[User:Tenraah|Tenraah]] 04:47, 13 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Vesna</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Paradise_(quest)&amp;diff=587049</id>
		<title>Oblivion:Paradise (quest)</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Paradise_(quest)&amp;diff=587049"/>
		<updated>2010-07-14T20:40:35Z</updated>

		<summary type="html">&lt;p&gt;Vesna: Minor rewording, VN&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Quests|Main Quest}}&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver=[[Oblivion:Brother Martin|Martin]]&lt;br /&gt;
|Start=[[Oblivion:Cloud Ruler Temple|Cloud Ruler Temple]]&lt;br /&gt;
|Icon=OB-qico-Paradise.png&lt;br /&gt;
|Reward=Progression in the story line.&lt;br /&gt;
|Fame=Fame +2&lt;br /&gt;
|Prev=[[Oblivion:Great Gate|Great Gate]]&lt;br /&gt;
|Next=[[Oblivion:Light the Dragonfires|Light the Dragonfires]]&lt;br /&gt;
|Loc=[[Oblivion:Paradise|Mankar Camoran's Paradise]]&lt;br /&gt;
|Image=Carac Agaialor.jpg&lt;br /&gt;
|ImgDesc=The entrance to Mankar Camoran's Palace, Carac Agaialor.&lt;br /&gt;
|ID=MQ15&lt;br /&gt;
|description=Enter [[Oblivion:Mankar Camoran|Mankar's]] Paradise, and retrieve the [[Oblivion:Amulet of Kings|Amulet of Kings]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
# Enter the portal to [[Oblivion:Mankar_Camoran|Mankar Camoran]]'s Paradise.&lt;br /&gt;
# Obtain the &amp;quot;Bands of the Chosen&amp;quot; by killing [[Oblivion:Kathutet|Kathutet]] or completing a quick task for him.&lt;br /&gt;
# Complete another quick task for [[Oblivion:Eldamil|Eldamil]] to remove the Bands.&lt;br /&gt;
# Follow the path to Carac Agaialor.&lt;br /&gt;
# Kill Mankar Camoran and loot his body for the Amulet of Kings.&lt;br /&gt;
# Teleport back to the [[Oblivion:Cloud Ruler Temple|Cloud Ruler Temple]] with the [[Oblivion:Amulet of Kings|Amulet of Kings.]]&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
===Enter the Portal===&lt;br /&gt;
[[Image:Portal to Paradise.jpg|thumb|right|The portal to Paradise.]]&lt;br /&gt;
Go to Cloud Ruler Temple and find Martin ready to open the portal to Mankar Camoran's Paradise. He warns you that the portal will close behind you once you enter. Tell him that you are ready and he will open it. Go through as if it were an Oblivion gate.&lt;br /&gt;
&lt;br /&gt;
===Friend or Foe?===&lt;br /&gt;
You will hear Mankar Camoran's voice in your head, however, you can more or less ignore it. Follow the white broken path through the garden until you find the Dremora [[Oblivion:Kathutet|Kathutet]]. Unlike other Dremora, he will not attack you on sight; he has heard of your exploits and deems you worthy to speak to, no small honor among the haughty Dremora. Since Kathutet holds no loyalty to Camoran, he is willing to help you proceed if you provide a service to him. He has the [[Oblivion:Unique_Items#Bands_of_the_Chosen|Bands of the Chosen]], which you will need to enter the Forbidden Grotto, and you can get it several ways. Obviously, you could kill him, but you can also accept the task he gives you, which is just running to a cave (follow map marker) and knocking out two logs holding a boulder back that has trapped the Xivilai [[Oblivion:Anaxes|Anaxes]]. If you kill Anaxes, you will find Kathutet where he was before, he will become angry at you and you'll be forced to fight him. Either way, carry on until you reach the Forbidden Grotto. Camoran will continue to talk to you. Fight your way through then put on the Bands of the Chosen when you get to the exit. If you have freed Anaxes, Kathutet will meet you here to give you the Bands of the Chosen. You can now enter the next area but you cannot remove the bands yourself. If you don't take the bands you will ultimately have to go back to his corpse to grab them and open the door.&lt;br /&gt;
&lt;br /&gt;
===The Bands of the Chosen===&lt;br /&gt;
Now that you have entered the Grotto, you cannot leave until you have them removed, but you cannot remove them yourself. Fight your way through the grotto, and eventually you will be approached by [[Oblivion:Eldamil|Eldamil]], an [[Oblivion:Altmer|Altmer]] [[Oblivion:Mythic Dawn|Mythic Dawn Agent]]. Eldamil has grown disillusioned with Camoran's vision, and will offer to remove the bands if you tell him that you plan to kill his master. He will ask you to act like his prisoner. Soon a Dremora ([[Oblivion:Orthe|Orthe]]) will approach and test your prisoner-like qualities. You will be told to step into the cage to be lowered into the lava river. Don't worry, you can trust Eldamil not to kill you. Get in the cage. You will be raised back up and Eldamil will tell you to meet him in the next area where he will remove your bands, as he cannot cross the lava himself. Meet him there and he'll do just that. He might die (maybe killed by Orthe himself), but it doesn't matter: he's as immortal as the other creatures in this Paradise. Alternatively, you can just attack and kill Orthe when he begins to talk with Eldamil. You're now able to escape through the next door and back into Paradise.  He will continue to follow you through the remainder of the quest.&lt;br /&gt;
&lt;br /&gt;
===The Master===&lt;br /&gt;
Follow the path to Carac Agaialor (Camoran's Palace). If you stray too far off the path you'll be warped back to the door you just left. Going down the path, you'll meet Mankar's children, who will tell you they've been expecting you and that their father is waiting for you. They will lead you to their father's throne room, where Camoran himself awaits you with the Amulet. He will enter a long monologue about how the Septim Dynasty has ended and the coming of Dagon cannot be stopped, and that you are powerless against him in his Paradise. Listen if you're interested, otherwise you can start the fight any time by attacking. &lt;br /&gt;
&lt;br /&gt;
You will have to face Mankar, Raven, and Ruma all at once. [[Oblivion:Raven Camoran|Raven]] will summon Mythic Dawn Armor and a bound sword to attack you, while [[Oblivion:Ruma Camoran|Ruma]] will stay back and use her staff (a random leveled destruction staff) at range. If Eldamil is still following you, he will aid you in the battle, hopefully keeping at least one opponent distracted. If killed, Eldamil, Raven and Ruma will all reappear a few seconds later, as they are immortal. The only way to end the battle is to kill Mankar.&lt;br /&gt;
&lt;br /&gt;
Mankar himself is very powerful. He possesses a variety of innate abilities and magical gear imbuing him with resistance to Magic, Frost, Shock, and physical attacks, making him vastly more resilient than a typical opponent.  He is a Master of [[Oblivion:Conjuration|Conjuration]] magic and will summon powerful leveled [[Oblivion:Daedra|Daedra]], and he has a variety of other magic, including [[Oblivion:Silence|Silence]], strong healing spells, and [[Oblivion:Disintegrate Armor|Disintegrate Armor]] and [[Oblivion:Shock Damage|Shock Damage]] spells cast by [[Oblivion:Mankar Camoran's Staff|his staff]]. He also has a fairly large amount of [[Oblivion:Health|health]], and [[Oblivion:Mankar Camoran's Robe|his robes]] have [[Oblivion:Reflect Damage|reflect damage]] and [[Oblivion:Spell Absorption|spell absorption]] enchantments on them so use caution when attacking him. &lt;br /&gt;
&lt;br /&gt;
Focus on Mankar, unless you want to loot the others, because they'll keep respawning until you kill their father. It is possible to kill them before entering the area with Mankar, and this will of course help in the fight, as you don't have two extra people attacking you.&lt;br /&gt;
&lt;br /&gt;
As soon as Mankar is dead, Raven, Ruma, and Eldamil will all die instantly and Paradise will begin to collapse and after a short time you will be teleported back to [[Oblivion:Cloud Ruler Temple|Cloud Ruler Temple]]. During that time you can loot his body for [[Oblivion:Mankar Camoran's Staff|his staff]] and [[Oblivion:Mankar Camoran's Robe|enchanted robe]] if you want (but you don't need them to complete the quest). When you get back you'll have the [[Oblivion:Amulet of Kings|Amulet of Kings]] in your possession (even if you didn't loot it).&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Camoran explains a lot about the world of [[Lore:Tamriel (continent)|Tamriel]] and [[Oblivion:Planes of Oblivion|Oblivion]], clearing up some vagueness that you may have encountered - or possibly introducing more, since he contradicts other sources directly (see [[Oblivion:Mankar Camoran|Mankar Camoran's page]]).&lt;br /&gt;
* The [[Oblivion:Daedra|Daedra]] found in the outdoor areas of Paradise will respawn fairly quickly. Keep an eye behind you!&lt;br /&gt;
* If you set Anaxes free, leave his lair quickly while he is dealing with his captors.  If he sees you fighting Daedra, he will join in on their side.&lt;br /&gt;
* If you don't want to be the prisoner of Eldamil in the forbidden grotto, you can also continue after talking to him and kill the Dremora guards. In the next area, he will appear again to free you from the bands (he is immortal, remember?). He even offers to join you to fight Camoran.&lt;br /&gt;
* In The Forbidden Grotto, you can keep [[Oblivion:Ascended Immortal|Ascended Immortals]] off your back by throwing their bodies into the pits of lava.  They will be stuck down there and continually &amp;quot;die&amp;quot;.&lt;br /&gt;
* If you kill Camoran's children before you enter the chamber, you can loot their bodies and they will respawn, and you can kill them again and they will respawn, and so on. The son has a leveled magic ring. You can collect multiple copies of this ring but the game will only let you wear one at a time. You can also keep killing them when you enter the chamber, just be sure not to touch Mankar or it will make the battle much harder.&lt;br /&gt;
* If you talk to Mankar during his monologue, he attacks immediately.&lt;br /&gt;
* If you fall off the mountain at Carac Agaialor, you will be transported back to the exit of the forbidden grotto. Eldamil will run back to you.&lt;br /&gt;
* Paradise is the only place where you will find mana bloom (outside of [[Oblivion:Frostcrag Spire (place)|Frostcrag Spire]] and the [[Oblivion:Anvil|Anvil]] Mages Guild).  The bluish-purple flowers are [[Oblivion:Lichor|Lichor]], an ingredient that has one effect-[[Oblivion:Restore_Magicka|Restore Magicka]].  The reddish-purple flowers are [[Oblivion:Ambrosia|Ambrosia]], and also have one effect- [[Oblivion:Restore_Health|Restore Health]].  These [[Oblivion:Ingredients|ingredients]] are located off the path, and there are tons after the forbidden grotto.&lt;br /&gt;
* Paradise contains two [[Oblivion:Dungeons#Boss_Chests|boss-level chests]].  The first is a Fleshy Pod south of Carac Agailor's mountain, on a ledge next to the ocean.  The second is on an island east of the main island, which can be accessed by walking along the coast around the island.  On the island you will find the [[Oblivion:Spectral Mud Crab|Spectral Mud Crab]] (which carries a couple enchanted items) and a boss-level ayleid reliquary. Finding the loot and killing the crab must be done before you complete the forbidden grotto section as they are unobtainable after resurfacing. The game only allows you to travel so far in any given direction before automatically returning you to where you resurfaced.&lt;br /&gt;
*If, for any reason, you want to head out without removing the Bands of the Chosen properly, an Expert-level [[Oblivion:Armorer|Armorer]] can repair them beyond 100%, making it possible to remove them. A message will still show up saying that you cannot remove them, but will remove the Bands anyway. Note that this can be done as many times as you want, just use a [[Oblivion:Disintegrate Armor|Disintegrate Armor]] spell on yourself, and then repair it again. Also, if you want to go back inside the Grotto you must re-equip the Bands.&lt;br /&gt;
* Killing Eldamil apparently counts as a murder, so he is safe to kill in order to gain entry to the [[Oblivion:Dark_Brotherhood|Dark Brotherhood]]. Since he is immortal, comes back in a few moments, and doesn't seem to mind that you killed him, there are no consequences.&lt;br /&gt;
* For those looking for an easy way to raise your [[Oblivion:Sneak|Sneak]] skill, sneak behind Camoran as he gives his speech, you should be able to pickpocket him several times before he attacks you, allowing yourself some easy skill advancement without negative consequences.&lt;br /&gt;
* Attempting to sit in Mankar Camoran's Throne will [[Oblivion:Paralyze|paralyze]] the player for 3 seconds; it is impossible to actually sit on the throne.&lt;br /&gt;
* There is an Ayleid Coffer under the water north of the Flooded Grotto, containing some gold and a [[Oblivion:Soul Gem|soul gem]] or two. It is easily found via just searching the water where it meets the shore.&lt;br /&gt;
* Paradise is, keeping with Mankar Camoran's visions of the Mythic Dawn, continually lit as if it were morning. Fortunately for [[Oblivion:Vampirism|vampire]] characters the sunlight in this realm is harmless.&lt;br /&gt;
* After you exit Paradise and deliver the amulet to Martin, the probability of a [[Oblivion:Oblivion Gates#Random Gates|random Oblivion Gate]] opening reduces to 25% and the maximum number of open gates reduces to 20. If you have closed more than 20 random gates at this point, no more will spawn. Only the fixed gate locations will be present.&lt;br /&gt;
* Camoran can wear the Amulet of Kings though he is not of Septim blood.&lt;br /&gt;
*If you have high enough Acrobatics, you can avoid the Forbidden Grotto by jumping over it. This will lead you to the statue of Mehrunes Dagon. {{VN}}&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Do not cast any [[Oblivion:Bound_Armor|Bound Gauntlets]] spells while wearing the Bands of the Chosen.  This will trigger the [[Oblivion:Glitches#Permanent_Effects_from_Quest_Items|Permanent Quest Item Effect glitch]] and leave you with a permanent 50% Weakness to Fire.&lt;br /&gt;
** {{UOP}} (if the stock Bound Gauntlets spell is cast)&lt;br /&gt;
* Occasionally the player will receive the Bands of the Chosen, but then exit Paradise the usual way, without doing the Bands quest. This means that when they exit, the Bands will still be locked onto their character. The only way to remove them will then be to use the console command 'player.removeitem 0003C803 1'.&lt;br /&gt;
*If you dominate Mankar's children or use the Staff of Worms on them when they die, they will often be non-hostile after respawning.&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;150px&amp;quot; heights=&amp;quot;150px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Paradise.jpg|Mankar Camoran's Paradise&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==Journal Entries==&lt;br /&gt;
{{Journal Entries&lt;br /&gt;
|0||&lt;br /&gt;
|10||I should prepare myself to travel to Camoran's Paradise and take back the Amulet of Kings from Mankar Camoran. When I am ready, I should meet Martin in the Great Hall at Cloud Ruler Temple.&lt;br /&gt;
|15||Martin performed the ritual and opened the portal to Camoran's Paradise. He warned me that the portal would close behind me. Martin believes that since Mankar Camoran bound himself to the Mysterium Xarxes in the creation of Paradise, I can only return to Tamriel by killing him. I must enter the portal, kill Mankar Camoran, recover the Amulet of Kings.&lt;br /&gt;
|20||I have arrived in Camoran's Paradise. The portal closed behind me. I must find Mankar Camoran, kill him and recover the Amulet of Kings.&lt;br /&gt;
|30||I met a dremora named Kathutet who offered to help me get into the Forbidden Grottos if I helped him by freeing a Xivilai that the Mythic Dawn immortals have trapped in a cave. He claimed that the only way to leave the Savage Garden was by wearing the Bands of the Chosen, which he would give me if I help him.&lt;br /&gt;
|32||I met a dremora named Kathutet who told me that he holds the key to the Forbidden Grotto, which he claims is the only way out of the Savage Garden. I should find out what this key is and get it from him. {{Quest Comment|If stage 30 has not been completed}}&lt;br /&gt;
|33||The Dremora Kathutet claims that something called the Bands of the Chosen are the key to the Forbidden Grotto, the only way out of the Savage Garden. I should get these Bands from him.&lt;br /&gt;
|35||I found a Xivilai trapped in a cave, and set it free. {{Quest Comment|If stage 30 has not been completed}} '''or'''&amp;lt;br&amp;gt;I freed the Xivilai Anaxes from the cave where he was trapped. I should return to Kathutet and see if he will give me the Bands of the Chosen, as he promised. {{Quest Comment|If stage 30 has been completed}}&lt;br /&gt;
|36||I killed the Xivilai that I freed from the cave. {{Quest Comment|If the player had not agreed to free Anaxes}} '''or'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The Xivilai Anaxes is dead, although Kathutet told me not to kill it. I should find out if he will still give me the Bands of the Chosen, as he promised. {{Quest Comment|If the player had agreed to help Kathutet}}&lt;br /&gt;
|40||The dremora Kathutet gave me the Bands of the Chosen, which he says will let me escape the Savage Garden into the Forbidden Grotto. I should find the door to the Forbidden Grotto and see if he was telling the truth. {{Quest Comment|If stage 30 has been completed by stage 40 has not}}&lt;br /&gt;
|42||Kathutet was angry at me for killing the Xivilai. I will have to take the Bands of the Chosen from him by force.&lt;br /&gt;
|45||I took the Bands of the Chosen from a Dremora named Kathutet. Perhaps they will provide the means to help me escape from the Savage Garden and reach Mankar Camoran. {{Quest Comment|If none of stages 30, 32, 33 or 40 have been completed}} '''or'''&amp;lt;br&amp;gt;I have the Bands of the Chosen. I should find the door to the Forbidden Grotto and see if he was telling the truth. {{Quest Comment|If stage 40 has not been completed but one of 30, 32 or 33 has}}&lt;br /&gt;
|50||I have entered the Forbidden Grotto. Now to find my way through to the Terrace of the Dawn where I hope to find Mankar Camoran and the Amulet of Kings.&lt;br /&gt;
|51|| {{Quest Comment|set when Orthe et al warn player to get out of their area}}&lt;br /&gt;
|54||I met a High Elf named Eldamil. He served Mankar Camoran and the Mythic Dawn on Tamriel, but since coming to Gaiar Alata and seeing the true nature of Mankar Camoran's 'paradise', he claims to have regretted his deeds. He warned me that it was impossible to leave these caves while wearing the Bands of the Chosen, and offered to help me by removing them.&lt;br /&gt;
|56||I accepted Eldamil's offer to help me escape the Forbidden Grottos. Eldamil wants me to pretend to be a prisoner until his Dremora overseer finishes his inspection. I wonder if I can trust him.&lt;br /&gt;
|57|| {{Quest Comment|Orthe starts conversation with Eldamil}}&lt;br /&gt;
|58|| {{Quest Comment|finish conversation with Orthe; Orthe waits while Eldamil urges you into the cage}}&lt;br /&gt;
|60|| {{Quest Comment|player enters cage}}&lt;br /&gt;
|62|| {{Quest Comment|Eldamil throws lever to lower cage}}&lt;br /&gt;
|64|| {{Quest Comment|open the gate in Orthe's room}}&lt;br /&gt;
|65|| {{Quest Comment|Cage reaches bottom}}&lt;br /&gt;
|66|| {{Quest Comment|cage reaches top}}&lt;br /&gt;
|67||Eldamil told me he would meet me further into the caves where he would be able to remove the Bands of the Chosen from my wrists. I should continue searching for a way through these caves to Mankar Camoran's palace.&lt;br /&gt;
|68|| {{Quest Comment|player enters Grotto 3}}&lt;br /&gt;
|70||Eldamil removed the Bands of the Chosen. I should now be able to leave the Forbidden Grotto and continue on my way towards Mankar Camoran's palace at the top of the mountain.&lt;br /&gt;
|72|| {{Quest Comment|set if the player agrees to Eldamil's help}}&lt;br /&gt;
|75|| {{Quest Comment|trigger for Ruma and Raven to follow player}}&lt;br /&gt;
|78|| {{Quest Comment|Mankar Camoran starts speech to player}}&lt;br /&gt;
|79|| {{Quest Comment|Mankar's speech done (timer sets stage 80)}}&lt;br /&gt;
|80||I found Mankar Camoran in his palace of Carac Agaialor. Now I must kill him and take the Amulet of Kings back to Tamriel.&lt;br /&gt;
|82|| {{Quest Comment|player attacks Mankar -- make him run}}&lt;br /&gt;
|85|| {{Quest Comment|Mankar Camoran attacks player}}&lt;br /&gt;
|89|| {{Quest Comment|Mankar Camoran is dead -- trigger &amp;quot;End of Paradise&amp;quot;}}&lt;br /&gt;
|90||I killed Mankar Camoran. Upon his death, the Paradise he had created dissolved around me, and I found myself back in Cloud Ruler Temple with the Amulet of Kings in my hand. I must give the Amulet to Martin.&lt;br /&gt;
|91|| &lt;br /&gt;
|92|| {{Quest Comment|trigger Martin to forcegreet}}&lt;br /&gt;
|95||Martin took the Amulet of Kings from me, and placed it around his neck -- he is indeed of the Septim blood. But he reminded me that Mankar Camoran's death will not halt the Oblivion crisis. Mehrunes Dagon's invasion will continue until Martin lights the Dragonfires in the Temple of the One.&lt;br /&gt;
|100|fin|&lt;br /&gt;
}}&lt;br /&gt;
{{OB Journal Entries Notes}}&lt;br /&gt;
{{Quest Footer|Prev=[[Oblivion:Great Gate|Great Gate]]&lt;br /&gt;
|Up=[[Oblivion:Main Quest|Main Quest]]&lt;br /&gt;
|Next=[[Oblivion:Light the Dragonfires|Light the Dragonfires]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Vesna</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Roleplaying&amp;diff=587046</id>
		<title>Oblivion talk:Roleplaying</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Roleplaying&amp;diff=587046"/>
		<updated>2010-07-14T20:35:32Z</updated>

		<summary type="html">&lt;p&gt;Vesna: Unsigned template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive Table&lt;br /&gt;
|Archive 1||February 2007 - June 2008&lt;br /&gt;
}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
== Better guidelines ==&lt;br /&gt;
&lt;br /&gt;
In the interest of curbing some of the ridiculous stuff that keeps getting added here faster than we can keep up with the deletions, I propose a new set of guidelines for creating roleplaying articles.  (Not that anyone will pay attention to them, but at least when people complain that their articles are being removed, we can point to an established policy and say &amp;quot;here's why&amp;quot;.  So, my proposal would be something like this: (feel free to add to it, comment, etc.)&lt;br /&gt;
*All roleplaying ideas must be ''possible'' to do in the game, without mods or console.  There's no point in telling people things like &amp;quot;Get married and have a family&amp;quot; when there simply isn't any way to do that in the game as it is designed.  (Yes, I'm sure there are probably mods that let you do things like that, but this isn't about mods, and 3rd-party mods are not generally discussed on this site.)  The vast majority of roleplaying submissions fail on this account.&lt;br /&gt;
*Standing around in one place isn't roleplaying.  Thus, an idea like &amp;quot;Be a castle guard&amp;quot; which basically involves just standing around outside the gate for 18 hours a day and then sleeping in the guards quarters isn't really much of an idea.  In order to consider it roleplaying, you must actually be ''doing'' something.  If you're so bored with this game that you actually resort to such mundane, mindless tasks, it's probably time to put it away and find a new game.&lt;br /&gt;
*Collecting items isn't roleplaying.  Filling your house with whatever random object you think you want to have a lot of for some reason just doesn't cut it.&lt;br /&gt;
*Mass slaughter isn't roleplaying.  And it's already been discussed in various places anyhow.  A roleplay article which basically amounts to &amp;quot;go everywhere and kill anything that moves&amp;quot; is just pointless.&lt;br /&gt;
*Roleplays must be Elder-Scrolls specific.  Simply put, there are no Jedi in Tamriel.  'Nuff said.&lt;br /&gt;
*If your roleplaying idea basically just amounts to pretending to be your favorite Anime character, it really just doesn't belong here.  Besides being impossible to do within the game (see above), if we start allowing articles like this, there's no end to the number of characters people could add.  Nobody cares how much you love Pokemon and Dragonball-Z.  Keep that stuff on your User page.  (This doesn't just apply to Anime, of course.  But that seems to be the most common source for named-character roleplays.  You also shouldn't add articles suggesting that people play as Batman or the Terminator or Snake from Metal Gear, etc.)&lt;br /&gt;
I think if we applied these rules, and enforced them, we could weed out 90% of the horribleness on these pages.  Any thoughts?  Additions?  Angry rants?  --[[User:TheRealLurlock|TheRealLurlock]] &amp;lt;sup&amp;gt;[[User_talk:TheRealLurlock|Talk]]&amp;lt;/sup&amp;gt; 12:10, 9 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Well thought out, Lurlock, these guidelines might just improve the quality of these articles. Many of your suggestions are brought up in earlier discussions, see [[#Cleaning up these articles]]. True roleplaying is perhaps at the core of the TES series, many roleplaying articles here though are a travesty to that idea. --[[User:Benould|Benould]]&amp;lt;sup&amp;gt;•[[User_Talk:Benould|T]]•[[Special:Contributions/Benould|C]]&amp;lt;/sup&amp;gt; 13:34, 9 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::An addition:&lt;br /&gt;
::*Ideas should be something ''fun''.  Admittedly, that's hard to quantify, but the best way is to simply ask yourself when submitting an idea: &amp;quot;Would I actually ''do'' this?&amp;quot;  If the answer is &amp;quot;no&amp;quot;, then the odds are that nobody else would either.  A roleplay that basically amounts to sitting around and doing the same tedious thing over and over again every day is not likely to be something that anyone will be interested in actually doing.&lt;br /&gt;
::--[[User:TheRealLurlock|TheRealLurlock]] &amp;lt;sup&amp;gt;[[User_talk:TheRealLurlock|Talk]]&amp;lt;/sup&amp;gt; 14:52, 10 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::These seem like good quidelines. I'm not sure they'll help improve anything but, as you say, it will allow easier deletions when the time comes. {{unsigned|Rpeh|14 July 2008}}&lt;br /&gt;
&lt;br /&gt;
While I agree we need to find a way to improve this page, I have a couple of overall problems with the specifics of these proposed guidelines.&lt;br /&gt;
&lt;br /&gt;
First, these guidelines seem judgmental and at times arbitrary.  Although most of the ideas on the page are not ones I'd be interested in playing, the fact is that at least one reader has thought that each idea would be interesting.  Simply declaring all of those ideas invalid will make the article significantly useful for those who read the article; it will also alienate a significant number of readers.  I think there are ways to limit the scope of the article that may ultimately have a similar effect, but will better incorporate the preferences of readers who use the article.&lt;br /&gt;
&lt;br /&gt;
Second, these guidelines don't help in any way to define what we ''do'' want on the page.  To make significant, lasting progress towards improving this article will require positive improvements to the article and its structure.  We need to have examples of what should be on the page, so that other editors can build on those good examples.  We need to find a way to structure the article that limits the overall scope of the article and eliminates redundancy, while also providing a better way for contributors to channel/organize ideas.  One key reason why this probably hasn't happened to date is that this type of article revamp requires an experienced editor who is willing to seriously look at the article's contents and understand why readers find the article useful.  I don't think that you can help to make the article better if your primary objective is just to delete as much content as possible.&lt;br /&gt;
&lt;br /&gt;
Some more specific nitpicks with these guidelines:&lt;br /&gt;
* I don't think there's anything wrong with roleplaying that focuses on collecting items.  Several previous articles were specifically related to collecting items, and several more contained elements of collecting.  Many players do spend a lot of time collecting items.  You can play the game while collecting -- there are even many quests that are just collection missions.  I don't see why the whole concept should just be declared invalid.&lt;br /&gt;
* Similarly, what exactly is the rationale behind saying that mass slaughter isn't valid roleplaying?  Is it a moral argument or is it based upon whether or not the articles contain ideas that readers find useful?  A moral argument doesn't seem to hold much water in a game that requires you to assassinate NPCs; I think we have to allow articles on roleplaying evil characters.  As for usefulness, my first impression is that several readers have found these&lt;br /&gt;
types of articles useful, given that the idea has been proposed several times, in various forms.  I would agree that more than one such article would be redundant, but that's true for any given topic.&lt;br /&gt;
&lt;br /&gt;
So, what do I propose instead?  I've spent the last couple of days examining these articles pretty closely (and doing a lot of work trying to implement some of my ideas, too).  The biggest problems that I see in the Roleplaying articles are:&lt;br /&gt;
* Redundancy, redundancy, and more redundancy.  Ten articles all of which describe being an assassin in one way or another.  General roleplaying ideas that are brought up more than once in the [[Oblivion:Roleplaying#Increased Realism|Increased Realism]] section and then repeated in dozens of subarticles (e.g., how to eat realistically, how to avoid fast travel).  No crosslinks to other related roleplaying ideas.&lt;br /&gt;
* Poor quality introduction and guidelines on the page (now revised).  The previous guidelines repeatedly asked editors to contribute any and all ideas and generally promoted the idea that the article is meant to provide a comprehensive list of roleplaying ideas, which is basically impossible.&lt;br /&gt;
* Low editorial standards.  This problem is the one that's least likely to be improved in the near future, but I might as well still mention it.  Articles and ideas are generally padded with too much emphasis or too many irrelevant details. &lt;br /&gt;
&lt;br /&gt;
To tackle what I see as the real problems I have a few suggestions.  Several of these I've already implemented, at least in a preliminary way, to demonstrate what I think is possible.  One reason I proceeded to implement some of these ideas is that they can be done without fundamentally eliminating any information from the article and therefore should not be controversial.&lt;br /&gt;
* Emphasize in the character roleplaying section that the possibilities are infinite but we are trying to just provide a limited selection of good examples.  We can establish some criteria that are used to limit our examples, but those criteria don't mean that other types of roleplaying are less valid.&lt;br /&gt;
* Add a [[Oblivion:Roleplaying#General Character Creation|General Character Creation]] section that summarizes the basic outline of dozens of roleplaying articles.  This might perhaps encourage readers to follow the checklist to create their own new character (Time Lord, Sith, whatever) without creating a new article just to fill in the checklist.  Furthermore, we could start to eliminate articles that consist of nothing but a list of such character creation ideas (e.g., no articles that just provide a list of name/race/skills/equipment).&lt;br /&gt;
* Make the individual roleplaying articles be more comprehensive, by merging any related ideas into a single article.  I've done this so far for the [[Oblivion:Roleplaying/Assassin|Roleplaying/Assassin]], [[Oblivion:Roleplaying/Collector|Roleplaying/Collector]], [[Oblivion:Roleplaying/Scientist|Roleplaying/Scientist]], and [[Oblivion:Roleplaying/Wilderness Dweller|Roleplaying/Wilderness Dweller]] articles, in the process reducing some 30 articles into just 4.   A given idea (e.g., how to live in the wilderness) should be described only once; similar ideas should be grouped together instead of repeating the same basic ideas.  I think for the article to be useful, we need to end up with a list of sub-articles that is short enough to be quickly scanned and digested, so that it's obvious for readers and editors where a given idea is described.&lt;br /&gt;
* Aggressively eliminate redundancy.  Unfortunately, this is likely to require some familiarity with what exists where.  However, if we can improve the article's organization, it should become easier to identify where particular information belongs. &lt;br /&gt;
&lt;br /&gt;
As for limiting type of content actually belongs on the article, I would propose:&lt;br /&gt;
* Any roleplaying sub-articles should be '''Elder Scrolls relevant.'''  In other words, sub-articles with non-ES names should not exist.&lt;br /&gt;
** However, I think there is room to mention non-ES ideas within sub-articles, as specific examples of a type of roleplay.  For example, the [[Oblivion:Roleplaying/Assassin#Ninja|Ninja]] section of the [[Oblivion:Roleplaying/Assassin|Assassin]] article.  The number of such suggestions won't be infinite, because the other criteria will effectively limit the number of relevant non-ES concepts.&lt;br /&gt;
* The overall concept described in a sub-article should be '''possible without console or mods.'''&lt;br /&gt;
** Again, this doesn't mean that console/mods can never be mentioned.  If there are console/mod tips that augment the core idea (instead of creating the idea), then I think readers will find the tip useful.  For example, mentioning an archaeologist mod on the [[Oblivion:Roleplaying/Scientist#Archaeologist|Archaeologist]] section is relevant and useful--but not absolutely necessary to be an archaeologist.&lt;br /&gt;
* The rolemust be one that can be '''used to play the game.'''&lt;br /&gt;
** This is my attempt at something more objective and well-defined than &amp;quot;must be fun.&amp;quot;  I'd say if we're going to recommend an idea, it should be something that ties into Oblivion, rather than being something that could be done in almost any roleplaying-type game.&lt;br /&gt;
** In other words, the role is one that involves doing quests, exploring dungeons, or otherwise doing activities that give your character money, rewards, and skill-building experience.  These basics must be possible without console/mods.&lt;br /&gt;
* Any sub-articles have to contain '''substantial, new content.'''  In other words, there has to be more than just a list of skills and equipment.  There should be recommended activities that are not already covered in the general [[Oblivion:Roleplaying#Increased Realism|Increased Realism]] section and are not already covered in other roleplaying sub-articles.&lt;br /&gt;
&lt;br /&gt;
While this discussion is underway, I've added requests to the roleplaying article that no new sub-articles be created.  I think this is a reasonable request until we've established what we want for content.  Once we reach a consensus in this discussion, the [[Oblivion:Roleplaying#Guidelines for Contributions|Guidelines for Contributions]] can be updated to provide the new criteria and allow new sub-articles to be created... as long as they meet the criteria.  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 23:54, 14 July 2008 (EDT)&lt;br /&gt;
:Nephele, I think that your proposed guidelines are a great improvement on Lurlocks set. They are very clearly defined and spelled out, and don't seem judgemental or subjective. I've also read the revamped version of the article and find it much more helpful, being much less cluttered, and generally better written overall. Kudos to you. [[User:Darkle|Darkle]] 00:10, 15 July 2008 (EDT)0&lt;br /&gt;
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They are good ideas and 5 or 6 pages with these would be very good. Because i don't want to look about 40 pages to get the idea which i want...{{unsigned|78.184.150.144}}&lt;br /&gt;
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:New Categories? I have just checked the 'Scientist' category, and the Archaeologist section has been extremely shortened. I feel this lowers the quality of the individual section. Will this happen to other characters who are categorized in this way? Also, many characters are not relevant to the categories, such as the Dark Lord.{{unsigned|89.242.210.48}}&lt;br /&gt;
&lt;br /&gt;
::The four new subarticles are just the first four examples of new, more comprehensive subarticles.  There clearly need to be more than just four eventually, once someone is willing to tackle all the required work to create, merge, and rewrite the subarticles.  To answer your question, yes, I think that all of the roleplaying articles should be converted over to broader subarticles that combine related ideas into one place.&lt;br /&gt;
::Do you have any concrete complaints about the Archaelogist section of the Scientist sub-article?  Yes, that one section is shorter than the standalone Archaeologist subarticle.  However, in my opinion it's because the quality has increased, not decreased.  It's higher quality because:&lt;br /&gt;
::* The information that is shared with other Scientist ideas is now listed at the top of the article, or is listed on the cross-referenced Collector article.  The result is that the information is provided just once instead of being repeated over and over again; readers no longer have to wade through repeated information to dig out what's new.  The number of ideas has been increased, because now related ideas that were hidden on other articles are also available to people interested in being an archaeologist.&lt;br /&gt;
::* The combined article makes it easier for readers interested in the general concept to browse for other, related ideas.  The chances are that someone who is interested in roleplaying as an archaelogist would find some of the other ideas on the scientist and collector pages interesting.  Now those other ideas are easy to find, instead of having to search through the 100+ other articles.&lt;br /&gt;
::* Ideas that aren't specific to being an Archaeologist have been removed.  For example, &amp;quot;Make sure to keep a trusty weapon (enchanted or silver shortsword preferably) next to you, just in case you meet an angry skeleton or ghost!&amp;quot;  This contributes nothing to being an archaelogist and therefore does little other than waste space.&lt;br /&gt;
::* Ideas that seemed to be basically pointless have been deleted.  Who is seriously going to want to install a mod adding physics to paintbrushes just so you can drag the paintbrush across artifacts and pretend to dust them off?  Even if you're sufficiently bored to want to try it once, it's not something you are going to want to do regularly as part of roleplaying.  And it's not something that in any way contributes to how you play the game.  Personally, I think winnowing out some of the more ridiculous suggestions on the article will only help the article.  Readers do not want to be forced to read through dozens of uninteresting ideas -- I believe readers would rather have shorter articles that focus more specifically on information that is interesting to more than one person.&lt;br /&gt;
::If you feel that there are valuable ideas on the Archaeologist article that need to be moved to the new article, you are free to move the information.  I'd also recommend providing some justification on the talk page, however, because making an article longer does not automatically increase its quality.  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 17:50, 24 July 2008 (EDT)&lt;br /&gt;
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Can I suggest putting this page on hiatus (i.e. protecting it and adding a nrelevant notice at the top) until this issue is resolved? Personally i feel the roleplaying section has caused more problems than its worth and all it does is take up time that could be better spent on the actual wiki. --[[User:Volanaro|Volanaro]] &amp;lt;sup&amp;gt;[[User Talk:Volanaro|T]] • [[Special:Contributions/Volanaro|C]] • [[Special:Emailuser/Volanaro|E]]&amp;lt;/sup&amp;gt; 08:37, 21 August 2008 (EDT)&lt;br /&gt;
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Nephele's four basic guidelines seem effective. A suggestion concerning the rhetoric of the &amp;quot;used to play the game&amp;quot; guideline: Any role-playing proposal should describe, in some detail, a '''role''' and a '''style of play''' that follows from that role. A good example is the entry for &amp;quot;vampire hunter,&amp;quot; for which there is a clear pattern of gameplay (such as: hunt down vampires, use fire-based attacks to kill them, then turn the vampire dust over to the Order of the Virtuous Blood for cash). Many, perhaps most, of the awful suggestions on the page consist of a role with no actual gameplay that follows from it. -- [[User:Oban|Oban]] 02:29, 31 August 2008 (EDT)&lt;br /&gt;
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:::I agree. &lt;br /&gt;
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As Nephele has demonstrated with the four revised articles, I would like to point out that most of the ideas in each article should be in note form. I was reading the [[Oblivion:Roleplaying/Guerrilla Rebel|Guerrilla Rebel]] once, and I found that it was very hard to take it all in because of the 'clumps' of text. It could easily be shortened.&lt;br /&gt;
&lt;br /&gt;
Also, you can include many different ideas by Categorizing them. For example: Articles like Jedi, Terminator ect. could go into a category called Movies or something.&lt;br /&gt;
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Anything I would have said has already been said by Lurlock and Nephele. If anything, I support this idea no doubt about it. --[[User:Matthewest|Matthewest]] &amp;lt;sup&amp;gt;•[[User_Talk:Matthewest|T]]•[[Special:Contributions/Matthewest|C]]•[[Special:Emailuser/Matthewest|E]]•&amp;lt;/sup&amp;gt; 07:16, 5 September 2008 (EDT)&lt;br /&gt;
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== Pacifist ==&lt;br /&gt;
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I'm going to be a member but I can't create pages for sometime(wiki policy) and I suggest you to create this page and name as pacifist.&lt;br /&gt;
Here are the ideas:&lt;br /&gt;
&lt;br /&gt;
Because pacifists can't stand to see harm(human to creature, human to human etc.)(even if the one who's harmed is guilty), i thought it would be a good experience.&lt;br /&gt;
Be an orc or nord(for fun :D). Other races will work well (exceptions are imperials and redguards).&lt;br /&gt;
Create your custom class (or be an monk(replace hand to hand). Do not bear any aggresive skills.&lt;br /&gt;
Select sneak&amp;amp;security if you are the explorer type.&lt;br /&gt;
Speechcraft is optional, block is a must-be (To stay out of the harm's way)&lt;br /&gt;
Do NOT bear any aggresive spells, or do NOT carry any weapons.&lt;br /&gt;
Only attack if someone has mocked you when you have paying homage to your fallen comrades. Feel regret for your attack and redo the pilgrimage.&lt;br /&gt;
Stop any fights, or look at a different way.&lt;br /&gt;
&lt;br /&gt;
Add your own ideas or so... idea just came up.&lt;br /&gt;
&lt;br /&gt;
*Interesting idea.&lt;br /&gt;
Honestly that sounds like a decent idea...  But it can easily be moved into an existing category.  Or perhaps get a subarticle created.  Priest/religious/whatever you know? It would be a bit of work trying to combine all the priest, monk, etc. from the list into that category, but it certainly would help in the cause.&lt;br /&gt;
&lt;br /&gt;
:You could put it under [[Oblivion:Roleplaying/Lifestyles|Roleplaying/Lifestyles]]. {{unsigned|60.240.157.31|11 June 2009}}&lt;br /&gt;
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== Page Usage ==&lt;br /&gt;
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Can i ask, how many people actually '''use''' the roleplaying pages? There are numerous articles here but do people actually read these and put the suggestions into practice in TES?--[[User:Volanaro|Volanaro]] 08:15, 25 July 2008 (EDT)&lt;br /&gt;
:I'm going to guess that only around 50% of registered editors use the ideas. I've only glanced at the pages a few times, but half of the things I couldn't even do (I'm on 360) &amp;amp; that was like about 4-5 months ago. (Thus the recent cleanup.) I think these pages might be used more after the new rules and guidelines.-[[User:Puddle|Puddle]] &amp;lt;sup&amp;gt;[[User Talk:Puddle|Talk]]&amp;lt;font color=Blue&amp;gt;•&amp;lt;/font&amp;gt;[[Special:Contributions/Puddle|Contribs.]]&amp;lt;/sup&amp;gt; 13:13, 25 July 2008 (EDT)&lt;br /&gt;
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:I love these pages! I visit them one day or the other to see if something new has been added. And yes, I actually use the ideas on the pages in-game. I've some ideas by myself, but none of them are worth an entry yet. They're mostly small additions to what's on these pages already.[[Special:Contributions/87.150.188.109|87.150.188.109]] 19:12, 10 December 2009 (UTC)&lt;br /&gt;
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== Protection? ==&lt;br /&gt;
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After the recent spate of vandalism, I'm starting to wonder if we shouldn't semi-protect this page, at least until we've finished the cleanup process.  Looking back through the history, It seems like every single edit for the past couple weeks has either been vandalism, redundant additions by people who didn't read the &amp;quot;please don't add anything right now&amp;quot; notice, or reverts of the previous.  Of course, if we do this, we should make sure that the cleanup happens as quickly as possible, so it doesn't need to stay protected for long, but we need some way of making people understand that this page is being redone, and a notice telling them to stop adding to it obviously isn't working - if anything there have been more edits since the notice was put up than there were before.  Semi-protection would at least stop the IP editors from constantly adding redundancy and vandalism to this page until we've finished the restructuring process.  --[[User:TheRealLurlock|TheRealLurlock]] &amp;lt;sup&amp;gt;[[User_talk:TheRealLurlock|Talk]]&amp;lt;/sup&amp;gt; 19:16, 28 July 2008 (EDT)&lt;br /&gt;
'''Agree''' - I agree. No-one seems to like to read that notice, so maybe semi-protection is a good option. [[User:Daedryon|Daedryon]]&amp;lt;sup&amp;gt;•[[User_Talk:Daedryon|T]]•[[Special:Contributions/Daedryon|C]]•[[Special:Emailuser/Daedryon|E]]•&amp;lt;/sup&amp;gt; 19:48, 28 July 2008 (EDT)&lt;br /&gt;
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As a user of this site, I do indeed use this, and did click the link, because I had a submission I wanted to make but wanted to read what was going on first. I would like to vouch that people are indeed doing that, and that people don't completely ignore the guidelines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== New payment ==&lt;br /&gt;
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I read through this page alot, and whenever I see the 'You can get paid by using the console, or through stealing'&lt;br /&gt;
I realize there is another way. You can duplicate items worth around 100 gold near the person who pays you, and whenever they do pay you, take one. A suggestion for such an item are soul gems. [[User:Ninja Hinder|Ninja Hinder]] 23:54, 29 August 2008 (EDT)&lt;br /&gt;
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== Better guidelines followup ==&lt;br /&gt;
The discussion about possible guidelines has remained silent for nearly a month; has a consensus been made elsewhere? In the meantime, the articles are still there, waiting to be cleaned up, but the guidelines are still &amp;quot;on the drawing board&amp;quot;. The note on the bottom of the page has been ignored or remained unseen by some; new articles are being created, which don't folow any guidelines, but are essentially just an extension of existing pages or types of roleplay. (Which is exactly what we/you are trying to prevent.)&lt;br /&gt;
&lt;br /&gt;
In short: how far are we/you with those guidelines? --[[User:LordDagon|LordDagon]]&amp;lt;sup&amp;gt;[[User_talk:LordDagon|T]]&amp;amp;#124;[[Special:Contributions/LordDagon|C]]&amp;lt;/sup&amp;gt; 11:03, 25 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Why does this section exist in the first place? ==&lt;br /&gt;
&lt;br /&gt;
:I can understand wanting to play characters to certain guidelines. I do it myself (my last character was effectively a ghost)... but most of the suggestions given here are ludicrous. &lt;br /&gt;
:Teleport amulet delusions, leaving money around to pretend to be paid later, annotating NPCs' words for them, getting lost in the woods and huddling under rocky overhangs to avoid the rain? Adventurers in pajamas, food poisoning,  inviting Arena fans into your house, pretending to shag the maid, walking through the wilderness with a set of armour for every occasion (total weight = several hundred)? ... And I thought my brief spate of having partial Chameleon, immunity to Normal Weapons (and frost), an Invisible horse, only coming out at night and going around casting Demoralise on NPCs was crazy! &lt;br /&gt;
:&lt;br /&gt;
: Most important though... surely anyone who has the inclination to roleplay will figure out the means for themselves... right? If they don't want to use a certain game feature because it seems unrealistic, then they won't use it. The point is that roleplaying is supposed to be creative... not just following a set of someone else's guidelines and suggestions. ~ [[User:SotiCoto|SotiCoto]] 18:40, 22 October 2008 (EDT)&lt;br /&gt;
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::Personally, I agree with you, and I think this part of the site has been a thorn in my side for quite some time, but it does seem to be fairly popular, so some people must like it.  I've advocated getting rid of it on several occasions, but I doubt it's going to happen, because wikis are run by the community, and a large enough portion of the community seems to want these pages to stay that it's unlikely to change any time soon.  The best we can do is try and keep them under control, so that it doesn't just blow up out of proportion and bring the rest of the site down with it.  We've been trying to do that by combining the subpage articles into larger, more general articles, and removing the more ridiculous ideas that either aren't technically feasable, or not likely to be appealing to any sane person. (e.g. &amp;quot;Be a castle guard!  Stand around outside the gate for 18 hours and then go rest in the barracks!&amp;quot;)  But it's a slow process, mainly because the people who have the skills to effectively do this polishing and culling of the worst parts of this section mostly don't care enough about these pages to put in the effort.  I've adopted a policy of grudging tolerance, and try to do my best to ignore what goes on here for the most part, stepping in only when there's clear need to do so.  (Some of the ideas posted have been rather controversial, offensive, or - let's just say inappropriate for younger audiences.  These usually get taken down pretty quickly.)  If you'd like to help with this process, your assistance would be appreciated.  Otherwise, I'd just say let it go and don't worry too much about it. --[[User:TheRealLurlock|TheRealLurlock]] &amp;lt;sup&amp;gt;[[User_talk:TheRealLurlock|Talk]]&amp;lt;/sup&amp;gt; 23:24, 22 October 2008 (EDT)&lt;br /&gt;
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Allow me to represent the ones who enjoy this page and say there would be a firestorm if it was removed. [[User:Ninja Hinder|Ninja Hinder]] 22:46, 23 October 2008 (EDT)&lt;br /&gt;
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I must say that I remember back the days where it was a small little section of &amp;quot;Things to do when you are bored&amp;quot;, and it opened my eyes to alot of cool ways to RP in the game. I use these advice alot, they usually give me some good ideas. Im not talking about making a char thats some weirdo standing and waiting all day long.&lt;br /&gt;
Im talking about Roleplaying the character you have, then maybe having a RP sidejob too. Like currently im a crusader, back the days of KOTN i created the crusader part of the RP section. Its grown alot since then and I use that information too. - Fireresistance vs Flaming (elderscrolls forum)&lt;br /&gt;
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To be honest, I think if you dont like the Roleplaying section, just dont bother with it, ignore it, UESP has the entire internet to expand, so you people that don't like it just leave it be, people such as myself find the ideas entertaining to read and perform, no offense anyone but I mean come on, its just a roleplay section for the few of us who like to really get into our characters after we've beaten the game (Complete Main Quest/Factions) X amount of times, so we like new ideas other than make a new character and do it all over again for the 5th or 6th time  [[User:Zalphon|Zalphon]] 20:16, 6 January 2009 (EST)&lt;br /&gt;
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:I have to agree with SotiCoto.  I definitely see the origins of this page in what Zalphon called &amp;quot;Things to do when you're bored&amp;quot;.  Anyone into RP will come up with their own ideas, and many of these suggestions are more than a bit odd (I half expected to see the &amp;quot;shag the maid&amp;quot; idea in this list).  The only people who actually need suggestions like this are...well, people who are bored.  Here's some advice: if the game bores you so much, ''quit and play another game'', or turn off the computer or console and live your life.  &lt;br /&gt;
:And I also have to respond to this ridiculousness about Fast Travel being unrealistic.  Fast Travel is '''not''' teleportation.  Time passes in-game when you Fast Travel.  Don't believe me?  Check the date and time in the map tab in the journal before and after Fast Travelling.  It takes about an hour and fifteen minutes to Fast Travel by Chestnut horse from IC to Aleswell, and a little over an hour to FT from Aleswell to Bruma.  That's approximately the same amount of in-game time it would have taken to do it yourself if you followed the main roads and did not meet any encounters.  Travel is ''not'' instantaneous.  The only benefit from FT is that is saves you real-world time and effort, but it has its downsides too:&lt;br /&gt;
:* You cannot discover POI while FT, and you will miss out on some wondrous scenery.&lt;br /&gt;
:* FT follows the main roads, which may or may not be the fastest and most direct route (bad when you are role-playing some sort of time constraint, and explains why it takes over four hours to FT on foot from Vilverin to the Market District in IC when you can run it in just under an hour).&lt;br /&gt;
:* You do not encounter anything on the road while FT, so you will miss out on xp and drops (I personally only use FT when I would follow the main road anyway and I know the area has already been cleared and has not reset).&lt;br /&gt;
:There are many, many things in the game that are ridiculously unrealistic (like everyone in the world telling the exact same stories word for word, and guards all over the country knowing that you committed a crime at the instant you commit it).  Fast Travel is not one of them.  Here endeth the rant. [[User:Phelaran|Phelaran]] 14:26, 10 September 2009 (UTC)&lt;br /&gt;
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== Character roleplay idea  ==&lt;br /&gt;
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I think that a nice addition to the sperfic charcater creation section would be criminal for bandits and the like.[[User:121.218.222.125|121.218.222.125]] 02:53, 31 December 2008 (EST)&lt;br /&gt;
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== Revamp proposal discussion ==&lt;br /&gt;
&lt;br /&gt;
I've posted a proposal for a revamp of the Roleplaying pages [[User talk:GuildKnight/Sandbox/1|here]].  Please chime in.  --[[User:GuildKnight|GuildKnight]]&amp;lt;sup&amp;gt;[[User_talk:GuildKnight|Talk2me]]&amp;lt;/sup&amp;gt; 06:59, 15 January 2009 (EST)&lt;br /&gt;
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:If &amp;quot;Skooma Addict&amp;quot; can be a lifestyle, why can't &amp;quot;Drunkard&amp;quot; be one? The rules are similar: the objective is to get that next drink, and the playing style involves acting constantly on impulse without any long-term plan. This has been tested and the game can definitely be played this way, and the results can be hilarious and great fun. I suggest you do not delete it but incorporate it into your Lifestyle section--[[User:216.55.202.19|216.55.202.19]] 11:48, 29 January 2009 (EST)&lt;br /&gt;
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::If you have an objection to one of the articles under deletion review, it would be appropriate to comment on the [[UESPWiki:Deletion Review/Multiple Oblivion:Roleplaying subpages|Deletion Review]] page linked to on the Deletion Review box at the top of that page.&lt;br /&gt;
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== Magical Storing ==&lt;br /&gt;
&lt;br /&gt;
what if you enchanted an amulet or something like &amp;quot;amulet of magical storage&amp;quot; and then you can justify carrying more than usual. like pretend like all the items are magically stored and then removed when wanted. [[User:Humansaw93|Humansaw93]] 22:01, 15 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
: Wouldn't that sort of eliminate the point? --[[User:Debatra|Debatra]] 23:59, 15 January 2009 (EST)&lt;br /&gt;
not necessarily because you could be a mage and probably get away with it.[[User:Humansaw93|Humansaw93]] 09:09, 16 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== some personal objections ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;cannot be used to play the game&amp;quot; concept of deletion doesn’t make any sense to me could someone explain it?  It’s just a behavior pattern you'd have your character practice to get in to a certain role so it seems perfectly reasonable that it would be there. And &amp;quot;can not be done without mods&amp;quot; that’s what the note about mods is for! honestly i just think its ridicules. Why limit our entries to what is possible in the vanilla game?  Modding is a very popular practice among players of the PC version of the game.so I don’t see what the problem is. [[User:71.87.144.230|71.87.144.230]] 07:05, 5 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:This has been discussed before... on this page.  To quote [[User:Nephele|Nephele]] in the [[#|discussion above]];&lt;br /&gt;
:*''&amp;quot;The rolemust be one that can be '''used to play the game.'''&amp;quot;...  &amp;quot;In other words, the role is one that involves doing quests, exploring dungeons, or otherwise doing activities that give your character money, rewards, and skill-building experience.  These basics must be possible without console/mods.&amp;quot;...  &amp;quot;This is my attempt at something more objective and well-defined than &amp;quot;must be fun.&amp;quot;  I'd say if we're going to recommend an idea, it should be something that ties into Oblivion, rather than being something that could be done in almost any roleplaying-type game.&amp;quot;''&lt;br /&gt;
:*''&amp;quot;The overall concept described in a sub-article should be '''possible without console or mods.'''&amp;quot;...  &amp;quot;Again, this doesn't mean that console/mods can never be mentioned.  If there are console/mod tips that augment the core idea (instead of creating the idea), then I think readers will find the tip useful.  For example, mentioning an archaeologist mod on the [[Oblivion:Roleplaying/Scientist#Archaeologist|Archaeologist]] section is relevant and useful--but not absolutely necessary to be an archaeologist.&amp;quot;''&lt;br /&gt;
:My thoughts on the topics:  Roleplaying articles should be restricted to roles that can be used to play the game.  If playing the role means that you cannot actually play the game as it was designed, then it does not have anything to do with TES, and can likely be accomplished with any RPG.  Roles described in these articles should also be possible without use of the console or mods.  There's nothing wrong with a mod that enhances a role, but if the role is not possible in the vanilla game, then, once again, it's not really related to TES, and could likely be accomplished with third-party mods on most RPGs.&lt;br /&gt;
:There were no arguments against either of these guidelines, a consensus was reached, and the main article of this page was updated to reflect these new contribution guidelines.  --[[User:GuildKnight|GuildKnight]]&amp;lt;sup&amp;gt;[[User_talk:GuildKnight|Talk2me]]&amp;lt;/sup&amp;gt; 19:38, 5 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Obviously, some people forget that RPG stands for '''Role-Playing''' Game. The idea that these things should be possible without Mods is fine, but what about roleplaying as a Priest, a Healer, a Prisoner or other things that don't involve &amp;quot;doing quests, exploring dungeons, or otherwise doing activities that give your character money, rewards, and skill-building experience&amp;quot;? --[[User:Debatra|Debatra]] 22:12, 5 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:If a third-party mod or a console command is neccessary to carry off the effect described by the roleplaying article, then that statement excludes any and all players who lack either the capability or the mods being used. Any suggested roleplaying idea should, at least, have the grace of being possible to execute by any player who reads that suggestion. —[[User:Dark Spark|Dark Spark]] 22:59, 5 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Debatra has a good point. These different ideas don't necessarily need to advance the character in the game. This page contained some interesting ideas, and there was no reason to delete them. However, it does need to be a character that is playable. Otherwise it truly is pointless. My only protest is that some good, playable ideas were deleted. --[[User:Oblivion nerd|Oblivion nerd]] 21:55, 3 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::This page contains really interesting ideas, and I fail at seeing any problems with it. Maybe I'm just slow? Why do people keep complaning about using consoles or mods, what's the use in being &amp;quot;Oblivion purists&amp;quot; while those things could make roleplaying a whole other thing? If it was a multiplayer game, then yes, it could be quite the problem, hacking and such. But it's single-player, everyone should be free to RP in the way he/she feels like. And if you're just a console player who's feeling envious, this is not the place to waste your anger on. Thanks. {{unsigned|Newyn|6 March 2009}}&lt;br /&gt;
&lt;br /&gt;
::::I think the reason Nephele put that in about about them needing to not require mods or the console to use is that ''anyone'' that wants to should be able to use these, however if you have  something specific in mind ask someone like GuildKnight, or TheRealLurlock about creating a category; maybe something like: Roleplaying -&amp;gt; PC and then put whatever sub categories are required afterward.   &lt;br /&gt;
&lt;br /&gt;
== The Old RPs.. ==&lt;br /&gt;
&lt;br /&gt;
May i ask why all the old Roleplays were removed?? Like Mr Nice guy - ok we could possabley change the name but they are all Roles that we can play.. With mods/Console or without they are still roleplays...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Suggestions plaease'''''  {{unsigned|Target|7 April 2009}}&lt;br /&gt;
&lt;br /&gt;
:See the Deletion Review entry [[UESPWiki:Deletion Review#Multiple Oblivion:Roleplaying subpages|here]].  --[[User:GuildKnight|GuildKnight]]&amp;lt;sup&amp;gt;[[User_talk:GuildKnight|Talk2me]]&amp;lt;/sup&amp;gt; 22:03, 7 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::The old Roleplays that were removed were of poor quality. Half of them had less than 5 sentences of information and were pointless. As you can see the new Roleplays are of a much higher standard and give plenty of information, pictures and tips. If you can make a Roleplay that is of equal standard, we will be happy to keep it. --[[User:Matthewest|Matthewest]] &amp;lt;sup&amp;gt;•[[User_Talk:Matthewest|T]]•[[Special:Contributions/Matthewest|C]]•[[Special:Emailuser/Matthewest|E]]•&amp;lt;/sup&amp;gt; 04:22, 8 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Still, why remove some of them when they just needed work. {{unsigned|Target|8 April 2009}}&lt;br /&gt;
: They didn't just need work. They were deleted because they were beyond salvage, either because they duplicated other, better-written ideas, or because they had no hope of ever being expanded. You're lucky that the other roleplays didn't share the same fate: I think most people would prefer that they were all just deleted. –[[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; 00:40, 9 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Is not the purpose of Oblivion, and indeed, most roleplaying games to play the game how you want? If you wish to do a roleplay here is an area where you can look and gain ideas from other users. For the motto of the game is 'live another life in another world'.&lt;br /&gt;
–-[[User:Veltas|Veltas]]&amp;lt;sup&amp;gt;•[[User_Talk:Veltas|T]]•[[Special:Emailuser/Veltas|E]]•&amp;lt;/sup&amp;gt; 23:59 10 May 2009 (EDT)&lt;br /&gt;
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:Veltas has a point. I agree, some were stupid, but most could've been revised rather than deleted. --[[User:Oblivion nerd|Oblivion nerd]] 04:09, 8 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Any that could have been revised were rewritten and/or merged with another article.  The only was that were deleted were the ones that were beyond salvage.  --[[User:GuildKnight|GK]]&amp;lt;sup&amp;gt;[[User_talk:GuildKnight|Talk2me]]&amp;lt;/sup&amp;gt; 04:35, 8 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== .hack rp's ==&lt;br /&gt;
&lt;br /&gt;
-Ok, i wanted to ask if i could make a whole new thing for roleplaying? If you've ever played .hack its basically a not-online mmorpg for ps2. In it theres a lot of different classes and stuff and i wanted to make a roleplay of .hack where you pretty much pretend that the you're playing a person whos playing oblivion may sound wierd but i think it could be fun. &lt;br /&gt;
In the original version of The World, there were six classes. &lt;br /&gt;
&lt;br /&gt;
-Blademaster(could be played using only a one-handed blade)&lt;br /&gt;
-Heavy Axeman(use only axes)&lt;br /&gt;
-Heavy Blade(use only two-handed blades)&lt;br /&gt;
-Long Arm(okay, in the world thes guys use spears, so this one would have to be staves or something.) &lt;br /&gt;
-Twin Blade(i really dont know how twin blade would work without mods)&lt;br /&gt;
-Wavemaster(spell user)&lt;br /&gt;
&lt;br /&gt;
but theres also the new one with&lt;br /&gt;
&lt;br /&gt;
-Adept Rogue( basically you would use multiple classes, but you can only have your final amount add up to 4 points, for example, Blade briandier costs 1 point and shadow warlock costs 3, so that would be all you could get.) &lt;br /&gt;
-Blade Brandier/1 point(could be played using only a one-handed blade)&lt;br /&gt;
-Macabre Dancer/3 points(these guys use fans and spells in .hack so i dont know how they could be played) &lt;br /&gt;
-Edge Punisher/1 point(use only two-handed blades) &lt;br /&gt;
-Flick Reaper/2 points(they use scythes, so i dont know how they could be played)&lt;br /&gt;
-Harvest Cleric/3 points(mainly use healing spells) &lt;br /&gt;
-Lord Partizan/2 points(they use gigantic spears and axes, so two-handed axes would be good) &lt;br /&gt;
-Shadow Warlock/3 points(mainly use attack spells.&lt;br /&gt;
-Steam Gunner/3 points(could not be played unless instead f a gun, you use a bow) &lt;br /&gt;
-Tribal Grappler/2 points(wear gloves and use hand to hand combat) &lt;br /&gt;
-Twin Blade(I really dont know how twin blade would work without mods) &lt;br /&gt;
  &lt;br /&gt;
It would be cool though because you'd pretend that the pc's in the game are other players of the world and you can get followers and make a party, and you could preend places are areas, and you could be a PK(player killer) or a PKK(Player killer killer) and you could pretend that the arena is lumina cloth and you need to become the Emporer of it( in dot hack that means champion)&lt;br /&gt;
&lt;br /&gt;
Anyways, just a sugeestion but i think this would be really fun.&lt;br /&gt;
Doom Knight 22:58, 2 October 2009 (UTC)&lt;br /&gt;
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:Roleplays from other games usually don't work. If you insist I'd recommend reading the guidelines for adding good roleplay sections. --[[User:Timenn|Timenn]]-&amp;lt;span style=&amp;quot;font-size: 9px; letter-spacing: 1px;&amp;quot;&amp;gt;&amp;amp;lt;[[User talk:Timenn|talk]]&amp;amp;gt;&amp;lt;/span&amp;gt; 13:31, 8 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Teleportation ==&lt;br /&gt;
&lt;br /&gt;
I can't decide whether or not to add this to the traveling section, opinions will be appreciated. Anyway, With the frostcraig spire add on your really can teleport to the cities via the mages guilds portals. Then you can use them to get back.I already have the Battlehorn Castle DLC and im thinking about getting frostcraig spire as well. If you are in the same situation then you can use the spire to teleport to chorrol and walk to your castle. --[[User:SneakyPenguin77|SneakyPenguin77 (also my Gamertag)]] 00:43, 10 October 2009 (UTC)&lt;br /&gt;
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:The specific usage of teleporting to Chorrol to get to Battlehorn Castle probably isn't appropriate, but I see nothing wrong with mentioning that roleplayers who don't like fast travel can save time by using Frostcrag Spire since there's an explanation for why teleportation is possible.  --[[User:GuildKnight|GK]]&amp;lt;sup&amp;gt;[[User_talk:GuildKnight|Talk2me]]&amp;lt;/sup&amp;gt; 03:04, 10 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::The Battlehorn thing was more of an examlple of the idea rather then something i meant to be in the article, my bad, i should have made it clear. Anyway, ill add that to the article then, thanks for the opinion --[[User:SneakyPenguin77|SneakyPenguin77 (also my Gamertag)]] 03:33, 10 October 2009 (UTC)&lt;br /&gt;
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== Swimming ==&lt;br /&gt;
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Somewhere it should be mentioned that for added realism, the player should take off most or all of their clothes or armor before swimming. I'd add it myself but I'm not sure of the best place for it.--[[User:SneakyPenguin77|SneakyPenguin77 (also my Gamertag)]] 05:53, 10 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It's already mentioned; [[Oblivion:Roleplaying#Miscellaneous|Here]], it says in the third bullet point, &amp;quot;Bathe periodically by taking off your clothes and swimming. Wash your clothes, too, by dropping them in the water. For more realism, drop them in a sunny place and wait for them to dry; if it's cloudy, wait a bit longer.&amp;quot;  --[[User:GuildKnight|GK]]&amp;lt;sup&amp;gt;[[User_talk:GuildKnight|Talk2me]]&amp;lt;/sup&amp;gt; 17:02, 10 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Ah, my bad, must have missed that bit. --[[User:SneakyPenguin77|SneakyPenguin77 (also my Gamertag)]] 18:50, 10 October 2009 (UTC)&lt;br /&gt;
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== Miscellaneous ==&lt;br /&gt;
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''Make a permanent Command Creature spell and cast it on a wolf to have a dog that follows you around.''&lt;br /&gt;
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How do you make a permanent command creature spell? I know you can make spells at the arcane university, but how would you make a permanent one? --[[User:Sencilia|Sencilia]] 01:58, 7 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::You can't, at least not that I know (I play on xbox), probably it's possible in the PC using the console or the CS. You can, however, stack effects but you will have to cast the spell continuosly.--[[User:S&amp;amp;#39;drassa|S&amp;amp;#39;drassa]] 03:03, 7 November 2009 (UTC)&lt;br /&gt;
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:::Ah, I see. thank you. Maybe once I get to the university (when i feel like it *is lazy*) ill see if I can make a strong spell. --[[User:Sencilia|Sencilia]] 04:16, 7 November 2009 (UTC)&lt;br /&gt;
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::::Good point. I don't recall how one would make a permanent spell in Oblivion. I've removed the note altogether as it's not helpful because it doesn't provide a how-to. --[[User:Timenn|Timenn]]-&amp;lt;span style=&amp;quot;font-size: 9px; letter-spacing: 1px;&amp;quot;&amp;gt;&amp;amp;lt;[[User talk:Timenn|talk]]&amp;amp;gt;&amp;lt;/span&amp;gt; 12:51, 12 November 2009 (UTC)&lt;br /&gt;
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== Edits ==&lt;br /&gt;
&lt;br /&gt;
Some of my edits were removed, I checked with the guidelines and they were perfectly fine? Why'd they get removed then? ;(  {{unsigned|Daedric Crayons|14 December 2009}}&lt;br /&gt;
:The reason your edits were changed/reverted was explained in the edit summaries.  --[[User:GuildKnight|GK]]&amp;lt;sup&amp;gt;[[User_talk:GuildKnight|Talk2me]]&amp;lt;/sup&amp;gt; 05:30, 16 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Main Quest ==&lt;br /&gt;
&lt;br /&gt;
If your roleplaying the main quest one thing to do is be level 25+ before starting. this might not sound like a big deal but think about it, how realistic would it be if you beet the main quest at level 4 and all you ever see in oblivion is stunted scamps. this way you will be up against the toughest draemora. not a big point but i find it importaint when playing the main quest. [[User:Forkorpl8|Forkorpl8]] 12:06, 15 December 2009 (UTC)forkorpl8&lt;br /&gt;
:Although I agree, I don't think that is an element of roleplaying. This is more of a simple suggestion. --[[User:Oblivion nerd|Oblivion nerd]] 22:54, 16 December 2009 (UTC)&lt;br /&gt;
ok. just thought i would through that out there. [[User:Forkorpl8|Forkorpl8]] 20:11, 17 December 2009 (UTC)forkorpl8&lt;br /&gt;
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&lt;br /&gt;
He's got a good point though and I would suggest it being considered to be added into the main article. I mean, how can Mehrunes Dagon, the Daedric prince of destruction conquer Tamriel with an army of Scamps?&lt;br /&gt;
&lt;br /&gt;
I prefer to start the main quest at level 1 and then level to the maximum after the Dagon Shrine quest as if Mehrunes Dagon was saying &amp;quot;Thats it, he stole my book, this is serious business, kill the moron.&amp;quot;[[Special:Contributions/120.16.175.117|120.16.175.117]] 06:02, 12 April 2010 (UTC)&lt;br /&gt;
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== Don't Delete This Page!! ==&lt;br /&gt;
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For freaks sake people, role playing games are NEVER perfect. We're never allowed to do what we want to do.  Call me a 4 yr. old, but its called pretending, and we can do it if we want!  Why delete this page?  If you dislike it, get off of it imo.... {{Unsigned|74.177.104.65|18 December 2009}}&lt;br /&gt;
&lt;br /&gt;
:Where does it say this page is up for deletion? --[[User:Timenn|Timenn]]-&amp;lt;span style=&amp;quot;font-size: 9px; letter-spacing: 1px;&amp;quot;&amp;gt;&amp;amp;lt;[[User talk:Timenn|talk]]&amp;amp;gt;&amp;lt;/span&amp;gt; 13:06, 18 December 2009 (UTC)&lt;br /&gt;
::I think there has been some talk about it, but I'm not sure. --[[User:Oblivion nerd|Oblivion nerd]] 19:45, 18 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Don't delete it, it's quite good and when you actually do some of it - it's fun!{{Unsigned|Daedric Crayons|18 December 2009}}&lt;br /&gt;
:It isn't proposed for deletion, if it were it would have the the specific tag (&amp;lt;nowiki&amp;gt;{{prod}}&amp;lt;/nowiki&amp;gt;). I think that this whole concern came from [http://www.uesp.net/w/index.php?title=UESPWiki:Featured_Articles&amp;amp;diff=next&amp;amp;oldid=232215 here], and as you can see, it was a long time ago. --&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; 22:17, 18 December 2009 (UTC)&lt;br /&gt;
::Good, ive found it..useful. [[User:General Badrang|General Badrang]] 22:57, 28 December 2009 (UTC)&lt;br /&gt;
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When I found this page I laughed at some of the suggestions. But when I play these days I have began incorporating some of the suggestions in the article into my game, such as providing more backstory to my character and giving him more emotion allowing me to intereact more with him. Due to this, I have managed to reach a higher level and do much more in game with this character (my third playthrough) and using certain aspects of this page it just makes it more fun to do. There are some suggestions that are very foolish (pretend your dying by eating a poison apple, who would keep that up throughout the game?) but personally I think they should be kept in purely because they are hilarious. ~SamGhadiali&lt;br /&gt;
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'''PLEASE NOTE THAT THIS PAGE ISN'T PROPOSED FOR DELETION ANY MORE AND HASN'T BEEN FOR A LONG TIME!!!!!''' [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 10:44, 24 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== I'm thinking about redoing every specific character idea. ==&lt;br /&gt;
&lt;br /&gt;
I'm thinking about giving specific character ideas a reveamp. Every idea, such as warrior, thief, samurai, cook, etc. will be given the same layout. This layout was made to be easy to read and informative, and give more information that ideas currently do. At the moment there really isn't one decided-upon way to make a new roleplying idea, so some of the new ones end up as a bulleted list, some a wall of text, and most are something in-between. This new format is neither. Instead of explaining it to you, here it is:&lt;br /&gt;
&lt;br /&gt;
====Template====&lt;br /&gt;
'''Character Type'''&lt;br /&gt;
&lt;br /&gt;
*Race: What ones are the best for the character, what ones aren't, and why.&lt;br /&gt;
*Class: What specializations and skills are best for roleplaying the character. A Thief doesn't need Heavy Armor. Almost 100% of the time, a custom class with up to 7 skill suggestions will be shown.&lt;br /&gt;
*Looks: This doesn't matter as much. This area specifies whether character might need a beard, or have to look neat, or if they'd usually have to be a male or female.&lt;br /&gt;
&lt;br /&gt;
'''Equipment'''&lt;br /&gt;
&lt;br /&gt;
Suggests what sort of equipment the specific character would need. Lockpicks for a Thief, staffs for a Wizard, swords for a Knight. This section may also say what equipment the character shouldn't have, and what kind of things they would take as loot or to wear.&lt;br /&gt;
*Clothes:&lt;br /&gt;
*Food:&lt;br /&gt;
*Weapons/Armor:&lt;br /&gt;
*Other:&lt;br /&gt;
&lt;br /&gt;
'''Backstory'''&lt;br /&gt;
&lt;br /&gt;
This area outlines why the character is what it is. This section can be very large or small, depending on how freeform the idea is. It should at least explain what the character is, allies and enemies of the character, and what it does. This section can also provide suggestions of a starting story for the character, certain quirks about it, and motives for what it does.&lt;br /&gt;
&lt;br /&gt;
'''Ideas/Activities'''&lt;br /&gt;
&lt;br /&gt;
This is not a bulleted list of everything that this character does, but instead should be treated as a few suggestions and ideas to give a clear example of what the character does. The reader should do a couple of these things with their character so that they know what the character does and how it acts towards people.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And to show you just how well if works, I'll show a roleplaying idea that doesn't use the template (96% or so of them) and then I'll show you the improved version of it that DOES use the template.&lt;br /&gt;
&lt;br /&gt;
===Boxer===&lt;br /&gt;
*Create a male Redguard, Nord, Orc, or Khajiit with Hand to Hand, Speechcraft, Athletics, Light Armor, Block, and whatever else as major skills, choose combat as their specialty, and Strength and Endurance as preferred attributes.&lt;br /&gt;
&lt;br /&gt;
*Steal the Bands of Kwang Lao from the two Arena combatants practicing outside the Arena. This will fortify your Hand to Hand skill by 20 points, which helps a lot.  The first thing you must do is join the Arena in the Imperial City.  Live in the Imperial City; spend most of your time there.&lt;br /&gt;
&lt;br /&gt;
When you're not in combat in the Arena, wear a pair of pants that are either your training pants, (some simple cloth pants most lower-class characters wear) or some enchanted light armor greaves with Fortify Fatigue or Hand to Hand.  When in the Arena, wear the Light Raiment.  As expected, box your opponents to death. You can use a Disintegrate Weapon spell to force the Arena combatants to fight you in a legitimate boxing match. &lt;br /&gt;
&lt;br /&gt;
Never wear shoes. Or a shirt, most of the time.  You can often wear some wristbands however.  Make many Restore Fatigue potions called Energy Drink. When you are punching someone and you are running out of Fatigue, drink them.&lt;br /&gt;
&lt;br /&gt;
Focus on building up your Hand-to-Hand as your sole all-effective combat skill. Whenever you run into bandits or animals on the road, beat them to death. Frequently head out into the woods or inside Ayleid Ruins as training. Beat everything to death in Hackdirt, conjurers in ruins, or necromancers in caves.  With the Fighters Stronghold download, you can train with your Orc friend as he never dies and regenerates health.&lt;br /&gt;
&lt;br /&gt;
* {{pc22}}If you have the PC version, beat up essential NPCS, knock them unconscious, rinse, repeat, then delete the bounty and hostility with the console. This also works if you have the Staff of the Everscamp, which grants you unlimited scamps to beat up. Another good training technique is at [[Oblivion:Peryite|Peryite's Shrine]] (check page to see and prevent bug) because you don't get a bounty for hitting them and they never die.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It's short, not too informative, but it looks like a fun idea. What if it was easier to read and had more info?&lt;br /&gt;
&lt;br /&gt;
===Boxer===&lt;br /&gt;
'''Character Type'''&lt;br /&gt;
&lt;br /&gt;
*Race: For a traditional boxer, the human races work best, especially Redguard and Imperial. Any race is fine though.&lt;br /&gt;
*Class: You'll want to specialize in combat. The essential skills for a boxer are Hand to Hand, Athletics, and Block. Anything else is up to you.&lt;br /&gt;
*Looks: You might want your character to look beat up, with a slightly disfigured face.&lt;br /&gt;
&lt;br /&gt;
'''Equipment'''&lt;br /&gt;
&lt;br /&gt;
*Clothes: A male boxer just needs pants and some good shoes. Outside matches, a boxer would wear clothes for any social class, depending on how much money the boxer has.&lt;br /&gt;
*Food: Any boxer should have a healthy diet consisting of plenty of meat, vegetables, and water. Water? Make a potion with a Restore Fatigue effect, and name it Water (Or buy one) and drink it regularly. You can use the Duplication Glitch for infinite water.&lt;br /&gt;
*Weapons/Armor: Of course, this character fights with his fists for a weapon. However, you may want to put leather gauntlets on him/her instead of proper boxing gloves. Since most of your fighting will be done in the IC Arena, you'll have to wear the Light or Heavy Raiment.&lt;br /&gt;
*Other: Outside of the arena, you are basically a normal citizen.&lt;br /&gt;
&lt;br /&gt;
'''Backstory'''&lt;br /&gt;
&lt;br /&gt;
Boxers are trained fighters who fight for entertainment across the world. They usually fight inside a square ring, and with special gloves to make sure that their hands and other body parts aren't too injured during matches. Rules in a boxing match vary from league to league, but usually, the person who has the most physical strength and fleetness of foot wins. As a boxer in Cyrodiil, you'll be in the only fight league there is. The Imperial City Arena. You have no enemies or allies that you don't make yourself, and if you become arena champion, you'll have a lot of fans. Remember, Boxers train a lot and entertain the masses!&lt;br /&gt;
&lt;br /&gt;
'''Ideas/Activities'''&lt;br /&gt;
*Focus on building up your Hand-to-Hand as your sole all-effective combat skill. Whenever you run into bandits or animals on the road, beat them to death. Frequently head out into the woods or inside Ayleid Ruins as training. Beat everything to death in Hackdirt, conjurers in ruins, or necromancers in caves.  With the Fighters Stronghold download, you can train with your Orc friend as he never dies and regenerates health.&lt;br /&gt;
*Steal the Bands of Kwang Lao from the two Arena combatants practicing outside the Arena. This will fortify your Hand to Hand skill by 20 points, which helps a lot.  The first thing you must do is join the Arena in the Imperial City.  Live in the Imperial City; spend most of your time there.&lt;br /&gt;
*You can learn alchemy and make potions that restore your fatigue and health over time, and call them 'Energy Drinks'&lt;br /&gt;
*You could learn destruction and cast spells that break your opponents' weapons during fights so that the fight becomes a pure fist fight.&lt;br /&gt;
*Perhaps you're out to prove that you can fight with your fists as well as anybody can fight with a sword. Be creative!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tada! This new version was rushed, because I have to go soon, but I hope you get the idea. So, who approves of this?&lt;br /&gt;
[[User:Ninja Hinder|Ninja Hinder]] 21:33, 27 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Well its a lot more informative and organized. The section is a eh...popular area and I think it should go in there. For the record, I kinda want to either clean up ''extensively'' or get rid of the section altogether but if we do this and delete some of the more ridiculous categories, it should be much better.--&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; 18:15, 28 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm new to this whole Wiki thing, but I particularly liked the way the Assassin character-type roleplay article was set up. It starts off by describing what the roleplay is. This is helpful, as I never know what to expect when I go to the &amp;quot;Lifestyles&amp;quot; or &amp;quot;Jobs&amp;quot; pages. Within that section, which I think may deserve its own section, it recommends items or skills would be beneficial to that type of character. After that, it has a &amp;quot;Possible Activities&amp;quot; section. This gives you broad and general tips for the role, like say if you just wanted a few ways to make it more realistic for yourself. Then, further down, it lists more specific character ideas, titled &amp;quot;Variations&amp;quot;. These sections give precise details that separate that particular style from the others around it. I've had my eye on the roleplaying pages for some time and I thought that this was one of the clearest and easiest ones to read pages I've seen in a long time. &lt;br /&gt;
&lt;br /&gt;
Its just a suggestion, but I think the other character-type roleplaying articles would greatly benefit from following this sort of template. As a comparison, the Ruler page has a handful of sections that are all very similar, so wouldn't it be easier to, like the Assassin page, have a &amp;quot;Possible Activities&amp;quot; section, where all the obvious actions of being a ruler could be identified? Then, if needed, further detail could be given to the specific styles of rulers. This would eliminate so many sections saying the same things repeatedly. &lt;br /&gt;
&lt;br /&gt;
This is just my small contribution to cleaning up the roleplaying section. [[User:Djdontcare|Djdontcare]] 11:11, 30 June 2010 (UTC)&lt;br /&gt;
==Tribesman==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hey I had an idea, Tribesman!!! Here is an examples:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Zulu'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Zulu are known for their courage, adaptability and proficient skill with melee weapons. Choose a human race, Redguard recommended due to skin and strength. Use a mace and fists and wear nothing (if your a female you can wear a huntsman's vest) except a very expensive amulet and rings. Use the [[Oblivion:Wabbajack|Wabbajack]] at close range, to imitate an enchanted spear infused with the spirits of fallen Zulu to give it it's magical properties. You can use a Bow and Arrow but that is optional. Live in the outside world and in the hottest climate possible. Have followers and for computer users, use commands to change the race, outfits and everything else that makes a Zulu, a Zulu.  For more fun, pretend the nearest city is leading a siege against your little tribe of up to nine and ambush the soldiers posted out the city like the actual Zulu did to the British. Then once a master of Blunt, Hand to Hand and/or Marksman but Archery is not needed, siege the city and kill all guards and break into the castle (you'll have to exit the city for Anvil or Skingrad) and kill the sieging count (if you're not outside Bravil or Leyawiin (after a certain Thieves Guild Quest), you will have to knock them unconscious and if you're outside the Imperial city you'll have to K.O. the High Chancellor). Your mission complete, &lt;br /&gt;
go to a cave and call it a shrine. Pray to the spirits, and recieve your last quest: Join the immortal spirits by suicide, go to a section where there are enemies and get killed (undead are recommended so they can be the spirits aiding you in your quest).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here are some other tribes:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Native Americans&lt;br /&gt;
&lt;br /&gt;
Tutsi&lt;br /&gt;
&lt;br /&gt;
And any other ones you can think of, feel free to edit slightly but keep the general idea there!! {{unsigned|Golden Eagle}}&lt;/div&gt;</summary>
		<author><name>Vesna</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Lorgren_Benirus&amp;diff=587045</id>
		<title>Oblivion:Lorgren Benirus</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Lorgren_Benirus&amp;diff=587045"/>
		<updated>2010-07-14T20:33:41Z</updated>

		<summary type="html">&lt;p&gt;Vesna: Fixing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature Summary&lt;br /&gt;
|refid=000147C7&lt;br /&gt;
|baseid=000855A4&lt;br /&gt;
|species=Lich&lt;br /&gt;
|type=Undead&lt;br /&gt;
|house=Benirus Manor Basement&lt;br /&gt;
|city=[[Oblivion:Anvil|Anvil]]&lt;br /&gt;
|level=PC+2&lt;br /&gt;
|health=20×(lvl+2)&lt;br /&gt;
|magicka=33×(lvl+2)&lt;br /&gt;
|soul=Leveled&amp;lt;sup&amp;gt;[[Oblivion:Souls#Soul Strengths|L:+2]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|abilities=*[[Oblivion:Resist Disease|Resist Disease]] 100%&lt;br /&gt;
*[[Oblivion:Resist Frost|Resist Frost]] 100%&lt;br /&gt;
*[[Oblivion:Resist Magic|Resist Magic]] 25%&lt;br /&gt;
*[[Oblivion:Resist Poison|Resist Poison]] 100%&lt;br /&gt;
*[[Oblivion:Spell Absorption|Spell Absorption]] 25%&lt;br /&gt;
*[[Oblivion:Water Walking|Water Walking]]&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 25%&lt;br /&gt;
|attack=*20+(lvl/2) pts melee, unarmed&lt;br /&gt;
*'''Absorb Magicka''' - {{ID|[[Oblivion:Damage Magicka|Damage Magicka]] 25pts on Touch ''(Immune to Silence)''}}&lt;br /&gt;
*Leveled [[Oblivion:Shield|Shield]] spell&lt;br /&gt;
*Leveled [[Oblivion:Dispel|Dispel]] on Target spell&lt;br /&gt;
*Three leveled [[Oblivion:Destruction|Destruction]] spell&lt;br /&gt;
*Leveled [[Oblivion:Absorb Health|Absorb Health]] spell&lt;br /&gt;
*Leveled [[Oblivion:Summon|Summon Undead]] spell&lt;br /&gt;
|drops=*[[Oblivion:Staff of Flame|Staff of Flame]]&lt;br /&gt;
*[[Oblivion:Bonemeal|Bonemeal]]&lt;br /&gt;
|image=OB-creature-Lorgren Benirus.jpg&lt;br /&gt;
|imgdesc=Lorgren Benirus in the Benirus Manor Basement&lt;br /&gt;
|aggress=80&lt;br /&gt;
|resp=0&lt;br /&gt;
|faction={{Faction|CreatureFaction}}&lt;br /&gt;
|image=OB-creature-Lorgren_Benirus.jpg&lt;br /&gt;
|imgdesc=Lorgren Benirus&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Lorgren Benirus''' was the grandfather of [[Oblivion:Velwyn Benirus|Velwyn Benirus]] and the original owner of [[Oblivion:Houses#Anvil|Benirus Manor]] in [[Oblivion:Anvil|Anvil]]. He lies in a hidden tomb in the manor's basement; however, the purchase of the manor reveals that he is not actually dead. In life, he was a mage who, after obsessing with a [[Oblivion:Tome of Unlife|necromantic tome]], experimented with [[Oblivion:necromancy|necromancy]] and turned himself into a [[Oblivion:lich|lich]]. To extend his life, he had dug up bodies from Anvil Chapel's graveyard and used their souls. He also created the Benirus Manor ghosts to guard the house. Lorgren's [[Oblivion:Scrap from Lorgren's Diary|journal note]] shows his wrathful feelings toward the Anvil citizens of a century past, who disdained his use of the dark arts. The Mages Guild, worried about his activities, set up an almost successful raid of his manor. Led by [[Oblivion:Carahil|Carahil]], the raid stopped Lorgen's plans to destroy Anvil, but Lorgren's body disappeared amidst the chaos.&lt;br /&gt;
&lt;br /&gt;
== Related Quests ==&lt;br /&gt;
*{{Quest Link|Where Spirits Have Lease}}&lt;/div&gt;</summary>
		<author><name>Vesna</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Lorgren_Benirus&amp;diff=587044</id>
		<title>Oblivion:Lorgren Benirus</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Lorgren_Benirus&amp;diff=587044"/>
		<updated>2010-07-14T20:32:39Z</updated>

		<summary type="html">&lt;p&gt;Vesna: Rewording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature Summary&lt;br /&gt;
|refid=000147C7&lt;br /&gt;
|baseid=000855A4&lt;br /&gt;
|species=Lich&lt;br /&gt;
|type=Undead&lt;br /&gt;
|house=Benirus Manor Basement&lt;br /&gt;
|city=[[Oblivion:Anvil|Anvil]]&lt;br /&gt;
|level=PC+2&lt;br /&gt;
|health=20×(lvl+2)&lt;br /&gt;
|magicka=33×(lvl+2)&lt;br /&gt;
|soul=Leveled&amp;lt;sup&amp;gt;[[Oblivion:Souls#Soul Strengths|L:+2]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|abilities=*[[Oblivion:Resist Disease|Resist Disease]] 100%&lt;br /&gt;
*[[Oblivion:Resist Frost|Resist Frost]] 100%&lt;br /&gt;
*[[Oblivion:Resist Magic|Resist Magic]] 25%&lt;br /&gt;
*[[Oblivion:Resist Poison|Resist Poison]] 100%&lt;br /&gt;
*[[Oblivion:Spell Absorption|Spell Absorption]] 25%&lt;br /&gt;
*[[Oblivion:Water Walking|Water Walking]]&lt;br /&gt;
*[[Oblivion:Weakness to Fire|Weakness to Fire]] 25%&lt;br /&gt;
|attack=*20+(lvl/2) pts melee, unarmed&lt;br /&gt;
*'''Absorb Magicka''' - {{ID|[[Oblivion:Damage Magicka|Damage Magicka]] 25pts on Touch ''(Immune to Silence)''}}&lt;br /&gt;
*Leveled [[Oblivion:Shield|Shield]] spell&lt;br /&gt;
*Leveled [[Oblivion:Dispel|Dispel]] on Target spell&lt;br /&gt;
*Three leveled [[Oblivion:Destruction|Destruction]] spell&lt;br /&gt;
*Leveled [[Oblivion:Absorb Health|Absorb Health]] spell&lt;br /&gt;
*Leveled [[Oblivion:Summon|Summon Undead]] spell&lt;br /&gt;
|drops=*[[Oblivion:Staff of Flame|Staff of Flame]]&lt;br /&gt;
*[[Oblivion:Bonemeal|Bonemeal]]&lt;br /&gt;
|image=OB-creature-Lorgren Benirus.jpg&lt;br /&gt;
|imgdesc=Lorgren Benirus in the Benirus Manor Basement&lt;br /&gt;
|aggress=80&lt;br /&gt;
|resp=0&lt;br /&gt;
|faction={{Faction|CreatureFaction}}&lt;br /&gt;
|image=OB-creature-Lorgren_Benirus.jpg&lt;br /&gt;
|imgdesc=Lorgren Benirus&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Lorgren Benirus''' was the grandfather of [[Oblivion:Velwyn Benirus|Velwyn Benirus]] and the original owner of [[Oblivion:Houses#Anvil|Benirus Manor]] in [[Oblivion:Anvil|Anvil]]. He lies in a hidden tomb in the manor's basement; however, the purchase of the manor reveals that he is not actually dead. In life, he was a mage who, after obsessing with a [[Oblivion:Tome of Unlife|necromantic tome]], experimented with [[Oblivion:necromancy|necromancy]] and turned himself into a [[Oblivion:lich|lich]]. To extend his life, he had dug up bodies from Anvil Chapel's graveyard and used their souls. He also created the Benirus Manor ghosts to guard the house. Benirus' [[Oblivion:Scrap from Lorgen's Diary|journal note]] shows his wrathful feelings toward the Anvil citizens of a century past, who disdained his use of the dark arts. The Mages Guild, worried about his activities, set up an almost successful raid of his manor. Led by [[Oblivion:Carahil|Carahil]], the raid stopped Lorgen's plans to destroy Anvil, but Lorgren's body disappeared amidst the chaos.&lt;br /&gt;
&lt;br /&gt;
== Related Quests ==&lt;br /&gt;
*{{Quest Link|Where Spirits Have Lease}}&lt;/div&gt;</summary>
		<author><name>Vesna</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Pilgrimage&amp;diff=587043</id>
		<title>Oblivion:Pilgrimage</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Pilgrimage&amp;diff=587043"/>
		<updated>2010-07-14T20:10:17Z</updated>

		<summary type="html">&lt;p&gt;Vesna: Clarifying&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{KotN Header}}&lt;br /&gt;
{{Trail|Quests|Plug-ins|Knights of the Nine}}&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver=[[Oblivion:The_Prophet|The Prophet]]&lt;br /&gt;
|Icon=OB-qico-KOTN.png&lt;br /&gt;
|Start=[[Oblivion:Anvil|Anvil]]&lt;br /&gt;
|Reward=''Pilgrim'' rank in [[Oblivion:Nine Divines|Nine Divines]] faction&lt;br /&gt;
|ID=NDPilgrim&lt;br /&gt;
|Next=[[Oblivion:The Shrine of the Crusader|The Shrine of the Crusader]]&lt;br /&gt;
|Loc=[[Oblivion:Wayshrines|Wayshrines]]&lt;br /&gt;
|Image=OB-KotN-WayshrinesMap.jpg&lt;br /&gt;
|ImgDesc=The Prophet's Wayshrines Map, showing a partial set of the wayshrines.&lt;br /&gt;
|Fame=Fame +1, Infamy set to 0&lt;br /&gt;
|description=Complete the Pilgrimage of the [[Oblivion:Nine_Divines|Nine Divines]] to show that you are worthy.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
This quest only becomes available once you have installed the [[Oblivion:Knights of the Nine|Knights of the Nine]] [[Oblivion:Official Plug-ins|official plug-in]]&lt;br /&gt;
# Speak to any NPC to learn of a Prophet in [[Oblivion:Anvil|Anvil]] that's creating quite a stir with his foreshadowing.&lt;br /&gt;
# Head to Anvil and speak with [[Oblivion:The Prophet|The Prophet]] to learn about the Attack on the Chapel of Anvil.&lt;br /&gt;
# Visit one [[Oblivion:Wayshrines|wayshrine]] for each of the [[Oblivion:Nine Divines|Nine Divines]]. &lt;br /&gt;
# On the last wayshrine you pray at, you will receive a vision and start the next quest.&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
===A Sign of Things to Come===&lt;br /&gt;
[[Image:OB-KotN-DwemerRunes.jpg|thumb|right|Death and destruction in the Chapel of Anvil]]&lt;br /&gt;
After downloading and installing the plug-in, ask any NPC about &amp;quot;Rumors&amp;quot; and you may learn about the attack on the [[Oblivion:Chapel of Dibella|Chapel of Dibella]] in [[Oblivion:Anvil|Anvil]]. You may also notice a new dialogue option regarding some sort of &amp;quot;Prophet&amp;quot;. Asking about him will yield information about a man in Anvil who preaches that the attack on the Anvil Chapel is merely a sign of things to come. Asking about either of these options, or traveling to Anvil and speaking to the [[Oblivion:The_Prophet|Prophet]] directly will add this quest to your log (the first of many). Additionally, talking to any citizen in Anvil will give you more information about the attack.&lt;br /&gt;
&lt;br /&gt;
Whatever path leads you to Anvil, the Prophet can be found across the road from the Chapel of Anvil, in the garden next to [[Oblivion:Houses#Anvil|Benirus Manor]].  During the day, he rants about the attack on the chapel, saying a threat has emerged from the darkness of the ages of myth to challenge Cyrodiil, and calling for a champion to meet the challenge. At night, he sleeps in a bedroll in the garden; you can wake him up to talk with him. Speak to him about the Anvil chapel attack and he cryptically explains that a figure dubbed [[Oblivion:Umaril_the_Unfeathered_(person)|Umaril the Unfeathered]] is behind this plot, and that the only way to stop him is to use the Relics of the Divine Crusader, [[Oblivion:Pelinal_Whitestrake|Pelinal Whitestrake]]. He then asks if you are a worthy knight.  Depending on your ranking in various factions, you are given many options to respond. If you choose any &amp;quot;yes&amp;quot; answer, citing your accomplishments, he dismisses you, saying that you obviously do not need his help. However, the only way to progress forward in the quest is to seek the Prophet's help with humility, and choose any &amp;quot;no&amp;quot; answer, and then &amp;quot;How can I find the relics?&amp;quot;. The Prophet explains that you must complete the pilgrimage of the Wayshrines of the Nine Divines to prove yourself and repent for your past misdeeds.   He gives you a [[Oblivion:Wayshrines Map|Map]] detailing the locations of some of their respective [[Oblivion:Wayshrines|Wayshrines]] and you receive the rank of ''Pilgrim'' in the [[Oblivion:Nine Divines|Nine Divines]] faction.  To complete the pilgrimage, you must visit and activate one of each of the Wayshrines of each of the Nine Divines (Akatosh, Talos, Julianos, Mara, Kynareth, Stendarr, Zenithar, Arkay, and Dibella).&lt;br /&gt;
&lt;br /&gt;
To get the whole story, enter the Chapel. It is best to wait until after you have talked with the Prophet to explore the Chapel, because after you become a Pilgrim you are able to legally explore the entire chapel, and legally take any items you find. You will find it desecrated, bodies strewn everywhere, and [[Lore:Dwemer Alphabet|Dwemer runes]] scrawled in blood on the floor surrounding the altar. Within, you may find numerous books giving more backstory to Umaril and Pelinal, including &amp;quot;''[[Oblivion:The Song of Pelinal|The Song of Pelinal]]''&amp;quot; volumes one through eight, &amp;quot;''[[Oblivion:Shezarr and the Divines|Shezarr and the Divines]]''&amp;quot;, and &amp;quot;''[[Oblivion:The Adabal-a|The Adabal-a]]''&amp;quot;. After you have performed sufficient research, exit the Chapel and begin your Pilgrimage.&lt;br /&gt;
&lt;br /&gt;
===The Wayshrines===&lt;br /&gt;
The Pilgrimage consists of visiting and praying at (activating) one wayshrine for each of the [[Oblivion:Nine Divines|Nine Divines]].  All characters, even those without any [[Oblivion:Infamy|Infamy]] points, must go on the pilgrimage.&lt;br /&gt;
&lt;br /&gt;
The [[Oblivion:Wayshrines|Wayshrines]] page provides a complete list of all the wayshrines that can be found in Tamriel.  The Knights of the Nine plug-in does not add any new wayshrines.  The &amp;quot;Wayshrines Map&amp;quot; provided  to you by the Prophet shows the location of just one wayshrine for each of the Nine Divines.  However, there is nothing special about those nine particular wayshrines; you can choose to visit any of the wayshrines ({{Map Link|search=Wayshrine|Oblivion Map}}) for each of the Nine Divines.  &lt;br /&gt;
&lt;br /&gt;
When you visit the last wayshrine, you should meet [[Oblivion:Sir Roderic|Sir Roderic]] and [[Oblivion:Lathon|Lathon]], also on Pilgrimage.  However, if the last wayshrine you visit is not on the map given to you by the Prophet, they may not appear.  It is also slightly less possible to meet them during any of the wayshires you visit.&lt;br /&gt;
&lt;br /&gt;
If your character has never gained any infamy and has previously visited any of the wayshrines, those wayshrines do not need to be revisited.  If you are uncertain which wayshrines you have already visited, enter the chapel in any city.  Around the perimeter of the chapel you will find small altars dedicated to each of the Nine Divines.  Activate each one: if it provides you with a blessing, then you have already visited a wayshrine for that deity; otherwise, you will receive a message suggesting that you should visit a wayshrine.&lt;br /&gt;
&lt;br /&gt;
If you have already completed the Pilgrimage of the Nine Divines (and received the Greater Power ''Pilgrim's Grace''), you will need to visit a single wayshrine.  When you activate it, you will immediately receive the vision from Pelinal that starts the next quest.&lt;br /&gt;
&lt;br /&gt;
When you have prayed at each of the nine altars, your Infamy points will be reduced to zero and you will receive a quest update stating that you have completed the pilgrimage and should pray and wait for a vision.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* The pilgrimage may be completed at any time, even outside this questline, to reduce your [[Oblivion:Infamy|Infamy]] points to zero. It does not remove other aspects of a criminal past, however; guards will still recognize you as a murderer and may greet you accordingly.&lt;br /&gt;
** When your infamy is above zero, every shrine will give the same message, &amp;quot;Continue your penance to earn the gods' forgiveness.&amp;quot;  Continue to all nine shrines, with that same message each time, and at the ninth the message will be &amp;quot;Rejoice, You've completed the Pilgrimage of the Nine Wayshrines, and your sins have been washed clean!&amp;quot;&lt;br /&gt;
** Clearing your infamy has an additional consequence: when your infamy is set to zero, you lose the ability to use any of the Nine Divines' altars found in city chapels.  This does not happen if your infamy is already zero when you complete the Pilgrimage.  To regain the ability to use the chapel altars, you must visit the wayshrines one more time.&lt;br /&gt;
* If at any point during this questline you receive more than one Infamy point, you will have to complete the Pilgrimage again.&lt;br /&gt;
* You cannot complete the Pilgrimage while wearing the [[Oblivion:Gray_Cowl_of_Nocturnal|Gray Cowl]]. Any attempt to activate a wayshrine will result in the prompt: ''&amp;quot;The gods are not mocked! They require an honest heart, not one hidden behind a false face.&amp;quot;''&lt;br /&gt;
* The [[Lore:Dwemer Alphabet|Dwemer]] runes written in blood on the chapel floor read &amp;quot;As oiobala Umarile, Ehlnada racuvar&amp;quot; which The Prophet will tell you is [[Lore:Ayleid Language|Ayleid]] for &amp;quot;By the eternal power of Umaril, the mortal gods shall be cast down&amp;quot;.&lt;br /&gt;
* In the main bedroom in the Anvil chapel hall is a conjuration skill book ''[[Oblivion:2920, Frostfall (v10)|2920 Frostfall v. 10]]''.&lt;br /&gt;
* After talking to the Prophet you may encounter [[Oblivion:Sir Roderic|Sir Roderic]] and [[Oblivion:Lathon|Lathon]] on the road, completing their own pilgrimage.  You can talk to them about the pilgrimage or even travel with them, but interacting with them is not necessary.&lt;br /&gt;
* If you have an older Open Cities Mod loaded, you will not get the Prophet to appear in Anvil. Updating to version 1.6 or higher (which has a patch for Knights of the Nine compatibility) will fix this, disabling the Open Cities plugin will get the prophet to appear, or  use the &amp;lt;code&amp;gt;[[Oblivion:Console#tcl|tcl]]&amp;lt;/code&amp;gt; [[Oblivion:console|console]] command and use the door embedded behind the wall to the left of the Fighters Guild entrance.  This takes you to the normal, closed version of Anvil, where the Prophet is.&lt;br /&gt;
*It is not possible to clear your infamy without the KotN plug-in installed. Without the plug-in, visiting all of the Wayshrines awards the player with the greater power [[Oblivion:Pilgrim's Grace|Pilgrim's Grace]].&lt;br /&gt;
*It is possible to pickpocket all 3 Wayshrines maps from the Prophet, though if you ask him about the Pilgrimage he will still give you a map, since the script doesn't check whether he has them or not.&lt;br /&gt;
&lt;br /&gt;
==Prophet's Dialogue ==&lt;br /&gt;
These are the statements that the Prophet says when he asks if you are a worthy Knight; there is no dialogue option for completing the [[Shivering:Shivering Isles|Shivering Isles]] Main Quest, the Court of Madness.&lt;br /&gt;
* &amp;quot;Yes, I am a worthy knight&amp;quot;:  ''Then I'm sure you will have no trouble finding the Relics on your own. You clearly need no aid from man or god. Why do you come to me for aid, worthy knight?''&lt;br /&gt;
* &amp;quot;Yes, I am the Hero of [[Oblivion:Kvatch|Kvatch]]&amp;quot;:  ''Well then, &amp;quot;Hail, Hero of Kvatch!&amp;quot; Let me add one more voice to the neverending chorus of praise. I'm sure one of your many devotees will able to guide you on your way to find the Crusader's Relics.''&lt;br /&gt;
* &amp;quot;Yes, I am the Champion of Cyrodiil&amp;quot;:  ''And never let anyone forget it, Champion! I salute you. This small matter of the Crusader's Relics should be a trifle for a legend such as yourself.''&lt;br /&gt;
* &amp;quot;Yes, I am the Fighter's Guildmaster&amp;quot;:  ''I apologize for even asking the question, most esteemed Master. Please, do not allow me to interrupt your quest for the Relics.''&lt;br /&gt;
* &amp;quot;Yes, I am the Archmage&amp;quot;:  ''And a worthy successor to [[Oblivion:Hannibal Traven|Hannibal Traven,]] I have no doubt. I'm sure your arcane arts will locate the lost Relics for you in no time.''&lt;br /&gt;
* &amp;quot;No. I serve Sithis&amp;quot;:  ''Indeed. And yet you would seek the holy Relics? The gods will find you an interesting plaything, I have no doubt.''&lt;br /&gt;
* &amp;quot;Not unless the [[Oblivion:Gray Fox|Gray Fox]] is a knight&amp;quot;:  ''An honest thief? I'll leave it to the priests of Zenithar to debate that paradox with you.''&lt;br /&gt;
* &amp;quot;No. I have no claim to fame&amp;quot; ''(if the player has any infamy)'':  ''Let the gods be the judge of that. I cannot see into men's hearts. I see only their words and deeds.''&lt;br /&gt;
* &amp;quot;No, I have no claim to fame&amp;quot; ''(if the player has no infamy but does have fame)'':  ''A humble heart is a good starting point. The gods will decide if you are worthy to seek the Relics.''&lt;br /&gt;
* &amp;quot;No, I have no claim to fame&amp;quot; ''(if the player has neither infamy nor fame)'': ''Perhaps, perhaps not. What men value is not always what the gods look for in a champion.''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* There is one dialog option that never appears as the faction rank check is incorrect: &amp;quot;Yes, I am the Arena Grand Champion.&amp;quot;: ''Oh my, the Grand Champion of all of Cyrodiil! By Azura indeed! Surely there can be no better preparation for becoming a holy knight than a career spent slaughtering for the public's entertainment.''&lt;br /&gt;
** {{UOMP}}&lt;br /&gt;
&lt;br /&gt;
==Journal Entries==&lt;br /&gt;
{{Journal Entries&lt;br /&gt;
|0||&lt;br /&gt;
|4||{{Quest Comment|Player has talked to Chapel guard}}&lt;br /&gt;
|5||{{Quest Comment|Turn on desecrated version of Anvil chapel}}&lt;br /&gt;
|6||I've heard rumors of an attack on the Chapel of Dibella in Anvil. No one seems to know what happened, but all the priests and priestesses were killed and the altars desecrated. It might be worth going to Anvil to see for myself.&lt;br /&gt;
|7||I've heard of a mysterious Prophet who preaches outside the desecrated Chapel of Dibella in Anvil. I should find out if he knows anything about who attacked the Chapel and why. {{Quest Comment|If the player has not already talked to the prophet}}&lt;br /&gt;
|8||{{Quest Comment|Set when player speaks to Sir Roderic}}&lt;br /&gt;
|9||I've spoken to the Prophet outside Anvil Chapel. He claims that an ancient Ayleid sorceror-king has returned from beyond the grave to destroy the church, and that only a true knight wearing the legendary Crusader's Relics can possibly defeat him. I should speak to him further to find out how to find these lost Relics.&lt;br /&gt;
|10||I've spoken to a mysterious Prophet, who told me that in order to seek the Relics of the Crusader, I must first do a pilgrimage to the Wayshrines of the Divines. He gave me a map of the Pilgrim's Way to help me locate the shrines. Once I have visited a wayshrine for each of the Nine Divines, I may receive a vision if I am judged a worthy knight.&lt;br /&gt;
|11||I have prayed at the Wayshrine of Akatosh. {{Quest Comment|Can only appear after talking to the prophet}}&lt;br /&gt;
|12||I have prayed at the Wayshrine of Arkay. {{Quest Comment|Can only appear after talking to the prophet}}&lt;br /&gt;
|13||I have prayed at the Wayshrine of Dibella. {{Quest Comment|Can only appear after talking to the prophet}}&lt;br /&gt;
|14||I have prayed at the Wayshrine of Julianos. {{Quest Comment|Can only appear after talking to the prophet}}&lt;br /&gt;
|15||I have prayed at the Wayshrine of Kynareth. {{Quest Comment|Can only appear after talking to the prophet}}&lt;br /&gt;
|16||I have prayed at the Wayshrine of Mara. {{Quest Comment|Can only appear after talking to the prophet}}&lt;br /&gt;
|17||I have prayed at the Wayshrine of Stendarr. {{Quest Comment|Can only appear after talking to the prophet}}&lt;br /&gt;
|18||I have prayed at the Wayshrine of Talos. {{Quest Comment|Can only appear after talking to the prophet}}&lt;br /&gt;
|19||I have prayed at the Wayshrine of Zenithar. {{Quest Comment|Can only appear after talking to the prophet}}&lt;br /&gt;
|20||I have completed my pilgrimage to the Wayshrines of the Divines. I should pray and wait for a vision to guide me on my quest for the Crusader's Relics.&lt;br /&gt;
|30||{{Quest Comment|Begins the vision}}&lt;br /&gt;
|35||{{Quest Comment|Pelinal Whitestrake's speech}}&lt;br /&gt;
|40||{{Quest Comment|Pelinal has finished his speech}}&lt;br /&gt;
|50||{{Quest Comment|Readies game for move back to earth}}&lt;br /&gt;
|60||{{Quest Comment|Moved the player back to earth}}&lt;br /&gt;
|70||{{Quest Comment|Finishes the vision sequence}}&lt;br /&gt;
|200|fin|&lt;br /&gt;
}}&lt;br /&gt;
{{OB Journal Entries Notes}}&lt;br /&gt;
{{Quest Footer&lt;br /&gt;
|Up=[[Oblivion:Knights of the Nine|Knights of the Nine]]&lt;br /&gt;
|Next=[[Oblivion:The Shrine of the Crusader|The Shrine of the Crusader]]}}&lt;/div&gt;</summary>
		<author><name>Vesna</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=UESPWiki:Patrollers/Nominations&amp;diff=587042</id>
		<title>UESPWiki:Patrollers/Nominations</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=UESPWiki:Patrollers/Nominations&amp;diff=587042"/>
		<updated>2010-07-14T19:56:32Z</updated>

		<summary type="html">&lt;p&gt;Vesna: Voting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Before you Nominate==&lt;br /&gt;
If you are nominating yourself, be sure that you have read the [[UESPWiki:Patrollers|Patrollers]] page, and understand what is expected out of a patroller. If you are nominating someone else, make sure you contact them beforehand and make sure they read the Patrollers page.&lt;br /&gt;
&lt;br /&gt;
It is a good idea to look over the [[UESPWiki:Patrollers/Nominations/Completed|Completed Nominations]] to see what strengths and weaknesses were taken into consideration when others were supported or opposed in previous nominations.&lt;br /&gt;
&lt;br /&gt;
==Nominations==&lt;br /&gt;
After nomination, there is a one week interval to allow the community to ask questions and vote on the new patroller. After this week, an Administrator will decide on the consensus and add the Patroller role to a successful nominee (if the consensus is to make the nominee a patroller), or drop the nomination (if the consensus is to not make the nominee a patroller).&lt;br /&gt;
&lt;br /&gt;
==Current Nominations==&lt;br /&gt;
If you would like to nominate someone (including yourself) add his/her name below, with a reason for the nomination.&lt;br /&gt;
&lt;br /&gt;
===[[User:Corevette789|Corevette789]]===&lt;br /&gt;
Since I've been active recently, I kept noticing that Corevette's name kept popping up. Then imagine my surprise when I found out he wasn't even a patroller! I intend to remedy this situation by nominating him for patrollership. Corevette789 has been consistently [http://www.uesp.net/w/index.php?title=Special:Contributions&amp;amp;limit=500&amp;amp;target=Corevette789 active] for the last year, is [http://www.uesp.net/w/index.php?title=User_talk:Corvus&amp;amp;diff=prev&amp;amp;oldid=585612 polite] when talking to other users, has many great edits, already watches the Recent Changes (and probably has been for a long time: this is shown by the large amount of &amp;quot;undo revision&amp;quot; edits on his contributions page), and his work is consistent with the style guide and grammar-wise. I think it's due time we gave him the shortcuts that would make his work easier. &lt;br /&gt;
&lt;br /&gt;
Additionally, we currently only have 3-4 active patrollers (not including the administrators, who I suspect do a lot of the work). I will also likely disappear as school starts, because I will have to apply to colleges this year. I believe an extra patroller will help us out, and save me some work in patrolling his edits! :) [[User:Vesna|Vesna]] 02:15, 9 July 2010 (UTC)&lt;br /&gt;
*I accept this nomination.--&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; 02:19, 9 July 2010 (UTC)&lt;br /&gt;
====Votes====&lt;br /&gt;
* '''Strong Support:''' - as nominator. [[User:Vesna|Vesna]] 02:15, 9 July 2010 (UTC)&lt;br /&gt;
* '''Strong Support:''' - We need more baby-faced patrollers, and as far as baby-faced editors on UESP go, Core is the most qualified. --[[User:Timmeh|Tim]] &amp;lt;sup&amp;gt; [[User_Talk:Timmeh|Talk]] &amp;lt;/sup&amp;gt; 02:26, 9 July 2010 (UTC)&lt;br /&gt;
* '''Strong Support:''' - I constantly see him working on some project or another, on top of scrutinizing and tidying edits on the RC. --[[User:Riddle|Riddle]] 02:58, 9 July 2010 (UTC)&lt;br /&gt;
* '''Support:''' - as the person who was going to nominate him before Vesna beat me to it. (PS, don't take the lack of &amp;quot;Strong&amp;quot; as an indication of anything other than the fact that I dislike the concept of &amp;quot;Strong&amp;quot; votes. &amp;lt;g&amp;gt;) &amp;lt;span style=&amp;quot;white-space:nowrap; font-variant:small-caps; line-height:0;&amp;quot;&amp;gt;‒ [[User:RobinHood70|'''Robin Hood''']]&amp;lt;span style=&amp;quot;font-size:18pt;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;vertical-align:super&amp;quot;&amp;gt;'''talk'''&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 04:03, 9 July 2010 (UTC) &lt;br /&gt;
&lt;br /&gt;
* '''Strong Support''' I wholeheartedly support this nomination (well support it with the whole part of my heart that is not currently dealing with a law class or a play). He's always polite (even when things are a little out of the ordinary, after all how often is it that someone asks to have their character names translated to Daedric?) already watches the recent changes, is comfortable reverting vandalism, and most importantly (at least to me) his edits can be trusted (see the work done by him for the OBNPCRP for example). Oh, sorry Vesna I didn't mean to use the copy and paste function :D. By the way I always thought of '''Strong''' as being more about how hard you are to sway to the opposite viewpoint or at least to neutrality than indicating that that vote has more force than just a '''Support'''.--&amp;lt;span style=&amp;quot;font-family:Lucida Handwriting; color: #000;  text-shadow: 0 0 4px #ccc, 0 -2px 4px #ff3, 2px -4px 6px #fd3, -2px -6px  11px #f80, 2px -8px 18px #f20;writing-mode:tb-rl&amp;quot;&amp;gt;&amp;lt;font color=&amp;quot;MidnightBlue&amp;quot;&amp;gt;[[User:TheAlbinoOrc|'''TheAlbinoOrc''']]&amp;lt;/font&amp;gt;&amp;lt;sup&amp;gt;[[User_talk:TheAlbinoOrc|&amp;lt;font color=&amp;quot;MidnightBlue&amp;quot;&amp;gt;Got_a_question?&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt;&amp;lt;/span&amp;gt; 05:30, 9 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Support''': I've had my beady eye on Corevette as a potential patroller for some time now and I think the moment has arrived. It'll be good to have another pair of eyes on the Recent Changes page. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 07:42, 9 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Support''': Absolutely nothing to add, it's all been said. A good, trustworthy editor, who I'm sure will make a great patroller. Not only that, but it's about time I wasn't the youngest patroller around :P (although Vesna may be younger, I don't know xD) --[[User:SerCenKing|SerCenKing]] &amp;lt;sup&amp;gt;[[User talk:SerCenKing|Talk]]&amp;lt;/sup&amp;gt; 08:03, 9 July 2010 (UTC)&lt;br /&gt;
* '''Support''': Corevette789 will definitely be a welcome addition to the team. &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; 09:31, 9 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Strong Support''' I'm new, but my dealings with Corevette have shown him to be polite and courteous, which can be fairly unusual on wikis! His tone is never curt or short, and he only seeks to help the site [[User:Corvus|Corvus]] 10:15, 9 July 2010 (UTC)&lt;br /&gt;
*'''Strong Support''' &amp;amp;ndash; Of course. --'''[[User:Michaeldsuarez|Michaeldsuarez]] &amp;lt;sup&amp;gt;([[User talk:Michaeldsuarez|Talk]]) ([[Special:Contributions/Michaeldsuarez|Deeds]])&amp;lt;/sup&amp;gt;''' 14:45, 9 July 2010 (UTC)&lt;br /&gt;
*'''Support''': Of course Core would be a great patroller!; is there anything more I need to say? -- [[User:Jplatinum16|Jplatinum16]] 15:09, 9 July 2010 (UTC)&lt;br /&gt;
*'''Support''': Corevette has really taken the time to understand the wiki and what's expected of Patrollers (plus, I can't think of another editor who's tried so hard for so long to be given the extra responsibilities).  --'''[[User:GuildKnight|GK]]'''&amp;lt;sup&amp;gt;[[User_talk:GuildKnight|talk2me]]&amp;lt;/sup&amp;gt; 22:42, 9 July 2010 (UTC)&lt;br /&gt;
*'''Support''': No doubt about it, Corevette is the obvious choice. He's been doing it for months anyway, so there's really not much to say - let's just give him the extra buttons! --[[User:Krusty|Krusty]] 23:01, 9 July 2010 (UTC)&lt;br /&gt;
*'''Support''': Another support vote from me, though at this point it's more of a formality :) As stated numerous times above, 'Vette more than meets the qualifications to be named a Patroller, and would be a very welcome addition to the team. [[User:Dlarsh|Dlarsh]]&amp;lt;sup&amp;gt;([[User_talk:Dlarsh|T]],[[Special:Contributions/Dlarsh|C]])&amp;lt;/sup&amp;gt; 18:26, 10 July 2010 (UTC)&lt;br /&gt;
*'''Support''': Indeed, Corevette789 certainly is excellent patroller material. He keeps a good eye on the recent changes, is friendly, active, good at answering questions and knowledgeable of site policies. He would make a great addition to the team. [[User:Kalrot|Kalrot]] 22:43, 10 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*'''support'''he would make a good patroller and i'm suprised that he isn't one. cause i'm sure i've seen a patroller user box on his page though--&amp;lt;font color=magenta&amp;gt;[[User:GUM!!!|GUM!!!]]&amp;lt;/font&amp;gt; 16:28, 13 July 2010 (UTC) &lt;br /&gt;
&lt;br /&gt;
:*'''Comment''' Actually what you saw on his page was a ''non''-patroller userbox most likely.--&amp;lt;span style=&amp;quot;font-family:Lucida Handwriting; color: #000;  text-shadow: 0 0 4px #ccc, 0 -2px 4px #ff3, 2px -4px 6px #fd3, -2px -6px  11px #f80, 2px -8px 18px #f20;writing-mode:tb-rl&amp;quot;&amp;gt;&amp;lt;font color=&amp;quot;MidnightBlue&amp;quot;&amp;gt;[[User:TheAlbinoOrc|'''TheAlbinoOrc''']]&amp;lt;/font&amp;gt;&amp;lt;sup&amp;gt;[[User_talk:TheAlbinoOrc|&amp;lt;font color=&amp;quot;MidnightBlue&amp;quot;&amp;gt;any_questions?&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt;&amp;lt;/span&amp;gt; 16:31, 13 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===[[User:Jplatinum16|Jplatinum16]]===&lt;br /&gt;
It's now just over a year since Jplatinum16 started editing regularly and it's been clear for some time that he's been patroller material. Contributions are good, checked, researched and reliable and if it hadn't been for his lack of time a couple of months ago, I'd have nominated him then. It looks like time has become more available so it's time for us to add him to the patrolling team, where I'm sure he'll be of immense help.&lt;br /&gt;
*I officially accept this nomination -- [[User:Jplatinum16|Jplatinum16]] 15:18, 13 July 2010 (UTC)&lt;br /&gt;
====Votes====&lt;br /&gt;
* '''Support:''' - as nominator. [[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; 15:11, 13 July 2010 (UTC) &lt;br /&gt;
&lt;br /&gt;
* '''Support:''' Per nomination.--&amp;lt;span style=&amp;quot;font-family:Lucida Handwriting; color: #000;  text-shadow: 0 0 4px #ccc, 0 -2px 4px #ff3, 2px -4px 6px #fd3, -2px -6px  11px #f80, 2px -8px 18px #f20;writing-mode:tb-rl&amp;quot;&amp;gt;&amp;lt;font color=&amp;quot;MidnightBlue&amp;quot;&amp;gt;[[User:TheAlbinoOrc|'''TheAlbinoOrc''']]&amp;lt;/font&amp;gt;&amp;lt;sup&amp;gt;[[User_talk:TheAlbinoOrc|&amp;lt;font color=&amp;quot;MidnightBlue&amp;quot;&amp;gt;any_questions?&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt;&amp;lt;/span&amp;gt; 15:13, 13 July 2010 (UTC)&lt;br /&gt;
* '''Support:''' When you can create pages [[Morrowind:Magic|this good]] you are definitely patroller material. --[[User:Krusty|Krusty]] 15:19, 13 July 2010 (UTC)&lt;br /&gt;
* '''Support:''' Ditto Krusty, not to forget [[Oblivion:Arcane University|this]] bit of &amp;quot;magic&amp;quot;. Jplatinum has been on my don't-need-to-check-when-patrolling-his-edits list for a while now and I think he'd be a great addition to the team. --[[User:SerCenKing|SerCenKing]] &amp;lt;sup&amp;gt;[[User talk:SerCenKing|Talk]]&amp;lt;/sup&amp;gt; 15:35, 13 July 2010 (UTC)&lt;br /&gt;
*'''Support''' &amp;amp;ndash; Agreed with all of the above. --'''[[User:Michaeldsuarez|Michaeldsuarez]] &amp;lt;sup&amp;gt;([[User talk:Michaeldsuarez|Talk]]) ([[Special:Contributions/Michaeldsuarez|Deeds]])&amp;lt;/sup&amp;gt;''' 16:03, 13 July 2010 (UTC)&lt;br /&gt;
*'''Support''' He's on my auto-patrolled list. And the magic he worked from above.--&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; 16:07, 13 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*'''support'''wow jc made the morrowind magic page? definitly a support--&amp;lt;font color=magenta&amp;gt;[[User:GUM!!!|GUM!!!]]&amp;lt;/font&amp;gt; 16:30, 13 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*'''Support''' Nothing much to add here; the man knows his stuff. [[User:Dlarsh|Dlarsh]]&amp;lt;sup&amp;gt;([[User_talk:Dlarsh|T]],[[Special:Contributions/Dlarsh|C]])&amp;lt;/sup&amp;gt; 00:15, 14 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* '''Support:''' Another one who's been on my potential-Patroller list for a while. &amp;lt;span style=&amp;quot;white-space:nowrap; font-variant:small-caps; line-height:0;&amp;quot;&amp;gt;‒ [[User:RobinHood70|'''Robin Hood''']]&amp;lt;span style=&amp;quot;font-size:18pt;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;vertical-align:super&amp;quot;&amp;gt;'''talk'''&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 03:17, 14 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*'''Oppose:''' I've looking through his contributions to the site in the search for any major ones but the problem is, I couldn't find any. But JP16 would definitely be good for patroller if he was to be nominated again as it would give more time to make more major contributions to the site. (If this nomination fails that is) --[[User:ModderElGrande|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;'''''ModderElGrande'''''&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:ModderElGrande|&amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Talk&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt;&amp;lt;sub&amp;gt; [[Special:Contributions/ModderElGrande|&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Contribs&amp;lt;/font&amp;gt;]]&amp;lt;/sub&amp;gt; 18:52, 14 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*'''Support:''' For reasons given above.  As far as &amp;quot;major&amp;quot; contributions, [http://www.uesp.net/w/index.php?title=Oblivion%3AArcane_University&amp;amp;diff=529892&amp;amp;oldid=521504 this edit] to OB:Arcane University, mentioned by SerC above, and the creation of [http://www.uesp.net/w/index.php?title=Morrowind:Magic&amp;amp;oldid=585815 this article], mentioned by Krusty above, are two of several examples that can be found.  Along with the great deal of work he's done on Morrowind pages and in the OBNPCRP, I think he's definitely patroller material.  --'''[[User:GuildKnight|GK]]'''&amp;lt;sup&amp;gt;[[User_talk:GuildKnight|talk2me]]&amp;lt;/sup&amp;gt; 19:05, 14 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*'''Support:''' JP has definitely made &amp;quot;major&amp;quot; contributions, but even more important than that, he is a great editor and his contributions certainly don't need to be edited by a patroller (except for a minor typo here or there). More than two-thirds of his edits are in the content space and I think he'll make a great addition to the team. Wholehearted support. [[User:Vesna|Vesna]] 19:56, 14 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Completed Nominations==&lt;br /&gt;
Completed nominations can be viewed on [[UESPWiki:Patrollers/Nominations/Completed|this page]].&lt;/div&gt;</summary>
		<author><name>Vesna</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Nothing_You_Can_Possess&amp;diff=586942</id>
		<title>Oblivion talk:Nothing You Can Possess</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Nothing_You_Can_Possess&amp;diff=586942"/>
		<updated>2010-07-14T04:48:39Z</updated>

		<summary type="html">&lt;p&gt;Vesna: Re: Regarding pre-killing the thugs...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Removed notes about enemies fighting amongst themselves -- this is a not uncommon bug in Oblivion caused by one accidentally hitting another. [[User:Endareth|Endareth]] 01:36, 11 April 2006 (EDT)&lt;br /&gt;
&lt;br /&gt;
In the notes section it says that there is an option for &amp;quot;20% and no more.&amp;quot; When I played through this there was no option such as this, but it may be related to mercantile skill or some other attribute. Is there any indication of what that may be? -[[User:Arador|Arador]]&lt;br /&gt;
&lt;br /&gt;
In the quest description it says that when you meet the Khajiit named [[Oblivion:S'razirr|S'razirr]] he will join you for half of the gold. But in the Journal entries it says for a Quarter of the reward he will help you. Anyone know which one is true? - 01:25, 22 February 2008 [[User:206.223.208.20|206.223.208.20]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bugfixing ==&lt;br /&gt;
&lt;br /&gt;
No chance anyone can list some of the key mission states for un-breaking it, theres a few ways you can break the sequence which results in Umbacano never giving you the mission to go to the fane if you have already acquired the tablet (This can be achieved by using high acrobatics to leap up and go backwards through the level as there are no one way safety doors to prevent this, the tablet isn't immediatly obvious but '''can''' be recovered, triggering the goons spawn outside the cave but not giving umbacano the requried dialogue to complete the task, nor will he give the task in the future) --[[User:85.62.18.3|85.62.18.3]] 05:44, 7 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== PS3 Notes ==&lt;br /&gt;
&lt;br /&gt;
After arriving at Malada I approached S'razirr who is at the top of a steep hill facing the entrance.&lt;br /&gt;
I got his disposition up to 100 and proceeded to enlist his help.&lt;br /&gt;
At first, he demanded 50% of the reward so I refused and countered with a 10% offer. He then refused that and gave a 25% ultimatum.&lt;br /&gt;
I accepted then went into Malada and retrieved the carving. Just before exiting the ruin I saved so I could try the various possibilities:&lt;br /&gt;
&lt;br /&gt;
1. Hand the carving over and attempt to pickpocket it back - I tried this numerous times and was not successful. Once you exit Malada you can not get very close to Maric before the dialog freezes you. Then after it is finished it is impossible to catch him before he jumps on his horse. This is with 100 skill in both Athletics and Acrobatics. I then tried to chase him on his horse and was also not successful since the track he takes is very erratic like running in circles and doubling back. Perhaps if one were fast and accurate with a Paralyze on Target you could stop him.&lt;br /&gt;
&lt;br /&gt;
2. Let S'razirr do all the fighting for you and maybe he will get killed so you don't have to pay him - This does not work either since the two henchmen just stand there and let S'razirr sink arrows into them. Also, after one of them is dead he runs off to let you fend for yourself.&lt;br /&gt;
&lt;br /&gt;
3. Fight all of them - this works and is quite easy if you have high sneak, marksman, and acrobatics. Once the dialog ends run around the pedestal to your left, away from the henchmen towards Maric, then get to the top of the hill as fast as you can. The goons down below will never see you or come up and you can fling arrows or magic at them.&lt;br /&gt;
&lt;br /&gt;
4. Let S'razirr assist you and then make sure he does not make it back to town alive - This is the easiest as S'razirr will kill one of the goons while you take the other.&lt;br /&gt;
When this is done, quickly catch and trail S'razirr back to town. Since the game puts creatures and bandits in your vicinity  S'razirr will have to fight them also. It is simple to just lead in front of S'razirr then when the Danger music starts run back to him and jump over him leaving him to take the brunt of the attack. Since he does not heal himself he does not last long. At level 4 he was gone after two wolves, a bandit archer, then an Imp. When I looted his body he yielded a couple hundred iron, steel, and silver arrows!&lt;br /&gt;
Zack - 07 Mar 2008&lt;br /&gt;
&lt;br /&gt;
  === PS3 Glitch? ===&lt;br /&gt;
i also noticed that, after you enlist  S'razirr's help outside of the ruins, when you select any of his dialogue options, he doesnt say anything, instead he just grins at you for a few senconds and then returns to the dialogue screen&lt;br /&gt;
&lt;br /&gt;
== Killing Claude ==&lt;br /&gt;
&lt;br /&gt;
I've just killed Claude several times and verified that it always counts as murder. Killing him whilst his allies are alive even results in them shouting the usual &amp;quot;Murder!&amp;quot; response. I suppose the fact that he tries to run away from you at the start means that the murder logic is triggered. –[[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; 10:33, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I think because he never really gets into Combat with you, he just runs to Roxey Inn while the others fight you. I could be wrong though. [[User:Lucky the Cat Guy|Lucky the Cat Guy]] 21:29, 6 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: In my case Claude started attacking S'razirr instead of running away. If I kill Calude to protect S'razirr it also counts as murder. All I can do is constantly paralyze Claude and heal S'razirr if I want S'razirr to survive. This way S'razirr kills Claude and I'm not a murderer.&lt;br /&gt;
&lt;br /&gt;
== Claude and Thugs ==&lt;br /&gt;
&lt;br /&gt;
I left Malada and Claude didnt come nor did his thugs, why is this? -Wobbo10 10-- July 2008&lt;br /&gt;
&lt;br /&gt;
:It is possible that the thugs had been killled before; none of them are ever essential. This doesn't explain why Claude didn't turn up though... --[[User:LordDagon|LordDagon]] 04:06, 10 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::You could have killed them in Roxey Inn. Claude appears there even before you ever meet Umbacano, too. [[User:Lucky the Cat Guy|Lucky the Cat Guy]] 21:30, 6 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: If the thugs are taken out of the equation, Maric won't show up because he's too cowardly/smart (delete as preferred ;) ) to risk his neck confronting you by himself. That's what my Strategy Guide says, anyhow.  [[User:86.3.148.103|86.3.148.103]] 19:32, 18 October 2008 (EDT) Jordy&lt;br /&gt;
&lt;br /&gt;
:::: Looks like the strategy guide is almost right, but is oversimplifying things. If all three thugs are dead then Maric won't be moved outside Malada, but he'll still head towards the player. That means if you walk back slowly towards the Imperial City you could well run into Maric on the way. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 02:48, 19 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Claude's Escape ==&lt;br /&gt;
&lt;br /&gt;
Moved from the article:&amp;lt;br /&amp;gt;&lt;br /&gt;
''It is possible to paralyze Claude's horse to prevent him escaping. He will dismount and attack you instead.''&lt;br /&gt;
&lt;br /&gt;
:If Claude Maric doesn't have the carving, he will use the &amp;quot;Flee not Combat&amp;quot; AI Package (otherwise he uses &amp;quot;Escort&amp;quot;). So is this only the case when he does have the carving? --[[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; 11:00, 15 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== From rich, just a gamer!! ==&lt;br /&gt;
''(moved from the article)''&lt;br /&gt;
i actually found the camp and killed all that where there first by accident, so i made no deal with anyone, hence when i came out claude missed me the first time and i sold off all the stuff i had then came back to get the rest of the loot, he then approached me and i refused to give him the plate claude then said kill him but there was no one there to kill me because i had already killed them, so i killed claude and continued on eith the story with no probs {{unsigned|71.3.140.246}}&lt;br /&gt;
&lt;br /&gt;
== Fane Mission key gone ==&lt;br /&gt;
&lt;br /&gt;
I got the first three statues to Umbaccano and he gave me the new mission. He gave me the sketch of the High fane. I then finished getting all of the statues for him before doing the Nothing you can Possess quest. After I gave him the last statue he didn't say anythiing about the new mission. So I went to the High Fane and got all the way to the end when I realized that I didn't have the key?? Umbaccano still just thanks me for getting him all the statues and doesn't mention anything else. Claude stands outside his house 24/7. I tried going to Herminia Cinna's home to steal the Aleid crown, hoping to jump in the middle of the story, but it's not there.&lt;br /&gt;
&lt;br /&gt;
== Claude attacking S'razirr ==&lt;br /&gt;
&lt;br /&gt;
There seems to be some confusion about what Claude is supposed to do when his thugs ambush you. I think the Bethesda developers themselves don't know exactly what he's supposed to do. Claude is actually supposed to escape on horseback to Roxey Inn if you don't give him the quest item. However, he will NEVER do it, because he attacks S'razirr instead. And if he doesn't attack him, S'razirr will attack Claude. Either way, to ensure that Claude continues with his escape package is to let him kill S'razirr. &lt;br /&gt;
&lt;br /&gt;
First I thought it's a bug, that Claude isn't supposed to attack S'razirr. But here's the thing, it's NOT a bug, Claude is specifically set to attack him! The game mods Claude's disposition towards S'razirr, and the developers knew what would happen, they knew that Claude would interrupt his escape package and get involved in the fight. S'razirr has exactly 0 chance to defeat Claude, which means you need to help him. Assaulting or murdering Claude does not count as a crime (no bounty), however, it still counts as assault or murder respectively, because Claude is only hostile towards S'razirr.&lt;br /&gt;
&lt;br /&gt;
If you kill and reanimate one of the other two thugs using the Staff of Worms, the dead guy will attack Claude. Why? Claude is not hostile towards the player and reanimated npcs are only supposed to attack the player's enemies. If the reanimated NPC kills Claude, everybody in the area will shout &amp;quot;Murder!&amp;quot; again.&lt;br /&gt;
&lt;br /&gt;
In any case, it is impossible for Claude to survive this encounter, so his escape package as well as all scripting for the next quest where he's supposed to appear is completely useless, unless you allow him to kill S'razirr. But why would I allow him to attack my allies? &lt;br /&gt;
&lt;br /&gt;
I recommend changing the script governing the fight between Claude's thugs vs. player/S'razirr. Open Quest MS22, Quest Stage 60. Change the script like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
; player fights maric&lt;br /&gt;
if ms22.makedeal == 1&lt;br /&gt;
SrazirrRef.setfactionrank claudemaricthugfaction, -1&lt;br /&gt;
ClaudeMaricRef.moddisposition SrazirrRef 30 ; Claude shouldn't interfere&lt;br /&gt;
else&lt;br /&gt;
SrazirrRef.ModDisposition player -100&lt;br /&gt;
endif&lt;br /&gt;
setfactionreaction claudemaricthugfaction playerfaction 0&lt;br /&gt;
ClaudeMaricRef.evp&lt;br /&gt;
RigmorRef.ModDisposition player -100&lt;br /&gt;
BrucetusFestiniusRef.ModDisposition player -100&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This will establish the following relations:&lt;br /&gt;
&lt;br /&gt;
-Claude doesn't hate S'razirr, so he will continue with his Escape package&lt;br /&gt;
&lt;br /&gt;
- Rigmor and Brucetus hate the player and possibly S'razirr if you persuaded S'razirr to help you earlier. S'razirr hates Rigmor and Brucetus if bribed, otherwise he will be hostile towards the player.&lt;br /&gt;
&lt;br /&gt;
If player is invisible, enemies won't search for him, which is annoying.&lt;br /&gt;
&lt;br /&gt;
[[User:WRFan|WRFan]] 01:21, 21 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Another alternative way is by just using console and give him a high personality eg.&amp;quot;setav personality 100&amp;quot; and claude won't attack him anymore. i tried it out myself.&lt;br /&gt;
--[[User:Jailman|Jailman]] 12:41, 10 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== High Fane Key ==&lt;br /&gt;
&lt;br /&gt;
Does anyone else wind up with this key being a quest object after the quest is done?  I figured I'd confirm that it ''is'' a bug before editing the page. --[[User:Foubister|Foubister]] 16:04, 5 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Actually, the key should be removed from your inventory the moment you use it. It was removed in my case. --[[User:Timenn|Timenn]]-&amp;lt;span style=&amp;quot;font-size: 9px; letter-spacing: 1px;&amp;quot;&amp;gt;&amp;amp;lt;[[User talk:Timenn|talk]]&amp;amp;gt;&amp;lt;/span&amp;gt; 22:12, 9 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I went back to an earlier save and found the problem.  The key was removed for me as well but I wound up getting a second copy off of Claude Maric's body.  I always chase and kill him after I kill his thugs.  No bug, just me not paying attention to what I'm getting when I click Take All.  Should I add the fact that he has a copy of it to the [[Oblivion:Keys|Keys]] page? --[[User:Foubister|Foubister]] 17:55, 10 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Book script ==&lt;br /&gt;
&lt;br /&gt;
Don't know if it's worth mentioning but I couldn't figure out why I wasn't getting the dialog options for already having read the book, Cleasing the Fane.  This is because buying it from Phintias and reading the book from your inventory doesn't trigger the script.  You need to drop it on the ground and then read it that way. {{unsigned|66.190.29.247|00:35, 30 March 2010}}&lt;br /&gt;
&lt;br /&gt;
:I just tried it myself and you're right. That's definitely worth a mention. &amp;lt;span style=&amp;quot;white-space:nowrap;&amp;quot;&amp;gt;‒ [[User:RobinHood70|&amp;lt;span style=&amp;quot;font-variant:small-caps; color:royalblue;&amp;quot;&amp;gt;'''Robin Hood'''&amp;lt;/span&amp;gt;]]&amp;lt;span style=&amp;quot;font-size:18pt; line-height:0;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;color:royalblue; line-height:0; font-size:7pt; vertical-align:super&amp;quot;&amp;gt;Talk&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 23:02, 30 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== More about Claude and killing Claude and I'm really confused ==&lt;br /&gt;
&lt;br /&gt;
This is really odd.  In my last playthrough on a different character, I was able to kill Claude during the brawl outside Malada without it counting as a murder.  I reloaded the same save several times just to test this and kept getting the same result.  It was never counted as murder.&lt;br /&gt;
&lt;br /&gt;
Well, I just reached the same point in my current game, except now when I kill Claude, it gets treated as murder every time.  I attacked him while he was engaged with S'razzir and he gave me the &amp;quot;I'm on your side!&amp;quot; spiel as if he were an ally/follower (which is something he wasn't doing in my earlier playthrough). I have no idea what could possibly be difference between my current game and my previous playthrough that could account for getting two different results.  Could Claude's disposition towards the player vary for some reason and affect this?&lt;br /&gt;
&lt;br /&gt;
Furthermore, in one testing, I summoned a Dremora Lord to help fight against Claude's goons.  Except they were already dead by the time I did this (Reynald and Guilbert whom I keep as followers already took care of them).  So my Dremora Lord just stood there doing nothing as he always does when there's no hostiles around.  Except Claude, who hadn't left yet, spotted my Dremora Lord and attacked it, which turned my Dremora Lord hostile against Claude, killing him.  This also counted as a murder!  A guy attacks one of my summoned creatures that wasn't even hostile to him, my summoned creature defends itself, and I get charged with murder? &lt;br /&gt;
&lt;br /&gt;
They really botched this part of the quest here.&lt;br /&gt;
&lt;br /&gt;
== Regarding pre-killing the thugs... ==&lt;br /&gt;
&lt;br /&gt;
I had the bright idea of killing the thugs before I entered the ruins (saving first of course, I didn't know what would happen). I was certainly strong enough to have no trouble with them but that isn't the point.&lt;br /&gt;
&amp;lt;p&amp;gt;In the main article, the notes say that attacking the thugs will alert the others but in my case it didn't at all. I was going to pay the Khajiit (I felt sorry for him) and I sure as hell wasn't going to give Claude the tablet so I was going to kill them anyway, but when I attacked the first guy only he reacted. &lt;br /&gt;
&amp;lt;p&amp;gt;The girl just ambled about minding her own business while I cut him down. Same thing when I turned on her. No help, no trouble. Is this the workings of a glitch or bug of some sort or is the article wrong?&lt;br /&gt;
&amp;lt;p&amp;gt;It's worth noting I made the deal with the Khajiit before I got sword-happy.&lt;br /&gt;
[[User:Bellboyjr|Bellboyjr]] 05:48, 12 July 2010 (UTC)&lt;br /&gt;
: Since their [[Oblivion:Responsibility|responsibility]] is low and you probably had a high enough disposition with you, they were individually willing to overlook the crime. This only happens if your disposition with them is high enough. You probably have either high fame or a high personality attribute. [[User:Vesna|Vesna]] 04:48, 14 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Vesna</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Cloud_Ruler_Temple&amp;diff=586941</id>
		<title>Oblivion talk:Cloud Ruler Temple</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Cloud_Ruler_Temple&amp;diff=586941"/>
		<updated>2010-07-14T04:45:17Z</updated>

		<summary type="html">&lt;p&gt;Vesna: Re: Cloud Ruler Temple Glitch?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When I went to Cloud ruler temple after some quests on teh Xbox 360, I found Mankar Cameron standing on the location where Martin later opens the gate to Paradise. I also found him at the dagon Shrine. The problem is, when I almost completed Paradise Mankar wasn't there!&lt;br /&gt;
I waited for him a long time, killed both his children and tried to sit on his throne, but nothing helped. What should I do?&lt;br /&gt;
&lt;br /&gt;
== NPC Names ==&lt;br /&gt;
&lt;br /&gt;
Okay this might be a bit off the wall but I just saw the list of NPC names in Cloud Ruler Temple and a lot of them struck me:&lt;br /&gt;
*'''Achille''' - Achilles; Greek hero from the Trojan war&lt;br /&gt;
*'''Arcturus''' - one of the brightest stars in the sky&lt;br /&gt;
*'''Baragon''' - Paragon; word for a peerless example of something&lt;br /&gt;
*'''Belisarius''' - Roman (or Byzantine if you prefer) general who recaptured North Africa and Italy&lt;br /&gt;
*'''Cyrus''' - Great Persian emperor&lt;br /&gt;
*'''Ferrum''' - Latin for 'iron'&lt;br /&gt;
*'''Fortis''' - Latin for 'brave'&lt;br /&gt;
*'''Jena''' - Major battle in the Napoleonic wars between the French and the Prussians&lt;br /&gt;
*'''Roliand''' - Roland; hero of various Wagnerian opera and Franco-Germanic legend.&lt;br /&gt;
&lt;br /&gt;
There are others that could mean something - these ones just sprung to mind immediately (yes, I know I'm sad).&lt;br /&gt;
&lt;br /&gt;
Do we think this is deliberate? That the designers gave the guards names of people or things they found courageous or inspiring? Or should I just get out into the garden? If the former, should we mention it [[User:Rpeh|Rpeh]] 11:38, 2 June 2007 (EDT)&lt;br /&gt;
:Wow, that's some nice research man. Seems to me that there are too many references for it to be pure coincidence. I think it would be more appropriate to place the information on the NPC's respective pages though, rather than the Cloud Ruler Temple page. And look up Pelagius too. I think he was a priest or something. --[[User:Saruuk|Saruuk]] 08:20, 8 July 2007 (EDT)&lt;br /&gt;
::I think the designers may have picked inspiring names, but I'm still not sure if it's mentionable. Besides, I just looked up 'Baragon' on Wikipedia and found that &amp;quot;Baragon is a four-legged reptile with a horn on his head and large ears&amp;quot;, so I could be totally wrong! --[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;[[User_Talk:Rpeh|Talk]]&amp;lt;/sup&amp;gt; 10:18, 8 July 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure that the designers named Pelagius after an emperor on the Elder Scrolls universe. This fact is mentioned on the [[Oblivion:Pelagius|Pelagius]] page.&lt;br /&gt;
&lt;br /&gt;
== Cloud Ruler temple inspiration ==&lt;br /&gt;
:''The Temple is based on the Hornburg at Helms Deep from The Lord of the Rings. Similarities can also be found with the headquarters of the League of Shadows from the film Batman Begins; both protagonists travel to an Asian-themed mountaintop fortress.''&lt;br /&gt;
Is there any factual substantiation behind the claims about Lord of the Rings and Batman? It seems like pure, anachronistic supposition to me, but perhaps there are some design notes somewhere that I'm not aware of. --[[User:Saruuk|Saruuk]] 08:20, 8 July 2007 (EDT)&lt;br /&gt;
:I don't know of anything in writing but the Lord of the Rings makes some sense at least - last bastion of a besieged group of heroes. The Batman one... not so much. --[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;[[User_Talk:Rpeh|Talk]]&amp;lt;/sup&amp;gt; 10:18, 8 July 2007 (EDT)&lt;br /&gt;
::I've moved the note here until someone can provide some evidence.  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 01:47, 18 July 2007 (EDT)&lt;br /&gt;
:::I think Cloud Ruler Temple is actually made in the style of Akaviri buildings because the Blades were inspired by the Akaviri and because they use Akaviri weapons and Akaviri-style armor.  It's somewhere on the site. --[[User:Twentyfists|Twentyfists]] 21:32, 9 January 2008 (EST)&lt;br /&gt;
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crt dos not resemble helms deep as for the other i wouldent know [[User:Diobern|Diobern]] 12:43, 10 November 2008 (EST)&lt;br /&gt;
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Well actually it's implied that the Tsaesci didn't use armor/used very light armor, but the weapons and building design are definately inspired by Akavir --[[User:Nacht|Nacht]] 14:43, 16 January 2010 (UTC)&lt;br /&gt;
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:It could be in memory of the people of Akavir, I believe a book (probably mysterious Akavir) suggests that there were men on Akavir co-existing with the Akaviri Snake-people.  Until the Snake-people ate them, that is.&lt;br /&gt;
:Sorry, forgot to sign--[[User:Theos|Theos]] 23:14, 12 May 2010 (UTC)&lt;br /&gt;
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== Horseless in CRT ==&lt;br /&gt;
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After joining the Blades, I found that I didn't get my free horse in the stables.  Martin and Jauffre's horses were there, but neither was rideable.  I'm thinking maybe the horse is just &amp;quot;lost&amp;quot; and will show up eventually; I'll post back here if that's the case.  Anybody else have this happen to them? --[[User:RobinHood70|Robin Hood]] 22:02, 9 July 2007 (EDT)&lt;br /&gt;
:You don't get the free horse after joining the blades, you get it after delivering the amulet to Jauffre. Talk to Prior Maborel at that point and he'll give the horse to you. It should also be in the stables after you bring Martin back to Weynon Priory, although I'm not sure what happens if you've been riding it in the meantime. If you didn't ride the horse to CRT, it won't be there when you arrive. --[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;[[User_Talk:Rpeh|Talk]]&amp;lt;/sup&amp;gt; 04:02, 10 July 2007 (EDT)&lt;br /&gt;
::I'm not talking about Prior Maborel's Paint Horse, I'm talking about the horse you get in Cloud Ruler Temple (see the first note on the main CRT page).  There's always been one there in previous games, just not in this one, it seems. --[[User:RobinHood70|Robin Hood]] 02:12, 15 July 2007 (EDT)&lt;br /&gt;
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=== Horse Found ===&lt;br /&gt;
The horse did show up eventually.  I now have a free Weynon Priory horse waiting for me in the Cloud Ruler Temple stable, as expected.&lt;br /&gt;
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== The katanas in the Great Hall ==&lt;br /&gt;
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If you open the console and click on the two isolated katanas above the fireplace in the Great Hall, you can see that [[Oblivion:Glenroy|Glenroy]] and &amp;quot;Renote&amp;quot; (who I presume to be [[Oblivion:Captain Renault|Captain Renault]]) both get honored by having their weapons as decoration in the temple. [[User:IWon'tFightUndead|IWon&amp;amp;#39;tFightUndead]] 08:51, 15 November 2007 (EST)&lt;br /&gt;
:Here are the pictures. [[User:IWon'tFightUndead|IWon&amp;amp;#39;tFightUndead]] 09:20, 15 November 2007 (EST)&lt;br /&gt;
[[Image:OB-Glenroy%27s_katana.JPG|left|thumb|400px|Glenroy's Akaviri Katana]] [[Image:Renote%27s_katana.JPG|left|thumb|400px|clear=none|&amp;quot;Renote's&amp;quot; Akaviri Katana]]&lt;br /&gt;
{{NewLine}}&lt;br /&gt;
::If you want to add the information to the article, go ahead. I certainly do not have any objections. --[[User:Mankar Camoran|Mankar Camoran]]&amp;lt;sup&amp;gt;•[[User_Talk:Mankar Camoran|T]]•[[Special:Contributions/Mankar Camoran|C]]•[[Special:Emailuser/Mankar Camoran|E]]•&amp;lt;/sup&amp;gt; 09:35, 15 November 2007 (EST)&lt;br /&gt;
:::Just a small note... I believe that 'Renote' was Captain Renault's original name, but they changed it at some point to 'Renault'. Her object ID in the CS is 'renote', too. My guess is that they sismply forgot to rename the katana in CRT. --[[User:Gaebrial|Gaebrial]] 03:00, 16 November 2007 (EST)&lt;br /&gt;
::::OK, I have reworded it a little now. Feel free to reword it again if you want. --[[User:Mankar Camoran|Mankar Camoran]]&amp;lt;sup&amp;gt;•[[User_Talk:Mankar Camoran|T]]•[[Special:Contributions/Mankar Camoran|C]]•[[Special:Emailuser/Mankar Camoran|E]]•&amp;lt;/sup&amp;gt; 08:12, 16 November 2007 (EST)&lt;br /&gt;
:::::It's fine with me.  I was kinda busy last night (or whenever it was that I wrote it...) so your version was practically guaranteed to be more coherent. =) [[User:IWon'tFightUndead|IWon&amp;amp;#39;tFightUndead]] 13:32, 16 November 2007 (EST)&lt;br /&gt;
::::::Does this deserve a place on the Easter egg page?--[[User:Willyhead|Willyhead]] 10:40, 8 December 2007 (EST)&lt;br /&gt;
:::::::No. It's not an easter egg it's just decoration and already gets a mention on the CRT 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; 10:44, 8 December 2007 (EST)&lt;br /&gt;
:::::::I would argue that the blades always put katanas from fallen agents up on the wall as a means of honouring them. [[User:85.228.203.66|85.228.203.66]] 06:27, 9 February 2008 (EST)&lt;br /&gt;
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== Major Glitch? ==&lt;br /&gt;
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''(from the article)''&lt;br /&gt;
* DO NOT try to access the temple before bringing Martin and Jauffre there, doing so can cause a major glitch in the main quest making it unfinishable.&lt;br /&gt;
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I've taken this off for two reasons. Firstly, it's staggeringly uninformative as to what the problem actually is, and secondly I know I've been to CRT before the quest with no problems whatsoever. Unless there's any more information it doesn't belong in 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; 02:18, 19 November 2007 (EST)&lt;br /&gt;
:I just hopped up there last night with my super-Khajiit.  The Blades all said the same thing about the Dragonborn being dishonored but, other than that, nothing odd. [[User:IWon'tFightUndead|IWon&amp;amp;#39;tFightUndead]] 02:43, 19 November 2007 (EST)&lt;br /&gt;
:In one incarnation, my character ventured to Cloud Ruler before embarking into the Main Quest. She found the gates wide open and walked onto the grounds. Nothing odd occurred in doing so, and the doors into the Temple proper were locked (Needs a Key). I don't imagine there's cause for a quest-breaking glitch unless you resort to using console commands. —[[User:Dark Spark|Dark Spark]] 20:44, 6 February 2008 (EST)&lt;br /&gt;
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== Can't get to Martin ==&lt;br /&gt;
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Before escorting Martin to Cloud Ruler Temple, I embarked on several side quests. Two of which were both Kvatch battles. Later I returned to where I had left Martin and he was gone. When I activate that quest, I get a green arrow inside the temple. Managed to get inside using paint brushes, but all doors need a key. Am I screwed for finishing the main quest? Can I get a key somewhere? Is Martin really inside or is he somewhere else and I just can't find him? Please help. I love the game, have 130 hours into it and don't want to have to start over. Thanks.--[[User:72.44.161.226|72.44.161.226]] 17:28, 17 June 2008 (EDT)&lt;br /&gt;
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== Re: Can't Get to Martin ==&lt;br /&gt;
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I thought that all the citizens of Kvatch in the chapel are escorted to the Kvatch refugee camp. I would check there first. --&lt;br /&gt;
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== Stolen items ==&lt;br /&gt;
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When I was in Martin's room some of the items were labeled at stealing and after the main quest is completed they end up being legal to take so not ALL of the items are free like stated on the CRT main page. I just need a little verification.--[[User:Corevette789|Corevette789]] 23:51, 13 January 2010 (UTC)&lt;br /&gt;
: Exactly what items are you referring to? I just took a look in Martin’s room and couldn’t find any owned items. --[[User:Krusty|Krusty]] 09:51, 16 January 2010 (UTC)&lt;br /&gt;
:everything in CRT becomes un-owned once you either become a blade or finish the main quest. [[User Talk:The Wurm|Wurm]] 06:25, 24 April 2010 (UTC)&lt;br /&gt;
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== Cloud Ruler Temple Glitch? ==&lt;br /&gt;
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Alright so after I got Martin to Cloud Ruler Temple and he gave his speech, all the blades started going back to their duties, but once they got right before the doors they just fell through the floor down to the ground. I tried to see if I could cross and of course couldn't, and ended up falling down t the ground beneath the temple. Cyrus was down there too... dead. I had to fast travel back to the temple to get out from under it. Help??? {{unsigned|75.50.90.144}}&lt;br /&gt;
: Looks like a collision problem. If you are on PC, are you running any mods? If not, then try loading an earlier save, see if you have this problem before Martin's speech. [[User:Vesna|Vesna]] 04:45, 14 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Vesna</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Shadowmere&amp;diff=586940</id>
		<title>Oblivion talk:Shadowmere</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Shadowmere&amp;diff=586940"/>
		<updated>2010-07-14T04:40:22Z</updated>

		<summary type="html">&lt;p&gt;Vesna: Undo revision 586866 by 96.241.169.104 (Talk) old discussion&lt;/p&gt;
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&lt;div&gt;== Shadowmere's Gender ==&lt;br /&gt;
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Definitely female. Lucien's line when he presents her to you is &amp;quot;Waiting just outside is a magnificent steed named Shadowmere. She has served me well. I present her now to you, as a token of my trust and love.&amp;quot; I thought I'd better mention this as the original post comment was rather equivocal. --[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 02:25, 4 December 2007 (EST)&lt;br /&gt;
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== Greater soul? ==&lt;br /&gt;
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How can you trap Shadowmere's soul, I thought she was Essential. Is it useful to tell that she has a greater soul? - [[User:Korunox|Korunox]] 18:16, 17 February 2008 (EST)&lt;br /&gt;
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You generally can't trap Shadowmere's soul, at least not without using the Console, and although it may seem useless to put the soul level here, it's probably just standard protocol to put the soul level of a creature in that spot on the page.{{Unsigned|71.218.1.136}}&lt;br /&gt;
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== A bit odd ==&lt;br /&gt;
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After I recieved Shadowmere, I thought that I would find that I owned one horse. However, I do not. Shadowmere still seems to show up when I fast travel though. If I mount another horse will Shadowmere disappear as my horse? For example, I haven't touched the main qiest yet where you get the horse from the priory, and Shadowmere is clearly a superior horse so that paint horse. I don't want the prior's paint horse over Shadowmere. --[[User:Mole126|Mole126]]&amp;lt;sup&amp;gt;[[User_Talk:Mole126|Talk]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
: Shadowmere doesn't count towards your total of owned horses, which is a bit odd but it's just the way it goes. Fast travel always uses the last horse you rode, so yes - if you use the paint horse it'll switch to that one. If you don't want that to happen, don't ride the paint horse. –[[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; 05:05, 5 March 2008 (EST)&lt;br /&gt;
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== Can Shadowmere drown? ==&lt;br /&gt;
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If she's knocked out and slides into a river or lake, will she drown (never wake up)? {{unsigned|67.83.150.253|01:03, 7 March 2008}}&lt;br /&gt;
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:I accidentally knocked her off a cliff by the Boethia shrine, as I saw her fly away I got the message &amp;quot;Shadowmere is unconscious&amp;quot; and that was the last I saw of her. I fast-traveled, I went to Fort Farragut, I waited.... nothing. How long does it take until she reappears? Or can you actually kill her like the Adoring Fan and kick her off Dive Rock? (I'm on 360 btw, I cant use console commands, I have to load a prior save) --[[User:76.18.81.152|76.18.81.152]] 21:16, 13 August 2008 (EDT)&lt;br /&gt;
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::I know this was a while ago but the only way I can think of getting her back if she's drowned is to heal her with spell. Due to horses large amounts of health you'll need a strong healing spell to make any difference. {{unsigned|Nacht|04:25, 2 January 2010}}&lt;br /&gt;
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:::Well when she goes unconscious she will come back to life and make her way back to Fort Farragut. She will have to walk all the way back so depending on where she was unconscious, will you know how long you will have to wait to find her at Fort Farragut. It may be very far from Fort Farragut so you may have to wait a long time for her to get back, or it may be close to Fort Farragut and you will not have to wait long. {{unsigned|24.191.230.100|18:19, 21 June 2010}}&lt;br /&gt;
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== Never Return to Fort Farragut? ==&lt;br /&gt;
I armored Shadowmere and now she has disappeared and is not returning to Fort Farragut. Is she like deleted or still wandering around somewhere and I have to find her?&lt;br /&gt;
: She wanders off - it's a known problem discussed [[Oblivion:Horse Armor Pack|here]]. If you're on the pc you may be able to find her using the console. Type &amp;lt;code&amp;gt;player.moveto xx002116&amp;lt;/code&amp;gt; if she's wearing Elven armor or &amp;lt;code&amp;gt;player.moveto xx000ce6&amp;lt;/code&amp;gt; for steel. Replace the xx as described [[Oblivion:Official_Plug-ins#Construction_Set|here]]. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 03:21, 12 March 2008 (EDT)&lt;br /&gt;
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== Shadowmere Disappearing ==&lt;br /&gt;
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I am on a xbox 360 and have lost Shadowmere what can I do to find her?  She did have the armor pack but I removed it from the system hoping that she would show back up at the fort. currently I am riding a horse from the Nine does this hinder my chance of getting shadowmere back? She has not returned yet.  If anyone can help please let me know. {{unsigned|Pfrogne}}&lt;br /&gt;
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:I seem to be having the same problem, it happened once I got pretty far into the shivering                                                  Isles. I accidentally knocked shadowmere unconscious, and s/he fell underwater. I loaded a previous save, with no luck. Oh well though, I never used him/her anyway. {{unsigned|Doomination}}&lt;br /&gt;
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::If you removed the horse armor after you armored Shadowmere, she's gone for good as the id that references Shadowmere (Armored) is only defined in the plugin. The other problem is nothing to do with the first. If she's underwater and you can't get her out, try fast travel. –[[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; 10:23, 4 April 2008 (EDT)&lt;br /&gt;
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:  Shadowmere doesn't dissappear for ever.  She's at fort farragut or if she's not there she's probably in a stable outside the city.  To verify this, if you cannot find her in fort farragut, just try travel to a cave or a ruin (fast travel).  As soon as you reach there, look around you and you should see her.  If you don't see her and she's not at fort farragut , then u might have a serious problem that needs patching. &lt;br /&gt;
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Shadowmere has ran away several times for me.  Usually she runs away only when she gets hurt, or you try to knock her out to store stuff in her.   So every time you unmount her make sure she stops within few yards.  If she keeps going, just mount her for 40secs to a minute and unmount and she will stay put.  Only then leave her.  Otherwise she gets so emotional as she's so attached to you. ;-)&lt;br /&gt;
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== Shadowmere and Detect Life ==&lt;br /&gt;
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:''(moved from the article)''&lt;br /&gt;
* At times, Shadowmere may not appear 'alive' as far as Life Detect goes. While this issue will fix itself at some point and doesn't seem to negatively affect anything else about the horse, it can be annoying when you've left her somewhere and want to find her again.&lt;br /&gt;
I moved this because it's more likely to be a one-off experience for a particular user. Of course, if other users have had the same problem it can go back on the article but until then it's better here. –[[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; 13:22, 25 July 2008 (EDT)&lt;br /&gt;
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== Wandering off ==&lt;br /&gt;
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I haven't looked into this yet, but it seems (and seems likely) that one of the things that prompts her to &amp;quot;unexpectedly&amp;quot; leave you is fast-travelling while she's unconscious: when she wakes up, you're nowhere in sight and she's not &amp;quot;stabled&amp;quot;, so eventually she gives up on you and goes back to Fort Farragut. I'll look at the scripts in a bit and see exactly what the triggers might be.[[User:Aliana|Aliana]] 22:03, 12 October 2008 (EDT)&lt;br /&gt;
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: It's even simpler than that, from what I can tell. When she &amp;quot;dies&amp;quot;, you lose ownership of her just like with a normal horse. At that point, if you fast travel (or possibly even just go away for a while) before remounting her, you end up on foot and she ends up back at FF. [[User:Aliana|Aliana]] 23:52, 12 October 2008 (EDT)&lt;br /&gt;
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::Sounds plausible. If that is confirmed it can go into the article. It would certainly explain why some people never lost Shadowmere (as they never let her die). --[[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; 09:02, 14 October 2008 (EDT)&lt;br /&gt;
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::: Someone else will have to work out the exact details: I'm no good with AI packages. But basically, &amp;quot;Return to Farragut&amp;quot; becomes the active package when she isn't &amp;quot;last ridden horse&amp;quot;, and &amp;quot;last ridden horse&amp;quot; is reset on horse death. What's much easier to see is the actual behavior: take her to an oblivion gate or whatever, let her die, then fast travel somewhere (it doesn't matter whether you go before she wakes up or not). If you travel to a town you won't get the &amp;quot;stabled&amp;quot; message, and if you travel to somewhere outdoors she won't be there. Also explains why the guy who used her as mobile storage had such problems with her.  :) {{Unsigned|Aliana}}&lt;br /&gt;
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== Moved from main article ==&lt;br /&gt;
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* The downside to Shadowmere is that she sometimes decides to wander off, and you either have to go find her or wait for her to wander back to [[Oblivion:Fort_Farragut|Fort Farragut]], which may take a '''very''' long time; if you armored her, she will never return to Fort Farragut.&lt;br /&gt;
** To prevent this problem, check on Shadowmere after fast-traveling.  If you see Shadowmere walking off into the sunset, quickly mount then dismount.  Shadowmere may then stay put.  Sometimes you may also need to heal Shadowmere to prevent her from wandering away.&lt;br /&gt;
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- Nebulous, and conflicts with both CS and observed behavior, c.f. &amp;quot;Wandering Off&amp;quot; section. [[User:Aliana|Aliana]] 20:47, 26 October 2008 (EDT)&lt;br /&gt;
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: It's nebulous, but it definitely does happen regardless of what the CS says. I've had it happen myself and no, I don't use her as a mobile container. –[[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; 01:40, 27 October 2008 (EDT)&lt;br /&gt;
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:: I'd really like to get this pinned down before putting something as vague as &amp;quot;sometimes she just wanders off&amp;quot; ''in the main article'', for a couple of reasons.&lt;br /&gt;
::* People who do use her as mobile storage, or who let her get crushed by Daedroths on their way into an Oblivion Gate and then immediately fast-travel away when they leave it (understandably, since that could potentially be hours or even days later) will continue to blame it on &amp;quot;oh, it just happens&amp;quot; when it's something they do have control over at least 99% of the time, but just don't understand it.&lt;br /&gt;
::* I've gone 20 levels with her since the &amp;quot;knockout&amp;quot; realization, and she has '''never''' &amp;quot;just wandered off&amp;quot;. Not once. She wanders ''around'' a lot, certainly, and if you park her e.g. outside a Fort, go into the &amp;quot;circle&amp;quot;, run up 3 flights of stairs, kill a bandit or two, etc, it's very unlikely that she'll be exactly where you left her (or even visible from there) by the time you've cleaned out the fort interior and got back there, even with time stopping while you're inside. But that's not the same as &amp;quot;genuinely wandered off&amp;quot;. The claim is essentially that she randomly returns to Fort Farragut for no reason, and ''that'', while certainly possible since almost nothing else in Oblivion actually works properly either :P, is very much up for debate or at least clarification.&lt;br /&gt;
::Some people can go the entire game (c.f. Timmen above) without ever &amp;quot;losing&amp;quot; her, i.e. having her not show up at their destination when they fast travel. It could be a platform/version thing; it could even be something as silly as she wandered down a steep slope, couldn't path back to the player, and gave up (though since she fast-travels &amp;quot;with&amp;quot; you even if you leave her in Anvil and run to Cheydinal on foot, that's kinda unlikely).&lt;br /&gt;
::What we ''do'' know are the situations that ''always'' cause her to stop being the player's horse (and thus return home), in the same way that deciding to ride the Unicorn just for fun does. We should make it very clear that these are distinct from the &amp;quot;mysterious abandonment&amp;quot; and are the player's &amp;quot;fault&amp;quot;, not lump them together and just say &amp;quot;meh, it happens&amp;quot;.&lt;br /&gt;
::* I'd be interested to know what a player.moveto shows if you can manage to reproduce one of those &amp;quot;odd&amp;quot; cases, so you can see how far she actually went. {{Unsigned|Aliana}}&lt;br /&gt;
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:::The trouble is that it genuinely is a case of &amp;quot;sometimes&amp;quot;. I don't like phrases like that either, but I've never had the time or energy to spend trying to pin it down. If you look around the site's talk pages you'll see that this isn't just a one-off either. This is different to the &amp;quot;losing her&amp;quot; phenomenon. I've certainly never experienced that, and I'd agree that the fast-travel-after-she-dies explanation works for that case.&lt;br /&gt;
:::I don't have any time to spend looking into this right now but will try to find some at some point. –[[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; 04:24, 27 October 2008 (EDT)&lt;br /&gt;
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:::: Seems webmonsters ate my reply last night, but none of this is Shadowmere-specific: it should all be on the Horses page.&lt;br /&gt;
:::: Go to Weatherleah. Get on the horse (if you're not already) and fast-travel to Sanguine's shrine. See what happens. Go back to Weatherleah. Get OFF the horse, fast-travel to Sanguine. Interesting, huh? Use player.moveto and you'll see where the horse is (bring up the world map) and where it's headed, and then what it does when you close the console. Need to poke at a few more things to work out the specifics, but it should give us a rough idea about what's going on.&lt;br /&gt;
:::: All sorts of interesting &amp;quot;secret&amp;quot; stuff shows up once you start digging... :) I'm going to put it on the Horses page where it belongs.&lt;br /&gt;
[[User:Aliana|Aliana]] 03:21, 28 October 2008 (EDT)&lt;br /&gt;
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== Member of the Thieves Guild? ==&lt;br /&gt;
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Okay, this is hilarious. My character is the leader of the thieve's guild (and in fact I completely finished the thieves guild quest line before ever murdering anybody to get into the assassin's guild). I just got shadowmere and am on my way to the first dead drop quest target. I accidentally shot Shadowmere with an arrow and up pops the &amp;quot;Quest added&amp;quot; dialogue box about how I have attacked another member of the thieves guild (&amp;quot;Cast out of the Thieves Guild&amp;quot;). This is the first time I've ever received this quest, because I've never attacked a *real* member of the thieves guild before. Can anyone offer an explanation for this? --[[User:Radix|Radix]] 18:25, 20 January 2009 (EST)&lt;br /&gt;
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:See [[Oblivion:Horses#Bugs]]. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 18:32, 20 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::[[Oblivion:Horses#Bugs]] doesn't explain this: it wasn't a stealing offense, it was specifically about attacking. &amp;quot;I have attacked another member of the Thieves Guild. Unless I pay the fine, I am sure to be cast out of the guild. I should talk to Armand.&amp;quot; Also, I'm completely up-to-date with patches (and I have the unofficial patch installed. Could be a bug in that, who knows) --[[User:Radix|Radix]] 20:08, 20 January 2009 (EST)&lt;br /&gt;
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::: There is a bug that in earlier versions that makes Shadowmere and other horses members of what ever guild you belong to. Since its your horse, it belongs in your guild. if you attack the horse and you are in all three guilds (happened to me my first play through a while ago) you get kicked out of all three. [[Special:Contributions/72.218.209.106|72.218.209.106]] 10:22, 3 July 2009 (UTC)Ross.&lt;br /&gt;
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::::I even got expelled from the Mage's guild without even being a member... I was quite surprised. [[Special:Contributions/80.239.242.95|80.239.242.95]] 18:17, 13 April 2010 (UTC)&lt;br /&gt;
:::::If that actually happend, I would be suprised and it should be posted on the [[Oblivion:Glitches|Glitches]] section [[User:Mikeyboy52|Mikeyboy52]] 02:04, 17 May 2010 (UTC)&lt;br /&gt;
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== Shadowmere attacking Emperor Septim and me ==&lt;br /&gt;
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I was escorting His Highness to the City and on the way a bear came along. I got off to kill the bear. His Highness ran with great speed and enthusiasm to join the fight. Shadowmere joined the battle after the bear was killed, and immediately started attacking Emperor Martin... I had no choice but to try and put down the horse before she put down the Emperor, thus ending my game. Soon as I struck her, she turned on me! I thought Shadowmere was not supposed to turn on her owner no matter what?&lt;br /&gt;
[[User:Calcium|Calcium]] 20:37, 19 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::There is a possibility of the Emperor accidentally hitting Shadowmere multiple times while going to join the fight. She then continued to turn on him, i suppose.{{Unsigned|72.218.209.106}}&lt;br /&gt;
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== Bug ==&lt;br /&gt;
&lt;br /&gt;
:''(moved from the article)''&lt;br /&gt;
*There is a glitch that causes Shadowmere to run in slow-motion. It is unknown what triggers it but it may be activated by her getting attacked numerous times. To fix it you must use a restore speed spell on Shadowmere. Learning any kind of restore attribute spell will give you the option to create a restore spell for any attribute. (As long as you have access to a spell-making alter).&lt;br /&gt;
&lt;br /&gt;
: Moved because it sounds like a one-off rather than a common glitch. It's also possible that something enchanted with Damage Speed his Shadowmere. In either case, it doesn't deserve mention on the main page. –[[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; 05:03, 21 March 2009 (EDT)&lt;br /&gt;
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== A Shadow Over Hackdirt and Shadowmere ==&lt;br /&gt;
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So, while I was completing the  &amp;quot;Shadow Over Hackdirt&amp;quot; mission, the whole town errupted into a massacre. Shadowmere, being the faithful steed, jumps into the fight, trying to help me beat the bad guys...and disappeared! Like POOF! No more Shadowmere.  I've reloaded from a previous save. No Shadowmere. I've fast traveled. No Shadowmere. Fort Farragut... NOPE. I'm on the 360 so I can't use the console. Does any one have any advice? BTW - Thanks for all the help so far, everyone! --[[User:MeBetter87|MeBetter87]] 22:03, 7 April 2009 (EDT)&lt;br /&gt;
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::: I know this is a quick update - I loaded my game to the save ''after'' the massacre, fast traveled to the Fort and she was back! It's been about one game week, so I guess when it says '''VERY''' slow, it really does mean '''''VERY'''''. Still, has any one had the same problem though with the mid-battle disappearing act with Shadowmere? --[[User:MeBetter87|MeBetter87]] 22:10, 7 April 2009 (EDT)&lt;br /&gt;
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== Shadowmere on drugs? ==&lt;br /&gt;
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While i was traveling the world with shadowmere, i dicided to get a blessing at an altar. But instead that i got the blessing, shadowmere was buffed up. Now she runs around like she's on drugs. Her speed tripled or something. Anyone els got this bug? {{unsigned|82.95.255.155|11 May 2009}}&lt;br /&gt;
: See [[Oblivion_talk:Wayshrines#Horses_and_Wayshrines|this discussion]]. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 06:23, 11 May 2009 (EDT)&lt;br /&gt;
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== Broken Shadowmere ==&lt;br /&gt;
&lt;br /&gt;
I'm on the PS3, I had completed all of the quest lines except for Fighters Guild and Shivering Isles quest line. So I went through the door, started working on quests, I came back and forth a few times to dump loot in a safe container. After I was pretty much done with SI I came back through the gate. I noticed that I could walk through Shadowmere, and the impassable part that I should &amp;quot;climb&amp;quot; is a few feet away from her. I try to climb on and all my character will do is stand next to her. She won't move, so every fast travel brings her along. Is there any way to fix this? {{Unsigned|173.24.176.142}}&lt;br /&gt;
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== Weynon Priori glitch with Shadowmere ==&lt;br /&gt;
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This is the best one, I went to the priori to find the special brandy needed for a offering to a dedric shrine. now when I arrived a note at the top said that the paint horse was back at the priori, and there she was. But when I fast traveled there I was on a horse I owned (black) and shadowmere was stabled at the stable where I bought the (black) horse. What can I say I like owning stuff. Any way, The black horse was not with me when I arrived and the paint was. Now shadowmere is gone also and my stat's show me only owning 3 horses and not like before I went to the priori, then I owned a black, white, chestnut and a bay. Black horse is gone for good, shadowmere is aol and the paint I can't own anyway. I'm back to 3 horses but I will check fort farragut when I get home. I now I can't own shadowmwere but I will not buy another black horse if she comes back. {{Unsigned|70.148.87.63|2 July 2009}}&lt;br /&gt;
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:You basically offered the solution yourself; check back at [[Oblivion:Fort Farragut|Fort Farragut]] in a few days. --[[User:Timenn|Timenn]]-&amp;lt;span style=&amp;quot;font-size: 9px; letter-spacing: 1px;&amp;quot;&amp;gt;&amp;amp;lt;[[User talk:Timenn|talk]]&amp;amp;gt;&amp;lt;/span&amp;gt; 09:41, 3 July 2009 (UTC)&lt;br /&gt;
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== Non-Essential Shadowmere ==&lt;br /&gt;
&lt;br /&gt;
After I talked to Lucien Lachance after &amp;quot;The Purification&amp;quot;, I found Shadowmere just outside the Fort, but she was unessential. (I'm on the Xbox 360) Also, when I played through the questline before, she was essential. Is this a one-time thing? [[User:Skink|Skink]] 14:59, 10 July 2009 (UTC)&lt;br /&gt;
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== You can get on Shadowmere when shes unconscious ==&lt;br /&gt;
&lt;br /&gt;
I was playing around with knocking Shadowmere unconscious and found out you can actually get on her while she's laying on the ground! After she's unconscious kinda jump around over her looking at her saddle and you'll see the mount icon and can get on her.&lt;br /&gt;
The only mods I have installed are the UOP, the USIP, and all the UOMP's except horse armor(that's the only plugin I don't have)&lt;br /&gt;
Can someone confirm this? [[User:Windwakr|Windwakr]] 20:12, 11 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::It only works when she starts to get up, but is still laying on the ground, so to speak. It skips the whole part where she stands up all the way.{{Unsigned|67.160.156.140}}&lt;br /&gt;
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== Removing Horse Armor Add-on ==&lt;br /&gt;
&lt;br /&gt;
I am playing the 360 version, and have lost Armored Shadowmere thanks to the glitch. Does anyone know if Shadowmere will revert back to her old programming (as in, wander back to the fort) if I deactivate the Armor Pack?&lt;br /&gt;
[[Special:Contributions/72.191.47.238|72.191.47.238]] 20:00, 26 October 2009 (UTC)&lt;br /&gt;
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== Can't use Shadowmere as container ==&lt;br /&gt;
&lt;br /&gt;
The article says it's possible to use Shadowmere as a container, but when I knock the horse unconscious, while I get the icon for a container, activating it does not open a container, the cursor merely blinks and nothing happens. What am I doing wrong here? [[Special:Contributions/80.203.26.69|80.203.26.69]] 09:44, 15 November 2009 (UTC)&lt;br /&gt;
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== shadowmere dissapear (xbox 360) ==&lt;br /&gt;
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Shadowmere (no armored) dissapeared after I mounted the Unicorn (no armored),  &lt;br /&gt;
&lt;br /&gt;
I know about farragut and all, but the Unicorn (&amp;quot;special&amp;quot; horse, like shadowmere) is in the process replacement like other horses when mounted another one?&lt;br /&gt;
&lt;br /&gt;
I killed the Unicorn for the quest.&lt;br /&gt;
did Shadowmere dissapear forever?&lt;br /&gt;
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[[Special:Contributions/86.220.17.52|86.220.17.52]] 00:56, 4 December 2009 (UTC)&lt;br /&gt;
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== I've Lost Shadowmere (Armoured) ==&lt;br /&gt;
&lt;br /&gt;
I appear to have fallen prey to the glitch that when you armour Shadowmere using the Horse Armour package, she doesn't return to Fort Farragut. I'm playing Oblivion on the 360 and have no previous saves. She hasn't appeared at Fort Farragut and it's been several in-game weeks since I lost her. Is there anyway I can get her back, or is she well and truly gone? She's also not following me to city stables when I fast travel.{{Unsigned|86.13.9.247|15 February 2010}}&lt;br /&gt;
: Sorry, she is gone. The armor actually changes the horse not just the look. The AI package is changed so she does not return to Farragut and I would recommend a black horse for your next purchase because there is no known way to get her back without the console.--[[User:Corevette789|Corevette789]] 18:35, 15 February 2010 (UTC)&lt;br /&gt;
I lost her with the xbox, and found her again. She would follow me around when I fast traveled, but then I foolishly rode another horse when running from guards, and so she stopped following (the horse that fast travels is the last non-stolen horse you rode). However, I thought about it, and went to the last city I was at before I rode the other horse, and there she was, waiting at the stables for me. If you lost her in the wilderness (why would you leave her?) then I guess you're screwed. However, you might just check all the horse stables to be sure. (And yes, I have her armoured.) [[Special:Contributions/71.94.222.230|71.94.222.230]] 09:53, 16 May 2010 (UTC)Kat&lt;br /&gt;
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***WAIT A FIX!  I had the steel armoured Shadowmere and was convinced, as above, that he was gone for good.  The console command for my armoured horsey did not work (sent me to some random dungeon somewhere with no Shadowmere in sight).  Then I tried that trcking down console command, using the ID for the UNARMORED Shadowmere and, behold!  He is returned to me!  He was hanging around the place where I had armoured him.  Maybe try that?&lt;br /&gt;
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== This Command Never Finishes Loading ==&lt;br /&gt;
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Whenever I try to use the player.moveto command in order to move to Shadowmere's location, the game loads for like two seconds (not filling up the little bar) then fades to black, then back to another loading screen that does finish.  However, on the second loading screen it never moves back to in game, it just stays with a complete bar.  Am I being impatient?  I've waited for about 30 seconds, which is much longer than usual for my computer and Oblivion.  Yes, I've done the quest, and yes I've ridden her before.  She's not showing up at Fort Ferragut and she has in the past, she is unarmored and I'm on the PC.&lt;br /&gt;
&lt;br /&gt;
Just an update on my situation: I must have been doing something wrong or getting an unknown or invisible error because I just tried the moveto command and appeared right in front of her!  Just a warning to other Shadowmere horse riders, she can get stuck behind the door leaving the waterfront that leads to the rest of the city.  Somehow she was trapped trying to reenter the Imperial City, which would be hard for an evil horse...&lt;br /&gt;
== Source of Shadowmere's name? ==&lt;br /&gt;
&lt;br /&gt;
In the Fellowship of the Ring Bilbo spent much time writing a song about the Elves, and recited it when Frodo first arrives in Rivendell. In one of the verses it is said 'the lamplit towers of Tirion are mirrored on the Shadowmere.' Possible a body of water which would be a dark mass at night thus the reflection. Shadowmere being a dark horse... {{unsigned|CEFOmike|19:07, 8 March 2010}}&lt;br /&gt;
:While it's possible, I think there should be a bit more of a connection than that to put it on the main page. If there were other verses that matched up with Shadowmere or the Dark Brotherhood storyline, for example, that would make it much more likely that that's where the name came from. &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; 02:31, 10 March 2010 (UTC)&lt;br /&gt;
::I agree with RobinHood70. I think the connection is too thin for a mention on the main page. [[User:Darkdoom227|Darkdoom227]] 02:47, 10 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== A weird glitch ==&lt;br /&gt;
{{Dm|page=Glitches|header=A weird glitch}} ''Not relevant to subject. ''[[User:Vesna|Vesna]] 02:45, 13 June 2010 (UTC)&lt;br /&gt;
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== Never got Shadowmere ==&lt;br /&gt;
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I was playing the 360 version and I had Prior Mabel's Paint Horse. I went to Lucien in Farragut and he said he would give me Shadowmere. I went outside and no one was there. I tried to fast travel to a city and prior mabel's horse was there not Shadowmere. then i went and killed the other horse hoping to spawn shadow mere and then i had no horse. I bought a new horse and then i rode it for a while, fast traveled, and it was gone. What is going on? Where did my new horse go and where did Shadowmere go? Is there a way to fix this? --[[Special:Contributions/71.56.63.209|71.56.63.209]] 20:30, 17 June 2010 (UTC)Fangles&lt;br /&gt;
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:I do not know where your new horse went but as far as Shadowmere...Shadowmere does not officialy becaome &amp;quot;your&amp;quot; horse till you mount her. If you did not mount her, she will not fast travel with you and will not follow you around. Go back to Fort Farragut and look for her again. You might not have searched for her good enough, and she might still be waiting for you. If shes not there, try talking to Lucien again. {{unsigned|24.191.230.100|19:10, 21 June 2010}}&lt;br /&gt;
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== Shadowmere Gone ==&lt;br /&gt;
I'm on the Xbox 360.  And I had Shadowmere for a quite a long time, went and did the Shivering Isles quest and returned to the island where the gate is in the middle of Niben Bay, to find Shadowmere waiting where I left her.  One fast travel later to a Necromancer shrine and she gets attacked by the NPCs which become aggroed as soon as we arrive.  Shadowmere the gung-ho horse accidentally comes into the line of fire from my arrows and (having a powerfully enchanted bow and tipped arrows, she dies instantly).  When she awoke I travelled to the Imperial city where I got the 'stabled' message (incidentally I also got kicked out the Mages Guild).  Except she wasn't there when I was ready to leave.  Knowing how she works and having 'lost' her many times (from fast travelling, her becoming hurt or whatever) she has always re-appeared at FF.  Now she has not.  In fact it's been a month of adventuring game-time and I'm still waiting.  Is she gone for good then?  And why? {{unsigned|109.152.210.50|12:44, 18 June 2010}}&lt;br /&gt;
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:Without having your saved game, there's nobody on the site who can tell you that for sure. My best guess would be that she's become trapped somewhere where she either keeps getting killed or can't get out of. It's hard to say. &amp;lt;span style=&amp;quot;white-space:nowrap; font-variant:small-caps; line-height:0;&amp;quot;&amp;gt;‒ [[User:RobinHood70|'''Robin Hood''']]&amp;lt;span style=&amp;quot;font-size:18pt;&amp;quot;&amp;gt;↝&amp;lt;/span&amp;gt;[[User_talk:RobinHood70|&amp;lt;span style=&amp;quot;vertical-align:super&amp;quot;&amp;gt;'''talk'''&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; 14:24, 18 June 2010 (UTC)&lt;br /&gt;
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== Shadowmere Drained Speed Reverse Drop Trouble ==&lt;br /&gt;
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I've had Shadowmere since I did the Dark Brotherhood which was ages ago, before I lost her and (unknown to me back then) she returned to Fort Farragut, a khajit with a drain speed weapon attacked Shadowmere and now shes REALLY slow! I've put restore speed potions on her and even put a restore speed/restore health potion on her for her to use in battle in hope of her using it to restore her speed but she won't! I've tried attacking her myself, bears, wolves everything! Any theories? 13:23, 10 July 2010 (UTC) Dayne ~ Finn Wright {{unsigned|Dayne|10 July 2010}}&lt;br /&gt;
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: You'll probably have to create a custom Restore Speed on Touch spell then cast it on her. [[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; 14:47, 10 July 2010 (UTC)&lt;br /&gt;
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I was hoping I wouldn't have to do that. Thanks heaps [[User:Dayne|Dayne]] 18:15, 10 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Vesna</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion_talk:Alawen&amp;diff=586939</id>
		<title>Oblivion talk:Alawen</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion_talk:Alawen&amp;diff=586939"/>
		<updated>2010-07-14T04:36:48Z</updated>

		<summary type="html">&lt;p&gt;Vesna: Re: Where is she?&lt;/p&gt;
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&lt;div&gt;== Essential..or not? ==&lt;br /&gt;
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Hey it isn't written in her NPC summary and an editor said she often gets killed because she wanders around and attacks creatures in her vicinity.  It's true that she often hunts but when I took this screenshot, I noticed that she was an essential character and thus couldn't die...I waited lots of days (mainly to get rid of the snow..but it didn't go away :/ ) and she was always at her camp when not hunting.&lt;br /&gt;
ps: I have OOO installed so maybe it's one of its bundled changes?&lt;br /&gt;
--[[User:Vartan|Vartan]] 01:51, 22 March 2007 (EDT)&lt;br /&gt;
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:I can't see any indication that she should ever be essential (without mods).  She isn't set to be essential at the start of the game, and there's nothing in the CS that ever changes her essential-ness.  There's also a quest update specifically for if she happens to die, so the developers seemed to think that death was a possibility.  So that might well be an OOO change.&lt;br /&gt;
:BTW, since you mentioned weather...  If you want to get rid of snow, you can change the game's weather in the console: &amp;lt;code&amp;gt;fw 38eee&amp;lt;/code&amp;gt; for example forces the weather to be clear (and in the daytime, sunny).  There's more on the command [[Oblivion:Console_Command_Tutorial#SetWeather_WeatherID_.28SW_WeatherID.29|here]]. --[[User:Nephele|Nephele]] 02:44, 22 March 2007 (EDT)&lt;br /&gt;
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::Oh alrighty, so I guess it must be OOO...and it makes more sense because there are the high/very high level creatures/npcs around that area so maybe that's why they made her invincible. Also, thanks for the weather command, I didn't think of that while in-game :p --[[User:Vartan|Vartan]] 02:51, 22 March 2007 (EDT)&lt;br /&gt;
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:::I think there may be another side-effect of OOO here.  I'm pretty sure (though I'd have to look it up) that she's supposed to be wearing clothing or armor of some sort.  It's likely that if she's been made invincible, that she got into several fights and most of her armor is broken.  It looks like she's lost everything but the greaves.  (And possibly the boots which are out of frame.)  I'm guessing in the un-modded game, she'd usually end up dead before her armor got reduced to this state.  Might want to try and find a more properly-attired screenshot? --[[User:TheRealLurlock|TheRealLurlock]] &amp;lt;sup&amp;gt;[[User_talk:TheRealLurlock|Talk]]&amp;lt;/sup&amp;gt; 09:53, 22 March 2007 (EDT)&lt;br /&gt;
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::::Yes, she is originally equipped with leather boots, greaves, gauntlets, and cuirass, and a silver bow and arrows.  --[[User:Nephele|Nephele]] 10:16, 22 March 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: Yeah I'm sorry, I knew I shouldn't have taken pictures of characters that look different from the vanilla version as it may confuse the readers. Feel free to change the picture once you have a picture of the original character by simply updating a new version of the one I uploaded :p I guess I'll stick with the &amp;quot;comon&amp;quot; characters in cities and such. (for the screenshots) --[[User:Vartan|Vartan]] 11:17, 22 March 2007 (EDT)&lt;br /&gt;
:::::: I don't think it's the OOO, as she's marked essential in mine, too. My guess is that it's the Unofficial Oblivion Patch. [[User:64.105.36.31|64.105.36.31]] 23:18, 25 July 2007 (EDT)&lt;br /&gt;
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::It's OOO. I've just checked the latest UOP and OOO 1.32 RC3 in the CS (separately, I should add), and she is flagged as essential in OOO.--[[User:Gaebrial|Gaebrial]] 12:02, 8 November 2007 (EST)&lt;br /&gt;
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:::I've also noticed this, and she seemed to do it immediately after I finished the Master Training quest. I trained all the way, then rested to activate my level-up that I had. Does anyone have any specific times as to when she is at the bandit camp, hunting, and at her camp?&lt;br /&gt;
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== console command not needed? ==&lt;br /&gt;
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Alawen ran to the nearby ruins and I assumed she died and used the console command to respawn her so I could train. Worked fine. Leveled up and came back to train again. Now there are three Alawen's at the camp. I am using OOO. People may be better off waiting around for her than using the console to get her back like the note says.[[User:Thezorn|Thezorn]] 00:52, 8 November 2007 (EST)&lt;br /&gt;
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==Agressive Alawen==&lt;br /&gt;
&lt;br /&gt;
I was walking around the wilderness and i found her camp. But when i aproached it the battle music started and i drew my blade and started looking around, and all of a sudden Alawen attacks me with her bow from a distance and i was forced to kill her. Do anyone know why this happened?&lt;br /&gt;
:With an [[Oblivion:Aggression|Aggression]] of 5, Alawen should ''never'' attack you. It's more likely she was attacking a wolf or other animal that appeared nearby and you got in the way... unless you had a huge infamy or something like that. –[[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; 17:16, 11 &lt;br /&gt;
January 2008 (EST)&lt;br /&gt;
I didnt have a huge infamy so i quess your right about that wolf thing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Killed by bandits? ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I think their may be a strong possability of Alawen being killed by the bandits who camp just a bit further up to the rigth of Alawens camp and heres my reason why. After testing i found If you go to her camp in day time and Alawen is there and wait an hour she is normally missing and sometimes will never make it back no matter how long you wait which probaly means she's been killed. So i loaded my game to the nearest save and went back to her camp during the day and Alawen was their, this time i decided before waiting an hour to trigger her dissaperance to go to the camp i mentioned earlier (sorry i don't know it's name and by the way even if you come across it you will not get any conformation off the game or a map marker and if you check the official strategy guide in the maps section for it's name you will have no luck as it is not there for some reason ethier)thier was two bandits there so i killed them both and headed back down to Alawens camp. After seeing she was still their i waited an hour and she was gone, then i waited till dark and Alawen came back unharmed and i have also went as far away as possible from the camp for long periods of time and when i go back she is still alive and well and if you check the bandit camp you will also notice that they never appear again making it a lot more likely that Alawen will stay alive.&lt;br /&gt;
: This seems very likely as I ran the same series of save/load tests and had similar results. It seems that once you meet Alawen at Troll Candle Camp, waiting/resting/fast-traveling triggers her to &amp;quot;wander off&amp;quot;, and subsequently possibly die. To prevent this, after talking to Alawen the first time, and without any waiting/resting, I went and killed the bandit at the nameless/markless camp directly NE of Troll Candle, went back to Troll Candle, then waited a few hours. Alawen always ended up at the nameless camp, standing around doing nothing, or traveled back to Troll Bandit Camp, completely unharmed. I loaded several times, testing several possibilities, and the only time she seemingly &amp;quot;disappeared forever&amp;quot; was when I didn't kill the bandit/s at the nameless camp. Almost seems planned that way by the original creators. I mean, isn't it suspicious that the bandit camp has no name, or marker? And by chance, Alawen almost always ends up there? Curious. It might be helpful if someone with console access could test her behavior under several circumstances, so as to maybe help prevent much frustration to 360/PS3 players who cannot undo such undesired occurences. Also, do journal entries ever update after completion of a quest? Because when you meet Alawen and she agrees to train you, this technically &amp;quot;completes&amp;quot; the master archery training quest, and thus if Alawen should die after this point, you would never get the &amp;quot;Alawen has died&amp;quot; journal update, as the quest is &amp;quot;completed&amp;quot;. When I killed her on my game after she agreed to train me, I did not get the death update. p.s. Running Vanilla Oblivion 360. [[User:SirQ|SirQ]] 13:40, 28 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Besides eating and sleeping, Alawen hunts for Venison the entire day. She does this in a radius of 10000 (Default wander radii are 512-1024) from her starting position. --[[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; 06:01, 29 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Don't know what you're talking about. The only thing directly NE of Troll Candle Camp is Kvatch. Could you be a little more specific? --[[User:Debatra|Debatra]] 10:14, 1 December 2008 (EST)&lt;br /&gt;
Never mind; I found it. I was going a little ''too'' &amp;quot;directly NE&amp;quot;. --[[User:Debatra|Debatra]] 10:22, 1 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Hello, I'm a big fan of this site and I own Oblivion GOTY Edition for the 360, I accidentally overleveled my character, so was fast-traveling back and forth between Troll Candle Camp and Kvatch campsite to sleep an hour and train(mind you this was my first character, completely unpatched, now deleted) Marksman, for around 10 levels worth of this Alawen did not die. Times when she wasn't at the campsite I went back to Kvatch and waited then traveled back and she was there and not dead. My theory is that staying away from her somehow preserved her from dying, or perhaps I'm just lucky. Anyways, just my 2 cents of advice for the unfortunate 360 Oblivion gamers out there like myself. Thanks again for the vastly helpful site, UESP owners/contributors. :} [[Special:Contributions/24.73.19.10|24.73.19.10]] Jan&lt;br /&gt;
: Thanks for the tip. It is a fact, that wildlife will not spawn as much (if at all) if you are not present in the same cell as her - and that is not specific for Alawen. Still, we might need to get some helpful tips like this on her page - just to make sure, she survives long enough for people to complete the Marksman Training quest. [[User:Krusty|Krusty]] 15:46, 1 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Elven Bow==&lt;br /&gt;
&lt;br /&gt;
Do you need the bow with you whenever you want training, or just the first time? --[[User:Debatra|Debatra]] 17:15, 18 June 2008 (EDT)&lt;br /&gt;
: Just the first time. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 06:38, 19 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Can't Start Master Marksman Training Quest. ==&lt;br /&gt;
&lt;br /&gt;
Hi, I have recently been recieving training from Reman Broder but now he can't teach me any more, nor can Pinarus Inventius, but neither of them can give me the quest to recieve master training!&lt;br /&gt;
&lt;br /&gt;
If you know why this might be, or how I can solve this problem, your help would be much appreciated. Thanks. {{unsigned|124.197.9.221}}&lt;br /&gt;
: Same here. Someone tell me what to do, please. {{unsigned|204.244.96.237|06:03, 10 November 2009}}&lt;br /&gt;
:: They will not provide the Master Training preference if the master trainer is dead. The topic will not even appear in their dialogue options. --[[User:Krusty|Krusty]] 13:30, 10 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== She's pretty good for Dark Brotherhood attention ==&lt;br /&gt;
&lt;br /&gt;
That is, of course, if you're not interested in learning bow training from a master.  I had no idea that was what she was for and I killed her the first time I attempted a playthrough of this game, because I still had a crappy bow and she had a silver one.  I'm actually quite tempted to do it again because I hate spending money to upgrade my skills unless it's a benefit of a piece of equipment and I'm looking to join the Dark Brotherhood.  -- [[User:J5689|J5689]] 17:31, 28 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Schedule comments and suggestions ==&lt;br /&gt;
&lt;br /&gt;
Just did the schedule for Alawen, but I have to admit, I couldnt get her to eat at 8pm, even though the Service-board suggests that she stops training at that time. I tried dropping food, put it in the sacks next to the tent, but she didn't touch it. So I'm not 100% sure the in-game schedule is correct. Also, the notes section seem a little &amp;quot;old&amp;quot; - and should at least include a mention to PS3 and X360-players as well. [[User:Krusty|Krusty]] 21:05, 10 March 2009 (EDT)&lt;br /&gt;
: I had no problem getting her to eat. At 8pm she sat on the stool next to the tent and ate the venison I'd dropped previously to test the other part of her package. Tried it again with some bread too. I agree about the note though. It's a standard tip so it doesn't need to be on the page. –[[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; 01:59, 11 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What's the purpose of this statement? ==&lt;br /&gt;
&amp;quot;Living in the wilderness can be dangerous, and Alawen is definitely aware of that.&amp;quot;&lt;br /&gt;
What's the purpose of this? Especially since in the notes it's mentioned &amp;quot;Alawen has a bad habit of wandering off and getting herself killed by bandits and/or wildlife. &amp;quot; Just how aware of the dangers of the wilderness is she? And it looks like Krusty and Rpeh above are mentioning that the note doesn't necisarilly need to be here... so that about the &amp;quot;wilderness can be dangerous&amp;quot; comment? I just don't understand what the point is... [[User:Sopor42|Sopor42]] 13:28, 23 March 2009 (EDT)&lt;br /&gt;
:The statement is in relation to the next sentence, which states that she patrols the camp regularly and for a long period of time; also hunting in the meanwhile. --[[User:SerCenKing|SerCenKing]] 13:41, 23 March 2009 (EDT)&lt;br /&gt;
:: I'll agree that the statements on that page pretty much contradict as it is written now. Still, the page is very much a work in progress, and that one was made in a hurry (before she died on me). To be perfectly honest, I meant the wilderness bit to be some kind of warning to the gamer - because she can die so easily and then prevent you from completing the Marksman Traiining quest. It needs a rewrite, thats for sure, and the note needs to be extended to include PS3 and X360 gamers - but as I said, it's a work in progress, and it's far from finished yet. [[User:Krusty|Krusty]] 14:05, 23 March 2009 (EDT)&lt;br /&gt;
:::Well that all makes a little more sense to me now. What about something along the lines of... &amp;quot;Alawen is well aware of how dangerous living in the wilderness can be so she spends the majority of her time patrolling the camp. Unfortunately the dangers of the wilderness can sometimes catch up with even her as she has a bad habit of wandering off and getting herself killed by bandits and/or wildlife.&amp;quot; [[User:Sopor42|Sopor42]] 17:10, 23 March 2009 (EDT)&lt;br /&gt;
::::Sounds good to me! Just go ahead and add it. Remember to mention this little conversation in your Edit Notes, just to justify why you are doing it. [[User:Krusty|Krusty]] 20:59, 23 March 2009 (EDT)&lt;br /&gt;
:::::I didn't know if I should do anything about the note... like should the &amp;quot;Fixed by UOP&amp;quot; be moved up and the notes section totally removed? I also am not sure what everybody was wanting in reference to the 360/PS3 versions. And by &amp;quot;edit notes&amp;quot;, did you mean edit summary? (This is my first edit... so I'm not 100% sure what I'm doing.)&lt;br /&gt;
:::::: I've reworded it. We don't want to start having UOP tags in the main body of the text, methinks. –[[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; 01:31, 24 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Won't offer training. ==&lt;br /&gt;
&lt;br /&gt;
I think it is important to point out that she will not discuss training with you if you first approach her with an elven bow already in your possession.  It took me a VERY long time to figure that one out. -{{unsigned|68.113.247.106}} 20:42 15 May 2009&lt;br /&gt;
: Well... she will, although you have to exit the conversation and start again. That's the same as many other NPCs and so not really worth mentioning. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 02:08, 16 May 2009 (EDT)&lt;br /&gt;
:: That's odd; when I had the training reference and approached her with my Elven Bow (I happened to have gotten one off a bandit by chance) she immediately complimented my equipment and was willing to train me as soon as I asked. No need to exit conversation or anything. I had Unofficial Oblivion Patch installed. --[[User:Nocturnal|Nocturnal]] 01:30, 30 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Easter egg? ==&lt;br /&gt;
&lt;br /&gt;
When I was at level 98 Marksman and approached Alawen she said in a very &amp;quot;thrilled&amp;quot; tone of voice &amp;quot;I'm so glad to see you, I could burst!&amp;quot;. I was so surprised by her reaction (and kind of flattered) so a reloaded a very recent (like 1 minute before) save and approached her again. I did this about a dozen times but she never said it again. Has anyone else experienced this? Is it some kind of easter egg, or just a very low probability random statement? It was so bizarre and so unexpected that I'm still quite puzzled by it.&lt;br /&gt;
[[Special:Contributions/168.209.97.34|168.209.97.34]] 09:40, 16 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:No, it's not specific to Alawen, it's a greeting done by all Bosmer (see [[Oblivion:Bosmer#Race-specific Dialogue|here]]). Usually such greetings are randomly selected, so they don't appear all the time. --[[User:Timenn|Timenn]]-&amp;lt;span style=&amp;quot;font-size: 9px; letter-spacing: 1px;&amp;quot;&amp;gt;&amp;amp;lt;[[User talk:Timenn|talk]]&amp;amp;gt;&amp;lt;/span&amp;gt; 10:28, 16 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== can you get master status if she dies? ==&lt;br /&gt;
&lt;br /&gt;
if she dies or dissappears for any reason do you need master trainers to achieve master status?{{unsigned|68.7.34.165|04:50, 27 April 2010}}&lt;br /&gt;
:No. You can become a master in a particular skill without the need for a master trainer. &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; 06:49, 27 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Where is she? ==&lt;br /&gt;
I know for a fact that she is not dead, but no matter how long I wait she DOES NOT return to the campsite to do her scheduled tasks.  Is this a bug/glitch? [[User:BrenMan 94|BrenMan 94]] 04:33, 13 July 2010 (UTC)&lt;br /&gt;
: She may be stuck somewhere. Leave the area and return to the camp in a few (in-game) days. She should appear at the camp. [[User:Vesna|Vesna]] 04:36, 14 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Vesna</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:A_Brush_with_Death&amp;diff=586875</id>
		<title>Oblivion:A Brush with Death</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:A_Brush_with_Death&amp;diff=586875"/>
		<updated>2010-07-13T20:56:43Z</updated>

		<summary type="html">&lt;p&gt;Vesna: Revamp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Quests|Cheydinhal}}&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver=[[Oblivion:Tivela Lythandas|Tivela]]&lt;br /&gt;
|Icon=OB-qico-General1.png&lt;br /&gt;
|Start=[[Oblivion:Cheydinhal|Cheydinhal]]&lt;br /&gt;
|Reward=[[Oblivion:Apron of Adroitness|Apron of Adroitness]]&lt;br /&gt;
|Fame=Fame +1&lt;br /&gt;
|ID=MS14&lt;br /&gt;
|Prev=None&lt;br /&gt;
|Next=None&lt;br /&gt;
|Loc=[[Oblivion:Cheydinhal|Cheydinhal]], Rythe's painted world&lt;br /&gt;
|Image=OB-quest-RythePainting.jpg&lt;br /&gt;
|ImgDesc=It looks like an ordinary painting... but is it?&lt;br /&gt;
|description=[[Oblivion:Rythe Lythandas|Rythe Lythandas]], the best painter in all the land, has gone missing!  His wife [[Oblivion:Tivela Lythandas|Tivela]] is distraught and requests your help in finding him.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
# Listen to rumors in Cheydinhal about the missing painter, and meet his wife, Tivela, in their house.&lt;br /&gt;
# Tivela tells you about her husband locking himself in his room; go to his room, and enter the painting.&lt;br /&gt;
# Find Rythe, and he tells you about a [[Oblivion:Bosmer Thief|thief]] who stole his magic paintbrush.&lt;br /&gt;
# Find the thief's corpse, and retrieve the paintbrush.&lt;br /&gt;
# Return to Rythe with the brush, and you will both return to Tamriel. He will reward you with the [[Oblivion:Apron of Adroitness|Apron of Adroitness]].&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
===Missing Painter===&lt;br /&gt;
If you ask around town in [[Oblivion:Cheydinhal|Cheydinhal]], people will tell you that [[Oblivion:Rythe Lythandas|Rythe Lythandas]], a famous painter, has gone missing, and his wife, [[Oblivion:Tivela Lythandas|Tivela]], is very upset. Go to the Lythandas house on the south side of town, and talk to Tivela for more information. Tivela tells you that Rythe had locked himself in his study, as he often did. However, after not seeing him for several days, Tivela decided to investigate. Upon doing so, she discovers that Rythe has disappeared!&lt;br /&gt;
&lt;br /&gt;
===Find Rythe===&lt;br /&gt;
[[Image:OB-Img-PaintedWorld.jpg|thumb|right|Rythe's Painted World]]&lt;br /&gt;
Tivela gives you the [[Oblivion:Rythe's Studio Key|key]] to Rythe's study. Open the door and take a look around. You should notice fairly quickly that one of the paintings is actually a door. Enter the painting. You soon arrive in a painted semblance of the great forest, and Rythe is standing near you. He reveals that a thief stole his magical paintbrush, which allows him to enter paintings to make them look more realistic. The thief created some [[Oblivion:Creatures|painted trolls]] to guard him, but instead they killed him. Rythe needs the paintbrush so that both of you can escape. If you ask him about the [[Oblivion:Creatures|painted trolls]], he gives you six bottles of [[Oblivion:Turpentine|turpentine]], which do a level dependent amount of damage ([[#Turpentine Leveling|see chart below]]) to painted trolls when applied to your weapon.&lt;br /&gt;
&lt;br /&gt;
==={{NewLine|Retrieve the Brush}}===&lt;br /&gt;
[[Image:OB-creature-Painted Troll.jpg|thumb|right|One of the six painted trolls]]&lt;br /&gt;
There are at least six [[Oblivion:Creatures|painted trolls]] that tend to be hard to kill. Two applications of turpentine generally kill one [[Oblivion:Creatures|painted troll]], but depending on your level you may need up to four (see the table below.) Fire damage works similarly on painted trolls as on standard trolls. The trolls also cannot jump or climb, so rocks can provide a safe haven for your character during battle. However, they are fast, and you will generally not outrun one for long. Each troll also has [[Oblivion:Painted Troll Fat|painted troll fat]], a unique ingredient with different properties than regular [[Oblivion:Troll Fat|troll fat]]. This quest is the only place in [[Oblivion:Oblivion|Oblivion]] where you can get it, and it can not be duplicated in the [[Oblivion:Enchanted Chest|Enchanted Chest]]. Therefore, you may want to kill as many painted trolls here as you can find.&lt;br /&gt;
&lt;br /&gt;
You can evade most of the trolls if, instead of following the path, you travel south and a bit west over the rocks from where you start. You will still have to kill the one or two trolls closest to the thief's corpse, but with six bottles of turpentine, this shouldn't be a problem. You can also lure them to Lythandas, who, although weak, is essential and will not die. &lt;br /&gt;
&lt;br /&gt;
===Return to Tamriel===&lt;br /&gt;
After looting the thief's corpse and returning the brush to Rythe, he paints a portal back to [[Lore:Places|Tamriel]]. When you arrive, stick around and listen to the conversation he has with his wife. Afterwards, he'll give you the [[Oblivion:Apron of Adroitness|Apron of Adroitness]], a light armor chest piece with a leveled [[Oblivion:Agility|agility]] and [[Oblivion:Intelligence|intelligence]] boost. If you did this quest early, you leave while Rythe and Tivela are talking and come back later to receive a higher-leveled apron, as the apron level is determined at the moment you receive it from Rythe.&lt;br /&gt;
&lt;br /&gt;
===Turpentine Leveling=== &lt;br /&gt;
There seem to be several &amp;quot;sweet spots&amp;quot; for the best level to do this quest.  Both the Trolls and the Turpentines are leveled, but the Turpentines only increase in damage every 4 levels, while the Trolls increase every level, so if you do the quest at either level 1 or a multiple of 4, you will do optimal damage with the Turpentine.  Level 1 is clearly the best time to do this quest as seen from the chart below.  Turpentines do not increase in damage after level 20 so it will only get harder after that.  This chart does not take into account the damage from the weapon you use to deliver the poison.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! Health !! Damage !! # Needed !! !! Level !! Health !! Damage !! # Needed !! !! Level !! Health !! Damage !! # Needed&lt;br /&gt;
|-&lt;br /&gt;
|'''1''' ||'''25''' ||'''20''' ||'''1.25''' || ||'''8''' ||'''200''' ||'''100''' ||'''2''' || ||15 ||375 ||150 ||2.5&lt;br /&gt;
|-&lt;br /&gt;
|2 ||50 ||20 ||2.5 || ||9 ||225 ||100 ||2.25 || ||'''16''' ||'''400''' ||'''200''' ||'''2'''&lt;br /&gt;
|-&lt;br /&gt;
|3 ||75 ||20 ||3.75 || ||10 ||250 ||100 ||2.5 || ||17 ||425 ||200 ||2.13&lt;br /&gt;
|-&lt;br /&gt;
|'''4''' ||'''100''' ||'''50''' ||'''2''' || ||11 ||275 ||100 ||2.75 || ||18 ||450 ||200 ||2.25&lt;br /&gt;
|-&lt;br /&gt;
|5 ||125 ||50 ||2.4 || ||'''12''' ||'''300''' ||'''150''' ||'''2''' || ||19 ||475 ||200 ||2.38&lt;br /&gt;
|-&lt;br /&gt;
|6 ||150 ||50 ||3 || ||13 ||325 ||150 ||2.17 || ||'''20''' ||'''500''' ||'''250''' ||'''2'''&lt;br /&gt;
|-&lt;br /&gt;
|7 ||175 ||50 ||3.5 || ||14 ||350 ||150 ||2.33 || ||21 ||525 ||250 ||2.1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* After completing the quest, the Lythandases may consider you to be trespassing. (Although, as you've just completed a quest for them, their disposition should be high enough for you just to yield to them).&lt;br /&gt;
** If you are considered trespassing after returning from the painting, Rythe may not talk to his wife. Talk to him for the reward.&lt;br /&gt;
* The painted trolls will chase you through doors. Through this, you may unwittingly unleash havoc on the city. (This does not work on the PS3's Oblivion:GOTY version.){{verification needed|Is this something that was fixed by a patch?}}&lt;br /&gt;
* Oddly, the body when you find it is labeled as ''&amp;quot;Bosmer Thief&amp;quot;'', and Lythandas notes multiple times that the thief is Bosmer.  However, a closer inspection reveals that the body is actually that of an Altmer. The name in the Construction Set is &amp;quot;Senannala,&amp;quot; which sounds slightly more like an Altmer name than Bosmer, though Bosmer and Altmer names are often similar.&lt;br /&gt;
** {{UOP}}&lt;br /&gt;
* After you complete this quest, a special edition of [[Oblivion:The Black Horse Courier|the Black Horse Courier]] is published: &amp;quot;[[Oblivion:Greatest Painter Safe!|Greatest Painter Safe!]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Occasionally upon entering the painted world, Rythe does not converse with you about the thief and stolen paintbrush.  The painted trolls are active, and you can kill them, but there is no thief or paintbrush to be found.  In this case, save and re-load the game then approach Rythe.  This should cause the quest to progress as usual.&lt;br /&gt;
** Alternatively, return to the spot where you first entered the painted world and wait a second or two. This should trigger the appropriate quest update and cause Rythe to speak to you.&lt;br /&gt;
* After returning the paintbrush to Rythe, sometimes the door he paints for you to return to Tamriel will not be visible or cannot be used. Workaround: Make sure you save the game immediately before returning the paintbrush, and if this glitch occurs, reload and try again.&lt;br /&gt;
** {{PC Note}} Similar to the [[Oblivion:Where_Spirits_Have_Lease#Bugs|Where Spirits Have Lease portal problem]], this ''may'' be caused due to using a console command or mod to change the default 30:1 timescale used by the game.  Use the console command &amp;lt;code&amp;gt;[[Oblivion:Console#set timescale|set timescale]] to 30&amp;lt;/code&amp;gt; to reset your timescale to default.  After using the painting to return to the real world, feel free to change it back to your custom setting.&lt;br /&gt;
** {{PC Note}} If this bug occurs and you don't have a save, use the [[Oblivion:Console|console]] to enter the following commands:&lt;br /&gt;
**# &amp;lt;code&amp;gt;[[Oblivion:Console#setstage|setstage]] MS14 75&amp;lt;/code&amp;gt; (to get the update that the door is painted)&lt;br /&gt;
**# [[Oblivion:Console#coc|COC]] out of the Painted World (e.g., &amp;lt;code&amp;gt;coc skingradmagesguild&amp;lt;/code&amp;gt;)&lt;br /&gt;
**# Travel to Rythe's house. As soon as you enter his house through the front door, the quest will update and Rythe will walk in from his studio.&lt;br /&gt;
** Another solution is to hit Rythe and then immediately yield. Don't worry, the crime will not be reported and there is no bounty since no guards are around to witness the crime. This does not affect Rythe's disposition towards you because it will be set to the max upon leaving the painting.&lt;br /&gt;
** {{UOP}}&lt;br /&gt;
* If you kill Tivela before she has given you [[Oblivion:Rythe's Studio Key|Rythe's Studio Key]], you may never continue further in this quest.  On the PC, you can get the key by using &amp;lt;code&amp;gt;player.additem 0001bc2c 1&amp;lt;/code&amp;gt; in the [[Oblivion:Console|Console]] to gain access to the study.&lt;br /&gt;
* If you attack Rythe while he is forming the portal, he might never make it. He tries to attack you, but then suddenly stops and stands still at the same spot forever, saying it's not the time to talk, and so you will be stuck in the Painted World forever. Reloading from a previous save is needed. However, if you manage to yield to Rythe '''before''' he himself decides to stop attacking, he '''will''' make the portal.&lt;br /&gt;
* After completing the quest, Tivela will incorrectly refer to male characters as &amp;quot;muthsera&amp;quot;, a term which is meant to refer to females.&lt;br /&gt;
&lt;br /&gt;
== Journal Entries ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stage &lt;br /&gt;
! Finishes Quest&lt;br /&gt;
! Journal Entry&lt;br /&gt;
|-&lt;br /&gt;
!colspan=3| A Brush with Death (MS14)&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| I've heard that a famous painter named Rythe Lythandas has gone missing. Apparently, his wife Tivela has been frantically searching for him. Perhaps I should visit their home here in Cheydinhal to see if I can assist with the search.&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
|&lt;br /&gt;
| I've met a kindly Dunmer named Tivela Lythandas. It seems that her husband, Rythe, has gone missing. She seems extremely distraught, so perhaps I should talk to her to find out more information.&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
|&lt;br /&gt;
| Tivela told me that Rythe had been locked in his studio to work on his latest painting. He usually comes out to eat and sleep, but hadn't done so for more than a day. When she went in to investigate, he was gone. The odd thing was that the study door was still locked. Tivela gave me the key to Rythe's study. If I intend to find him, that's where I should start.&lt;br /&gt;
|-&lt;br /&gt;
| 35&lt;br /&gt;
|&lt;br /&gt;
| I've declined to help Tivela locate her husband, but she said she'd be here if I change my mind.&lt;br /&gt;
|-&lt;br /&gt;
| 38&lt;br /&gt;
|&lt;br /&gt;
| I've reconsidered and decided to help Tivela locate Rythe. She gave me the key to his studio.  If I intend to find her husband, that would be the best place to start.&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
|&lt;br /&gt;
| After touching the painting Rythe had been working on, I suddenly found myself standing in a strange forest. It looks familiar, like the Great Forest in the heart of Cyrodiil, but something is different about it.&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
|&lt;br /&gt;
| I've located Rythe Lythandas. He was standing in this strange forest, seemingly waiting for someone to rescue him. He blames his predicament on a thief. I should continue speaking with Rythe to find out more.&lt;br /&gt;
|-&lt;br /&gt;
| 55&lt;br /&gt;
|&lt;br /&gt;
| I've learned that a thief broke into Rythe's studio and stole his Brush of Truepaint. Using the artifact, he escaped into the painting. He then painted trolls to protect himself, but they turned on their creator and killed him. Now the Brush is on the thief's body, and we can't leave without it. I should take my leave of Rythe for now and begin exploring this surreal forest.&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
|&lt;br /&gt;
| I've located the thief's corpse. I should now search it for the Brush of Truepaint.&lt;br /&gt;
|-&lt;br /&gt;
| 70&lt;br /&gt;
|&lt;br /&gt;
| I've retrieved the Brush of Truepaint. I should go back and return it to Rythe, so together we can leave this strange landscape.&lt;br /&gt;
|-&lt;br /&gt;
| 72&lt;br /&gt;
|&lt;br /&gt;
| I've given the Brush of Truepaint to Rythe. He said he could paint an exit and beckoned me to follow him. I should do so.&lt;br /&gt;
|-&lt;br /&gt;
| 75&lt;br /&gt;
|&lt;br /&gt;
| Rythe used the Brush of Truepaint to paint a door back to his studio. I should now step through and return back to Tamriel.&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
|&lt;br /&gt;
| We've arrived back in Rythe's home. The painting is now sealed, and Rythe is safe. I should speak to him when I have a moment.&lt;br /&gt;
|-&lt;br /&gt;
| 100&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;| {{Yes}}&lt;br /&gt;
| As a reward for getting him home safely with the Brush of Truepaint, Rythe presented me with a fitting reward; his Apron of Adroitness.&lt;br /&gt;
|-&lt;br /&gt;
| 200&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;| {{Yes}}&lt;br /&gt;
| One of the characters needed to complete this quest has died.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{OB Journal Entries Notes}}&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
[[Image:OB-Map-MS14World.jpg|thumb|left|The Painted World]]&lt;/div&gt;</summary>
		<author><name>Vesna</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Bruma_Gate&amp;diff=586871</id>
		<title>Oblivion:Bruma Gate</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Bruma_Gate&amp;diff=586871"/>
		<updated>2010-07-13T20:38:25Z</updated>

		<summary type="html">&lt;p&gt;Vesna: Revamp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Quests|Main Quest}}&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver=[[Oblivion:Brother Martin|Martin]]&lt;br /&gt;
|Icon=OB-qico-OblivionGate.png&lt;br /&gt;
|Start=[[Oblivion:Cloud Ruler Temple|Cloud Ruler Temple]]&lt;br /&gt;
|Reward=Progress in the story line. Enables optional quest [[Oblivion:Allies for Bruma|Allies for Bruma]]&lt;br /&gt;
|Fame=Fame +1&lt;br /&gt;
|ID=MQ10&lt;br /&gt;
|Prev=[[Oblivion:Blood of the Daedra|Blood of the Daedra]]&lt;br /&gt;
|Next=[[Oblivion:Blood of the Divines|Blood of the Divines]]&lt;br /&gt;
|Loc=[[Oblivion:Bruma|Bruma]], [[Oblivion:Cloud Ruler Temple|Cloud Ruler Temple]]&lt;br /&gt;
|Image=OB-quest-Bruma Gate.jpg&lt;br /&gt;
|ImgDesc=[[Oblivion:Burd|Burd]] prepares his men.&lt;br /&gt;
|description=Help the [[Oblivion:Bruma|Bruma]] guard close an [[Oblivion:Oblivion Gates|Oblivion Gate]] just outside the city.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
# Learn from [[Oblivion:Jauffre|Jauffre]] that he wants you to help the Bruma guard learn how to close an Oblivion gate.&lt;br /&gt;
# Find [[Oblivion:Burd|Captain Burd]] outside the gates of [[Oblivion:Bruma|Bruma]], and lead the charge into the gate.&lt;br /&gt;
# Make your way to the top of the [[Oblivion:Sigil Keep|Sigil Keep]] and find the Sigil Key.&lt;br /&gt;
# Enter the [[Oblivion:Sigil Keep#Sigillum Sanguis|Sigillum Sanguis]] and disable the portal.&lt;br /&gt;
# Speak to Captain Burd again who will inform you that he no longer requires your assistance; return with the news of your success to Jauffre.&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
===The Gates of Bruma===&lt;br /&gt;
Jauffre wants you to help the Bruma guard learn how to close an Oblivion gate. One has conveniently just opened near Bruma. Find [[Oblivion:Burd|Captain Burd]] outside the gates of Bruma and repel the first wave of attackers. You are then to lead the charge into the gate in order to close it. Lead Captain Burd and his two men (whom he calls Bor and Soren) in after a short inspirational speech from Burd.&lt;br /&gt;
&lt;br /&gt;
You can enter the gate without Burd and his men. Once you get to the top of the Sigil Keep, your quest will update, telling you to show Burd how to close the Oblivion gate using the Sigil Stone. If you use the wait command, Burd will soon appear before you and the quest goes on as scripted.&lt;br /&gt;
&lt;br /&gt;
===Leading the Charge===&lt;br /&gt;
[[Image:OB-Img-BrumaWorld.jpg|thumb|right|Your first view of the Bruma Oblivion world.]]&lt;br /&gt;
The Oblivion area has few things of significance, as it's mostly a winding, linear path to the tower. You may find a lone guard fighting Daedra along the way. You may enlist his help or order him to flee. There are various Daedra scattered about along with some treasure and plants. Once you reach the Tower, go inside and make your way to the top. The guards will likely be of good assistance to you providing you can keep them alive. Burd is flagged as [[Oblivion:Essential NPCs|essential]] so he will only become unconscious. Your companions will charge an enemy as soon as it spots you or you attack it. Rest in safe areas to heal the guards as needed. They will also tend to get in the way of your attacks but don't seem to mind being hit a time or two (Warning: If you hit them a third time, they '''will''' turn on you. Simply yield to them and they should stop attacking). If you land the killing blow on a guard, you will receive the usual bounty of 1000 gold for murder, but the remaining guards will not try to arrest you until you come back to Bruma. Your disposition with Burd will also fall to zero.&lt;br /&gt;
&lt;br /&gt;
===Assaulting the Sigillum Sanguis=== &lt;br /&gt;
Near the top of the [[Oblivion:Sigil Keep|Sigil Keep]], you will encounter a Dremora Sigil Keeper (he is not any tougher than the Daedra that you have already encountered). Take the [[Oblivion:Keys#Key0009504C|Sigil Key]] from him or pick the lock on the door that leads to the [[Oblivion:Sigil Keep#Sigillum Sanguis|Sigillum Sanguis]] area. Be warned that there is a small concentration of Daedra guarding the Sigil Stone. Note that if you brought Burd into the gate with you, he must be present in the Sigillum Sanguis for you to remove the stone. If you told him to wait or left him far behind, you will have to go back and find him.&lt;br /&gt;
&lt;br /&gt;
===Back to Bruma===&lt;br /&gt;
Once the gate has been closed and you are back in Bruma, talk to Captain Burd again. He says that he thinks he can handle any more gates that open around Bruma. Return with the news of your success to Jauffre. Speak to Jauffre for an optional sidequest ([[Oblivion:Allies for Bruma|Allies for Bruma]]), or speak to Martin to continue with the main quest line.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*In this quest (as with all gate-closing quests) wearing the [[Oblivion:Gray_Cowl_of_Nocturnal|Gray Cowl of Nocturnal]] will not cause the guards to attack you, unless you are still wearing it when you return to Cyrodiil.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Sometimes when you recover the Sigil Stone, nothing happens and the only way of continuing the quest is by opening the [[Oblivion:Console|console]] and typing &amp;lt;code&amp;gt;CloseCurrentOblivionGate&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Entering the Oblivion Gate from the back (the side not facing where Captain Burd is initially waiting for you), causes a glitch where Captain Burd will not follow you into the gate. To solve this, just hit Burd until he attacks you, run to the Sigil Stone, and then yield to him.&lt;br /&gt;
*It is possible for Burd to fall into the lava or the column of fire in the middle of the Sigil Keep.  Because these cause continuous damage, Burd becomes permanently unconscious; it is impossible to get him to the Sigillum Sanguis.  If this occurs you will need to reload from an earlier save.  PC users can also use the [[Oblivion:console|console]] command &amp;lt;code&amp;gt;CloseCurrentOblivionGate&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Journal Entries ==&lt;br /&gt;
{{Journal Entries&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Martin told me that Jauffre needs to speak to me.&lt;br /&gt;
| 20&lt;br /&gt;
|&lt;br /&gt;
| Jauffre told me that an Oblivion Gate has opened near Bruma, and the Countess has asked for the Blades to help her guardsmen close it. I should find Captain Burd outside the city walls and help him close the Gate.&lt;br /&gt;
| 30&lt;br /&gt;
|&lt;br /&gt;
| Captain Burd and his men are ready to help me close the Oblivion Gate. I just need to let Burd know when I'm ready.&lt;br /&gt;
| 31&lt;br /&gt;
|&lt;br /&gt;
| Captain Burd and his men are heading into the Oblivion Gate with me. I need to accompany Burd to the Sigil Stone chamber of the Oblivion Gate and show him how to close it.&lt;br /&gt;
| 35&lt;br /&gt;
|&lt;br /&gt;
| Captain Burd and I have entered the Oblivion Gate. I need to accompany him to the sigil stone and show him how to close the Gate.&lt;br /&gt;
| 38&lt;br /&gt;
|&lt;br /&gt;
| I've reached the Sigil Stone. Now I need to bring Captain Burd here and show him how to close an Oblivion Gate.&lt;br /&gt;
| 40&lt;br /&gt;
|&lt;br /&gt;
| Burd and I have reached the Sigil Stone chamber. Now to close the Gate.&lt;br /&gt;
| 50&lt;br /&gt;
|&lt;br /&gt;
| I closed the Gate with Captain Burd. I should ask him if he needs any more help from me.&lt;br /&gt;
| 55&lt;br /&gt;
|&lt;br /&gt;
| Captain Burd thanked me for my help, and said that he and his guardsmen will do their best to close any new Oblivion Gates that open near Bruma. I should report my success to Jauffre.&lt;br /&gt;
| 60&lt;br /&gt;
|&lt;br /&gt;
| Jauffre was pleased to hear of my success helping the Bruma Guard close the Oblivion Gate.&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 60 has been reached.}}&lt;br /&gt;
}}&lt;br /&gt;
{{OB Journal Entries Notes}}&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;130px&amp;quot; heights=&amp;quot;130px&amp;quot; perrow=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
Image:OB-Map-MQ10BrumaOblivionGate.jpg|Bruma Oblivion Gate&lt;br /&gt;
Image:OB-Map-MQ10BrumaCitadel.jpg|The Fury Spike&lt;br /&gt;
Image:OB-Map-MQ10BrumaHall01.jpg|Rending Halls&lt;br /&gt;
Image:OB-Map-MQ10BrumaHall02.jpg|Corridors of Dark Salvation&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Quest Footer&lt;br /&gt;
|Prev=[[Oblivion:Blood of the Daedra|Blood of the Daedra]]&lt;br /&gt;
|Up=[[Oblivion:Main Quest|Main Quest]]&lt;br /&gt;
|Next=[[Oblivion:Blood of the Divines|Blood of the Divines]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Vesna</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:A_Brotherhood_Betrayed&amp;diff=586867</id>
		<title>Oblivion:A Brotherhood Betrayed</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:A_Brotherhood_Betrayed&amp;diff=586867"/>
		<updated>2010-07-13T19:59:27Z</updated>

		<summary type="html">&lt;p&gt;Vesna: Revamp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Quests|Bruma}}&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver=[[Oblivion:Carius Runellius|Carius Runellius]]&lt;br /&gt;
|Icon=OB-qico-General1.png&lt;br /&gt;
|Start=[[Oblivion:Bruma|Bruma]]&lt;br /&gt;
|Reward=[[Oblivion:Phylactery of Litheness|Phylactery of Litheness]]&lt;br /&gt;
|Fame=Fame +1; Infamy +1 if quest NPC dies prematurely or Raynil escapes&lt;br /&gt;
|ID=MS11&lt;br /&gt;
|Loc=[[Oblivion:Bruma|Bruma]], [[Oblivion:Boreal Stone Cave|Boreal Stone Cave]]&lt;br /&gt;
|image=OB-quest-A Brotherhood Betrayed.jpg&lt;br /&gt;
|imgdesc=Raynil Dralas: traitor, bogus vampire hunter, assassin and general troublemaker&lt;br /&gt;
|description=It appears that a [[Oblivion:Bradon Lirrian|vampire]] in [[Oblivion:Bruma|town]] was recently killed by [[Oblivion:Raynil_Dralas|Raynil Dralas]], a self-proclaimed [[Oblivion:vampire|vampire]] hunter.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
# Learn from townspeople about rumors of a vampire killing.&lt;br /&gt;
# Persuade a [[Oblivion:Carius Runellius|local investigator]] and [[Oblivion:Erline Lirrian|widow]] to talk to you about the murder of the supposed vampire.&lt;br /&gt;
# Ask around about the whereabouts of the vampire hunter, [[Oblivion:Raynil Dralas|Raynil Dralas]]. Many point to [[Oblivion:Olav's Tap and Tack|Olav's Tap and Tack]].&lt;br /&gt;
# After attempting futilely to speak to Dralas, talk to Olav to be given a key to Dralas' room, where you find his diary.&lt;br /&gt;
# Give the diary to Carius, who points you toward [[Oblivion:Boreal Stone Cave|Boreal Stone Cave]]. Travel there quickly, as you only have one day to finish the quest.&lt;br /&gt;
# Kill Raynil, and take his keys to recover the Mundane Amulet from the waterlogged chest.&lt;br /&gt;
# Take the amulet back to Erline to reveal its true nature; you may keep the amulet as your reward.&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
===Rumors of a Vampire===&lt;br /&gt;
There is a rumor in [[Oblivion:Bruma|Bruma]] about [[Oblivion:Raynil Dralas|Raynil Dralas]], who claims that he is a vampire hunter. You also learn that he has already killed an alleged vampire in town, a villager named [[Oblivion:Bradon Lirrian|Bradon Lirrian]].&lt;br /&gt;
&lt;br /&gt;
===Lirrians' House===&lt;br /&gt;
Head to Lirrians' house, which is located just behind the right side of the Chapel of Talos. Inside you will find two guards and Lirrians' [[Oblivion:Erline Lirrian|wife]]. After some persuasion (minimum disposition 70), the investigator, [[Oblivion:Carius Runellius|Carius Runellius]], will tell you that several bodies with bite marks in their necks were found recently. Luckily, a Dunmer vampire hunter, Raynil Dralas, turned up and found the vampire, who turned out to be Bradon Lirrian. The guards investigated his claim, and it seems the villagers have only seen Bradon out at night. Furthermore, a body was discovered in the basement of his house. After you talk to Carius, a conversation with the widow, [[Oblivion:Erline Lirrian|Erline Lirrian]], reveals that Bradon had to work during the night, which explains why he had to sleep during the day. She also believes that the body was intentionally placed in the basement to frame her husband. Erline implores you to clear his good name.&lt;br /&gt;
&lt;br /&gt;
===Olav's Tap &amp;amp; Tack===&lt;br /&gt;
Speak to the townsfolk again, and they will tell you that Dralas is staying at [[Oblivion:Olav's Tap and Tack|Olav's Tap and Tack]]. At the Tap and Tack you may find Dralas there having a drink by himself. Any attempt to approach him will result in being rebuffed. Speaking with [[Oblivion:Olav|Olav]], though, proves to be much more fruitful. With a little persuasion, Olav tells you that he knew Bradon and had actually seen him during the daytime, thus lending credence to the fact that he was not a vampire. He then gives you the [[Oblivion:Raynil's Room Key|key]] to Dralas' room in the hopes you will find something to clear Bradon's name. Alternatively, you can pickpocket the key off of him.&lt;br /&gt;
&lt;br /&gt;
In the room, you find a diary called [[Oblivion:Gelebourne's Journal|Gelebourne's Journal]] behind a chest of drawers, which details how Bradon, Raynil, and a man named Gelebourne were part of an adventuring group. It gives their account of how they explored some ruins and found a magical amulet which they then hid in a cave near [[Oblivion:Bruma|Bruma]]. It becomes obvious that Raynil has been killing off his partners in order to keep the treasure for himself. Take the diary so you can give it to Carius as evidence of Bradon's innocence.&lt;br /&gt;
&lt;br /&gt;
===Boreal Stone Cave===&lt;br /&gt;
Return to Lirrian's house and speak with Carius. He will accept your evidence and tell you to meet him at the Olav's Tap and Tack in one hour, after he talks to the guards about apprehending Dralas. When you meet him again, Carius will tell you that he had Dralas followed. The &amp;quot;vampire hunter&amp;quot; was seen heading west, towards [[Oblivion:Boreal Stone Cave|Boreal Stone Cave]], which seems to match the description of the cave the amulet was hidden in. Carius then asks you to catch Dralas, stating that you have but one day to do so. He'll mark the location on your map. Travel to the cave quickly, and inside you'll find Raynil, who will refuse to surrender. Dispense justice upon him, take the three keys from his corpse, and recover the artifact, a Mundane Amulet, from the &amp;quot;waterlogged chest&amp;quot; nearby. There are also some other chests nearby and very little else in this cave.&lt;br /&gt;
&lt;br /&gt;
Return to Bruma and speak with Erline to have the mundane amulet's true nature revealed. She tells you that Bradon cast a spell on the the amulet to prevent the other two members of the brotherhood from gaining its power should they betray him, because he did not trust them. He told Erline that she should only tell them how to lift the spell if she is on her deathbed, and he is already dead. The events of this quest show that his distrust of Raynil, at least, was justified. Ironically, Erline demonstrates that the spell is lifted by a secret word: ''&amp;quot;Brotherhood&amp;quot;''. The mundane amulet is revealed to be the leveled amulet [[Oblivion:Phylactery of Litheness|Phylactery of Litheness]]. It is your reward.&lt;br /&gt;
&lt;br /&gt;
Unlike other quests, you actually have a time limit in this quest. If you do not go to the cave within 24 hours after Carius tells you to go there, Raynil will escape to Morrowind and you'll receive no reward.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Attempting to activate Bradon's body will inform that ''&amp;quot;Repeated tampering with Bradon's corpse is a crime and will alert the authorities.&amp;quot;'' Activate it again and you will acquire a bounty of 100 septims, regardless of whether or not you have been seen.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Carius will fail to appear at Olav's Tap and Tack if this event is triggered in the last few hours of the last day of the current game month due to a timer bug. If this happens, go straight to Boreal stone Cave and confront Raynil there. The cave is west of [[Oblivion:Applewatch|Applewatch]].&lt;br /&gt;
**{{UOP}}&lt;br /&gt;
* If your game crashes to desktop when you're waiting for [[Oblivion:Carius Runellius|Carius Runellius]], you can skip this part with &amp;lt;code&amp;gt;setstage ms11 90&amp;lt;/code&amp;gt; and continue with the quest.&lt;br /&gt;
* Do not enter Olav's to talk to Carius while wearing the [[Oblivion:Gray Cowl of Nocturnal|Gray Cowl of Nocturnal]]. Carius will enter the usual Gray Fox challenge dialogue and only give you the option to resist arrest. Upon choosing this, Carius challenges you again, causing an infinite loop. You will have to reload from an earlier save.  This will also happen if you go to Boreal Stone Cave and kill Raynil and complete the quest having never met Carius at Olav's (only it will just be regular dialogue, not the Gray Fox challenge).&lt;br /&gt;
* If you first pickpocket Olav's key from him and then persuade him to give it to you, you will receive two keys as the script doesn't check whether or not Olav still has it.&lt;br /&gt;
&lt;br /&gt;
== Journal Entries ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Stage &lt;br /&gt;
! Finishes Quest&lt;br /&gt;
! Journal Entry&lt;br /&gt;
|-&lt;br /&gt;
!colspan=3| A Brotherhood Betrayed (MS11)&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
| I've entered the house of Bradon Lirrian in Bruma. A guard named Carius Runellius has told me that this was the scene of a crime, and unless I was a guard or someone named Raynil Dralas, I should leave.&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| I've discovered that Bradon Lirrian, a resident here in Bruma, was actually a vampire. He was slain by a vampire hunter who has appeared in town named Raynil Dralas. However, the circumstances of this incident sound sketchy at best. I should make my way to the crime scene at Bradon's house to investigate.&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
|&lt;br /&gt;
| I've spoken to Carius Runellius, an investigator for the Bruma city watch, at the crime scene. He says that Raynil slipped into the house undetected and killed the vampire in its sleep around noon. The wife wasn't home, as she works during the day. Also, the body of an unidentified beggar has been found stashed in Bradon's house. I should question Bradon's wife if I want to investigate further.&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
|&lt;br /&gt;
| Bradon's wife, Erline, told me her husband is innocent. She says that he simply works at night, and sleeps during the day. She also suspects that someone must have planted the body. She seemed to cast a suspicious light on Raynil, whom she says she recognizes. I think I should locate Raynil and ask him some questions as well. I should start with some of the merchants and innkeepers in town.&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
|&lt;br /&gt;
| After asking around Bruma, I've discovered that Raynil has been staying at Olav's Tap and Tack while he's been in town. The inn is located next to the city gates. This should be my next destination if I'm to question Raynil.&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
|&lt;br /&gt;
| I've spoken to Olav at Olav's Tap and Tack. I was able to convince him to give me the key to Raynil's room. He told me that it was up the stairs and at the end of the hall. That should be my next destination.&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
|&lt;br /&gt;
| I've entered Raynil's room. I should carefully search the place for anything suspicious.&lt;br /&gt;
|-&lt;br /&gt;
| 70&lt;br /&gt;
|&lt;br /&gt;
| I've discovered a small journal in Raynil's room at the inn. It seems he was part of a group of adventurers who uncovered an artifact of some sort from some Ayleid ruins. They all agreed to stash the artifact in a cave until more research could be done about it. Each of them took a key to the chest it was secured in. The two other members of the group were Bradon and someone named Gelebourne. I need to find out more about Gelebourne to confirm my suspicions about Raynil. Olav may be able to help.&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
|&lt;br /&gt;
| The innkeeper, Olav, told me that Gelebourne was slain in Skingrad by none other than Raynil. As with Bradon, Raynil claimed Gelebourne was a vampire. I think Raynil is using the vampire as a cover story to get the keys to the chest where they stashed the artifact. I think it's time to speak to Carius Runellius about Raynil. He must be stopped.&lt;br /&gt;
|-&lt;br /&gt;
| 85&lt;br /&gt;
|&lt;br /&gt;
| I've given Gelebourne's journal to Carius. He was shocked at the story contained within, and vowed to bring Raynil to justice. He's gone to inform the guards. He said to meet him back at Olav's Tap and Tack in an hour.&lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
|&lt;br /&gt;
| Carius told me that Raynil was seen leaving Bruma and heading west. According to the journal, the cave where the artifact is stashed is in that direction. Carius mentioned that the only cave in that direction that matches the journal's description is Boreal Stone Cave. Carius also feels I have only a day before Raynil can make good his escape, so I must get there quickly.&lt;br /&gt;
|-&lt;br /&gt;
| 100&lt;br /&gt;
| &lt;br /&gt;
| I've arrived at Boreal Stone Cave.&lt;br /&gt;
|-&lt;br /&gt;
| 110&lt;br /&gt;
|&lt;br /&gt;
| I've located Raynil in Boreal Stone Cave. He refused to surrender, choosing instead to attack me. I was forced to kill him to defend myself. I can now recover the artifact mentioned in Gelebounre's journal from the chest.&lt;br /&gt;
|-&lt;br /&gt;
| 115&lt;br /&gt;
|&lt;br /&gt;
| Opening the waterlogged chest with all three keys, I discovered the artifact to be an amulet. It seems fairly unremarkable, and I am unsure of its function. I think I should bring it back to Erline Lirrian and see what she wants me to do with it.&lt;br /&gt;
|-&lt;br /&gt;
| 120&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;| {{Yes}}&lt;br /&gt;
| Erline was pleased that I stopped Raynil. She told me that as an extra precaution, Bradon had a command word protection put on the amulet so no one could steal it and use it without his knowledge. Fortunately, Erline was given the command word. After giving it to her, she said the word, and the true nature of the item was revealed: The Phylacetary of Litheness. She then said I could keep the item, as a token of her thanks.&lt;br /&gt;
|-&lt;br /&gt;
| 150&lt;br /&gt;
|&lt;br /&gt;
| A full day has passed, and I haven't made it to Boreal Stone Cave to stop Raynil. I fear I may be too late. I should hasten there as soon as I can to confirm my theory.&lt;br /&gt;
|-&lt;br /&gt;
| 160&lt;br /&gt;
|&lt;br /&gt;
| I've arrived at Boreal Stone Cave, and have found it to be completely empty. I fear Raynil has made off with the artifact and he has disappeared. I should inform Carius.&lt;br /&gt;
|-&lt;br /&gt;
| 170&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;| {{Yes}}&lt;br /&gt;
| Carius mentioned that Raynil has slipped through their grasp and made good his escape from the area. They will keep watch for him, but they doubt he will return. I'm afraid I'll never see him again.&lt;br /&gt;
|-&lt;br /&gt;
| 200&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;| {{Yes}}&lt;br /&gt;
| One of the characters needed to complete this quest has died.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{OB Journal Entries Notes}}&lt;/div&gt;</summary>
		<author><name>Vesna</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Bruma_Recommendation&amp;diff=586858</id>
		<title>Oblivion:Bruma Recommendation</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Bruma_Recommendation&amp;diff=586858"/>
		<updated>2010-07-13T19:07:21Z</updated>

		<summary type="html">&lt;p&gt;Vesna: Revamp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Quests|Mages Guild}}&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver=[[Oblivion:Jeanne Frasoric|Jeanne Frasoric]]&lt;br /&gt;
|Icon=OB-qico-MagesGuild.png&lt;br /&gt;
|Start=[[{{NAMESPACE}}:Bruma|Bruma]]&lt;br /&gt;
|Reward=[[{{NAMESPACE}}:Bruma|Bruma]] Recommendation&lt;br /&gt;
|Fame=Fame +1&lt;br /&gt;
|Loc=[[Oblivion:Bruma Mages Guild|Bruma Mages Guild]]&lt;br /&gt;
|ID=MG06Bruma&lt;br /&gt;
|Image=OB-quest-Bruma Recommendation.jpg&lt;br /&gt;
|imgdesc=The Bruma Mages Guild&lt;br /&gt;
|description=Find a [[Oblivion:J'skar|missing mage]] to obtain a recommendation from [[Oblivion:Bruma|Bruma]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
# Speak with the leader of the Bruma Mages Guild, [[Oblivion:Jeanne Frasoric|Jeanne Frasoric]]; she needs help in finding a mage who has been missing for days.&lt;br /&gt;
# Either look for the missing [[Oblivion:J'skar|J'skar]] by yourself or get help from [[Oblivion:Volanaro|Volanaro]], his mischievous friend.&lt;br /&gt;
# Tell Jeanne Frasoric that you have found J'skar to obtain her recommendation.&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
===Bruma Mages Guild===&lt;br /&gt;
Talk to [[Oblivion:Jeanne Frasoric|Jeanne Frasoric]] in the [[Oblivion:Bruma Mages Guild|Bruma Mages Guild]]. She will request that you find a missing mage, '''[[Oblivion:J'skar|J'skar]]''', who hasn't been seen in days. If you can find him, or make him reappear, you'll have your recommendation from her. There are two possible ways to accomplish this quest.&lt;br /&gt;
&lt;br /&gt;
===Working with Volanaro===&lt;br /&gt;
Talk to [[Oblivion:Volanaro|Volanaro]], also inside the guild hall. If his disposition towards you is at least 70, Volanaro will agree to help you find J'skar if you help him pull a prank on Jeanne. He wants you to steal Jeanne's ''[[Oblivion:Manual of Spellcraft|Manual of Spellcraft]]'' from her desk upstairs. He'll even teach you the ''[[Oblivion:Spells#Minor Latch Crack|Minor Latch Crack]]'' spell (more efficient version of a normal [[Oblivion:Open|Open Easy Lock]] spell). Go upstairs to Jeanne's room, unlock her desk, and steal the ''Manual of Spellcraft'' from it. Jeanne's copy of this book is unique; other versions of the book will not work for the quest. Be sure you are not caught stealing the book, or else you will be [[Oblivion:Mages Guild Suspension|suspended]] for stealing from the guild. Return the book to Volanaro who will tell you to meet him in the living quarters after 10 PM. &lt;br /&gt;
&lt;br /&gt;
Wait or return around or slightly after 10 PM to the living quarters downstairs. Find Volanaro in his room and speak to him. Once you're ready, ask him about J'skar. In a flash, J'skar will appear before you. Apparently the two were just having some fun with Jeanne. Report to Jeanne that you've found J'skar in order to receive her recommendation.&lt;br /&gt;
&lt;br /&gt;
If you want to get the ''[[Oblivion:Spells#Minor Latch Crack|Minor Latch Crack]]'' spell without pranking Jeanne, just agree to Volanaro's plan, don't steal anything, and then follow the walkthrough below to find J'skar yourself. Even if you don't steal Jeanne's book after receiving the spell, Volanaro will still remark on how great the prank went. &lt;br /&gt;
&lt;br /&gt;
===Searching for J'skar on your own===&lt;br /&gt;
The easiest way to find J'skar is using a ''[[Oblivion:Detect Life|Detect Life]]'' spell and looking for the purple glow that is not associated with a visible person.  J'skar is most likely to be in the basement. You may also bump into an invisible barrier from time to time, and the tool-tip at the bottom of the page will tell you it is J'skar. If you speak to him while he is invisible, J'skar will say, ''&amp;quot;Shhh! Go away! You'll ruin everything!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Once you have found J'skar, cast ''[[Oblivion:Dispel|Dispel]]'' on him and he will reappear.  The apprentice-level spell ''[[Oblivion:Spells#Dispel Other|Dispel Other]]'' can be purchased from [[Oblivion:Alves_Uvenim|Alves Uvenim]] in [[Oblivion:Leyawiin|Leyawiin]]; at journeyman level in [[Oblivion:Mysticism|Mysticism]], [[Oblivion:Volanaro|Volanaro]] can sell you the ''[[Oblivion:Spells#Greater Dispel Other|Greater Dispel Other]]'' spell.  If you are not able to cast a spell and you are at least level 6, you could instead use a [[Oblivion:Scrolls#Dispel|Dispel Other]] scroll. This scroll is randomly available from some merchants, such as from the [[Oblivion:Mystic Emporium|Mystic Emporium]] in the Imperial City [[Oblivion:Market District|Market District]].&lt;br /&gt;
&lt;br /&gt;
Once J'skar reappears, he will complain that you're ''&amp;quot;no fun at all&amp;quot;'' but agrees to tell Jeanne that you found him.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Until this quest is completed, Volanaro is scripted to cast a [[Oblivion:Chameleon|Chameleon]] spell on J'skar every evening.  The spell (FormID &amp;lt;code&amp;gt;00083600&amp;lt;/code&amp;gt;) provides 100% Chameleon for 2880 seconds (as with all spells, the duration is real [[Oblivion:time|time]]; for standard game settings, the spell will last 24 in-game hours).  It is possible to get in Volanaro's way when he is casting the spell, resulting in the long-duration Chameleon spell being cast on your character.  For this to happen, you need to be standing in between Volanaro and J'skar (who is invisible) when they are both in the Mages Guild basement, shortly after 8pm.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Sometimes Volanaro doesn't recognize that you have the Manual of Spellcraft. This is most often solved by waiting until noon the next day and then speaking to him again.&lt;br /&gt;
* Sometimes Volanaro fails to cast Dispel on J'skar. This can be caused by talking to J'skar just before Volanaro casts Dispel on him. In this case, follow the [[#Searching for J'skar on your own|second option]] and Dispel him yourself to complete the quest.&lt;br /&gt;
&lt;br /&gt;
== Journal Entries ==&lt;br /&gt;
{{Journal Entries&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| Jeanne Frasoric has tasked me with finding J'skar. I should speak with the guild mages in Bruma.&lt;br /&gt;
| 20&lt;br /&gt;
|&lt;br /&gt;
| I need to unlock Jeanne's desk in her room upstairs in the Bruma Mages Guild, and find her Manual of Spellcraft. If I bring it to Volanaro, he's agreed to help me find J'skar.&lt;br /&gt;
| 30&lt;br /&gt;
|&lt;br /&gt;
| I have Jeanne's Manual of Spellcraft. I need to deliver it to Volanaro.&lt;br /&gt;
| 40&lt;br /&gt;
|&lt;br /&gt;
| I need to meet Volanaro in the living quarters of the Bruma Mages Guild hall after 10 PM.&lt;br /&gt;
| 50&lt;br /&gt;
|&lt;br /&gt;
| I need to tell Jeanne Frasoric that J'skar is visible again.&lt;br /&gt;
| 100&lt;br /&gt;
| fin&lt;br /&gt;
| Jeanne Frasoric has agreed to send a recommendation to Raminus Polus.&lt;br /&gt;
}}&lt;br /&gt;
{{OB Journal Entries Notes}}&lt;br /&gt;
{{Oblivion Mages Quest Footer}}&lt;/div&gt;</summary>
		<author><name>Vesna</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Broken_Vows&amp;diff=586763</id>
		<title>Oblivion:Broken Vows</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Broken_Vows&amp;diff=586763"/>
		<updated>2010-07-13T14:42:30Z</updated>

		<summary type="html">&lt;p&gt;Vesna: Revamp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Quests|Dark Brotherhood}}&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver=Dead Drop&lt;br /&gt;
|Icon=OB-qico-DarkBrotherhood.png&lt;br /&gt;
|Start=[[Oblivion:Skingrad|Skingrad]] Castle Courtyard&lt;br /&gt;
|Reward=500 gold&lt;br /&gt;
|Fame=Infamy +1&lt;br /&gt;
|ID=Dark12Harem&lt;br /&gt;
|Prev=[[Oblivion:Next of Kin|Next of Kin]]&lt;br /&gt;
|Next=[[Oblivion:Final Justice|Final Justice]]&lt;br /&gt;
|Loc=[[Oblivion:Skingrad|Skingrad]], [[Oblivion:Bruma|Bruma]]&lt;br /&gt;
|AddAbove=&lt;br /&gt;
|AddBelow=&lt;br /&gt;
|Image=OB-quest-Broken Vows.jpg&lt;br /&gt;
|ImgDesc=[[Oblivion:J'Ghasta|J'Ghasta]] training in his secret basement.&lt;br /&gt;
|description=Deep within the well of [[Oblivion:Skingrad|Skingrad]] Castle Courtyard, the next Drop matches killer against killer.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
# Retrieve the next [[Oblivion:Dead Drop Orders 3|contract]] from inside the [[Oblivion:Skingrad Castle|Skingrad Castle]] Courtyard well.&lt;br /&gt;
# Locate [[Oblivion:J'Ghasta|J'Ghasta]] in [[Oblivion:Bruma|Bruma]] and eliminate him.&lt;br /&gt;
# Move to the next contract at the [[Oblivion:Old Bridge|Old Bridge]] landmark.&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
===Target===&lt;br /&gt;
Your target is [[Oblivion:J'Ghasta|J'Ghasta]], a very skilled Khajiit boxer in the city of [[Oblivion:Bruma|Bruma]]. The dead drop states that he is expecting you, and has bribed the guards to ignore the fight if it spills out onto the streets.&lt;br /&gt;
&lt;br /&gt;
J'Ghasta can be found in the secret training room in his basement. The entrance is a hatch hidden with several rolls of cloth. If you're having trouble finding it, use the local map, which will show you the door's location.&lt;br /&gt;
&lt;br /&gt;
===Make the Kill===&lt;br /&gt;
Simply kill J'Ghasta. He's a good fighter and, depending on your character, it may not be possible to kill him with one blow. His unarmed style of fighting will deplete your fatigue, and if you're not careful, you will spend more time being knocked down than attacking. A few methods of killing him are:&lt;br /&gt;
&lt;br /&gt;
*'''In His Sleep:''' Wait until midnight when he will go to sleep in the training room. A stealthy blow with a magical weapon may be enough to kill him before he wakes.&lt;br /&gt;
&lt;br /&gt;
*'''From Afar:''' Use ranged weapons or magic to get his attention, then run out into the streets. Here you can put some distance between you and use it to your advantage. Running away too far will cause him to lose interest and return to his house.&lt;br /&gt;
&lt;br /&gt;
*'''Guards:''' The guards have been paid not to intervene but they can still be made to attack him: strike him once, then go outside and summon a creature. Make sure he strikes the creature at least once and any nearby guards will come to your aid.&lt;br /&gt;
&lt;br /&gt;
*'''Guards, Again:''' If you break into the house during the day a guard will follow you and attempt to arrest you. If you resist arrest and run into the Secret Training Room, J'Ghasta will attack the guard, and you can let the guard kill him. This will earn you a small bounty, however.&lt;br /&gt;
&lt;br /&gt;
*'''Outside the City:''' Provoke him and run out of the city. The guards patrolling the city perimeter will attack him even if their colleagues inside the city will not, as the only guards &amp;quot;affected&amp;quot; by J'Ghasta's bribery are those inside the city walls. If [[Oblivion:Shadowmere|Shadowmere]] is your current horse, she can help you kill him too.&lt;br /&gt;
&lt;br /&gt;
*'''Fighters Guild:''' Lead him to the Bruma Fighters Guild. If he enters, the other members will assist you in attacking him. This proves to be one of the more efficient ways to dispatch J'Ghasta when all the members are in the house.&lt;br /&gt;
&lt;br /&gt;
*'''Poisoned Apple:''' Leave a poisoned apple downstairs, clear the area of any other food, and wait for him to eat it.&lt;br /&gt;
&lt;br /&gt;
===Next Drop===&lt;br /&gt;
Before you leave, you may want to pick up a [[Oblivion:Black Hand Hood|Black Hand Hood]] and [[Oblivion:Black Hand Robe|Black Hand Robe]], both in a &amp;quot;locked keg&amp;quot; down a small set of steps from the main room of his house, and two [[Oblivion:Hand to Hand|Hand to Hand]] [[Oblivion:Skill Books|skill books]]: ''[[Oblivion:Ahzirr Traajijazeri|Ahzirr Traajijazeri]]'' on a desk in the basement and ''[[Oblivion:Immortal Blood|Immortal Blood]]'' on the bottom shelf of the bookshelf on the upper floor. Once you are finished, go to the [[Oblivion:Old Bridge|Old Bridge]] south of the Imperial City. The next dead drop is waiting for you below it, along with your payment.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* You may notice that the dead drop orders are written with different handwriting and the note icon looks different than the first two. This turns out to have significance later on.&lt;br /&gt;
&lt;br /&gt;
== Journal Entries ==&lt;br /&gt;
{{Journal Entries&lt;br /&gt;
| 10&lt;br /&gt;
| &lt;br /&gt;
| I have picked up my next contract from the dead drop in the Castle Skingrad well. I have been ordered to kill the Khajiit J'Ghasta, who can be found at his house in Bruma. J'Ghasta is a master of unarmed combat, and will prove a challenging opponent. I should also be aware that J'Ghasta is expecting trouble, and has paid off the guards to look the other way if our fight spills out into the city streets.&lt;br /&gt;
| 20&lt;br /&gt;
|&lt;br /&gt;
| J'Ghasta is dead. I must pick up my reward and next contract at the dead drop located in the rotten box under the Old Bridge, just south of the Imperial City.&lt;br /&gt;
| 100&lt;br /&gt;
| fin&lt;br /&gt;
| I have picked up my reward and received my next contract.&lt;br /&gt;
}}&lt;br /&gt;
{{OB Journal Entries Notes}}&lt;br /&gt;
{{Quest Footer&lt;br /&gt;
|Prev=[[Oblivion:Next of Kin|Next of Kin]]&lt;br /&gt;
|Next=[[Oblivion:Final Justice|Final Justice]]&lt;br /&gt;
|Up=[[{{NAMESPACE}}:Dark_Brotherhood|Dark Brotherhood]]}}&lt;/div&gt;</summary>
		<author><name>Vesna</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Breaking_the_Siege_of_Kvatch&amp;diff=586757</id>
		<title>Oblivion:Breaking the Siege of Kvatch</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Breaking_the_Siege_of_Kvatch&amp;diff=586757"/>
		<updated>2010-07-13T14:12:08Z</updated>

		<summary type="html">&lt;p&gt;Vesna: Moving picture&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Quests|Main Quest}}&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver=[[Oblivion:Savlian_Matius|Savlian Matius]]&lt;br /&gt;
|Start=the main gate of [[Oblivion:Kvatch|Kvatch]]&lt;br /&gt;
|Icon=OB-qico-OblivionGate.png&lt;br /&gt;
|Reward=Progress in storyline, enables optional quest [[Oblivion:The Battle for Castle Kvatch|The Battle for Castle Kvatch]]&lt;br /&gt;
|Fame=Fame +1&lt;br /&gt;
|Prev=[[{{NAMESPACE}}:Find the Heir|Find the Heir]]&lt;br /&gt;
|Next=[[{{NAMESPACE}}:Weynon Priory (quest)|Weynon Priory]]&lt;br /&gt;
|Loc=[[Oblivion:Kvatch|Kvatch]], [[Oblivion:Planes of Oblivion|Oblivion]]&lt;br /&gt;
|ID=MS48&lt;br /&gt;
|Image=OB-quest-KvatchWorld.jpg&lt;br /&gt;
|ImgDesc=The forbidding and dangerous landscape inside the Kvatch Oblivion World&lt;br /&gt;
|description=You must help defeat the [[Oblivion:Daedra|Daedra]] invaders and end the siege of [[Oblivion:Kvatch|Kvatch]].&lt;br /&gt;
}}&lt;br /&gt;
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==Quick Walkthrough==&lt;br /&gt;
# Talk to [[Oblivion:Savlian Matius|Savlian Matius]].&lt;br /&gt;
# Enter Oblivion. Head for the Blood Feast (the [[Oblivion:Sigil Keep|Sigil Keep]]) and make your way up.&lt;br /&gt;
# Take the walkway to the Reaper's Sprawl to find [[Oblivion:Menien Goneld|the prisoner]]. Kill his keeper to get the [[Oblivion:Sigil Keep Key|Sigil Keep Key]].&lt;br /&gt;
# Walk back to the Blood Feast, get to the top, and activate the [[Oblivion:Sigil Stone|Sigil Stone]].  The gate will close and you'll find yourself back in Kvatch.&lt;br /&gt;
# Help Savlian clear out the Daedra in the plaza in front of the [[Oblivion:Chapel of Akatosh|chapel]] so the survivors inside can be rescued.&lt;br /&gt;
# Talk to [[Oblivion:Brother Martin|Martin]] and tell him to follow you to [[Oblivion:Weynon Priory (place)|Weynon Priory]].&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
===On Oblivion===&lt;br /&gt;
As noted in the [[Oblivion:Find the Heir|Find the Heir]] quest, [[Oblivion:Martin Septim|Martin]] will not escape with you unless everyone else in the [[Oblivion:Chapel of Akatosh|Chapel of Akatosh]] can leave safely, but the guard will not let anyone out until Savlian Matius gives the order. Savlian is too busy killing things outside the [[Oblivion:Oblivion Gate|Oblivion gate]] to aid in your quest, so your only choice is to offer to help him close it. Tell him you want to help, get ready for battle, and activate the gate. You do not need to have [[Oblivion:Deliver the Amulet|delivered the amulet]] before doing this quest. However, other Oblivion gates won't open until you proceed with the main quest.  &lt;br /&gt;
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After entering the gate, you will find yourself on an island in the ''Deadlands'', [[Oblivion:Mehrunes Dagon|Mehrunes Dagon's]] [[Oblivion:Planes of Oblivion|Planes of Oblivion]]. Ahead of you can be seen two Daedra (the exact type depends on your level) running at you on a bridge over a lake of lava. Two towers and a larger tower between them can be seen in the distance. To the left, [[Oblivion:Ilend Vonius|Ilend Vonius]] is fighting some of the monsters. Help him kill the Daedra. After they're dead, Ilend will tell you he was sent in with a few other soldiers to try and close the Oblivion gate. One survivor from the assault was taken as a prisoner to the large tower.&lt;br /&gt;
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At this point, you can ask Ilend for help or you can try to close the Oblivion gate by yourself. He will attack with his sword and shield and heal himself relatively quickly. At your command, Ilend can follow you or wait behind, which is useful for tactical raids. Also, make sure Ilend doesn't fall into the lava, especially if you knock a creature into it. If you want more companions, you can attack Savlian and his men, and they will follow you into Oblivion, fighting you and hostile creatures. If you yield, however, they will leave.&lt;br /&gt;
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===Climbing the Tower===&lt;br /&gt;
Your destination is the largest visible tower, which can be recognized by the yellow light visible at the top.  The direct route, across the bridge immediately in front of the oblivion gate, is blocked by two large war gates. If you have high acrobatics you can simply jump around the gates. If not, to get to the tower you will instead have to head west and head up the western side of the island that makes up this world.  Along the way, watch out for landslides (Ilend is particularly prone to getting swept away by the landslides into the lava) and the usual assortment of Daedra and Dremora. &lt;br /&gt;
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Once you reach the [[Oblivion:Sigil Keep|Sigil Keep]] (the Blood Feast), venture inside. Inside you will find a few Daedra, of course, so take them out. Your goal is to reach the top of the tower, taking out any enemies you find on the way.  For the first section of climbing, enter the Rending Halls, which lead you to the first balcony inside the Blood Feast tower.  From there you can enter the Corridors of Dark Salvation, but two of the doors out of this room are locked and require a key. So take the third door, which leads you outside and across a narrow bridge to one of the smaller towers, ''Reapers Sprawl''.&lt;br /&gt;
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[[Image:OB-Img-MenienGoneld.jpg|thumb|right|Menien Goneld inside his cage]]&lt;br /&gt;
At the top of Reapers Sprawl you will find [[Oblivion:Menien Goneld|Menien Goneld]] locked in a cage and guarded by a Dremora Sigil Keeper, who will initiate a conversation with you. He will say, ''&amp;quot;You should not be here, mortal. Your blood is forfeit, and your flesh is mine.&amp;quot;'' At that point he will attack you. Kill the Sigil Keeper to get his [[Oblivion:Sigil Keep Key|key]].  Menien will provide you with a bit more information about where you are going, but will insist that you continue on and do not try to rescue him.&lt;br /&gt;
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Back in the main tower, you can now open the locked doors.  If you're in a rush to get the job done, take the northern door from the Corridors of Dark Salvation, watch out for the [[Oblivion:Traps#Citadel Guillotine Blade|traps]], and exit at the first door you come to.  You'll find yourself on an even higher-level balcony in the Blood Feast. The ''Runed Portal'' on this balcony is a teleporter that takes you up to the top balcony.&lt;br /&gt;
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From the top balcony you gain access to the final room, the ''[[Oblivion:Sigil Keep#Sigillum Sanguis|Sigillum Sanguis]]'', which is the room that contains the Sigil Stone. Climb up the stairs, killing any enemies you find, and at the very top you will see a glowing ball balancing on the red stream of lava you saw earlier. This is the [[Oblivion:Sigil Stone|sigil stone]] that holds open the gate to Oblivion. Taking it will transport you to the outside of the Oblivion gate you entered from, along with the other soldier if he went with you, and will destroy the Oblivion gate in the process.&lt;br /&gt;
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===Detours in Oblivion===&lt;br /&gt;
The previous section described the most direct route through oblivion.  However, exploring the world a bit more thoroughly can yield some additional treasure.&lt;br /&gt;
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At the southwest corner of the island is a smaller tower called the ''&amp;quot;Blood Well&amp;quot;''.  At the top of that tower you will find the switch that opens the main war gate (and you will also find a blood fountain).  Oddly enough, the switch does not open the war gate immediately adjacent to the Blood Well, but only the war gates back near the entrance.  With the war gates open, it is much easier to get back to the oblivion gate, for example if you need to resupply, or if you need to take back some of the loot you have gathered so far.&lt;br /&gt;
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At the north side of the island is the entrance to the ''Sump of Misery'', which is a cave with a good amount of loot.  The cave itself contains four fleshy pods.  It also leads to the Desolate Well, which is the otherwise inaccessible tower at the north end of the island.  The top of the Desolate Well will reward you with two of The Punished (loot container), and a blood fountain.&lt;br /&gt;
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Inside the main tower, the ''Corridors of Dark Salvation'' provide access to a couple more small bonus areas.  The southern locked door leads to a small balcony containing two of The Punished.  Following the passage from the northern locked door all the way to the end leads to another narrow bridge that crosses to the final tower, ''Meat Harbor''.  At the bottom of that tower you will find two more of The Punished.&lt;br /&gt;
[[Image:OB-Img-KvatchChapel.jpg|thumb|right|The ruins that await when you enter the city of Kvatch]]&lt;br /&gt;
There are plenty of Oblivion plants found in this area. You can harvest [[Oblivion:Bloodgrass|Bloodgrass]], [[Oblivion:Harrada|Harrada]], and [[Oblivion:Spiddal Stick|Spiddal Sticks]].&lt;br /&gt;
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===Back in Kvatch===&lt;br /&gt;
Now that you're back at Kvatch, with a destroyed Oblivion gate behind you, return to Savlian and report your success. He'll say that he knew you could do it, and suggest that now would be a good time to mount a counter-attack on the remaining Daedra. When you're ready, follow him and the other soldiers into the city and help him fight off the monsters near the chapel. If you told Ilend to leave, he will join his fellow guardsmen in the counterattack. Once the Daedra are all dead, he'll walk to the chapel to make sure the civilians inside are alright. At this point, you can either escort Martin to [[Oblivion:Weynon Priory (place)|Weynon Priory]], or help Savlian reclaim fallen Kvatch (optional [[Oblivion:The Battle for Castle Kvatch|The Battle for Castle Kvatch]] quest).&lt;br /&gt;
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== Journal Entries ==&lt;br /&gt;
{{Journal Entries&lt;br /&gt;
|0||{{Quest Comment|Set when Hirtel speaks to player}}&lt;br /&gt;
|5||{{Quest Comment|Set when player first speaks to Savlian Matius}}&lt;br /&gt;
|8&lt;br /&gt;
|&lt;br /&gt;
| Savlian Matius asked me to help close the Oblivion Gate outside the ruins of Kvatch. He sent some of his men into it, but they never came back. I should let him know when I'm ready to help.&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| I have agreed to help Savlian Matius of the Kvatch Town Guard and his men as they attempt to reach some survivors trapped in the Chapel of Akatosh inside the city. He is willing to lead his guardsmen back into the city to attempt a rescue, but the enemy have opened an Oblivion Gate across the entry to the city. '''then'''&amp;lt;br/&amp;gt;&lt;br /&gt;
I need to go into the Oblivion Gate and figure out how to close it.&lt;br /&gt;
| 20&lt;br /&gt;
|&lt;br /&gt;
| Ilend Vonius, one of the Kvatch Guardsmen who entered the Oblivion Gate to try to close it, told me that at least one other survivor of the assault on the Gate has been taken to the large tower within Oblivion. I should search for him there. {{Quest Comment|This will appear in your journal if you have '''not''' told Savlian Matius you will try to close the Oblivion Gate}} '''or'''&amp;lt;br/&amp;gt;&lt;br /&gt;
At least one survivor of the assault on the Oblivion Gate has been taken to the large tower within Oblivion. I need to search for him there. {{Quest Comment|This will appear in your journal if you told Savlian Matius you will try to close the Oblivion Gate}}&lt;br /&gt;
|25||{{Quest Comment|Player asked Ilend to come along}}&lt;br /&gt;
| 30&lt;br /&gt;
|&lt;br /&gt;
| I found the prisoner in Oblivion. He told me I need to reach the top of the largest tower and look for the Sigil Stone. But I will need the Sigil Keeper's key to gain entry into the Sigil Keep.&lt;br /&gt;
| 40&lt;br /&gt;
|&lt;br /&gt;
| I have the key to the Sigil Keep. '''then'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Now I must reach the Sigil Stone and remove it from the Sigil Keep to close the Oblivion Gate that it anchors.&lt;br /&gt;
| 50&lt;br /&gt;
|&lt;br /&gt;
| I have closed the Gate by taking the Sigil Stone that anchors it within Oblivion. I should tell Savlian Matius that the way into Kvatch is now open. {{Quest Comment|This stage adds an achievement if you are playing on a console}}&lt;br /&gt;
| 60&lt;br /&gt;
|&lt;br /&gt;
| Savlian Matius of the Kvatch Town Guard has asked me to aid him as he and his men attempt to re-take the city of Kvatch. They're pushing in now; I'll need to follow closely and make sure Savlian survives.&lt;br /&gt;
| 70&lt;br /&gt;
|&lt;br /&gt;
| I have entered the ruined city of Kvatch with Savlian Matius and his men. We must clear the southern plaza before the survivors in the Chapel can be rescued.&lt;br /&gt;
| 80&lt;br /&gt;
|&lt;br /&gt;
| I have helped Savlian Matius and his men retake the southern plaza. I should talk to him about our next move.&lt;br /&gt;
| 90&lt;br /&gt;
|&lt;br /&gt;
| It is now safe for the survivors of the attack on Kvatch to leave the Chapel for safety in the camp south of the city. Savlian has asked me to help him further. I should let him know when I am ready.&lt;br /&gt;
| 200&lt;br /&gt;
| fin&lt;br /&gt;
| Savlian Matius has been killed. {{Quest Comment|This quest is marked as finished once the refugees reach the encampment. This Journal Entry does not appear in-game as Savlian Matius cannot be killed.}}&lt;br /&gt;
}}&lt;br /&gt;
{{OB Journal Entries Notes}}&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;125px&amp;quot; heights=&amp;quot;125px&amp;quot; perrow=&amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
Image:OB-Map-OblivionMQKvatch.jpg|Kvatch Oblivion Gate World&lt;br /&gt;
Image:OB-Map-OblivionMqKvatchCave.jpg|Sump of Misery&lt;br /&gt;
Image:OB-Map-OblivionMqKvatchCitadel.jpg|The Blood Feast&lt;br /&gt;
Image:OB-Map-OblivionMqKvatchCitadelHall01.jpg|Rending Halls&lt;br /&gt;
Image:OB-Map-OblivionMqKvatchCitadelHall02.jpg|Corridors of Dark Salvation&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{Quest Footer|Prev=[[{{NAMESPACE}}:Find the Heir|Find the Heir]]|Next=[[{{NAMESPACE}}:Weynon Priory (quest)|Weynon Priory]]|Up=[[{{NAMESPACE}}:Main Quest|Main Quest]]}}&lt;/div&gt;</summary>
		<author><name>Vesna</name></author>
		
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