FAQ-Cheats, Hints, Spoilers

Post » Wed Sep 15, 2010 2:29 pm

"Ah, I find your etiquette refreshing, Now Please listen carefully"

1. If you are visiting this section, you must expect spoilers. If you don't want them, do yourself a favor and avoid this section.

2. Do not put spoilers in the topic lines, other people may not have discovered that special thing about the game yet and want to discover it themselves.

3. Many members will ask a question here because they are stuck and need a solution. Be kind to them and try to give a little nudge rather than spoil the whole quest for them. No need to tell them too much information right away. If they want more info, let them ask for it before providing it.

4. Try to encourage members who might be new to RPGs, Elder Scrolls, gaming and/or forums. Be kind and help them and help this section of the forum be an important and friendly part of the Elder Scrolls Community.


For those who would like hints without spoilers (what we should do more on this forum ;)) you may want to try http://www.uhs-hints.com/uhsweb/oblivion.php site.
    Topic Contents
  • http://www.elderscrolls.com/forums/index.php?showtopic=310239&view=findpost&p=5179683
  • http://www.elderscrolls.com/forums/index.php?showtopic=310239&view=findpost&p=5180081
  • http://www.elderscrolls.com/forums/index.php?showtopic=310239&view=findpost&p=5348159
  • http://www.elderscrolls.com/forums/index.php?showtopic=310239&view=findpost&p=5349365
  • http://www.elderscrolls.com/forums/index.php?showtopic=310239&view=findpost&p=5349784
  • http://www.elderscrolls.com/forums/index.php?showtopic=310239&view=findpost&p=5350977
  • http://www.elderscrolls.com/forums/index.php?showtopic=310239&view=findpost&p=5352476
  • http://www.elderscrolls.com/forums/index.php?showtopic=310239&view=findpost&p=5385083
  • http://www.elderscrolls.com/forums/index.php?showtopic=310239&view=findpost&p=5385393
  • http://www.uesp.net/wiki/Oblivion:Enchanting
  • http://www.elderscrolls.com/forums/index.php?showtopic=310239&view=findpost&p=5856423
  • http://www.elderscrolls.com/forums/index.php?showtopic=310239&view=findpost&p=6236209
  • http://www.elderscrolls.com/forums/index.php?showtopic=310239&view=findpost&p=7143985
  • http://chorrol.com/oblivion_help_dungeon_diving.html
  • http://www.elderscrolls.com/forums/index.php?s=&showtopic=310239&view=findpost&p=7635249
  • http://www.elderscrolls.com/forums/index.php?s=&showtopic=310239&view=findpost&p=7909988
  • http://www.elderscrolls.com/forums/index.php?s=&showtopic=310239&view=findpost&p=8657089
  • http://www.elderscrolls.com/forums/index.php?s=&showtopic=310239&view=findpost&p=8749102
  • http://www.elderscrolls.com/forums/index.php?s=&showtopic=310239&view=findpost&p=9275730

    If you are looking for console commands try these links:
  • http://www.gamesas.com/bgsforums/index.php?s=&showtopic=19&view=findpost&p=4544468
  • http://www.uesp.net/wiki/Oblivion:Console
  • http://planetelderscrolls.gamespy.com/View.php?view=OblivionCheats.List
  • http://www.gamefaqs.com/console/xbox360/code/927345.html
  • http://www.elderscrolls.com/forums/index.php?showtopic=310239&view=findpost&p=6345959

    Looking for a map? Try these listed below.
    http://www.nirnroot.planetelderscrolls.gamespy.com/phpnuke/modules.php?name=Obliv-o-Map
    http://www.gamefaqs.com/computer/doswin/game/924363.html
    http://www.uesp.net/oblivion/map/obmap.shtml



ALCHEMY


http://oblivion.melian.cc/

http://www.uesp.net/wiki/Oblivion:Ingredients.
User avatar
Alexandra Ryan
 
Posts: 3438
Joined: Mon Jul 31, 2006 9:01 am

Post » Wed Sep 15, 2010 5:17 pm

The following has been compiled from members posts and efforts and should help answer some of the most often asked question seen in this section of this forum. Please take a minute and look for the answer to your question prior to posting it. If someone gathers information on something that they feel should be added here, please PM me and we will take a look at it. If your information is used, you will be credited as are the others that have. :)

A special thanks to Vorius for for getting the following helpful information together for the fans. Others who contributed are indicated next to the info they provided:


IMPORTANT For All How do I find ltpersonplacegt questions which are Quest related

Oblivion has a feature which lets you easily find a place or person who you are supposed to go to in a quest. You must make the quest your active quest (by opening the F4 menu and then find the quest you are wokring on and click on it to make it your active quest). Now when you look on your map (on another tab on the F4 menu) you will see a red triangle or a green triangle which pinpoints exactly where you need to go. These triangles will also appear on your compass.

FOR QUEST WALKTHROUGHS:

Check out the Elder Scolls Wiki http://www.uesp.net/. This site also needs us to contribute to make it a good resource for us all


1. How do I join the Thieves Guild, How do I find the Gray Fox

One way is to make friends with a beggar in the Imperial City. Once he likes you enough he will tell you how to meet with Thieves Guild representatives in a garden in the Water District.

To find this garden, simply travel to the Waterfront District and then make your current quest the one which is involved with the Gray Fox. This will make a green marker appear on your map which is exactly where you want to be standing right after midnight to meet the Thieves Guild representative.

You'll have to do a test which involves you competing with two other thieves in stealing a diary from someone's home. If you start immediately and fast travle to the relevent district you should be able to get there first. The front door has an average lock. Once inside open up your map (F4) and look for the red triangle so you know exactly where the diary is inside the home.

If for some reason you were not quick enough don't fret. You can use your same begger friend to tell you where the thief who got the diary lives and so you can sneak into her home and steal it from her... but do not kill her!

Once you got the diary meet the Thieves Guild representative same place same time (in the garden after midnight) and he'll accept you.

Thanks to Dogsbody:
Another way is to go to jail. Once you have been released, the Thieves Guild will send a representative to contact you. (There is a city quest in Bruma, http://www.uesp.net/wiki/Oblivion:Two_Sides_of_the_Coin, in which going to jail is a reasonable solution.)


2. Where can I sell my stolen items?

You need to join the Thieves Guild first. (see FAQ #2) Then you get access to people called fences who will buy your stolen goods. Ongar is the first one you get access to and he lives in Bruma. His house is a small shack located behind the Church. If he is not in his house he would most likely be inside the tavern near the East Gate.

3. Diseases: How can I tell if I have a disease? How can I cure it?

To see if you are diseased you can open up your magic menu (F3) and then click on the far right tab which shows active effects. You will see an entry there for any diseases you might have.

To cure the disease, there are cure disease spells/potions which you can use or by simply clicking an altar at church like the one in the middle of Bruma which is free!

by Dogsbody:

A sure cure for a disease is to eat an ingredient that has Cure Disease as its first effect. There are two: Root Pulp and Mandrake Root. Mandrake Root is very common, and every adventurer should always carry a few.

4. Stat Loss: How can I tell if I am affected? How do I cure it?

You can tell if you are suffering stat drain/loss by hitting F1 and clicking on the tab which shows your attributes. If any of the numbers are green, that stat has been fortified, or boosted. If they are red however, that means it has been drained.

To remedy this you can cast or use specific restore spells or potions like 'Restore Strength' or you can use an altar in a church.

5. How do I cure vampirism?

You become a vampire after you have been bitten and go to sleep. So the easiest thing to do is to load up the autosave right before you went to sleep then head to a church and click on the altar or cast/drink a Cure Disease potion. Then you will kill the disease that would have made you a vampire.

If you can't do this then the process is pretty complicated but luckily
UESP has provided a great guide for curing vampirism: http://www.uesp.net/wiki/Oblivion:Cure_Vampirism

Another guide is offered by Viper87227 http://www.xboxcircle.com/forum/showthread.php?t=6146

Before curing it, see FAQ #8a on what you'll be missing out on ;)

5a. What are the perks to being a vampire?

Check out http://www.elderscrolls.com/forums/index.php?showtopic=281385 on the perks to being a vampire. From Guilmon_80

6. How do I find a unicorn?

Go to the Inn of Ill Omen, then go east from there and watch your compass. As your walking this symbol will suddenly appear in your compass, go there and there will be 3 or 4 minotaurs and one unicorn.

You can either ride off right away on the unicorn or kill the minotaurs first. If you decide to kill the minotaurs, make sure you are out of view of the unicorn when you draw your weapon or he will start attacking you. He will attack ANY humanoid char that has a weapon drawn. From Kintar1900

7. Why can't I quit the persuasion minigame?

When using speechcraft on someone, you must select all four of the available actions. After each selection, the wheel will rotate one quarter turn clockwise. The trick is to make sure that you click actions the NPC doesn't like when the wedge is small, and actions the NPC does like when the wedge is big. Higher levels of speechcraft will give you one or more free quarter-turns on the wheel.

8. What do I do if I get stuck in an object?

It's happened before. If you get stuck inside the terrain or somewhere else where you just can't move, you can turn off clipping temporarally by toggling the console (~ key on the PC) and entering "TCL". Just do it again to turn clipping off once you're free.

9. How do I name my save games? (PC Users)

A really nice quick way to name your savegames is to open up your console (tilde key "~" usually located to the left of the "1" key) and type in savegame "name of your save".
Close the console by pressing the tilde key again

10. How do I drop items?

On the PC, hold down shift and click on the item. When you close the screen (tab) the things will fall from your inventory to the floor. :)

11. How do I take a screenshot?

http://www.elderscrolls.com/forums/index.php?showtopic=323312&view=findpost&p=5216396

12. Is there a way to make all markers on the map visible prior to visiting?

There is a console command for this.
type in: tmm 1 (Toggle map markers)
All map markers will be shown, and you can immediately use fast travel to get to any of the locations.

13. Where is the Unicorn?

Harcane Grove, near Inn of Ill Omen, south of IC, north of Bravil.

14. Where can I find Umbra?

Galaxox's Umbras Guide

A.Where is Umbra
She is in Vindasel SW of the Imperial City, at the bottom of the ruin. Here is a map, to use it, click in elven ruins and search for Vindasel.http://www.fileplanet.com/163126/160000/fileinfo/Elder-Scrolls-IV:-Oblivion----Interactive-Map-of-Cy

B.How to kill her
Levels 1-10
NOTE: When you see bruma, search for a broken pillar, and jump in the table and there on top of the pillar, so you can hit her without getting touched, if you can't reach the pillar, bring a paintbrush and throw it in front of the pillar so you can jump on it and reach the pillar.

Archer: Buy plenty of arrows and just keep shooting, if you can shoot her a flare to see how much health she has left.
Knight: Get some Claymores and hit her (be sure your hitting her and not the floor, see if there is any blood).
Mage: Use an Absorb Health spell (you may have to dupe potions :o).

Levels 10-20
NOTE: It's better if you do the same trick of the pillar.
Archer: Get an enchanted arrow and shoot her, she will die in some few hits.
Knight: Get a normal Claymore and an enchanted one. She will die fast.
Mage:Shoot her with your best spell OR buy the apothesis wand and kill her in 10 shots :P.

C.Loot
She drops a complete ebony set (not as strong as a normal ebony set) and the Umbra, one of the most strong swods in the game, it has a soul trap enchantment.

15. What about that totum war with the goblin tribes?
The guide is wrong. They don't go to war over the totums.



As for the quest, I won't spoil a thing ;)

Hope it helped you.
User avatar
Rebekah Rebekah Nicole
 
Posts: 3477
Joined: Fri Oct 13, 2006 8:47 pm

Post » Wed Sep 15, 2010 12:23 pm

Trainers

Acrobatics
Low level- Quill-Weave at a house on the main street of Anvil, and Ida Vlinorman in the NE part of the Elven Gardens District, Imperial City.
Medium level- Tsrava at J'Bari's house in south-central Leyawin, and Ganredhel in a house in SE Cheydinhal.
Master level- Aerin at a camp in the northern foothills of the Valus range in NE Cyrodiil. North of Cheydinhal, east of Azuras shrine, NE of Lord Rugdumph's Estate. (there is no Aerin, there is a Master trainer called Torbern there.)

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Alchemy
Low level- Felen Relas at the Anvil Mages Guild, and S'drassa at the Leyawin Mages Guild.
Medium level- Ardaline at the Bravil Mages Guild, and Brotch Calus in a house east of the Great Chapel of Talos in Bruma.
Master level- Sinderion, Skingrad, cellar of the West Weald Inn. (requires quest)

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Alteration
Low level- Dovyn Aren at a house in the Elven Gardens District, Imperial City. Can frequently be found visiting Fathis Ules in the southwest section of the Elven Gardens, and Deetsan at the Cheydinhal Mages Guild.
Medium level- Athragar at the Chorral ages Guild, and Abhuki who owns the Faregyl Inn along the Green Road south of the Imperial City.
Master level- Tooth-in-the-Sea along the Niben Bay coast, north of Bravil. At night he sleeps on the east side of the giant rock that has the entrance to the Flooded Mine. By day, from about 6am to 6 pm, he's at the bottom of the bay, northeast of the mine, and southeast of Veyond's Cave. (you must pass a test)

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Armorer
Low level- Eitar at a house east of the Great Chapel of Zenithar in Leyawin, and Tadrose Helas, a smith at the Bravil Fighters Guild.
Medium level- Rohssan who owns the A Fighting Chance store in the Market Ditrict, Imperial City, and Rasheda who owns the Fire and Steel shop in Chorrol.
Master level- Gin-Wulm, a smith at The Best Defense, Market District, Imperial City. Can be found frequently walking around the Market and Elven Garden Districts. (requires quest)

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Athletics
Low level- Uuras at a house in southwest Skingrad, and Mahei in Leyawin.Medium level- Hauls-Ropes-Faster, found at night sleeping at The Fo'c'sle in Anvil and by day walking around the waterfront area, and Honditar at a house southwest of Chorrol.Master level- Rusia Bradus in a house along the main road in Anvil, next to the Abandoned House. (must meet a requirement)

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Blade
Low level- Naspia Cosmo, the steward at Castle Cheydinhal, and Right-Wind at the Bruma Fighters Guild.
Medium level- Sherina at the Leyawin Fighters Guild, and Rhano at the Anvil Fighters Guild.
Master level- Alix Lencolia, at the Faregyl Inn south of the Imperial City. (He won't train you until your Fame or Infamy is over 20.)

____________________

Block
Low level- Fadus Calidius at the Skingrad Fighters Guild.
Medium level- Lum gro-Baroth at the Chorrol Fighters Guild, and Ambroise Canne in a house in southwest Skingrad.
Master level- Andragil in a house in north-central Bravil. (test required)

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Blunt
Low level- Bugak gro-Bol who owns the Southern Books store in Leyawin, and Vigdis at the Anvil Fighters Guild.
Medium level- Christophe Marane who owns the Brina Cross Inn in northeast Anvil, and Azzan at the Anvil Fighters Guild.
Master level- Irene Metrick at a house in southwest part of the Elven Garden District, Imperial City. (requirement needed)

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Conjuration
Low level- Fathis Aren, a court mage at Castle Bravil, and Sulinus Vassinus at the Skingrad Mages Guild.
(Aren may have been killed in an earlier Thieves Guild quest)
Medium level- Alberic Litte at the Chorrol Mages Guild, and Arentus Falvius at the Great Chapel of Talos in Bruma.
Master level- Olyn Seran at Molag Bal's shrine in the Great Forest, west of the Imperial City. (test required)

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Destruction
Low level- Chanel the castle mage in Castle Chorrol, and J'skar at the Bruma Mages Guild.
(Chanel may have been removed from the gameworld in the "Canvas the Castle" quest depending on what path you took.) (J'skar requires you to have completed the Mage's Guild Recommendation quest.)
Medium level- Marc Gulitte at the Anvil Mages Guild, and Delphine Jend at the Bravil Mages Guild.
Master level- Bralsa Andaran at a camp near the Kynareth shrine, west of the Weatherleah estate. (requires quest)
*The medium trainers won't tell you where she is until you get their disposition to 80+.

____________________

Hand to Hand
Low level- Nahsi at the Bravil Fighters Guild, and Rufrius Vinicius at the Anvil Fighters Guild.
Medium level- Davela Hlaren who owns the Imperial Bridge Inn, on the north side of the Siverfish River that's east of the Yellow Road, and Ra'qanar at Castle Cheydinhal.
Master level- Helvius Cecia at a house in southeast Bruma. (requires a skill test)

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Heavy Armor
Low level- Brodras at the Leyawin Fighters Guild, and Brumph gra-Gash at the Bruma Fighters Guild.
Medium level- Valus Odiil in Chorrol, and Varnado who works at The Best Defense shop, Market District, Imperial City.
Master level- Pranol at the Roxey Inn along the Red Ring Road on the northeast side of Lake Rumare. (requires quest)

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Illusion
Low level- Hil the Tall at the Chapel of Arkay in Cheydinhal, and Jantus Brolus at Istrius Brolus' house in Bruma.
Medium level- Carahil at the Anvil Mages Guild, and Kud-Ei at the Bravil Mages Guild.
Master level- Martina Floria at the Chironasium in the Arcane University. (requires quest)

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Light Armor
Low level- Dul gro-Shug at a house in the northeast part of the Elven Gardens District, Imperial City, and Olfand at North Winds in Bruma.
Medium level- Luciana Galena at a house in the southern part of Bravil, and Ahdarji at a house west of the castle's southern gate in Leyawin.
Master level- J'Bari lives with Tsrava at a house in south-central Leyawin. (requires quest)

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Marksman
Low level- Edla Dark-Heart who lives at Regners house in the southern part of Bruma, and Shameer at a house west of the Great Chapel of Julianos in Skingrad.
Medium level- Reman Broder at a house in southwest Skingrad, and Pinarus Inventius in Anvil.
Master level- Alawen at the Troll Candle Camp that's east of Anvil. She's frequently off hunting, so its best to catch her in camp at night. (requires an Elven Bow)
*The medium trainers require you to be a marksman level 70+, and a disposition of 80+ before they mention Alawen.

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Mercantile
Low level- Foroch in the Gottshaw Inn that's southwest of Kvatch, and Mach-Na who owns Mach-Na's Books in the estern part of Cheydinhal.
Medium level- Margarte at a house east of the Great Chapel of Zenithar in Leyawin, and Seed-Neeus who owns the Northern Goods and Trade shop in Chorrol by the south gate.
Master level- Palonirya who owns the Divine Elegance shop in the Market District, Imperial City. (requires you to have 10,000 gold)

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Mysticism
Low level- Angalmo at the Chorrol Mages Guild, and Druja at the Skingrad Mages Guild.
Medium level- Ita Rienus at the Bravil Mages Guild, and Broderi Farano at the Mystic Archives in the Arcane University.
Master level- Dagail at the Leyawin Mages Guild. (requirement needed)

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Restoration
Low level- Cirroc at the Great Chapel of Talos in Bruma, and Marie Palielle at the Great Chapel of Julianos in Skingrad.
Medium level- Marz at the Great Chapel of Mara in Bravil, and Ohtesse at the Great Chapel of Arkay in Cheydinhal.
Master level- Oleta at the Great Chapel of Akatosh in Kvatch. (You'll have to complete the quest "The Battle for Castle Kvatch", talk to Savlian Matius after he enters the church to start that quest.)

____________________

Security
Low level- Malintus Ancrus at a house in the southwest part of Chorrol, and Samuel Bantien at a house in the southwest part of the Talos District, Imperial City.
Medium level- Dor'Shanji at a house in the north-central part of Bravil, and Mandil who lives at Othrelos's house in the northeast part of the Elven Gardens District, Imperial City.
Master level- J'baana in the Imperial Prison District, Imperial City. He's found walking the outer yards of the prison. (requires quest)

____________________

Sneak
Low level- City-Swimmer at a house southwest of the gate in Bravil, and Glistel who lives with Malintus Ancrus in the southwest part of Chorrol.
Medium level- Othrelos at a house in the northeast part of the Elven Gardens District, Imperial City, and Mirabelle Monet who owns The Fo'c's'le on Anvils waterfront area.
Master level- Marana Rian at a house in the northwest part of the Temple District, Imperial City. At night she frequently walks around the Arboretum District, and the Waterfront area. (requires skill test)

____________________

Speechcraft
Low level- Alga who lives with Honmund in Bruma, and Uravasa Othelas at the Great Chapel of Mara in Bravil.
Medium level- Varon Vamori at a house in Bravil, and Gruiand Garrana at the Great Chapel of Arkay in Cheydinhal.
Master level- Tandilwe at the Temple of One in the Temple District, Imperial City. (requires quest)[/QUOTE]


edit to add trainer information provided by a dedicated member with thanks:

Master Trainer Locations, Requirements, Tasks and Tests

You must have reached at least a level of 70 in a skill before the Medium Level Trainers will tell you the identity and location of the Master Trainers. When this level is reached a new topic, 'Training', will become available. Master Trainers will not train you if you're below level 70 in the skill that they teach.

All trainers have various times of the day when they will offer training, like shop hours. If you meet the level requirement and the topic of 'Training' isn't available in dialogue with the Master Trainer, just try a different time of the day.

For more information:
http://www.uesp.net/wiki/Oblivion:Maps
http://www.uesp.net/wiki/Oblivion:Trainers
http://www.uesp.net/wiki/Oblivion:Master_Training
http://www.uesp.net/wiki/Oblivion:Increasing_Skills

____________________

Acrobatics
Trainer: Aerin at a camp in the northern foothills of the Valus range in NE Cyrodiil. North of Cheydinhal, east of Azuras shrine, NE of Lord Rugdumph's Estate.
*There is no Aerin, there is a Master trainer called Torbern there who will offer to train you.

____________________

Alchemy
Trainer: Sinderion, Skingrad, cellar of the West Weald Inn.
Requirement - Bring him back one bottle of each of Cyrodiil's two finest wines: One bottle of Surilie Brothers vintage 399 and One bottle of Tamika vintage 399.
Both can be found in nearby Skingrad Castle's wine cellar, reached through a locked door in the castle's dining room. There are about 30 others scattered around the gameworld.

____________________

Alteration
Trainer: Tooth-in-the-Sea along the Niben Bay coast, north of Bravil. At night he sleeps on the east side of the giant rock that has the entrance to the Flooded Mine. By day, from about 6am to 6pm, he's at the bottom of the bay, northeast of the mine, and southeast of Veyond's Cave.
Requirement - *Argonians are exempt from this test.
Ask him about training before 1pm and he'll offer to test your water breathing abilities. The challenge is to remain underwater with him for three hours in gametime (about 6 minutes in real time). Don't wander far, you must remain near to his side, and not surface for air during the test.

You can use Water Breathing spells or potions that you buy, find, or make yourself.
Purchase the spell from: Ungarion at A Warlock's Luck in Bravil, Trayvond at the Cheydinhal Mages Guild, or Edgar Vautrine at Edgar's Discount Spells in the Imperial City's Market District.
Purchase the strong potions from: Bruma, Chorrol, and Leyawiin Mages Guilds, The Gilded Carafe in the Market District in the Imperial City, and All Things Alchemical in Skingrad.

You can buy, find or make items enchanted with Constant Effect Water Breathing.
If you do the Go Fish quest located in Weye you'll have the Jewel of the Rumare pendant that is enchanted with Constant Water Breathing.
The enchanted helmet called Fin Gleam is a Unique Item, and can be found with a drowned corpse that's underwater, just west of the small island that is west of Anvil.
You can enchant your own, or find an enchanted item that gives you Constant Water Breathing. There are 6 of these helmets that appear randomly in loot at different levels. One might be found randomly on NPCs: Black Brugo, Rigmor, Blackwood Company guards, or random Marauder bosses.

____________________

Armorer
Trainer: Gin-Wulm, a smith at The Best Defense, Market District, Imperial City. Can be found frequently walking around the Market and Elven Garden Districts.
Requirement - You must correctly answer his question to receive training. Make sure that you've read, or have in your inventory the book 'The Armorer's Challenge' or the topic won't show up in dialogue. You can buy a copy in the bookstore the 'First Edition' in the Imperial City Market District, or take it from the top of a bookshelf on the 2nd floor of the Cheydinhal Fighters Guild.
Question: "What does the name Hazadir mean to you?"
Answer: "He won the armorer's challenge."

____________________

Athletics
Trainer: Rusia Bradus in a house along the main road in Anvil, next to the Abandoned House.
Requirement - You must have discovered a minimum of 30 locations in the gameworld before you can receive training.

____________________

Blade
Trainer: Alix Lencolia, at the Faregyl Inn south of the Imperial City.
Requirement - He won't train you until either your Fame or Infamy is over 20. You can raise your Infamy by commiting crimes and getting a bounty, when you pay the fine your Infamy rating will still remain. You can raise your Fame by completing quests.

____________________

Block
Trainer: Andragil in a house in north-central Bravil.
Requirement - She'll test your toughness with her warhammer and you must survive the 45 second beating to receive training. Its okay to hit her back, but bare-handed only, so unequip any weapons before the test begins. Bring some good armor, and a shield will help. Remove any equipment that will reflect damage back to her. You can also just try to stay out of her reach until the timed attack ends.

____________________

Blunt
Trainer: Irene Metrick at a house in southwest part of the Elven Garden District, Imperial City.
Requirement - You must have already killed 50+ NPCs to receive training.

____________________

Conjuration
Trainer: Olyn Seran at Molag Bal's shrine in the Great Forest, west of the Imperial City.
Requirement - You must summon a Faded Wraith while in his presence.
Purchase the spell from Athragar (Chorrol Mages Guild), or Caranya and Gaspar Stegine (Arcane Uni.). The spell requires a Conjuration skill of 75+.
A scroll can be found in random loot on Necromancers and Conjurers. Try the nearby Necromancer lair of Elenglynn to the west-southwest of his location.

____________________

Destruction
Trainer: Bralsa Andaran at a camp near the Kynareth shrine, west of the Weatherleah estate.
*The medium trainers won't tell you where she is until you get their disposition to 80+.
Requirement - Bring her 20 Bear Pelts. If you're under level 5 bears won't spawn yet, but the pelts are commonly found for sale in many shops.
If you want to hunt for them, they can be found:
At level 7: Near the Ayleid ruin Elenglynn west-southwest of the Imperial City, Fingerbowl Cave north of the Imperial City and northeast of Aleswell, Fort Carmala south of Chorrol, Fort Sejanus north of the Yellow Road and southeast of the Imperial City, Piukanda northwest of Aleswell, Pothole Caverns south of the Faregyl Inn which is south of the Imperial City, Nibenay Basin Wilderness west of Fort Facian which is just east of the southeast inlet that divides the Corbolo and Reed Rivers.
At level 14+: As above and also near the Ayleid ruins of Kemen in the mountains east of Cheydinhal, Rielle in the mountains northwest of Bruma.

____________________

Hand to Hand
Trainer: Helvius Cecia at a house in southeast Bruma.
Requirement - Accept his challenge to fight him. Unequip any weapons and using Hand to Hand only, reduce his health by 40% in 30 seconds. When the level is reached he'll tell you to stop. If you don't you'll be charged with assault. He's also a Thieves Guild member, the assault is disregarded for the test, but if you don't cease the attack when told to you'll get booted from the Guild if you're a fellow member.

____________________

Heavy Armor
Trainer: Pranol at the Roxey Inn along the Red Ring Road on the northeast side of Lake Rumare.
Requirement - You must bring him back a gift for the owner of the Roxey Inn. He'll give you 50 gold to retrieve a silver pitcher and a set of 4 silver glasses. Speak to him again when you have them in your inventory.
Purchase the glasses from: Lelles' Quality Merchandise in Anvil, The Fair Deal in Bravil, Novaroma in Bruma, Borba's Goods and Stores in Cheydinhal, Northern Goods and Trade in Chorrol, Three Brothers Trade Goods or the Copius Coinpurse in the Market District of the Imperial City, Best Goods and Guarantees in Leyawiin, Colovian Traders in Skingrad.
Steal them from: Castles, Chapels, Guilds, and finer Inns and homes. The pitchers are sometimes found in leveled loot. Some likely chest locations are: The Legion Commander's quarters, Fathis Aren's Castle Bravil quarters, the Imperial sewers used in the final Thieves Guild quest, Wilderness caches and camps.

____________________

Illusion
Trainer: Martina Floria at the Chironasium in the Arcane University.
You'll need to be a Mages Guild member to access the University.
Requirement - Bring her 10 Welkynd Stones.
These can be found in Ayleid ruins and Necromancer lairs.
There's 50+ in Wendelbek on the headwaters of the Panther River), 20+ in Vilverin on an island east of the Imperial Sewer's northeast exit, 15+ in Sardavar Leed south of the Imperial City, 10 in Fanacasecul south of the Imperial City's western bridge, 10 in Sercen on the Red Ring Road just east of the junction with the Silver Road.

____________________

Light Armor
Trainer: J'Bari lives with Tsrava at a house in south-central Leyawin.
Requirement - Bring him an Elven Cuirass.
At level 15+ it can be found on: Bandits, Vampires (Bloodcrust Cavern near Skingrad), Treasure Hunters, Camonna Tong members at Walker Camp (north of Cheydinhal), Rona- a worshipper at Mephala's Shrine, Schlerus- a hunter at Pell's Gate. It can also be found on NPCs in many various quests.

____________________

Marksman
Trainer: Alawen at the Troll Candle Camp that's east of Anvil. She's frequently off hunting in the vicinity, and she's very fast making it hard to hard to catch up to her. Even if you do catch her she won't train you until she finishes hunting and returns to her camp. So its best to speak to her in camp at night between 10pm and 4am when she's usually sleeping, or just wait for her to return.
Requirement - Make sure to have an Elven Bow either equipped or in your inventory.
At level 9+ it can be found in leveled loot on Bandit and Marauder archers in dungeons. Try nearby Fort Strand that's east of Anvil or Belletor's Folly south of Kvatch.
At level 13+ it may be found for sale in some shops. Try The Archer Paradox in Bravil.

____________________

Mercantile
Trainer: Palonirya who owns the Divine Elegance shop in the Market District, Imperial City.
Requirement - You must have at least $10,000 gold.

____________________

Mysticism
Trainer: Dagail at the Leyawin Mages Guild.
Requirement - You must have closed a minimum of 3 Oblivion gates. That's the minimum number of gates to close to complete the Main Quest. If you've completed the Dagon Shrine part of the Main Quest you can find gates near the major cities and many random gates in the wilderness.

____________________

Restoration
Trainer: Oleta at the Great Chapel of Akatosh in Kvatch.
Requirement - She can be found at the Chapel of Akatosh in Kvatch. If you haven't gotten into the Main Quest yet, Oleta is trapped in the chapel. You must close the Oblivion gate outside of the city's main gate, and kill the Daedra that have overrun the plaza outside of the chapel. Once the city is safe she, and the other survivors, can be found at the refugee camp just south of Kvatch where she'll agree to train you.
Closing the Oblivion gate is part of the Main Quest called Breaking the Siege of Kvatch.
Clearing the Daedra from the plaza is a misc. quest called The Battle for Castle Kvatch. After closing the Oblivion gate, enter the chapel and speak to Savlian Matius after he enters the chapel to receive this misc. quest.

____________________

Security
Trainer: J'baana in the Imperial Prison District, Imperial City. He's not in a cell, he's found walking the outside yards of the prison. You can wait for him to randomly appear at one of the gates and speak to him through the bars, or steal the jailor's key, or pick the lock at the back of the jailor's room to enter the prison yard.
Requirement - He asks you to retrieve a message from the Thieves Guild doyen S'krivva in Bravil (her house is southwest of the city's north gate). If you like, you can read the note to learn that they're up to something. Just return the note to J'baana and he'll agree to train you.

____________________

Sneak
Trainer: Marana Rian at a house in the northwest part of the Temple District, Imperial City. At night she frequently walks around the Arboretum District, and the Waterfront area.
Requirement - She'll challenge you to a test: Steal the coin from her pocket without her catching you.

____________________

Speechcraft
Trainer: Tandilwe at the Temple of One in the Temple District, Imperial City.
Requirement - She wants you to complete a pilgrimage before she'll agree to train you. You'll have to speak to every beggar in Cyrodiil, 19 in total. You will get credit for any that you've already spoken to. If any have been killed, or you've already killed one, it won't count against the quest. Killing one during the quest will cause you to fail the quest.

If you can't find them wandering around the city then just wait for them to return to their bedrolls to sleep. Beggars are usually found sleeping between 10pm and 6am on their bedrolls that are found in various locations inside each of the main cities. They are found on the outer grounds of the city's area, they never sleep indoors. They return to their bedrolls to eat around 6pm, unless its bad weather.

Anvil
1- Imus the Dull. Bedroll: Behind the Flowing Bowl in the Waterfront.
Wanders Near: The Waterfront gate and dock areas, Chapel of Dibella inside Anvil city, in bad weather under the overhang of Heinrich Oaken-Hull's house.
2- Penniless Olvus. Bedroll: Just east of the Main gate.
Wanders Near: The city's Main gate, the Chapel, in bad weather under the overhang of Morvayn Peacemakers shop.

Bravil
1-Cosmus the Cheat. Bedroll: Behind the Lonely Suitor Lodge in the southwest part of Bravil.
Wanders Near: The city gate, the Great Chapel of Mara, A Warlock's Luck shop.
2- Wretched Aia. Bedroll: Behind The Fair Deal shop in the northeast part of Bravil.
Wanders Near: The city gate, the Chapel, the Lonely Suitor Lodge.

Bruma
1- Fetid Jofnhild. Bedroll: Behind some rocks just west of the city's north gate.
Wanders Near: The north gate, on the stairs to the southeast, the Chapel of Talos, in bad weather under the overhang of Honmund's house.
2- Jorck the Outcast. Bedroll: In the south part of the city between Anora's and Regner's houses.
Wanders Near: The east gate, the Chapel, the Nord Winds shop, in bad weather the porch of Bradon Lirrian's house in the southwest part of the city.

Cheydinhal
1- Bruccius the Orphan. Bedroll: Inside a circle of buildings made up of shops and Guilds southeast of the city's west gate.
Wanders Near: The northeast gate, the Great Chapel of Arkay, Borba's Goods and Stores shop.
2- Luckless Lucina. Bedroll: In the far southwest corner of the city between the House for Sale and Willow Bank.
Wanders Near: The west gate, the Chapel, the city's statue.
In bad weather both beggars take shelter under the porch of Riverview in the southeast part of the city.
*There is an NPC named Aldos Othran who sleeps on a bedroll along the south wall of the city. He is not a beggar, he's part of another quest.

Chorrol
1- Lazy Kaslowyn. Bedroll: Near some rocks along the south wall directly south of the Chapel entrance.
Wanders Near: The fountain, the Chapel of Stendarr, along a street to the southeast of the Chapel.
2- Nermus the Mooch. Bedroll: Along the north wall near some rocks just north of the Chapel.
Wanders Near: The city's south and north gates, the Chapel.

Imperial City
1- Fralav the Faker. Bedroll: Elven Gardens District, behind the buildings in the southwest section.
Wanders Near: The Elven Gardens' gates, the Palace District.
2- Simplicia the Slow. Bedroll: Market District, behind the buildings in the southeast section.
Wanders Near: The Market District's gates, the district's center.
3- No Coins Draninus. Bedroll: The Talos District, in the alley in the northwest section.
Wanders Near: The north and south sides of the Talos District's center.
4- Ragbag Buntara. Bedroll: Temple District, behind the buildings in the northwest section.
Wanders Near: Both the Palace (N) and Waterfront (S) gates.
5- Puny Ancus. Bedroll: Waterfront District, on the west side of the wall behind Methredhel's house.
Wanders Near: The Lighthouse in the Waterfront District, and both the north and south ends of the docks.
*There is an NPC named Amusei who sleeps on a bedroll near Ancus'. He is not a beggar, he's part of another quest.

Leyawiin
1- Deeh the Scalawag. Bedroll: Near the well just north of the city's west gate.
Wanders Near: The city's north and west gates, the Great Chapel of Zenithar, in bad weather he's in a small garden in the plaza in the southwest part of the city south of the Mages Guild.
2- Rancid Ra'dirsha. Bedroll: Near the small garden in the plaza in the southwest part of the city south of the Mages Guild.
Wanders Near: The plaza where she sleeps, the city's northeast gate, the Chapel, in bad weather on the porch of the Five Claws Lodge north of the chapel.

Skingrad
1- Foul Fagus. Bedroll: Behind the abandoned stable of the West Weald Inn.
Wanders Near: The city's east gate, the Great Chapel of Juianos, the West Weald Inn.
2- Nigidius the Needy. Bedroll: Just north of the city's west gate near the Fighters Guild.
Wanders Near: The northeast gate, south of the city's statue, the Chapel.
User avatar
Tamika Jett
 
Posts: 3301
Joined: Wed Jun 06, 2007 3:44 am

Post » Wed Sep 15, 2010 5:58 pm

A special thank you to a special member.

Horses

Horses start at 500 Gold. Each stable has several types of horses, but only sells one. The price is fixed, you can't haggle, and your Mercantile skills have no effect. After you purchase one, it will be found waiting with the stablehand just outside of the corral.

Types:

Black: 5,000 Gold. The Black type has the highest speed and combat abilities.
Found for purchase at:
Cheydinhal's Black Waterside Stable.
They are also found in the Imperial City stables, but not for sale, they are used by the four couriers that deliver the Black Horse Courier newspaper in th Imperial City.
Also found in a corral at Brindle Home, a settlement in the Great Forest west of the Imperial City.

White: 4,000 Gold. The White type is the hardiest, with 400 hit points.
Found for purchase at: Anvil's Horse Whisperer Stable.

Chestnut: 2,500 Gold.
Found for purchase at: Chorral's North Country Stable.
They are also found in the Imperial City stable, but not for sale.
Also found at the Brina Cross Inn along the Gold Road west of Kvatch.

Bay: 1,000 Gold.
Found for purchase at: Bravil's Bay Roan Stable and Skingrad's Grateful Pass Stable.
They are also found at the Imperial City, and Leyawin stables.
Also found at the Roxey Inn along the Red Ring Road at the NE part of Lake Rumare.

Paint: 500 Gold.
Found for purchase at: Bruma's Wildeye Stable and Leyawin's Five Riders Stable.
They are also found at the Cheydinhal, and Imperial City stables.
Also found in a corral at Brindle Home, a settlement in the Great Forest west of the Imperial City.

*The Imperial City's Chestnut Handy Stable indeed has horses, but none are for sale. Talk to the stablehands to find out why.

Oh Noes, I lost Shadowmere: You can never lose Shadowmere.. SHES ALWAYS AT FORT FARAGUT. from SwordofDeath11
or
You have the "Horse Armor" plug in and her AI is broken and she is stumbling around where she was lost instead of wandering back to Farragut like she should.
User avatar
ShOrty
 
Posts: 3392
Joined: Sun Jul 02, 2006 8:15 pm

Post » Wed Sep 15, 2010 10:38 am

Obtaining Houses

Anvil- 5,000 Gold.
Located: Heading from the east gate, go east to the statue, turn south along the road and its the first building on your left.
*You must complete the quest "Where Spirits Have Lease".
Speak to Velwyn Benirus, found between noon and midnight at The Count's Arms. He'll offer to sell you his grandfather's rundown mansion, Benirus Manor, in the northeast part of Anvil. Some townspeople will have a rumor topic about the mansion that as they passed by the night before they heard someone scream from inside the manor, and that Velwyn Benirus will never be able to sell it.

If you agree to purchase the house from Velwyn, he gives you the keys and deed to the house, and promptly takes off for parts unknown. Go and inspect your new home and you'll find a mysterious "sealed portal" in the lowest part of the basemant along the south wall. There is no way for you to open the portal at this time.

Go up to the manor's bedroom, click on the bed and choose to sleep. (one hour is enough) You'll awake under attack from three ghosts which you can dispatch with an enchanted weapon. You'll receive a journal update that confirms that the house is haunted and mentions that you've heard a crash from downstairs. In the parlor you'll find that a vase has fallen off of a cabinet and been smashed open on the floor. Underneath the broken vase is a skeletal hand and a diary page that tells of a secret room that only a Benirus can open. Reading the diary reveals that Velwyn's grandfather, Lorgren Benirus, was a grave robbing Necromancer. Add both the diary and hand to your inventory.

You realize that you need to find Velwyn to open that portal, so where did he go? Asking the townsfolk about his whereabouts will point you back to The Count's Arms. Inquiring after Velwyn there will the information that he's gone to the Imperial City. On arrival there you can learn from townfolk that Velwyn is staying at The King and Queen Tavern in the Elven Gardens District.
Find him there and he admits that he should have mentioned that the house was cursed and haunted. Choose the topics "Lorgren Benirus" and then "Lift the Curse" and he agrees to meet you back at The Count's Arms in Anvil and to help you take care of the curse. Meet him there and speak to him. He tells you to follow him to Benirus Manor.

Once inside yo'll lead the way to the basemant portal and combat seven ghosts along the way, two on the ground floor and five more in the basemant. You can take the lead and dispatch the ghosts before Velwyn comes to harm, or try to make a mad dash to the portal with him and then protect the rear while he opens the portal for you. Either way, once the portal is opened the ghosts disappear, along with Velwyn who hightails it out of there back to the Inn, leaving you to explore the secret room.
Its Lorgren Benirus' abandoned crypt/laboratory. With the skeletal hand in your inventory, activate the altar with the skeletal remains atop it. You'll hear a contrite speech from long-dead Lorgren regretting the errors of his evil ways and and the harm he's caused with his choices. He asks that you reunite his hand to his body so that his tormented spirit may at last rest in peace. Activate the skeleton to do so.

Lies, all lies. When you rejoin his hand to the rest of his skeleton Lorgren rises from the dead in the shape of a powerful Lich and begins his attack on you. Like the ghosts, you can kill him with an enchanted weapon. The best place to position yourself, before activating his skeleton, is on the far side of the alter. That's where his Lich form will materialize, and you can strike him quickly before he can begin summoning undead against you.

When the battle is won, loot the place. From his remains you can get Lorgren's Staff, a book called The Tome of Unlife, some gold and assorted gems and jewelry. When you leave the basemant you'll find that the manor has changed. Its no longer in a state of disrepair, there's food on the table, and a cozy fire blazing in the hearth. Go to see Velwyn at The Count's Arms once again to finish the quest. After your chat he'll take off to return to The King and Queen Tavern in the Imperial City.

Furniture Packages: Not Available. The house is restored, complete with furnishings when you complete the quest.

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Bravil- 4,000 Gold
Location: Its on the south side of the canol below Luciana Galena's house.
Talk to Count Regulus Terentius in Castle Bravil. You must get his disposition to 50+ before the topic is available.
Furniture packages: See Nilawen at The Fair Deal. Heading south from the City gate, its the second building on your left.

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Bruma- 10,000 Gold
Location: From the east gate its the first house on your right.
Talk to Countess Narina Carvain in Castle Bruma. You must get her disposition to 60+ before the topic is available.
Furniture packages: See Suurootan at Novaroma. Its among the top-most tier of buildings to the west in front of the Castle, between the Jerall View Inn and the North Winds shop.

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Cheydinhal- 15,000 Gold
Location: Its in the southwest part of the city, directly south of the town's statue.
Talk to Count Andel Indarys in Castle Cheydinhal. You must get his disposition to 60+ before the topic is available.
Furniture packages: See Borba gra-Uzgash at Borba's Goods and Stores. Heading from the west gate, its the second building on your left.

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Chorrol- 20,000 Gold
Located: Its called Arborwatch. Heading north from the south gate, its in the circle of buildings, the second building on your left, between the Mages Guild and Motierre's house.
Talk to Countess Arriana Valga in Castle Chorrol. You must get her disposition to 70+, and have a Fame of 13+ before the topic is available.
Furniture packages: See Seed-Neeus at the Northern Goods and Trade shop. Its just west of the south gate.

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Imperial City- 2,000 Gold
Located: Its the farthest house in the northwest part of the slums in the Waterfront District.
Talk to Vinicia Melissaeia in the Office of Imperial Commerce, located in the Market District.
Furniture packages: See Sergius Verus at the Three Brothers Trade Goods shop in the Market District.

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Leyawin- 7,000 Gold
Located: Heading from the west gate, go south after you pass Ra'Jahirr's house and its the second house on your right across from Weebam-Na's house.
Talk to Count Marius Caro at Castle Leyawin. You must get his disposition up to 60+ before the topic s available.
Furniture packages: See Gundalas at the Best Goods and Guarantees shop, abutting the city wall directly north of your house.

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Skingrad- 25,000 Gold
Located: Heading from the east gate, its the second house on your right.
Talk to the court steward, Hal-Liurz. He'll send you to talk to Shum gro-Yarug, the count's butler. If he's not around, check in town at the West Weald Inn shortly after 10am, or at the Colovian Traders around noon. When you find him, you must get his disposition up to 70+ before the topic becomes available. You'll also need a Fame of 15+ to be able to purchase the house. The now-evicted owner, Vandorallen Trebatius, will take up lodgings at the Two Sisters Lodge.
Furniture packages: See Gunder at the Colovian Traders shop. Heading west from your house, its the first building on your left as you turn south along the main road.

*Hired Help
If you bought the Servant's Quarters package for your house, you can speak to Eyja at Gunder's shop to hire her to help around your house for 150 Gold. She'll get her own key to the house, and takes up residence in the basemant area of your home.
If you bought the Kitchen Package she'll have three new topics:
    1- "Food" topic, which gets you a homemade Shepards Pie with the effects of Dispel, Fortify Agility, Cure Disease, and Shield.
    2- "Drink" topic, which gets you a bottle of Rosethorn Mead with the effects of Fortify both Endurance and Strength, Drain both Intelligence and Willpower.
    3- You can ask her to tell you of her sad life.
*The Rosethorn Cache - Mini-quest
Go to the top floor bedroom. There's a space above the stairs where there's a "Long Forgotten Note" lying near the west wall. A high level Acrobat can make the jump up there easily. Others can try from the bed, the desk, or the nearby dresser to the fireplace mantel and then to the space above the stairs.
The note mentions a treasure that's hidden in the house and contains a riddle: "Two bodies have i, though both joined in one. The more i stand still, the quicker i run".
The answer is an hourglass. Its in the cellar, hidden in the support on the east side of the pillar that has four bunches of garlic hanging from it. Grab the hourglass and you'll get Five Flawless Diamonds, Three Flawless Emeralds, Two Flawless Sapphires, and the Ring of the Gray which Fortifies Sneak, Marksman, Security, and Acrobatics, and also Resist Poison and Detect Life.

How do I buy furniture for my house?

You don't actually buy furniture, you purchase upgrade packs. When you initially purchase your house the person selling it will typically tell you where to buy upgrades for it. You might be able to recover this information in your quest logs. When you go to that person he will sell the upgrades from his inventory like any other shop owner. You'll see stuff like storage, candles, seating etc...

Thanks to Dogsbody:
Free Bed-and-Basket

You may have encountered the hamlet of Aleswell (northwest of the Imperial City on the Ring Road) or been attacked by invisible creatures while exploring nearby Fort Caractacus. Loiter in Aleswell, and you'll be approached by the innkeeper Diram Serethi. He has a little problem that's been giving his inn a bad reputation: http://www.uesp.net/wiki/Oblivion:Zero_Visibility. Solve his problem, and he will give you lifetime free lodging in a little upstairs room. The place would have to be improved to qualify as a dive, but it comes with a player-owned chest that you can use for safe storage.

Everybody in Aleswell, except Serethi's sisters, who are a bit miffed at all the attention you get, is friendly, the view from just outside the Inn is spectacular, and Aleswell is convenient to Chorrol, Bruma, and the Imperial City. To my knowledge, this is the only free lodging and safe storage in the game.

When you deal with Ancotar, be sure to keep talking to him long enough to get his Ring of Protection, and be sure to wear it when casting his Reverse Invisibility scroll. Otherwise, your Luck will take a lot of damage.
User avatar
Doniesha World
 
Posts: 3437
Joined: Sun Jan 07, 2007 5:12 pm

Post » Wed Sep 15, 2010 8:37 am

Thanks to Altissimus.
This is a compilaton of all of the spells from all 7 towns within Cyrodil.

Spells are provided by 'type' instead of by 'name'. This is because when you're making spells within the Arcane University, you need the 'type' of the spell to add it. If you want to make a custom frost damage spell, knowing ANY frost damage spell will enable you to achieve this. If you want to make a shield fire spell, and you can't remember which pesky town has them, now you know.

In addition to the town and the person who sells the spell, there is also a mana cost. This is to give you an indication of the spell strength, and clearly is dependent on your skill level as to how much it will actually cost you, personally. (All mana costs reflect a lvl 1 mage costs so probably are much higher than they would be for you). Say you wanted a 'soul trap' spell but perhaps not the entry level variety. Looking down the list you can see that 'soul trap' is often found at 55 mana, but Agata in Leyawin has it at 'various'. This means that Agata sells many varieties of 'soul trap' including the high-end ones.

I have this on an easy-to-use searchable excel spreadsheet if someone wants to tell me how to 'attach' it.

Sorry it didn't come out with nicely delineated columns.

N.B. All these guys sell spells but not all the time - Sulinus Vassinus, for example, seems to sell them at night not during the day. Vampiric tendencies perhaps? It's also location-dependent for some of them. If they're not selling, wait (T button) until they've moved into another part of the guild. They don't sell in their living quarters when they do sell in the main part of the guilds.


Town Person Name School Mana
    Anvil Thaurron Absorb Attribute: Agility Restoration 13
    Anvil Thaurron Absorb Attribute: Endurance Restoration 13
    Anvil Thaurron Absorb Attribute: Intelligence Restoration 13
    Anvil Thaurron Absorb Attribute: Luck Restoration 13
    Anvil Thaurron Absorb Attribute: Speed Restoration 13
    Anvil Thaurron Absorb Attribute: Strength Restoration 13
    Anvil Thaurron Absorb Attribute: Willpower Restoration 13
    Anvil Thaurron Absorb Fatigue Restoration 13
    Anvil Thaurron Absorb Health Restoration 28
    Anvil Thaurron Absorb Magicka Restoration 13
    Anvil Thaurron Absorb Skill: Acrobatics Restoration 15
    Anvil Thaurron Absorb Skill: Athletics Restoration 15
    Anvil Thaurron Absorb Skill: Hand to Hand Restoration 36
    Anvil Thaurron Absorb Skill: Ilusion Restoration 15
    Anvil Thaurron Absorb Skill: Light Armour Restoration 36
    Anvil Thaurron Absorb Skill: Mercantile Restoration 36
    Anvil Thaurron Absorb Skill: Mysticism Restoration 36
    Anvil Thaurron Absorb Skill: Restoration Restoration 36
    Anvil Thaurron Detect Life Mysticism 27
    Anvil Thaurron Feather Alteration 43
    Anvil Thaurron Fire Damage Destruction 53
    Anvil Thaurron Open Easy Lock Alteration 36
    Anvil Thaurron Resist Magic Restoration 117
    Anvil Thaurron Restore Health Restoration 56
    Anvil Thaurron Shield Alteration 52
    Anvil Thaurron Soul Trap Mysticism 55
    Anvil Thaurron Summon: Scamp Conjuration 69
    Anvil Thaurron Telekinesis Mysticism 25
    _______________________________________
    Bravil Delphine Jend Bound Cuirass Conjuration 83
    Bravil Delphine Jend Calm Illusion Various
    Bravil Delphine Jend Charm Illusion Various
    Bravil Delphine Jend Demoralize Illusion 38
    Bravil Delphine Jend Detect Life Mysticism 27
    Bravil Delphine Jend Feather Alteration 43
    Bravil Delphine Jend Fire Damage Destruction 53
    Bravil Delphine Jend Fire Damage Destruction 865
    Bravil Delphine Jend Frenzy Illusion Various
    Bravil Delphine Jend Light Illusion Various
    Bravil Delphine Jend Night-Eye Illusion 40
    Bravil Delphine Jend Open Easy Lock Alteration 36
    Bravil Delphine Jend Rally Illusion Various
    Bravil Delphine Jend Restore Health Restoration 56
    Bravil Delphine Jend Shield Alteration 52
    Bravil Delphine Jend Shock Damage Destruction 22
    Bravil Delphine Jend Soul Trap Mysticism 55
    Bravil Delphine Jend Summon: Scamp Conjuration 69
    Bravil Delphine Jend Telekinesis Mysticism 25
    *** Ita - you may have to already have high Illusion skill ***
    Bravil Ita Reinus (rarely found!) Chameleon Illusion Various
    Bravil Ita Reinus (rarely found!) Charm Illusion 85
    Bravil Ita Reinus (rarely found!) Demoralize Illusion Various
    Bravil Ita Reinus (rarely found!) Invisibility Illusion Various
    Bravil Ita Reinus (rarely found!) Light Illusion Various
    Bravil Ita Reinus (rarely found!) Night-Eye Illusion 64
    Bravil Ita Reinus (rarely found!) Paralyze Illusion Various
    Bravil Ita Reinus (rarely found!) Silence Illusion Various
    _______________________________________
    Bruma Selena Orania Absorb Skill: Blade Restoration 178
    Bruma Selena Orania Charm Illusion 17
    Bruma Selena Orania Command Humaonid Illusion 404
    Bruma Selena Orania Detect Life Mysticism 27
    Bruma Selena Orania Drain Health Destruction 207
    Bruma Selena Orania Feather Alteration 43
    Bruma Selena Orania Fire Damage Destruction 53
    Bruma Selena Orania Fortify Health Restoration 30
    Bruma Selena Orania Frost Damage Destruction 99
    Bruma Selena Orania Open Easy Lock Alteration 36
    Bruma Selena Orania Reflect Spell Mysticism 297
    Bruma Selena Orania Restore Health Restoration 56
    Bruma Selena Orania Shield Alteration 52
    Bruma Selena Orania Soul Trap Mysticism 55
    Bruma Selena Orania Summon: Daedroth Conjuration 429
    Bruma Selena Orania Summon: Scamp Conjuration 69
    Bruma Selena Orania Telekinesis Mysticism 25
    Bruma Volanaro Absorb Health Restoration 68
    Bruma Volanaro Bound Sword Conjuration 408
    Bruma Volanaro Charm Illusion 128
    Bruma Volanaro Damage Fatigue Destruction 14
    Bruma Volanaro Detect Life Mysticism 202
    Bruma Volanaro Dispel Mysticism 93
    Bruma Volanaro Fire Damage Destruction 265
    Bruma Volanaro Fire Shield Alteration 66
    Bruma Volanaro Fortify Speed Restoration 94
    Bruma Volanaro Frost Damage Destruction Various
    Bruma Volanaro Open Average Lock Alteration 88
    Bruma Volanaro Rally Illusion 32
    Bruma Volanaro Shock Damage Destruction 22
    Bruma Volanaro Summon: Dremora Lord Conjuration 637
    Bruma Volanaro Summon: Skeleton Conjuration 52
    Bruma Volanaro Telekinesis Mysticism 25
    _______________________________________
    Cheydinhal Trayvond Burden Alteration 48
    Cheydinhal Trayvond Detect Life Mysticism 27
    Cheydinhal Trayvond Feather Alteration 43
    Cheydinhal Trayvond Fire Damage Destruction 53
    Cheydinhal Trayvond Frost Shield Alteration 66
    Cheydinhal Trayvond Heat Shield Alteration 66
    Cheydinhal Trayvond Open Easy Lock Alteration 36
    Cheydinhal Trayvond Open Very Easy Lock Alteration 9
    Cheydinhal Trayvond Restore Health Restoration 56
    Cheydinhal Trayvond Shield Alteration Various
    Cheydinhal Trayvond Shock Shield Alteration 66
    Cheydinhal Trayvond Soul Trap Mysticism 55
    Cheydinhal Trayvond Summon Scamp Conjuration 69
    Cheydinhal Trayvond Telekinesis Mysticism 25
    Cheydinhal Trayvond Water Breathing Alteration 53
    Cheydinhal Trayvond Water Walking Alteration 47
    _______________________________________
    Chorrol Alberic Litte Bound Boots Conjuration 27
    Chorrol Alberic Litte Bound Dagger Conjuration 24
    Chorrol Alberic Litte Bound Gauntlets Conjuration 18
    Chorrol Alberic Litte Bound Greaves Conjuration 62
    Chorrol Alberic Litte Bound Helmet Conjuration 27
    Chorrol Alberic Litte Bound War Axe Conjuration 67
    Chorrol Alberic Litte Command Creature Illusion Various
    Chorrol Alberic Litte Command Humaonid Illusion 58
    Chorrol Alberic Litte Feather Alteration 43
    Chorrol Alberic Litte Fire Damage Destruction 53
    Chorrol Alberic Litte Major Life Detection Mysticism 27
    Chorrol Alberic Litte Open Easy Lock Alteration 36
    Chorrol Alberic Litte Restore Health Restoration 56
    Chorrol Alberic Litte Shield Alteration 52
    Chorrol Alberic Litte Soul Trap Mysticism 55
    Chorrol Alberic Litte Summon: Ghost Conjuration 63
    Chorrol Alberic Litte Summon: Scamp Conjuration 69
    Chorrol Alberic Litte Summon: Skeleton Conjuration 52
    Chorrol Alberic Litte Summon: Zombie Conjuration 58
    Chorrol Alberic Litte Telekinesis Mysticism 25
    Chorrol Alberic Litte Turn Undead Conjuration 33
    Chorrol Alberic Litte Turn Undead Conjuration 13
    Chorrol Athragar Bound Bow Conjuration 165
    Chorrol Athragar Bound Cuirass Conjuration 83
    Chorrol Athragar Bound Mace Conjuration 158
    Chorrol Athragar Bound Shield Conjuration 250
    Chorrol Athragar Bound Sword Conjuration 408
    Chorrol Athragar Command Humaonid Illusion Various
    Chorrol Athragar Summon: Clanfear Conjuration 394
    Chorrol Athragar Summon: Daedroth Conjuration 429
    Chorrol Athragar Summon: Dremora Conjuration 168
    Chorrol Athragar Summon: Faded Wraith Conjuration 406
    Chorrol Athragar Summon: Flame Atronach Conjuration 156
    Chorrol Athragar Summon: Frost Atronach Conjuration 417
    Chorrol Athragar Summon: Headless Zombie Conjuration 162
    Chorrol Athragar Summon: Skeletal Champion Conjuration 440
    Chorrol Athragar Summon: Skeletal Guardian Conjuration 150
    Chorrol Athragar Summon: Skeleton Hero Conjuration 382
    Chorrol Athragar Summon: Spider Daedra Conjuration 452
    Chorrol Athragar Turn Undead Conjuration Various
    _______________________________________
    Leyawiin Agata Detect Life Mysticism 83
    Leyawiin Agata Detect Life Mysticism 202
    Leyawiin Agata Dispel Mysticism Various
    Leyawiin Agata Reflect Spell Mysticism Various
    Leyawiin Agata Soul Trap Mysticism Various
    Leyawiin Agata Spell Absorption Mysticism 319
    Leyawiin Agata Telekinesis Mysticism Various
    _______________________________________
    Skingrad Adrienne Berene Damage Health Destruction 207
    Skingrad Adrienne Berene Disentegrate Armour Destruction 347
    Skingrad Adrienne Berene Drain Health Destruction 207
    Skingrad Adrienne Berene Drain Magicka Destruction 201
    Skingrad Adrienne Berene Drain Skill: Blade Destruction 208
    Skingrad Adrienne Berene Drain Skill: Conjuration Destruction 208
    Skingrad Adrienne Berene Drain Skill: Restoration Destruction 208
    Skingrad Adrienne Berene Fire Damage Destruction Various
    Skingrad Adrienne Berene Frost Damage Destruction Various
    Skingrad Adrienne Berene Shock Damage Destruction Various
    Skingrad Druja Damage Fatigue Destruction 14
    Skingrad Druja Damage Health Destruction 9
    Skingrad Druja Drain Fatigue Destruction 13
    Skingrad Druja Drain Health Destruction 10
    Skingrad Druja Feather Alteration 43
    Skingrad Druja Fire Damage Destruction Various
    Skingrad Druja Frost Damage Destruction Various
    Skingrad Druja Major Life Detection Mysticism 27
    Skingrad Druja Open Easy Lock Alteration 36
    Skingrad Druja Restore Health Restoration 56
    Skingrad Druja Shield Alteration 52
    Skingrad Druja Shock Damage Destruction Various
    Skingrad Druja Soul Trap Mysticism 20
    Skingrad Druja Summon: Scamp Conjuration 69
    Skingrad Druja Telekinesis Mysticism 25
    Skingrad Vigge The Cautious Damage Health Destruction 95
    Skingrad Vigge The Cautious Disentegrate Weapon Destruction 120
    Skingrad Vigge The Cautious Drain Fatigue Destruction 157
    Skingrad Vigge The Cautious Drain Health Destruction 107
    Skingrad Vigge The Cautious Drain Magicka Destruction 82
    Skingrad Vigge The Cautious Drain Skill: Alteration Destruction 80
    Skingrad Vigge The Cautious Drain Skill: Destruction Destruction 80
    Skingrad Vigge The Cautious Drain Skill: Hand to Hand Destruction 80
    Skingrad Vigge The Cautious Drain Skill: Heavy Armour Destruction 80
    Skingrad Vigge The Cautious Fire Damage Destruction Various
    Skingrad Vigge The Cautious Frost Damage Destruction Various
    Skingrad Vigge The Cautious Shock Damage Destruction Various
    Skingrad Vigge The Cautious Summon: Storm Atronach Conjuration 580
    Skingrad Vigge The Cautious Weakness to Magicka Destruction 71
    Skingrad Sulinus Vassinus Weakness to Frost Destruction 16
    Skingrad Sulinus Vassinus Weakness to Fire Destruction 16
    Skingrad Sulinus Vassinus Weakness to Shock Destruction 16
    Skingrad Sulinus Vassinus Weakness to Poison Destruction 16
    Skingrad Sulinus Vassinus Summon: Scamp Conjuration 69
    Skingrad Sulinus Vassinus Soul Trap Mysticism 55
    Skingrad Sulinus Vassinus Restore Health Restoration 55
    Skingrad Sulinus Vassinus Shield Alteration 52
    Skingrad Sulinus Vassinus Fire Damage Destruction 49
    Skingrad Sulinus Vassinus Shock Damage Destruction Various
    Skingrad Sulinus Vassinus Frost Damage Destruction Various
    Skingrad Sulinus Vassinus Disintegrate Armour Destruction Various
    Skingrad Sulinus Vassinus Feather Alteration 43
    Skingrad Sulinus Vassinus Drain Health Destruction 40
    Skingrad Sulinus Vassinus Drain Magicka Destruction 39
    Skingrad Sulinus Vassinus Open Easy Lock Alteration 36
    Skingrad Sulinus Vassinus Drain Skill: Illusion Destruction 35
    Skingrad Sulinus Vassinus Drain Skill: Marksman Destruction 35
    Skingrad Sulinus Vassinus Damage Health Destruction 32
    Skingrad Sulinus Vassinus Drain Fatigue Destruction 29
    Skingrad Sulinus Vassinus Detect Life Mysticism 27
    Skingrad Sulinus Vassinus Damage Magicka Destruction 26
    Skingrad Sulinus Vassinus Telekinesis Mysticism 25
    _______________________________________
    Arcane University Raminus Polus Fortify Magicka Restoration 63
    Arcane University Raminus Polus Shield Alteration 185
    Arcane University Raminus Polus Burden Alteration 193
    Arcane University Raminus Polus Detect Life Mysticism 202
    Arcane University Raminus Polus Dispel Mysticism 202
    Arcane University Raminus Polus Open Hard Lock Alteration 214
    Arcane University Raminus Polus Feather Alteration 223
    Arcane University Raminus Polus Light Illusion 223
    Arcane University Raminus Polus Restore Health Restoration 223
    Arcane University Raminus Polus Shock Damage Destruction Various
    Arcane University Raminus Polus Frost Damage Destruction Various
    Arcane University Raminus Polus Fire Damage Destruction Various
    Arcane University Raminus Polus Invisibility Illusion 292
    Arcane University Raminus Polus Reflect Spell Alteration 297
    Arcane University Raminus Polus Silence Illusion 370
    Arcane University Raminus Polus Paralyze Illusion 405
    Arcane University Raminus Polus Bound Sword Conjuration 408
    Arcane University Raminus Polus Demoralize Illusion 618
    Arcane University Gaspar Stegine Absorb Magicka Restoration 12
    Arcane University Gaspar Stegine Fortify Luck Restoration 93
    Arcane University Gaspar Stegine Absorb Skill: Sneak Restoration 176
    Arcane University Gaspar Stegine Open Hard Lock Alteration 214
    Arcane University Gaspar Stegine Spell Absorption Mysticism 319
    Arcane University Gaspar Stegine Chameleon Illusion 344
    Arcane University Gaspar Stegine Detect Life Mysticism 404
    Arcane University Gaspar Stegine Summon: Faded Wraith Conjuration 406
    Arcane University Gaspar Stegine Summon: Spider Daedra Conjuration 452
    Arcane University Gaspar Stegine Shield Alteration 492
    Arcane University Gaspar Stegine Silence Illusion 494
    Arcane University Gaspar Stegine Disentegrate Weapon Destruction 535
    Arcane University Gaspar Stegine Light Illusion 563
    Arcane University Borissean Fortify Speed Restoration 38
    Arcane University Borissean Command Creature Illusion 128
    Arcane University Borissean Absorb Health Restoration 163
    Arcane University Borissean Dispel Mysticism 388
    Arcane University Borissean Restore Health Restoration 423
    Arcane University Borissean Spell Absorption Mysticism 424
    Arcane University Borissean Fire Damage Destruction 435
    Arcane University Borissean Shock Damage Destruction 453
    Arcane University Borissean Telekinesis Mysticism 455
    Arcane University Borissean Drain Magicka Destruction 467
    Arcane University Borissean Silence Illusion 494
    Arcane University Borissean Feather Alteration 515
    Arcane University Borissean Paralyze Illusion 579
    Arcane University Borissean Chameleon Illusion 579
    Arcane University Borissean Fire Damage Destruction 600
    Arcane University Borissean Summon: Xivilai Conjuration 696
    Arcane University Borissean Soul Trap Mysticism 745
    Arcane University Borissean Summon: Gloom Wraith Conjuration 754
    Arcane University Borissean Summon: Lich Conjuration 812
    _______________________________________
    Borissean and Gaspar are in the Paraxogographicalisationdoohickeywotsit place.
    _______________________________________
    Leyawiin Avrus Adas (church) Restore Fatigue Restoration 4
    Leyawiin Avrus Adas (church) Restore Endurance Restoration 21
    Leyawiin Avrus Adas (church) Fortify Endurance Restoration Various
    Leyawiin Avrus Adas (church) Restore Health Restoration Various
    Leyawiin Avrus Adas (church) Cure Paralysis Restoration 36
    Leyawiin Avrus Adas (church) Cure Poison Restoration 44
    Leyawiin Avrus Adas (church) Cure Disease Restoration 103
    Leyawiin Avrus Adas (church) Fortify Magicka Restoration 125
    _______________________________________
    Bravil Uravasa (church) Restore Fatigue Restoration Various
    Bravil Uravasa (church) Restore Speed Restoration 21
    Bravil Uravasa (church) Turn Undead Conjuration 27
    Bravil Uravasa (church) Fortify Speed Restoration Various
    Bravil Uravasa (church) Restore Health Restoration Various
    _______________________________________
    Skingrad Tumindil (church) Restore Fatigue Restoration Various
    Skingrad Tumindil (church) Turn Undead Conjuration Various
    Skingrad Tumindil (church) Restore Willpower Restoration 21
    Skingrad Tumindil (church) Fortify Willpower Restoration Various
    Skingrad Tumindil (church) Restore Health Restoration Various
    _______________________________________
    Anvil Trevaia (church) Restore Fatigue Restoration Various
    Anvil Trevaia (church) Turn Undead Conjuration Various
    Anvil Trevaia (church) Restore Personality Restoration 21
    Anvil Trevaia (church) Restore Luck Restoration 21
    Anvil Trevaia (church) Fortify Personality Restoration Various
    Anvil Trevaia (church) Fortify Luck Restoration Various
    Anvil Trevaia (church) Absob Health Restoration 54
    _______________________________________
    Chorrol Orag (church) Restore Fatigue Restoration Various
    Chorrol Orag (church) Charm Illusion 20
    Chorrol Orag (church) Restore Strength Restoration 21
    Chorrol Orag (church) Fortify Strength Restoration Various
    Chorrol Orag (church) Restore Health Restoration Various
    Chorrol Orag (church) Turn Undead Conjuration 176
    _______________________________________
    Bruma Isa (church) Restore Fatigue Restoration Various
    Bruma Isa (church) Restore Agility Restoration 21
    Bruma Isa (church) Fortify Agility Restoration Various
    Bruma Isa (church) Turn Undead Restoration Various
    Bruma Isa (church) Restore Health Restoration Various
    _______________________________________
    Cheydinhal Ohtesse (church) Restore Fatigue Restoration Various
    Cheydinhal Ohtesse (church) Calm Restoration 5
    Cheydinhal Ohtesse (church) Restore Intelligence Restoration 21
    Cheydinhal Ohtesse (church) Fortify Intelligence Restoration Various
    Cheydinhal Ohtesse (church) Turn Undead Restoration 25
    Cheydinhal Ohtesse (church) Restore Health Restoration Various
    _______________________________________
    Imperial City Edgar's discount Fire Damage Destruction 6
    Imperial City Edgar's discount Fortify Fatigue Restoration Various
    Imperial City Edgar's discount Frost Damage Destruction 9
    Imperial City Edgar's discount Absorb Attribute: Luck Restoration 10
    Imperial City Edgar's discount Bound Dagger Conjuration 18
    Imperial City Edgar's discount Drain Health Destruction 19
    Imperial City Edgar's discount Water Breathing Alteration 20
    Imperial City Edgar's discount Absorb Skill: Mercantile Restoration 29
    Imperial City Edgar's discount Drain Skill: Destruction Destruction 35
    Imperial City Edgar's discount Absorb Skill: Alteration Restoration 49
    Imperial City Edgar's discount Fortify Magicka Restoration 51
    Imperial City Edgar's discount Summon: Scamp Conjuration 52
    _______________________________________
    Bravil Warlock's Luck Fortify Fatigue Restoration Various
    Bravil Warlock's Luck Turn Undead Conjuration 10
    Bravil Warlock's Luck Eyes of Eventide Illusion 12
    Bravil Warlock's Luck Water Breathing Alteration 20
    Bravil Warlock's Luck Fire Damage Destruction 20
    Bravil Warlock's Luck Shock Shield Alteration 25
    Bravil Warlock's Luck Frost Shield Alteration 25
    Bravil Warlock's Luck Dispel Mysticism 42
    Bravil Warlock's Luck Fortify Magicka Restoration 51
    Bravil Warlock's Luck Summon Scamp Conjuration 52

We're still missing the Drain/Damage Attribute (Str Int Wil Spd End Per) spells - where are these?!

Hope that helps

edit:
I had a link to download this but alas the link now leads to an error page so I removed it. A member pointed this out and let me know via PM and had one to offer, but I accidently deleted his PM and don't know who it was. So if you are reading this, let me know via PM again. :nod: thanks.

User avatar
Silvia Gil
 
Posts: 3433
Joined: Mon Nov 20, 2006 9:31 pm

Post » Wed Sep 15, 2010 9:48 pm

Where can I find/buy lockpicks?

You can find lockpicks on most goblins, go goblin hunting.

A good source of buying them is available once you get into the Thieves Guild. They have a guy named Ongar who has a stock of 100 lockpicks for sale. He is also a fence so he will buy your stolen items. See FAQ #'s 2 & 3 for more information.

Another seller is located just outside the Imperial City walls near the Stables. From the Stables follow the wall North and you'll find a guy named Shady Sam who sells some lockpicks.

A good way to find them is by looting bandits and checking all the crates/barrels in their caves/lairs. You can also find the occassional lockpick in the crates and barrels dotting the city streets.

Where do I get a Skeleton Key?


? Shrine of Nocturnal
Directions: Follow the road heading east out of Leyawiin and when you reach the words "County Kvatch" you'll see your shrine.
Required Offering: None, gives you a quest to complete. Complete it and return.
Level Requirement: 10
Reward: The godly Skeleton Key (a lockpick that is not only unbreakable but boosts your security skill by 40)

How to pick a lock in the minigame:

Information by Waxalot
Here's the key:

You can push the tumblers UP as many times as you want without hitting the button to secure it in place. If you notice, the tumblers rise at different speeds each time (it appears random). If the tumbler rises very quickly then the window of opportunity to click it in place is VERY SHORT. If the tumbler rises slowly, then it will pause for about a full second at the top, giving you plenty of time to click to secure it.

SO... keep bumping the tumbler and letting it fall until you see it rise a little slower than normal - that's the time you should click it because it won't come back down (thus breaking your pick) as fast.

My normal lockpicking session goes like this:

Tumbler 1
BUMP (it shoots right to the top, so I let it fall)
BUMP (shoots right up, let it fall back down)
BUMP (it rises slowly and stays up a little longer... CLICK)

Tumbler 2
BUMP (shoots right up, let it fall back down)
BUMP (it rises slowly and stays up a little longer... CLICK)

Anyway, this guide is already probably twice as long as it needs to be. If, after reading this, you still have major trouble give me a call and I'll personally come to your house and crush your skull with a ball-peen hammer.

Tip by Vorius
The tumbler will actually make a different sound depending on it's speed. The fast ones make a short quick sound while the slower ones sorta make a double click sound. I have found it more productive to listed for this double clicky type sound and then immediately click it in place. I have been able to lock pick a very hard lock with a security skill of 20 by listening carefully. I only broke 5 picks doing it too

Tip by nikola.m
I think lockpicking simply boils down to the following:

SOUND:
When the tumbler can be clicked, it will give 2 sounds. Press the mouse button "between" the sounds to lock it.
When the tumbler can not be cleicked (will fall) it will give 1 sound.

VISUAL:
When the tumbler can be clicked, it will ususally move up slowly at the same rate the lockpick is pushing it.
When the tumbler can not be clicked, it will rise very fast.

The higher the level of the lock, the less likely the tumbler will go up slowly and it will go up faster tan lower level locks.

What I usually do is I either look at the spring to judge whether to click, or I follow the tip of the lockpick to see how fast the tumbler will go. Reflexes play a big role in the lockpicking game, so make sure you are calm and time correctly correctly. The lower the picking skill and the higher the lock level, you will have a shporter window of time in which you can react.

Basically even very hard locks can be picked at lockpicking 10 possibly, but you need mad reflexes.

bullet_ma offers this advise for picking a lock:

I play on the pc so I hit f5 to auto save when im standing right infront of the door/ chest
I work from left to right and push up one tumbler over and over until I get it to move very slowly. I make a note of how many times it took to get the slow movement.
I then repeat for the next tumbler.

I then reload and push each tumbler up until I know im going to get a slow movement, then click locked into place.

I usually carry 4 or 5 lock picks so if im on a very hard lock and I get 4 right and mess the 5th up I can carry on , but if I use 2 or 3 picks I just reload an do it again

On the pc, the lock stays in the same order of fast/ slow tumblers each time you reload.

Dead easy, you dont need to listen to the sound, you dont even need to pay much attention.
User avatar
Inol Wakhid
 
Posts: 3403
Joined: Wed Jun 27, 2007 5:47 am

Post » Wed Sep 15, 2010 6:25 pm

Where are those skill books? compliments of Astro3.
Information provided by Astro3.
The Prima guide has a list of all the skill books in the game, but it is listed by the name of the book and has the Morrowind books listed separately which makes it difficult to use.
I have taken that list and arranged it by location and skill.
Both lists appear below.
A "(+) indicates that a book can be found in multiple locations.
"Quest" means it can be found as part of a quest. The name of the quest appears in the detail column, then the type of quest in parenthesis.

Listed by Location
CITY/MAP LOCATION | DETAILED LOCATION | SKILL | TITLE
*Anvil | Castle Anvil - desk in Baeralorn's bedroom in private quarters | Athletics | The Red Kitchen Reader
*Anvil | Castle Anvil - shelf in royal quarters | Blunt | King
*Anvil | Castle Anvil - Smuggler's Cave (below castle) | Security | The Locked Room
*Anvil(+) | Castle Anvil - Uleve Hlevru's room in private quarters | Blade | 2920: Vol 1, Morningstar
*Anvil | Fighters Guild - chest atop dresser in bedroom off dining hall | Block | Death Blow of Abernanit
*Anvil(+) | Fighters Guild - display case | Heavy Armor | Fighter's Guild History, 1st ed
*Anvil | Great Chapel - chapel hall, desk | Conjuration | 2920: Vol 10, Frostfall
*Anvil(+) | Mages Guild - library | Conjuration | The Doors of Oblivion
*Arkved's Tower | final level ("Dearth Quarters") | Illusion | Palla Vol 1
*Bleak Flats Cave | | Light Armor | Lord Jornibret's Last Dance
*Bravil | Castle - shelf in north wing of private quarters | Marksman | Father of the Niben
*Bravil | Castle Bravil - barracks | Armorer | Light Armor Repair
*Bravil(+) | Castle Bravil - great hall, display case | Blade | Battle of Sancre Tor
*Bravil(+) | Castle Bravil - privazte quarters, Drels Theran's room | Blade | Song of Hrormir
*Bravil | Castle Bravil - table in 1st room of dungeon | Blunt | The Importance of Where
*Bravil | City-Swimmer's House, dresser | Sneak | 2920: Vol 8, Last Seed
*Bravil | Dro'Shanji's house, shelf | Security | The Wolf Queen Vol 1
*Bravil | Great Chapel - shelf in Great Hall | Restoration | 2920: Vol 4, Rain's Hand
*Bravil | Mages guild - bookshelf on top floor | Destruction | The Horrors of Castle Xyr
*Bravil | S'krivva's house | Acrobatics | Thief
*Brindle Home | Torbal the Sufficient's house, chest at foot of bed | Acrobatics | The Black Arrow Vol 1
*Bruma | Castle Bruma - desk at center of Lord's Manor | Heavy Armor | How Orsinium Passed to the Orcs
*Bruma | Great Chapel - chapel | Conjuration | 2920: Vol 9, Hearthfire
*Bruma(+) | J'Ghasta's house | Hand-to-Hand | Immortal Blood
*Bruma | J'Ghasta's house - training room below house | Hand-to-Hand | Ahzirr Traajijazeri
*Bruma | Mages Guild, desk in basemant | Illusion | The Wolf Queen Vol 3
*Bruma | Regner's house, writing table beside fireplace | Marksman | A Dance in Fire Vol 5
*Ceydinhal(+) | Mach-Na's Books | Security | Advances in Lockpicking
*Cheydinhal | Castle Cheydinhal, bookshelf in lord's quarters | Speechcraft | The Wolf Queen Vol 7
*Cheydinhal | Dark Brotherhood Sanctuary | Hand-to-Hand | Ahzirr Traajijazeri
*Cheydinhal | Dark Brotherhood Sanctuary, bookshelf | Sneak | The Wolf Queen Vol 6
*Cheydinhal | Dark Brotherhood Sanctuary, chest in training room | Marksman | The Gold Ribbon of Merit
*Cheydinhal | Dark Brotherhood Sanctuary, chest in training room | Light Armor | The Rear Guard
*Cheydinhal(+) | Dark Brotherhood Sanctuary, Tenaava's chest | Marksman | The Black Arrow Vol 2
*Cheydinhal(+) | Fighters Guild - shelf on 2nd floor | Armorer | The Armorer's Challenge
*Cheydinhal | Ganredhel's house, dresser | Acrobatics | A Dance in Fire Vol 1
*Cheydinhal | Mages Guild - bookshelf in cellar | Mysticism | The Firsthold Revolt
*Chorrol | Casta Scriobonia's house, shelf on 2nd floor | Merchantile | A Dance in Fire Vol 6
*Chorrol | Fighters Guild - chest in top level of tower | Heavy Armor | Hallgerd's Tale
*Chorrol(+) | Fighters Guild - display case | Heavy Armor | Fighter's Guild History, 1st ed
*Chorrol | Fire and Steel, shelf | Heavy Armor | 2920: Vol 6, MidYear
*Chorrol | Great Chapel - chest in chapel hall | Restoration | Notes of Racial Phylogeny
*Chorrol | Modryn Oreyn's house, shelf | Blade | Words and Philosophy
*Chorrol | Renoit's Books, bookshelf on ground floor | Marksman | Vernaccus and Bourlor
*Chorrol | Vilena Donton's house - shelf | Blunt | The Legendary Sancre Tor
*Cloud Ruler Temple | Great Hall | Athletics | Beggar
*Cloud Ruler Temple(+) | Great Hall | Light Armor | The Refugees
*Cloud Ruler Temple(+) | Great Hall | Block | The Warp in the West
*Cloud Ruler Temple(+) | Great Hall - table | Conjuration | The Doors of Oblivion
*Cloud Ruler Temple | library | Sneak | Legend of Krately House
*Fieldhouse Cave | under mushroom, south side of bottom level | Hand-to-Hand | Way of the Exposed Palm
*Fingerbowl Cave(+) | top level | Security | Advances in Lockpicking
*Fort Caractacus(+) | tower above | Conjuration | The Doors of Oblivion
*Fort Caractacus(+) | under a table in tower abover fort | Illusion | Mystery of Talara Vol 4
*Fort Cuptor(+) | second level, bier in NW corner | Mysticism | Souls, Black and White
*Goblin Jim's Cave | shelf on top level | Blunt | Night Falls of Sentinel
*Imperial City | Arcane University - Chironasium, Enchanting Center on ground floor | Mysticism | Before the Ages of the Man
*Imperial City | Arcane University - Chironasium, enchanting station | Mysticism | Before the Ages of Man
*Imperial City | Arcane University - Lustratorium, bookshelf at rear of ground floor | Alchemy | Song of the Alchemists
*Imperial City(+) | Arcane University - Mystic Archives | Heavy Armor | Fighter's Guild History, 1st ed
*Imperial City | Arcane University - Mystic Archives | Alchemy | Mannimarco, King of Worms
*Imperial City | Arcane University - Mystic Archives | Destruction | Response to Bero's Speech
*Imperial City | Arcane University - Mystic Archives | Illusion | The Argonian Accountant, Book 3
*Imperial City | Arcane University - Mystic Archives, 2nd floor, display case | Conjuration | Liminal Bridges
*Imperial City | Arena District - Bloodworks, cupboard against outer wall | Athletics | The Ransom of Zarek
*Imperial City(+) | Arena District - chest of practicing gladiators | Blade | Song of Hrormir
*Imperial City | Elven Gardens District - Fathis Ule's house, shelf on 2nd floor | Merchantile | The Buying Game
*Imperial City | Elven Gardens District - Guard House, ne section, table on ground floor | Block | A Dance in Fire Vol 2
*Imperial City | Elven Gardens District, Dovyn Aren's house, shelf below hall table on 2nd floor | Alteration | The Bragon Break
*Imperial City | Imperial Legion Compound - shelf in barracks | Heavy Armor | Chimarvamidium
*Imperial City | Imperial Palace - Chancellolr Ocato's quarters, bookshelf | Speechcraft | 2920: Vol 5, Second Seed
*Imperial City | Market District - A Fighting Chance, shelf on 2nd floor | Armorer | Last Scabbard of Akrash
*Imperial City(+) | Market District - First Edition bookstore | Light Armor | The Refugees
*Imperial City | Market District - First Edition bookstore, desk on 2nd floor | Armorer | Cherim's Heart of Anequina
*Imperial City | Market District - Mystic Emporium | Mysticism | The Black Arts on Trial
*Imperial City | Market District - Office of Imperial Commerce, counter | Merchantile | The Wolf Queen Vol 4
*Imperial City(+) | Market District - The First Edition bookstore | Armorer | The Armorer's Challenge
*Imperial City | Temple District - Hastrel Ottus's house, end table on ground floor | Speechcraft | The Wolf Queen Vol 5
*Imperial City(+) | Temple District - Seridur's house, shelf in cellar | Hand-to-Hand | Immortal Blood
*Imperial City(+) | Waterfront District - Armand Christophe's house, chest | Speechcraft | Biography of the Wolf Queen
*Imperial City | Waterfront District - Dareloth's house, 2nd floor, desk (complete Thieves Guild quest line for access) | Security | Proper Lock Design
*Imperial District | Market District - Black Horse Courier offices, desk | Merchantile | 2920: Vol 7, Sun's Height
*Kvatch | Castle Kvatch, Great Hall, hall table | Acrobatics | A Dance in Fire Vol 4
*Leafrot Cave | shelf in upper level | Destruction | The Art of War Magic
*Leyawiin | Ahdarji's house, chest at foot of bed on 2nd floor of west wing | Light Armor | Ice and Chitin
*Leyawiin(+) | Castle Leyawiin - Tsavi's room in private quarters | Blade | 2920: Vol 1, Morningstar
*Leyawiin | Castle Leyawiin, shelf in royal bedroom | Block | Warrior
*Leyawiin | City Watch barracks, shelf in storage room on ground floor | Block | The Mirror
*Leyawiin | Great Chapel, desk in Chapel Hall | Alteration | Sithis
*Leyawiin | Mages Guild - corner bookshelf in library | Restoration | Withershins
*Leyawiin | Southern Books - shelf on 2nd floor | Alteration | Reality and Other Falsehoods
*loot | bandit and vampire loot | Light Armor | Rislav the Righteous
*loot(+) | boss-level bandit and vampire loot | Acrobatics | Mystery of Talara Vol 1
*loot(+) | boss-level bandit and vampire loot | Security | Surfeit of Thieves
*loot(+) | boss-level conjuror and necromancer loot | Alteration | The Lunar Lorkhan
*loot(+) | boss-level necromancer and conjuror loot | Restoration | Mystery of Talara Vol 2
*loot(+) | boss-level necromancer and conjuror loot | Destruction | Mystery of Talara Vol 3
*loot(+) | boss-level necromancer and conjuror loot | Illusion | Mystery of Talara Vol 4
*loot(+) | boss-level necromancer and conjuror loot | Conjuration | The Warrior's Charge
*loot(+) | boss-level tomb creature and marauder loot | Hand-to-Hand | Master Zoaraym's Tale
*loot(+) | boss-level vampire and bandit loot | Merchantile | A Dance in Fire Vol 7
*loot(+) | boss-level vampire and bandit loot | Marksman | The Black Arrow Vol 2
*loot | Marauder and tomb loot | Armorer | Heavy Armor Repair
*loot(+) | | Blade | Battle of Sancre Tor
*loot(+) | | Alchemy | Calcinator Treatise
*loot | | Blunt | Mace Etiquette
*loot | | Sneak | Purloined Shadows
*loot(+) | | Mysticism | Souls, Black and White
*loot | | Athletics | The Argonian Accountant, Book 1
*loot(+) | | Block | The Warp in the West
*Quest(+) | "Bear Season" (Settlement) | Hand-to-Hand | Master Zoaraym's Tale
*Quest(+) | "Caughte in the Hunt" (misc) | Speechcraft | Biography of the Wolf Queen
*Quest | "Dagon Shrine" (main), Lake Arrius Caverns, antechamber comples through which you escape | Sneak | Sacred Witness
*Quest | "The Ultimate Heist" (Thieves Guild), chest in Imperial City sewers | Blade | Fire and Darkness
*Quest(+) | "The Wandering Scholar" (Fighters Guild) | Blade | 2920: Vol 1, Morningstar
*Quest(+) | "Through a Nightmare Darkly" (misc), behind overturned table at starting location in Henantier's Dreamworld | Alteration | The Lunar Lorkhan
*Quest(+) | "Two Sides of the Coin" (misc) | Merchantile | A Dance in Fire Vol 7
*Quest(+) | "Two Sides of the Coin" (misc) | Alchemy | Calcinator Treatise
*Quest(+) | "Two Sides of the Coin" (misc) | Hand-to-Hand | Master Zoaraym's Tale
*Quest(+) | "Two Sides of the Coin" (misc) | Acrobatics | Mystery of Talara Vol 1
*Quest(+) | "Two Sides of the Coin" (Misc) | Security | Surfeit of Thieves
*Quest(+) | "Two Sides of the Coin" (misc) | Marksman | The Black Arrow Vol 2
*Quest(+) | "Two Sides of the Coin" (misc) | Alteration | The Lunar Lorkhan
*Quest(+) | "Two Sides of the Coin" (misc), Jorundr's chest | Restoration | Mystery of Talara Vol 2
*Quest(+) | "Two Sides of the Coin" (misc), Jorundr's chest | Destruction | Mystery of Talara Vol 3
*Quest(+) | "Two Sides of the Coin" (misc), Jorundr's chest | Illusion | Mystery of Talara Vol 4
*Quest(+) | "Two Sides of the Coin" (misc), Jorundr's chest | Conjuration | The Warrior's Charge
*Skingrad | All Things Alchemical, shelf | Alchemy | De Rerum Dirennis
*Skingrad | Castle Skingrad, shelf in Lord's Manor | Hand-to-Hand | The Wolf Queen Vol 2
*Skingrad | Great Chapel - desk in Chapel Hall | Mysticism | 2920: Vol 2, Sun's Dawn
*Skingrad | Great Chapel - shelf in dining room hall | Restoration | The Exodus
*Skingrad | Mages Guild - shelf in living quarters | Alteration | Daughter of the Niben
*Skingrad | Uuras the Shepherd's house, bookshelf on top floor | Athletics | A Dance in Fire Vol 3
*Vilverin(+) | bandit camp nearby | Hand-to-Hand | Immortal Blood
*Weynon Priory(+) | from Brother Piner | Block | The Warp in the West



Listed By Skill
SKILL | CITY/MAP LOCATION | DETAILED LOCATION | TITLE
*Acrobatics | Bravil | S'krivva's house | Thief
*Acrobatics | Brindle Home | Torbal the Sufficient's house, chest at foot of bed | The Black Arrow Vol 1
*Acrobatics | Cheydinhal | Ganredhel's house, dresser | A Dance in Fire Vol 1
*Acrobatics | Kvatch | Castle Kvatch, Great Hall, hall table | A Dance in Fire Vol 4
*Acrobatics | loot(+) | boss-level bandit and vampire loot | Mystery of Talara Vol 1
*Acrobatics | Quest(+) | "Two Sides of the Coin" (misc) | Mystery of Talara Vol 1
*Alchemy | Imperial City | Arcane University - Lustratorium, bookshelf at rear of ground floor | Song of the Alchemists
*Alchemy | Imperial City | Arcane University - Mystic Archives | Mannimarco, King of Worms
*Alchemy | loot(+) | | Calcinator Treatise
*Alchemy | Quest(+) | "Two Sides of the Coin" (misc) | Calcinator Treatise
*Alchemy | Skingrad | All Things Alchemical, shelf | De Rerum Dirennis
*Alteration | Imperial City | Elven Gardens District, Dovyn Aren's house, shelf below hall table on 2nd floor | The Bragon Break
*Alteration | Leyawiin | Great Chapel, desk in Chapel Hall | Sithis
*Alteration | Leyawiin | Southern Books - shelf on 2nd floor | Reality and Other Falsehoods
*Alteration | loot(+) | boss-level conjuror and necromancer loot | The Lunar Lorkhan
*Alteration | Quest(+) | "Through a Nightmare Darkly" (misc), behind overturned table at starting location in Henantier's Dreamworld | The Lunar Lorkhan
*Alteration | Quest(+) | "Two Sides of the Coin" (misc) | The Lunar Lorkhan
*Alteration | Skingrad | Mages Guild - shelf in living quarters | Daughter of the Niben
*Armorer | Bravil | Castle Bravil - barracks | Light Armor Repair
*Armorer | Cheydinhal(+) | Fighters Guild - shelf on 2nd floor | The Armorer's Challenge
*Armorer | Imperial City | Market District - A Fighting Chance, shelf on 2nd floor | Last Scabbard of Akrash
*Armorer | Imperial City | Market District - First Edition bookstore, desk on 2nd floor | Cherim's Heart of Anequina
*Armorer | Imperial City(+) | Market District - The First Edition bookstore | The Armorer's Challenge
*Armorer | loot | Marauder and tomb loot | Heavy Armor Repair
*Athletics | Anvil | Castle Anvil - desk in Baeralorn's bedroom in private quarters | The Red Kitchen Reader
*Athletics | Cloud Ruler Temple | Great Hall | Beggar
*Athletics | Imperial City | Arena District - Bloodworks, cupboard against outer wall | The Ransom of Zarek
*Athletics | loot | | The Argonian Accountant, Book 1
*Athletics | Skingrad | Uuras the Shepherd's house, bookshelf on top floor | A Dance in Fire Vol 3
*Blade | Anvil(+) | Castle Anvil - Uleve Hlevru's room in private quarters | 2920: Vol 1, Morningstar
*Blade | Bravil(+) | Castle Bravil - great hall, display case | Battle of Sancre Tor
*Blade | Bravil(+) | Castle Bravil - privazte quarters, Drels Theran's room | Song of Hrormir
*Blade | Chorrol | Modryn Oreyn's house, shelf | Words and Philosophy
*Blade | Imperial City(+) | Arena District - chest of practicing gladiators | Song of Hrormir
*Blade | Leyawiin(+) | Castle Leyawiin - Tsavi's room in private quarters | 2920: Vol 1, Morningstar
*Blade | loot(+) | | Battle of Sancre Tor
*Blade | Quest | "The Ultimate Heist" (Thieves Guild), chest in Imperial City sewers | Fire and Darkness
*Blade | Quest(+) | "The Wandering Scholar" (Fighters Guild) | 2920: Vol 1, Morningstar
*Block | Anvil | Fighters Guild - chest atop dresser in bedroom off dining hall | Death Blow of Abernanit
*Block | Cloud Ruler Temple(+) | Great Hall | The Warp in the West
*Block | Imperial City | Elven Gardens District - Guard House, ne section, table on ground floor | A Dance in Fire Vol 2
*Block | Leyawiin | Castle Leyawiin, shelf in royal bedroom | Warrior
*Block | Leyawiin | City Watch barracks, shelf in storage room on ground floor | The Mirror
*Block | loot(+) | | The Warp in the West
*Block | Weynon Priory(+) | from Brother Piner | The Warp in the West
*Blunt | Anvil | Castle Anvil - shelf in royal quarters | King
*Blunt | Bravil | Castle Bravil - table in 1st room of dungeon | The Importance of Where
*Blunt | Chorrol | Vilena Donton's house - shelf | The Legendary Sancre Tor
*Blunt | Goblin Jim's Cave | shelf on top level | Night Falls of Sentinel
*Blunt | loot | | Mace Etiquette
*Conjuration | Anvil | Great Chapel - chapel hall, desk | 2920: Vol 10, Frostfall
*Conjuration | Anvil(+) | Mages Guild - library | The Doors of Oblivion
*Conjuration | Bruma | Great Chapel - chapel | 2920: Vol 9, Hearthfire
*Conjuration | Cloud Ruler Temple(+) | Great Hall - table | The Doors of Oblivion
*Conjuration | Fort Caractacus(+) | tower above | The Doors of Oblivion
*Conjuration | Imperial City | Arcane University - Mystic Archives, 2nd floor, display case | Liminal Bridges
*Conjuration | loot(+) | boss-level necromancer and conjuror loot | The Warrior's Charge
*Conjuration | Quest(+) | "Two Sides of the Coin" (misc), Jorundr's chest | The Warrior's Charge
*Destruction | Bravil | Mages guild - bookshelf on top floor | The Horrors of Castle Xyr
*Destruction | Imperial City | Arcane University - Mystic Archives | Response to Bero's Speech
*Destruction | Leafrot Cave | shelf in upper level | The Art of War Magic
*Destruction | loot(+) | boss-level necromancer and conjuror loot | Mystery of Talara Vol 3
*Destruction | Quest(+) | "Two Sides of the Coin" (misc), Jorundr's chest | Mystery of Talara Vol 3
*Hand-to-Hand | Bruma(+) | J'Ghasta's house | Immortal Blood
*Hand-to-Hand | Bruma | J'Ghasta's house - training room below house | Ahzirr Traajijazeri
*Hand-to-Hand | Cheydinhal | Dark Brotherhood Sanctuary | Ahzirr Traajijazeri
*Hand-to-Hand | Fieldhouse Cave | under mushroom, south side of bottom level | Way of the Exposed Palm
*Hand-to-Hand | Imperial City(+) | Temple District - Seridur's house, shelf in cellar | Immortal Blood
*Hand-to-Hand | loot(+) | boss-level tomb creature and marauder loot | Master Zoaraym's Tale
*Hand-to-Hand | Quest(+) | "Bear Season" (Settlement) | Master Zoaraym's Tale
*Hand-to-Hand | Quest(+) | "Two Sides of the Coin" (misc) | Master Zoaraym's Tale
*Hand-to-Hand | Skingrad | Castle Skingrad, shelf in Lord's Manor | The Wolf Queen Vol 2
*Hand-to-Hand | Vilverin(+) | bandit camp nearby | Immortal Blood
*Heavy Armor | Anvil(+) | Fighters Guild - display case | Fighter's Guild History, 1st ed
*Heavy Armor | Bruma | Castle Bruma - desk at center of Lord's Manor | How Orsinium Passed to the Orcs
*Heavy Armor | Chorrol | Fighters Guild - chest in top level of tower | Hallgerd's Tale
*Heavy Armor | Chorrol(+) | Fighters Guild - display case | Fighter's Guild History, 1st ed
*Heavy Armor | Chorrol | Fire and Steel, shelf | 2920: Vol 6, MidYear
*Heavy Armor | Imperial City(+) | Arcane University - Mystic Archives | Fighter's Guild History, 1st ed
*Heavy Armor | Imperial City | Imperial Legion Compound - shelf in barracks | Chimarvamidium
*Illusion | Arkved's Tower | final level ("Dearth Quarters") | Palla Vol 1
*Illusion | Bruma | Mages Guild, desk in basemant | The Wolf Queen Vol 3
*Illusion | Fort Caractacus(+) | under a table in tower abover fort | Mystery of Talara Vol 4
*Illusion | Imperial City | Arcane University - Mystic Archives | The Argonian Accountant, Book 3
*Illusion | loot(+) | boss-level necromancer and conjuror loot | Mystery of Talara Vol 4
*Illusion | Quest(+) | "Two Sides of the Coin" (misc), Jorundr's chest | Mystery of Talara Vol 4
*Light Armor | Bleak Flats Cave | | Lord Jornibret's Last Dance
*Light Armor | Cheydinhal | Dark Brotherhood Sanctuary, chest in training room | The Rear Guard
*Light Armor | Cloud Ruler Temple(+) | Great Hall | The Refugees
*Light Armor | Imperial City(+) | Market District - First Edition bookstore | The Refugees
*Light Armor | Leyawiin | Ahdarji's house, chest at foot of bed on 2nd floor of west wing | Ice and Chitin
*Light Armor | loot | bandit and vampire loot | Rislav the Righteous
*Marksman | Bravil | Castle - shelf in north wing of private quarters | Father of the Niben
*Marksman | Bruma | Regner's house, writing table beside fireplace | A Dance in Fire Vol 5
*Marksman | Cheydinhal | Dark Brotherhood Sanctuary, chest in training room | The Gold Ribbon of Merit
*Marksman | Cheydinhal(+) | Dark Brotherhood Sanctuary, Tenaava's chest | The Black Arrow Vol 2
*Marksman | Chorrol | Renoit's Books, bookshelf on ground floor | Vernaccus and Bourlor
*Marksman | loot(+) | boss-level vampire and bandit loot | The Black Arrow Vol 2
*Marksman | Quest(+) | "Two Sides of the Coin" (misc) | The Black Arrow Vol 2
*Merchantile | Chorrol | Casta Scriobonia's house, shelf on 2nd floor | A Dance in Fire Vol 6
*Merchantile | Imperial City | Elven Gardens District - Fathis Ule's house, shelf on 2nd floor | The Buying Game
*Merchantile | Imperial City | Market District - Office of Imperial Commerce, counter | The Wolf Queen Vol 4
*Merchantile | Imperial District | Market District - Black Horse Courier offices, desk | 2920: Vol 7, Sun's Height
*Merchantile | loot(+) | boss-level vampire and bandit loot | A Dance in Fire Vol 7
*Merchantile | Quest(+) | "Two Sides of the Coin" (misc) | A Dance in Fire Vol 7
*Mysticism | Cheydinhal | Mages Guild - bookshelf in cellar | The Firsthold Revolt
*Mysticism | Fort Cuptor(+) | second level, bier in NW corner | Souls, Black and White
*Mysticism | Imperial City | Arcane University - Chironasium, Enchanting Center on ground floor | Before the Ages of the Man
*Mysticism | Imperial City | Arcane University - Chironasium, enchanting station | Before the Ages of Man
*Mysticism | Imperial City | Market District - Mystic Emporium | The Black Arts on Trial
*Mysticism | loot(+) | | Souls, Black and White
*Mysticism | Skingrad | Great Chapel - desk in Chapel Hall | 2920: Vol 2, Sun's Dawn
*Restoration | Bravil | Great Chapel - shelf in Great Hall | 2920: Vol 4, Rain's Hand
*Restoration | Chorrol | Great Chapel - chest in chapel hall | Notes of Racial Phylogeny
*Restoration | Leyawiin | Mages Guild - corner bookshelf in library | Withershins
*Restoration | loot(+) | boss-level necromancer and conjuror loot | Mystery of Talara Vol 2
*Restoration | Quest(+) | "Two Sides of the Coin" (misc), Jorundr's chest | Mystery of Talara Vol 2
*Restoration | Skingrad | Great Chapel - shelf in dining room hall | The Exodus
*Security | Anvil | Castle Anvil - Smuggler's Cave (below castle) | The Locked Room
*Security | Bravil | Dro'Shanji's house, shelf | The Wolf Queen Vol 1
*Security | Ceydinhal(+) | Mach-Na's Books | Advances in Lockpicking
*Security | Fingerbowl Cave(+) | top level | Advances in Lockpicking
*Security | Imperial City | Waterfront District - Dareloth's house, 2nd floor, desk (complete Thieves Guild quest line for access) | Proper Lock Design
*Security | loot(+) | boss-level bandit and vampire loot | Surfeit of Thieves
*Security | Quest(+) | "Two Sides of the Coin" (Misc) | Surfeit of Thieves
*Sneak | Bravil | City-Swimmer's House, dresser | 2920: Vol 8, Last Seed
*Sneak | Cheydinhal | Dark Brotherhood Sanctuary, bookshelf | The Wolf Queen Vol 6
*Sneak | Cloud Ruler Temple | library | Legend of Krately House
*Sneak | loot | | Purloined Shadows
*Sneak | Quest | "Dagon Shrine" (main), Lake Arrius Caverns, antechamber comples through which you escape | Sacred Witness
*Speechcraft | Cheydinhal | Castle Cheydinhal, bookshelf in lord's quarters | The Wolf Queen Vol 7
*Speechcraft | Imperial City | Imperial Palace - Chancellolr Ocato's quarters, bookshelf | 2920: Vol 5, Second Seed
*Speechcraft | Imperial City | Temple District - Hastrel Ottus's house, end table on ground floor | The Wolf Queen Vol 5
*Speechcraft | Imperial City(+) | Waterfront District - Armand Christophe's house, chest | Biography of the Wolf Queen
*Speechcraft | Quest(+) | "Caughte in the Hunt" (misc) | Biography of the Wolf Queen
User avatar
Ryan Lutz
 
Posts: 3465
Joined: Sun Sep 09, 2007 12:39 pm

Post » Wed Sep 15, 2010 8:21 am

Thank you to GNAA4LYFE for the following contribution.
Deadric Shrine Quest
? Shrine of Azura

Directions: Located in the Jerall mountains. North and slightly to the west of Cheydinhal is Lake Arrius. From the easternmost portion of this lake an adventurer can head north and will stumble upon the shrine of Azura.

Required Offering: Glow dust (obtained from Will-O-The-Wisps; basemant of Bruma Mages Guild; sold by various alchemists) and must be made anytime between 5 a.m. and 7 a.m. or between 5 p.m. and 7 p.m.

Level Requirement: 2

Reward: Azura's Star.
Value: 2500
Weight: .7
Stats: Reuseable soul gem

? Shrine of Boethia


Directions: Southeast of Cheydinhal. If you've visited Drakelowe, you're in luck, head directly east and you'll find this shrine. If not, find the "T" in "The Red River" on your map and slightly south of that is Drakelowe.

Required Offering: Daedra Heart (obtained from Dremora and Xivilai; sold by various alchemists) can be offered anytime.

Level Requirement: 20

Reward: Goldbrand
Value: 6615
Weight: 52
Stats: 23 blade; 22 points of fire damage on strike; 76 uses; one-handed katana


? Shrine of Clavicus Vile ********

Directions: Near the intersection of the Gold Road (which is coming from/going to Skingrad) and the Red Ring Road (the road encircling the Imperial City).

Required Offering: 500 gold, offered anytime.

Level Requirement: 20

Reward: Masque of Clavicus Vile
Value: 3400
Weight: 15
Stats: Heavy helm; Mongolian appearance; Provides 7 armor; Fortify Personality +20 constant effect

? Shrine of Hircine

Directions: See the first "N" in "The Nibenay Valley" (the region between Bravil and the Imperial City) on your map? Just west of that is Hircine's shrine.

Required Offering: Bear or Wolf pelt (obtained from, well, a bear or a wolf, respectively), offered anytime.

Level Requirement: 17

Reward: Saviour's Hide
Value; 6250
Weight: 3
Stats: Light cuirass; Provides 6 armor; 25% magicka resistance constant effect

? Shrine of Malacath


Directions: Just north (and just a wee-bit to the west) of the "T" in "The Gold Coast", which is located north of Anvil. It is extremely close to Lord Drad's Estate.

Required Offering: Troll fat (obtained off the corpses of trolls; sold by various alchemists), offered anytime

Level Requirement: 10

Reward: Volendrung
Value: 5362
Weight: 60
Stats: Two-handed hammer; 13 blunt; Paralyze 3 secs on strike, drain health 5 points for 20 seconds on strike; 16 uses.

? Shrine of Mephala

Directions: Northeast of the Roxey Inn and below the "a" in "The Heartlands"; all of which are found north of the Imperial City.

Required Offering: Nightshade (harvested from the Nightshade plant which is found growing abundantly between Bravil and Skingrad; sold by various alchemists), offered between midnight and dawn.

Level Requirement: 15

Reward: Ebony Blade
Value: 6512
Weight: 46
Stats: One-handed katana; 21 blade; Silence 10 secs on strike, absorb health 8 points on strike; 46 uses.

? Shrine of Meridia

Directions: Head directly west out of Skingrad (i.e. not following the road upon leaving) and you'll soon run into it. It's not that far.

Required Offering: Detritus of the undead* (that is, bonemeal or ectoplasm; found off of skeletal creatures/liches and ghosts/wraiths respectively; creatures found abundantly in Necromantic lairs and Ayleid ruins; sold by various alchemists), offered anytime.

Level Requirement: 10

Reward: Ring of Khajiiti
Value: 4775
Weight: 1
Stats: Constant effect Chameleon 35%, Fortify Speed +10

? Shrine of Molag Bal

Directions: Head directly west from the Talos Plaza district. You should see "The Great Forest" words on map. Head directly SOUTHWEST from the FIRST "T" in "The Great Forest". Also is Straight south of Ayleid ruin of Narfinsel. (Located on West side of the first "T" in "The Great Forest".)


Required Offering: Lion pelt (obtained off the corpses of mountain lions which are found throughout Cyrodiil in? the mountains. I've always gotten mine from the Tidewater cave where you'll head in the Nocturnal quest), offered anytime.

Level Requirement: 17

Reward: Mace of Molag Bal
Value: 4900
Weigt: 45
Stats: One-handed mace; 16 blunt; Absorb Strength/Magicka 5 points on strike; 44 uses.

How to finish the Shrine of Molag Bal

Wait for Petilius to go to the grave of his wife, drop the Cursed Mace and initiate a fight. I know for the 360, at least, it's a good idea to save before you die because I've had some issues upon being "reincarnated"; namely my body not reappearing.

? Shrine of Namira

Directions: Just east of Bruma on the map are the words "County Bruma"; Head over to that location and you'll find your blasted shrine.

Required Offering: A personality at or below 20 (made possible most efficiently and quickly by Cheap Wine which can be bought at the Gilded Carafe in the Market district; sold by various alchemists; found in the cellars of your manors), offered anytime

Level Requirement: 5

Reward: Ring of Namira
Value: 10300
Weight: 1
Stats: Reflect Damage 12%, Reflect Spell 10% constant effect

? Shrine of Nocturnal

Directions: Follow the road heading east out of Leyawiin and when you reach the words "County Leyawiin" you'll see your shrine.

Required Offering: None

Level Requirement: 10

Reward: Skeleton Key
Value: 5000
Weight: 0
Stats: Unbreakable lockpick, boosts security skill by +40

? Shrine of Peryite

Directions: To the east of Bravil and across the Niben Bay is the Silverfish River. Now, between the "h" and the "R" is where you will find this shrine.

Required Offering: None

Level Requirement: 10

Reward: Spell Breaker
Value: 16500
Weight: 18
Stats: Heavy Dwarven shield; provides 17 armor; Reflect Spell 30% constant effect

? Shrine of Sanguine


Directions: Southwest of Chorrol on your map are the words "The Imperial Reserve", south of the last "e" in that is this shrine. One could also say it's northwest of Skingrad.

Required Offering: Cyrodiilic Brandy (sold at the Gilded Carafe in the Market district; upstairs in the Mystic Emporium in the same district; can also be bought at the Main Ingredient, also in the same district), offered anytime

Level Requirement: 8

Reward: Sanguine Rose
Value: 1330
Weight: 10
Stats: Summons Daedra upon striking a target; 10 uses.

? Shrine of Sheogorath

Directions: Head south from Bravil (along the road) until you reach the part of the road where it makes sort of a "C" shape. You can either head southwest from here or you can continue along the road until it juts out towards the Lower Niben and from there head directly west. The "C" of which I speak is directly above Fort Nomore.

Required Offering: A head of lettuce, a Lesser Soul gem, and yarn. (all of which can be found in Bravil; the lettuce on the second floor of the Fighters Guild, the gem at A Warlock's Luck and the yarn in any of the various crates in the city.), offered anytime.

Level Requirement: 2

Reward: Wabbajack
Value: 1330
Weight: 10
Stats: Transforms non-NPC/non-owned creatures into another creature in the game world; 10 uses.

? Shrine of Vaermina

Directions: Just south of Cheydinhal is Lake Poppad; if you go there you will find this shrine.

Required Offering: OH NOES? A Grand Black Soul Gem! I will tell you how to get one if you haven't been able to find it off of the loot of necromancers. First, find a Necromancer shrine (Dark Fissure; head east from the shrine across the Reed River and east of the "R" in the "River" you will find this place). Now, for Dark Fissure, you need to kill the little Necromancer who will endanger your chances of making a Black Soul Gem, go inside the cave (alternatively you could wait for him outside of the cave as the indicator as another indicator for when you can make the gem, just be sure to kill him before he spoils everything) and slaughter him. Now, wait outside and check each day for a pale beam of light shining on the shrine. When you see that light, place your grand soul gem (they're offered for sale in nearly all the Mage's Guilds, on the ground floor of the Arch-Mage tower? etc, etc.) in the shrine and cast soul trap on it. Voila, Grand Black Soul Gem. Now go back to Vaermina and offer it to her, at anytime.

Level Requirement: 5

Reward: Skull of Corruption
Value: 1270
Weight: 10
Stats: Creates a clone of the target; 10 uses

? Shrine of Hermaeus Mora

Directions: Southwest of the "T" in "The Jerall Mountains" (which is written to the north of Bruma); you're actually given the location when you are elligible for this one.

Required Offering: Complete the 14 other Daedric quests, complete or be on the part of the Main Quest where you have to offer Martin a Daedric artifact; if you meet these requirements then go to sleep and you'll be contacted by the emissary of Mora.

Level Requirement: 21

Reward: Oghma Infinium (Steel: Boosts your Strength/Speed attributes and your Blade, Blunt, and Heavy Armor skills by 10; Shadow: Boosts your Speed attributes and your Acrobatics, Light Armor, Security, and Sneak skills by 10; Spirit: Boosts your Intelligence attribute and Alteration, Conjuration, Destruction and Restoration skills by 10.)


For walkthroughs of these quests please check the following links.

http://db.gamefaqs.com/computer/doswin/file/oblivion_daedric.txt or http://elderscrolloblivion.inkom.hr/daedricquests.html,
User avatar
Gwen
 
Posts: 3367
Joined: Sun Apr 01, 2007 3:34 am

Post » Wed Sep 15, 2010 9:50 am

Ayleid Locations compliments of GNAA4LYFE :goodjob:


Why do I want to get all these statues?

Two reasons, namely. One, it will complete a quest and give you something to do. Secondly, if you collect all the statues you will earn about 10,000 gold.

Oh noes! I haven't gotten the quest! What do I do?

If you have a statue, sell it to any vendor. This is the only way of getting this quest. Depending on where you are, you'll eventually be contacted by Jollring, a servant of Umbacano (I believe this only occurs in cities; the farther you are from the Imperial City, the longer it will take for you to be contacted.)

It has been reported by a fan that you may get this quest by having it in your inventory and taking it directly to Umbacano.

Won't that be a problem when I try to turn them all in?

No, the first statue you sell is still counted as a collected statue (because Jollring bought it back for his master).

Is there any other reason I would want to finish this questline?

Other than the money, no. You only need to collect a total of three statues (first one + two others) to trigger the remainder of the questline (which will net you two neat Elven helms, and some other good loot, if you play it right).

Well, I've started the quest but I have no clue where to go from here!

Voila!


Culotte:

Find "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. Now, see the "T" in "The Yellow Road"? That's where this ruin is located.

Fanacas:

Just north of the "Ch" in "Cheydinhal" on your map.

Mackamentain:

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 your ruin.

Moranda:

Follow The Orange Road from Chorrol to Bruma and when the road takes a dip into the "Fo" of "The Great Forest" you'll see this ruin.
It has been suggested by member Imiro that it would be better to locate it under "he" on the map in "The Orange Road".

My suggestion is to take a look at some of the online maps that the Aleyid locations marked. Check the links to maps in the first post of this FAQ.

Ninendava:

If you've visited Sancre Tor in the Main Quest, just fast travel there and head east. If you haven't, head directly northwest from Moranada. Fort Coldcorn is about halfway between this ruin and Moranda so use it as a reference point.

Vilverin:


Remember that ruin on the island across the water when you exited the character creation sewers? This is that ruin. You should've exited those sewers just northeast of the Imperial Prison district.

Welke:


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 where Welke is.

Wendelbek:

If you look at your map, right above the "P" in "Panther River" and right above the "Ri" of the same words are two smaller river systems. You're interested in the one above the "P". About halfway between the end of that system and where it meets the main river is Wendelbek.

Wendir:

Find "The Black Road" just south of Chorrol. South from the "c" in "Black" I Wendir.

Wenyandawik:

South of the "R" in the "Road" portion of "The Green Road" which is northwest of Bravil.

THERE IS NO STATUE IN SARADAVAR LEED. THE GUIDE IS WRONG.
User avatar
Michelle davies
 
Posts: 3509
Joined: Wed Sep 27, 2006 3:59 am

Post » Wed Sep 15, 2010 4:06 pm

I'm proud to announce the opening of the Chorrol Oblivion Help section.

Created by the team of Chorrol.com it features loads already, a small overview:


http://chorrol.com/oblivion_help_main_quest.html
http://chorrol.com/oblivion_help_mages_guild.html
http://chorrol.com/oblivion_help_fighters_guild.html
http://chorrol.com/oblivion_help_dark_brotherhood.html
http://chorrol.com/oblivion_help_arena.html


http://chorrol.com/oblivion_help_starting_out.html
http://chorrol.com/oblivion_help_horseandhouse.html
http://chorrol.com/oblivion_help_enchanting.html
http://chorrol.com/oblivion_help_bestiary.html
http://chorrol.com/oblivion_help_trainers.html

http://chorrol.com/oblivion_help_armor.html
http://chorrol.com/oblivion_help_books.html
http://chorrol.com/oblivion_help_weapons.html

http://chorrol.com/oblivion_help_cheats.html
http://chorrol.com/oblivion_help_itemid.html


We hope this will in some small way help other fans. And hope this will add to your gaming experience, if only a bit.

On behalf of the team,

Alexander


A helpful site for Oblivion Spell Database was provided to us by member Furnier
http://titoafric.com/es4/bytype.pl?id=35
You use the drop down menu's to navigate and click on the name of the seller to get his/her location. Very easy to use.
User avatar
mike
 
Posts: 3432
Joined: Fri Jul 27, 2007 6:51 pm

Post » Wed Sep 15, 2010 12:07 pm

Here is a list of helpful hints and tips to assist you with your gameplay. A big thanks to Thamior Amakiir for starting the thread to collect this stuff. We will be happy to include other tips and hints, so feel free to post them in http://www.elderscrolls.com/forums/index.php?act=ST&f=22&t=371559&st=0#entry5639699 thread or send me a pm for inclusion. :) Also a big thanks to all who contributed. :goodjob:



Summer's big important tip is: Save frequently and save saves.

Make sure you're not in sneak mode when trying to talk to someone. You end up pick-pocketing instead if you are.-Shadowhider

Safe storage exists in the game, learn how to detect them.
Start by saving the game, then remove all the contests from the chest and place something cheap and available inside like a single iron arrow. Leave the area for 3 - 7 game days. Return and check the chest. If your item is still the only item in the chest then its safe storage. With this technique you can find the hidden safe houses in the game and those unlikely safe storage chests, crates, barrels and bags.-Fonger

"There are 2 places where you can level up just by watching. Firstly outside the Arena in the Imperial City, there are 2 combatants fighting hand-to-hand from 6am to 1am. Look at them for a minute r 2 and you will level up in hand-tohand by 5 points!!! Secondly outside the Clour Ruler Temple, here are 2 Blades fighting. Watch them to level up 2 points in each Blade and Block" - Thamior Amakiir

Always carry a good scroll or two. They are one time use, but that one time may be when your out of Magicka and youve been disarmed, with only 50HP remaining.-prowlor

Also, try to make paralyze 1 second spell, or find a paralyze 1 second weapon. If your a stealthy character, use can paralyze them, and then open their inventory and remove all their potions, poisions, scrolls, and extra weapons. This seriously tlits the odds of the battle in your favor, which is good if your sneak attack dosnt kill them in 1 shot, and your foced into a melee (for the most part, steatlh oriented characters arent really good in Melee fights)-prowlor

Don't hit your horse when you're near an NPC, friendly or not, or you'll get kicked out of all of your guilds.-Night Stryke

Don't take respawning companion NPC's, like the DB Murderer and the Mage Apprentice, into places that are used in a quest, then never accessable again, the tunnels in the Ultimate Heist for instance. Chances are they will get stuck there, and if they get stuck there, they probably will never show up again. Oblivion gates are also counted as places you only visit once, so don't take them there eiter if you wanna keep your companion.
This however can be a good way to get rif of the annoying fan, simply take him into such an area, tell him to wait, and you'll never see him again.-Dark-Durzog

This however can be a good way to get rif of the annoying fan, simply take him into such an area, tell him to wait, and you'll never see him again.-Dark-Durzog

A good way for a low level character to train Alchemy and make money is to make potions out of any ingredients you can find/steal/buy and sell them.TheMouthOfSauron

To increase your acrobatics fast, go to an indoor area that has a table or desk you can jump on w/ a low ceiling. I use the rocks in the basemant of Frostcrag. You can auto run and hit the jump button as fast as you can. Since your head is just below the ceiling, the jumps will be very short allowing you to jump very quickly in succession. It will take you about 1 minute to gain a level. This will also slowly raise your athletics.-Ivan Rah

To increase you marksmanship. Go to Fort Nikel. Take out the the enemy on the top floor. Stay in sneak mode and do not open any of the gates. Go to the middle part of the top level overlooking the water. You can use a crappy bow and cheap arrows. There is always a spell sword on the far right side of the water that you can continously snipe w/ arrows and he will keep healing himself. Shoot away and not worry about being attacked. You can also practice your destruction skill here too.-Ivan Rah

If you use Sigel stones and other items to gain 100% chameleon, you can go undercover and use a very cheap absorb health, or other such spells. You can basically stand right next to an enemy and cast, and they will just stand there while your skill goes up.-Ivan Rah

Going to Rockmilk cave every three days will make you rich. Most of the enemies kill themselves leaving a large amount of armor to sell with little effort on your part.--Ivan Rah

"If you've bought the Skingrad house and the servant upgrade, you can make real money as the maid supplies free Shepherd's Pies that can be transformed into Cure Disease potions (and there's a buyer for them next door but one)." - 6 Feet Under

"Shadowmere cannot be killed so you can knock her out, put some loot in him then knock her out again if you need something you put in her. The loot will never disappear." - Demon Swords II
*note* except if you put horse armor on her it will break or remove her AI and she may become lost.

"When Martin etc leaves Cloud Ruler Temple to go to the Chapel in Bruma to meet the countess, before they left the main hall of Cloud Ruler i spoke to Baurus and he trained me in blade and block, 1 point each by what i can remember. Raised blade to 75 at that point too" - Psycho Duck

"Vampirism sun damage can keep you from fast travelling!!!" - LittleTiff

"If you block then cast while blocking you cast MUCH faster (approx 2x speed)" - eliminsterone

If you are suspended from the Mages guild and need to find Redwort flowers and Dragon's Tongue they can be found in alchemy shops and Mage Guild NPC's, around the entrance to Fort Redwater near the Black Marsh border, northeast of Leyawiin at the last fork of the Panther River, and a few found in the West Weald region between Skingrad and Bravi for Drageon's tongue, and redwort southeast of Fieldhouse Cave in Leyawiin County near Black Marsh border. They are on the shore of a swamp that's located just above the 'd' in 'Blackwood' on the map. There are also some Dragon's Tongue there as well. You can also find some Redwort around the Aeylid ruins of Wendelbek and Morahame along the Panther river on the east side of Nibena Bay. There are also small amounts found in the West Weald region between Skingrad and Bravil.
There is a http://www.elderscrolls.com/forums/index.php?showtopic=477081 available for the Xbox 360 that fixes many game problems.
-Fonger

"Turn on sneak when around the corner from a guard, or by a sleeping person and run to get your sneak up" - LittleTiff

All guards with the exception of Audens Avidius have high responsibility levels, and all will let you off the hook for bounties as high as 999 - if their disposition is 90 or higher. Note that having a weapon out causes a 10-point disposition drop - so sheathe your weapon. Charming works as described. Certain city "guard captains" are not actually guards, in case any of you wonder why some of them seem not to care - these include Burd, Bitneld, and Viera.-Sojourner

In addition to this, a charm-100 for 10 secs on target spell is only a Journeyman Illusion spell (i.e. requires only lvl 50 Illusion to use). If you're caught before you can charm a guard, then just resist arrest, cast, and yield (block + activate on the guard) Put 2 and 2 together...-unknown

"Nirnroots are most commonly found by water near or in towns (you normally don't find a nirnroot near water if there's nothing close by) in buildings (normally in a bedroom) or around towns" - eliminsterone

"If you block then cast while blocking you cast MUCH faster (approx 2x speed)" - eliminsterone

Never underestimate the value of the Illusion skill. Charm a grumpy shopkeeper, Command your enemies to fight for you, light up a dark dungeon (or blend in and use Night-Eye), paralyze your enemies, or become invisible--these are the Illusionist's best friend.-Pandora

When you join guilds, pay attention to the rules. If you don't want to get kicked out. Also if you intend to do multiple guilds bear the different rules in mind so you can avoid getting kicked out. The best approach here is do the "evil" guilds first. Start with Dark Brotherhood, then Thieves Guild, then you can do the legit guilds (Mages and Fighters). The thieves guild has you steal from the mages on one quest. The only way to be in the mages guild and not get thrown out on that one is to be the Arch-Mage.

Do dungeon dives to generate income, and build your skills.
Use light spells or night-eye spells instead of torches. It frees up a hand to carry a shield and lets you build your illusion skill.-BretonSpellsword

Do not store your valuables in chests that are not in houses you own. If it's left sitting there for three days, it's gone.-Shadowhider
Don't go on psychopathic homicidal rampages in cities/settlements, you can ruin quests for yourself.-BretonSpellsword

You can't buy torches. if you need some search the crates in the market district of the imperial city.-isabiggles

Unless you really don't plan to use enchanted weapons, do not give Azura's Star to Martin. Azura's shrine is the only one that he will direct you to, but other shrines give artifacts that aren't nearly as useful. Find one of those instead.-The Mighty Finn

Mandrake Root. Don't leave home without it. Mandrake Root is very common, and eating one will cure any disease. It's the Cyrodiil equivalent of Airborne.-Dogsbody

It is a good idea to take care of your bounty as you accumulate it. Pay it, use the Doyens, or do easy jail time. If it gets too high, the guards will be relentless, save yourself the problem. Don't do the crime if you can't do the time (or pay the fine).-BretonSpellsword
"When you gain access to craft spells, learn a low end spell of the skill you want to train, then craft a 1 second spell of it that will usually only cost 1-5 mana to cast, Great for training, you'll regenerate as fast as you cast." - Lord Chaos
The 5 levels of lock do not entirely correspond to the 5 levels of alteration skill. Very Easy-Novice, Easy-Apprentice, Average-Journeyman, Hard-Expert, Very Hard-EXPERT. That's right, you only need alteration 75 to open very hard locks.
NOTE: Turns out it does work on gates, you just have to aim at the outside. (Thanks to gbus for that.)
If you want to get rid of your bounties w/out paying full fine then join the thieves guild. You don't even have to do any missions just join the guild and then you can go to armande christophe to get your bounties reduced by half-Blenky119

If you want to keep Umbra, don?t return it to Clavicus Vile. It is then a quest item, so no wait and it doesn?t leave your inventory, even if everything else does. You get the best weapon of the game even better.-Darium

Get the Umbra sword as soon as you can, you don't have to wait actually upto lvl 20 to get the sword and don't do Clavicus Vile quest until unless you have completed other 13 daedric shrine quests and want to finish this quest to start Hermaeus Mora quest (It needs that you already complete all other daedric quests). That way you can keep the sword in your inventory all the time with zero weight (It has maximum 33 Damage and soul trap for 120 secs enchantment).
-Sohaib

If you want to keep umbra and don't mind the weight then you can just formally decline him the sword. Then you can keep umbra and get hermaeus mora quest-Blenky119

Essential NPC's can be a players best friend. If you join the fighters guild, several quests in you get a wood elf named Maglir. He is essential, don't do the mission for a long time. You can take him into Oblivion gates, dungeon dives, etc. He will distract your enemies. He is your ace in the hole. NPC's can detect and attack enemies before you are even aware of their presence. So take an essential NPC along for the ride.-BretonSpellsword
Also when doing the Mages Guild Recommendation quests, when you get to Skingrad and get Erthor out of the cave. He is essential and you can keep him so long as you don't return to Skingrad. So take him for a few dungeon dives. He is pretty scrappy.-BretonSpellsword
If shadowmere fell unconscious (if you have horse armor) in a fight then make sure to mount her before fast travelling to another location, if you don't do this then there is a high chance that she will not follow you to that location and stay at the previous location and if you have armored her then she will not travel back to Fort Farragut. Good luck then finding her back.-Sohaib
Essential NPC's can be a players best friend. If you join the fighters guild, several quests in you get a wood elf named Maglir. He is essential, don't do the mission for a long time. You can take him into Oblivion gates, dungeon dives, etc. He will distract your enemies. He is your ace in the hole. NPC's can detect and attack enemies before you are even aware of their presence. So take an essential NPC along for the ride.

Also when doing the Mages Guild Recommendation quests, when you get to Skingrad and get Erthor out of the cave. He is essential and you can keep him so long as you don't return to Skingrad. So take him for a few dungeon dives. He is pretty scrappy.-BretonSpellsword

But

This often works well; once in a while, though, your companion gets stuck, forcing you to go back to a save to extricate him. It's especially troublesome in Oblivion gates, because fighting companions will go rabbiting off after any random enemy they see and get stuck in a heap of rocks or fall in the lava. The annoyance of rescuing a s'wit like Maglir after he falls off a bridge can outweigh the satisfaction of watching him drown over and over.-Dogsbody

a good recipe for atronach characters is steel blun entomola cap and flax seeds, i found this out all by myself when collecting ingredients with my dremora mage!-Khadil

And

You don't rescue him. You go on without him. When the Oblivion Gate is shut, he will be there. But while he is there, he distracts them. I never bother trying to save him. And it can be satisfying to watch him go down over and over (in lava). Besides sometimes, he gets "belched out" of the lava. If the companion is essential, you don't need to hold their hand or nursemaid them. That is part of my point.

So far as getting stuck. I have seen that happen. Usually when you enter another cell, they get "unstuck" and loaded in the cell with you.-BretonSpellsword

+ bonus

Any guards who chase you into an Oblivion gate will also be teleported out - dead or alive. -Sojourner

A good recipe for atronach characters is steel blun entomola cap and flax seeds, i found this out all by myself when collecting ingredients with my dremora mage!-Khadil

Even if you pay off the bounty while wearing the Grey Fox cowl, it will just re-appear the next time you put it on, so don't bother paying it. Tip 1 won't work with this either. Also, it is very difficult to actually pay off the debt, because he has such a high infamy that you will seldom be offered the option to pay it off.

The first time you sell an Ayleid statue, you begin a quest with a total payout of 10,000 septims. This quest also leads onto one or two others with high payouts.

You can become a freelance Vampire Hunter after completing the "Order of the Virtuous Blood" quest. You get 250 coins for each vampire dust you give to Roland Jenseric.
If you're Arch-Mage in the Mages' Guild, you get a chest which lets you duplicate items once a week. (Thanks to Gucheron for that.)

In addition to the normal Doom Stones you see dotted around the place (the ones with the names of the birthsigns) there are 7 extra ones, the powers of which you get to keep, even after activating other ones.
[EDIT: Apparently there are actually 8, but one is only in the CS, not in-game. Thanks to eliminsterone]

For the more evil of you, you find out in the course of the Mages' Guild quests that regular soul gems are being turned into black soul gems which can house human souls. If you put soul gems in the altar and cast soul trap on it, you will get the black soul gems also. (Thanks to CptSaga for this tip.)
[EDIT: You can only do it one night a week, when there is a ray of light shining down on it]
"If you drop a paintbrush it will stay in the air unable to move. You can then jump on top of it and drop another paintbrush, making a stairway to the sky.." - Mithrandir

"Store an Elven Bow, you may need it to train Marksmanship." - Fonger

"If you're stuck finding all of the Daedric Shrines, read the book "Modern Heretics: A Study of Daedra Worship in the Empire" It can be found in Clour Ruler Temple or else on the ground floor of the Mystic Archves in the Arcane University. This book gives you the "Daeda Worship" and "Daedric Shrines" topics so you can find the shrines easier. There are a few shrines which you have to just find yourself however." - Thamior Amakiir

"If you're going to enchant a weapon, a 1 second soul trap spell is absolutely essential. This, combined with Azura's star means you'll never have to pay to recharge a weapon again." - Sophizthai

"Check all the dederic shrines very helpful rewards (i got a skeleton key that never breaks)" - Duckyman34

Do the two "Mazoga the Orc" quests early on. She has to survive for you to become a knight-errant. Then you can hit Rockmilk Cave and pick-up those Black Bows and get the 100 gold for each from the Count of Leyawiin. This along with regular dungeon dives can build your bankroll and make home ownership a possiblility.-BretonSpellsword

For thieves, mages, and other classes that do their best wetwork from a distance (and live longer if enemies are kept at a distance), I find the Detect Life spell to be invaluable. If a living (or undead) creature or NPC is in range of your spell, they'll show on your screen as a Mysticism-purple glow. You can even see them through walls and around corners. Use it long enough and you will eventually be able to recognize exactly what the blur is by the shape. So if you're low on health and running through the forest, you can cast Detect Life and hopefully avoid all the nasties. Also doubles as "Target Painting," any invisible enemies will light up like shotgun pellets. If you can cast Detect Life with a large-enough range, and there are no walls in the way, sometimes you won't even have to see the live thing up close and personal if you're handy with Destruction or a bow.-Pandora

The easiest way to increase your Alchemy skill fast is to use the dup trick on two ingredients that have the same effects. You should use at least 150 arrows and drop at least ten of the ingredients to cut the time picking it up in half. Use your alchemical set and place the two ingredients that you have duped in the slots. After that tap X as fast as you can to get the desired result. Then all you have to do is repeat as much as you want and if you wanted to you could probably increase it to 100 in 10 mins even if its not one of your main skills. I recommend that you only increase it ten times in between leveling up so you can always get a x5 modifier for your intel.-Randagulf

Also another easy way to increase your blade, blunt, marksman and hand-to-hand skills is to get a horse (perfurably your own) jack the difficult all the way up, find a secluded place, then strike your horse as fast as you can. You should put the horse against a rock or something solid so it doesn't keep moving anywhere. You should also use weapons that due a weak amount of damage. Then everytime your horse gets close to dieing rest to regenerate its health. I increased those skills in half the time it would take me by just wondering around. Its very useful if you fall behind in those skills due to bad levelling. It seems like animal cruelty but its all good.-Randagulf

Don't take re-spawning characters: The Adoring Fan, Mage Apprentice, or Dark Brotherhood Murderer into an Oblivion gate. If they die there, they don't re-spawn and you lose that resource. (The other apprentices for example will think you already have one following you, so you can't get another.) Take essential NPC's though, Maglir is a good meat shield.-BretonSpellsword

when in the thieves guild you are not allowed to kill, so when in a thieves guild mission where your only choice is to kill to get past that one guard.
change your current mission to somthing that is not a thieves guild quest,
kill the guard and then switch back to original mission.
thieves guild will never know-dev dev

All following submitted by Mysterious Dr D
For Collectors: Certain robes, such as the tattered robe are one of a kind items, the tattered robe being in Rindir's Staffs in the Imperial City.

Using the ''bound'' items glitch combined with paralyze on your companions, i.e Dark Brotherhood Murderer, Mages Guild Apprentice, will allow you to give your companions some nice potent weaponry.

Ayleid Statues are known to fall through objects such as shelves, and may also sink through floors.

Hand to Hand is often overlooked in Vanilla Oblivion, it is a very underpowered skill. If you focus on strength and Speed/Endurance you can be quite the assassin. Remember, without a high skill level you can't hit ghosts unless you enchant some gauntlets e.g with fortify strength etc.

The Ring of Aegis (From a Fighters Guild quest) due to a bug in level scaling, is it's best at around level 10.

The Redwave sword from the ghost busting quest on the boat in Anvil is always the same strength. Different versions for different levels.

During the ''Unfriendly Competition'' quest, in the tomb where you fight Agarmir, you can find, behind one of the coffins, a mace named ''Calliben's Grim Retort'' A nice beginners weapon.

EDIT During the ''Ultimate Heist'' if you have 100% chameleon, you can get the weapons from the Ayleid statues, it's simple just hit one, wait til he draws his weapon, wait until he sheathes it again. Repeat until he is killed and loot the weapon from his body.
Don't drop either weapon if you intend to use them again. If you pick them up after dropping them they turn to dust.
User avatar
YO MAma
 
Posts: 3321
Joined: Thu Dec 21, 2006 8:24 am

Post » Wed Sep 15, 2010 7:41 am

Written by member _Santera:

-----------------------------------------
Oblivion's Journal, Quest Stages

We've made an English section http://tes.ag.ru/oblivion/quests/index_eng.shtml at our Russian fan-site http://tes.ag.ru/ (or TES: Russia).

In this section we provide all quest stages for TES 4: Oblivion according to TES Construction Set.
Journal entries for a single quest correspond to its stages. First, the information on quests stages allows you to recall previous game events without the interface. Second, if you are stuck during a quest, you can look through stages to see whether or not you have encountered a bug, and even "repair" the game with the help of http://tes.ag.ru/oblivion/cheats/cheats.shtml.

Hope you'll find it useful :).

All quests are divided by groups:

http://tes.ag.ru/oblivion/quests/mq.shtml
http://tes.ag.ru/oblivion/quests/dark.shtml
http://tes.ag.ru/oblivion/quests/fg.shtml
http://tes.ag.ru/oblivion/quests/mg.shtml
http://tes.ag.ru/oblivion/quests/tg.shtml
http://tes.ag.ru/oblivion/quests/arena.shtml
http://tes.ag.ru/oblivion/quests/da.shtml
http://tes.ag.ru/oblivion/quests/ms.shtml
http://tes.ag.ru/oblivion/quests/sq.shtml
http://tes.ag.ru/oblivion/quests/training.shtml
http://tes.ag.ru/oblivion/quests/houses.shtml

P.S.
Our http://tes.ag.ru/oblivion/cheats/cheats.shtml section is also available in English. It contains:

http://tes.ag.ru/oblivion/cheats/cheats.shtml,
http://tes.ag.ru/oblivion/cheats/additem.shtml (Hope it useful!)

Full lists of Names, FormIDs and Editor IDs for

http://tes.ag.ru/oblivion/cheats/spells.shtml
http://tes.ag.ru/oblivion/cheats/alch.shtml,
http://tes.ag.ru/oblivion/cheats/ammo.shtml,
http://tes.ag.ru/oblivion/cheats/appa.shtml,
http://tes.ag.ru/oblivion/cheats/armo.shtml,
http://tes.ag.ru/oblivion/cheats/book.shtml,
http://tes.ag.ru/oblivion/cheats/clot.shtml,
http://tes.ag.ru/oblivion/cheats/ingr.shtml,
http://tes.ag.ru/oblivion/cheats/keym.shtml,
http://tes.ag.ru/oblivion/cheats/misc.shtml,
http://tes.ag.ru/oblivion/cheats/weap.shtml,
http://tes.ag.ru/oblivion/cheats/sgst.shtml,
http://tes.ag.ru/oblivion/cheats/slgm.shtml.
http://tes.ag.ru/oblivion/cheats/crea.shtml,
http://tes.ag.ru/oblivion/cheats/npc_.shtml.
http://tes.ag.ru/oblivion/cheats/interior.shtml cells
Tamriel's "named" http://tes.ag.ru/oblivion/cheats/tamriel_exterior.shtml cells
User avatar
Holli Dillon
 
Posts: 3397
Joined: Wed Jun 21, 2006 4:54 am

Post » Wed Sep 15, 2010 9:04 pm

How do I cheatPoison Apple Console Cure (PC only, On the Xbox you're dead) :
Try typing this to console:

player.removespell 9617

It should work. ^_^



Duping after the Patch (explicit for XBox): Thank you to NomadicGod for finding this and Defron for sending it to me for the FAQ!
You must use summon creature/bound item scrolls now though.

1. Open your inventory and click on the scrolls twice.

2. Drop an single item and exit inventory and the item will have duped equal to the number of the summon/bound scrolls used for duping.

It may work for other scrolls, but those are the ones that have worked for me.
After more testing, it seems to work with all scrolls after all, not just summon creatures and bound item scrolls



Console Cure for Vampirism (Multi part)
Well, you can Console code the whole thing! :)

Here are the codes:

setstage ms40, 42
setstage ms40, 50
setstage ms40, 60
setstage ms40, 70
setstage ms40, 80
setstage ms40, 100


Here's a walkthrough, too! http://www.uesp.net/wiki/Oblivion:Cure_Vampirism. :)

and
http://www.uesp.net/wiki/Oblivion:ConsoleItemCodes
000977E4 Cure for Vampirism
0009812D Vampirism Cure Potion


How to Make Money Quickly/Unlimited Money :

1.) alchemy - make potions and sell them
2.) arena
3.) Collector quest - get ayleid statue from Vilverin (or any other ruin with such a statue) and take it to Umbacano in the Talos Plaza District of the Imperial City.
4.) loot loot loot - rockmilk cave
5.) order of the virtuous blood - 250 for each vamp dust
6.) player.additem f 100000



Best Merchants :
mystic eporeum(sp?) in the imp city after you get the wizards tower official mod and with a master in mercantile you can raise it to 2500 gp :D

That's about it, I guess.
If you have the Wizard's Tower, Mystic Emporium has a nice little Altmer with a base of 2000 with poor mercantile skill.
If you've reached the top level of the Thieves Guild, Fathis Ules in IC has (iirc) a base of 1500.
Otherwise, you're stuck with a maximum base of 1200. Which kind of raises questions as to where the "value" of things like the Daedric Cuirass comes from...

Here's a tip that will help you get higher limits prior to becoming an actual master in merc skill:

Get some Grand/Black Soul Gems with Grand Souls inside. Go to your Enchanting altars @ the Arcane U. Enchant a couple of rings and/or other items with a fortify merc enchantment. Then create a "Fortify Mercantile Skill __points for 5 secs" spell.

Then, whenever you go to a merchant, put your enchanted shopping items on, and cast your shopping spell just before talking to the merchant. This will probably raise your merc skill high enough so that you will be able to invest in the shop and raise their limit by 500 septims.

User avatar
Lily Something
 
Posts: 3327
Joined: Thu Jun 15, 2006 12:21 pm

Post » Wed Sep 15, 2010 12:10 pm

Updated Dec. 2007

After the UESP's last downage and the removal of my original guide due to its age (and the fact that the pinned one is outdated), I decided to reformat the UESP version of my guide (which I'd originally had to reformat for the wiki in the first place) and rerelease it on the forums where it should always be available. So, without further adieu:
Here's something for those of you who have trouble using, would like to better their understanding of, or would like to learn how to use more of the various console commands. There are literally hundreds, perhaps thousands, of console commands; I obviously won't cover all of these, but I'll do my best to cover the console commands that most people would find use in.
Opening the Console
The console is opened with the tilde (~) key; it's left of the 1 key, below the Esc key, and above the Tab key. If it doesn't open the console then you probably have a remote sensor hooked up to your computer (used for the Windows Media version of Windows). Disconnect it and try again.
Notes
  • Console commands are not case-sensitive - I only capitalize in this guide for clarity.
  • In the case of console commands that require IDs, the initial 0's of an ID can be omitted. This means that if an item's ID says 00032564, then you only have to use 32564 in the console command.
  • Some items and NPCs will have multiple IDs all sharing a name. This can mean several things for items: it is leveled; it has several different looks shared under a single name, such as bones; or, it has several different types shared under a single name, such as soul gems. For an NPC, it probably means that it is a spawning enemy NPC such as a bandit or a marauder.
  • Any ID's that pertain to objects in a mod, be it official or user-made, will not work in commands unless the first two digits in the ID are the mod's load order (including the base Oblivion.esm file) in hex; hex goes from 00 to 09, then from 0A to 0F, then from 10 to 19, then from 1A to 1F, etc. For example, if the mod is the 3rd mod in the list (including Oblivion.esm), then any ID in that mod will start with 2 (02); if it's the 15th in the list, the IDs will start with E (0E); if it's 42nd, they will start with 29. Alternatively, you can manually change the load order of the desired mod to be first to load and work without the hassle of finding the load order. To do this, you'll need a mod manager: you can download one http://timeslip.chorrol.com/obmm_download.html.
  • Pressing up while the console command window is open will bring up the last entered console command, if there are any.
  • The maximum value for the level of anything (character level, attributes, skills, etc.) is 255. You can go above this with spells and enchantments, but when using the console you can't increase anything beyond 255.
  • If I ever tell you to click something I'm assuming that you have the console open when you click it, and when I say to type something that means hit enter after you've typed it.
  • I will make occasional references to "cells." A cell is simply an area; interior areas take up one cell each, while exterior areas may be made up of many cells interconnected.
  • An ID is a hex code (an 8-digit code made up of numbers and letters, though they can be shorter with the initial 0's omitted) that the game uses to reference objects, whether they be NPCs, creatures, buildings, flames, anything at all, and most console commands use these references as a parameter to target certain object types.
Finding IDs in the Construction Set (CS)
First, you will of course require the CS, downloadable http://static.gamesas.com/Oblivion-Const-Set.exe. Once you have your CS installed and running, go into "File" and "Data" - doubleclick the file Oblivion.esm and hit ok. Once the file's loaded, you can now use the Object Window to find any ID you want to by browsing the categories on the left, finding the desired object, then looking at its ID. The ID column is the second column from the left and by default is too small to see any IDs with, so drag it larger from the top of the column. Also, by default the rows are listed in alphabetical order by their Editor ID; to make it easier to find things, click the top of the "Name" column to list the rows in alphabetical order by their name.
Now, say, for example, I wanted to find the Xivilai's ID: I'd go under "Actors - Creatures - Daedra" then find the Xivilai and look at its ID.
Table of Contents

1. Player-Targeted Commands
1.1 Player.AddItem ItemID #
1.2 Player.RemoveItem ItemID #
1.3 Player.PlaceAtMe NPC/CreatureID #
1.4 Player.SetCrimeGold 0
1.5 Player.PayFine
1.6 Player.PayFineThief
1.7 Player.SetLevel #
1.8 Player.AddSpell SpellID
1.9 Player.RemoveSpell SpellID
1.10 Player.RemoveSpell SpellID -(For custom spell deletion)
1.11 Player.SetScale #
1.12 Player.SetActorRefraction #
1.13 Player.SetFactionRank FactionID #
1.14 Player.MoveTo NPC/CreatureID
1.15 Player.SetAV ActorValue #
1.16 Player.SetAV Value #
2. Other Targeted Commands
2.1 CreateFullActorCopy
2.2 Lock # and Unlock
2.3 Resurrect and Kill
2.4 StopCombat
2.5 SetActorFullName "Name"
2.6 SetBarterGold #
2.7 ModAmountSoldStolen #
2.8 SetIgnoreFriendlyHits 1
2.9 SetOwnership
2.10 SetCellOwnership CellID
2.11 SetQuestObject ItemID #
2.12 CloseOblivionGate
2.13 ModDisposition Player #
2.14 Disable
2.15 RemoveAllItems TargetNPC/ContainerID #
2.16 NPC/ContainerID.DuplicateAllItems TargetNPC/ContainerID
2.17 SetEssential NPC/CreatureID #
3. Toggle Commands
3.1 ToggleCollision (TCL)
3.2 ToggleGodMode (TGM)
3.3 ToggleFlyCam (TFC)
3.4 ToggleMapMarkers 1 (TMM 1)
3.5 ToggleMenus ( TM )
3.6 ToggleAI (TAI)
3.7 ToggleCombatAI (TCAI)
3.8 ToggleDetection (TDetect)
3.9 ToggleGrass (TG)
3.10 ToggleTrees (TT)
4. Other Commands
4.1 AdvSkill SkillName #
4.2 AdvLevel
4.3 MoveToQuestTarget (MoveToQT)
4.4 CenterOnCell CellID (CoC CellID)
4.5 CompleteAllQuestStages (CAQS)
4.6 PlayerSpellBook (PSB)
4.7 Save Name 1
4.8 SetPCFame # and SetPCInfamy #
4.9 ShowQuestTargets (SQT)
4.10 ResetHealth
4.11 ShowEnchantment and ShowSpellmaking
4.12 CloseCurrentOblivionGate
4.13 EnablePlayerControls
4.14 SetWeather WeatherID (SW WeatherID)
4.15 ModPCMiscStat StatNum #
4.16 Set MQ00.AllowGatesToReopon to 1
4.17 Set MQ00.MaxOpenGates to 90 and Set MQ00.RandomGateChance to 100
4.18 SetStage QuestID Stage
4.19 ShowRaceMenu, ShowBirthsignMenu, and ShowClassMenu
4.20 SetDebugText # (SDT #)
5. Vampirism and the Console
5.1 Becoming a Vampire Using the Console
5.2 Curing Vampirism Using the Console

Guide

1.Player-Targeted Commands
1.1 Player.AddItem ItemID #
A very commonly used console command. This will add the specified number of the specified item to your character's inventory. The item ID for gold is simply F.
Ex.: Player.AddItem 6EE68 2; gives me two Master Mortar and Pestles.
Links: http://www.uesp.net/wiki/Oblivion:ConsoleItemCodes
Other applications: If you click an NPC, creature, or container and type AddItem ItemID # then it will be added to its inventory instead. This is good for people who like to use NPCs to help them fight but want the NPCs to have better equipment.
Notes: None

1.2 Player.RemoveItem ItemID #
It will remove the specified number of the specified item from your character's inventory, permanently. Could be used for something like removing one of those annoying quest items that the game leaves in your inventory and won't let you remove.
Ex.: Player.RemoveItem 7E9D 1; removes the Filled Collosal Black Soul Gem from my inventory.
Links: http://www.uesp.net/wiki/Oblivion:ConsoleItemCodes
Other applications: You can click an enemy and type RemoveItem ItemID # to remove items from their inventory. You could use it to remove equipment from an enemy.
Notes: None.

1.3 Player.PlaceAtMe NPC/CreatureID #
This will spawn the specified amount of the specified NPC or creature next to your character. The NPC or creature will retain all of the AI that the original NPC or creature had, acting just like a clone of it. It has the same schedule, inventory, stats, and will sell the same things if it's a merchant, as well as complete designated parts of a quest that the original may have been associated with. Very good for when you just can't find an NPC for a quest and assume that they're probably dead.
Ex.: Player.PlaceAtMe AED40 5; spawns 5 Adoring Fans next to me (God, who'd want to do that?).
Links: http://tes.ag.ru/oblivion/cheats/npc_.shtml; http://tes.ag.ru/oblivion/cheats/crea.shtml
Other applications: If you click an NPC or creature then type PlaceAtMe NPC/CreatureID #, you'll spawn that NPC or creature next to the selected object. Could be used for something like spawning a few guards next to an enemy and having them take care of it for you.
Notes: The list of creature IDs is now in the post below this one.

1.4 Player.SetCrimeGold 0
This will remove your bounty by setting it to 0, but any pursuing guards will still have to find you before they'll stop following you. Don't worry, though, as soon as they get to you they'll just engage you in a normal conversation. If you've already been caught and decided to resist arrest it gets more complicated. Typing this command in then yielding (holding block and pressing activate on them) they may try to arrest you again, due to the 40-gold bounty for resisting. Keep putting this command in then yielding and they'll eventually stop.
Ex.: N/A
Links: N/A
Other applications: Putting in another number instead of 0 will set your bounty to that number and make the guards pursue you. Good for if you have an itch to kill some guards or want to go to jail for whatever reason.
Notes: If you try to use this command once the guard has engaged you in conversation the game will crash.

1.5 Player.PayFine
Will pay your fine and remove all of your stolen items to the nearest Evidence Chest, but will not teleport you to the nearest jail. Only really useful if you've got no stolen items on you, otherwise you'll end up having to head to the nearest jail anyway to steal back your items.
Ex.: N/A
Links: N/A
Other applications: N/A
Notes: None

1.6 Player.PayFineThief
This is like the Player.PayFine command but more effective. It removes you bounty and lets you keep all of your stolen goods. As with Player.PayFine, the bounty gold is still removed from your character.
Ex.: N/A
Links: N/A
Other applications: N/A
Notes: None.

1.7 Player.SetLevel #
Sets your level to the number specified, but won't count toward any level-ups. This is only any good for if you want to get a better version of a levelled item then set your level back down to what it originally was.
Ex.: Player.SetLevel 100; sets my level to 100.
Links: N/A
Other applications: Clicking an NPC or creature and typing SetLevel # will set the NPC or creature's level to the specified number. Useful if you've gone past level 25 and want to cast a level-based spell such as Frenzy or Command on an enemy.
Notes: This command will allow you to increase your level then decrease it without ever changing the internal values, but if you want an actual level-up then use AdvLevel (4.2).

1.8 Player.AddSpell SpellID
Adds the specified spell ID to your character. Can be used to add any spell already in the game, even if it's not normally available.
Ex.: Player.AddSpell A9824; gives me the spell Open Easy Lock.
Links: http://www.uesp.net/wiki/Oblivion:Spells; http://www.uesp.net/wiki/Oblivion:Leveled_Spells
Other applications: By clicking an NPC or creature and typing AddSpell SpellID you can give the selected NPC or creature a spell. Good for giving follower-NPCs better spells to fight or heal with.
Notes: None.

1.9 Player.RemoveSpell SpellID
Removes the specified spell from your character. A very good console command, as there's no other way to remove spells from you character without a mod.
Ex.: Player.RemoveSpell A9824; removes the spell Open Easy Lock.
Links: http://www.uesp.net/wiki/Oblivion:Spells; http://www.uesp.net/wiki/Oblivion:Leveled_Spells
Other applications: Though it's of little use, you could remove a spell from an enemy by clicking it and using RemoveSpell SpellID. I say it's of little use because you'd have to find the exact spell that the enemy is using before you can find its ID, which is difficult at best and would require use of the Construction Set.
Notes: None.

1.10 Player.RemoveSpell SpellID For custom spell deletion
This is a bit more complicated than deleting a normal spell. First, go into My Computer and to the directory C:\Program Files\Bethesda Softworks\Oblivion and find the file LevelUpData_1 - open this in Wordpad (not Notepad). Look for the character you're going to be deleting the spell(s) from, find his/her latest level up, then start scrolling right. You'll eventually come upon spell names. In here, find the spell(s) you're going to delete and write down their IDs, which are in parentheses to their right. Now that you have the ID(s) you can delete the spell(s) like you'd delete any other spell.
Ex.: Tricky to do an example since it varies from person to person, but the ID I found for one of my custom spells was FF01E5B4, so to delete that spell I'd do Player.RemoveSpell FF01E5B4.
Links: N/A
Other applications: N/A
Notes: None.

1.11 Player.SetScale #
This will change your character's size depending on the value; the smallest value is 0, the largest is 2, and decimals work up to the hundredths place (second digit). The number isn't necessarily the proportion your size is increased by because 2 will make your character 4 or 5 times bigger. Also, it doesn't seem to have any other effect except to the looks.
Ex.: Player.SetScale 1.5; greatly increases the size of my character.
Links: N/A
Other applications: By clicking an NPC, creature, item, object, etc. and typing SetScale # you can change its size. This seems to work on anything at all: people, creatures, items, structures, you name it.
Notes: The default size of your character isn't necessarily 1, it depends on your race. For Imperials, it seems to be 1; for High Elves, it seems to be 0.9. You'll probably have to stand next to another of your race and play with the numbers until it looks right.

1.12 Player.SetActorRefraction #
A very nice a command. Depending on the number you use, between 0 and 10, you can add a permanent chameleon effect of varying degrees to your character. 0 is no chameleon, 10 is 100% chameleon.
Ex.: Player.SetPlayerRefraction 5; gives me a permanent 50% chameleon effect.
Links: N/A
Other applications: By clicking an NPC or creature and typing SetActorRefraction # gives them chameleon. Good for making companion NPCs or creatures more effective sneakers.
Notes: To remove the chameleon effect, use SetActorRefraction 0.

1.13 Player.SetFactionRank FactionID #
Sets your character to a rank depending on the number specified. 0 is the lowest rank, 7 is the highest, and -1 will remove you from the faction.
Ex.: Player.SetFactionRank 2F872 3; sets me to the Assassin rank in the Dark Brotherhood.
Links: N/A
Other applications: By clicking an NPC or creature and typing SetFactionRank FactionID #, you can add them to the desired faction. The player has a faction that, when the NPC or creature is added to it, will cause a hostile NPC or creature to become friendly with the player.
Notes: Here are the factions and their IDs:
  • Dark Brotherhood - 2F872
  • Fighters Guild - 2228F
  • Mages Guild - 22296
  • Thieves Guild - 24164
  • Arena- 299B9
  • Player's faction - 1DBCD
  • Player's vampire faction - A319
  • Nine Divines (from Knights of the Nine expansion) - 223BC
  • Nobility - 22431
  • Bandit faction - 177E3
  • Marauder faction - 35FD1
  • Necromancer faction - 4B90C
  • Necromancer Cult - C0F2
  • Undead faction - 9DB1F
  • Daedra faction - 53FED
  • Conjurer faction - 4B90B
  • Vampire faction - 33F53
  • Unicorn faction - 98287
Player.SetFactionRank 22296 1 sets you to Apprentice in the Mages Guild and provides you with full access to the Arcane University and the Spellmaking and Enchanting Altars.

1.14 Player.MoveTo NPC'sID For finding NPCs, creatures, and items
To do this, you must first make a save using the console command Save Name 1. Once this is done, exit/minimized Oblivion and go into My Computer and into the directory My Documents\My Games\Oblivion\Saves, then find a text file with the name of the save you just made - open it in Notepad. Go into Find, under Edit, and do a search for what you're trying to find. Write down the ID (leftmost number) for each thing. Many items and creatures will have more than one of them in-game, so write down the ID for each of them. Also, some items, creatures, and NPCs will not be in this list; I'm not sure how it decides what to save on this list, so just hope that what you want to find is in it. Once you have your ID(s), start up Oblivion again and, using the ID(s) you just wrote down, type this command. You should now be next to the thing you were looking for; if you aren't, and there were more than one of what you were looking for, then put in the next ID until you do find the one you want.
Ex.: Again, this differs from person to person, but if I wanted to find my Shadowmere I'd do Player.MoveTo 02001C25.
Links: N/A
Other applications: N/A
Notes: None.

1.15 Player.SetAV ActorValue #
This will set/add to the value specified to the number specified. The values that can be affected by this include: skills, attributes, health, fatigue, and magicka. When editing skills and attributes it will not add to it, like the command above, but set it exactly to the number specified. When editing fatigue, health, or magicka it will set the value to the specified number plus its base value.
Ex.: Player.SetAV Blade 100; sets my Blade skill to 100. Player.SetAV Health 1000; with a base health of 100, my health is now 1100.
Links: N/A
Other applications: By clicking an NPC or creature and typing SetAV Value # you can change the specified value of the select NPC or creature. Good for when you want an NPC to have more health or do more damage, or, alternately, if you want an enemy to have less health or do less damage.
Notes: The difference between this command and AdvSkill is that if it's used to increase a skill it won't change its internal value. This means that the game will tell you that the skill is the level you set it to but it actually isn't. The skill will appear not to level but don't worry, it isn't frozen, you just need to gain enough experience for the internal level to meet the external level. Using this command, any major skills changed also won't count toward a level-up. I'd just suggest using AdvSkill (4.2) when changing skills, it's much better.

1.16 Player.SetAV ActorValue #
This one will explain the usage of the more complex actor values I've found. Keep in mind that when changing these actor values it will often take into account any enchantments you have on you, as they're already applying to the actor value. Note that a number between 1 and 100 usually means the effect is in percentages, and a 0 or 1 number will mean it will turn it off (0) or on (1). 0, for most actor values, will remove the effect.
To get started, here are some simple resistance values: ResistParalyze, ResistPoison, ResistMagic, ResistFire, ResistShock, ResistFrost, and ReistNormalWeapons; depending on what number between 1 and 100 you use, these will increase your resistance to the specified effect ("normal weapons" are any weapons that aren't silver, Daedric, or enchanted).
Some more simple ones are SpellAbsorbChance, SpellReflectChance, and ReflectDamage; depending on what number between 1 and 100 is used, these will increase the chance of absorbing or reflecting spells and reflecting damage.
The simple on/off effects that I found are WaterWalking and WaterBreathing; they use 0 and 1, and are self-explanatory.
There are also the values Chameleon and Invisibility; chameleon takes a number between 1 and 100, while invisiblity takes either 0 or 1. The problem with these that chameleon may stick on (the NPCs won't notice you) even after you've turn it off, and invisibility is bugged (if you go through a door you'll freeze - I wouldn't suggest using it). Note that if you use either, you won't be able to see the invisibility until you go into 3rd-person and back, or vice-versa.
There are two, DetectLifeRange (1 to 100) and NightEyeBonus (0 or 1) that seem to not work at first. You'll need to save the game after you put them in then load that save before you'll get the night eye or detect life effects; the same goes for turning them back off.
Now, there are two here that I don't fully understand myself: AttackBonus and MagickaMultiplier. AttackBonus, as you may guess, will increase the damage of your attack. The problem is that it's hard to say by how much. Use this one carefully, unless you don't mind making yourself do 4000 damage a hit (which is very possible with this). MagickaMultiplier, as you may also have guessed, will increase how much magicka you have. Again, I can't figure out by how much exactly. Setting it to 0 gives you your base magicka, setting it to 10 still gives you your base magicka, and setting it to 100 gives you a bit less than 10x your base magicka - it's rather confusing, so use this one at your own risk as well.
There are also three values to be used as negative effects on your enemies. Just click the NPC or creature you want effected and put in the command, but I wouldn't suggest you put Player before SetAV unless you intend to paralyze yourself. These are all 0 or 1 values and self-explanatory, so I'll just list them off: Paralysis, Silence, StuntedMagicka. Stunted magicka will stop the enemy's magicka from recharging, and all three are permanent effects until you turn them off with 0.
Some other values that may be fun to try changing on NPCs are Aggression and Responsibility. Aggression controls how much the NPC or creature wants to kill the things around it, 0 being passive and 100 being bloodthirsty. Responsibility controls how well the NPC will follow the laws, 0 being law-abiding and 100 being kleptomaniacal.
Ex.: N/A (Too many for me to give adequate examples.)
Links: N/A
Other applications: You can change the positive actor values of allies and companions with these in the same way you'd change their negative values: by clicking them and putting in the command without the Player at the start. You can also turn many positive values into negative values to be used on your enemies by inputting a negative number instead of a positive number (ex. SetAV ResistMagic -50 will give a 50% weakness to magic to the selected NPC or creature).
Notes: There are several actor values that seem to do nothing, but I'll list them in case someone wants to try them: SwimSpeedMultiplier, Telekinesis, DefendBonus, ResistWaterDamage. Watch out if you try these, though, as you may end up triggering a negative effect and not know how to undo it.
2.Other Targeted Commands
2.1 CreateFullActorCopy
This is kind of like the Player.PlaceAtMe command, but you don't need to know the ID. Click an NPC or creature then type in the command, and a clone of it will be created; you'll have to keep entering the command if you want more than one clone. The clone will share most of its AI, such as its schedule and combat, but it won't have any dialogue and can't be used to complete a quest. It really has no uses except for fun.
Ex.: N/A
Links: N/A
Other applications: If you click a summoned creature and type in the command, you'll get a real version of that creature rather than another summoned version. This real version will act just like if you'd encountered it in a dungeon, and it will fight you and any NPCs near it.
Notes: You can use this to clone yourself, but your clones will have no dialogue or AI, except for combat AI. This also may crash your game, depending on how many clones you make and whether or not they engage in combat.

2.2 Lock # and Unlock
Lock and unlock a door or container. Click a door or container that is locked and type Unlock to unlock it (also works on doors that require keys); click a door or container that is unlocked and type Lock # to lock it. The number in the lock command refers to the difficulty of the lock - 1-7 is Very Easy, 8-20 is Easy, 21-40 is Average, 41-80 is Hard, 81-99 is Very Hard, and 100 Needs a Key (which means the door is unopenable, as there is no key set up for it). The numbers themselves are internal, they have little meaning other than the likelyhood of the lock opening with auto attempt and the speed of the tumbelers. It does not relate to skill levels. Leaving the # blank will fill it with a 0, which won't change the current lock level; if there is no lock, it is automatically a very easy lock.
Ex.: Lock 99; puts a lock with 5 tumblers on the door or container.
Links: N/A
Other applications: N/A
Notes: The lock command seems to be of little use as NPCs can use a door regardless of if it's locked or not. However, it can be used to practice the security skill (a door in one of your homes, for example, can be repeatedly locked in the console, then picked). Just be sure to have enough lockpicks (or give yourself some).

2.3 Resurrect and Kill
Resurrect and kill an NPC or creature, respectively. Clicking a corpse then typing the resurrect command will bring the NPC or creature back to life with full health. It will go about whatever it was last doing when it died like it never died. Great command for if a horse or NPC dies on you. Clicking a living NPC or creature and typing the kill command will kill it or knock it out, depending on if it's marked essential or not.
Ex.: N/A
Links: N/A
Other applications: N/A
Notes: None.

2.4 Stopcombat
Click an attacking NPC or creature and type this to stop them from attacking you. Depeding on if it's an enemy or a normal NPC, it may immediately attack you again. This is basically a console version of yielding, good for stopping NPCs who are attacking you when they don't like you enough to stop for a yield.
Ex.: N/A
Links: N/A
Other applications: N/A
Notes: None.

2.5 SetActorFullName "Name"
Clicking an NPC or creature then typing this command will change their name to the specified name. Unlike most commands, those quotes are actually necessary. Good for renaming a horse or a helper NPC.
Ex.: SetActorFullName "Dave"; sets the selected NPC or creature's name to Dave.
Links: N/A
Other applications: N/A
Notes: None.

2.6 SetBarterGold #
By clicking a merchant and typing this you can set their barter gold to any number you like. Very handy for getting the most profit out of what you sell.
Ex.: SetBarterGold 10000; sets the selected merchant's gold to 10,000.
Links: N/A
Other applications: N/A
Notes: None.

2.7 ModAmountSoldStolen #
Adds the specified number to your "Gold fenced." Useful for the Thieves Guild quests, as you can simply use this command instead of actually going out and fencing things.
Ex.: ModAmountSoldStolen 500; adds 500 to my "Gold fenced."
Links: N/A
Other applications: N/A
Notes: None.

2.8 SetIgnoreFriendlyHits 1
By clicking a friendly NPC and typing this it will change how they act when you hit them. If the selected NPC is in combat, they will allow you an unlimited number of hits and will never turn on you. If they are out of combat, they will allow you three hits before turning on you. Great for those big fights with lots of guards running around.
Ex.: N/A
Links: N/A
Other applications: N/A
Notes: To turn this off, click the NPC again and type SetIgnoreFriendlyHits 0 .

2.9 SetOwnership
Click a horse or item that isn't yours, type this, and it's yours. You could break into someones house, use this on all of their possessions, and walk away without actually stealing a thing. Or you could walk into a stable, use this on a horse, and you've got yourself a free horse that will follow you.
Ex.: N/A
Links: N/A
Other applications: N/A
Notes: You can use this command to "launder" items you've already stolen, but you first must place them on the ground to click them.

2.10 SetCellOwnership CellID
Works much along the same lines as SetOwnership, except that rather than giving you ownership of objects it gives you ownership of cells, which will allow you to own buildings that aren't actually yours.
Ex.: SetCellOwnership ICMarketDistrictAFightingChance; gives the player ownership of A Fighting Chance.
Links: http://www.uesp.net/wiki/Oblivion:ConsoleLocationCodes; http://www.uesp.net/wiki/Oblivion:ConsoleLocationCodes#..._Beta_Locations_.28Test_Maps.29_....
Other applications: N/A
Notes: None.

2.11 SetQuestObject ItemID #
Using this, you can remove the "quest item" tag on those pesky quest items that never get removed from your inventory. Or, if you have an item you don't want to accidently sell or lose you can use this on it to make it an undroppable quest item. 0 removes the "quest item" tag, 1 adds it.
Ex.: SetQuestItem 7E9C 0; removes the "quest item" tag on the Colossal Black Soul Gem.
Links: http://www.uesp.net/wiki/Oblivion:ConsoleItemCodes
Other applications: N/A
Notes: None.

2.12 CloseOblivionGate
By clicking an Oblivion Gate and typing this, you will destroy that gate. Of course, you won't get the Sigil Stone for the gate, and you won't get the fame that comes with the Sigil Stone, but if you're like me and hate Oblivion Gates ruining the scenery and don't feel like running through them then you can just close them with this.
Ex.: N/A
Links: N/A
Other applications: N/A
Notes: None.

2.13 ModDisposition Player #
You can use this command to modify one NPCs disposition to another NPC, the other NPC probably being you. Click the NPC whose disposition you want to modify and type the command. The number used is the number you wish to add to the NPCs disposition (using a negative number will decrease their disposition).
Ex.: ModDisposition Player 30; adds 30 to the selected NPCs disposition toward me (if it was 40, it's now 70).
Links: N/A
Other applications: You can modify one NPC's disposition to another NPC by using the form ModDisposition NPC'sID #. First, open the console and click the NPC that you want the other NPC to like/dislike and note the ID that appears at the top next to the name. Now click the NPC whose disposition you want to edit and use the ID you just saw in the NPC'sID section.
Notes: None.

2.14 Disable
By clicking anything at all - NPC, sword, rock, etc. - and typing this it will basically be removed from the world. Be very careful with this one, as it has no inhibitors which means you can disable anything at any time.
Ex.: N/A
Links: N/A
Other applications: N/A
Notes: You can bring the disabled object back (it's data remains so the game still knows it was there) with Enable, but you need to either still have the disabled object selected in the console or know the in-game ID so you can use with the command PRID ID to select it again. Once you disabled the object there is no way to click it again, so if you deselect it and don't know its in-game ID then there's no way to bring it back.

2.15 RemoveAllItems TargetNPC/ContainerID #
Removes all of the items from the selected NPC or container and moves them to the specified target NPC or container; the number specifies whether they retain their ownership flag or become "free loot." There are several ways that this can actually be used. The first and simplest is clicking the NPC or container and typing RemoveAllItems; this will destroy all non-quest items on the selected NPC/container. The second is a way to move every item from one NPC/container to another NPC/container by clicking the NPC/container and typing RemoveAllItems TargetNPC/ContainerID 1; this will move all of the non-quest items and make them retain their ownership flag so they still belong to whoever originally owned them. The last is a way to move all of the items from an NPC/container to your inventory by clicking the NPC/container and typing RemoveAllItems Player; this will not only give you everything in their inventory but remove the stolen flag on them.
Ex.: RemoveAllItems; destroys all non-quest items on the selected NPC.
RemoveAllItems 356BA 1; moves all non-quest items from the selected NPC to the chest while retaining their ownership flag for the NPC.
Player.RemoveAllItems 356BA 1; moves non-quest items from me to the chest while retaining their ownership for me.
Links: N/A
Other applications: N/A
Notes: None.

2.16 NPC/ContainerID.DuplicateAllItems TargetNPC/ContainerID
This will duplicate every item in the NPC's or container's inventory. A bit more complex than the other commands, and you need to watch out what you duplicate as quest items aren't exempted from it. The first ID used can be either an NPC or container ID (barrels, chests, etc.) This is the object which has the items you want to duplicate. The second ID is the NPC or container that you want the duplicated items you be put into. The IDs used in this are the in-game IDs, not the CS IDs[/i]. You can find something's in-game ID by opening the console and clicking the object - its ID appears at the top. Of course, if you're within range to click the object, then you'd might as well just leave it selected and omit the first ID from the command.
Ex.: 356BA.DuplicateAllItems Player; duplicates everything in the chest to my inventory. Alternatively, I could click the chest and leave out the 356BA.
Player.DuplicateAllItems 356BA; duplicates all of my items to the chest's inventory. Alternatively, I could click the myself and leave out the Player.
Links: N/A
Other applications: N/A
Notes: If you want to duplicate your own items, or duplicate the items into your inventory, use Player as the ID.

2.17 SetEssential NPC/CreatureID #
Makes the NPC or creature belonging to the ID essential or non-essential depending on the number used (1 for essential, 0 for non-essential). Be careful if you use this on a creature as it will effect every creature of that name.
Ex.: SetEssential A288 0; removes Countess Millona Umbranox's essential flag.
Links: http://tes.ag.ru/oblivion/cheats/npc_.shtml; http://tes.ag.ru/oblivion/cheats/crea.shtml.
Other applications: N/A
Notes: Be careful with this one as you can break quests if you make the wrong NPC non-essential at the wrong time, but you can also protect a quest by making a non-essential NPC essential.
3.Toggle Commands
3.1 ToggleCollision TCL
Not much to this one, it simply removes all clipping from the area. NPCs and creatures will fall through stairs, streets, etc., while you'll be free to run through the air and go through any object. Additionally, when an NPC or creature is killed it will be frozen in place until the clipping is turned back on.
Ex.: N/A
Links: N/A
Other applications: N/A
Notes: Type TCL again to turn the clipping back on.

3.2 ToggleGodMode TGM
Another simple one. It turns god mode on, which does quite a bit. You health, magicka, and fatigue will never lower, you can cast any spell regardless of magicka cost, you never run out of arrows, and you can carry an unlimited amount without being slowed down or overencumbered.
Ex.: N/A
Links: N/A
Other applications: N/A
Notes: Type TGM again to turn god mode off. If you were above your encumberance with god mode on then you'll be stuck in place with it off.

3.3 ToggleFlyCam TFC
This toggles the freeflying camera. With this on, your camera will detach from your character and be able to fly around on its own. It's great for taking screenshots or checking out an area without entering it. Note that with this on you will lose control of your character until you turn it off.
Ex.: N/A
Links: N/A
Other applications: N/A
Notes: If your view is set to first person then the only thing you'll be able to see of your character is his/her arms. Just hit the 'view change' key (default R) to switch to third person and you'll be able to see your character.

3.4 ToggleMapMarkers 1 TMM 1
This will mark every location on your map as found and available for fast travel, as well as updating your "Places found" to reflect it.
Ex.: N/A
Links: N/A
Other applications: N/A
Notes: It won't mark any Oblivion Gate locations that haven't appeared yet. If you do this when you start the game you won't get any Oblivion Gate locations (except the one at Kvatch), and you'll have to type it again once you get to the point in the main quest when Oblivion Gates start appearing.

3.5 ToggleMenus TM
Remove the HUD (health, magicka, and fatigue bars, compass, etc.). Good to use before taking a screenshot.
Ex.: N/A
Links: N/A
Other applications: N/A
Notes: Type TM again to put the HUD back.

3.6 ToggleAI TAI
Completely disables the AI of all NPCs and creatures. This stops them from moving, talking, fighting, etc. Useful for getting through tough or dangerous places.
Ex.: N/A
Links: N/A
Other applications: By clicking an NPC or creature and typing the command it will disable the AI for that character only.
Notes: Type TAI again will turn the AI back on.

3.7 ToggleCombatAI TCAI
This is similar to TAI, except that it only disables the combat AI. NPCs and creatures will still wander and talk as usual, but no matter what you do to them they will not fight (though you'll still get arrested for assaults and murders).
Ex.: N/A
Links: N/A
Other applications: By clicking an NPC or creature and typing the command it will disable the combat AI for that character only.
Notes: Type TCAI again to turn the combat AI back on.

3.8 ToggleDetect TDetect
This disables the detection AI of all NPCs and creatures. Guards will still follow you if you have a bounty and you can engage in conversations, but when around enemies you can walk around as if you had a 150% Chameleon enchantment on - none of them will ever catch you.
Ex.: N/A
Links: N/A
Other applications: By clicking an NPC or creature and typing the command it will disable the detection AI for that character only.
Notes: Type TDetect again to turn the detection AI back on.

3.9 ToggleGrass TG
Quite simple: it toggles the grass on and off. Great for when that blasted tall grass is hiding a nice Daedric sword from you.
Ex.: N/A
Links: N/A
Other applications: N/A
Notes: Type once to toggle the grass off, type again to toggle the grass on.

3.10 ToggleTrees TT
Simple again: it toggles the trees on and off. Makes it easier to travel around forests, and helps you to see things in the distance when there are a lot of trees in the way.
Ex.: N/A
Links: N/A
Other applications: N/A
Notes: Type once to toggle the trees off, type again to toggle the trees on.
4.Other Commands
4.1 AdvSkill SkillName #
Will add the specified number to the specified skill and count towards your level if it's a major skill.
Ex.: AdvSkill Blade 100; adds 100 to my Blade skill.
Links: N/A
Other applications: N/A
Notes: If the number you add to the specified skill would increase the skill beyond 255 then it will decrease the skill instead. Inputting a negative number may crash the game, so don't try it.

4.2 AdvLevel
Levels you up once and displays the level-up screen so you can increase your attributes. This isn't a substitute for resting as it doesn't set the number of major-skill-levels required to level-up back to 0, but it doesn't leave them as they were, either. It will add 10 to the number of major-skill-levels required to level-up so that you have to make up for the free level. For example, if you needed 4 more major-skill-levels to level-up, then used this command, you now need 14 major-skill-levels before you can start levelling normally again.
Ex.: N/A
Links: N/A
Other applications: N/A
Notes: None.

4.3 MoveToQuestTarget (MoveToQT)
This will move you to the target of your currently active quest. Whether it's a location, NPC, creature, etc. doesn't matter, you'll end up wherever your compass was pointing. However, if the quest updates when you get to that point or do something there, then you'll have to use the command again to go to the next quest target.
Ex.: N/A
Links: N/A
Other applications: N/A
Notes: None.

4.4 CenterOnCell CellID (CoC CellID)
Teleports you to the center of the specified cell. An alternative to fast-travel, as it's instant, but you need to know the ID of the place you're heading to. This is also the only way to get into most of the test cells.
Ex.: CoC ICMarketDistrictAFightingChance; teleports me to A Fighting Chance.
Links: http://planetelderscrolls.gamespy.com/View.php?view=OblivionCheats.List&game=4&category_select_id=13; http://planetelderscrolls.gamespy.com/View.php?view=OblivionCheats.List&game=4&category_select_id=14
Other applications: N/A
Notes: CoC TestingHall will take you to a room filled with doors leading to dozens of test cells and is a great place to check out.

4.5 CompleteAllQuestStages (CAQS)
Will complete every quest in the game, including a few test quests that aren't available. Not much purpose to this, other than if you want to see what every quest in the game is and how many there are.
Ex.: N/A
Links: N/A
Other applictions: N/A
Notes: None.

4.6 PlayerSpellBook (PSB)
Will give you every spell in the game, including many test spells, any spells added by mods, and some spells run by scripts that were deleted (they do nothing now).
Ex.: N/A
Links: N/A
Other applications: N/A
Notes: This will add some interesting spells, such as Wabbajack's effect, Sanguine Rose's effect, and Bound Mythic Dawn Armor.

4.7 Save Name 1
Makes a save game with the specified name. The name has to all be one word.
Ex.: Save Oblivion 1; makes a save named Oblivion.
Other applications: This is used in a method of finding almost any NPC, creature, or item in the game which is explained below.
Notes: Using this method of saving creates a text file that contains the in-game IDs of almost every NPC, creature, and item in it. This is used in a method of finding an NPC, creature, or item in the game explained below.

4.8 SetPCFame # and SetPCInfamy #
Sets your character's fame and infamy to the specified number, respectively.
Ex.: SetPCFame 1000; sets my fame to 1000.
Links: N/A
Other applications: N/A
Notes: None.

4.9 ShowQuestTargets (SQT)
Shows the ID and current stage of your active quest. Not much use to you on its own, but it can be applied when forcing a quest to update.
Ex.: N/A
Links: N/A
Other applications: The information this supplies can be used in SetStage QuestID Stage commands, explained below.
Notes: None.

4.10 ResetHealth
Acts like a full heal. Great for when you're about to die and don't have any spells or potions to heal yourself with.
Ex.: N/A
Links: N/A
Other applications: N/A
Notes: None.

4.11 ShowEnchantment and ShowSpellmaking
Two of the best commands I found, in my opinion. They will pull up the Enchanting and Spellmaking windows, respectively. This allows you to enchant equipment and make spells no matter where you are, and regardless if you even have access to any altars.
EX.: N/A
Links: N/A
Other applications: N/A
Notes: None.

4.12 CloseCurrentOblivionGate
Similar to the above except that it will close the Oblivion Gate that you're currently inside. Could be handy if you get stuck somewhere inside an Oblivion Gate and can't find you're way out or don't feel like going back. It will close the gate and set you back outside of it.
Ex.: N/A
Links: N/A
Other applications: N/A
Notes: None.

4.13 EnablePlayerControls
This is used to enable your controls during those cinematics when they're disabled. Occasionally the game will glitch and not enable your controls again - instead of reloading, put in this command and carry on.
Ex.: N/A
Links: N/A
Other applications: N/A
Notes: None.

4.14 SetWeather WeatherID (SW WeatherID)
Changes the current weather to the specified weather.
Ex.: SW 38EF0; changes the weather to cloudy.
Links: N/A
Other applications: By putting a 1 at the end of the command (SW WeatherID 1) you can make the selected weather permanent. To reset the weather so that it changes again, type ReleaseWeatherOverride.
Notes: Here are the weather IDs:
  • Paradise - 370CE
  • Clear - 38EEE
  • Cloudy - 38EF0
  • Default - 15E
  • Fog - 38EEF
  • Overcast - 38EEC
  • Rain - 38EF2
  • Snow - 38EED
  • Thunderstorm - 38EF1
  • Oblivion sky - 836D5
Also, note that fast travelling may revert the weather back to normal. In the case that you want the weather to stay as it is everywhere you go you may want to use FW WeatherID instead. It will immediately change the current weather to the specified weather, rather than have a transition phase, but it will be permanent until you release it with ReleaseWeatherOverride.

4.15 ModPCMiscStat StatNum #
This allows you to add to or subtract from your miscellaneous stats such as murders, assaults, items stolen, days in prison, etc. To add to it, use a positive number; to subtract from it, use a negative number.
Ex.: ModPCMiscStat 4 5000; adds 5000 to my 'Largest bounty' stat.
Links: N/A
Other applications: N/A
Notes: Here are the stat numbers and their coresponding stats:
  • 0- Days in prison
  • 1- Days passed
  • 2- Skill increases
  • 3- Training sessions
  • 4- Largest bounty
  • 5- Creatures killed
  • 6- People killed
  • 7- Places discovered
  • 8- Locks picked
  • 9- Picks broken
  • 10- Souls trapped
  • 11- Ingredients eaten
  • 12- Potions made
  • 13- Oblivion gates shut
  • 14- Horses owned
  • 15- Houses owned
  • 16- Stores invested in
  • 17- Books read
  • 18- Skill books read
  • 19- Artifacts found
  • 20- Hours slept
  • 21- Hours waited
  • 22- Days as a vampire
  • 23- Last day as a vampire
  • 24- People fed on
  • 25- Jokes told
  • 26- Diseases contracted
  • 27- Nirnroots found
  • 28- Items stolen
  • 29- Items pickpocketed
  • 30- Trespasses
  • 31- Assaults
  • 32- Murders
  • 33- Horses stolen
4.16 Set MQ00.AllowGatesToReopen to 1
Makes the random Oblivion Gates have a chance of reopening every time you enter a cell containing one.
Ex.: N/A
Links: N/A
Other applications: N/A
Notes: Using 0 instead of 1 will turn the respawn off. Also, no gates will respawn if the maximum number of open Oblivion Gates has been reached; before and after the main quest the maximum number of gates that can open is set to 0, and throughout the main quest the number is occasionally changed. Refer to the commands below to rectify this.

4.17 Set MQ00.MaxOpenGates to 90 and Set MQ00.RandomGateChance to 100
The first one will set every possible gate to have a chance of opening; the second will guarentee that any possible gate to open when you the cell containing it. Combined, they will make all 90 gates open no matter what point you are at in the main quest, or even if you haven't started it yet.
Ex.: N/A
Links: N/A
Other applications: 90 and 100 are just the extremes; you can control how many gates can spawn and the chances that they will by using any numbe from 0-90 for the first command and 0-100 in the second, or you can completely stop them from opening by setting both to 0.
Notes: Certain points in the main quest will change these values so that you'll have to put them in again. These points are: when you take Martin to Weynon Priory, when you bring Martin the Mysterium Xarxes, when you finish Paradise, and when you finish the main quest.
- Thanks to Arcatus for finding these codes and the points in the MQ.

4.18 SetStage QuestID Stage
This command will force a quest to update, which is extremely useful as a lot of times a quest will get bugged and stop you from Advancing it for one of many reasons. There are a couple ways to go about doing this. The first is to use the console command SQT to find your current quest's ID and what stage you're on. Most quests' stages increase by 10 for each part completed, so you can input the quest's ID and stage with this information. For example, if it gave me Dark01Knife for the quest ID and 20 for the quest stage, I'd put in the command SetStage Dark01Knife 30 to update it. The problem, however, is that in some cases the stages don't increase by 10, but instead by a larger or smaller number. That's where the second method comes in, which requires you use http://tes.ag.ru/oblivion/quests/index_eng.shtml to find the quest's ID and the stage that you want it to update to.
Ex.: SetStage MQ02 20; forces my quest to update to the next part.
Links: http://tes.ag.ru/oblivion/quests/index_eng.shtml
Other applications: N/A
Notes:
  • It is not possible to undo this command. So, for example, if you type SetStage MQ03 20 by mistake (instead of MQ02), there is no way to reverse that command and make the game think that you have not started MQ03. In particular, SetStage MQ03 0 will have no effect. Overall, it is not possible to decrease a quest's stage. So even entering SetStage MQ03 10 would not change the quest stage (e.g., GetStage MQ03 would still return 20, not 10).

  • Internally, the game has flags that keep track of the status of each individual quest stage. So the command SetStage MQ03 20 does not set a "stage" variable to 20; it actually sets the "stagedone" variable for MQ03 stage 20 to true (or 1). The command GetStage MQ03 just figures out which is the highest numbered stage that has been flagged as done, and returns that number. There is no known way to directly alter the "stagedone" variables, which is why it is impossible to undo a setstage command.

  • Some game scripts are based upon the the overall quest stage (i.e., the value returned by GetStage); other scripts are based upon whether or not specific stages have been done (i.e., the value returned by GetStageDone). Therefore, skipping ahead in a quest, for example by entering SetStage MQ03 100 can have unpredictable effects, because the individual stages of the quest are not marked as complete. Also, there are invariably many other scripts that are supposed to get executed as a quest progresses; skipping ahead in a quest will '''not''' cause any of the other scripts to be run. It may subsequently be impossible to ever reproduce the missing events using the console. Therefore indiscriminate use of this command can lead to permanently bugged games.
4.19 ShowRaceMenu, ShowBirthsignMenu, and ShowClassMenu
All three of these work in a similar way. The first will pull up the menu that lets you change your race, gender, name, and facial features, the second will let you change your birth sign, and the third will let you change your major attributes and skills. These things are touchy, though, so you need to follow these instructions on using them. First, type in the command but do not close the console window. Make the desired changes to your character, with the window open, then hit Esc and make a new save - load this new save. You can now close the console window, if it's still open, but at no time before now should you close it or it will revert all of your character's stats in that menu to their default.
Ex.: N/A
Links: N/A
Other applications: N/A
Notes: Some people can't save from the menu; if this happens to you then you can make a save through the console with the command Save SaveName 1. Alternately, you can have the console active when you access the escape menu; the Save option should then be available.

4.20 SetDebugText # (SDT #)
First you will need to toggle the debug text on with ToggleDebugText (TDT). This can show a variety of different information, some useful and some not, depending on which value it's set to.
Ex.: SDT 6; displays combat information.
Links: http://www.uesp.net/wiki/Oblivion:SetDebugText.
Other applications: N/A
Notes: Many of the debug texts will display other NPC's and creature's information if they're selected - just click one. To see your character's information again you can go into third-person and click him/her.
5. Vampirism and the Console

5.1 Becoming a Vampire Using the Console
This will work even if you've been previously cured of vampirism and are now immune to it, and is also your only choice for becoming a vampire again. It's rather simple, really, just put in the two commands:
  • Set PCVampire to 2
  • Player.SetAV Vampirism 25
You're now a vampire. You don't need the "vampire disease," Porphyric Hemophilia, beforehand, but be warned that you'll turn into a vampire at 50%, and thus take sun damage, so don't do it out in the sun.

5.2 Curing Vampirism Using the Console
There are two ways to go about this. The first, and simplest, is to give yourself the vampirism cure potion you'd normally get at the end of the vampirism cure quest, using the command Player.AddItem 977E4 1, and drink it. This may not work due to occasional glitches, which is where the second way comes in. You'll have to use this string of commands to forcibly remove the vampirism and all traces of it:
  • Set PCVampire to -1
  • player.setfactionrank A319 -1
  • player.removespell 2C2A5
  • player.removespell 2C2A4
  • player.removespell 2C2A2
  • player.removespell 3DB3A
  • player.removespell 2C2B0
  • player.removespell 2C2AD
  • player.removespell 2C2AA
  • player.removespell 2C2A8
  • player.removespell 2C2B1
  • player.removespell 2C2AE
  • player.removespell 2C2AB
  • player.removespell 2C2A7
  • player.removespell 3BEDA
  • player.removespell 3BEDB
  • player.removespell 3BEDC
  • player.removespell 3BED9
For more information on vampires and vampirism, check out http://www.uesp.net/wiki/Oblivion:Vampires.

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Post » Wed Sep 15, 2010 3:51 pm

Vethrian's Guide to Oblivion Swordplay v1.8

Table of Contents


-Introduction
-Two-handed vs. One-handed
• Differences in Damage, Reach, and Speed.
-Blade types
• Claymores, Longswords, Shortswords, Daggers.
-Bad habits
-Habits to get into
-Playing Perspectives
• 1st Person, 3rd Person.
-Fighting different opponents
• Enemies with weak, and strong melee attacks, casters, and archers.
-Assisting Melee with Magic
• Restoration, Conjuration, Illusion, Destruction, Mysticism, and Alteration.

Introduction

combat is a way of life in Cyrodiil. If you want to survive the many challenges it offers your going to need to know how to fight, whether it is with a blade, mace, hammer, club, or even your bare hands. This guide is here to teach you how to fight with a blade. There are many odds and ends when it comes to fighting with a blade; you always need to know what to do and when to do it.

Practicing the various combination attacks and basic attacks is only half the battle; you must then learn which blade to choose and what enchantments to use on it. This guide will go in-depth and cover almost every aspect of fighting with a blade. This guide will cover techniques for fighting with a variety of swords whether it's a claymore, longsword, shortsword, or even a dagger.

Two-handed vs. One-handed

Every sword does a different amount of damage. You might wonder why people use daggers if claymores do the most damage. There are a few factors that can be brought in to answer this question. Damage, speed, and reach. Daggers do the least amount of damage but can be swung much faster than a claymore can. The swinging speed of a dagger is 1.4; the claymores swinging speed is 0.8. However, the only exception to this would be the Akaviri weapons. All Akaviri weapons have a reach and speed of 1 making them fast and reliable when a faster claymore is needed.

One thing that you need to know about claymores is the fact that they do not get a damage bonus when attacking an opponent while undetected. For that reason it is always a good idea to carry an extra sword with you such as a dagger, shortsword, or even a longsword.

One advantage that claymores have over daggers is their reach; a standard claymores reach is 1.3 whereas a dagger's reach is 0.6, slightly longer than a punch, which is 0.5. Longswords offer a reach of 1 and a speed of 1 making them the base for the rest of the swords. Longswords can be used by any character and become deadly when enchanted with extra damage. You can call them the base for all of the swords. Shortswords pack a little bit more punch and reach than a dagger, they fall in at about 1.2 speed and 0.8 reach.

How do you pick which one to use? It all depends on you playing style. Warrior characters will generally pick either a claymore or a longsword (the sword and board style). Thieves and assassins will usually use their bow but can put a dagger or shortsword to good use. Mages are a different matter. When using a mage character it is generally better to carry a shortsword, they are not too heavy and offer a suitable amount of offensive power without weighing too much.

Blade Types

Daggers
Basic Description:
Daggers are a connoisseur's tool; short-ranged and quick, they provide the maximum speed for vicious fast attacks at the penalty of damage and reach. Because of their low base damage, daggers are most effective when coupled with a highly damaging enchantment and/or poison.

Their light weight makes them ideal tools for archers, assassins, and mages, or any other character that would benefit from having a backup melee weapon for tight situations or someone who isn't bothered by short reach.

Best used as:
Archers and stealth-based characters can always benefit from having an enchanted dagger in their inventory. Mages who want a lightweight weapon can use these to good effect as poison delivery systems, but would be better suited to have a shortsword as their primary weapon. Warriors may not find them as useful due to their lack of damage and short reach.

Suggested Enchantments:
1. With their high speed, daggers are able to make use of high-magnitude, short-duration Drain effects, Drain Health being one of the most useful. When paired with a Weakness to Magicka effect, it creates an enchantment that stacks on itself and does massive amounts of temporary damage. Temporary damage would normally be a problem, but if a target's Health is drained to zero for any duration, they will die. This pair makes for an excellent light weapon useful for mages and stealth characters alike. Wise users will be cautious when using this enchantment- if the effects expire before the enemy's Health reaches zero, then they will regain all of the Health they previously had minus the base damage of the dagger, so be careful to dodge hits from large weapons and avoid being staggered when attacking. Making the duration of the enchantments longer also helps you keep some progress you've made, in the case that you are staggered.

2. Damage effects and Weakness effects. Daggers' speed, when combined with certain spell effects, allows them access to one of the most dangerous techniques: spell stacking. This process involves repeatedly casting (or in this case, striking with an enchanted weapon) Elemental Weakness and Weakness to Magicka effects on an enemy, multiplying the following elemental damage logarithmically if appled when the enemy is still weak. So, if one were to add Elemental Damage, Elemental Weakness and Weakness to Magicka effects on a weapon, this would simulate the spell stacking strategy, only with a blade.

3. Any useful effect a user might have need of- daggers are light weapons, so you can have one or two without being weighed down terribly. Also, enchanting a weapon with an effect means you always have access to that effect, whether you are capable of casting or not.

4. Long-duration Weakness effects work well, if you can cast spells- carrying a dagger enchanted with all three types of Elemental Weakness and Weakness to Magicka gives your magic much more of an effect. This is especially well with powerful enemies that require large amounts of damage to kill.

Shortswords

Basic Description:
Shortswords are a very useful class of blades that fall between the daggers and longswords. Because of their good speed, range, and damage, they make very versatile and powerful weapons in the hands of a capable user. Mage characters, take heed- if you are the kind who summons a creature in battle and aides it with melee attacks, then a shortsword might be the tool for you. It offers more damage per strike and range than do daggers, giving you to have a more capable melee offense should you be pressed to fight with it.

However, they are lighter than longswords and slow you less when equipped and drawn, allowing for the quick agility that unarmored mages seem to have. This combination, coupled with a good enchantment tailored to your style of play, makes for a very useful tool. Stealth-based characters can utilize their higher base damage and greater range than daggers for greater damage dealt with Sneak Attacks without requiring one to get as close as is required with daggers.

Lastly, warrior-type characters can make use of shortswords as backup weapons; they're light enough to not weigh you down, while being more useful than daggers. This works particularly well when you have a weapon for general combat enchanted as you would need it, then enchant the shortsword for special situations and using it as needed.

Best Used By:
Any player who needs a light, versatile weapon with more power than a dagger but is lighter than a longsword or claymore.

Suggested Enchantments:
Because of their flexibility, shortswords can be enchanted with Damage effects, or any other effect that a player could benefit from having: Damage Effects, Weakness effects, Calm, Demoralize, Absorb Fatigue, Absorb Heath, Absorb Magicka, and many others. Shortswords are also fast enough to make good use of the Drain Health effect.

Longswords
Basic Description:
Longswords are versatile and suit any playing style and any character build making them valuable additions to your inventory. They have a decent reach and speed. Unlike the claymore they benefit from extra sneak attack damage. Longswords benefit well from poisons and damage enhancing enchantments. They can add up in weight when they reach the higher levels so it may be too much for a Mage to handle. However they are essential for any warrior character to use as a backup weapon when more speed and sneak damage is needed.

Best used as:
Warriors and assassins will always benefit from having a fast reliable longsword by their side. Longswords may prove to heavy for mages when getting into the higher levels. For this reason some mages prefer to use the Umbra blade, before completing the Clavicus Vile quest it is weightless and has excellent base damage. However, Mages can put a longsword to good use by putting a damage magicka enchantment on it. That way they will be able to do decent damage and deplete enemy mages magicka reserves. Longswords are best used with a shield, you may want put a shield enchantment on your shield to balance out the offence and defense of your longsword. Placing a fortify blade enchantment may also prove useful when you need an extra edge in battle. Longswords are also the weapon of choice when fighting stronger enemies such as ogres. It is easy to dodge their slow attacks and then recoil with quick precise strikes.

Suggested Enchantments:
Longswords have good speed, range, and damage, which makes them the tool of choice for many players. Therefore, any user who plans to carry and use a longsword should enchant it in a way that would aid and abet their play style.
1. Damage and Weakness effects. Enchant them with the same Elemental Damage, Elemental Weakness and Weakness to Magicka effects as mentioned in the Dagger section. This system works beautifully, especially if a longsword is going to be your primary weapon.

2. Absorb Health. Because of the good Base Damage and speed, adding an Absorb Health effect rounds out your offense and lets you focus on hitting your enemy, as opposed to healing yourself.

3. Any effect that would otherwise incapacitate an enemy while allowing you to hit them repeatedly. Longswords have high enough base damage and speed to damage your target while the enchantment renders them defenseless. Silence works particularly well against casters.

Claymores
Basic Description:
Claymores are some of the most powerful specialized weapons an Oblivion player can have in his or her arsenal- with an exceedingly long Reach (1.3) and a good Speed value (0.8), they allow a user to strike the enemy from a distance only attainable by claymores and warhammers.

Some people say that their range increase is negligible, and not enough of an advantage to put you ahead of the enemy, while others speculate that it allows for a huge step up in melee combat. That depends on the style of play you use, and the enemy you face; if you advance to a range where the enemy can strike you, the range advantage allowed by your weapon is nullified.

However, if you time your advances to correspond with your enemy's swings, you can dodge in to strike and back out to avoid their blows. This tactic allows you to fight an enemy unscathed where you would otherwise be harmed with a shorter weapon. Note that because Claymores have a higher Health value than any other blade, dampening the negative effects suffered from blocking. This helps to offset the fact that using a shield with a two-handed weapon is impossible.

Best Used By:
Warriors, knights, and battlemages who are not bothered by a heavy weapon and engage in melee combat frequently. Stealth characters will generally find little or no use in them, as they are heavy and two-handed, meaning that you forfeit the Sneak Attack bonus. Mage may or may not find them useful; they can benefit from the range claymores provide, but will generally be better suited by a longsword or shortsword for general use.

One of the key disadvantages of using a two-handed weapon is the lack of a shield; they provide an added Armor Rating, a shield against arrows, and negate attacks more effectively than do weapons (when blocking, a Master of Block will recieve a 75% Damage Reduction when parrying with a shield and a 50% Reduction when using a weapon. Damage is further reduced by the player's Armor Rating) and allow for another enchantment. These disadvantages may lead some to limit themselves to one-handed weapons, but skilled users know better- by simply dodging blows rather than blocking them, they can overcome the disadvantages of a two-handed weapon while retaining all of the benefits. Against certain enemies (Zombies, Trolls, Ogres, Minotaurs, Clannfears, etc.) with very powerful melee attack, this is the preferred method of combat because blocked blows recieved from these enemies may be enough to cause the player to stagger anyways.

When the player has a two-handed weapon equipped, it is still possible to equip a shield. It will not provide the Armor Rating it normally would with a one-handed weapon, but still provides any enchantments it has. This is especially useful for mages who want spell effectiveness and another enchantment slot; equipping a staff will allow the user to have the desired enchantment without losing spell effectiveness.

It should be noted that shield users also have access to the Expert-level skill perk- a knockback counter-attack that staggers the enemy if the shield blow connects- and the Master-level skill perk, which allows an additional chance to Disarm your target. Two-handed weapon users sacrifice these perks.

Suggested Enchantments:
Because of their high Base Damage values, a player will benefit most from one of two enchanting methods:
1. Use effects such as Damage Fatigue, Drain Fatigue, Absorb Fatigue, or Burden to incapacitate an enemy while allowing the blade's Base Damage to bring their Health down.

2. Boost the weapon's high base damage with a damaging spell effect to minimize the number of strikes needed to bring an enemy down. Note that all Elemental Damage effects (Frost, Fire, and Shock Damage) are much less costly effects than Damage Health and Absorb Health are.

The Damage Health effect allows a user to bypass all elemental resistances, at the price of weapon charges and effect magnitude. That said, be sure to choose wisely when using this effect, and ask yourself- would you be better off enchanting two blades with Elemental Damage effects to maximize charges, and carrying one for different situations, or enchanting a single blade and carrying it always? Absorb Health is an immensely costly effect and would be best utilized from appropriate Sigil Stones.

3. Calm up to level 25 for 3 seconds. This is obviously not useful to a high-level character when all enemies have passed level 25 by, but to a character low enough that enemies will be affected, this is a perfect enchantment- enemies will sheathe their weapons, refrain from casting, and stand still for three full seconds, which is more than enough time to get another hit in. This allows you to hit your enemy into infinity, so long as your charges don't run thin and your blows strike your enemy within three seconds of each other.

Notes:

- For enchantments with Weakness effects to stack on themselves, Weakness to Magicka must be the last effect! Elemental Weakness should be second, and Elemental Damage should be the first.
- Weapon enchantments can be absorbed or reflected, so be sure to know your enemy's abilities. It may be helpful to bring along an unenchanted weapon if you know you are going to fight an enemy with Spell Absorption or Reflection. Alternatively, you could just buy a Bound Weapon spell to free up more of your encumbrance.
- Longswords and Claymores are generally too slow to effectively use the Drain Health effect, so save it for daggers and shortswords.

Bad Habits

There are many bad habits that you can get into when sword fighting in Oblivion. This section will help you to identify them and try to get rid of them. There also might be some habits listed to watch out for if you haven't started them yet. Below are a few things to watch out for.
  • Not holding down the block button when not retreating or dodging attacks.
  • Not paying attention to your enemies' movements. This will allow them to maneuver behind you and get easy hits in.
  • Do not stay to close to the enemy. Doing so will allow them to circle around to your back or side. Using a claymore can be useful in that kind of situation, stay a reasonable distance away and use the claymores reach to hit the enemy.
  • When retreating from an enemy, always sheathe your sword. It will allow you to run much faster.
  • If you have enchanted blades, always make sure they are charged. You don't want to be caught needing a flame enchantment to use on a frost atronach only to find you forgot to charge your sword.
Habits to get into

These are the things that you want to incorporate into your swordplay. Some of these may not suit your playing style but all are useful and may save your life.
  • Always make sure you have a backup sword just in case you have a disintegrate weapon spell cast on you. Since you can't repair items when enemies are nearby you'll have to fight with your bow or your bare hands.
  • When not retreating or attacking always stay in block mode, that way your enemy can't give you a nasty surprise attack.
  • After paralyzing an enemy close in on them and get in as many good solid regular blows as you can before they can recover. Don't waste your time with power attacks.
Playing Perspectives
1st Person
This viewpoint is ideal for fighting one enemy. It will give you a better idea of your weapons reach and allow you to keep track of the enemy. Assassins will benefit from this viewpoint to sneak up on a single opponent.

3rd Person
Warrior characters will find the 3rd person view ideal. It will allow them to keep an eye on their enemies as they are moving around. Assassins and thieves will also find this view helpful to see around corners to check for enemies. Mages will want to steer clear of 3rd person because of the lack of crosshairs. Mages will need the crosshair to aim their spells.

Fighting Different Opponents

Enemies with Weak Melee Attacks
Can Include: NPC's (Bandits, Marauders, Vampires, Necromancers, Conjurors, Dremora), Undead (Skeletons, Wraiths), Goblins

These enemies, because of the low amount of damage they inflict per strike, can be fought with a number of tactics:

If you have a shorter blade, you may want to very close to them, as this provides you with some leeway if they maneuver. Block or dodge their strikes, and follow up with a few fast attacks of your own. Be careful with Power Attacks, as they leave you vulnerable for a short period of time and are very taxing on your Fatigue.

If you have a longer blade, you may want to use its range advantage to hit them while they can't return the favor. If you have a longsword equipped, using a shield to block their attacks, causing them to stagger, and running in for a few quick attacks is one of the best methods to quickly and safely bring down an opponent. Alternatively, if you have a claymore equipped, you could either constantly backpedal and sidestep while swinging or step in for an attack or two and dodge back out when they attack. Make sure you watch them, because they can block your attacks if you can hit them.

If landed successfully, Power Attacks can lend you a good leg up in combat, so use discretion. Watch your Fatigue, and always bring along a few Restore Fatigue potions to compliment your others. You are bringing along potions, aren't you?

Destruction magic truly shines here. Alternating between attacking with your blade when your enemy is vulnerable and using Touch-based damage spells when they block puts them under a constant stream of damage that is difficult to stand up to. In addition, switching off between the two allows your Magicka and Fatigue time to regenerate. Also, Target-based spells give you a ranged offense that you wouldn't have with a blade alone.

Enemies with Strong Melee Attacks
Can Include: NPC's (Bandits, Marauders, Vampires, Dremora), Daedra (Clannfears, Daedroths, Spider Daedra, Atronachs, Xivilai), Creatures (Bears, Mountain Lions, Trolls, Minotaurs, Ogres, Land Dreugh), Undead (Skeletons, Zombies), Goblin Warlords

These enemies deal large amounts of damage through melee attacks. Even if you block their attacks enough damage may come through to make you stagger, leaving you open for punishment. The main idea with these enemies is to dodge their swings while following up with your own Fast Attacks. These entities generally have decent Health values, which means Power Attacks will have less effect. Destruction magic works well here.

When fighting NPC's with heavy Blunt or Bladed weapons, you're allowed a bit more flexibility as they have less Health and do less damage when compared to Ogres or Minotaurs. Their attacks are generally very easy to dodge, and you can capitalize on that by hitting them when they cannot defend themselves. If you time properly and can land a Side, Backward or Forward Power Attack, you can put them at a serious disadvantage.

Archers
Can Include: NPC's (Bandits, Marauders, Vampires, Dremora)

Archers make for interesting fights- if you don't use proper tactics, you can very easily be killed. However, they are easy enough to counter when you know how. Dodging arrows is simple; stop, wait for an archer to release, then sidestep and move closer to them. When they nock another arrow, stop moving and repeat.
Once you get close to an archer, they will usually unequip their bow and draw a melee weapon, if they have one. At this point, you treat them like any other melee enemy. Be careful about leaving them after combat has started as they may reequip their bow.

Casters
Can Include: NPC's (Bandit Hedge Wizards, Marauder Battlemages, Necromancers, Conjurors, Dremora, Vampires), Undead (Skeletons, Wraiths, Ghosts, Liches), Daedra (Scamps, Atronachs, Daedroths, Spider Daedra, Xivilai), Creatures (Imps, Will-o-the-Wisps, Spriggans, Land Dreugh)

Casters are a very different breed of enemy than any other you will face. They are versatile adversaries that have all of the options magic presents them- many can damage you directly with Destruction magic, some can summon creatures, and some can heal themselves, as well as many other possibilities. This makes for a very potent combination, and one that you should be wary of.

However adaptable they may be, most casters are either relatively fragile or slow. For example, Necromancers can have some rather nasty spells, but corner one and engage in melee combat, and he's history. On the other hand, Atronachs, while powerful, are very slow. You can take advantage of this by employing hit-and-run tactics to whittle them down and give you time to gather yourself.

So, even as powerful as they sometimes are, they have three major flaws:

1. Most are unarmored. This makes them easy kills once you get into melee range.

2. Spells are very easy to dodge. Not only to do they give you a bright flashing warning, they also make a sound, which alerts you even if you're focusing on another enemy. Take advantage of this when closing with them.

3. They need time to prepare for battle. Many spellcasters will use a Shield spell and summon before they direct their attention to you. If you can sneak up on them and start the fight before they are ready (preferably with a poisoned Sneak Attack), then it can be short. Be relentless in your pursuit of them, be cautious and keep track of any spells they cast, and don't be afraid to use a little magic of your own. Silencing casters instead of Sneak Attacking (or doing both simultaneously with a poison or enchantment) will put them at the mercy of you and your weapon.

The casters that will present the most challenge are the armored ones- Battlemages, Hedge Wizards, Vampire Spellswords, and Dremora. They can all cast and fight with some proficiency, so observe what magic they use (Vampires and Dremora may not use any at all) and counter them on that base.

Knowledge is power, and forewarned is forearmed. Do a bit of research on each enemy so you know what you're up against, and plan for what you'll face. Remember: no enemy is a match for you in a one-on-one battle, especially if you're prepared. Apply that to how you fight, and you're unbeatable.

Assisting Melee with Magic

http://www.uesp.net/wiki/Oblivion:Restoration- Restoration is a must have for any character that gets involved in combat. There are many different healing spells that will give you the edge in health. Get into the habit of blocking an attack and then casting a quick heal spell on yourself before raising your shield to block their next attack. Be careful when fighting opponents that are wielding daggers or shortswords, these weapons are quick and may not give you enough time to raise your shield. Cure disease can also be a handy spell to have for restoration. Contracting the Yellow Tick drain strength disease can be deadly for warriors.

http://www.uesp.net/wiki/Oblivion:Conjuration- Conjuration is another useful skill to have when fighting with a sword. Summoning a creature offers an effective distraction to draw your enemy's attention to it instead of you. Summoning bound armor will give you more protection and freedom of movement die to its light weight. Bound swords do more damage than most other weapons, these can be useful to summon when you need more power in your attacks.

http://www.uesp.net/wiki/Oblivion:Illusion- Illusion cannot be used to directly damage the enemy. However, it can be used to provide a quick escape route if you ever find yourself in danger. Casting a 30-second invisibility spell is usually enough time for you to escape a nasty situation. Silence can be used on casters for great effect, try using it after they have casted a spell so they can't recharge as much. Don't forget Demoralize, Frenzy, and Command. With Demoralize, you can make an enemy flee from you, giving you plenty of time to cut them down. Frenzy, when used with Invisibility, allows you to start fights with enemies that you don't want to fight. Command allows you to take any Humanoid or Creature and turn it into an ally. Note that if the enemy is too high a level, a Weakness to Magic spell alone won't work- since Command is a non-hostile effect, you'll have to add a negative effect to the Command spell for it to be amplified.

http://www.uesp.net/wiki/Oblivion:Destruction- Direct damage spells are always a good choice. Using a drain marksman spell when fighting archers is also useful. Some other spells to take note of are Corrode Armor and Corrode Weapon; these can come in handy when you need to do some bring down the defense rating or damage on an enemies' armor or weapon. Weakness to Magic/Element will increase the effectiveness of your enchantments. Also, Drain Health/Damage Fatigue are useful, if applied to the proper situations.

http://www.uesp.net/wiki/Oblivion:Mysticism- The school of Mysticism contains some very useful spells that can assist with melee combat such as: Soul Trap, and Dispel. Each has it's own advantage and can be combined for greater effect. Soul trap can be used as an effective enchantment to recharge your array of blades. Having a dispel on self spell can be essential when a mage casts a drain blade spell. Life Detection helps you to detect enemies before they notice you. Useful for assassins particularly.

http://www.uesp.net/wiki/Oblivion:Alteration- Alteration is by far the most useful magic school that a warrior can have. Casting a burden spell that over-encumbers an enemy can give you the freedom to shoot arrows at him without fear of retaliation. Casting a shield spell to give you more armor is ideal for warrior characters; it can also be combined with the bound armor spells that Conjuration offers for tons of protection. Feather allows you to carry more, I would include a note that it's especially to watch your timers with them. Also, Water Walking/Breathing gives you a chance to escape from an opponent to a place where they can't go. Works wonders with Undead, because they can't go underwater.

I would like to thank my good pal Bondsheep007 for his wonderful help ;)

Contributors
Bondsheep007 :D
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Deon Knight
 
Posts: 3363
Joined: Thu Sep 13, 2007 1:44 am

Post » Wed Sep 15, 2010 8:38 am


Can open exploration interfere with questing?

Thanks to Nefarious One.

Yes, it's still possible to ruin a few quests even after the patch. No spoilers in OB General, so I won't go into specifics. However, to prevent just such an occurance, I made myself a list of dungeon crawls that won't ruin quests. It's broken down by map region rather than type (i.e. forts, caves, etc.) as I found this to be more helpful. All sites listed are safe to enter.

Non-Quest Oblivion Dungeon Crawls by Region

GOLD COAST
Beldaburo
Niryastare
Garlas Agea
Smoke Hole Cave
Fort Wariel
Bellator's Folly
Dasek Moor

COLOVIAN HIGHLANDS
Trumbe
Shattered Mine
Infested Mine
Varondo
Mongrel's Tooth Cave
Fort Linchal
Talwinque
Echo Mine
Nonungalo
Broken Promise Cave
Wind Cave
Rock Bottom Caverns
Fort Rayles
Pillaged Mine
Black Rock Caverns
Hrotanda Vale

WEST WEALD
Fort Istirus
Fyrelight Cave
Cursed Mine
Goblin Jim's Cave
Derelict Mine
Gray Rock Cave
Fort Black Boot

JERALL and VALUS MOUNTAINS
Rielle
Capstone Cave
Silvertooth Cave
Kingscrest Cavern
Kemen
Doomed Mine
Hame

GREAT FOREST
Elenglynn
Crumbling Mine
Serpent Hollow Cave
Narfinsel
Shadow's Rest Cavern
Fort Wooden Hand
Fort Ash
Breakneck Cave
Green Mead Cave
Ceyatatar
Haynote Cave
Yellow Tick Cave
Fort Coldcorn
Felgageldt Cave
Underpall Cave
Piukanda
Outlaw Endre's Cave
Fort Roebuck
Unmarked Cave
Pothole Caverns
Horn Cave
Toadstool Hollow
Charcoal Cave
Mingo Cave
Red Ruby Cave
The Beast's Maw
Fort Horunn

HEARTLANDS
Fort Nikel
Fort Empire
Fanacasecul
Fort Virtue
Dzonot Cave
Fingerbowl Cave
Sinkhole Cave
Fort Homestead
Sercen
Fatback Cave
Sideways Cave
Fort Alessia
Fort Variela
Fort Urasek
Fort Chalman
Shinbone Cave
Veyond's Cave
Empty Mine
Belda
Nagastani

NIBENAY
Anutwyll
Fort Sejanus
Bawn
Newt Cave
Nornal
Wenderbek Cave
Fort Cedrian
Morahame
Quickwater Cave
Sage Glen Hollow
Fort Flecia
Rickety Mine
Fort Facian
Deserted Mine
Fort Entius
Ondo
Bedrock Break
Fort Gold-Throat
Kindred Cave
Collapsed Mine
Arrowshaft Cavern
Lost Boy Cavern
Fort Cuptor
Abandoned Mine

BLACKWOOD
Rockmilk Cave
Fort Nomore
Undertow Cavern
Reedstand Cave
Veyond
Barren Mine
Fort Doublecross
Fieldhouse Cave
Haunted Mine
Onyx Caverns
Fort Teleman
Shattered Scales Cave
Bloodrun Cave

Print yourself a copy (or cut'n'paste into your wordpad) and keep it handy. Then you'll easily know whether you should enter a site or not.
Hope this helps.

Nef
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stevie trent
 
Posts: 3460
Joined: Thu Oct 11, 2007 3:33 pm

Post » Wed Sep 15, 2010 8:51 am

By Pandora
Thanks to Kusan and The Real McCoy (and many, many others), who compiled the first walkthrough.

A Few Notes Before We Begin?
You need to have the http://www.elderscrolls.com/downloads/updates_patches.htm installed for this, and any other downloadable content expansions to work.

At least one of the quests has been known to glitch if Knights of the Nine is not the last in the list of mods that Oblivion loads. To make sure Oblivion loads KotN last, you can use programs such as http://timeslip.chorrol.com/obmm.html or http://wrye.ufrealms.net/#wryebash. Please refer to next post in this FAQ for more information regarding this problem and assistance with it.

Get it?
Got it?
Good.

And away we go?
Your quest begins in the city of Anvil. Ask the townsfolk about rumors, and eventually you hear of an attack on the Great Chapel of Dibella, and that nobody saw the assassins enter or leave. Upon your arrival at the chapel, a guard advises you not to enter unless you've got a strong stomach. He also tells you of a man called the Prophet, just across the street. Possible Glitch Warning: Don't talk to the Prophet just yet. Wait until after you've seen the chapel first. Enter the Great Chapel of Dibella.

It's nasty. Really nasty. There's blood everywhere. Pews have been scattered like toothpicks, and you will probably run across a body or three. What should grab your attention is that the Chapel Altar is surrounded by what looks like Daedric writing, written in blood. To your left, Dibella's smaller shrine is in flames, and the Rose Window is covered in blood.

Once you've gotten an eyeful, head back outside to have a chat with the Prophet. He tells you of a prophecy, from no less than Pelinal Whitestrake himself, of the return of Umaril.
Who is Pelinal Whitestrake? He's an ancient crusader, one of the companions of St. Alessia herself during the overthrow of the Ayleids 3,000 years ago.
Who is Umaril? Umaril the Unfeathered was an ancient sorcerer-king of the Ayleids, and was overthrown by Pelinal Whitestrake. He's back, and he's obviously quite unhappy with how things turned out.
Now what? Umaril cannot be stopped by anything less than a Champion, pure in heart, wearing the Divine Relics of the Crusader. That would be you.

Be humble to avoid the runaround. In order to get on your way to the Quest for the Relics, you must first undertake the Pilgrimage.



The Pilgrim's Way
The Pilgrimage involves visiting one Wayshrine for each of the Nine Divines. You cannot fast-travel to these locations, as they don't have their own map markers, but you can fast-travel near them. A very good way to find these Wayshrines is to visit http://www.uesp.net/wiki/Oblivion:Wayshrines. Some of them can be a bit painful to find, especially if all you're going by is the Prophet's map.

Each time you complete the Pilgrimage by visiting each Wayshrine, your infamy is reset to 0. You cannot use the Divine Relics if you've got any infamy.

At the Wayshrine of Zenithar, you are approached by Sir Roderic and his squire Lathon. Talk to them, they're friendly. Sir Roderic is also on the Pilgrimage for the Divine Relics. You'll be hearing from them again later on.



The Shrine of the Crusader
The moment you finish praying at your last Wayshrine, a hearty voice hails you. Suddenly you find yourself whisked away to a place of nothing but fog and a solitary figure. That figure is Pelinal Whitestrake.

Once Whitestrake is finished speaking, you find yourself back to where you'd been standing only a few minutes ago, and your map shows a directional arrow to a spot between Lake Rumare and the headwaters of the Upper Niben, southeast of the Imperial City. Yes, it's underwater. Don't worry, you won't have to hold your breath for very long, but some means of Water Breathing may not be a bad idea, just in case. What you're looking for is the underwater entrance of the Ayleid ruin of Vanua.

Also useful is a spell of Detect Life, as the place is crawling with undead. To open the hidden door that's right in front of you, the button's slightly behind and to your left, just past the Welkynd Stone pillar. Take the passage on the left that goes upstairs, and you eventually end up in front of a simple wooden door at the end of a crudely-tunneled passage. Behold the Shrine of the Crusader.

More undead await. You'll hop through more than one hole in the wall before you find a skeleton laying facedown on the ground, and a large red shield next to it. This is the body of Sir Amiel, a long-dead Crusader. You don't really need his shield, but you do need the key and ring he's carrying, as well as his journal to give you the location of the Priory of the Nine. Once that's done, head through the locked door, and another hole in the wall at the end of the caved-in passage. It's easy to get turned around in here, so don't be afraid to refer to your local map as you make your way to the Lost Catacombs.

Still more undead and makeshift tunnels stand between you and your re-entry to the Shrine of the Crusader. Once the Helm is yours, it doesn't hurt to put it on. It's Heavy Armor, with Fortify Restoration and Health enchantments, and just putting it on gives you a nifty Lesser Power called Serene Beauty, a powerful Calm spell for a mere 25 Magicka.



The Priory of the Nine
The Priory of the Nine, according to your map, is out in the middle of nowhere, halfway between Skingrad and Bravil on the Elsweyr border. It's not much: just a chapel, a stable, and a very run-down main building. Stroll around inside the Priory, and eventually you'll see the Knights of the Nine symbol on the floor. Insert the ring you borrowed from Sir Amiel, and the Symbol becomes a set of steps. At the other end of the basemant is the Priory Undercroft.

Directly in front of you is the Cuirass of the Crusader. As you walk across another Symbol on the floor, you suddenly find you're not alone. You can put your sword down for the moment; these are the ghosts of fallen Knights. One of them approaches you. It's Sir Amiel, not quite in the flesh but about as close as you're going to get. He demands that you prove yourself against him and his ghostly friends. Okay, you can grab your sword now.

You're not going to get mobbed, thankfully; these are Knights, and Knights stick to duels. It's a long series of duels, though, but at least you get breaks in-between them for healing. At the end of the duels, you're allowed to claim the Cuirass of the Crusader. In addition to the Fortify Health and Restoration enchantments, it also grants some Immunity to Normal Weapons.

Talk to your new friends. Sir Juncan sets you on the path to the Boots of the Crusader, Sir Ralvas tells you about the Mace, Sir Henrik can point you to the Shield, and Sir Casimir has a little story to tell about the Gauntlets. Take heed from Sir Casimir's story: you cannot wear the Divine Relics of the Crusader if you gain Infamy. Do so, and you'll have to do the Pilgrimage all over again.

Before you leave the Priory house, look around. There's two places to sleep, and a few books laying around with some interesting history on Pelinal Whitestrake and his role in some significant battles? as well as a sneak preview of a very nasty character you'll be meeting later.

And now, Sir (or Lady) Knight, let the questing begin.



Nature's Fury: The Boots of the Crusader
Your compass points you to a spot southwest of Weye, which is west of the Imperial City. Once at the shrine, speak to Avita Vesnia.
***Possible Glitch Warning: This is why you want Oblivion to load KotN last. Many, many people have posted that Avita doesn't have the Boots of the Crusader topic, and the only way to fix this is to a) reload a save you made before you talked to her and make sure KotN loads last, or b. start a new game. No, you cannot speak to her, save, rearrange the mod load order, and then talk to her again. If it's not there the first time, you're outta luck.***
At first, you may think you're at a Daedric shrine; there's a statue, and people in robes walking around. Don't worry, you're in the right place. Avita directs you to the Grove of Trials, a bit farther west. She advises you to not bring anyone with you, and for good reason.

Stand around in the clearing for a bit, and wandering out of the woods will come a BIG honkin' grizzly bear. This bear is the Forest Guardian, and it's looking to put a few dents in that pretty new helmet of yours. However, before you draw your weapon or start blasting away with fireballs, stop and think for a moment. Kynareth asks that you respect nature, remember? Translation: stand there and take a few for the team. The bear lets up after a few whacks, and the door to Kynareth's Grotto reveals itself.

Ignore the Spriggans inside the Grotto; they're peaceful. The Boots give you more Fortify Restoration, and a passive effect called Woodland Grace. You may be wondering what that is. Head back to Kynareth's shrine and Avita tells you that so long as you wear the boots, you will come to no harm from creatures of the forest. In other words, as long as those Boots are equipped, all those bears, wolves, Spriggans, and yes, even mudcrabs will now leave you alone (although this does not apply to your horse).



Stendarr's Mercy: The Gauntlets of the Crusader
Your destination is the Great Chapel of Stendarr in Chorrol. It shouldn't take you long to find the Gauntlets, surrounded by candles. Go ahead, try to pick them up. You can't even budge them. Look around, and find a High Elf named Areldur. Listen to his story. Your next target is Kellen in the Chapel Hall? the descendent of the beggar struck with the Gauntlets by Sir Casimir. No, nobody will tell you what his curse is, only that he's miserable and, to hear him tell it, dying.

Back upstairs to Areldur, where you learn that the only way to lift Kellen's curse is to take it upon yourself. Areldur can't bear to tell Kellen or to try to do it himself, but hey, what are Knights for if not to protect the weak? Pray at the Chapel altar, and you're granted the Lesser Power to Lay Hands. Back downstairs to Kellen.

Lay those hands on him, and his curse is now yours. "I feel good," he says. "I feel GOOD! I don't feel like death, I feel like? RUNNING!!!" As he hops up to do just that, you realize you know what his curse is: you're tired. Specifically, a nasty little knock to your Fatigue. You can't help but smile, though, as he laughs with joy and runs laps around the dining table in the Hall. Despite your new curse, you've got another reason to smile: you've shown mercy to the weak, meaning that the Gauntlets are yours. In addition to the standard Fortify Restoration, you're granted partial immunity to disease (oh, the irony) and the Lesser Power of Merciful Touch, which allows you to Restore Health on others.

If you speak to Areldur before you leave, he tells you that he's humbled by your act of mercy, and that he's leaving the church to re-think his calling.



Wisdom of the Ages: The Shield of the Crusader
This one's a doozy.

Once again, you're off to the middle of nowhere. Specifically, Fort Bulwark northeast of Leyawiin, near the border of Black Marsh. From the outside, it looks like your typical Conjurer lair. Wander around inside for a bit, and you'd almost be right. Once you enter, hang a U-turn to the left, then your first right.
**Beware: If you go straight here, rather than go right and enter the room with the bridges, you're headed straight for a dart trap. It doesn't fire continuously, though, so if you time it right, it's harmless. Use the tiny alcoves to duck from the Conjurer's spells until you either hit her with your own, or she walks into the trap.**

Head west across the bridge, all the way across the room, and north until you find a room with a Conjurer and a Conjurer Adept. Read the note on the desk, and don't forget to turn the handle on the floor of the room before you leave it. Head back into the hallway and hang an immediate left to another "turn handle."

Back in the "bridge room," the southward drawbridge is still up, but your compass points you north. Those bridges are down, and now you get to the fun part. Pay attention to the candles, as it's a little tricky. One candle on your left. Next row, two on the right. Third one, three candles on the left, and on the fourth row, again one candle on the left.

Still don't get it? Neither do I, but the combination you're looking for is left, middle, right, left (thank you, Kusan's previous walkthrough!). Don't go "over and across" by walking on nothing but panels. Step on the panel, step off onto plain floor, then align yourself with your next panel. Once the gate opens, it's on to more Fort Bulwark.

Head down the hallway, which looks suspiciously like a dungeon, until you come upon the cell of one Sir Thedret. Open the gate, talk to him, and he gives you a clue: "When the eyes of the Guardians are upon you, Julianos will show you favor." What does that mean? Not sure yet, but you'll find out fairly soon. Cleanse the Conjurers in the north and west "workrooms," and head down the western hallway.

Be warned: once you get to the westernmost room, up the stairs, save your game. It gets nasty. Up on more bridges, you see a raised drawbridge with the lever right next to it. As you turn the lever, you hear the familiar sound of dart traps.

Look up.

Yes, you have to run this gauntlet of raining, pointy death. As before, the dart traps are not continuous, so if you time it right, watch your step, and save at the safe spots, you shouldn't earn yourself too many new holes. It may sound like the darts never stop falling, but that's just because they're cascading. As long as your timing is right, your biggest frustration is going to be accidentally walking off the bridge.

Once you've made it all the way across, there's a chest tucked behind the statue before you descend the stairs with a healing potion, if you need it.

Now, ahead of you is a room with four stone statues in a cluster, and a larger statue of Julianos. Remember Sir Thedret's advice? Those four statues are the Guardians. Each Guardian statue has a handle somewhere on the pedestal; your goal is to turn them all so that they're facing the small raised circle on the floor between them. Some of them, you may have to turn the handle more than once.

You know you've done it right when the torches poof out, and a door slides open to the south. Follow your new trail to yet more Fort Bulwark.

Guess what you get to do next? Yep? another puzzle. Well, not really a puzzle so much as a time-consuming (and really rather annoying) memory game. Head up to the platform, step on the button, and take Rodjar's Gem. Stand on that button and look around; one of the statues will have an item floating in front of it. Remember what that item is. Drop the item (in this case, Rodjar's gem) in any old chest, head back up the platform, step on the button, grab the new item (in this case, Rodjar's book), look around for another statue with something floating in front of it (remember that, and try to remember where you saw the book), lather, rinse and repeat until everything's in its proper place.

This may take a while.

Clockwise from the south (open) door: Rodjar's Book, Rodjar's Hammer, Rodjar's Skull, Rodjar's Gem, Rodjar's Stone, Rodjar's Helm, Rodjar's Goblet, Rodjar's Sword.
You know you put the item in the right chest when the chest starts glowing and the statue above it turns to face you. Get them all, the torches go poof!, and the north door opens.

Oh, thank the Nine, it's the Shield!!! Sadly, you never get to meet Rodjar and give him the beatdown I know you're just dying to deliver. Enjoy your new Spell Reflection enchantment as you head up the passageway (either one's fine) to the north. Emerge on the south side of the "bridge room" in Fort Bulwark's upper level, and sing and dance your way back to the sunlight.



The Path of the Righteous: The Mace of the Crusader
Don't worry, this one's much easier than Julianos and his bloody Shield quest. You get to head directly to Leyawiin, and its Great Chapel of Zenithar. As you enter the Chapel, you're stopped by one Carodus Oholin. Either chat him up (with later benefits) or blow him off, whichever you prefer, and head down to the Chapel Undercroft.

Ghosts!
Wait? friendly ghosts. Attack them if you wish, but there's really not much point. Follow your compass and pray at the tomb of Saint Kaladas.

Again with the random teleporting? if you fall, you have to start over. The simple trick is to wear all of your Divine Crusader armor (particularly the Boots), and walk straight to the Mace. It's got Fire and Turn Undead enchantments, but isn't really going to do much damage unless you've got decent Blunt skill. Equip it anyway, and you're blessed with another passive ability: Crusader's Arm, which thankfully gives you a small boost in Blunt.

Head back upstairs? you've got company.

Gleaming golden beings called Aurorans are whacking the Chapel-goers, so do your thing. Your fan Carodus pledges his sword to the Order; it doesn't hurt to welcome him aboard. Time to head back to the Priory.



The Faithful Squire
There's a Paint Horse in the stable when you arrive, and the garden has been replanted. Head inside the Priory house, and you're greeted by some familiar faces: Avita Vesnia from Kynareth's shrine, Areldur from the Great Chapel of Stendarr, Sir Thedret of Fort Bulwark? and Lathon, the squire of Sir Roderic, whom you met while on your Pilgrimage.

Make that the late Sir Roderic. He'd been questing for Relics in Underpall Cave, and run into no less than the fallen Sir Berich himself. Lathon managed to make off with the Greaves of the Crusader (which he gives to you), but Ex-Sir Berich still has the Sword. Worse yet, somehow the fallen knight is somehow able to actually wield the divine relic. Lathon mentions that if the sword is recovered, it can be turned pure again by bringing it to the Chapel of Arkay.

Go ahead and make Lathon a Knight of the Order, as it can't hurt to have another sword following you. Heck, make 'em all Knights. While they're off equipping themselves, take a moment to admire the work done in the newly-restored Priory house. While you're at it, don the Greaves, and you get boosts to Restoration and Destruction, as well as the Lesser Power "Blessing of the Eight," which lets you cast a minor Shield spell on a companion.

There's a second boon to this: Wearing all the armor at once gives you the passive Umaril's Bane? it includes Kynareth's Woodland Grace, and Holy Aura, a minor-yet-constant Shield effect.

When you're done poking around in the Priory house, head downstairs; your Knights are outfitted, using the practice dummy, and talking to your new Blacksmith. Sergius Turrianus doesn't buy or sell, but he does Repair things for the usual fees. Also, don't forget to chat with your old friends in the Undercroft: Sir Caius and Sir Amiel tell you two parts of a dirty little secret about Sir Berich and how the Old Order died.

When you're ready to go, hop onto your horse, Sir Lathon mounts his, and you're off to Underpall Cave.



The Sword of the Crusader
At first, it seems rather empty. This will change (in vanilla Oblivion, this is a Necromancer lair). As you head down into the Underpall Keep, those with Detect Life will notice figures on the ledges above you. They don't do anything to you (yet), but they're there.

Beware of the falling rock trap just beyond the large double doors. Dispatch the few undead (Sir Lathon is surprisingly effective at this, given the normal efficiency of NPC allies), and pass into the Reflecting Chamber. Follow Sir Lathon; he knows where he's going. He leads you to the body of Sir Roderic.

Beyond the next door is the Wraith of Sir Berich, and he is one nasty son of a Lich. Once you've put him to rest, pick up the Sword of the Crusader. ***Don't equip the sword!!!*** Do so, and you'll receive its curse: Stunted Magicka.

Next destination: the Great Chapel of Arkay in Cheydinhal. Oh goody, more Aurorans. Knock them dead, so you can hurry up and un-curse yourself and the Sword. Kellen's Curse of the Consumed (from the Gauntlets quest) remains, but the sword is safe to use now.

Once again, you're off to the Priory of the Nine.



The Blessing of Talos
Upon your arrival, you're greeted by a Nord on horseback; Geimund and his brother Gukimir have come all the way from Skyrim to join up with you. Knight them if you wish. Once that's done, Sir Thedret tells you that the Prophet has arrived, and he's assembled all the Knights in the Priory Chapel. Looks like you're just in time for a sermon.

Pelinal Whitestrake was unable to conquer Umaril, because Umaril is essentially a Daedra. If you kill his body, his spirit will just head back to Oblivion to reform and regroup. Head off now and you'll suffer the same fate as Whitestrake.

You do have an advantage, though; speak to the Prophet. Back in Pelinal's day, there were only Eight Divines. With the apotheosis of Tiber Septim, who became the Divine Talos, the Eight became Nine. In other words, so far you only have Eight blessings of the Nine Divines.

He grants you the Blessing of Talos, which not only cures the curse you picked up on the Gauntlets quest, but will allow you to follow Umaril into Oblivion and put him down once and for all.

You may have noticed the wood elf Brellin sitting by himself in the back row of the Chapel. You can Knight him, too. When you're ready, the Prophet tells you that all your Knights will meet you at Garlas Malatar, northwest of Anvil. Don't leave home without your Crusader gear; this battle is specifically what the Relics were created for.



Umaril the Unfeathered
Before you go charging in, make sure you give your Knights time to actually get to Garlas Malatar; most of them are walking rather than riding. If you've accepted everyone who asked, Eight Knights and One Crusader (you) stand before the bridge that leads to the ruin. Take this opportunity to prepare yourself, and perhaps cast some beneficial spells on your allies. You're going to need them.

Launch the attack. As you charge toward the ruins, two Aurorans await. Take a moment to see how your companions fare (pretty well, actually). Inside the first large room in the ruins, the button you're looking for to open the remotely-activated doors is on a bier on the lower level, north end. Your party splits up, but you'll all convene in a large room. It's the Ayleid version of what looks to be a cross between a throne room and a chapel; several pews face a throne on a raised pedestal. There are also a lot of Aurorans, so be prepared.

On the level of Ceysel, your Knights form up and wait for you to push the button. Again, take the time to stop and cast some healing and boosting spells on yourself and your party. There's a large room on the other side of those doors, packed with Aurorans, as well as a raised platform with a glowing blue sphere.

Notice something: all the Aurorans in the room, despite the best efforts of yourself and your companions, don't stay dead. Your friends are just holding the fort while you go do the Hero thing. Follow the lower level of the room around the platform and up the stairs, taking time to whack the stray Auroran that might pop out at you. As you lay your hands on the glowing stone, the room shakes, the rippling barrier explodes in a cloud of blue-white light ? and time stops. You're also alone; no Knights or Aurorans are anywhere to be seen. The barrier isn't really gone, but rather just shifted behind you, meaning the only way to go is forward. Heal yourself, recharge your weapons, repair your armor, and cast your boosting spells before you enter the next level, Carac Abaran.

A couple of Aurorans take potshots with their shock spells as you run through a windowed hallway, down some stairs, past biers just stacked with Ayleid casks (free potions). After you dispatch them, you find yourself in a large room with a small pool of water, some empty Welkynd Stone holders, and a folded set of stairs. Step towards the pool, and those empty stone-holders flare up. A barrier forms behind you. In front of you, the stairs raise up, and at the top is a big, bad Auroran.

Say hello to Umaril. He's a boss version of the Aurorans and he doesn't go down easy. When he is down, grab his sword: it's a nice Elven Claymore with Shock and Damage Fatigue enchantments.

Heal up. It's time to put the Blessing of Talos to the test.

Cast it, and you're held in place as the room turns hazy and white, and you hear the wind howling as you're transported to an unlikely battleground: the sky. You've been in the sky before: It's where you talked to Pelinal Whitestrake the first time. Now, however, it's just you and a very unhappy Umaril. Give him what he deserves.

The minute he dies, you may think his body is being flung into the heavens. That's just an optical illusion. Look down. Just as you're sure you're about to leave a nasty stain on the top of White-Gold Tower, a glowing golden light surrounds you? and you're back in the Undercroft of the Priory of the Nine.

Once again you found yourself surrounded by the ghosts of the Knights of the Old Order. With Umaril gone, they're departing this world, in order to serve the Nine in Aetherius. You learn that should you ever need their help, simply pray at their tombs; each tomb grants a blessing. As their souls depart, one solitary soul remains: Sir Berich. He's stayed behind long enough to thank you for redeeming both him and the Sword.

Don't miss the chest to the left of the Cuirass's old resting place; it's got some nice loot in it.

As you head back into the basemant, Sir Thedret comes dashing up to you, confused at hearing voices from the Undercroft; once you broke Umaril's Stone in Garlas Malatar, you had disappeared, and the Knights eventually found your "body" next to Umaril's. Thinking you dead, the Knights had actually interred you. Follow the overjoyed Sir Thedret outside, where all of the surviving Knights are waiting. After his speech, they all cluster around you and cheer. Go ahead and bask in your moment of glory. When the moment's over, they scatter about the Priory. They'll eat, sleep, practice with their weapons, chat with each other. The Priory is their home now.



And what of the Prophet? He's gone? you won't find him at the Priory, or in Anvil.
He's done what he's come to do, and so have you.

Congratulations! You have completed the Knights of the Nine quests!

As a perk for being the Divine Crusader, you now have the option to ask one of your Knights to follow you, just as you can if you complete the Dark Brotherhood and Mages Guild questlines. Be warned, these Knights can die. If that happens, they will be replaced at the Priory by a nameless "Knight of the Nine." These anonymous recruits aren't quite as powerful as your named friends, and lack the ability to cast spells.

As another nifty little bonus, the niche which first held the Cuirass of the Crusader now serves as a sort of display rack; you can place one or two Relics, or the whole set if you wish, on the rack. After all, your Crusade is over. If you decide to start doing other questlines which will probably net you some infamy points, thus rendering you unable to use the Relics, at least you've got a safe place to store your gear until you complete your Pilgrimage.

As I've said before (and will say it again), you cannot wear the Divine Relics if you've gained Infamy. In order to redeem yourself, complete the Pilgrimage again and your Infamy is reset to 0. Needless to say, the Dark Brotherhood questline really isn't compatible with Knights of the Nine.



One thing I've always wondered, though? Aurorans are Daedric minions of Meridia, the Daedra Prince who is essentially the counterpart to the Divine Arkay. Meridia hates the undead, so why's she helping Umaril?

Daedra? go figure.
User avatar
Ebou Suso
 
Posts: 3604
Joined: Thu May 03, 2007 5:28 am

Post » Wed Sep 15, 2010 9:39 am

__________
I gathered this information from several members around the forum along with another helpful member. I would like to give a special thanks to The Real McCoy and many in the mods forum for this collection of information. I hope is is helpful for some of you that have problems.
Knights of The Nine - Known Issue for PC users
There is a known issue with the quest called Nature's Fury.

Issue:
The NPC called Avita Vesnia located at the Shrine of Kynareth will not display the topic of Boots of the Crusader. This can prevent you from advancing further in the quest.

Cause:
The Kights of the Nine official add-on must be the last mod to load, or the dialogue will not display properly. To our knowledge, this applies to all official and user-made mods.

For detailed information: http://cs.elderscrolls.com/constwiki/index.php/Category_talk:Editing_Dialogue

Solution/Workaround:
1- First make certain that you have applied the official patch.
The correct version for your location can be found here: http://www.elderscrolls.com/downloads/updates_patches.htm

2- The mod loading order is determined by the date of modification, with the oldest modified file loading first and the newest loading last.
You can change the Knights of the Nine's date of modification to a newer date manually by using a file attribute utility like:
http://www.elwinsoft.com/atm.html or http://www.nirsoft.net/utils/filedatech.html
Now, all you need to do is get the Filedate Changer (google it) and set the date on the Knights esp to today or next year.
You did not need OBMM to do this.

Or by using a mod utility such as:
http://timeslip.chorrol.com/obmm.html or http://wrye.ufrealms.net/#WryeBash.

Notes:
The fix will not work if you have already spoken to Avita Vesnia and did not get the Boots of the Crusader topic. You will need to revert to an earlier save prior to speaking to her, or start a new game.

For technical advice on installing the Knights of the Nine see the Official Thread in the:
http://www.elderscrolls.com/forums/index.php?showforum=23
User avatar
James Wilson
 
Posts: 3457
Joined: Mon Nov 12, 2007 12:51 pm

Post » Wed Sep 15, 2010 12:38 pm

Good places to find Armor;

By Shadowhider

Heavy
------------
Dasek Moor (South of Kvatch)
Infested Mine (Way north of Kvatch)
Fort Homestead (South of the IC)
Fort Alessia (South of the IC)
Gutted Mine (Azura's Shrine quest)
Sundercliff Watch (Mehrune's Razor plug-in)
Rockmilk Cave (North of Leyawiin) - also good for light armor!
Fort Blueblood (East of Leyawiin)

Light
------------
Shattered Mine (North of Kvatch)
Cursed Mine (West of Skingrad)
Crumbling Mine (Just outside of Chorrol)
Hrotanda Vale (North of Chorrol)
Outlaw Endres Cave (Northwest of the IC)
Capstone Cave (West of Bruma)
Rickety Mine (East of Cheydinhal)
Onyx Caverns (East of Leyawiin)

Wilderness camps also abound with light armor and leveled bows (another FAQ)

If you're the daring type, vampire lairs offer a great mix of light and heavy armor.
Lipsand Tarn (North of Chorrol)
Fort Carmala (South of Chorrol)
Nornolhorst and Fort Vlastarus (East of Skingrad)
Memorial Cave and Barren Cave (East of the IC)
also Fanacas (North of Cheydinhal)

If you can't find the armor you're looking for at these locations, you're probably not leveled to it yet.
User avatar
x_JeNnY_x
 
Posts: 3493
Joined: Wed Jul 05, 2006 3:52 pm


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