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Oblivion Cheats, Hints, Spoilers Exchange information on walkthroughs, quests, finding items, and other gameplay "spoilers" for Oblivion.

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Old 04-28-2006
Dicksmack
 
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Default Official Q&A Thread for Oblivion

Ok, to start off this isnt my guide this is everyones. So i don't want anyone complaining to make one because Jada told to make this because i've had some time to think and it was decided that this was the best decision. So that said there are guids to Races, Sigil Stone Guides and Glitches and so on below. If anyone finds anything new send me the link and ill add it if its worth getting put. Everyone is able to help everyone. This isnt my thread its the forums.
The guides are below.
There are LINKS below to the specific threads below
Hitzel's Sigil Stone Guide
Hitzel's Sigil Stone Guide
I SniX I's Guide to Races
Guide to Races, if you are not aware!
II WoW II's Guide To Alchemy,Houses,Guilds,Shrines,Etc
Oblivion Guide

TM22's Cheats and Glitches Thread
http://the360forum.com/showthread.php?t=3449

Thanks to WoW for the Alchemy lists and guides


Alchemy - Potion List
EFFECTS (Black): INGREDIENTS (Green)

Potions/Poisons to be made at Novice level

Just getting started can be confusing. So here are some recipes for useful potions/poisons you can make at Novice level.

Restore Magicka: Flax Seeds, Steel Blue Entoloma
Restore Health: Cairn Bolete Cap, Lady's Smock Leaves
Damage Health: any two of Wisp Stalk Cap, Stinkhorn Cap, Nightshade or Spiddal Stick

Potions/Poisons to be made at Apprentice level

When you reach Apprentice level you can really start making worthwhile potions and poisons, some even with multiple effects. Here are some of the more useful ones.

Feather: Flax Seeds, Venison
Cure Disease: Mandrake Root, Elf Cup Cap
Dispel: Bergamot Seeds, Ectoplasm
Restore Health: Lady's Smock Leaves, Aloe Vera Leaves
Night Eye: Carrot, Viper's Bugloss Leaves
Detect Life: Rat Meat, Bread Loaf
Water Breathing: Onion, White Seed Pot
Silence: Vampire Dust, Rice
Damage Speed: Green Stain Cup Cap, Peony Seeds
Damage Health + Damage Magicka: Harrada, Spiddal Stick
Damage Health + Damage Magicka + Silence: Harrada, Spiddal Stick, Vampire Dust, Rice

Potions/Poisons to be made at Journeyman level

Journeyman level reveals three ingredient effects. Multiple effect combinations are more numerous, and some new potion and poison effects are no possible.

Water Walking: Grapes, Tiger Lily Nectar, Stinkhorn Cap
Fortify Strength: Arrowroot, Elf Cup Cap
Chameleon: Radish, Bloodgrass
Invisibility: Tinder Polypore, Wormwood Leaves
Reflect Damage: Scamp Skin, Green Stain Cup
Fire Damage: Fire Salts, Steeel Blue Entolima
Frost Damage: Milk Thistle, Vampire Dust
Paralyze: Clannfear Claws, Daedra Venin
Damage Health + Damage Magicka + Silence: Harrada, Spiddal Stick, Rice
Damage Health + Damage Magicka + Damage Speed: Harrada, Spiddal Stick, Peony Seeds, Pear
Damage Health + Damage Magicka + Fire Damage: Harrada, Spiddal Stick, Steel Blue Entoloma
Damage Health + Damage Magicka + Fire Damage + Silence: Harrada, Spiddal Stick, Blue Entoloma, Rice

Potions/Poisons to be made at Expert level

Expert level reveals all possible ingredient effects. Creating single effect potions/poisons should be easy by now, but here's one brand new potion and some combination poisons to try.

Fortify Speed (+ Damage Health): Pear, Wisp Stalk Cap (yes, this is a potion and not a poison, since it contains positive effects)
Reflect Spell: Glow Dust, Cinnabar Polypore Cap Yellow
Fire Damage + Shock Damage + Damage Health (common): Spiddal Stick, Imp Gall, Ectoplasm, Fly Aminata Cap
Fire Damage + Shock Damage + Damage Health (uncommon): Imp Gall, Ectoplasm, Fire Salts, Ogre's Teeth
Paralyze + Frost Damage: Dryad's Saddle Polypore, Milk Thistle Seeds, Tennel Seeds
Paralyze + Frost Damage + Silence: Harrada, Milk Thistle Seeds, Vampire Dust
Paralyze + Frost Damage + Damage Magicka + Silence: Fennel Seeds, Harrada, Milk Thistle Seeds, Vampire Dust
Paralyze + Fire Damage + Damage Magicka + Damage Health: Steel Blue Entoloma, Imp Gall, Harrada, Fennel Seeds
Paralyze + Damage Health + Damage Magicka + Damage Intelligence: Fennel Seeds, Harrada, Wisp Stalk Cap


Guilds
Info on Guilds, mainly regarding how to find them, how to join them, and quest help.

Where to Join / How to Join
Mages Guild: Mages can join in any town and begin gathering recommendations. Once all recommendations are earned one can enter the Arcane University in the Imperial City, home of enchanters and powerful trainers.

Fighters Guild: Although there is a chapter in each town there are only 3 locations where you can gain membership: Anvil, Chorrol, or Cheydinhal.

Thieves Guild: There are no chapters to find, but rather several alternative means of gaining admission. The simplest is to read the wanted posters of Gray Fox scattered around Imperial City, then talk to a peasant (use persuasion/bribes/charm) and ask about this notorious thief. Alternatively, get sent to jail.

The Arena: Easy, it's right there on the map, in the heart of Imperial City. Go down into the Bloodworks sometime between 9 AM and 9 PM and talk to Owyn.

Dark Brotherhood: You don't find them, they find you. Commit a murder, then go to sleep in a bed. In the night a member of the Brotherhood will come to you, offering membership.



Trainers
Low level trainers will train to level 40
Medium level trainers will train to level 70
Master level trainers will train to level 100


-Many trainers require guild membership to train
-Master Trainers won't have training topic until you are referred to them by a Medium Level trainer. Your skill must be 70 or higher for Medium Level trainers to refer you (Destruction and Marksman medium trainers also require Disposition of 80).
-Master Trainers usually require a set game stat (Fame/Infamy, NPC's killed, etc) and/or a quest completion.



Acrobatics
Low Level
Quill-Weave: Anvil (house on main thoroughfare)
Ida Vlinorman: Imperial City (house NE quad of Elven Gardens District)

Medium Level
Tsrava: Leyawiin (J'Bari's house in south central quad)
Ganredhel: Cheydinhal (house SE corner)

Master Trainer
Torbern: Aerin's Camp (N. of Cheydinhal, E. of Azura's Shrine, NE of Rugdumph's Estate)
* No special requirements or quest


Alchemy

Low Level
Felen Relas: Anvil Mages Guild
S'drassa: Leyawiin Mages Guild

Medium Level
Ardaline: Bravil Mages Guild
Brotch Calus: Bruma (house E. of Great Chapel of Talos)

Master Trainer
Sinderion: Skingrad (West Weald Inn cellar)
* Quest


Alteration

Low Level
Dovyn Aren: Imperial City (house next to Ida Vlinorman in Elven Gardens District)
Deetsan: Cheydinhal Mages Guild

Medium Level
Athragar: Chorrol Mages Guild
Abhuki: Faregyl Inn (S. of Imperial City on Green Road)

Master Trainer
Tooth-in-the-Sea: Niben Bay (N. of Bravil)
* Quest


Armorer

Low Level
Eitar: Leyawiin (Margarte's house E. of Chapel of Zenithar)
Tadrose Helas: Bravil Fighters Guild

Medium Level
Rohssan: Imperial City (A Fighting Chance shop in Market District)
Rasheda: Chorrol (Fire and Steel shop)

Master Trainer
Gin-Wulm: Imperial City (The Best Defense shop in Market District, or wandering Market or Elven Gardens District)
* Quest


Athletics

Low Level
Uuras: Skingrad (house SW corner)
Mahei: Leyawiin (house)

Medium Level
Hauls-Ropes-Faster: Anvil (The Fo'c'sle or wandering Waterfront)
Honditar: house (SW of Chorrol)

Master Trainer
Rasia Brandus: Anvil (Silgor Bradus house)
* Discover 30 locations


Blade

Low Level
Naspia Cosma: Cheydinhal Castle
Right-Wind: Bruma Fighters Guild

Medium Level
Sherina: Leyawiin Fighters Guild
Rhano: Anvil Fighters Guild

Master Trainer
Alix Lencolia: Faregyl Inn (S. of Imperial City on Green Road)
* Fame or Infamy of at least 20


Block

Low Level
Fadus Calidius: Skingrad Fighters Guild
Huurwen: Anvil Fighters Guild

Medium Level
Lum gro-Barath: Chorrol Fighters Guild
Ambroise Canne: Skingrad (house in SE corner)

Master Trainer
Adragil: Bravil (upstairs from Dro'Shanji house in north central section)
* Quest


Blunt

Low Level
Bugak gro-Bol: Leyawiin (Southern Books shop)
Vigdis: Anvil Fighters Guild

Medium Level
Christophe Marane: Brina Cross Inn (NE of Anvil)
Azzan: Anvil Fighters Guild

Master Trainer
Irene Metrick: Imperial City (house in SW quad Elven Gardens District)
* 50 NPC kills


Conjuration

Low Level
Fathis Aren: Bravil Castle
Sulinus Vassinus: Skingrad Mages Guild

Medium Level
Alberic Litte: Chorrol Mages Guild
Arentus Falvius: Bruma Great Chapel of Talos

Master Trainer
Olyn Seren: Molag Bal Shrine (W of Imperial City)
* Quest


Destruction

Low Level
Chanel: Chorrol Castle
J'skar: Bruma Mages Guild

Medium Level
Marc Gulitte: Anvil Mages Guild
Delphine Jend: Bravil Mages Guild

Master Trainer
Bralsa Andaren: Camp (Imperial Reserve near Kynareth Shrine W. of Weatherlea Estate)
* Quest


Hand-To-Hand

Low Level
Nahsi: Bravil Fighters Guild
Rufrius Vinicius: Anvil Fighters Guild

Medium Level
Davela Hlaren: Imperial Bridge Inn (N. bank of Silverfish River E. of Yellow Rdl)
Ra'qanar: Cheydinhal Castle

Master Trainer
Helvius Cecia: Bruma (house in SE corner)
* Quest


Heavy Armor

Low Level
Brodras: Leyawiin Fighters Guild
Bumph gra-Gash: Bruma Fighters Guild

Medium Level
Valis Odiil: Chorrol (house SE corner or The Gray Mare)
Varnado: Imperial City (The Best Defense shop in Market District)

Master Trainer
Pranal: Roxey Inn (NE corner of Lake Rumare on Red Ring Rd)
* Quest


Illusion

Low Level
Hil the Tall: Cheydinhal Chapel of Arkay
Jantus Brolus: Bruma (Istrius Brolus house)

Medium Level
Carahil: Anvil Mages Guild
Kud-Ei: Bravil Mages Guild

Master Trainer
Martina Floria: Imperial City (Chironasium at Arcane University)
* Quest


Light Armor

Low Level
Dul gro-Shug: Imperial City (house NE quad Elven Gardens District)
Olfand: Bruma (North Winds shop)

Medium Level
Luciana Galena: Bravil (house above house for sale in southern section)
Ahdarji: Leyawiin (house W of castle's southern gate)

Master Trainer
J'Bari: Leyawiin (house in south central quad)
* Quest


Marksman

Low Level
Edla Dark-Heart: Bruma (Regner's house on south side)
Shameer: Skingrad (house W of Great Chapel of Julianos)

Medium Level
Reman Broder: Skingrad (house SW corner)
Pinarus Inventius: Anvil (house)

Master Trainer
Alawen: Troll Candle Camp (E. of Anvil) or hunting
* Quest


Mercantile

Low Level
Foroch: Gottshaw Inn (SW of Kvatch)
Mach-Na: Cheydinhal (Mach-Na Books shop)

Medium Level
Margarte: Leyawiin (house E Great Chapel of Zenithar)
Seed-Neeus: Chorrol (Northern Goods and Trade shop)

Master Trainer
Palonirya: Imperial City (Divine Elegance shop in Market District)
* Quest


Mysticism

Low Level
Angalmo: Chorrol Mages Guild
Druja: Skingrad Mages Guild

Medium Level
Ita Rienus: Bravil Mages Guild
Boderi Ferano: Imperial City (Mystic Archive in Arcane University)

Master Trainer
Dagail: Leyawiin Mages Guild
* close 3 Oblivion gates


Restoration

Low Level
Cirroc: Bruma Great Chapel of Talos
Marie Palielle: Skingrad Great Chapel of Julianos

Medium Level
Marz: Bravil Great Chapel of Mara
Ohtesse: Cheydinhal Great Chapel of Arkay

Master Trainer
Oleta: Kvatch (Chapel of Akatosh or refugee camp)
* Quest


Security

Low Level
Malintus Ancrus: Chorrol (house in SW corner)
Samuel Bantien: Imperial City (house SW quad Talos Plaza district)

Medium Level
Dro'Shanji: Bravil (house north central section below Andragil)
Mandil: Imperial City (Othrelos's house in NE quad Elven Gardens district)

Master Trainer
J'banna: Imperial City (inside enclosed NE portion of prison yard in Imperial Legion district)
* Quest


Sneak

Low Level
City-Swimmer: Bravil (house above S'krivva SW of city gate)
Glistel: Chorrol (Malintus Ancrus house in SW corner)

Medium Level
Othrelos: Imperial City (house NE quad Elven Gardens district)
Mirabelle Monet: Anvil (Fo' c'sle boarding house on waterfront)

Master Trainer
Marana Rian: Imperial City (house in NW Temple District or wandering Arboretum or Waterfront districts)
* Quest


Speechcraft

Low Level
Alga: Bruma (Honmund's house)
Uravasa Othelas: Bravil Great Chapel of Mara

Medium Level
Varon Vamori: Bravil (house across from Chapel)
Gruiand Garrana: Cheydinhal Great Chapel of Arkay

Master Trainer
Tandilwe: Imperial City (Temple of the One in Temple district)
* Quest


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 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.

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 basement 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 basement portal and combat seven ghosts along the way, two on the ground floor and five more in the basement. 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 basement 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.
____________________

Bravil- 4,000 Gold
Location: Its on the south side of the canal 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.
____________________
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.
____________________
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.
____________________
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.
____________________
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.
____________________
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.
____________________
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 basement 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...

NEW!!! Daedric Shrines - Guide


Note: These locations are not 'exact' but they are close enough to where if you're in the area a 'Shinre' symbol will show up on your compass, leading you to the shrine.

The format is as follows:

# on Map - God: Artifact - Required Level

1- Azura: Azura's Star - 2
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; basement 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

2- Boethia: Goldbrand - 20
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


3- Calvicus Vile: Masque of Clavicus Vile/Umbra - 20
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).
For Those Having Trouble With The Freezing Here Is The Answer
In the Daedric Shrine Quest for Clavicus Vile when you bring him Umbra the game will most likely freeze 5-10 seconds after you give him the sword or keep it. There are 2 known ways of preventing this.
1) Get Umbra before you talk to Clavicus or the Khajit in the robe in front of his shrine, then give it to him after you get it.
2) I havn't tried this by keeping the sword but I know it works when you give it to him. The second you give him the sword and can move around again go to your inventory. Fast travel to Skingrads East Gate. The millisecond you hear that dog start talking press B to go to your inventory again, and fast travel to skingrads west gate. If it doesn't work keep trying it, I got it on my second try and many other people have done it, it works trust me. The thing that triggers the freeze is Clavicus Vile's Dog's speech.

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

4- Hermaeus Mora: Oghma Infinium- 20***
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.)


5- Hircine: Savior's Hide - 17
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

6- Malacath: Volendrung - 10
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.

7- Mephala: Ebony Blade - 15
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.


8- Meridia: Ring of Khajiiti - 10
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

9- Molag Bal: Mace of Molag Bal - 17
Directions: Head directly west from the Talos Plaza district until you reach the Ayleid ruin of Narfinsel and from there head slightly southeast (though more so southly). Definitely southeast from the “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

10- Namira: Ring of Namira- 5
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


11- Nocturnal: Skeleton Key - 10
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


12- Peryite: Spell Breaker - 10
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


13- Sanguine:Sanguine Rose - 8
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.

14- Sheograth: Wabbajack - 2
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.

15- Vaermina: Skull of Corruption - 5
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 number 4 (Hermaeus Mora) can not be started until all the 14 other Daedric Artifcats have been obtained.






FAQ - HelpI'll be adding FAQ as I see multiple people having the same problem/question.



Cure to Vampirism

The first step is to talk to Raminus Polus at the Arcane University, he usually
hangs out in the lobby so you don't worry if you are not a student at the mage
guild. When you speak to him ask about "Cure for Vampirism", unfortunately he
doesn't know of a cure but sends you to Castle Skingrad to speak with Count
Janus Hassildor. You can't speak directly to the count so talk to Hal-Liurz
first. Eventually you will be able to speak to the count, and he'll tell you a
story about how him and his wife are vampires but his wife didn't accept it so
he is searching for a cure for her. He will ask you to help him, when you
agree he tells you about a witch that knows more about the cure. He marks the
location on your map.

Follow the big red arrow on your compass / map to find the hut that Melisande
the witch lives at. When you talk to her, at first she plays dumb but
eventually she spills the beans and agrees to help you if you help her out with
something first. She wants you to get her five grand soul gems, your best bet
would be to buy them from the mages guild around the world if you are a member.
Also sometimes you can get them as treasure from dungeons. When you return
with the gems she gives you the next portion of the quest. You have to go and
collect the following ingredients for a potion:

6 cloves of garlic
You can find the garlic in peoples' houses in Skingrad

5 nightshade leaves
Can find Nightshade growing Southeast of Skingrad

2 shoots of blood grass
Blood Grass can be found in Oblivion or outside any of the Oblivion Gates

Blood of an Argonian, which when you speak to Melisande about
it she gives you a special dagger for the job. It can be any Argonian and also
you don't have to kill them just hit them once with the special dagger and that
should be enough to complete this part.

Finally you need to kill a powerful vampire named Hindaril for his ashes. When
you ask Melisande about it she marks the location of where to find him on your
map.

I've heard that if you turn in the items in the wrong order that it bugs your
game and you will have to reload a previous save if you want to complete the
quest. The order I turned in the items was blood grass, nightshade, garlic,
Argonian blood, and finally vampire ashes.

She gives you two potions, one for you to drink and one to give to Count
Hassildor's wife. After some waiting around and cut scenes you receive a 1000
gp reward for your hard work.

Map to Cyrodil: With Details!

Clearing XBox 360 HDD Cache

If you experience any choppiness, slow loading, glitchy movement it could because your 360 is having problems caching some of the files/data from the game. Try clearing your cache, it will almost always make for better performence.

How To:

1. Shut off your 360.

2. Turn your 360 back on with Oblivion in the drive.

3. After the initial '360' title screen hold 'A' until the 'Oblivion' title screen appears.
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Thanks to SniX for the Guides To Races
This is a quick guide to the races in the world of Oblivion.
*Note* this is not meant for people that play the game, duh



ARGONIANS of Black Marsh
Little is known and less is understood about the reptilian denizens of Black Marsh. Years of defending their borders have made the Argonians experts in guerilla warfare, and their natural abilities make them equally at home in water and on land. They are well-suited for the treacherous swamps of their homeland, and have developed natural immunities to the diseases and poisons that have doomed many would-be explorers into the region. Their seemingly expressionless faces belie a calm intelligence, and many Argonians are well-versed in the magical arts. Others rely on stealth or steel to survive, and their natural agility makes them adept at either. They are, in general, a reserved people, slow to trust and hard to know. Yet, they are fiercely loyal, and will fight to the death for those they have named as friends..


Skill Increases
Alchemy +5, Athletics +10, Blade +5, Hand to Hand +5, Illusion +5, Mysticism +5, Security +10

Bonus Features
Resist Disease, Immunity to Poison, Water Breathing



BRETONS of High Rock
Passionate and eccentric, poetic and flamboyant, intelligent and willful, the Bretons feel an inborn, instinctive bond with the mercurial forces of magic and the supernatural. Many great sorcerers have come out of their home province of High Rock, and in addition to their quick and perceptive grasp of spellcraft, enchantment, and alchemy, even the humblest of Bretons can boast a high resistance to destructive and dominating magical energies.


Skill Increases
Alchemy +5, Alteration +5, Conjuration +10, Illusion +5, Mysticism +10, Restoration +10

Bonus Features
Fortified Magicka, Dragon Skin, Resist Magicka



DARK ELVES of Morrowind
Dark Elves are the dark-skinned Elven peoples of the Eastern Empire. "Dark" is variously understood to mean "dark-skinned," "gloomy," and "ill-favored by fate." The Dunmer and their national character embrace these various connotations with enthusiasm. In the Empire, "Dark Elves" is the common usage, but in their Morrowind homeland, and among their Aldmeri brethren, they call themselves the "Dunmer". The dark-skinned, red-eyed Dark Elves combine powerful intellect with strong and agile physiques, producing superior warriors and sorcerers. On the battlefield, Dark Elves are noted for their skilled and balanced integration of swordsmen, marksmen, and war wizards. In character, they are grim, aloof, and reserved, distrusting and disdainful of other races. .


Skill Increases
Athletics +5, Blade +10, Blunt +5, Destruction +10, Light Armor +5, Marksman +5, Mysticism +5

Bonus Features
Ancestor Guardian, Resist Fire



HIGH ELVES of Summerset Isle
In Imperial speech, the haughty, tall, golden-skinned peoples of Summerset Isle are called "High Elves," but they call themselves the "Altmer," or the "Cultured People." In the Empire, "High" is often understood to mean "tall," "proud," or "snobbish." The High Elves confidently consider themselves, with some justice, as the most civilized culture of Tamriel; the common tongue of the Empire, Tamrielic, is based on Altmer speech and writing, and most of the Empire's arts, crafts, and sciences are derived from High Elven traditions. However, the High Elf's smug self-assurance of his superiority can be hard to bear for those of other races. Deft, intelligent, and strong-willed, High Elves are often gifted in the arcane arts, and High Elves boast that their sublime physical natures make them far more resistant to disease than the "lesser races.".


Skill Increases
Alchemy +5, Conjuration +10, Destruction +10, Illusion +5, Mysticism +10

Bonus Features
Weakness to Fire, Frost, and Shock, Resist Disease, Fortified Magicka


IMPERIALS of Cyrodiil
Natives of the civilized, cosmopolitan province of Cyrodiil, the Imperials are well-educated and well-spoken. Imperials are also known for the discipline and training of their citizen armies. Though physically less imposing than the other races, the Imperials have proved to be shrewd diplomats and traders, and these traits, along with their remarkable skill and training as light infantry, have enabled them to subdue all the other nations and races, and to have erected the monument to peace and prosperity that comprises the Glorious Empire..


Skill Increases
Blade +5, Blunt +5, Hand to Hand +5, Heavy Armor +5, Mercantile +10, Speechcraft +10

Bonus Features
Star of the West, Voice of the Emperor
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Guides Continued

KHAJIIT of Elsweyr
Khajiit hail from the province of Elsweyr and can vary in appearance from nearly Elven to the cathay-raht "jaguar men" to the great Senche-Tiger. The most common breed found in Morrowind, the suthay-raht, is intelligent, quick, and agile. Khajiit of all breeds have a weakness for sweets, especially the drug known as skooma. Many Khajiit disdain weapons in favor of their natural claws. They make excellent thieves due to their natural agility and unmatched acrobatics ability. Many Khajiit are also warriors, although this is less common among the suthay-raht..


Skill Increases
Acrobatics +10, Athletics +5, Blade +5, Hand to Hand +10, Light Armor +5, Security +5, Sneak +5

Bonus Features
Eye of Fear, Eye of Night


NORDS of Skyrim
The citizens of Skyrim are a tall and fair-haired people, aggressive and fearless in war, industrious and enterprising in trade and exploration. Skilled sailors, Nords can be found in seaports and settlements along all the coasts and rivers of Tamriel. Strong, stubborn, and hardy, Nords are famous for their resistance to cold, even magical frost. Violence is an accepted and comfortable aspect of Nord culture; Nords of all classes are skilled with a variety of weapon and armor styles, and they cheerfully face battle with an ecstatic ferocity that shocks and appalls their enemies..


Skill Increases
Armorer +5, Blade +10, Block +5, Blunt +10, Heavy Armor +10, Restoration +5

Bonus Features
Nordic Frost, Woad, Resist Frost


ORCS of High Rock
These sophisticated barbarian beast peoples of the Wrothgarian and Dragontail Mountains are noted for their unshakeable courage in war and their unflinching endurance of hardships. In the past, Orcs have been widely feared and hated by the other nations and races of Tamriel, but they have slowly won acceptance in the Empire, in particular for their distinguished service in the Emperor's Legions. Orcish armorers are prized for their craftsmanship, and Orc warriors in heavy armor are among the finest front-line troops in the Empire. Most Imperial citizens regard Orc society as rough and cruel, but there is much to admire in their fierce tribal loyalties and generous equality of rank and respect among the sexes..


Skill Increases
Armorer +10, BLock +10, Blunt +10, Hand to Hand +5, Heavy Armor +10

Bonus Features
Berserk, Resist Magicka


REDGUARDS of Hammerfell
The most naturally talented warriors in Tamriel, the dark-skinned, wiry-haired Redguards of Hammerfell seem born to battle, though their pride and fierce independence of spirit makes them more suitable as scouts or skirmishers, or as free-ranging heroes and adventurers, than as rank-and-file soldiers. In addition to their cultural affinities for many weapon and armor styles, Redguards are also physically blessed with hardy constitutions and quickness of foot.


Skill Increases
Athletics +10, Blade +10, Blunt +10, Light Armor +5, Heavy Armor +5, Mercantile +5

Bonus Features
Adrenaline Rush, Resist Poison, Resist Disease


WOOD ELVES of Valenwood
The Wood Elves are the various barbarian Elven clanfolk of the Western Valenwood forests. In the Empire, they are collectively referred to as "Wood Elves," but "Bosmer," or "the Tree-Sap People," is what they call themselves. "Tree-Sap" suggests the wild vitality and youthful energy of Wood Elves, in contrast with their more dour cousins, the Altmer and Dunmer. Bosmer reject the stiff, formal traditions of Aldmeri high culture, preferring a romantic, simple existence in harmony with the land, its wild beauty and wild creatures. These country cousins of the High Elves and Dark Elves are nimble and quick in body and wit, and because of their curious natures and natural agility, Wood Elves are especially suitable as scouts, agents, and thieves. But most of all, the Wood Elves are known for their skills with bows; there are no finer archers in all of Tamriel..


Skill Increases
Acrobatics +5, Alchemy +10, Alteration +5, Light Armor +5, Marksman +10, Sneak +10

Bonus Features
Beast Tongue, Resist Disease

Thanks to The Elder Scrolls Source for the information.
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Thanks to Hitzel for his Sigil Guide

Sigil Stone Guide:

Enchant your Clothes/Armor/Rings/Amulets/Weapons with Sigil stones. I suggest being lvl 17+, that way each enchantment gives you the maximun enchantment.

Some nice Combos can be achived using stones in this way, but it requires work. You get stronger stones at these level intervals:

Descendant 1-4
Subjacent 5-8
Latent 9-12
Ascendant 13-15
Transendant 17+

You can enchant a total of 9 items that will increase a player stat, such as Total Magicka or Total Strength:

Left Ring
Right Ring
Amulet

Helmet/Hat
Curias(sp)/Shirt
Greaves/Pants
Gauntlets/Gloves
Shoes/Boots
Sheild


This allows for permanent:

Invisibility (by chameleon)
Night Eye
Water Walking
Detect Life
Water Breathing
Fortify Attribues
Feather
Sheild
specific Magic Resistance
specific Magic Sheild
Light
Fortify Blade
Fortify Blunt
Fortify Magicka
Fortify Health
Fortify Fatigue
Spell Absorption
Resist Disease


And you can enchant your weapons, too. The effects of a weapon will only effect your enemies (unless you use an "Absorb" enchantment, which adds an enemy's attribute to you)

You can enchant weapons with:
Absorb Attribute
Burden
Damage Magicka
Damange Health
Damage Fatigue
Demoralize
Disintegrate Armor or Weapon
Destruction Damage
Solence
Soul Trap
Turn Undead



How to Get the Sigil Stong You Want:

To get the proper enchantment, do the following:


1) Enter an Oblivion gate

2) Reach the Sigil stone at the end of the Dungeon. DO NOT PICK IT UP.

3) Stand in front of the Sigil stone so that you have the option to pick it up.

4) Open your inventory and go to your Items Tab.

5) Scroll down to your sub-tab called "Stones."

6) Back out of your menu and save your game.

7) Activate the sigil stone and go back to your inventory. If the stone does not have the effect that you want, load that last save.

8) Rinse and repeat. Once you have the stone you want, let the game go. You will have your stone.

9) Have the non-enchanted, equipable item in your inventory, along with that specific Sigil Stone.

10) Activate that Sigil stone in your Inventory.

11) Select "Add Item." Select the Item you wish to enchant. The effect that you will give to the item will be displayed to the right side of your screen.

12) Name your Item, using the Icon at the top of your screen.

13) Once the Item has been named, press X. Your new Enchanted Item has been created.

14) Enchanted Weapons and Armor can only be repaired by a Journeyman Armorer or higher, so take this into consideration before enchanting weapons and Armor.

15) Equip your new Enchanted Item to be affected by it's powers, or use it against enemies. Remember that weapons must be rechanged by soul gems or at a Mages Guild!


I hope that this helps everyone out. Happy Sigil Stone-ing!

(I edetied the fonts to match my original guide. Hope you don't mind!- Hitzel)
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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