Oblivion game quests
Many of them can only be found if you stumble across them in the wilderness; they all have the map marker seen to the right, so keep an eye out. However, a few people know the location of a Daedric shrine, and talking to them will put a marker on your map.
For a few of these characters, Daedra cults simply shows up as a possible conversation topic when you talk to them. For locations of all the shrines see the map or the Daedric Shrines Map. Jump to: navigation , search. Category : Oblivion-Quests. North of Cheydinhal Castle , past Lake Arrius map. Borba gra-Uzgash [2]. Masque of Clavicus Vile or Umbra. Southwest of the Imperial City map. All other Daedric quests completed, must have at least started Blood of the Daedra. This quest might not be as fun as it is challenging, but the reward is the entire Battlehorn Castle for yourself.
Save the Castle from Marauders and become its new ruler! Uncover great powers and gain access to them all. Their magical feats await those who are skilled enough to unlock them! According to the rumors of some locals, there is a small settlement to the north of the Imperial City where every single citizen has vanished. I know the idea of this quest is a bit silly.
The gratefulness of the locals awaits! Frostcrag Spire is a wizard tower that gets added to the game upon your purchase of the DLC that shares the same name. The quest itself is rather easy. Although the rest of the pirate quests are super fun and offer a different twist to Oblivion. If you wish to play the game with a twist, I fully suggest you check out the DLC and get down to business to complete this quest!
Tolerate her rude attitude and help her finish the quest to get the cool reward of becoming a knight-errant for the count of Leyawiin! Expect a solid monetary reward in return for your good deeds. Deepscorn Hollow is the name of the quest that is required to be completed in order to gain permanent access to the location of the same name.
A fun twist indeed. This is actually a pretty unique quest to do, and one that will help you feel more connected to the world of Cyrodiil as well as with the Nine Divines themselves. Try your luck by starting a pilgrimage through the Shrines of the Nine, getting the blessings of each divine along the way.
By far one of the most complex quests in Oblivion and certainly one of the most interesting ones to play through and complete. The pirate ship may never sail again, being trapped underneath an entire castle and all, but you can bring a member of your crew on your adventures and another man will supply you with ill-gotten gains.
Sometimes when people are committed to breaking the rules, it falls to you, another pirate, to take the law into your own hands. When you go onto the top deck of the boat, the captain will charge you on sight and it is important to note that the rest of the crew is equally friendly. Once you have dealt with these smuggling pirates, you can return to the top deck to unlock the captain's chest for your just reward. She will request you to aid her in the quest of cleaning up the Black Bow Bandits.
Note: there are only three days of the week that she requests your help on. This is a good way to earn money as each black bow you turn in will net you gold. When coming across the Mouth of the Panther landmark, players will be able to find a poorly scrawled note which tells of the woes of a nearby bridge troll.
This note is made up of him lamenting his less than fearsome appearance and lack of success. The troll decides that there is nothing else he can do with his life. He achieves this by taking a never-ending swim in the cool river water and can be seen floating. Though I cannot say for certain, many fans believe that this a nod to the tale of the Three Billy Goats Gruff. Zooey Norman is a writer, mother, and film enthusiast. This tender-hearted optimist spends her days rereading the same books she has had since childhood, loves nothing more than a good behind the scenes featurette, and never manages to finish her tea before it gets cold.
Via Wikia. Via Wiki. Via: IGN. Via Moby Games. Via YouTube. Via: Steam Community. Via: Youtube Ray Dhimitri. Share Share Tweet Email. Related Topics Lists Oblivion. Zooey Norman Articles Published. Read Next in gaming. Final Fantasy 14 - The Hunt Guide. Joe Cards. Fortnite: All Weekly Quests. Bound item spells, when cast, cause Daedric armor and items to spring into being, automatically equipped and usable.
The Mythic Dawn cultists you see in the game make constant use of these spells, and you see what it does for their abilities in combat. The more skilled you become at Conjuration, the better the items that you'll be able to summon. Likewise, the more skilled you are, the better the creatures that you'll be able to bind to your cause.
While summoning Scamps and Skeletons isn't likely to get your Conjurer homeboys all that excited, the ability to eventually summon in Dremora Lords should cause most of your enemies to shake in their boots. Also note that you can use these summoned creatures as Soul Trap victims, giving you an unlimited and easy supply of souls. Lastly, the undead powers will let you strike fear in the hearts of undead enemies, making them likely to run away and leave you alone for a little while, as you either make your escape or prepare for their return.
When most people think of combat mages, Destruction is the school that comes to mind. It doesn't focus on opening locks or lighting up dank dungeons; it's all about causing harm to your enemies. As such, it'll be a mainstay of most pure mages, as their primary tool for dealing damage. Even if you don't cast Destruction magic, you can expect to see a lot of it come your way through the course of the game.
Most of the Destruction spells are fairly straightforward. As the archetypal mage power, you'll be able to use fire, frost, and shock magic to deal damage to your enemies, making sure to match up your spells with their weaknesses.
Zombies take extra damage from fire magic, for instance, while a Flame Atronach will obviously take more damage from frost spells. If you're up against a boss or tough enemy, you can supplement your attack spells with a Weakness spell, which will increase their vulnerability to a certain kind of elemental damage for a short time.
In addition, you can also attempt to drain an attribute of an enemy, which will cause it to steadily deteriorate over a set amount of time, or attempt to disintegrate their weapons or armor. If you want to become a combat magician, then you might not want to have Destruction as a Major Skill, simply because you'll be using it so often that you may wind up levelling up more quickly than you'd like.
Note that if you want to quickly train your Destruction spell, but can't find any enemies to cast your spells on, you can use the spell creation device in the Arcane Academy after you become a member of the Mages Guild to create a low-level Destruction spell that hurts yourself when cast. If you make something that damages you for one point of health each time it's cast, you should be able to easily cast it over and over to improve your skill without having to engage enemies in combat. The effects of Illusion magic are too numerous to describe in detail here, but for that reason, they're going to be useful to almost every type of character.
Stealthy attackers will enjoy the ability to cast Night Eye on themselves to see in the dark, while straight-ahead warriors will opt for the more obvious Light effect to light up dark dungeon corridors without having to constantly bring up a torch.
These effects are so obviously useful that characters probably shouldn't have Illusion magic as a Major Skill; you're going to use them a lot. For pure mages, though, the primary benefits of Illusion are those that allow you to manipulate your enemies into not attacking you, whether through paralysis or simply by charming them to the point that they just don't really want to harm you.
You can even go so far as to cause your enemies to fight for you with properly advanced magicks. Beyond enemy manipulation and the effects listed above, though, you'll also be able to cause yourself to turn Invisible with Illusion magic, which will help you sneak past enemies that you don't wish or are unable to fight. The Chameleon effect is also quite handy. The difference between Invisibility and Chameleon is mostly that Invisibility ends if you happen to attack or use an object, whereas Chameleon does not.
Chameleon offers less than total concealment, though. Mysticism, like Alteration, isn't necessarily a very exciting branch of magic, although it is going to be something that almost every character will have to dabble in, if only for the sake of casting Soul Trap. First, though, a word on the other effects of Mysticism. Among other effects, Mysticism controls the ability to dispel magical effects either harmful effects cast on yourself, or beneficial effects cast on your enemy , and the ability to either reflect harmful spells back to your enemy or absorb them as pure Magicka.
The Telekinesis effect will let you manipulate remote objects; this would be a bit more exciting if it let you pick up a head of lettuce and beat someone to death with it. Life Detection allows you to see living objects in your immediate area, even through doors and solid rock, which is helpful for characters that like to sneak through dungeons, or anyone who wants to see where characters in buildings are while you're attempting to lockpick a door while remaining undetected.
The most useful effect for most characters in Mysticism, though, will be Soul Trap, which is going to be required if you want to create new enchanted items or recharge enchanted weapons. You need to be at least an Apprentice of Mysticism to cast Soul Trap, and you'll need around 65 Magicka, as well, so you'll want to buy something like Minor Life Detection when you create a character and repeatedly cast it as you travel around the world.
This will both increase your Mysticism skill and allow you to boost your Intelligence score when you level up, even if you're a hearty warrior.
When you unlock Soul Trap, you'll be able to cast it on enemy creatures to steal their soul when they die. The basic sequence of events goes like this: get an empty soul gem and keep it in your inventory.
Attack a creature. When it's almost dead, cast Soul Trap on it. Between casting the spell and when the spell wears off 20 seconds at Soul Trap's lowest level , kill the creature to steal the soul. Stolen souls automatically go into the smallest appropriate soul gem in your inventory. Souls rank anywhere from Petty to Greater, depending on the relative difficult of the creature you kill. When you have a captured soul in your inventory, you can either use it immediately to restore the charges on one of your magical items, or bring it to the Arcane University in the Imperial City to enchant a regular item this is only an option if you're a Mage's Guild member, however.
Magical weapons are going to make your job a hell of a lot easier later in the game, especially as a warrior, so it's in your best interest to learn Soul Trap and get used to capturing the souls of creatures that you kill. Almost everyone will find something to like in Restoration, if only because it's the skill that'll let you heal yourself up good as new, even if there are enemies around.
While everyone can heal themselves completely just by Waiting for one hour, this option won't be available when enemies are too close to your position. While you can often just run back in the direction from which you came to make enough distance between yourself and foes for you to rest, having a healing spell at your disposal will allow you to keep moving on through your dungeon, since magicka regenerates fairly quickly. Note that the lower-level healing spells are generally more efficient than the higher-level ones, by which we mean that they'll typically give you back more health for the amount of magicka that you expend on them.
Higher-level spells will obviously heal you more quickly, but warriors and non-magic specialists can probably get by with casting the lowest-level spells over and over again. In addition to healing spells, though, Restoration offers up a bevy of other effects, some useful, some not so much. The bulk of the spells here are of the Absorb variety, allowing you to transfer attributes and skill points from your enemies to yourself. Theoretically these are useful, but in most instances we found ourselves killing our foes too quickly to get much advantage from the Absorb spells; if they're going to die within 10 or 15 seconds anyway, you may as well just concentrate on your Destruction spells and kill them straight out.
Beyond that, there are plenty of Fortify spells, which temporarily give one of your primary attributes a small boost. These spells can be handy, especially if you use Fortify Personality to gain the upper hand with merchants or people that have information you need. Acrobatics is something of the ugly stepsister of skills; it doesn't have much in the way of concrete usage in Oblivion, besides the obvious advantages of being able to jump higher and farther than normal.
Really, though, jumping isn't all that required in the game, and you're certainly never going to need to attack while jumping around, even if you wanted to. That said, there's no reason not to increase your Acrobatics skill, especially since it's fairly easy to do so; all you have to do is jump around everywhere you go. Just keep hitting that jump button! This will obviously reduce your fatigue to almost nothing, so it's unwise to do in dungeons or in the wilderness, where you might have to engage in combat, but when you're tooling around in a city, feel free to jump the night away and improve your Acrobatics with minimal effort.
Your Fatigue loss may affect your ability to Persuade, though, so be wary of that. Mastery Level Ability Novice Cannot attack while jumping or falling. Apprentice Can make normal attacks while jumping or falling. Journeyman Gains the ability to Dodge blows if you fight Scamps, you'll see them do this a lot. Master Gains the ability to jump across the surface of water. Just like in Remo Williams! The only way to increase your Light Armor skill is to get hit by something while wearing it, so this is a skill that will naturally increase as you engage in firefights.
Since you'll likely want to get this as high as possible to take advantage of the added defense, this is a good selection as a Major Skill for most thieve or stealthy characters. Apprentice Light armor degrades at a normal rate. Expert Light armor doesn't encumber the user. Oh, yeah Marksman is the skill that determines the amount of damage you're capable of dealing with bows. As you increase your skill level here, you'll unlock new abilities to use with your bow, such as the handy zoom mode.
The biggest benefit, though, will be the simple addition of damage, so keep using your bows to increase your skill and look for bigger and better bows.
Like weapons, bows can come with damage-causing enchantments, or can be given them via Sigil Stones or enchantment altars. If you're at all decent at Sneaking, then you should always try to approach your target in sneak mode before letting loose your first arrow.
Doing so will let you take advantage of the 2x or 3x multiplier that you get from sneaking. Just be sure to stand up when the battle is joined, or you'll fire much more slowly than you would otherwise.
Mastery Level Ability Novice Take fatigue damage while holding back a drawn bow. Apprentice Takes no fatigue while holding back a drawn bow. Journeyman Can zoom in on targets by holding Block while bow is drawn. Expert Gains a chance to knock down an enemy with successful arrow shot. Master Gains a chance to paralyze a target with successful shots. The Mercantile ability affects the price that you get from vendors when you attempt to either sell to or buy from them.
The higher your Mercantile score, the better the prices that you'll be able to negotiate. In order to increase your Mercantile score, you'll have to use the Haggle mechanic while in the shopkeeper interface. When you haggle, you'll be able to continually attempt to rachet up your selling price for items sold to the merchant.
Each time you sell an item at above market price, you'll gain a small amount to your Mercantile score. It's possible to attempt to sell an item for too much cash, though, in which case the merchant will reject your offer and become slightly less favorable to your future offers.
The thing you want to do here is grab a huge stack of something cheap of disposable and attempt to sell them one by one. Arrows are perfect for this, since you'll often find a bunch of them in dungeon crawls, and they don't weigh very much.
When you have a large amount of them, find a merchant and start selling them one by one, increasing your haggling percentage by two or three points after each sale. When they reject your first offer, knock your percentage down by two points and start selling selling selling!
Each time you sell an individual item, your Mercantile skill will gain a small increase. Thus, the best way to get big increases in your Mercantile skill are to get huge amounts of arrows and sell them one by one. Selling them as one stack counts as one transaction for Mercantilism's purposes. It's laborious, sure, but it works. Since iron arrows are dirt cheap, you can sell a huge stack of them, buy them back, then repeat the process as often as you like to increase your Mercantile score.
Mastery Level Ability Novice Value of sold items is affected by the condition of the item. Apprentice Condition no longer affects value of items.
Journeyman Can buy and sell any kind of item to any vendor. Expert Can invest in a shop, permanently raising that vendor's cash amount by gold. Master All shops in the world increase their maximum purchase price by gold. Once you get the Daedric lockpick, your Security skill becomes almost irrelevant. Security denotes your character's proficiency at picking locks.
Locks in Oblivion are represented by a mini-game, wherein you have to attempt to pick the lock with a flimsy pick by flipping the tumblers within. If you don't flip a tumbler correctly, though, you'll break your pick and will likely wind up resetting a few of the lock's tumblers. Locks are rated anywhere from very easy one tumbler to very hard five tumblers.
In order to flip a tumbler, you have to first tap it upwards with your pick, then hit another button to snap it into place as it hits the top of the lock. Each tumbler, when lifted, will either move up swiftly or slowly.
What you want to do when attempting to pick a lock is keep tapping the tumbler over and over again until you notice it taking the slowest path upwards; when it just hits the top of the lock, tap the button to snap it into place, and it should remain in position, allowing you to move onto the next tumbler. If you attempt to lock it when the tumbler is moving too fast, you'll usually snap your lockpick and drop a few of the tumblers, requiring you to start over from near the beginning of the lock, depending on your skill level.
As you increase your skill in security, tumblers will rotate more slowly, making them much more easy to snap into place, and fewer tumblers will drop if you do happen to screw one of them up.
Note that, at level 10, an item becomes available through one of the Daedric quests that makes lockpicking much, much easier; it's worth seeking out as soon as you hit that milestone. Mastery Level Ability Novice As many as four tumblers fall when a pick is broken. Apprentice As many as three tumblers fall when a pick is broken.
Journeyman As many as two tumblers fall when a pick is broken. Expert As many as one tumblers fall when a pick is broken. Master No tumblers fall when a pick is broken.
Speechcraft denotes your character's ability to persuade and influence other NPCs through the Persuasion interface. With a high Speechcraft score, most characters will respond more favorably to you in conversation, and you'll have a better chance of increasing their disposition towards you when attempting to Persuade them, and you'll be able to raise their disposition higher than a character with a low Speechcraft score. In order to raise your Speechcraft, you just have to attempt to use the Persuasion mini-game as often as you can.
Even getting negative results will raise your skill in Speechcraft, so try to take the time to Persuade anyone you meet that offers you the opportunity to do so, even if they're just an average joe that doesn't have anything important to tell you. Apprentice Once per Persuasion, can rotate wedges without selecting a response.
Master Cost of bribes cut in half. Sneak is going to be a critical skill for stealth characters. With a high Sneak skill, you'll be able to avoid combat, deal massive damage to enemies before they're aware of your presence, and make your way into heavily-guarded areas. Sneaking won't turn you invisible, but if you can remain undetected, then you'll gain some large advantages in combat.
It's dark and I've got Chameleon on. Even these ghosts won't be able to detect me! Heck, even I can't detect me. To sneak, enter sneak mode, and your primary cursor will be ringed with an eye icon.
While the eye icon is bright, someone is either watching you or is aware of your presence; if it's greyed-out, though, you can rest assured that you're temporarily undetected. Remaining that way requires you to stay out of your enemy's line of sight which doesn't necessarily mean that you have to stand behind them all the time and to stay quiet.
The amount of noise you make depends on the weight of the boots that you're wearing and how fast you're moving. Wearing heavy armor boots while attempting to run while Sneaking will let people hear you from a good distance away, while walking slowly while wearing light armor boots or preferably no boots at all will let you make much less noise.
You should also stick to the shadows whenever possible, as the amount of light cast on you will directly affect the chance that your enemies will detect you. Invisibility or a Chameleon effect will likewise greatly reduce the chances of detection. Mastery Level Ability Novice When undetected in Sneak mode, one-handed and hand-to-hand attacks deal 4x damage, bow attacks deal 2x damage. Apprentice When undetected in Sneak mode, one-handed and hand-to-hand attacks deal 6x damage, bow attacks deal 3x damage.
Journeyman No penalty to detection chance when wearing boots. Expert No penalty to detection chance for moving while in Sneak mode. Master Opponent is considered to have no armor when struck while undetected and in Sneak mode. One of the most unique aspects of Oblivion is the way it handles experience and levels. While in most RPGs, you want to level up as quickly as possible to gain an advantage over your enemies, that's not always going to be the case in Oblivion.
In fact, the game can become quite difficult if you simply attempt to level up as quickly as possible, because of one simple fact: as you level up, so do your enemies. Here's a small list of things that are affected when you level up.
There are probably more effects than these, but these are the important ones. Enemies increase in level. You'll run into harder enemies the higher level you are, with better spells and equipment and more health. Their skills will increase as well, so Sneaking and Speechcraft will become more difficult if you don't consistently improve these skills between levels.
Loot and treasure is better quality. At level one, it'll be difficult to find magical items, but they become more common as you level up. Quest rewards are increased in quality. If you complete a quest at level five in one game, then play again and complete it at level 15, you'll get better quest rewards for the same quest.
Although some quests, like the Daedric quests, have rewards that are always the same. Locks on chests and doors become more difficult. A door that had a two-tumbler lock at level five might wind up having five at level fifteen. The biggest effect, though, is the effect that levelling has on your foes. If you charge through the game's main storyline and attempt to gain levels as quickly as possible, you'll probably start encountering enemies that are going to be very tough to beat.
You can still level up quickly if you wish, but it's more important to level up smartly. When you create a character in Oblivion, you choose a class or create one that has seven skills as Major Skills. These skills, when improved, cause your character to gain levels.
You can contrast this to the system in most games, where you have to run around and kill monsters to gain experience, which then causes you to level up; in Oblivion, it's not who you kill that matters, it's what you do. Although what you do will probably still involve killing a whole mess of enemies. Constant use of your Major Skills, such as Blunt and Heavy Armor, which are about to get a workout in this screenshot, will cause you to level more quickly. Anyway, so you have these seven Major Skills.
In order to gain one level, you need to increase them by ten points total, spread out through any number of the skills. Let's say that you're a warrior character, and thus you have Heavy Armor, Blunt, and Block as Major Skills, along with a few others. If you increase Heavy Armor by ten points, then you'll gain a level; if you increase Blunt and Block five points each, then you'll also gain a level, and so on. Note that, unlike Morrowind, your Minor Skills have no impact on the rate at which you level, no matter how much you raise them between levels.
The crux of the matter here is that increasing your skills also allows you to raise your attributes when you level up. When you rest and level, you'll be given the opportunity to raise your attributes by anything from one to five points. The number of points by which you can increase an attribute depends on how many points you increased the skills that relate to that attribute.
Now, here's where things get kind of complicated. Although raising your Minor Skills doesn't count towards your levelling rate, it does count towards the attribute gain you can add when you level up. The best way to explain this is through an example, or perhaps multiple examples. Let's suppose that you wanted to raise your Strength attribute by five points at your next level-up. In order to get the full five points at your next level up, then, you'll have to increase those three skills by a combined ten points.
This can be done in a number of ways, obviously; if you're focusing on bladed weapons, then you can increase Blade by ten points, or you can spread those ten points out between all three skills. Note that this is true regardless of whether your Blunt, Blade, and Hand-To-Hand skills are Major or Minor skills or a combination of both.
Even a pure wizard can raise his or her Strength by five points at each level-up if they devote enough time to raising these skills.
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