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Oblivion:Speed

Speed is the governing attribute for Acrobatics, Athletics, and Light Armor.  It affects:
Speed of travel (including fast travel).
The length of your jumps (it does not affect jump height).

In-game Description: Determines how fast you move. Governs the skills of Athletics, Light Armor, and Acrobatics.

Character Creation

The Races page provides a table summarizing the initial speed for each race and gender.

An initial +20 speed bonus is possible by selecting Steed as birthsign; a +10 bonus comes with the Thief birthsign.

The following standard classes have speed as a class attribute (initial +5 bonus):
Assassin, Barbarian, Nightblade, Rogue, Scout, Thief

A custom class can select speed as one of the two favored attributes.

Notes
Don't underestimate the usefulness of speed. A fast character can outrun trolls, clannfears, bears, wolves, and other fast and annoying creatures. More importantly, it allows a character to move out of the way of melee and ranged attacks and get in a quick attack on a recovering opponent.
If an enemy's speed is reduced to 0 (through Drain Speed or Damage Speed) not only is it rendered immobile, but it will cease targeting you and won't try to defend itself if attacked, even if it has ranged attacks or spells. In this state it can be repeatedly sneak attacked from behind.
Increasing Speed past 100 continues to increase your movement speed.

See Also
Increasing Attributes: Tips on how to increase speed.
Movement Formulas: Details of how game settings interact and affect movement speeds.
Magic Items: There are multiple generic items that fortify the speed attribute.
Unique Items: A list of unique items, of which several fortify the speed attribute. These do not include Leveled Items such as those received from quests, or Artifacts.
: Unique items include:
::*Boots of the Swift Merchant are a unique pair of boots that can be obtained from Seed-Neeus at the Northern Goods and Trade when your mercantile skill is over 50 (otherwise she does not sell armor). Among other enchantments the boots fortify your speed attribute by 5 points.
::*Quicksilver Boots are a pair of light boots that can be obtained from Palonirya at the Divine Elegance. Among other enchantments, the boots fortify your speed attribute by 10 points. Note that you must have a mercantile skill of at least 50, as Palonirya does not sell armor otherwise.
::*Nistor's Boots are a unique pair of boots that can be obtained from Elsynia at the Best Goods and Guarantees. Among other enchantments, the boots fortify your speed attribute by 5 points.
::*Mantle of the Woodsman is a unique hood that can be obtained from Ogier Georick at The Main Ingredient. Among other enchantments, the hood fortifies your speed attribute by 5 points. Note that you must have a mercantile skill of at least 50, as Ogier does not sell clothing otherwise.
::*Circlet of Omnipotence is a unique ring that can be obtained from the non-journal quest The Forgotten Chests of Pale Pass. It fortifies all attributes, except luck, personality and intelligence, by 3 points.
Oblivion:Intelligence

Intelligence is the governing attribute for Conjuration, Mysticism, and Alchemy.  It affects:
Base Magicka = (Intelligence &times; 2) + racial and birthsign bonuses

In-game Description: Affects your total Magicka and magic use. Governs the skills of Alchemy, Conjuration, and Mysticism.

Intelligence does not affect the Magicka cost of spells, despite the in-game description that it affects "magic use" (see discussion at Magic Overview), however high Intelligence may be necessary to have enough Magicka available to cast the most powerful spells. Intelligence indirectly affects Magicka Regeneration through total magicka.

Character Creation

The Races page provides a table summarizing the initial intelligence for each race and gender.

No birthsigns provide intelligence bonuses (although several provide Magicka bonuses).

The following standard classes have intelligence as a class attribute (initial +5 bonus):
Assassin, Bard, Battlemage, Mage, Sorcerer, Witchhunter

Or any custom class can select Intelligence as one of the custom class' two attributes.

Notes
When your Intelligence reaches 70 or higher, NPCs will start saying: "You look like a bright one."
Increasing your Intelligence past 100 using Fortify effects will continue to increase your maximum Magicka accordingly (intelligence &times; 2).
See Intelligence vs Willpower for a comparison of these two attributes' effect on your character's Magicka regeneration rate.

See Also
Increasing Attributes: Tips on how to increase Intelligence.
Magic Items: There are multiple generic items with Fortify Intelligence.
Unique Items: A list of unique items, of which only one fortifies the intelligence attribute. These do not include Leveled Items such as those received from quests, or Artifacts.
::*Robe of Creativity is a unique robe that can be obtained from Nilawen at The Fair Deal. Among other enchantments, the robe fortifies your intelligence attribute by 5 points. Note that, although identified as a robe, this item only covers your upper body, and therefore can be worn with pants or greaves.
Oblivion:Agility

Agility is the governing attribute for Marksman, Security, and Sneak.  It affects:
Chance to avoid being 'staggered' by enemy attacks.
Damage delivered by bows (see The Complete Damage Formula).
Fatigue = Agility + Endurance + Strength + Willpower

In-game Description: Affects your ability to maneuver and balance, your total Fatigue, and damage done by bows. Governs the skills of Security, Sneak, and Marksman.

Character Creation

The Races page provides a table summarizing the initial agility for each race and gender.

An initial +10 agility bonus is possible by selecting Thief as birthsign.

The following standard classes have agility as a class attribute (initial +5 bonus):
Acrobat, Agent, Archer, Monk, Thief, Witchhunter

Or any custom class can select agility as one of the custom class' two attributes.

Notes
Increasing your Agility past 100 continues to increase your fatigue, and decreases your chances of being staggered. However, bow damage is capped at 100. 

See also
Increasing Attributes: Tips on how to increase agility
Magic Items: There are multiple generic items with that fortify the agility attribute.
Unique Items: A list of unique items, of which several fortify the agility attribute. These do not include Leveled Items such as those received from quests, or Artifacts.
: Unique items include:
::*Quicksilver Boots are a pair of light boots that can be obtained from Palonirya at the Divine Elegance. Among other enchantments, the boots fortify your agility attribute by 10 points. Note that you must have a mercantile skill of at least 50, as Palonirya does not sell armor otherwise.
::*Birthright of Astalon is a unique light cuirass that can be obtained from Claudette Perrick at The Gilded Carafe. The cuirass fortifies your agility attribute by 5 points, and magicka by 50 points. Note that you must have a mercantile skill of at least 50, as Claudette does not sell armor otherwise.
::*Circlet of Omnipotence is a unique ring that can be obtained from the non-journal quest The Forgotten Chests of Pale Pass. It fortifies all attributes, except luck, personality and intelligence, by 3 points.
Lore:Places C

Caldera
 
Camlorn
 
Cann
 
Lake Canulus
 
Cape of the Blue Divide
 
Carn Prae
Carn Prae is a location found in northwestern High Rock,  presumably around the Glenumbra and Rivenspire regions. It is unknown if it is equated with another location in that area.
Cascabel Hall
 
Castle Ebonheart
 
Castle of the Worm
 
Castle Rilis
 
Castle Volkihar
 
Cath Bedraud
 
Cathnoquey
 
Cave of Hidden Music
 
Ceporah Tower
 
Cespar
 
Ceyatatar
 
The Chain
 
Cheydinhal
 
Chorrol
 
Clockwork City
 
Cloud Ruler Temple
 
Cloudrest
 
Coldharbour
 
College of Winterhold
 
Colored Rooms
 
Colovia
 
Colovian Highlands
 
Coral Forest
 
Corbolo River
 
Corgrad Wastes
 
Corinthe
 
Cormaris View
 
Cragwallow
 
Cropsford
 
Crowhaven
 
Cryngaine Field
 
Crypt of Hearts
 
Crystal Tower
 
Culotte
 
Cybiades
 
Cylarne
 
Cyrodiil
 

References
Lore:Places M

Maar Gan
 

Mackamentain
 

Madding Wind Prison
 

Malabal Tor
 

Malada
 

Mania
 

Mantellan Crux
 

Marbruk
 

Markarth
 
Lake Masobi
 
Masser
 
Mazzatun
 
Meir Darguard
 
Meirvale
 
Menevia
 
Mereth
  was the name the first settlers from Atmora gave to the lands of northern Tamriel. The area is now known as Skyrim.  

Middle Argonia
 

Milchar
 

Mines of Khuras
 
Mir Corrup
 
Miscarcand
 

Mistral
 

Mistwatch
 
Mnemonic Planisphere
 
Moesring Mountains
 
Molag Amur
 
Moni
 
Moonguard
 
Moonlit Cove
 
Moonmont
 
Moonmoth Legion Fort
Moonmoth Legion Fort was an Imperial Legion fort located east of Balmora in the West Gash region of Vvardenfell. The fort offered an Imperial Cult altar, and apothecary, enchanting, smithing and trading services. 

Moonshadow
 

Mor Khazgur
 

Morrowind
 
Morthal
 
Mortrag Glacier
 

Mount Anthor
 

Mount Assarnibibi
 

Mount Kilkreath
 

Mournhold
 
Mournhold Temple
 
Mournoth
 
Mudan
 
Mundus
 

Murkmire
 

Murkwood
 
Myrkwasa
 

References
Lore:Places S

Saarthal
 
Sadrith Mora
 
Saintsport
 
Salas En
 
Samara
 
River Samsi
 
Samuruik
 
Sancre Tor
 
Sanguine's Realms
 
Satakalaam
 
Santaki
 
Sardavar Leed
 
The Scar
 
Scathing Bay
 
Scourg Barrow
 
Sea Keep
 
Secunda
 
Sedor
 
Selene's Web
 
Senchal
 
Sentinel
 
Septimia
 
Sercen
 
Seyda Neen
 
Shadow Wood
 
Shadowfen
 
Shalgora
 

Shalidor's Shrouded Realm
 

Shearpoint
 
Shedungent
 
Sheogorad
 
Shimmerene
 
The Shivering Isles
 

Shor's Stone
 
Shornhelm
 
Shrine of Saint Veloth
 
Shrouded Vale
 
Sil-Var-Woad
 
Silatar
 

Silorn
 

Silgrad Tower
 
Silvenar
 
Silverhoof Vale
 
Silverfish River
 
Silver Road
 
Siuol Yelir
 
Skaal Village
 
Skaven
 
Skingrad
 
Skuldafn
 
Sky Haven Temple
 
The
 

Skyrim
 

Skywatch
 
Smokefrost Peaks
 
Snowhawk
 
Solitude
 
Sollicich-on-Ker
 
Solstheim
 
Soul Cairn
 
Soulrest
 
Soulshriven Tower
 
South Guard
 
Southern Sea
 
Southpoint
 
Sovngarde
 
Stirk
 
Stonefalls
 
Stonehills
 
Stonekeep
 
Stonewastes
 
Stormhaven
 
Stormhold
 
Strid River
 
Stros M'Kai
 
Summerset Isle
 
Summerset Isles
 
Sundercliff
 
Sunhold
 
Sunspire
 
Suran
 
Sutch
 
The Systres
Lore:Places H

Haafingar
 
Hackdirt
 
Haj Uxith
 
Hakoshae
 
Halcyon Lake
 
Hale
 
Hallin's Stand
 
The Halls of Colossus
 
Hammerfell
 
Harstrad River
 
Hattu Mountain
Hattu Mountain, sometimes called Mount Hattu  or "The Father of Mountains",  was a mountain in the High Desert province of  . It was notable for being the place where   wrote the  . Shortly after, a bloody conflict known as the   took place at the foot of the mountain.  

Haven
 
Havoc Wellhead
 
Heartlands
 
Hectahame
 
Hegathe
 
Heimlyn Keep
 
Hel Ra Citadel
 
Helgen
 
Heljarchen
 
Helkarn
 
Helstrom
 
Herne
 
Hew's Bane
 
Hew's Bay
 
High Hrothgar
 
High Rock
 
Highcross
 
Hirstaang Forest
 
River Hjaal
 
Hjaalmarch
 
Hla Oad
 
Holamayan
 
The Hollow City
 
Honor's Rest
 
Lake Honrich
 
Howling Halls
 
Hrota Cave
 
Hrothmund's Barrow
 
Hsaarik Head
 
Hunding Bay
Hunding Bay, named after the famed Redguard hero, is a body of water in the Abecean Sea, near the isle of Stros M'Kai, south of Hammerfell. It is well-known as the site of the famous  . 

Hunting Grounds
 

References
Lore:Places V

Vahtacen
 
Valenwood
 
Valley of the Wind
 
Valthume
 
Valus Mountains
 
Vanua
 
Varanis
 
Varen's Wall
 
Varondo
 
Varsa Baalim
 
Vaults of Gemin
 
Velothi Mountains
 
Velothis Haven
 
Verkarth (Elsweyr)
 
Verkarth (Hammerfell)
 
Vernim Woods
 
The Vile Laboratory
 
Vilverin
 
Vindasel
 
Vitharn
 
Vivec
 
Vivec's Antlers
 
Vlastarus
 
Void
 
Volenfell
 
Volunruud
 
Vos
 
Vounoura
 
Vulkwasten
 
Vvardenfell
Lore:Places E

Eagle's Brook
 
Earthtear Caverns
 
Eastmarch
 
Ebon Stadmont
 
Ebon Wastes
 
Ebonheart
 
Ebrocca
 
Echo Cave
 
Eld Angavar
 
Elden Grove
 
Elden Root
 
Elenglynn
 
Elinhir
 
Elsweyr
 
Eltheric Ocean
 
Ephesus
 
Erabenimsun Camp
The   is the home of the Erabenimsun Tribe, one of the four distinct tribes of  . The Erabenimsun Camp is commonly found in the region of  . Around  , the camp was found on the base of  , and behind the ruined city of  . But by  , it was found near the shores of the  .

Erokii
 
Errinorne Isle
 
Esroniet
 
Eton Nir
 
Evergloam
 
Evermore
 
Eyevea
Lore:Places B

Baar Dau
 

Bahia
 

Bal Fell
 

Bal Foyen
 

Isle of Balfiera
 

Balmora
 

Bangkorai
 

Bantha
 

Battlehorn Castle
 

Battlespire
 

Belarata
 

Belkarth
 

Bergama
 

Betony
 

Bhoriane
 

Bisnensel
 

Bitter Coast
 

Bjoulsae River
 

Black Heights
 

Black Kiergo
 

Blacklight
 

Blackreach
 

Blackrose
 

Blackrose Prison
 

Blackwood
 

Black Gate
 

Black Marsh
 

Black Road
 

Bleaker's Way
 

Bleakrock Isle
 

Bloodmayne
 

Bloodrun Cave
 

Blue Palace
 

Blue Road
 

Bravil
 

Brellach
 

Brena River
 

Briar Rock Ruins
 

Brindle Home
 

Broken Cape
 

Bruk'ra
 

Bruma
 

Bthzark
 

Buckmoth Legion Fort
An   outpost located due south of   and west of the Ramimilk shrine, on the road to Ghostgate. It offered many services to the populace, including an Imperial Cult altar. 

References
Oblivion:Master Training

Overview
Once you reach a level of 70 in any skill, whether through use, training, or reading skill books, basic and advanced trainers will no longer be able to teach you; only the master trainer in that skill can provide further training.  However, to receive master training, there are several steps that must be followed:
# Speak to one of the advanced trainers about Training once you have a skill level of 70 (this includes temporary boosting).
# The advanced trainer will tell you the name of the master trainer, and a new quest will appear in your journal.
# Find the master trainer (some of them are in remote locations).
# Accomplish a mini-quest (or have already met some specified requirements) to qualify for training; these quests are detailed below.
# The training icon will now appear in the master trainer's dialogue options.
After going through this process, the training is then similar to lower level training: you can only train a total of five points in all skills at any level, and you will have to pay 10*(skill level) gold for each level of training.

You can start and complete each master trainer's quest even after you have reached level 100 in their skill.

Master Trainers


Bugs
Morrowind:Talos Cult

The Talos Cult is a group of worshippers of the great Tiber Septim, founder of the Third Empire. In order to join, new recruits swear an oath to give up their lives in attempting to put a strong man back on the throne of Tamriel. They have many followers within the Imperial Legion, conspiring to assassinate whoever the current emperor may be and replace him to prevent the Empire's decline.

The Talos Cult only makes a small appearance in Morrowind during an Imperial Legion quest in Gnisis, where Darius asks you to uncover an assassination plot against the current emperor.

Talos Cult Members
Morrowind:Dissident Priests

The Dissident Priests are a secretive cult consisting of Tribunal Temple members who dispute the Temple's dogmatic foundations and question the process of the Tribunal's elevation to become gods. They argue Temple doctrine and are uneasy about the practices of the Ordinators. One of the chief disputes between the Temple and the Dissident Priests is that the Temple hides the truth from its followers. The Dissident Priests' outline and their beliefs are manifested in the book Progress of Truth.

The Dissident Priests consider the Ashlanders' prophecies of the Nerevarine as a topic worth studying. However, their views differ from those of the Temple hierarchy, and they were persecuted and driven into hiding. The priests study and comment on the Apographa, which are known as 'the hidden writings'. This is opposed to the Hierographa, which are the 'public writings' of the Temple's dogma. These hidden writings contain secrets known only at the highest levels of priesthood and inquisition. They gathered as much of the Apographa as possible in their base, a secret monastery called Holamayan hidden in the wastes of Azura's Coast that was protected by a magical barrier.

The Priests are not only committed to gather information and argue about the Tribunal's background, but they also seemed to actively compete with the Ordinators on how to effectively confront Dagoth Ur. According to their leader Gilvas Barelo, the Priests sensed the despair within the people of Vvardenfell. They followed a practical approach to which the common folk could look up and to spread hope by turning to the ancient pillars of faith and the prophetic visions of their Nerevarine. The Dissident Priests hoped for the Temple's and the people's support once they had shown their ability to confront Dagoth Ur efficiently.

The Dissident Priests comprise ten or eleven members, led by Master Gilvas Barelo, abbot of Holamayan. All members are Dunmer except for one. The membership of Mehra Milo might not be perfectly clear, it is only known that the Priests care about her. One member, Malur Omayn, was thrown into the Ministry of Truth prison.
Oblivion:Cheydinhal

Cheydinhal is a city in eastern Cyrodiil whose architecture and culture contains heavy Dunmer influence due to its close proximity to Morrowind's border. Located in the foothills between the Valus and Jerall Mountains, Cheydinhal sits on the northeastern edge of the Nibenay Basin, a river valley of tributaries to Lake Rumare and the Niben River.

Cheydinhal consists of three districts: Cheydinhal Castle, Market, and Chapel. The dominant feature of the city is a tributary of the Corbolo River, which bisects the city from north to south. The river is crossed by three bridges: a single bridge to the north connects the Market district to the Chapel district, while two smaller bridges to the south connect the southwest plaza and Chapel via a small island park. 

For more information about Cheydinhal, see the lore article.

The Dark Brotherhood
The Dark Brotherhood has a sanctuary in this city at the Abandoned House (see map). Rumor has it that Count Andel Indarys knows, but threats and bribes from the Dark Brotherhood have managed to keep him quiet. See Joining the Dark Brotherhood for more information.
 
 

Quests Starting Here
thumb|right|View of Cheydinhal, looking southwest past the chapel
thumb|right|View of Chapel District in Cheydinhal
thumb|right|View of Cheydinhal, from top of the Castle looking southeast
General






Fighters Guild






Mages Guild


Related Quests

 


Gallery
 

Notes

Cheydinhal also appears in ESO.

Bugs
 

Maps
Morrowind:Uvirith's Grave

The site is actually marked on the Morrowind paper map. It is located in the southeastern reaches of the Molag Amur region northwest of the Erabenimsun Camp, and due west of Tel Fyr. The geography around Uvirith's Grave is dotted with the steep hills, steam vents, and large lava pools typical of the Molag Amur region. There is nothing nearby but vampire lairs, Dwemer ruins, and bandit caves.

If you're a member of House Hlaalu or House Redoran, you can get a quest to kill its occupant, Reynel Uvirith.

 
People
 


Related Quests
House Hlaalu


House Redoran


House Telvanni
Oblivion:Weye

It is the first town that you encounter after leaving the Imperial City, located at the west end of the main bridge to the city.  The village contains only two buildings: fisherman Aelwin Merowald's house and the Wawnet Inn, operated by Nerussa.
 
NPCs Living Here
 

Related Quests




Notes
Despite seemingly being part of the village, the Wawnet Inn has its own separate map marker.
 
Weye also appears in ESO.
Oblivion:Skingrad

Skingrad is a large town located in the West Weald region of Colovia, to the southwest of the Imperial City, along the Gold Road. The town divides into three districts: the Castle, Hightown, and Chapel, with various gates and bridges connecting each district. The town is further divided in two parts: the north wall encompasses the business district and the guild halls, while the southern half holds homes and the Great Chapel of Julianos, where citizens and travelers can pray for healing. Outside of town is the castle of Janus Hassildor, count of Skingrad and wizard, who is reportedly a vampire, a fact known to and kept as a secret by the Mages Guild. The town is particularly famous for its wines, tomatoes, and cheeses, which contributes to its overall prosperity. Famous wine makers in Cyrodiil such as the Surilie brothers and Tamika reside here.

For more information about Skingrad, see the lore article.
 
General
The Count refuses to see you until you start one of several quests that involves him. Outside the walls of Skingrad are the two best vineyards in all Cyrodiil, belonging to Tamika and the Surilie brothers. Skingrad is involved with the production of much of Cyrodiil's wine. The house available for purchase here, Rosethorn Hall, is located in northern Skingrad and is the largest and most expensive that you can buy.

The city also features a house filled with undead, a sealed house with an interesting party in it, and a necrophiliac alchemist. The Skingrad guards wear armor consisting of steel gauntlets, greaves, and boots, instead of the chainmail used by guards in other towns. Much like Anvil, Castle Skingrad is found outside the city walls, on a nearby hilltop overlooking the town.
 
 

Quests Starting Here
thumb|right|View of southern Skingrad thumb|right|Statue of Oblivion:Rislav The Righteous|Rislav the Righteous near the Mages Guild Hall thumb|right|Winepresses behind Tamika's house

General






Mages Guild


Related Quests
 
 
 
 
 
 
 

Maps