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Shivering:Blind Watcher's Eye

'''Blind Watcher's Eye''' is an ingredient that can be harvested from certain rare versions of Watcher's Eye plants (see plants for details).  Blind Watcher's Eye is one of three unusual ingredients that can be given to the Museum of Oddities (the other two are Deformed Swamp Tentacles and Mute Screaming Maws).  You will receive a finder's fee of 200 gold.  Only one eye is needed for the quest; any additional ones that are collected can be used as regular alchemy ingredients.

Blind Watcher's Eye has all the same alchemical properties as standard Watcher's Eye.  Therefore, the two can be combined to easily create multiple effect potions.

Related Quests
 

Notes
There are two versions of this ingredient: the variant with id=00043430 only occurs when the player hands over a plant as part of the Museum of Oddities quest. This variety theoretically weighs 0.2 rather than 0.0, but has a script that changes it to the first variety when picked up and thus it can only be acquired through use of the Console.
Blind Watcher's Eye also appears in the Rare Curios Creation for Skyrim Special Edition.

Plants
There are only three plants that will yield a Blind Watcher's Eye. The plants are named identically to the standard Watcher's Eye plants and are identical in appearance, therefore you cannot recognize the special plants until you try to harvest an ingredient. The three plants are located:
1 plant is in Knotbone Chamber, on the side of a doorway in the main chamber, growing on the left side. The doorway opens into the main chamber from the lower level of the southernmost part of the chamber.
1 plant is in Knotty Bramble, Lost Crypt zone.
1 plant is in Milchar, Nexus zone.   Go down the hill and take the first left. There will be one Watcher's Eye surrounded by many Flame Stalks.

thumb|left|250 px|Locations of Blind Watcher's Eye plants
Shivering:Deformed Swamp Tentacle

Deformed Swamp Tentacle is an ingredient that can be harvested from one of five rare "Deformed Swamp Tentacle" plants.  These plants are similar in appearance to regular Swamp Tentacle plants, but the Deformed Swamp Tentacles have very different alchemical properties than standard Swamp Tentacles.

Deformed Swamp Tentacle is one of three unusual ingredients that can be given to the Museum of Oddities (the other two are Blind Watcher's Eyes and Mute Screaming Maws).  You will receive a finders fee of 180 gold. Only one tentacle is needed for the quest; any additional ones that are collected can be used as regular alchemy ingredients.

Related Quests
 

Notes
There are two versions of this ingredient: the variant with FormID 00043432 only occurs when the player hands over a plant as part of the Museum of Oddities quest. It has a script that changes it to the first variety when picked up thus it can only be acquired through use of the Console.

Plants
There are only five plants that yield a Deformed Swamp Tentacle.  They can be found at the following locations:
1 plant is in SI exterior cell (-11, -16)  , near Pinnacle Rock.  Head east along the road from Pinnacle Rock. It is attached to the east side of the first large rock on your left.
1 plant is in SI exterior cell (-8, -2)  , immediately south from outside the Gates of Madness, growing from the wall surrounding the Fringe; see the next entry for details.
1 plant is in SI exterior cell (-8, -3)  . This plant is right next to the previous one.  South of the gates is a 'Hollowed Stump' (potentially containing treasure).  Hanging from a large rock above the stump are two deformed tentacles. However, they are exceptionally difficult to reach; the only way is to harvest them in mid-air, either by jumping from on top of the nearby Letifer Orca plants, or with high Acrobatics skill, jumping off the large tree immediately opposite the Swamp Tentacles.
1 plant is in SI exterior cell (-7, -16)  , near Lost Time Camp.  From the camp, head south along the path.  Very soon, you will come to two large boulders (they can be seen from the camp). It is attached to the one on the right.
1 plant is in SI exterior cell (-15, -2)  .  This is outside the Fringe's wall, due west of the Door to Cyrodiil.  The tentacle is hanging in the water.

thumb|left|250 px|Locations of Deformed Swamp Tentacle plants
Shivering:Dog Food

The ingredient Dog Food is a quest-related food item.  You can use the food for the quest, or you can use it as an alchemy ingredient.

Related Quests
 

Ingredients
4 guaranteed samples can be found (these locations will respawn, since Dog Food is  food), all found at:
4 samples are in Ushnar gro-Shadborgob's House in Crucible, in a cupboard and a nearby dog bowl.
Shivering:Heart of Order

Hearts of Order are found on the corpses of most Knights of Order.  Placing three Hearts of Order into an Obelisk will deactivate the obelisk (but only if the Priest of Order controlling the obelisk is unconscious when the third Heart of Order is added to the Obelisk).  Hearts of Order can also be used as a key to open the Crystal Chests associated with the Forces of Order.

''Jyggalag's Favor'' is the name of the ingredient's script, the effect of which is to give the player the ''Jyggalag's Ascendancy ability (FormID  ). The name that will appear in your active effects menu is Jyggalag's Ascendancy''.

Fortify Health 50 pts for 15 secs on self
Fortify Strength 25 pts for 15 secs on self
The Boon of Order: Restore Health 60 pts for 1 sec on self 

Eating more than one Heart of Order within fifteen seconds is not recommended, as the second heart restarts the script effect and doesn't add to an existing one. For instance, if you eat a second heart one second after eating the first, you will only receive 16 seconds of Fortify Health and Fortify Strength in total, not 30 seconds, although your health will be restored by the full 120 pts.

Using Alchemy Hearts of Order can be combined with any other special effect ingredient to create a potion. (See other special effects.)

Notes
 
Hearts of Order also appear in the Rare Curios Creation for Skyrim Special Edition.

Ingredients
One guaranteed sample can be found, in the following location:
One sample is in the Howling Halls, Antechamber zone
Shivering:Mute Screaming Maw

Mute Screaming Maw is an ingredient that can be harvested from one of three rare "Mute Screaming Maw" plants.  Mute Screaming Maw has all the same alchemical properties as standard Screaming Maw. Therefore, the two can be combined to easily create multiple effect potions.

Mute Screaming Maw is one of three unusual ingredients that can be given to the Museum of Oddities (the other two are Blind Watcher's Eyes and Deformed Swamp Tentacles).  You will receive a finders fee of 200 gold. Only one maw is needed for the quest; any additional ones that are collected can be used as regular alchemy ingredients.

Related Quests
 

Notes
There are two versions of this ingredient: the variant with id=00081EA5 only occurs when the player hands over a plant as part of the Museum of Oddities quest. It has a script that changes it to the first variety when picked up thus it can only be acquired through use of the Console.

Plants
There are three Mute Screaming Maw plants.  Although from a distance the plants appear similar to standard Screaming Maw plants, the plant name is different.
1 plant is in Corpserot Prison.  There is a swampy hallway on the far west side with two Screaming Maw plants, one of which is a mute plant.  You only gain access to this area after being arrested by Dark Seducers.
1 plant is in Cann, Arena zone.  Take a right coming from the Halls of Tranquility and go through the passage until you come to an alcove-like room.  There is a group of Screaming Maws; it is at the back of the group.
1 plant is in Dunroot Burrow, Bramble Halls zone.

thumb|left|250 px|Locations of Mute Screaming Maw plants
Shivering:Unrefined Greenmote

The ingredient Unrefined Greenmote comes from the two Mania varieties of the plant "Mushroom Tree Sapling".  The two Dementia varieties yield Black Tar instead.  Although Unrefined Greenmote is presumably the source of Greenmote, the player is unable to convert one ingredient into the other.

Notes
This is one of the few ingredients that Mirili Ulven does not want for the quest Taxonomy of Obsession.
The only other ingredient in the game to have any Drain effects is Nirnroot, and even Nirnroot only has two effects in common with Unrefined Greenmote: Drain Fatigue and Drain Health.  Therefore poisons can only be made with those two effects.

Ingredients
31 guaranteed samples can be found.  The places with the highest numbers of samples are:
21 samples are in Greenmote Silo
7 samples are in the Duke's Quarters
3 samples are in Rendil Drarara's House in Bliss

Plants
The places with the highest concentrations of Unrefined Greenmote are:
10 plants are in SI exterior cell (-8, 5)  
7 plants are in SI exterior cell (-11, 7)  

123 can be found growing inside:
46 plants are in Dunroot Burrow
28 plants are in Greenmote Silo
26 plants are in Dire Warren

thumb|left|250 px|Locations of Unrefined Greenmote plants
Shivering:Baliwog

thumb|right|Baliwog
thumb|right|clear=none|Young Baliwog
Baliwogs are aquatic-dwelling creatures that frequent the lakes, rivers and bogs of the Shivering Isles. With the exception of the Young Baliwog, they all carry a dorsal on their back. A fully-grown adult Baliwog can deliver a nasty blow from its claws, a swing from its tail or a potentially deadly bite from its razor-sharp teeth. It transmits a horrible disease, can swim and regenerates health when in water. You will hear (or read) about myths that Baliwogs possibly become Grummites when they grow up, while some sources claim that they become Scalons instead. 

Baliwogs regenerate 1pt of health per second if they are swimming (i.e. in water).
Baliwogs have a 15% chance of being infected with Swamp Fever.

Smoked Baliwog Legs are a common foodstuff in the Shivering Isles, but killed Baliwogs cannot actually be harvested for their legs.
 
Standard


Special
These varieties can only be found at some locations.
Shivering:Elytra

thumb|right|Elytra (Dementia)
thumb|right|clear=none|Elytra (Mania)
The Elytra are large mantis-like creatures indigenous to much of the Isles. Although there is a marked color difference between the Northern (Mania) Variety and the Southern (Dementia) Variety, their stats are the same. They are found in high concentrations in root tunnel systems and near caves, but inhabit almost the entire Isles. They can block weapon attacks and walk on water. Their spells can be potentially damaging if you meet one unexpectedly. 


 
Standard


Felldew Variants
thumb|right|Elytra (Felldew)
These variants are related to the Addiction quest. The differences with the standard types are the green glow they emit, and an additional ingredient (Felldew) they carry.

 


Special
These varieties can only be found at some locations.
Shivering:Gnarl

The Gnarl, or "Walking Tree" as it's sometimes called, is one of the strangest creatures. Like the Elytra, this animated plant can be found roaming almost anywhere on the Isles. One of Sheogorath's truly unique creations, the Gnarl has the most unusual trait of being able to use magic cast upon it, and harness that power to bolster its own defense. Once struck with fire, frost or lightning, the Gnarl grows physically larger and becomes resistant to just that element for short time. Interestingly, this is where the Gnarl's vulnerability comes into play. At the same time the Gnarl is resisting that element it was struck with, it becomes vulnerable to all of the other elements. This is easily exploited by throwing a simple spell of one element at the Gnarl, then following up with a more powerful spell of a different element.


 
Standard

  These values are dynamic. They only come into play when the Gnarl is hit by an elemental damage spell.

Gnarl Cultivators
thumb|right|Gnarl Chrysalis
These Gnarls are only found in The Fountainhead, beneath Sheogorath's throne. They are not hostile and play a part in The Roots of Madness. They can be spawned from Gnarl Chrysalises found throughout the Fountainhead.
 

  These values are dynamic. They only come into play when the Gnarl is hit by an elemental damage spell.

Gnarl Prisoners
Gnarl Prisoners are only found in Blackroot Lair, where they have been imprisoned by Grummites.  By default, they will be non-hostile towards the player.


  These values are dynamic. They only come into play when the Gnarl is hit by an elemental damage spell.

Special Varieties
thumb|right|Mirili's Gnarl in its pen in SI:Highcross|Highcross
These varieties can only be found at some locations.


  These values are dynamic. They only come into play when the Gnarl is hit by an elemental damage spell.
Shivering:Grummite

Grummites are frog-like, tool-making creatures with a primitive culture, very much similar to the Goblins of Cyrodiil. They can often be found protecting the egg sacs that house their young, even though the book From Frog to Man states that they tend to ignore their eggs once laid. They are usually around caves and ruins that contain Madness Ore. So if you see some Grummites, you may also find some Madness Ore in the area or on their bodies. There are also Grummite Archers. It is advised not to fight these while they are swimming or it's raining, since all forms get a 1 to 3 point regeneration from water.

 
 
Standard

  There is a small chance the Grummite carries a Madness Matrix instead.

Archers
These Grummites have the same names of the standard forms, but are equipped with bow and arrows.

  There is a small chance the Grummite carries a Madness Matrix instead.

Magi

  There is a small chance the Grummite carries a Madness Matrix instead.

Special
thumb|right|Grummite Shaman
Shamans
Grummite Shamans can be found in Xedilian during A Better Mousetrap.

  Instead of the usual minimum Creature Level 20 for the Grummite Deathdealer family. Likely an error in consistency. Note that normally the Grummite Shaman Deathdealer still only appears from level 23 onward, so they will always have a level of at least 21.

Envious
This Grummite can be found in Aichan.



Already dead



Other


  There is a small chance the Grummite carries a Madness Matrix instead.

Notes
Grummites also appeared in Legends.

Bugs
 

Gallery
Shivering:Scalon

Scalon are commonly found near water, occasionally leaping from the water and attacking. They can also turn invisible. While they're invisible though, they still create ripples in the water, so if you don't have a Detect Life item, be on the lookout for the tell-tale ripples slowly moving towards you. An unusual feature of Scalon is that they can't run; their powerful jump attack is a substitute. Otherwise, they just slowly lurch towards you.

Scalon have a 25% chance of carrying a unique disease. The disease is leveled, as it depends on the variant. The three diseases are Scalon Fever (Diseased Scalon), Scalon Blight (Scalon Brutes) and Scalon Sunburn (Hulking Scalon).

 
Standard


Special Varieties
These varieties can only be found at some locations.



Notes
Scalon were called Murk Dwellers while in development, as evidenced by their names in concept art and in the Construction Set.
Shivering:Skinned Hound

thumb|right|A Greater Skinned Hound
Skinned Hounds are yet another bizarre species inhabiting the Shivering Isles. They are often found in and around ruins, accompanying other undead creatures. Other than their appearance, they have no remarkable abilities at their disposal. The appearance of the Skinned Hound and the Greater Skinned Hound is identical other than a small difference in size.

 
Standard


Special
These varieties can only be found at some locations.
Shivering:Flesh Atronach

thumb|right|A Mangled Flesh Atronach
The Flesh Atronach appears as a sewn-together conglomeration of skin and muscle adorned with mystical symbols and wearing an iron collar. It is hinted that they were created by Relmyna Verenim after her discovery of the "Flesh" element, however a Mages Guild quest in Daggerfall requires the hunting and killing of a Flesh Atronach. In the Shivering Isles, they serve as animated flesh shells for the spirits/souls (it is unclear) of other Daedra. They are usually found in underground ruins. Flesh Atronachs have multiple orbs/gems on their bodies, the color of which depends upon the variety of Flesh Atronach and can partially be used for identification. They are also summoned by Zealots.

The first three times the stronger versions of the Atronach are attacked by a spell, their Magicka is fortified permanently, as detailed for each Atronach in the Magicka column (Magicka) below.

 
Standard




Summoned Varieties
These varieties are summoned by Zealots. They are mostly identical to the standard versions.  Note that these are not the varieties summoned by the player's Summon Flesh Atronach power.  The article on the Summon effect details which Flesh Atronachs can be summoned by the player.


  If the Atronach is hit with a spell, its Magicka increases permanently. This can happen up to three times.

Special Varieties
These varieties can only be found at some locations.


  If the Atronach is hit with a spell, its Magicka increases permanently. This can happen up to three times.
Shivering:Hunger

thumb|A Ravenous Hunger
Hungers are thin, pale-skinned Daedra. They have a long tongue, sticking out of an always open round mouth. They were previously seen in Morrowind.

Five standard varieties of the Hunger can be found in the Shivering Isles. The name prefixes used to distinguish these varieties are a play on the word hunger. In combat, Hungers rely on a physical attack and their Absorb Fatigue spell.

Strangely enough, they appear to be the minions of Boethiah, even though they are found in Sheogorath's realm.


 


Summoned Varieties
These Hungers will appear with their corresponding Summon spells.  The only place to purchase these spells is from Earil in Crucible.



Special
This variety can only be found in Xaselm.



 
Notes
If you are wearing the Heretic robes and hood the hungers might not attack you. Due to the Heretic Faction having a 100+ disposition towards hungers and if you wear the robes and hood you are effectively joining that faction.  The hungers will sometimes recognize you as a non-heretic and attack you on sight.
Shivering:Count Cirion's Helmet

Count Cirion's Helmet is a unique enchanted madness helmet with distinctive horns that once belonged to Count Cirion of Vitharn. It is received by completing freeing the residents from their curse during the related quest listed below.
Shivering:Diadem of Euphoria

The Diadem of Euphoria is a unique oddly-shaped jeweled crown worn by Thadon, the Duke of Mania. It can be normally retrieved from him when killed.
Shivering:Talisman of Abetment

The Talisman of Abetment is a unique amulet that once belonged to one of the adventurers in Grommok gro-Barak's group. It will be found in the recovery chest at the conclusion of the Baiting the Trap quest. It is remarkably similar to Dawnfang's hilt, possessing identical orange gemstones, metal resembling scaled burnished gold, and has a distinctive serpentine-like shape. It was likely one of the Tsaesci relics that Grommok recovered from Trumbe, as detailed within his journal.
Shivering:Ring of Lordship (Dementia)

A Ring of Lordship represents one of the two sides of the Shivering Isles, acting as a symbol of office for the duke/duchess of that respective region. This one represents the section of Dementia.
Shivering:Ring of Lordship (Mania)

A Ring of Lordship represents one of the two sides of the Shivering Isles, acting as a symbol of office for the duke/duchess of that respective region. This one represents the section of Mania.
Shivering:Shegorath's Regalia

'''  Regalia''' is the clothing worn by Sheogorath himself. It is found on top of his throne after the conclusion of the expansion's main quest. It is a suit if worn by males, and is a dress when worn by females. 
 

Notes
 
Sheogorath himself wears an unenchanted version of the outfit (editor ID  , formID  ), which has a value of 100 instead of 5100. It cannot be obtained without the console and also has no inventory icon assigned to it.

Gallery
Lore:Dragonstar

is a city-state in  , just south of the border with   and  . It is located on the foothills of the  , in the region of  . Like much of Craglorn, Dragonstar is very cosmopolitan compared to the rest of Hammerfell, often inhabited by those deemed "unfit" for life in the  . 
 In the  , it was a small, fortified settlement dominated by   miners and mercenaries. The   began operations there, but later moved its headquarters to  . In   the local miners were contracted with extracting fast amounts of  , known as "red brittle" to the locals. Although abundant and seemingly inert, the stone is very dangerous to mine due to the toxic fumes released. The patron of this operation was  , who aided and later betrayed the dangerous  . Nirncrux mining presumably halted following her death and the destruction of the Court. The entrance to an   also appeared in the mountains north of the settlement that year. 

By the time of the   in the late  , the city-state of Dragonstar was an active settlement, being known as the "home of the Sacred Rage." It was ruled by King Dhatan, and it had a rivalry with   and  .  It was neighbored by several settlements, including   to the southeast,   to the southwest, and High Rock to the north, towards  .  

During the War of Bend'r-mahk, the forces of Skyrim advanced into Hammerfell and besieged the city, eventually establishing a separate government within the city. During this time, the city was divided into western and eastern sections, walled off from each other, each with their own government. Dragonstar West was still under the control of Hammerfell, while Dragonstar East was controlled by Skyrim. An atmosphere of deep mutual distrust prevailed between the two sides. The city had an arena pit, a prison and guild halls for the Mages Guild, Fighters Guild and Thieves Guild. Shadow Gates could also be found in the city. 

The occupation persisted after the end of the war, and by   the situation remained unchanged.  
 

Notes
The   warrior,   is known as the "Tigress of Dragonstar". 
Arena was originally conceived as a fighting game featuring a tournament that took the player to each of Tamriel's cities to challenge different gladiatorial teams. According to a file from that stage of development left behind in the final game, Dragonstar's gladiatorial team would have been called "the Sacred Rage". 

Gallery
 

See Also
For game-specific information, see the Arena, Shadowkey and ESO articles.

References