Netruk44/uesp-wiki-content huggingface dataset:
Oblivion:Magic Items with Guaranteed Locations

There are a small number of guaranteed magic items that can be found in Oblivion.  Most generic magic items (Generic Magic Apparel and Generic Magic Weapons) are only found in randomized loot.  The items listed on this page, however, are not randomly determined and will always be placed in the specified locations at the start of the game.  It is possible for the items to subsequently move (the notes provide details on a few notorious cases), so if you want to find these items it is often best to collect the items early in the game.

For each item located outside, the coordinates are provided.  On the PC, the console command  , then   shows you your current coordinates.  The map link can also be used to go to the Oblivion map, centered on the location of the item.

Even when using the coordinates it can be very difficult to find some of these items.  In most cases, detailed information about how to find each item is located on its corresponding location page.

Guaranteed Magic Clothing


Guaranteed Magic Armor


Guaranteed Magic Weapons
Oblivion:The Forgotten Chests of Pale Pass

Quick Walkthrough
Note: This quest does not appear in your journal. You must start Lifting the Vale quest before Pale Pass even shows up on your map.

# Find four containers in order near the fort in Pale Pass.
# A key found in each one allows you to open the next.
# In the last container is the Circlet of Omnipotence which grants +3 Fortify each to Agility, Endurance, Speed, Strength, and Willpower.

Detailed Walkthrough
When to Begin the Quest

While on the quest Lifting the Vale, you will go through the Serpent's Trail to Pale Pass and follow the path to the ruined fort. Once you reach the ruined fort, you're ready to find the treasure.

Treasure Trail
There are four containers to be found. The first three have a key to the next container, and the last one has the Circlet of Omnipotence.
# Frozen Barrel – east of the ruined fort in a circle of ice (ESE of the entrance to Mouth of the Serpent). It contains a Rusty Key and a Crumpled Note from some unlucky thief informing you that he hid a magical ring in a chest.
# Rusty Chest – inside the most western tower, next to the tower with the entrance to Fort Pale Pass. Search carefully to find this chest, as it is hidden by grass and partly buried into ground. Look along the inner walls of the tower to find it. This chest contains the Old Key.  
# Old Chest – located southeast of the entrance to Mouth of the Serpent. Follow the path south, back towards the Serpent's Trail, past the statues on either side and you will reach a fallen column.  Travel in the direction pointed by the column and jump onto the rock at the base of the curved wall you find. The chest is just to the south and contains the Forgotten Key.
# Forgotten Chest – southwest of the door from the Serpent's Trail through which you first entered Pale Pass. From the door go southwest up the hill (to the right if you are facing the door), sticking to the natural rock wall that forms the outer edge of the valley. Keep following it as it curves west, then south, then back west, and you will come to a large rock with a tree beside it. On the far side of the rock, you'll find the chest. In it, you will find the Circlet of Omnipotence.

thumb|600x300px|A Map of all Chest Locations relative to the Local Map

Notes
The Prima guide calls this quest "A Ring of Keys".
The console command  , which toggles the grass display on and off, can make the chests a bit easier to spot.
Tes4Mod:Mod File Format/REFR

An REFR record represents a placed object in a cell. It has a lot of possible sub records depending on its type and state.

Also some of its properties (seen in the tescs) depends on the CELL the REFR is in (coordinates, 'persistent ref', 'visible when distant', etc ...)

Header

The flags1 field (ubyte[4]) so far contains the following flags :
Disabled by default : 0x00080000 

Sub-Records

(most unknown sub-records taken from GhostWheel: Tes4.xml)
Oblivion:Fort Coldcorn

It contains only one zone, Fort Coldcorn.
 
Related Quests
 

Notes
On the eastern side of the fort are a sword and a chest. Do not touch the sword. Read the note in the chest and see if you can figure it out. If not, read the details at The Unbeaten Path.
Fort Coldcorn is seen in ESO as Coldcorn Ruin.

 

Exterior

The exterior is located at coordinates: Tamriel -6, 23
This location's map marker (M on map) is named Fort Coldcorn (editor name FortColdcornMapMarker). The entrance door is ENE of the marker, 130 feet away.
0-2 Monsters are near the entrance
1 Wilderness Creature (Forest variety) is near the entrance
1 Chest (contains Note of Bounty, Key of Hidden Wealth, 10% chance scroll, 10% potion, 10% soul gem, 10% enchanted jewelry, 10% unenchanted jewelry, 5% enchanted weapon; non-respawning) is at location C on map
The following weapons can be found near the entrance: 1 Fine Steel Longsword
The following plants can be found near the entrance: 20 Bergamot plants, 3 Fly Amanita plants, 1 Green Stain Cup plant, 4 Monkshood plants, 8 Motherwort plants, and 11 Steel-Blue Entoloma plants

 
Zone 1:
thumb|right|199px|Fort Coldcorn
The dungeon is relatively small and linear but contains enough loot to be worth exploring. Simply follow the corridors to the final room where you will find the boss chest (B on the map) protected by a boss monster (A) and a regular monster. You will then have to retrace your steps to exit from the dungeon.

The only other unusual item in the dungeon is the Dead Marauder at C. However, the other chests in the dungeon are all monster dungeon containers, so it's worth the time to unlock the standard chests in case they contain enchanted items.

Occupants:
1 boss-level Monster at location A on map
3 Monsters
0-4 Monster Enemies (each 80% probability Monster, 20% Rat)
Treasure:
1 boss-level Chest (Monster variety) at location B on map
2 Chests 02 (1 locked)
2 Chests 03 (1 locked)
2 Chests 04
Doors and Gates:
There is one door (at Out) in/out of this zone, leading outside
Other:
1 Dead Marauder (wearing Iron Boots and an Iron Cuirass) at location C on map
Tes4Mod:Mod File Format/LIGH

LIGH records hold information on a light. 

Subrecords known to occur in an LIGH record include (confirmed):
:*EDID (required): Editor ID (variable length string)
:*FULL (optional): Item name (variable length string)
:*MODL (optional): Model filename (variable length string)
:*MODB (optional): Unknown, follows a MODL (4 bytes)
:*MODT (optional): Unknown, follows a MODT (24, 48, 72, 96, 120, 144, 168, 192 bytes)
:*SCRI (optional): Script form ID (dword)
:*ICON (optional): Male icon filename (variable length string)
:*DATA (required): Light data (24 or 32 bytes)
:*FNAM (required): Fade value (4 bytes, float)
:*SNAM (optional): Sound form ID (4 bytes, dword)

DATA Subrecord
This subrecord is always 24 or 32 bytes long (confirmed) and holds the light data. The 24 byte record is same as 32 byte record, except that the Falloff Exponent and FOV values are skipped (thus defaulting to values of 1 and 90, respectively.)
Oblivion:Thieves Den

The Thieves Den is an official download for Oblivion providing your character with a new player-owned home, a secluded pirate hideout known as Dunbarrow Cove. The cove boasts several unique features; vendors who stock weapons, potions and spells to aid Stealth-oriented characters, a Fence who will purchase stolen items, trainers to raise the Security, Sneak, Speechcraft, Marksman and Mercantile skills, pirates who can be recruited and sent out to pillage and plunder, and an unopenable training chest to raise the Security skill.

The download also introduces Dahlia Rackham, who sells upgrades for the cove. She can be found on board The Sea Tub Clarabella docked in Anvil's port. A number of additional characters are recruited by purchasing upgrades. When all upgrades for the hideout have been purchased, a chest containing the Smuggler's Key will appear in the Captain's Quarters. The key opens a door connecting the Smuggler's Cave to a secret chamber in Anvil Castle.

:''Uncover a famous pirate's lost ship and claim it for your own. Designed for stealth-based characters. —Former Official Summary

:The Thieves Den provides you with everything you need to outfit your stealth-based character for missions. Rediscover the legendary Dunbarrow Cove and the ancient pirate ship The  . Dunbarrow Cove not only provides a home base to operate out of, you can purchase new vendors, trainers, and even an upgrade to your sleeping quarters with the loot from your heists.  —Official Summary

Gameplay Information
Creatures''' — 3 new variations of existing creatures are introduced by the download.
Bacon
Red Sabre Skeleton
Cap'n Dugal
Dunbarrow Cove — a new home for a stealth-oriented character.
Items — The download introduces 18 new items, many with several variations.
:
Magic — 15 Restoration spells are included with the download.
:
NPCs — 9 new NPCs are added to the game with Thieves Den.
:
Quest — to uncover the Black Flag and restore the hideout.

Background
This text was originally displayed on the official obliviondownloads.com website, which has since become unavailable. The text serves to provide background and context for the events of the download.


 
|}
Notes
The Thieves Den download also makes minor changes to the Sea Tub Clarabella. The hostile crew on the ship are moved to the mid-deck, as Dahlia Rackham is added to the captain's quarters.
Morrowind:Kwama

Kwama Forager
thumb|Kwama Forager
The smallest (and weakest) variation of Kwama, the forager is a worm-like creature resembling the head of a Warrior or Queen. It scouts land and caves, searching for new colonies and prey. Though aggressive, the Forager is not particularly dangerous.
 


Kwama Queen
thumb|Kwama Queen
The largest of the Kwama which produces all of the nest's eggs.  There is one Kwama Queen in every Egg Mine.  They are too large to move and their needs are attended to by Kwama Workers. They are not aggressive unless provoked.
 

  These two IDs with the _c suffix are just like the others, only cured of Ash-chancre.  They are not located anywhere in the game, and no reference to them has been found, so it's not known if these are just leftovers from testing or if they are actually used somewhere.
Kwama Warrior
thumb|Kwama Warrior
Aggressive Kwama which protect the nest from invaders. These may be Kwama, but they can be extremely dangerous for low to mid level characters.
 


Kwama Worker
thumb|Kwama Worker
The primary source of labor in Kwama colonies, digging tunnels and attending to the Queen and eggs. It is not aggressive unless provoked.
 


Scrib
thumb|Scrib
The larval form of the Kwama which is not very aggressive but can paralyze anything that attacks it. Their image is often depicted on banners, denoting that a tavern is nearby. Scribs are some of the creatures that may wake you when resting in the wilderness. Unlike most of those creatures, they won't attack but instead start wandering around the area listlessly.
Lore:Frostcrag Spire Memoirs

As I pen this, I gaze upon the walls of my home and remember the very day its design came to fruition. Although it seems like yesterday, it was actually many years ago. I was an impetuous wizard; I wasn't simply satisfied living at the  . I spent years coming up with a design for my home, a place where I could practice my magic in peace and keep myself away from the prying eyes of my colleagues. I pored over tomes and dusty scrolls, scoured the bookshops of the land and even delved into ancient ruins looking for inspiration. Finally, as I rested my weary body at a camp outside of   and marveled in awe at the majesty of the  , I became inspired. Like a madman I begin to sketch exactly what I wanted my grand dwelling to look like. It wasn't long before I had completed my masterpiece, put down my quill and took a step back to see what I had wrought.   was born.

And now, as age overwhelms me and the glow is dying from my eyes, I wish to give the Spire to you. The thought that my dream could one day crumble to ruin fills me with sadness. I know that you'll take care of your new home, and if need be, restore it to its former glory. Please, heed my instructions carefully. There's much to tell, and the strength drains from my limbs.

Frostcrag Spire contains many wonderful inventions. I've spent my whole life perfecting them, and I hope you'll put them to good use. My pride and joy is the Atronach Altar. By bringing three salts from the very same creatures to this altar, you can summon an Atronach Familiar to do your bidding. It will obey your simple commands, and defend you in times of need. Should you tire of it, simply speak to it and dismiss it. These fine creatures have protected me in my travels, and should be of great use to you.

With permission from the Arcane University, I've had a Spellmaking and an Enchanting Altar placed in the tower as well. You have but to provide the Magetallow Candles to power them, and they will serve you well.

Working closely with my good friend  , the Master Alchemist of  , I have developed the Frostcrag Apparatus Table. This table is for the discerning alchemist, and should help even the most difficult brews become easier to create. I've also re-seeded my alchemy conservatory with the best ingredients Cyrodiil has to offer, and some from beyond her borders.

Finally, I have created portals to all of the   in Cyrodiil. This should make it easier to travel to them in times of need.

I've entrusted most of my belongings to   at the   in the   of the  . There you'll find everything you need to bring Frostcrag Spire back from the dead. She may require compensation for her time and care watching these special items, but I assure you, it's well worth the coin. Please, take care of Frostcrag Spire. She was my home and much of myself is infused with the stone and mortar. May your journeys be safe, and the roads you travel free of danger.
Bloodmoon:Thormoor's Watch

The only person you will encounter here is Thormoor Gray-Wave, who is involved in The Cursed Captain quest. Most of the land is filled with small ice hills and a few animals such as snow wolves.

 
Related Quests
Bloodmoon:Hrothmund's Bane

The memorial is located in the Moesring Mountains region of Solstheim, south of Castle Karstaag and west of the Wind Stone and situated on a hill slightly higher than the immediate surrounding area (with the exception of the mountains themselves).

In about 3E 347, Hrothmund the Red, chieftain of Thirsk, heard news of a "giant bloodthirsty white wolf terrorizing travelers in the Moesring Mountains" (Jastal, Bereditte; Thirsk, a History), and he set out to slay the beast alone. In the ensuing battle, Hrothmund managed to cut off one of the wolf's legs but at the cost of his own life. When news of Hrothmund's death reached the inhabitants of Thirsk, they set out to exact revenge on the Fell Wolf, known as Ondjage. Shortly afterward, Ondjage was slain and the inhabitants of Thirsk fed upon its flesh as a family. As Ondjage had devoured Hrothmund's corpse (leaving only his mighty Battleaxe), there was no way of providing a tomb for the great hero of Solstheim; it can be assumed that the people of Thirsk built a memorial for Hrothmund on the site of his final battle. The memorial was built in the likeliness of Ondjage and was a home for the spirit of Hrothmund the Red, who would determine who the next chieftain of Thirsk would be. As Hrothmund was buried with the few possessions extracted from the stomach of Ondjage, the inner memorial is guarded by the spirit of the Fell Wolf and only allows access to those who know its proper name.

Hrothmund's Bane is a large part of two miscellaneous quests that require access to the inner memorial where the spirits of Ondjage and Hrothmund dwell. When the spirit of the Fell Wolf asks what its real name is, the answer is "Ondjage". Any other answer will result in the inner memorial being permanently closed to you, making the completion of these quests impossible.
 
Related Quests
Miscellaneous Quests
Bloodmoon:Bjorn

The ice cavern itself is essentially a circular tunnel interrupted by two large chambers containing numerous fryse hags, the largest number in one location in all of Solstheim. It is strongly advised you take out the hags one by one since it is easy to be overwhelmed by their large numbers and the creatures they summon.

 
Notes
 The framerate may drop significantly in this area because of the high number of enemies.

Maps
thumb|left|Bjorn
Oblivion:Wind Range Camp

Located on the hillside just south of Lake Arrius and its Mythic Dawn-infested caverns, Wind Range Camp overlooks the rooftops and watchtowers of Cheydinhal and is a good resting place close to the city, although the bandit inhabitants will defend their camp until death. It is located right in the middle of the unmarked road leading all the way to Aerin's Camp way up north in the Jerall Mountains. The entrance to Quickwater Cave can be seen from the camp. The site consists of two tents with bedrolls, an unlit campfire with a dangling cooking pot and two convenient stools nearby. Next to the fireplace sits an open grain sack, while a food sack and an unlocked chest with a few valuables can be found nearby. Wind Range Camp is located right on the border of the Nibenay Basin and the Jerall Mountains and the sparse amount of flora reflects that, with only four Monkshood plants and ten Clouded Funnel Caps in close vicinity of the camp. 
 
Occupants
1-2 Camp Bandit (50% probability melee Bandit, 25% archer Bandit, 12.5% Bandit Hedge Wizard, 12.5% dog)
Contents
1 open grain sack (non-respawning)
1 sack (food)
1 Camp Chest
2 bedrolls
Flora
4 Monkshood plants
10 Clouded Funnel Caps
Oblivion:Troll Candle Camp

thumb|right|Alawen hunting a deer
One of the smallest campsites in Cyrodiil, Troll Candle Camp is located in the grasslands of County Anvil, on the way down the mountain from the Gold Road towards the Strid River. It is the home of obsessed deer hunter and Marksman master trainer Alawen, and consists of a small tent with a bedroll and two sacks, both with clutter. Next to the tent is a convenient stool, used by Alawen for her evening meals, and an unlit campfire. Perched atop the huge rock south of the camp is a chest with some minor loot and a few septims. The boulder is surrounded by the only flora in sight, including one Goldenrod plant, along with two Bergamot, three St. Jahn's Wort, and six Ginseng plants. The mountains of Valenwood can be glimpsed when facing the valley leading south towards the river from the camp, but otherwise, the area is deserted with the exception of the respawning deer. 
 
Occupants
Alawen
Contents
1 Wilderness Chest 01 (minor loot)
2 Camp Sacks
1 bedroll
Flora
1 Goldenrod plant
3 Bergamot plants
3 St. Jahn's Wort plants
6 Ginseng plants (three yellow and three red)
2 Tiger Lily plants

Related Quests


Notes
Battlespire:Screenshots

This is a collection of Battlespire screenshots presented by Bethesda on their website prior to the game's release.
Oblivion:Adventurer

thumb|right|An Orc Adventurer
Adventurers are Orc NPCs who are found randomly in a range of ruins, forts, and caves throughout Cyrodiil. They have been sent out by Gortwog to seek treasure for the glory of Orsinium. Each Adventurer will be 2 levels lower than the player, and can be a Warrior (4 in 6 chance), Spellsword, or Battlemage (each 1 in 6 chance).

They are friendly towards you and are typically found sleeping, eating and searching their current location for treasure.  They will attack creatures they encounter in the dungeon, and may also loot chests and pick up items they find laying around. As such, if you are coming across empty chests or can't find items that should be in the dungeon, check to see if there is an Adventurer in your location who is carrying the missing treasure.

IDs
Here is a list of all the IDs for six types of Adventurers
:

Equipment
Armor
All adventurers wear leveled armor: boots, cuirass, greaves and helm; warriors additionally have a shield.
:
For shields:
:

Weaponry
Adventurers all carry an enchanted, leveled weapon.
:
Other
About one time in four, an adventurer will possess something from the following list.
:

Dialogue
"I scour the land, seeking fortune for Gortwog and Orsinium. Someday all will recognize the true wealth of the Orcs!
: "You too seek wealth, do you not? May you find it, and may tales of your journey be legendary."
"Well met, traveler. Are you seeking treasure as well? Gortwog demands riches, so all of Tamriel will respect Orsinium.
: "So we search the lands and bring home whatever we find. This makes Gortwog happy.
: "I must return to my task, for Gortwog waits. May you find all that you seek, traveler."

Locations

25% chance of meeting an Adventurer in the following locations:
Dzonot Cave
Talwinque

10% chance of meeting an Adventurer in the following locations:
Arrowshaft Cavern
Doomed Mine
Fort Black Boot
Fort Chalman
Fort Doublecross
Fort Nomore
Fort Urasek
Grayrock Cave
Hrotanda Vale
Kindred Cave
Kingscrest Cavern
Niryastare
Nornal
Rielle

Notes
Books in the game provide some background on Orsinium and Gortwog. How Orsinium Passed to the Orcs tells how a few years ago (3E 399) Gortwog gro-Nagorm came to be king of Orsinium and warlord of the Orcs (this also happens to be a heavy armor skill book).  Also, several books mention the much earlier siege of Orsinium (1E 950 to 1E 980) when the Orcs had previously been driven out of Orsinium. 
The names Orsinium and Gortwog may also be familiar to players of Daggerfall, where they appeared in several quests (Dust of Restful Death, Barenziah's Book, and Orcish Emancipation).
Killing an Adventurer counts as murder unless you are in sneak mode and nobody sees you (even the Adventurer himself).  This murder will trigger the Dark Brotherhood quest line if it is your first murder. However, there is no bounty for murdering an Adventurer in a dungeon.
Battlespire:Quests

thumb|right|Enter the Battlespire
:"I recall the story of the recovery of the Battlespire, as it was told to me by the son of Old Chimere these many years ago. How the legions of Daedra Lord Mehrunes Dagon overran the spire, aided by betrayal. How a young hero from obscure origins entered the Battlespire, proving ground and testing facility for the shadow legion, the Imperial Guard, and finding his task was more than he bargained for. Thinking this was only a harmless test of his skills, he enters the spire through the pillar of light, and finds a hell created by the betrayal of the Legion, and the perfidy of Jagar Tharn, arch-traitor to the Empire. And so, our story begins..." —Introduction

Within these pages you will find everything you need to complete your journey through Battlespire and its various quests along the way:

 

 

 

 

 

 

 

 

Notes
The game contains several multiplayer levels, which can be found here.
TesOtherMod:Battlespire Files

This page lists downloadable files for Battlespire.