Netruk44/uesp-wiki-content huggingface dataset:
Oblivion:Bejeen

Bejeen is an Argonian commoner living with her hunting partner, Weebam-Na, in one of Leyawiin's shacks. They are known for running scams together, but, according to townsfolk, she wasn't a bad sort before she hooked up with Weebam-Na. Her involvement with him seems to have landed her in a bit of trouble with the Saint of Suspicion.

She wears lower-class clothing which consists of a stitched green shirt, belted braies, and pair of stitched leather shoes. She also carries her house key and a small amount of gold.

Bejeen lives a very simple life, and spends literally all of her day wandering around Weebam-Na's house, never stopping to either sleep or eat.

When spoken to, she will introduce herself and also tell you a little about Weebam-Na: ''"I'm Bejeen. I'm a hunter, and Weebam-Na's partner. I hope he didn't bother you about the rat thing. He's gone totally rat-cuckoo, I'm afraid." Asking her about Leyawiin will prompt a response about the rat problem in town. "Maybe Weebam-Na told you how we got all the rats here in Leyawiin? It's not so bad. He's been killing them for months."

When you start searching for the eye of Nocturnal, rumors will point you in the direction of the two hunters. Asking Bejeen about the eye will prompt a very suspicious response: "Why... why would you ask? I've never heard of it. No idea what you're talking about. And Weebam-Na doesn't know, either." Once she is assured that nobody is nearby, the two start to talk about the eye. She is obviously not confident about its safety, and has many concerns about their treasure. "But what if the trolls eat it?"'' is the first of her worries. After her partner reassures her that trolls can't swim, she then questions, "But what if a fisherman uses the cave?" Apparently she is so insecure about the eye's location that she resolves to retrieve it. Weebam-Na disagrees however, and dissuades her from it. After being told it is perfectly fine where it is, she will tell Weebam-Na, ''"You're right. I know. I'm just worried. I'll try to calm down." Asking Bejeen about Tidewater Cave then sparks a defensive reply: "I... I know nothing of the place. Just an old cave, from what I hear."

Related Quests


Bugs
Oblivion:Weakness to Poison

Weakness to Poison increases the strength of subsequent poisons by M%; the effect lasts for D seconds.  All effects that can be applied using a poison are affected by weakness to poison.  For most poisons, the magnitude of the poison is increased by M% and the poison's duration is unaltered.  For example, a target with Weakness to Poison 50% active will suffer 15 points of damage from a Poison of Illness, instead of the usual 10 points.  For Silence and Paralyze effects, however, the duration of the poison is increased by M% (these effects do not have a magnitude).

The Weakness to Poison effect must be active before the poison for it to have an effect.  In other words, you must first cast a spell with a Weakness to Poison effect (or use a scroll or enchanted weapon with that effect), then strike with a poisoned weapon (see note).

The effect will last for the entire duration of any poison.  Therefore, if you hit someone with a Weakness to Poison 50% for 10 seconds effect, then immediately follow that with a strike from a weapon poisoned with Damage Health 4 points for 15 seconds, 90 points of damage will be done (even though the weakness effect expires before the poison's damage effect).

Notes
The effect is negated on a melee weapon when it is subsequently used to deliver poison. A different weapon must be used for the poison. This is not the case for bows, which work as expected when poison is applied to the same bow for a followup shot.
This effect can be gained for spell making and enchanting via spells only.
Ogres and Golden Saints  are the only creatures that have a natural Weakness to Poison (25% and 50%, respectively).
All Argonians have 100% resistance to poison (immunity), as do Will-o-the-Wisps, Flame Atronachs, Flesh Atronachs , Frost Atronachs, Storm Atronachs, and all Undead. Attacking with Weakness to Poison, however, will make it possible to use poison against any of these enemies.
Elytra  have only 50% resistance to poison.
Weakness to Poison will increase the damage caused by elemental damage poisons, i.e., Fire Damage, Frost Damage, and Shock Damage poisons, but it will not affect elemental damage spells.  Elemental damage will also be altered by any active elemental weaknesses or resistances (e.g., Weakness to Fire or Resist Fire).  The total damage is determined by multiplying the weakness effects; see Resistances and Weaknesses for more information.

See also
Sections:
Poisons: Available poisons in the game
Alchemy: Learn to make your own poisons
Resistances and Weaknesses: General information on how resistances and weaknesses interact.

Related effects:
Resist Poison
Weakness to Disease, Weakness to Fire, Weakness to Frost, Weakness to Magic, Weakness to Normal Weapons, Weakness to Shock

Apparel with Weakness to Poison
Grounded Boots 50% 
Boots of the Swift Merchant 30% 
Cursed Insulated Shield  10% 
Cursed Stormlord's Shield  10% 
Cursed Storm Boots  10%
Oblivion:Resist Poison

Increases the target's resistance to Poisons. A target with 50% Resist Poison will effectively halve any poison damage it takes. All poison damage is nullified at 100%. The resist poison effect must be applied before poison damage, so if for any reason they are combined into a single effect, the target will take full poison damage.

Notes
This effect is not normally available as a spell. However, it is possible to gain access to it through special racial abilities, in which case custom spells and enchantments can be created.  The races that provide access to Resist Poison are:
Argonian
Redguard
This effect can also be acquired in the Spell Tomes official plug-in via the spell Resist Poison.
This effect also provides resistance to Gas Traps and Gas Room Traps.
For effects with no magnitude (notably Paralyze and Silence), a resistance spell decreases the effect's duration, instead of the effect's magnitude.
Resist Poison does not offer protection against ingested poisons (raw ingredients or potions with side effects.)
Resist Poison does not offer protection against potions made from Poison Apples or Chokeberries as they are script effects, not poisons.

See also
Sections:
Poison: General information about poisons and how to use them.
Poison Potions: Available poisons in the game.
Alchemy: Learn to make your own poisons.
Resistances and Weaknesses: General information on how resistances and weaknesses interact.

Related effects:
Cure Poison, Weakness to Poison
Resist Disease, Resist Fire, Resist Frost, Resist Magic, Resist Normal Weapons, Resist Paralysis, Resist Shock

Alchemy Ingredients
The following alchemy ingredients can be used to create a potion of Resist Poison:
Oblivion:Shield

Shield adds directly to the physical Armor Rating of the subject and is cumulative with worn armor.  For example, you end up with an armor rating of 25 if you are wearing no armor and cast a 25% Shield spell, which is equivalent to wearing a full set of Leather Armor; your total Armor Rating would be 50, or 50%, if you then put on a suit of Leather Armor in addition to the spell.  Armor Rating is capped at 85% and cannot go higher.

The Shield effect has no negative impact on the caster's Spell Effectiveness.

Notes
Shield effects only reduce base damage done to you.  Magical damage is unaffected by shield.  For that, you will want Resist Magic.
This effect can be gained for spell making and enchanting via spells or choosing the Breton or Nord race.
It is possible to give your character 100% (or higher) Shield effect. Items with 20% or more Shield are:
Ring of Lordship (Mania) : 26%.
Raiment of Arden-Sul : 25%, together with 11pts Intelligence and 11pts Willpower.
Ciirta's Robes : 20%, together with 25 pts Fortify Health.
Transcendent Sigil Stones: 20%.  
The Active Effects menu will confirm that the total Shield effect is 100%.  However, the resulting armor rating is still only 85%, so the extra 15% Shield is providing no benefit.
When Enchanting, an Elemental Shield effect is often preferable to a plain Shield.
For example, a 5% Fire Shield gives you 5% fire resistance and a +5 to your armor rating. A 5% Shield spell only gives you the AR boost.
When enchanting using an altar of enchanting, Shield and Elemental Shield strengths are very similar (Shield gives you at most 1 extra point).
When enchanting using Sigil Stones, Elemental Shield always gives you a stronger effect than regular Shield.  For example, a transcendent Sigil Stone gives 20% Shield or 25% Elemental Shield.
For spellcasting, the difference between an Elemental Shield and a plain Shield effect can be more significant.  The base cost for an Elemental Shield (0.95) is more than twice that of a plain Shield (0.45).

See also
Sections:
Armor: General information on the physical armor available in the game.
Oblivion-Armor-Shields Light and Oblivion-Armor-Shields Heavy: Categories listing all of the available physical shields.

Related effects:
Bound Armor, Fire Shield, Frost Shield, Shock Shield
Resist Disease, Resist Fire, Resist Frost, Resist Magic, Resist Normal Weapons, Resist Paralysis, Resist Poison, Resist Shock

Alchemy Ingredients
The following ingredients can be used to create a potion of Shield:
Oblivion:Lock

Locks a door or chest in the same way that the Open spell opens them. This effect exists in the editor, and there are even two (inaccessible) spells (Easy Lock and Average Lock) that use it, but with several warnings, saying "DO NOT USE".  If you were to acquire one of these spells, it would be possible to create custom spells at the Spell Making altar (enchantments would also be possible).

After some testing, it seems to work most of the time.  Both interior doors and exterior doors were tested.  Some doors do not seem to be lockable, and you cannot cast it on something that is already locked.  If you lock an interior door that is already opened, it will say it's locked, but can still be closed normally, after which it will no longer be locked.  Casting it does not seem to be a crime, though if you cast it on a door which is "owned" by somebody, then picking the lock will be a crime.  Casting on containers seems to work every time, even on containers that aren't generally found locked in the game, such as sacks or lecterns.

It's likely that one reason this spell was removed from the game was that it would confuse the AI of the characters if a door they were expecting to be able to go through was now locked.  For example, if you manage to lock a pursuer in a room, anyone who comes to your aid will run towards the door and flicker back and forth. Also, if you run into another cell, they will still follow you even though they are locked in.  Another is that it could be possible for you to lock yourself, with no lockpicks or Open spells, in an area prohibiting fast travel, thus trapping yourself forever.

If you give yourself access to this spell, it's a great way to practice your Security skill.  Just keep locking something and picking it over and over.  It's also a good way to flee from a pursuing enemy, though since not all doors are lockable, it could be unpredictable.  NPCs are completely incapable of opening locks of any difficulty unless they have been specifically scripted to open the door/chest (whether they have the key in their inventory is completely irrelevant). NPCs cannot use lockpicks or Open spells. However, it is important to notice that guards can pass through (when committing a crime) a door you have just locked. 

In order to try out this effect, you can give yourself one of the spells via console with the following commands:   or  , for the Easy and Average Lock spells respectively (Journeyman Alteration skill required for the Easy one, Expert for the Average one).

See also
Related effects:
Open
Oblivion:Resist Disease

Resist Disease decreases by M% your chances of contracting a disease. Note that only the player character can contract diseases. There are many infectious creatures in the game, and some of them may carry and spread up to 3 different kinds of disease.

Notes
This effect is not normally available as a spell. However, it is possible to gain access to it either through becoming a Vampire, or through special racial abilities, in which case custom spells and enchantments can be created.  The races that provide access to Resist Disease (all 75%) are:
Altmer
Argonian
Bosmer
Redguard
This effect can also be acquired in the Spell Tomes official plug-in via the spell Resist Disease.
Bugs
Despite supposedly being a percentage effect, characters with 100% or higher Resist Disease can still contract diseases, especially Porphyric Hemophilia and Astral Vapors.

See also
Sections:
Resistances and Weaknesses: General information on how resistances and weaknesses interact.
Diseases: A list of diseases you can contract.

Related effects:
Cure Disease, Weakness to Disease
Resist Fire, Resist Frost, Resist Magic, Resist Normal Weapons, Resist Paralysis, Resist Poison, Resist Shock

Alchemy Ingredients
The following alchemy ingredients can be used to create a potion of Resist Disease:
Oblivion:Weakness to Normal Weapons

Weakness to Normal Weapons decreases the target's ability to withstand physical attacks by M% for D seconds. So if  you had 50% Weakness to Normal Weapons and were hit by a non-enchanted and non-poisoned weapon normally dealing 20 points of damage, your health would go down by 30 points as a result. In the case of enchanted and poisoned weapons only their base physical damage will be increased by M%; the enchanted damage and damage from poisons they carry will be applied separately. Note that many creatures (mostly undead and daedra) have an innate immunity to normal weapons, and this spell is one way of counteracting that. Although, just using a silver, daedric or enchanted weapon is usually the easier way.
Your fists also do regular damage provided that your Hand to Hand skill is at least Journeyman.

See also
Sections:
Resistances and Weaknesses: General information on how resistances and weaknesses interact.

Related effects:
Resist Normal Weapons
Weakness to Disease, Weakness to Fire, Weakness to Frost, Weakness to Magic, Weakness to Poison, Weakness to Shock

Apparel with Weakness to Normal Weapons
Cursed Helmet of the Apprentice  5% 
Cursed Witchhunter Helmet  5%
Oblivion:Water Breathing

Allows the target to breathe underwater for the duration of the spell.  Argonians naturally possess this ability, making it useless for them.  Also, it's useless on all creatures, as all creatures seem to be able to breathe underwater naturally (except for a few, like horses, which can only swim on the surface, and therefore never need to worry about breathing underwater).

Notes
This effect can be gained for spell making and enchanting via spells or choosing the Argonian race.
If you cast this spell while already underwater, your air meter refills gradually (whereas it tops off instantly when you surface).  This eliminates the exploit in Morrowind of casting short-duration Water Breathing spells when you are about to drown.
A free Water Breathing spell can be obtained by doing the Cheydinhal Recommendation quest for the Mages Guild.  Deetsan gives you the spell Buoyancy which provides 30 seconds of Water Breathing (and 5 points of Feather).  This spell is also cheaper in Magicka cost than a standard Water Breathing spell.
There are a few items with a Water Breathing enchantment that can be reliably obtained:
Fin Gleam is a helmet with Water Breathing, Night Eye, and Detect Life enchantments that is lying in the ocean near Anvil.
Jewel of the Rumare is a ring with Water Breathing and Fortify Athletics enchantments that is the reward for the quest Go Fish.
'''Nistor's Boots''' are boots with Water Breathing, Fortify Athletics, and Fortify Speed enchantments that can be purchased from Elsynia at Best Goods and Guarantees in Leyawiin.
Since the magnitude of all Water Breathing effects are the same, an item enchanted with a Petty Soul Gem will give the exact same effect as an item enchanted with a Grand Soul Gem.

See also
Related effects:
Water Walking

Alchemy Ingredients
The following alchemy ingredients can be used to create a potion of Water Breathing:
Oblivion:Water Walking

Allows the target to walk on water. It is useful for getting across lakes more quickly than swimming, and for evading combat with sea-dwelling creatures.  Although very few creatures will ever attack you while water-walking, as the land creatures can't keep up with you, you still have to worry about flying creatures and some swimming creatures in the Shivering Isles, such as the Baliwog.  Your horse can walk on water as well, but you must cast the spell on the horse to make it work (see Notes).

Water-walking can be very useful for walking across lava in the planes of Oblivion.  You will still take damage when lava-walking, but you can traverse the lava much more quickly when walking than when swimming.  Also, it is generally easier to get out of the lava and onto the shore when walking.

Water-walking allows you to sneak over waterlogged locations, to evade detection or execute a sneak attack with a bow. Some dungeon levels contain pools or flooded sections, and water-walking is an excellent way to conduct "amphibious" tactics against any enemies in the area.

Water-walking allows you to cast ranged spells and/or fire arrows at targets outside the water, while standing on water. While swimming, you cannot cast ranged spells and the speed of arrows is negligible.

It is still possible to swim even if you have a water-walking effect active, both intentionally by looking down and pressing Forward, and unintentionally by hitting the surface of the water with enough speed.

Notes
This spell effect is actually rather hard to find.  Only one person sells it - Trayvond the Redguard at the Cheydinhal Mages Guild - it is called Sea Stride.  You'll need to go to him first if you want to make your own spell or enchantment with this effect.  Alternatively, you can use a pre-made enchanted item or create an enchanted item using a Sigil Stone, although neither of these will give you access to spellmaking or enchanting with the effect.
Water walking can be a particularly useful effect to cast upon your horse, since horses normally swim very slowly.  You need to make a custom spell in order to create a Water Walking on Touch spell.  A 115 second duration spell is possible at journeyman level, which is more than enough to cross Niben Bay from east to west on a black horse.  At apprentice level, a 45 second duration is possible; if combined with a 15pts 35secs Fortify Speed effect (apprentice level Restoration), this is sufficient to use all of the shortcuts for safe, fast and convenient off-road travel.
22px In the German version of the game, the effect is wrongly translated as "Unterwasserlaufen" which means "Walking under water".

See also
Related effects:
Water Breathing

Alchemy Ingredients
The following alchemy ingredients can be used to create a potion of Water Walking:
Oblivion:Frenzy

Increases the target NPC's Aggression (i.e., its inclination to attack).  Afflicted targets will generally be unable to distinguish friend from foe, and will attack anyone who is nearby. Creatures, including Undead and Daedra, are not affected.  Casting this spell on someone is not considered to be an assault. 

For calculating magicka costs of this spell, the level needs to be converted into a magnitude, see Magnitude to Level Conversion.  One implication is that the enemy levels affected by any Frenzy spell will be less than the quoted values if your Spell Effectiveness is less than 100%.

Notes
This effect can be gained for spell making and enchanting via spells only.
If you cast Frenzy on a spellcaster with an active Summon spell, you may be able to make the summoner turn on his creature.
This spell is especially effective in dungeons or areas with lots of NPC enemies if you have an invisibility spell or potions. Cast Frenzy on one or more enemies, turn invisible, and they will most likely fight to the death.
Be careful when targeting people with Frenzy inside towns as this may result in the death of NPCs you may need later for quests or trading.
It can be fun to create a maximum magnitude Frenzy spell, combined with a Rally spell, with a large range to cast within a populated area.  Save before doing so, as the following destruction is likely to be immense.
Since guards are constantly ten levels higher than the player, a high magnitude Frenzy spell and 100% Spell Effectiveness are necessary to affect them.
Turning an NPC in a crowd, even for only 3 seconds, will make it hostile to the rest of the crowd until either it or the crowd is dead
Guards may not attack you even if your cast succeeds (i.e. guard becomes bright briefly), however, the guard will attack some of your summons like the undead ones. If you summon a zombie, facing away from a guard, and cast a frenzy spell on the guard, then as soon as he unsheathes his weapon you can kill him without it being considered as murder. This works because undead belong to the Undead faction which the guards will have a large negative disposition towards, also since you are on the same team as the victim (i.e. the zombie), attacking and killing the aggressor (i.e. guard) is not a crime.

Bugs
 
Sometimes you can still get a bounty for assault. In the stats menu, you will have a bounty of 0, but the guards are attacking you anyway. Even if they some how stop attacking you, like paying off the fine, talking to a bugged guard then you instantly be charged with assault.
Repeatedly casting a high-level 1-second frenzy spell on the same target in a crowded area may cause the crowd start attacking each other uncontrollably permanently.

See also
Sections:
Magnitude to Level Conversion: Convert level into magnitude points.
Related effects:
Calm, Demoralize, Rally
Command Creature, Command Humanoid, Summon
Oblivion:Light

This is illumination to allow you to see better, somewhat like a torch but with a greenish light.  There is no visible source for the light, just a circular region which is uniformly bright, up to a distance M from the target.  Most light spells are centered on the caster, but some spells like Illuminate are centered on a target. Casting targeted light spells only works when the spell strikes an NPC or monster.  It doesn't work if cast at a point on the floor or wall.

Notes
This effect can be gained for spell making and enchanting via spells only.
Adding Light to your bow or custom attack spells will mark your target for a while, making it easier to see them. This is particularly effective within a dungeon against enemy bowmen or spellcasters who will likely remain back in the shadows rather than come in close to fight you.
Be careful casting Light when you are sneaking or under the effects of chameleon; it makes hiding more difficult.
Light effects can be stacked. Therefore, if you had a ring with 20ft of light and another one with 30ft, you would end up with a light magnitude of 50ft.
Though vampires take damage in sunlight, it is not possible to exploit their weakness to sunlight using Light spells.

See also
Sections:
Sneak: Tips on how to sneak effectively

Related effects:
Detect Life, Night-Eye
Chameleon, Invisibility
Darkness  

 

Alchemy Ingredients
The following alchemy ingredients can be used to make a potion of Light: