Netruk44/uesp-wiki-content huggingface dataset:
Oblivion:Cracked Wood Cave

Related Quests

Notes
This cave contains 7 Cairn Bolete plants.
This cave can be fully explored without starting the quest Goblin Trouble. If you defeat the Bloody Hand Goblin Shaman you have completed one of the objectives of the quest.
Cracked Wood Cave also appears in ESO.

 
Exterior

The exterior is located at coordinates: Tamriel 21, 7
This location's map marker (M on map) is named Cracked Wood Cave (editor name CrackedWoodCaveMapMarker).  The entrance door is NNE of the marker, 100 feet away.
2 Bloody Hand Goblin Skirmishers are near the entrance
2 Road Creatures (Forest variety) are near the entrance
The following plants can be found near the entrance: 14 Bergamot plants, 2 Flax plants, 20 Lavender plants, and 28 Monkshood plants

 
Zone 1:
thumb|right|316px|Cracked Wood Cave

The first room to explore lies straight ahead of you. It is a small room with a treasure chest. Beware of the Swinging Mace trap (E) when you try to reach the chest then proceed to the rest of the cave. The next room is the dining room of the goblins, and a Goblin Chef is preparing a meal here. The chef will flee when he sees you. 

The next room is where the fun begins. This room is pretty large, and it is guarded by two goblins. The room to your right is even larger and it contains the bulk of the goblin tribe (4-6 goblins), the Bloody Hand Goblin Shaman and possibly a Bloody Hand Goblin War Chief. At the back of this room is a locked cage with a Dead Captive at G.

The former room has a second entrance to a hallway system at its western side. This hallway system leads to the rat farm at A and a collection of 12 Arrows of Burning at D .

Occupants:
6 standard Bloody Hand Goblins
5 Rats
1 Bloody Hand Chef
1 Bloody Hand Rat Farmer
1 Bloody Hand Goblin Skirmisher
1 Bloody Hand Goblin Berserker
1 Bloody Hand Goblin War Chief
1 Bloody Hand Goblin Shaman (non-respawning)
Treasure:
1 boss-level Chest 02 (Goblin variety) at location B on map
12 Arrows of Burning at D (ten are in a quiver on the ground; the other two are stuck in the cobwebs overhead)
2 Chests 01 (1 locked)
1 Chest 02
1 Chest 04
The following ingredients will always be found: 1 Apple, 1 Carrot, 7 Corns, 11 Lettuces, 1 Onion, and 6 Pumpkins
The following plants will always be found: 7 Cairn Bolete plants
Some of the above items are clustered at the following locations:
At C: 5 Lettuces and 5 Pumpkins
At A: 7 Corns and 3 Lettuces
Traps:
2 Swinging Mace traps at location E on map
1 Tripwire trigger at F
Doors and Gates:
There is one door (at Out) in/out of this zone, leading outside
Other:
1 Dead Captive (carries light armor greaves and gauntlets, 10% chance jewelry, all possibly enchanted) at location G on map
4 bedrolls at b
Oblivion:Darkfathom Cave

Related Quests

Notes
This cave contains 2 Wisp Stalk plants.
 
Once you've completed the Main Quest, this is a good place to find Daedra from which to harvest ingredients.  The Daedra are spawned from standard leveled lists (e.g., LL1DaedricBeast100) which means that you will never encounter any Frost Atronachs or Dremora (outside of the quest).
The Daedric inscription on both the altar and the two slabs flanking it reads "EVERLASTING LIFE". And, under the large O ('oht'), the word "NAMIRA" is inscribed.
 

Exterior

The exterior is located at coordinates: Tamriel 26, -37
This location's map marker (M on map) is named Darkfathom Cave (editor name DarkfathomCaveMapMarker).  The entrance door is ESE of the marker, 60 feet away.
The following plants can be found near the entrance: 9 Green Stain Cup plants, 7 Domica Redwort plants, and 7 Stinkhorn plants

 
Zone 1:

 
When you arrive in this cave you can choose between two paths, both leading to the heart of the cave and the shrine of Sheogorath; you can go left or right in the first hallway. Both paths are guarded equally well and contain an equal amount of treasure. If you take the left path, the rock wall at C will lower down and you can reach an unguarded treasure chest. 

When you arrive at the shrine of Sheogorath, be careful because the daedra above the entrance can be alerted pretty easily. When you finally get rid of the Staff of the Everscamp you can take the other path to clear out the cave. Or, if you don't want to battle more Daedra, you can just backtrack to the cave entrance at Out.

 
Occupants:
7-12 Daedra
Treasure:
2 Chests 01
1 Chest 02 (locked)
2 Chests 03
The following plants will always be found: 2 Wisp Stalk plants
Doors and Gates:
There is one door (at Out) in/out of this zone, leading outside
Oblivion:Doomed Mine

Notes
This mine contains 3 Wisp Stalk plants.
You have a 10% chance of meeting an Orc Adventurer here.

 
Exterior

The exterior is located at coordinates: Tamriel 35, 15
This location's map marker (M on map) is named Doomed Mine (editor name DoomedMineMapMarker).  The entrance door is ESE of the marker, 70 feet away.
0-1 Bandit Enemy (each 50% probability melee , 25% archer Bandit, 25% Dog) is near the entrance
1 Wilderness Creature (Mountains variety) is near the entrance
The following plants can be found near the entrance: 31 Clouded Funnel Cap plants, 1 Milk Thistle plant, 10 Motherwort plants, and 36 Tinder Polypore plants
1 Necromancer Altar is at location A on map

 
Zone 1:
thumb|right|294px|Doomed Mine
Doomed Mine is a fairly unremarkable mine and the most valuable items are the ones worn by the inhabitants. Make your way to the first larger room and clear out the opposition and loot the chest. After finishing this, head south and loot the locked chest on the way through the tunnel. The last room in this tunnel is a bandit campsite, complete with a bedroll, at b, cheap wine and the expected opposition.  After looting the slain bandits and the chest, backtrack to the large room and proceed east where you will find a room filled to the brink with traps; 10 Pressure Plate triggers (C) and 5 Swinging Mace traps (D). In the next large room, head south for a possible encounter with an Orc Adventurer at O and a chest with minor loot. Proceed north and clear the last room of enemies and loot the locked chest. When all is said and done, exit the mine the way you came, through door Out. 

Occupants:
1 Orc Adventurer (10% chance of appearing) at location O on map
8 Bandit Enemies (each 50% probability melee , 25% archer Bandit, 12% Dog, 12% Nuisance Animal)
Treasure:
4 Chests 01 (2 locked)
1 Chest 02
1 Chest 03
The following plants will always be found: 3 Wisp Stalk plants
Traps:
10 Pressure Plate triggers at location C on map
5 Swinging Mace traps at D
Doors and Gates:
There is one door (at Out) in/out of this zone, leading outside
Other:
1 bedroll at location b on map
Oblivion:Cropsford

The village has the bad fortune of being located directly between the lairs of two warring goblin tribes, who pass through and fight on the way to the other tribe's lair.

When you first discover the village it is largely a collection of timber and a few foundations. After completing the quest Goblin Trouble, the villagers make steady progress until all their buildings are complete. In addition to working on their buildings, they sow a crop of five corn plants by one house and two wheat stalks by the other.

In the bedroom on the second floor of the Bincals' house you will find a "Reward Chest", which refills with money every week. This is the reward for completing the quest.

 
NPCs Living Here
 

Related Quests


The Construction of Cropsford
 

In addition to the construction changes, you'll also notice that a few trees and bushes sprout up in and around the settlement. These begin to flower in the second stage of construction.

Notes

Cropsford also appears in ESO.
Oblivion:Knights of the Thorn Headquarters

The Knights of the Thorn are a private order of knights, headed by the son of the Count of Cheydinhal, Farwil Indarys. The lodge serves as a residence, training facility, and leisure area for the remaining members of the order. Access is restricted and entering will be considered trespassing until after you have been made an honorary knight of the order.

The Knights of the Thorn Lodge is divided in to two areas: Knights of the Thorn Headquarters and Knights of the Thorn Basement.
 
Knights of the Thorn Headquarters
thumb|right|The ground floor
thumb|right|Oblivion:Farwil Indarys|Farwil's room
thumb|right|Beds for fellow knights
The Count doesn't seem to be funding the Order too much, as the ground floor holds only a few clutter containers (all respawning but the three sacks) and some very cheap cutlery and pottery. In fact, the only valuable item here is a repair hammer found lying on the floor between a chest and a crate. Fortunately, the many tapestries with the Order's symbol emblazoned on them bring some beauty to the area.

The first floor serves as the knights' living quarters and is better serviced, with a fireplace brightening up the area. All of the containers contain the usual mix of useless clutter and small chances of gold, lockpicks or food, except for the chest beneath the wooden stairs, which holds some gold and a small (25%) chance of some precious jewelry. None of the containers respawn exception made for the cupboard and all chests but the one with valuables. The second volume of The Argonian Account and a copy of The Book of Daedra are placed on a wooden stool; while a common Guide to Cheydinhal is found atop a desk in the southwestern corner. Unless you are part of the Order, you cannot sleep in any of the beds.

Going up the stairs leads you to Farwil's lodgings, which aren't exactly fit for a count's son, but are still much nicer than the rest of the lodge, with precious carpets and silverware adorning the place. The chest of drawers holds up to six pieces of upper-class clothing, while the chest at the feet of the bed may contain up to three pieces of armor and/or weapons. You cannot sleep in the double bed.

Knights of the Thorn Basement
The basement is quite unremarkable, with a lot containers with the usual mix of clutter, food and gold. On a table is a bit of food, along with a copy of Thief of Virtue, while the various wine racks hold a selection of cheap (36 bottles) and Surilie wine (7 bottles). All of the containers respawn except for the two sacks.

NPCs Living Here
 

Related Quests


Notes
Knights of the Thorn Headquarters appears in ESO as Thorn Lodge.
Oblivion:Water's Edge

The citizens of Water's Edge live a simple life, wandering around and enjoying the river nearby. Biene Amelion has a family crypt nearby the small town.

It consists of three houses and a few gardens.

During the Infiltration quest, the entire population of Water's Edge is massacred by the Blackwood Company. The exception is Marcel Amelion, who was absent at the time.
 

NPCs Living Here
 

Related Quests



Maps
thumb|left|Water's Edge
Oblivion:Anga

Related Quests
 
Notes
This ruin is inaccessible until you have begun the associated quest.
Anga also appeared in ESO.
Bugs
 
You can get around this bug by loading the autosave after entering the ruin or by saving within the ruin and reloading the save. The door will then be open.

Inscriptions
The ruin has several inscriptions in the Daedric Alphabet dedicated to Namira.


 

Exterior

The exterior is located at coordinates: Tamriel 11, 29
This location's map marker (M on map) is named Anga (editor name AngaMapMarker). The entrance door is E of the marker, 70 feet away. The door is blocked with a slab
3 Wilderness Creatures (Forested Mountains variety) are near the entrance
The following plants can be found near the entrance: 12 Fly Amanita plants, 6 Monkshood plants, and 3 Summer Bolete plants
 
thumb|left|The blocked entrance

 
Zone 1: Anga
thumb|right|256px|Angathumb|right|The hidden chamber
The four Priests of Arkay, who are your targets for Namira's quest, are spread throughout the dungeon (all at Q). Each one conveniently has a cluster of three  Forgotten Ones nearby, who are ready to attack the priests given the opportunity (i.e., darkness courtesy of ''Namira's Shroud'').  Be sure to not kill the priests or any of the Forgotten Ones yourself if you want to successfully finish Namira's quest.

The boss-level Ayleid reliquaries (B) and the only undead in the dungeon are in a hidden room.  It can be accessed by opening the hidden door at D using the push block (cyan dot on map). Opening the second hidden door at C by stepping on the pressure plate provides a quick shortcut back to the entrance. The undead are the only occupants of this dungeon who will attack you (without being provoked).

Occupants:
12 Namira's Forgotten Ones (non-respawning)
4 Priests of Arkay at locations Q on map (non-respawning)
2 Undead
Treasure:
2 boss-level Ayleid Reliquaries (Undead variety) (both locked) at locations B on map
1 Ayleid Cask 01
3 Ayleid Casks 02 (2 locked)
1 Coffin 01
2 Coffins 02
1 Restoration Ayleid Chest
Doors and Gates:
There is one door in/out of this zone, leading outside.
2 Hidden Doors are at C and D. The first door, at D, is opened by a push block on the opposite wall. The second door, at C, is opened by standing on the activation plate in front of the door. The cyan dots on the map show the locations of the activators.
Oblivion:Frostfire Glade

Notes
The first zone, Frostfire Cave, is the only section that can be accessed until you are on the associated quest Tears of the Savior.
The second zone is an outdoor area called Frostfire Glade; this section is quest-specific, and is where you will find a level-dependent Frostfire Atronach Glade Guardian.
Despite being outdoors, you cannot fast travel from the second zone.

Related Quests


 
Exterior

The exterior is located at coordinates: Tamriel 14, 30
This location's map marker (M on map) is named Frostfire Glade (editor name FrostfireGladeMapMarker).  The entrance door is NNW of the marker, 30 feet away.
2 Wilderness Creatures (Forested Mountains variety) are near the entrance
The following plants can be found near the entrance: 10 Clouded Funnel Cap plants and 16 Monkshood plants

 
Zone 1:
This cave is small and without much loot. Five or six leveled animals will spawn here. The door to the next zone (at C) is magically locked, and can be only opened during the associated quest, Tears of the Savior.
thumb|right|131px|Frostfire Cave
Occupants:
5-6 Animals
Doors and Gates:
There are two doors in/out of this zone
1 door (at Out) leads outside
1 door (at C) leads to the zone Frostfire Glade. This door can only be unlocked if you are on the related quest and if you have a sample of Refined Frost Salts in your inventory, at which point one sample of Refined Frost Salts is removed from your inventory.  Once the door has been unlocked you can subsequently open it without having the salts in your inventory and without having any more salts removed.

 
Zone 2:
thumb|right|383px|Frostfire Glade
thumb|right|Garridan frozen in combat against the frost atronach
The Frostfire Glade can only be accessed once the related quest is started. You are required to collect five of '''Garridan's Tears, which are marked as D on the map. Due to their small size, pale blue color, and the dense fog that covers the glade, it will be hard to find them all (the quest marker does not point to their locations either). There will always be a leveled Frostfire Glade Guardian. The central part of the glade is covered with snow. Once you are on the snow and close enough to the center, you will take constant Frost Damage. Since this effect is implemented as a spell, it can be absorbed, reflected, or resisted. In the center of the snow-covered ground is a block of ice encasing a knight holding a pitcher and a Frost Atronach, frozen solid. The full story of how this happened can be read in the book Knightfall.

Occupants:
Frostfire Atronach Glade Guardian (respawning leveled Frost Atronach) at location A on map
Treasure:'''
5 Garridan's Tears at locations D on map
Doors and Gates:
There is one door (at C) in/out of this zone, leading to the zone Frostfire Cave
Oblivion:Redguard Valley Cave

Related Quests


Notes
This cave can be entered and fully explored before starting the related quest. In this case, however, the Ogre Chieftain involved in the quest and the Honorblade of Chorrol he carries won't appear.
The occupants are all a special leveled variety of ogre, Redguard Valley Ogres, which are only found in this cave and near Weatherleah. All of the ogres except the chieftain will respawn.

 
Exterior

The exterior is located at coordinates: Tamriel -15, 12
This location's map marker (M on map) is named Redguard Valley Cave (editor name RedguardValleyCaveMapMarker).  The entrance door is SSW of the marker, 40 feet away.
0-2 Goblins are near the entrance
1 Wilderness Creature (Forest variety) is near the entrance
The following plants can be found near the entrance: 12 Clouded Funnel Cap plants, 1 Flax plant, 17 Fly Amanita plants, 1 Green Stain Cup plant, 12 Monkshood plants, 1 Motherwort plant, 9 Somnalius plants, 10 St. Jahn's Wort plants, 39 Steel-Blue Entoloma plants, 9 Summer Bolete plants, and 38 Viper's Bugloss plants

 
Zone 1:
thumb|right|203px|Redguard Valley Cave
This zone contains two paths to reach the end room where, if Sins of the Father is active, you will find the Ogre   (A). 
The first route takes you through two large chambers and a smaller one until you reach a long tunnel that leads you to the last room. By taking this path you will encounter all of the seven Ogres. Be wary in the second, larger room as you could end up fighting with up to four Ogres.
The second path is a series of tunnels which in the end link up to the long one that brings to the final room. This route can be accessed from the middle sections of the first and second rooms (which are on a lower level). If you take this path you probably won't need to fight any enemies, depending on where you accessed it.

Occupants:
Redguard Valley Ogre Chieftan (carries Honorblade of Chorrol; non-respawning) at location A on map
7 Redguard Valley Ogres (location-specific leveled variety)
Treasure:
1 Chest 01
1 Chest 04
Doors and Gates:
There is one door (at Out) in/out of this zone, leading outside
Oblivion:Fallen Rock Cave

Related Quests

Notes
This cave contains 33 Cairn Bolete plants and 7 Wisp Stalk plants.
This cave can be fully explored even if you are not on the related quest. However, the quest-related journal will not appear in the cave until you start the quest.

Exterior

The exterior is located at coordinates: Tamriel -23, 5
This location's map marker (M on map) is named Fallen Rock Cave (editor name FallenRockCaveMapMarker). The entrance door is NNW of the marker, 60 feet away.
1 Wilderness Creature (Forest variety) is near the entrance
The following plants can be found near the entrance: 8 Alkanet plants, 1 Blackberry bush, 26 Columbine plants, 1 Elf Cup plant, 19 Flax plants, 18 Lady's Smock plants, 2 Morning Glory plants, 11 Motherwort plants, 9 Nightshade plants, 14 Peony plants, 3 Strawberry bushes, and 10 Viper's Bugloss plants

 
Zone 1:
thumb|right|170px|Fallen Rock Cave
thumb|right|''Oblivion: Brenus Astis' Journal|Brenus Astis' Journal
If you enter Fallen Rock Cave during the related quest, your main objective will be Brenus Astis' Journal, conveniently marked with a green quest marker on your map. Outside the quest, the cave is fairly unremarkable and is crawling with undead enemies. Opposite the entrance, falling rocks obviously crushed an unfortunate adventurer long ago and, in the process, blocked the initial path to the north. Take the tunnel to your right until you emerge in a large room with two minor loot chests and two enemies. Search the western room for a locked chest then backtrack to the large room. Follow the tunnel leading north and pick the first tunnel to the right. You will face up to three enemies in the first room, so be prepared. Keep following the tunnel counterclockwise and loot the treasure chests along the way. When you arrive on the upper level of the large northern room, fight the many enemies and claim the contents of the two chests. Avoid the tunnel leading to the Cave In trap at T and jump down the pit into a path flooded with shallow water for another chest. If you are on the related quest, heading north will lead you right to your target at Q and yet another chest. Finally, backtrack all the way in a southern direction and exit the cave through door Out.

Occupants:
13 Undead Enemies (each 83% probability Undead, 17% Rat)
2 Mud Crabs
Treasure:
1 Brenus Astis' Journal at location Q on map
7 Chests 01 (2 locked)
2 Chests 03
1 Chest 04
The following plants will always be found: 33 Cairn Bolete plants and 7 Wisp Stalk plants
Traps:
1 Cave In trap at location T on map (a dead end)
Doors and Gates:
There is one door (at Out''') in/out of this zone, leading outside
Oblivion:Staves

thumb|right|Staves
 
Staves are always enchanted and work as ranged weapons (i.e. magic bows); they cannot be used as beating sticks. Once the staff is completely discharged, it becomes unusable (save for blocking) and must be recharged using the same methods as any enchanted weapon, namely a Soul Gem, a Varla Stone, or a recharging service.

This page describes the unique staves found in the game; a separate page (Generic Staves) describes the rest.  Almost all staves have 100 health (exceptions are noted below), but generally the only time the health of a staff is relevant is if a Disintegrate Weapon spell is used.

The spelling "Staffs" for the plural is used in-game, e.g. the shop Rindir's Staffs.

Mage's Staff
This is a custom (and potentially powerful) staff obtained through a quest once you gain entrance to the Arcane University. After finding the wood you need for the staff (named Unfinished Staff) and taking it to the Arcane University, you get to choose what effects you want. You can choose one of three effects from three schools of magic (which gives a total of nine possible effects).

Destruction

Destruction gives you a "Mage's Staff of Fire", a "Mage's Staff of Frost", or a "Mage's Staff of Shock".  Each causes elemental damage to the target. The magnitude varies with your level when you enchant the staff.



Illusion
Illusion gives you a choice between a "Mage's Staff of Charm", a "Mage's Staff of Paralysis", and a "Mage's Staff of Silence".

'''Mage's Staff of Charm



Mage's Staff of Paralysis




Mage's Staff of Silence



Mysticism
Mysticism gives you a choice between a "Mage's Staff of Dispel", a "Mage's Staff of Soul Trap", or a "Mage's Staff of Telekinesis"

'''Mage's Staff of Dispel



Mage's Staff of Soul Trap



Mage's Staff of Telekinesis


    
¹   
²  

Additional Notes

The level of the finished staff is determined by your level at the moment when you return to pick up the completed staff. It is possible to hand in at a lower level and pick it up once you've reached one of the boundary levels. WARNING: Do not speak with anyone about the staff and do not open the cupboard in the Chironasium until you are ready to pick up the staff. Doing so seems to lock the staff's level into place.

:* The 1.2.0416 patch may 'correct' this, and fix the level of the finished staff at the moment you choose the enchantment.
All Mage's Staves have a weight of 10.
If you do not intend to keep the staff, be aware that the monetary value of the staves varies widely depending on the type you create.  The bold numbers indicate the highest values for a Mage's Staff at that level.

Unique Leveled Staves
 
 
 
 
 
 

Other Staves

These are all of the other unique staves in the game.  Generic staves (i.e., those that are found in random loot) are all listed at Generic Staves.  Many of these staves have individual articles that provide more details, as indicated by the links in the following table.