Netruk44/uesp-wiki-content huggingface dataset:
UESPWiki:Deletion Review/Oblivion:Clannfear

Since my merge suggestion a month ago hasn't caused any reaction I now propose this page to be deleted. Alternatively it could be linked to from  or merged into it, per my initial proposition. Please vote. --FMan | Talk |  15:13, 17 January 2007 (EST)

 

Delete I really don't think this article adds much to anything, and as it should be part of , it can go.  Or that's what I think.  Verin Sedai 23:26, 17 January 2007 (EST)

Redirect I've merged this information into my updated (but not yet posted) versions of  and Creatures Daedra.  But to trace the history of the merged text, the original document should not be deleted; a redirect would be more appropriate --Nephele 19:22, 31 January 2007 (EST)

Delete There are only 4 edits in the history, 3 of which are minor (typos, categories, etc.)  The only part of the history that matters is that it was created by , which can adequately be indicated in an edit summary or on the talk page of  or .  Nothing links to the page other than this deletion review and a talk page talking about deletion, on a page which itself is nothing more than a nearly-orphaned redirect (which I think should also be deleted).  Do we really need a page with a redirect for every single creature type in the game?  If we have :Oblivion:Atronach and :Oblivion:Clannfear, why not :Oblivion:Rat and :Oblivion:Mudcrab?  Really seems like these are unnecessary pages.  --TheRealLurlock   16:26, 21 February 2007 (EST)
:As an aside, Given the state of the search engine here, yes we probably do need a redirect for every single creature type if you actually want anyone to find anything ;o) Jadrax 13:34, 3 March 2007 (EST)

Delete I've just moved the somewhat-useful info (the description from the first paragraph) to the  page. The second paragraph is not very informative, as levelled creatures are common knowledge. Anyway, there is no longer any useful info on the  page that is not on the  page.--Werdnanoslen  11:20, 11 March 2007 (EDT)

''Final decision: Redirect''' Since this discussion happened, I've initiated the creation of a large number of redirects, so now all the other creatures in the game do have redirect pages.  If this page were to be deleted at this point, it would need to be recreated right away so that Clannfears are not the only missing creatures.  I know I've made this call despite out-voted on this page, but I believe the decision is appropriate given the change in circumstances.
Tribunal:Forven Berano

Forven Berano is a Dark Elf noble and a House Brother in House Hlaalu, who can be found in the Temple Courtyard. He is a member of a House Hlaalu plot to kill the new King, Hlaalu Helseth. He does have a backup plan though.

He wears an extravagant shirt with matching belt, pants, and shoes. He also carries an ebony shortsword. Aside from his natural resistance to fire and the sanctuary provided by his ancestors, he knows the following spells: Balyna's Antidote, Cure Poison, Free Action, Resist Fire, and Seryn's Gift.

 
Related Quests
Main Quest


Dialogue
Voiced Greetings:
:"Really? Say your piece, churl, and be done."
Greetings:
During the Evidence of Conspiracy quest:
:''"I am Forven Berano. But I don't see how that matters to you."
evidence of conspiracy:
:"I don't know what you're talking about. This is obviously some mistake...."
::Denounce Forven Berano, and execute him. "You are contemptible. A lackey of the bloody tyrant Helseth. I shall show you a real Hlaalu noble knows how to live -- or die -- for honor and justice."  
::Warn Forven Berano, and let him escape. "Oh, gods, THANK you! Blessings of the Nine, and Almsivi, and anything else you like! Thank gods I have a Mark set. I'll be gone instantly -- and I assure you, I will never betray your mercy."  ''
Tribunal:Athelyn Malas

Athelyn Malas is a Dark Elf commoner who can be found in the Courtyard of the Temple District. Athelyn has recently been infected with the crimson plague and requires a potion of cure common disease.

He wears a common shirt with matching pants and shoes. Aside from his natural resistance to fire, the attribute changes caused by the crimson plague, and the sanctuary provided by his ancestors, he knows no spells.

 
Related Quests


Dialogue
Greeting:
:''"They won't let me in! I'm sick man, and the bastards WON'T LET ME IN!"
After you have given him the potion:
:"It seems you're the only one with any reason around here, %PCName."
Cure Disease potion:
:"What, they sent you out with a potion instead of letting me come in? Fine. Whatever. I don't care. I'm just tired of being sick. Just give it to me, will you?"
::Give him the potion.:'''
If you don't have a Potion of Cure Common Disease
:::''"It's not enough that an old man can't get help, but he has to suffer mocking at the hands of someone like you? Get away from me, %PCRace!"
If you do have the potion:
:::"Well, at least someone around here isn't determined to let an old man die. I'll just take this and go home. No sense in hanging around here." (You lose a Potion of Cure Common Disease)
::Keep the potion.: "Is it that bad, that you won't even get near me to give me the damned potion? Where's your compassion?"
After you have given him the potion:
:"Hrmph. At least you made an effort to help. More than I can say for these so-called "Healers"."''

Notes
Athelyn doesn't appear until stage 50 of MS_CrimsonPlague.
Tribunal:Bels Uvenim

Bels Uvenim is a Dark Elf noble who carries a spear and helm that are wanted by Olvyne Dobar, a woman who wishes to become a warlord. Bels can be found in the Temple Courtyard.  He will not speak with you under any circumstances. 

He wears an extravagant shirt with matching pants. He also wears an Imperial silver cuirass and a unique Imperial silver helm, along with steel pauldrons, boots, and one steel right gauntlet. He wields a unique silver spear. Aside from his natural resistance to fire and the sanctuary provided by his ancestors, he knows the following spells: Assured Fleetness, Nimbleness, Surpassing Denial, Surpassing Fleetness, and Surpassing Swiftblade. 

 
Related Quests


Dialogue
Voiced Greeting:
:"Sorry. Not interested."
Greeting:
:"No time to talk, %PCRace. Excuse me." '' ''
Tribunal:Urvel Dulni

Urvel Dulni is a Dark Elf priest who can be found in the Office of the Lord Archcanon. He has been given the task of cleansing the shrine of the dead and he needs protection in order to do so.

He is wearing a common robe with matching gloves and shoes, and he is wielding an iron club. Aside from his natural resistance to fire and the sanctuary provided by his ancestors, he knows the following spells: Great Open, Strong Open, Wild Open, Ondusi's Open Door, Shield, Mark, Recall, Sotha's Mirror, Vivec's Feast, Spell Absorption, Cure Common Disease, Rilm's Cure, Variable Resist Common Disease, Variable Resist Fire, Variable Resist Frost, Variable Resist Magicka, Variable Resist Poison, Variable Resist Shock, Regenerate, Dispel, and Detect Creature.
 
Dialogue
Voice:
Greetings:
"Yes? W-w-what? What do you w-w-want?"
"Oh, dear. Oh, m-m-my. Goddess protect me."
"What is it now? Must we go on?"
Greetings:
''"Oh...hello. Have we met? I'm Urvel Dulni, a recent Initiate here at the Temple."
"Yes? M-must we travel together? Or may I wait here? Or go home? Please?"
"Hello. I'm told you will accompany me to the Shrine of the Dead and protect me as we travel together. Our Lady commands it...so I suppose we must go."
"You have killed the Profane? Please take me to the Shrine of the Dead."
"I will now cleanse the Shrine of the Dead, I suppose. If I can. Be with me, Lady."  
"I am attempting to cleanse the Shrine. Please, don't interrupt me."  
"It is done. Please, can we return to the Temple now?"
"I'm glad all that's over."
-----
Shrine of the Dead:
"I-I'd rather not speak of it. I know what must be done, but the place frightens me to the core. I don't know why I was chosen, but Our Lady believes I must be the one to go, as the shrine must be cleansed."
"It seems we've done our jobs. The Shrine is cleansed."
travel together:
"Do you want me to stay with you? I'd be willing to wait here. I m-mean, it's up to you."
Stay with me. "Oh...if you insist. I mean, if you're completely sure...."
Wait here. "Really? Excellent! I mean...I wouldn't want to get in the way. You understand. I'll guard your back from here."''

Related Quests
Main Quest
Tes4Mod:Mod File Format/FACT

Data structure represented by Wrye Bash Mod Elements.
Tes4Mod:Mod File Format/EYES

Data structure represented by Wrye Bash Mod Elements.
Tes4Mod:Mod File Format/HAIR

Data structure represented by Wrye Bash Mod Elements.
Morrowind:Mount Kand, Cavern

Tharer Rotheloth in the Molag Mar Temple gives you a task to test your wits. He asks you to make a Pilgrimage to Mount Kand Shrine which will now be marked on your map.

The entrance to the shrine is at the base of the mountain; don't enter the nearby Assu cave. Inside you'll have to solve riddles given by three Atronachs in order to pass.
 
Related Quests
Tribunal Temple


Notes
Almsivi Intervention takes you back to the temple in Molag Mar.
If you kill the Storm Atronach at the end of the cave before solving its riddle, it might not respawn due to a glitch.

Maps
thumb|left|Mount Kand, Cavern
Shadowkey:Weapons

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Weapons in Shadowkey are primarily distinguished by what damage they do and which of the nine classes available in the game can use them.

Edged Weapons

 
 
 
 

Blunt Weapons


Axes

 

Ranged

 

Magic Weapons

 

Notes
Weapons all have only one physical appearance per weapon type.
Daggers and throwing knives share the same model.
Axes, maces, and swords use the same models as the steel weapons from Morrowind.
The dagger model would have originally had two points at each side of the crossguard, and a skull on its pommel, like the dagger model from Daggerfall.

Weapon Gallery
 

Weapon Animations
Shadowkey:Items

:* Armor
:* Books
:* Consumables
:* Miscellaneous Items
:* Rings
:* Weapons
Shadowkey:Rings

Shadowkey allows only one item of jewelry to be equipped at any one time. The items classed as jewelry include rings, lock picks, and bandages.
Shadowkey:Classes

There are nine classes in Shadowkey. Each class has a unique ability as well as a unique set of restrictions when it comes to the types of equipment that may be used. In addition, while anybody may join any guild, only certain classes can receive training from the guilds' trainers.

As an example, a Thief may only wear light armor and use a light shield, while wielding a blade, axe or light bow. They can use no magic. Only the Thieves' Guild is a useful option.
Morrowind:Cure Paralyzation

Does pretty much what you'd expect it to - cures the target of the effects of Paralyzation.  It is mostly useful for curing other people of this affliction, as it is, of course, impossible to cast any spells or use any items while you yourself are paralyzed.  The only way you can possibly use this effect on yourself when it would be any use is by means of a potion or Corkbulb Root, as these can be consumed while paralyzed.

Related Effects
Paralyze
Resist Paralysis

Alchemy Ingredients
The following alchemy ingredients can be used to make a potion of Cure Paralyzation:
Corkbulb Root*
Scamp Skin
Willow Anther
Netch Leather
  May be eaten straight, since it is a first-effect ingredient.
Morrowind:Restoration

Adepts of the College of Restoration heal, restore, and fortify the body's attributes and abilities, cure disease, and protect it from other malign influences. Restoration spells can also augment strength, endurance, intelligence, agility, and other bodily attributes.

See restoration spells to find vendors for this school.

Character Creation

The following races receive bonuses to their Restoration skill:
+10 bonus: Breton
The following classes have Restoration as a Major skill:
Healer, Mage, Pilgrim, Spellsword
The following classes have Restoration as a Minor skill:
Archer, Crusader, Knight, Monk
If Restoration is one of your Major or Minor skills, you will start with the following spell:
Hearth Heal (Restore Health 20-80 pts for 1 sec on Self, Cost: 13)

Other Restoration Spells are listed here.



Factions
The following factions include Restoration as one of their favored skills:

Blades
Imperial Cult
Tribunal Temple

Magical Effects
The school of Restoration includes the following effects:
Morrowind:Mysticism

"Mysticism involves the manipulation of magical forces and boundaries to bypass the structures and limitations of the physical world."

The spells of the College of Mysticism shape and focus otherworldly forces to bind souls in gems, teleport the caster's body, manipulate the world with telekinesis, absorb or reflect magical energies, and sense unseen objects at a distance.

See mysticism spells to find vendors for this school.

Character Creation
The following races receive bonuses to their Mysticism skill:
+10 bonus: Breton, +5 bonus: Argonian, Dark Elf
The following classes have Mysticism as a Major skill:
Healer, Mage, Nightblade, Sorcerer
The following classes have Mysticism as a Minor skill:
Battlemage, Witchhunter
If Mysticism is one of your Major skills, you will start with the following spell:
Detect Creature (Detect Animal 50-100 pts for 5 secs on Self, Cost: 19)
Other Mysticism spells are listed here.



Factions
The following factions include Mysticism as one of their favored skills:

Ashlanders
Aundae Clan
House Telvanni
Imperial Cult
Mages Guild
Tribunal Temple

Magical Effects
The school of Mysticism includes the following effects:


Absorb Skill is unused in the game, and only found on a developers' test item, Clutterbane.

Bugs
Morrowind:Illusion

"Illusion affects the perception and mind of living subjects."

The effects of the College of Illusion spells alter the perceptions and thoughts of living beings. Illusion effects include blindness, illumination, paralysis, silence, calmness, enragement, charm, distract, camouflage, and invisibility.

See illusion spells to find vendors for this school.

Character Creation
The following races receive bonuses to their Illusion skill:
+5 bonus: Argonian, Breton, High Elf
The following classes have Illusion as a Major skill:
Mage, Nightblade
The following classes have Illusion as a Minor skill:
Agent, Bard, Healer, Pilgrim, Sorcerer
If Illusion is one of your Major skills, you will start with the following spells:
Chameleon (Chameleon 10 pts for 30 secs on Self, Cost: 15)
Sanctuary (Sanctuary 10 pts for 30 secs on Self, Cost: 15)
Other Illusion spells are listed here.



Factions
The following factions include Illusion as one of their favored skills:

Aundae Clan
House Telvanni
Mages Guild
Morag Tong

Magical Effects
The school of Illusion includes the following effects:



Bugs
Morrowind:Destruction

"Destruction harms living and unliving things."

The Destruction skill is the mastery of the spell effects of the College of Destruction. Their spells harm living and unliving things, and include elemental damage, draining, damaging, vulnerability, and disintegration magical effects.

See destruction spells to find vendors for this school.

Character Creation
The following races receive bonuses to their Destruction skill:
+10 bonus: Dark Elf, High Elf
The following classes have Destruction as a Major skill:
Battlemage, Crusader, Mage, Sorcerer, Spellsword
The following classes have Destruction as a Minor skill:
Nightblade
If Destruction is one of your Major skills, you will start with the following spell:
Fire Bite (Fire Damage 15-30 pts for 1 sec on Touch, Cost: 6 pts)
Other Destruction spells are listed here.



Factions
The following factions include Destruction as one of their favored skills:

House Telvanni
Mages Guild
Quarra Clan

Magical Effects
The school of Destruction includes the following effects:
Morrowind:Conjuration

"Conjuration summons magical items and beings from the outer realms to serve you."

The spell effects of the College of Conjuration include the mental domination of mundane and magical creatures, summoning of otherworldly weapons and armor, and summoning of Daedric or undead servants and powers to serve and protect the caster.

See conjuration spells to find vendors for this school.

Character Creation
The following races receive bonuses to their Conjuration skill:
+10 bonus: Breton, +5 bonus: High Elf
The following classes have Conjuration as a Major skill:
Battlemage, Sorcerer, Witchhunter
The following classes have Conjuration as a Minor skill:
Agent, Mage
If a new character's Conjuration ability is sufficient, they will receive up to two starting spells:
Bound Dagger (Bound Dagger for 60 secs on Self, Cost: 6)
Summon Ancestral Ghost (Summon Ancestral Ghost for 60 secs, Cost: 21)
Other Conjuration spells are listed here.



Factions
The following factions include Conjuration as one of their favored skills:

Aundae Clan
Imperial Cult
House Telvanni
Skaal  (not joinable)
Tribunal Temple

Magical Effects
The school of Conjuration includes the following effects:
Tribunal:Catia Sosia

Catia Sosia is an Imperial smith who can be found in her Armory in the Great Bazaar.

She wears expensive pants and an expensive shirt. She wears a steel cuirass with matching boots and pauldrons as well as Imperial steel greaves. She wields an ebony mace and carries a restocking supply of journeyman's, master's, and grandmaster's armorer's hammers and prongs. Aside from her natural charm and ability to absorb fatigue from others, she knows no spells.

Catia's store also serves as her home. All of her business's merchandise lies on the first floor. Assorted pieces of armor line the counter and shelves, with the most valuable pieces, especially the glass bracers and pauldrons, resting securely on the shelf behind her, directly in her High Ordinator's line of sight. Crates lining the wall carry the rest of her merchandise, with some adamantium bracers locked in a chest behind the counter. She uses the second floor as her living quarters, but other than some random clothes in her closet and some food in her baskets, there's nothing of note. She happens to have some moon sugar in a sack on the first floor. Potted Nirthfly stalks and Timsa-Come-By flowers decorate the walls.

 
Dialogue
Voiced Greetings:
''"What's good for the Empire is good for business, citizen."

Wares
Negative values indicate restocking supplies
Items in italics are currently equipped, and can only be purchased if you sell her something better first.

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Tribunal:Sanaso Sarothran

Sanaso Sarothran is a Dark Elf bookseller who can be found in the Great Bazaar's Bookstore. She wears an extravagant shirt with matching pants and shoes. Aside from her natural resistance to fire and the sanctuary provided by her ancestors, she knows the following spells: Absorb Agility (Ranged), Absorb Luck (Ranged), Absorb Personality (Ranged), Strong Spelldrinker, and Strong Reflect.

Sanaso's shop also serves as her home. Most of her merchandise is displayed on various shelves on the first floor, but another shelf of books can be found upstairs, in the same area as her bed. Her drawers contain some random clothes and some chests contain some more books, but beyond that, there's nothing of note. The most valuable title in her collection is ''The Pig Children.

She doesn't appear to have any connection to the customer loitering upstairs, Bedal Alen.
 

Wares

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Tribunal:Bedal Alen

Bedal Alen is a Dark Elf merchant and a Kinsman in House Hlaalu. He can be found in the Great Bazaar's Bookstore. Evidently, he believes himself to be a scholar. Still, that doesn't stop him from being involved in a plot uncovered in Evidence of Conspiracy.

He is wearing an extravagant robe and shirt with matching pants and shoes. He wields a Steel Poisonsword. Aside from his natural resistance to fire and the sanctuary provided by his ancestors, he knows the following spells: Blightguard, Cure Common Disease, Cure Common Disease  on Other, Regenerate, and Rilm's Cure.
 
Related Quests
Main Quest


Dialogue
Voiced Greetings:
:''"Me? Here? Nothing. I'm doing nothing. See?"
Greeting:
If you have been told Bedal is a traitor:
:"But... I don't understand. Is something the matter?"
evidence of conspiracy:
:"Oh, dear. I KNEW this would happen. Please, have mercy on me!"
::Denounce Bedal Alen, and execute him.: "But... I can see I am doomed.   it is better to die here than rot in Helseth's dungeon. Do your worst, villain!"  
::Warn Bedal Alen, and let him escape.: "You have shown yourself an honorable %PCRace. I thank you. I will absent myself from Mournhold immediately. And I would die before I'd betray your generosity to me. And now, if you'll excuse me, I believe an Almsivi Intervention will swiftly deliver me out of peril."  '''

Bugs
 

Notes
Bedal Alen is a part of the Alen family, which has their own ancestral tomb.
Tribunal:Belwen

Belwen is a Wood Elf clothier who can be found in her shop in the Great Bazaar. It comes as no real surprise that she sells clothing.

She wears an exquisite shirt with matching skirt and shoes. Aside from her natural resistance to disease, and the ability to command animals, she knows no spells. 

Belwen's shop also serves as her home. She keeps all of her merchandise on the ground floor, with one shelf holding most of her clothing selection, and another shelf holding bolts of cloth and spools. In the corner, a chest contains some random clothes, and some baskets contain food. Upstairs she has a bed, but nothing else of note; her closet and drawers are empty. The most valuable item in her collection is an exquisite shirt. Hers is the only store that sells the expensive shirt and shoes added by the Tribunal expansion.
 
Wares
 

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Tribunal:Jeanne Andre

Jeanne Andre is a Breton mage who can be found in the Great Bazaar Magic Shop. She sells spells and provides spellmaking services to all visitors.

She wears an extravagant robe with matching shoes. Aside from her natural bonus and resistance to magicka, and her ability to shield herself for short periods, she knows a wide variety of spells. Specifically, these are the spells she has for sale.
 
Spells
Jeanne has the following spells for sale:
Tribunal:Ungeleb

Ungeleb is a Wood Elf alchemist who can be found in the Great Bazaar's Magic Shop. He handles the alchemy side of the magic business, while Jeanne Andre runs the spell side.
 
Wares
 

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Tribunal:'Ten-Tongues' Weerhat

''' 'Ten-Tongues' Weerhat''' is an Argonian pawnbroker who runs the Great Bazaar's indoor Pawnbroker. Like any pawnbroker, Ten-Tongues has his claws in a few less than legal sales. Of course, his knowledge of the shadier side of Mournhold might come in handy when you need to track down a muckraking journalist. He will often have certain "special offers" available to you, all of which consist of rare scrolls for unusually low prices. There are some limeware items upstairs in his store that are easy to steal and that can be sold for a good amount of money.

He carries up to 50 gold (60% chance each), a stolen book related to the Scroll Sales quest, a pair of common pants, an exquisite belt, and six exquisite shirts that may be used as an alternative in The Shirt of His Back quest.

Like all Argonians, he is immune to poison, has a resistance to disease, and can breathe underwater. Aside from that, he knows a variety of spells, including Dispel, Telekinesis, Spell Absorption, Vivec's Feast, Sotha's Mirror, Recall, Mark, Divine Intervention, Tevral's Hawkshaw, Detect Enchantment, Almsivi Intervention, Rally Humanoid, Rally Creature, Demoralize Humanoid, and Demoralize Creature.
 

Related Quests
Miscellaneous Quests


Main Quest


Wares
 

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Bugs