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Oblivion:Restore Attribute

Increases the value of the target's given attribute by M points each second for D seconds.  (The duration is 1 second if not specified).  The total increase is MxD points.  Restore Attribute only repairs previous damage, i.e. from a Damage Attribute effect; Restore Attribute will not increase Attribute values past their base value.  Also, Restore Attribute will not heal the effects of a Drain Attribute effect.

Internally, all of the various Restore Attribute effects are considered to be the same, so learning Restore Luck, for example, will give you access to all eight Restore Attribute commands at the Spellmaking Altar.

Notes
This effect can be gained for spell making via spells only.

See also
Sections:
Restore vs. Fortify vs. Absorb: A comparison of these similar effects.
Options for Healing: Differences between all the various healing effects.

Related effects:
Absorb Attribute, Damage Attribute, Drain Attribute, Fortify Attribute
Restore Fatigue, Restore Health, Restore Magicka
Cure Disease, Cure Poison, Dispel

Alchemy Ingredients
The following alchemy ingredients can be used to create potions of Restore Attribute:



Note: As you very rarely need more than a few points of this effect, you can usually eat an appropriate ingredient raw and get enough of the effect to fully restore you without having to mix a potion.
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Oblivion:Imperial Sewers SE. Exit

Unlike other sewer entrances, this one isn't locked, and thus provides easy access to the South East Tunnel, which can also be entered from the Arboretum. A lone mudcrab guards the entrance and 7 bottles of ale and beer.

An unmarked road leads here from Talos Bridge.

 
Exterior
thumb|right|Key to Maps|150px
thumb|right|Map of Imperial Sewers SE. Exit
The exterior is located at coordinates: ImperialSewerSEExitexterior 10, 12
This location's map marker (M on map) is named Imperial Sewers - South-East Exit  (editor name IMPSEWSEMapMarker). The entrance door is N of the marker, 1 foot away.
0-1 Mudcrab (75%) is near the entrance.
Oblivion:The South East Tunnel

Notes
This sewer can also be accessed from Imperial Sewers SE. Exit

 
Zone 1:
thumb|180px|right|Key to Map thumb|right|340px|The South East Tunnel
Entering from the Arboretum at door C, proceed to gate F, potentially fighting an animal on the way, and pick the lock. The next room contains another enemy and the wheel (cyan dot on map) activating the gate at G. A minor loot chest and potentially another animal await in the next room.

If you head left, you will find an entrance to Beneath the Bloodworks (E) guarded by two animals. Heading right you will face up to two other animals and gain access to both Beneath the Bloodworks (H) and the Imperial Sewers SE. Exit (D).

Occupants:
2-5 Nuisance Animals
2 Mud Crabs
Doors and Gates:
There are four doors in/out of this zone
1 door (at C) leads outside to the Arboretum District
1 door (at D) leads outside to the Imperial Sewers SE. Exit
2 doors (at E and H) lead to the adjacent sewer system, Beneath the Bloodworks
1 Gate at F (locked)
1 sewer Gate at G, opened by Turn Wheels (cyan dots) on either side of the gate
Oblivion:Beneath the Bloodworks

Related Quests


Notes
Although this sewer is under the Arena District, there is no sewer entrance directly from there. Instead, it can only be accessed via other sewers.
The entrance to The Palace Sewers requires a key which is obtained during The Ultimate Heist quest.

 

Zone 1:


Entering from the Market Sewers through door C, head up the stairs in front of you. In the next room you will find two minor loot chests and a table with a Cure Disease potion, two empty soul gems (petty and common) and a bottle of cheap wine, potentially guarded by an enemy. Press on and you will first come across a door to the South East Tunnel (J) and then a room with a minor loot chest.

Track back to the start and head into the western tunnel - the next room holds a minor loot chest, a couple of hanging corpses and potentially an enemy. Follow the tunnels east and turn the wheel to your left in the second room (cyan dot on map). After dispatching up to two enemies, you will first come across a table with two portions of bonemeal and then another door to the South East Tunnel (K). Ignore this and head north, looting the minor loot chest in the next room. Kill another potential enemy and pass through the gates at I and H, which you opened earlier.

The next room features up to two enemies, one of which will be a mudcrab. Another enemy can be found in the small room to the north, guarding the boss chest (B). Dispatch it and turn the nearby wheel (cyan dot on map), which will open the sluice gates at D and E. After battling with up to two more enemies, you will arrive at gate F. This can only be unlocked with a key obtained during The Ultimate Heist quest. In the room beyond it lay two minor loot chests and the door to the Palace Sewers (G).

Occupants:
1-8 Vampire Enemies (each 50% probability Vampire, 33% Undead, 17% Vampire Beast)
1-2 Mud Crabs
Treasure:
1 boss-level Chest (Vampire variety) at location B on map
1 Chest 01 (locked)
2 Chests 02 (1 locked)
3 Chests 04
1 Coffin 01
The other following items will always be found: 1 empty common soul gem, 1 empty petty soul gem, 2 samples of Bonemeal, 1 Potion of Cure Disease and 1 bottle of Cheap Wine
Doors and Gates:
There are four doors in/out of this zone.
C leads to The Market Sewers.
G leads to The Palace Sewers.
J and K both lead to The South East Tunnel.
2 Slough Gates at D and E.
1 Gate at F (locked, key required, opened by the Imperial Sewer Key which is obtained during The Ultimate Heist)
2 sewer Gates at H and I.
Oblivion:The Market Sewers

Notes
This sewer connects to Beneath the Bloodworks (under the Arena District) and The North Tunnel (leading out to Lake Rumare).
Basement entrances to The Best Defense and The Main Ingredient (both stores in the Market District) can be picked open without fear of being noticed by the guards.
Although there is an entrance to the sewers from the Market District, initially that only provides access to the first room: the gate (E) leading to rest of the sewers can only be opened from the other side.  
 
Zone 1:
 
The easiest way to enter this zone is through the door Out from the Market District.  However, until the sewer Gate (E) has been opened from the other side, this entrance does not provide any access to the rest of the sewer system.  Most characters are likely to enter this sewer system through door D from The North Tunnel, but it is possible to enter through any of doors C through G.

Other than the gate at E and the numerous bandits, there are few obstacles in the zone.  Several of the chests in this sewer system are semi-hidden in corners.  For example, the boss chest (B) is behind a barrel and some crates.  The boss chest is of interest not only for the treasure, but also for the key that opens the door (I) to Beneath the Bloodworks.

Occupants:
1-9 Bandit Enemies (each 50% probability melee , 25% archer Bandit, 12% Dog, 12% Nuisance Animal)
Treasure:
1 Chest (contains The Bloodwork's Sewer Key, loot similar to boss-level bandit chest: 1-2 plain light armor, 1 plain weapon, 10% chance enchanted armor, 25% enchanted weapon, etc.) at location B on map
2 Chests 01 (1 locked)
3 Chests 02 (2 locked)
2 Chests 03
1 Chest 04
Doors and Gates:
There are six doors in/out of this zone
1 door (at Out) leads outside to the Market District (a manhole in the courtyard behind Rindir's Staffs)
2 doors (at C and D) lead to the adjacent sewer system, The North Tunnel, which leads north from the city to the Imperial Sewers N. Exit.
Door C is the lower level door, accessed from the room below the bridge.
Door D is the upper level door, accessed from the bridge that connects to the rest of the Market Sewers.
Both doors provide access to the same room in the North Tunnel; when traveling from the Market Sewers to the North Tunnel there is no difference between the two doors (in the opposite direction, door D is the more useful door).
1 door (at F) leads to The Best Defense Basement (locked).
1 door (at H) leads to The Main Ingredient Basement (locked).
1 door (at I) leads to the adjacent sewer system under the Arena District, Beneath the Bloodworks (locked, opened by The Bloodwork's Sewer Key).
1 Gate (at E), opened by a Turn Wheel north of the gate (cyan dot) on map.  This gate can only be opened from the north side; it cannot be opened from the south side.
1 Gate (at G), opened by two Turn Wheels (cyan dots), one on either side of the door.
Other:
7 bedrolls at locations b on map

Gallery
Oblivion:Talos Plaza Sewers

Related Quests


Notes
The entrance to the sewer is a manhole in the southwest quadrant of the Talos Plaza District, in the courtyard behind Sevarius Atius' House and Helvo Atius' House.

 
Zone 1:
 

Upon entering through door Out from the Talos Plaza District, jump down into the room below and dispatch the enemy nearby. To the south is a door to the South West Tunnel (I); ignore it and head north. Pick the lock on gate F and loot the chest in the next room. Head up the stairs and follow the winding tunnel to the next room, dispatching up to two enemies on the way. Up the stairs is the door (E) to Dynari Amnis's basement. The gate at D is blocked and is opened from the other side, which can only be accessed from the Sunken Sewers (door C) during The Path of Dawn. In that room are up to three enemies, including a boss-level goblin guarding the boss chest (B) and a minor loot chest.

Track back to the room near F and this time head east. The next room holds up to two enemies and a minor loot chest, the one after that the same number of potential enemies but no reward. In the third room you will find another door to the South East Tunnel (J) and the wheel (cyan dot on map) opening the gates at G and H. Head up the stairs, loot the chest in between them and head back out.

Occupants:
1 boss-level Goblin at location A on map
2-3 Goblin Enemies (each 80% probability Goblin, 13% Rat, 7% Mud Crab)
2-4 Nuisance Animals
1-4 Mud Crabs
Treasure:
1 boss-level Chest 02 (Goblin variety) at location B on map
1 Chest 01 (locked)
1 Chest 02 (locked)
2 Chests 04
Doors and Gates:
There are five doors in/out of this zone
1 door (at Out) leads outside
1 door at C leads to the Sunken Sewers
1 door at E leads to Dynari Amnis' Basement
2 doors (at I and J) lead to The South West Tunnel
1 Gate at F (locked)
3 sewer Gates at D, G, and H (opened remotely)
Oblivion:Ammunition

Mundane


Magic
Damage Attribute Damage Attribute


Damage Fatigue Damage Fatigue


Damage Health Damage Health


Damage Magicka Damage Magicka

  The Arrow of Hexing does not actually exist in game because it was not added to any leveled lists.

Demoralize Demoralize

At one time, Demoralize was two different effects, one for creatures, and one for humanoids, much like it was in Morrowind.  Evidently, this was changed before release, but we still have redundancies because of this.  If you look at the editor names, you can see that the Fear and Misery arrows were meant for creatures, and the Qualms and Cowardice arrows for humanoids, but this distinction is irrelevant now.

Dispel Dispel


Drain Magicka Drain Magicka


Fire Damage Fire Damage

See also Light, below.

Frenzy Frenzy


Frost Damage Frost Damage


Light Light

In addition to the fire damage, these arrows make great tracers.

Shock Damage Shock Damage

† If Shivering Isles has been installed, the enchantment on all Arrows of Voltage is changed to the Shivering Isles' "of Soul Voltage" enchantment.  Therefore, a Soul Trap for 5 seconds enchantment is added to the Shock Damage.  This change is applied retroactively to all such arrows (including any ones that you found before installing the Shivering Isles). The same is true of Arrows of the Dynamo.

Silence Silence


Soul Trap Soul Trap
(These arrows are only found in Oblivion World 2)


Special


† Also available at lower levels from the Dremora guarding the Daedric Siege Crawler during the Great Gate quest, and one of the Dremora Hatred Keepers in Random Oblivion World 2, but in extremely small quantities.

Finding enchanted arrows
NPCs that have level-dependent amount of enchanted arrows that you can pickpocket at the start of every new level:
Torbal the Sufficient in Brindle Home.
Schlera Sestius in Pell's Gate.
S'razirr at Roxey Inn.
Vajhira at Hircine's Shrine.
The Imperial Dark Brotherhood Murderer Archer at the Dark Brotherhood Sanctuary.

NPCs that sell enchanted arrows:
Melliwin the Mongrel in Dunbarrow Cove (requires the Thieves Den plugin).
M'raaj-Dar in the Dark Brotherhood Sanctuary.

Enemies that carry level-dependent magic arrows:
Many members of the Drothmeri Army in Sundercliff Watch.
3 Boethia's Chosens during Boethia Daedric Quest.
Afflicted Brethren  Aranalda in Gutted mine during the Azura quest.
Oblivion:Shadow's Rest Cavern

Notes
This cave contains 7 Cairn Bolete plants and 10 Wisp Stalk plants.
A guaranteed magic item, a Base Ring of Sneak, can be found near the cavern  .
There are a pair of waterfalls nearby. Looking at the waterfalls from the lake they feed into, go to the waterfall on the right and stand underneath it. The ring should be at your feet, either floating or resting on the bottom.

 
Exterior

The exterior is located at coordinates: Tamriel -11, 29
This location's map marker (M on map) is named ''Shadow's Rest Cavern (editor name ShadowsRestCavernMapMarker).  The entrance door is WSW of the marker, 50 feet away.
0-1 Monster is near the entrance
1 Wilderness Creature (Forested Mountains variety) is near the entrance
The following plants''' can be found near the entrance: 6 Clouded Funnel Cap plants, 1 Fly Amanita plant, 31 Monkshood plants, and 6 Viper's Bugloss plants

 
Zone 1: '' ''
thumb|right|235px|Shadow's Rest Cavern
This zone is entirely linear, making it easy to explore, although it contains quite a few enemies and only minor loot chests. From the entrance, proceed through the tunnel and check the northeastern room for a locked chest guarded by monsters. Head west to a similar room with more opposition and two chests, one of them locked. Head south through the tunnel and follow it around as it bends and you will land in a small room with more minor loot chests and a trapdoor at C, leading to ''Shadow's Rest Rocky Run. 

Occupants:
8-9 Monster Enemies (each 80% probability Monster, 20% Rat)
Treasure:
2 Chests 01
4 Chests 02 (2 locked)
The following plants will always be found: 4 Cairn Bolete plants and 10 Wisp Stalk plants
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 Shadow's Rest Rocky Run

 

Zone 2:  ''
thumb|right|232px|Shadow's Rest Rocky Run
Upon entering from door C, get ready for an immediate encounter with two monsters, then loot the chest. Like ''Shadow's Rest Cavern, this cave is linear all the way to the end, so simply make your way through the tunnels and locate the chests on the way (green dots on map), picking the locks where it is needed. In the final huge chamber, up to four enemies await, so proceed with caution and pry open the three chests they are guarding. Once you are finished, backtrack all the way back to door C and make your escape to the first zone.

Occupants:
7-12 Mixed Monster/Animal Enemies (each 80% probability Monster/Animal, 20% Rat)
Treasure:
2 Chests 01 (1 locked)
1 Chest 02 (locked)
4 Chests 03
The following plants will always be found: 3 Cairn Bolete plants
Doors and Gates:
There is one door (at C) in/out of this zone, leading to the zone Shadow's Rest Cavern''
Oblivion:Redwater Slough

Related Quests

Notes
You can enter this cave and kill Hindaril even if you have not started the Vampire Cure quest; the Ashes of Hindaril then become a quest-specific item that you are unable to remove from your inventory.
This cave contains 18 Cairn Bolete plants.

 
Exterior

The exterior is located at coordinates: Tamriel 41, -15
This location's map marker (M on map) is named Redwater Slough (editor name RedwaterSloughMapMarkerREF).  The entrance door is SSE of the marker, 60 feet away.
0-1 Mud Crab is near the entrance
1 Wilderness Creature (Swamp variety) is near the entrance
1 Wilderness Creature (Valley variety) is near the entrance
1 Nirnroot is at location N on map
The following plants can be found near the entrance: 10 Clouded Funnel Cap plants and 2 Foxglove plants

 
Zone 1:
thumb|right|357px|Redwater Slough
Your main target in Redwater Slough is Hindaril who resides in the northern part of the cave. However, the door at D must be unlocked to enter his domain.  The key to this door, Redwater Slough Key, is located in the south section of the cave, in the chest at location k. When entering from door Out, you will face a large two-leveled room. The pit does not contain anything of interest, so make your way to the other side and pry open the two chests for some minor loot, then make a running jump onto the coffin clamped to the wall and claim the Shortsword of Numbing (C). Take the tunnel leading east, turn south at the intersection and deal with the undead opponents. Dive into the water and surface in the southeastern room. Take the key from the chest at k and explore the southernmost room for some more loot. Backtrack all the way to door D and follow the tunnel, looting all the chests on your way (green dots on map). In the final room to the north you will encounter Hindaril (Q); when you kill him you will find Ashes of Hindaril instead of regular Vampire Dust on his corpse. Finally, claim the contents of the boss-leveled coffin at B, then backtrack all the way to door Out, leading outside. 


Occupants:
Hindaril (carries Ashes of Hindaril; non-respawning) at location Q on map
3-4 Vampires
4 Undead Enemies (each 83% probability Undead, 17% Rat)
1-2 Slaughterfish
Treasure:
1 boss-level Coffin (Vampire variety) at location B on map
1 Shortsword of Numbing at C (In the highest open-top coffin on the north side of the room)
1 Chest (contains Redwater Slough Key, 10% chance weapon, 10% potion) at k
1 Chest 03 (locked)
3 Chests 04
5 Coffins 01
The following plants will always be found: 18 Cairn Bolete plants
Doors and Gates:
There is one door (at Out) in/out of this zone, leading outside
1 Wood Door at D (locked, very hard lock, opened by Redwater Slough Key)
Oblivion:Nisin Cave

Notes
This cave contains 5 Cairn Bolete plants and 33 Wisp Stalk plants.

 
Exterior

The exterior is located at coordinates: Tamriel -3, 0
This location's map marker (M on map) is named Nisin Cave (editor name NisinCaveMapMarker).  The entrance door is NW of the marker, 60 feet away.
0-2 Monsters are near the entrance
2 Wilderness Creatures (Forest variety) are near the entrance
The following plants can be found near the entrance: 1 Bergamot plant, 3 Columbine plants, 7 Flax plants, 20 Lady's Smock plants, 4 Motherwort plants, 6 Nightshade plants, 3 Domica Redwort plants, 1 Somnalius plant, and 7 Viper's Bugloss plants

 
Zone 1:
thumb|right|341px|Nisin Cave
Nisin Cave is a fairly short dungeon with plenty of monsters but it also has a few chests that could contain valuable loot. The cave greets you with a narrow tunnel; follow it to reach the bottom level of a large room. It is advisable to sneak through this area to avoid being detected by the various foes that are located above you. After sneaking through the large chamber, you will find yourself in a room with a chest containing some loot guarded by a nearby foe. After proceeding forward, you will be presented with an intersection; head left and continue through this tunnel until you reach a chest guarded by a nearby opponent. After looting the potions from the chest, you should now backtrack to the intersection as only monsters await you if you head further south through the tunnels. Head north at the intersection to reach a room with a locked chest containing some loot. You must now proceed down a fairly straightforward path south that will be guarded by various monsters. Once you reach the final chamber, grab the potions from the chest and ignore the paths to your left as they only lead to an opponent that is guarding no treasure. You will now need to head back to the entrance of the cave and leave through door Out. 

Occupants:
5-18 Monster Enemies (each 80% probability Monster, 20% Rat)
Treasure:
1 Chest 02 (locked)
1 Chest 03
2 Chests 04
The following plants will always be found: 5 Cairn Bolete plants and 33 Wisp Stalk plants
Doors and Gates:
There is one door (at Out) in/out of this zone, leading outside
Oblivion:Bloodrun Cave

This cave is located at the top of a wooden set of stairs, on the Blackwood side of the Panther River. It is right across the river from another necromancer lair, Kindred Cave. The interior of the cave is notable for the ancient ruined structures scattered throughout.
 
Notes
This cave contains 15 Cairn Bolete plants and 1 Wisp Stalk plant.
Bloodrun Cave also appears in ESO.
 

Exterior

The exterior is located at coordinates: Tamriel 40, -17
This location's map marker (M on map) is named Bloodrun Cave (editor name BloodRunCaveMapMarker).  The entrance door is SE of the marker, 30 feet away.
1 Bandit Enemy (each 50% probability melee , 25% archer Bandit, 12% Dog, 12% Nuisance Animal) is near the entrance
0-2 Mud Crabs are near the entrance
2 Wilderness Creatures (Swamp variety) are near the entrance
1 Nirnroot is at location N on map
The following plants can be found near the entrance: 8 Bog Beacon plants, 13 Clouded Funnel Cap plants, and 5 Dragon's Tongue plants
Outside the cave are a set of wooden stairs, if you follow them down you will find a bloody Zombie corpse and 2 animal enemies. In the river just under the end of the stairs is a large rock with two Skeleton corpses.
The exterior of this cave offers some clues as to the profession of the inhabitants: apart from the corpse on the stairs you will find another one strung up the in front of the entrance door and a barrel nearby contains some chopped up body parts.

 
Zone 1:
thumb|right|312px|Bloodrun Cavethumb|right|The boss chamber
In this cave you immediately start at an intersection; both routes will take you to the final boss chamber, so it is advisable to use one for the first journey and the other for when you have to backtrack to the entrance. Head west and fight your way through the rooms; the second room you enter contains a Zombie corpse, a table, and a bedroll (b). After that you can either go left into a room with one enemy and rejoin the other passage, or continue straight into another room with another enemy and a minor loot chest.

The final chamber is where the Boss-level Necromancer (A) and coffin (B) are located. You arrive on a ledge higher up than the level of the room where the Boss is. From up here it is possible to take a good sneak shot at the Boss and you can either stay up here or descend and engage the Necromancer in melee combat. Note that there are two leveled Skeleton Archers on the ledge opposite yours which can target you if you venture down. 

Backtrack to the entrance using the second route where you will find enemies and two rooms with three bedrolls (b) in total.

Occupants:
1 boss-level Necromancer at location A on map
5-6 Necromancer Enemies (each 50% probability Necromancer, 50% Undead)
2 Skeleton Archers
3 Nuisance Animals
Treasure:
1 boss-level Coffin (Necromancer variety) at location B on map
2 Chests 01
2 Chests 02 (1 locked)
1 Chest 04
The following ingredients will always be found: 1 Pumpkin
The following plants will always be found: 15 Cairn Bolete plants and 1 Wisp Stalk plant
Doors and Gates:
There is one door (at Out) in/out of this zone, leading outside
Other:
4 bedrolls at locations b on map