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Details
Quests: written by Already Written, checked by SerCenKing (CS & in-game)

Schedule: written by Already Written, checked by SerCenKing (CS & in-game)

Services: written by Already Written, checked by SerCenKing (CS & in-game)

Personal Inventory: written by mxk101 (CS), checked by Vulpa

House Contents: written by GK (N/A - lives at Dunbarrow Cove), checked by Emoboy64 (CS)

Unique Dialogue: written by Alpha Kenny Buddy (CS, N/A), checked by SerCenKing (in-game)

Rumors: written by SerCenKing (CS - none)

Faction: written by already there, checked by Vulpa (CS)

Spells: written by KickbackYak (CS), checked by mxk101 (CS)
Melliwin
(RefID: xx00EE14)
Added by Thieves Den
Location Dunbarrow Cove
Race Wood Elf Gender Female
Level 10 Class Sharpshooter
RefID xx00EE14 BaseID xx002F9F
Services
Available 24 hours/day (training and spells); 9am-midnight every day (barter)
Training Trainer (Advanced)Marksman (Advanced) Marksman, Advanced (75)
Merchant
Gold 100 Mercantile Novice (6)
Sells Bows, Arrows
(including enchanted ones and ones only available in the Thieves Den mod)
Buys
Spells Mysticism SpellsRestoration Spells
Other Information
Health 80 Magicka 125
Responsibility 5 Aggression 5
Essential Always
Faction(s) Dunbarrow
Melliwin in Dunbarrow Cove

Melliwin "the Mongrel" is a Wood Elf sharpshooter who can be found in the southeast corner of the main part of Dunbarrow Cove, along with several archery targets, after you purchase the "Fletcher" upgrade from Dahlia Rackham for 1000 gold. She sells bows and arrows (including unique enchanted ones). She provides training in Marksman up to level 75.

Melliwin wears a quilted doublet, rugged pants and a pair of leather boots. She is armed with a steel bow and iron arrows, as well as a lettuce. Melliwin can also use spells from the Mysticism and Restoration schools of magic; these are the same spells that you can cheaply buy off her, as her Mercantile is a mere 6.

Melliwin provides training and sells spells 24 hours/day, but she will only buy and sell items from 9am to midnight. During those times, she can be found in the southwest corner of the main cavern where she will either be practicing her archery or standing around (ostensibly enchanting arrows) from 9am to 9pm, and then enjoying dinner on the main deck of the Black Flag from 9pm until midnight. After that she will go to sleep in the bedroll near her fletching area.

SpellsEdit

Melliwin has the following spells for sale:

Spell Name Level Cost Effects
Mysticism
Soul Trap Apprentice 60 Soul Trap for 20 sec on Touch
Restoration
Minor Fortify Marksman* Novice 14 Fortify Marksman 5 pts for 30 sec on Self
Stalker's Instinct* Apprentice 28 Fortify Sneak 5 pts for 30 sec on Self
Fortify Marksman 5 pts for 30 sec on Self
Major Fortify Marksman* Apprentice 34 Fortify Marksman 10 pts for 30 secs on Self
Fortify Agility Apprentice 42 Fortify Agility 5 pts for 90 secs on Self
Fortify Speed Apprentice 42 Fortify Speed 5 pts for 90 secs on Self
Greater Fortify Agility Journeyman 102 Fortify Agility 10 pts for 90 secs on Self
Greater Fortify Speed Journeyman 102 Fortify Speed 10 pts for 90 secs on Self
Greater Fortify Marksman* Journeyman 124 Fortify Marksman 20 pts for 45 secs on Self
Greater Stalker's Instinct* Journeyman 68 Fortify Sneak 10 pts for 30 secs on Self
Fortify Marksman 10 pts for 30 secs on Self

* Indicates spells which cannot be purchased from anyone else, though spells with the same effects at different magnitudes can be purchased elsewhere.

BugsEdit

  • Melliwin is often seen picking fights with other occupants of Dunbarrow Cove, and will randomly run across the cave to attack either Kovan Kren, Khafiz, or Tahm Blackwell. They will fight until one or the other is knocked unconscious (since they are all essential, nobody ever dies during these fights), but sometimes Melliwin will run away and possibly not come back. While engaged in a fight neither combatant will offer any services.
    • Create or use an already existing Calm spell (up to at least level 10+, and with a relatively large area of effect), and if the merchants begin fighting, fire the spell until they are all calm. After that simply use the wait feature and wait for any amount of time. When you "wake up", the pirates should be walking back to their posts as if nothing happened.
    • Try to get the fight to move to an area away from either person's usual area. In that case, once somebody falls unconscious, the other person will wander off, which tends to cease the fight, especially if you then start interacting with one of the participants.
    • Wait for some period of time (12 hours, 24 hours) and see if their behavior resets.
    •   Select one participant in the fight and use the kill command. This will knock that participant unconscious and should reset the behavior of both combatants.