Open main menu

UESPWiki β

Oblivion talk:Items/Archive 1

< Oblivion talk:Items
This is an archive of past Oblivion talk:Items discussions. Do not edit the contents of this page, except for maintenance such as updating links.

Categories

I suspect this will end up needing to be broken down into multiple category pages. Would suggest something like:

Page Oblivion:ItemsWeapons

Magic Purchasable
Magic Findable
Non-Magic

Page Oblivion:ItemsArmour

Magic Purchasable
Magic Findable
Non-Magic

And so on. Any thoughts? Endareth 20:44, 28 March 2006 (EST)

  • I say again, I think "buyable" and "findable" are very bad English. Recommend: "Magical items to buy/find" or "..that can be bought/found". Actually, I'd prefer "Magical items to discover". :) --FMan 10:26, 31 March 2006 (EST)

Why were the values for some of the "findable" items marked as approximations? If you have the item in your inventory, you will directly see the exact base value. --FMan 18:07, 31 March 2006 (EST)

I think the items should be organized by type rather than whether they can be bought/found (e.g. Blade, Blunt Weapons, Helms, Greaves, Cuirass, Magical/Non-Magical Books, etc.) instead noting buyable/findable in "Location" or a separate column. --Raze182 21:14, 1 April 2006 (EST)

Requesting locations of alchemical equipment above 'novice' level. --Vook 18:41, 2 April 2006 (EDT)

Agreed, this will most likely need an overhaul at some point. It would be good to add "Quest Attainable Items" as well, similar to the original UESP for Morrowind. Jondrasar 01:29, 6 April 2006 (EDT)

Can we get a link to the ingredients page from here. I would do it, but it didn't turn ot the way I expected.

Usage of the wiki

I don't think that it is a good idea to write comments and personal remarks into the wikipages. Those stuff should be discussed HERE and not on the pages themselves. If there are any reasons to leave the comments on the page write this in here please, otherwise those comments should be deleted soon.

"Findable Magic Items"

This list should be redone completly. Maybe split it into two tables, one that holds info about random and leveled loot, one for static loot. Static loot should be checked with the TES Construction Set before the info is passed into the wiki.

Proposed Reorganization

Here's how I think Random Magical items should be handled:

First, we list all mundane items, divide mundane items by type:

Blunt
Blade
Light Armor
Heavy Armor

Further divide mundane items by item type:

Blunt
Axe
Mace
BattleAxe
Warhammer
Blade
Dagger
Short Sword
Long Sword

etc, you get the picture.

Then describe different magical effects that can be placed on each type of item:

Shock Damage
-- description of shock damage
Fire Damage
-- description of fire damage

etc. The magical effects can be a template that will double for a spell effect section on this Wiki.


--Whyteshadow 14:01, 14 April 2006 (EDT)


I have restructured the item pages. The plan is:

Progress:

  • Leveled Items: 50%
  • Staves: Created, imported data from previous Oblivion:Weapons page
  • Weapons: 100%
  • Armor: 100%
  • Clothing: Page stub created.. someone interested in mundane clothing can fill it
  • Books, Magic Items, Unique Items: The contents of the old pages have been copied to these pages. For my purposes they are complete
  • These old pages have been marked for deletion:
    • Oblivion:Buyable Magic Items
    • Oblivion:Buyable Magic Armor
    • Oblivion:Buyable Magic Weapons
    • Oblivion:Other Buyable Magic Items
    • Oblivion:Findable Magic Items
  • Artifacts: Not modified yet - should become a table style page like the others.

--Thehankerchief 17:39, 25 April 2006 (EDT)


I am still finding these categories confusing, both as a user and an editor. For example, there seems to be no clear place to put non-levelled quest-reward loot. Also, I can't always tell what is levelled because I am an Xbox360 user.

Could we not rename "levelled-loot" to "reward-loot" but specify which ones are levelled in a column of the table, with a hyperlink to a page detailing the different level values?

I am also wondering if purchasable unique items should be in their own page/tables, distinct from findable/rewardable ones.

Artifacts also makes no sense to me. What defines an artifact? If we are just putting Daedric items there, let's rename it "daedric artifacts".

Ignoring mundane stuff, these are the categories I discern (but I am not sure how best they are sorted):

1. Adventuring loot
1.1 Random magic loot
1.2 Unique magic loot (Fingleam, Royal Cuirass)
2. Quest loot
2.1 Daedric quest reward loot
2.2 Other quest reward loot
2.2.1 Other quest reward loot - static
2.2.2 Other quest reward loot - levelled
(this includes things "found" even if a quest isn't completed or given, like Circlet of Omnipotence, Ring of the Gray)
3. Buyable loot
3.1 Buyable loot universal
3.2 Buyable loot from official mods (Pirate's Lair stuff)

I also think "clothing" needs to be split into rings, amulets, robes, pants etc. Or at least jewellery/clothes.

--istara 18:12, 9 June 2006 (GMT+4)

I don't have much of a problem with Xbox users having a difficult time figuring out which items are leveled and which aren't. Getting accurate information from Xbox users is going to be generally more difficult no matter what organization you use. I also keep all these pages on my watchlist, so I'm regularly moving stuff to where it belongs, and that's fine with me.
Reward items are not all of a particular type of object - any item you get as a reward will either be random, unique, leveled, an artifact, or a staff (see Oblivion_Talk:Staves for more that discussion).
Categorizing items by how you obtain them seems impractical. I think most people coming to these pages want to get an overview/comparison of what items are available in a type category.
Here's my view of a user's experience when visiting these pages: A person visiting these pages either doesn't know a particular item exists, or they know it exists, but don't know/remember where to find it, or they already have the item (in which case, these pages aren't of much help).
In the first case, let us assume the player is looking for an upgrade to his current weapon. Breaking down the pages based on how to acquire the item simply creates more hassle for the user as he compares more pages of items. The current system is more naturally based on the power of the item, as with most cases this relationship is true: random < unique < leveled < artifact. People looking for an upgrade could then start with artifacts and move down till they find something that suits their fancy.
In the second case, a player looking for a specific item, that user isn't usefully served by a breakdown by method acquisition - this is the information he is looking for. Making him guess which one of buy/find/reward it falls under isn't helpful. While my layout doesn't do much better in this category, it does serve to educate the user on how the game itself is organized. "What is this Leveled Items thing anyway? Oh, I didn't know that certain items scaled to your level. This item looks awesome at level 25, maybe I should wait till then to do that quest."
As for artifacts, see Oblivion_Talk:Artifacts for a discussion of the definition. In general, most pages have at least some guide to what belongs there on the talk pages. I highly recommend new editors visit these pages and ask questions. Obviously if something goes wrong, I usually just fix it myself.
Currently, there isn't a whole lot of work left to do on these pages anyway. Mostly the random items and clothing items still need work. I haven't seen any discussions yet as how to handle official plugin and expansion content. This is something dave and other sysops will have to figure out in general policy. Currently, Morrowind's expansions each have their own site sections. It may be sufficient to simply cover the added content (items, merchants, etc..) on the pages describing official plugins. --Thehankerchief 01:51, 10 June 2006 (EDT)

Sure. My problem at the moment is I can't understand a clear difference between "unique items", "artifacts" and "levelled items". If artifacts only refers to Daedric quest items, it should be renamed as that. I can't see what makes "Fin Gleam" or "Gauntlets of Gluttonly" only unique but "Goldbrand" an artifact, other than the face that Goldbrand is quest related. Currently all the artifacts appear to be quest-related but unique items are findable/purchasable. Which reflects my category suggestions - the problem is that it isn't clear to visitors.

I think the easiest thing might be just to rename "artifacts" to "quest artifacts".

--istara 10:34, 14 June 2006 (GMT+4)



--TEF 10:19, 21 June 2006 (EDT) I wonder about the current organization.

  • do we really think it's important to subdivide so many times? in order to find information about daggers, I would have to click on Items, then Weapons, then Blades, and only by the 4th click would I get to daggers.
  • do we really want to distinguish between unique items and artifacts? as another author has suggested, how does someone know where to look? wouldn't it make as much sense to have a single page for "Unique Items" that includes sections for: "Named Items" and "Levelled Items." The "Named Items" section could specify whether an item is Ordinary, Daedric, Quest Related, or a combination of those three. That would reduce mouse-clicking enormously and alleviate the user of having to follow all possible paths to hunt down a single item whose name they couldn't quite remember.
  • finally, regardless of the structure, would it make sense to have a single page that included a chart that included basic information for every item (without much explanation), as sort of a one-stop shopping.

Utility Items?

What about things like alchemy equipment, soul-gems, repair hammers, lockpicks, magical stones, etc.? Would be nice to have some sort of info about those as well. Then there's all the useless "clutter" items, but I guess that's not quite as important. (Except for paintbrushes. I love paintbrushes.) -- TheRealLurlock 11:18, 20 May 2006 (EDT)

Keys?

One category of item that appears to be missing completely is keys. It could be useful as a cross-reference: if you find a key, this will tell you where to use it; if you find a door that requires a key, you can find out where to get the key. For PC'ers it could provide a useful console cheat code to obtain a critical missing key. Having just spent an hour unsuccessfully scouring Unmarked Cave for its key, there are indeed times when matching the key with the door isn't so easy.--Nephele 14:23, 10 July 2006 (EDT)

Oh dear, don't tempt me. Had to do that sort of thing already when I made my Key Namer mod for Morrowind. There seem to be a lot more keys in this game, since almost every NPC in town has one for their house. Though of course, since unlike Morrowind, there are doors which cannot be opened without keys, it may be more important. Fortunately, most of the keys seem to be aptly named. If the thing says "Ancus Ancotar's Key", (name made up) you know it will be found on Ancus Ancotar, and will open up either the front door or some chest in Ancus Ancotar's house. I might do it, but I've got my hands full with the Magic Items pages (both generic and otherwise), which are probably more important. Maybe when I'm done with those, though... --TheRealLurlock 14:51, 10 July 2006 (EDT)
Just when you thought you might be seeing the light at the end of the tunnel, I suggest yet another impossibly long list! But if you happen to get a chance, would it be easy to see whether there is some type of Unmarked Cave Key? That cave is kind of bugging me, and I'm at a loss where else to look for it. Thanks!--Nephele 16:36, 10 July 2006 (EDT)
Well, you're not crazy. I just looked it up, and it seems there IS no key for the door in that cave. I assume this means that the cave will only open under certain special circumstances. (Some quest related to that cave most likely.) Another possibility is that you're looking for a switch, not a key. Finally, there's the distinct possibility that the door is merely decorative. I know for a fact there are several such doors in the sewers where you first start the game, though I haven't found any in other places. But the one thing I can pretty much assure you of is that, at least in this case, there's no key. --TheRealLurlock 19:14, 10 July 2006 (EDT)
Thanks for the feedback. Pretty sure it's not a decorative door: the map shows caves past the door (and detect life reveals critters back there). And the map shows an inaccessible entrance to another zone; I can't see any way to get back there other than the door. The message at the door is that it "requires a key", not the "opened remotely" message that you get with switches. Besides, in scouring the caves three times I'm fairly sure I would have noticed a switch, too. The official game guide doesn't mention any quests related to this cave (doesn't even mention a locked door... but does mention three zones and the names agree with the info on the Console Location Codes page). So I should probably put some of this info on the cave's talk page and state that there may be a bug here.--Nephele 21:18, 10 July 2006 (EDT)
Well one thing's for sure, no key exists to fit that door. The other possibility, now that I look again, is that it is opened only from the other side, and only after some event has taken place. Many caves in this game are designed in a loop like that so that your route coming out is shorter than your route going in. I wouldn't put too much stock in the "Official Game Guide". Those things are printed before the game is even finished, sometimes by several months in the case of something as big and anticipated (and delayed) as this game was, and are often wildly innaccurate and in many cases just plain wrong. Websites which receive regular updates like this one are invariably a better source for information. Hopefully somebody else can clue us in on what's up with that. --TheRealLurlock 23:26, 10 July 2006 (EDT)

Black Hand Apparel

I'm not seeing the "Black Hand Hood" or "Black Hand Robe" listed on any of the item subpages, and I'm not even sure where they belong... they have unusual enchantments, but yet they are not unique items. Any ideas on where they should go? --Nephele 00:34, 20 August 2006 (EDT)

That's a good question. There's actually a few items I was unsure about that are not listed anywhere. Also the Black Bows from the Black Bow Bandits quest, Arena raiments, guard uniforms, stuff like that. Maybe a new page is called for? "Quest Items"? Though that wouldn't cover guard uniforms. "Special Items"? Needs to be something to distinguish it from Special Magic Items, which are just random loot. Maybe "Limited Items", to imply that they're almost unique, but not really. Maybe just a catch-all "Other Items", to just list everything that doesn't fit anywhere else... --TheRealLurlock 17:42, 20 August 2006 (EDT)

Pictures?

I think it would greatly enhance the value of this wiki if the items had pictures. Thats all really. MPitard 21:15, 15 January 2007 (EST)

We're trying to add more images on the wiki, but it's up to someone to take the time to create screenshots and upload them. If you would like to create some screenshots, we'd love the help. You probably want to read over Help:Images first to learn about image formats and tips. --Nephele 01:39, 16 January 2007 (EST)

Gold "Item"

Gold has an item code (0000000F). It's not listed anywhere obvious here, and I think that many people are going to be as interested in free gold as they are in spawning items. Suggest putting it on this page. --Edwin Herdman 21:04, 10 March 2007 (EST)

I see your point, but the only time you ever want to look up gold is if you're using the additem console command : there aren't any other statistics relevant to gold, so players who aren't using the console will never be interested in trying to find out anything about gold. What I did instead of listing it here is to provide gold's item code on the Console page under the additem listing. It's also already listed on the Console Command Tutorial page under additem. So anyone who looks up information on additem will immediately find out the code for gold. Does that work? --Nephele 00:13, 11 March 2007 (EST)
It's listed on Oblivion:Miscellaneous Items#Valuables, right on the top of the chart there. Don't really know where else to put it, as there's really no other item like it. (It's the only one that doesn't appear as an item in your inventory.) But it is classified as "Miscellaneous" in the Construction Set, as is everything else on that page. --TheRealLurlock Talk 00:33, 11 March 2007 (EST)
That's pretty much my point! There's no other item like it, and I think it would be worthwhile to put the unique code here (perhaps with a short explanation about its unique nature) here instead of under "valuables," where it doesn't really fit. I'd put it in the example item spawn code, and I bet people are going to be more interested in a quick resource for Gold than in the Boots of the Olympian (multiple examples would be fine, of course).

As for the console command section, I already knew about additem, but had forgotten the specific hex code. It didn't occur to me to look at UESP's additem entry - I assumed it would have been the same as here. Another reason to change it - predictability across different pages. --Edwin Herdman 04:16, 13 March 2007 (EDT)

Arcane Uni Advantages

If you are the kind of person who likes to look good this is something to help.

First get some good looking armor/clothes and go to the Arcane University and go to the enchanting alter, enchant the item with ethier fire /frost or lightning damage on self then get a ring or amulate and enchant a fire/frost or lightning shield. Personaly i like these best= Deadric armor,any black clothes /fire damage Order priest clothes,red silk clothes /shock damage Frost damage only makes it smoke .



Henders

Download complete Items list

Great if some PC user could create a spreadsheet with all items with corresponding information like value, shield etc. Spreadsheet es4oblivion_items_20060323.xls includes all items but no information about value, shield etc. --Robert Smith 08:21, 9 June 2007 (EDT)

Missing Weapons?

I tried to compare weapons on this page with a spreadsheet I found (es4oblivion_items_20060323.xls). I couldn't found these weapons. I'm not sure if all of them should be added. --Robert Smith 10:36, 9 June 2007 (EDT)

  • Ayleid Long Sword (Found in the Hall of Epochs during the last Thieves Guild quest Oblivion:The_Ultimate_Heist. There is a way to steal this weapon.
  • Ayleid Mace (Found in the Hall of Epochs during the last Thieves Guild quest Oblivion:The_Ultimate_Heist. There is a way to steal this weapon.
  • Baurus's Akaviri Katana (Found during the introduction)
  • Broken Sword
  • Caelia's Steel Longsword
  • Ceremonial Dagger
  • Dalvilu Cermonial Dagger
  • Enchanted Dagger
  • Ghost Axe
  • Glenroy's Akaviri Katana (Found during the introduction, not possible to keep)
  • Immolator
  • Renault's Akaviri Katana (Found during the introduction, not possible to keep)
  • Rohssan's Antique Cutlass
  • Ruined Akaviri Katana
  • Tempest
  • War Axe of Depletion
  • War Axe of Sapping
yea, i cant seem to find any information on Renault's Akaviri Katana, even searchng google didn't find anything. I only wanted to know if you could keep it.. by dropping it or something.. what happens if you do..
and how do you find baurus's sword? that's new to me.. 66.102.198.141 02:48, 9 October 2007 (EDT)
Could someone post the Ayleid weapons ID?

Lost stashed item

Does anyone know whether there is a console command that would reveal where an item is stashed/located?

--Sanctimon 18:16, 30 September 2007 (EDT)

I don't believe there's a console command for that; at least, nothing that can be entered in-game to call up a list or table of items. The closest thing you're going to get to an item locater is the CS, and even then, you would have to know which area (like an interior or exterior cell) the item is in to locate it. At least, that's the conclusion that I'm drawn to. There may be some additional item-placing aspect of the CS that I'm not aware of, but I don't think that there is. SubtleCynicism 20:32, 30 September 2007 (EDT)



Guys i had mankor camerons and the staff of worms AND ALOT MORE IN MY ARCH MAGES NIGHTSTAND NOT THE ENCHANTED ONE THE NIGHTSTAND SO NO DANGERS THERE BUT I WENT BACK LONG AFTER THAT TIME AND THEY WERE GONE NOW I DONT KNOW WETHER I HAVE PLACED THEM ELSEWHERE OR THEY'VE JUST GONE IS IT POSSIBLE THAT THEY CAN JUST DISSAPEAR IVE CHECKED EVERYWHERE FROM MY CHORROL AND CHEYDINAHL HOUSE TO THE CHORROL AND CHEYDINHAL MAGES GUILD I HAVE CHECKED CLOUD RULER TEMPLE AND THE ARCANE UNIVERSETY AND NO SIGN OF THE STAFFS ANYWHERE. SO PLEASE IS THERE ANY WAY THAT I CAN FIND THEM OR GET THEM BACK, Thank You: Tom....

The AM's nightstand still has some scripts on it. I don't know what they do precisely, but they do something so it's not a good idea to keep stuff in there. And the one at the bottom of the bed isn't a safe chest at all - it will respawn contents after 3 days. If you're on the PC you can use the console to add the items back.

0's

Just a quick query, I always thought you put 6 zeros and a f for gold, my brother always thought it was 5 i think, whatever the case we've both managed to get it to to work and after a bit of experimenting we found that zeros don't appear to be neccesary in every case, could someone verify this? Volanaro 13:01, 10 January 2008 (EST)

Full FormIDs are 8 hex-digits long, so technically you'd need 7 zeroes. However, since leading zeroes are never required, you can get away with just 'f' in this case. --TheRealLurlock Talk 13:53, 10 January 2008 (EST)

Leveled items

Can someone help me on this question, usely when you get a leveled item its strength is determined by your level, so does the strength of the item increase as you increase

ex. I get a crown of lindai at level 3 it only maybe has 5 alteration, 5 illusion, and 10% resist magic

If i level does the strength of the item change also? ex.im now level 25 will the crown of lindai be 15 alteration, 15 illusion, and 35% resist magic?

Nope. Once you've even got to the point where an item is created, its level is fixed. In the worst cases, starting a new game with, say, Battlehorn Castle installed means that all its items are generated at level 1. The only artifacts that change once acquired are the crusader's relics from Knights of the Nine. –RpehTCE 01:45, 8 February 2008 (EST)
There are mods for this, however, look it up on Tesnexus, Quest Award Leveler

quest items list

hey, is it possible for someone to make a new list for quest items only, it would really help a few people. (80.192.133.64 07:30, 3 August 2008 (EDT))

Do we have either a page or a category for identifying quest items? I was just now looking for it and came across this question. --GuildKnightTalk2me 20:40, 21 August 2008 (EDT)
No, I suppose not. I'd say a category would probably make more sense than a separate article -- especially given how many keys and other trivial items are flagged as quest items. I'll add the idea to the task list. --NepheleTalk 20:06, 24 August 2008 (EDT)
Prev: None Up: Oblivion talk:Items Next: None
Return to "Items/Archive 1" page.