Semi Protection

Oblivion talk:Planes of Oblivion/Archive 1

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


My primary concern with deleting this page is that there were already several links to it (in particular in the quest summaries of quests that take place in Oblivion). If this page is to be deleted, a decision first needs to be made about the most appropriate way to replace those links. Somehow, saying that the location of a quest is an "Oblivion Gate" (i.e., by changing the links to Oblivion:Oblivion Gate) sounds wrong to me. And providing a link to Lore:Planes of Oblivion also seems inappropriate, as anyone using the link presumably wants more game-specific info. Arguably, the gates and the realms are two separate topics: gates describing where the gates are found, how/when they appear; realms describing what you encounter on the other side. So two separate pages may be warranted.

But even if a page specifically on oblivion realms is needed, I'm not sure that "Oblivion (realm)" is the best name. Currently parentheses are being used only for disambiguation pages... and it would be really crazy to move Oblivion:Oblivion to "Oblivion (game)" and actually set up a disambiguation page here. Perhaps "Oblivion:Plane of Oblivion", comparable to the Tamriel page, would make more sense? --Nephele 14:55, 12 September 2006 (EDT)

Yes, currently parentheses are being used for disambiguation pages, and this would be a disambiguation page. Instead of deleting this page, I'm turning it into a redirect to "Oblivion:Plane of Oblivion". --Aristeo 00:35, 16 September 2006 (EDT)

Question: Do we have an article about the realm of Oblivion itself, or is this article redundant? --Aristeo 00:39, 16 September 2006 (EDT)

Right now we only have a page on Oblivion Gates, which includes material on what you find on the other side of the gates. I think, however, that it is appropriate to have a page specifically on the Plane of Oblivion, so I'm going to move this page there, and revamp it. --Nephele 16:40, 21 September 2006 (EDT)
Not to be nit-picky, but shouldn't it be "Planes of Oblivion"? Just reading from Oblivion:On Oblivion, it seems like Oblivion is meant to be many parallel universes, rather than just one parallel dimension. --TheRealLurlock 19:47, 21 September 2006 (EDT)
Change done: the page is now "Planes of Oblivion" (and I changed the Tamriel page, too, to make everything consistent) --Nephele 16:59, 22 September 2006 (EDT)

Pages about Oblivion, Disambiguation?

Just so that I have everything sorted out in my head, we have three pages here about Oblivion:

And outside, we only have one page about the Oblivion realm: Lore:Planes of Oblivion, which would ideally describe what all of Oblivion looks like, and not just Mehrunes Dagon's version of it.

On another subject, should we make a disambiguation page (perhaps Oblivion:Oblivion (disambig)) that describes the above? --Aristeo 18:52, 22 September 2006 (EDT)

Yes, that pretty much matches what I've been doing (with the addition of a bunch of new oblivion-named pages since then, such as Oblivion:Random Oblivion Caves, and Oblivion:Random Oblivion World 1). I think there is enough material on each subject to justify separate pages, in particular the split into "oblivion gates" and "planes of oblivion". Another way I see it is that "oblivion gates" really describes what happens in Tamriel.
And, yes, I've tried to make Lore:Planes of Oblivion provide a broader view of the planes of oblivion, to the extent that I know the information.
I'm not sure if a disambiguation page would really be useful in this case. Usually you get directed to the disambig page when an editor has forgotten to add the extra info; with your idea you would only end up at the disambig page if an editor made a point of adding the "(disambig)" to the page name, which doesn't seem too likely. But I understand your concern that it's not going to be immediately obvious to readers where to look for this information. The pages are in general cross-linked; do you think those connections should be highlighted more prominently at the top of the page? On Oblivion:Oblivion it doesn't seem appropriate to provide much in the way of crosslinks, although perhaps the entries under "Settings" should be changed to access Oblivion-namespace pages instead of Tamriel-namespace pages. Do you think any of that would be helpful? Or do you have any other ideas for how to help readers find/navigate these pages? --Nephele 17:27, 3 October 2006 (EDT)

Random worlds

I have a tiny problem with the random Oblivion worlds. Because they aren't random. Only the choice of which one you get may be, eh? --FMan 16:43, 3 October 2006 (EDT)

Actually, parts of each random Oblivion world may in fact be random (the main tower, caves). But as for your real point, the name "Random Oblivion World 1" already seems overly long to me; I think changing it to "Randomly-selected Oblivion World 1" is probably overkill. My feeling is as long as the text is clear on what is meant, readers are unlikely to get too confused by the names. But if you see any places in the text where I've been lazy and not made it clear what part of the process is random, feel free to fix it! --Nephele 17:05, 3 October 2006 (EDT)
All right. Thanks for your comments. I actually had to read it carefully to understand exactly what is random about them... --FMan 17:15, 3 October 2006 (EDT)

Having spent 2 hours pressing F9 and E made me checking back here, the number one place for me, and re-reading about Random Oblivion Worlds. I think there must be something not so random in regards to ROW 2, because I wanted to get another Hatred Soul\Heart. ROW 2 did not come, but others (at least 4 different) did come 30 times each.— Unsigned comment by (talk)

The random worlds can definitely all appear at the same gate, because I spent a long time going through that sequence at one gate to make sure I'd identified all the different worlds. And it is possible to get two Hatred Souls, one from Chorrol and one from a random gate because I checked that, too. There's a possibility, though, that a few gates only link to a subset of the worlds, so perhaps search around for a different random gate and try the save-and-reload thing at that one instead. --NepheleTalk 20:28, 18 May 2007 (EDT)
Nix my last answer. There is only one gate that connects to less than all seven worlds, and that's the gate at Fort Sutch. But it connects to 2, 3, 4, and 7, so you'd definitely still be able to find ROW 2 there. So I went back to the drawing board and figured out what's probably going on. You must have an open gate somewhere else that already connects to ROW 2 (probably having entered the Chorrol gate but not closed it counts). The game obviously does not like to have multiple open gates going to the same world at the same time. I just entered five random gates in a row and kept track of the worlds each connected to. On the sixth gate I went through it at least 20 times, and each time it only connected to the two worlds I hadn't previously seen.
So in short you need to go to whichever gate is currently connected to ROW 2 and close that gate. Then you can try to randomly open a new copy of ROW 2. --NepheleTalk 22:10, 18 May 2007 (EDT)
Hmm, just thinking randomly about that Fort Sutch gate - Excluding gates 5 and 6 is done for an obvious reason - they didn't want the Sutch gate to have a second exit somewhere. Trying to think what reason they'd have for excluding gate 1, though... --TheRealLurlock Talk 00:33, 19 May 2007 (EDT)

Nephele you are right and thank you, I did not close the gate at Chorrol after taking the Hatred Soul\Heart. I closed it and at the next gate the second gate to appear was ROW 2. Shakti

I'm having a problem with the supposed randomness of the worlds - before anyone assumes that I haven't read the article over and over again, please hear me out first. I've closed the Kvatch gate, and then closed a random gate that opened to Random Oblivion World 2. Then, I found another random gate - I saved before going in, and I reloaded literally more than 100 times, and every world except for Random Oblivion World 2 came up! I've double-checked, and there are definitely no other gates open to Random Oblivion World 2. So why is it that this random gate refuses to give me ROW2? And it's not just this one gate - I've tried it with other random gates too, and they share this problem. There is a further complication to this problem. If, after closing the random gate that opened to ROW2, I open a random gate to a world that is NOT ROW2 (without closing it), and then I go to another random gate, then that random gate readily opens to ROW2, seemingly solving the problem. However, upon closing the new ROW2 gate, I cannot get another random gate to connect to ROW2 again, repeating the initial problem! It seems to me that the UESPWiki Planes of Oblivion article isn't capturing the full story regarding how random gates open to Random Oblivion Worlds. I've searched everywhere trying to figure out the answer to this problem, and I've had no luck. Can someone here please enlighten me? -LK

Also having the same problem. Just finished "find the heir" quest and the only oblivion gate i've been through is the one outside kvatch. I saved before this one and it only opens to 2,3,4,5. I've tried probably about 50-100 times. This gate is between battlehorn castle and chorrol. I cannot emphasize enough how I have never ever opened another random oblivion gate. So maybe SOME gates do have some restrictions, or perhaps in my travels, some oblivion gates spawned and decided to be fixed and take up worlds 1,6,7. I find the latter unlikely since I just completed find the heir about 30 minutes ago, and immediately set afoot to find an oblivion gate. This was my first.
Edit: Found a weird but predictable fix. I zoned out far away. Waited 24 hours, went back, and the first two tries (I saved beforehand) were 1 and 7. DTM 22:20, 8 March 2011 (UTC)

Incorrect info RE: Harrada roots

Early on in the entry, there's mention of the harrada roots that will "shock" the player. Harrada roots do not use any sort of Shock effect; they swing out and strike you physically. No amount of Resistance to Shock will block Harrada root. It's minor nitpicky thing, but should be changed. I'm not a member, else I'd change it myself. — Unsigned comment by (talk)

You don't have to be a "member" to edit the article: if you were able to add this comment to the talk page you can also change the main article. --NepheleTalk 10:33, 10 May 2007 (EDT)
Fixed. --Robin Hood 01:31, 7 July 2007 (EDT)

"Harrada Root plants (except for any hanging ones) will hit any nearby humanoids" Is this true? I seem to remember being hit plenty of times by hanging harrada roots, particularly in oblivion caves...--Dawncroft 01:33, 1 August 2007 (EDT)

There are actually 4 types of harrada roots. A ground growing variety, an upright growing variety and 2 hanging varieties. Only the ground and upright varieties of root are hostile. It's likely that you've just approached an upright plant and mistaken it for a hanging one. --Saruuk 01:39, 1 August 2007 (EDT)
Thanks, I didn't know that. I'll inspect them more carefully next time I'm exploring.--Dawncroft 01:48, 1 August 2007 (EDT)
Hi Saruuk, I checked out a harrada root growing from the ceiling of an oblivion cave yesterday, and found that it wouldn't reach out to attack me, but definitely drained a few hit points when I brazenly walked into it. It was hanging straight down though, like an "upright" plant, so am I to assume that it's an upside-down upright one, not a "hanging" one? Sorry for all the confusion over tiny details...--Arigem 03:34, 2 August 2007 (EDT)aka dawncroft
Most likely. The 4 varieties of Harrada are HarradaHanging01PLANT, HarradaHanging02PLANT, HarradaGroundAttackPlant and HarradaUpRightAttackPlant. It's pretty self explanatory as to which plants are hostile. Just to confirm however, only the plants HarradaGroundAttackPlant and HarradaUpRightAttackPlant use the HarradaGroundtAttack script, which makes them try to kill you. --Saruuk 04:54, 2 August 2007 (EDT)
What is confusing is that sometimes the HarradaGroundAttackPlant (the one that does attack) is placed upside down. This is usually the case in Oblivion Caves. So technically it is not a Hanging variety, but it will appear so to the average player. I think a mention of these upside-down varieties in the article is appropriate. --Timenn 08:21, 2 August 2007 (EDT)
Also, I think grabbing some screenshots of each of the varieties of Harrada Root would probably useful to help demonstrate the differences (perhaps the Harrada article would be a better place for that type of detail, however). --NepheleTalk 13:19, 2 August 2007 (EDT)
Good idea. In fact, all flora deserve an image. Time to unpack my screenshot tools and check who else is interested in some plant hunting... :)
Harrada will, as you said, need multiple images to help distuingish the variants (the same goes for Spiddal Stick). Then all this page needs is a note that these two plants are dangerous, curious readers can click the link and see it all in detail. --Timenn 17:10, 2 August 2007 (EDT)
You should have known better than to pack away your camera ;) We can always find more screenshots that need to be taken! (The Containers article comes to mind, too...) --NepheleTalk 18:36, 2 August 2007 (EDT)

Blood Fountains

I always thought that Blood Fountains restored your health, and that was that. However, playing a Dark Elf, Atronach birth sign, custom class, all mods/Shivering Isles installed, I'm finding that the effect is not health only. Sometimes, it seems to restore a HUGE amount of Magicka instantaneously instead. My only thought is that it's the Atronach birth sign absorbing the spell and converting it to Magicka. Anybody know for sure what's going on here? --Robin Hood 01:35, 7 July 2007 (EDT)

Looking around the Internet some more, I found a somewhat oblique reference to this effect for those born under the Atronach birth sign, so I'm guessing that's what's happening. I sorta think that's a bug...anybody else think so too? --Robin Hood 01:44, 7 July 2007 (EDT)
Yep, it's the Spell Absorption from the Atronach birthsign. It affects blessings from most sources, including from altars, wayshrines, and the Lucky Old Lady in Bravil, as described at Oblivion:Birthsigns#Atronach. --NepheleTalk 01:50, 7 July 2007 (EDT)
It never ceases to amaze me how well you know your site. There's just so many pages with so much do you remember it all? :) As for it being a bug, thinking about it some more, it makes sense...your own magic isn't affected, but any external magic, for good or ill, has the chance to be absorbed. As you can tell, I haven't been playing my Atronach that long, so effects like this are still new to me. And with Knights of the Nine installed, I haven't been getting a lot of (read "any") beneficial effects from other sources. Interestingly, while the Magicka Essences fountains exhibit a similar effect, they give you back only a very small amount of Magicka. --Robin Hood 02:12, 7 July 2007 (EDT)

I found this out.

The Level your player is determines what Daedra appears.

I was at Level 8 and had to face Flame Creatures and those Dino things, as well as Daedra carrying Shields and Daedra Long Swords.

This applies to Kvatch, as well. — Unsigned comment by (talk)

but I know I'm correct. I know I didn't imagine those Strong Daedra attacking me in the Kvatch Oblivion Gate (The first gate.) — Unsigned comment by (talk)
No, you're not imagining it. But it also happens to be true for 99.9% of the creatures that you encounter while playing the game. The entire game is leveled, so the creatures and loot that you find go up as your level increases. For Daedra in particular, details are provided at Daedra. It's also discussed at Creatures and Leveled Lists. That's why the wiki's articles always use generic terms such as "Daedra" instead of specifying which variety of Daedra occurs. And since it's universally true, there's no reason to highlight it on this one page. --NepheleTalk 22:20, 13 February 2008 (EST)

Corpse Mashers

Everytime I get onto a Corpse Masher and activate it, it goes up as it should. My character on the other hand starts acting weird, to describe it at best I would say; I teleport a couple of feet higher than the masher, then a little lower etc. Eventually about 90% of the time I end up falling through the masher and sometimes hitting the spikes. Sometimes my game gets very laggy, so it may be lag. The only thing keeping me from calling it the definate cause is that nothing else in the game causes me to practically start no-clipping.

I play on the pc, am not sure about patches I have installed, but at least I had no mods installed (either official or non-official) at the time I was still closing gates. I am more busy doing other quests at the moment. Anyone that experienced this too, or that has a solution? I already tried setting every setting to the lowest values possible, but that doesn't work. - Korunox 19:02, 20 February 2008 (EST)

The Corpse Masher certainly has some peculiar behaviour, but I have not encountered the glitch you describe before. My character usually has no problem using the lift to go either up or down. However, loose objects (even corpses) lying on it will start to bump up and fall down rapidly if the Corpse Masher is in motion. I don't know if this was intentional by the developers (to represent a "bumpy ride") or if it is a similar problem to yours.
Have you tried this Corpse Masher on different stages in the game (did it used to work)? One way to quickly try this is to teleport yourself to such a tower with the console. For example: coc OblivionRD001Tower01
I don't know if the graphics settings have an effect on this, but I suspect not due to the nature of the bug. --Timenn < talk > 08:18, 25 February 2008 (EST)
I will be able to try it soon, will give an update then. What do you mean by 'in other stages in the game'? The behaviour of my character somewhat resembles the behaviour of loose objects laying on the masher you described. I will try to spawn an NPC, kill it on the masher and see if it has the same behaviour as I have when I activate it. By the way, I als tried continuesly jumping just after activating it, trying to stay above it and kind of avoid the 'glitch', also I tried standing on different places on the masher. neither of those really worked. I dont know if it has to do with the fact that the masher moves while I'm on it and I can't think of any other object that moves while on it (except retractable stairs, but they're too far from the activator to check it, and they are 'solid' so I probably won't fall through them)
I suppose that the bumby ride-effect is why it happens, but I usually walk up to a masher, then look at what's on the floor above it and 'coc' through a door there. As I said, I will be able to try this soon. If you have any other questions about the behaviour, or need something about the Mashers checked out, then ask me, and I'll check it out ;) - Korunox 11:53, 25 February 2008 (EST)
With stages I meant the progress in the game. For example, the very beginning, or after 200 hours of playing. I've read about a "frozen animation" bug that has an affect on various of such objects, but it will only happen after many hours of playing. It has to do with some sort of savegame corruption, and I figured there is a chance something similar is going on here.
One other way to circumvent the Mashers is to use the tcl console command. Make sure you have selected nothing when toggling it on or off. It will allow you to walk through walls and up and down as well. --Timenn < talk > 13:00, 25 February 2008 (EST)
Well, when I was still closing Gates, I think I was playing for about 40-50 hours, possibly even less. I had done the Dagon Shrine quest for sure. The savegame corruption is probably not the case here. Just for further notice, I know al about TCL-ing and COC-ing, I did that a LOT in Morrowind and I know what differences there are in Oblivion;) I sometimes use it as an alternative way of 'levitating' in Oblivion these days, enjoying the view;)
I assume you don't have any stuff you need checking out? Then I'll just finish the quest I'm currently on and go in one of the 57 gates still open;) Anyway, thanks for the help, I'm fine just avoiding them like I do;) - Korunox 14:24, 25 February 2008 (EST)
At the moment there is nothing else I can think of. Good you don't mind it them that much, though it's a pity those Corpse Mashers don't work, since they are kind of nice. --Timenn < talk > 15:33, 25 February 2008 (EST)
Well, I think that being able to access the console really helps in not really caring ;) I know how mashers are supposed to go, since I have this friend who used to play it. Once again, thanks for the help. ;) - Korunox 15:57, 25 February 2008 (EST)

Am I supposed to be able to do this?

I have a high level character with super high acrobatics. Basically, when I go into an Oblivion World there are war gates/barriers that are supposed to impede me from proceeding to the Main tower directly. It seems the road to the main tower should involve several steps (caves, tunnels, switches, other towers, etc.) yet I find i can skip all that and just jump around whatever obstacles there are. Kind of kills the challenge. In fact, I find Oblivion worlds to be ridiculously easy and repetitive because of this... Anyone else?

It depends what you mean by "super high". If you have a ludicrously high acrobatics then yes, you can probably jump over things that wouldn't normally be jumpable. This falls into the "Well don't do that then" category, though. It's named after an old Tommy Cooper joke. "Doctor, it hurts when I do this" (jerks arm upwards). "Well don't do that then". In your case it's "the game becomes easy when I (use the console / use lots of enchants / other (delete as applicable)) to give myself a high acrobatics score". Same answer, I'm afraid. –RpehTCE 16:31, 19 May 2008 (EDT)
While I agree with that sentiment, I feel its silly to allow a player who is not using the console or other exploits to bypass the challenges of certain spots because of fortified acrobatics. While invisible walls do hurt the "Sandbox" nature of the environment, it would not hurt to add them (or perhaps other barriers) where the "deadly lava" of Oblivion is supposed to serve as a deterrent. A waterwalk and jump over certain lava areas (followed by a healing spell) seems to give too easy a route to the goal.
All that said, I guess most people are starting out going into Oblivion gates when they havent yet fully developed their character, so most of this wont apply. 00:59, 20 May 2008 (EDT)my2cents
The gist of it is, yes, you are supposed to be able to do that. Or at least anybody with high Acrobatics can do that, as I've done the same thing many times. I suspect the idea is that once you've levelled enough to have such high skills, you're probably getting tired of Oblivion planes and would rather just skip to the main tower (though this isn't readily possible on all of the random planes). Of course, if you don't start closing Oblivion gates until you're already fairly high level, then yes, they can be ridiculously easy from the very first one you close. --Robin Hood (TalkE-mailContribs) 12:06, 23 May 2008 (EDT)


I have searched for lava in the search engine but recieved no positive result. Where is info on lava? I also assumed lava could be countered by 100% resist flame but it isn't! even coupled with waler walking i still recieve damage. Is there any way to 100% counter lava damage? thanks-- Lewbot1 10:18, 8 June 2008 (EDT)

Lava damage is calculated as water damage I believe. There is in theory a Resist Water Damage effect, but you cannot get it in-game without mods. Other than that, there is no other way. If you really really want to get across a stretch of lava, I find that the best way is to get Water Walking or 100 Acrobatics skill and jump your way across. That way you only get a limited amount of the damage (because you are not in touch with the lava anymore), and you can easily heal that by spells and potions. Vesna 12:06, 8 June 2008 (EDT)
Resist water? Lencelo15 20:48, 25 August 2008 (EDT)
No, Resist Water Damage. It's in the CS just not available in-game unless, as Vesna pointed out, you're using mods. –RpehTCE 01:38, 26 August 2008 (EDT)

An interesting Bit of Information About the "Lava Spire"

I was recently testing out a new combo spell I made called "-Shock-" and "-Wave-", basically the first spell is an AOE paralysis spell and the second is an large AOE destruction spell. I was testing this out at an oblivion gate by just knocking all my enemies into the lava, and I tried knocking one of the Dremora in the huge Lava Spire in the main tower. If you've ever jumped into one of those things, you'll probably have realized that as soon as you get really close to it, it sends out a an incredibly powerful damage health spell that kills you. Now one thing I've realized is tha knocking these guys into the tower causes it to shoot those spells at EVERYONE. The first time it killed me too, but the second time I managed to dodge the spell coming at me and saw one fly and hit the Dremora I was knocking in, and on also fly in the direction of a dead storm Atr. --Zirakseez 08:23, 25 November 2008 (EST)

Outside of oblivion

I found a glitch where in the lava if you have high health, some healing potions a good healing spell and a water walking spell enchantment ect...that you can continue walking and will shortly hit an island. then there is a huge drop off and your likely to die, but if you survive like me you can continue walking and so far I have found nothing (walked 15 minutes) but yeah I thought that was intresting and I didn't see it in the glitch section — Unsigned comment by (talk)

What has happened is that you have probably left the actual in-game 'world' by falling out. The fact that you walked through all of that lava means that it put there by the designers to ensure you didn't leave the 'world'. So it's not really a glitch. --SerCenKing 05:56, 4 February 2009 (EST)
One time when I walked far enough out onto the lava I reached a never-ending plane of flat, featureless obliivon-style ground. I walked for a good ten minutes and found nothing at all, except a few changes in the terrain pattern. Legoless 21:24, 9 July 2009 (UTC)

Oblivion Gate Glitch

moved here from my talk page --GuildKnightTalk2me 00:40, 14 May 2009 (EDT)

I found an Oblivion gate that I cannot close. When I go to take the sigil stone there is no action icon. It's as if I'm looking at a wall. Is this a glitch and is this fixable? If it is fixable I would appreciate any information on how to do so. Thank you. 22:04, 13 May 2009 (EDT)

Moved note

Any NPC that goes into oblvion with you will return with you even if you told them to wait there,they will just stay by the remains of the gate. The only exception of this is Menien Goneld.

I was under the impression that all NPCs got stuck in the gate if you left them there (outside of the Sanguis). Can anyone confirm/tweak this note so it sounds more accurate if accurate at all? Thanks. –Elliot talk 06:29, 24 August 2009 (UTC)

"Official" name for main tower.

I'd like to suggest "citadel" (or with a capital?) as the one consistent name for the main tower, or sigil tower. I know this is a name that hasn't been used on this wiki before, but it's the one used in the editor IDs for the interior cells (e.g. OblivionRDCitadel01). Furthermore, the word "citadel" suggests it is the stronghold of the current area you are in. While "main tower" does suggest this as well, it sounds bland. Now I don't have strong objections against "sigil tower", as "sigil" is a nice word to describe the tower's function. It is used by Bethesda as well (e.g. Sigil Keeper). It's just that I prefer "citadel" just a bit more.

I hope to hear comments and other ideas. --Timenn-<talk> 13:46, 23 October 2009 (UTC)

Hmm, I like the overall idea about "Citadel" - but I think it might confuse new gamers not familiar with the Realms. "Sigil Tower" sounds a bit more obvious for some reason - it sounds like a place of importance to the game. I'm not sure. I'm in favor of both names but I think that "Sigil Tower" is slightly better. --Krusty 13:53, 26 October 2009 (UTC)
I just noticed that the journal entries for Breaking the Siege of Kvatch refer to the tower as "Sigil Keep", but the journal entries of The Wayward Knight refer to it as "citadel". --Timenn-<talk> 14:07, 26 October 2009 (UTC)
"Sigil Keep" sounds better to me, simply because it's the first name given to the towers. Dlarsh(Talk,Contribs,E-mail) 15:43, 26 October 2009 (UTC)
I like "Citadel" best (capitalized so it looks more important), for the same reasons Timenn provided. I doubt that name will confuse anyone. Talk Wolok gro-Barok Contributions 19:53, 26 October 2009 (UTC)
Assuming that Krusty would choose to side with Dlarsh on Sigil Keep, we would remain at 2 vs. 2. I understand that no one here feels a strong preference for one of the two names, but I wouldn't want to simply pick a name right now before reaching consensus about it. Would Wolok mind if I changed my preference to "Sigil Keep"? ;) --Timenn-<talk> 15:16, 2 November 2009 (UTC)
Oops, totally forgot this discussion - and I'm going to be predictable and side with Dlarsh on this one. It makes sense to give the tower the same name as in Breaking the Siege of Kvatch - simply because it would be less confusing. --Krusty 15:23, 2 November 2009 (UTC)
Not at all! Sigil Keep it is, then. Talk Wolok gro-Barok Contributions 18:20, 2 November 2009 (UTC)
Sorry for the necropost and I know that this discussion has already closed but... I believe that we should call the main tower Citadel, because in the words of Menien Goneld (full quote on his page) "You must get to the top of the large tower. The Sigil Keep, they call it. That's what keeps the Oblivion Gate open!", he is stating that the top of the tower is called the Sigil Keep, which may also be why the journal entries for the wayward knight call the tower a "citadel". And we shouldn't have two different things called the same thing. 02:20, 25 November 2010 (EST)

Does the loot ever get better?

I'm level 17 right now and the stuff I'm finding is not very good. I know the main prize is the sigil stone, but even the Punished container next to the sigil stone will contain at most a weak scroll, a weak potion and maybe ~25 gold. All the other containers (fleshy pods, corpses) usually give a bone and maybe ~5 gold.

Does it get better as you get higher level? --DerSquirrel 06:41, 12 November 2009 (UTC)

Leveled item lists peak at level 20. You should see an improvement in loot quality at that point, but it isn't a guarantee. Random chance seems to play a surprising role in it as well (from my own experience at least). Dlarsh(Talk,Contribs,E-mail) 07:21, 12 November 2009 (UTC)

Also if you can, try improving your luck attribute. Luck affects how good your loot is, along with many other things. Improving your luck should lead to better loot.--Iamgoofball 23:42, 9 March 2011 (UTC)

No it doesn't. There was no need to reply to a year-old question that was already sufficiently answered. Legoless 23:50, 9 March 2011 (UTC)
1.I did not know this was a year old. 2.I did not know that it was not affected by luck. Thank you for that info.--Iamgoofball 03:20, 10 March 2011 (UTC)

Lava Damage

Could anybody tell me how lava-damage is calculated? — Unsigned comment by (talk) at 12:47 on 1 October 2010

It's a flat 50 damage per second. Robin Hoodtalk 19:29, 1 October 2010 (UTC)

And what is the lava damage and pillar damage in tower. — Unsigned comment by Vvardfell (talkcontribs) at 12:16 on 17 October 2010

Vvardfell, sing your posts please. I think the damage from below the pillar of the Sigil Stone is 10000 points of Damage Health in 5 feet for 3 seconds. — Unsigned comment by Rigas Papadopoulos (talkcontribs) at 12:17 on 17 October 2010
Rigas is almost correct: it's 10000 points of Damage Health in 3 feet for 5 seconds. Robin Hoodtalk 12:33, 17 October 2010 (UTC)
What an irony, I forgot to sing my post. :) --Rigas Papadopoulos • Talk to meMy work 12:35, 17 October 2010 (UTC)
Whenever someone reminds someone else to sign their posts, they almost always forget to sign their own. It's Murphy's Law. Robin Hoodtalk 12:39, 17 October 2010 (UTC)
Really? :) By the way, what is Murphy's Law? --Rigas Papadopoulos • Talk to meMy work 12:41, 17 October 2010 (UTC)
Murphy's Law. Robin Hoodtalk 14:34, 17 October 2010 (UTC)
"Anything that can go wrong, will go wrong." Weird. --Rigas Papadopoulos • Talk to meMy work 14:58, 17 October 2010 (UTC)

() I am asking the pillar and the lava in theGround Floor(Vvardfell 12:59, 17 October 2010 (UTC))

I am not sure, but I think is the same since most of my characters die instantly if they come in contact with it. --Rigas Papadopoulos • Talk to meMy work 13:02, 17 October 2010 (UTC)
I can survive in the pillar under siigil stone use resist magic, but I take damage in the pillar in the ground floor and die instanly when i touch the lava in the ground floor. So it is not the same(Vvardfell 13:10, 17 October 2010 (UTC))
My last sentence is wrong ,two pillar are the same, but why no one answer my question about he lava in the ground floor.(Vvardfell 09:42, 24 October 2010 (UTC))
UESPWiki in not an "on demand" service. Everybody here is a volunteer. --Rigas Papadopoulos • TalkDeeds 10:18, 24 October 2010 (UTC)
The lava on the ground floor is considered to be water, just like the lava outside is, and delivers 5000 damage per second. In order to resist that damage, you'd need the Resist Water Damage effect, which doesn't appear in a normal game (and may or may not even work...I've never heard of anybody using it, even with mods). In the tower I checked, I didn't see any difference in the fire column at the base of the tower and the one at the top of the tower. Which tower were you in? Robin Hoodtalk 12:44, 24 October 2010 (UTC)
Did you see my last response ,I have corrected it,now i know that two pillar is the same(Vvardfell 10:08, 25 October 2010 (UTC))
Oh, you're right...I was focussed on the initial question and forgot that you'd corrected yourself. Robin Hoodtalk 10:42, 25 October 2010 (UTC)

How large is it

How large is each plane of oblivion is it like imperial city or like a region. (Vvardfell 12:16, 17 October 2010 (UTC))

I think that there are no boundaries in a Plane of Oblivion, after a point you will get only lava. --Rigas Papadopoulos • Talk to meMy work 12:17, 17 October 2010 (UTC)
I only want to know the size of the land(Vvardfell 13:01, 17 October 2010 (UTC))
Unfortunately, I don't know. --Rigas Papadopoulos • Talk to meMy work 13:08, 17 October 2010 (UTC)
I had try to calculate the width of the oblivion gate use the height of man, and use the width of oblivion gate on the map to find the long and width of cyrodil.If the width of oblivion gate is 4 m then the longest distance from west to east is 1.472km and north to south is 1.280km (Vvardfell 09:09, 18 October 2010 (UTC))

Corpse Mashers and crashes

I've been testing this a bit. After many hours of game play and closing 36 gates, the corpse mashers stutter and jerk as others here have described. The sigil stones don't want to get picked up, and finally, after grabbing the stone, the game fails to load me back to Tamriel. Two suggestions that seem to work. 1. Don't save while you are in the Oblivion worlds. This is a pain but... 2. I had 4 different save games that would lock up and not deliver me back to Tamriel. I ran Wrye Bash on three of them and the problems cleared right up. Corpse masher animation works as it should etc. So the prime suspect is the 200 hour glitch and save game bloat and corruption which Wrye fixes right up.

Blood Fountains healing enemy

I was fighting a Daedroth in some random place in Oblivion, I ran over to a Blood Fountain to replenish my health before the Daedroth killed me, and as soon as I activated it (but before it took effect) I had to move because the Daedroth was too close to me. What happened was the Daedroth's health was fully restored but mine wasn't. He was standing right next to the fountain where I had previously been a few seconds ago, and I was just a few feet away. I saw the animation go over the Daedroth and when I hit him again his HP bar (above the crosshair) didn't show up (indicating full health, of course until I attacked him again). Have not been able to re-create, or use with Magicka Essences. It was kind of a split-second event. Ghost Host 21:20, 21 December 2010 (UTC)

When the fountain is activated the script makes it cast an 'on Target' healing spell in your direction, if a creature gets in the way it will be the target. --Wizy (Talk/Contribs) 22:16, 21 December 2010 (UTC)
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