Oblivion All Daedric Artifacts

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  1. Collect 15 Daedric Artifacts

Well if you just want a daedric ARTIFACT do a little sub-mission for the shrine of azura and you will get the azura star. The daedric realm, Oblivion, is a different plane from the one in. The Daedric Crescent Blade is in Elder Scrolls III: Morrowind. Bethesda included an artifact book from Morrowind in Oblivion, but many of the artifacts cannot be found in Oblivion. When logged in, you can choose up to 8 games that will be displayed as favourites in this menu.

There are 15 daedric quests in the game. All of these missions are given to us by various daedric princes, whom we contact through their secret shrines. Finding these shrines is up to us - we can get the locations by talking to the right people, reading the right books, or just wandering around. The location of each shrine is indicated below, using the following key:

[World map segment number]s[location number]

All these quests have 1 thing in common: you have to make an offering in order for the prince to speak with you. To know what kind of offering the prince demands, you have to speak to his or her followers, sometimes raising their disposition to a higher level. In most cases you have to offer items that are found by certain enemies' bodies, such as Bear Pelts. Sometimes, however, things get much more complicated.

The last quest - Hermaeous Mora - is available only when you complete every other daedric quest.

Also, keep in mind that Daedric Quests are among few (if not the only ones) missions that actually require your character to be on a certain level before you can get them.

Azura

Location: 10s2;

Offering: Glow Dust;

Required level: 2;

Talk to Mels Maryon. Raise his disposition in order to make him talk. He'll tell you that you need some Glow Dust in order to summon Azura. That substance is left by dead creatures known as Will-o-the-Wisps. Those 'sparks' can be found a little bit to the north. Wait until 6 a.m. and then present the gift to Azura. She'll tell you to go to the Gutted Mine.

You'll have to deal with 4 vampires here. They can be a problem, so watch out. There's a lot of silver around the mine, take time to get some if you need cash badly. When you return to Azura, you'll receive an artifact - Azura's Star, a kind of non-disposable Soul Gem.

Boethia

Location: 9s9;

Offering: Daedra's Heart;

Required level: 20;

Haekwon will tell you to offer Daedra's Heart to the prince. The easiest way to get it is throughout the main plot, as it can be found by all Dremoras' bodies. If you've already finished the main quest, find a dungeon filled with daedric monsters (try Brittlerock cave, 1s29)

Boethia will offer you to take part in a tournament. When you're ready, step into the portal. Open your cage and go left or right - it doesn't really matter. Either way you have to go and defeat 9 enemies, each of another race. When you defeat them all and thus win the tournament, Boethia will open another portal for you. Talk to the statue once again, you'll get a nifty sword Goldbrand, dealing some Fire-based damage.

Clavicus Vile

Location: 5s16;

Offering: 500 Gold;

Required level: 20;

Talk to Ma'Raska to know about the offering. Give 500 Gold to Clavicus. He wants you to retrieve a certain sword. Go to Pell's Gate, south of Imperial City. Once you're there, Barbas will talk to you - he's Clavicus' dog and servant. He tells you not to complete this quest. Ignore him for now.

Go to Irroke the Wide's House and talk to Irroke. Use Speechcraft on him, and he'll tell you about Umbra - a sword that took control over his apprentice. Go to ruins of Vindasel.

Watch out for the trap on the floor in the first big room. Go towards the map marker to meet Umbra herself. She'll give you a choice: you can fight her or just leave. Leaving is not an option for a true gamer and you know that. When you defeat her, take her sword.

Go back to Clavicus' shrine. You can either give him the sword or tell him that you're keeping it to yourself. Do as you will. In the first case you'll be getting a Masque of Clavicus Vile, fortifying your Personality by 20 points.

Hircine

Location: 5s8;

Offering: Bear Pelt;

Required level: 17;

Hircine's quest is, all in all, a unicorn hunt! Go to Harcane Grove, south of here.

Yes, it's true, you CAN ride a unicorn in this game.

Collect 15 Daedric Artifacts

The mission is simple. Unicorn is surrounded by some minotaurs and trolls, and is no real threat itself. You can kill it and take its horn without any problem. The thing is, that you can actually ride it - and it's a fairly enjoyable thing to do. Take advantage of it, have some fun. Then kill it. Hey, it's a cruel world.

When you give the horn to Hircine, you'll get a unique light armor Saviour's Hide.

Malacath

Location: 1s30;

Offering: Troll Fat;

Required level: 10;

Talk to Shobob gro-Rugdush. You have to raise his disposition a bit. He'll tell you that Malacath wants some Troll Fat as an offering. When you get it and give it to the statue, the prince will send you to Lord Drad's Manor.

Talk to Drad about ogres working in his mine. Be nice to him ('I admire your efforts.') and he'll give you the mine's location. If you upset him, you'll have to talk to his wife. Either way, go to the new map marker.

Inside the mine you have to free two groups of ogres. The guards won't attack you until you start doing something suspicious. You can picklock the cages (Hard locks) or use the key, stolen (or taken) from any of the guards. When you free both groups, go back to Malacath. If you're interested in how the story ended, pay Drad another visit - he and his wife are now slaves to those ogres. Well, that what I call a U-turn.

Skyrim

Malacath will reward you with a warhammer Volendrung.

Mephala

Location: 6s5;

Offering: Nightshade;

Required level: 15;

Dredena Hlavel will tell you that Mephala wants Nightshade as an offering. You can find some in The Main Ingredient in Imperial City Market District. Your quest seems complicated: you have to go to Bleaker's Way and turn two families who live there against each other.

You have to kill two people: Nivan Dalvilu and Hrol Ulfgar. Go to the Hrol's house. There's a Ulfgar Family Ring on the table on the first floor. Go to Nivan Davilu's House to find a Davilu Ceremonial Dagger. Now you can kill the two men, planting the evidence that point the opposite families as murderers. Leave the ring by Nivan's body, and the dagger by Hrol's body.

Inform any of the townspeople about the assassination. You'll witness a massacre, in which two families slay each other. Go back to Mephala to get your reward, Ebony Blade.

Meridia

Location: 2s15;

Offering: either Ectoplasm, Mort Flesh, or Bonemeal;

Required level: 10;

This time the offering is quite easy to get, as it can be any substance that you get from the undead's bodies.

Meridia will tell you to go to Bowling Cave and get rid of necromancers that live there. The cave is not a big one. Your victims wait on the second level, Howling Cave Lower Galleries. They are not very powerful themselves, but are accompanied by numerous undead.

Once you're done with them, go back to Meridia to get Ring of Khajiiti, fortifying your speed by 10 and giving you constant, 35% invisibility.

Molag Bal

Location: 2s43;

Offering: Lion Pelt;

Required level: 17;

Amir will tell you to give Molag one Lion Pelt as an offering.

Molag Bal has an interesting task for you. He wants you to force Melus Petilius to.. kill you. You have to make sure Melus kills you with the cursed mace Molag provides. Go to Brindle Home.

Talk to Tobal (he's likely to be fund home at night). Ask him about Melus - Speechcraft might prove useful. He'll tell you where your target lives. Melus leaves his house about 10 A.M. every day to pray at his wife's grave nearby. You have to attack him over there, as he won't pick up the fight anywhere else. Drop the Cursed Mace on the ground nearby and hit Melus. He'll get upset and attack you, picking up the mace. Don't fight him - just let him kill you.

You'll wake up by Molag's shrine and get a Mace of Molag Bal as a reward.

For other uses, see Daedric Quests.

Daedric Quests are tasks performed for Daedric Princes. In order to receive the different quests the Hero needs to be at a certain level as indicated for each quest. Further, they must persuade the leader of the followers at the shrine to tell them the specific offering (listed below) for their Prince and then bring that offering to their shrine. Bringing the offering without convincing the leader will not activate the shrine. After they have offered at the shrine of a Prince, they will receive the quest for that Prince. For all Princes, activating their shrine after completing their quest does nothing.

Azura: Azura's StarEdit

In order to speak to Azura, the Hero must be at level two or higher and bring an offering of Glow Dust between dawn or dusk (5–7am or 5–7pm).

Ages ago, five of Azura's followers, Ghola gro-Muzgol, Aranalda, Nille Elf-Daughter, Avita Cassiana and Umar gra-Khar fought and destroyed the vampire Dratik, but all were infected with Porphyric Hemophilia. Knowing their fate, they locked themselves in the Gutted Mine to prevent themselves from ravaging the world. Azura, caring for her worshipers, wants them killed and freed of the curse.

Level Requirement: Level 2
Reward:Azura's Star, + 1 fame

Boethia: GoldbrandEdit

Boethia requires the Hero to prove their mettle in order to win his favor. The Hero has been told by one of Boethia's followers that in order to summon the Daedra, they must give a daedra heart as an offering to the statue.

Boethia opens a portal to an Oblivion Plane, for the Hero to compete in the 'Tournament of Ten Bloods.' In the tournament the Hero must defeat each of Boethia's (to-be) champions, each a different race.

Level Requirement: Level 20
Reward:Goldbrand, + 1 fame

Clavicus Vile: Masque of Clavicus VileEdit

One of Clavicus Vile's worshipers has told the Hero that in order to summon the Daedra, an offering of 500 must be given to the statue.

Clavicus Vile wants the Hero to recover the unique sword Umbra and places the statuette of Barbas in their inventory. Barbas will plead to not return the sword to the Daedric Prince, and the Hero must make a choice of keeping the sword or return it to get the reward instead.

Level Requirement: Level 20
Reward:Masque of Clavicus Vile, + 1 fame

Hircine: Savior's HideEdit

After receiving a wolf pelt or bear pelt, Hircine will ask the Hero to travel to Harcane Grove in the southwest, to kill a unicorn and bring back its horn.

The unicorn is guarded by three Minotaurs of the Grove, special Minotaurs, and the unicorn itself which may also be hostile and difficult to kill.

Level Requirement: Level 17
Reward:Savior's Hide, + 1 fame

Malacath: VolendrungEdit

The Hero must offer some Troll Fat in order for Malacath to speak to them. He is angry about an indignity done to him: a nearby noble has captured several of Malacath's 'servants', ogres, and put them to work as slaves. Malacath finds this distasteful, as only he is allowed to have ogres as slaves, and tasks the Hero with freeing them.

The Hero needs to free the ogres in the mine to get the reward.

Level Requirement: Level 10
Reward:Volendrung, + 1 fame

Mephala: Ebony BladeEdit

In order to get Mephala to speak with the Hero, an offering of a Nightshade between midnight and dawn is needed.

Mephala will talk about Bleaker's Way, a quiet town with its Dunmer and Nord villagers living together peacefully. She wishes that to change and tasks the Hero with making this happen.

Level Requirement: Level 15
Reward:Ebony Blade, + 1 fame

Meridia: Ring of KhajiitiEdit

Upon receiving either bonemeal, mort Flesh or ectoplasm, Meridia will awaken and speak to the Hero.

They learn that, unlike other Daedric Princes, Meridia loathes undead and tasks the Hero to kill the necromancers in Howling Cave.

Level Requirement: Level 10
Reward:Ring of Khajiiti, + 1 fame

Molag Bal: Mace of Molag BalEdit

With the Hero at level 17 and a Lion Pelt in their inventory, they can approach Molag Bal's Shrine. They must corrupt a man to kill the Hero in order to be resurrected and rewarded by Molag Bal.

In order to do this, they must make him attack them with the Cursed Mace that Molag Bal provides. He lives at the settlement of Brindle Home.

Level Requirement: Level 17
Reward:Mace of Molag Bal, + 1 fame

Namira: Ring of NamiraEdit

The Hero has learned from the followers of Namira that they will only summon the daedra for someone repulsive. If they are to get their help they will need to make themselves less attractive to others (specifically, have a Personality attribute of 20 or less).

Namira wants the Hero to help out a flock of her followers, who are holding up in a nearby Ayleid Ruin - seems that they like the utter darkness that they've found there.

Level Requirement: Level 5
Reward:Ring of Namira

Nocturnal: Skeleton KeyEdit

After getting permission from one of the followers of the Daedra, approach the shrine and talk to Nocturnal. She talks about her Eye of Nocturnal that has been stolen and mentions possible thiefs in Leyawiin.

Nocturnal speaks for a time about her Eye of Nocturnal, then informs the Hero that it has been stolen. She tasks them to find out where the thieves have hidden it, and return it. In passing she makes reference to a pair of Argonians, Weebam-Na and Bejeen, in the nearby town.

After being asked about this, Bejeen will ask Weebam about the Eye, but he will cut her off for fear of someone overhearing them because they are not alone. The journal will update that one should try to listen in without letting your presence be known; leave the house and re-enter, keeping out of sight. Using an invisible spell or clothing will help in being undetected.

Level Requirement: Level 10
Reward:Skeleton Key, + 1 fame

Peryite: Spell BreakerEdit

After a misguided attempt to summon Peryite, the souls of his worshippers became trapped between worlds and their bodies are stuck arranged in a circle before his shrine.

Peryite asks that the Hero travel to the plane of Oblivion and retrieve their souls to revive them.

Level Requirement: Level 10
Reward:Spell Breaker, + 1 fame

Sanguine: Sanguine RoseEdit

To approach Sanguine, the Hero must be at a level eight and have a bottle of Cyrodilic Brandy to offer.

Sanguine tells the Hero that there is to be a dinner party at Castle Leyawiin hosted by Countess Alessia Caro. This party, Sanguine suspects, will be as 'stuffy' as Alessia herself, so he sends them to liven up the party with a spell called Stark Reality which is to be cast on the Countess and her guests.

Level Requirement: Level 8
Reward:Sanguine Rose, + 1 fame

Sheogorath: WabbajackEdit

After receiving a lesser soul gem, a head of lettuce, and some yarn from the Hero, Sheogorath wants them to fulfill a prophecy about the end of the world in the small settlement of Border Watch. They are to simulate a prophecy by committing two acts. They should speak to the shaman in the settlement to learn about the K'Sharra Prophecy.

Level Requirement: Level 2
Reward:Wabbajack, + 1 fame

Vaermina: Skull of CorruptionEdit

The wizard Arkved has taken Vaermina's Orb. After receiving a Black Soul Gem, she asks the Hero retrieve it from his tower.

The Hero needs to fight a lot of leveledDaedra when going through the tower, until the Orb is finally found in Arkved's room at the end.

Level Requirement: Level 5
Reward:Skull of Corruption, + 1 fame

After completionEdit

After completing all the above Daedric Quests, as soon as the Hero rests they will be awaken by a man named Casta Flavus. He will inform the Hero that Hermaeus Mora wishes them to visit his shrine.

Hermaeus Mora: Oghma InfiniumEdit

In order to obtain this quest, the Hero must have completed all of the other Daedric Quests.

In addition, they must have started the 'Blood of the Daedra' segment of the main quest and be at least level 20. The quest involves capturing souls from each of the ten races using a special soul gem and spell given by Hermaeus Mora.

Level Requirement: Level 20
Reward:Oghma Infinium, + 1 fame