Oblivion game passage armor crusader. The Elder Scrolls IV: Oblivion - Knights of the Nine Guide and Walkthrough

The world is full of rumors. Everyone is talking about a terrible crime - someone desecrated the church of Dibella in Anvil and massacred all the clergy. They also talk about a mysterious prophet who preaches near the desecrated chapel. Go to the place to inspect everything in person. Indeed, the guard standing at the entrance to the temple was right, the sight is not for the faint of heart.

You will find the prophet right in front of the church. Talk to him and find out that the atrocity is the work of Umaril the Unfeathered. An ancient Ayleid king has risen from the dead to destroy the church, and only a true knight who wields the legendary Relics of the Crusader can defeat him. First of all, you will have to make a pilgrimage to all the wayshrines of the Nine in order to purify your soul and heart (at the end of the pilgrim's journey, the hero's notoriety will be completely dispelled) and pray for divine illumination.

Upon visiting the last of the nine altars, you will be taken to a certain place where you will be honored to talk with the ancient hero Pelinal himself. Once he already fought with the wicked Umaril, but was defeated (If you love the history of the TES world, do not deny yourself the pleasure of reading books about Pelinal). The Holy Crusader will indicate the place from where to start the search for armor and weapons that previously belonged to him. This is the flooded ruins of Vania, south of the Imperial City.

Stock up on a water breath spell, you may need it when looking for the entrance to the ruins. Tidy up your weapons, as you would expect, the tomb is full of undead. Enter, or rather, swim into Vanya. At first, you have a typical Ayleid ruin in front of you, then the environment changes, moving into the imperial catacombs.

Pay attention to the skeleton, next to which lies a red diamond-shaped shield. After examining the things of Sir Amiel (Amiel), you will find his diary, ring and key. The deceased was a member of the order of the Knights of the Nine, whose task was to search for the Relics of the Crusader. From his journal you will learn the location of the Abbey of the Nine (Priory of the Nine), where the Breastplate of the Crusader is probably located. According to Sir Amiel's journal, his ring gives access to the abbey's secret places. Pelinal's helmet should be sought here, in the tomb. Go to the western door, open it with the key. A few more enemies, and you are at the goal - the Helm.

We leave for the Western Weld, to the Abbey of the Nine. Arriving at the place, we find a gloomy picture of devastation and desolation. Attention is drawn to the strange circular pattern on the floor of the first floor. Touch it (remember that Sir Amiel's ring should open access to hiding places!), The floor will go down, forming steps. Stock up on decent weapons and "healers" and go to the crypt of the abbey.

Here you will meet with the ghosts of members of the Order, including Sir Amiel. The breastplate is separated from you by a barely visible barrier. You can get it by defeating all the knights in a one-on-one battle.

With a string of glorious victories, you earn the rank of Knight Commander and the coveted Breastplate of the Crusader.

Talk to ghosts. From them you will learn where to look for 4 more relics. Sir Junkan will tell you that for the Boots of the Crusader you should go to the sanctuary of Kynareth. Sir Ralvas will tell you that the search for the Mace of Zenithar must begin with the church of Leyawiin. Sir Henrik will advise you to visit Bulwork Fort and see if the Shield is there. Finally, Sir Casimir confesses that the Gloves of the Crusader slipped from his hands when he killed a beggar in Stendarr's chapel in Chorrol in anger.

You can search for relics in any order. The only exception is that it will be possible to get the Mace only after passing the test of Kynareth.

After receiving each relic, it is worth returning to the abbey. This is completely optional, but in this way you will be able to personally observe how the Order of the Knights of the Nine flourishes under your strict guidance - the premises are being transformed, and those wishing to join the ranks of the crusaders arrive.

Having received the Breastplate and set off to travel, you can hear from the townsfolk that another church, Mary in Bravil, was allegedly desecrated. Alas, it's true. The temple has been destroyed.

Travel to the Shrine of Kynareth in the Great Forest west of the Imperial City. Talk to the servant there, Avita Vesnia, and agree to take the test.

You need to go to the Grove of Trials and wait a bit. A bear will appear and attack the hero, do not resist, however, do not forget to heal if the hero is weak in health (otherwise the bear will eat it!). Having bitten enough, the animal will leave, and a cave with the desired boots will open for you. Come in and take it.

According to some players who have additional custom mods installed, there may be a problem - there are no dialogue options with servants. How to "cure" a bug, see

Head to the Church of Zenithar in Leyawiin. Talk to Karodus Oholin there and find out that once a messenger brought Pelinal's mace to the village of Leyawiin, then Saint Kaladas built a church in honor of Zenithar, and the master is buried here. For those who pray in the crypt at the tomb of the saint, a mace appears in visions.

Go to the crypt, touch the tomb, and you will be transferred to a new place. See the pedestal in the distance? The shimmering path leads directly to the mace, but without the boots of Kynareth, it cannot be passed. So either put on your boots and take a mace, or go try out for a tooth with the Kynareth bear.

Coming out of the crypt with a mace, you find that the church was attacked by Aurorians, Umaril's henchmen. Deal with them.

The path lies in Fort Bullwork in the Black Forest. Here you will find a very interesting dungeon with traps and puzzles, inhabited by a group of sorcerers hunting for the same shield.

Having dealt with a certain number of sorcerers and solving the puzzle with pressure plates (do not forget to read the hint note), we find ourselves in the fort's prison. It is full of malevolent magicians, be prepared for a warm welcome. Sir Tedreth is languishing in the cell, free him. The knight tells the hero a riddle phrase: "When you find yourself under the gaze of the Guardians, Julianos will help you," and leaves to join the Order in the future.


The passage has opened, you go there. You solve another puzzle, for which it is enough to carefully observe the objects that appear near the statues. Finally, the last wall rises. In front of you is the Shield of the Crusader.

If you are too lazy to solve puzzles, see the detailed walkthrough of this quest.

Now next in line is a visit to Chorrol's church. Indeed, the Gloves are there, but they cannot be moved. Areldur (Areldur), the priest advises to speak with Kellen (Kellen), a descendant of Sir Casimir. The poor man is haunted by their ancestral curse. But how to take it off? Back to Areldur. It turns out that the only way to break the curse is to take it upon yourself. Pray at the central altar of the temple and answer the question in the affirmative, you have been granted the ability to "lay on hands" (Lay Hands).

Choose this spell in your book and cast it on Kellen. Redguard is happy and you can take the Gloves.

Returning to the abbey, you will see Lathon, Sir Roderick's squire. Remember, you met this couple during the pilgrimage? However, if you have not met - it's okay. Laton says that Sir Roderick died trying to get the Sword of the Crusader in the cave Underpall (Underpall), the young man himself escaped and brought Leggings for you.

You can make Laton a knight and go to get the relic together, or you can decide to avenge the death of Sir Roderick on your own.

Arrive at the Underpall Cave. Its structure is very curious - a typical Cyrodiil fort inhabited by the undead is hidden in the depths of the caverns. Moving deeper, you see the body of the unfortunate Sir Roderick. You are already close. The hero will have to fight the ghost of Lord Vlindrel (Lord Vlindrel), also known as Sir Berik (Berich), who was once a member of the Order of the Knights of the Nine. Having mastered the evil ghost, we get the Sword. However, the weapon is cursed - after all, Beric somehow managed to make the divine relic serve evil. Note that you can take the blade in your hands, but you should not do this. You must first consecrate the sword in the chapel of Arkay in Cheydinhal.

Go there and cleanse the Sword on the altar. The temple is being invaded by the Aurorans, they will have to be chopped into small pieces.

The ghost of Sir Beric, freed from evil by you, will join the other ghosts in the crypt of the abbey.

You now have all eight relics, it's time to take decisive action.

History is developing rapidly. Returning to the abbey, you find out that the Prophet has arrived there. He grants you the ability - the blessing of Talos, which will allow the hero to cope not only with the body shell of Umaril, but also with his very essence.

Your eight companions have already gone to Garlas Malatar to prepare an attack on Umaril's stronghold.

Travel to the Ayleid Ruin of Garlas Malatar near Anvil. Your companions are already there. Together, you start clearing the premises from the Aurorans. Finally, you find yourself in a hall with a strange dark sphere resembling a sigil. Don't think about the Ayleid henchmen anymore, hurry to destroy the glowing blue ball.

There is a strange silence. You notice that both the Aurorans and your knights have disappeared somewhere. The main enemy awaits you ahead - Umaril. Having dealt with him, you realize that you only killed the physical shell, now you need to follow the spirit of the king of the Ayleids in order to finally destroy him.

The blessing of Talos allows you to move to another plane, and there, finally, completely deprive the adversary of the opportunity to ever return. Mission completed. Glory and applause await you.


Bugs

In all churches, the small altars of two of the nine gods - Tiber Septim and Zenithar - stop working, which is due to incorrect scripts.

According to some players who have additional custom mods installed, there may be problems.

Features of the Relics of the Crusader

These weapons and armor are "leveled" and correspond to a certain level range of the hero. This means that the protagonist from level 1 to 6 will get an inferior helmet, from level 7 to 10 - a better helmet, and so on (gradations for armor by hero level are 1, 7, 11, 16, 21, gradations for weapons - 1, 5, 7, 10, 13, 17, 21). However, unlike other leveled items in the game, this gear is "upgradeable". To bring the relics into line with the current level of your alter ego, place them on the mannequin (Armor Stand) in the crypt of the abbey and then take them back.

If your infamy exceeds a certain value, you will not be able to equip the Relics of the Crusader. In order to use them, you will have to go through the path of the pilgrim again.

Companions

If your "nominal" knights died during the assault on Garlas Malatar, new recruits will take their place. Any of the knights will gladly become your travel companion.

Changes in the game world

With the plug-in, the Anvil church becomes inactive, the altars in it do not function, the priests, including teachers and sellers, are dead. When the hero reaches the rank of knight commander, the same will happen with the church of Bravil. Altars in other temples continue to work properly. Over the course of the story, some chapel servants in Cheydinhal and Chorrol must die, and some may.

When the hero completes his mission, the temples in Anvil and Bravil begin to operate again, new ministers appear in all churches, mainly occupying the vacant (only if this happened) "rates" of teachers and sellers.

The table below shows the mandatory and optional replacements of only practically important characters - trainers and merchants in city temples (Note "mandatory" means that the mentioned character will certainly die and be replaced, "possibly" means that the replacement will occur if the mentioned character killed during "Knights" storyline):

Townwill perishFunctionsReplacementNote
AnvilTrevaiaSpells, potionsSelena DuroniaNecessarily
BravilUravasa Othrelas (Uravasa Othrelas)Lessons of eloquence, spellsEris SenimNecessarily
BravilMarzRecovery LessonsBeem KiurzNecessarily
LeyawiinAvrus Adas (Avrus Adas)spellsAron VerethiMaybe
CheydinhalHill the TallIllusion LessonsEsbernMaybe
CheydinhalGruan Garrana (Gruiand Garrana)Lessons in eloquenceInius Colus (Inius Colus)Maybe
CheydinhalOtessa (Ohtesse)Spells, recovery lessonsKintherNecessarily

The only condition for starting the passage storyline addon is that you need to arrive in Anvil. Then you can go the classic way of entering the course of events, but you can also choose a shortened program (just go talk to the Prophet). For those who want to feel the story of the Knights of the Nine, I will tell you the usual algorithm of actions. First, talk to any guard in town about the attack on the Chapel of Dibella in Anvil. He will tell you that the priests and priestesses in the chapel were killed and the altars defiled. After that, you go to the defiled temple and personally inspect the crime scene. You don’t have to worry too much about looking for any hints about what to do next, because visiting the temple is a completely optional procedure. Looking for further guidance that would help you continue with the task will inevitably lead you to the Prophet preaching in front of the defiled chapel. A conversation with him will turn out to be quite long, since in fact the Prophet will have to fully bring you into the course of events. Briefly, the story is this. Once upon a time during the war between humans and the Ayleids, one of the henchmen of the first human queen Alessia, namely, Holy Crusader Pelinal Whitestrake, destroyed the evil Ayleid mage-king Umaril the Unfeathered. But the spirit of this king did not disincarnate, but was able to go to the realm of the Daedra of Meridia and there continued to exist, hatching a plan of revenge. By the way, this, in principle, should not have come as a surprise, because when dying, Pelinal predicted on his deathbed that Umaril would return. From all this history it becomes clear as day that the vandalism in the temple is his work, and Umaril is not going to stop at the chapel of Dibella in Anvil. Immediately, the prophet will tell you that in order to deliver Cyrodiil from this scourge, you need a noble knight devoted with all his heart to serving the nine gods (or rather, eight plus one). The task of this noble knight will be to find the holy armor and weapons of Pelinal Whitestrake, since only with their help can the Ayleid king Umaril be destroyed. Except you, of course, no one else in Cyrodiil is ready to contract for this charitable cause. Immediately after your consent to search for ancient shrines, the Prophet will ask you a provocative question: "Are you a worthy knight?" You can not particularly brag about your achievements, they will not help you, it’s better to say something insane, for example, that you are a fan of Sithis, or at worst, just admit that you are unworthy. Further, the Prophet will tell you that the usual procedure when searching for armor (yes, yes, don’t flatter yourself, you are not the first such handsome man who is looking for holy armor) is to go and pay your respects to all nine gods of Tamriel, after which he will hand you a map indicating the location of their shrines. From now on, you are considered a pilgrim of the "Nine Deities". The order of visiting the sanctuaries of the Gods does not matter, and it is also not necessary to visit exactly those sanctuaries that are indicated on your map. The fact is that each of the nine gods has not one, but three sanctuaries. Accordingly, when making a pilgrimage, you can visit any of the three, although after completing the main storyline of the game, some of them will be destroyed. If you have already visited any shrines before you were given this task, then past pilgrimages to them will be credited to you as already completed, but without a corresponding display in the diary. As soon as you make a pilgrimage to the last of the sanctuaries, you will abruptly move from the earthly firmament to transcendental heights.

Among the clouds, you will meet the spirit of the long-dead knight Pelinal Whitestrake, who will speak to you with a long monologue. The essence of the Crusader's speech will be that the search for his armor must begin from the place where he was buried. After talking with Pelinal Whitestrake, you will again find yourself on the earth's firmament, while becoming a member of the Knights of the Nine with the rank of Knight Errant. Now you can go in search of the tomb of the Holy Crusader. It is located southeast of the Imperial City in the waters of Rumar Lake, near the bridge over the Niben River. Once you arrive at the designated area, dive underwater and start scouring the bottom of the lake looking for the entrance to an Ayleid ruin called "Vanua". Once inside the dungeon, move forward until you reach the entrance directly to the "Sanctuary of the Crusader". After passing a short section of the path to the Sanctuary, you will exit through a gap in the wall to the room where the "Crusader's Helmet" is stored. Next, jump down and search the remains of the skeleton, from which you will need to find Sir Amiel's diary, ring and key. After reading the diary, you will learn that Sir Amiel was a member of the Knights of the Nine order, and that this order set out to find armor and weapons that previously belonged to the holy crusader Pelinal Whitestrake. Also from the diary you will learn that in the former residence of the order, in the "abbey of the Nine", the "Crusader Breastplate" was kept. Of course, you will need to visit this abbey and try to get the breastplate, for which you will need the ring that you found among the remains of Sir Amiel. But this is all the work of the future, but for now you need to take his Helmet from the tomb of the Crusader. This Helmet is located in the same room as the remains of Sir Amiel, but on a hill, behind a small fence. If you are a good acrobat, then it will not be difficult for you to jump up. Otherwise, you will have to follow the Helmet around through the Lost Catocombs, for which the key found from Sir Amiel is useful. One way or another, you will eventually have to take possession of the Helmet of the Crusader, after which your path will lie in the abbey for his Cuirass.

It is located in the "Western Forest", on the northern borders of Elsweyr, west of Bravil and southeast of Skingrad. When you reach the Abbey, go inside the house and turn immediately to the left. There you will see an eight-pointed star painted on the floor, which you need to activate. To do this, insert Sir Amiel's ring into the center of the star (of course, this action will take place automatically), after which the floor on which the star is drawn will begin to go down, eventually forming a staircase. Go down it and you will find yourself in the basement of the Abbey, passing through which you will get into the "Crypt of the Abbey". Now do not rush to explore this room, but first prepare for battle. Having completed the preparation, you can go to the Breastplate of the Crusader, which hangs in the middle of one of the walls in the most visible place. When approaching the Breastplate, the ghost of Sir Amiel will appear in front of you and stop you. He will say that in order to obtain this relic of the Crusader, it is necessary to fight with all the Knights guarding it. There will be eight of them in total, including Sir Amiel himself. Then you will sequentially fight with each of them, after which the path to the Cuirass will be open to you. In addition, in the order "Knights of the Nine" you will be awarded the next rank of "Commander", the meaning of which will become clear to you later. Having obtained another Crusader relic, you can talk with the ghostly knights about where to get the rest of the armor and weapons of St. Pelinal Whitestrake.

To start your search for the Boots of the Crusader, talk to Sir Junkan. The knight will tell you that the boots are in the possession of the goddess Kynareth, and to find out how to get them, you need to talk to her followers. He will also tell you about the location of the sanctuary of Kynareth, where her attendants arrive. The sanctuary is located west of the Waterfront (Imperial City area), northwest of the intersection of the Red Ring Road and the Golden Road, a little north of Heinot Cave. When you arrive at the sanctuary, talk to Evita Vesnia, who will tell you that in order to get the Boots of the Crusader, you will need to pass the test of Kynareth in the "Grove of Trials". The grove is located not far from the sanctuary, a little to the west of it. You can recognize this place by the characteristic circular arrangement of trees. After some time, Medved will come out to the clearing where the test will take place. Your task is to stand and not twitch, the maximum that you can do is to say: "Blessed Medved!". The bear will beat you for half a minute and calm down, after which the test will be passed. Further, at a large boulder located in a clearing, a stone wall will move to the side, and the entrance to the Kynareth Grotto will open for you. Enter it and go down until you reach the slab with the Boots of the Crusader on it. Most importantly, do not start attacking sprigans peacefully standing on the sides. Just take your boots and exit the cave. On this, the task of obtaining the relic is considered completed, and now you can return to the Abbey of the Nine. Although if you have taken tasks for obtaining several relics at once, you can immediately go for the next one. Perhaps, upon returning to the Abbey, you will meet Evita Vesnia, who will express her desire to join the Order of the Knights of the Nine. I don't think there's any point in denying her request.

Talk to Sir Ralvas, who will tell you how to get the Mace of Zenithar. To do this, you will have to go to Llavin to the chapel of Zenithar and pray in the tomb of St. Kolodas. Then you will have a vision in which you will have to demonstrate how strong your faith is. Before you go to Llavin, do not forget to take with you the Boots of the Crusader, obtained by you in the previous task. As soon as you enter the chapel of Zenithar in Llavin, a certain Carodus Oholin will immediately approach you, who will tell you that he also wanted to pass a test of faith at the tomb of St. The conversation will end with him. Get down to the basement of the chapel (you can clear it of ghosts along the way) and go to the far end of the hall to the burial place of St. Kolodas. Pray at his coffin to begin the process of testing the strength of your faith, after which you will find yourself on a platform suspended in space, and the Mace of Zenithar, for which you arrived in Llavin, will be in front of you on top of a column (also hanging in oblivion). The problem is that you will not be able to jump to the column with the Mace by any means. The solution to this puzzle is quite simple - put on the Boots of the Crusader, and a path will appear in front of you, leading directly to the Mace of Zenithar. As soon as you take possession of the Mace, you will immediately be transported back to the basement of the chapel of Zenithar. At the exit from the basement, an unpleasant surprise will await you, the envoys of Umaril will attack the chapel in order to desecrate the chapel. You will have to help the parishioners of the chapel and the guards of Llavin deal with these demons. As soon as they are destroyed, Corodus Oholin will immediately run up to you and ask you to accept him into the order of the Knights of the Nine. Decide for yourself whether you need this voluntary assistant or not, but there is no point in refusing. At this stage, the pattern of acquiring new members of the order becomes clear, as well as the meaning of your title "Commander". All current and future members of the "Knights of the Nine" order will arrive at the order's base in the Abbey of the Nine.

This time you will need to talk to Sir Henrik, who will tell you how to get the Crusader Shield. Once upon a time, Sir Henrik and his comrades decided to protect the Shield of the Crusader from the encroachments of dark forces. To do this, he took him to Bulwork Fort in southeastern Cyrodiil and began building security systems around the Shield. Sir Henrik did not succeed in completing this work, but his comrades could well finish the work they had begun. Now you will need to go to Fort Bulvork and pick up the Crusader Shield from there. The fort is located northeast of Lyavin near the border with Black Marsh. Upon arrival, you will encounter a fairly large number of hostile mages. Entering the fort, in one of its rooms, you will find a note explaining their presence. It turns out that the magicians, just like you, want to get to the Shield of the Crusader, and they even managed to find a way to get to the lower levels of the fort. By using the leverage system and opening the way for moving forward, you will also face this problem. You will need to raise the grate that closes the passage for further advancement, and this can only be done by pressing the buttons located on the floor. The note you found contains a hint on how to do this. If you look closely, you will see lit candles on the sides of each row of buttons, their number just indicates which button in the row you need to step on in order to find the right combination. Buttons are counted from left to right. Having picked up a combination and having gone to the lower levels, you will almost immediately find a person locked in a cell. It will be the knight Sir Tedret, who, like you, was looking for the Shield of the Crusader with noble intentions until he was captured by sorcerers. He will kindly share with you the meager knowledge that may be useful to you in solving the puzzles of the fort, but will refuse to help further due to severe physical exhaustion. After the conversation, he will go to improve his failing health, and the next time you will meet him already in the Abbey of the Nine. Further, you will have to move through the dungeons of the fort for some more time, until you enter a large hall with a statue of the god Julianos. Near the monument to Julianus you will find four more small statues located at the corners of an imaginary square, in the center of which a circle with an incomprehensible symbol will be drawn. Here you will remember Sir Tedret's hint: "When the eyes of the guards follow you, Julianos will help you." Now the task becomes quite clear - you need to rotate the statues so that they face the drawn circle. To turn the statues accordingly, there is a special lever at the base of each of them. As soon as you turn the statues in the right direction, the secret door will open, and you can go further. Soon the tunnel will lead you to a small hall, where you have to solve another problem for quick wits. There are eight statues in the hall, which are turned to face the wall, and next to each of them there is a small stone chest. In the center of the hall there is the same stone container as near the statues, but significantly large sizes. In it you will find one of eight things related to a certain Rodgor: a book, a hammer, a skull, a jewel, a sword, a goblet, a helmet or a stone. You will need to place it in one of the small chests near the statues, depending on which one it belongs to. In case of a positive result (that is, the coincidence of the chest and the corresponding thing), the statue should turn around to face you. Acting according to this algorithm, you will have to deploy all eight statues facing you. So that you do not waste extra time experimenting with determining the correspondence between items and chests, I will immediately list the containers according to the belonging of Rodgar's things to them. To the left, starting from the one closest to the entrance, there will be chests for a book, hammer, skull, jewelry, and to the right - for a sword, goblet, helmet, stone. As soon as all the statues turn to face you, a passage will open in the center of the hall, which will lead you to the next hall, where you will find the Shield of the Crusader. Take it and exit the fort through the opened side tunnel. This completes the quest, and you can return to the Abbey to receive another task to find another relic of the Crusader.

In order to start searching for the Crusader Gloves, you will need to talk to Sir Casimir. The knight will tell you sad story about how once upon a time he lost this relic. In former years, he served as a priest in the chapel of Stendarr in Chorrol, and one day he could not help but strike a beggar who visited the temple every day. After that, the Gloves of the Crusader, which Sir Casimir wore, fell from his hands to the floor, and he himself felt weakness in his whole body. Since then, the curse of Stendarr has not left him for the rest of his life, and the Gloves that fell to the floor have not been able to pick up even the most the strong man. Now you have to go to the Chapel of Chorrol and ask the local priests about the Gloves of the Crusader in the hope that they will show you a way to pick them up. There will be only one servant of Stendarr in the chapel - the Altmer Areldur. He will tell you once again the sad story of Sir Casimir, but he will mention one nuance that the curse fell not only on the servant who hit the beggar, but on his entire family, while continuing the conversation, he casually mentions a certain Kellen. From further inquiries, you will find out that Kellen is just the same a distant descendant of Sir Casimir, and that he recently arrived at the chapel in the hope of getting rid of the family curse. At the end of the conversation, Areldur will advise you to talk to Kellen himself, who is located downstairs in the hall of the chapel. Kellen will not tell you anything particularly new, but will report his suspicions that Areldur is trying to hide something from him. Return to Areldur and challenge him to a more frank conversation. The priest will tell you that he knows a way to save Kellen from the curse, but this will require a lot of self-sacrifice. The essence of getting rid of Kellen is simple - you just need to take his curse upon yourself. To do this, after talking with Areldur, go to the main altar of the chapel, express in prayer your readiness to take on Kellen's illness, and you will be given the Lay on of Hands ability. Return to the hall of the chapel and cast this spell on Kellen, after which he will joyfully jump out of bed, shouting that he got rid of the disease. (Of course, you immediately wondered what kind of dirty trick you took on yourself to get rid of Kellen from her. From now on, your stamina will be replenished much more slowly than usual.) Now you can proceed to the Crusader Gloves themselves and calmly pick them up from the floor. This completes your mission, and you are advised to proceed back to the Abbey in order to find out where to find the last two relics of the Crusader. If you talk to Areldur before leaving the chapel, you will find out that he is in search of the meaning of his existence, and I think it will not be a surprise for you if I say that after a while he will arrive at the Abbey and ask you to accept him into the Order of the Knights Nine."

Upon arrival at the Abbey, a surprise awaits you. As soon as you cross the threshold of the house, a certain Lanton will run up to you with the news that some Sir Roderick is dead. The point here is that, according to one of the branches of the plot, you could well have crossed paths with the same novice knight as you, Sir Roderick and his squire Lanton. And although earlier, your meeting with them may not have taken place, this does not cancel the sequence of events that developed in parallel with your search for the relics of the Crusader. As Lanton will tell you later, after making a pilgrimage to all nine shrines, Sir Roderick also had a vision, but very different from yours. It was not the spirit of Pelinal Whitestrake that appeared to him, but the spirit of Sir Beric, who asked to be put to rest. In order to avoid confusion, it is worth saying that Sir Beric's surname was Vlindrel, therefore he is often called Lord Vlindrel, especially during the period when he went down the path of evil. Further, from Lanton's chaotic speech, it becomes clear that he and Sir Roderick found the Underpall cave, in which the ghost of Lord Vlindrel lives, and they also learned that this ghost guards Leggings and the Crusader Sword. As a result of exploring the cave, they found both relics, but in the battle with the ghost of Lord Vlindrel for the possession of the Sword of the Crusader, Sir Roderick died heroically. Lanton miraculously managed to escape and take out the Leggings of Pelinal Whitestrake from the cave, which he will give you at the end of his story. After that, Lanton will immediately ask to be accepted into the order of the "Knights of the Nine" so that he can serve the cause of eradicating evil. In addition, in the vicinity of the Abbey, you can meet a certain Nord Heimund, who will also ask you to accept him, along with his brother Gukimir, into the ranks of the members of the Order of the Knights of the Nine. As soon as all the cases with the acceptance of new members of the order are completed, you can go to the Anderpall cave to win back the sword of the Crusader, and also to put to rest the ghost of Lord Vlindrel.

Underpall Cave is located between Chorrol and Bruma, just north of the Orange Road and northeast of the Ayleid ruins of Morand. Soon, after you enter the cave, an interesting feature will be revealed, it turns out that a whole fortress is hidden inside the cave. Go into it, and when you reach the first fork, turn not to the right or left, but back. The fact is that just to the right of the corridor from which you left, there is a tunnel leading to the location you need, called the "Reflection Room", but it is easy to miss it and go for a walk around the Anderpalla fortress. In the "Reflection Room" you will also come across a fork, but no matter which way you go, you will still reach the goal, namely the ghost of Lord Vlindrel, wandering along the shore of an underground lake. It will not differ in anything special from the rest of the ghosts, so look, do not accidentally pass by. After killing him, take the Sword, the last relic of the Crusader. Now you need to proceed to the chapel of Cheidenhal and remove the filth from the Sword, which remained on it after being in the clutches of the ghost of Lord Vlindrel. In the chapel you will be met by a small group of Umaril's Aurorans, once again trying to desecrate the holy place. Kill these creatures of evil, after which you can proceed to the purification of the Sword of the Crusader. To do this, you just need to pray at the main altar in the chapel. From this moment on, it is considered that all the ammunition of the Holy Crusader is fully collected by you, and now you can return to the base, to the Abbey of the Nine, to discuss the issue of destroying Umaril with your knights.

On the way to the Abbey, Sir Tedret will meet you and inform you about the arrival of the Prophet, and also tell that the Prophet has gathered all the knights in the chapel of the Abbey for a parting sermon. Go to the chapel, but before starting a conversation with the Prophet, I advise you to knight the rest of the hungry, although of course, in general, the question is left to your discretion. The Prophet will say that the hour has come when you must set out to destroy Umaril the Unfeathered in his lair in the Ayleid ruins of Garlas Malatar. But in order not to repeat the situation of a thousand years ago, when Umaril's body was defeated, and his spirit hid in one of the Daedric planes, the Prophet will cast a spell on you, given to him by the god Talos himself, which is called the "Blessing of Talos". With the help of this spell, after you destroy the physical shell of Umaril, you can follow his spirit to other layers of existence and finally destroy it there. Upon completion of this procedure, you will become not just a "Commander", but already a Holy Crusader, the same as Pelinal Whitestrake was in his time. In addition, you will learn that you will not go to storm the fortress of Umaril alone, but you will be assisted by a newly minted team of knights of the order that you lead. All of them will be waiting for you near the fortress of Umaril, which is located in the westernmost point of Cyrodiil, on the shores of the Abeca Sea.

Knights of the Order of the Nine will arrive at Umaril's lair almost simultaneously with you. I want to warn you right away that if you suddenly decide to clear Garlas Malatar alone, then you will not succeed, the knights will still not listen to your instructions and rush into battle shortly after you enter the Ayleid ruins. In Umaril's lair, of the opponents, you will meet only his henchmen Aurorans. In the first part of the dungeon, the Aurorans will not cause you any special difficulties, but in the second part of the dungeon called Keisel, an unpleasant surprise will await you. The Aurorans will die safely here too, but after a while they will begin to revive again, so I would advise you not to waste your energy on them, but immediately go to the source of this phenomenon. It will be hard for you not to notice the ball standing on the stand, glowing with purple light, this is the source of power that ensures the regeneration of your opponents. When you, having broken through the ranks of the Aurorians, destroy this ball, something strange will happen. Time seems to freeze, and the purple veil that blocked your path will disappear. Now you can safely move on to the last location of Garlas Malatar called Karak Abaram. There you will meet with your sworn enemy - Umaril Unfeathered. It won't be too difficult to kill him, I would even say that he is not much stronger than any of his Aurorans. As you were told earlier, your mission does not end with the killing of only one body shell, now you must follow him to another plane of existence in order to destroy Umaril completely. Cast the Talos Blessing spell on yourself, and soon you will be transported to another world under the clouds. Here you have to repeat your fight with Umaril on the ground, and even here he again will not show any miracles of martial art. After destroying Umaril, you will be transported to the crypt of nine, before that you flew a little over the mortal earth (the most beautiful view!). In the crypt, Sir Amiel will say words of gratitude to you, after which he will disappear into the air. However, one more ghost will still be in the crypt - this is the spirit of Sir Beric. Listen to the words of gratitude that he will tell you for the liberation and purification of his soul, after which you can go to the surface. Sir Tedret will be waiting for you there, who will ask all the other knights to chant "Hip-hip, Hooray!" All dead "named" knights of the first set will be replaced by faceless people with the names "Knight of the Nine". On this, in principle, your mission to restore the Order of the Knights of the Nine and destroy the ancient evil is completed.

I would also like to note that if you gain notoriety in the future, then you will not be able to wear the armor and weapons of the Holy Crusader. To whitewash yourself, you will again have to make a pilgrimage to all nine sanctuaries of the Gods.

Sir Junkan will tell you that the Boots of the Crusader are stored in the Sanctuary of Kynareth. Look for him in the Great Forest west of the Imperial City. Talk to the attendant Evita Vesnia and give your consent to pass the test. She will direct you to the Grove of Trials. When you get there, wait a bit. A huge bear will appear and start attacking you. This is the time to remember that Kynareth is the goddess of nature, and all animals and plants are under her protection. Do not resist the bear's attack, just move away and heal if necessary. Soon the bear will leave, and the entrance to the cave will open for you - you have passed the test of love for nature. Enter the cave and take the boots. By the way, the one who wears the boots of Kynareth is not attacked by wild animals.

The path of the righteous

Sir Ralvas will tell you that the Mace of Zenithar is in the church of Leyawiin, but only true faith will help you take the mace. The next target is the Church of Zenithar in Leyawiin. After talking with Carodus Oholin, you will learn that once a messenger brought Pelinal's mace to the village of Leyawiin, later Saint Kaladas built a church in honor of Zenithar, in which the master is buried. The one who prays at his tomb is a mace.
Go down to the crypt and pray at the tomb of the saint, and you will find yourself in a strange place. A pedestal is visible ahead - and between you and it there is an abyss. If you are wearing Kynareth Boots, a shimmering path will appear leading straight to the mace.

Taking a mace and leaving the crypt, you will see that Umaril's henchmen attacked the church. Join the battle, protecting the inhabitants of the city.

Wisdom of the Ages

Sir Henrik will advise you to look for the Shield in Fort Bullwork, which is located in the Black Forest. This is a dungeon full of traps and puzzles, as well as sorcerers who hunt for the shield.

Passing through the tunnels and moving from room to room, pay attention to the valves that open something somewhere, listen to the creak of the slabs in front of the closed gates, read the hint notes found. Once in the prison of the fort and killing the magicians, in one of the cells you will find Sir Tedret, do not forget to release him. He will tell the riddle phrase: "When you find yourself under the gaze of the Guardians, Julianos will help you," and retire to join the Order of the Nine.

Proceeding further to the hall with a large statue of Julianos and four statues of guardians, turn the statues to face a circle on the floor with the valves. As a result, a passage will open. In the hall with chests under the statues, you have to solve another puzzle: taking items from the main chest and stepping on the slab in front of the chest, pay attention to what appears in front of the guards. This item must be placed in each chest. When you place the items in the chests correctly, a wall will rise. Behind her is the Shield of the Crusader.

Grace of Stendarr

Sir Casimir will tell in the chapel of Stendarr Chorrol The Crusader's gloves slipped from his hands when he killed a beggar in anger. Your path now lies in the church of Chorrol. The gloves are there, but they are not lifting. Priest Areldur advises speaking to Sir Casimir's descendant Kellen. The poor fellow is haunted by a family curse. After talking with Areldur, you will learn that the only way to break the curse is to take it upon yourself. After praying at the central altar and confirming the desire to save Kellen, you will be given the Lay on of Hands ability.

Cast this spell on Kellen, removing the curse from him. Now you can safely take the Gloves.

Sword of the Crusader

Returning to the abbey, you will meet Laton - Sir Roderick's squire, whom you may have met earlier during the pilgrimage. Laton will report that Sir Roderick died trying to find the Crusader Sword in the Anderpall cave, and he himself escaped. Laton will give you Leggings of the Crusader.

Latona will express a desire to become a knight and go with you in search of a relic, you can take it with you.

Head to the Underpall Cave. This is not a simple cave - in the depths of it is a Cyrodiil fort, which is filled with the undead. On the way you will find the body of the unfortunate Sir Roderick. In one of the caves you have to fight the ghost of Lord Vlindrel, known as a former member of the Order of the Knights of the Nine, Sir Beric. Having defeated the ghost, we take the Sword. But he is cursed because Beric forced the divine relic to serve evil. Before you take the blade in your hands, be sure to consecrate it on the altar of the Chapel of Arkay in Cheydinhal. Entering the Cheinhold Temple, you will see that it has also been attacked, and your task is to protect the temple. In addition, you will hear that another church has been desecrated - the temple of Mara in Bravil.

After receiving each relic, return to the abbey. In each of your return, the number of the Order of the Knights of the Nine will grow, the premises will be transformed.

The ghost of Sir Beric, now freed from evil, has joined the other ghosts in the crypt of the abbey.

The plot of this addon starts in Anvil. Go to the local chapel, listen to the breaking voice of the prophet and talk heart to heart with him. The chapel is devastated (if you haven't already been curious, appreciate the scale of the desecration), the priests have been sadistically killed, and clearly not by ordinary vandals. The Prophet sees signs of the return of Umaril the Featherless, the ancient king of the Ayleids. And you can stop him only by collecting the ancient relics of the Holy Crusader. How? It is required to make a pilgrimage to the altars of the Nine. The Prophet will kindly provide us with a map of the shrines. Start running around the Imperial Province. The task is simple, the map is accurate. As soon as you complete the pilgrimage, the notoriety will be reset to zero, and you will be transported to heaven (a beautiful move by the scriptwriter), where the spirit of Pelinal Whitestrike will speak to the hero. The ancient hero will give a tip to the first element of the Crusader Armor - the Helmet, resting somewhere in the flooded ruins of Vania...

Vania is located south of the Imperial City. To be sure, take a couple of water breathing potions with you and dive. The dungeon is filled with all sorts of undead, be careful. Don't miss the body of the knight Amiel, on which you will find the key to the door leading to the Helm, as well as a diary (very curious) and a ring. Once you get the key, the only obstacle on the way to the artifact will be the undead, but you already know how to solve such problems, right? After obtaining the helmet, go to the abandoned Abbey of the Nine.

I advise you to stock up on healing potions along the way and prepare for a rather difficult fight. It can be quite difficult to complete the current task with a swoop. Inspect the abandoned abbey, pay attention to the mosaic on the first floor. Amiel's ring will open a secret path to the catacombs. Here is the cuirass. The problem is that you will have to defeat all the ghost knights in a series of duels. If you suddenly realize that the onslaught of opponents is too strong, then start rushing around the tomb, healing along the way. Try to finish off the next ghost away from the central circle to get extra cooldown while the defeated opponent returns to his place. After throwing the knights, you will finally get the Cuirass. Talk to the ghosts, they will tell you where to look for the rest of the relics. Let's start with the Shield. In the Black Forest stands Fort Bullwork, where we are heading.

The fort would be no different from dozens of its kind, if not for the crowds of sorcerers and a couple of puzzles. The first is pressure plates. Go through them in this order: first row - left, second row - center, third row - right, last row - left. Once in the prison premises, free the knight Tedret. And here is the second "puzzle" - a hall with statues. Rotate them so that the faces are directed to the center. Go to the last puzzle. There is a chest in the middle of the hall, in which some items appear that need to be put in a chest at the feet of one of the statues. How to understand which of the chests? Watch the statues carefully and you will understand everything. The shield is now in good hands. The next relic we'll go after is Boots.

Go to the Shrine of Kynareth west of the Imperial City. The local priestess will direct you to the Grove of Trials. There you will be attacked by a big and vicious bear. Do not touch it under any circumstances! Run in circles, heal, swear, but don't hit the animal. Soon the beast will calm down, and the passage to the secret sanctuary will open. After enjoying the peaceful beauty of this place and staring at the peaceful spriggans, take your boots. With them, we can get the Mace of Zenithar in the Leyawiin Chapel.

After talking with Carodus Ohholin, pray at the tomb of St. Kaladas (in the basement), and you will be moved to an amazing place. The mace is right in front of you, but you can only get to it in the Boots, which we already got. After walking along the shimmering road over the abyss (thrill guaranteed), take the Mace. The chapel has been attacked! After scattering the Aurorans (servants of Umaril) and preventing the "second Anvil", with a clear conscience, go to the Church of Chorrol, for the next goal of our journey - the Gloves.

The gloves are indeed stored here, but it is impossible to take them. Talk to Kellen, who turns out to be a descendant of Casimir (one of the ghosts of the abbey, remember?). A generic curse prevails over the guy, which can only be removed by taking it upon yourself. Hmm... since we are the heirs of the Holy Crusader, then... Pray at the altar of Zenithar, and then talk to Kellen again. The curse isn't that bad (just slows down fatigue recovery). Not such a big price to pay for a good deed. By the way, now you can pick up the gloves. The armor is almost completed, only Leggings remain. We direct our feet to the abbey.

Squire Laton will tell the story of how he and Sir Roderick tried to win back the Sword of the Crusader in Underpalle. The knight died a heroic death, and Laton returned to the abbey with Greaves and wants to take revenge. Take the Leggings from the guy and don't take him to Underpall with you - let him live some more. Now we have collected the Armor of the Crusader, which, not only is not bad enchanted, but also grows in level with the hero! In the basement where you fought the ghosts, the armor can be adjusted to the level by placing it on the "hanger" and taking it back. But this is a lyrical digression, revenge for Sir Roderick awaits us. We fly at full speed to Underpall.

Hmm, very interesting place. Simply put, Underpall is a fort buried underground. After wandering through the ruins and finding the body of poor Roderick, get ready to fight Vlindrel, also known as Sir Beric. Inflame with righteous anger and return the dead to a more suitable state (peace). And here is the Sword. It's just that he's cursed. You can clean the relic in Cheydinhall. Cut down the ubiquitous Aurorans on the spot. That's it, we've collected all the Relics! Return to the abbey, where the prophet meets us. We are granted the Blessing of Talos, which will help us defeat Umaril. Now only the final battle remains... in the ruins of Garlas Malatar.

Lead the knights into battle. Butchering Aurorans in such company is easy and pleasant. Having burst into a large hall with a blue sphere on a pedestal, spit on everything and rush to it. After destroying the ball, you will find yourself face to face with Umaril himself. After hitting the Magus King, cast Blessing of Talos. We fight Umaril again... in the skies above the Imperial City! After the final conversation (with the sword), you will rid Tamriel of the cursed king forever.

Azura.

To receive a task, the hero must have a second level.

The Sanctuary of Azura is located in the northeast of Cyrodiil, strictly north of Lake Arrius. After talking to the followers, you will learn that in order to summon Azura, you need to sacrifice Glowing Dust to her at sunrise or sunset (between 5 and 7 hours AM or PM). You can find it in the shops of alchemists or on the "corpses" of wandering lights. The latter can only be killed with magic or enchanted, silver, ebony, Daedric weapons.

Once all conditions are met, Azura will speak. She will talk about her followers who have fallen ill with vampirism. You must end their torment. They are in the mine near the sanctuary. Kill five vampires there and go for a reward. Azura will give you a reusable Soul Gem Azura's Star.

Boeth.

The Sanctuary of Boeta is located far to the east of the Imperial City, in the mountains. Talk to the ministers. As a gift, you will need the Daedra Heart. You can find it in the remains or in alchemy shops.

Donate a heart and listen to Boeta. You will participate in the "Tournament of Ten Bloods". The 9 best warriors of Cyroil and your hero will meet in duels. Go through the gate one by one, kill the warriors and do not forget to search. In addition to good armor and weapons, you will find a lot of healing and magic potions.

After defeating everyone, go to the portal and talk to Boeta

Reward - one of the best one-handed swords - the Golden Mark, enchanted for fire damage.


Vermin.

Vaermina's Sanctuary is located near Cheydinal, on Lake Poppad. Donation to Vermine - one of the rarest items - Black Soul Gem.

You can find it in the caves of necromancers, for example, Black Break, as well as in the course of completing the tasks of the Guild of Mages, or you can do it yourself. To do this, you need: a great stone of souls, a spell (or scroll) "Soul Trap" and a dark altar of necromancers. The latter can be found near Black Break Cave. Once a week, when Masser and Secunda rise, a beam of light will fall on the altar, it's time to make a black soul stone. To do this, put a great stone of souls in the altar and cast a capture spell on the altar.

Bringing Vermina's offering will tell you about the wizard who stole Vermina's Orb. It is located in the tower of Arcveda. There you will fall into the nightmares of this wizard. Having made your way through the hordes of the lower Daedra, you will see an old man sleeping peacefully. Take the ball and leave.

Reward - Staff Skull of Corruption (Creates a copy of an opponent that fights on your side).


Clavicus Vile.

You must be level 20 to receive the quest.

The Sanctuary of Clavicus Vile is located southwest of the Imperial City, the easiest way to find it is if you walk from the Imperial City, across the bridge on the road along Lake Rumar to the south. The parishioners will tell you that it costs 500 gold to offer to the statue.

Clavicus Vile needs a sword with the soul of an Umbra warrior in it. He also says to start looking at the Pell's Gate settlement. On the way there, you will suddenly hear another voice. This is Barbas, the Vile Hound. He does not want Umbra's sword to return to Vile, as he will destroy it. He will advise you to talk to the statue again and refuse the task. It's up to you, but you can opt out later.

At the Pell Gate, talk to Irok the Wild. His apprentice Lenwyn found this Umbra sword and became Umbra herself. She was seen in the island ruins of Vindasel. Umbra lives in the very last room. Along the way, you will come across rats and crabs, as well as two traps, a falling floor, and steam escaping. When you get to Umbra, talk to her. She will offer to either leave in peace or fight to the death. Once again, Barbas will appear and offer to refuse. If you choose to fight, talk to Umbra again and fight her. Remove the sword from the corpse, you can also take the armor for yourself.

Upon returning to the sanctuary, talk to the statue. Clavicus will ask you to give the sword. But you can't give it away. If you give it back, you will be rewarded with Clavicus Vile's Mask, which increases attractiveness, if not, then this sword, in terms of physical damage, is the best one-handed blade, and even enchanted to capture the soul on impact.


Hircine.

Sanctuary of the hunter Hircine between the capital and Bravil. An offering to her is a hunting trophy, the skin of a wolf or a bear. You can shoot an animal near the sanctuary, they are found in abundance throughout the Empire.

His task is to get the Unicorn Horn. This animal will be sown in a grove nearby. BUT!! It is guarded by minotaurs. Kill the guards, and then the unicorn itself. By the way, if you sneak up on him, you can use him like a horse.

In exchange for the horn, Hircine gives a cuirass made from the Skin of the Savior. Best light armor in Game.


Malacath.

Shrine of Malacath is located north and slightly west of Anvil. Giving him troll fat. The ingredient is quite rare, but can be found both on the corpses of the trolls themselves and in alchemy shops.

We donate fat to Malakt and get the quest. Malacath is furious that Lord Drad is using his Ogres as slaves in the mine. Talk to the lord and his wife, charm them if necessary. The ogres are in the mine nearby. We go into the mine and free the poor creatures. They are locked in cages with complex locks. The keys to them are at the guards. You can kill all the guards and get the keys, steal them or pick the lock. The main thing is to free the Ogres and don't kill any of them. They could fall from the guards, but this is not taken into account.

Reward: Volendrag hammer enchanted with paralysis and health drain.

Finally, take a look at the lord's manor))


Mephala.

You must be level 15 to receive the quest.

The sanctuary of Mephala is located in the capital and Bruma). Nightshade is needed for the offering. Sold in almost all alchemy shops.

The gift is received late at night, between 12 and 5 o'clock. The task of the net spinner is to quarrel 2 families. To do this, you need to kill their leaders and blame the murder on another.

To begin with, we steal a ceremonial dagger in Nivan Dalvilu's house, and a family ring in Hrol Ulfgar's house. Then, imperceptibly (more conveniently during sleep), we kill them and throw the relic of another family into the inventory. That is, Dalvilu - a ring, and Ulfgar - a dagger. We spread the rumor about the murder by talking with any of the residents, and watch the bloody inter-family showdown. BUT do not participate in it.

The reward is a unique Ebony Blade enchanted to drain health and silence on impact.


Meridia.

You must be level 10 to receive the quest.

The Sanctuary of Meridia is located west of Skingrad. Offering - the remains of the living dead: ectoplasm, bone meal or dead flesh. Getting them is easy. Meridia asks you to kill five necromancers in the Howling Cave. Just go there and clean out the cave.

The reward is the Ring of Khajiit, which grants an increase in speed and a chameleon on the wearer.


Molag Bal.

You must be level 17 to receive the quest.

The Altar of Molag Bal is located west of the Imperial City. The offering is the skin of a cougar. You can find both on the corpses of cougars, and in stores.

You must change the fate of another citizen of Cyrodiil. Melus Petilius renounced violence. The Daedric Prince doesn't like it. He gives you the Cursed Mace with which Petilius should kill you. In the village, ask the people about Melus. They will tell you his story and that he spends a lot of time at his wife's grave. We go there, throw a mace on the grave, save ourselves, remove all weapons and armor and beat Melus with a fist. He should grab the mace and start killing you. If not, then load the save and put the mace closer to it. As soon as your health approaches zero, you will be transferred to the statue.

Reward - Mace of Molag Bal, enchanted to drain strength and magic on impact.


Namir.

You must be level 5 to receive the quest.

Sanctuary of Namira east of Bruma. She does not need a gift, but in order to receive the task you need to lower the attractiveness. If your attractiveness is already not very high (up to 60), then four bottles of cheap wine will suffice. If it is higher, but you will have to brew a potion yourself with a decrease in attractiveness and some kind of positive effect. But use only a mortar and pestle and a calcinator, as the rest of the apparatus will mitigate the negative effect.

After lowering the attractiveness, talk to the statue. Her mission is to save the forgotten followers who live in darkness from the priests of Arkay who bring them light. To do this, she gives you a spell that should mark the priests. Go to the ruins stocked up with potions of light or night eye, it is really very dark there. The detection of life will also come in handy. Look for priests with torches, but don't kill them. Cast spells, and servants will do the rest. Don't kill anyone yourself. After killing everyone, go to the statue.

Reward - Ring of Namira, enchanted to reflect physical damage and spells.

Nocturnal.

You must be level 10 to receive the quest.

Shrine of Nocturnal can be found by heading north along the road from Leyawiin. An offering is not required.

Two thieves have stolen the Eye of Nocturnal, which must be returned. Go to the city and talk to the guards. They will talk about two Argonians who, as they say, have recently been "lucky". Go to the house of the Argonians, talk to them, but they won't say anything. Exit and re-enter the house, either sneak or use a potion or invisibility spell. They will talk about the cave in which they hid the eye. Go to the cave, the eye is located near the entrance. Take it and return to the statue.

The reward is an eternal master key, which also gives a bonus of +40 to the Lockpicking skill and does not break.


Perite.

You must be level 10 to receive the quest.

The sanctuary is located on the banks of the Silverfish River, between the bridge over the river and Lake Canulus. An offering is not required.

The servants of Perith tried to call him, but they did not succeed. Instead, their souls are torn from their bodies and sent to Oblivion. You just need to find them. The statue will teleport you to Oblivion. Find all the souls by markers, in parallel you will have to take out the local inhabitants, and return to our world. Everything.

The reward is a heavy Spellbreaker shield enchanted with 30% reflect magic. Pairs very well with Namira's ring.


Sanguine.

You must be level 8 to receive the quest.

Shrine of Sanwin north of Skingrad Skingrad. The offering is a bottle of Cyrodiil Brandy. You can find it in the shops of the Imperial City.

The Daedra Prince Sanguine is unhappy that the Countess of Leyawiina, Alesia Caro, is throwing a boring dinner party that you must make fun. To do this, he gives you a spell that you must cast on the Countess and her guests. But first you have to get into the dining room. The guard passes only at a certain hour and in expensive clothes or armor. Having penetrated for dinner, you can immediately cast a spell, but take care of the retreat. After all, under the influence of a spell, all clothes will disappear from the countess and guests, and from you too. Now run from here to the statue. If you are good at sneaking or have an invisibility spell, this is not a problem, but if not, you will have to serve time in prison. Or constantly resist arrest and run away. Do not worry, all things are safe and sound in the chest by the statue. Don't forget to pay the fine for your "crime"

The reward is the staff of Sanguine Rose, enchanted to summon the higher Daedra.


Shigorat.

You must be level 2 to receive the quest.

Shrine of Sheogorath is located between Bravil and Leyawiin. Offering - lettuce, a tiny soul stone and yarn. All this is easy to find both in "garbage" chests and barrels, and buy in stores.

And why do all the Daedric Princes like to interfere in people's affairs so much?? You have to fulfill a prophecy known as the prophecy of K "Sharra. Go to a nearby village and talk to the shaman about the prophecy and the city.

And so, the first 2 points of the prophecy are the invasion of rats and the death of sheep. From a conversation with a shaman, we learned that in the village there is an excellent cheese maker - the owner of the inn. Let's go there. On the shelf is the same smelly cheese. The problem is that the key to it is in the pocket of the hostess. Get the cheese either by picking the lock or by stealing the key. Now go outside and throw the cheese into the pot over the fire. Rats will come running from all around, and the shaman will begin to scatter poison. Pick her up. Now he goes to the sheep pen and put poison in their feeder. Everything. We wait. When the sheep die, you will hear Shigorat, who asks you to come to the city center for the final chord. The sky was overcast with red clouds and it started to rain. Fiery rain. Fire rain from dogs. Everyone is rushing about, and we are returning for a reward

Reward: Staff of Wabbajack.


Hermous Mora.

To receive the task, you must complete the quests of all the Daedric Princes, follow the storyline to the Blood of the Daedra quest, and get level 21. After a dream, Casta Flavus will appear to you and say that Hermous Mora wants to see you. His sanctuary is high in the mountains, so it is better to go there from Bruma or Sancre Tor. There is no need for an offering, because he himself called you.

Hermous needs the souls of 10 Oblivion races. To do this, he gives you his soul stone and the spell Seize Pestilence. Just find 10 people of different races, cast a spell on them and kill them. Everything. Hint, you can use shrine attendants as sacrifices. Daedra will not be offended.

Returning with a full soul stone, Hermous will give you the book Ogma Infinium. Not an ordinary book. When it can be read only 1 time, but in different ways. You can choose the path of steel, the path of the shadow, or the path of the spirit. Accordingly, the first for warriors increases Strength, Speed, Swords, Blunt weapons, Heavy armor by 10 units, the second for thieves increases Speed, Agility, Stealth, Hacking, Light Armor by the same 10 units, and the third for a mage increases Intelligence, Destruction, Sorcery, Recovery is also at 10. If any of the skills was the main one, then your level will increase by the number of these skills.