Oblivion:Denyiir

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Denyiir
(RefID: 00024413, 000281B2)
Location Hawkhaven, AI Testing Warehouse
Race Imperial Gender Male
Level 1 Class Merchant
RefID 00024413
000281B2
BaseID 00025266
Services
Available Any time
Training Trainer (Advanced)Armorer (Advanced) Armorer, Advanced (75)
Other Repairs Repairs, Recharging Recharging
Merchant
Gold 65535 Mercantile Novice (15)
Sells Books, Misc., Clothing, Ingredients, Other (refer to article)
Buys
Spells Alteration SpellsDestruction Spells
Other Information
Health 45 Magicka 40
Responsibility 100 Aggression 5
Essential Always
Denyiir at his counter in Hawkhaven

Denyiir, an Imperial merchant, is a test NPC who offers services as a merchant, spell vending, advanced armorer training, weapons repair, and recharging. All of Denyiir's dialogue options involve testing certain aspects of the game's dialogue, such as whether he will give you information or not depending on how much he likes you. Denyiir cannot normally be encountered and can only be found by using commands or glitches on the console versions. There are two instances of Denyiir in the game. One of them, with the RefID 24413, is located in Hawkhaven standing at a counter just outside of a building that leads to Testing Hall. The other, RefID281b2, is inside the AI Testing Warehouse, which can be found inside Testing Hall. They are identical in every way, except the Denyiir in Hawkhaven owns a locked crate called "Test Crate" out of which he will sell. The crate has a very hard-level lock and contains many weapons, books, clothing and some other items. Each Denyiir will greet you for the first time with the message "Ready to test dialogue? Great! This should be my first time speaking with you." (This message will not be accompanied by audio and you will only see this message if you have dialogue subtitles turned on.) If you have already talked to him, you will sometimes get another subtitle-only message: "You've already talked to me if you see this. Also, you should see generic greetings about 50% of the time instead of this greeting."

As a merchant, Denyiir will buy any type of item, and has the most gold to trade with by far at 65535, even though his mercantile level is only 15. He sells destruction and alteration spells, and can repair and recharge weapons and armor. He is also an advanced trainer in Armorer. Besides his gold and his clothing, which consists simply of a Blacksmith's Apron, Blacksmith's Pants, and Rough Leather Shoes, he will sell all items in his inventory: 69 heads of Lettuce, a copy of "Darkest Darkness", a copy of "The Locked Room", a Silver Plate, 2 Silver Spoons, 7 Silver Tankards, and 90 Silver urns.

Both Denyiirs are essential and will stay in their location and offer their services at all times.

Dialogue Choices[edit]

These are all the dialogue options that appear when you speak with Denyiir. None of these responses actually have voiced dialogue to go along with them (unless otherwise noted), and you will only be able to read these responses if you have subtitles turned on.

  • Angry: "my disp went down" (Lowers disposition towards player by 20)
  • Disposition Test: "My Disp to you is now over 70." (Once disposition has been raised to 70 or over, this choice will disappear)
  • Happy: "My disp just went up" (Raises disposition by 20)
  • Neutral: Response based on disposition:
    • 0: "my current disp is big fat zero."
    • < 30: "my current disp is 30 or lower"
    • 30: Denyiir will respond with one of the spoken generic info refusal responses. *
    • 31 - 69: "my current disp is between 30 and 70."
    • 70: Denyiir will respond with one of the spoken generic info refusal responses. *
    • > 70: "my current disp is 70 or higher"
    • 100: "my current disp is 100"
  • Rumors: Denyiir will talk about rumors just as anyone else in the game would, nothing out of the ordinary (spoken, as normal).
  • Test Choices: "OK. Pick one of the choices. The topics should've disappeared and you should only have two choices to pick from."
    • 1st Choice: "You should only have goodbye as your option." (Dialogue ends after message)
    • The 2nd Choice Which happens to be a long**: "Nice pick. the 2nd one is a long choice, You should have the topics back again." (You will be returned to the main dialogue choices)
  • Test Disposition: Responses based on disposition:
    • < 31: Denyiir will respond with one of the spoken generic info refusal responses.
    • 31 - 69: "If you get this, my disp is between 70 and 30. You should get info refusal for any lower. use Angry and Happy to raise and lower my disp."
    • > 69: "If you get this, my disp to you should be 70 or higher. use Angry and Happy to raise and lower my disp." ***
  • Test Random Percent: You will get one of three responses. The choice will be white if you haven't heard the response before.
    • "OK, let's test the random text. You should get this about half the time."
    • "You should get this about 1/4 the time."
    • "You should get this about 1/4 the time, too. The best way to test this is the click about 10 times and just jot down on notebook what you get."
  • Test Say Once: "I should only say this once. I will go away when you hit goodbye." (Will return you to the main dialogue options, this option will be gone. Will still be gone if you go and talk to the other Denyiir)

* This is probably caused by a small error in the testing dialogue programming. When you select "Neutral", there are no conditions for when Denyiir's disposition is exactly 30 or 70, so he responds as if he is refusing to give you information.

** The actual choice is "The 2nd Choice Which happens to be a long one", however the game will cut off the last word. This could have been another test in itself to test how much of a long choice option the game would display.

*** Both responses that Denyiir will give you when he trusts you have conditions to be said if his disposition is equal to 70. For the first response, the conditions are "greater than 30 and less than or equal to 70" and for the latter, the condition is "greater than or equal to 70". When disposition is exactly 70, the later response will be prioritized and will be the only response given.

Spells[edit]

Spell Name Level Cost Effects
Alteration
Electric Shell Apprentice 54 Shock Shield 10% for 30sec on Self
Frost Shell Apprentice 54 Frost Shield 10% for 30sec on Self
Ice Shield Journeyman 131 Frost Shield 20% for 30sec on Self
Lightning Shield Journeyman 131 Shock Shield 20% for 30sec on Self
Glacial Wall Expert 221 Frost Shield 30% for 30sec on Self
Lightning Wall Expert 221 Shock Shield 30% for 30sec on Self
Destruction
Spark Novice 22 Shock Damage 10pts on Target
Flash Bolt Apprentice 52 Fire Damage 20pts on Target
Blazing Spear Journeyman 106 Fire Damage 35pts on Target
Purchased Spell Notes
  • The magicka cost for most purchasable spells matches the value you would calculate from the Spell Cost equation. In other words, if you were to create the same spell at the Spellmaking Altar, it would have the same magicka cost as the purchasable spell. There are a few exceptions. Spells that are a bad deal, i.e. more expensive than a custom spell, are in red; spells that are a good deal are in green. The magicka cost if you were to create a custom spell at the Spellmaking Altar is shown in parentheses.
  • The magicka cost for spells is dependent upon your skill in the school (as modified by Luck, see Magic Overview). The provided baseline values are the magicka cost when your skill level is 33. For other skill levels the magicka cost can be determined from:
Cost * (1.4 - 0.012 * Skill)
  • More powerful spells cost more to buy, have a higher skill requirement, and consume more Magicka.
  • Level indicates what skill level you must reach (or surpass) in order to use a spell. Skill Level 0-24 = Novice, 25-49 = Apprentice, 50-74 = Journeyman, 75-99 = Expert, 100 = Master.
  • The base cost in gold that you must pay to purchase a spell is always three times the current magicka cost of the spell, taking into account your character's skill level and Luck. (The actual cost you pay is further increased based on how well you haggle with the merchant.) Therefore, if you have any Fortify Skill or Fortify Luck spells/potions handy, you can get significantly better deals when purchasing spells.