Bloodmoon talk:Unique Items
Contents
- 1 The Watchman's Eye
- 2 Daedric Pauldron unreachable
- 3 Ancient Steel Helmet
- 4 Daedric Pauldron enchant value
- 5 Heartfang
- 6 Nord Leg
- 7 Special Nordic Silver Longsword
- 8 Right Glove of Demondarts
- 9 Winter Wound Daggers
- 10 Mantle of Woe
- 11 Blood Axe
- 12 Quest Items and Unique Items
- 13 Wolfender and Wolfgiver Daggers
The Watchman's Eye[edit]
Playing Bloodmoon recently, I went north from the Skaal village to the coast. I found the wreck of a small boat. (It's directly east of Skygge) At first the only loot appeared to be a barrel with a variety of shoes, but the lantern attached to the mast turned out to be a named item. It's called The Watchman's Eye, has a weight of 5, and a price of 500. There's no mention of it on UESP. Could anyone give me more information? I really doubt that I'm the first to find it, but there's no article and I'm playing on an Xbox. Thanks. 71.212.24.226 22:32, 8 April 2009 (EDT)
- Hmm. That one seems to have slipped through. There's not much to say though. It's a unique lantern that burns for 500 with a radius of 512 (twice as much as any other light). I'm not sure how I missed it when I did my last check - probably because it's a light and I'm not sure that I checked for them. Thanks for pointing it out. –Rpeh•T•C•E• 00:36, 9 April 2009 (EDT)
- 10 years late to the party, but it could be possible that the lantern was intended for a quest that was either cut from the game, or changed before release. Other such items include the Red Colovian Fur Helm. If the lantern was related to a deleted quest, it would be impossible to guess what its function might have been. There are a few existing quests that could be relevant, however. In The Cursed Captain, a ship's captain, Thormoor, wrecks his ship because he fell asleep at the rudder. He is then cursed with eternal wakefulness by a warlock, Geilir, who was aboard the ship when it crashed. Placing an unusually bright and eternally vigilant 'Watchman' on the shipwreck would seem to fit with Geilir's punishment for Thormoor's negligence, especially if it was originally intended for the player to retrieve the lantern from the shipwreck to restore Thormoor's ability to sleep. Something else that might suit this interpretation is that, while there is no shipwreck at Thormoor's Watch (despite the fact that Thormoor claims the accident happened only a few months ago), the The Watchman's Eye lantern is found on a shipwreck that has no other items on it nor any known significance to anything else in the game. A single 'old rotting barrel' is floating nearby, with exactly six pairs of shoes--again, perhaps something of significance considering Thormoor was ferrying settlers to Solstheim. It is tempting to associate Thormoor with the lantern and shipwreck because of these similarities. However, Thormoor's dialogue in the final release of Bloodmoon claims that his ship capsized (whereas the aforementioned shipwreck has run aground), plus Thormoor's Watch is located on the west coast where you might expect a ship coming from Skyrim to land, whereas the crashed shipwreck is on the north coast. Nevertheless, I would guess that The Watchman's Eye, as well as the 'old rotting barrel' full of shoes nearby, was originally affiliated with a quest that was either changed or cut from the game. --Thalass (talk) 20:19, 3 June 2020 (UTC)
- I've returned to correct a small error: it appears the 'Old Rotting Barrel' container regularly (always?) spawns with six shoes regardless of location. There is another such barrel located in Tribunal's Temple Sewers and it has six pairs of shoes inside as well.--Thalass (talk) 00:41, 12 June 2020 (UTC)
- 10 years late to the party, but it could be possible that the lantern was intended for a quest that was either cut from the game, or changed before release. Other such items include the Red Colovian Fur Helm. If the lantern was related to a deleted quest, it would be impossible to guess what its function might have been. There are a few existing quests that could be relevant, however. In The Cursed Captain, a ship's captain, Thormoor, wrecks his ship because he fell asleep at the rudder. He is then cursed with eternal wakefulness by a warlock, Geilir, who was aboard the ship when it crashed. Placing an unusually bright and eternally vigilant 'Watchman' on the shipwreck would seem to fit with Geilir's punishment for Thormoor's negligence, especially if it was originally intended for the player to retrieve the lantern from the shipwreck to restore Thormoor's ability to sleep. Something else that might suit this interpretation is that, while there is no shipwreck at Thormoor's Watch (despite the fact that Thormoor claims the accident happened only a few months ago), the The Watchman's Eye lantern is found on a shipwreck that has no other items on it nor any known significance to anything else in the game. A single 'old rotting barrel' is floating nearby, with exactly six pairs of shoes--again, perhaps something of significance considering Thormoor was ferrying settlers to Solstheim. It is tempting to associate Thormoor with the lantern and shipwreck because of these similarities. However, Thormoor's dialogue in the final release of Bloodmoon claims that his ship capsized (whereas the aforementioned shipwreck has run aground), plus Thormoor's Watch is located on the west coast where you might expect a ship coming from Skyrim to land, whereas the crashed shipwreck is on the north coast. Nevertheless, I would guess that The Watchman's Eye, as well as the 'old rotting barrel' full of shoes nearby, was originally affiliated with a quest that was either changed or cut from the game. --Thalass (talk) 20:19, 3 June 2020 (UTC)
Daedric Pauldron unreachable[edit]
The daedric pauldron is unreachable. It's stuck behind the textures and can only be picked up if you disable the collision through the console. Even then, it can be a real pain in the ass getting it. WRFan 13:09, 10 September 2009 (UTC)
- I was convinced there was a note somewhere supporting this. It is certainly lacking from this and some other articles, as the Pauldron is indeed not reachable by normal methods. Feel free to add the notes. --Timenn-<talk> 13:21, 10 September 2009 (UTC)
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- I can get the pauldron on the pc goty edition. It seems that you either have a glitch, or haven't tried hard enough to get at it.--Playerjjjj 17:18, 11 July 2012 (UTC)Playerjjjj
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Ancient Steel Helmet[edit]
I think it would be a good idea to mention that the ancient steel helmet isn't with the rest of the armor. It was slightly difficult to find it on UESP. 75.67.47.56 21:55, 23 September 2009 (UTC)
- Good point. I've edited the article to show this and also mentioned that the shield is not avaialble in game. Dlarsh(Talk,Contribs) 22:17, 23 September 2009 (UTC)
Daedric Pauldron enchant value[edit]
Is the value given on this table the CS value or the in-game value? I ask because the value given here is TEN TIMES that of the one Divayth Fyr's wearing. — Unsigned comment by 32.155.23.164 (talk) at 07:01 on 18 December 2009 (UTC)
- You're correct. It appears that the CS value and in-game value for an item's enchant score were mixed up on some items. Dlarsh(Talk,Contribs,E-mail) 07:01, 18 December 2009 (UTC)
Heartfang[edit]
On my game,Heartfang is called nordic silver axe of paralysis instead of Heartfang.(Really I have killed Tharsten in the main quest and the axe was called that not Heartfang)Does anybody had this problem?Sayonara 21:03, 18 March 2010 (UTC)
- Hmm. I just looked at it in the CS (GotY) and mine is called "Nordic Silver Battleaxe" but the enchantments are as described. The weapon's id contains "Heartfang" and the enchantment name is "BM_Heartfang", so that's clearly supposed to be the name, but it doesn't appear to be used. Does anybody have a non-GotY Bloodmoon or have I got to buy another game off eBay? rpeh •T•C•E• 21:13, 18 March 2010 (UTC)
sorry rpeh I just checked again and mine is called nordic silver battleaxe aswell.In this page you should put that the weapon was supossed to be called Heartfang bit its called nordic silver battleaxe instead.Sorry for the mistake. — Unsigned comment by Sayonara (talk • contribs) on 10 April 2010
Nord Leg[edit]
Since this item uses a unique mesh and texture, shouldn't it be under Bloodmoon:Artifacts? Also, it should have its enchant-value listed - what if I want to make a magic Nord leg? 207.228.60.204 04:09, 24 August 2010 (UTC)
- Technically yes, but we're not including a severed leg as an artifact. I've added the enchant value. rpeh •T•C•E• 09:22, 24 August 2010 (UTC)
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- Where exactly does it say that? --Ryandom93 12:12, 6 March 2011 (UTC)
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- Then the definitions of "Artifact" and "Unique Item" need to be changed, because the only requirement for an item to be an artifact is a unique appearance. In fact, the leg actually does not fit the definition of a unique item because while there is only one of them, it, does not use the appearance of another item. No offense, but your opinion on what an artifact is or is not has nothing to do with the fact that the leg clearly fits the Wiki's definition of an artifact. --Ryandom93 12:27, 6 March 2011 (UTC)
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- I'm not being as pedantic as I am pointing out a somewhat comical flaw in diction. The wiki's definition of artifact, and the English definition of artifact conflict in this case, and instead of logically handling the issue, like by redefining artifact and unique item as used in the wiki, the leg has been categorized based on someone's opinion. --Ryandom93 12:37, 6 March 2011 (UTC)
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- The leg is, infact, an item that uses a unique appearance. All practical notions aside, the leg fits the bill. I do, however understand the problems associated with calling a severed leg of all things an artifact. But no matter what the worries, the fact remains that it clearly does not belong on this page.--Playerjjjj 17:28, 11 July 2012 (UTC)Playerjjjj
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(←) There is precedence for this sort of situation, the Fork of Horripilation in Morrowind. Now, the Fork is enchanted (albeit in a negative way), is seen in another game (Shivering Isles), has association with a Daedric Prince (Sheogorath), and is required for a quest, all of which lends it far more credibility as an artifact than the leg, but even it is not listed on Morrowind:Artifacts, though it does have its own artifact page, however. --TheRealLurlock Talk 02:30, 12 July 2012 (UTC)
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- Ah, I see. The leg has it's own artifact page. Thanks for clearing that up.--Playerjjjj 20:07, 15 July 2012 (UTC)Playerjjjj
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Special Nordic Silver Longsword[edit]
There is a special kind of Nordic Silver Longsword that you get for killing the Skaal Trackers in the "Disrupt the Skaal Hunt" quest. Looks exactly the same as the normal Nordic Silver Longsword, but has different damage.
ID is BM_nordic_longsword_tracker, Chop 5-30, Slash 5-25, Thrust 5-25, 20.0 Weight, 850 Health, 1200 Value. 1.35 Speed, 1.0 Reach.
Enchantment ID is "tracker longsword", with Frost Damage 15 points for 1 sec on Touch. Cost is set to 0 and Charge is set to 0.
I think the item was supposed to have a free frost damage enchantment, however it doesn't work. You will get "item does not have enough charge" when using it. Even though cost is set to 0, in-game the enchantment always costs at least 1. -Smokey 175.138.176.10 10:52, 21 October 2011 (UTC)
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- Hi, thank you for adding it. Would like to comment that the description should more accurately be "the three types of Skaal Trackers", or "the ten Skaal Trackers". There are three types of Skaal Trackers that can be spawned during the quest, but the total number of Trackers encountered during the quest will be 10. -Smokey 175.138.176.10 12:08, 21 October 2011 (UTC)
Right Glove of Demondarts[edit]
I am a little surprised. I seem to have found an item not listed before. I don't remember exactly where I got it, but I am pretty sure it was somewhere in Bloodmoon. I have installed the Poorly Placed Objects and Better Graphics .ESM patches, maybe it is an easter egg from that?
Weight: 0.40, Value: 5400, Constant Effect Fortify Attack 2 pts on self Fortify Atility 2 pts on self
When equipped, it spawns: Bound Dart (15), Type: Marksman, Attack: 7- 15, Cast When Strikes Damage Health 3 to 5 pts Charge 20/20
When you switch to another weapon, the darts drop into your inventory. A very simple exploit, switch back and forth dropping darts, and soon you have 150 weightless darts that fly long distances that can take out a Cliff Racer in one hit. GRPenguin 20:14, 20 January 2012 (UTC)
- It's coming from a third-party mod that you've installed, so any documentation of it belongs in that mod, not on UESP. --NepheleTalk 20:22, 20 January 2012 (UTC)
- Do I have to remove them one by one and wait for it to disappear, or can I search through the files with a text editor? GRPenguin 04:03, 23 January 2012 (UTC)
- Either could work. – Robin Hood↝talk 06:15, 19 February 2012 (UTC)
- Do I have to remove them one by one and wait for it to disappear, or can I search through the files with a text editor? GRPenguin 04:03, 23 January 2012 (UTC)
Winter Wound Daggers[edit]
The winter wound daggers are not unique items. MANY more than one can be found on solstiem. If you go on a killing spree of fryse hags, theres a good chance you will end up with around 20 of them. They should be placed on a special magic weapons page, or something of the like.--Playerjjjj 20:11, 15 July 2012 (UTC)Playerjjjj
- I can confirm that the winter wound daggers are NOT unique. I would move them to a more appropriate page myself, but I am not yet familiar with modifying wiki pages, so I am worried I might mess something up. It would be great if somebody could fix this. --Rez (talk) 08:26, 19 January 2015 (GMT)
Mantle of Woe[edit]
I was doing some testing to confirm if it's possible to resist the 20pts constant Sun Damage from wearing the mantle (during peak sunlight @ noon-1pm, clear skies), and I enchanted up a full set of gear to get >20pts restore health constant effect. Seemingly is able to keep you alive indefinitely, but as soon as ANY length of time passes while taking Sun Damage outdoors (waiting/resting, using transit like a boat or silt strider, or training), you end up dying instantly. Can anyone else confirm if this is the case for sure? May be worth nothing for the item if so. Solstrom (talk) 15:09, 3 February 2020 (GMT)
Blood Axe[edit]
Similar to the Winter Wound daggers mentioned above, the Blood Axe used by Reavers is not a unique item and spawns frequently at high levels. Ostensibly, this is demonstrated by the item name (bm reaver battle axe), as it lacks a 'unique' tag featured by so many other items on this page, and designates it as a reaver weapon (which are random spawn rather than unique NPCs). As I've confirmed on my own save file that this axe spawns multiple times, I've migrated it from this page to Bloodmoon:Generic Magic Items. --Thalass (talk) 20:13, 30 May 2020 (UTC)
Quest Items and Unique Items[edit]
Most or all of the quest items appearing on the Quest Items page could be added here, as they're unique. However, I assume this has not been done because some Quest items are temporary and only to be used during quests, or just generally useful to have on their own page if someone needs to look up what item they need to advance the game. I would question whether some of the items currently designated 'Quest Items' are more fitting as unique items, however: for example, Severia's Imperial Shortsword is a quest reward, not a quest item; the Ancient Nordic Pick Axe is incidental to its related quest and obviously functions as unique item for harvesting stahlrim for the rest of the game; and Wolfender Silver Dagger is not a quest item at all, it is just a unique item lying on the ground in Frykte with no quest association whatsoever. Elberoth's Saber is also worthy of note because, while it is genuinely a quest item and needs to be equipped by the player to advance the dialogue with a quest-related NPC, the saber is kept by the player afterwards, ostensibly as a sort of reward. For these reasons, I'm going to move Severia's Sword and the Wolfender dagger over to the unique items page, but it may be worth having a discussion about the other quest items and what is useful to keep on this page. --Thalass (talk) 18:51, 3 June 2020 (UTC)
- I think you're bang on with those two, although someone in the Quest items talk pages claims of the Wolfender that "the game treats it like a quest item". Similarly Wolfgiver Silver Dagger doesn't appear to have anything to with the quest mention beyond a similar name. Otherwise I'd argue everything else should stay put for a couple reasons.
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- They all appear to be necessary for the completion of a quest.
- Quest items are unique by definition so we'd need to move or copy all of them.
- Other namespaces maintain this distinction.
- Quest items in Morrowind are already somewhat difficult to keep track of.
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- I do think it might be worth adding some kind of note on one or both pages linking to the other. Something like "See also quest items for unique items related to quests". As it is I'm adding the general MW quest item explanation to the BM quest items page (And Tribunal). ParadoxPraxis (talk) 20:40, 3 June 2020 (UTC)
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- I saw that discussion on the Quest Items page, although it seemed speculative to me...the user did not qualify how the game treats the Wolfender dagger as a quest item, nor what quest it was supposed to relate to. I'd guessed that they meant the Rite of the Wolf Giver quest, but, despite the two daggers sharing stats and an unusually low value of 1 gold, the Wolfender dagger exists in the Frykte ice cave without any quest trigger. In that respect, the Wolfender dagger is not a quest item in the released game, although it may have been destined for a quest at some point in development (along with a handful of other items in Bloodmoon that we might fairly call 'vestitgial').
- Your other points are well-made and duly noted. The rules you outline (including the copied text from the MW Quest Items page) would eliminate moving anything else from this page with one possible exception: the Ancient Nordic Pick Axe. The Pick Axe differs in that:
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- It is given to the player mid-quest, and by an NPC who is not the quest-giver (Graring).
- It has a unique appearance, which also makes it an Artifact.
- While it is needed to complete a quest objective, Graring allows the player to keep the pick axe after the quest and instructs them to come back with any additional stahlrim to have it forged by his companions into ice armor. In this sense it is ostensibly a quest reward, but is not given to the player at the end of the quest as a normal quest reward would be, because Graring is not the quest-giver.
- The most compelling reason: Unlike the other items still left on this page, which either spawn during a quest or require the player to equip them to advance a quest stage (e.g. Elberoth's Saber or Carnius' Steel Longbow and Poisoned Arrows), the pick axe is always in Graring's inventory and can be pickpockted or looted from his corpse at any stage of the game without requiring the associated Raven Rock quest.
- Put another way, using the console to spawn multiple Graring NPCs gives you multiple Nordic Pick Axes. It does not require any quest trigger, nor does the player need to accept the quest to get the axe. Some players may in fact encounter the Pick Axe without the quest, provided they either pickpoket or kill Graring at an earlier stage in the game.
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- Based on the above, I'd think the Pick Axe should be migrated to the Bloodmoon:Artifacts page. If you agree, I can move the item over myself.--Thalass (talk) 23:57, 3 June 2020 (UTC)
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- My thinking, which I'll admit is largely 'gut feeling', is that it's a quest item just on the merit that you need it to complete a quest. I kinda think of the Morrowind quest items pages as lists of 'don't lose this item or you're screwed'. Getting to keep the axe is just part of the reward.
- As for being an Artifact... well, that's always a contentious subject... but for what it's worth the Ancient Nordic Pickaxe isn't a unique item in Skyrim.
- I am going to go move that second dagger though. If someone knows otherwise they can always move it back. ParadoxPraxis (talk) 03:17, 4 June 2020 (UTC)
- Perhaps I am being a bit semantic, but you need the Stahlrim to complete the quest, not the pick axe! The pick axe is the means to the end; moreover, the quest-within-a-quest structure, which sees Graring give the player the pick axe to collect stahlrim, is basically just a tutorial to show you how you can continue to collect stahlrim after the quest, so that you can use Graring's companions to craft ice armor. Quoting the blurb you added to the quest items page, virtually all of its criteria would advocate moving the pick axe to the artifacts page (italics and bolding my own):
- "Quest items are items which are needed to complete a specific quest; usually they have to be given up when the quest has been completed. In appearance they are usually identical to generic items. They are only distinguished from generic items by their name, the fact that they will not stack in your inventory with generic items, or because they have a minor enchantment. These do not include items given as rewards for completing a quest. Quest rewards are generally unique items (armor, clothing, or weapons) or Artifacts, which have unique appearances and significant enchantments."
- As for how the item appeared in Skyrim, that is irrelevant to how items are classified in Morrowind. I still think it could benefit from a move, but will leave the page as-is for now, as the Raven Rock quest is the trigger for activating Graring's companions to forge the ice armor and the pick axe/stahlrim are less useful without this.--Thalass (talk) 11:58, 4 June 2020 (UTC)
- Perhaps I am being a bit semantic, but you need the Stahlrim to complete the quest, not the pick axe! The pick axe is the means to the end; moreover, the quest-within-a-quest structure, which sees Graring give the player the pick axe to collect stahlrim, is basically just a tutorial to show you how you can continue to collect stahlrim after the quest, so that you can use Graring's companions to craft ice armor. Quoting the blurb you added to the quest items page, virtually all of its criteria would advocate moving the pick axe to the artifacts page (italics and bolding my own):
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Wolfender and Wolfgiver Daggers[edit]
While I moved the Wolfender dagger to this page because it is not affiliated with any quest, I reversed the change that placed the Wolfgiver dagger here, as it genuinely appears to be a quest item in that:
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- It fits the quest item criteria mentioned above. The same is not true of the Wolfender dagger (which has no known quest associated with it).
- It spawns during the Wolfgiver quest and cannot be acquired before
- It is used in a ceremony of ritual sacrifice, in which the NPC specifically refers to the dagger in their dialogue. Ettiene: "Your next step is simple. You must kill the innocent, remove her heart, and bring it to me. There is a dagger on the altar, but any weapon will do"
- In that sense, while the dagger is not technically required to complete the quest, it is obviously an intended part of the ritual (and thus the quest).
In my opinion it shares more in common with the Quest Items than the Unique Items. --Thalass (talk) 16:29, 4 June 2020 (UTC)
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- My bad on shifting it, should have done more research before I did anything. Do you mind if I copy some of this message to the Quest Items talk as well? Just in case someone else comes along and has the same idea I did. ParadoxPraxis (talk) 19:45, 4 June 2020 (UTC)