Oblivion talk:Blood of the Divines

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Higher Level Mobs[edit]

If you do this quest at levels 17+, the skeletons around the outside of the castle become Nether Liches and typically carry various staffs and such. Inside you will mostly fight wraiths and faded wraiths which don't really have good drops. — Unsigned comment by Lysylya (talkcontribs) at 16:15 on 5 May 2006‎

Note For Sneaky Bastards Like Me[edit]

If you tend to do dungeon missions like this by sneaking past everything and going to straight to the end, yeah, sorry, you *must* kill the blades to get past the mystical force field thing.. even if you try to run through it you will be barred by an invisible barrier. Oh, and there's absolutely no hints in-game that tell you any of this, so if you feel bad for reading this page, don't. — Unsigned comment by (talk)

No joke! I wisked past all the undead via 100% chameleon, and upon reaching the barrier and getting the "I will have to find some way past the enchantment" journal entry, its use of the word "dispel" threw me and I took it literal, especially since an exterior Lich had carried a Dispel staff and a nearby chest held a Dispel hammer. But after a go at weathering the frost curse while wondering what the heck I was supposed to aim the effect at, I had to come here for sanity's sake. 00:34, 24 November 2009 (UTC)

Console Code?[edit]

Could someone please post a console code solution to: * Do not let the Undead Blades follow you outside of the ruin. If you kill them outside, their ghost may not be able to re-enter, breaking the quest and further quests in the main storyline.

Thanks.— Unsigned comment by (talk) at 16:13 on 20 January 2007

try placeatme (base ID of ghosts) — Unsigned comment by Dunehelm (talkcontribs) at 06:39 on 22 August 2013‎

Daedric Weapons[edit]

I've moved this text from the main page to here:

You'll need an enchanted, silver or daedric weapon to defeat the undead. An obvious choice would be the daedric weapon you can take from the Sigil keeper in the previous quest, Bruma Gate.

This is not information specific to this quest: ethereal undead everywhere in the game are immune to normal weapon damage. It's also somewhat misleading, because it does not apply to all undead (only ethereal undead), and in particular does not apply to the Undead Blades that are the most important undead during this quest. Finally, the Sigil Keeper in the Bruma Gate quest does not carry a daedric weapon, but a dremora one (although dremora weapons also ignore normal weapon resistance). --Nephele 14:39, 5 February 2007 (EST)

'The line between what's quest-specific and what isn't is grey, not black and white - a number of quest guides contain generic information of just this type that is of specific importance to that quest.
'The bottom line here is that, if you're just following the main quest line, you're stuffed if you try to whack the ghosts or whatever with your longsword/katana/etc. So, I think readers of this quest need a) some specific forewarning of what they need to take; and b) some guidance on where they might get the right kind of weapon. Bruma Gate should also give guidance on picking up the dremora weapon.' — Unsigned comment by (talk) at 22:41 on 7 February 2007
So let's rewrite it so that it contains information thats relevent, accurate and useful. (which it did not in it's original form.)
Maybe Note that some undead in this dungion may be resistent to normal weapons, requiring Silver, Enchanted or Dadric to be hit. Another easy to obtain weapon was the Dremora weapon carried by the sigil keeper in the previous quest, Bruma Gate. ? — Unsigned comment by Jadrax (talkcontribs)
Thanks for chiming in and reminding me that there are alot of different ways to play the game. I didn't get to this quest until I was on my third character, and was at level 20, so to me the note was kind of like a reminder saying "don't forget to wear your armor on this quest" (OK, I'm exaggerating, but hopefully you see what I'm getting at). But it's important to remember that a substantial fraction of Oblivion players start by linearly following the main quest from start to end, and the main quest walkthroughs should cater to those readers (and as a result perhaps not follow the same guidelines as other quest descriptions). I'll go ahead and incorporate this info into these two quests. --Nephele 18:31, 7 February 2007 (EST)
It might be worth noting that the Undead Blades' ancient katanas are effective against ethereal undead. –Hilker 17:02, 13 July 2007 (EDT)
In the same spirit of things, I added that a hand to hand fighter of certain rank can also damage ethereal undead. 14:03, 3 April 2012 (UTC)

Deleted Text[edit]

When I returned to Cloud Ruler Temple, What'shisname Cameron stood there for the fireplace. My sword went just trough him, just like all my spells, but I could talk to him like any ordinary NPC. He made a chatter whit me about rats.

I've moved this note here from the article. It needs to be rewritten and also needs much more information about whether this is a reproducible glitch or just a one-time random inexplicable occurence (in the latter case it does not belong in the article). --Nephele 19:01, 23 February 2007 (EST)

The Bruma Gate Quest Is Not a Prerequisite to this Quest[edit]

This page said that the Bruma Gate quest is a prerequisite to this quest. This is wrong. You do not even need to complete the Blood of the Daedra quest in order to receive this quest. All that is needed is sufficient time for Martin to determine the second item required to open the portal. -- Jargon 03:10, 9 March 2007 (EST)

True. When Martin asked me for a daedric artifact I told him I never had one and the next time I talked to him, this quest started. However, I had to complete the quests to start Miscarcand. --Sundaroct131088 11:41, 2 September 2007 (EDT)
Sorry for replying to this really old post, but I think this issue requires clarification. The conditions for starting this quest are really weird and I think it's a bug:
1) Quest "Blood of the Daedra" must be running, but needn't be completed
2) 7 days must have passed since starting the "Blood of the Daedra"
2b) The Bruma gate must be closed
Either condition 2 OR 2b must be true to trigger Martin's dialog that triggers the "Blood of the Divine" quest. However, the second option is more complicated, since you basically need to complete the "Blood of the Daedra" quest, which will activate the "Bruma Gate" quest, finishing which will activate the "Blood of the Divine" quest. WRFan 05:56, 27 October 2009 (UTC)

() This issue was raised in multiple places:
Related information from these pages below:

In more or less descending order of likelihood:

  • Blood of the Divines should show Bruma Gate as a pre-req quest
  • Or Blood of the Daedra should show Next Quest as both Bruma Gate and Blood of the Divines and Miscarcand should show both B.o.t.Divines and Bruma Gate as prereqs
  • Or Blood of the Daedra should show 'enables optional quest Blood of the Divines', and Miscarcand is correct
  • Or Blood of the Daedra should show Next Quest as Blood of the Divines, and 'enables optional quest line Bruma Gate', and Miscarcand should show Prev Quest as Blood of the Divines.

Anarchangel 20:58, 16 January 2010 (UTC)


I never got this quest. It went straight to blood of the divine with no discussion to guide me to Bruma Gate. 02:08, 17 January 2011 (UTC) Ben


Blood of the Divines says the prerequisite is Bruma Gate. I have attached screenshot [1] from my gameplay that clearly show that it is not true. In my opinion this screenshot is unquestionable evidence of current information being incorrect - and hence it should be changed. The screenshot shows just started Bruma Gate and Blood of the Divines quest, taken after finishing Blood of the Daedra.
Jarcionek 07:23, 4 September 2013 (GMT)


Putting this all together I think it should look like this:

Blood of the Daedra

  • Next quest: Bruma Gate, Blood of the Divines (if 7 days have passed since taking this quest)

Bruma Gate

  • Prerequisite: Blood of the Daedra
  • Next quest: Allies for Bruma, Blood of the Divines

Blood of the Divines

  • Prerequisite: Bruma Gate OR 7 days have passed since taking Blood of the Daedra
  • Next quest: Miscarcand

The question is whether the completion of Bruma Gate is required to receive Miscarcand? If not, then Bruma Gate is an optional quest. If yes, then Bruma Gate should be added to Miscarcand's prerequisites.

Jarcionek (talk) 18:36, 4 September 2013 (GMT)

I agree with Jarcionek. Bruma Gate is not an optional quest though, it is triggered by Blood of the Daedra and a prerequisite for Defense of Bruma. In my playthroughs Blood of the Divines and Bruma Gate have usually been concurrent, as have Allies for Bruma and Miscarcand.
AngryNord (talk) 20:33, 11 September 2013 (GMT)

Reward Items[edit]

Sometimes if you take Valdemar's Shield last it have infinite amount of life.This is a bug actually same goes for Northwind sometimes

I've moved this note here hoping that somebody can explain what it means. What is "infinite amount of life"? These items can always be taken and won't disappear afterwards. If the note means that they have infinite health, what is this based upon? These items all have standard stats, as shown at Oblivion:Leveled Items, and I don't know of any reason that they would be treated any different in terms of damage than any other piece of equipment in the game. --NepheleTalk 14:02, 22 April 2007 (EDT)

German-speaking Blade Ghosts[edit]

In the french-localized version of the game, two of the four ghosts speak in german although the subtitles are in french. It seems that either the same company did both translations, or the french one was built using the german translatio n(which would explain the incredible amount of inconsistencies of this particular localization).--Namu 05:01, 18 February 2008 (EST)

Missing Undead Blades[edit]

I've killed all the undead blades, and I'm up to the part where it says I should return to where all the undead blades have gone (where the cursed corridor or whatever is) - but there's only 3 blades there. I've run around every looking to see if an undead blade got lost or something but I cannot find him. The 3 blades just sit there and wait... Does anyone know how I can fix this? What's the console code I can use to skip this part of the quest?

-Rhys — Unsigned comment by RhysAndrews (talkcontribs) at 08:54 on 23 February 2008‎

I get a bug here that doesn't let me enter...[edit]

I'm playing on the ps3 ( no mods or fancy stuff ) and I get a bug at the main entrance into the underground shrine. Basically, it acts like the door doesn't exist and I can walk straight through the door as if clipping were turned off on it and I run into a wall behind it. I've put the cursor over every pixel of the door and no luck. I can see the door but I can't do any kind of action on it. My journal updates saying I've found the entrance and everything I just can't do anything to the door. What is up with this game? There's a million stupid bugs! I hope fallout 3 doesn't suck this bad. If I can't beat this quest I'm going to call bethesda and ask for my money back because this seriously is pissing me off.— Unsigned comment by (talk)

I understand why you're mad. However, the reason this game has so many bugs is because of the complexity. It's not like any other game like Halo where you just play through the campaign like the developers want you to. In this game you can do anything you want, go anywhere you want, when you want. This game gives you freedom. I agree some of the bugs are annoying, but the rest of the game more than makes up for it in my opinion.--Imperial Scum 13:16, 20 May 2008 (EDT)
I'm very late to this discussion, but remember that Bethesda is known for having massively particular and buggy engines. I agree with the above poster: the game and coding base is so massive that I doubt they could keep it bug-free. — Unsigned comment by (talk) at 14:06 on 3 April 2012‎

Tiber Septims Armor[edit]

is there a way of getting his armor back after the quest is finished? — Unsigned comment by (talk) on 2 October 2008

Not without using the console. player.additem 1FECF, 1 will do it, but it's still a quest item so you'll need player.setquestobject 1FECF, 0 to fix that. –RpehTCE 12:30, 2 October 2008 (EDT)
Help, I accidently added Tiber Septim's Armor to my inventory way before I even finished closing all the Oblivion Gates to even get to that quest, I'm an idiot and used Player.additem because it sounded cool. I didn't know at the time that it was a quest item and would horribly ruin my game. NOW, Martin keeps asking me about the armor, but the game doesn't allow me to give it to him, because I don't have that quest yet. so I setstage MQ09 1 and I have a little green arrow telling me to give the armor to Martin, but there is no available option.. He asks me how it's going trying to find the damn thing while I'm wearing it. What the hell? How do I reset this quest completely. I'll remove the armor from my inventory, but how do I reset the quest? -Celene March 6, 2012 — Unsigned comment by (talk)
In Oblivion, there is no way to reset a quest short of loading a game from before you started it. Robin Hoodtalk 03:14, 2 April 2012 (UTC)
Something similar happened to me where I set quest stage to 90 and now Martin just gives me some weird speech and nothing happens — Unsigned comment by (talk) at 21:19 on 25 November 2012

Sancre Tor "Missing Blades" when "KillAll" cheat has been used[edit]

Is there anyway I could turn one of the blades alive? Or maybe reset that quest or skip it? — Unsigned comment by (talk) at 18:07 on 5 August 2009

Valdemar spawns twice - No need to reload a save.[edit]

I just encountered the glitch where the undead blade for Valdemar spawns twice, without realizing I had killed both of these. I carried on with the quest anyway, killed the final undead blade got the quest message for stage 53 and followed on to the Tomb of the Reman Emperors, there were only 3 ghosts there, spawning the fourth undead blade with the console command listed under the bugs section and killing it spawned the fourth ghost and allowed the quest to progress. I can only assume that while two copies of the undead blade are spawned killing the second merely teleports the Ghost of Valdemar to that location rather than spawning a second ghost.Rhomphaia 17:57, 8 September 2009 (UTC)

It seems to be fairly common that one of the ghosts won't materialize. Lucky ones can fix it with proper player.placeatme command (000364bb for Alain, 000364ba for Rielus (the one with amulet of Ansei), 000364bc for Valdemar), and unlucky ones like me have to try to find cheat codes to fix lazyness of programmers (sorry for harsh language, but after 3 tries to play this game (started from beginning with approx year apart because this quest has made playthrough impossible because it's so buggy.).) and re killing one blade. I got to quest state 53, but still only 3 ghosts. So final barrier prohibits advancing.

Question About the "Same Ghost Appearing Twice" Glitch[edit]

Is it possible that the bug where the same ghost appears twice happens because of the order you kill the Undead Blades? If someone could test this by killing the Undead Blades in several different orders, that'd be great. I don't want to test this because I'm playing on a character that has 160+ hours and I don't want to mess the save up because of a glitch. --Bryanmichael11 23:59, 2 January 2010 (UTC)

Get the armor[edit]

Its possible to get the armor before the blades dispel the enchantment on the shrine of tiber septim, all you need is an area effect spell to blast the armor off the pillar its lieing on then keep blasting it towards you via spells like Weak Fireball.--VergilSparda 12:19, 23 January 2010 (UTC)

If others verify that then it should DEFINITELY be posted on the main page.— Unsigned comment by (talk) on 16 February 2010
I've marked this as a Good Question even though it's a statement rather than a question. Is this really possible without console cheats? rpeh •TCE 23:59, 16 February 2010 (UTC)
Wow. Could you just use a telekinesis spell on it then?
I started a new save recently, so I'll get back to this in a few days, approx. Apollo Quinn 11:58, 12 April 2011 (UTC)
Thanks man, this has been bugging me but I JUST got a new xbox and was going to do it. If you could it would be awesome, Im just trying to play right now!--Catmaniac66 11:59, 12 April 2011 (UTC)
I did some testing with this in my PC version. God mode really helped. :p But anyway, it is totally possible to move the armor with an area effect spell and grab it though the collision blocks at the end. If you can survive being a big problem. It would be very difficult to get it in a good place. Most of the places it can come to rest are too far, so I had to grab it out of the air. But still totally possible. On the topic of Telekinesis, I could not get it to work unless I was closer than the collision boxes allow. It would hit but then go away before I could move it off the pedestal. I believe that the collision boxes, despite being able to see and throw spells through them, cancel the TK due to having a solid object between you and your target.
So final proof. Area of Effect = Yes, but very difficult an hard to survive. Telekinesis = Just plain no. --DKong27 Tk Ctr Em 20:10, 6 September 2011 (UTC)
I added a note. --DKong27 Tk Ctr Em 01:54, 7 September 2011 (UTC)

Before Finishing Blood of the Daedra?[edit]

OK, something really odd just happened which I didn't think was possible.

I got the update for Blood of the Daedra telling me to go and get a Daedra artifact, which I duly did. I then brought it back to Martin. However, when I 'activated' him, and before I even gave him the artifact, it activated this quest. Bruma Gate came up as well, and when I went to see Jauffre that's what he told me to do. I just wanted to check it was possible to get the first quest update for Divines before technically finishing Daedra...? Otherwise I'm slightly worried I may find a bug or two later down the line.

Thanks. — Unsigned comment by (talk) at 21:02 on 2 April 2010

Valdemar swimming[edit]

Valdemar, the last ghost I released, didn't follow the path like the other ghosts but promptly took the shortcut off the edge into the water, and tried to swim through the rock floor to the door, as he won't jump. This means I cannot finish the quest, how can I sort this out? — Unsigned comment by (talk) at 20:49 on 19 July 2010‎

Brush of Truepaint[edit]

I don't see how the Brush of Truepaint is related to this quest. While it may be an "Aedric artifact", Martin says he needs the blood of a god, and the brush is made out of a god's hair. Unless Martin specifically said he needed something other than Aedric blood, the info about the brush does not belong -- Jplatinum16 13:25, 25 July 2010 (UTC)

It's not directly relevant, but... well judge for yourself:
"I've figured out another item needed for the ritual to open the portal to Camoran's Paradise. The second item is the counterpart to the first: the blood of a Divine. This was a terrible puzzle to me. Unlike the Daedra Lords, the gods have no artifacts, and do not physically manifest themselves in our world. How then to obtain the blood of a god? But Jauffre solved it. The blood of Tiber Septim himself, who became one of the Divines."
Now you're right - Martin is after blood, but his statement that "the gods have no artifacts" is wrong in the light of the brush.
I'm not 100% convinced that the information about the brush belongs, but I'm not 100% it doesn't either. rpeh •TCE 13:44, 25 July 2010 (UTC)
i support removing it, it dosn't add anything to the article--GUM!!! 13:47, 25 July 2010 (UTC)
It's not important at all, but maybe until we get more feedback I'll reword it. -- Jplatinum16 14:27, 25 July 2010 (UTC)
In the quest "Blood of the Daedra", Martin says the ritual requires the blood of a Daedric Prince and automatically concludes what this means is that a Daedric Artifact is needed. Because, when they are made, an essence of the Prince is used in the item's creation. Dibella's hair can be considered such an essence— but used in this instance to form an Aedric artifact of remarkable power (instead of a Daedric Artifact of equally remarkable power).
As to justify placing the note in this quest article, it is irksome to consider that a major stumbling block Martin had at arriving at a final solution to his dilemma flies in the face of in-game lore the player is exposed to in the very same game. We're not talking about something that was seen only in Daggerfall or the like— you can embark on the "Blood of the Divines" quest, head to Cheydinhal to rescue Rythe in "A Brush with Death", and find yourself holding an Aedric artifact in your inventory while there's an active quest in your journal whose story centers around you obtaining such a thing. Isn't that, at least, noteworthy? —Dark Spark 02:36, 3 August 2010 (UTC)
I think it may be worth mentioning that the Brush is technically an Aedric artifact - because Dark Spark does bring up a good point in saying that the hair is essence which reasonably substitutes for blood - but there's an obvious reason for why BethSoft wouldn't allow the Brush to be a substitute for the armor. Simply compare the epic factor between Sancre Tor and the Painted World. IMO, Sancre Tor wins out. I say the Brush deserves some sort of mention on the page, merely as an interesting fact, but not too big of one. --Darkle ~ Talk 03:42, 3 August 2010 (UTC)

Aedric Artifacts[edit]

Does Mara's Skirt, Mara's Blouse Zenithar's Warning, Zenithar's Wiles , Old Man's Lucky Coin and Crusader's Relics count as aderic artifact(Vvardfell 12:43, 18 October 2010 (UTC))

Those are almost all Morrowind items, so the question makes no sense. You can't bring Morrowind items into Oblivion. For the Crusader's Relics, no, they don't count. Only items available in the basic Oblivion game count. Robin Hoodtalk 07:33, 19 October 2010 (UTC)
What about the thing that martin want to get back ------- amulet of king(Vvardfell 10:31, 20 October 2010 (UTC))
No. --Rigas Papadopoulos • Talk to meMy work 10:33, 20 October 2010 (UTC)
Why,martin use its dragon blood to summon akatosh(Vvardfell 10:47, 20 October 2010 (UTC))
Because the game doesn't take it this way. The game requires the Armor of Tiber Septim as a Aedric Artifact. For Daedric Artifacts, the game requires one of the item that you got by completing Daedric quests. So Mehrunes Razor for example can not be given to Martin as a Daedric Arifact. Only items from the Vanilla game can be used. --Rigas Papadopoulos • Talk to meMy work 10:55, 20 October 2010 (UTC)
Oh man I am not talking about the game .I want to edit the note about brush of trueprint so I ask this question.(Vvardfell 11:02, 20 October 2010 (UTC))
I don't see anything wrong with the note. The Brush of Truepaint is an Aedric Artifact but it can not be given to Martin as an Aedric Artifact for the Blood of the Divines quest. --Rigas Papadopoulos • Talk to meMy work 11:09, 20 October 2010 (UTC)

() Oh! In that case, all the items you mentioned might qualify, but I'm not sure to what extent it's really worth documenting every last one of them. If we can prove that these are considered Aedric artifacts based on something in the game stating that they are, then the note should probably just be changed to state that there are several, then list one or two examples. Robin Hoodtalk 11:07, 20 October 2010 (UTC)

I have edited ,anything wrong(Vvardfell 12:42, 20 October 2010 (UTC))
Rigas why did you clear the last part(Vvardfell 13:13, 20 October 2010 (UTC))
Because it is Morrowind specific. --Rigas Papadopoulos • Talk to meMy work 13:19, 20 October 2010 (UTC)
That sentence is count as lore (Vvardfell 13:50, 20 October 2010 (UTC))
In that case, just put it back. --Rigas Papadopoulos • Talk to meMy work 13:53, 20 October 2010 (UTC)

() Again, late to the party. I think a major issue in this discussion is that people are getting mixed up with whether this is a lore or gameplay question. As far as the Lore reads, Martin disregarded Aedric artifacts outright, while there are Aedric artifacts in the world, making this one of many holes in canon. As far as the game goes, it's likely that this quest was created before the brush's quest. I'm pretty sure that the brush is the only other Aedric artifact in Oblivion as well. 14:14, 3 April 2012 (UTC)

Moved note[edit]

  • If you try to speak with one of the blades they might tell you about your match against the arena grand champion even though they are bound to sancre tor.

Maybe can be re-added as a glitch but otherwise... --AKB Talk 04:38, 21 February 2011 (UTC)


When I try to leave the area Valdemar was in boulders block my way. My character can not move the boulders, what should i do?DragonWolf 22:14, 23 January 2012 (UTC)

You mean Valdemar is stuck in the boulders? If so I'm not sure what you can do about it. Sorry.RIM 22:18, 23 January 2012 (UTC)
Wait, now I understand, you cannot go that way, you have to go around the boulders. It can be confusing so if you have trouble you might be able to find a guide on youtube.RIM 22:22, 23 January 2012 (UTC)

Thalmor incorrect?[edit]

I'll say Thalmor since I do not know if bosmer and khajiit feel the same about it. The high elves in general claim that there are only eight divines, but in this quest you are told to retrieve the blood of a divine, in this case Talos. The ritual succeeds, is this proof that Talos is indeed a divine? It's not a speculation, I am asking if it's correct. — Unsigned comment by (talk) at 11:21 on 15 June 2013‎