Online:Coldharbour

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ON-icon-location.png
Zone:
Coldharbour
(view on map) (lore page)
ON-icon-alliance-Coldharbour.png
Neutral
Zone Story Quests 11
Wayshrines 13
Delves 6
Points of Interest 19
Striking Locales 7
Set Stations 2
Public Dungeons 1
Group Dungeons 1
World Bosses 6
Skyshards 16
Player Hub
The Hollow City
Notable Treasure
Coldharbour Antiquities
Regions
Shrouded Plain, Fist of Stone, Black Garrison
Location
Oblivion
Loading Screen
Loading screen
The dreadful Oblivion plane of Coldharbour is a place of death, despair, and infinite cruelty. It is ruled by Molag Bal, the Lord of Brutality and Domination, a Daedric Prince dedicated to enslaving all the mortals of Nirn.
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Coldharbour

Coldharbour is Molag Bal's realm of Oblivion. The Prince is attempting to pull Nirn into his realm through the use of Dark Anchors.

Parts of Coldharbour are visited during the main quest. You get access to the main region by finishing The Weight of Three Crowns and the northern region during Crossing the Chasm.

For more information on Coldharbour, see the lore article.

Places[edit]

Delves[edit]

Points of Interest[edit]

Striking Locales[edit]

Set Stations[edit]

Public Dungeons[edit]

Group Dungeons[edit]

World Bosses[edit]

Player Houses[edit]

Wayshrines[edit]

Unmarked Locations[edit]

Strongholds[edit]

These strongholds are visited during the Main Quest, and are located elsewhere in the realm of Coldharbour. They cannot be accessed directly from the Coldharbour zone.

This stronghold is visited during the Fighters Guild questline.

Quests[edit]

Quest Map[edit]

Messages Across Tamriel
The Weight of Three Crowns
Coldharbour
The Hollow City
The Army of Meridia
Truth, Lies, and Prisoners
Into the Woods
Vanus Unleashed
Through the Daedric Lens
An Unusual Circumstance
The Shadow's Embrace
The Library of Dusk
Light from the Darkness
Breaking the Shackle
Wisdom of the Ages
Crossing the Chasm
The Soul-Meld Mage
Main Quest
The Harvest Heart
The Citadel Must Fall
The Final Assault
God of Schemes

Key[edit]

Paths always enter a quest from the top or left, and leave a quest from the bottom or right.
Denotes a requisite path or quest. You must complete this before starting the subsequent quest.
Denotes an optional path or quest. The subsequent story quest can be started without this being completed.
Denotes an exclusive path or quest. Only one of the connected quests is required, and only one can be completed.
     
Denotes a quest which is part of the main story chain.
     
Denotes a story quest which is required for Radiant Champion.
     
Denotes a missable pointer quest which is part of the main chain.
     
Denotes a missable pointer quest which is on an alternate path.
     
Denotes a side quest which is required for Meridia's Lightbearer.
     
Denotes a quest which rewards a Skill Point.


Army of Meridia Story Quests[edit]

The Hollow City
Shrouded Plain
Black Garrison
Fist of Stone

Shrouded Plain Side Quests[edit]

Black Garrison Side Quests[edit]

Fist of Stone Side Quests[edit]

Dungeon Quests[edit]

Skyshards[edit]

Clue Location Notes
East of the bastion of deceit. At the bottom of the Tower of Lies, near the water (map) When you enter this area, you will not be able to escape via normal means without finishing the quest here.
Discarded from the mages' walls. South of the Mages Guildhall outside of the city (map)
Seek a shattered bridge suspended. Outside The Lightless Oubliette, west of Moonless Walk Wayshrine, in the water (map)
Unfit for court. Just outside the south wall of the Court of Contempt (map)
Ejected from the Village. Southwest of Village of the Lost, in the water (map)
Among the vessel's burnt cousins. Near the Everfull Flagon Tavern, surrounded by Soul Shriven (map)
In the Chasm's western watchtower. In the Chasm, west of portal (map)
Not invited into the plotting wives' home. Outside the Manor of Revelry, behind the broken wall (map)
Washed to strange shores with the fleet. At the Lost Fleet, go through the Coral Tower Tunnel to the other end. Exiting the tunnel turn right, skyshard is in the water on coral. (map) You cannot enter the Coral Tower Tunnel without starting the Between Blood and Bone quest. However, it is possible to reach the top of the tower by climbing up a fallen mast just west of The Wailing Maw. You will probably need Major Expedition or some other Movement Speed improvement to make the jump. Sorcerers can use Bolt Escape instead.
Among the bones of Aba-Loria. Aba-Loria, side room downstairs after coming out of the main room. (map)
Enduring Forgefire's flames. The Vault of Haman Forgefire, top room in lava (map)
Seek the deepest depravity. The Grotto of Depravity, top left, in the water (map)
Entombed in the Orchard. Mal Sorra's Tomb, large room left of the entrance (map)
One of the hunters' many prides. The Cave of Trophies, bottom room on the left, full of Clannfear and Dremora (map)
Where endless cries issue forth. The Wailing Maw, big room, bottom right with Frost Atronach (map)
Behind disaster-claimed Dunmer hall. Village of the Lost, western side of the 'Ruins of Silver Run' island (map)
These skyshards are all located in the northern section of Coldharbour, which cannot normally be accessed until you have done enough quests to unlock the North Gate out of The Hollow City. You can reach them earlier, however, either by traveling to another player in your group/guild/friends list.

Sets[edit]

Overland[edit]

Set Name Bonuses Armor Weight
Prisoner's Rags

2 items: Adds 25-1096 Maximum Stamina
3 items: Adds 3-129 Stamina Recovery
4 items: Adds 3-129 Stamina Recovery
5 items: Reduces the cost of Sprint by 50%. While Sprinting, restore 24-1035 Magicka every 1 second.

Light Armor
Stygian

2 items: Adds 3-129 Weapon and Spell Damage
3 items: Adds 3-129 Weapon and Spell Damage
4 items: Adds 34-1487 Offensive Penetration
5 items: When you leave Sneak or invisibility while in combat, your Weapon and Spell Damage is increased by 8-369 for 15 seconds.

Medium Armor
Meridia's Blessed Armor

2 items: Adds 34-1487 Armor
3 items: Adds 3-129 Stamina Recovery
4 items: Adds 34-1487 Armor
5 items: When you Block, you gain Meridia's Blessed Armor for 5 seconds, causing you to dodge all incoming attacks. This effect can occur once every 25 seconds.

Heavy Armor

Dungeon[edit]

Set Name Bonuses Location(s) Set Type
The Worm's Raiment

2 items: Adds 3-129 Magicka Recovery
3 items: Adds 25-1096 Maximum Magicka
4 items: Adds 3-129 Magicka Recovery
5 items: Grants 3-145 Magicka Recovery to you and up to 11 other group members within 28 meters of you. This bonus persists through death.

Vaults of Madness Light Armor
Oblivion's Edge

2 items: Adds 15-657 Critical Chance
3 items: Adds 3-129 Weapon and Spell Damage
4 items: Adds 3-129 Stamina Recovery
5 items: Adds 6-258 Weapon and Spell Damage
5 items: When you kill an enemy, you fill an empty Soul Gem and heal for 5906 Health. The heal can occur once every 10 seconds and scales off the higher of your Max Magicka or Stamina.

Vaults of Madness Medium Armor
Rattlecage

2 items: Adds 28-1206 Maximum Health
3 items: Adds 3-129 Weapon and Spell Damage
4 items: Adds 3-129 Weapon and Spell Damage
5 items: Adds 3-171 Weapon and Spell Damage
5 items: Gain Major Brutality and Sorcery at all times, increasing your Weapon and Spell Damage by 20%.

Vaults of Madness Heavy Armor
Grothdarr

1 item: Adds 25-1096 Maximum Magicka
2 items: When you deal damage to an enemy within 8 meters, you have a 10% chance to create lava pools that swirl around you, dealing 259 Flame damage to all enemies within 8 meters of you every 1 second for 5 seconds. This effect can occur once every 10 seconds and scales off the higher of your Weapon and Spell Damage.

Vaults of Madness Monster Helm Sets

Crafted[edit]

Set Name Traits Needed Bonuses Crafting Site
Oblivion's Foe 8

2 items: Adds 3-129 Weapon and Spell Damage
3 items: Adds 34-1487 Offensive Penetration
4 items: Adds 15-657 Critical Chance
5 items: Adds 3-129 Weapon and Spell Damage
5 items: When you deal damage with Soul Magic, you mark the target's soul dealing 1875 Magic Damage over 10 seconds, as long as they are not already marked from you. This effect scales off the higher of your Weapon and Spell Damage.

Font of Schemes
Spectre's Eye 8

2 items: Adds 34-1487 Armor
3 items: Adds 25-1096 Maximum Magicka
4 items: Adds 28-1206 Maximum Health
5 items: When you cast a Magicka ability while in combat you gain Major Evasion for 30 seconds, reducing damage from area attacks by 20%. This effect can occur once every 30 seconds.

Deathspinner's Lair

Notes[edit]

  • Before One Tamriel, each Alliance had its own instance of Coldharbour.
  • You can gain early access to Coldharbour by teleporting to a guildmember who is in the zone, which enables the Hollow City Wayshrine.
  • There are several mounts themed after Coldharbour: the Black Forge Iron Senche, the Planemeld Courser, and the Cursebound Sabre Cat Prowler.
  • The Prophet's cell in the Wailing Prison is protected by a seal, on which Daedric symbols spell out "DEATH" and "FEAR". On the large concentric arches that make up the front of the Prophet's cell, other Daedric symbols spell out (from inner to outer) "TORTURE", "OBLIVION" and "SLAVERY". Those same symbols can be seen inside the Prophet's cell.

Maps[edit]

A map of Coldharbour

Gallery[edit]