Oblivion talk:Quest Timing

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Archive 1: November 2006 to September 2009

Battle for Castle Kvatch[edit]

Both the "quests to do early" and "quests to save for later" sections mention that this quest is hard and it is difficult to keep the npc guards alive at higher levels. However, neither entry emphasizes that the kvatch cuirass reward is leveled. Some people might rush off to do this quest early based on the advice and regret getting a mediocre version of this item, (like i did), so it should be mentioned. Mathiusdragoon 13:43, 19 March 2010 (UTC)

Good catch. I added it to the "Quests to do early" section, as I don't think we really need to mention it twice. Robin HoodTalk 01:56, 20 March 2010 (UTC)

the pilgrimage?[edit]

This article says you should do this quest early on, I dont have the KOTN plug in but according to the quest page it sets the infamy to 0. So isnt it better to finish all thieves guild and dark brotherhood quests before doing this? Arny 18:52, 19 May 2010 (UTC)

Doing the Pilgrimage without the KOTN plugin does not remove your Infamy. It even says this on the quest page in the Notes section (it's the last note).--12.107.122.230 19:08, 19 May 2010 (UTC)
There are reasons for doing it late or early. As the article says, if you do it early there's no chance of having your pilgrimage ruined by picking up infamy from the Thieves or DB quests. On the other hand, yes it clears your infamy so it will make life easier after you complete those quest lines. On the third hand, completing it gives you a useful power (Pilgrim's Grace -fortify all attributes +10 points for 300sec), which is more useful early on. It's up to you. rpeh •TCE 10:56, 20 May 2010 (UTC)
Ok thanks I dont have the KOTN plug but I know about it and I was curious Arny 11:58, 20 May 2010 (UTC)

The article does not clearly specify that the problem is simply that the pilgramage would be ruined by more than one infamy point gained before it is completed. It also seems to indicate that doing the pilgramage could somehow interfere with "the KotN quest." (Isn't the pilgramage one of the KotN quests?)

I'm also still unclear why "it's probably easiest to do it early on, before joining the Thieves Guild or the Dark Brotherhood." Are there special hoops to jump through if you're a TG/DB member or your infamy is too high? Doesn't seem so from the quest page. Can't you just cease criminal activity while the quest is active? Is it easiest just because of lower leveled enemies while exploring?

Since this quest is already under the "other reasons" section it seems like it would be worth mentioning a few of the advantages to completing it later and inversely the disadvantages to completing it early. Namely it could be pointed out that you would benefit from the infamy reset if you intend to do the thieves guild quests early and would still like to be able to use altars until your fame has caught up. Also worth noting that at early levels characters built for efficient leveling (the players of which are the most likely to be reading this article, I imagine) may very well have a higher skill level in an armor type they do not intend to wear. While the armor gained during this quest can level up with the player, it's type is fixed when the quest begins based on your highest skill. This can leave the player with a nice set of leveling armor that they have no use for. 67.149.196.9 00:59, 13 June 2011 (UTC)

Moved from Article[edit]

Unfriendly Competition
This quest can be done early to get a huge boost in initial starting equipment and merchant services. Agarmir wields a sword as strong as steel which can hit things that resist normal weapons. Agarmir's house makes a perfect spot for stolen loot to aid in getting your Thieves Guild Fenced gold amount up without having to worry about being caught, and a good number of food and Bonemeal ingredients for a budding or just coin-starved alchemist. A full set of Steel armor from Agamir's friend Rolgarel will be of huge benefit and coin saving at low level, and a Level 2 Calm Spell can take the heavily armored opponent out of the fight to even your odds. A Blunt user gets an even bigger boon in the form of Calliben's Grim Retort, an exceptionally powerful magic weapon compared to Debaser. Once completed, the Weatherward Circlet will be awarded to you, offering protection from elemental attacks. All the merchants in the Imperial City will have a higher Disposition after completion. Thoronir will be at or near 100; his low mercantile skill and Disposition make it easy even for low level characters to increase how much their gear sells for, and Thoronir buys a large variety of items from the start. His central location in the Imperial City makes it a suitable distance from anywhere else for most needs.

While everything here is true, I'm not sure I agree that the benefits outweigh the leveled reward. Thoughts? Robin Hoodtalk 05:38, 16 October 2010 (UTC)

Quests that conflict: Allies for Bruma and Ulterior Motives[edit]

I've the quests Allies for Bruma and Ulterior Motives active. I'm trying to avoid Ulterior Motives until I'm level 30 to get the best Spelldrinker's Amulet. When I go to the Skingrad's count's intermidiates, it seems as if they (he, Mercator) are on the Ulterior Motives track and tells me to wait to the next day. I'm not sure this is the case as I've not followed through and waited a day. Instead I sneaked in and talked to the count directly and managed to get "please close that gate for me" quest continuation.

If the Ulterior Motives quest hinders the "normal" way to activate the next step of Allies for Bruma, we have a conflict. OTOH, if I do get to see the count the next day without continuing the Ulterior Motives quest: sorry, I misunderstood where the quests were heading...

(Oh, BTW, when I sneaked in again to confirm the sending of troops to Bruma, it seems the count and Hal-Liurz had been up to something (like blood- letting) as Hal-Liurz kept on fleeing from me. Purely my interpretation.)

-- MartinS 46.162.87.211 22:24, 21 December 2010 (UTC)

Is there anything i NEED to do early?[edit]

Need as in for someone like me who wants every single item. Like if i'm level 15 or 25 will lower level items stop appearing forever? Or certain low level daedric items like "light bow" from planes of oblivion, or are they just less likely to appear, but nothing is ever zero probability. The page leveled lists seems to say that low level items won't appear as loot, but vendors will stay carry low level items correct? I just don't want to be afraid of leveling. DTM 22:20, 28 February 2011 (UTC)

Quests to do Early: Paranoia?[edit]

Glarthir's Paranoia quest gives a huge chunk of gold (from what i remember, you can get the 1000 reward gold and the 800 gold in Glarthir's house), which makes for quite easy money early on; simply by reporting to glarthir would net the player 200 gold for each report. Not to mention the 1800 gold for the murder and in Glarthir's house (although would low level characters find it harder to murder Davide Surilie?)

The Desolate Mine[edit]

The Desolate Mine quest is currently listed under the category "Quests with Allies," but I think it also belongs under "Quests that Grant Useful Items while Active." The weapons you're supposed to bring to the desolate mine are quest items, and therefore weightless. Since my character started with embarrassingly low strength, this was a lifesaver for me since I could level up all three weapons skills at the same time and still be able to carry loot, etc. At lower levels, the steel weapons are also a nice step up, or at least as powerful as what most NPCs are carrying. I probably waited to do this quest for 8-10 levels, and then opted to steal the key from Rienna to make sure the allies didn't die when I decided to finally complete it.

This is my first contribution to the wiki, so I didn't want to change the page itself. I'm not sure how best to organize it since the same quest will be listed twice, but I really think this could be helpful to a lot of new players, like I was when I stumbled upon the quest.

--And22polarebears 04:13, 20 November 2011 (UTC)

Where Spirits Have Lease[edit]

I'm not too good at editing in links, so I ought I'd suggest it instead if you don't mind. Where Spirits Have Lease is also a quest that requires you to sleep. — Unsigned comment by Microbat (talkcontribs) at 16:03 on 22 January 2013

Thanks for the info. The part about quests requiring sleep has this note, though:
"Note that the other quests in the game that require you to sleep do not trigger leveling and therefore are not included in this list (namely, Through a Nightmare, Darkly, Where Spirits Have Lease, and triggering Vampirism)"
So that is why that quest isn't included in the list. — ABCface 19:20, 22 January 2013 (GMT)

Rearrange Order?[edit]

The following is obviously based on opinion and personal preference and in the long run, probably not even all that worthy of a discussion, but I think it would behoove a player referencing this page to see "Quests that Conflict" first and "Quests that Require Sleep" second since these would influence one's quest timing based on (some technical) aspects that are (technically :D?) out of the player's control. Just thinking that if our goal with this page is to help a player with planning their quest order, then it would be kinder to provide the quests that require "warnings" at the top.

For example, again, not a major deal, but I personally wish I had read about the "Quests that Require Sleep" earlier on as I am trying to maintain a low-level character (I had missed seeing this sleeping note for two out of the three "sleep required" quests and had ended up leveling up twice, but again, still not a big deal since I'm still only level 3), which one could say was my own fault for not having read the page thoroughly, but if we switch the order for future visitors, then we could at least say we had done our best to try and "warn" players from the get-go. Just a thought.

keneticmotion (talk) 23:39, 15 August 2021 (UTC)

Add Other Master Trainers to "Other Reasons"?[edit]

Under Bugs on the Marksman Training quest page, it says that Torbern, Bralsa Andaren, and Tooth-in-the-Sea could also die before you complete their master training quests, so is it worth mentioning them and their respective quests as well under "Other Reasons" for "Quests to Do Early"?

In other words, since we mention Marksman Master Training, is there a reason not to mention these other three whom I'm assuming are also prone to dying since they are also found in the wilderness? (Sorry, first time playing Oblivion, so I'm just assuming based on the aforementioned Bug note on the "Marksman Training" quest page.)

PS -- I think Restoration is semi-prone to this "bug" as well (albeit in a different way, but still with the same end result of not being able to acquire Master training) and so should also be added to this section? The Restoration conflict is mentioned in other sections on this page, but again, if we're going to mention one (i.e., Marksman Master Training), then we might as well mention all of them that might have conflicts/"bugs" in the same section?

keneticmotion (talk) 01:43, 16 August 2021 (UTC)