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Oblivion talk:Animals/Archive 1

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This is an archive of past Oblivion talk:Animals discussions. Do not edit the contents of this page, except for maintenance such as updating links.

Dogs

Not all dogs are passive, so I wasn't sure if they belonged on this page. Further complicating things is that other than the name, there's not much difference between a dog and a wolf. At any rate, anything that had the word "dog" in the editor name is listed here, though some are hostile, not passive. The general distinction seems to be that wolves are wild, while dogs, passive or otherwise, seem to always be domesticated. (Exceptions, of course, include the Arena, where you may face both dogs and wolves.) Hostility doesn't seem to be enough. Heck, you can get some sheep to attack you if you cast Frenzy on them. (Not all. About half the sheep have no attack whatsoever.) Though this draws another distinction. There are a few places where you'll see domesticated creatures which are not normally so, like the Imp in the Anvil Fighters Guild, or some people who summon friendly Scamps in the Mages Guild halls. I did my best to draw a line, but there will be discrepencies. --TheRealLurlock 21:04, 23 July 2006 (EDT)

My experience is that even the "hostile" dogs don't necessarily attack you. Pumpkin, for example, is a bandit dog, but couldn't have cared less that I was there. And in bandit camps, sometimes a lone dog appears as the "bandit" but won't attack when you're checking out the camp. It seems to me that the dogs only attack if you attack them or if any bandits they are with start attacking you. So given their ambivalent attitude towards you, and the fact that the city dogs are friendly (well, I suppose they'd attack you in the same situations where the bandit dogs would), seems like this page is as good a place as any. My two cents.--Nephele 01:58, 24 July 2006 (EDT)

Sanguine Rose sheep

Any ideas how this sheep is related to Sanguine Rose? Sanguine Rose is supposed to only summon daedra, not sheep... unless this is some new demonic/possessed sheep. --Nephele 15:04, 18 September 2006 (EDT)

Page Reorganization

To explain some of what I just did to this page:

  • I have merged all the animals (previously split between Oblivion:Creatures_Predators and Oblivion:Creatures_Passive) into a single page, now titled "Animals".
  • The only exception are the horses: all horse stats are now on the Oblivion:Horses page.
  • The name "Animals" was chosen for consistency with references on place pages and elsewhere.

Basically, any type of division of the animals into separate lists ended up being arbitrary and messy, with exceptions that just didn't really work however things were done. So I decided to just combine them (and with the removal of all the horse info, the "passive" page was much shorter).

The other changes are all comparable to the changes that I've previously done to Oblivion:Undead and Oblivion:Daedra (with some explanation at Oblivion Talk:Undead). I've still got some more work to do over the next couple days (especially filling in all the descriptions and overview paragraphs), but the major rearranging is all done. --Nephele 00:41, 2 February 2007 (EST)

I'm currently thinking about adding pictures to Bloodmoon:Creatures and was directed over here to watch. In my opinion it should be avoided to implement information more than once, and I have seen that this is possible if you include small sections into one summary page (actually I have seen that on some actifacts pages in Morrowind). It would be nice to have a statement from someone knowledgeable if that is a useable way of doing it. Thanks, Adjego 07:38, 10 February 2008 (EST)
While I tend to be obsessive about avoiding duplicate information, there are times when I think it may be a necessary evil. And this is likely to be one of those cases.
First, the format being used for the summaries on the creature page is different from the summaries being used on the individual pages. It may not be too noticeable with the animals, because there are relatively few noteworthy details with the animals. But compare, for example, the information at Oblivion:Lich with that at Oblivion:Creatures#Lich. The creature page provides only the basic "quick-look" type of information, whereas the undead page provides more comprehensive information. Some of the information on the creature summary is moved from the summary into the tables on the undead page (sometimes with extra details, sometimes with differences between variants of the creature). It would be possible to revamp the two to have a more similar format, but I don't think either page would be improved in the process.
Second, the transclusion/include/noinclude system has limitations. The way it's implemented is very inefficient. For example, everything on the included page (even the noinclude sections) initially gets stuffed into the main page; only after the wiki has fully assembled the megapage doese it then start parsing out the bits it doesn't want. The upshot of which is that taking a dozen large pages and transcluding 5% of each of them into a summary page is likely to produce a page that can hardly be edited or viewed (such as the Morrowind:Artifacts page before it was just broken up into four smaller pages).
Avoiding duplicate information is a priority on the site, but primarily because of concerns about keeping duplicates in sync. A higher priority is to make sure that readers can what they're looking for in a useful, informative format. And if two different pages require different formats, then it's probably better to just provide the information twice (once in each format) instead of trying to shoehorn two different needs into the same size shoe. That's my opinion, at least. --NepheleTalk 14:30, 10 February 2008 (EST)
I see the point concerning a brief and nice overview page and the detailed one, and agree that they are often too different to add up.
For the second part, I don't see where there is the big ineffective part - given we include only pages that contain almost no noinclude parts. But that's only server power we require, and hey, we can choose our thumbnailformat from six possible resolutions, which again are recalculated by the server, and then cached. But cacheing can also be done for pages (in my opinion without being sure about the wiki-system, if it really can do that). Besides, the Morrowind:Weapon_Artifacts is built out of includes only, and that enables you to have a nice overview list or an individual page for one of those artifacts. (But maybe DrPhoton is going to bake it together to one real page to increase the speed, I didn't ask.) (And hey, you are one of the administrators and should know about speed issues, so maybe I just take it like that...)
Well, thank you for the help, I'm going to think about a nice overview page then. Maybe, have a look at my tinbox at the last section and tell me what you think about it ? Thanks, Adjego 18:03, 10 February 2008 (EST)
The issue with transcluding pages isn't the images, the image thumbnail size, or whether the images are cached. The issue is actually with the text on the page, and more specifically with any templates on the page (any bits using {{...}} tags). The whole reason why the Morrowind:Artifacts page was split up into pages like Morrowind:Weapon Artifacts is because the page is created solely out of includes (or templates, or transclusions, depending upon your preferred terminology). There were too many of them when they were all on a single page, as had been the case at the original Artifacts page. The new subarticles are not going to be combined back into a single large article because the problem would be even worse than it had been before. You can look over the discussion at Morrowind talk:Artifacts#Problem Saving Page if you want. Or the related discussions at the Community Portal and Administrator Noticeboard (and the links from there to even older discussions, some of which start to get into the technical issues of why template calls are so inefficient).
This isn't to say that including articles shouldn't be done. In most cases it is the best way to deal with two articles that need to contain the same information. But it's best when the included article is relatively small and/or uncomplicated. An article like Animals that's already 44 kB in size and contains dozens of template calls is likely to cause problems, especially if multiple similar (or larger) articles are also going to be included into the same article. --NepheleTalk 18:49, 10 February 2008 (EST)

Black Bear Glitch

It is interesting to note that both black and brown bears(not cubs) have an interesting glitch sometimes encountered. when the player spot one, there is a chance it will be levitating in the air of a height up to 3 feet. the bear will move in a swim-like manner and will keep moving this way until the player is spotted or it dies. also, shooting it with any bow and any arrow type while it does not see the player and is still floating will not damage it.

Can anyone confirm this note posted in the Black Bear section of the article? I've never seen this happen myself, but maybe other people have and can say what might be going on here? --Nephele 23:28, 4 March 2007 (EST)

Schemer, pet of the Dark Brotherhood.

Schemer is a unique rat who is a member of the Dark Brotherhood(killing him gets you expelled). He is found in the Dark Brotherhood Sanctuary in Cheydinhal. I am thinking he deserves his own page rather then simply being lumped under this list of animals. Schemer is more prominent in the game then say, Llevana Nedaren's Tunnel Rats(which it appears next to). I am going to ahead and create it, if anyone has any objections, please send me a message(don't just delete it). Oblivion alchemyskillz 20:46, 9 July 2007 (EDT)

I really don't see how Schemer is more prominent in the game. If I recall correctly, Llevana Nedaren's rats actually play a role in a quest, and Schemer never does. I don't see the point in making a page just for a rat that never does anything. --Eshe 20:52, 9 July 2007 (EDT)
It is present in the game more often. If you don't kill it during the Purification quest(whatever its called) it can be there the entire game. Sure it doesn't do anything( not related to quests, doesn't offer services) but then again neither do a lot of NPCs who have pages(Dorian, Lazare Milvan, several people in the Waterfront, etc.) Its a member of a faction and it has a unique name. I might as well just revert it, though, I just now figured out I don't understand how to get rid of the redirect to the Animals page. Oblivion alchemyskillz 20:59, 9 July 2007 (EDT)
Probably a good idea. I have a feeling it wouldn't go over well...seems more like an action based on opinion than something that is actually justified. For things like this, it's usually a good idea to get a community opinion before making major changes. --Eshe 21:03, 9 July 2007 (EDT)
Ah alright. Now that I think about it doesn't make all that much sense. Perhaps I will stick to expanding the section on the Animals page? Oblivion alchemyskillz 21:10, 9 July 2007 (EDT)
Yep, I'd agree that just expanding the section on the Animals page makes the most sense. If you're able to find 2-3 paragraphs worth of information on Schemer, then it's worth discussing again whether or not a separate page is needed. In general, new pages should really only be created if there is enough information to fill a page, or if it is necessary for consistency (e.g., all NPCs have pages, even if some of those pages are short). With the existing redirect, there is no navigational advantage to having a separate page. Also, even if eventually a separate page is added, I would suggest that Schemer's entry on the Animals page needs to remain in place: the Rats section provides a complete list of all the rats in the game, and Schemer needs to be included in that list for it to be complete, whether or not he has his own page. --NepheleTalk 22:07, 9 July 2007 (EDT)

Mountain Lion

Mountain lions have a different roar than the one currently in the game. They also look different in real life, unless by mountain lion they weren't referring to the cougar.--Papito007 15:28, 17 July 2007 (EDT)

They're more likely based on Affrican/Indian Lionesses because they look more like them (except they are slightly smaller in size) and can roar (Cougars/Pumas apparently cannot roar), however I do not know why the developers called them 'mountain' Lions.--Willyhead 08:30, 15 September 2007 (EDT)

User 78.85.36.43 changed the note in the article concerning Mountain Lions, saying they appeared at level 10, rather than level 12. I reverted this change. Here's why.

Mountain Lions are in a host of levelled lists. In the vast majority of the spawn points of these levelled lists, they will not appear until level 12. However, in LL1RoadHighlands, which is used in 6 places, they will appear at level 10. In fact, there's a chance of getting 2 of them at level 10 at these spawn points.

A single mountain lion may also appear at the 5 spawn points for LL1RoadMountains, the 12 spawn points for LL1RoadPlains, and the single spawn point for LL1RoadRainforest. Given that the levelled lists where they are listed at level 12 have over 300 spawn points, I think it is safe to say that in the majority of cases they won't appear until level 12.

Gaebrial 08:42, 15 September 2007 (EDT)

Although Saruuk's solution is better than my waffle. --Gaebrial 08:44, 15 September 2007 (EDT)
Just to followup on the creature levels. On all of the pages the levels usually quoted are the standard levels, i.e., the levels from the most "standard" lists that spawn those creatures. But all creatures will in fact be found at lower levels in "non-standard" situations: boss versions of creatures will appear two levels earlier than usual (and all "road" versions of wilderness creatures are spawned using boss levels). Some creatures will be found even earlier than that in various specialized situations (certain quests, for example, or other rare places that use unique leveled lists). I made a decision when putting all of these pages together to use the standard level as the typical value because I think it is the most representative. For example, I don't think it's too useful in a table (where no extra info is provided) to quote that Flame Atronachs are found at level 4, even though, yes, that is theoretically possible. The only place you'll find a Flame Atronach at level 4 is one single creature in the count's chambers in Castle Kvatch. Instead, every table states that you'll find Flame Atronachs at level 9 because there are some 500+ locations where they'll appear at level 9.
I think more details on the lists are completely appropriate at a place like Oblivion:Mountain Lion. I'm also trying to add the info to the various ingredient pages. However, I don't think that the numbers should be arbitrarily changed in tables such as those on Oblivion:Creatures. At the least, a change to those tables should only be made if everyone feels that all of the creature levels need to be altered everywhere. Otherwise, the values provided for Mountain Lions are inconsistent with every other entry on the page. Also, on Oblivion:Animals it explicitly states that the listed values are currently standard values:
The above table shows which creatures belong to each of the standard leveled lists, and the level at which you will normally start to encounter the creature. These are the typical levels, but exceptions do exist, which are detailed with the creature statistics. Two common exceptions are boss-level creatures and creatures encountered along roads, both which will be encountered two levels lower than the typical level.
Finally, FYI, details on the leveled lists used to spawn Mountain Lions (and all other creatures) outside are provided at Outdoors Creatures. --NepheleTalk 17:36, 15 September 2007 (EDT)

Porkchop

Also besides the Rat, you should also get a page for Porkchop, plus a picture, since I like pigs, anyway I think you should have a separate page for him because he is a character in the Arena Bloodworks 24/7, plus he plays a major role also by giving you a great deal of help by the last Hero Match, the Champion Title, thank you!!

PS: May you look at my Idea on this: http://www.uesp.net/wiki/Tes4Mod:Mod_Ideas/Creatures It's called Crossbows and Pets and maybe get ideas from that?, thank you!!

Hjalti

Hey I was right about helping, because you should put in Hjalti, the Fighter's Stronghold pet Wolf into unique wolves section because I saw how you put in the graphs, but I wasn't too sure.

Does anyone know if Hjalti respawns if you kill him? (Gadianzero 14:01, 31 December 2008 (EST))
No, he doesn't. –RpehTCE 14:04, 31 December 2008 (EST)

Bacon

Sorry to bother you guys again, but if you have nothing else to do, besides the Rat, Porkchop and Hjalti, may you also make a separate page for the Warthog/Boar Bacon, after all, he's in Dunbarrow Cove forever because he's essential and he's there because he's the pet of Khafiz, thank you!! --68.194.37.234 20:11, 26 November 2007 (EST)

Thanks for your interest. It is being done. You can see the progress on UESPWiki:Oblivion Creatures Project. --Mankar CamoranTCE 09:08, 28 November 2007 (EST)

Giant Mudcrabs

I've never really got involved with this wiki before and don't want to make an edit, but the entry on mudcrabs says there's only one Giant Mudcrab, found in Greenmead Cave. I encountered two mudcrabs of about two or three times usual size (but with apparently normal stats) in the Wizard's Grotto during the Arrow of Extrication mission. Can anyone else confirm this?

I have done this quest, the mudcrabs are normal. Glitch? Fix? Hoborobo 14:35, 10 February 2009 (EST)

I found giant mudcrabs there to HighDrive 02:33, 10 August 2009 (UTC)

Lazare Milvan's Rat

Lazare Milvan has a rat in his basement which is very unique according to Lazare Milvan's page, because it says that it's level related and a test object, so I think he should be added to "unique rats". Moersleuteltje 12:07, 2 March 2008 (EST)Moersleuteltje

That rat is already listed on the article at Oblivion:Animals#Lazare Milvan's Rat. The rat is listed in the standard part of the Rat listing (instead of under Unique Rats) because its name is simply "Rat": it does not have a unique name. Therefore most people will not be able to recognize that the rat is any way different from all of the other animals identified as "Rat". That's what has been done everywhere else in the article. --12:46, 2 March 2008 (EST)
I just encountered that thing... moved like lightning. Does it respawn? --24.118.124.166 22:26, 18 January 2009 (EST)
No, it does not respawn. --NepheleTalk 13:05, 23 January 2009 (EST)
While true that it does not have a unique name, it is a single rat not found elsewhere with unique stats. For instance, under "Mudcrabs" in Creatures the Giant Mudcrab of Greenmead Cave is listed, although to my knowledge the only thing different about it is it's size, not it's name or what it carries. -204.169.115.103 10:05, 30 January 2009 (EST)
Ummm, sorry, but I really don't what you're suggesting needs to be done any differently. As I already said nearly a year ago, this rat already has its own entry on the article, providing its full statisics, in as much detail as every other animal, unique or common. Which is in fact much more than is provided for the giant mudcrab (which does not have an entry in a table, just a mention in the text to explain that it is really a regular mudcrab). What more can possibly be detailed about this rat? --NepheleTalk 10:33, 30 January 2009 (EST)

Sheep rumors

Ive heard this on many sites and also alot of youtube videos, it says that if you got to a farm with some grapes and use the grab control on the grapes and hold it in front of a sheep, it would eat it, and then start to follow you. Is this true? --Umbacano 3:25 , 5 April 2008 (EDT)

Did you read that on April Fool's day? It's not true. –RpehTCE 08:37, 6 April 2008 (EDT)
However it does work with apples on the sheep outside of Skingrad. Tested it several times on 360 GoTY. You hold the apple infront of the sheep and then add it to your inventory. you have to move pretty slowly or else they won't follow for very far and from what i've found they will not follow farther then the end of the Vineyards (any direction) nor will they enter Skingrad. Lord Eydvar 23:08, 30 May 2009 (EDT)

You?

"Striking a sheep is illegal and will give you a bounty of 5 gold if you are in line of sight while the sheep is being attacked, regardless of whether you are the person attacking the sheep."

What? Does this mean your character gets the bounty instead of the Gray Fox when you wear the cowl, or that even if an NPC or creature hits the sheep you get the bounty, or what?? If that is what it means it should say it, because like this it is confusing. 4.90.14.130 00:07, 9 May 2008 (EDT)

It means that even if a NPC, Bandit etc. was to strike a sheep, you would get the bounty Hoborobo 14:34, 10 February 2009 (EST)

Slaughterfish location

In the article it says there only found in Lake Rumare (sorry if spelled wrong) but I have found them in other places, most prominantly in Nibin Bay in the middle of the bay. Anyone else have find them there? — Unsigned comment by 76.113.169.61 (talk)

No, the article states that Rumare Slaughterfish are only found in lake rumare. It makes mention that regular slaughterfish are found all over the place. --Saruuk 23:30, 13 May 2008 (EDT)

Dogs begging?

Anyone noticed you can make a dog beg (kinda) by holding a bone above it? Kinda neat. 203.91.84.7 11:05, 6 June 2008 (EDT)

Err, when you say "Kinda" what do you mean? If its just sitting htere then that's not begging, they do that anyway. --Volanaro 11:18, 6 June 2008 (EDT)
There's nothing in the CS about special actions dogs can do when faced with bones... other than sit there and pant, but they do that anyways. Vesna 22:53, 7 June 2008 (EDT)

Rumare Slaughterfish weakness or resistance?

The brief blurb on slaughterfish states that the Rumare Slaughterfish have a 50% resistance to shock, but the table shows them having a 50% weakness. Anyone know which version is correct? 70.69.103.189 01:03, 9 June 2008 (EDT)

Thanks for spotting that. It should be a weakness. Now corrected. –RpehTCE 01:46, 9 June 2008 (EDT)

Slaughterfish

Dogs as Pets

Here's a thought. If I wanted a dog strolling around my house as a pet, or even following me around the game world (or just the town), is there a way to do this? I would imagine that the named dogs in the game all have their own coding and as such won't work in another environment. However, any thoughts would be welcome. — Unsigned comment by 87.127.79.8 (talk) on 29 July

You'd have to write a mod to do it and give a dog the necessary AI package or follow commands. Without mods you could use a Command Creature spell, but you'd have to keep recasting it. –RpehTCE 13:05, 29 July 2008 (EDT)
The CM Partners mod (http://www.tesnexus.com/downloads/file.php?id=7819) adds a handful of creatures including at least one dog that can be commanded as "minions", or companions with a diminshed set of available commands. The AI is not very good: the dog is constantly at your heels, causing the camera to continuously zoom in and out while you move; the dog has a tendency to launch itself off cliffs or otherwise kill itself; and it will attack anything on sight regardless of any commands you've given it. But if you're really desperate for a pet that will follow you anywhere and you don't want to create a mod yourself, I suppose it's better than nothing. The dog is tagged essential, which minimally offsets its suicidal tendencies. Phelaran 15:06, 11 October 2009 (UTC)

New animal!

I made a discovery today. I found oysters in the waters around Fort Redman. Inside the oysters I found a pearl. I'm playing the Spanish version on a PS3.

Shadow hide you. Agis Silverfish

Oysters, though very nice things to find, aren't classified by the game as "animals". They're containers, which is why you can find stuff inside them. - Game LordTalk|Contribs 09:13, 4 October 2008 (EDT)
  • Well you find "stuff" inside bears and rats also. I've found clams, but not oysters. Maybe a note on the animals page just for the sake of thoroughness.
No. As Game Lord already mentioned, they aren't animals. The English version of the game calls them "clams" but then you don't get pearls in clams. Maybe the Spanish version uses a better term. –RpehTCE 10:09, 25 May 2009 (EDT)

Giant Slaughterfish

Does anyone know if the Giant Slaughter fish respawns or appears before the Thieves Guild Quest is done? (Gadianzero 14:01, 31 December 2008 (EST))

It appears right at the start of the game, but doesn't respawn. –RpehTCE 14:04, 31 December 2008 (EST)

Sea Terror

Call this a fish story, but I was swimming outside Anvil when I encountered an enormous slaughterfish called the "Sea Terror". It was roughly the size of a ship (likely bigger than the current Giant) and it scared me into reloading. It looks like it was added by a mod but I can't identify which one (edit: now I'm 99% sure it's the Better Cities mod, after defeating a slightly smaller but still very scary Slaughterfish Shark). Just a warning to anyone swimming in the Abecean to stay near the shore. — Unsigned comment by 68.189.104.11 (talk) on 14 March 2009

I have found the Sea terror as well. After swimming south of Castle Anvil you will find a sunken ship. Spread out around this ship are 3 slaughter fish sharks, oversized slaughterfish. If you continue going south you will find the "Sea Terror" a slaughterfish that can eat you in one bite. I do not have the better cities mod installed. I think this may be part of vanilla. This should get its own article. Anyone feeling brave, or anyone who knows how to use TGM should definitly check this out. I am currently searching Oblivion.esm to try and find it. It was most likely hidden as an easter egg. — Unsigned comment by 71.233.205.206 (talk) on 31 May 2009
It is not an easter egg because it simply does not exist. There is no creature anywhere in Bethesda's version of the game called "Sea Terror" (or even with "terror" anywhere in its name). It comes from a third party mod and therefore has absolutely no relevance to UESP's article. --NepheleTalk 13:46, 31 May 2009 (EDT)
After posting this I deactivated every mod I have and check in the same area. Again the Sea terror was present. I spent some time looking through the oblivion.esm and found nothing. Unless some mod permanently modified the oblivion.exe, it is definitly in vanilla oblivion. Tell me, before writing the above comment, did you even bother to look ingame for the Sea Terror? Go check for yourself. — Unsigned comment by 71.233.205.206 (talk)
The Sea Terror is part of the Open Cities mod. It may be in some other city related mods. It is not openly labeled as being in the mod. Better cities mod is a compilation of diffrent city mods. I think that one city mod put in the Sea Terror as an easter egg, and when it was put into the full better cities mod it was never deleted. It may be in other city mods if they reused parts of other city mods. I have no idea what mod it originated from, but it is in better cities mod, and open cities mod. — Unsigned comment by 71.233.205.206 (talk)
To answer your previous point/question, Nephele would certainly have checked in the Construction Set, if not in the game itself. As you later found out, the creature was added by a third-party mod. The reason it was still present in your game after removing all mods is probably that you had already visited the area, and so the creature was present in your save game. --Gaebrial 05:18, 1 June 2009 (EDT)

Can you believe this?

I have found a flawless diamond and an ebony emerald ring from a dead mudcrab XD This proves that you can find something valuable from those lovely little crabs :P Believe it or not. --Neekerisanni123 07:47, 8 March 2009 (EDT)

Funnily enough, yes. Every mudcrab has a 15% chance of carrying a "MicroTreasure". This means that you can find anything from gold to soul gems to silverware. Starting from level 5 you have a 25% chance that the loot will be anything from flawed gems to silver nuggets. To get a flawless diamond, however you have be at least level 17 and quite lucky. --SerCenKing 12:44, 8 March 2009 (EDT)

Yeah,my character is now at level 48. :P I wonder what I'm going to get next from a lovely little mudcrab? Jeweled Amulet?

Boars - lvl 5 or 7?

The Boar Meat page says that you can encounter boars at lvl 5 (though only on roads) and on the Animals page it says: "They are encountered starting at level 7." One of them must be wrong, but I can't look it up as I play the 360 version. So I'll leave that to someone else. :) Icko 08:12, 22 May 2009 (EDT)

Neither is wrong. The standard level at which boars are encountered is level 7 (which is also stated on Oblivion:Boar Meat: "They are easiest to find from levels 7 to 15"). As with every other animal on the animal page (and every other creature on any of the creature pages), it provides the standard level at which boars appear. This is explicitly stated in the section describing the levels: "The level provided for each creature in the "Lvl" column is the typical level at which the creature is first encountered. As bosses, creatures will generally be encountered two levels earlier; also, all animals generated along roads can be encountered two levels earlier." --NepheleTalk 11:41, 22 May 2009 (EDT)
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