Last modified on 15 September 2019, at 22:26

Oblivion talk:Mehrunes' Razor Items

Iron oreEdit

The page seems to state that Iron Ore is found throughout caves in Cyrodil, however, I believe that to be incorrect. I haven't opened up the editor or anything, but I haven't seen these anywhere but in the Sundercliff Watch (and attached areas). Can anyone confirm if that is the only location for them? — Unsigned comment by Scxe (talkcontribs)

You're right. I checked in the Construction Set and Iron Ore doesn't even exist outside the plugin. And even the plugin only adds it to the Sundercliff Watch dungeon. Article has been updated. --Timenn < talk > 07:51, 15 February 2008 (EST)

Level bug?Edit

I swore I was level 20 when I went on this crawl, but someone I got the level 15 version of the bladeturn hood and maybe the razor itself. What happen? — Unsigned comment by 77BeTa77 (talkcontribs)

You need to read the first paragraph of the article. The items in this quest are not leveled in the usual sense... –RpehTCE 17:48, 11 March 2008 (EDT)

Oh I see. It doesn't make much sense, but whatever. 77BeTa77

It makes sense, but I believe it to be wrong (at least on the X-Box). I have tried repeatedly to sleep/level to change the levels of the gear the Assassin and Drothan wear and it does not seem to work. This is further evidenced by the fact that there are other situations, such as chests with leveled items that will continue to have the same items whether you reload your last save or not. For example, in one of the loot bags in Deepscorn Hollow it contains a random leveled piece of magic jewelry, if you try to reload the save before you opened it it will always contain the same piece of jewelry. However, if you were to start over before the loot bag ever appeared, say when you buy all of the upgrades for the house, then the item will change. I believe this to be the case as well with the various leveled items found in this Mehrune's Razor upgrade. If you want the items to change you need to reload the items before they ever existed. In this case that means deleting and reinstalling the plugin, then the items might change.

I could be wrong here, but as of right now everytime I have tried to reload a saved game prior to killing people or opening chests (sleep/level or not) I have ended up with the same results. Hopefully someone else will be able to clear this situation up further. -Guywhohasnotsignedupyet — Unsigned comment by 68.20.17.227 (talk)

You're misunderstanding how leveled items work. The contents of a leveled list are decided when you load the relevant cell (except in rare cases like the official mod items), and not when you open the container. When they're fixed, they stay fixed until the cell respawns - three days later. You can test this pretty easily. Save outside a dungeon, run in and look at the contents of a chest. Reload, run in and look at the same chest. They will be different. –RpehTCE 13:41, 7 July 2008 (EDT)
I appreciate you responding in a timely fashion. You are right, I was misunderstanding how they worked. I was aware that the cells reloaded 3 days later, however was unsure how that applied to the items you encountered on this particular plugin. If you wouldn't mind, could you explain to me (like I am a 2 year old) the most efficient way to check to get the leveled items you want from the assassin and Drothan? — Unsigned comment by 68.20.17.227 (talk)
The only way is already described on the article, but the best way of all is to install the Unofficial Oblivion Patch (assuming you're on the PC) so you get the items appropriate to your level. –RpehTCE 01:07, 8 July 2008 (EDT)
Clearly I don't understand that method very well, or we wouldn't be having this conversation. When I sleep, the items don't change. When I level, the items don't change. The only time they do change is when I completely reload that area. So, I'm not understanding something and I believe the OP is in the same boat. So rather than link me back to something I didn't understand in the first place, please explain it to us so we understand it better. I am fully capable of looking up information and reading it - although not your intention I am sure, your casual "it's right here, so read it" attitude is rather unhelpful and insulting...
I used my own, limited free time to point out the information to you in case you hadn't seen it (this happens quite often) and to suggest a patch that makes the problem moot if you're on the PC. If you find that insulting, you seriously need to grow a thicker skin. The information is quite clear and has been found to be accurate by several different people - including myself. –RpehTCE 01:32, 12 July 2008 (EDT)

So wait does that mean I have to reload, sleep, and then wait three days if I want the armor to change? Because I've done it the way it is described about 6 times now and its the same outcome, with just the cuirass being the right level and everything else 1 level below. Or maybe its because I am sleeping in the jail? Should I leave? I WANT THE RIGHT ARMOR SO BAD. Rpeh you seem to have the answers, please help me!!!!!111100305992-! - neitheroftheprevioustwo/threepeoplewhodiscussedthis.

Alright, nevermind. I've solved my own problem. For any of you having trouble, make sure you're not sleeping in the jail. It won't work if you do that...or at least it didnt for me. You can go to the barracks next door, save right before you sleep, sleep (oh and I was also leveling each time I slept so I don't know if that makes a difference but I'm pretty sure it does), then save after you sleep (in case he kills you), then fight the guy. It'll change each time if you do that.

I have a question about this. If I want to get the best versions of all the unique items, I basically have to do the following:

1. Make a save, then level up. After that, kill the Assassin. If even one piece isn't the best version for my level, reload the save and try again.

2. Save before entering the upper level of the forge, then head in and kill the Forgemaster. If I don't get the best version of the Forgemaster's Amulet, reload the save and try again.

3. Make a save, then level up. After that, kill Frathen Drothan. If he doesn't give the best version of both items, reload and try again.

In other words, going through this dungeon, I have to get two Level Ups in order to get the best items for my level. Is this correct?Swk3000 15:32, 25 March 2009 (EDT)

Claiming your own soulEdit

The player can be instantly killed by Daedric Banishing if you give Mehrunes Razor to an NPC and attack them. This is mostly useless since you will have to immediately reload your game. --Shalley303 19:21, 30 March 2008 (EDT)

it will also claim your soul if you attack something with a reflect ability(like scamps)

Using a Beating Heart potion to give someone vampirismEdit

So I read that you can create a Porphyric Hemophilia potion from the Beating Heart with an Alchemy of 100...can you do this, then leave the potion around someone after removing all the potions around them? Will they drink it, come down with Porphyric Hemophilia, and become a vampire after 3 days? Deadzone 03:51, 21 May 2008 (EDT)

I'm pretty sure the answer to that is "No". You can certainly create the potion but I don't believe NPCs will ever drink potions. The only time you see somebody doing so is with the residents of the Skooma den, and that's just an animation - the contents of their inventory never changes. Also, the factors that control the onset of vampirism are all related to the player rather than NPCs so I don't see any way for it to happen. –RpehTCE 04:07, 21 May 2008 (EDT)
I Disagree, If you create a potion from a poison apple then reverse pickpocket it onto an NPC they will drink it (Tested it on Dion.--VergilSparda 22:15, 27 March 2010 (UTC)
Did Dion drink the potion while in combat? --Timenn-<talk> 13:04, 29 March 2010 (UTC)
Erm, No. He drank it while he was in the guard barracks... And I don't think anyone eats/drinks while in combat..--VergilSparda 20:54, 29 March 2010 (UTC)
Did the vampirism effects take place? Eyes, burning animation...?--Corevette789 22:27, 29 March 2010 (UTC)
This is a POISON APPLE potion, Not a Beating Heart Potion... Anyway i was just stating that NPCs actually drink potions when they are in their inventorys. But i don't think they take them from containers/pick them up when lying around and drink them. --VergilSparda 22:30, 29 March 2010 (UTC)

Daedric Banishing ChanceEdit

Conflicting mathematics: "DeathChance = PlayerLuck * 0.05" and one of the three errors: "if your luck is 100, the chance is 6%" shouldn't it be 5%? If not then there is conflicting probabilities: "DeathChance is at least 1 and at most 10...with luck boosted to 200, the chance becomes 11%" Even if rounded off, 11% becomes 1 in 9.58.175.87.83 09:07, 28 September 2008 (EDT)

No, you have misunderstood. Daedric Banishing succeeds if random(0,99) <= (Luck*0.05). That means if your luck is 100, the numbers 0, 1, 2, 3, 4 and 5 (six numbers in total out of 100) will work. That is 6%. Boost luck to 200 and any number between 0 and 10 (inclusive) works (eleven numbers out of 100) - 11%. –RpehTCE 11:06, 28 September 2008 (EDT)

Hoe, Rockpick Hoe, Heavy RakeEdit

I been looking for the heavy rake but haven't found any. Are they level specific? I just started a new game and am still 1st level. Also, did anyone notice that the barrel where the hoe is found has the sound of flies buzzing. Not too strange that a dirty hoe would give a disease that puts a tickle in the britches. A terrible pun but funny.69.204.11.122 23:10, 5 March 2009 (EST)

Beating HeartEdit

I made 'Researches' to the 'Beating Heart'. Here is what came out: If you duplicate the Heart and eat one, you get +4 Infamy. If you eat another you get also +4 Infamy. - Also you can get unlimited Infamy with the Hearts. I duplicated it with the Scrolls glitch. --Conny293 21:49, 21 July 2009 (UTC)

This works with any item you duplicate. It always retains the effects of the original, so all duplicates will retain the +4 Infamy you receive. --Elliot(T-C) 21:53, 21 July 2009 (UTC)
Yup, but maybe it's an special note worth ?--Conny293 22:06, 21 July 2009 (UTC)
Not really, since it is applicable to all items. --Elliot(T-C) 22:11, 21 July 2009 (UTC)
Okay. Would this Work: Eating the Heart, get a Vampire, cure and eat another to become a Vampire again?--Conny293 22:26, 21 July 2009 (UTC)
I haven't tried it, but I would say no. Since the cure is supposed to heal you forever by a script. --Elliot(T-C) 22:39, 21 July 2009 (UTC)
And what about the special cure that comes with the Vile Lair Plugin ?--Conny293 22:43, 21 July 2009 (UTC)
I am not sure how it exactly behaves. The best way to find out is to try it. --Elliot(T-C) 22:48, 21 July 2009 (UTC)
Okay, if i got time i try it. I'll write here the result's.--Conny293 22:52, 21 July 2009 (UTC)
Testet - Results: If you cure yourself and eat another Heart you'll get infected BUT you do not become a Vampire again :(--Conny293 20:49, 22 July 2009 (UTC)
That is how it is intended to work. --Elliot(T-C) 21:00, 22 July 2009 (UTC)


coc testinghallEdit

I've looked on UESP for an article explaining this popular glitch on the PC, with nothing coming up. After searching some videos people did of it, I noticed that, in the weapons warehouse of the testing hall, Mehrunes razor is marked as "Ceremonial dagger" and is unenchanted. Is this how they intended it?

I think it was in the original Oblivion, just not used, like Amber and Madness equipment. Funnily enouh, I'm making new weapons with the dagger's meshes, etc. with just Oblivion loaded in the CS.-Volthawk 14:35, 3 September 2009 (UTC)
I saw a mod somewhere where someone made a shortsword and longsword with the hilt looking just like the razor. Anyways, thanks — Unsigned comment by 24.233.128.66 (talk)

An item with identical appearance exists even without the plug-in. At the Construction Set it is named "Mehrunes Razor" but in the game it appears as "Ceremonial Dagger". --Rigas Papadopoulos 15:23, 18 September 2010 (UTC)

artifact?Edit

For curiosity's sake, can you turn this in to Martin as a Daedric Artifact? 121.221.82.105 23:52, 6 November 2009 (UTC)

No, there is no tie-in with that particular quest. --Timenn-<talk> 12:46, 12 November 2009 (UTC)

best possible statsEdit

i tried sleep lvl up in the main cave but the red dude at the end (bladeturn hood and spell turn cloak) stats seems to fix upon entering sundercliff watch. can some1 help? — Unsigned comment by P90 user (talkcontribs) on 2 December 2009

Daedric Banishing question.Edit

Do fortify luck enchantments affect the chance of this happening? Let's say I have 50 luck that equals a chance of 2.5 but I fortify it to 86 which equals a 4.6 chance, will this make the effect happen more often or will the fortified 86 luck act as 50 unfortified? i think so, some1 said they got boost to 200 and it equates 10% instant K.O P90 user 12:16, 29 December 2009 (UTC)

What level Razor will I get if...?Edit

I'm lvl 15 and I just got to mehrunes' razor. If i level up while in the last room (where the Razor is), will I get the level 16 version or will I just get the 15 version?— Unsigned comment by Jesseguy1 (talkcontribs) on 8 February 2010

I think that you will get the highest level razor the moment you activate the razor, so you will get the level 16 version.--Arch-Mage Matt 02:18, 8 February 2010 (UTC)
Thanks, you were right. Jesseguy1 02:23, 8 February 2010 (UTC)

Morag Tong Cuirass bugged?Edit

Before starting the main quest's Dagon Shrine quest (where you have to give over all your possessions/fight your way through the shrine), I decided to make things a little easier on myself and drop my Morag Tong gear (hood, greaves, cuirass, etc.) and pick it up right after talking to Harrow so I could re-equip things. Well, I was able to find all my equipment except for the cuirass. I figured I had accidentally flung it into a dark corner of the cave, but even after trying to drop and pick up the cuirass in another location, it is completely missing. Can anyone else confirm this?

Conditions: Have two Morag Tong equipment pieces on your character. Unequip the cuirass and the other item; drop them (edit: or perhaps drop them without unequipping first?). Close your inventory. Do you see two items on the ground? Just wondering if it's just me! --Irene Metrick 04:12, 8 February 2010 (UTC)

What?Edit

"The script attached to the dagger ensures that NPCs tagged as Essential or in the Creature Faction will never be banished." What's all this jazz? My razor captures souls of every living being excluding essentials! Mudcrabs-More-Fearsome-Than-You Talk 12:56, 24 April 2010 (UTC)

Well first, it doesn't capture souls at all. All that comment means is that the banishing effect won't accidentally kill anybody marked as essential. It also doesn't work on NPCs in the Creature faction, which is only one or two NPCs, but most creatures as well as Mehrunes Dagon. rpeh •TCE 15:16, 24 April 2010 (UTC)

Unduplicateable Items?Edit

Okay, I went into the dungeon to get a healthy supply of iron ore, and the transfiguration scrolls, for a roleplay I had planned. Problem is, when I try to duplicate the scrolls of mIneral transfiguration, they wont, and neither does the varla stone in the same room (other varla stones duplicate fine). Could someone help test this on their game, to see if it isnt just me? 184.77.194.254 21:32, 7 August 2010 (UTC)

Try selling them to a shop and buying them back. That usually fixes things like that for me. If they won't dupe after that, chances are they never will. --Darkle ~ Talk 05:19, 8 August 2010 (UTC)

Moved from the articleEdit

  • Added Saturday, Augest 21st, 2010* There is a bug that causes the player to commit suicide with the dagger. The chances of this happening are rare, but possible. Should the player use the dagger on an opponent that has Reflect Spell and Daedric Banishing is reflected, the player has a chance to be killed instantly. The percent chance that it will work is based off the player's percent chance that the spell would have worked on the enemy; if the player has a 6% chance, then with reflection, there is a 6% chance. The bug still counts the death towards the "Death Count" on the upper left-hand portion of the screen. One way to exploit this bug (For laughs) is to use the Skull of Corruption Glitch and have the only weapon on your person be the Mehrunes Razor. The clone will most likely summon any Bound Weapons first, as generally they are more powerful, but should the clone strike you down with the dagger, you may be instantly killed and set to the very Daedric Lord you are trying to thwart.
  • Note* If attempting the mentioned clone-glitch, be sure the dagger is fully charged. It makes it easier. And do not have any Resist Magic, Reflect Magic or Absorb Magic spells or enchantments on. It makes it harder to commit suicide that way.
Since daedric banishing is a script effect, this can't happen. rpeh •TCE 07:46, 21 August 2010 (UTC)

Morag Tong Assassin Bugged?Edit

Every time I go into his cell he just says "Well met", and if I talk to him through the bars he says "I hope I can help", with no available speech options. Nobody else seems to be having this problem (well not according to Google anyhow), and I can' t work it out. Is there a way I can fix this so I'm allowed to free him instead? — Unsigned comment by Vedlys Mirties (talkcontribs) on 1 September 2010

Just open the cell door. He'll walk off of his own accord. rpeh •TCE 15:36, 1 September 2010 (UTC)

Must the Razor be charged for instant kill?Edit

If the razor runs out of charge, does the script (1 hit KO chance) still take place? With duskfang/dawnfang the nourish blade effect still works even when it is completely out of charge, Thanks — Unsigned comment by 86.3.217.11 (talk) at 16:20 on 27 September 2010

I was pretty sure it wouldn't, and testing it in game, it looks like I was right. After draining Mehrunes Razor, I cleared out another whole dungeon, several random monsters, and part of on Oblivion gate without once setting it off, despite an "enhanced" luck of 200, which should have given me an 11% chance of triggering it every hit. Robin Hoodtalk 23:02, 27 September 2010 (UTC)
Ah Thanks, That's a bit disappointing but then again it would make the game too easy ;) — Unsigned comment by 86.3.217.11 (talk) at 14:06 on 2 October 2010

Souls claimedEdit

I was wondering if there is any reason why or point to the part of the daedric banishing message that tells you how many souls you've claimed. Is there a max you can hit? I noticed that you can continually claim the same NPC soul by reanimating, that may be worth mentioning if it can be exploited..

  • Anybody?Datacaust 18:41, 20 December 2010 (UTC)
The variable where the soul count is kept is called DL9MehrunesQuest.DL9SoulTotal, which is defined as a short. In Oblivion, those can store values from -32768 to 32767, so the maximum number of souls you can claim is 32,767 after which the count will roll over to -32,768 and count up from there. rpeh •TCE 17:09, 24 December 2010 (UTC)

Razor and Soul TrapEdit

If Daedric Banishing and Soul Trap were used on the same enemy, would the Soul Trap work? Helper Unknown 14:18, 24 December 2010 (UTC)

Yes. --Rigas Papadopoulos • TalkDeeds 14:19, 24 December 2010 (UTC)

Death Chance cannot be more than 10Edit

So, DeathChance cannot be more than 10 even if I boost my Luck to higher than 200. Right? Helper Unknown 14:20, 24 December 2010 (UTC)

It can't be more than 11. --Rigas Papadopoulos • TalkDeeds 14:25, 24 December 2010 (UTC)
10 is correct.
The script first multiplies your luck by 0.05 then tests to see if the value is < 1, in which case it sets it to 1, then if it's > 10, in which case it sets it to 10. rpeh •TCE 16:48, 24 December 2010 (UTC)

Empty Flask doesn't show in inventoryEdit

Not even in the "Misc" section. I pick it up, and it disappears forever. Predcon 04:49, 23 March 2011 (UTC)

At least it didn't for a while. Then my game crashed and after reloading, it showed up. Nevermind. Predcon 04:58, 23 March 2011 (UTC)

Reflect Daedric BanishingEdit

An anonymous IP recently verified that it's impossible to kill the player with a reflected Daedric Banishing efect. This is untrue; the note was correct before. It is possible, as it happened to me when attacking a flesh atronach. I've removed the verification tag. The Unofficial Official Mods Patch fixes this issue. --Legoless 14:03, 11 June 2011 (UTC)

I'm testing it now and will test it for another 15 mins. I will let you know whether I get banished or not, just for final verification. (I am fighting my clone who has my ring of namira equipped. --Manic 14:09, 11 June 2011 (UTC)

You are indeed correct. I have just died when I struck my clone and I was on 133 health so I know it was reflect spell and not reflect damage. I have tested it three times now so I am confident it is reflectable. --Manic 14:13, 11 June 2011 (UTC)

Some items considered stolenEdit

I just realized that a few of these items are not showing up for me to sell to normal vendors. The morag tong hood and the spellturn cloak are among the items that are considered stolen. — Unsigned comment by 24.33.141.151 (talk) at 00:25 on 16 August 2011 (GMT)

Do they have the stolen icon? If not, you're probably selling to a merchant who doesn't trade in clothing. --Legoless 00:42, 16 August 2011 (UTC)
I don't think they did. It could have been that the merchant didn't buy clothing, but I could have sworn there were other clothing items he would buy. — Unsigned comment by 24.33.141.151 (talk) at 20:32 on 22 August 2011 (UTC)

Fractional Gold?Edit

The Scroll of Transmutation is valued at 0.5 gold. I've never seen a fractional gold value for any other item before. It appears to effectively be worthless, as even with 100 mercantile (1:1 selling) it still only gives the option to give away the item. Any idea why they didn't just make it zero, or a normal value? Also, should something this unique (although probably useless) be mentioned in the wiki? — Unsigned comment by 107.192.28.27 (talk) at 04:36 on 17 May 2018

The CS shows a value of 0, but it may not be coded for showing a fractional value, depends what the CK says. Fractions are always rounded down in selling, so you would never see a value displayed for it. Silence is GoldenBreak the Silence 19:58, 17 May 2018 (UTC)

Morag Tong Greaves vanishingEdit

I don't know if this is a bug related to the Morag Tong Greaves, the location I'm storing them, or something else, but I'm having a strange issue with them. I have various items I'm storing in the chest in Benirus Manor upstairs. It's where I've been storing the complete Morag Tong set. Every so often I get it out and wear it in order to level my light armor (on a heavy armor character, for the purpose of leveling my speed, whatever, not important). However when I go to get the gear out there are no Morag Tong Greaves. Sometimes if I get the rest of the set out, then reopen the chest they will reappear. Sometimes I have to do this 3 or 4 times to get them to reappear. Once I couldn't get them to reappear and had to reload a save. I started storing them in a different container, I don't know if that will fix the issue since it happens randomly. Anyone experienced anything similar to this? Kronos o (talk) 17:24, 23 August 2019 (UTC)

Hoe Giving DiseaseEdit

In regards to the recent suggestion that the hoe in the game gives everyone it attacks a disease, I see no evidence of that in the game script at all, which reads as follows:

scn DL9DirtyHoeObjectSCRIPT

short RandomChance
short RandomDisease

begin onEquip
        
        set RandomChance to getRandomPercent
        set RandomDisease to getRandomPercent
        
        if isActionRef player == 1
                if RandomChance <= 4
                        player.addSpell DisTickleBritch
                endif
        endif
        
end

As we can see there, there's a random chance that it will give the player the disease DisTickleBritch, but that's it. It also generates a "RandomDisease" variable, but seems not to use it. If there's more to this, then we need a link to a description of what the Skyblivion/Camelworks people found, so we can use it as a reference for anyone who wants the full details, since they're not obvious just from the game scripting.

Looking around some more, I did find a DL9DirtyHoeSCRIPT which looks like it would give an enemy a disease, along with the player, but that script appears to be unused. Either they were looking at the wrong script or it's used in a way I'm not familiar with. Robin Hood  (talk) 22:21, 15 September 2019 (UTC)

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