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Oblivion talk:Staff of the Everscamp

Keeping the StaffEdit

If you abuse the glitch to keep the Staff, do the Scamps still follow you? — Unsigned comment by 80.73.215.109 (talk)

I doubt it. Once you get the appropriate quest message, the scripts for the Everscamps likely bind them to the place. They still respawn, so you may go back any time to level your skills. Vesna 14:24, 29 March 2008 (EDT)
They do i did it — Unsigned comment by 68.193.144.109 (talk)
The scamps no longer follow you and you lose the -20 speed. — Unsigned comment by 88.110.44.68 (talk)

Increasing AttributesEdit

I've just taken a look at the staff's scripting. It uses the modav command to add the speed penalty to the player. It does indeed turn a stat red in the skill list but does not let the player gain any skill points if the skill was previously at 100. I tested this using my current character with an armorer skill of 100. I used modav to add a -20 penalty to his armorer skill. The skill turned red in the list and I no longer had the mastery perk (my hammers started breaking). I used tdt with info screen 10 to show me the current level of the skills and started repairing my armor. About 20 repairs later the armorer stat hadn't budged an inch. This is obviously not done with the staff but there's no reason it should behave any differently. –RpehTCE 01:05, 31 March 2008 (EDT)

I feel that you may have taken the wrong apporach since what your example tested was about skills thus not necesairly related to attributes. I may be wrong but this seems very familiar to the felldew exploit. I will try to raise my stats similarly but does anyone know a definite answer? I have seen somewhat unreliable places online say similar to above.
Confirmed: in version 1.2.0416‎ whenever you level up you see your actual speed, without the penalty from the staff, and you cannot raise it above 100 (I tried just to be completely sure.) May want to put that in the article for the curious. --Nocturnal 18:54, 28 November 2009 (UTC)

EnchantingEdit

--Is it possible to use a restore/fortify speed enchantment to return to previous level? Also, after the staff has been enchanted at an altar, can the staff be dropped (due to it's new form ID)? — Unsigned comment by 81.153.37.99 (talk)

You can't enchant quest items to begin with so the short answer is no. --Volanaro 13:24, 2 May 2008 (EDT)
In fact the staff of the everscamp can be enchanted once glitched to keep --Tabloes

I think the point of the question is "if you have exploited the glitch (or possibly if you finish the quest normally) will the -20pts reduction to your Speed be reversed?" and I am also eager to know. The-manta 13:23, 20 June 2008 (EDT)

Keep the staff, but you can drop it !Edit

Ok, First,If you chosse to do this, you will sacrifice the ring you get as an award. Now to do this go to dark something cave. When you get the message saying you do not have the feeling to have it, just leave. Now you can drop it! But if you drop as they are following, they will continue to follow until you kill them. Then they will respawn at the staff


And what is the point of doing this? 72.245.29.145 23:39, 30 March 2009 (EDT)

It's true; this way lets you keep the scamps, if you want them but don't want to carry the staff around all the time. I left the cave after getting that message. The staff now weighs 12 and I can drop it, and the scamps still follow me around. If I want to get rid of them for a little while, I put the staff in a chest in my house. The scamps will follow me for a bit, but eventually they "forget" about me and stop following me. When I want them again, I just have to retrieve the staff from my house and fast-travel somewhere, and they'll reappear at my side. This is useful if, like me, you want to keep the scamps as pets (or minions) and don't care about the speed reduction. The scamps can also be useful occasionally, as distractions and such. I intend to keep them with me through the rest of the game. (Tested on Xbox 360.)

Good to train MarksmanEdit

I don't see why Marksman shouldn't be included in the list of ways to train with this staff. It is easier to train Marksman with the Everscamps than training Armorer o.O --Matthewest TCE 00:10, 9 July 2008 (EDT)

If you think there are other suggestions that should not be in the list, then perhaps they need to be removed, with an explanation of why the suggestions are not relevant. But the existence of one less-than-helpful entry in the list is not a justification for expanding the list with other unhelpful entries. Given that the tip says "such as" the list should just provide a few examples, instead of overloading readers with an unnecessary, comprehensive list of every possible way to attack an Everscamp. The tip provides a link to an article where more complete information is appropriate. --NepheleTalk 00:52, 9 July 2008 (EDT)


Extreme usefulnessEdit

Does anyone else think that aside from the fact the Scamps are useful for training skills, they have tons of other good uses? The article currently says they become less useful at higher levels. At higher levels, ranged enemies become even more annoying, and the Scamps, in my opinion, are useful to draw attention away or get in the way of arrows. Dr. Kilereren 22:50, 13 July 2008 (EDT)

You're absolutely correct. Please feel free to update the article if you feel it needs changed. --Robin Hood (TalkE-mailContribs) 11:58, 20 July 2008 (EDT)

Scamps will not fightEdit

Mah scamps will not fight for me!! WHat to do? 'TACS — Unsigned comment by 71.92.118.204 (talk)

Do my glitch called "Keep the Staff...But you can drop it!" Also it could be the scamps are so weak the they die in one hit. — Unsigned comment by 68.193.151.52 (talk)

The scamps will only fight if attacked or if you cast command creature on them. What does your glitch have to do with the question? Are you saying the scamps act as followers (attacking whoever attacks you) once you use the glitch? 72.245.29.145 23:42, 30 March 2009 (EDT)

Keeping the Staff / XBOX 360Edit

I thought it might be important to note that on my Xbox w/ Shivering Isles expansion, placing the staff into a container was not enough. I had to specifically place it into a container (corpse in this case) while at the altar itself. Placing it in any corpse, container near the altar (but clearly not the altar) brought no result.

In this case I used the body of an everscamp, but had to be quick about it (they respawn fast).

Quick Update: I've also noticed on my system that by completing the quest and having it properly update:

- The Scamps do not follow you, they wander aimlessly around the Altar. - Killing a scamp causes it to respawn near its corpse, not the staff. - The scamps upon leaving, slowly walk back to the cave.

When not completing the final quest step:

- The Scamps continue to follow you normally. - But you loose the chance of the reward. — Unsigned comment by 66.222.240.78 (talk) on 13 September 2008

Huh?Edit

if u drop it can u come back to get it?

Nope. You have to put it in a container. Jesseguy1 05:00, 31 January 2010 (UTC)

You Can Get Away with Murder!Edit

(Following moved here from Oblivion:Glitches/Proposed)

If you have the Staff of the Everscamp past the "Whom Gods Annoy" quest, as you know, it can be enchanted with effects like any weapon. What you may not know, is that using the staff on people is not considered an act of aggression at all! Whether you enchant it with Damage Health or Disintegrate Weapon/Armor, no one will attack you. You will still get a point for murder, but no bounty. So it's a good way to rack up murder points!

Note: As it says in the other articles about the Staff, do not drop it anywhere, you wont be able to pick it up again. It can go into and out of containers without a problem. And don't save with the Staff on screen, upon the load of that file, it will disappear.

Note2: Enchanting the Staff and dropping it will not allow you to pick it up once dropped. I'm sure this is common knowledge, but I haven't seen it written anywhere.

Actually, I'm messing with it a bit right now. So far, this is what I've came up with.

- Trying to dupe the *Unenchanted* Staff, via the Skull will not work. The Staff wont be listed in the clone's inventory. - If you place an Enchanted version of the Staff in a corpse, and then loot the corpse's clone, it will be in the clone's body as an unenchanted staff, but it will have the same name as whatever you called the enchanted Staff.

- On my first try, I got the duped Staff from the clone, so I tried to drop it to see if it lost its scripts. I was actually able to pick it up after dropping. I even went into the corpse's body and took the original Staff. It lost the enchant I gave it, and still couldn't be picked up from the ground like normal. I tried using scrolls to dupe the "new" Staff, but it didn't dupe. - I tried saving with the duped Staff extended, to see if it wouldn't cause any harm, but it froze upon the load.

- Since then I haven't been able to properly dupe the Staff. - When I tried duping the Staff again, occasionally upon a reload to steal from the clone, it would disappear from my, the clone's, and the corpse's inventory. I had to go back to an earlier load for the staff to reappear. - Due to that, I haven't been able to go much further since it keeps happening.

- Apparently, reloading the game negates the enchantment it has, even if it's in a container somewhere. So I suppose other than trying to make a staff that can be dropped and picked up, there isn't a point to trying to dupe it. Though the topic point, the free killing still works.


I can confirm that it's not considered aggressive. --Jesseguy1 05:28, 31 January 2010 (UTC)

Interesting enchanting glitch - you can enchant the staff a second time if you desire (xbox 360)Edit

I just finished the quest, exploited the glitch by storing the staff in a container instead of dropping it on the alter, and thusly have the Staff of the Everscamp in my possession as an enchantable item.

I enchanted the staff to be a mage-destroyer. I call it the Banstick, lol:

Absorb Health 10pt

Fire Damage 20pt

Weakness to Magic 100% @ 2sec

Soul Trap @ 1sec

Works pretty well. Anyways, I made a save before enchanting and after enchanting. After trying the staff out on some unsuspecting mage scholars, I reloaded my post-enchanting save. I then experimented with dropping it and attempting to pick it up or move it. I got the usual message saying I couldn't remove it from the shrine, but I could move it around the room. It is pretty clear that you can't drop it and then pick it back up, so I reloaded my post-enchanting save file.

My Banstick was still titled as such, but it had no enchantment on it! The soul gem I had used to enchant was gone as well, and I checked the other save just to make sure I hadn't reloaded the wrong one. I was afraid I wouldn't be able to enchant it again, but lo and behold, I activated the alter and the staff was available for enchanting. It was still named "The Banstick", but otherwise the process was the same as usual.

So it seems that if you get sick of whatever enchantment you have on the staff, you can re-enchant it by following this process: 1 - Save your game. 2 - Drop the enchanted staff. 3 - Reload the save you just made. 4 - Enchant as usual.

As far as I know, this makes the Staff of the Everscamp the only re-enchantable weapon in the game, as well as the only enchantable staff in the game. The enchantment I listed above leaves you with 18 casts/attacks. Coupled with Azura's star, this means you have a never-empty, custom-enchanted, re-enchantable staff. Pretty sweet!

It should also be of note that the staff uses up charges slightly differently than a normal enchanted weapon. With an enchanted sword, for example, if you take a swing but do not hit anything, you don't use the swords charge up. This is not the case with the staff. If you hit the attack button with your staff equipped, but whiff and hit nothing, you will still use up 1 attacks worth of charge.

This definitely should be added to the article if my result is duplicated by others. I am playing on the xbox 360. Psychedelicious 01:46, 18 May 2009 (EDT)

Well, my experiment ended up failing, sorta. It doesn't matter if you save, then drop, then reload. Reloading your save regardless removes enchantments from the staff. I just realized that an above poster already discovered this while trying to enchant the staff. Doh. Anybody figured out a way to enchant the staff and remove the weird scripts on it preventing enchantments to stick?Psychedelicious 01:55, 18 May 2009 (EDT)

Unnecessary sentenceEdit

"The new staff weighs 12 pounds which may result in encumbrance problems if you are close to your maximum when doing this." First: In what way is this a bug? A lot of quest items weigh more when the quest is finished. And second: 12 pounds isn't that much, so I really don't think encumbrance will be a problem. Icko 15:56, 24 May 2009 (EDT)

It's not meant to be a bug of its own, just a warning that if you're taking advantage of the bug that lets you keep the staff, it'll be a little heavier than other staffs. Personally, I agree and don't feel the need to state that fact on the page...but then, I think most of that section could go. I have little use for an exploits, but especially not one that's as difficult to maintain as this one is. But maybe that's just me. --Robin Hood (TalkE-mailContribs) 22:41, 24 May 2009 (EDT)

My Enchantment of the StaffEdit

Not sure how welcome this will be on this page (feel free to delete it), but here goes. I enchanted my staff as such:

  • Weakness to Magicka 100% for 1 second.
  • Shock Damage 24* points for 1 second.

I'm pretty sure it was 24 points of shock. I used a completely full Grand Soul Gem so whatever gets the charge up to as close to 85 as possible. Or less, if it gives you more charge (the shock damage is only there for appearances). Anyway, the reason I like this enchantment is because I named the staff "Cattle Prod", which I found funny. — Unsigned comment by 71.67.176.89 (talk) on 18 June 2009

I'm sorry, but there are just too many useful combinations possible to start listing them. Also, you were correct in asking this on the talk page first. It doesn't have to be deleted. --Timenn < talk > 10:51, 19 June 2009 (EDT)

Giving to martinEdit

The article says that the staff is a daedric artifact - can it be given to Martin? This info should be included to the article. (And perhaps the info whether the possible enchanted version of the staff or the copies could be given, if the original one cannot be given.);:— Unsigned comment by 88.114.30.82 (talk) at 20:24 on 18 August 2009

I checked the quest dialogue and found only the shrine artifacts can be given to Martin, nothing else has a topic so it wouldn't be able to be offered to him.— Unsigned comment by Griffinsong (talkcontribs) at 20:37 on 18 August 2009
I don't believe it's possible to give it to Martin. I'll add it to the article because it seems important enough to mention. Wolok gro-Barok->T->C->E 01:05, 22 August 2009 (UTC)

Hang on PS3 when carrying staff into certain areasEdit

I've been carrying this staff around for quite awhile. However when doing the quest to get the Umbra (Clavicus_Vile) I ran into a major bug that I believe is related to this staff. After about 50 seconds or so of entering Vindasel the game would always freeze and lock up (music would still play but the PS3 was completely hung). I tried many work-arounds, including loading old saves and entering Vindasel before starting the quest but had no luck.

I stumbled on a post on-line (http://boardsus.playstation.com/playstation/board/message?board.id=oblivion&thread.id=5683) suggesting that the staff might be implicated. To find out I finished the quest to return the staff then entered Vindasel and experienced no more difficulty with hung games. Therefore I suspect the interaction of this staff and Vindasel was somehow causing this bug! Also I experienced a similar bug in Oblivion:Fort_Grief during the quest Oblivion:Caught_in_the_Hunt. Specifically the game would freeze after about 25 seconds in zone 1 of the Hunters Run after having entered and left zone 2. I had the staff with me at this time and only managed to escape the bug by drinking potions to increase my speed so I could exit zone 1 before ~25 seconds elapsed.— Unsigned comment by 210.84.43.43 (talk) on 12 September, 2009

I've had the exact same issue with the staff and both quests - however, I think this is directly tied to the everscamps themselves. Specifically, in Fort Grief, I was only able to leave zone 1 upon returning to it from zone 2 by first killing the scamps and then making a mad dash before they had all respawned. In Vindasel, I was able to kill the scamps before running through the poison gas room, confront Umbra and tell her to fight, then run back to the room prior to the poison gas room where the scamps were, kill them again, run back and one-shot Umbra with the difficulty bottomed out, and then run back towards the entrance to get just past the poison gas room again.

And despite all that, I don't have Umbra the sword, because the time it takes to loot the body adds just enough time to cause my game to crash before I see the poison gas room on my way back out for the last time -_-

All in all, I'd rather keep the scamps, but my opinion on this might change if this happens once again.

I found that if I saved every 15 seconds or so it wouldn't freeze allowing me to have time to loot/etc. while in the dungeon. — Unsigned comment by 24.197.144.21 (talk) at 15:18 on 13 July 2013

Damage is on touch? (Xbox 360)Edit

About a year ago, I was messing around with enchanting the staff, and I discovered that the enchantments (fire damage at least, that's all I tested) have no range! I just thought I'd mention this, as I didn't see it posted anywhere yet.

I'll confirm this once I get around to doing the quest again.

Has anybody else experienced this? Jesseguy1 02:15, 1 February 2010 (UTC)

I am seeing no enchantments on the staff other than the script lowering your speed 20 points, but if it has zero range then the spells would not work so it is probable.--Corevette789 02:46, 1 February 2010 (UTC)

I meant custom enchantments (once you finish the quest there's a glitch that lets you keep it). And by "no range" I meant very low range like a dagger or on touch spell. It still does damage/ whatever effect you wanted (even though NPCs don't count it as aggressive somehow, lol). Jesseguy1 23:21, 1 February 2010 (UTC)

Oh okay that. That is listed in some above discussions. I thought you were referring to if you use the attack button while the staff is drawn it does the whole animation and I thought you said it had a very close range enchantment without enchanting it again.--Corevette789 23:48, 1 February 2010 (UTC)

Quick delete from gameEdit

The everscamps are extremely useful (well I find) for the fact that once killed anything places on their body will dissapear with them, so while I'm messing around with cloning/enchanting etc it's simple to get rid of whatever is made; most noticable with the green boxes [no item here] that the skull of corruption can cause. I realize that almost all chests will do this, but this is instant. Sorry if this is the wrong place, never have posted before...

Killing friendly NPCs using the ScampsEdit

If you persuade any NPC to fight for you if attacked, you just have to attack a Scamp and the friendly NPC will attack it. Since the Scamp is considered friendly by other NPCs, guards will attack and kill the friendly NPC that fought for you. This can be used to get the sweet guard equipment without any bounty or murder points, a guard will kill the other guard for you.

Am i the only one?Edit

im reading this article and all i see is enchanting, duping, target practice. But am i the ONLY one who wants to use it to ad to a collection of artifacts or sum sort? — Unsigned comment by 24.151.139.128 (talk) at 22:45 on 12 August 2010

Can you explain what you mean a bit more? Robin Hoodtalk 23:05, 14 August 2010 (UTC)
I think he mean's he WANT'S the Staff of Everscamp but he want's to drop it in his house or etc. as an addition to his collection of artifact's. :D Cirith Mara 06:04, 23 August 2010 (UTC)
He's upset about how there is no article about how to drop the Staff of Everscamp without the shrine. Yay! I'm smart! :D Cirith Mara 06:07, 23 August 2010 (UTC)
The Bugs section already provides one way of obtaining the staff. rpeh •TCE 10:56, 23 August 2010 (UTC)

BugEdit

I'm not trying to be a pain or edit war any farthur - but why is the bug information that I tryed to removed still needs verification? As I mentioned, there is a simpler way to achieve the glitch and the current information is no longer required, so it really doesn't matter if one chest is in range and one isn't, etc. --Arch-Mage Matt Did I Do That? 21:45, 13 September 2010 (UTC)

It's still an interesting question that should be answered. Did they simply "bump" the chest? If so what were they doing where they were in a position to do so? Are there any bug fixes to the quest? If the chest is unchanged why is GOTY different? Did SI cause it to change somehow? Is that even possible? As you can see there are a lot of unanswered questions about this.--TheAlbinoOrcany_questions? 12:25, 14 September 2010 (UTC)
It may be interesting, but it is not interesting enough, or relevant enough, to be kept on the page, in my opinion. --Arch-Mage Matt Did I Do That? 22:41, 14 September 2010 (UTC)
I moved it here, and tagged it as a good question:

Technically, any container would work, but the only nearby chest (behind the altar) is not close enough to trigger the quest update. After you have received the quest update, retrieve the staff from the creature's corpse. The chest behind the altar seems to be in range in th game of the year edition, Version 1.2.0416. This may be a matter of where the PC is situated. More testing is needed. --Arch-Mage Matt Did I Do That? 21:56, 16 September 2010 (UTC)

I've tested on PS3 version. Drop to the rear chest does not immediately trigger the final quest notice. But upon dropping and then heading towards the alter area, the quest completion notice is given. — Unsigned comment by 209.89.29.62 (talk) at 11:16 on 24 February 2011 (UTC)

Scamps not following....Edit

I'm not sure if anyone else has had this problem

I'm playing on the P.C version of oblivion. I used the coc testinghall command, and went to the warehouse with every weapon in the game, and I picked up the everscamp staff there. Now I'm trying to do the everscamp mission, because I want the scamps following me but when I get the (now second) staff from the girl, the scamps refuse to follow me. they just stand around the girl still. I'm tried killing them and leaving, but they just respawn around her.... I really want the lil buggers following me, anyone got any tips ???

Experimenting with console commands can cause problems to your game. Unless you are experienced with what problems it can cause, make a permanent save game first before experimenting with console commands. --Rigas Papadopoulos • TalkDeeds 12:20, 28 December 2010 (UTC)
Try using the "removeitem" command to get rid of the staff. --SerCenKing Talk 17:53, 4 January 2011 (UTC)
Doing so will add a permanent 20 speed penalty. If you try to add another Staff of the Everscamp and then remove it, you will incur another 20 speed penalty. I don't recommend it.
But he's on the PC, he can easily fix his speed if it's damaged.

Everscamp staff the enchantment disappears + killing NPC glitchEdit

Hi everybody if I enchant the everscamp staff with drain health 100, 10 area, 1 sec after some time the enchantment disappears fro the staff but i can renchant it at the altar, plus if u target one NPC whose health is lower than 100 you can kill him without any fine!! :D

anyways how to keep the enchantment? — Unsigned comment by 2.227.135.129 (talk) at 22:07 on August 24, 2011

Don't steal before talking to RosentiaEdit

I steal pretty much anything that isn't nailed down, so when I saw the staff on Rosentia I figured I'd take her problem away. This gave me a stolen staff, then I continued the quest and had a normal staff. At the shrine, I dropped both of them, but I still have the -20 speed on me long after the quest was done.

There seems to be no way to get it off, as far as I can tell. — Unsigned comment by 96.227.148.131 (talk) at 14:40 on January 15, 2013

I had a similar issue with a mod called Enchantment Mastery. I assume it duplicates your inventory because when I try to enchant any item (not the staff as I haven't completed the quest) the -20 is stacked again, even giving me negative speed. A note above mentions the "modav" console command so maybe that's the fix needed?

Doesn't affect disposition?Edit

Am I the only one who finds it strange that no NPCs are bothered by the player when he carries the staff? I mean people kept complaining about a "smell" from the previous owner's house, and I would think seeing a player surrounded by a circle of scamps would at least provoke some unique passerby lines or lower NPC disposition by 20 points or something. Otherwise the writing just feels lazy for this quest.

Damn -20 speedEdit

Damn -20 speed

  : Stupidly I retained the Everscamp, spell it and save the game with the stick in my inventory. When loading the game again the Everscamp is not there and I have 20 points less speed and I can not heal this in any altar. Can someone give me a solution other than returning the game to a previous point? Leoxcd (talk) 02:08, 27 March 2019 (UTC)

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