Oblivion:Bandit
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- For information about the Bandit class, see NPC Classes.
The following table summarizes the various types of bandits in the game. There are three general areas where bandits are found: many campsites are occupied by bandits; some caves are occupied by bandits, and there are 50 locations on roads where bandits can appear.
About half of all bandits are of the Bandit variety, i.e., a blunt-weapon melee fighter. The next most common type (about one-quarter of the time) is the Bandit Bowman. In bandit camps, one out of every eight bandits will be a Bandit Hedge Wizard; there are also ten locations in caves where you will encounter a hedge wizard. The final type of bandit is actually a Dog; in bandit camps and dungeons, there is a one in eight probability that a dog will appear in place of a bandit.
A few specialized bandits exist. Black Bow Bandits are only found in a few locations near Leyawiin; see the Knights of the White Stallion quest for more information. The bandits encountered within Vilverin are all particularly weak, probably because this Ayleid Ruin is expected to be the first dungeon many players will enter.
Also, highwaymen are technically bandits, but behave a little differently by demanding gold rather than becoming hostile on sight. This behavior also carries over (in a limited fashion) to the more common Khajiit bandits. If you were to raise a Khajiit bandit's disposition (through Charm spells or Fortify Personality) high enough, he accosts you with the highwayman's demand of gold instead of the mundane conversations you'd otherwise get from bandits of other races.
- Unlike a highwayman, surrendering the 100 gold to the bandit will not satisfy him for long. As soon as his disposition returns to its original level, he will attack despite having accepted your gold.
- Male Khajiit bandits are not the only ones who will exhibit this behavior, as female Khajiit bandits will do the same thing. Despite the fact that there are no actual female highwaymen in the game, female Khajiit do have the voice file needed to conduct business as highwaymen under these circumstances.
Bandit Ringleaders are the bandit bosses, and are only found in dungeons. Eleven dungeons have a single Bandit Ringleader, typically as the final enemy you will encounter. One additional dungeon, Rockmilk Cave, contains two Black Bow Ringleaders.
| Name | Race(s) | Level | Armor (all Light) |
Weapon | Other |
|---|---|---|---|---|---|
| Bandit | Khajiit Redguard |
-1 to -3 | Boots Cuirass Gauntlets (25%) Greaves (25%) Shield (50%) |
Blunt* | 1-3 healing potions (25%) 1 poison (25%) 3 lockpicks (25%) pants |
| Bandit (Vilverin only) |
Dunmer Khajiit Redguard |
-4 | Boots Cuirass Gauntlets (25%) Greaves (25%) Shield (50%) |
Blunt | pants |
| Bandit Bowman | Bosmer Dunmer |
-1 to -3 | Boots Cuirass Gauntlets (25%) Greaves (25%) |
Bow* Arrows* Dagger |
1-3 healing potions (25%) 1 poison (25%) 1-3 Lockpicks (25%) Pants |
| Bandit Hedge Wizard | Breton | -1 to -3 | Boots | Dagger Staff (10%) Multiple spells |
1-3 healing potions (33%) 1 poison (50%) robes |
| Bandit Ringleader | Dunmer Redguard |
+1 | Boots* Cuirass* Gauntlets* (25%) Greaves* (75%) Helmet* (75%) Shield* (50%) |
Blunt* | 1-3 healing potions (25%) 1 poison (50%) 4 lockpicks (25%) pants |
| Bandit Ringleader (Vilverin only) |
Redguard | -1 | Boots* Cuirass* Gauntlets* (25%) Greaves* (75%) Helmet* (75%) Shield* (50%) |
Blunt* Blade* |
pants |
| Black Bow Bandit | Bosmer Dunmer |
-1 | Cuirass Gauntlets (25%) Greaves (75%) |
Black Bow Arrows Dagger |
1 poison (Drain Health or Paralyze) pants |
| Black Bow Ringleader (Rockmilk Cave only) |
Dunmer Redguard |
+4 | Boots* Cuirass* Gauntlets* (25%) Greaves* (75%) Helmet* (75%) Shield* (50%) |
Blunt* Black Bow (but no arrows!) |
1 poison (Drain Health or Paralyze) pants |
* This item may possibly be enchanted.
Level: This is the NPC's level relative to your character
Inventory:
- All items without a percentage next to them are guaranteed to be present on an NPC (although some items, such as potions or poisons could be used before you get a chance to loot them).
- Items with a percentage will only appear randomly
- The quality of armor is determined by the Armor Leveled List; for weapons see the Weapons Leveled List.
- Bandits always carry light armor.
[edit] Bandit Hedge Wizard Spells
Hedge Wizards have unusually large amounts of magicka: they actually have two birth signs, one for NPC Mages that provides +50 magicka, and a second just for hedge wizards that provides +25 Magicka. Added to their Breton bonus, this means that they have +125 maximum magicka. So it is highly recommended that you use a silence spell or silence enchanted weapon against them to prevent the use of spell casting.
Each Hedge Wizard will know how to cast five randomly selected spells, one from each school except Mysticism. In each case, the effect is randomly determined from the following list; the strength of the spell is randomly determined based on the hedge wizard's skill level. The possible effects for each school are:
- Alteration: Burden on touch, Fire Shield, Frost Shield, Shield, or Shock Shield.
- Conjuration: Bound Weapon (Bound Axe or Bound Dagger) or Summon (Ghost, Scamp, Skeleton, or Zombie).
- Destruction: Damage Health, Drain Health, Fire Damage, Frost Damage, or Shock Damage (the damage spells may all be either on touch or on target).
- Illusion: Chameleon, Invisibility, or Silence on target.
- Restoration: Absorb Health on touch or Restore Health.

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