Oblivion:Blood of the Daedra
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[edit] Quick Walkthrough
- Speak with Martin about finding Mankar Camoran; he needs four particular items, the first being a Daedric Artifact.
- Follow Martin's suggestions to learn more about Daedric Artifacts and their possible locations.
- The quest names one Artifact in particular to find and retrieve, however, any Daedric Shrine Artifact will do (it's highly suggested not to use the particular named artifact as well).
- Give Martin the Artifact of your choice, he will need some more time to continue the translation of the Mysterium Xarxes.
[edit] Detailed Walkthrough
[edit] Cloud Ruler Temple
After learning about the impending attack on Bruma by the Mythic Dawn cult, speak to Martin about his progress on deciphering the Mysterium Xarxes. It seems in order to open a portal, four items are needed. So far he has only determined what one of those items is: a Daedric Artifact.
[edit] Blessings of the Fifteen
Ask Martin about Daedric Artifacts who will suggest you read Modern Heretics for more information on these artifacts. The Temple's library has a copy. This time the book is actually on the table Martin uses to read in the main hall so you don't have to go far. The book provides all the information necessary to get a Daedric artifact from Azura's shrine (including a map marker for its location). If you've been focusing on the main quest so far, the quickest way to get to Azura's shrine is to fast travel back to Lake Arrius Caverns and head cross-country from there. The page on Azura's quest describes what to expect once you reach Azura's shrine. However, Azura is not the only option. There are 15 daedric artifacts available in Cyrodiil, one from each of 15 Daedric lords; any of these artifacts will satisfy Martin's needs. Details on all of these quests are provided under Daedric Quests.
Probably the most important thing to consider when choosing an artifact to use is whether or not your character can use the item effectively. The full value of each individual artifact is determined by each player's own style, and an excellent sword that no Blades-strong character may ever dream of parting with may just be the right choice for an archer or mace-fighter to sacrifice. That said, each artifact does have some consistent qualities that make it a good or terrible choice to sacrifice:
- Azura's Star: It is highly recommended that you do NOT give up Azura's Star, this item is much too useful (for any character) to lose. It becomes particularly valuable as the game progresses and you start to rely upon powerful enchanted weapons: without Azura's Star it is easy to get half-way through taking out an Oblivion gate and suddenly be left with no weapons powerful enough to kill the Xivilai you are facing. Therefore, even if when you acquire Azura's Star you have never even heard of the Soul Trap spell, it's worth keeping the Star for later.
- Ebony Blade: An excellent blade for use against NPC spellcasters, but not as effective against more mundane fighters, or monsters (who make use of powers that are immune to Silence). If you're on a witch-hunt, this is a blade to keep. Otherwise, you may consider this item for disposal.
- Goldbrand: A weapon with very high physical damage, almost rivaling that of the vaunted Umbra. Unlike Umbra, though, this blade's enchantment inflicts further damage. If you're focused on longsword fighting, this is practically an essential weapon in your arsenal.
- Mace of Molag Bal: The Absorb Strength enchantment on the mace has no duration, making it wholly ineffective, and the low number of charges against what benefits you do gain from the weapon make this a relatively poor weapon for actual use, even for a skilled Blunt Weapons user.
- Masque of Clavicus Vile: If you do not intend to use the Umbra sword, then the Masque of Clavicus Vile is an excellent choice to sacrifice, as it increases only your personality, widely considered to be one of the least useful stats since the speechcraft mini-game can be supplemented with bribes and charm spells.
- Oghma Infinium: The value of this artifact, especially when used by a high-level character, is almost beyond consideration. It offers you the opportunity to train your character beyond conventional limits of skills and attributes, and should be retained at the expense of any other artifact you have available.
- Ring of Khajiiti: Valuable for Stealth-based characters.
- Ring of Namira: Valuable for Combat-based characters.
- Sanguine Rose: This is one of the least useful of all artifacts. In fact, it can even be regarded as a danger to the user. The Sanguine Rose summons a lesser Daedra next to your target: this Daedra is not allied to you and is just as likely to attack you as the target!
- Saviour's Hide: As a physical cuirass of Light Armor it is one of the best, being only slightly less protective than Glass, but 1/5 of its weight (Which will not mean much to an expert in light armor anyway). However, a user of Light Armor will still like those qualities, and those with The Apprentice birthsign will find its magic resistance useful, but it offers nothing spectacular for other types of character,
- Skeleton Key: Is extremely useful for any character, since it gives you infinite tries to open a lock.
- A very skilled player may think about giving up the Key for the challenge it would present to the game: however, since the Key is then forcibly removed, it will cause a bug where the Fortify Security ability remains even after the Key is gone. If Security is one of your Major Skills, this will prematurely end your character's maturation: your Security skill will hit 100 far earlier and you will not be able to level-up any higher. That considered, the Skeleton Key should never be given up to Martin, even if you have no need for it (and especially if Security is one of your Major Skills).
- Skull of Corruption: At best, a creative player can make good use of this staff in a tight situation. At worst, it is a very entertaining toy. If you can keep it, then keep it.
- Spell Breaker: An excellent shield, especially if you're going up against spellcasters. Even a character unskilled in Heavy Armor can at least equip the item alongside a two-handed item to make use of the 30% Spell Reflection. Not a wise item to give up, as long as you can shoulder the weight.
- Volendrung: As one of the few weapons with a Paralyze enchantment, Volendrung has its strengths. But, as the heaviest artifact around, only a skilled Blunt Weapons fighter won't mind carrying it everywhere.
- Wabbajack: One of the least useful; furthermore, it is available at Level 2, and the quest to obtain it is relatively easy (no tough monsters to kill!).
- At low levels the Wabbajack is far more dangerous than useful: the Rat that you could have easily killed suddenly turns into an Ogre that you have no hope of killing, because you're not even supposed to meet up with one until you reach level 16. It also has the unpleasant side-effect of fully healing the creature you are fighting.
- The Wabbajack however is actually quite useful at high levels, when fighting Ogres, Gloom Wraiths and Goblin Warlords gives you the opportunity to transform them into something weaker (sometimes, anything else is better than what you're currently fighting!).
[edit] Mysterium Artifact
Finding the other Daedric shrines is generally not easy: as suggested by Modern Heretics the shrines are remote and few people know of their existence. Which artifact to obtain for Martin is your choice. One key factor is the level of your character: each quest has a minimum level requirement, ranging from 2 to 20 (Azura and Sheogorath are the only quests available at level 2). Another key factor will be which artifact you think is least useful for your character. All the Daedric artifacts have unique magical powers, including capabilities that are not otherwise available. The artifact you give to Martin will be destroyed and gone for good. Once you obtain a Daedric artifact, return to Martin and give him the artifact. Martin tells you he needs more time to continue translating the Mysterium Xarxes and tells you to speak with Jauffre in the meantime.
If you find yourself frustrated with being forced to level up (in other words, if you are trying to play and beat the whole game without leveling), it is possible to obtain a Daedric Artifact at Level 1. Activate the Clavicus Vile Shrine quest by talking to the worshippers. Then go and kill Umbra and return the sword to Clavicus Vile. You will be rewarded with the Masque of Clavicus Vile at Level 1, which can then be used to complete the Blood of the Daedra quest.
[edit] Notes
- Only the fifteen items listed above can be used for this quest. All other items, even ones with Daedric origins (e.g., Mehrune's Razor, the Staff of the Everscamp, Staff of Sheogorath, etc.), cannot be used.
- Duplication glitches (using scrolls or arrows) work on some Daedric artifacts such as the Ring of Namira, Azura's Star or Ring of Khajiiti, allowing you to give Martin a duplicated copy of a ring if you really want to keep every artifact.
[edit] Martin's Comments
Martin has a different response for each of the possible artifacts. These responses are:
- Azura's Star: Ah, Azura's Star .. as beautiful as all the tales tell.
- Ebony Blade: I wonder if Mephala herself knows how many lives this foul blade has taken over the years? I will be glad to give the world a respite from it.
- Goldbrand: This blade has slain many a hero over the years. Tamriel will be better off without it for a while.
- Mace of Molag Bal: A fearsome weapon, and steeped in the ancient evil of its master. May its deadly power turn good, for once.
- Masque of Clavicus Vile: Ah, the Masque of Clavicus Vile. You are wise not to let yourself get further enmeshed in his plots.
- Oghma Infinium: Not many could resist the temptation of the Oghma Infinium. Now it is my turn to be put to the test!
- Ring of Khajiiti: Thieves everywhere will curse us both for the loss of this ring, my friend. So be it.
- Ring of Namira: I'll sleep better once this keepsake of Namira is gone from my possession. A good choice for our purpose, though.
- Sanguine Rose: I never thought to see this again. I once possessed it, briefly ... a lifetime ago, it seems now ... To obtain it, and then give it up... I honor your dedication to our cause.
- Saviour's Hide: There is no disguising the bestial nature of some of the daedric Princes.
- Skeleton Key: The merchants of Cyrodiil would sleep more soundly, knowing this Key is gone from the world. But why tell them?
- Skull of Corruption: The world will be better off with this foul thing gone from it.
- Spell Breaker: Not many people would give up Spellbreaker for destruction, my friend. Your sacrifice honors me.
- Volendrung: Who now knows the tale of how this Dwemer hammer came to embody the power of one of their most bitter foes?
- Wabbajack: Good riddance to this tool of mischief.
[edit] Bugs
- In unpatched versions of the game there is a bug that prevents the Spell Breaker (Peryite's artifact) from being used in this quest. (The option won't show up in the list of artifacts). This bug has been fixed in the Oblivion 1.1.511 patch.
- If you give up the Skeleton Key, the game does not always properly register the removal of the +40 bonus to your Security skill. If this happens and you want to make it right, you will have to use the console commands to revert to the old, unmodified, skill level. There is no fix for this on the Xbox 360 other than reloading.
This bug is fixed by the Unofficial Oblivion Patch.
[edit] Journal Entries
- Notes
- Not all Journal Entries may appear in your journal; which entries appear and which entries do not depends on the manner in which the quest is done.
- Stages are not always in order of progress. This is usually the case with quests that have multiple possible outcomes or quests where certain tasks may be done in random order.
- If an entry is marked as "Finishes Quest" it means the quest disappears from the Active Quest list, but you may still receive new entries for that quest.
- On the PC, it is possible to use the console to advance through the quest by entering
setstage quest stage. Wherequestis the internal name of the quest, andstageis the number of the stage you wish to complete. It is not possible to un-complete (i.e. go back) quest stages. See SetStage for more information.
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