Oblivion:Infamy
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Infamy is the opposite of Fame, and is similarly found in the miscellaneous statistics menu. Infamy starts at zero for a new game. It represents a character's notoriety for evil deeds amongst the general population of Cyrodiil.
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[edit] What Infamy Affects
- Infamy affects the disposition of characters you meet. The exact effect depends upon the NPC's responsibility. NPCs with high responsibility will dislike you because of your infamy. At a responsibility of 100, an NPC's disposition will decrease 1 point for every 2 infamy points. At lower responsibility, disposition decreases less rapidly with infamy. For NPCs with a responsibility of about 10 or less, their disposition will actually increase as you gain infamy. Disposition will be modified by at most 20 points due to infamy (i.e., at most a 20 point loss for "good" NPCs, at most a 20 point gain for "bad" NPCs). This modifier is calculated independently of the Fame disposition modifier.
- Infamy limits your ability to use altars to the Nine Divines. If your Infamy exceeds your Fame, trying to use any chapel altar fails, with the message "Repent your crimes, wicked one!" This means that you cannot receive the altars' blessings or the powerful healing that accompanies the blessings.
- To regain use of the altars, you must increase your fame (do more "good" quests). Or, if you have installed Knights of the Nine official plug-in, you can complete the Pilgrimage to reset your infamy to 0 (see notes).
- The Vile Lair official plug-in adds a Shrine of Sithis that provides healing for "evil" characters: you can only receive its blessing if your Infamy exceeds your Fame. The shrine's blessing also provides additional benefits as your Infamy increases.
- The Altar of Arden-Sul in New Sheoth, in the Shivering Isles, provides the same function of the main altar in chapels (i.e. restores attributes etc.), but is not affected by your fame or infamy.
- You can continue to use wayshrines outside of chapels regardless of your Infamy and Fame levels.
- Infamy (and also Fame) grants the ability to activate additional Heaven Stones, providing your character with new unique Greater Powers. Each Heaven Stone can only be activated once your character has reached that stone's required renown (requirement is between 10-70).
- With the Knights of the Nine official plug-in, if your Infamy is greater than 1 you will not be able to wear any of the Crusader's Relics gear.
- To receive Master Training in the Blade skill, either your Fame or Infamy must be at least 20.
[edit] Infamy Points
| Location | Quest | Infamy | Details |
|---|---|---|---|
| Any | --- | 1 | Doing anything that increases your Bounty by 500. |
| Anvil | The Siren's Deception | 1 | Premature death of a Siren. |
| Bravil | Through A Nightmare, Darkly | 1 | Quest NPC dies while the quest is active. |
| Bravil | Caught in the Hunt | 1 | Quest NPC dies prematurely. |
| Bruma | A Brotherhood Betrayed | 1 | Quest NPC dies prematurely, or Raynil escapes. |
| Cheydinhal | Corruption and Conscience | 1 | Ulrich is killed by player. |
| Cheydinhal | The Wayward Knight | 2 | Farwil is killed by the player in the Cheydinhal Oblivion gate. |
| Chorrol | Sins of the Father | 1 | Selling the Honorblade of Chorrol to Fathis. |
| Imperial City | The Order of the Virtuous Blood | 1 | Player chooses to kill Roland Jenseric. |
| Dark Brotherhood | --- | 1 | Completing Dark Brotherhood quests gives Infamy points. |
| Thieves Guild | May the Best Thief Win | 1 or 2 | Joining the Thieves Guild |
| Thieves Guild | The Ultimate Heist | 10 | Attaining the rank of Guildmaster in the Thieves Guild. |
| Thieves Guild | --- | 1 | Each advance in the ongoing Independent Thievery quest gives you one infamy point. |
| Thieves Guild | --- | 1 | Each other Thieves Guild quest (9 quests total) gives you one infamy point. |
| Vile Lair (Plug-in) | --- | 1+ | Each time your Minion returns successful in having murdered. Can do repeatedly. |
| Unearthing Mehrunes Razor (Plug-in) | --- | 4 | After consuming the Beating Heart. |
- Most of the Thieves Guild quests award you with 1 Infamy point upon completion. The exceptions are Finding the Thieves Guild (0 points), May the Best Thief Win (1 or 2 points, depending upon how you complete the quest), and The Ultimate Heist (10 points). In addition, you receive 1 Infamy point each time you advance in the ongoing "Independent Thievery" quest. Therefore, after completing all of the Thieves Guild quests, you will have gained 29 Infamy points total (or 30 if you completed May the Best Thief Win by stealing Rohssan's sword).
- Completing Dark Brotherhood quests result in gaining 1 Infamy each, except for Honor Thy Mother which gives you 10, so by the time you become The Listener you will have gained 28 Infamy points total. This makes being a murderer in Tamriel only half as notorious as being a burglar on a per-quest basis, though the totals are essentially the same for both sets of quests. If you work for the Dark Brotherhood after completing the Thieves' Guild, you can avoid all subsequent Infamy (assuming you weren't compromised during the crime) by wearing the Gray Cowl of Nocturnal when you report back to your superior upon contract completion. The Infamy is then given to your "Gray Fox" persona instead of your main persona.
[edit] Other Infamy Points
- Choosing negative options during gameplay, such as completing quests that are immoral/illegal or choosing the immoral/illegal path, will result in Infamy. Also, being caught doing illegal things will often give you Infamy. However, the Infamy gained from negative quests is much lower if you simply don't get caught.
[edit] Notes
- As long as your bounty is less than 500, you can walk around and not be confronted by a guard (unless the guard himself was a witness or was alerted by a witness to your crime).
- Infamy can be reset to 0 by completing the Pilgrimage quest in the Knights of the Nine official plug-in.
- Wearing the Gray Cowl of Nocturnal makes others see you as the Gray Fox, not as your character's main persona. Donning the Cowl results in an immediate increase in Infamy (100 points) and a bounty of 500 Septims. Any Infamy, Fame, or bounties you earn while wearing the Cowl will be attributed to the Gray Fox. Thus you can hew an innocent citizen down in broad daylight with no effect on your personal standing as long as you are wearing the Cowl during the crime and subsequent escape from the Guard. If you remove the Cowl before the Guard begins his dialog, he will run up and begin with his normal dialog (where you can ask for directions, etc) even if you took the Cowl off right in front of him.
- Be mindful that whatever Infamy you earn for being caught committing crimes while fulfilling contracts for the Dark Brotherhood will be added to the Infamy awarded for completing the quest. The less you are seen and caught, the less additional Infamy you will gain.
- If, for some reason, you want to earn infamy, just kill off random citizens/guards that aren't related to a quest. Save beforehand, as a quest character who likes you may fight the guards with you and die.

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