Oblivion:Umaril the Unfeathered (quest)

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Defeat Umaril and kill him for good, in both the physical and spiritual planes.edit


The final battle to kill Umaril in the spiritual plane
The final battle to kill Umaril in the spiritual plane


[edit] Quick Walkthrough

This quest only becomes available once you have downloaded the Knights of the Nine official mod.

  1. Launch an Attack on Garlas Malatar and destroy the Dark Orb.
  2. Defeat Umaril the Unfeathered in his physical form.
  3. Cast The Blessing of Talos and defeat Umaril in his spiritual form.
  4. Return to the Priory of the Nine to complete the questline and receive the reward.

[edit] Detailed Walkthrough

[edit] Garlas Malatar

Make your way to Garlas Malatar and meet with the other Knights. You may choose to have them wait or launch the attack. Essentially your choice makes no difference, for they will all head into the ruin when you enter. Once inside jump down to the open area. Activate the switch on the left pedestal to open the three gates (ideally it is best to kill off the Aurorans in this area before activating the switch, as opening the gates will cause more Aurorans to come in or your Knights to scatter wildly, running into the new unlocked areas in search of more themselves). Once ready, you can either go through the gate on the bottom level or head up the staircase. The bottom gate is the shortest direct route to the next zone, if you head up the staircase take either passage and then head left up another staircase and follow to the map marker.

Enter the door to the zone Ceysel. Make your way through to two locked gates. Activate the switch on the wall between the gates to open them. Go through one of the gates and you'll emerge in a large room with a glowing black sphere called the Dark Orb in the center up on a platform and many Aurorans surrounding the room. Until you destroy the Orb, the Aurorans will keep resurrecting (they show a white healing spell type flourish as they stand back up at full health.) Since your Knights are not similarly immortal (with the exception of Sir Thedret), you will want to destroy the Orb as quickly as possible if you want the original named Knights to survive (and if you don't want to be overwhelmed by them once they've dealt with your followers). Follow the path to the right, up the stairs, and you will find the Dark Orb. Activate the Dark Orb to destroy it. It will explode and freeze time in that room, all Aurorans and your Knights will fade from view. Slightly back west of the Orb is a switch on the bottom of the right arch, activate it to open up a staircase back down to the lower part of the room and the entrance to Umaril.

[edit] Battle with Umaril

Proceed north to the door and make your way through the passages to a large room with a shallow liquid pool in the center. As you enter, the room will light up, the passage back will be blocked with energy, and a staircase will rise. Umaril's physical form, an oversized Auroran, appears. Your holy destiny awaits you.

After the battle, be sure to grab Umaril's sword before casting Blessing of Talos (there will be a chance to grab the sword a second time, doubling your gain). You can take as much time as you like exploring and collecting loot before finally casting the spell although you are limited to that room alone. Once you cast Blessing of Talos, turn to the center of the room to watch events unfold. You'll be transported to the sky above the Imperial City with Umaril attacking you. Finish him and his legend for all time. After this battle, when you are falling to earth, Umaril's body and his sword will be falling with you. You can target it and take it for a second sword.

[edit] Priory of the Nine

After falling for some time, you will be transported to the basement of the Priory of the Nine. Sir Amiel will speak to you and explains what now will happen to them, then watch them all disappear. Sir Berich will remain if you have not already spoken to his ghost. Speak to him too and he will depart.

[edit] Reward

If you now activate one of the tombs of the Knights in the Undercroft, you will receive a blessing consisting of a semi-permanent 5 point Fortify Attribute effect. The effect only appears in your list of Active Effects (there is no on-screen icon), and the associated attribute does not show up in green on your list of attributes. The blessing will last until you activate one of the other tombs (only one of the blessings can be active at once). The blessings are:

Knight Blessing Effect
Sir Amiel Akatosh's Blessing +5 Strength
Sir Caius Stendarr's Blessing +5 Personality
Sir Casimir Mara's Blessing +5 Endurance
Sir Gregory Dibella's Blessing +5 Personality
Sir Henrik Julianos' Blessing +5 Intelligence
Sir Juncan Kynareth's Blessing +5 Speed
Sir Ralvas Zenithar's Blessing +5 Luck
Sir Torolf Arkay's Blessing +5 Willpower

There is also an armor stand in the Undercroft that previously held the Cuirass of the Crusader in the Priory of the Nine quest. It is designed to hold and prominently display all of the relics. If activated, it will offer a selection involving the relics to either "Place all Relics", "Remove all Relics", or "Switch out a single Relic". This also repairs, recharges and converts the Crusader's Relics into their level-appropriate variants, i.e. if you got the items at level 5, but are now level 25, placing them on the stand then removing them will mean you now have the level 21+ equivalents of the same items.

[edit] Notes

  • If your knights become stuck whilst running to Garlas Malatar, a quick way to get them unstuck is by attacking them all, having them fight with you out to the road, and then yielding to any of them. They will all accept your yield at the same time and continue the journey.
  • You can clear out the first few Aurorans in the first section before you start this quest.
  • It is probably best to wait for all your knights to arrive at Garlas Malatar. Some may actually take a few days.
  • There are two Varla stones and two chests in the room with Umaril's physical form. Grab these before you go to fight his spiritual form.
  • After killing Umaril's spiritual form, the player should do all that is possible to grab his sword as the player falls faster than any items out in the open. This usually leads to the player "falling" on the already falling sword and losing a large amount of health, as if they had jumped off a cliff. Low level characters usually die from this and have to restart from a previous save.
  • Due to your Knights of the Nine charging ahead and getting in your way, your best approach if you want to a) keep them all alive, and b) avoid Infamy for accidentally hitting them, is as follows:
    • Acquire a large number of Potions of Sorcery of whatever strength is appropriate for your Magicka level (if you're a new Crusader character, "weak" potions suffice).
    • Buff all your Knights with the "Blessing of the Eight" Lesser Power (20% shield) before you launch the attack.
    • Don't fight yourself (so as to avoid accidental hits on friendlies).
    • Stay in the back and use the "Merciful Touch" Lesser Power (heal major wounds on touch) on anybody who needs it during fights. You're a saint, remember? Act like one.
    • Get the best paralyze spell you can make and run around paralyzing the Aurorans while your knights fight them.
    • At every pause in the action leading to the Dark Orb room (there are 2, where your Knights wait for you to push a button to open a door), go around and heal and re-buff all your Knights again.
    • Chug your sorcery potions like tequila shots. The above powers are limited only by available Magicka so you can cast them as often as needed.
    • Once you are healed and buffed, Knights rush into the Dark Orb room. Head directly for the Dark Orb to trigger the final battle.
  • An alternate plan for keeping more of your Knights alive is to head straight for the Dark Orb, the sooner you trigger it, the less time Aurorans have to kill your Knights. Having enough acrobatics to jump up to the Dark Orb once in that room will help a lot. Having some followers to distract the Aurorans as you run through may also help keep Knights alive.
  • The Staff of Sheogorath obtained from the Shivering Isles questline can be useful in freezing the Aurorans in place and preventing them from hindering your passage to the Dark Orb.
  • It is not required to wear any of the Crusader's Relics when attacking Garlas Malatar or when fighting the physical or spiritual forms of Umaril, although they do provide multiple benefits specific to this quest.
  • A good way to obtain Umaril's second sword is to equip a weapon that has the Disintegrate Weapon effect, for instance the Akavari Sunderblade located at Three Brothers Trade Goods in the Imperial City Market District, or just use the Disintegrate Weapon spell (Destruction master level). After you reduce his weapon's health to zero he will drop it.
  • After completing this quest some of the damage done by the Aurorans is reversed. The chapels in Anvil and Bravil are restored, and replacements (Amragor, Aron Verethi, Beem-Kiurz, Eris Senim, Esbern, Inius Colus, Kinther, and Selene Duronia) for the slain priests (Laralthir, Avrus Adas, Marz, Uravasa Othrelas, Hil the Tall, Gruiand Garrana, Ohtesse, and Trevaia, respectively) appear in the chapels.
  • Even though Umaril's soul is supposed to be destroyed in the final battle, you can still capture it in a soul gem.
  • It is advised that you do not use Umaril's sword against him, because Umaril is immune to Shock Damage and the sword's weight causes each swing to use up a lot of your fatigue.

[edit] Bugs

  • After returning to the Priory from the final battle with Umaril, the player may encounter a bug where they lose the ability to sit; either no sitting animation plays and the player appears to be standing but can't move, or the player sits on nothing beside the chair/bench. The cause of this is an idle animation with bad conditions that "sticks" to the player. There is no known way of fixing this with console commands, but it may go away by itself after extended gameplay when many other animations have been applied to the player.
    The player is required to sit at the beginning of the Shivering Isles expansion, but the game recognizes when the player is seated even though it does not appear visually.
    The player is also required to sit at the end of the quest The Ultimate Heist. This bug can make it possible for the cutscene to freeze at this point and therefore the player never receives the scroll.
  • After returning to the Priory the player may experience a bug where Sir Thedret becomes stuck in his speech to the other Knights. You cannot talk to Sir Thedret after this point and the other knights stay gathered around him. You can still interact with the other Knights and order them to follow you, etc. Sometimes it seems this problem can be solved by 'bumping' into Sir Thedret repeatedly - each time the conversation will restart at a later point and then quickly break up again - until he's through with his dialog and everyone starts moving around normally again.

[edit] Journal Entries

Umaril the Unfeathered (ND10)
Stage Finishes Quest Journal Entry
0 (All knights join the order and move to the camp at Garlas Malatar)
10 I've been granted the Blessing of Talos by the Prophet. I am now ready to destroy Umaril. My knights are on their way to Garlas Malatar to prepare for our final assault on his fortress.
15 I have arrived at Garlas Malatar. My sworn foe Umaril the Unfeathered awaits me inside. The final duty in my holy quest is to find him, and destroy him.
20 I've ordered my Knights to attack Umaril and his Aurorans at Garlas Malatar. We must destroy Umaril once and for all.
22 (Triggered when player hits trigger box in entry of Garlas. Knights will hold inside entrance until player gets here)
25 (Player opens first gates)
30 (Player hits trigger zone past first gates)
35
39
40 (Put knights currently joined in special "veterans" faction)
50 I have destroyed Umaril's physical form. If the Prophet told me true, I must cast the Blessing of Talos on myself and I will follow Umaril's spirit to a place where he can be destroyed.
60 (Moves knights to the priory)
80 (Spirit Umaril is dead)
90 (Move player back to earth)
100 Umaril is utterly destroyed. I have completed my holy quest.
200 0Yes (Turn off desecrated version of Anvil and Bravil chapels)
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. Where quest is the internal name of the quest, and stage is 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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