Oblivion:Umaril the Unfeathered (quest)

The UESPWiki – Your source for The Elder Scrolls since 1995

Jump to: navigation, search
Knights of the Nine

Contents

Image:OB-qico-KOTN.png
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


[edit] Quick Walkthrough

This quest only becomes available once you have downloaded the Knights of the Nine official plug-in.

  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.

As soon as you are done talking to the ghosts of the former Knights of the Nine and leave the basement, Sir Thedret will run down the stairs to find out where the voices he heard were coming from. Upon seeing you, he is overjoyed and engages in conversation. According to him, when you went to fight Umaril in the spiritual plane, the remaining knights defeated the last of the Aurorans, and set out to find where you went. They then found your body beside Umaril's, and taking you for dead buried it in the Priory undercroft so the enemies of the Nine would not know you were killed in battle. Being the one to bury you, he can barely restrain his joy at finding you alive and runs upstairs to tell the knights what has happened.

Follow him outside, and you will find him giving a speech to your fellow veterans of the battle (along with new recruits, if you lost any knights during the raid). He will bless the Nine on the Order's victory, and the Knights of the Nine all give you one last hurrah before returning to their new life at the newly restored Priory of the Nine.

[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). Because this blessing acts as an ability (like the Oghma Infinium), it counts against the 100 point attribute cap when leveling up, so it is important to switch the blessing off of an attribute if you are about to level up and want to increase the attribute over 95. However, like the Oghma Infinium, this ability can be used to buff a stat permanetly above 100. 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

* PC Only This bug is fixed by the Unofficial Official Mods Patch.

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", "Take All Relics", or "Swap Relics". 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

  • As soon as this quest appears in your journal, you are given the rank Divine Crusader in the Knights of the Nine faction.
  • After the quest, people may make comments about you as the Divine Crusader.
  • When this quest is finished, The Prophet disappears from the Priory, and is not seen for the rest of the game.
  • 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:
    • Simplest solution: Don't fight. Prepare 100% Chameleon and a Speed buff spell. Save just before the attack, and run through the entire complex. When you enter the Ceysel zone, your knights appear there and begin fighting new enemies, the old ones are apparently forgotten. With 100% Chameleon and decent speed, it is fairly easy to run through all of the zones and trigger the Dark Orb before one of your named knights dies. You'll know if you lost one if there is a Knight of the Nine generic NPC in the circle of knights listening to Sir Thedret's speech outside the Priory. It may take one or two attempts to keep them all, don't get discouraged.
    • Do the quest at a lower level, as Aurorans continue scaling while your knights have limited gear(ebony weapons, and the knights of the nine armor is pretty low rating wise). Doing the quest at levels 30+ wil result in a major power disparity between your knights and the Aurorans.
    • Bring as many followers as possible to keep the Aurorans busy from fighting your Knights, especially essential ones, such as Martin, Jauffre, and Reynald and Guilbert Jemane
    • 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).
    • Summoning spells may be useful in giving you something else to distract the Aurorans with.
    • Buff all your Knights (and any followers) 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, and any followers, 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.
  • 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. The bug also changes the way vampires suck blood because they are standing up and there is no animation but the message still goes on.
  • 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.
  • Do not ask any of the other Knights to follow you until after Sir Thedret's speech is completed at the end of the quest. Also, if you have not yet recruited one of the Knights, do not ask the Knight to follow you immediately after recruiting them. These two actions combined cause a bug where the Knight is stuck permanently following you (and in many cases is the Knight is essential, so it is impossible to get rid of him). For more details on this bug, including known fixes, see Knights of the Nine bugs.
  • There is a bug that disables all the switch-activated doors to respond the switch is pressed. This is can happen if you talk to the Prophet right before he gives his speech(this disables his speech and the speech of Sir Thedret) The only known fix is to save and restart the console/pc)

[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.
Prev:  The Blessing of Talos
Up: Knights of the Nine Next: None
Sponsored Links
Personal tools