Oblivion:Marauder
This article is about the NPCs. For the class, see Marauder (class).
Marauders are aggressive, blade-wielding NPCs. They are always hostile towards the player and will attack you on sight. Marauders are regularly found in fort dungeons, though you may find them occasionally in other types of dungeons as well, as summarized at Marauder Dungeons.
There are three basic varieties of Marauder.
- The most common variety is identified simply as Marauder, and is blade-weapon melee fighter of Marauder class
- Next most common variety is the Marauder Archer, a Marauder Archer-class NPC equipped with a bow.
- The least common marauder is the Marauder Battlemage, a spell-casting marauder of the Marauder Mage class.
Marauders are also frequently accompanied by dogs, who may actually appear in place of a marauder; this is usually to the player's benefit, as the dog is much easier to kill than a marauder.
In addition, Marauder Warlords are the marauder bosses, and are only found in dungeons. Eight dungeons have a single Marauder Warlord, typically as the final enemy you will encounter. Despite having Destruction as major skill, they do not possess Destruction spells.
Lastly, you may encounter Dead Marauders. One Orc and one Nord marauder have been killed by other denizens of their homes before you ever arrive. You can find them in Dasek Moor, Fort Blueblood (×2), Fort Coldcorn and Fort Urasek.
All marauders are members of the Marauder Faction, which gives them a slight liking for Creatures and a pathological hatred of bandits.
There are several specialized types of marauders, who take part in a series of Mages Guild, Dark Brotherhood and Miscellaneous quests. These include:
- Six non-respawning Marauders (1 Marauder, 2 Battlemages, 2 Archers and 1 Warlord) are encountered in Fort Blueblood during the Leyawiin Recommendation quest.
- The Mercenaries in Fort Sutch, who are part of the Marauder faction
- Some of the contenders in Boethia's tournament
- Bjalfi the Contemptible who can be found in Fort Strand and who is part of the Marauder faction
- Kylius Lonavo, found at Greyland is also part of the Marauder faction
- Black Rock Pirates from Black Rock Caverns
Name | Race(s) | Level | Armor (all Heavy) |
Weapon | Other |
---|---|---|---|---|---|
Dead Marauder 00065643 |
Nord Orc |
1 | Boots Cuirass |
(none) | Pants |
Marauder 0003DC62 |
Orc Nord |
-2 to -4 | Boots Cuirass Gauntlets (25%) Greaves (25%) Shield (25%) |
Long Blade* | Repair Hammer (25%) Pants |
Marauder (Fort Blueblood only) 0003FB81 |
Nord | -1 | Boots Cuirass Shield (25%) |
Blade | Pants |
Marauder Archer 00035FD2 |
Imperial Argonian |
-2 to -4 | Boots Cuirass |
Bow*† Arrows* 1 Iron Arrow Dagger |
Repair Hammer (25%) Pants |
Marauder Archer (Fort Blueblood only) 0003FB83 |
Imperial Argonian |
-2 to -3 | Boots Cuirass |
Bow Arrows Dagger |
Pants |
Marauder Battlemage 00035FDC |
Altmer | -2 to -4 | Light Armor Boots Cuirass |
Dagger Staff (10%) Multiple spells |
0-3 Restore Health Potion** Pants |
Marauder Battlemage (Fort Blueblood only) 0003FB84 |
Altmer | 0 | Light Armor Boots Cuirass |
Dagger Multiple spells |
|
Marauder Warlord 00035FDE |
Imperial Nord |
0 | Boots* Cuirass* Gauntlets* (25%) Greaves* Helmet* (25%) Shield* (50%) |
Long Blade* | 2 Repair Hammers (25% each) Pants Shoes |
Marauder Warlord (Fort Blueblood only) 0003CD2B |
Orc | +2 | Boots Cuirass Gauntlets (25%) Greaves (50%) Helmet (25%) Shield (50%) |
Long Blade | Pants Shoes Fort Blueblood Key |
* This item may be enchanted. The long blades (Longswords or Claymores) of melee Marauders and the bows and arrows of Marauder Archers may be enchanted starting from level 4, with the likelihood increasing after level 9. The respective percentages for levels 4-9 and for levels 9 and above are 7% and 12% for long blades, 4% to 8% for arrows, and 2% to 4% for bows. The long blades of Marauder Warlords may be enchanted starting from level 3, with the likelihood rising from 25% to 40% at level 6 and to 50% at level 9. Marauder Warlord armor may also be enchanted from level 3, with the likelihood rising from 20% to 25% at level 7 and 30% at level 9.
** The number of possible potions received and the chance of how many changes depending on your level, as does the quality of the potions. Potions are always strongest possible for each level. Individual Restore Health potions have a 25% chance of appearing.
† There is a 20% chance the Marauder Archer may be carrying two bows, one of which may be enchanted (see above for likelihood).
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.
- 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. Only the Cuirass and Greaves of Marauder Warlords are always the strongest possible level.
- Marauders always carry heavy armor.
Marauder Battlemage Spells[edit]
Battlemages have a very large amount of magicka, as they possess three birthsigns: the Mage and Atronach birthsigns also available to the player, plus the Marauder Mage birthsign which adds another 25 Magicka. Taken alongside their Altmer bonus, this means that they have +325 maximum magicka. It is therefore highly recommended that you use a silence spell or silence enchanted weapon against them to prevent the use of spell casting. Damage Magicka is generally not useful at all due to the repeated casting it would take to reduce the marauder's magicka to zero.
Each Battlemage will know how to cast four randomly selected spells: two Destruction, one Conjuration and one Restoration spell. In each case, the effect is randomly determined from the following list; the strength of the spell is randomly determined based on the battlemage's skill level. The possible effects for each school are:
- Conjuration (minor): Bound Armor (Boots, Gauntlets, Greaves or Helmet), Bound Weapon (Axe or Dagger) or Summon (Ghost, Scamp, Skeleton or Zombie).
- Destruction (minor and major): 1 Damage Health, Drain Health, Fire Damage, Frost Damage or Shock Damage (the damage spells may all be on touch or on target) and a second, more powerful, one with same effects plus Disintegrate Weapon and Armor.
- Restoration (major): Absorb Fatigue, Absorb Health, Absorb Magicka, Absorb Skill (all on touch; except Acrobatics, Alchemy, Armorer, Athletics, Mercantile, Security, Speechcraft) or Restore Health.
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Male Nord Dead Marauder (Fighter's Stronghold)
-
Male Orc Dead Marauder (Fighter's Stronghold)