Why the Boots of the Crusader are the Most Annoying Item in Oblivion

Why the Boots of the Crusader are the Most Annoying Item in Oblivion

You’re trekking through the Jerall Mountains. It’s snowing, your stamina is low, and suddenly a Timber Wolf jumps out from behind a rock. You draw your sword, ready to defend your honor as the Divine Crusader, but then it happens. A notification pops up. You can’t wear this item. Your Boots of the Crusader just fell off your feet because you accidentally stole a loaf of bread three hours ago.

Honestly, it’s one of the most unique and frustrating mechanics in The Elder Scrolls IV: Oblivion.

The Knights of the Nine DLC wasn't just another dungeon crawl. It introduced a set of relics that actually care about your soul. Most RPG armor just sits there. It provides a numerical defense value, maybe a resistance to fire, and that’s it. But the Boots of the Crusader? They have standards. High ones. If your Infamy score creeps up even by a single point, you’re basically walking barefoot until you go on a massive, cross-country apology tour.

The Nature of the Boots of the Crusader

So, what are they? Historically, in the lore of Cyrodiil, these boots belonged to Pelinal Whitestrake. He was a legendary hero, a "Divine Crusader," who fought for humanity against the Ayleids. Legend says Kynareth herself gave him these boots. Because they come from a goddess of nature, they don't just protect your shins; they change how the world interacts with you.

The primary enchantment is "Woodsman's Benevolence."

It’s a passive effect. It makes it so that creatures of the wild—wolves, bears, spriggans, and land dreughs—won't attack you. You can literally walk right up to a grizzly bear and it’ll just look at you like you're part of the scenery. It’s incredibly peaceful. For players who are tired of being harassed by every rat in a sewer, these boots are a godsend.

But there is a catch.

There is always a catch with Pelinal’s gear. The boots, like the rest of the Crusader's Relics, are tied to your "Infamy" stat. In Oblivion, your character has Fame and Infamy. If your Infamy is higher than 1, or if you have a bounty on your head, the boots simply refuse to be equipped. You’ll get a message saying you are "unworthy." It’s the ultimate moral gatekeeping.

Getting the Boots (The Shrine of Kynareth)

You don't just find these in a random chest at the end of a cave. You have to earn them through the quest "Nature's Fury."

Sir Amiel, the ghost of a former knight, sends you to the Shrine of Kynareth. It’s tucked away in the Great Forest, west of the Imperial City. You meet a priestess named Avita Vesnia. She doesn't just hand them over. You have to undergo a test of "nature’s beauty."

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Basically, you go to a specific grove and wait for a massive Forest Guardian—a bear—to attack you. Here is the trick: you cannot fight back. If you swing your sword, you fail. You have to stand there and take the hits. It’s a test of your resolve and your respect for Kynareth’s creations. Once you prove you aren't just another bloodthirsty adventurer, the spirit lets you pass, and you get the Boots of the Crusader.

Why the Infamy System is a Nightmare for Players

Let’s talk about the "Unworthy" mechanic. It is the most polarizing part of the Knights of the Nine expansion.

Imagine you’ve spent twenty hours playing through the Thieves Guild or the Dark Brotherhood. Your Infamy is at 40. You decide you want to be a good guy now. You go through the entire questline, get the boots, and wear them proudly. Then, you accidentally pick up a silver spoon in a castle. Suddenly, the game decides you are a villain again.

When you become "unworthy," you lose the ability to wear any of the relics.

To fix this, you have to do the Pilgrimage again. That means visiting all nine Wayshrines across the entire map of Cyrodiil. It’s a literal penance. You spend thirty minutes riding your horse from Anvil to Leyawiin just because you misclicked on a bowl of grapes.

This creates a very specific playstyle. You can’t be a "gray" character. You are either a saint or a sinner. There is no middle ground when you’re wearing the Boots of the Crusader. Some players love the roleplay aspect of it. They feel it adds weight to their choices. Others find it incredibly restrictive for an open-world game that usually encourages you to do everything.

The Hidden Stats You Might Not Know

Mechanically, the boots aren't just about the "no-animal-aggro" perk. They are Heavy Armor, though they have a Light Armor counterpart if your Light Armor skill is higher when you first acquire them. This is a smart bit of coding by Bethesda. The game checks your stats and gives you the version that fits your build.

The stats vary based on your level when you get them. If you’re level 1-8, they have a low armor rating. If you’re level 21 or higher, they reach their peak "Grand" level.

  • Weight: Around 10 to 15 units.
  • Armor Rating: Competitive with Daedric or Glass, depending on your level.
  • Enchantment: Fortify Restoration (usually 5 to 10 points).

The Fortify Restoration is actually the most underrated part of the item. Since the Crusader's Relics are designed for a "Paladin" build, that extra boost to your Restoration skill makes your healing spells much more efficient. It turns a standard warrior into a tank that can't be killed.

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The Armor Stand Trick

A lot of people don't realize that the Boots of the Crusader (and the rest of the set) have a unique property when you put them on the armor stand in the Priory of the Nine.

When you place the boots on the stand, they are automatically repaired and recharged. This is huge. In Oblivion, repairing magical items can be expensive if your Armorer skill is low. By just clicking the stand, you save thousands of gold.

Even better? If you leveled up since the last time you wore them, putting them on the stand and taking them back off will actually "up-level" the item. In the base game, most leveled loot is stuck at the level you found it. If you find a sword at level 5, it’s always a level 5 sword. But the Crusader's Relics are different. They grow with you. This makes them some of the most viable end-game gear in the entire Elder Scrolls franchise.

Roleplaying as the "Nature Knight"

If you're playing a character who focuses on alchemy or exploration, these boots change the game's rhythm. Usually, a trip through the forest involves stopping every thirty seconds to kill a wolf. It's annoying. It breaks the flow of gathering ingredients like Nirnroot or Nightshade.

With the Boots of the Crusader, the forest becomes a sanctuary.

You can walk through a pack of wolves like you’re their pack leader. It allows for a "pacifist" run that is otherwise almost impossible in Oblivion. You can focus on the scenery, the music (which is Jeremy Soule’s best work), and the lore without the constant interruption of combat music.

Comparison: Boots of the Crusader vs. Other Rare Footwear

How do they stack up against other legendary boots?

Take the Boots of Jakben, Earl of Imbel. Those boots give you a massive boost to your Acrobatics, letting you jump over houses. They're great for utility and escaping guards. But they don't offer the protection or the unique social-stealth of the Crusader gear.

Then there are the Boots of Blinding Speed... wait, wrong game. That's Morrowind. In Oblivion, there really isn't much that competes with the "Woodsman's Benevolence" effect.

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The closest thing is the "Kyne's Peace" shout in Skyrim, but that's a temporary power. The boots are a permanent, passive aura. In terms of sheer convenience for an explorer, the Crusader gear wins. However, if you're a stealth character, the boots are a disaster. They are loud. They are heavy. And again, the moment you pick a lock in a house, they stop working.

Common Misconceptions and Bugs

There's a common belief that you lose the boots forever if you commit a crime. That's not true. You just can't wear them. The items stay in your inventory; they just become dead weight until you visit the Wayshrines.

There is also a weird bug regarding the "Nature's Fury" quest. Sometimes, the bear won't attack you if you have a high "Personality" stat or if you’ve already used a "Charm" spell on creatures. If the bear just stands there looking at you, try punching it once and then holding your block button. Usually, that resets the AI and lets the "test" proceed.

Another thing: the boots don't protect you from all creatures. Don't go walking up to a Daedroth or a Xivilai in an Oblivion Gate thinking they won't bite. "Woodsman's Benevolence" only applies to natural animals of Cyrodiil. Monsters, undead, and Daedra couldn't care less about Kynareth's blessing. They will still try to eat your face.

Actionable Steps for Your Next Playthrough

If you’re planning to hunt down the Boots of the Crusader, keep these points in mind to avoid a headache.

  1. Clear your record first. Check your character sheet. If your Infamy is anything other than zero, go hit those Wayshrines before you even start the quest. It saves a lot of back-and-forth.
  2. Level up before finishing. While you can up-level the boots later using the armor stand, the quest rewards (like gold and XP) are better if you're at least level 20.
  3. Use the "Priory Refresh." Use the Priory of the Nine as your home base. Every time you come back from a dungeon, put the boots on the stand. It’s free maintenance.
  4. Watch your "Friendly Fire." If you're fighting alongside guards or other knights, be careful with your swings. Accidentally hitting an ally counts as an assault, which ticks your Infamy up, which instantly "un-equips" your boots in the middle of a fight.

The Boots of the Crusader are more than just armor. They are a moral compass forced upon your character. They turn Oblivion into a game about consequences. Whether that's a good thing or a bad thing depends entirely on how much you value your freedom to be a bit of a jerk in-game. But for those who want to be the ultimate protector of Cyrodiil, there is no better way to walk the path.

Check your Infamy often. One stolen apple is all it takes to go from a divine hero to a barefoot peasant.


Next Steps for Players:
To maximize the power of the Crusader set, focus on your Restoration skill early on. The boots provide a significant buff to this school of magic, which pairs perfectly with the "Ritual" birthsign or any Paladin-style build. If you find yourself constantly becoming "unworthy," consider completing the "Grey Cowl of Nocturnal" questline first—it allows you to separate your criminal identity from your heroic one, though it can sometimes glitch the Crusader's "Infamy" check.