Showing posts with label Oscuro's Oblivion Overhaul. Show all posts
Showing posts with label Oscuro's Oblivion Overhaul. Show all posts

Thursday, February 4, 2016

Weapons

(White Oak blade and arrows)
The blacksmiths of Cyrodiil have been busy creating new ways to dispatch enemies. Here are some of the more popular designs, as well as obscure relics you may come across.



Blades
In addition to the staple styles of daggers, shortswords, longswords, two-handed blades and katanas. There are a variety of sabres. Adventurers now enjoy katanas crafted out of the finest ebony, elven-made claymores and sabres can be found.
(Elven cutlery)

Necromancers, with a flair for the dramatic have specially made scythes crafted out of various material.

Longarms
Halberds, poleaxes give an adventurer some reach.

(Elven pole-arms)
Valenwood Arms
Rangers from Valenwood, and even some of the ancient Ayleids, specialize in elegant and beautiful blades and bows made from White Oak, Elmwood, Sunwood, and Cloudwood.

Unique Weapons
(My sword is the one that says Bad Ass Motherfucker)
Soul Wail - A blade of daedric origin with potent enchantments, said to be in the hands of a dread necromancer.

Winter's Maiden - A two-handed silver mace carried by one of the leaders of the Skyrim Bandit Clans. Unenchanted, but powerful nonetheless.

Fang - A two-handed blade wielded by the dread leader of the corrupted rangers of Jeffre.

Light of Dawn - A two-handed katana that thirsts for the blood of vampires.

Royal Whisper - An beautiful White-Oak one-handed blade of one of the lieutenants of the corrupted rangers of Jeffre.

Meteoric Weapons

(The enchantments are as brutal as the weapons)

The ancient Ayleids were masters of magic and enchantment, and bold adventurers have found some of their incredible weapons and staves imbued with powerful magicks in the ruins that dot Cyrodiil. And though many of the old cities have inhabitants in the form of bandits or the restless dead, there are still treasures to be found. Though they may be guarded by more than mere monsters.
(Umbacano is said to have an extensive collection)

Those who are brave enough, have been known to bring back these artifacts, and they can be seen in the Fighters Guildhalls in all of the great cities. These weapons are also prized by collectors of Ayleid antiquities.
(Enchanted bows, enchanted arrows, dead enemies)

The Ayleids were as proficient at weaponcraft as they were at magecraft, and have created a weapon suitable to any fighting style. Swords, daggers, maces, long-arms, axes, bows and vicious arrows.

It is even said that the tips some of the deadly arrows, or Pilins as they are called in Aleidoon, have been set with the fell "dark welkynd stone." But these items are so rare as to be thought mythical.

The weapons are heavy, but worth their weight in gold against some of the deadly creatures that still inhabit the glowing halls of the Heartland High Elves.

Those with a keen eye will find some of these items in corners and crannies that many cannot access. Speed, magic, and the ability to acrobatically leap to difficult places will be helpful for any collector.

Monday, January 25, 2016

The Voice of Nature

(My kneecaps are protected)
Deep in the bowels of Charcoal Cave is wild and cruel mistress of all of the Amazons. Known only as the Voice of Nature, she is motivating force behind their wild callings and terrible urges for death and beauty.

She is clad in armor fit for a queen, and at her throat beats the Heart of Fury. It is said she shoots arrows made of lightning and she has the sharp features of a bird.

She is surrounded by her elite daughters - Raging Priestesses and Wise Mothers will summon Storm Atronachs to tear foes apart.

Should you managed to fell this wild lioness, it is a deed worth of song and sorrow - for there is truly none other like her on all of Tamriel.

Sunday, January 24, 2016

Carla du Vrey

(She looks like such a nice dabbler in Necromancy)

Hannibal Traven's edict regarding necromancy may have chilled weaker mages into compliance but has never been much of a concern for the likes of Carla du Vrey.

She has made her home and laboratory in the grim halls of Dark Fissure. She surrounds herself with Masters of the Putrid Hand and keeps company with Spectral Reavers. Wielding a glass scythe, and clad in darkness made manifest, she is not an opponent to be taken lightly.

Friday, January 22, 2016

The Putrid Hand

(The tapestries really pull the room together)
 Necromancy is an ancient and dangerous art. Those who practice it are far more widespread than the mages guild could ever conceive. Those without a discerning eye would say there are only necromancers, but there are some that a step above the rabble.

The Putrid Hand are practitioners of necromancy that carry the practice to a new level. Their robes are spun from midnight cloth. Except for those of higher rank, who wear robes as pale as the worm moon.

This cult possesses great power, and there are great and terrible members who know many secrets hidden in the folds of dead flesh and the knobs of  brittle bone. There is great and terrible power - and rumors that the powerful members of the Putrid Hand have powerful relics.

Here are some of their known locations:

Dark Fissure

Saturday, January 9, 2016

Argonian Smugglers

(This one wishes his friends would wear clothes)
In several damp and flooded caves the Argonian Smugglers have entrenched themselves in highly defensible positions that keep them safe from prying eyes and more importantly from the Dunmer Slavers who have established operations nearby.

You can find the Argonians in several caves, including Blood Clot Cave, Gloom Way Cave,  and Red Gill Cave. There are high-ranking members in each cave, but only the leader with trade with you, and then only if you help free the Argonian Prisoners from the pen at Seran Camp and see them safely to a nearby cave. If not enough survive you're out of luck when it comes to trading with the Smugglers.

Conversely, if you feel like helping the slavers, you can attack the Argonians in their dens and make a good name for yourself with the Slavers.

The leader of the Argonian Smugglers is Eidkee Vshiir, and you can tell he's a leader because he's actually wearing clothes.

Initially the Smugglers will be neutral to you, they may be less friendly if you are a Dunmer, but will not be overtly hostile unless you attack. If you kill any of their key leaders they will attack you on sight (unless you kill key Slavers to make it up to them).

Thursday, January 7, 2016

Slavers and Smugglers

(Aw, that's cute, you want to do good.)

Though slavery has been abolished by the Empire for some time, that doesn't stop unscrupulous folk from making a profit. And just because the Legion is tied up with the Oblivion Crisis, doesn't mean you can't make a difference - for good or for ill.

Adventurers can be made aware of this drama by notices in Cheydenhal and Bravil, or by happening upon either Seran, Marsh Punk or Nayon Camps.

Neither faction will be overtly hostile, unless the adventurer starts a fight. You can gain the trust of the Argonian smugglers by helping their cause. You can also endear yourself to the slavers by attacking their Argonian enemies in Blood Clot and Red Gill caves. If you do that you are bad and you should feel bad.

If you opt to help the smugglers, you can then purchase items from their leader in Blood Clot Cave. He sells all manner of illicit goods that are not available to purchase anywhere else in Cyrodiil. He will also buy stolen goods, you know, because he's a smuggler.

Katy's note: This is probably the easiest of all the quests that I've delved into thus far. It's relatively easy to free the slaves, and though the Slavers put up a good fight, it's the only objective I've been able to find. I "completed" the quest before I even found everyone.

Monday, January 4, 2016

Sylvan Rangers



(I don't talk much)

Scattered around the Gold Coast are camps with strangely-clad Bosmer who seem intent on the going's on of recently uncovered Ayleid ruins. They are one of many factions in the sprawling quest Shadows in the Struggle for Power.

These are Sylvan Rangers from the deep green forests of Valenwood who have come to do battle with their corrupted kin who have stolen the Heart of the Forest and also seek to reassemble the Dread Armor.

The Rangers will raid ruins that are filled with Corrupted Rangers, and though you can't join them explicitly, you can tag along and help them mop up (or watch them get killed, whatever floats your boat).
(This is just one of several camps)

Saturday, January 2, 2016

Arctic Wolves Letter

Just north of the ruins of Rielle and West of Cloud Ruler Temple is a small unmarked bandit camo. If you sneak in, or best the bandits there, you will find a letter which prompts the following update:

In a Skyrim bandit camp near Cloud Ruler Temple I found a note written by a bandit, probably from a clan represented by three wolves' heads. In it, the bandit laments the actions of Vyka, a woman who apparently is manipulating Marlek, the leader of the Ice Dragon clan. The message notes that his camp lies somewhere northwest from the Hermaeus Mora's[sic] shrine. It is probable that Vyka's camp lies on the eastern region of the mountains, north of Dragon Claw Rock and the Silver Road.
(Rielle is due south of the camp, Cloud Ruler can be seen due east)


[This note is signed with a rough drawing of three wolves' heads -- it appears to be the insignia of a Skyrim Nord clan]

Wicked witch! I swear she's got Marlek under a spell!

Two moons ago, clearnight. Twas bright enough to dispel the darkest omens of Vaermina. No game in sight. The're wolves howling with reason. And still, she convinced him to hunt, leaving the camp toward the south toward Dragonclaw Rock and down the Silver Road. The're goes, like a starving mut [sic] following a trail of breadcrumbs. No matter that the pretty soldiers of the Legion patrol these lands. Can't mess with them woodsmen. Bruma guards, Ha! Could not brave the night without a matron leading them by the hand. Not those rangers, no. And, ther'e[sic] goes. I swear, for the white wolf, Marlek's plans be damned! Vyka keeps meddling, she'll wake in a bed of red snow!

Till he returns from the western camp, she'll bore and sleep like a bear. Most she'll do is send another errand boy to deliver her venom words to him. Wait west, north-west, of Hermaeus Mora's Shrine. You can't miss him, carrying her next load of horse shit. What else after Hothlar's cape? Your own skins! Read her deceiving words and understand! Marlek's tent is full of those. She is playing us for fools.

What say you? Are the brothers of the Ice Dragon men enough to take on their own leader's toy? Needn't die fast. Can have some fun with her before tossing the carcass to the wolves. Or prefer to chit-chat with their neighbors in Hermaeus' shrine? T'way Marlek follows that whore, maybe he's consorting with ol' Herma too! Betrayal of our Nord's blood once over is too many!

Friday, January 1, 2016

Vyka Herlst

(Ready for an ass-kicking?)


You encounter Vyka Herlst in the mountains near Dragon Claw Rock. If you are able to defeat her, you will receive the following update.

I have defeated Vyka Herlst, a dangerous Skyrim Nord Bandit -- maybe the leader of a Skyrim Bandit Clan. She was remarkably attractive, considering her way of life. Her eyes were full of pride and intelligence. Somehow I think that her demise will cause further trouble for me -- she was not the kind of woman to lack groveling men willing to sell themselves to her wishes in the hopes of winning her favor. My guess is that her impressive cape is Marlek's gift, just as I read on the bandit's note I found near Cloud Ruler. 

She wields "The Winter Maiden," an unenchanted, two-handed silver mauler or the Axe of Hazards, an enchanted dwemer battleaxe that causes a 35-percent weakness to shock, frost, fire and poison. She is equipped with mithril armor, but the prize is The Dragon's Skin, a cloak that compliments the elusive Dragon Armor and weaponry that is scattered throughout Cyrodiil. The cloak gives the wearer a 15-percent shield spell constantly.

Skyrim Bandit Clans

(Baby, it's cold outside)

In the cold northern reaches of Cyrodiil, the citizens of Bruma have become aware of a new threat that lurks in the deadly white. Wearing the pale white pelts of the vicious animals that dwell there, the Skyrim Bandit Clans have been attacking citizens and soldiers alike.

Unskilled adventurers would do well to travel with caution in the cold north, or be ready to face these hardy folk.



There are notices around Bruma warning of the presence of these violent peoples. Should you find one your journal will be updated.

And though to outsiders it would seem these ruffians fly under one banner, a little delving will show that there is dissension in the ranks. A letter found in the Arctic Wolves camp, near Cloud Ruler Temple indicates that some feel that another bandit is manipulating the leader. Where there is dissension,  a clever warrior can find profit.

Bandits, Marauders and Raiders. Oh, my!

In these troubled times, the roads are filled with all manner of thugs looking to shuffle you off the mortal coil and take your gold. But they aren't all created equal.

(What? You don't have any gold? Me either.)


Bandits
Harrying travelers on the roads, bandits are hardly more than ruffians with a blade or club. They make their living by picking gold from the corpses of merchants and ill-equipped adventurers. The infest Cyrodiil like fleas on a dog. For a well-heeled adventurer they will pose little risk, unless you get mobbed.

As for gear, they carry worn-out armor and weapons. Occasionally some have gotten their hands on some finer outfitting, but that's more of an exception than the rule.

Marauders
Ex-mercenaries or soldiers for hire that realized they could make more coin taking it from people than hiring on with the army or in the fighter's guild. Their heavy armor makes them a challenge for novice adventurers. Though it looks formidable, their armor and weapons of old and in poor repair.

Raiders
Well-trained, well-equipped warriors are a force to be reckoned with. Anyone who comes across one would do well to run unless they have the grit to go toe-to-toe with these grim warriors.

There are rumors that they are actually an organized fighting force under the command of a powerful leader.

Thursday, September 10, 2015

Narind

As though the dangers of Aylied ruins weren't already manifold, the presence of the corrupted rangers in Narind make it a place to be feared.

(Narind lies South-East of Anvil)

This is the ruin the Heart of the Forest was taken. It is located near the banks of the Strid River. The Heart of the Forest is guarded by incredibly powerful foes (in other words, you may wish to be really high level before delving into Narind).

Sunday, September 6, 2015

Armor

Oscuro's Oblivion Overhaul has added dozens of new armor-types. This is a working list of items I've found. Images will be updated as full sets are acquired. Some locations have been provided by other players and by Devnull, and notation has been included.

Light Armor

Arctic Fur Armor
This armor is worn by the bandits that have been harassing the people of Bruma. Similar to simple fur armors favored by Nords, but these hardened people have the skill needed to fight the fearsome snow cats and tundra wolves.

(Does this cuirass make me look evil?)

Blood Leather Armor
This leather has been specially treated, giving it the crimson hue that makes it famous. Though the exact process is unknown, some surmise that blood is used in the process - others dismiss this as mere rumor.

Blue Glass Armor
Pieces of this rare type of glass armor can be found in various caves and forts across Cyrodiil.
(Blue Glass Armor locations provided to Devnull by Holmarion)
Cuirass: Thundering Steps Cave
Boots: Mongrel's Tooth Cave
Gauntlets: The Beast's Maw
Greaves: Unmarked Cave
Helmet: Fort Horunn
Shield: In Waterfall by Charcoal Cave

Drakefired Glass
This specially treated glass has taken on the color of glowing coals. These are some locations the armor is rumored to be in:

Cuirass: Grave Ground Cave and Cheydinhal Dark Brotherhood Sanctuary (Creston)
Helmet: Fort Rayles
Greaves: Fort Flecia (theKettle)
Gauntlets: FortFlecia (theKettle)
Gauntlets: Shattered Scales Cave (Dazu)

(Take back what you said about my hat)

Night Elven Armor
This armor is favored by assassins and and nightblades.  Some say the undead are partial to the dark metal.

Shadow Armor
This armor was crafted by the Shadowscales of Blackmarsh.


Heavy Armor

Dragon Armor
The Dragon's Companion: Ice Dragon Clan Base
The Dragon's Guardian: Ice Dragon Clan Base
The Dragon's Iron Fist: Rizakar
The Dragon's Pace: Rizakar
The Dragon's Savior: Rizakar
The Dragon's Spellshards: Ice Dragon Clan Base
The Dragon's Skin: Dragonclaw Rock (theKettle)

Eldar Armor

Noble Armor
Noble Shield can be found in Skingrad Castle Lord's Manor, behind the bed; and Lipsand Tarn (theKettle).
The cuirass is located in both Fort Flecia (theKettle) and worn by Skingrad Captain Dion (Dazu).
The greaves are worn by Skingrad Captain Dion (Dazu) and also found in Dostares Ruins (theKettle).
The gauntlets are worn by Skingrad Captain Dion (Dazu) and a pair is located in Francois Motierre's Basement in Chorrol (Mumbagumba).
The boots can be found in Fort Flecia (theKettle) and are also worn by Skingrad Captain Dion (Dazu).

Obsidian Armor

Ornate Obsidian Armor can be located in Fort Facian.

Winged Armor



Unique Armor 

Dread Armor

Imago Storm Armor

Melius Petelius' Armor


Saturday, September 5, 2015

Ayleid Geomancy


(Fat Loot is prettier and more useful)

(List contributed by Dunraven on the old spoiler guide by Devnull.)

The Guild of Mages, through research have uncovered the lost art of Ayleid Geomancy. By tapping into the power housed in the stones, the practitioner can focus the energy outward - either at a target or to restore oneself. The powers vary by stone type and quality. Tomes are available even for laymen in the lobby of the Arcane University.

(Amethysts of various levels of purdy)

Amethyst: Geomantic Purity
Dispel
Fortify Intelligence

Copper Nugget: Geomantic Conduction
Shock
Damage Fatigue

Diamond: Geomantic Refusal
Resist Magic
Reflect Spell
Spell Absorption

(Perfect emeralds are perfect)

Emerald: Geomantic Siphon
Absorb Health
Absorb Fatigue
Absorb Agility
Absorb Strength
Absorb Willpower

Gold Nugget: Geomantic Restoration
Restore all attributes

(I wanted opals to look cooler)

Opal: Geomantic Shielding
Fire Shield
Frost Shield
Shock Shield

(More light!)

Pearl: Geomantic Illumination
Light

Black Pearl: Geomantic Void
Spell Absorption

Platinum Nugget: Geomantic Resilience
Resist Poison
Resist Normal Weapons

(Ruby sees all)
Ruby: Geomantic Wrath
Fire Damage
Frost Damage
Shock Damage


(Perfect sapphires are awesome)
Sapphire: Geomantic Influx
Restore Magicka

Silver Nugget: Geomantic Healing
Restore Health
(Perfect topaz looks an awful lot like normal topaz)

Topaz: Geomantic Ward
Shield

The Arctic Bear


In bowels of Dasek Moor a raider of rare skill resides and has information on the struggles of the Sylvan and Corrupted Rangers.

Wearing a unique set of steel armor, if you fell this warrior your journal lets you know that you aren't fighting a common thug - though it would be hard to miss. Hlorfor the Arctic Bear is not a man to take lightly. In fact, he appears to the leader of the Raiders, and his style of writing indicates a military background.

"After an intense fight, the might warrior falls dead to the ground. I am surprised of his power and stamina. He was old but moved like a man in his prime. Undoubtedly, there is something special about him."

Not just a common bandit, this Raider has eyes on a darker prize - the Dread Artifacts.

"I have found Hlorfor's Battle plans in Dasek Moor. A very cunning man, this Arctic Bear. He anticipated Eregor's, and other key players', finding of the Dread Artifacts. He sought to step in and gain a bargaining position, no doubt wanting to protect his legacy as commander of the Raiders. His plans include a very interesting map. Portresses in the Nibenay Basin are marked on the map -- most specially and Fort Facian and Fort Flecia."

(He might be in a dank cave, but the Arctic Bear wasn't sleeping)


His notes and plans can be found on the desk along with the map:

Our spies confirm that the legacy of Graithlan has been finally discovered outside of the inner circles of the mages guild and necromancer cults. I suspect that Traven's banning of necromancy will only speed the search for the Dread Artifacts.

Lien Valeth and his newly formed army of necromancers are no doubt searching for the vessels of Graithlan's soul. If my previous information is correct, they will take some time to find the location of the largest collection of these dark artifacts. Guardians of Valenwood's forests are keepers to most of them. Still, it is possible that much has changed since I last learned of this.

(Action: Check with Lucia's contact. It has been some time since her last report -- we need someone inside the Putrid Hand, immediately).

The recent sightings of sylvan rangers in the Gold Coast could be related to the search for Graithlan's dark power. If it is, then we must make haste in recovering what we can before the Dread Armor can be made whole.

(Action: send a contingent of spies to Anvil and its surroundings -- need of more information is imperative. Assume risk and divert forces engaged against bandit gang. From eastern and northern Cyrodiil--must control the plains and road accesses to hamper movement of our opponents).

Something is amiss in what we know about the King of Worms. It is highly suspicious that we have not learnt of any movement, what to say of acknowledgement, regarding Graithlan's legacy. Mannimarco knows of it, but appears to sit back while the rest of the powerful players in this go through their motions--irritating. What is that old bastard planning to do?

(Action: check the contacts in the Mages Guild that know about the double-agents of Mannimarco within the guild. Penetrating his own ranks is far too risky, but something should trickle down if he is indeed planning something large).

We are spreading ourselves too thing. It is imperative that we regroup our forces and move in clusters. There are who now pose a threat to our continued dominance of the provinces untamed lands. Everything is shifting so quickly that we must flow with the ease of water and strike with the compact force of an avalanche if we are to prevail. And we thought that our days of excitement were far behind! Sheil and Faran will benefit from this struggle, if we come out of it at all. Once they return from the forts of Facian and Flecia we will be in a bargaining position once more. (note: despite their great power, all help will be useful--send four exquadrare of raiders to support their forces).


(Click to enlarge and see roughly where the forts are located)

Saturday, November 8, 2014

Path of Iron

(Try to take it. Just try)

The Paladin Melus Petelius served the Nine faithfully, but shed his shining armor after the death of his wife. Daring adventurers can brave terrors in the wilds of Cyrodiil to try to reclaim it - but only if they first get the blessing of the Gods.

To start this quest you need to activate the claymore at the grave of Petelius' wife in near Brindle Home.

Once you get the message from the Gods, you will have to do some unpaladin-like snooping in Petelius' cabin, break into his basement and find the shrine with his journal. That should allow you to answer their questions and continue with the quest. If should be noted that if you have completed the quest for Molag Bal, tormenting Petelius, the Nine will not select you as their champion.

(That's not creepy at all)

The Journal also holds to clues to where all of the pieces of armor are resting. Each in dungeons that are guarded fiercely by their denizens.

Friday, November 7, 2014

Shadows in a Struggle for Power

A corrupted ranger takes aim. He's wearing light braided armor.


Those who venture to the Gold Coast are warned against venturing too far from the roads - with good reason. Rangers from the province of Valenwood have been spotted and seem unusually hostile to travellers. They are scouring ruins, that until now, have remained undiscovered by native Cyrods. They seem to be looking for something of immense power.

Adventurers who do explore these ruins will find two factions. The Sylvan Rangers and the Corrupted Rangers. There are various new ruins with these fierce warriors virtually swarming through the halls. Best be prepared, as even if you can take one or two in close combat, they can still overwhelm even a seasoned adventurer with sheer numbers.

The Rangers have stolen a mystical green gem and are holding it in the well-fortified ruin of Narind as part of a larger plot to gather a set of armor that has a dark purpose. You learn of this if you try to don some of the armor from one of the corrupted rangers.


The Sylvan Rangers have made strategic camps and make raids on ruins they think may hold the gem. They won't help the player per se, but you can follow them as they raid nearby ruins.

This quest goes beyond just the Corrupted Rangers and their feud with their Sylvan brethren. The goal of the quest is to reunite a cursed set of heavy armor that will allow the wearer to wield the weapons of the undead. It is said that members of the Putrid Hand understand the workings of this fell armor and know where it the last piece might be.

Another player in the game is Hlorfor, the Arctic Bear who is holed up in Dasek Moor (just off the road to Anvil). He is the leader of the formidable Raiders.

About the Guide to OOO


This is something of a guide-as-I-go. I'm currently using OOO (v. 1.33). The guide will develop as I proceed through the mod. I've only completed a few quests to date and stumbled across others. I will do screenshots to the best of my ability - if you have better screenshot, feel free to contact me. A lot of credit needs to be given to devnull, whose guide helped me kick off quests I may not have otherwise found.

Oscuro's Oblivion Overhaul basically unlevels dungeons, making exploration have more risk - but the riskier your venture the higher the payoff is likely to be. It adds several new factions, questions, and hundreds of items (armor, weapons, clothing, artifacts and more).

I had attempted to create a wiki for the page, but the one I was using decided that I needed to pay up or claim it was educational. I'm poor and a terrible liar, so I'm transferring my work to Blogger. This is a labor of geek love. Feel free to point out errors, or things that should be added in the comments.

It should go without saying, but this blog is chock full of spoilers. Every link can potentially ruin a surprise.

Factions

Skyrim Bandit Clans
The Putrid Hand
Guardians of Oblivion
Slavers
Smugglers
Corrupted Sylvan Rangers
Sylvan Rangers
Amazons
Beasties
Bandits, Marauders and Raiders

Quests


Path of Iron
Light through the Darkness
Slavers & Smugglers
Shadows in a Struggle for Power
The Skyrim Bandit Clans





Items

Weapons
Armor
New Clothing
Alchemy Ingredients
Ayleid Geomancy (aka more fun with gems)
Miscellaneous Item

General Information

Changes to Birthsigns
Changes in Magick