Showing posts with label wiki. Show all posts
Showing posts with label wiki. 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.

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.

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.

Friday, January 1, 2016

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.

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).

Friday, November 7, 2014

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