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Oblivion Content: Dragonfire Castle

September 27th, 2006 Donkey Biscuits 2 comments

 

I’m a sucker when it comes to Oblivion rumours so will post anything that looks remotely interesting. Anyway, could this be the next Oblivion downloadable content…?

Dragonfire Castle is basically a place for your character to hang out. Things that it might have:

  • A Secret Vault
  • Wine Cellar and Vinter. Lots of Fighter-Aiding wines and a vinter to make them.
  • Combat training and sparring room.
  • An NPC for weapon skill training.
  • Men-At-Arms Quarters.
  • An NPC that follows you around and helps you in combat.
  • Dwemer Forge. Boosts Armourer skill by 15 for short time.
  • Trophy Hall and Taxidermist. Another NPC will make stuffed forms of creatures when you bring the proper ingredient, the critter will then appear on a podium in the Hall for your viewing pleasure.

Hopefully this isn’t just another wild rumour, but probably is. Watch this space…

And now for some pretty pictures…

Note: Please note that this news item has been placed in the Rumours section and as such is probably a load of made up crap. But I like made up crap so am reporting it anyway. Please make up your own minds as to the validity of the story.

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Categories: Oblivion, Rumours

Oblivion: Spell Tomes

August 31st, 2006 Donkey Biscuits No comments

The next update for the best game in the world Elder Scrolls IV – Oblivion has finally been released. Available for download on the Xbox Live Marketplace at 80 gamerpoints.

This pack adds “Spell Tomes” to the world’s random treasure. These books grant you wondrous and powerful magic spells, just by reading them! Now Mages will also gain instant benefits by treasure hunting. Friend and foe alike will bow in awe before your power.

Features

  • Hundreds of new spell-giving books
  • All the most useful basic spells covered
  • Low level and high level spells available
  • Many new powerful spells with multiple effects added
  • Extremely powerful new spells that are balanced with slightly detrimental effects to lower the cost in Magicka
  • Find Spell Tomes in dungeons all over Cyrodiil
  • Spend less time and money arming yourself with the spells you want and need

Example Spells

Here are just a few of the new spells obtained from Spell Tomes:

  • Blink: A low-level invisibility spell to get you out of trouble.
  • Baltham’s Insight: a short duration but long range detect life spell.
  • Shield Wall: Fortify Heavy Armor and Shield effect.
  • Night Form: Powerful Invisibility and Fortify Sneak, and take Sun damage, which reduces Magicka cost to cast.
  • Pride of Hirstaang: Fortify Strength, Resist Frost, and Summon a Bear.
  • Orum’s Aquatic Escape: Invisibility, Night-Eye, and Water-breathing.
  • Elemental Blast: A powerful offensive spell with: Fire damage, Frost damage, and Shock damage.
  • Magicka Vortex: Absorb Magicka, Weakness to Magic 25% and Stunted Magicka.
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Categories: Oblivion, Xbox News

Oblivion: The Vile Lair

July 14th, 2006 Donkey Biscuits No comments

The next update for the best game in the world Elder Scrolls IV – Oblivion has finally been released.

This underwater hideout provides your infamous character with safe haven. Those with vampirism will find a means to feed, and if necessary, a means to cure their infliction. Hire evil minions, pray to the dark god Sithis, and a host of other functions await.

Features

  • A multilevel lair for murderous players to find refuge
  • The Font of Renewal, where a player may purge himself of Vampirism
  • The Shrine of Sithis where the infamous player may heal and be cured of disease
  • A Dark Minion, who the player may employ to find gold in a most unseemly manner
  • A ‘cattle pen’ for vampires to dine
  • An indoor garden of venomous plants, including the notorious Chokeberry to feed to your enemy
  • Various furnishing upgrades, including a study room and storage area

 

Background 

One of the most notorious vampires of times long past, Greywyn Blenwyth, had joined the Dark Brotherhood with the intention of one day converting all of his fellow brethren into his kind. He realized that although vampires are accepted within the ranks of the Dark Brotherhood, the notion that it could be a future requirement could anger existing members or possibly dissuade others from joining its ranks. By carefully forging an alliance with several key members of the Dark Brotherhood at the time, Greywyn was confident he could either sway the rest of the members into adopting his ways, or dispatching those that didn’t. He spent the better part of a year “turning” opponents to his side, and using his allies to rid the Dark Brotherhood of the others.

He dubbed his splinter faction The Crimson Scars; a name derived from the unusually vicious neck lacerations left by his assassins and their jagged blades. The final turning point in Greywyn’s dark plan called for the swift execution of the current upper echelon of the Dark Brotherhood in one massive, cautiously executed strike. Unbeknownst to Greywyn, one of the members he had turned, a Dunmer named Silarian, was not enamored by the thought of his newfound vampiric power, as it came with too high a price. By informing the Black Hand of the Dark Brotherhood of Greywyn’s upcoming betrayal, Silarian was able to quell the rebellion before it started. The second purification in the history of the Brotherhood was executed that night, and the entire sanctuary died in a sea of blood.

Greywyn somehow escaped the carnage and retreated to a cave he had discovered earlier in his travels, which he aptly named Deepscorn Hollow. From this lair, Greywyn, now alone, devised a way to bring his plan back to fruition. He sent messages across Cyrodiil, seeking those who would join his cause, but to no avail. Within the Hollow, he constructed a Shrine to Sithis and prayed for absolution and a way to bring his quashed dreams back to reality. Many a mortal died at the hands of Greywyn in the following days, all in an attempt to appease his Dark Master. Finally, his prayers were answered, but Sithis demanded a price. Sithis would approve of the Crimson Scars, only if Greywyn would renounce his vampiric ways and become mortal once again as a punishment for the betrayal of his brothers.

With a heavy heart, Greywyn labored to create a cure for the disease in his veins. Finally, a musty tome recovered from a ruined fort bore the answer: Purgeblood Salts. Greywyn spent months roaming the land gathering the ingredients he needed to complete the salts and to refine them properly. When all his preparations were complete, Greywyn approached the Shrine of Sithis for one last prayer. As he intoned the first verse of his dark prayer, he felt a piercing pain explode across his back. The Dark Brotherhood had finally tracked him down.

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Categories: Oblivion, Xbox News

Oblivion: Mehrunes’ Razor

June 16th, 2006 Donkey Biscuits 5 comments

The next update for the best game in the world Elder Scrolls IV – Oblivion has finally been released. Mehrunes’ Razor features largest dungeon in all Cyrodiil for you to explore.

The lost Ayleid City Varsa Baalim has been unearthed by a rogue Telvanni arch-mage, in pursuit of a fearsome Daedric Artifact, Mehrunes Razor, which he believes will give him the power he needs to topple the Imperial reign – but what horrors lie in wait beneath the Valus mountains; and can you overcome them to claim Mehrunes Razor as your own?

Features

  • A fully-featured quest takes you deep into the fringes of the Niben.
  • Earn the fearsome Mehrunes Razor, with the ability to kill foes instantly.
  • 17 new magic items to discover!
  • Conquer the largest dungeon in all Cyrodiil.
  • Thwart a plot to overthrow Imperial rule in Tamriel.
  • 12 new books, notes, and journals to help you unravel the mystery.
  • Hidden treasures await!

     

Background

Firthan Andoren
Andoren Manor, Godsreach
Mournhold, Morrowind

For your immediate Attention:
Advisor Andoren; my apologies for the nature of this letter, but I fear that King Helseth’s initial appraisal of the threat posed by Frathen Drothan may have been premature. You know well my trust in the judgement of the King, but I have learned new, disturbing details which may give him cause to re-consider the decision to ignore this matter.

As expected, Drothan has received no support from the Great Houses, but has gathered strength in the form of mercenary soldiers. I realize King Helseth anticipated this, but I do not believe he anticipated Drothan being able to hire so many. My sources are still attempting to discern where this unexpected wealth is coming from. We have yet to rule out the possibility of funding from within Morrowind’s borders.

We also have interviewed several scholars with whom Drothan has been in communication during recent months. His interests seemed keenly focused on Mehrunes Razor. Drothan went to great lengths to keep his academic contacts separate, and now that they have been cross-referenced, we’re becoming convinced he has a chance at recovering the artifact. Worse, we suspect he’s going to try and recover it from an excavation site within Cyrodiil borders.

I need not remind you of Morrowind’s tenuous relationship with the Empire. While Drothan may not stand a chance against the Legion, possessing the Razor may give him courage enough to try. If that happens, I’m not sure even I could convince Ocato and the Council of your innocence in the matter.

I implore you, re-visit the matter at the Royal Palace, a pray send word that the good King Helseth intends to resolve the matter internally. The Oblivion Crisis has caused arguably greater turmoil in Cyrodiil than any other province. Drothan is the last matter I wish to trouble my superiors with at this time.

With the utmost respect,

Philea Nielus
Office of the Imperial Ambassador
Caldera, Vvardenfell

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Categories: Oblivion, Xbox News

Oblivion Update

June 8th, 2006 Donkey Biscuits No comments

 

The best game in the universe ever has had itself patched. The update fixes lots of the bugs that appeared in the game, thus allowing me to complete several quests that had been blocked.

Bug Fixes

  • Fixed an issue with falling through collision in Fort Wooden Hand.
  • Fixed issue with remapping controls in French, German, Italian and Spanish versions.
  • Fixed issue with some shadows not lining up.
  • Going to jail while equipped with bound armor or weapons no longer crashes the game.
  • Fixed issue with bound weapons not dispelling properly after dismounting a horse.
  • Fixed issue with player shadow being delayed after fast travel.
  • Fixed infinite gold issue on some dead NPCs.
  • Fixed issue with disease resistences that made it impossible to contract vampirism under certain circumstances.
  • Fixed an issue where occasionally skills would not increase properly after you received an increase in a way other than skill uses like as a quest reward.
  • Fixed issue where spells, powers and lesser powers were being improperly resisted when the player cast them on themselves.
  • Fixed an issue where creatures and NPCs would not go into combat properly after being hit by a projectile.
  • Fixed an issue with duplicating items and unequiping the bow.
  • Fixed an exploit that allowed you to sell equipped items to a vendor more than once while on a horse.
  • Fixed an issue with items reappearing in dead bodies after saving and reloading.
  • Fixed crash when NPC with active light spell on them unloaded from memory.
  • New Very Low Quality graphic setting available under Launcher options with improved support for low end FX cards (5700 and lower). To use this setting, go to the Launcher, select Options and click Reset to Defaults to allow the auto detect to check your system.
  • Implemented SLI-mode optimizations on Nvidia cards, and Crossfire optimizations for ATI cards.
  • Fixed a crash issue where loading a save would crash if the player had extra data on them.
  • Fixed an issue for LOD art for city was not unloading quickly enough when exiting an interior.
  • Fixed an issue where Aylied doors would not open when activated in Miscarcand.

Quest Fixes

  • If you are permanently expelled from Mages Guild, you can now go back into the Mages Guild buildings.
  • In The Siren’s Deception, the door to Gweden farmhouse is prevented from locking too soon if player exits too quickly.
  • In the Light the Dragonfires quest, player controls are prevented from being locked if player accidentally hits Ocato during the final battle in the Imperial Palace.
  • In the Confront the King quest, fixed an issue where Mannimarco would occasionally stop fighting the player while the player’s controls are locked.
  • In Corruption and Conscience, fixed an issue if player got to Llevana’s house earlier than expected and she would initiate trespass behavior rather than move the quest forward.
  • In Theranis’ Mistake, it is no longer possible to get multiple copies of Ahdarji’s ring. Also, fixed an issue with player receiving Blood Price topic too early in the quest.
  • In the Leyawiin Recommendation quest, it is no longer possible to bypass Kalthar in Fort Blueblood.
  • In Revenge Served Cold, Corrick will now recognize when player had the jade amulet in their inventory if No Stone Unturned quest had been previously completed.
  • In Infiltration, player can no longer kill Blackwood Company members and stop progress in Fighter’s Guild.
  • In Dark Brotherhood, if you kill fellow members and get kicked out of the guild, you can no longer continue to progress in the questline until you redeem yourself and get back in.
  • In The Master’s Son, the player now properly receives their reward when completing the quest.
  • In Caught in the Hunt, fixed an issue where NPCs would not go into combat properly.
  • In the Cheydinhal Recommendation quest, fixed an issue where Vidkun’s body would disappear if you left the well.
  • Getting disqualified from the first Arena match no longer blocks you from further matches.
  • In Till Death Do They Part, the Count no longer rewards player with gold more than once. Fixed an issue with not receiving the Vampire Ashes topic if the player picked up vampire ashes before getting the quest. Fixed issue where Bloodgrass topic was not added if player finished the Main Quest before starting quest. Hal-Liurz will now follow player properly when asked about the cure.
  • In Mystery and Harlun’s Watch, the dead body you are supposed to find will no longer disappear from Swampy Cave if you cleared out the dungeon before starting the quest.
  • In Blood of the Daedra, Martin will now recognize Spellbreaker as a Daedric artifact.
  • In When the Vow Breaks, additional instance of Rockshatter are now prevented from appearing on Bjalfi’s dead corpse after saving and reloading.
  • In Paranoia, game no longer crashes when Bernadette Peneles exits the city while you are following her.
  • For Clavicus Vile quest, fixed crash with giving or refusing to give Umbra to Clavicus Vile.

Plugin Fixes

  • Fixed issue with saving your game while an actor is in a new interior cell created in a plugin, and re-loading the save game without the plugin.
  • Fixed issue with loading previous saves with plugin that contains new base objects that are containers, NPCs and creatures.
  • Fixed issue with linked pathpoints scripted to switch on/off that are modified by a plugin.
  • NPC’s companions no longer disappear when they fast travel with player to an exterior cell that is modified by a plugin.
  • New scripted spell effects created in a plugin now work properly.
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Categories: Oblivion, Updates, Xbox News

Oblivion: Thieves Den

May 22nd, 2006 Donkey Biscuits No comments

The next update for the best game in the world Elder Scrolls IV – Oblivion has finally been released – The Thieves Den.

The Thieves Den provides you with everything you need to outfit your stealth-based character for missions. Rediscover the legendary Dunbarrow Cove and the ancient pirate ship The Red Sabre. Dunbarrow Cove not only provides a home base to operate out of, you can purchase new vendors, trainers, and even an upgrade to your sleeping quarters with the loot from your heists.

Features

  • A fully detailed enviroment for your character to own and explore
  • Free sleeping space: never pay for an inn again!
    Five upgrades for your lair
  • Hire vendors designed especially for thieves, rogues, and assassins
  • As you upgrade your lair new pirates will join your crew and provide you with income
  • Over 45 new items
  • 15 new spells

 

Background

Centuries ago, Anvil was a small collection of ramshackle huts famous for being a violent haven for pirates, refugees, thieves, thugs, and any other men and women of ill intent who happened to wash up in Anvil Bay. The Empire, distracted by the activities of the Camoran Usurper, seemed unable to stop the relentless pirates of Anvil as they assaulted merchant ships throughout the Abecean Sea. During this time, one pirate captain stood out above all others — Captain Torradan ap Dugal and his ship, the Black Flag. Captain Dugal organized the pirates who frequented Anvil into a loose crime syndicate called the Red Sabre. Captain Dugal began a campaign to control the local trade routes and supply lines between Hammerfell, the Summerset Isles, and Cyrodiil.

Shortly after the defeat of the Camoran Usurper in 3E 267 the Imperial Navy, lead by Commodore Fasil Umbranox, were able to muster the men and ships necessary to mount a campaign against Captain Dugal and the Red Sabre. After months of campaigning the Red Sabre was broken, most of its commanders captured or killed, and the Black Flag was eventually driven to a final standoff in Anvil Bay. In a last ditch effort to elude capture, Torradan sailed the Black Flag into the shadow of a large rock outcropping overlooking the bay hoping to use the setting sun to outwit the Imperial Navy and escape. However, Commodore Umbranox anticipated this move and with the aid of the Imperial Battlemages, he collapsed the outcropping around Torradan and his ship.

The Empire believed Torradan to be dead, but the collapse of the outcropping formed an unnatural cavern around the Red Sabre. Torradan and his men were trapped inside, with only the supplies contained within the Black Flag to sustain them. They managed a strange life underground for many years as they plotted their escape. They modified the Black Flag to serve as their home and caught fish from the newly formed cavern. Eventually they last of them died, never again having seen the light of day.

However, life was very different above ground. Following the defeat of Captain Dugal, Fasil Umbranox’s men occupied the ramshackle town of Anvil, burning it to the ground and forcing its population of thieves, murderers, and beggars to flee in the surrounding countryside. As a reward for his efforts, Commodore Umbranox was granted the title of Count Anvil and given the funds to raise a new city from the ashes of Old Anvil. A city where lawful citizens could live and trade without fear of the crimes of the past. As the final symbol of his victory, Count Umbranox built his castle on top of the very outcropping where Torradan ap Dugal had been defeated.

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Categories: Oblivion, Xbox News

Oblivion: Wizard’s Tower

April 24th, 2006 Donkey Biscuits No comments

The next update for the best game in the world Elder Scrolls IV – Oblivion has finally been released – The Wizard’s Tower.

Located high in the Jeral Mountains of Cyrodiil away from prying eyes, this add-on makes the Wizard’s Tower, Frostcrag Spire, become available. Packed with numerous useful enhancements, this structure will prove invaluable to magic-oriented characters.

Features

  • A fully detailed tower for you to explore
  • A breathtaking view of Cyrodiil from the highest point in the land
  • Simple furnishings including a bed for leveling up
  • An indoor botanical garden with over 130 specimens… including Oblivion-native herbs!
  • Summon Atronach Familiars that obey your commands
  • Instant teleports to every Mages Guild in Cyrodiil
  • New Spell and Recharge vendor in the Imperial City
  • Fully upgrade the furnishings in your lair to suit your needs
  • Upgrade to a fully functional Enchanting and Spellmaking station with no need to join Mages Guild
  • Upgrade to a laboratory that buffs your Alchemy skill

   

Background

Excerpt from the Memoirs of Taris Rendil, Arch-Mage

As I pen this, I gaze upon the walls of my home and remember the very day its design came to fruition. Although it seems like yesterday, it was actually many years ago. I was an impetuous wizard; I wasn’t simply satisfied living at the Arcane University. I spent years coming up with a design for my home, a place where I could practice my magic in peace and keep myself away from the prying eyes of my colleagues. I pored over tomes and dusty scrolls, scoured the bookshops of the land and even delved into ancient ruins looking for inspiration. Finally, as I rested my weary body at a camp outside of Bruma and marveled in awe at the majesty of the Jerall Mountains, I became inspired. Like a madman I begin to sketch exactly what I wanted my grand dwelling to look like. It wasn’t long before I had completed my masterpiece, put down my quill and took a step back to see what I had wrought. Frostcrag Spire was born.

And now, as age overwhelms me and the glow is dying from my eyes, I wish to give the Spire to you. The thought that my dream could one day crumble to ruin fills me with sadness. I know that you’ll take care of your new home, and if need be, restore it to its former glory. Please, heed my instructions carefully. There’s much to tell, and the strength drains from my limbs.

Frostcrag Spire contains many wonderful inventions. I’ve spent my whole life perfecting them, and I hope you’ll put them to good use. My pride and joy is the Atronach Altar. By bringing three salts from the very same creatures to this altar, you can summon an Atronach Familiar to do your bidding. It will obey your simple commands, and defend you in times of need. Should you tire of it, simply speak to it and dismiss it. These fine creatures have protected me in my travels, and should be of great use to you.

With permission from the Arcane University, I’ve had a Spellmaking and an Enchanting Altar placed in the tower as well. You have but to provide the Magetallow Candles to power them, and they will serve you well.

Working closely with my good friend Sinderion, the Master Alchemist of Skingrad, I have developed the Frostcrag Apparatus Table. This table is for the discerning alchemist, and should help even the most difficult brews become easier to create. I’ve also re-seeded my alchemy conservatory with the best ingredients Cyrodiil has to offer, and some from beyond her borders.

Finally, I have created portals to all of the mage’s guilds in Cyrodiil. This should make it easier to travel to them in times of need.
I’ve entrusted most of my belongings to Aurelinwae at the Mystic Emporium in the Market District of the Imperial City. There you’ll find everything you need to bring Frostcrag Spire back from the dead. She may require compensation for her time and care watching these special items, but I assure you, it’s well worth the coin. Please, take care of Frostcrag Spire. She was my home and much of myself is infused with the stone and mortar. May your journeys be safe, and the roads you travel free of danger.

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Categories: Oblivion, Xbox News

Oblivion: The Orrery

April 7th, 2006 Donkey Biscuits No comments

 

The next update for the best game in the world Elder Scrolls IV – Oblivion has finally been released – The Orrery.

The Orrery Pack for Oblivion allows you to help the Mages Guild of Cyrodiil repair the Imperial Orrery, an ancient dwarven machine with mystical properties. Bandits have stolen a shipment of parts destined for the Arcane University; if you can return them, the Orrery will function once more.

Features

  • A new, full-featured quest, including dialogue, journals, and rewards
  • Track down the bandits who have stolen the parts for the Orrery, and deliver them to Bothiel at the Arcane University
  • Gain access to the Imperial Orrery in the Arcane University, an incredible mechanical marvel
  • Watch the skies for the changing of the moons. Each phase brings the possibility for a new power
  • Pick the power that best suits your character — boost one stat at the expense of another

   

Background

Excerpt from Official Guild Correspondence, 3E432

Edwinna,
My thanks for the latest trove of information. I understand it is difficult to decipher the glyphs remotely; Arch-Mage Traven has not deemed it necessary for you to make the long trip from Morrowind to visit the Orrery personally. (I know what a hardship that must be for you; your interest in and dedication to Dwemer research has not gone unnoticed at the University.)

From what you have told me, I suspect that not only might it be possible to return the Orrery to a functional state, but we may unlock features that have been hidden to us until now. I have long wondered about the function of the console separate from the primary mechanism; these plans you have sent suggest it might have a significant use. I have seen repeated references to Masser and Secunda, and they are clearly somehow related to this particular section of the Orrery. To what end, I cannot be sure, but I would very much like to find out.

If your excavations continue, I wonder if you might be able to send me some spare parts? The Council has authorized you to send me several cogs, as well as a coherer, cylinder, and one of those fascinating tubes. Formal papers for the shipment should arrive sometime next month (you know how the Council tends to drag its feet, even when it can finally make a decision!)

Thank you again for your assistance with the Orrery. Perhaps someday I’ll have the time to visit Ald-ruhn and see these ruins in all their native glory.

-Bothiel

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Categories: Oblivion, Xbox News

Review: The Elder Scrolls IV: Oblivion

March 31st, 2006 Donkey Biscuits No comments

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Categories: Oblivion, Reviews, Videos, Xbox News