TES Classics » Discussions


The Help Page

  • Member
    February 1, 2016

    Yeah, with the Doomstones. Get a piece, get it damaged, repair it yourself, and you should be able to drop it, if I recall, and it's 0 weight if memory serves

  • Member
    February 1, 2016

    Either get it damaged and repair it before it leaves, or have high enough Armorer Skill (I believe it is Expert level) to where you can 'repair' the bound armor to 125% quality.

  • February 2, 2016

    Runestones will provide you with a bound weapon and a bound piece of armor. Before activating the runestone, cast a Bound Weapon and/or Bound Armor spell on yourself (for armor it must be the same type of armor as that provided by the runestone). When you activate the runestone, you will end up with duplicate bound items. Drop the unequipped bound items on the ground and wait for the spell timer to expire, then pick them back up.

    More easily obtained than with Armorer in my opinion.

  • Member
    February 8, 2016
    I haven't played knights of the nine content yet. Can I have a small spoiler-free review of it please?
  • February 8, 2016

    Sure, that shouldn´t be a problem.

    Quests starts in Anvil, where priests in local chapel were murdered. Crazy prophet sends you on pilgrimage, to show your worth in the eyes of the Divines and then you find out old evil from history is returning and you have to stop it, with the help of Divines. You have to collect Relics of the Crusader - Pelinal, to stop that evil.

    Basically, it´s all about Divines, bringing more spiritual stuff into game, giving you some new nice equipment, new guild, new questline, new lore.

    Want some more?

  • February 8, 2016

    It's just a massive DLC so I'll break it down into categories.

    Gameplay: The gameplay isn't the selling point of Oblivion, nor is it the selling point of Knights of the Nine. It introduces some interesting new enemies, followers and spells, and has a very structured theme about it. Some of the fights are true Boss Battles (especially on harder difficulty) and are a lot of fun. But, as I said it isn't the focus of the DLC, and I feel that they could have touched on so many more enemies.

    Lore: This is where the DLC really shines in my opinion, it brings some interesting new ideas and links into the Lore of the Imperial Religion and discusses some really massive characters including some awesome references and ideas (that I won't go too far into just to keep it spoiler-free) If you're a lore fan then this is definitely a nice DLC and the Lore is probably the most interesting part of the DLC

    New Content: Compared to Shivering Isles or the Main game it adds very little. Some awesome new Armour and Weapon pieces are added, a couple of which have some really interesting quests and powers related to them. The dungeons feel a little different to Oblivion's other dungeons, but can be pretty copy/paste as about half of Oblivion's do. The quests are pretty much all fetch quests, but they're actually done in really interesting ways that really build towards the finale. I'd say the New Content most shines with the Quests really.

    Basically it's a rather small but still excellent DLC that adds some new features that are awesome for Cleric/Paladin/Crusader characters  but  only passing for anyone else. The questline and Lore are pretty great but it could use some better level design.

    Oh and if you've got Oblivion on PC, get Knights of the Nine Revelation, a mod that adds an epic story onto the end of this DLC which is far and beyond just about any quest mod I've played to date. I talk about it way too much 

    Anyway, hope this helped a bit. Others might have differing opinions to me though. 

  • Member
    February 8, 2016
    Thanks to you both
  • February 9, 2016

    Alright guys, I'm finally working on a build for Oblivion. I'm playing a kind of Cleric/Knight and wanted to grab some opinions on it. 

    At the moment I decided to run an Imperial, not only does it give me that Heavy Armour boost (which I am going with) but it also will give me a boost to Speechcraft and Blade/Blunt(I'm running Blunt I think). The attributes are set out perfectly as well, with a Female Imperial having high Personality, Strength, Endurance, Willpower and Intelligence. 

    So my current set-up for major skills is Heavy Armour, Blunt, Alchemy, Restoration, Alteration, Block (I think) and Speechcraft

    I'm thinking of adding in Illusion later on, so that I can utilize some of the Calm, Silence (Main Focus) and Charm spells but I'm not 100% sold on their usefulness here. I don't really know how Silence works (and knowing Bethesda I wouldn't be surprised if it was broken) and whether it'd be ultimately useful.

    Other then that, it's just gear that has me a bit stumped. Other than Heavy Armour (and not wearing KotN  armour) I don't really have any clue on what I'd be wearing, and a Mace I was probably just going to go with Silver or Elven Mace. 

  • February 10, 2016

    Unbelievable, DB is really playing 

    Well, Silence sometimes doesn´t work as it should. You cast it on Necromancer and the bastard is still hapilly throwing ice balls on you. Calm, Demoralize and Frenzy can be really useful, just as Command, but to be completely honest with you DB, Illusion is a skill I was using very rarely. I was using on my New Sheogorath, but besides that...no, not much. I don´t find it that appealing - unless you´re playing some Agent or Nighblade. Invisibility is super useful, just as Paralyze.

    Well, what you want to wear? I would go with Steel Armor - I love it´s look for any Knight character. Than maybe Ebony later. If you´re on PC I bet there are few good heavy armor mods.

  • February 10, 2016

    Hey there Classics people, I'm here to ask if you have any recommendations for some Oblivion Quest Mods that work with the Nexus Mod Manager or are compiled of maybe 1-2 manual files. I'm currently running Knights of the Nine Revelation, Servant of the Dawn and Midas Magic but I'd like to gather a couple more just to round out my playthrough.