The Elder Scrolls IV: Oblivion is iconic for its time. Especially glorified for the graphics, story and "fast travel" mechanics, it was a game that impressed many. Most memorable for most is the beautiful scenery in which the story took place, the scenery of Cyrodiil. In the Elder Scrolls Online we are back in Cyrodiil, although in an era before the story of Oblivion. The maps look very much alike, yet there are some noteworthy differences.
This keep of the Ebonheart Pact does not show any remains in the era of Oblivion. The only possible link is Lake Arrius. Which is located north of Cheydinhal.
Blue Road Keep
Yet again, Blue Road Keep is non-existant in the time the Oblivion crisis takes place. The road leading from the Imperial City to Cheydinhal is called The Blue Road, but that is the only reference to this keep.
This keep is located on the western side of The Reed River in ESO. It is the most southern home keep of the Ebonheart Pact. In Oblivion the remains of the keep are not to be found. Instead we find the settlement of Drakelowe. It is a tiny settlement, only containing one house and only one habitant called Melisande.
Located east of the Temple of the Ancestor Moths, Kingscrest Keep is the most northern home keep of the Ebonheart Pact. Remains of this keep are not found on the Oblivion map.
An outpost in ESO, but a medium-sized fort in Oblivion. Located south from Blue Road Keep it seems to have moved location for gameplay purposes. The remains found in Oblivion are located far more to the east than in the online version.
A fort in both version of Cyrodiil. However the location of Fort Ash in the Online version seems to be at nearly, if not exactly, the same location of Fort Nikel in the Oblivion version. Which obviously was done for gameplay purposes.
Once a magnificant keep in the Alliance War, only a small town or village in the Oblivion game. The town or village consists of only two houses. This wasn't always the case. Aleswel once was a large village but all villagers were evicted on pain of death by Grand Warlord Dortene of the Daggerfall Covenant. There are no remains of the fort to be found in the Oblivion game.
The most northern fortification in The Elder Scrolls Online, only a rock in The Elder Scrolls IV: Oblivion. At this location the road looks like a dead end. However a road leads to the east, eventually leading you to the Serpent's Trail and Pale Pass. It ends at Fort Pale Pass, the entry way into Skyrim which we visit in the Elder Scrolls V: Skyrim.
Fort Glademist was abandoned after the Alliance War. Nothing remained of the fort and the only references one can find in the Oblivion game is the fact that it is located in the Glademist Fields area. In which Glademist cave is located, a cave network used by the Blackwood Company.
No remains can be found of this fort in Oblivion. It probably was abandoned after the Alliance War, neglected and has fallen into ruins.
This outpost is located between Chalman Keep and Fort Aleswell. The village of Bleaker's Way was first settled by Ulf the Bleaker. In the times of the Alliance War, the villagers were ordered to leave the village. Those who refused would be punished with death. During the war giants occupied the village. In Oblivion the village was reclaimed by men. There are no remains of Bleaker's Outpost in Oblivion.
The only remains of Castle Brindle in Oblivion is Brindle Home. Which is a village located between Chorrol and Skingrad. The location of Castle Brindle relative to Brindle Home seems to be far more south, probably for gameplay purposes. The castle seems to be located near The Gold Road, which connects Skingrad with the Red Ring Road around the Imperial City.
There are no remains of Castle Bloodmayne in The Elder Scrolls IV: Oblivion. The only reference that can be found is Bloodmayne Cave, which also is a delve (mini-dungeon) in ESO.
Castle Faregyl is a key location of the Aldmeri Dominion. The castle can not be found in the Oblivion. Instead we find Faregyl Inn, located west of The Green Road which leads from the Imperial City to Bravil. No remains of the castle can be found which was located on the east side of The Green Road.
The castle of Roebeck is located perfectly on the map. However in Oblivion the castle is located near the White Rose River. This river could have formed after the era the Alliance War takes place in, because nothing of this river can be found in the Online version. There are some bridges to be found that cross dried up riverbanks. This could be the White Rose River.
An outpost located south of Fort Ash and north-west of Castle Roebeck. In Oblivion we find the remains of this outpost in the form of a small fort. The location of Nikel is the most noteworthy. In Oblivion it is located next to the bridge leading into the Imperial City, west of the village of Weye. In the Online version the outpost is located far more south, near Fort Virtue on the Oblivion map.
Did you find anything interesting in the Cyrodiil map with references to Oblivion or vice versa? Let us know in the comments below.
After playing hours upon hours of PVP in The Elder Scrolls Online, here is a list of 10 reasons why you shouldn't play PVP in ESO. Simply because of balance issues, broken sets and poor mapdesign.
The current meta only consists out of zerging. As a solo player or small group you don't stand a chance in any situation. The game is build around zerging only and massive combat. The only way of beating another raid is by having a larger raid than the enemy or time all your abilities to go off at the same time.
Due to the focus of the game being on zerging and large raids, only high damage AOE abilities are viable to run. Any other abilites are rendered useless. Especially single target abilities are useless to run when you face 50+ enemy players at once. Most used are Proximity Detonation, Eye of Flame and Sap Essence. Worst about these abilities is that they all follow the caster. While most other abilities are ground based and are totally neglected by most PVP raids due to their underwhelming performance in most situations.
3. Healing bots
Yes, you read that right: healing bots. However these are not actual computer programs but players dedicated to healing and purging only. The game allows you to heal indefinately whilst being tanky at the same time. From own experience a healing bot is most often a Templar which is able to permablock whilst casting abilities. It also results into raids running permapurgers too. Rendering all damage over time into oblivion.
In the current version of the game (3.0.9) you are able to cast abilities whilst blocking. Which allows many classes and builds to be more tanky than ever intended. Especially healing bots benefit from blockcasting, since this allows them to reduce incoming damage whilst sustaining enough heals to survive massive damage.
Procsets have been semi-nerfed in the past by making them not able to critical damage. However many builds show that procsets are still overpowered in PVP. Dealing so much damage that most casual players won't even realise what hit them before turning into a pile of ash. For example the Worbels Revenge build by Fengrush shows how broken these sets are.
Click read more for 6-10
How to capture a keep? How to capture a fort? How to capture a castle? Each alliance in The Elder Scrolls Online (eso) has their homekeeps to hold and enemy keeps to take. No matter if you call them keeps, forts or castles, this is what pvp is mostly focussed around. So how do you capture a keep? What is the best method of taking a keep? What should I keep in mind when I try to siege a keep? In this blogpost I will try to answer those questions as best as I can.
Either by massive bleeding, blunt force or sliced into pieces. The two-handed weapons offer strong and reliable burst damage. But what makes the two-handed weapon excel? Is it better to run an axe, mace or sword? How to get maximum potential out of these weapons? And what morphs should I go for? Critical rush or stampede? Dizzying swing or wrecking blow?
"We're revealing something big tomorrow that you won't want to miss." - the official Elder Scrolls Online website states in an announcement of Monday januari 30th.
The following article CONTAINS SPOILERS. So you have been warned!
Finally it is here: the long awaited Thieves Guild Patch (v2.3.5). A complete new zone, new gear and old features making a comeback!
The new zone that comes with the Thieves Guild DLC is Hew's Bane. A Hammerfell location to admire. In this zone you will find a large amount of (repeatable) missions and live a thief's life. But you do not have to go at it alone. A new trail is added featuring challenging bosses: Maw of Lorkhaj.
Most noteworthy patch notes:
- Scrolling Combat Text (SCT), similar to Foundry Tactical Combat (FTC) it will show on screen scrolling text of your damage, heals and more.
- 64-bit client, ESO will now support more than 4Gb RAM. Resulting into less memory crashes for PC.
- DirectX 11 upgrade, the implementation of DirectX 11 will allow better performance and better visuals. DirectX 9 Graphics Cards are no longer supported!
- Adhazabi Aba-daro the Golden, a rare item merchant that appears at set locations on the map at set times, carrying rare items. You’ll be able to find Adhazabi in the following locations:
Western Elsweyr Gate (AD)
Northern Highrock Gate (DC)
Southern Morrowind Gate (EP)
- Forward Camps, these camps are making a comeback and will be available for purchase at the Siege Merchant.
- Siege Weapons, will do 30% more damage. DoT has been reduced to 6 seconds. Oil catapults now take away roughly 20% of enemy Stamina. Lightning Balistae now will take away roughly 10% of enemy Magicka. Ballistae will now turn faster and will have 100% accuracy. Most snaring from Siege Weapons have been normalised to 50% (was 75%).
- Alliance points for killing a player has been doubled.
Champion System improvements:
- The Champion System has been re-balanced and will be more diverse.
New Collection Category, Assistants:
- Full bagspace? No worries, your bank assistant is ready. Need to buy some items? Your merchant assistant is their for you. These assistants can be summoned like pets but not at the same time.
New Collection Category, Mementos:
- No longer will collectibles burden your character on his or her travels. All your already earned collectibles will be moved to the Collection System. Saving you a lot of bag -and bankspace.
- Recipies will appear on vendors throughout Tamriel.
- Food recipies will be sold by Chefs.
- Drink recipies will be sold by Brewers.
- Provisioning Writs do no longer award recipies.
And much more!
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