Oblivion Remastered Playthrough topic II

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Current Events » Oblivion Remastered Playthrough topic II
HighSeraph posted...
What difficulty? I just did that and it was pretty much like any fight against bandits tbh
Default difficulty. I'm playing a stealth assassin bow/dagger light armor character and they are well armed and armored. I thought my backstab would do way more damage to them, like everything else I've fought so far. I'm thinking maybe I need a better dagger.
http://i.imgur.com/NkZUeFd.gif
kind9 posted...
Default difficulty. I'm playing a stealth assassin bow/dagger light armor character and they are well armed and armored. I thought my backstab would do way more damage to them, like everything else I've fought so far. I'm thinking maybe I need a better dagger.
Maybe, you can also use fire since vampire's have a weakness to it.
There are wounds that never show on the body that are deeper and more hurtful than anything that bleeds.
HighSeraph posted...
Maybe, you can also use fire since vampire's have a weakness to it.
Oh. My bow actually does +20 fire damage, I think, but I couldn't remember how to restore the charges. I'll pay an NPC to recharge it and try sneak attacks with that. I only fought them a couple times before giving up. I'm sure I can just quaff healing potions.
http://i.imgur.com/NkZUeFd.gif
kind9 posted...
Is Azura's quest supposed to be really hard? Because I feel like I just hit a wall there at level 18. My sneak attacks do like 10% damage to the vampires there, and they hit hard and I have to fight multiples at once.

One of OG Oblivion's dirty secrets is that pure archery is just about completely fucking useless beyond the early game. You know how stealth archer is famously broken in Skyrim? That was an overcorrection from Oblivion's dismal attempt at archery.

I'm sure Remaster did what it could to balance things out, but there's only so much you can do to make bows viable at high levels in this game without completely gutting the framework. Humanoid NPCs also seem to be generally tankier than monsters in Remaster, so you're probably gonna have an exceptionally tough time going 1 vs 5 against Azura's vampires as an archer.

The best way to make it as an archer in Oblivion is to also become a master Alchemist. Potions and Poisons are overpowered as hell, and sniping a tough enemy from afar with a master-level poison containing multiple damage / status effects will make short work of them. I'm pretty sure vampires are susceptible to poison in Oblivion (Skyrim made them immune, I think?), which will help you immensely with Azura and similar quests.
Simple questions deserve long-winded answers that no one will bother to read.
So apparently the DLC house for thieves, Dunbarrow Cove, is shitty? I haven't seen it yet but I wanted to make it a homebase for my stealth character like Frostcrag is for my mage and Battlehorn will be for my melee.
http://i.imgur.com/vDci4hD.gif
Ivynn posted...
So apparently the DLC house for thieves, Dunbarrow Cove, is shitty? I haven't seen it yet but I wanted to make it a homebase for my stealth character like Frostcrag is for my mage and Battlehorn will be for my melee.
I think it's fine. you upgrade it by purchasing vendors and such. The place comes with an infinitely locked chest to train on, a fence to sell stolen stuff, some pirates that will give you 2000 gold a week from plundering, a bunch of vendors that train thief skills and have thief spells. It just isn't cozy cuz it's in a cave with a bunch of people wandering around. your room is just a tiny captain cabin on a landwrecked ship inside.
https://imgur.com/u2HR4nG
Ivynn posted...
So apparently the DLC house for thieves, Dunbarrow Cove, is shitty? I haven't seen it yet but I wanted to make it a homebase for my stealth character like Frostcrag is for my mage and Battlehorn will be for my melee.

In terms of function Dunbarrow is terrible. You get one or two containers in your private quarters and have to go through two extra cells to reach the main storage area (and that's on top of the two cells you already had to enter after fast-traveling there). There's a Lockpick training chest for those weirdoes who have an allergy to the Skeleton Key. The merchants would be okay if Nilphas Omellian didn't already break the entire game's merchant mechanic.

In terms of form, it's...also not great. It's a cave with a bunch of wrecked ships mashed together. You can do what I did in the OG game and drop all your gems and jewelry in the lower deck of the ship, but even then it's not very impressive. Skyrim did the whole One-Eyed Willy roleplay house considerably better with the Dead Man's Dread Creation (and even then DMD isn't the greatest).
Simple questions deserve long-winded answers that no one will bother to read.
The vendors do sell fortify skill spells, which open up a lot of custom spells and enchants

and I really wish I had remembered that before I went around and fully upgraded a lot of places to pick a place to fully move into and noticed by chance

as a flavor home it isnt bad, especially on a fresh character but if youve played before and are in the mid-late game its a bit underwhelming

*though I do have to say Im not a fan of the roaches/flies they added to caves seems unnecessary and makes places I didnt much care for before even more unpleasant
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I think I sold the map for the Pilgrimage quest. Can't find it anywhere. I hope I can still do the quest.
http://i.imgur.com/NkZUeFd.gif
masterpug53 posted...
My longtime favorite custom spell is 'Tunica Molesta' (named after a particularly sadistic method of Roman execution that involved dressing a prisoner in an oil-soaked tunic and setting them ablaze): Fire Damage 50pt 10 sec on touch, Demoralize lvl 25 10 sec on touch. Used to have a ball lighting Xivilais and Dremora on fire and watching them run around in a panic until death; it was a one-hit kill on all enemies except Goblin Warlords (you need 100% spell effectiveness for the Fear effect to work on high-level enemies).

Sadly it's a bit ruined in Remaster because the visible fire damage animations on NPCs have been toned down considerably and are now barely noticeable.

*takes notes*

Interesting. I need to play around with spell crafting. There's a lot of fun looking options. For example if I put weakness to fire + fire damage, does it affect the damage due to the weakness? Or are subsequent fire attacks the ones that benefit from the weakness?
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kind9 posted...
I think I sold the map for the Pilgrimage quest. Can't find it anywhere. I hope I can still do the quest.

You should be fine. The destinations he gives you are just guidelines; each of the Nine have 3-4 wayshrines apiece, and any of them will work for advancing the quest.

Here's a list of all the game's available wayshrines:

https://en.uesp.net/wiki/Oblivion:Wayshrines
Simple questions deserve long-winded answers that no one will bother to read.
I must be doing something wrong in Arena as a stealthy character then because they always just spot me before the gates open.

That would be my luck though, I had a shit glitch in FO4 that made stealthy play way less fun
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Kaldrenthebold posted...
*takes notes*

Interesting. I need to play around with spell crafting. There's a lot of fun looking options. For example if I put weakness to fire + fire damage, does it affect the damage due to the weakness? Or are subsequent fire attacks the ones that benefit from the weakness?

Subsequent attacks will be boosted. For whatever reason it gets exponentially better if you use the generic weakness to magic effect as well.

So an ultra strong spell would be like

Fire/Shock/Frost 20 or 30 damage each on touch

Weakness to all 3 elements on touch 100% for 2 or 3 seconds, I think you can get away with 2 but 3 gives you a bit more lee way

Weakness to magic 100% on touch

Basically your first hit will be just the 90 damage from the elements then the second hit will factor in all 4 weakness effects and it pretty much destroys everything.

It's important you stack all the weaknesses after the damaging effects according to wikis and commentators, with weakness to magic always last
The Legend is True!
Ah alright. I've been using weakness to shock + electric touch and it was a decent boost in damage. I can put ALL of that into a single spell?! Feel like I def won't have enough mana for that, but 45 damage of each type eating a little more than half mana might be doable. Guess I should start heading into Oblivion gates.

I also need a spell that just has a huge area of effect and then maybe I can do Kvatch just nuking everything.
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You will definitely be able to cast it with Destruction mastered, a couple Transcendent sigil stones with 50 magicka fortify wouldn't hurt either
The Legend is True!
I'm getting real close to mastered Destruction. Like 88 or so at this point. First time I've ever done anything magic related in Elder Scrolls.
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My destruction skill is like at 22. Granted Im doing a one handed shield assassin build.

But it seems like destruction levels much slower than other traits.
He's all alone through the day and night.
Kaldrenthebold posted...
Interesting. I need to play around with spell crafting. There's a lot of fun looking options. For example if I put weakness to fire + fire damage, does it affect the damage due to the weakness? Or are subsequent fire attacks the ones that benefit from the weakness?

Yes, subsequent attacks are needed for the weakness to apply.

One other fun trick with custom destruction spells - add Drain Health 100pts for 1 sec to any spell that doesn't do damage over time (typically DoT is the best way to get over 100dmg on custom spells, and also a good approach for keeping casting costs reasonable). It adds practically nothing to a spell's casting cost at Master level, resulting in a nearly-free damage boost to a spell once you get an enemy's health low enough that the extra damage would finish them off.

A custom spell I made for Remaster is Ice Damage* 100pt on Target, Weak to Frost 100pt 3-5 sec on Target, Drain Health 100 pt 1 sec on Target (I can't remember the exact duration of the Weakness spell since I'm not at home rn, but this is the general gist of it). With a casting cost of roughly 100 magicka, on normal difficulty this spell will one-shot Spider Daedra and two-shot Daedroth, Storm Atronachs, and likely Xivilai (I can never remember for sure since Xivilais have that ever-frustrating Spell Absorption).

*(I chose Ice in this case because the 'beam' effect in Remaster is a marked improvement over the OG's slower-moving ball and is great for more precise targeting (and because none of the Daedra who appear in Oblivion gates are naturally resistant to frost), but any element or Damage Health would work fine as a substitute.)

Another neat trick is that Frost and paralysis pair very well as an AoE Target spell. Unlike Fire, Shock, and most other AoE Target spells - which are centered on the point of impact - Frost AoE moves outward from your hand in a 'moving wall' effect. So a Frost AoE Target spell roughly 20ft paired with Paralysis to match is a fantastic fire-and-forget damage+stun spell on all enemies in front of you. And of course you can easily substitute other spells / statuses like Silence in place of Paralysis if you desire a different effect, or even have multiple effects (just keep in mind that the casting cost can balloon rapidly when dealing with a 20+ ft AoE spell, and it's imperative to keep Frost Damage as the 'dominant' effect, meaning most powerful / highest casting cost).
Simple questions deserve long-winded answers that no one will bother to read.
Well good thing I'm making bank from thieving and killing, I got some spells to make!
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Kaldrenthebold posted...
Well good thing I'm making bank from thieving and killing, I got some spells to make!

Yeah, custom spells are about the most fun you can have with Oblivion.

Another trick is that you can stack active effects simply by using different spells. If you make two Fortify Magicka 100pt spells named "Fort Mag Spell A" and "Fort Mag Spell B," you can cast them one after the other and they will stack properly. There's some tricks you can do further for chaining spell effects, but I personally find it too tedious to take chaining very far in normal gameplay. For instance, fortifying your Personality up into the 200s and 300s will make various enemy classes no longer hostile towards you; cool to try once or twice, but highly tedious to maintain for long-term gameplay.

Still, it's good to add Fortify Magicka effects to spells when you can, because it's a relatively cheap effect (if you wanted to say, Fortify Intelligence to boost your magicka, the casting cost would be almost twice as much). I personally have a Fortify Magicka on Self 100pt for 120 sec spell hotkeyed for general use. You can also add a lesser version to your preferred custom healing spell if you want, though I'd probably limit it to 60 seconds; I've made the mistake of making my healing spell too expensive in the past (and a fort mag spell less than 60 sec won't be very helpful in the long run).

Overall, stacking effects in a single custom spell is one of spellmaking's best features. Instead of just doing a basic heal spell, add in a little restore stamina / fortify magicka / fortify health / fortify attribute. This also works great for Conjuration spells - throw in some personal buffs along with the summon effect. Whatever you can get away with in relation to your available magicka pool; I personally keep it so that general-use spells don't cost more than a quarter of my magicka and lesser-use uber-spells don't cost more than half.

Oh, and one other thing: I can't confirm this, but I'm pretty sure that Feather now adds a speed-boost effect and Burden adds a speed-lowering effect in addition to their normal effects. If so, then yay, Burden isn't completely fucking useless on the player side anymore! Time was I wouldn't even consider making a custom spell with Feather because nothing you could self-create comes close to Beast of Burden's effectiveness; but if the speed-boost effect is real, then it might be beneficial to throw some Feather into custom buff spells as well just for that.
Simple questions deserve long-winded answers that no one will bother to read.
Kaldrenthebold posted...
I'm getting real close to mastered Destruction. Like 88 or so at this point. First time I've ever done anything magic related in Elder Scrolls.

One of the absolute best changes in Remaster is that spell casting cost factors in to skill experience; not only does this make leveling far less of a grind, it encourages you to, y'know, actually use more powerful spells as you gain levels, as opposed to spamming weak spells to farm skill levels. I got to Master of Destruction by, like, my 15th or 20th hour of gameplay; that would've been unheard of in the OG game.

A spell that costs 60-90 magic at any given point will gain you a level in that school after a mere 4-5 castings; then as casting costs go down as you level, buy / craft a new spell that's roughly in that casting cost range and start using that. For non-Destruction magic, just make a point to use them whenever you can while walking and / or outside of combat (or in-combat if they have a good use), and you'll master them in no time.
Simple questions deserve long-winded answers that no one will bother to read.
Ah I didn't know that. Destruction is the sole spell class that I've focused on, with a side of light armor and blade. Like a spell blade. Also got sneak to 50 which seems to be the perfect spot for sneaking since you make no sound anymore.

I screwed up by also putting marksman and security in my major skills. Old habits die super hard, I can't get away from sneaking and shooting.
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LonelyStoner posted...
My destruction skill is like at 22. Granted Im doing a one handed shield assassin build.

But it seems like destruction levels much slower than other traits.

It's pretty slow early on but once you can regularly cast spam without running out of Magicka it levels fast, I mastered it long before any of my other major skills.

Also as noted above they definitely changed the EXP gain for magic. Spamming 1 cost spells is slow and bad now, spamming high cost spells is the way
The Legend is True!
masterpug53 posted...
As DuneMan said, Wrist Irons are the game's only option for non-armor wrist apparel. If you lose your original set, you can find two in the Jailhouse of Sundercliff Watch village (aka the Mehrunes Razor DLC area), and one in the last area of Dunroot Burrow in SI (I think there might be another set or two in Sundercliff, but I can't remember specifically where).
I appreciate the information, but do you have a recommendation on specific enchantment?

My 50 Magicka stone is just sitting around taking up space at the moment, don't want to pull the trigger early.

Also accidentally sold it at one point, thank goodness for autosaves.

For non-Destruction magic, just make a point to use them whenever you can while walking and / or outside of combat (or in-combat if they have a good use), and you'll master them in no time.
On that note, I was running around with a Self Weakness to Poison I spam-cast. Highest weakness possible, then just bumped the time until it got expensive enough.

I'm at 100 Illusion and Destruction for sure, just used the Invisibility spell from the DB merchant for the former.
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DrizztLink posted...
I appreciate the information, but do you have a recommendation on specific enchantment?

My 50 Magicka stone is just sitting around taking up space at the moment, don't want to pull the trigger early.

Also accidentally sold it at one point, thank goodness for autosaves.

If you're going for pure / unarmored mage - which is the only reason you'd need to use the Wrist Irons anyway - you can't go wrong with a maxed fortify magicka Sigil Stone enchantment, that's your bread and butter. Other notable Sigil Stone enchantments for such a build are Spell Absorption 15pts, Shield 20% (you'll only need one of these, if that - zero def. pure mage is still plenty viable), and Feather 125pts for convenience. Beyond that, you should be maximizing your fort. mag. 50pts Sigil Stone enchants whenever possible.

Simple questions deserve long-winded answers that no one will bother to read.
Currently doing the infinite magicka glitch. 20,000 magicka and counting!
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Monferno_AQW posted...
Currently doing the infinite magicka glitch. 20,000 magicka and counting!
Wow, that's almost 2 Finger of the Mountain casts!
https://imgur.com/u2HR4nG
this game really let me convince a mentally unwell person to go on a murder spree, lol

that should get me into the Dark Brotherhood
I could see you, but I couldn't hear you You were holding your hat in the breeze Turning away from me In this moment you were stolen...
Decided to stop at 34,924 magicka, as my game froze for a minute. Apparently it can persist if you save and quit, but as soon as you unequip the "Drain Magicka on Self" enchanted item you made, you'll lose all that magicka you accumulated. So, I decided to put it on a ring.

Power of Magnus (target spell):

  • Weakness to Fire/Frost/Shock/Magic 100% on Target in 10 ft for 10 seconds
  • Fire/Frost/Shock/Damage Health on Target 100 points in 10 ft for 10 seconds
  • Cost 653 magicka


Kiss of Mara (self heal): 100 points for 120 seconds
Cost 8,713 magicka

Need For Speed (self buff):

Fortify Speed/Athletics/Acrobatics on Self 100 points for 120 seconds
Cost 1,566 magicka

Man, I wish Skyrim had spellmaking. Hopefully ES6 brings it back.
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masterpug53 posted...
In terms of function Dunbarrow is terrible. You get one or two containers in your private quarters and have to go through two extra cells to reach the main storage area (and that's on top of the two cells you already had to enter after fast-traveling there). There's a Lockpick training chest for those weirdoes who have an allergy to the Skeleton Key. The merchants would be okay if Nilphas Omellian didn't already break the entire game's merchant mechanic.

In terms of form, it's...also not great. It's a cave with a bunch of wrecked ships mashed together. You can do what I did in the OG game and drop all your gems and jewelry in the lower deck of the ship, but even then it's not very impressive. Skyrim did the whole One-Eyed Willy roleplay house considerably better with the Dead Man's Dread Creation (and even then DMD isn't the greatest).
Aurelinwae at mystic emporium is better for selling potions and magical stuff as her mercantile is novice level allowing for a high haggle.
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This hasn't happened before today but twice tonight I run into this endless loading screen glitch and it's annoying :(

I've had the game hang on the loading screen, but when that happens ALL animation stops. In this case, the little loading icon is still going around and it's rotating through tooltips but it just doesn't proceed.
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lol was doing the Dark Brotherhood quest where you have to assassinate the retired imperial legion soldier. I tried picking his pocket and failed, but all the guards in the area started chasing and attacking him instead of me. When he went through a door to another zone it reset everything though :(
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Almost done with the Thieves Guild. Meanwhile, I'm just sitting here leveling up Illusion by constantly casting Nighteye for a half hour so I can get access to Chameleon and Invisibility spells.
http://i.imgur.com/vDci4hD.gif
Ivynn posted...
Almost done with the Thieves Guild. Meanwhile, I'm just sitting here leveling up Illusion by constantly casting Nighteye for a half hour so I can get access to Chameleon and Invisibility spells.
lol I got stuck during a thieves guild quest and the only way I could proceed was an invisibility spell, but the only one I had was a level 50 one I couldn't cast, so I had to sit on my ass in a safe spot and grind from level 10~ to level 50 Illusion to get past it >_>
https://imgur.com/u2HR4nG
I had to console command the Necromancer's amulet cuz it didn't spawn for me after beating the Mage Guild >_> Damn that glitch
https://imgur.com/u2HR4nG
I can't tell if sneak is glitched or working as intended. I've noticed that if I have enough distance from an enemy I can sneak and pelt them with arrows and they'll just stand there and die. Also their voice lines cycle really fast when I'm doing that.

I did record a bit of it. Just run away, sneak, and the enemy gets really confused.

https://www.youtube.com/watch?v=2ZPxMRfVebw
http://i.imgur.com/NkZUeFd.gif
kind9 posted...
I can't tell if sneak is glitched or working as intended. I've noticed that if I have enough distance from an enemy I can sneak and pelt them with arrows and they'll just stand there and die. Also their voice lines cycle really fast when I'm doing that.

I did record a bit of it. Just run away, sneak, and the enemy gets really confused.

https://www.youtube.com/watch?v=2ZPxMRfVebw

If you're coming from Skyrim, Oblivion does seem like a step backwards (I mean, it did come first, but still). Skyrim gave us enemies noticing when they were being shot at and even if you missed and an arrow landed next to then, they would investigate and stuff like that. Oblivion doesn't have any of that.
http://i.imgur.com/vDci4hD.gif
kind9 posted...
I can't tell if sneak is glitched or working as intended. I've noticed that if I have enough distance from an enemy I can sneak and pelt them with arrows and they'll just stand there and die. Also their voice lines cycle really fast when I'm doing that.

I did record a bit of it. Just run away, sneak, and the enemy gets really confused.

https://www.youtube.com/watch?v=2ZPxMRfVebw
Yeah that's just how it works in Oblivion
There are wounds that never show on the body that are deeper and more hurtful than anything that bleeds.
Regarding Dunbarrow, I've also seen several people saying it's buggy and is causing crashes for them in the remaster anytime they're near it after unlocking it.

I occasionally head there for training and if I fast travel there it does chug a bit and I get a pop-up saying "Ulfgar Fog-Eye is unconscious" every single time. Saw other people saying they had the same thing except it was multiple people randomly falling unconscious when going there.

Mine also has an Ascended Immortal randomly living there that's not supposed to be there.
My infamy is too high and now I'm locked out of some quests. :(
http://i.imgur.com/vDci4hD.gif
Ivynn posted...
My infamy is too high and now I'm locked out of some quests. :(
Sinner
There are wounds that never show on the body that are deeper and more hurtful than anything that bleeds.
Post #445 was unavailable or deleted.
I just realized how overpowered the new lord birthsign. In the original it gave you a once a day power to regenerate health, but it gave you a weakness to fire, dogshit am i right? Now it gives you 15% resist to magic, that's alright nothing special, but wait it also gives you a +15 to armor rating. That is a crapton for the early game and considering the max AR is 85 you'll max that out by end game without any kind of shield enchantments. All that without the fire weakness.
In the original game health didn't regen at all. So if you weren't intending to spam a cheap Restoration spell 1,000+ times the Lord Stone's medium healing ability that restored 90 health for 50 magicka was convenient.

With that in mind, yeah, an extra 15% damage resistance and spell resistance isn't bad at all, especially when stacked with other bonuses.
"I'd rather betray the world than let the world betray me." -Cao Cao
what quests does the infamy lock you out of, also dont you just need higher fame than infamy?
........the ghost in the machine...
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DuneMan posted...
In the original game health didn't regen at all. So if you weren't intending to spam a cheap Restoration spell 1,000+ times the Lord Stone's medium healing ability that restored 90 health for 50 magicka was convenient.

With that in mind, yeah, an extra 15% damage resistance and spell resistance isn't bad at all, especially when stacked with other bonuses.
In the original I would just wait 1 hr after every big battle to regain health lol
I didn't even realize they changed the lord, makes Breton even more OP tbh

Might switch my magic character from High Elf
There are wounds that never show on the body that are deeper and more hurtful than anything that bleeds.
Alteres posted...
what quests does the infamy lock you out of, also dont you just need higher fame than infamy?

Tried to do the corrupt guard quest in Cheydinhal but the good guard I'm suppose to talk to just keeps saying he doesn't like me preventing me from advancing the quest. Then I tried to do another quest and got the same result.

I think I'll just finish up the Thieves Guild, then do praying at the altar thing to wipe away the infamy. Then do Dark Brotherhood and get it all over again!
http://i.imgur.com/vDci4hD.gif
mmm

yeah, if you are splitting things between characters that could be a problem does the charm-personality buff spell anti-vampire problem thing work?
........the ghost in the machine...
IGN: Fox, FC: 5344-2646-0982
HighSeraph posted...
I didn't even realize they changed the lord, makes Breton even more OP tbh
Mundane ring + Breton = lolmagic.
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Current Events » Oblivion Remastered Playthrough topic II
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