Oblivion talk:Dungeons
Standardised occupant codesEdit
- (Following disucssion moved here from an obsolete template talk page)
Should we have some standardised occupant codes to maintain consistency with this template in the face of random leveled occupants?
I suggest the following codes for Oblivion (please add any categories I have missed, particularly relating to the other games):
- Animals - Rats through Bears and Spriggans
- Monsters - Imps, Ogres through to Minotaurs
- Daedra - Scamps through to Daedroth and Xivilai
- Undead - SKeletons through to Liches
- Goblins - if they're not randomised with other monsters
- Dremora - NPCs from the Plane of Oblivion
- Bandits - NPCs so won't be in previous categories
- Marauders
- Vampires
- Conjurers
- Necromancers
I'd like feedback so we can go make all the locations consistent and meaningful. --Actreal 07:39, 20 June 2006 (EDT)
- I like this idea. But wouldn't spriggans be in the Monsters lists: i.e., does Monsters correspond to all the various mythical (non-real) animals, whereas Animals is only animals that exist in the real world? And I added Dremora and Marauders to the list.--Nephele 00:06, 21 June 2006 (EDT)
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- Great implementation Nephele. To belatedly respond to your question, IIRC I grouped these by levelled enemy lists, so Spriggans are probably on the Animals levelled lists. I don't have CS right now to check though. --Actreal 22:21, 29 September 2006 (EDT)
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- Well, the implementation is still under discussion, most recently at Oblivion talk:Creatures#Major overhaul. As for spriggans, there are three lists where spriggans are combined with some standard animals, namely as "LL1RoadForest" (which also has trolls), "DAHircineUnicornCompanion" (also has imps, will-o-the-wisps), and "LL1WildernessForest" (also has imps, trolls). But there are alot of other leveled lists (i.e., LL1MythicNature100, LL1MythicEnemy100) that list spriggans with all the monsters. I've only just started to try to make sense out of all those leveled lists; this is probably a critical step before deciding exactly how to proceed with these categories. --Nephele 23:13, 29 September 2006 (EDT)
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New pageEdit
Filling in another page that I felt was needed. I've mainly tried to scribble in the type of info that I thought needed to be here, but I don't necessarily know enough of the specifics to be too accurate. Some of this is just my impressions from playing the game (i.e., what equipment different NPCs have) but not based upon any hard info.
I've also arbitrarily declared definitions for "Animals" and "Monsters" (Animals=real beasties; Monsters=mythical beasties). In other words, implementing Actreal's suggestion on [#Standardised occupant codes|Standardised occupant codes]]. I like the idea of having short, one-word keywords to use on all the place pages. On the other hand, I admit that to date I haven't really applied this nomenclature while filling in place pages. But I think having a page like Oblivion:Dungeons that presents the definitions and is cross-referenced from all the place pages will allow these categories to be introduced systematically (i.e., I could envision that "Occupants" on all place pages becomes a link [[Oblivion:Dungeons#Enemies|Occupants]]; and to the extent that contributors can maintain it, "Monsters" as an entry could become [[Oblivion:Dungeons#Monsters|Monsters]])
--Nephele 00:40, 19 July 2006 (EDT)
A questionEdit
I was reading this article and I noticed the information of factions. Did you get info for this somewhere? If so, where? Pappasmurf 12:51, 9 February 2007 (EST)
- I would assume it came frome the Construction Set --Ratwar 12:26, 9 February 2007 (EST)
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- Yep, I got all the info for the Factions section from the Construction set (which, unfortunately, isn't available on Xbox 360; it's only with the PC version of the game). --Nephele 12:43, 9 February 2007 (EST)
List Dungeons by OccupantsEdit
Is there some easy way we could get a list of dungeons by occupants? For example, let's say I'm hunting for master alchemy equipment so I want to visit some conjurer or necro lairs (preferably conjurer...) It'd be nice if I had a list of caves/forts/ruins that were conjurer lairs rather than clicking randomly on dungeons until I found one .... --Vilhazarog 13:02, 5 March 2007 (EST)
- At some point that would be useful; there's a lot more information I'd like to provide on most of the NPCs listed here when I get a chance. But for now, you can just use Oblivion:Places and do a search for "conjurer" or "necromancer" on that page... the primary occupants of every cave and ruin are listed on that page. --Nephele 16:19, 5 March 2007 (EST)
Is the loot level of a chest locked-in the first time you open it?Edit
For instance, say you loot the chests of a particular cave at level 5, then return to that cave months later at level 17, will the chests have regenerated with level 5 loot or level 17 loot? I'm asking because I just revisted Timberscar Hollow (about 10 levels after my first visit) and the chests were really pitiful, containing 20-30 Gold and Iron weapons. I'm hoping it was just a fluke.
- A fluke and/or a bad choice of dungeons. When loot/enemies/etc respawn, they are generated based upon your current level. That happens at the moment you enter the zone (not at the moment that you open the chest) but assuming you didn't take 10 levels to get from the front door to the chest, that shouldn't make a difference. Your biggest problem is probably that you're revisiting a goblin dungeon (i.e., a dungeon inhabited primarily by goblins). The chests in goblin dungeons have some of the worst loot. In particular, the armor and weapons in the chests (even the boss chests) come from special "goblin" lists that max out at level 10 (armor) and 9 (weapons). So goblin dungeons are probably the only place in the game where a level 17 character will find iron weapons in random loot. FYI, if you want to repeatedly hit a dungeon, monster dungeons tend to have the best overall loot chests. --NepheleTalk 00:58, 23 June 2007 (EDT)
DremoraEdit
I've noticed that this page mentions that there are some dungeons, granted only a few, that are said to contain Daedra/Dremora, although the article doesn't list them like it does for others. Are there actually any dungeons that contain Daedra/Dremora? Is the possible loot different, or generated from the same lists as the Planes of Oblivion? — Unsigned comment by Harry howarth (talk • contribs)
- Hmm. The only one seems to be Fathis Aren's Tower, and the answer to the other part is "I don't know". –Rpeh•T•C•E• 16:39, 4 March 2008 (EST)
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- Fathis Aren's Tower (or more specifically Bravil Wizard's Grotto) is the only place in Tamriel with a (single) guaranteed respawning Dremora. There are three other locations where Dremora may possibly appear, depending upon your level, as listed at Oblivion:Daedra Heart#Creatures. On the other hand, there are plenty of places where Daedra can appear, namely nearly every Conjurer Dungeon. In all cases, the chests in these locations are standard Tamriel-type loot chests. There are no Fleshy Pods or The Punished in Tamriel.
- And anticipating what might be one of your next questions.... No, the types of treasure found in planes of Oblivion have not yet been spelled out in as much detail as the various dungeons. The specific types of chests and their possible contents aren't listed, and we don't have maps showing where those chests appear. It's something that's likely to get done eventually as part of the Oblivion Places Redesign Project, but first I need to get the Shivering Isles dungeons all done.... --NepheleTalk 18:12, 4 March 2008 (EST)
Items dissapearingEdit
Hey, has anyone else had a problem where a sword, shield or staff that ur enemy had equipped suddenly vanished as they died? I'm 99.99% sure they didn't summon it and there is absolutely no place near or far for it to have hid in, especially for a large staff. Furthermore, the shield was right there before my eyes and it either dissapeared or fell through the floor, i had 3 cases of this happen to me all in one day for some reason, is it oblivion glitching or is it lagging cause i have way too many items in houses or something? If anyone needs an example i went into elenglynn and the last two times the last necromancer's staff just dissapeared. Thanks!--Piercethetruth 05:06, 13 November 2007 (EST)
- I've noticed things disappear through the floor, as well. Usually, it's the weapons & shields that were being used by enemies, and which they drop when I kill them. On one occasion, the totem staff used by the shaman in the initial dungeon disappeared. If you use the console command 'twf', you should be able to see the missing item(s) through the floor. I'm not sure why it happens, and I don't remember it happening before the 1.2 patch. --Gaebrial 05:14, 13 November 2007 (EST)
Another boss chest in the wilderness that perhaps should be includedEdit
According to this page http://www.uesp.net/wiki/Oblivion_talk:Garlas_Malatar , that chest is a boss type , so maybe it should be added 200.106.13.151 05:23, 14 June 2008 (EDT)
Hand to HandEdit
In this article, you claim ghosts can only be injured with magic, or silver, daedric, or enchanted weapons. However, ghosts can also be damaged by Hand to Hand combat as well.
maps by occupant type?Edit
Could someone compile a map of locations for each occupant type please? (I am using xbox360) — Unsigned comment by 67.183.28.2 (talk) on 2 May 2009
- We already have articles listing all of the dungeons by occupant type (see Category:Oblivion-Places-Dungeons for all such articles); each of those articles contains map links to each of the listed locations. Or if you're interested in specific occupants because you're looking for ingredients, each individual ingredient page already has a map of locations (e.g., Bonemeal or Imp Gall). I don't think anything more is needed. --NepheleTalk 13:02, 3 May 2009 (EDT)
- I am talking about the world map somewhat like the Map of all Wayshrines or Oblivion map:Wayshrines. It is because I prefer to fight only human type enemies in dungeons, such as marauders and bandits, and a map is more convenient for going directly from dungeon to dungeon(eg. for raiding boss chests). Thanks for the suggestions, but I already use those inconvenient methods to travel to dungeons. Perhaps some nice PC player will come along and help out? — Unsigned comment by 67.183.28.2 (talk) on 29 May 2009
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- You can always find the names of the dungeons and look them up on the map. There is no reason to complicate it. :/ --Mr. Oblivion(T-C) 03:36, 29 May 2009 (EDT)
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Corpses and respawning enemiesEdit
I removed the verification on the note concerning enemies respawning when there are a large number of corpses, as I can confirm this is true. It is more apparent when using mods that increase the number of enemies (such as Martigen's Monster Mod - although that mod also increases iRemoveExcessDeadCount), but it can happen in heavily-populated areas in the vanilla game.
- Case study #1: I was exploring Fatback Cave, and had killed all of the goblins in the first zone. Due to becoming overencumbered halfway through the second zone, I returned to the first zone and was greeted by a welcoming committee of goblins. Further investigation revealed that some of the corpses I created had disappeared.
There is one other factor at work, though, but I cannot completely confirm the way it works. Some of the spawn points have a 'chance none' greater than zero, and it appears that when nothing is spawned due to the 'chance none', the next time the cell is loaded, that spawn point is checked again. So you may get enemies appear in previously-cleared zones even when you haven't killed enough of them to trigger the 'disappearing corpse' respawn.
- Case study #2: I was exploring Sinkhole Cave. The first zone was virtually empty - only one bandit, who I killed. I then proceeded into the second zone through the entrance in the 'pit' (so I ended up in the lower part of the zone). After killing some of the bandits in the second zone from that position of relative safety, I returned to the first zone to find that there were a number of bandits waiting for me (and no, they hadn't followed me from the second zone).
--Gaebrial 07:24, 26 June 2009 (UTC)
Luck has NO EFFECT on chest contents?!Edit
There is a statement in the Boss Chest section of the main page that flies in the face of all my observations in various dungeons. The statement is: "The chance of finding good equipment is not influenced by high values of Luck." Perhaps they meant it didn't have an impact on Boss chests only (possible, given that is it in the Boss Chest section), but if so, that should be qualified. My personal observations are that casting a custom fortify luck 100 pts spell just before opening the door to a new zone certainly seems to improve the odds of getting both better items and a higher quantity of items in any given chest in that zone -- to a dramatic extent -- but it's hard to quantify it. Does anyone have any data of how your luck value (when a zone is populated) may or may not impact the contents of chests? That statement seems very, very wrong for normal chests and would tend to fly against the general principles of how luck works in almost every other part of the game. In the stats screen it says: "Luck has an effect on everything you do, but governs no skills." --ACGrecor 23:10, 30 August 2009 (UTC)
Which dungeon has the most humanoid enemies??Edit
Which dungeons have the most marauders, necromancers, conjurers, bandits, and vampires??
Does anyone know??
- According to Oblivion:Bandit Dungeons, Cursed Mine has 25 Bandits and a Bandit Boss; Oblivion:Conjurer Dungeons says Fieldhouse Cave has 0-30 Conjurers; Oblivion:Marauder Dungeons says Fort Blueblood has 12-19 Marauders and a Marauder boss; Oblivion:Necromancer Dungeons says Lost Boy Cavern has 9-27 Necromancers; and Oblivion:Vampire Dungeons says Memorial Cave has 0-15 Vampires and a Vampire Boss. --GKTalk2me 02:58, 10 September 2009 (UTC)
Could someone do this.....Edit
I think that the dungeon lists, that the page links to, should have a number of zones section, like telepe has 1 section and so on, could anyone do this? Mikeyboy52 12:42, 30 December 2009 (UTC)
Spell Tome DLCEdit
I noticed that there was no place for the chance of finding a Spell Tome on the chest section, but I know that these are typically only found in boss-level chests, so I wondered why I couldn't find them here. Just a thought. ThorHammer17 14:31, 15 February 2010 (UTC)
Do all boss chests respawn?Edit
Do they? I only tested Sercen, where the chest does respawn.
Respawning npcsEdit
I was wondering if, say you were in any dungeon, and you left without killing the boss, would that same exact boss still be there on a later visit three in game days later? In other words, would the boss have the same exact loot, equipment, etc, as they did on the first visit? ~~xboxplayer~~ — Unsigned comment by 76.103.3.103 (talk) on 24 November 2010
What category do these fall under?Edit
Enchanted clothing would fall under magic armor I'm guessing? And enchanted jewelry would fall under the magic ring category? DTM 21:29, 15 March 2011 (UTC)
- What's this in regards to? See Oblivion:Items. rpeh •T•C•E• 21:38, 15 March 2011 (UTC)
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- The containers at the bottom of this page and other specific types of dungeons like monster dungeons. They list everything and their probabilities of appearing but don't have enchanted clothing and enchanted jewelry (except rings). DTM 01:49, 16 March 2011 (UTC)
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- I did, and it still poses the same question. It still only has "magic armor" and "magic ring" (monster dungeons page) and no category for enchanted clothing and enchanted jewelry. dtm 03:41, 17 March 2011 (UTC)
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Frequency of Monster Spawn: Dungeon Names?Edit
It has been noted that several dungeons exhibit spawning of extra monsters as one re-enters a section of a dungeon just cleared. The corpses of those previously despatched remain, as this falls well under the 72 hour ceiling. Noted is Toadstool Hollow and Greenmead Cave. Perhaps a more complete list can be collated for addition to this wiki page, with an appropriate descriptor and link to this page to be added on those dungeon wiki articles.--Lmstearn (talk) 05:43, 9 June 2014 (GMT)