About this mod
LG\'s Unique Enemies v1.0 INSTALLATION: Simply place the \"LG\'s Unique Enemies.esp\" into your Oblivion/Data folder and check the box in the Oblivion launcher Data Files. It should not be necessary to start a new character for Unique Enemies to work. If you use an old character, the new uniques out to simply \"phase in\"
- Permissions and credits
v1.0
INSTALLATION:
Simply place the "LG's Unique Enemies.esp" into your Oblivion/Data folder and check the box in the Oblivion launcher Data Files.
It should not be necessary to start a new character for Unique Enemies to work. If you use an old character, the new
uniques out to simply "phase in" as the world respawns, which takes 3 in-game days by default.
DESCRIPTION:
"LG's Unique Enemies" was originally meant to be an add-on to "LG's Unscaled Enemies v1.1", and addresses the concern of there being a lack of challenges for very high-level characters. However, Unique Enemies can function 100% as a stand-alone mod, so it isn't necessary to have Unscaled Enemies installed to use this.
What this mod does is add 17 epic-quality unique enemies to the game that range in level between 50 and 80. It is recommended that the player be at least level 30 before attempting to defeat one of them, and be very well-prepared even then. The uniques are all set to a particular dungeon (depending on what sort of enemy they are, bandit, mythic, vampire, what-have-you) and will only spawn at their given location very rarely (between 2 and 7% chance each respawn). Once a unique is killed, the levelled list that spawned it is destroyed, which means that you will never see that unique again. They are equipped with high-end equipment and one or two artifact items, to reward the player for their trouble, and many of these artifacts have interesting
effects, like giving the player a new castable lesser power or a particle effect on the player's body. They are also, of course, more powerful than anything the player is capable of making or finding in vanilla Oblivion, so it is worth it to keep an eye out for these challengers.
LIST OF UNIQUES:
Baron Teranolde- A noble Imperial, born into wealth and luxury, none would have thought that such a man would abandon his estates, his family, and his wealth to become a marauder. Backed by the old money of his birthright, Baron Teranolde could purchase the finest trainers, the most lavish armor and weapons, and Tamriel's best enchanters. Some say that the Baron grew tired of the bore of aristocracy and became a rebel, funding sophisicated raids on the estates of his former contemporaries.
"Big" Thom- Thom grew up knowing the meaning of hard work, farming the rough, unforgiving soils of the mountains around Windhelm. As a boy, he was small enough for a Nord that it occasioned comment, especially by his peers, who ruthlessly made fun of him. This all changed as Thom hit his "coming of age" years, and Thom's sheer brawn and stamina served him well against the other boys...too well. After unintentionally murdering several of the village boys, "Big" Thom was chased into the mountains, where he found a place amongst nomadic marauders.
The Blood Mother- Legends and lore behind the creation of the vampires is fuzzy at best. Most accounts agree that Molag Bal was involved, and some also include Vaernima. Some also name the "first" vampire, thought to be female, as the "Blood Mother". Such a being would be the originator of all the vampire clans in Tamriel and, if still alive, would be a most formidable being indeed...
Cheiftain Stormhorn- Minotaur society DOES have some organization and hierarchy to it, though the finer points of it escape scholars. Perhaps this is because there are no "finer points". The minotaur at the top of the chain is simply the one who is the biggest, the strongest, and the most ruthless minotaur around, and today that position is filled by "Chieftain" Stormhorn.
Drathma the Fetid- In life, Drathma was a dark elf skilled in the arts of helbal medicine and remedies. Bitten by a Berne vampire nearly a hundred years ago, Drathma quickly became shunned by her own community as an abomination. With no point to curing wounds, Drathma turned her medicines to darker uses. It is said that the blood of Drathma's victims is so toxic, that only she could ever drink it.
Fire Monarch/Ice Monarch- While the lesser "atronachs" are found commonly either as summons or in Oblivion's realms, the great Monarchs are very rarely seen. The summoning cannot be accomplished by a single mortal and only large groups of conjurers could hope to bring the presence of a Monarch to Tamriel. The last seen Monarch (the Ice variety) was slain many years ago and the creature's essence was imbued into a greatsword to form the "Ice Blade of the Monarch".
Frostwhisper- An ancient evil whose origins are unknown, the being known only as "Frostwhisper" inhabits the darker caves of Cyrodiil. Those who die by the hands of Frostwhisper are so completely frozen that their corpses are preserved for years.
Greymaul- Generally speaking, a large bear seldom occasions any comment; they are all big! But every now and then, the stories about a bear's size and ferocity add up, and a legend is born. Many a caravan has fallen raid to this, by all accounts, unreasonably-sized bear.
Hlavius Dren- Originally a high-ranking member of the Thieves guild, and one of the finest dark-elven archers in Tamriel, Hlavius Dren is one of the most wanted men in Cyrodiil. The promise of "re-distributing" the wealth of the Empire called Hlavius to the Thieves Guild's cause. However, when it was discovered that those whom Hlavius Dren had robbed always fell to some unfortunate demise, Hlavius became hunted by the Thieves Guild as well as the Imperial Guard. He escaped both, however, and is presumed to be consorting with renegade bandits.
Jherome Quicksteel- Second best was the same as last for Jherome, who had the recognition of almost being the greatest swordsman in Tamriel's history. Though history will never recognize his name, Jherome "Quicksteel" is a true master of the sword, especially for a Breton. During tournaments, Jherome could be seen wearing not a stitch of even light armor, as he had always claimed the sword was more than enough armor in the right hands. Bitter over his last defeat in the tournaments, Jherome Quicksteel left High Rock and hasn't been seen except by travelling merchants telling tall tales of bandits and blades faster than Clannfear claws.
Kraven of Thras- Few humans have the guts to study with the Sload necromancers, and even fewer have left Thras alive. Kraven has mastered the necromantic arts to a degree that only the King of Worms himself could truly boast of, and has used his knowledge to make himself preternaturally strong and long-lived. Kraven's age is unknown, but it is known that he is older than the oldest living elf, and is remarkably dangerous. It is believed that those who fall to Kraven are devoured, and Kraven grows even stronger.
The Lord of Decay- Whomever he was in life, the Lord of Decay inspires disgust and dread in death. Although physically slow, this horrific zombified corpse has claimed many lives, and those who have survived an encounter claim that they felt to sick and scared to move as the creature approached them. These few accounts were invariably given through the haze of severe fever and diseased hemorrhages, and none of the "survivors" lived more than a day or two following their attack.
Memnon Soulblighter- While it is thought that daedra do not feel fear in the strictest sense of the word, the thought of Memnon Soulblighter may present an exception. A dremora with a remarkable talent for mysticism and souls, Memnon frequently uses his own kyn during his experiments. Screams of torment are music to Memnon's ears, and his mortal subjects are not immune to his curiosity. Memnon has had an eternity to study the finer points of Mysticism and, belying his destructive dremora nature, is always searching for new knowledge. Those who face Memnon Soulblighter have more than just their lives to lose...
Ren the Blind- Born blind, Ren has demonstrated from an early age an unnatural acuity of the senses of hearing and touch. Blindness hardly hinders him at all, though it is nonetheless somewhat strange that a blind man would choose to devote so much time and effort to the study of Illusion. Ren was raised in the company of criminals and roadside bandits, whose illicit efforts were greatly assisted by having a master Illusionist along on ambushes. Ironically, though Ren the Blind has never seen a single guard, not a single guard has ever seen him.
Sorcia Firemane- Outcast from the Mage's Guild for what they called "Consorting with Reckless/Overly Destructive Magicks", Sorcia Firemane came to absolutely despise the Guild and the rest of Imperialized society along with it. Beautiful and wild-tempered, Sorcia developed a taste for the anarchist's viewpoint and lived among bands of marauders for years, using her "reckless and overly destructive magicks" to incinerate fortress walls for her marauder brethren.
Zacharias Darkholme- While an astute scholar of necromancy for many years, Darkholme found himself an outcast with the appointment of Traven as Archmage. Then, for an unknown offense suspected to involve the theft of an item of importance, Darkholme was also ostrasized from the renegade necromancers, leaving him to fend for himself in a land unforgiving to his kind. Eventually, Zacharius Darkholme found a home among bandits, fellow outcasts, who welcomed his dark arts and taught him the sword.
Since each of these enemies has a very different method of fighting, different strengths and weaknesses, what works well against one of them probably will not be effective for all of them. So if one fight is particularly difficult or particularly easy (though none should be TOO easy), a different unique will provide a very different kind of challenge for you.
Spoilers as to the locations of spawn points for these enemies as well as a list of the artifacts they carry are given in the readme.
Enjoy!
-Lord_Gallant