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Necromancer hideouts


chrisdragon425

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From the top of the head regarding where Necromancers are, I know of a few locations:

 

Echo Cave (locked till final MG quest)

Howling Cave

A fort near the NW border of Valenwood, SW of Skingrad

 

Anyone care to help me complete this list? :)

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From the top of the head regarding where Necromancers are, I know of a few locations:

 

Echo Cave (locked till final MG quest)

Howling Cave

A fort near the NW border of Valenwood, SW of Skingrad

 

Anyone care to help me complete this list? :)

 

hm... Wiki can. Did you try refering to wiki?

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Necromancer lairs with altars:

  • The Dark Fissure
  • Fort Istirius
  • Fort Linchal
  • Wendelbek

Necromancer lairs with adepts:

  • Garlas Agea
  • Blood-Run Cave
  • Fort Teleman
  • Moss Rock Cavern
  • Hame
  • Echo Cave
  • Silorn
  • Mackamentain
  • Wendelbek
  • Underpall Cave
  • Nenyond Twyll
  • Elenglynn

Other necromancer lairs:

  • Cadlew Chapel
  • Fort Cuptor
  • Fort Doublecross
  • Kindred Cavern
  • Lost Boy Caverns
  • Pothole Caverns
  • Fort Variela
  • Wellspring Cave

Did you try refering to wiki?

All it says is that the population of necromancers has tripled in the last few months.

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Did you try refering to wiki?

All it says is that the population of necromancers has tripled in the last few months.

The source of this scandalous and misleading information was traced back to an assistant working in Hannibal Traven's office... ;)

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Nice list :ohmy:

 

Marx: Thanks! Now I can go hunt them down ;)

 

With my still-unreleased "Respawning Bandits/Marauders/Conjurers" mod, would it be safe to tag all Necromancers to respawn without messing anything up?

 

As long as you only do the one's called "necromancer" and "necromancer adept" and not anyone with a special name (mannimarco ;) ) it should be fine.

 

Wait.... Bandits/Marauders/Conjurers respawn already in vanilla oblivion, don't they? So what does your mod do?

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I don't think Necromancers did....I just set the "Respawn" tags (for positive respawn always since the warlords didn't appear to respawn), changed the races of several in all 4 groups, added birthsigns to them, changed the leveling so they are closer to your level by 1, bosses are 2 or 3 levels above you and added disposition so all 4 groups hate each other.

 

I've never seen Argonians or Orcs as Bandits and nothing but Nords and Orcs as Marauders (not the battlemages, the fighters) so I spiced up racial variety among all four factions.

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