"Lava" in Oblivion is just a retextured variant of water. From memory there's a water damage setting that you can turn on that makes the water damage anyone in it.
Imagine robbing a shop and and using a lock spell on the front door so the guards can't storm in after magically discovering you committed a crime by via orb-pondering units
Nah. It's an earlier version of Namira's quest. Namira's Shroud does similar stuff but it uses a special torch for the graphical effect to "extinguish" the torches of the Priests of Arkay. I can't use the Creation Kit to check under the hood right now, but I'd bet it's either the effect that the special darkness torches use that Namira's Shroud forces priests of Arkay to equip, or they couldn't get part of the script that tells the followers of Namira to kill the priests to work using just the spell. Sounds like it having a status icon probably would have meant that the PLAYER would have had that effect applied to them too as a follower of Namira for the quest's duration, too. Would have made the quest more interesting, to be honest.
Darkness effect, I imagine it was either itself used or was reworked for the doppelganger fight in the Shivering Isles. Could also have been intended to be Oblivion's version of Blind, or as an opposite to the Light effect. Lock, probably a holdover from Morrowind. There it was only useful for interior doors, as NPCs couldn't enter/exit cells through doors. In Oblivion, where NPCs can enter/exit cells, this was probably disabled due to NPCs still not being able to pick locks. Reflect Damage can also be acquired from the Shivering Isles when rebuilding the Gatekeeper. Resist Water Damage is correctly named, as there is no lava in Oblivion. It's just recolored water with added "water damage". Water Walking and Acrobatic's master perk both work on -lava- spicy water.
I assumed Darkness was supposed to be the direct opposite of Light, making it harder to view those under it's effect which is why it got scrapped because of the existence of Invisibility and Cameleon
I'd guess the spell was intended to do that, but then the game engine doesn't take into account the shade nor colour of the player trying to hide in the shadows. Brightness of the environment affects the visibility of the player, but not the camo. The Black the assassins and thieves wear is just for looks in Oblivion. 😉
new content about oblivion in october 2024 is great. my thoughts on the spells that are unused is that they were probably made for npcs and not the player. I have seen similar things in skyrim, but usually you can console command most of them (and then they may just crash your game or nothing happens).
Darkness would be more accurately be called Blindness - it reduces the range at which an NPC with the effect can see you. It's how the Blind Moth Priests work. The reason it doesn't seem like it's working is because it doesn't do anything on the player.
This is the Namira's Shroud (or, rather, the special torches' effect) thing. Namira's daedric quest has you plunge patrolling priests of Arkay into darkness so that the followers of Namira can approach and kill them. Seriously, has no one actually done Namira's quest in Oblivion????
Pretty sure you can also get the Reflect Damage effect for custom spells by choosing the Heart of Wound Sharing when rebuilding the Gatekeeper in the Shivering Isles.
I'm so glad you uploaded this video. How great it is to learn these cool facts on such a beautiful day in the year 2009. It sure makes me excited to see what Bethesda has planned for the Elder Scrolls V.
I loooooove the style of video here, it’s so nostalgic and simple (2008-2012 core) and ESPECIALLY the Mario RPG music 😭😭✨ love the content here, definitely subbed
Thank you, by the way, I was just about to ask where the music was from because it sounded so familiar. I've never played SMRPG, but it sounded like a mix of castlevania and KH Chain Of Memories music so I needed to get this track on my idle fantasy playlist
Darkness was most likely supposed to be a chameleon-stand in, you cast it, and you become harder to see in dark conditions. Possibly with an aura around you too but they failed to model that so they scrapped it in favor of chameleon. Sun damage enchantment was made as a funny debuff, Beth does stuff like that all the time. They realized it might stack with actual sun damage and would have to potentially amplify by curses like weaknesses so they scrapped it as they didnt want to make a "sun damage weakness" or re-classify the sun damage as some other damage that a weakness to exists. Lock Spell was meant to keep NPC's out during quests, for quests involving you following someone to see who is a thief, or who is a corrupt guardsman, or who was plotting to poison or assassin someone. Lock the door, lie in wait, and when the person comes through the locked door, BOOM: they have to be the Gray Fox as only a master at lockpicking can open a master lock. It was merely an utility meant for such quests. Reflect damage is very powerful so it makes sense that only a handful of "masters" would know how to make spells from this, aka, only people with this specific birthsign and if they studied their birthsign and its potential magical connections to Mundus and Nirn, long enough. Any spell including "Water" is a misnomer regarding the way Oblivion works. It's rather "liquid", as a spell or enchantment for water will also work in Lava, as both are classified as the same type of liquid, Lava only has a damage trigger attached to it. There was supposed to be water element as a school of magic but all that was removed and reduced after all, need to cut stuff out here and there to not bloat the game. Beth went overboard with Skyrim on the cutting and removal of things.
I used lock spell in morrowind at times - if you were being chased in a dungeon and needed to reorganize, heal etc Running into a room or corridor and casting lock on a door behind you would render you safe until you were ready to face your foes once more. Should have had it in oblivion!
Lock spells in Morrowind are great! Possibly too useful in fact lol, as even a level 1 lock would completely stop NPCs from reaching you unless they happen to have the right key.
Darkness (or rather blinding) was an effect in Morrowind. It made your screen darker and it made it harder to hit enemies since you can't see them as well. Presumably they scrapped it when they did away with the chance to hit thing and made it so you'll always hit an enemy standing directly in front of you. Lock was also a spell that was in Morrowind, it was probably removed so players couldn't accidentally lock themselves into a closet or something and be stuck.
Considering how enemies will follow you across cells, I can see Lock being pretty useful, especially at lower levels- run out of the dungeon you were viciously underleveled for, Lock the exit behind you, now your pursuers can't... pursue.
As far as I remember you can get reflect damage as a spell without taking the tower birthsign at the start of the game so long as you have Shivering Isles and you choose the heart of wound sharing when you reassemble the Gatekeeper. After that quest I'm fairly certain that you can get reflect damage as a power of the gatekeeper.
Probably because NPCs could cross between interior/exterior cells, and it wouldn't really track whether or not a door was locked if the cell isn't loaded.
hands of mignight have been the cause of one of my biggest turpitude as a young lads on oblivion, they were very good for their chameleon effect and I was making use of it a lot until I walked out of a cave in the sunlight, with low health and my only other save more than an hour ago. I died instantly and spent a lot of time trying to get back in before giving up
@@ArvelDreth Nope, that's a different effect. This is from Namira's quest, where you turn off the torches of the priests of Arkay to allow Namira's followers to attack them.
Darkness was most likely meant to be an opposite of Light spells to make it easier to sneak. They got as far as the shader but weren't able to get it to work in-engine (especially with how light everything is in the finished game. They probably opted to develop Chameleon as their alternative to Light. Lock was a holdover from Morrowind with the intention to lock doors and objects. What broke this spell is NPC interaction. If an NPC is part of a faction that owns a container, they will be able to access it (enter the door, get the loot) regardless of lock status. In the same way, if an NPC has a lockpick in their inventory, they will be able to open any door. The spell was useless in nearly every circumstance. Resist water damage is really just lava immunity. It's a very early spell with phrasing that's still in developer lingo. Lava in Oblivion is coded to be another form of water. There might have been plans to hide objects in the waters of the Oblivion realms or have rooms submerged in lava, but given how few of them we got...it's likely that idea was scrapped.
Darkness effect is applied to Umbra. You can get the lock spell, and it's actually pretty useful because NPCs can't unlock doors. As others have mentioned, lava and water are considered the same object type by the game. You could imagine this also working for a poisonous pond (there aren't any to my memory).
Darkness was probably used in Shivering Isles when you fight your own character. It would probably been easier for them just to make an item with a magic effect that changed the appearance of your character sort of like when they used the player’s character for the statue you get in the storyline.
hi i was a tester for the early alpha the darkness spell was used when adjusting the lighting effects in rooms and outdoors the spell itself was just not fully removed and as an easter egg there is a spot in a certain castle that makes darkness very buggy
Lock is actually a fairly common spell in Morrowind, so i imagine its a holdover from that. Its very fun to use in certain situations, like when guards are following you and you just lock the door so they cant. ...Unfortunately in Morrowind NPCs cannot leave a cell and few interior cells have doors that lead to other parts of the same cell, so its rarely useful there. Would've been a nice addition to Oblivion for cheese purposes.
To me darkness looks like some sort of debuff effect for the player. Older elder scrolls games had vision limiting effects like a blindness spell. Looks like the texture would be applied to everything the player could see and maybe drop the brightness down for an "almost" blind effect instead of a flat black screen like when you put on the boots of blinding speed in Morrowind
I recommend downloading and trying the construction kit for oblivion, there are some interesting things to find like the darkness spell effect. You don’t even need to know much or about scripting to improve your game a bit. Tinker a bit around, the more complicated things like create buildings, environments, quests, write scripts have dozen tutorials from very nice people.
My best guess is that there was supposed to be a dark npc you were supposed to interact with who was always supposed to be shrouded and they were going to do it with a spell like how in Skyrim characters use the invisibility spell then despawn. Also, I’m sure the lava is just orange water that is set to do damage in oblivion but in the normal game world the damage is set to 0. Probably for debugging and for the devs to get to place to place to check stuff
you can also get reflect damage from the Heart of Wound Sharing or whatever its called in the shivering isles DLC quest where you rebuild the gatekeeper
Its probably a visual effect supposed to be used somewhere in the game ....but is in the form of a spell some object in the game gets to cast at a certain point in some quest or part of the game ......you know like that college of winterhold quest in skyrim where one of your colleagues practices a spell on you and it turns you into all sorts of crazy things ....you starting seeing only green too for a while
Lava might be coded as damaging water, a lot of games recolour the water behind the scenes for lava and other liquids, and add special effects as necessary like the "red water" damaging you
I could see why they may have played with a spell that lets you lock doors. In theory, a spell that lets you lure really tough non essential enemies into room, dodge past and trap them, or just lock a door behind you to prevent enemies from following you seems kinda neat to avoid unnecessary harder fights Problem is, I cannot think of any places that would ever be useful, and I’m willing to bet I’d have a harder time doing it on the fly, so it does kinda makes sense for it to be cut.
I think you can get the effect to use in spellmaking from one of the powers you get in the shivering isles. Iirc it's one from rebuilding the gatekeeper
1:38 you can get reflect damage for spellmaking/enchanting from shivering isles if you rebuild the gatekeeper with the heart of wound sharing. IMO Reflect damage is balance breaking though, when its high enough enemies will always kill themselves before they can seriously hurt you standing and doing nothing
Darkness is most likely Shadow from Daggerfall which is sort of like chameleon expect worse as it only works in darkness. You only really use it as a training spell since you can make a really low cost true invisibility spell that renders both chameleon and shadow pointless.
Anyone else remember using glitches to be able to traverse the infinite seas of Oblivion? I remember trying to find an end to the map and there just not being one.
Darkness could be a transition effect used on the player character during the intro so you don't see your character during the cutscene. Just a guess though.
I assume it was intended to just be the inverse of the Light spell, lowering the light in an area, thus lowering visibility and improving stealth abilities. However, I assume Bethesda learned that making something that interacts with lighting strangely is a cofmding nightmare, as opposed to just creating a source of it, leading to the abandonment of the idea
I believe darkness maybe an incomplete implementation of either blind or a sudo chameleon. While the resist water probably means Bethesda considered having other harmfull liquids, maybe as traps.
I can see Chameleon being a retooled Darkness. I imagine Darkness was originally intended ro reduce the light and visibility of an area, making the player hard to see, but was abandoned/retooled when Bethesda came to the reality that making a strange, dynamic light interaction is much, much harder than the inverse of adding a light source, and so went with the Predator cloaking method of representation instead
Darkness if it is anything like Morrowind would have been intended to darken your vision or the enmies, effectively rending either or blind. I presume they gave up on it as it was mostly just an annoyance or it could have been a stealth spell
Feels like Darkness maybe would have been "Blind" from Morrowind. Cast it on target and now the target is semi-intangible, making physical damage miss more often. Both against the target and damage from the target. Like the person under the effect of Darkness is incorporeal. And thus Magic damage is most effective against a Darkened target
I wonder if anyone tried to implement something like "acid" water in a mod, or even just boiling water. "Resist Water Damage" would be an excellent fit for that.
I wonder if some of these were developer test spells that were left over. Also maybe the lock spell didnt make it into the game because it would allow you to level your lockpicking skill infinitely
Ah, that resist water damage is for any spicy waters, not just lava (which doesn't behave like lava at all and is really just damaging water). You see, creative modders have created boiling water pools and acid pools as traps in dungeons where this spell would then make a little more sense, kinda wish the guy assigned to build all of oblivion's dungeons by himself had that foresight, of yknow, making boiling water traps, which would justify the spell, but i can kinda understand why it slipped his mind at the time.
My only theory about the Darkness spell is that when active, would also decrease the rate npcs would detect that character in the dark. Like, it would make sense to use Darkness skill when you're in a dark dungeon.
I am sure the darkness spell is a way for them to apply this visual effect. My bet is that an invisible enemy would have cast it on a boss or npc as part of an event or scene.
I imagine the Lock spell was left unused cause they realized how easily you could abuse that to level security unless locks made by the spell don't give points for security lol
Also probably NPC schedule and pathing issues. In contrast to Morrowind, in Oblivion NPCs can more or less freely move between cells, after all. If you lock a door with this spell and an NPC doesn't have a key (or a key doesn't even exist in-game), as with the chapel doors in the video for example, it can probably lead to very strange occurances.
Security isn't a skill in Oblivion, and lock WAS a spell in MW. So the "exploit" if you could call it that, would have existed prior without much fuss to begin with. As the other dude said, without a doubt, it's the fact that NPCs can cross between cells, and it was either a hassle to get to work, or it simply wasn't tracked when you left the cell so it was useless. Same kind of mentality as to why levitate didn't make a return, devs didn't want you to levitate over city walls, rather than any kind of exploitation of the ability.
@@choo_choo_ Security as a skill does exist in Oblivion, yet you're right - such exploit would've existed in Morrowind too. Except for a slight difference. In Morrowind, lockpicking is governed by your Security skill, Luck (attribute), luck (random), and the lockpick quality. But in Oblivion, lockpicking is more of a player skill, meaning that you can pretty much open any lock without a lockpick breaking if you're good at the minigame, or just reload every time one does. Meaning, the exploit of locking a door with this spell and then opening it, to quickly level Security, would've been more apparent I think. Or worse - get the Skeleton Key and just spam the button to roll the dice in the lockpicking menu, as it wouldn't break no matter what. So I believe thinking that they might've tried to prevent that, or even were aware of such possibility after Morrowind and tried to do better in Oblivion, is absolutely justified.
Resist Water Damage almost makes it sound like you should cast it on your home to prevent mold and water lines during a bad rain.
I'd call it "insurance companies' nightmare"
Cast Flex Seal on Target for 1 second.
My basement floods often sounds good to me
Minimal water damage?
American household problems. I wish I lived in a cardboard house too 😢
"Lava" in Oblivion is just a retextured variant of water. From memory there's a water damage setting that you can turn on that makes the water damage anyone in it.
Yep, there's a setting near the bottom with a tickbox "[ ] Causes (X) damage per second", below the 'Water Simulator' settings.
@treeaboo that's the one. I remember mucking around with it on the construction kit years ago.
The water is lava, anyone? Heh
That means if you make it green you can make acid?
@@gbdornls Yep!
"I cast blackface on you"
>imperial guard runs in and arrests them
Instantly Redguard.
You're a long way from curry flinger land AINTCHA boy
I cast, SECOND CLASS CITIZEN
they call it the Azura Special
"I cast Enniggafy!"
Imagine robbing a shop and and using a lock spell on the front door so the guards can't storm in after magically discovering you committed a crime by via orb-pondering units
0:22 I feel like this was a vampire related spell that allowed daytime playing
Nah. It's an earlier version of Namira's quest. Namira's Shroud does similar stuff but it uses a special torch for the graphical effect to "extinguish" the torches of the Priests of Arkay.
I can't use the Creation Kit to check under the hood right now, but I'd bet it's either the effect that the special darkness torches use that Namira's Shroud forces priests of Arkay to equip, or they couldn't get part of the script that tells the followers of Namira to kill the priests to work using just the spell.
Sounds like it having a status icon probably would have meant that the PLAYER would have had that effect applied to them too as a follower of Namira for the quest's duration, too. Would have made the quest more interesting, to be honest.
Though it isn't a vampire spell, that would be a pretty cool one.
Darkness effect, I imagine it was either itself used or was reworked for the doppelganger fight in the Shivering Isles. Could also have been intended to be Oblivion's version of Blind, or as an opposite to the Light effect.
Lock, probably a holdover from Morrowind. There it was only useful for interior doors, as NPCs couldn't enter/exit cells through doors. In Oblivion, where NPCs can enter/exit cells, this was probably disabled due to NPCs still not being able to pick locks.
Reflect Damage can also be acquired from the Shivering Isles when rebuilding the Gatekeeper.
Resist Water Damage is correctly named, as there is no lava in Oblivion. It's just recolored water with added "water damage". Water Walking and Acrobatic's master perk both work on -lava- spicy water.
Personally, when I was a little kid I thought that the spicy water was supposed to be boiling blood
I assumed Darkness was supposed to be the direct opposite of Light, making it harder to view those under it's effect which is why it got scrapped because of the existence of Invisibility and Cameleon
I think its from the shivering isles shadow rend
The Darkness spell sounds like the effect applied to the Priests of Arkay when you use Namira's Shroud, but minus the special torches being equipped.
Just to add to the Peanut Gallery, I just assumed the lock skill was removed to prevent cheesing lockpick skill.
I wonder if Darkness helps you hide only in the shadows, sort of like the shadowing armor mod in Fallout 4.
I'd guess the spell was intended to do that, but then the game engine doesn't take into account the shade nor colour of the player trying to hide in the shadows. Brightness of the environment affects the visibility of the player, but not the camo.
The Black the assassins and thieves wear is just for looks in Oblivion. 😉
I think it might be the blind effect from Morrowind.
Maybe it was meant to keep vampires safe during the day?
It's probably like chameleon but for night time and dark spaces
since you can cast it on others, it may be a blind effect to help you sneak
new content about oblivion in october 2024 is great.
my thoughts on the spells that are unused is that they were probably made for npcs and not the player.
I have seen similar things in skyrim, but usually you can console command most of them (and then they may just crash your game or nothing happens).
Darkness would be more accurately be called Blindness - it reduces the range at which an NPC with the effect can see you. It's how the Blind Moth Priests work. The reason it doesn't seem like it's working is because it doesn't do anything on the player.
But Moth Priests aren't black.
This is the Namira's Shroud (or, rather, the special torches' effect) thing. Namira's daedric quest has you plunge patrolling priests of Arkay into darkness so that the followers of Namira can approach and kill them.
Seriously, has no one actually done Namira's quest in Oblivion????
@@karpai5427 ...I'm... not touching that one...
@@neoqwerty It has been a gooood few years since I've done most of the daedric quests.
@@neoqwerty No I didn't. I never played Oblivion long enough.
I haven't even fought a Minotaur yet.
I got lost humming the song and had to rewind the first 38 seconds after realizing I wasn't paying attention.
10/10 song choice.
Pretty sure you can also get the Reflect Damage effect for custom spells by choosing the Heart of Wound Sharing when rebuilding the Gatekeeper in the Shivering Isles.
I'm so glad you uploaded this video. How great it is to learn these cool facts on such a beautiful day in the year 2009. It sure makes me excited to see what Bethesda has planned for the Elder Scrolls V.
Don't worry you'll have multiple opportunities to play it over
And over
And over
“We’re 100% black”
“Me too.”
Aggressive rap starts blaring in the room
The code to the ramp is 666, but watch out for Sandra's friend
My first thought when I saw it 😂
"Take pills against my orders!"
Maybe you should join Mythic Dawn in a body bag!
blessed recommendation
The most devastating of spells. With one single flick of a hand your credit score is annihilated.
DAS RAYCIST
Immunity to lava? Restoration really is a valid school of magic.
I loooooove the style of video here, it’s so nostalgic and simple (2008-2012 core) and ESPECIALLY the Mario RPG music 😭😭✨ love the content here, definitely subbed
Thank you, by the way, I was just about to ask where the music was from because it sounded so familiar.
I've never played SMRPG, but it sounded like a mix of castlevania and KH Chain Of Memories music so I needed to get this track on my idle fantasy playlist
Darkness was most likely supposed to be a chameleon-stand in, you cast it, and you become harder to see in dark conditions. Possibly with an aura around you too but they failed to model that so they scrapped it in favor of chameleon.
Sun damage enchantment was made as a funny debuff, Beth does stuff like that all the time. They realized it might stack with actual sun damage and would have to potentially amplify by curses like weaknesses so they scrapped it as they didnt want to make a "sun damage weakness" or re-classify the sun damage as some other damage that a weakness to exists.
Lock Spell was meant to keep NPC's out during quests, for quests involving you following someone to see who is a thief, or who is a corrupt guardsman, or who was plotting to poison or assassin someone. Lock the door, lie in wait, and when the person comes through the locked door, BOOM: they have to be the Gray Fox as only a master at lockpicking can open a master lock. It was merely an utility meant for such quests.
Reflect damage is very powerful so it makes sense that only a handful of "masters" would know how to make spells from this, aka, only people with this specific birthsign and if they studied their birthsign and its potential magical connections to Mundus and Nirn, long enough.
Any spell including "Water" is a misnomer regarding the way Oblivion works. It's rather "liquid", as a spell or enchantment for water will also work in Lava, as both are classified as the same type of liquid, Lava only has a damage trigger attached to it. There was supposed to be water element as a school of magic but all that was removed and reduced after all, need to cut stuff out here and there to not bloat the game.
Beth went overboard with Skyrim on the cutting and removal of things.
I used lock spell in morrowind at times - if you were being chased in a dungeon and needed to reorganize, heal etc
Running into a room or corridor and casting lock on a door behind you would render you safe until you were ready to face your foes once more.
Should have had it in oblivion!
Lock spells in Morrowind are great! Possibly too useful in fact lol, as even a level 1 lock would completely stop NPCs from reaching you unless they happen to have the right key.
This is the kinda video I've always missed, just cool stuff.
I guess the “resist water” effect is because lava is basically just retextured and damage inflicting water in Oblivion.
Darkness (or rather blinding) was an effect in Morrowind. It made your screen darker and it made it harder to hit enemies since you can't see them as well. Presumably they scrapped it when they did away with the chance to hit thing and made it so you'll always hit an enemy standing directly in front of you. Lock was also a spell that was in Morrowind, it was probably removed so players couldn't accidentally lock themselves into a closet or something and be stuck.
Or brwak NPC pathing. Creating a lock spell should probably create an equal unlock as a backup if itnisnincluded.
Considering how enemies will follow you across cells, I can see Lock being pretty useful, especially at lower levels- run out of the dungeon you were viciously underleveled for, Lock the exit behind you, now your pursuers can't... pursue.
As far as I remember you can get reflect damage as a spell without taking the tower birthsign at the start of the game so long as you have Shivering Isles and you choose the heart of wound sharing when you reassemble the Gatekeeper. After that quest I'm fairly certain that you can get reflect damage as a power of the gatekeeper.
“Lock” was the really useful spell in Morrowind, sad that they didn’t add it to Oblivion as available one.
Probably because NPCs could cross between interior/exterior cells, and it wouldn't really track whether or not a door was locked if the cell isn't loaded.
Would be interesting if an NPC was hot on your tail and you could lock the door so that they can't get to you@choo_choo_
song is from mario rpg beware of the forest
bless your soul
hands of mignight have been the cause of one of my biggest turpitude as a young lads on oblivion,
they were very good for their chameleon effect and I was making use of it a lot
until I walked out of a cave in the sunlight, with low health and my only other save more than an hour ago.
I died instantly and spent a lot of time trying to get back in before giving up
Great video. Keep making more in this style finding niches in classic games. I had never known about any of these spells
Could the darkness effect be what the clone in the grove of reflection has on it to make it black?
It's actually more accurately called blindness. It's the condition that the moth priests have except without the texture change to their model.
@@ArvelDreth Nope, that's a different effect. This is from Namira's quest, where you turn off the torches of the priests of Arkay to allow Namira's followers to attack them.
Darkness was most likely meant to be an opposite of Light spells to make it easier to sneak. They got as far as the shader but weren't able to get it to work in-engine (especially with how light everything is in the finished game. They probably opted to develop Chameleon as their alternative to Light.
Lock was a holdover from Morrowind with the intention to lock doors and objects. What broke this spell is NPC interaction. If an NPC is part of a faction that owns a container, they will be able to access it (enter the door, get the loot) regardless of lock status. In the same way, if an NPC has a lockpick in their inventory, they will be able to open any door. The spell was useless in nearly every circumstance.
Resist water damage is really just lava immunity. It's a very early spell with phrasing that's still in developer lingo. Lava in Oblivion is coded to be another form of water. There might have been plans to hide objects in the waters of the Oblivion realms or have rooms submerged in lava, but given how few of them we got...it's likely that idea was scrapped.
Darkness effect is applied to Umbra.
You can get the lock spell, and it's actually pretty useful because NPCs can't unlock doors.
As others have mentioned, lava and water are considered the same object type by the game. You could imagine this also working for a poisonous pond (there aren't any to my memory).
im liking the videos man keep it up
you can't just cast shadow on someone
I cast shadow on you
Sure you can, just stand between them and a nearby light source
There's something amusing about an NPC being stained completely black as if soaked in ink, neither them nor anyone else reacting to it.
I hope you'll be able to continue making content like this, it's so good
Darkness was probably used in Shivering Isles when you fight your own character.
It would probably been easier for them just to make an item with a magic effect that changed the appearance of your character sort of like when they used the player’s character for the statue you get in the storyline.
hi i was a tester for the early alpha the darkness spell was used when adjusting the lighting effects in rooms and outdoors the spell itself was just not fully removed
and as an easter egg there is a spot in a certain castle that makes darkness very buggy
Lock is actually a fairly common spell in Morrowind, so i imagine its a holdover from that. Its very fun to use in certain situations, like when guards are following you and you just lock the door so they cant.
...Unfortunately in Morrowind NPCs cannot leave a cell and few interior cells have doors that lead to other parts of the same cell, so its rarely useful there. Would've been a nice addition to Oblivion for cheese purposes.
Your game performance is true to my experience in 2007. Very authentic.
To me darkness looks like some sort of debuff effect for the player. Older elder scrolls games had vision limiting effects like a blindness spell. Looks like the texture would be applied to everything the player could see and maybe drop the brightness down for an "almost" blind effect instead of a flat black screen like when you put on the boots of blinding speed in Morrowind
And they are all more worth getting than fingers of the mountain.
Why is it so baaaaaaad
I recommend downloading and trying the construction kit for oblivion, there are some interesting things to find like the darkness spell effect. You don’t even need to know much or about scripting to improve your game a bit. Tinker a bit around, the more complicated things like create buildings, environments, quests, write scripts have dozen tutorials from very nice people.
Great video! I didn't know about these spells
A two minute oblivion video? Sold
Wish "lock" was still in the series. It was fun trapping npcs in rooms and would have been great in oblivion/skyrim.
The lock and lava immune spells look a lot like devtools for testers to use without diddling with console commands
My best guess is that there was supposed to be a dark npc you were supposed to interact with who was always supposed to be shrouded and they were going to do it with a spell like how in Skyrim characters use the invisibility spell then despawn.
Also, I’m sure the lava is just orange water that is set to do damage in oblivion but in the normal game world the damage is set to 0. Probably for debugging and for the devs to get to place to place to check stuff
I wonder if you could make a parry spell to instakill anything that hit you in a 1 second window with a few hundred percent magnitude
you can also get reflect damage from the Heart of Wound Sharing or whatever its called in the shivering isles DLC quest where you rebuild the gatekeeper
Its probably a visual effect supposed to be used somewhere in the game ....but is in the form of a spell some object in the game gets to cast at a certain point in some quest or part of the game ......you know like that college of winterhold quest in skyrim where one of your colleagues practices a spell on you and it turns you into all sorts of crazy things ....you starting seeing only green too for a while
Lava might be coded as damaging water, a lot of games recolour the water behind the scenes for lava and other liquids, and add special effects as necessary like the "red water" damaging you
Maybe darkness is for that one quest where you have to fight the dark clone of yourself.
Sometimes devs use custom spells or special items for easy ways of testing specific test cases
lock might have been added as a way to playtest the lockpicking minigame and the different difficulties
I could see why they may have played with a spell that lets you lock doors. In theory, a spell that lets you lure really tough non essential enemies into room, dodge past and trap them, or just lock a door behind you to prevent enemies from following you seems kinda neat to avoid unnecessary harder fights
Problem is, I cannot think of any places that would ever be useful, and I’m willing to bet I’d have a harder time doing it on the fly, so it does kinda makes sense for it to be cut.
I love stuff like this, glad to see it in my recommendations!
I had no idea there was a reflect damage spell. Now I really want to play Oblivion again
I think you can get the effect to use in spellmaking from one of the powers you get in the shivering isles. Iirc it's one from rebuilding the gatekeeper
THANK YOU FOR MAKING THIS VIDEO SIR, MADAM, OR PERSON IT WAS INTERESTING TRIVIA KNOWLEDGE
I miss the variety of spells in Oblivion. I hope TES 6 brings that back (even if there are no custom spells)
‘Lock is not used in game’ *cries in Morrowind*
bro just casually casting touch of blackface on people
1:38 you can get reflect damage for spellmaking/enchanting from shivering isles if you rebuild the gatekeeper with the heart of wound sharing. IMO Reflect damage is balance breaking though, when its high enough enemies will always kill themselves before they can seriously hurt you standing and doing nothing
Correction on the reflect damage spell, u can get it through shivering isles. It’s just WAY more complicated
Darkness was going to be like a D&D spell, you cast it in an area to make visibility more difficult for enemies.
Very informative thank you I love oblivion
Didnt know about darkness or a lavaimmunity spell. Nice
Darkness is most likely Shadow from Daggerfall which is sort of like chameleon expect worse as it only works in darkness. You only really use it as a training spell since you can make a really low cost true invisibility spell that renders both chameleon and shadow pointless.
Anyone else remember using glitches to be able to traverse the infinite seas of Oblivion? I remember trying to find an end to the map and there just not being one.
The darkness one is probably from an abandoned quest of some kind. Maybe an npc spawns thats someones shadow?
I guess the Lava is just water with different texture, so, they created "Water damage", but, only applied it to the "red" water ^^
Maybe Darkness was in case the player character had to enter areas with Redguards?
Darkness could be a transition effect used on the player character during the intro so you don't see your character during the cutscene. Just a guess though.
I assume it was intended to just be the inverse of the Light spell, lowering the light in an area, thus lowering visibility and improving stealth abilities.
However, I assume Bethesda learned that making something that interacts with lighting strangely is a cofmding nightmare, as opposed to just creating a source of it, leading to the abandonment of the idea
I believe darkness maybe an incomplete implementation of either blind or a sudo chameleon. While the resist water probably means Bethesda considered having other harmfull liquids, maybe as traps.
I can see Chameleon being a retooled Darkness.
I imagine Darkness was originally intended ro reduce the light and visibility of an area, making the player hard to see, but was abandoned/retooled when Bethesda came to the reality that making a strange, dynamic light interaction is much, much harder than the inverse of adding a light source, and so went with the Predator cloaking method of representation instead
Darkness if it is anything like Morrowind would have been intended to darken your vision or the enmies, effectively rending either or blind. I presume they gave up on it as it was mostly just an annoyance or it could have been a stealth spell
I don't know what's better
Random things from a RPG from 2006
Or the BGM from one from 10 years earlier 😂
Feels like Darkness maybe would have been "Blind" from Morrowind. Cast it on target and now the target is semi-intangible, making physical damage miss more often. Both against the target and damage from the target. Like the person under the effect of Darkness is incorporeal. And thus Magic damage is most effective against a Darkened target
I wonder if anyone tried to implement something like "acid" water in a mod, or even just boiling water. "Resist Water Damage" would be an excellent fit for that.
I wonder if some of these were developer test spells that were left over. Also maybe the lock spell didnt make it into the game because it would allow you to level your lockpicking skill infinitely
quality video, does exactly what it says on the tin
Ah, that resist water damage is for any spicy waters, not just lava (which doesn't behave like lava at all and is really just damaging water).
You see, creative modders have created boiling water pools and acid pools as traps in dungeons where this spell would then make a little more sense, kinda wish the guy assigned to build all of oblivion's dungeons by himself had that foresight, of yknow, making boiling water traps, which would justify the spell, but i can kinda understand why it slipped his mind at the time.
Аs for me, darkness is more like a kind of invisibility option, only it works better in the dark
My only theory about the Darkness spell is that when active, would also decrease the rate npcs would detect that character in the dark. Like, it would make sense to use Darkness skill when you're in a dark dungeon.
Resist Water Damage is the whole reason my Argonian healer in ESO is named Takes-Water-Damage.
With Dlc you can get Reflect damage effect from the Gatekeeper creation quest! letting any character craft spells from this effect
Hope this helps
I am sure the darkness spell is a way for them to apply this visual effect. My bet is that an invisible enemy would have cast it on a boss or npc as part of an event or scene.
theres some textures related to dn that i found in the files but are unused anywhere in the game...
One of the spell tomes can give you a unique spell that applies Sunlight Damage to yourself :)
I know some equipment causes it, too
Nice, I didn't know any of these spells.
I imagine the Lock spell was left unused cause they realized how easily you could abuse that to level security
unless locks made by the spell don't give points for security lol
Also probably NPC schedule and pathing issues. In contrast to Morrowind, in Oblivion NPCs can more or less freely move between cells, after all. If you lock a door with this spell and an NPC doesn't have a key (or a key doesn't even exist in-game), as with the chapel doors in the video for example, it can probably lead to very strange occurances.
Security isn't a skill in Oblivion, and lock WAS a spell in MW. So the "exploit" if you could call it that, would have existed prior without much fuss to begin with. As the other dude said, without a doubt, it's the fact that NPCs can cross between cells, and it was either a hassle to get to work, or it simply wasn't tracked when you left the cell so it was useless.
Same kind of mentality as to why levitate didn't make a return, devs didn't want you to levitate over city walls, rather than any kind of exploitation of the ability.
@choo_choo_ it is though? Like literally I have the game open right now and in the skill list "Security", governing attribute Agility
@@choo_choo_ Security as a skill does exist in Oblivion, yet you're right - such exploit would've existed in Morrowind too. Except for a slight difference. In Morrowind, lockpicking is governed by your Security skill, Luck (attribute), luck (random), and the lockpick quality. But in Oblivion, lockpicking is more of a player skill, meaning that you can pretty much open any lock without a lockpick breaking if you're good at the minigame, or just reload every time one does. Meaning, the exploit of locking a door with this spell and then opening it, to quickly level Security, would've been more apparent I think. Or worse - get the Skeleton Key and just spam the button to roll the dice in the lockpicking menu, as it wouldn't break no matter what. So I believe thinking that they might've tried to prevent that, or even were aware of such possibility after Morrowind and tried to do better in Oblivion, is absolutely justified.
I also feel like darkness may be a spell effect made just to darken some enemies? No clue it's a guess
lock would be so OP for alteration/lockpick grinding
reflect damage is actually extremely useful
its broken strong^^
pacifist run any% heavy armor, no weapons, no fists
100% physical reflect
100% spell reflect
Let's roll
Cool! Didn't know some of that
I remember making a lava walk spell.
It could have been used shade/shadow npc's used in a quest or or a summon kind of like the corrupted shade enemies in skyrim
What's the background music ?
i was never book smart, im money smart..........
Hood irony: the spell