Hey everyone,
Today we take a look at 17 new dungeons and adventures from the mod author Venjhammet.
Most of these dungeons are medium to large in seize and meant for mid to end game players.
Besides some challenging enemies you will find a good amount of exploration to do and
some challenging puzzles to solve.
Some of these dungeons have some other features too.
There's all sorts of weapons, armors, spells, and other rewards like followers to be found.
Sometimes the final reward itself can be a treasure trail, leading you to even greater treasure
Some areas look amazing and the layout from some of these dungeons is very well thought out
There are recommended levels for these dungeons.
Anyone lower will most likely not be able to clear many of these.
I'll be showing all 17 of these dungeons briefly while telling some interesting things about each one of these
The first 4 new dungeons are located on Solsteim.
I'll start with the smallest, easiest and least interesting and end with the hardest
and most impressive adventures.
Saving the best for last I gues.
The first one is a smallcrypt called Sirkgar's Rest, found West of Skaal Village
This crypt has been occupied and partially cleared by bandits in search for this dungeons relic.
This is one of Hammet's smaller, easier and less complex dungeons and is focussed on fighting.
The recommended level is only level 10.
Mostly your average dungeon.
There doesn't come too much to this one.
Another new location on Solsteim is Rheogur's Tower, where you start your search for the
Lost Relic of Lord Hammet.
This is a much larger and harder dungeon then the first one and will involve some exploring
and puzzling to make progress.
Being thorough, You will come across various unique items in this dungeon too.
Stealth will be a huge benefit in this dungeon if you want to avoid most combat.
If you manage to obtain the lost relic of lord hammet you will be set off on yet another
treasure trail leading to even greater treasure.
This dungeon can be tough to clear as far as combat goes.
You can easily get overwhelmed by enemies.
However, there is a Dark Elf follower waiting outside the tower to help you out.
If he isn't there you can try visiting Raven Rock or wait around for a while until he comes back.
He is a very powerful follower that will be a helpful and much appreciatd companion in other dungeons too
Then we take a look in the ancient Dwemer ruin located in the north of Solstheim.
This is a much harder adventure and a level of 50 is advised along with a follower.
This adventure is focused on combat again.
You will encounter large Marauder forces together with a powerful leader.
If you make it past the Marauders and venture deep inside the dwemer ruins, you might awaken
many powerful Dwemer machines.
If you manage to survive it to the end of the ruin, a powerfull boss creation will await you.
The final adventure of Solstheim begins in the far west of Solstheim, where you will find Dreadmere's Crypt.
This is the largest dungeon and my favorite on Solstheim.
In this huge dungeon you will venture through large chambers and hallways while facing incredibly
tough vampires, gargoyles, dead hounds and some other vampiric enemies.
Besides the many fights you will find yourself in, there are puzzles to solve too, some later
on require you to memorize things you saw earlier in the dungeon.
Hammet's his puzzles can be confusing on first sight, but often it comes down to memorizing clues you saw before.
When I really felt stuck and had no idea how to progress, it often meant I missed a area earlier.
The layout of this dungeon is very well thought and a lot of these chambers do look impressive.
The huge chambers and narrow pathways plus a good amount of decoration really sets the
atmosphere right too.
You really get the idea you're going through a huge vampire Crypt.
While the start of this dungeon might feel easier then the last one, this certainly is
the hardest one found on solstheim.
The recommended level for this adventure is over 75, along with something good against
vampires or undeaths and a follower.
I had quite a bit of trouble on a lvl 80 character and this dungeon took me about a hour to complete.
A great challenge for end game players.
All the other adventures are located on the mainland of Skyrim.
Starting off with the smallest and least interesting ones again.
The first one we take a look at is Direfang Cave, found west of Valthume.
Upon entering this dungeon you can already hear a battle in the distance.
Following the tunnels you will be greeted by a group of necromancers and vampires battling each other.
Inspecting one of the vampire corpses reveals a key and a note telling a little bit more about their business here.
From here on you'l be facing large groups of undeaths.
If you venture deep enough through Direfang Cave you will eventually find a entrance to
an ancient temple where things won't become easier for you.
Here you will have to solve a few puzzles and do a good amount of exploration.
Direfang Cave and the temple itself is recommended for any level, but I do advise to take at
least one follower with you on low levels.
The second dungeon we take a look at is the Desolate Crypt.
This crypt is much darker then VenjHammet's (the author) his other creations.
Of course depending on the enb and lighting mods you use, this may vary per user.
You might want to bring some light sources when exploring this Crypt.
Enemies are somewhat scarce in the Desolate Crypt, but this actually makes the dungeon
more atmpospheric and builds up tention.
This dungeon is recommended for any level.
Even so, there are a few tough battles at the end, so I advise to have some decent equipment at least.
The Desolate Crypt is found east of the Twilight Sepulcher.
Then we take a look at Frostgrim Hollow.
This is a small frozen cave that leads to medium seized ruin.
Inside this ruin you find a group of necromancers that made their home here.
'If' you manage to get past them, you'l be able to acces a section the necromancers havn't
been to yet.
From here on, this adventure will be complete punishment.
The final bosses especially are very tough.
There are a few hints you can find in books found in this dungeon though, describing some
weaknesses and what you can expect.
Players who use melee will have a even harder time clearing this dungeon.
You find Frostgrim Hollow in the far south east of Skyrim.
Steep Chill Mine is a small mining cave north of Markarth home to bandits.
If you look around the mine carefully, you'l find a secret passage leading to a large catacomb.
I found this is a very interesting dungeon.
This one only has one cell, meaning there will be no loading screens throughout this adventure.
Even though this has only one cell, VenjHammet accomplished that the change of atmosphere
and architecture goes really smoothly.
From a small mining cave to a large catacomb.
It's much more noticable here then in most of his dungeons, since it only has one cell.
At the very end of this adventure you will have to do some puzzling and besides the many
enemies that are litteraly out for your blood, you'l have to avoid a series of traps too.
The White Frigid Cave is a large cave that leads to a even larger tomb.
This does very well telling the tale about some bandits trying to loot this tomb.
Upon entering White Frigid Cave you already notice very clear traces of fights between
bandits and the inhabitants of this cave.
The further you get in, the more alive bandits you'l notice, looking around and plundering the tomb.
You'l have to manage to get past the bandits and venture even deeper inside sealed off
sections of this tomb.
This is another adventure I like a lot.
Without much background story to it, you can easily make up what these bandits are doing
here and what happened upon their arrival.
The signs of fights that took place and the lack of any enemies at the start of this dungeon
is a nice extra too.
Many vanilla dungeons usually don't make sense in that regard.
In some occasions, how can all the creatures still be alive and how are all the doors still
closed while some npc's made their way halfway or to the end of the dungeon?
It's nice to see it done this dungeons way for a change.
A good sense in what enemies to place where is a returning feature in many of Hammet his
dungeons, but it was very noticable here.
The dungeon itself also has a interesting boss fight, using the area to your disadvantage.
The white Frigid Cave is located South of Kagrenzel and at least level 15 is recommended.
Verdant Vile Grotto is a small dungeon that leads to a large temple found south of Falkreath.
I found this dungeon to be one of his best looking ones in this collection and has some
amazing views in certain chambers.
Besides some good fights this dungeon will provide a small challenge in the form of puzzles
too and certain sections will feel like a maze.
You probably want to look on your local map occasionaly since it's very easy to miss out on area's.
Level 20 is recommended before you go here.
Silver Yol is a Nordic ruin found North East of Ivarstead.
This is another dungeon that is focused on combat, altough there is a small easy puzzle to solve.
Only level 20 is recommended, but you should bring a follower or you'l easily be overwhelmed.
The Twin Sonaak is another Nordic Ruin and the idea is very similair then the last one.
There's a lot of fighting and a small easy puzzle at the end.
Altough you won't be that badly outnumbered by enemies then in the previous dungeon, the
final boss fight might proof to be a lot harder.
Sonaak from this dungeons name 'Twin Sonaak' translates to priest in the dragon language.
This dungeons name; 'Twin Sonaak' refers to the final boss fight.
At least level 20 is recommended.
The Silent Veil is yet another nordic ruin found east of Fort Neugrad.
This ruin is larger then the previous two and requires to look carefully in each area
and do some puzzling.
Again at least level 20 is recommended, but it's not as hard as the previous 2 Nordic ruins.
Next we have Vasik's Tomb.
This Tomb is found West of Solitude.
This adventure takes a long time to complete, comes with multiple bosses, traps and a variety of puzzles.
Exploring thoroughly will lead you to many good rewards too.
The word Vasik from 'Vasik's Tomb', means to Drain in the dragon language and again
the final boss of this dungeon reflects back on that name.
At least level 20 or higher is recommended again.
Then we have Gloomfall Refuge.
This is an abandoned Imperial prison tower found southeast of Lost Valley Redoubt.
This tower has been inhabitat by powerful Warlocks and it's leader.
Beneath this tower the Warlocks have found a hidden tomb home to a powerful spirit.
This adventure is a lot harder then the previous ones, but shouldn't take too long to complete.
A weakness to magic and using melee will give you a very hard time.
The recommended level is 40 and a follower or good summon will be helpful since you can
easily get overwhelmed by enemies in some areas.
And then we have the Cold Fear Cavern and the Temple of Vuldur.
Most definitly my favorite one.
The start of this dungeon can be found south of the dwemer ruin which the name can be seen on screen..
(Avanchnzel) Now, before I get into this one, Hammet's
dungeons comes with a additional follower that can be found in Moorside Inn in Morthal.
VenjHammet recommends to take this follower with you on this adventure.
She has several perks that will make her a great companion in combat and she levels up
with the player.
The Cold Fear cavern and the Temple of Vuldur is in my honest opinion Hammets his most impressive work.
First of you will traverse to a large cave system with a secret leading into a even larger dungeon.
This huge dungeon again leads to a portal that brings you to a enormous temple guarded
by powerful dragons.
It'l be nowhere easy to make your way through these sections and it'l take a long time before
you actually reach the portal to this new temple.
Your skills in combat, puzzling and exploration will really be put to the test in this one.
It is highly advised to take a follower like I mentioned before and stock up on plenty
of potions and possibly repair hammers and soul gems.
Some fights are incredibly tough and the boss encounters are really no push overs either.
The recommended lvl for this dungeon is 40, however this could easily be seen as the hardest
one, even harder then the last one.
This adventure can take hours to complete, especially if you're stuck on a puzzle once or twice.
And finally we take a loot at the Darkmire Crypt.
This is found close to the Bloodlet Throne.
In the very first area you already come across a master door which you have to lockpick.
You'l then end up in a large pit.
Going down this pit you come across several doors.
Each door has a special enemy and some clues for a puzzle later.
This is another large dungeon although one can argue it isn't as hard as the previous one.
Level 75 is highly recommended together with multiple followers and summons if possible.
As the describtion states perfectly, hell awaits for those who venture alone on lower levels.
This statement actually works for most of his dungeons.
These dungeons really are a good challenge and are very well thought out.
However, some puzzles can be somewhat confusing and if you missed a room or item earlier you
might have to do some backtracking.
There are some unexpected encounters, great rewards (but not godlike) and all by all this
should provide at least about 10 hours of dungeon dwelling to do for your end game characters.
There isn't a great deal to tell about some of these dungeons without spoiling the entire
thing, but I hope this was still enjoyable or gave a good idea on this mod.
Consider to give these dungeons a try and leave a endorsement on Hammet's dungeons.
Of course a like or subscribe here is very much appreciated too.
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I'll try to keep you guys updated there on when new videos come out among posting some
other nonesense from time to time.
Thanks for watching all, have a great day and I see you all next time.
Music Playing: Vindsvept - Flying High
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