Friday, February 14, 2014

Dragon Age Origins - Longbow

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Fantasy game art from Dragon Age: Origins Ultimate Edition (Dragon Age: Origins, the Awakening expansion, and all official Downloadable Content).

There are very few models, and the various types of weapons are typically recoloured versions of each model. The colour scheme is based on the material of its construction and typically there are two colours that are changed. We present the basic models and their recoloured variants, up to Tier 8 which does not properly exist in Dragon Age: Origins, but which does have a colour scheme that is very similar to Tier 8 in Dragon Age: Origins: Awakening.

The Awakening expansion adds material tiers 8 and 9, and a few new equipment models. Because of the little new content, we have put them together with the Origins items. Some Origins armor does not import into the Awakening expansion, so some tier 8 and tier 9 images are not available.

In addition to showing the colour variations for the basic weapon model in each category, we present unique models at material tier 3 (yew).



The Elder Scrolls IV: Oblivion - Imperial City - Arena District


Fantasy game art from The Elder Scrolls IV: Oblivion. The Unofficial Elder Scrolls Pages has detailed information on the Arena District.




In Oblivion, it is possible to sign up with the Arena as a gladiator and fight your way up the ranks to Champion and then Grand Champion. The slideshow below shows the various combatants (or opponent teams) on your way up.
The pictures below show combatants modified with Francesco's Levelled Arena, which generally presents more challenging opponents than normal Oblivion, which approximately scales opponents to your character's abilities. The trio of Argonians in one of the fights, for example, are all armed with some of the game's higher-quality weapons. In the original version, they fight unarmed (against which there is an exploit to reduce their effectiveness -- by throwing down weak weapons, which they will pick up and fight with less effectively than with their superior unarmed combat skills).
There is a great amount of same-ness to the look of arena opponents because all fighters must wear a standard uniform (an "arena raiment"). In regular Oblivion, the two styles look like but one is classed as "light armour" while the other is classed as "heavy armour" Your colour is blue while the opponent's is supposed to be yellow but in-game looks like some kind of swampy blue-green.
The female combatants in the pictures below use arena raiments from Colourwheels Sexy Stock Armour and Clothing Replacer. This mod gives them a more properly yellow / gold colour, but also shows a lot more skin--the "light armour" raiment is reduced to little more than a skimpy bikini--whereas in the game, the arena raiment in fact affords rather excellent protection.

Heroes of Might and Magic V - Faction - Dungeon - Units

Fantasy game art from Heroes of Might and Magic V.

Play Heroes of Might and Magic V risk-free with money-back guarantee from Good Old Games.


Scout
The main role for scouts on the battlefield is to make ranged attacks with their crossbows. They are also trained in close combat, however, and can adequately defend themselves in melee.

Assassin
The main role for the assassins on the battlefield is to make ranged attacks with their deadly crossbows. Using enchanted bolts they inflict grievous, poisoned wounds on their enemies.

Stalker
The dark elves have always respected assassins, but they reserve particular esteem for those killers who are masters of stealth, capable of taking their unsuspecting victims by complete surprise. The finest in this art are the Stalkers. Evading the traps, swords and spells of their foes, the Stalker will slip unseen past any guard in order to deliver the fatal blow to his target.

Blood Maiden
Blood Maidens are lightning-fast female warriors who practice a variantion of the Elven Battle Dance. They move quickly to reach their opponent, strike, and return to their starting place, all in one blur of motion.

Blood Fury
Blood Furies are the elite warriors of the Dark Elf armies. So well trained are they in their own form of Battle Dance that they can charge and evade in the same strike, preventing their foes from reacting and retaliating before they are gone.

Blood Sister
Wild and reckless, Blood Sisters believe themselves to be invincible, and are quick to attack any opponent, while deftly evading the blows of enemy blades.

Minotaur
Along with the other Beastmen, the Minotaurs, half-man and half-bull, were created by the Wizards of the Seven Cities as a replacement for the Orcs. They fled east and underground to earn their freedom, but they were later conquered by the Dark Elves and once again bound in chains and muzzled. In Dark Elf society, Minotaurs are used as menial labour to perform the most degrading and tedious tasks. Despite this treatment, Minotaurs are known for their bravery and dignity. They will perform any task to the utmost of their ability, including fighting for those who treat them as slaves. They hope some day to earn their freedom; the Dark Elves fear that some day, they will seize it instead.

Minotaur Guard
The greatest of the Minotaur fighters receive additional gladiator training and are rewarded by being promoted to Guards. They are tattooed with their badges of office and use deadly double-bladed axes with great skill, dealing two heavy blows in sequence.

Minotaur Taskmaster
Even slaves have leaders. Those chosen as Minotaur taskmasters command even the respect of the dark elves, for they know that these slaves will battle on to the bitter end, inspiring all those who fight alongside them to acts of bravery.

Dark Raider
Dark Raiders are the backbone of the armies of Ygg-Chall. They are well-trained armoured warriors mounted on great lizards, and ride into battle with a heavy lance and shield. Speed is their main weapon, and the damage they wreak with their lances depends on the distance over which they accelerate.

Grim Raider
Grim Raiders are similar to their less-powerful brethren. They are far more skilled, however, and their lizards are trained to bite their enemies.

Brisk Raider
Armed with mighty tridents and seated aloft ferocious and fearsome lizards, Brisk Raiders are regarded as the pride of the underworld's army. Their weapons have no weaknesses, and their martial prowess enables them to attack anyone who comes within reach on their way to their intended goal.
Hydra
Hydras are another race of underground creatures tamed and enslaved by the Dark Elves. Their origins are unknown, although they seem to be related to the Dragons in spite of their very limited intelligence and lack of magic power. However, Hydras are incredibly strong, and their multiple heads can strike simultaneously at different opponents.

Deep Hydra
Deep Hydras are older than other Hydras and have six heads instead of three. This permits them to both deal more damage and strike more enemies.

Foul Hydra
Because these hydras have fed on giant acid spiders, their blood has undergone a major transformation: Even a small surface wound will cause it to boil and send a fountain of corrosive acid spurting forth. Thus, once wounded, the hydra may use its own blood to inflict harm on those who were impudent enough to attack it.

Shadow Witch
The Shadow Witches are priestesses of Malassa. They use their whips in close combat, but are far deadlier with their spells of dark magic.

Shadow Matriarch
The Shadow Matriarchs are the ruling elite of the Dark Elf armies. If pressed into close combat they use whips as weapons, but prefer to rely on their much more potent magics. The Matriarchs have more spells at their disposal than the Witches.

Shadow Mistress
Dark elves are, without exception, captivated by the beauty of the Shadow Mistresses, but few would ever risk any kind of liaison: They know that to do so can have fatal consequences, as these Priestesses are armed with fire whips, and they do not just use them in battle.

Shadow Dragon
Shadow dragons live deep in the massive caverns of the far underground. Worshipped by Dark Elf society as avatars of their Great Mother, they tolerate their worshippers and occasionally ally with them. Even a single dragon is a terrifying opponent, its breath a burst of negative energy that can lay waste to even the toughest enemies.

Black Dragon
Black Dragons are the older, more powerful siblings of the Shadow Dragons. In addition to the skills their lesser brethren possess, Black Dragons are stronger and completely immune to magic.

Red Dragon
Only a madman would consent to do battle with a red dragon. When a dragon swoops down from the skies to attack its enemy, everything in its path is obliterated by fire, and there is no escaping the merciless wrath of its flames. Indeed there is not a warrior who can feel safe when a dragon appears on the scene.

Thursday, February 13, 2014

Dragon Age Origins - Greatsword (Two-Handed Sword)

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Fantasy game art from Dragon Age: Origins Ultimate Edition (Dragon Age: Origins, the Awakening expansion, and all official Downloadable Content).

There are very few models, and the various types of weapons are typically recoloured versions of each model. The colour scheme is based on the material of its construction and typically there are two colours that are changed. We present the basic models and their recoloured variants, up to Tier 8 which does not properly exist in Dragon Age: Origins, but which does have a colour scheme that is very similar to Tier 8 in Dragon Age: Origins: Awakening.

The Awakening expansion adds material tiers 8 and 9, and a few new equipment models. Because of the little new content, we have put them together with the Origins items. Some Origins armor does not import into the Awakening expansion, so some tier 8 and tier 9 images are not available.

In addition to showing the colour variations for the basic weapon model in each category, we present unique models at material tier 3 (steel).



The Elder Scrolls IV: Oblivion - Imperial City - Elven Gardens District


Fantasy game art from The Elder Scrolls IV: Oblivion. The Unofficial Elder Scrolls Pages has detailed information on The Elven Gardens.




In our discussion of the Imperial City Market District, we mentioned having uninstalled Better Cities in favour of the less-overhauled ImpeREAL City mod. The overall visual changes of the latter had in fact been integrated into Better Cities, so some areas that were less-modified by Better Cities look almost identical. One such area is the Elven Gardens District.
Included in the ImpeREAL City mod is an optional add-on that lights up the central tower in the Imperial City, as you can see in the second set of screenshots of the city by night. It required changes in the Oblivion.INI file which also resulted in some graphical anomalies now and again, however, and mostly in 3rd person mode.
The in-game time is about 2:30am, and the lighting here is modded with the Original Color Darker Nights mod, which gives a deeper night experience, not dark enough to require torches but not so dark as some of other other lighting change mods. And overall dark enough to really highlight the improvement of simply adding lighting to the central tower.

Heroes of Might and Magic V - Faction - Dungeon - Town

Fantasy game art from Heroes of Might and Magic V.

Play Heroes of Might and Magic V risk-free with money-back guarantee from Good Old Games.




Colris
The defensive towers here are adorned with barbed magical stars that inflict additional damage on those who attack the town. The origin of these stars is unknown, but the Dragon profile drawn on them hints that they are a gift from Malassa's brood to the Dark Elves who worship them.

Halad
Deep in these catacombs witches weave a net of sorcery to protect the Dungeon dwellers from enemies. It's one of the few activities upon which the bickering Dark Elf clans agree, and they all send apprentice witches there to train.

Myrthin
The Dark Elves were always short of mercury, until one clever alchemist figured out how to extract it from subterranean lichen. The lichen growing near Myrthin is best for that purpose, so the town has become the center for Ygg-Chall's mercury trade.

Ristyrris
Ristyrris is a former town of the Soulscar Clan, this name releases a torrent of abuse from the mouth of any Warlock. During early clan wars they entered into alliance with demons, which them to ruin. The only reminder of that are the Ballista: the Demons taught the Ristyrris blacksmiths to make them.

Salgunsal
Most of the wealth of this town is generated by hundreds of slaves. Captured in war or sold into servitude, their numbers are large and provide a docile, well-ordered, and inexpensive labor supply.

Seishnec
The powerful saurian mounts used by the Dark Elf cavalry are native to this place. Because of their military importance, there is a constant flow of warriors, trainers, and buyers through the town. Seishnec is never short of an extra hand should war come to the town.

Shamal
Few of the cities in the labyrinthine caverns of the Dark Elves are navigable as far as the seas. The importance of these few ports -- for spying as much as for trade -- means that they are carefully managed. The building of boats is of paramount importance, and prices are kept artificially low.

Shansyl
Though Druids are not to be found among the Dark Elves, some nuts and seedlings were taken from their homeland when they were banished and are today grown in Shansyl. Unique for the fissures that permit light and air to the depths of the caverns, Shansyl does a thriving business in lumber.

Sorfail
A potent curse of ill luck was laid on this town by defeated Necromancer cultists, enemies and even strangers who come to the town fall victim to it. A traveler can expect merely a lost purse or a twisted ankle, but invading armies are doomed to a string of disasters.

Sweristal
The area around Sweristal reminds one of a barren wasteland. During the War of the Bitter Ashes, Dark Elf Warlocks unleashed a powerful magic that ripped away a layer of earth, incidentally baring countless beds of ore. The collection of this ore is the main occupation of local residents.
Talgath
Subterranean cold and damp envelop the residents Talgath, a town marked by Death. It became a grave for its attackers during the War Under the Mountain, and anybody who comes near the walls feels the cold of death squeezing their heart.

Talmon
The network of subterranean labyrinths that branch out from all over Talmon comes out near Ur-Toth -- a Demon town famous for its reserves of diamonds. Covert penetration into the Demons' treasury has become a frequent exercise for these stealthy fighters of Ygg-Chall.

Talosthra
The scorched plain that surrounds the Talosthra walls is scattered with explosive stones -- the traces of a past battle between the Dark Elves and particularly clever Dwarven Rune Priests. The stones have not lost their magical power and will inflict serious damage on anybody who tries to lay siege to Talosthra.

Thilgathal
Thilgathal's walls are enveloped by thick fog, and the whole town seems to be hidden behind a dirty grey haze. Whether magical or not the fog is certainly effective, shots fired against the town have a hard time hitting their target.

Thralsin
The secret of making First Aid Tents seemed to be lost forever when the Dark Elves were cut off from the Druids and healing arts of Irollan. Diligent study by Thralsin alchemists and craftsmen managed to restore much of what was lost. Jealously guarding their knowledge, Thralsin is the only town where one can buy these Tents.

Torost
A tradition from the ancient days when all Elves were one people, every Dark Elf goes through a rite of passage to adulthood. Assassins, for instance, come from all over to try the ascend this city's Culling Tower. Not all manage it, however, the narrow spiral stairs are laced with cunning traps and the spirits of the dead are said to stand guard.

Vantalost
The market here is often full of mercenaries and soldiers on leave, selling their hard-won booty to pay for a bit of well-deserved rest and relaxation. As a result, surprisingly low prices can be had on items from all over Ashan.

Virbeth
This is one of the few towns that remained intact after the Dark Elves took over the caves and labyrinths of Ygg-Chall. This was not by chance, it is the town of Minotaurs, and the Dark Ones kept it whole so they could replenish their army with Minotaur slaves.

Yeshad
Dark Elves are often members of some form of Thieves' Guild, and they all delight in mysteries and secrets. This town is a place where gossip and rumors from all of Ygg-Chall comes together, and if a Warlock needs reliable information this is where he comes.

Yonchall
Though possessed of an excellent military academy and training grounds, this sleepy town is located far from the lands where conflict usually simmers – the borders with the Dwarves and with the Elves of Irollan. As a result the Dark Elf heroes trained here, eager to get out and make their fortune elsewhere, are willing to charge less for their services.

Wednesday, February 12, 2014

Dragon Age Origins - Dagger

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Fantasy game art from Dragon Age: Origins Ultimate Edition (Dragon Age: Origins, the Awakening expansion, and all official Downloadable Content).

There are very few models, and the various types of weapons are typically recoloured versions of each model. The colour scheme is based on the material of its construction and typically there are two colours that are changed. We present the basic models and their recoloured variants, up to Tier 8 which does not properly exist in Dragon Age: Origins, but which does have a colour scheme that is very similar to Tier 8 in Dragon Age: Origins: Awakening.

The Awakening expansion adds material tiers 8 and 9, and a few new equipment models. Because of the little new content, we have put them together with the Origins items. Some Origins armor does not import into the Awakening expansion, so some tier 8 and tier 9 images are not available.

In addition to showing the colour variations for the basic weapon model in each category, we present unique models at material tier 3 (steel).



The Elder Scrolls IV: Oblivion - Imperial City - Market District


Fantasy game art from The Elder Scrolls IV: Oblivion. The Unofficial Elder Scrolls Pages has detailed information on The Imperial City Market District.


We were using the Better Cities mod, which adds various features to the area, more shops, and other changes. In the end, however we felt that many of the additions were out of theme with the rest of the game world (e.g., the toyshop) or too outlandish (e.g., the wildly spiralling staircase in the market district piazza and the four large statues perched on the edge of a roof), and combined with the processing power required to draw all the additions to an already processor-intensive location in Oblivion, we uninstalled it and went with the more conservative enhancements from the ImpeREAL City mod.
No longer having to accomodate Better Cities (specifically, the Market District) also allowed us to increase our screen resolution and run Oblivion at a higher resolution (from 1280x1024 to 1920x1200) and with more graphical improvements (such as grass and seeing distant objects; but still no shadows on actors or grass). Inside the Market District, depending on the objects in our viewing direction, our framerate (FPS) dropped to less than 5, sometimes 1 or even 0, and that after reducing resolution and scaling back on graphics quality severely.
The miniskirts and glossy high heels on female characters were from Colourwheels Sexy Stock Armour and Clothing Replacer. Most of the armour replacements came off both sexy and stylish, but the miniskirts on casual clothing became strangely tiresome, not because of the clothing themselves, but because of the strange sameness of the bare legs, which are all drawn from a common body model for all female characters. As well, the high heels didn't show up too well in Oblivion, and the sparkles were overdone. In the end, this mod was also taken out. Some work on our part allowed us to keep the modded armour changes, which were more than simply miniskirts all the time.
We also experimented with various mods for night and darkness, as these ambient elements in Oblivion were more of a dimness for convenient adventuring than to reflect any realism. No best solution presented itself although the most promising ones were Darker Nights and Dungeons and Ambient Dungeons.

Heroes of Might and Magic V - Faction - Dungeon

Fantasy game art from Heroes of Might and Magic V.

Play Heroes of Might and Magic V risk-free with money-back guarantee from Good Old Games.




Tuesday, February 11, 2014

Dragon Age Origins - Crossbow

Get Dragon Age Origins Ultimate Edition DRM-free and with no-risk Money Back Guarantee from Good Old Games.

Fantasy game art from Dragon Age: Origins Ultimate Edition (Dragon Age: Origins, the Awakening expansion, and all official Downloadable Content).

There are very few models, and the various types of weapons are typically recoloured versions of each model. The colour scheme is based on the material of its construction and typically there are two colours that are changed. We present the basic models and their recoloured variants, up to Tier 8 which does not properly exist in Dragon Age: Origins, but which does have a colour scheme that is very similar to Tier 8 in Dragon Age: Origins: Awakening.

The Awakening expansion adds material tiers 8 and 9, and a few new equipment models. Because of the little new content, we have put them together with the Origins items. Some Origins armor does not import into the Awakening expansion, so some tier 8 and tier 9 images are not available.

In addition to showing the colour variations for the basic weapon model in each category, we present unique models at material tier 3 (yew).



The Elder Scrolls IV: Oblivion - Imperial City - Green Emperor Way

Fantasy game art from The Elder Scrolls IV: Oblivion. The Unofficial Elder Scrolls Pages has detailed information on the Green Emperor Way, which includes the Elder Council Chambers in the centre, and the White Gold Tower landmark for which the city is famous.


Heroes of Might and Magic V - Faction - Academy - Units

Fantasy game art from Heroes of Might and Magic V.

Play Heroes of Might and Magic V risk-free with money-back guarantee from Good Old Games.


Gremlin
Creatures born as result of magical experiments on captured goblins, Gremlins are more clever and tractable than their progenitors. The most common creature in the Wizards' army, they prefer to fight from a distance using primitive projectile weapons fuelled by explosive spells. Their clumsy hand-held mortars are sturdy, and in melee Gremlins use them as metal clubs.

Master Gremlin
Gremlins that have distinguished themselves on the battlefield may be awarded the rank of Master Gremlin and taught how to repair various mechanisms such as ballista and golems.

Gremlin Saboteur
The Gremlin Saboteur's mission in life is to destroy whatever it can, making it invaluable on the battlefield. Nothing, be it golems, catapults or city fortifications, is safe once it has been targeted by the Gremlin Saboteur.

Stone Gargoyle
Gargoyles are statues of flying creatures animated by magic. Wizards treat these creatures with care, due to their ability to fly and their power to smash their foes with massive stone slabs. Stone gargoyles are immune to lightning spells.

Obsidian Gargoyle
The very substance of the more rare and expensive Obsidian Gargoyles is far more durable. It also makes them impervious to fire, cold, and lightning.

Elemental Gargoyle
The fabled properties of the Mystical Marble, from which the Elemental Gargoyles are formed, have been well documented since time immemorial. This rarest of stones is widely prized by the wizard fraternity for its unique ability to transform the properties of any natural force. Under the influence of the Elemental Gargoyle, fire, water and earth can be transformed into destructive weapons.

Iron Golem
Golems are ancient magical constructs that are used as primary battle units by the Silver Cities. Golems are armed with two long, curved swords, and their substance is their armour. Iron golems are impervious to slowing effects - they really can't get much slower - and are well protected against magic.

Steel Golem
Steel golems are carefully enchanted by their creators. They are almost impervious to magic and far more deadly than the lesser iron golems in combat, as they retaliate immediately whenever they are attacked.

Magnetic Golem
The Magnetic Golems have no fear of wizards, being immune to any kind of magical attack, and their magnetic field will protect not just the golems but anyone else in its immediate vicinity.

Mage
Some of the Wizards of the Silver Cities serve in the army. They are weak in close combat, being armed only with a dagger and unskilled at melee. This weakness, however, is more than compensated for by the power of their spells. They can fire blasts of pure magical energy that damage any creature in their way - including friendly ones. They also carry scrolls with additional spells on them.

Archmage
The most powerful of the Battle Mages may be promoted to Archmages, giving them access to even more spells. Their mere presence on a battlefield slightly decreases the cost of hero's spells.

Combat Mage
In the beautiful surroundings of Khalef Oasis resides old Naef Al Majalla, the greatest general the Silver Cities have ever known. It is to him that mages come, in the hope of learning how to harness their magic powers in battle, and use it accurately against the enemy without harming their own men.
Djinn
Djinns are ancient elemental spirits whom the Wizards can summon and magically bind to their person. Once a Djinn is thus bound, he cannot retreat, and will protect his master until all his vital energy is consumed. Djinns are very useful on the battlefield, but their magical essence makes them chaotic and unpredictable: They won't turn against their friends, but it is impossible to predict which spell a Djinn will use against the enemy. Spellcasting is not Djinn's sole task on the battlefield, as they can also engage in melee with their heavy scimitars.

Djinn Sultan
Djinn Sultans not only use harmful spells against enemies, but also cast beneficial spells on their friends. However, as with the normal Djinns, the spells themselves are unpredictable.

Djinn Vizier
Djinn Viziers have the power to tell the future: Anyone possessing a genie's lamp will always be lucky in battle, and his enemy will be subjected to many misfortunes. The Djinns themselves decide how to give their luck and may provide good luck to their master's allies, or bad luck to his enemies.

Rakshasa Rani
Vengeful spirits from a forgotten age, the Rakshasas have lingered on the fringes of Ashan for millennia. Thirsty for revenge, these creatures have been rediscovered by Wizard travellers who - after many unsuccessful attempts - managed to summon and control them efficiently. The Rakshasa Rani are an imposing force on the battlefield, intimidating the enemy with their multi-armed, lion-headed bodies and wickedly sharpened blades. So fearful are their attacks that the enemy is unable to retaliate against them.

Rakshasa Raja
The Rakshasa Raja is as daunting a foe as the Rakshasa Rani, but in addition has the ability to move with sudden speed when he must.

Rakshasa Kshatra
The "death spirits": that is what they call the fearsome Rakshasa Kshatras in the Silver Cities. These strong, nimble, merciless four-armed warriors take no prisoners, putting to the sword all who cross their path.

Colossus
Colossi are the most powerful creatures that can be built or summoned by the Wizards. Arcane knowledge and endowment is used to create these unique living marvels, surpassing the border between machinery and real life. Each Colossus also hosts a figment of the soul of his creator. This unwavering will makes them immune to mind-controlling magic, assuring the Wizards of their unquestionable loyalty. Not fond of weapons, Colossi deal heavy blows to their opponents using their massive hands and close combat feats.

Titan
Titans are the greatest accomplishment a Wizard can dream to achieve. Like the Colossi, Titans are extremely lethal with their bare hands and immune to mind-controlling magic, but are also capable of hurling bolts of lightning over great distances.

Storm Titan
Storm Titans are unconcerned by worldly matters and gifted with god-like powers. At their command entire battlefields may be consumed by fierce storms. Woe be it to any who should find themselves the victims of their elemental fury, as lightning bolts strike down those at the heart of the storm, while wild gusts of wind sweep the bowmen's arrows off course.

Monday, February 10, 2014

Dragon Age Origins - Battleaxe

Get Dragon Age Origins Ultimate Edition DRM-free and with no-risk Money Back Guarantee from Good Old Games.

Fantasy game art from Dragon Age: Origins Ultimate Edition (Dragon Age: Origins, the Awakening expansion, and all official Downloadable Content).

There are very few models, and the various types of weapons are typically recoloured versions of each model. The colour scheme is based on the material of its construction and typically there are two colours that are changed. We present the basic models and their recoloured variants, up to Tier 8 which does not properly exist in Dragon Age: Origins, but which does have a colour scheme that is very similar to Tier 8 in Dragon Age: Origins: Awakening.

The Awakening expansion adds material tiers 8 and 9, and a few new equipment models. Because of the little new content, we have put them together with the Origins items. Some Origins armor does not import into the Awakening expansion, so some tier 8 and tier 9 images are not available.

In addition to showing the colour variations for the basic weapon model in each category, we present unique models at material tier 3 (steel).



The Elder Scrolls IV: Oblivion - Imperial City - Prison District


Fantasy game art from The Elder Scrolls IV: Oblivion. The Unofficial Elder Scrolls Pages has detailed information on The Imperial City Prison District. We are using the Better Cities mod, which adds various features to the prison interior and grounds.


Heroes of Might and Magic V - Faction - Academy - Town

Fantasy game art from Heroes of Might and Magic V.

Play Heroes of Might and Magic V risk-free with money-back guarantee from Good Old Games.




Al Safir
Al Safir is the former capital of the Silver Cities, conquered by the Undead. Powerful spells placed on it by the Mages defended it from Markal's curse, but its mighty walls now serve the Necromancers.

Anwaar
The desert city of Anwaar is sometimes called "the City of Lights". Its walls as well as the spires of its numerous towers are built of a quartz-rich granite and often polished or layered with silver or gold. Spells of light are used liberally to maintain the brilliance even at night. Any attacker trying to take aim against the glare risks missing by a good distance.

Azhar
There's a portal near Azhar leading to the Demons' lands, and the Wizards keep it under a constant watch. The elite guards have a tradition: they make occasional bold forays into the lava pits, bringing back a few additional measures of mercury.

Fidaa
Fidaa's schools and universities are more than just academies for the eldritch arts, they are famous for turning out Mages who are warriors more than academics. Every year a large class of would-be heroes graduates, and their services can be had at a reasonable price.

Hadiya
Many years ago Elven troops came to help the defenders of Hadiya in their fight against the Undead. In memory of that battle Wizards and Druids worked together to put a powerful spell on the graves of the fallen, now every week crystals grow on the burial mounds, protecting the dead from the dark magic of Necromancers.

Hikm
The port of Hikm serves as the Silver Cities' gates to the sea. The ships of many nations berth here, willing to put up with the high landing fees to get access to the rich markets of the Silver Cities. The high costs go directly into the city treasuries, where they help support the Wizards' navy.

Janaan
During the War of the Broken Staff the Wizards of the Silver Cities faced a problem: their fallen warriors were being resurrected by their enemies, providing fresh troops for the other side. Following a hasty council of war Janaan started mass-producing First Aid Tents, thereby both reducing their own losses and weakening the Undead army.

Johara
Johara is known as a town of craftsmen and tinkerers, be it for children's toys or mighty military constructs. Many people come here to see the exhibitions of curious mechanical devices, the purpose of which is known only to the hordes of Gremlins who work on them.

Kadashman
This city of Eldritch Lore fell from power when it was cursed after the Undead invasion. It has lost its Arcane Essence and has become a stronghold of the Necromancers.

Mutazz
When this town was built its architect made a bet with the great mage Cyrus, claiming that he could build walls of such strength that they could withstand strikes by titans. Cleverly embedding powerful artifacts into the fortifications, the architect came out the winner.

Nawal
If the thieves of the Silver League ever took over, Nawal would be their capital. For the time being the Circle of Nine turns a blind eye, permitting the thieves to operate. If the Circle ever dared to crack down, many people, messages, and artifacts would simply... disappear...

Nudhar
Many residents of the Silver Cities, the Griffin Empire, and Irollan keep their gold in Nudhar's safe deposits. The reason is the high interest rates paid, plus the guarantees by Nudhar's Council of Nine that the money will be absolutely safe. This has made it the wealthiest town in the Silver Cities.
Omran
Omran is the place where an unusual but important Mage competition is held -- the Golem gladiator fights. While their numbers peak during the competition and its festivals, there is sure to always be a few extra golems in training in the town.

Qays
Qays is in a heavily contested border area between the Silver Cities and the Necromancers of Heresh. As a result, the Circle of Nine has been careful to reinforce the city's Defenses. One of the measures taken is to ensure that additional Mages are part of the town garrison, ever ready to defend the walls.

Sihaam
The shooting towers of Sihaam are full of intricate gremlin-made machinery. Few Mages understand their principles of operation, but the results speak for themselves -- they take a terrible toll on attacking forces.

Tarfah
Tarfah's townsfolk don't need wood - they get all the heat they need from the hot springs and thermal vents around the town. They have to watch where they step but it's worth it, the abundance of wood is the main source of Tarfah's wealth.

Thaqib
The War of the Gray Alliance of the Humans and Elves against the Demons didn't spare the Silver Cities. Defenders of Thaqib had to withstand a long siege, during which they were on the receiving end of ballista attacks. Quick to learn, Thaqib built its own and now makes the finest ones in the Silver League.

Tharaa
Noisy and restless, Tharaa is the Silver Cities' center of trade. The town council intentionally lowered the trade tax, improving the flow of goods and guaranteeing that they would be cheaper here than in competing towns.

Yafiah
Yafiah is the place where Sar-Shazzar, one of the great wizards of the early days of Ashan, is said to have passed away. In the middle of town there is a monument to him, and the town defenders fight like dervishes to keep this important site out of enemy hands.

Yasaar
Residents of Yasaar are used to tremors in the earth. The cause of it is their unusual method for extracting ore: Wizards generate an earthquake every few days in order to bring fresh veins of ore-rich rock to the surface.

Yumn
Yumn is a town of gamblers, and luck has come to be such an important part of daily life that the elders have imposed a luck tax. Few believe that tossing a coin in the old fountain costs them luck, but invading armies seem to be hit with unexpected and unwelcome surprises.

Zakiv
This thriving metropolis is a major center of the Silver Cities, built after the war with the Necromancers. The Mages didn't spare a single protective spell when rebuilding the town, and now it has become the most powerful of the Mages' cities.

Ziyad
Just as a table can only be as good as the wood from which it is made, the choice of stone makes a great difference in a gargoyle. The quarries here are famous for their plentiful stones, which are easily turned into these famed flying troops of the Silver Cities.