Friday, February 28, 2014

Dragon Age Origins - Dwarven Massive Armor

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

Armor in this class include: Dwarven Massive Armor, Armor of the Legion (of the Dead), Blood Dragon Plate. The Blood Dragon set is available through the Blood Dragon Armor DLC or Dragon Age Ultimate Edition. The registration code for Dragon Age: Origins also makes a futuristic version of this armor available in Mass Effect 2.

Changes in material (and thus colour scheme) have a more marked effect on armor, simply because it occupies more visual space; we therefore present Tiers 1 to 8 where material significantly changes colour. Some armor sets do not have a piece for every location (usually the helmet is omitted); when a non-set piece was added, this is explicitly mentioned in the picture label / name. Many armor pieces and sets use the same colour and model of another set, and we have simply chosen one set and omitted the others.




The Elder Scrolls IV: Oblivion - Frostcrag Spire

Fantasy game art from The Elder Scrolls IV: Oblivion.

FrostCrag Spire is introduced by the Wizards Tower addon, one of the many small expansions that can be independently purchased. The screenshots on this fantasy game art page for FrostCrag Spire are from the unofficial mod, Frostcrag Reborn.
Although gameplay experience is severely lacking in this mod, it does greatly expand on the interior, and adds two quests, the second of which has interesting epic spaces that look like they were inspired by Star Wars. The last slideshow has extensive screenshots of this location.






Heroes of Might and Magic V - Faction - Necropolis

Fantasy game art from Heroes of Might and Magic V.

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Thursday, February 27, 2014

Dragon Age Origins - Heavy Plate

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

Armor in this class include: Heavy Plate Armor, Commander's Armor, Chevalier's Armor, Effort, Juggernaut, King Cailan's Armor, Warden Commander Armor, Sentinel. There are various models with cosmetic and colour differences. Not all have a helmet that is specifically marked at being part of the set.

King Cailan's Armor is from the Return to Ostagar DLC. The Warden Commander Armor is from the Warden's Keep DLC.

Changes in material (and thus colour scheme) have a more marked effect on armor, simply because it occupies more visual space; we therefore present Tiers 1 to 8 where material significantly changes colour. Some armor sets do not have a piece for every location (usually the helmet is omitted); when a non-set piece was added, this is explicitly mentioned in the picture label / name. Many armor pieces and sets use the same colour and model of another set, and we have simply chosen one set and omitted the others.














The Elder Scrolls IV: Oblivion - Dark Brotherhood Sanctuary

Fantasy game art from The Elder Scrolls IV: Oblivion. The Unofficial Elder Scrolls Pages has detailed information on Dark Brotherhood Sanctuary.


The mentally deviant assassins in the sanctuary pictures above have been customized by the CNRP (Cyrodiil NPCs Remodelling Project). Combined with the custom armour sets, the assassins look considerably more interesting than the original as well as the player, who is still issued an original Dark Brotherhood uniform -- little more than a brownish bodysuit classed as Light Armour in the game.
Although the overall effect might be considered overdone, the fantasy artwork, especially for the armour, is excellent.
Worth mentioning is DB Shadow Armor Elite, a much more conservative than CNRP's Dark Brotherhood. This mod simply retextures the uniform from dark brown fabric to a glossy leather black and makes it available for the player (only). Some might find the final look too "plastic" looking, however.

The Dark Brotherhood also existed in Elder Scrolls III: Morrowind (Tribunal expansion), and had the best light armour in the game, and a helmet with an interesting optical device.

Heroes of Might and Magic V - Faction - Inferno - 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.


Imp
Imps are small, weak, but cunning creatures whose strength is in numbers. They possess a Mana Leech skill that can dissipate the magical energy of an enemy hero.

Familiar
Familiars are like Imps, but with an advanced Mana Channel skill, which allows them to steal magical energy from enemies and deliver it to their masters.

Vermin
These miserable thieves will steal anything they can at the first opportunity. Vermin especially like to steal mana, which they hide in dark flasks and present to their masters in the hope of receiving a generous reward.

Horned Demon
Horned Demons are slow and sturdy creatures who serve as the basic infantry of the infernal armies. They can withstand great amounts of damage, as their thick hide is hard to penetrate.

Horned Overseer
Horned Overseers are slow and sturdy creatures able to withstand great amounts of damage. These beasts can "implode" in a surge of primal chaos energy, doing great harm to all creatures around them.

Horned Grunt
Horned Grunts inhabit the small islands found in the lava seas in hell. Not being overly fond of 'bathing', they make their way across the molten streams of lava with the help of their phenomenal leaping ability. There is not another creature able to jump as far as the Horned Grunt, and it is a skill that often proves extremely useful in battle.

Hell Hound
Fury drives the Hell Hound to move quickly around the battlefield, striking with great strength and anger. Their rage when fighting is also a weakness, however: Hell Hounds care little for their own safety and leave themselves vulnerable in order to focus all their energy on the attack.

Cerebus
Fury drives the Cerberus to move quickly around the battlefield and strike with great strength and anger, but in its rage it often pays too little heed to its own defense. Cerberus attacks are impossible to defend against, and its three-headed strike can hit multiple enemies.

Firehound
Firehounds may not be very strong, but they are extremely aggressive. Their three fire-breathing heads makes them worthy of the greatest fear and respect.

Succubus
A Succubus can create spheres of fire and throw them at her enemies. Any attacking troops must be prepared for a rain of flames if they are going to face a Succubus in battle.

Succubus Mistress
Succubus Mistresses summon spheres of fire and hurl them at their enemies. Their accursed flame does not stop when it hits an enemy, but instead spreads and soon other creatures will find themselves burning.

Succubus Seducer
Despite their truly terrifying appearance, the Succubus Seducers possess a magnificent voice. Listening to even a few of their bewitching words is enough to become helplessly trapped in their power.
Hell Charger
The Hell Charger is a cruel beast summoned from the depths of Sheogh. Horror surrounds this creature, and even the bravest warrior can have difficulty finding strength to raise his weapon when a Charger attacks.


Nightmare
Nightmares are spun from the most twisted visions of the denizens of Ashan. Horror surrounds this creature and even the bravest warriors have difficulty finding the strength to raise their swords when a Nightmare attacks.

Hell Stallion
Coursing through the Hell Stallion's veins is not blood but hellfire. Such is the heat emanating from the body of this equine monstrosity that anyone who goes near it risks being burnt to a crisp.

Pit Fiend
These mighty fiends come from the darkest pits of the underworld to do the bidding of their masters. They are skilled both in close combat and offensive magic that burns or weakens foes.

Pit Lord
These mighty fiends are summoned from the darkest depths of the demonic realms. They are skilled both in close combat and offensive magic. Pit Lords carry a Vorpal Sword, its dark power instantly killing any creature unlucky enough to be struck by it.

Pit Spawn
The Pit Spawn's sword is cast from a band of tempered iron. This weapon provides its wielder with a serpent-like flexibility and alacrity, and in battle it strives to slice and sear as many opponents as it can.

Devil
Devils are summoned from their fiery realm to lead the battle under the command of heroes from Sheogh. They can teleport about the field of battle, so enemy can escape their savagery.

Arch Devil
These greater Devils can summon Pit Lords to fight for their cause.

Arch Demon
Arch Demons lead the armies of hell. These colossal and cruel monsters towers over the battlefield, dispatching enemies with their awesome weapons. Not only does the Arch Demon have the ability to appear suddenly in front of the enemy, it also has the power to pull them towards him, making it easier to deliver a fatal blow.

Wednesday, February 26, 2014

Dragon Age Origins - Templar Armor

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

Templar plate armor is unique to the Templars of the Chantry. Armor in this class include: Templar Armor, and the Knight-Commander Plate Armor set with a slightly different helmet and no specified gauntlet.

Changes in material (and thus colour scheme) have a more marked effect on armor, simply because it occupies more visual space; we therefore present Tiers 1 to 8 where material significantly changes colour. Some armor sets do not have a piece for every location (usually the helmet is omitted); when a non-set piece was added, this is explicitly mentioned in the picture label / name. Many armor pieces and sets use the same colour and model of another set, and we have simply chosen one set and omitted the others.

The Elder Scrolls IV: Oblivion - Cloud Ruler Temple

Fantasy game art from The Elder Scrolls IV: Oblivion.

Cloud Ruler Temple has a Japanese-themed architecture unique to the rest of Tamriel.


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

Fantasy game art from Heroes of Might and Magic V.

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Ur-Alzevoth
When the Demons come they come in force, with supplies -- like ships -- built by armies of unwilling slaves. This town happened to be an important portal with a major shipyard. Now that the invasion forces have arrived the ships, no longer needed, are being sold off quickly.

Ur-Chardros
Ur-Chardros, the Demon smithy, is located by a volcanic vent that serves as a forge for making legendary armour. Clad in such a suit, an Ur-Chardros defender can sustain blows that would kill anybody else.

Ur-Drask
As with all Demon towns, the backbone of industry in Ur-Drask is the backs of slaves. Here, they cull precious stones from flooded veins of subterranean lakes, and the extra emeralds that grace the coffers of the town are there at the price of hundreds of lives.

Ur-Estaroth
Not located conveniently near a natural source of flame, the residents of Ur-Estaroth keep their forges fueled with endless wagon trains of wood brought or plundered from other regions. Their byproducts of ash and charcoal provide additional sources of revenue, but the stacks of wood are the sight for which the town is best known.

Ur-Gehenna
Demon legend states that a nearby abyss is inhabited by a vengeful incarnation of Urgash, an elemental of lava that feeds on coal. Demon overseers ensure that their slaves work overtime, supplying coal to the abyss while providing tons of ore to the Demon foundries.

Ur-Gorthol
Ur-Gorthol was the one of the Sovereign's strongholds before he was defeated and imprisoned in Sheogh. It retains the skills it developed during that era, consistently turning out the finest ammunition as it did for the Sovereign's favorite sport -- hunting, preferably two-legged prey.

Ur-Henoch
A Demon of legendary savagery, Az-Henoch gave this town not just his name but also the vast burial mounds around it. Filled with the bodies of fallen enemies, these gruesome mass graves and their awful history lower the morale of any troops who dare to attack.

Ur-Ischin
Ur-Ischin is named for a fiery lake near which it was built. Feral imps descend often to play in the flames and feed on the ancient carbon deposits that fuel it, it is a pastime for the locals to snare and train the imps, which they do with pleasure. The town is never lacking for willing imps among its troops.

Ur-Kharg
It is said in Demon legend that Ur-Kharg is the place where Urgash crafted the first Demon from burning obsidian. As such, it is a holy place and the defenses are bolstered by constant streams of fanatic pilgrims, giving it additional defensive strength.

Ur-Korsh
The Elves, sometimes to their own chagrin, are exacting when their word is given and their honor is in question. That is why, in spite of their implacable enmity, every week they bring crystals to the Demons of Ur-Korsh as part of an age-old ransom.

Ur-Kurgan
All that is remembered of the founders of this town is that they were wiped out by Demons in a long and bloody siege. When the city was rebuilt, all the rage and desperation of the defenders was fused into its towers. These grim spires now inflict additional damage on anyone who dares to attack.
Ur-Mangor
There's a monument in the middle of town to Mangor, a Demon atypically wise in the ways of healing that was killed -slowly -- for his place in a conspiracy. His legacy is strong, however, and this town is the only place where one can buy a First Aid Tent.

Ur-Melphas
A great Demon architect is buried in this town, which bears his name. Acknowledged even by his enemies as a master craftsman, his workshop and students were wiped out during the War of the Gray Alliance. As a result, Demonkind has never matched the perfection of the walls here.

Ur-Nebyrzias
Ur-Nebyrzias was the Sovereign's stronghold before he was defeated and imprisoned in Sheogh. It retains the skills it developed during that era, consistently turning out the finest ammunition as it did for the Sovereign's favorite sport -hunting, preferably two-legged prey.

Ur-Raag
It is said that nothing hates a Demon like another Demon. Ur-Raag is a proof of this, an angry Demon overlord summoned a horde of archdevils and laid a curse for bad luck on his rival who ran the town. The effects of that curse are still felt to this day.

Ur-Rioch
Nobody wants to live in Ur-Rioch, a town notorious for its unbearable taxes and extortion, for Demons it is a place of exile. Guilty Demons serve their hard time here, handing over all their money to the town treasury - which, in its turn, makes a hefty contribution to the Sovereign.

Ur-Shangor
With so many slaves required to run their economy, and with slaves having such a high mortality rate, the question of what to do with the remains can be a problem. Not in this town, however, as the vast kennels of Hellhounds and Cerberus for which Ur-Shangor is famous require a great deal of provender.

Ur-Sphaal
Demons have their own ways of slaking their lusts and this town is no exception, everything and everybody is for sale. It's a town of palaces and hovels, gambling houses and markets. Government is a treacherous business, there is always someone who wants control of this town where anything can be had for a price.

Ur-Tarsh
Even by Demon standards the noise, the smell, and the food make Ur-Tarsh an unpleasant place. Battle-hardened heroes start looking for a way out after a day or two, as a result they tend to be willing to accept much lower wages.

Ur-Toth
As with all Demon towns, the backbone of industry in Ur-Toth is the backs of slaves. Here, they cull precious stones from flooded veins of subterranean lakes, and the extra emeralds that grace the coffers of the town are there at the price of hundreds of lives.

Ur-Vesphaal
Ur-Vesphaal is the former Demon capital, first the residence and later the mausoleum of the current Sovereign's predecessor. When the Sovereign killed him and moved the seat of power away, Ur-Vesphaal was slowly taken over by what was left of the competing army -- succubae. Now it's their town.

Ur-Vramin
Everybody who comes to Ur-Vramin for the first time sees the huge ear adorning the town gates. It's the symbol of this town of spies, gossips, and snitches. Ur-Vramin is famous for its Guild of Thieves, which always has information about everything happening in Ashan.

Tuesday, February 25, 2014

Dragon Age Origins - Heavy Chainmail

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

Armor in this class include: Heavy Chainmail, Dwarven Heavy Armor, Ceremonial Armor, Diligence, Ancient Elven Armor.

Changes in material (and thus colour scheme) have a more marked effect on armor, simply because it occupies more visual space; we therefore present Tiers 1 to 8 where material significantly changes colour. Some armor sets do not have a piece for every location (usually the helmet is omitted); when a non-set piece was added, this is explicitly mentioned in the picture label / name. Many armor pieces and sets use the same colour and model of another set, and we have simply chosen one set and omitted the others.









The Elder Scrolls IV: Oblivion - Arkved's Retreat

Fantasy game art from The Elder Scrolls IV: Oblivion.

Arkved's Retreat is perhaps the most spectacular area in Arkved's Tower, the site of a quest for the Daedric Prince Vaermina to retrieve the Orb of Vaermina. Arkved's Tower looks like any one of several ruined forts from the outside, but the interior rapidly shifts from bizarre to otherworldly until a sudden exit back out of the tower and to the "normal" world.


Heroes of Might and Magic V - Faction - Inferno

Fantasy game art from Heroes of Might and Magic V.

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Monday, February 24, 2014

Dragon Age Origins - Leather Armor

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

Armor in this class include: Leather Armor, Studded Leather Armor, Dalish Leather Armor, Duster Leather Armor, Blackblade.

Duster Leather and Dalish Leather do not have matching helmets; the Studded Helmet was arbitrarily assigned to Dalish Leather to show an additional helmet style that is slightly different from the others.

Changes in material (and thus colour scheme) have a more marked effect on armor, simply because it occupies more visual space; we therefore present Tiers 1 to 8 where material significantly changes colour. Some armor sets do not have a piece for every location (usually the helmet is omitted); when a non-set piece was added, this is explicitly mentioned in the picture label / name. Many armor pieces and sets use the same colour and model of another set, and we have simply chosen one set and omitted the others.









The Elder Scrolls IV: Oblivion - Knights of the Nine

Fantasy game art from The Elder Scrolls IV: Oblivion.

A fallen King has been unchained from the darkness of Oblivion to seek vengeance upon the Gods who banished him. Only a champion pure of heart can vanquish the evil that has been released upon the land. You must heed the call, reclaim the lost relics of the Divine Crusader, and return the Nine to glory. New dungeons, characters, quests, and mysteries await.

Knights of the Nine is an official expansion to Oblivion that presents a quest to retrieve holy relics and defeat an ancient evil. What distinguishes this add-on from the rest of Oblivion is the emphasis on non-combat oriented tests/stories during the relic-recovery stage. It also adds new creature models (Umaril and his Auroran minions) and a suite of arms and armour. Installing this add-on into an Oblivion game also results in the Chapel of Dibella in Anvil being immediately desecrated by evil forces.
There is also an excellent third-party sequel / mod, Knights of the Nine: Revelations which may be downloaded for free.

chapel of dibella desecrated 07 (kotn)







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

Fantasy game art from Heroes of Might and Magic V.

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Peasant
Peasants are an important source of revenue for their lords. Though weak and poorly trained, they are numerous.
Conscript
Conscripts are the basic infantry of the Holy Griffin Empire. They are relatively weak and partially trained, but numerous.
Brute
Brutes view cruelty as a necessary means to achieve their end. These steely warriors are unflinching in battle, crushing any opponent who stands in their way.

Archer
Archers are useful in battle to weaken the enemy ranks before melee combat. The archers of the Griffin Empire excel in the art of overwhelming the enemy with barrages of arrows.

Marksman
Marksmen are key in battle, able to weaken the enemy ranks before they close for hand-to-hand. Their powerful crossbows loaded with heavy bolts are especially deadly at close range.

Crossbowman
With the new government has come some new technologies, and improved equipment has given the Griffin Empire their Crossbowmen. Their sophisticated crossbows have a firing range that is twice that of ordinary bows.

Footman
Footmen are the defensive backbone of the Griffin Empire. They hold the line while other Griffin units manoeuvre to destroy the enemy.

Squire
Squires are the backbone of the armies of the Griffin Empire, sustaining enemy charges while other troops manoeuvre to destroy the opponent. They are difficult to defeat, given their mastery of the art of melee combat. They are also skilled at defense, using their shields to protect nearby units.

Vindicator
Skilled swordsmen are always a prized asset on the battlefield. Protected by heavy armour and armed with double-bladed swords, Vindicators are always to be found leading the attack, cutting through the defences of the enemy and opening the way for their infantry to advance.

Griffin
Griffins are the fastest troops of the Empire that bears their name. They excel in skirmish attacks, flying into enemy ranks. Though weak when forced into melee, they will always defend themselves to their last breath.

Imperial Griffin
Imperial Griffins are the fastest troops of their Empire. They excel in skirmish attacks, flying into enemy ranks or diving from the sky above the battle.

Battle Griffin
From the moment of their birth, Battle Griffins learn how to endure pain and how to exact a savage revenge on their attackers. Few are those who will dare to go anywhere near a griffin when it is fully grown, let alone engage it in combat. Each time the griffin is attacked or wounded, it responds with ever increasing ferocity and strength.
Priest
The priests are the keepers of the faith in the Griffin Empire and fight fiercely against non-believers and all who threaten the Church of Elrath. As priests they do not engage in melee on the battlefield, but instead summon the wrath of their deity upon enemy troops.

Inquisitor
Inquisitors are the keepers of the true faith of Elrath, the Holy Dragon of Light. As such they fight fiercely against non-believers and enemies of the Church. On the battlefield, Inquisitors do not enter the melee, but rather summon the wrath of Elrath on enemy troops while protecting their own with support spells.

Zealot
Guided by a higher force, the Zealots are the scourge of all those who refuse to bow to Elrath. Embracing the 'smiting' aspect of the Light, they prefer to punish than to preach. They cannot be diverted from their holy crusade, and all pleas for mercy are pointless.

Cavalier
Cavaliers are the shock troops of the Holy Griffin Empire. Mounted on powerful horses and heavily armoured, they are at their best when they charge the enemy from afar.

Paladin
The Paladins are the ultimate guardians and elite troops of the Holy Griffin Empire. Mounted on powerful horses and heavily armoured, they are at their best when they charge enemy troops from afar. Even better, Paladins have the ability to dispel enemy curses cast on their ranks.

Champion
Nothing holds greater fear for infantry troops than a heavy cavalry attack. Rampaging their way through armed ranks, trampling enemy soldiers underfoot, Champions strike down all who stand in their way with their mighty weapons, and always prevail on the battlefield.

Angel
Angels are the incarnation of Elrath on Ashan, and as such they are the ultimate representation of his power. These creatures of Light are fierce in combat and their attacks are always deadly. An angel cannot be killed: If its body is endangered it will return to its spirit form and rejoin its master.

Archangel
Greater even than the Angels are the Archangels. As lieutenants of Elrath, they are blessed with the supreme power of resurrecting champions who have died in combat, giving them another chance to serve their Lord.

Seraph
The white wings of this angel have long been tainted by the blood of its enemies, and its scarlet attire serves as a warning to any who believe all angels are benevolent creatures. Seraphs exist not as saviours of the innocent, but as the scourge of their enemies.