Summary
- The Orrery DLC in Oblivion offers a visually stunning machine based on constellations, but its once-per-day spells are useless compared to better spells in the game.
- The heavily criticized Horse Armor DLC provides additional protection for horses, though it’s not very useful since speedy characters don’t need it and other options are available.
- The Spell Tomes DLC offers spell books with new spells to learn, making it useful for magic and stealth-builds, as well as a way to earn more cash by selling the books.
There are many plug-ins for The Elder Scrolls 4: Oblivion, big and small. And, yes, that most definitely includes the dreaded, lauded ‘Horse Armor’. For 2006, it was an ingenious idea for the time: a combination of full-sized DLCs and smaller, cheaper ones that would enhance the overall product and offer players accommodation, bonus items, and more.

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Naturally, the larger Oblivion DLCs are going to be better than the smaller nuggets, since they offer quests, new locations to plunder, and unique loot on a much grander scale. Still, they’re all bundled together in the Game of the Year edition, making it the go-to way to experience the game to its fullest. But which of these excels?
Updated April 22, 2025, by Tom Bowen: After months of speculation, Oblivion Remastered is now upon us, with the game shadowdropped immediately after the conclusion of its livestream reveal. Better still, the base version of the remaster features all of the downloadable content from the original game, meaning players can expect to sink well over a hundred hours into the iconic Bethesda title. For those wondering about the best Oblivion DLC, the following list should prove useful.
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Orrery
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A fully functional Orrery that offers a once-per-day spell based on the constellations.
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Released on April 17, 2006.
- A note will be added to one’s inventory, directing the player to head to Camp Ales (in the southern parts of the Colovian Highlands).
Shock! Horror! Why isn’t ‘Horse Armor’ at the top? Well, that at least holds a purpose, while the ‘Orrery’ DLC exists. Starting with a simple item retrieval from bandit camps, these items can be delivered to the Arcade University to unlock the room to the Orrery.
Seeing the titular machine in motion is, without a doubt, a beautiful sight – even for a 2006 game. Mimicking the constellations in Tamriel’s sky, it’s quite an eyesore. Alas, the once-per-day spells it offers at certain times of the day are rubbish. They fortify one particular still while draining another temporarily, and they’re all utterly useless and overshadowed by better spells one can find or make.
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Horse Armor Pack
- Steel and Elven armor for horses, plus a free steed.
- Released on April 3, 2006.
- Players must seek Snak gra-Bura at the Chestnut Handy Stables, located outside of the Imperial City to get this deal.
The heavily criticized ‘Horse Armor’ DLC. This offers additional protection for the hero’s horse, though it’s not that useful. After all, a speedy character won’t need one, and those who progress through the Dark Brotherhood will get Lucien Lachance’s respawning undead steed, Shadowmere.
Still, being able to threaten a horse stable to get a free equestrian friend is both hilarious and helpful, while slapping armor on them isn’t enough to break the bank (in-game or in reality).
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Spell Tomes
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Books with free spells to learn.
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Released on September 1, 2006.
- Spell Tomes will automatically start appearing in random loot from enemies, containers, etc.
The ‘Spell Tomes’ DLC is self-explanatory. Within random loot are spell books that will offer a brand-new spell to learn. Afterward, they can be sold for a good sum. A number of these spells are pretty good, offering a cluster of abilities for less Magicka than those offered in the base game.

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Even though this is more geared towards magic and stealth builds, there are plenty of Novice and Apprentice-level skills for those less skilled in each magic field. Conjuring a Bear is actually only available via reading its respective tone, too. On the whole, it’s pretty handy to have this for the witches and wizards out there. Alternatively, it’s a nice way to earn more cash.
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The Thieves Den
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An underground pirate ship with a pirate team that can be recruited.
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Released on May 22, 2006.
- A quest will reveal the location of the ship, Dunbarrow Cave (south of Castle Anvil).
Geared towards thieving players, ‘The Thieves Den’ isn’t that impressive. Being a pirate ship stranded within a cave, players will need to make a small journey to access it when fast-traveling to the location. Having to clear out the monsters inside first is a bit annoying, too. Nevertheless, this area is massive and can fit a lot of handy stuff.
Indeed, many of the hirable crew members double as both trainers in certain skills and vendors for all sorts of goods. One of them serves as a Thieves Guild fence to sell stolen goods too (despite having a flimsy 100 gold maximum). Pirates can be sent to plunder, returning after a week with up to 2,000 gold to offer. Ultimately, it’s nice how it all exists in one area, but it lacks proper, unique goods or more convenient accommodation.
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Mehrunes’ Razor
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A powerful, unique dagger with a rare ability to instantly kill a target.
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Released on June 16, 2006.
Players will be automatically directed to Sundercliff Watch (located on the ‘S’ on Sundercliff Watch, greatly west of Bravil).
The ‘Mehrunes’ Razor’ DLC introduces a new quest that takes place within a multi-layered dungeon with a lot of loot to acquire along the way before collecting the titular Daedric Blade in question. Enemies galore are roaming the halls of the caves, and its layout only gets bigger and bigger, with a prison, smiths, mess halls, and the like. It’s great for either sneaking around or having fights.
Numerous Drothmeri troops are guarding the area. All of them will attack on-site, and since there are 9 levels in total, it’ll make for quite a trek, and a fairly fun one at that (if a bit too bloated and lengthy). The titular razor is rather nice as well, offering a small chance to instantly kill a foe, making it a nifty tool in one’s arsenal. Equipment with unique enchantments and abilities is present here, too, which sweetens the experience.
5
The Vile Lair
For nefarious assassins, ‘The Vile Lair’ serves as a covert base of operations. It’s not too sizable, though it is home to some unique loot. The most noteworthy inclusions to this den are a cure to vampirism instantly, a shrine of Sithis that offers powerful spells for those with high Infamy, and a “Cattle Cell” for vampires to feed on.
The rest of the purchasable installations are of some interest, like a garden of poisonous plants, a minion who can be sent off to eventually return with random loot, etc. They’re small additions that are nice enough to have, though perhaps useless for those who wish to keep their Infamy levels down. A secret dagger and assassin armor with unique enchantments are nice finds, and a cheaper alternative to Poisoned Apples killing NPCs discreetly is a swell addition, too.
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Fighter’s Stronghold
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A castle with a team of warriors, cooks, hunters, and the like on standby.
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Released on October 15, 2007.
- A quest will reveal its location: west of Chorrol, at the end of The Black Road.
Getting Battlehorn Castle in the ‘Fighter’s Stronghold’ add-on is easy enough. Marauders are in the process of attacking it, and when they’re killed, a fallen knight’s will is passed onto the player, naming them the new owner. At that point, it’s ready for sprucing up.

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For starters, it’s a multi-layered castle with plenty of cool additions, like allies that can be recruited, a cook that supplies food on demand, a trophy room where items and ingredients taken from defeated monsters can be used to make statues, and more. There’s even a secret area with undead foes guarding some pricey items to acquire.
3
Wizard’s Tower
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A tower with altars for making spells, enchanting, and summoning Daedric companions.
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Released on April 25, 2006.
- A quest marker will direct the player west of Bruma.
Out of all the establishments one can acquire, the ‘Wizard’s Tower’ DLC is easily the best of those. While quick-traveling always makes the player spawn a fair few hundred meters away from the front door, this beautiful structure is filled with brilliant inclusions.
Spell-making and enchanting altars are here, thereby saving the need to be a high enough rank in the Mages Guild, while an Atronach Altar can summon a permanent Elemental Atronach (which more than makes up for the lack of rare loot to uncover). There’s a vault full of chests, teleports to each of the Mages Guild halls across Cyrodiil, and a garden of ingredients for Alchemy (including rare and Daedric plants that will not cause harm). There’s a great view from its tower, as well. It’s a fantastic add-on to have, even for non-mage types.
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Knights of the Nine
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A new storyline with a set of unique armor to acquire in various exclusive locations.
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Released November 21, 2006 (North America).
- The quest will begin after being outside Anvil for at least 5 seconds, and then entering the chapel before speaking to the nearby Prophet outside.
The Knights of the Nine expansion is an engrossing mission to take part in. The Daedra lord, Umaril, has murdered Anvil’s chapel-goers in cold blood, and the player must become a knight for the Nine Divines. First, though, is an annoying trek around Cyrodiil to find each waypoint which must be repeated if one’s Infamy exceeds zero.
Aside from that glaring downside, the rest of it is stellar. More dungeons to plunder, special equipment to find, and a gripping plot as well. Finding the Crusader’s weapons and armor is a gradual but rewarding set of tasks that feature some decent puzzles along the way, while the final climactic battle against Umaril’s minions and the god himself is engrossing. It’s a brilliant expansion that, after its cumbersome starting quest, gets better over time.
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The Shivering Isles
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An exclusive storyline, setting, side-missions, enemies, weapons, items, and more.
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Released in March/November 2006.
- A quest marker will reveal the location of ‘A Strange Door’ in Niben Bay, west of Bravil.
Packed with side-quests, brand-new weapons, and armor types, memorable locations to visit, and beyond, The Shivering Isles is an unforgettable experience. While there may be no horses to ride or houses to purchase, being able to follow a main quest with actual outcomes based on one’s actions is a welcome change that the base game lacked.
The story, too, is amazing. Sheogorath, Prince of Madness, is masterfully written as a bizarre deity that constantly flips between charmingly eccentric to frustrated and bloodthirsty. His mad denizens have their own distinctive personalities that help them stand out, too. Paired up with some surprisingly beautiful sights and set pieces, it may very well be the gold standard of Elder Scrolls downloadable content in general.
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