Can You Beat Morrowind (and the Expansions) with Conjured Equipment?

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Conjured equipment is pretty strong in Morrowind. It weighs nothing, has no durability penalty, hardly consumes any fatigue when attacking, is as strong as the Daedric Equivalents, and comes with a relevant fortify skill or attribute effect. Kinda overpowered. But what if you couldn't use any armor or weapons unless they're conjured? How would that work out? So, the rules. No bugs or glitches, no fortify loops with alchemy, and no armor or weapons that aren't conjured. Except when I have to use Sunder and Keening on the heart, and I have to wear Wraithguard to use it. That's an exception. Jewelry's fine. This build is going to be kind of a magical barbarian. Strong and underdressed, but with an affinity for shinies. Lockpicks are okay too. The difficulty will be set to 100 just because it makes the game more interesting. Oh, also no buying training from trainers, otherwise I'd be unable to resist min-maxing. And that's no fun. We'll be playing with the OpenMW engine using the I Heart Vanilla mod list, a collection of graphical improvements, bug fixes, and quality of life tweaks. The goal of this run is to kill all the gods. Or defeat, in the case of Hircine. Our name is questioned because we'll be axing people a lot of them. Um... You know, now that I say it out loud, that doesn't actually make any sense. Whatever. I already decided on that name, and that's what I'm going with. We'll be going the Berserker route. Summon your gear and break some bones. Nord or Orc would be the best choice here, but we'll go with Nord for the extra bonus to axe. The Bound Battle Axe is pretty strong. We're going to want to use it. For majors, of course, we're taking Axe and Conjuration. Those will be our bread and butter. Also Acrobatics and Athletics because I like being able to move fast right at the start of the game. Alchemy because Restore Health and Fatigue Potions are pretty easy to make. For minor skills, no real thought process, just some skills I thought might be useful. Speechcraft, Mercantile, Unarmored, Security, and Sneak. Strength and Endurance are our favorite abilities because of course they are. And we'll take the Lady's Sign for extra endurance. Although we're playing on max difficulty, I actually think we'll scale against the enemies rather well. Well enough that the extra health from the extra endurance should provide a bit more survivability. I don't expect we'll be getting one shot constantly. I hope. Take your ring, Fargoth, I won't be needing it. Typical start to the run, go to Balmora and loot all the stuff in the crates and urns around the city. Alchemy Supplies, Soul Gems, Potions, Random Bowls and Cups. Join the Fighters and Mages Guild, take stuff from their chests, and sell everything I don't need to Galbedir. Then we can use the Guild Guide to go over to Caldera and we can steal the Master Alchemy Set there before buying some spells from Medila Indaren. Bound Gauntlet, Spear, Helmet, and Mace. By default, these spells summon the equipment for 60 seconds but we can use spellmaking to make longer durations. We can even bundle some of these spells together to summon an entire set of gear in one cast. I sold all my clothes to Galbedir, so I need a little bit of something just to cover myself up a bit. For some reason, a red skirt feels like it goes the best with the Berserker theme. Know what I mean? There's actually no spell to summon Greaves, so it's not like I'm missing out on anything anyway. Also, fashion supersedes effectiveness 9 times out of 10. That's also why I won't be getting a bound cuirass. Gotta stick to the theme. Gotta stay shirtless. While we're here in Caldera, let's buy an Amulet of Recall from Verick Germain. I have no intention of abusing Enchanted Items, or making crazy Enchanted Items, or even using scrolls, but I'll be damned if I'm not going to use Mark, Recall, and Intervention. The easiest way to use them is with Enchanted Jewelry. Back in Balmora, I'll buy the Bound Longsword spell from the Guild Guide, and I'll make two new spells with Estirdalin, a Conjuration Training spell. Summon Bound Helmet for one second. In Morrowind, you get the same amount of XP regardless of the strength of the spell you cast, so the best thing to do is to make a spell that's very, very weak and very, very easy to cast so you can get as much XP as possible without having to rest to restore your magicka. In this case, training with armor instead of a weapon is better because when you summon a weapon, you go to your weapon stance and then you have to put your weapon away and then take out your spells again because your hands are different. I guess you have two sets of hands, you have weapon hands and you have magic hands. Conjuring Armor, you keep your spell hands up. The second spell we'll make is the Bound Battle Axe spell for 180 seconds. The cast chance is low, but as we level up, this spell will be more and more reliable. Nalcarya of Whitehaven will buy the Master Alchemy set we stole for just under 2000 septims, and we can steal another one from her crates. We can steal her Grandmaster Mortar and Pestle as well. We can do a bit of shuffling of ingredients with Ajira to make some fatigue potions while also increasing her supply of gold so she can buy a bunch of the stuff I stole from Nalcarya. Okay, after all that, we're sitting at a healthy 3000 septims. I also got a couple alchemy levels and I have some potions. Let's make some more spells. The Bound Gauntlet spell not only summons a gauntlet for each hand, but together they provide 10 points of fortification to hand to hand and agility. Because spears are good for training endurance... but spear is one of my miscellaneous skills so it's pretty low level... pairing the Bound Glove spell with the Bound Spear spell should help my accuracy just a little bit. 120 seconds on both seems pretty good. Damn it, Dark Brotherhood. Well, no better time than now to test this spear, huh? Oh, wow. Yeah, the strength of Bound Gear kind of levels out as you get into the harder content, but early game…it’s pretty strong. Before getting into the main quest, I want to do Edwinna Elbert’s first few quests. It's mostly just a bunch of fetch quests, but the reward is pretty good. Let's just rapid fire through it real quick. *Deep breath* Get her a copy of the Chronicles of Nchuleft easily bought at Dorisa's bookshop in Balmora. Look at the tasteful thickness of it. Fetch a potion from Skin-in-Tree's-Shade in Sadrith Mora. Steal the Chimchar vamumumum…from Sirilonwe and Vivec. Make a spell that summons a set of Bound Equipment. Axe, Helm, Boots, and Gloves for 60 seconds. This isn't part of Edwina's quest, but I just thought to do it while I was looking at Heemla’s spells. Go to Maar Gan and check up on what's happening in Huleen’s hut. Oh, a scamp. Kill it. Whoops, it killed me first. Unlock the door. Naked man. He’s vibing. Edwinna’s happy to know the status of said naked man, and now we gotta return the Chim-numnumnumnumnum. Once it’s back in Sirilonwe’s possession, Edwinna awards us with an amulet of Almsivi and Divine intervention. Now let's do something with a bit of challenge. Getting the Amulet of Mark. It's in the cave Shurinbal outside of Gnaar Mok. Could I just use scrolls and potions of Mark? Yeah, but having an amulet is easier. The enemies in this place are level 10ish, so they're pretty strong given I'm only level 1, but I'm sporting Ethereal Daedric, so I should be good. Look at that. I got hit and didn't die immediately. Still took a sizable chunk of damage though. This challenge might feel more fair. How fun. I hope I don't regret saying that. Okay, so three hits instead of one. It's like a retro platformer or a Zelda game. Huh, that actually gives me an interesting idea. I need to learn how to mod this game. Hello, Archer, let me axe you a me. Yeah, it doesn't make sense. I really regret not using spears in my Tribunal at level 1 playthrough. They're just so damn good. Why didn't I take Spear as a major skill for this run? Because Battle Axe, the big strong. Spear, the fast and far, but not as big strong as Battle Axe. Berserker need big strong. See? Now that we're all set up with our teleportation jewelry, we can get started with the main quest. I won't go into a ton of detail about the story since I've already talked about it a lot in other videos, so if you really want to know the story in detail, watch my Marksmanship run. Or play the game yourself. It's really good. I would go as far to say that, uh, I like it. Following in the footsteps of the sexiest man this way of the Nibenay Bay, we too shall refuse to ever wear a shirt, and the first task Caius gives us is to get a Dwemer Puzzle Box for Hasphat Antabolis. Classic quest. Iconic quest. Off to Arkngthand. It's the element of surprise that gets you. I wonder if this is an OpenMW thing, but I've noticed NPCs won't ever use attacks that you can resist. Normally, Snowy Granius. Snowy Granius. Been long enough, you think my voice would stop cracking. Normally Snowy Granius would use shock spells, but Nords have a 50% shock resistance, and instead Granius is using fireballs. So far so good. Bit inaccurate, but that's to be expected. See, I want to get spear levels so I can get some endurance attribute points, and I want to do it sooner rather than later. Both because the enemies are weak right now, so inaccuracy is not too big of a deal, but also the sooner I get 100 endurance, the more health I'll get over the course of this run. When fights get riskier, I’ll want to whip out my battle axe. It'll be more accurate, and it'll be stronger. Now we don't have to fight these guys, but XP is XP, and it's fun to fight. I did the running and crying and whining in Solstheim. I want to have a little bit of fun. Sorry, Crito, but that's just the way it goes. And there's the puzzle box. Our next task is to get a skull for Sharn, an orc who's totally not a necromancer, and that skull is in the Andrano Ancestral Tomb. Simple enough. I suspect archers will be a long-running issue during this run, but I don't understand why. Is my Nordic chest not oily enough? Can I not deflect these arrows? Dude's skull. Cool, cool. Unarmored skill book. Cool, cool. Aren't all skill books unarmored? Hasphat has his puzzle box. Sharn's got her skull. Two skulls now, actually. Or more. It's just that one of them is occupying a critical space that Sharn is likely…reticent about relocating. These two tasks were to learn a bit more about the Nerevarine Cult, the Sixth House, Prophecy, et cetera, et cetera. And no matter how promptly we finish these tasks, Caius still won't give us more to do until we hit level three. So we got to go exploring. I was wandering around the Shulk kwama mine, killing foragers and occasional poacher, when I had a thought. Just because we haven't been given the quest yet, that doesn't mean we can't do some work that's required for later quests sooner, right? Eventually, we have to go to Kogoruhn and get a few items. And we'll have to get that bow from the wraith at the end of the Urshilaku burial caverns. What if I just went ahead and did that now? I'm only just now getting to level two. Surely an adventure through Kogoruhn and Kogoruhn-adjacent places will get me to level three, right? I've said it before that Kogoruhn is a great place to test out a build due to its variety of enemies, but I've never actually gone there until probably a few levels into the run anyway. How much harder would Kogoruhn be at level two? Let's find out. East of Khuul we go. This will make getting back to Caius a bit less convenient, but I'd rather make the trek to the Urshilaku camp as few times as possible. So I'll place my mark here for later. After I kill this scamp that followed me from Assurnabitashpi. Did I say that right? Assurnabitashpi. Yeah. We'll start with the burial caverns. I wonder if the wraith of Sul-Senipul is even in here. If you don't get the quest from Sul-Matuul, does the ghost just not spawn? Where are all the skeletons? There's no enemies. Oh, well they always manage to find me. Something's telling me the ghost won't be here. Oh, but will it have the bow? Excellent. It has the bow. I wonder why there are no skeletons in here. Weird. Well, off to Kogoruhn. Okay, good. At least there are enemies here. We'll need a Dagoth Cup, Corprus Weepings and the Shadow Shield from this place for a later quest. Whether they're actually here right now is a different story. I know the bow is in the caverns, but games are weird. There's a house Dagoth presence at least. The Noodle Snoots aren't too hard to kill even on max difficulty and at a low level. They attack slowly and they're easy to dodge, but the magic dot they place on you has a long burn and it can easily kill you if you aren't paying attention. Noodle Snoot is dead. We'll grab the cup. We'll grab the weepings. Wonderful. Now we just got to find the shield. I want to try killing one of those sleepers though. The squid face guys, they're kind of tough. He's not attacking me. Oh! That was terrifying. Oh my God, they can talk. How? Sleeper: “Have you asked yourself why you are doing Azura’s bidding?” Because a shirtless guy told me to get a puzzle box. All right, you're tougher than you look. Gonna have to employ the foolproof strat of hiding behind an obstacle while you run out of magicka. Pfft, idiot. With that guy being passive, I wonder how much safer the deeper parts of Kogoruhn will be. Will there be no ash slaves? I know Ilunibi is devoid of ash slaves if you go there before you're given the quest to kill Dagoth Gares, so maybe this place is the same. Seems pretty dead. Much like the slaves, am I right? Because they've been resurrected by the Heart of Lorkhan, although arguably they're just projections produced by the Heart itself to cause the destruction of Kagrenac’s enchantments, binding it to Nirn. Perhaps even Dagoth Ur is just a copy of Voryn Dagoth's essence that was imprinted on the Heart thousands of years ago. *uncertain laughter* We'll sell this glass armor. Oh, well there's still fire atronachs here. And they have a powerful dot. Not that there was really any doubt about that. We'll just skip it for now. Oh, I thought that was a new cell. Um, this is awkward. Pardon me. Damn it all. Oh, there's an ash slave. I guess journal updates trigger certain spawn points and not others. And the Kogoruhn sewers must be unaffected by the Kogoruhn quest flag. But upstairs is kind of affected, but not really. I don't even know if that's how Morrowind is designed, but…I mean clearly there's some sort of scripting because otherwise the Ascended Sleepers won't talk to you. But if you come here before you get the quest, they will. So there's something interesting going on there. Ah, frost atronach. Your frost spells do nothing to me. So you're just going to use melee. Okay, you clever dick. The next part of this dungeon is a bit tougher than the previous parts because there's actually enemies here. So I'm going to swap to using the bound battle axe instead of the spear. Fire atronachs and noodle snoots are plenty. Oh, look at that. I can just barely survive a single fireball dot from a fire atronach. Not two though. Come on. Hit me. Hit me. Yeah. You can't. Accuracy, huh? Fantastic. The shield's here. I figured it would be, but I had this wriggling feeling in my gut. I could just leave right now, but I want to fight the ash vampire. Oh, and loot these Daedric gauntlets. Easy gold. You'd think after all this time, I'd learn to bring a sizable amount of restore strength potions, especially when I know I'll be fighting a greater bonewalker. I guess I'll just drop a bunch of stuff and fight the ash vampire in a weakened state. That's as part of the challenge. Yeah... Bwah! It's not that he sounds scary. In fact, he just sounds like a normal guy. But when that droning Morrowind cave ambiance is interrupted by a whispery all up in your ears voice, it's quite startling. I don't play with music on, by the way. It makes editing easier. So everything's pretty quiet most of the time. All right. So ash vampires are pretty strong. Put that on the wiki. Let's just go with the battle axe. Figured a bit of range with the spear would be good, but when my strength is damaged this much, I got to extract as much power from my weapons as possible. There we go. Let's pick all this stuff back up. Use divine intervention, drop it again, restore our stats of the shrine, pick my loot back up again and wonderful. But I'm still not level three. I think our best option would be to wander around aimlessly killing wildlife like a true American. I guess I could cast my conjuration training spell over and over again, get a few conjuration levels, but I still want to max out my endurance. So running around the countryside with my hand on my spear should get me levels in acrobatics, athletics, and maybe unarmored. Yeah, it was taken too long. So I just my conjuration training spell. Uh… Eh… Level three, you're probably wondering why I'm here east of Seyda Neen in such an iconic location. How could you not tell I was east of Seyda Neen? Well, I want to grab the Mentor’s ring. As far as unique items go, it’s pretty middle of the road, but it's good without feeling overpowered. It's in the Samarys ancestral tomb. Past the ghosts, the skeletons, and the bonewalker, inside a trapped urn labeled Lord Brinne. It fortifies intelligence and willpower by 10 points each. It'll make summoning my gear just a bit easier. Now that we're level three, we can get on with the main quest. Caius wants us to gather more information. So we're off to question some people in the city of Vivec. Did you know you can get Huleeya to Jobasha's bookshop without having to fight the Dunmer harassing him? If you raise Ethys Savile's disposition high enough, they'll just tell you to get lost. Huleeya is a monster in combat though, so it's not like he needs help. We'll steal a copy of the Progress of Truth while we're here at the bookshop. Then we got some information about the Nerevarine from Mehra Milo. Hopefully the tribunal temple doesn't learn that she's been disseminating dissenting doctrine. That'd be a tragedy. Finally, Addhiranirr. Normally you'd have to go talk to her in the sewers, then deal with the tax man in the waistworks, then go back down to the sewers to learn what she knows about the sixth house. Instead, I'll taunt the tax man until he attacks me. This way I can kill him before meeting Addhiranirr, and she'll tell me what I want to know immediately. No backtracking needed. And because he attacked me, it was self defense. So there's no bounty. Before returning to Caius will stop by and buy some scrolls of Uth's hand of heaven from their enchanter. 50 points of levitate for 30 seconds. You can get inexpensive rising force potions from Danso Indules in the temple canton, but these scrolls give you faster levitation. Now we need to learn about the Ashlander tribes. Ashlanders? What's that? A camp? Where could that be? Oh, who knows? I've never been there. Well, if we butter up Hassour Zainsubani, he'll tell us what we want to know. Yeah, Caius, there is an Ashlander camp east of Khuul, northwest of the Dunmer stronghold of Kogoruhn, just outside Assurnabitashpi, northeast of Druscashti and Bthungthumz. Zainsubani said it was north of Maar Gan. Well, I guess technically, but my directions seem better. Wow, my recall spell brought me right to the camp. Oh, the serendipity. Am I worthy to speak to the Ashkhan? I don't know, Zabamund. How does 200 gold sound? You honor me, outlander. That's my Morrowind Dunmer voice. I'll workshop it. An initiation, right, Sul-Matuul? Why, whatever could it be? Get your dad's bow from the Urshilaku burial caverns? Man, are you in luck? Do you think that would actually satisfy someone in real life? Go get me the thing. I already have the thing. Oh, uh, that, that, that thing, that, that doesn't count. I think no matter how much they wanted the thing, they'd be a little upset by how predictable you've proved them to be. Kind of knock the wind out of their sails, you know? So we get more Nerevarine information from Nibani Maesa, and when we return to Caius, he tells us to go execute a raid on the Sixth House base, Ilunibi, and kill the leader there. Like Kogoruhn, this place is full of Sixth House enemies. Unlike Kogoruhn, most of those enemies are Ash Slaves, and Ash Slaves are somehow one of the hardest enemy types to fight, and I'm not sure why. Their shield spell boosts their defense, so they take less damage, but it feels like it boosts their evasion, so you can't friggin' hit them. And they have a ton of magicka, so they keep casting spells at you, and their fists are made out of concrete. Admittedly, I'd probably have an easier time killing them if I weren't doing quick jabs with the spear. A fully charged swing from a battle axe would probably two-shot them, but you know, I gotta make it harder for myself. Do you think Dagoth Ur is watching this fight right now and he's wondering what the hell Nerevar is doing? “You're training your spear, Nerevar, but I liked your spear the way it was.” And that's my Dagoth Ur impression. It is probably the best you've ever heard. Uh oh. Corprus. Gotta get that cured. To Tel Fyr! There's a little trick you can do with Corprus. So, every day you spend with it, it worsens, fortifying your strength and endurance while draining your willpower, intelligence, personality, and speed. Every day, those effects increase in magnitude. The idea is that you're becoming more of a decrepit, bloated Corprus monster, and I guess Corprus monsters are strong and enduring. But when you get it cured, you lose the negative effects while retaining the positive effects you gained over the course of your infection. You can get your strength and endurance really high this way. I suspect there was supposed to be an upper limit to this. Regardless, I don't want to do it. It feels like an oversight. What buffs I get over the course of getting this cured is what I'll end up with. I'm not going to do any excessive waiting, so we're probably going to see, like, maybe two strength levels. Speaking of waiting, level four. Strength, intelligence, and endurance. Almost 100 endurance. Divayth Fyr, we'll try curing our Corprus only if we fetch a pair of boots for him from everyone's favorite living dwarf, Yagrum Bagarn. He's got Corprus, so he's a bit…tumescent. Well, it's probably not that exciting. Corpulent is probably a better five dollar word to use. Ah, that must be why it's called Corprus. He's bloated, to say the least. But he's an affable enough guy, all things considered. A little smug, but hey, what ancient elves aren't? And in exchange for some boots, Divayth Fyr makes us immortal. Not the intent, but that's the result. Divine Intervention from Tel Fyr takes us to Wolverine Hall in Sadrith Mora, and while I'm here, I'm going to make some useful potions. With Marshmerrow, Salt Rice, and Scribjerky, you can make a potion that restores both fatigue and health. Regardless of your alchemy level, it's a nice combo potion to have on you, and it doesn't feel overpowered. It feels like a reward for exploring the game. The two vendors in the Imperial Shrine sell the ingredients. Now that we're disease-free, successfully executing the task that Caius set us upon, when we return to him, he tells us he's leaving Morrowind. The Empire called him back to the capital. And to remember him, he bequeaths to us not only his ring and pants, but his shirt. And I want to feel honored by this gift. To feel I've earned his respect. But I understand the truth. It's subtle. It's harsh. And it's something only we shirtless few understand. Granting another chestman a shirt is symbolic. I thought everything I've done for Caius and the Empire meant something. But for him to leave while telling me to cover up. To cover up with his own shirt. I don't know whether to feel insulted, angered, or ashamed. Did I do something wrong? Did I fail to accomplish my tasks appropriately? Or is Caius jealous? I see. The young supplant the old. And it seems you don't like that. I thought you were better than that, Caius. Keep your shirt. It looks better on you anyway. Now that Caius is dead to us, it's probably best that we check on Mehra Milo. See if she learned anything else about the Nerevarine cult and the dissident priests. Whoop. She's been arrested. Oh, I don't want to forget. I need divine intervention scrolls. This guy in Ebonheart sells them. Great. I want to try levitating through the whole prison. I don't know how it'll work out. Maybe I'll get stuck in some places I shouldn't be. Let's find out. It turns out, in a world with levitation magic, having ground-bound guards ain't the best choice. And maybe you should use higher level locks for your prison... Wuh! Almost got me. You'd think God King Vivec would have put a teleportation barrier around Baar Dau to prevent a levitating berserker from smuggling in teleportation scrolls. Yeah, Mehra. Holomayan. Got it. How big do you think a scroll is? The in-game model is pretty large, but surely they aren't actually that size. Do you think you could pull off the nail-file-in-a-cake thing in Tamriel? You just put a teleport scroll in sweetroll. We get a bunch of books from Gilvas Barelo, take them back to the Urshilaku camp, and talk to Nibani Maesa, who tells us about the Nerevarine prophecy and the different trials we have to go through, but the third trial is a secret. Shush. Sul-Matuul will tell us what that secret trial is, if and only if we retrieve a House Dagoth cup, Corprus Weepings, and the Shadow Shield from the Dungar Stronghold of Kogoruhn. Dude, you ain't gonna believe it. Now begins the final stretch of the base game's main quest. Cavern of the Incarnate, Nerevarine, and Hortator. Very little combat involved here, so there's not much of a challenge, so we'll try to speed through this kinda quick. On the way to the Cavern of the Incarnate, we'll pay the vampire Calvario a visit. We gotta kill him for the Zainab portion of the Nerevarine quests, so we might as well knock it out since we're in the area. He's currently hosting a party for the undead, all of whom are in varying states of fleshiness, but he's not too much of a problem. Nerevar, yeah, yeah, Nerevarine, Hortator, we know, we know. You know what? Before I forget. Okay, we've been named Urshilaku Nerevarine. I always forget to do this. Except right now. Now isn't always. Always was the past. And perhaps the future. But in the future it won't be always, it'll be almost always. Speedrun, Ahemmusa Nerevarine, bringing the wise woman to Ald Daedroth. Why the hell are you, oh, oh, now you kill it. Eww, dreughs. So creepy in this game. It's like something out of Subnautica, but smaller. Wisewoman: [Saying some dumb bullshit because escort quests never work correctly]. There is nothing I hate more in video games than escort quests. There was a time when every single video game had escort quests, and I don't think anybody liked them back then either. They suck today, they sucked yesterday, and they will always suck in the future. Now where is she going? Oh, good. Good luck with these maniacs, dumbass. At least we got to level five out of all of it. 100 Endurance, time to retire the spear. Greetings, Kaushad. Kill a vampire, you say. Would you believe I've done it? I can read you Ashkhans like a book. Now we escort a slave dressed as a Telvanni noble woman to the camp because Kaushad wants a bride. At least Falura’s not annoying to escort. Here's your sex slave, Kaushad. Thanks for the thong. Erabenimsun. Peace through slaughter. Here you are, Han-Ammu, the loot from the bodies of several slain men to wear upon your throne of bones. Therana. Here’s money. Vote for me. Dratha. Here’s money. Vote for me. Neloth. Here’s money. Vote for me. Gothren. Here’s an axe in your skull. Uh-oh. Oh, phew. Would you quit healing and just die? We both know how this is going to end. Aryon, make me Hortator. Thanks. Athyn Serethi, you need me to rescue your son? No problem. Come on, let's get out of here. Oop, pardon me. Got Athyn's support. Got Llethri's support. Got Morvayn's support. Got Arobar's support. Got Ramoran's support. Got Venim's support. Hlaalu time. Crassius, here's a thousand gold. Yngling, here's two thousand gold. Dam Bero, it seems you've lost this game of hide and seek. I trust I have your Hortator supportator. Orvas Dren is a tough guy to convince, but with a little bit of finesse, you can get him on your side. First try. Omani, Orvas Dren wouldn't support me as Hortator, and unfortunately, he was found dead with several axe wounds to the neck. Self-inflicted, the Ordinators say. I trust the same won't happen to you. Ules, vote for me or I'll cut off your... And now, we're the Hlaalu Hortator. Thanks for the belt, Crassius. I don't need it, but thank you. I just need to check back in on Athyn Sarethi, let him know that Bolvar Venim has decided to cease his opposition. And that's the Redoran Hortator. We're ready to meet the Archcanon. It's crazy to think Archcanon Tholer Saryoni can launch giant metal balls across a battlefield. And here's the final act of the base game's main quest. We meet with Vivec, and he tells us the plan to defeat Dagoth Ur. We must use Kagrenac's tools on the Heart of Lorkhan and sever the enchantments the Dwemer placed upon it. This should defeat Dagoth Ur once and for all. But to wield the tools without receiving lethal injuries, we must wear Wraithguard, a heavy armor gauntlet that Vivec gives us. This is, unfortunately, the one part of the run where we have to break the rules. Which is why there's the exception. Not only must we equip a non-bound glove, but we must use Sunder and Keening on the Heart, neither of which are bound weapons. Let's just pretend Wraithguard, Sunder, and Keening are weirdly shaped lockpicks. Yeah, that works. Sunder is in Vemynal. Keening is in an Odrosal. Dagoth Ur is in Dagoth Ur. Jesus, I… it's just spooky. I just never expected. I guess I didn't have to kill Odros, but why skip what's kind of a boss fight? You do have to kill Vemyn, though. It's not so bad since he mostly casts spells that don't have an area of effect, meaning you don't have to worry about his 10-ton fists knocking you out with a single hit. Sunder and Keening in hand, it's time to deal with our first of many gods. Watch out, Nerevarine coming through, out of my way, piss off, Bonewalker, I don't need your shit. Dagoth Ur: “Welcome Moon-and-Star…” Yeah, yeah, Moon and Star. When he says this place where destiny is made, I get a How It's Made vibe. Today on How It's Made: Destiny. One god down. I think this is the first run where I'll actually get to put Azura's ring to use. Night Eye and a constant restore fatigue effect. My natural regeneration is 4.5 fatigue per second. 7.5 with the ring. Running drains 5 fatigue per second, so with the ring I'll be restoring fatigue faster than I lose it. While running. Pretty good. Onward to Tribunal. If you want a more in-depth journey through the Tribunal storyline, watch my Tribunal from Level 1 video. It's linked in the cards. You know how YouTube works at this point. I'm expecting to have a much easier time this time around. How did... how did that sentence get through my proofread? Whatever, I'm sticking with it. I'm expecting to have a much easier time this time around, not because I'm going in at a slightly higher level, but because I have some pretty good spells available to me. I mean, I'm sure being a higher level helps too, but maybe I'm wrong. Maybe it'll be another nightmare of constant one-shots. Let's find out. Fedris Hler, leader of the Hands of Amalexia, wants us to deal with the goblin army that King Helseth is training by killing the two goblin warchiefs and killing their Altmer trainers. Down to the sewers we go. The goblins, even lowly grunts, can be pretty brutal, but I think it shouldn't be too... Should've seen that coming up. This does feel fairer than the Level 1 video though. I may be getting one-shot, but I'm nearly one-shotting all the even the durzogs, and I don't have to rely on the orc's berserk power, so that's nice. *giddy laughter* Huh? Really know how to bring me down a peg, huh, Morrowind? My first level in Tribunal content. Can you guess what skills I've been training this entire time? Oh, in my hubris I seem to have attracted a goblin army to my location by running around the enemies instead of killing them. Oh, what a fool I am. The warchief IS body blocking them, so that's nice. Now, how do I handle this mess? What about levitation? I do have some potions. Come on, up and over, come on. Yes! I'm too smart for you, game from 2002. Now we're free to kill the other warchief. And not to anyone's surprise, it's pretty easy. The warchief's attacks are very predictable and simple to dodge. I suspect the Altmer trainers will give me a bit of trouble though, just because of how fast they are. And we don't have any way to take advantage of their significant elemental weaknesses this time around. Probably not smart to fight two at once. I assume the damage you do to an enemy's armor durability is directly proportional to the damage your weapon deals. And that's why I love these chunky two-handed weapons. An enemy can only block a handful of times before their shield just completely breaks. A fast, weak weapon would get blocked way more often before the shield breaks if it breaks at all. For someone with medium armor, he sure is eating these hits pretty well. I'm not gonna bother looting them. After sorting out the goblin problem, we now need to escort a priest to the Shrine of the Dead under Mournhold. I hope you know I'm abandoning you down there. He's weak, so it's better to just leave him hanging back while you clear out the skeletons and ghosts and this one dart throwing Dunmer. I don't know what happens if the priest dies, but I assume it's not good. This Dunmer is part of the super duper dart gang, or whatever the hell it's called, and he has a limited supply of darts with a very potent enchantment, so it's best to avoid getting hit altogether. Urvel certainly can't dodge, so I'll just leave him in the previous cell while I kill this guy. Oh, bonelords instead of skeletons. Neat. This is part of Morrowind's pseudo-scaling, I believe. Oblivion does this too, where your level affects the type of enemies that spawn in certain locations, but I think in Oblivion, unlike Morrowind, those enemies still have variable levels within their own bracket, scaling depending on your own level. It can be a bit more punishing, at least in my experience. It's a difficult balance, I'll admit. I think it works better in Skyrim because there's no strict attribute system like in Morrowind and Oblivion. It's hard to level wrong in Skyrim. I'm sure you could do it, but it's harder to do it. I guess if you put one point into every skill tree before putting a second point in, that might make things kinda tough. But for the most part, you gotta put in extra effort to make a bad Skyrim build. Maybe I'm too much of a casual gamer degenerate, but I prefer perk systems like that in Skyrim, Fallout 4, and even Starfield. I know. Crazy, right? A level in those games feels more than just number-go-up. Although admittedly some perks are just, oh, do 10% more damage. Regardless, it's why I'm not on board with the Morrowind-best-ever meme. They all have their goods and their bads. Anyway. Time to fight the Profane Acolytes with their Greater Bonewalkers. Their Bonewalkers die in about two hits. That's good. But they're resummoned soon after they die. That's bad. But the Profane only use shock spells, which I resist. That's good. But they've got a ton of magicka, so I can't wait out their casts. That's bad. Although they stagger and fall to the ground pretty easily, stopping them from resummoning the Bonewalkers. That's good. Alright, enough of that. I'm over encumbered and I don't feel like resetting, so let's place a mark, cast Divine Intervention, drop all these divine armaments and armor on the ground. I don't need them anymore. They're just weighing me down. And we'll restore our stats at the Imperial Shrine before recalling back. And that's all she wrote. Level 8. Alright, Urvel. Coast is clear. Come, cleanse the shrine. Thank you. Good job. Good luck finding your own way home. Job done, Gavas. A blessed spear? For me? Because Urvel survived the journey? Oh, thank you. Ain't I great. Next, we need to get Barilzar's Mazed Band from Barilzar…in the sewers. It's a real shame. Mournhold and the Clockwork City are such cool locations, but we spend most of the expansions stuck in the sewers. The Profane NPCs are pretty cool looking, though. Simple, but cool. There's something spooky about them not having a lower jaw. Kind of like the Bone Lords, but the Bone Lords are trying too hard because they have too many arms. I don't know. There's something... there’s something about the simplicity that's appealing. Barilzar may have a Daedric Claymore as a weapon, but the real danger is the spell he keeps trying to cast on you. Burden and Blind. So you can't see him one-shotting your over encumbered body. Oh, the burden wasn't enough. I can still move. Can't see, though, so I have to use the little mini-map as my guide. Just gotta backpedal until my eyesight returns. Alright, where is he? Let me at him. Oh, he's over there. Now that we have the mazed band, Gavas Drin tells us to meet with Almalexia herself. She wants the ring. Here you go. Here's the ring. After waiting a day, the city is suspiciously attacked by mechanical automatons, strange creatures that seem to have been brought from another place entirely, a place that one would have to teleport to, perhaps by making use of a specially enchanted ring that allows teleportation to even un-teleportable to locations. Hmm. Surely not suspicious at all. The fabricants have a good bit of health, but they stagger quite reliably when struck with... They can be a bit unpredictable. Fedris would like us to investigate the hole that opened up in the plaza. Yep, this is an interesting hole. It's an interesting hole. But Almalexia is less interested in interesting holes and more interested in the feeble suicide cult that's cropping up in Mournhold. Honestly, the best way to get rid of a suicide cult is probably to just let them do what they're doing. It's a self-correcting issue, but she doesn't like the gossip they're spreading. And after we learn more about them... because a god couldn't have just sussed this out on their own... she wants us to enter the interesting hole once again and activate the Dwemer weather-controlling machine within. It's ironic that she not only used Dwemer tech to become a god, but she must now rely on it to show that her divinity isn't waning. She won't have to worry about that for very long. The Dwemer automatons down here aren't too threatening. Even the AoE enchantments on the archer's darts aren't that bad since I resist the shock damage, but getting hit directly is easily a one-shot kill. Best to avoid them entirely. It's not like I'm planning on using their darts anyway, so I'm not going to farm any up. I'm trapped. Crafty Dwemer in your impeccable foresight. Oh. We definitely won't be able to pick any of the locks down here, but we don't need to. The key we need is sitting right here in Radac's Forge. Also, I'm going to leave a mark here since we'll be coming back soon enough anyway. Unlock this door with the key, grab the explosives, and blow up the debris at the end of the corridor. We'll blow up the second pile of debris on the way as well. Cool guys, don't look at explosions, action movies, etc. I don't understand why Amalexia couldn't have just done this herself. I know she says she's busy tending to those injured during the attack on Mournhold that she totally didn't perpetrate, but it would take her like, a minute to come down here? Surely a god could just teleport, right? It's pretty dangerous down here after all. What if I died, and I couldn't start up the weather machine? She would have to come in and do it anyway. Surely she wouldn't want to kill the Nerevarine. I was her husband in a former life. Why would she want to hurt her husband? With the ashstorms indiscriminately harming both dissenters and worshippers alike, the kind and merciful goddess Amalexia tasks us with murdering one of her Hands. He's saying mean things about her behind her back, like her hair is stupid, her fashion sense is, like, yuck, and that the tribunal temple has, like, a totally flawed epistemology. Gag me with a spoon. Seems the best way of handling the hand is to dodge the darts until he's got none left, then backpedal while he's staggered and wait for him to run back into range to get staggered again. As long as I maintain this rhythm... The trouble is if I miss. I'm pretty accurate, but not 100% accurate. If I miss as he runs into attack and I don't stagger him, I will die. The bond spear would probably function better here, but axe go thunk. Man, look at all that gear. I'm taking Amalexia's Warm Reflected Glory. It's a 10 point fortify health buff. Seems like it'd go a longer way than fortifying my armor skills or a slight paralysis resistance. Now Amalexia wants us to reforge Trueflame, Nerevar's blade that was lost during the Battle of Red Mountain. So mysterious the events surrounding Nerevar's death. There's a total of three blade pieces, and she gives us one of them. So we got to find the other two. One is held by Helseth’s Champion Karrod. The other is in the hands of the Museum of Artifacts. To get the latter, we need to donate two artifacts to the museum in exchange for the Dwemer Battle Shield onto which a piece of Trueflame is grafted. For one of the artifacts, we're actually going to leave Mournhold to get it. The Boots of Blinding Speed. Probably the least wise item to donate, but I'm recklessly wild. You. Can't. Hold. Me. Back. The second artifact will come as a reward while getting the second blade piece. Convenient. Before we could fight Karrod, Helseth wants us to foil an assassination plot targeting his mother, Queen Barenziah. Of course, the assassins were sent for me, not the Queen. Sent by Helseth himself, in fact. He's the whole reason the Dark Brotherhood was attacking us in Vvardenfell in the first place. I read an interesting theory that Morrowind's Dark Brotherhood is actually the Mythic Dawn in disguise. A lot of the Dark Brotherhood targets you have to go after during the Morag Tong questline are in Daedric Shrines to Mehrunes Dagon, and the structure of the Brotherhood is very different from what we're used to. Their nightmother is just a woman who leads them. She's not some spiritual conduit to Sithis. The Dark Brotherhood in Morrowind seems more like a knockoff. They're what the Brotherhood would be if they were just pretending to be the Brotherhood. Considering how taboo it is to worship Princess from the House of Troubles, it makes sense that they'd try to hide. Why hide as illegal assassins is anyone's guess. It's just speculation. With the plot against “the Queen” foiled, we can now prove our strength to Helseth by fighting Karrod. He's a very easy fight. He may be level 50, he may be fast, and he may have a lot of strong constant effects, but his weapon is pretty terrible. It maxes out at like 15 damage, so if he does hit you, it's not a problem. He's just got a lot of health, so the fight takes a bit of time. After defeating him, he gives us his shitty weapon, which is one third of Trueflame, and Helseth gives us the Dagger of Symmachus, the second artifact we'll donate to the museum. Tarasa Aram accepts the Dagger and gives us the Dwemer Battleshield in return, which we could take to Yagak the Smith, and he pries the last piece of Trueflame from it. If we give him two days, he'll reforge the blade anew, but it's missing the necessary fire enchantment. Radac Stungnthumz must have known a bit about enchanting Dwemer weapons, so Yagak suggests we look for some hints within Bamz-Amschend. Better than just a hint, we find the ghost of Radac himself, and he tells us in order to enchant the sword, we must retrieve for him Pyroil Tar from Myn Dhrur, a Daedric Ruin located even further beneath these Dwemer ruins. We need to kill the Dramora Lord Cash Register Drawer to get a bottle of Pyroil Tar. He's surrounded by several other Daedra, Lesser Dramora, Golden Saints, and Hungers, but we can bottleneck them through this run-down architecture. They're all pretty easy to knock down too, that's the benefit of these beefy two-handed weapons. They're slow, but they've got a decent chance to knock enemies over, and they're usually stunned long enough to buy you an extra hit or two. I find it interesting that Cash here has a dreugh staff this time around instead of a Dwarven Spear. I wonder what the criteria are for what weapons bosses spawn with. I assume it's got to do with my level. Although I'm a higher level now, so why is it a dreugh staff this time, and before it was a Dwarven Spear. Or maybe it was a Dwarven Halberd. Whatever, six of one, half dozen of the other. Anyway, if we take the Tar back to Radac’s ghost, he'll imbue Trueflame with Trueflames. With sword in hand, even though we won't use it, Amalexia sends us off to the Clockwork City in order to kill Sotha Sil, the one responsible for the fabricant attack on Mournhold, allegedly. She can teleport us to the Clockwork City, but she couldn't teleport down to the Weather Machine? And why can't she just kill Sotha Sil herself? Something's not adding up here. Make sure you kill the Fabricants on your way through the city. Don't just rush past them. You need some of their juices for some of the puzzles. Well that thing just got deleted. And I just got deleted. The biggest weakness of Battle Axes is that they make you overconfident. Were two-handed Battle Axes real weapons? I know there were two-handed swords like the Zweihander, and I know there were small one-handed axes that an archer might use if somebody gets a little too close. I think they also use falchions, which is kinda like an axe. I mean, it's a sword, but it's also got like a very choppy sort of... I mean it's more of a machete, really. It's a medieval machete. But did anyone really use these giant, ridiculous axes that seem unwieldy? And then at what point does a Battle Axe become a polearm? I guess it's just a length thing, right? I'm getting distracted. Level nine. Nice. We need the speed juice for this room. Just chug all the verminous fabricant elixir you collected and zoom to the next room. This room, however, I can never figure out. I know when the pipes up above start wiggling around, you need to open the interior door with the right lever so when the fabricant spawns the outer door will open and you can run through to the next room. But what triggers the pipes? Why do they wiggle? Nothing I do seems to affect it so I assume it's on a timer. You need 100 strength for the next puzzle room, but I already have enough strength juice so I'm just going to avoid fighting these scorpions. I'm guessing the cheese-pizza-looking substance is supposed to be molten slag, just another sign of the tribunal's decay. The clockwork city is like a dying volcano, if that's how volcanoes work. Geologists, if there's one of you in the comments, let me know. The Imperfect is a pretty tough enemy. A lot of health, can't be staggered, and it has a potent shock attack that also debuffs you with weakness to shock. Being a Nord weakens the attack, making it not a one-hit kill, but the danger arises when it uses the spell in quick succession, bleeding my health faster than my potions can heal. I think the weakness effect doesn't actually affect the initial damage of the spell since the damage applies first. The weakness debuff lasts for 5 seconds, so if it casts the spell again within those 5 seconds, then I take increased damage. Otherwise, it's just an unmodified chunk of shock damage. Time to fight Amalexia. You can speed up her monologue by saving and loading. It forces her to start the next part of her speech. I'm doing this without door cheese. You know, running out of the room when she casts a spell so you don't take damage. We're not going to do that. Her magic attack does a touch less damage than my entire health bar. 100 points of fire damage plus 40 points of absorb health. I have 147 health, so I just barely hold on. There's also a weakness to fire component to the spell, but like with the Imperfect, I'm pretty sure it doesn't affect the initial damage of the spell. Because I can reliably stagger her, by the time she can cast another spell, I've already healed up to full with potions and the weakness debuff has worn off. As long as I keep the correct rhythm, she should stay stagger locked long enough for me to stay safe. Morrowind is a rhythm game. The bigger danger is Hopesfire. I may resist its enchantment, but it's a strong sword regardless and Amalexia is like level 100 so a direct hit… Ah, so close. She has a total of 3000 health, and she heals for 40 health every time she hits me with her magic. I don't know exactly how much damage I'm doing with my axe, but I can try to estimate it. A full powered attack from a bound battle axe can do 80 points of damage. We multiply by a strength modifier which is just one-percent more damage per point of strength above 50. With 81 strength, we multiply by 1.31. The condition and critical hit modifiers are both 1 since our condition is always maximum, and we're not critically hitting. Armor can reduce damage by up to 75%. So without armor, I'm dealing at most 104 damage per charged attack. 26 if she has maximum armor. Long fight to say the least. This whole explanation, and the fight's still not over, but with a little patience, we've killed our second god. And then we can use Barilzar's mazed band, which we loot from Amalexia's corpse, to teleport out of the Clockwork City and return to Mournhold where Azura’s is waiting to give us another hug. Onward to Solstheim. If you want to know the story in more detail, watch my Solstheim from level 1 video linked in the cards. There were two reasons for making those from level 1 videos. They're challenging, so…views. But they're also self-contained, so I can refer back to them for narrative purposes whenever I want. Think of it like reference material. So the beginning of the Bloodmoon story is quite mundane. Captain Falx wants us to find out why the soldiers are grumpy. Give a soldier some sujamma, or any alcohol for that matter, and they'll tell us the captain banned alcohol. But the truth is, he actually didn't, the shipments just quote-unquote stopped arriving. And that's because the priest, in all his self-righteous glory, stole it and hid it away in his office. We promise not to narc on him, and he gives us a key to his stash. With all that sorted, we can get on to the real meat of this island. Weapon smugglers. We'll investigate the matter of missing weapons with Gaea Artoria because she's a better fighter than Saenus Lusius. And I have no idea how difficult fighting the smugglers will be, so I'm banking on all the help I can get. After a bit of convincing, Zeno Faustus points us to Gandrung Caverns just outside the fort. There are five smugglers there, all with enchanted weapons that paralyze on strike. Unlike “guy that's totally not a werewolf,” I don't think I'll get killed in a single hit, so the paralysis will be a problem. The solution? Don't get hit. Well, I survived a hit, resisted the paralysis, but I still died because he knocked me over. I may be better equipped and higher than level one, but this is still endgame content. Need a bit more finesse, methinks. Good news is they don't brush off my attacks, and I'm actually doing a reasonable amount of damage to them. Quite a bit of health on this guy, and he keeps blocking. As long as I stay away from the sharp end of his sword, I should be fine. Listen, fellas, maybe we got off on the wrong... Ah, broke his shield. A few more hits should... Damn it. Three down. Four down. Time for the leader. He's stronger than the other smugglers. He's faster than the other smugglers. And he's longer than the other smugglers. His range, his-his attack range…is longer than the other smugglers. Okay, so he's a little tough. Five for five. Back to Fort Frostmoth, and, man, is it nice to have divine intervention on Solstheim again. From anywhere in Solstheim, it takes you right to the fort, which seems to have been attacked by some horrible wolf creatures, and the captain's gone missing. The Skaal to the north might know something about the attack, and as a symbol of good faith, we're going to bring them the universal symbol of peace: a human skull. Huh…since when did the Fryse hags summon ghosts? They never did that on my previous run. Oh, is it because their daggers have frost on it so they don't want to attack me with a dagger since they know I'm immune to frost? Hmm. We've made it to the Skaal Village. Ignore the blood. Tharsten Heart-Fang loves the skull. I was worried because I thought he might already have one. He points us to Korst Wind-Eye, the village shaman, who tells us to perform the Ritual of Gifts in order to restore the oneness to the land. Easy enough, right? Here’s hopin’. There are six rituals, some are harder than others, but I'm certain I'll have an easier time this time around than last time. We'll start with the beast stone. Rescue the good beast from being killed by a bunch of rieklings. If you don't kill the rieklings fast enough, the bear will die and I guess the quest is softlocked and you have to reload to save. Fortunately, this is a little more than a slaughter. *Disappointed sigh* Should probably conjure armor more often. There we go. Pull the arrow out of the good beast, rest up a bit, and return to the beast stone. Ritual of the beast complete. Wind stone. We got to fondle the greedy man's wind sack in Glenschul’s tomb. This place was a nightmare during my level one run and it was the impetus for a fourth wall break, which everybody thought was a face reveal, even though I've been showing my face on this channel for two and a half years, but a lot of you are new, so… Hey, how are ya? I have alopecia, that's why I look the way I do. I also learned that I look like a lot more people than I realized. I should make a tier list. Anyway, will this build fare better? Pumba, why? So it turns out, Draugr aren't all that strong. Even a little bit of bound armor makes their attacks reasonable. They're still nightmarishly fast, though. Everything in here is now dead. We can stroll out like we own the place, but why walk when you can recall? Ritual of the wind. Complete. Sunstone, we must free the warm sun from the halls of Penumbra. A cavern full of Draugr with a Grahl at the very end. I'm feeling pretty confident, if I'm honest. I hate Grahl. Oh my god, why is it so fast? Wow. Ooh, knocked it over, can I finish it? Shit. What the hell was that? There, dead. Doesn't bode well for Castle Karstaag. Ritual of the sun completed. The tree stone. He who has the seeds controls the trees. I must retrieve the seeds of the first trees and plant them near the tree stone. After killing the riekling, you could just take the seeds and be on your way. The Spriggans will stop attacking you, but because you have to kill a Spriggan three times before they stay dead, it's pretty good axe xp, so why not kill him? Also, chopping down Spriggans with a battle axe is peak immersion. Ritual of the trees complete. Earthstone. Travel to the cave of hidden music and learn the Song of the Earth. What can I say? Draugr aren't actually horrendously overpowered monstrosities against this build. They're just a bunch of weak bags of bones. What made the last run so difficult wasn't Solstheim itself, it was the fact that I was a tiny little wood elf with a piddly little crossbow. Now that we're through the Draugr, we just gotta make the stalactites far the right pitch. [*aside* I'm actually making the stalagmites fart] Excellent. Ritual of the earth completed. Waterstone. We must... Oops. The combat may not be as hard this time around especially if you're prepared, but Solstheim is still deadly if you aren't paying attention. Gotta keep your head on a swivel. Waterstone. We must travel out to sea and acquire the water of life. We have potions this time around so drowning shouldn't be too much of an issue. We also have enough health to survive for about a minute without air anyway, so we're in good shape. See? And there's the water of life. Zelda CDi “cutscene”: “Here. Have some water of life. My, you’re thirsty. Oh my goodness!” Ritual of water completed. That's all six rituals and as a reward, Tharsten gives us the mace of Aevar Stone-Singer, one of the strongest weapons in the game. It's a one-handed mace that can do up to 90 damage, double against werewolves. Stronger than even Sunder itself if you go by raw damage numbers. Perhaps even if you go by cooked to damage numbers. Why the hell did I write that in the script? It doesn't even make any sense. Next, we gotta solve a crime to prove our wisdom to the Skaal and it's easily deduced when we find a letter from Rigmor to Risi, Engar's wife, outlining a clear motive. When confronted, Rigmor spills everything. He tried to frame Engar for theft to force Engar into exile so Risi would be newly single. Rigmor's an asshole. I'd like to feed him to the wolves, but exile is faster. As a reward, we get a wolf helmet that would go great with this whole barbarian aesthetic, but it's against the rules so we'll just drop it at Tharsten's feet. I'm sure he appreciates us rejecting his gift immediately. Also gonna drop all this other crap that's weighing me down. Trueflame, Hopesfire. Eh, the Skaal can have him. That mace alone weighs 90 WEIGHT UNITS. Now it's time the Skaal tested our strength, as if it weren't clear how beefy and tough I am from these glistening abs. We got a draugr lord living under the lake, and it's about time somebody put a stop to his dastardly deeds, making a big fire on the lake. Grr, how fiendish. Ay-slip, or perhaps Ee-slip, is at the end of these draugr-filled tunnels and when we confront him he tells us his long and tragic story. How his lust for power led him to dark magics. How the Skaal exiled him for these pursuits. How he learned of Daedric machinations, an army, building to destroy his people. Although the Skaal abandoned him, they were still his people. He communed with dark forces to extend his life, becoming a draugr, so he could maintain the barrier keeping the Daedra at bay, protecting the Skaal who so villainized him. Such a noble act. To voluntarily imprison yourself within these walls of ice, all to protect a people who think of you more than a monster. Aeslip's dead. Back to Tharsten. You got it. Oh my, werewolves are attacking the Skaal village. The climactic second act. Quick, get the werewolf. Alright nevermind, everyone go back to what you were doing. Oh right. Wait a minute, I think I just messed up. Yep, got a werewolf in me. That's a problem. I'll employ the same strat I used in the Mournhold sewers. Levitation. Squeeze through, dammit. Yes! Hey, I survived a hit from a werewolf, cool. Ah, Korst, you've arrived just in time. I'm infected you say. Dear oh dear, whatever will I do? Alright Korst, what we doing? We must perform the Ristaag in order to please the Allmaker. And the first step to performing the Ristaag is acquiring the Totem of Claw and Fang from the Tomb of Skaalara. If we went the werewolf path, we'd have to defend the totem. As soon as we enter the tomb, we're immediately assaulted by four werewolves. I could try killing them by kiting them around in a tight circle, or I could just try to make a run for it. Ah, shucks. The key is to know where the hell you're going. Why am I bothering to attack them? W-w-w-why am I being cute? Let's just try killing them in the tomb's…foyer? Well, it wasn't easy. It wasn't really hard either. It's mostly just tense since one hit from them is probably enough to kill me. The chest containing the totem has a level 30 lock on it and I could just try to snipe-pick it while I'm running away from the wolves, but killing them is more manageable. Yeah, it was definitely worth killing them. Here's the totem, Korst. Now what? Meet Rolf Long-Tooth at nightfall to take part in the Ristaag, west of Lake Fjalding. You got it. Rolf tells us the Totem of Claw and Fang summons the Spirit Bear. We must hunt the Spirit Bear and return its heart to Korst Wind Eye before sunrise so that we may be blessed by the Allmaker. Hunt a bear. Easy. Sattir the Bold is dead. Grerid Axe-Wife is dead. Oop, werewolves. And a bear. Rolf is dead. Wait, is this the Spirit Bear? This is the Spirit Bear. Well, I guess I should avenge the fallen hunters or whatever. Here's the heart, Korst. The others didn't make it. Korst now tells us the third sign of the Bloodmoon prophecy may be upon us. Horker corpses are washing up on the shore without explanation. Korst hopes it's just the work of mortals, not of prophecy, so he sends us to Castle Karstaag to investigate. And this, I expect, will be the most difficult part of the whole run. It's a DPS check because you're forced to kill eight Grahl while escorting a tiny riekling who must not die. If he dies, quest failed. You need him alive in order to enter the castle. There's a crevice in the water behind the castle that leads into the subterranean cave system. When we enter, we're immediately greeted by Krish, a riekling who figured, with Master Karstaag MIA, it'd be a great time to take over the place. He got Grahl to help with his revolution, but they started eating his friends, as one does, and now Krish can't even get back into the castle due to all the Grahl blocking his path. To enter the castle we need Karstaag's blessing, which Krish has, and he won't help us get into the castle if we don't help him with the Grahl. So we gotta kill the Grahl before they kill Krish. At least these Grahl are a bit weaker than the one in the Halls of Penumbra. And Krish is dead. *Disappointed but unsurprised sigh* Gotta reload. I think my best bet is to press myself up against the Grahl and just hope strafing is enough to keep me alive until I stagger it or something. Yeah, like this. God damn it, Krish. Why can't you just stay back? You can't fight these things. You're too tiny. Well, that took long enough. With all the Grahl dead, we can now enter the castle. And now here's a point where I need to be as transparent as possible. Let me just step out of the narrative for a moment and talk to you post footage recorded Just Background Noise. As you can see, I'm looting a bunch of Nord mead.. It's like sujamma. It can boost your strength by a ton. And there's a bunch of it here in Castle Karstaag. My first playthrough... the one you're watching... I used a bunch of these for the final fights and for the maze when you run it through with all the werewolves. But it didn't feel right, so I went back at the time of writing this script to try again. But I didn't have a hard save before this point. The earliest save was before I started doing any of the Bloodmoon stuff. I probably should have saved more frequently, but I didn't. So what I ended up doing was loading that save, using the console commands to edit my skills to match what they will be in the old footage at the end before all the fights. Then I console commanded myself to the end of the quest so I could re-record myself fighting all those fights without boosted stats. Does that make sense? So it means this run isn't contiguous, but the original attempt felt cheapened by the mead. So I think this is a better alternative. I could have just not said anything and you'd all be none the wiser. But I would know, and that would bug me. So I'm putting it out there now. My first attempt, I used a bunch of Nord mead and sujamma. It was, unsurprisingly, very easy. My second attempt was artificial, but identical to what it would have been if I didn't use strength boosting potions. We good? Cool. Now that we're in the castle, we can talk to Dulk and he tells us that they're not responsible for the death of the horkers, and if you can't trust these little riekling shits, then who can you trust? He also reveals that Karstaag too was kidnapped by wolves. It seems the blood moon prophecy is coming to pass. *Shocked gasp* That’s why the called the expansion bloodm… Back at the village, Korst awards us with a sword that's good at killing Grahl. Would have been nice if he gave that to me before I went to the castle, but, eh, whatever. I wouldn't have used it anyway. With the prophecy all but confirmed, Korst says, there's nothing we can do but wait for the hunter's game to begin, and the next time we rest... So Hircine welcomes us to his game, and when we enter his maze, we're met with Captain Carius, and we can choose to either fight alongside him or kill him outright. This footage here is the original attempt, and you can see I almost immediately chugged a bunch of Nord mead to make the maze easier. Here's the new attempt. The strategy is the same, but I ignored Carius since he doesn't actually matter, and I just sprinted through the maze, grabbed the key, and headed for the portal. Strangely enough, werewolves aren't fast enough to keep up with you. On the other side of the portal is Tharsten. We can either fight alongside him or kill him immediately. He'd eventually transform into a werewolf and attack us anyway, so I figure we might as well just get it over with now. My first attempt, I was loaded up on booze, so he died in a few hits. Second attempt took many more hits, so there was more risk involved. Other than that, though, he was just like any other vampire. Not a vampire. He was just like any other werewolf, except with a bit more health. He's very different than a vampire. The portal key is on Tharsten's wolf-corpse, so we don't need to find the chest within the maze, we just need to run for the portal. And, like the previous room, as long as you don't stop, the wolves shouldn't get you. If you maneuver correctly, you can even dodge them when you hit a dead end. The Karstaag fight. The boozed up attempt saw him die in two hits. The more challenging attempt… it took more hits than that, obviously. Probably at least two dozen, with every hit risking a one-shot. I'm just grateful the bound weapons don't consume much stamina. With Azura's ring, I'm always near full fatigue. It's a pretty good ring. And that's Karstaag dead. For the final fight, I went with the Aspect of Strength. It's a big strong bear, and strength is what this character is all about, so it seems thematically appropriate. Everything is thematic. I will admit, the Aspect of Guile might have been more difficult, but…spears, boo. A lot of these boss fights, I guess you could call them, feel a bit like red tearstone fights in Dark Souls. In Dark Souls, when your health is really low, basically one hit away from death, if you're wearing the red tearstone ring, you do boosted damage. The idea is to never get hit, so you can benefit from the damage-boost and kill the boss faster. Except in Morrowind, the extra damage I'm taking doesn't let me do extra damage in return, so imagine I'm using the red tearstone ring strategy without the ring. So I basically just die in one hit. And with that, the Aspect of Strength is dead, and Hircine’s plot was foiled with the power of bound equipment. Dagoth Ur? Killed with bound equipment (and Sunder and Keening). Amalexia? Killed with bound equipment. Vivec? Oh, I forgot to kill him! I am Vivec now. How do I float?
Info
Channel: Just Background Noise
Views: 218,207
Rating: undefined out of 5
Keywords: The Elder Scrolls, Elder Scrolls, Morrowind, TESIII, TES3 Morrowind, Challenge Run, Challenge, TES, Restricted Challenge Run, Morrowind Challenge Run, Morrowind Challenge, Morrowind DLC, Bloodmoon, Morrowind: Bloodmoon, Solstheim, TESIII: Bloodmoon, Conjuration, Conjured Equipment, Tribunal, Morrowind: Tribunal
Id: HjY2dpIfsBE
Channel Id: undefined
Length: 63min 11sec (3791 seconds)
Published: Fri Feb 16 2024
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