Tribunal was released about six months after
the initial release of Morrowind as something to do after completing the main quest, after
fulfilling the prophecy and after getting your fill of what Vvardenfell has to offer. By
this point you'd be a high level character, an overpowered god most likely. So that the
expansion wasn't too easy, most of the quests were designed with that expectation, an end game
character with end game gear. But what if you went in immediately at level 1? Let's go over the
basic rules. First, no leaving expansion zones. Once I'm there I'm trapped. Second, no bugs
or glitches, and no fortifying intelligence or luck to make a never ending loop of stronger
and stronger potions. See my “Breaking Morrowind with Alchemy” video if you're curious. Third, max
difficulty because suffering means content. Like most Bethesda games this means I will be doing
less damage and I will be taking much more damage. It's like being a glass cannon, except
instead of a cannon I'm a pop gun and I'm made out of something even more
fragile than glass. I don't know, newborns. Beyond that there are no real
limitations. I'm going straight from Seyda Neen to Mournhold so I need to take advantage
of whatever Mournhold has to offer. For mods I'm running the game with the OpenMW engine using
the “I Heart Vanilla” mod list. It's basically just a bunch of graphical improvements,
quality of life changes, and bug fixes. There is one extra game-changing mod thrown
in however. There's a bug in OpenMW 0.48 that causes some goblins to freeze when
they're hit a single time. They have a potion they're supposed to drink, but a
bug prevents them from drinking it so they don't do anything. I modded them myself to
remove the potion from their inventory. It's a weak potion 1 point for 5 seconds so it
doesn't really matter. It was either that or have them freeze. We're making a melee
character for this because many enemies in Mournhold have high elemental resistances
and reflect, especially the final boss. Can you guess who it is? As I travel to Ebonheart
let me explain my skill choices. Longblade will be our primary weapon type because we can get
a Daedra Claymore pretty early on in the main quest and Trueflame is a longblade that we
get kind of near the end of the main quest. It's pretty strong. Conjuration starts us
off with a Bound Dagger spell so we have something to fight with before we get enough
gold to buy stuff in the city of Mournhold. Restoration will be pivotal, not because
we're going to be healing ourselves. Rather we'll be taking advantage of the fortify
skill spells added with the expansion. Athletics so we can run better. Block
so we can block. Future me here, we're not going to really use any shields.
Heavy armor to mitigate some damage. Future me here, it's not going to matter
we basically got one-shot regardless. Marksman because why not. Acrobatics
to do the jumps. Armorer to fix the armor. Spear because I don't know, maybe
I could use the Blessed Spear. I won't. We'll be taking the Lady Birth sign, it gives
us a little bit more endurance so we can get some more health as we get a few levels doing
the quests. In retrospect, that's dumb because I'm going to get one-shot by everything since
the enemies can hit like 200 points of damage is crazy. The low level goblins are monsters.
The Thief might have been better actually, just a 10% chance to dodge attacks. That might
have been better. I chose to be an Orc solely for the Berserk power. Once a day you can go Berserk
for a minute, draining your agility by 100 points, fortifying your health by 20 points,
fortifying your fatigue by 200 points, and fortifying your attack by 100 points. That
last buff right there, 100 points to attack, it more or less gives you perfect accuracy.
Every point of attack is just added onto your percent chance to hit so 100 points to
attack gives you an extra 100% chance to hit. Technically evasion could make it so you can miss
sometimes but for the most part you're never going to miss. So I rested over and over again just
outside of a Vivec until a Dark Brotherhood assassin attacked me. My Bound Dagger paired
with Berserk made killing him very easy. Then I realized I forgot to turn the difficulty up
to 100 so I reloaded and waited around again. Same strategy but this time around you can see the
difference in how much damage I'm actually doing. I'd show you how much damage he can do
but if I did, I’d die. I used the bit of starter gold you get while leaving
the Census and Excise office to buy a Divine Intervention scroll from Arrille just
to make getting to Ebonheart a bit faster. I was going to drop all my stuff as soon as I
got to Mournhold anyway so it doesn't really matter. Oh but what if you got attacked
by something on the way to Ebonheart? What a rat I would have... who cares? Apelles
Matius sends us to Asciene Rane to secure transport, a teleport, to Mournhold so I can clear
up this quirky little misunderstanding with the Dark Brotherhood. Who would want to assassinate
me? I'm just a guy who arrived in Morrowind who hasn't done a damn thing to pose a threat to
anyone, especially not Morrowind's monarchy. Oh it's a bug probably this shouldn't happen too
much later. Eh, Bethesda. We arrive in Mournhold, nekkid as the day we're born—Orcs are born
with undergarments—and are greeted by the incessant buzzing of the local fauna. You can
just tell this place is humid as all get out. If the Elder Scrolls online is anything to go by,
Deshaan, where Mournhold is, is pretty swampy. Okay we need gold. There's plenty of stuff to
steal in the Legion District of Mournhold. Cheap weapons in the crates, but mostly alchemy supplies
in the urns and sacks. The problem is that many of the merchants in Mournhold have stupidly high
mercantile levels meaning they won't pay much for anything you're trying to sell them. That is,
unless you have a high mercantile level yourself. Ah, perhaps you see where I'm going with this.
Laurina Maria sells spells such as Masterful Fluid Evasion. Fortify unarmored 15 points for 60
seconds. Useless as is, but with how spell making works I just need to buy any of her fortify skill
spells to be able to make my own custom fortify skill spells in any skill, not just the one I
bought. All I need is several hundred gold to buy the initial fortify spell and a little more
gold to make my own fortify mercantile spell. Once I have that gold will be no problem
whatsoever. With high enough mercantile, you can buy and sell the same item over and
over again to a merchant and turn a profit. It's really silly and it’s why I love Morrowind.
But how do I get that 600-ish gold if all the vendors will only buy stuff for me for a single
septim? Even this whole stack of 105 saltrice, Ra'Tesh, the innkeeper, will only buy
it for one gold. I need to open and close the shop over and over again to
get 105 septims for all of it. That's too tedious for me. In the Great Bazaar
I can sell some of the weapons I pinched for 20 septims to Daren. Better than nothing
I suppose, but there's got a bit better way. Well…there is. At first I wanted to gear up at
least a little bit before diving into the sewers below Mournhold. Maybe get myself a longsword
with a bit of extra reach so I can rope-a-dope the goblins, but I knew the amount of time it
would take selling items for peanuts above ground would take much longer than just throwing
myself at the goblins over and over again in hopes of getting lucky and walking away with
its weapon and shield. So, to the sewers we go. I'm going to keep the call-to-action
short. If you like my content, you should subscribe. Morrowind's khajiit
are so cute, not in a weird way. In a “oh look at the little kitty” kind of
way. Look at Ahina. She's so cute. She kind of looks like Iggy, actually. Yeah, these
ghosts aren't that strong but my short blade skill is I want to say five. Bound weapons fortify the
specific weapon type skill by 10 points, but it's still super inaccurate. With Berserk, however…
If your biggest gripe with Morrowind is accuracy, and you don't want to download
a mod to change that, be an orc. Or be a redguard, take a long blade
as a major skill with the combat specialization. You start with 50 in the
skill so you're very accurate. Got some skellies among our ghosts. Like the
ghosts, they aren't all that tough. At least these ones aren't. Yeah, resting
for 24 hours between fights is going to be a common theme throughout this run. You
gotta have Berserk available at all times. And here's our first goblin. Yeah, they're pretty,
uh, they're pretty strong. What makes them really tricky isn't just that they're an irresistible
force and I'm a quite movable object. It's that they've also got a really high block chance. Even
with 100% accuracy, I not only have to backpedal out of range of their attacks between each of my
attacks, but when I do attack, assuming I don't whiff their hitbox completely by standing too far
away when attacking, they're liable to totally negate the damage just by lifting their shield.
A perfect accuracy roll doesn't matter if they get a perfect block roll. And sometimes they'll
block several times in a row. I can't even rely on chaining staggers together because they can block
at any moment. And it seems as far as I can tell that their attacks apply damage at the beginning
of their animation, not during the animation. Suffice it to say, there's a small window of
time where it's safe to enter their attack range. I can't explain what that window is
or what it looks like. It's something you just kind of got to feel. Different enemies
have different windows, but usually enemies don't crush you into the dirt if they hit
you once. So attacking these guys is a bit riskier. It's tricky. It's stressful. It's totally
unfair. And it's exactly what I'm looking for. I hate it. Look at the stats of this goblin
sword. 10 to 35 damage on a short blade. Wild. It's not as fast as the bound
dagger, however, so I'll stick with that for now. What I'm looking for is a
goblin with a club. The swords are only worth 100 septims each. The shields are worth
about 1000, but the clubs are worth 3000. I'm not sure how much the merchants will undercut
me, but two or three clubs should do the trick. Whoa, man. You don't gotta ham
it up. Oh, carrying skooma, huh? You little fiend, you. You know what, let's
actually try using a shield. It'd be dumb to rely on, but it can afford me just a teeny
tiny bit of insurance if I don't move out of the way fast enough. And I actually manage the
block, but that's unlikely since Morrowind's all about those dice rolls. Let me jump out of
the POV narration thing for a second. There is another way of fighting these guys that's a bit
riskier, but it makes the kills a lot faster. It's the Dark Souls method of combat where you
just circle strafe right up next to the enemy. There's two ways of missing in Morrowind,
statistically and mechanically. The former is just the result of random number generation.
You have a percent chance to hit. Did you hit? Yes or no. The latter is the question
of whether you made contact with the enemy's hitbox. You can have 100% accuracy
statistically, but if you miss the hitbox, you aren't going to hit the enemy. You need
the weapon to hit the enemy's hitbox before the game rolls the dice and sees if you
statistically hit the hitbox. By strafing, I think you kind of force the enemy to perpetually
miss your hitbox. It's the same idea as running in and out of range, but this way lets you stay
close enough to attack over and over again. More attacks equals more damage equals faster
kills, but if you slip up and strafe wrong, you're dead. Ah, Durzogs. They're
also referred to as sludge puppies. They're like if dogs were reptiles— Holy shit. What was that? Six times in a
row? You blocked six times in a row, asshole? Yeah, good. Durzogs aren't all that tough. Well,
they're tough. They're probably stronger than the goblins, but fighting them isn't all that
bad. Something about their animation makes it easier at a time their attacks. I think it's
because goblins—the ones with the weapons, at least—are very jittery with how
they attack, so it's harder to read. The Durzogs just swipe at you with their
claws. I now realize attack speed doesn't really matter if you're not spam attacking.
My attacks are ideally precisely timed against the goblins attacked, so a slow,
hard hitting weapon is a better option. With berserk active, the fortify shortblade buff
from the dagger doesn't even matter. Oh my god, this is way better. And this is a club goblin.
You know how he spends his weekends. Spent. Spent his weekends. Don't worry, he'll be back.
You see, I didn't realize this at the time, but by disposing of corpses, you actually
cause the enemies to respawn faster than they normally would. Why did I dispose of this corpse
instead of just clicking loot-all and moving on? No idea. Oh man, this sword…i-it's
like night and day. Now these guys, goblin bruisers, I believe they're called,
are somehow more dangerous and less dangerous than the other goblins. More dangerous
because they have more health, can heal, and are resistant to normal weapons.
Less dangerous because their attacks are easier to time. Like durzogs,
they attack with their bare hands. Some do cast spells though, and we'll
cross that bridge when we get to it. I think I've got enough loot now.
Let's return to town. Oh look, all the goblins that I've
killed have returned. How fun. If only there was something I could have done to
prevent this. What a tragedy. Well, it all worked out in the end…after a couple deaths. And I got
another goblin club out of it, so I'm satisfied. __________________________________________________________________
Let me show you the annoying thing about berserk. When it wears off, you lose
all your fatigue, making it go negative, and you collapse onto the ground while your
fatigue replenishes. For whatever reason, even when fortified, you still use
your base fatigue first. Then you use the extra fatigue from the fortification. So if you have 300 fatigue with berserk active,
use 200 fatigue, when the buff wears off, you'll lose that 200 fortified fatigue dropping
you to negative 100. You literally have to sit there and wait for it to replenish. Of course,
you can just wait and it'll fill up just fine, but it's still annoying. And you also
have to wait for the falling down and standing up animations to finish.
I mean, it's like five seconds. Wh-wh-what am I made of time? You can get
around this by waiting for at least two hours before the buff wears off. One hour clears the
buff, the next hour replenishes your fatigue, so you never fall down. But what if it wears off
in combat? You can't wait in combat. Don't worry, you're gonna die anyway. Nearly out.
There's Iggy-Cat and a ghost is chasing me. Will you just cast the goddamn spell. Thank you.
Okay, let's get out of here. Really? All right, so if you're wondering what
happens if you knock someone down with hand-to-hand while they're
in the water, here you go. They drown. Finally, we've escaped. Man, I must
stink something fierce right now. Isn't it weird how all fantasy games
with sewers aren't full of disgusting, shit filled water? It's always just
huge corridors with a little bit of water at the bottom. Is that what sewers used
to be like? Is that what sewers are like now? I guess not knowing how municipal sanitation
functions means it is functioning rather well. It's like the saying goes,
when you do things right, people won't be sure you've done anything
at all. Ca[s]tia Sosia—you know, I'm gonna say Ca[s]tIA SosIA. That's more fun. She's a
merchant in the Great Bazaar and she's got a pretty low mercantile level and large pockets
of gold. The perfect person to sell our goblin crap to. I'll sell the shields to her for about
2400 septims and hold on to the maces for now. We'll sell those soon enough. With
this gold, I'm first gonna swing by the temple courtyard and buy some spells
from Mehra Helas. “Almsivi Intervention” to more quickly return to this location
from anywhere in Mournhold and “Wisdom” a fortify intelligence spell that I can use
to make fortify spells for other attributes, like personality if needed. While we're here,
let's start the main quest. You don't actually need to deal with the Dark Brotherhood,
ironically, to complete the entire main quest. There's an optional parallel quest
line that involves helping King Helseth, the son of Queen Barenziah, deal with potential
assassination plots. He's from House Hlaalu and as you can imagine the other great houses don't
like it that their king isn't one of them. You know how it is. Also, he murdered the
previous king. Que sera, sera. Devoted servant to Almalexia, Fedris Hler,
doesn't much care for the new king. The previous king was a known variable, an easy
puppet for the Tribunal to control. This new guy though, who can say? Fedris tells us that
Helseth's new recruits are concerning. You see, the city has a standing army, as is
tradition, even though it's not needed due to having an actual god living within the
city itself. But the Dunmer love tradition, so an army they must have. Helseth's army
is different. He's raising a goblin army. Fedris wants us to go into the sewers
and dispatch the goblins two war chiefs, throwing the goblin ranks into disarray.
And he wants us to kill the two high elves responsible for training the goblins.
Easier said than done, but we gotta do it. We'll get around to that. For now, let's pop over
to the Imperial Cult Shrine and buy another spell. Any of these fortify skill spells will do. With
it, I can make a spell that fortifies any skill I want, and the first one I want to make is Fortify
Mercantile, 100 points for 1 second. A 64% cast chance isn't great, but it's good enough. This
is why I picked Restoration as a major skill. Level 5 Restoration probably wouldn't
cut it. Next, we'll make the same spell, but for Speechcraft, 100 points for
1 second. I'll call it Charismatic FLAIRE. I misspelled it in my monk playthrough. People told me it was spelled with an I,
so there you go. Let's put this Mercantile spell to use. When you open a shop, the
world freezes. It's like pausing the game. So the timers on your buffs and debuffs also
freeze. This means I can cast fortify mercantile and quickly open the shop, allowing me to barter
with the merchant as if I had 100 extra points in mercantile. Not only does this allow me to
get better deals for the things I buy and sell, but I'm also able to change the merchant's initial
offering price by quite a bit. For instance, I'm selling these goblin clubs and some random
loot to Catia and I'll buy a set of steel armor. Her initial offer is to give me 4300 gold,
but I can barter up to 5000 quite easily. If I raised her disposition, I could get even
more gold from this sale. The adjacent shop sells alchemy supplies, including Grandmaster
Tools. Normally, the Grandmaster mortar and pestle would cost about 4k, but with my mercantile
boosted, Ungeleb, will part with it for a fraction of that price and he'll buy all the alchemy crap I
have from more than a single septim. He also sells mark and recall potions. They're cheap enough
that I'm not concerned with bartering over them. I'll buy a good helping of both. Better
to have them and not need them. What's really absurd with high mercantile is
that you can buy low and sell high to the same merchant with the same item. Here
I'm buying restore fatigue potions for 100 septims each and selling them back to
him for 150. You can, quite literally, generate infinite money this way. When the vendor
runs out of cash, wait a day and do this over and over again. Is fortifying mercantile and
taking advantage of stop time an exploit? I don't think so. This is just what
would happen if you actually had 100 mercantile. Is fortifying mercantile and taking
advantage of stop time cheesy as hell? Well, let's just say this video
should have an allergy warning. Contains dairy. Listen, I'm level one. I gotta
take what I can get. Cheesed my way to 9000 gold. More than enough to buy a calcinator
and a retort. The alembic only reduces the strength and duration of negative
effects, which my potions won't have, so I don't need it. I'm gonna make a
weak spell to train my mysticism a bit. The failure rate on Almsivi Intervention is
just way too high at 5 mysticism. A couple things to do before heading down into
the sewers. A better weapon. Tribunal added a new material type for weapons and
medium armor, adamantium. They're both better and worse than glass weapons. Higher
minimum damage, but lower maximum damage. Adamantium weapons are also slower,
but it's our best option right now. So— Wh- what the hell did he just
say? Who- who said that? What the f- why is that an audio file in this game? What the hell? Okay, so from Bols [Indaren]
Indalen, I'll buy an adamantium claymore, 10 to 40 damage on chop and slash. I'll also
get a silver longsword because there are some goblins that resist normal weapons for
some reason. This stuff's expensive though, and Bols pretty much cleared me out. Now let's
check on Elbert Nermarc's shop. He's an enchanter, so he sells scrolls, and some of those scrolls
pull from the random scroll table. It'd be amazing if he just happened to have Ekash's locksplitter,
which would certainly simplify things for later, and he doesn't. He does sell soul trap
scrolls though, and restocking soul gems. That gives me an idea. Since I can print gold
and Elbert is an enchanter, maybe I should just enchant an amulet with Almsivi Intervention on
it. Great, time to return to hell. We need to fight our way through the sewers, beginning under
Godsreach, the residential area of Mournhold, and push through dozens of goblins until we
get Tears of Amun-shae, which is where we'll find the war chiefs. And then from there we can
go a bit deeper and find the Altmer Trainers. But one step at a time. This claymore isn't that much stronger than the goblin sword.
Now that I look at the detailed stats. But the bigger number is bigger, so it feels
better. I don't know if... what the hell is this armor for? I'm getting rid of it. If it's
not mitigating enough damage to keep me alive, then all it's doing is slowing me down. I'm
pretty sure that's the same reason real world knights ditched their plate once firearms could
pierce it reliably. If it doesn't protect you, why are you wearing it? Well, I was hoping this
adamantium claymore would work on these guys, but not quite. They resist normal weapons, and I guess
adamantium is a normal weapon. We gotta break out the silver. Goblins are werewolves. Yeah,
I'm not surprised the silver longsword blows. Non-PoV Just Background Noise here again, speaking
to you as an aside. So I just looked it up. Not only are goblin weapons decently strong, the club
being as strong as a daedric axe for some god damn reason, but they also don't count as normal
weapons. This sword made from a mystical metal adamantium, the shit they use to make the skeleton
of Hugh Jackman, is too normal to hit ghosts, daedra, and goblin bruisers. But this club right
here made out of bones? What an arcane device. Oh, from what beast is it hewn? I didn't realize
that at the time, so yeah, I teleported out, falling over and over again, mind you, and
had to reevaluate my plan. If I had known, I wouldn't have sold this club to Catia,
but I didn't known, so I did sold it. I used it to barter all her money away
from her, sell for 3k, buy back for 1.9k, and repeat, easy cash. Here's a new plan. First,
let's soul trap a regular goblin and kill it. Their souls have a value of 100, and that's fine
for now. Next, some new fortify spells. Alchemy, 100 points for 1 second, and personality 100
points for 1 second. With my various fortify spells, I can go to Elbert Nermarc,
who looks a lot like Ryan Gosling, and minimize the cost for his enchanting services
by raising his disposition. It costs about 9k to make an Almsivi Intervention amulet, and I didn't
realize at the time that raising your mercantile also reduces the price, but oh well. This doesn't
solve my goblin problem though. Silver sucks, and adamantium doesn't work. So, I'll
buy another soul trap scroll and a soul gem from Elbert and return to the sewers
to send another goblin to the soul cairn. Don't worry, they deserve it. Jeanne Andre, a
spell merchant in the Great Bazaar's alchemy shop, sells various destruction spells. I'm not
sure which damage type I want just yet, so I'll buy one of each. Fire, frost, and shock.
Also, drain health and magicka because... maybe I could use them. Back with Ra'Tesh, I'll buy 100
servings of crab meat, saltrice, and wickwheat. Use my fortify alchemy spell and make a bunch
of powerful restore health and fatigue potions. Restore health, 16 points for 39 seconds,
restore fatigue, 62 points for 177 seconds. Is this cheesing the game? A little bit, but you
gotta understand, I'm getting one shot anyway, and you'll see soon enough that potions this
strong are pretty much required for some later fights. Trust me, I'll make enough to get 15
alchemy so I can actually see the potion effects. Here's me with an aside once again. I wish
I didn't pick fire for this enchant. Goblins resist fire, some are totally immune to
it. I don't know why. But I was mostly thinking about later on when I need to fight
undead enemies. Shock might have been better, but it doesn't really matter. I mostly wanted
an enchant on this claymore just to make it not a normal weapon. Even if it's uncharged,
it'll still be able to damage the bruisers. 10 to 20 points of fire damage for 1 second on
strike, but it'll cost about 4k to make. However, by boosting my speechcraft and raising his
disposition to 100, then buffing my mercantile, I can bring the total cost down to 1.2k.
A little bit of bartering is all it takes to make a new sword. We don't need
this garbage silver sword anymore. See, they resist fire. Oh yeah, this is
much better than the silver longsword. I'm gonna soul trap this bruiser in case I
want to make another enchant. Their souls have a greater value too. Son of- Retrap
the bruiser and we're ready to level up. Our first Tribunal-only level. Man, look at that attribute spread.
Strength, speed, and intelligence. Ooh, something novel. A bruiser that
knows magic. General rule for casters, at least for me. Dodge their magic until they
stop casting. Then run in and kill them. Even if you strafe while in melee range, their spell
might hit the floor and the area of effect will hit you, killing you. It's safe to dodge at
a distance and just play the waiting game. Although, you might run into enemies
that have basically infinite magic, so different strategies involved there.
Getting closer to where we gotta be. Hey, you want to see what a fight
without Berserk is like? And every second is tense as hell. What if I just
gun it? Ignore everything and load into the next cell. Alright, that might not work. There's
actually a sword in this room I want to get, so we're gonna have to fight everything.
I'll have to two-v-one these goblins in this room so I can rest, get Berserk back,
and fight the bruisers in the next room. But what if I even the playing field? I see.
Well, it was worth a shot. Yeah. You know what? I'm gonna drink a potion of marking, teleport to
the temple, wait a day, recall, back to the caves, use Berserk, and kill the goblins. Cheesy PZ.
Please release me from this Sisyphean torment. After clearing out the enemies in the room that
I said had a sword in it, which took more time than I'm willing to admit, I must now scale this
awkwardly sloping debris. But my jumpies don't cut it. I think you could use a levitate potion here,
even though levitation isn't allowed in Mournhold proper, but I don't have one. What I do have is a
potion of mark, so I'm gonna return to Mehra Helas and make a fortify acrobatics spell 100 points for
one second, just enough to get me up the slope. Not perfect, but it gets the job done. And of
course, there's enemies up here too. Screw it, I'm just gonna run in and grab the
sword. Don't hit me, don't hit me. I made it. And my reward is a steel daikatana with
a three to seven point fire damage enchant on it. It may not look all that great, but…hrrm…Okay,
it’s not that great. But it does attack faster than the claymore. And personally, I prefer
chopping weapons over slashing weapons. I don't think it matters since I have the use-best
option setting selected anyway, but chopping just feels like they have more range. It feels beefier,
feels stronger. Like I'm actually clobbering these idiots in the head, not just cautiously waving at
them like I'm watering a flower bed or something. Here we are. The two war chiefs are at the ends
of each of these tunnels. One of them has a pet Durzog with them that's stronger than the other
Durzogs, but I should be able to lure them out in such a way that I only have to fight one at
a time. I'll start with the solo guy first. Lure him out into the open, use berserk, drink
some potions to nullify the poison, and…I'm dead. Okay, I'll try again. They're surprisingly
easier than the other goblins. The rhythm for stun locking them is simpler. Now let's wait
a day to renew berserk and we'll inch around this corner slowly and try to lure out one of them.
Okay, I got the Durzog. Whoa, a wall behind me. Oh…I'm calling bullshit on that one. I was out
of range. Okay, I figured it out. With Durzogs, you don't want to run in to attack them. You want
them to come to you, come within your attack range first, then you attack and backpedal out. By the
time it finishes recovering from its stagger, your sword will be at full draw again ready to swing
by the time it runs back into your attack range. This interrupts its attack, effectively
stun locking it. The second war chief took a couple attempts, but nothing too
tough. His poison attacks were strong, but my potions are too strong for
him and they can outheal the damage. We can use his key, Durgoc’s key, to open a chest
containing a goblin buckler. Drain's personality by 50 and speed by 10, but has a constant
restore health effect. One point per second. Another thing I'll bother using it. I like
speed. The Altmer trainers are next on the chopping block. I won't bore you with all the
goblin-deaths I had on the way. Just know they were plentiful. The trainers are in this building,
as are several goblins we need to deal with. Some rats too, but they're less of an issue.
Here's me within aside again. This is where I realize the power of strafing. It's like that
scene from Shaun of the Dead, you know the one. And it works decently well. It's not as easy when
there's two enemies, but you can sort of pull it off by half circle strafing, back and forth from
left to right of the enemy, keeping the second one stuck behind the primary one. Here's a tip. When
strafing, don't get stuck against a wall pillar. The Altmer trainers are tough because they're
really fast, and there's two of them. But if I inch towards them ever so slowly, I might be
able to grab the attention of just one of them. Alright, here he comes. You jumpscarin’ bastard.
They have shields, so that's annoying. But they're high elves, so they're very weak to fire damage,
and both of my swords are enchanted with just that, so that's not annoying.
[The screams of a dying High Elf echo into eternity]
This one has an ebony longsword, unenchanted, but it still qualifies as
a special weapon, so that's useful. But it is one handed. It does have a better
damage range than the daikatana, though. I'll take it and decide what I want to do with
it later. Oh my god, I survived a hit. I mean, he knocked me down, but if I heal, I might be able
to survive a second hit. I'm up. Wow, I- Well, that took a minute. For this quest, Fedris Hler
awards us with 15,000 gold. A nice offering, I suppose, but I can just haggle this
much money away from the merchants. I appreciate it nonetheless. Now he wants us
to speak with Gavas Drin, another Tribunal lackey. He tells us the Shrine of the Dead, a
shrine in Old Mournhold, through the sewers, has been corrupted. A bunch of undead are all up
in its business, and we gotta go clear them out. Oh wait, no, it's 2002. We don't just have
to clear out the undead. We gotta escort this doofus down there too. Since I
know what might happen down there, I need to buy a Restore Strength spell. We're
gonna run into some Bonewalkers—just a few—and we don't want our strength getting drained to
zero. I'm also making a Restore Strength on Touch Spell too, because the priest we have
to babysit can also get over encumbered, and that's a pain in the ass. I'm
gonna enchant this Ebony Longsword. 40 points of fire damage for one second, good
for 20 attacks before it runs out of charge, which is pretty strong, especially since
we won't be dealing with goblins anymore, so the fire damage should be very effective
against the undead. All right, dummy, time to go. All right, wait here. There's
a guy on the other side of this door with darts that are ridiculously strong. Okay,
Urvel, let's go. This next room is where things start to get a bit tricky. We
got a new enemy type waiting for us. I don't know what happens if Urvel dies, so I'm
just gonna have him wait by the door. Uh-oh. Oh, oh, good, they didn't hit him. Christ,
oh, yeah, these skeleton wizards, they summon greater bone walkers. A
good strategy for these guys is to just ignore the bone walker and focus on the
skellies. Even if you kill the bone walker, they'll just resummon a new one, so
the best thing to do is to kite them. The skeletons, the profane acolytes, as they're
called, have a lightning attack, but it's not a one-shot kill, so they're not super dangerous.
There are more profane in the next room, and it helps to draw them out one at a time. It's
certainly possible to fight multiple at once, but that's a lot harder, obviously. The fire damage
really does help, though. Strength depleted, no magcika left to restore my strength,
no potions to restore my magicka. All I can do is dump my inventory. That should do it.
Damn it. I'll lure them into this bigger area. The topology of the shrine room is
all kinds of inconvenient. Yeah, stun lock. Stun lock. Stun lock. Die. We did it, and we can level
up. One profane left. Simpler that time. Now Urvel can cleanse the shrine.
Great. Best of luck getting out, Urvel. I'm not escorting you back. As a reward for
escorting Urvel without letting him die before he cleanses the shrine lol, Gavis rewards us with a
blessed spear, an enchanted ebony spear that gives 30 points of shield and fortifies spear by 10
points, both constant effects. The shield particle effects are annoying, so even if I were primarily
using spears, I probably wouldn't use this. There's probably a mod that gets
rid of those particle effects. Now, Fedris Hler wants us to return back to the
sewers and retrieve Barilzar's Mazed Band. Almalexia wants it. Thankfully, we don't
have to escort anyone, and it's actually pretty close to the temple sewers entrance.
There are a lot of profane acolytes in the abandoned crypt, but these ones don't summon
bone walkers, making them much easier to kill. Their lighting balls are strong, but my potions
can outheal the damage. Barilzar's Mazed Band is, unsurprisingly, held by Barilzar, the Lich
of the Crypt. He tells us that he's cursed, that he must protect the ring from
destroying the hearts and minds of mortals. It's his duty to keep his
creation safe within the crypt. Dunno about you, but that description makes
me want it more. Barilzar casts a combination, blind and paralyzed spell you need to dodge.
Otherwise, you'll be rooted in place long enough for him to pull out his sword and one
shot you. He's pretty easy to stagger though if you spam heavy attacks on him with a two-handed
weapon. Since the profane isn't that threatening, I'm just gonna ignore it while I half circle
strafe Barilzar. I can get hit by the profane's lightning a bunch and I'm just fine, but one
hit from Barilzar's paralysis means death. Better to get him out of the way as soon
as possible. I'm also gonna soul trap this profane acolyte. They've got grand
souls worth 300 points and it might come in handy later. So we may have been sent
down here to get Barilzar's Mazed band, but the real prize is his
weapon, a daedric claymore. It's pretty damn heavy though, so it's
time to say goodbye to the adamantium claymore and the steel flame scythe.
They served me well. Forever shall they rest in this crypt. Now that we
have the band, Gavis wants us to hand deliver it to Almalexia herself. I'm honestly
surprised when we ask why she wants the ring. She doesn't go all, you dare question a god, puny
mortal? If we wait a day after giving her the ring and then talk to Fedris, he tells us to hurry to
the city plaza as it's currently under attack by enchanted machinery. And sure enough, when we get
to the plaza, we see it's currently under attack by enchanted machinery. Fabricants that will
of course one shot me if I let them touch me. My new sword, though, makes quick
work of them. Once everything's dead, we return to Fedris to tell him and he tells
us to go back to the plaza and investigate the hole that's opened up under the statue
of Almalexia defeating Mehrunes Dagon. In this hole is a pathway leading to the
ruins of Bamz-Amschend and it's full of Dwemer constructs fighting more of those
fabricants that attacked Mournhold. I don't have to enter the ruins just yet, I could just
return to Fedris and let him know what I found. But there's actually something in here I want
to grab real quick. The southern door leads to the Hall of Winds. It's a dead end chamber
containing Dwemer spiders, Dwemer centurions, and a lot of uninteresting loot. But most
importantly, on these shelves right here are a couple probes and lockpicks. The only lockpicks
as far as I'm aware, available in all of Tribunal. There might actually be another one deeper
in the dungeon, but these are the earliest ones we can get. I need these for a side quest
I want to do and I want to open up this locked chest right here. It's a level 70 lock and
the lockpicks are only journeyman level and my security is super low, but I thought
ahead and made a fortify security spell 100 points for 3 seconds. It's an expensive
cast and it has a low success chance and it gives me very little time to pull out
a lockpick and actually pick the lock, but it's literally my only option. This
chest contains a Dwemer satchel pack. Explosives. We need two packs in total and
there's actually another chest later in the dungeon that contains another two, so I
guess you don't have to get these ones. But we're going to have to do more lockpicking
later, so I figured this was a good opportunity to introduce you to how I'll be dealing with
that. The side quest is actually back in the ruins of Old Mournhold. I left a mark there, so
returning wasn't too bad. In the temple gardens, there's a locked door leading to Gedna
Relvel's tomb and now that we have lockpicks, we can open it up. Entering the tomb gives us a
message that this place stinks, but not of death, but of something else. We can talk to Mehra
Helas about the latest rumors and after she tells us about Solstheim, she then tells
us about a strange disease going around. Probably should have led with that. Nerile
Andaren is working on it and she thinks it's got to do with the rats. Surely it wasn't
the opening of a centuries locked tomb, it's definitely the rats. The first
thing Nerile wants us to do is help her with delivering a cure disease
potion to Geon Auline in Godsreach, a simple task. Upon our return, we see
the temple shrine is overrun with rats. And although Nerile's putting up a good fight, we
need to jump in and clean up the mess. As thanks, she sends us to deliver another potion
to some guy wandering around the temple courtyard. He's been barred from
entering lest he spread his illness. He's a bit miffed, but he takes the
potion nonetheless. When we return, Nerile reveals that she's learned the
cause of the illness, the Crimson Plague, which really doesn't explain anything. Like, oh, what caused the Black Death? The Plague.
Okay, I, yeah. So what caused the plague? Like, that doesn't help. She
says to stop the Crimson Plague, we need to learn why it's returned. The rats
seem to be coming from the tombs beneath the temple, scurrying their way up through the
basement, so she sends us to investigate. Who on earth could have opened that tomb? But when
we enter the basement, we find a Khajiiti woman, Shunari, standing over an unconscious guard.
She contracted the Crimson Plague disease, but she's wanted by the law, so she
can't speak with Nerile directly, so Nerile gives us a cure
disease scroll to use on Shunari. We find Shunari deep in the caves under
Mournhold, waiting outside the door to the temple gardens. After healing her disease,
she tells us that she had been following us the first time we entered Gedna's tomb. But the
tricky kitty she is, she noticed something we didn't. A secret passageway. And I also
think she saw a skeleton walking through it. That kind of tipped her off that that was
significant. If we go back to the tomb and step on this rock right here, we activate a
pressure plate, opening up a new cave system full of skeletons that immediately kill me. Here we go…
After fighting my way through all those skeletons, I come to a dead end with an NPC
waiting at the end who is dead. So it's a dead end in two ways. It
looks like one of the profane acolytes, but this is actually Gedna Relvel
herself. And she ain't no acolyte. She's damn strong. Her spells do 100 to 200
points of poison, frost, and fire damage, all within 8 feet of the target. That's
an average of 450 damage. On top of that, she has about 600 health, so it's not only
a dangerous fight, but a long fight. And she basically has unlimited magicka, so I can't
rely on the tried-and-true method of dodging her spells until she's spent. I gotta dodge
her magic while fighting her in melee range. Ah, so close. The secret is to get a few
hits in, back off a bit, and make sure the invisible line between you and her is parallel
to the walls. That way you can strafe and the projectile will continue down the corridor
and not hit a wall at an angle, catching you in the AoE. The ebony longsword with the fire
enchant worked really well here. Being undead, she's weak to fire, or at the very least doesn't
resist fire. And the longsword attacks quickly, so I can hit her with 40 points of fire
damage and quick succession. With her dead, we can now loot what's possibly
the worst item in the game. Robes of the Lich. Cast on use. Fortify
magic at 300 points for 1 second on self. Drain health 600 points for 1 second on self.
But if it's so horrible, why did I want it? Ah, you'll understand soon enough. Back to
the main quest. A new cult has popped up, The End of Times, and its followers have begun
killing themselves. Very Heaven’s Gate. Meralyn Othan in The Great Bazaar tells us her brother was
one of the cultists until he killed himself. Now, he's not a cultist, he's-he’s just dead.
But she points us to the leader of the cult, Eno Romari. And he tells us that his cult
believes the Tribunal’s days are at an end, that the gates of Oblivion will soon open
and flood the world with unspeakable horrors, and the protection of the people will be
left to the Dunmer's ancestor spirits. To aid the spirits in the coming apocalypse,
members of the cult wish to become spirits themselves, so they kill themselves. I mean, he's
not that far off. Almalexia doesn't like this, though. And to show off her truly divine power,
she wishes to summon an ash storm upon Mournhold, and an ending ash storm to remind
the people who's really in control. But she can't actually do it
because she sucks. Instead, she sends us back to Bamz-Amschend to activate
an ancient Dwemer weather controlling machine. There are four kinds of Dwemer constructs
in Bamz-Amschend. Spiders, Steam Centurions, Spheres, and Archers. The most deadly are
the archers because, for whatever reason, the darts they throw—not bolts—are some of the
strongest in the game, and some are enchanted with a 15 foot wide shock spell. It's wild. I'm
going to collect some of those darts though. I may need them. This Dwemer rune is pretty
linear, with a couple branching paths along the way, but it's so spacious and
well lit, if you lose your way, it's pretty easy to get your bearings back.
When you see these two dwarven cuirasses and spears on either side of the door, you
know you go in the right way. Radac’s Forge. Remember that name. You can tell if a
sphere is an archer by the lightning shield. Only the melee spheres have that,
and they're a lot weaker than the archers, so they're not very tough to deal with. This room
contains a not quite finished Dwemer Colossus. Neat, but unimportant. There's actually a key in
this room that we need. The door it opens has a trapped level 100 lock, so it's easier just to get
the key. Down this ramp is that locked door, and the room seems uninteresting at first, but this
chest in the corner contains two satchel packs. Besides the one we got earlier, these
are the only other satchels available, and we'll need two in total. At the end
of the dungeon, it seems we're met with a cave in. However, will we progress?
Well, the stones are a different color, so clearly we have to interact with them in
some way. Place one of the satchel packs, take a step back, and wait. I don't
actually know if you have to step back. It just seems like you should. Through the debris
is more dungeon. Ignore that cave in for now, we'll come back to it later. You can
tell we're getting to the end of the dungeon because there's water on the
floor. Here's the weather machine. We just need to slot the Dwemer Coherer in
place, then pull these levers a few times until our journal updates. I don't know the actual
pattern. It seems like it's different every time. I don't know. But if you really care about
the puzzle, you need to get the fresco on the wall to stop on the volcano, and that causes ash
storms to hit Mournhold. And sure enough, here's an ash storm. What a merciful god. Now, Almalexia
wants me to kill one of her hands, Salus Valor. He's gone mad, according to her,
and is spreading slanderous lies about her that probably aren't actually
lies. This guy's really strong though, so we need to be ready. I'm
like level 5, and he's level 40. We can't just brute force it. When I talk to him, he immediately attacks by throwing Her
Darts at me. They are pretty easy to dodge, and he's got a limited supply of them, but if
they do hit you, it's bad. So don't get hit. Alright, berserk for accuracy. We keep away from
him when he attacks. He has a lot of health, so this fight will last quite a while. But if
I get into a rhythm, he shouldn't be a problem. I won't be able to survive a
single... let's try again. Oh my god, the circle strafe strat works for him
too. I just need to not mess it up. Ugh, and he heals. I think he only does that once
though. It's because I stopped circle strafing. Oh, I found the rhythm. Yeah, got him. And he's
got some good gear too. Rather, I've got some good gear now. It's heavy armor, so the armor
rating on it is huge, not that it matters much, but all the pieces have some constant effect
enchantments on them. The helm has 5% reflect, the gloves give 5 strength and 5 attack, the
legs fortify medium armor so they're useless and just weigh me down. The cuirass fortifies
heavy armor. Possibly pointless, but I’ll use it anyway. The boots fortify agility by 5 points and
the shoulders resist poison and paralysis by 5% each. The poison resistance isn't all that useful.
Her Ebony Scimitar is the weapon he was using. 15 points of frost damage, absorbed strength 10
points for 50 seconds, damage strength 5 points for 1 second, and damage fatigue 50 points for
1 second. Pretty beefy enchantments, but so many enemies have reflect that my unenchanted daedric
claymore is kind of better. I'll drop everything I don't want, including my ebony longsword outside
the temple, just in case I want to get it back. It should all stay right here and I could just
teleport right to this location at any time I want. As a reward, Amalexia lets us choose
one of three buffs, resist paralysis by 10%, fortify all armor classes by 5 points each, or
fortify health by 10 points. I went with the armor buff. None of these buffs would really
help anyway. I guess the paralysis one would have been best, but anything that would paralyze
me would probably also kill me in the same hit. Great, I resisted the paralysis, but I'm dead.
Almalexia now tells us she believes we're the Nerevarine and that we must now reforge Nerevar's
sword, Trueflame, a wedding gift given to him by Dwarf-King Dumac. Its twin, Hopesfire, was gifted
to Almalexia and it's the blade she still has. Trueflame however was lost during the
battle of red mountain. I wonder why. We need three pieces of the blade to
reforge it. Almalexia gives us one, and the other two will take some work. First let
me get rid of some of this less useful armor, I did some thinking, some of it I don't need.
I drained my agility while berserking so the boots are pointless. The paralysis resistance
from the shoulder doesn't really matter either, but now I could take back the scimitar
because I'm not weighed down too much. It could be useful. One of the pieces of the
blades is held by the Museum of Artifacts. To get it we need to donate two artifacts to the
museum. I already have one, the Robes of the Lich. There are two others I can get without
leaving the Tribunal areas. The Mace of Slurring and the dagger of Symmachus. I
probably should have gone with the dagger, it would have been quicker since you'd get the
dagger during the main quest anyway. But I was curious about the Mace of Slurring quest because
I never actually did it. It's a simple quest, talk to Golena Sadri who seems to be a few scrib
short of a kwama mine, if you know what I mean. Alvan Llarys sends us to Elbert Nermarc, someone
Golena's been seen talking with. Elbert informs us that Golena was asking him about enchantments and
having him inspect some strange devices of hers, and when he touched one it shocked him hard
enough to lose feeling in his arm for hours. She ran him out of the manor accusing him of
being a spy when he asked what was going on. Odd stuff. While I'm here with Elbert I'm going
to enchant a shirt with that profane acolyte soul I got earlier. 98 to 100 points of drain
health for one second. I now know how drain health works so when an enemy is close to death I
can cast this on them and kill them immediately. Back at Golena's manor it seems the door has
been locked, and it's a level 90 lock. There's no key as far as I'm aware but I've got my trusty
fortify security spell. And there's a dead guard. Lovely. Oh great, more sewers. So to get down this
trap door instead of just moving the crates like a normal person we need to turn this valve causing
the water level to rise, lifting the crates out of the way. I know buoyancy can be a powerful
force, it can do a lot of work but come on, just push ‘em. I swim through the water and
surface at the mouth of more tunnels. The problem, however, is that these tunnels are full of traps
that do way more damage than I can outheal. How can I deal with this? Well if I return
to the temple I can buy a spell absorption spell from Galsa Andrano. Vivec's feast
has a 10% chance to absorb a spell, not good odds and my mysticism level is low so I'd
fail the cast a bunch of times. But what if I go back to the sewers? Soul trap a goblin…return
to Elbert and enchant my daedric claymore with a 40 point spell absorption effect for one
second on use. Ah, that might be pretty good. Shit. This one's on strike. I did—ugh, reload
the game. Okay. I did it right this time. 42 points instead of 40 ON USE. With this I can
reliably cast an absorb effect on myself and run by the traps fingers crossed that the
spell gets absorbed. If it doesn't I die and I just try again. A 1, a 2, a 3. Ack.
Thought I could get 4 in a row. Well that's the idea and when I run out of charge I can
just wait for a day and it'll all replenish. It's a bit cheesy but it's the only option
I have. At the end of the gauntlet is Golena and she is a tough fight. Not only is she
a master of backpedaling but she's equipped with powerful arrows that apply a 1 to
5 point poison for 50 seconds and a 20 second paralysis within 20 feet of where the
arrow lands. I probably should have went with the paralysis resist and maybe I should
have kept that shoulder pad. Fortunately orcs have a natural 25% magic resist so I
might avoid getting paralyzed every single time I accidentally get hit by the AoE of
the arrow and I might just get poisoned. But it's still a significant threat. I
have to be so careful with positioning because even if I'm near a ledge or a pillar
the arrow can hit it and the explosion will still get me. It took me a good 15 minutes to
actually put her down. I ended up using one of the pillars as…kind of a shield. Standing
behind it but at a distance kept me out of range of her arrow's AOE but it also forced
her to run toward the pillar to regain line of sight. I ran to the pillar which is also
what she's doing. She's running to the pillar. She runs around the pillar and then I can attack
her a couple times when she's just right within range before she backpedals, and then I run away
and do the same thing. The loot's pretty good. Glass armor, daedric longbow, but I only
care about the mace. I take the robes of the lich and the [slurring] Mace of Slurring
to Tarasa Aram and I donate it to the Museum and she gives us the Dwemer battle shield in
return. Yagak gro-Gluck takes the shield and separates the broken Dwemer blade piece from
it, giving us our second piece of Trueflame. Karrod, King Helseth's champion, has the
third piece, and he'll hand it over if we beat him in combat but before we challenge
him we need to do the king a quick favor. He suspects there's a plot to assassinate Queen
Barenziah, his mother, so he orders me to wait in her antechamber late at night behind these
dressing screens. Sure enough a group of dark brotherhood assassins show up but from the
sounds of it they aren't here for the queen. About a minute of kiting later, and all three
assassins are dead. Helseth doesn't acknowledge that he sent assassins after me again but that
should be the end of it. He re-evaluated things. It'd probably be better to have this unkillable
warrior on his side rather than dead. Or worse, working against him. He also gives us an amulet
that fortifies security, sneak and speed. Better than nothing. To prove ourselves to him as if
we haven't done enough already, Helseth has me fight his champion Karrod who, surprisingly,
is probably the easiest fight in the game. He doesn't do a lot of damage and even though
he's fast he's very easy to stagger. For winning the fight, Helseth gives me the dagger
of Symmachus which is one of the items you can donate to the museum and I probably
should have just donated this one with the robes of the lich. We can then talk to Karrod
and he will give us the final piece of the blade. I bring all three pieces to Yagak
who spends two days reforging the blade, but it isn't burning the way Trueflame
should. Yagak figures since it's a Dwemer weapon we ought to speak with a Dwemer about
enchanting it. Luckily for us a Dwemer mystic Radac Stungnthumz lived in Bamz-Amschend and
may have left some of his writings behind. How convenient. Oh, he didn't leave his
writings behind, he's a ghost. He left himself behind and he just so happened to show
up after I realized I needed to speak with him. Radac tells us that he wasn't a mystic but
a soldier. He made weapons for his troops, but he can still help us. To add fire
to the blade we need Pyroil Ta. And—by god—Bamz-Amschend is attached to the old
Daedric Citadel of Myn Dhrur where the Dwemer once sourced their Pyroil Tar. Remember
that second pile of debris we saw earlier? Yeah, we gotta go through that. In this final room is the Dremora Lord, Khash-Ti
Dhrur, who is holding on to one of the three vials of Pyroil Tar in the game. The other two
are deeper in the ruins but we don't need them so let's just kill this guy. This room is also
full of Daedra of all kinds, Winged Twilight, Golden Saints, Hungers, but I'm only interested
in Khash-Ti. If I approach his throne slowly I can get his attention without disturbing the other
enemies. He's wielding a dwarven halberd so he's got a much longer reach than me. It'll make...
Okay I'll lure him to the land. Should make fighting him a bit easier. Let's put this new
shirt to use. Drain health, 98 to 100 points. Always with a reflect. Awesome. It worked that
time. Let's take the tar and return to Radac, and he enchants the sword just like that. No pomp and
circumstance. Just—poof—and it's on fire. Cool. Trueflame. Its max damage is 75 on chop but
its minimum damage is 45 on slash. That means uncharged slash attacks will do 45 damage plus
the 30 points of fire damage from the enchantment. It's a strong sword. Now that we have Trueflame we're ready to perform
Almalexia's final duty. She tells us that Sotha Sil, the third member of the Tribunal, is
responsible for the attack on Mournhold. The fabricants were his creations and for unknown
reasons he sent them into the city to wreak havoc. The man's gone mad. Almalexia wants me to enter
his clockwork city and put him down. Trueflame, she tells us, has the power to kill a
god when wielded by one of noble intent. No time like the present. Well, Elder Scrolls
Online certainly took some liberties. The fabricants aren't all that hard to kill.
Sometimes you slip up and get one-shot, but otherwise they die pretty easy. Make sure you
loot as much of this fabricant juice as you can. It boosts your speed by 10 for 10 seconds, and
it stacks, and we're gonna need plenty. Uh oh. The scorpion looking ones drop strength
boosting potions instead of speed. You'll need some of those too. So the only way to
get to the door in this room is by outrunning the spinning wheel of death. An odd design choice
if you ask me, but Sotha Sil's ways are beyond mortal ken. You can't leave the clockwork city.
Teleports don't work here. So if you drank all the potions up until this point, for whatever
reason, what are you supposed to do? I guess the fabricants will respawn if you dispose
of their corpses. Personally, I would have placed this room before the previous room and
I'd have it spawn both types of fabricants so you can stock up on as much of their juices
as you need before attempting the “puzzles.” In this room you need 100 strength to push the
plunger that creates a bridge across the…lava? That's why the scorpions drop strength
juice. The penultimate room is a big arena with two statues at the end. But…what's
this? One of the statues is steaming? What? It's coming to life. A
robot-looking statue is mobile? Here in the clockwork city? It has a really strong
magic attack that would kill me outright if I didn't have a bunch of powerful potions. As I said
earlier, the strength of these potions is absurd, but it's necessary if I actually
want to complete this challenge. At least complete it without grinding
to level 40 in the sewers or something stupid. His shock attack does, at minimum,
60 damage and it adds a 50 point weakness to shock debuff. I have less than 100
health so I gotta heal up really fast to make sure this doesn't kill me. And one
punch kills me. The magic attack is actually the safer attack. With the construct
dead we can enter the dome of Sotha Sil. It's time we kill the god. What is this? You have
found the body of Sotha Sil. Oh that simplifies things. Problem solved. Wait a minute, Almalexia,
somebody killed Sotha Sil before I got here. Jeez. Okay so the potions are having some trouble out-healing the attack. Berserk, dodge.
Dodge. Equip dwarven darts. Back away. Dodge again. Drink a bunch of
potions. Excellent. Now start chucking them darts. Fair warning,
the spell effect is pretty bright. I'll try to dim it as best as I
can. Jesus. Shit. Christ. What the- it's like when Cooler swam through the
Kamehameha. Ah…I'm out of darts. Should have farmed up some before this. That
was more than half her health though. Yeah, melee time. Damn it. Alright, Almalexia, let's dance. Berserk wore off.
Come on. Come on. Come on. Yes! Barilzar's Mazed Band, get me out of here.
And because no Tribunal run is complete without it, let's fight Gaenor, the ebony warrior.
He's got something like 800 luck and 50 to 100 reflect. Might be a bit tough. Ooh, I broke
his shield, it's only a matter of time now. And he's dead. It's actually easier
than Almalexia, I'm gonna be honest. Didn't expect this video to be as long as
it is. Well, that's Tribunal from level one.