I started Morrowind's expansion at level one on max difficulty

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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.
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Channel: Just Background Noise
Views: 253,539
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, Tribunal Expansion, Morrowind Tribunal, TESIII: Tribunal, Level One, Tribunal at level one, Expansion, DLC
Id: s77mdzUaTTs
Channel Id: undefined
Length: 56min 43sec (3403 seconds)
Published: Mon Jan 22 2024
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