So far, we ve looked at some of the best slashing,
stabbing, skewering, and shooting weapons in Morrowind, but what about bludgeoning? There are many fine tools available in game
to turn your targets into a fine pulp and today, I m going to show you some amazing
Daedric blunt weapons, perfect for pulverizing your foes! All of today s blunts come to us from the
stash boxes of two of everyone s favorite Daedric Princes Molag Bal and Malacath. Truly great places to turn if you re looking
to get smashed! The first blunt in circulation today is the
ever popular, Mace of Molag Bal. This murder mallet has appeared in every Elder
Scrolls game since Daggerfall, and has stayed fairly consistent throughout, draining magic
and strength in the early games, picking up soul trap and swapping to draining magic and
stamina when strength was dropped along with the rest of the attribute system, giving it
more staying power than one of the core systems of the early games. Its appearance has changed slightly over the
years, but true to form, it remains recognizable to any who would wield it. The origins of this artifact, sometimes referred
to as the Vampire s Mace due to its draining properties, were not established until ESO,
where it was stated that the mace was crafted by an Orcish blacksmith, deceived by the Lord
of Damnation and forced to labor in the pits beneath Coldharbour. The mace is often found on Molag Bal himself,
since he can t bear to part with such an integral part of him, but he ll let you hold if for
a while. Probably the same thing he said to Vivec when
he whipped out Muatra, before the warrior-poet bit it clean off. Thankfully, no Bal biting is on the table
today, our task is much more conventional. We ll need to go visit the Daedra in his shrine
at Yansirramus, directly west of Sadrith Mora, and complete his quest. Eliminate the few lesser Daedra hanging out
outside and head in through the eastern door. Down the steps we ll have to contend with
a Dunmer mage and an Orcish warrior, start with the mage since he has the ability to
paralyze you. Once they re out of the way we can go slap
Molag s Balls and he ll start into his speech, which I ve cut down to
the essential bits. Before leaving, I recommend dropping a mark
here to ease our return trip. We have a decent journey ahead to get to Kora-Dur. When you re ready to go, an ALMSIVI Intervention
will take you as far as Molag Mar, where we can catch a silt strider. I tried a few variations on the trip, and
this was the most efficient. We ll need to take the strider to Suran, then
to Balmora, then Ald-ruhn, and finally to Maar Gan. The trip from here is still a little complicated,
so I ll give you full directions overland. From the strider port, we need to head east,
past the southern side of Mar Gaan and towards the ghostfence. Follow the trail through the foyada and it
will curve to the north. Take this path north and you will eventually
come upon a break in the hills to the right. Keep an eye out for the large pointy stones
marking the path into the plains of the lower ashlands, you ll know you have the right trail
if you come across a kagouti blocking your path. Keep following the road east, roughly level
with Tel Vos, and you ll pass just to the south of the ancient Dunmer Stronghold of
Kogoruhn. Don t go up the very obvious switchback ahead,
instead we need to turn northeast. Line up with this stone carin and follow that
line straight back to the two big pointy rock formations behind it. Past that, there is another set of pointy
rocks marking your path, and a third set will pop up once you get to the top of the hill. Keep going east from there until you see some
dead trees on an intersecting path, Kora-dur will be up the hill from there, to the south
in the direction of Red Mountain. The door has a level 95 lock, but we have
the key, so no lockpicking required. The path through here is a bit precarious,
we have to go up along this thin walkway to the opposite side, around the bend, and back
down another narrow walkway. In the next chamber we will have to jump into
the water and head over to the walkway leading further back into the cavern. Around the corner we will find our first enemy,
a frost atronach, put him back on ice and jump across the ledge to the next area. Here we ll find the first Daedroth, sadly
he s not the one we re looking for. Follow the path around and we ll find another
Daedroth, still not Menta Na though. We ll now find ourselves in the penultimate
chamber, so prepare for the final battle and make for the final room. Once Menta Na is down, loot his body for a
free random Daedric weapon and a minor chameleon ring. There is also a Daedric Staff by his throne
and a random chest as well. Don t forget the piles of valuables and drinks
to either side. When you re done, recall to the shrine and
speak to Bal and he ll pass you his blunt for a job well done. The Mace of Molag Bal does moderate damage,
slashing for 3-35 points, but the best part is the enchantment, absorbing strength and
magicka from targets for 30 seconds per strike. A great backup for mages, as this is the only
weapon in the game with an absorb magicka effect! We re not done yet though, as there are two
more blunts to hit before the day is over, we need to go just to the southeast to Tel
Fyr. Home of Vvardenfell s two oldest residents,
Dyvath Fyr and Yagrum Bagarn. These senile superstars both have a blunt
nearby. We ll be starting upstairs, with Dyvath himself. Our target is locked up tight in a level 100
trapped chest. He doesn t care if you take it, so no need
to sneak around. Once you ve broken into his stashbox, you
ll find Malacath s mace, Scourge, Sometimes known as the Bane of Daedra. It was originally seen in the Elder Scrolls
Battlespire, where it was stated as having the power to banish any Daedra foolish enough
to use it. Scourge seems to have done a 180 by the time
of its appearance in Morrowind, as sparking it up will summon a scamp and a dremora for
30 seconds, ready to blaze through your enemies, and probably your snacks too. This makes it a perfect weapon for conjurers
and anyone wanting to play a more long range build. Now we can head downstairs to the corprusarium. This last blunt requires the final key from
Dyvath Fyr s key puzzle, which we covered in our Daedric Crescent video, linked on screen
and in the description. You can also just bust the lock like the last
one, everyone here is cool enough to not care. If you did the puzzle, the chest uses Dyvath
s 1,155th key, and is located right in front of the ever-corpulent Yagrum Bagarn, who ll
probably also eat your snacks, so maybe hide the Doritos. In the chest we will find another relic tentatively
associated with Malacath, the massive two-handed Dwemer blunt Voldenrung. The artifact is in its inactive state, so
there is currently no enchantment, but it does boast a nice unique model, and hits for
up to 39 damage, putting it on par with any other dwarven warhammer. This also happens to be the hammer that Dwemer
King Rourken threw across Tamriel to find a new home for his people during the War of
the First Council. Rourken must have had a good arm, because
the hammer came down in what would come to be known as Hammerfell, hence the name, on
the other side of the continent. And that s going to do it for today! I hope these three bunts leave you feeling
nice and you don t think I m just blowing smoke Ok, that s the last pun I swear. If you enjoyed this video or found it helpful,
please do me a favor and leave a like, or consider subscribing for more Morrowind content. We have new videos coming out every week,
so stay tuned! Until next time, I ve been Gitshiver and I
ll see you in the next one. Later! Now where s my lighter