Fargoth: “My time is short, so get
on with it. You should run now.” With this character's death, the
threat of prophecy is severed. Restore a saved game to restore the
weave of fate. Or persist in the doomed world you have created. Here's
the thing about that message though. It's a lie. You can beat the game, get Sunder
and Keening, destroy the Heart of Lorkhan, and kill Dagoth Ur as long as you don't kill
one truly essential NPC. And that's what we're doing today. Beating Morrowind without
doing the main quest. Defeating Dagoth Ur and getting a hug from Azura without so much
as hearing a whisper about the Nerevarine. We start with Jiub, sweet Jiub, asking for
our name. vivec is kill. That'll make sense eventually. For this playthrough we're going
with a Redguard because of the Adrenaline Rush ability. Once per day you can use this
power which fortifies strength, agility, speed, and endurance by 50 points for 60
seconds. And it fortifies health by 25 points for 60 seconds. Incredibly powerful
and it should make some of the early-game a bit easier. The strength buff alone is
amazing for when you're over encumbered. Those 50 points translates into 250
points of carry weight. You may think I'm going to be exploiting some stuff so I
can beat the game really fast at level 1, but we're actually going to be doing this in the
anticipated way, the intended way. Although doing the main quest is intended. This is the intended
way of beating the game if you totally screw up and kill a bunch of people you weren't supposed
to. So we're not using a bunch of glitches here. The speedruns, you could kill people with
lockpicks. Eeeh—don’t worry about that. So to beat the game this way we're going to
have to get a lot of level ups. And because we'll be getting a lot of level ups, I chose
major and minor skills I thought would be most useful to have boosted in the early game.
Acrobatics and athletics for faster movement, block for defense, blunt just because I want
a weapon skill, and mysticism for teleports. Minor skills are more trivial.
Speechcraft, mercantile, sneak, security, and armorer. Those
are there as attribute feeders. I can drain 10 levels in sneak, for instance,
to guarantee a level up and 5 attribute points for agility. We're going with the lady
sign for extra endurance because we're going to need as much health as possible.
The earlier we can max out our endurance, the better. Being a Eedguard with endurance
is one of my favorite stats—the other one I'm picking is agility—and the lady sign
starts with 85 endurance. To maximize our health we're going to want to get
100 endurance as soon as possible. So starting with 85 means we can have 100
endurance as early as level 4. As usual we grab the plate off the counter, drop it, get scolded,
then pick it back up to sell to Arrille for a bit of starter gold. We aren't bothering with
Fargoth's hiding spot this time around because I learned of a much better source of a lot of
early gold. We go to Balmora by Siltstradder then teleport to Caldera via the mages guild. If
we go to the building that creepers in, on the top floor there's a crate with a bunch of orcish
armor in it. Taking it is technically stealing, but all the orcs in this house don't give a damn,
they yell at you but you don't get a bounty. We can sell all of this to creeper for a
sweet 7k. While I'm here in Caldera I'm going to buy a war hammer from Verrick,
it has a pretty decent enchant on it, drain health 1 to 20 points for 30 seconds
on target. It is two handed though, so we won't be able to block
with a shield while wielding it. This will just be a temporary weapon.
Back in Balmora I joined the Fighters' Guild and got to training my skills. I
explained the way Morrowind's leveling system works in my marksmanship
only video, but as a quick recap, if you get 10 levels across your major and
minor skills you level up and get to allocate points to your attributes. The amount of skill
ups you get over the course of that character level affects how many attribute points you get.
This includes skill ups in miscellaneous skills. By training with skill trainers, we can quickly
get skill ups in miscellaneous skills guaranteeing the most attribute allocation possible. That's
why I came to Flaenia and paid her to help me with my spear. Yeah, 10 levels in spear will
allow me to allocate 5 points to endurance. Subtext aside, we could talk all day about
Vivec and his spear and...Molag Bal and had demon kids. Anyway, I'm set for endurance
for this level. We'll worry about training other miscellaneous skills later. For now,
we're going to head over to the temple and buy a few useful spells. Mark and recall so I
can create fast travel points at my location on a whim and Almsivi Intervention which
teleports me to the nearest tribunal temple. Very useful for getting back to civilization where
I can find other means of travel like siltstrider or boat. While I figure out exactly how I want
to go about defeating Dagoth Ur, let's do some Fighters' Guild quests. Eydis Fire-eye, leader
of the Balmora chapter of the guild, wants me to talk to [inability to read words in front
of me] Drarayne Thelas about her rat problem. The Fighters’ Guild is basically a collective of
mercenaries who will do a variety of tasks that require a bit more muscle than the average person
can muster, or more muscle that the average person doesn't want to muster. Sometimes it's trivial
things like killing rats that are ravaging a poor woman's collection of pillows, as any sane
person would have, other times it's killing necromancers squatting in a Dunmer stronghold, and
everything in between. Our second job is to deal with some rapscallions in the nearby Kwama mine.
Morrowind, if you weren't aware, is weird as hell. There's an odd symbiosis between the people
of Morrowind and the Kwama. What are Kwama? Honestly, I don't know. Bugs, I guess? They
have a social structure much like ants, queens, workers, soldiers, hive-mind sort
of stuff. They're mostly non-aggressive, excluding the warriors—what a surprise—but
miners who have acclimated themselves to the colony who smell like the colony are viewed as
members of the colony by the Kwama. As a result, the Kwama don't attack them, and the miners
can even collect Kwama eggs with impunity. They can even freely harvest the juvenile Kwama
without angering the hive. The mine isn't a stone mine. It's a farm. Kwama eggs are the primary
resource extracted, but there's also scrib jelly, jerky, and cuttle to use as food or alchemy
ingredients. The goal is to collect enough eggs to keep the queen's throughput at optimal
levels without taking too much as to agitate the colony. Long story short, there are some people
in the Shulk Egg Mine poaching Kwama eggs. And I don't mean prepping them for breakfast,
they're poachers, like animal poachers. The mine's not overrun with line-cooks.
These poachers, former miners, are interfering with Dram Bero's profits,
so they gotta die. I guess Morrowind ain't that different after all. Poacher's dead and we
get paid 100 gold for our work. What the hell? No wonder why people poach. I risk my life for 100
gold, really? Well, our next job is to deal with some Telvanni spies at a different mine, an ebony
mine outside Caldera. This is an actual mine, but before we do that, I know of a really
easy way to get a really good weapon. Near the Kwama mine where we just killed a few
people is another mine, the Vassir-Didanat Cave. It's also an ebony mine. If we find it, we can-
whoop, Dark Brotherhood. Free armor. Dope. Anyway, this cave was considered missing by
House Hlaalu, and the house members will pay well for information about its
location. Some pay better than others. Dram Bero, the same guy who owned that Kwama mine
we killed those poachers in, pays the best. In the haunted house atop the Saint Olm's Canton in
Vivec City, behind a locked door we can open with a scroll of Ondusi’s Unhinging, hides Dram
Bero. If we tell him where the lost mine is, he'll offer us a weapon of our choosing. You might
think I'd choose the blunt weapon since blunt is my major scale weapon type, but what he'd give
us is a two-handed staff. I don't want a staff. So I went for the short blade, but this is
no regular short blade. This is a Daedric Wakizashi. This quest literally rewards
you with a Daedric weapon of your choosing, just for finding a hole in the side of a mountain. Of course, we're going to be missing 10 ways to
Sunday with this weapon, but when it does hit, it'll be strong. Remember, barely anything
in Morrowind's scales with level. Whether we did this quest at level 1 or level 30,
doesn't matter. The reward is the same. So we get a Daedric weapon, just for going
into a mine, not that far away from where you start the game. Alright, let's go finish
up with those Telvanni spies. Back in Caldera, I stopped by Verrick Gemain and sold
some Kwama eggs I poached because, I mean, who's going to stop me? The
poachers aren't going to stop me. I killed them. While I'm here, I'm going to buy
a shield. You can't actively block in Morrowind, like you can in Oblivion or Skyrim. Instead, you have a random chance to
block based on this equation. There you go. But even if it's a low chance, it's
better than no chance, so let's wear a shield. Also, even if you're using two-handed weapons,
you get the armor bonus of the shield. You can't block with it, but it still provides some
damage mitigation, so it doesn't hurt to have. Unless it's weighing you down, then don't use it, because then you can't move.
On the way into the mine, we run into a Bosmer named Alvaleg. He actually
offers training in Marksman, Sneak, and Block. But if you mention the Telvanni agents, he
attacks because he's one of them. Oh my god, was I this annoying in my last run? Jesus, I can't catch up to the bastard. Ah, cornered.
This guy looks familiar, but I can't place him. Paul Giamatti? Some high octane
combat, huh? Screw it, hammer time. I'm gonna have to buy some shortblade
training before that Wakizashi’s any good. That was the first agent, but there's
three more. While exploring the mining camp, I learned from a note in the guards' barracks
that this mine is operated with slave labor. Unsurprising in Morrowind, but when I
entered one of these slaves quarters, I found another note outlining the camp's
rules. No talking after sundown or during “feedings,” like their cattle. And to deter
property damage, the slavers are threatening to double shifts for everyone if only one person
is guilty of scratching up their bed posts. I don't like it. Not that being kind slavers would make it much better. They're
still slavers at the end of the day. I did find a key in one of their buildings,
however. Right here on the table. Time to free some slaves, methinks. Dahleena, go free. Kiseena,
go free. And within the mine, Gilm, Neesha, Khazura, Inorra, go free. I can't help you leave
the camp, but I've at least given you a chance. Best of luck. The rest of the
Telvanni agents aren't actually within the camp. They're in the cavern we
killed the Bosner in front of. Admittedly, that's kind of obvious in-in retrospect. As soon
as we enter, we get swarmed by all three of them. And one of them is a Tusken Raider. The
short blade would be a liability here, so I went a smash in with the hammer instead. For
the last guy, the strongest one, I'm going to use Adrenaline Rush and beat him to a pulp. Check out
how much faster those 50 points of speed makes us. It's not unnoticeable and it's really fun. 400 gold. I just killed four people and
all you're paying me is 400 gold. How much are you charging the clients? How much is
being taken out as administrative fees? Hmm? Our next job is to get a codebook from Sottilde,
a member of the Thieves Guild. She plays dumb at first, but a little bribery gets her talking,
and she hands over the codebook with ease. Now, I think it's time to get more training.
The House Hlaalu Manor in Balmora is home to several skill trainers, not the
least of which is Nileno Dorvayn, who can teach us a thing or two about short
blades. You see, all those Fighters' Guild stuff leveled up enough of my major and minor
skills that I'm ready to get a character level, but I want to optimize my attributes beforehand.
I already guaranteed 5 points for endurance. By learning short blade, I get 5 to speed.
Upstairs is Bolnor Andrani, who I actually misspelled as Boner Andrani, so I'm just going to
call him Boner. He can train our marksman levels. It's a miscellaneous skill this time around,
so it doesn't affect our overall level, but leveling it can guarantee 5 points to
agility. Also, I bought a Master lockpick in probe from Nileno. Almost forgot to mention that.
We'll need those later. Trust me. As you can see, after resting in a bed, we can allocate 5
points to agility, speed, and endurance. Agility improves our accuracy, endurance
affects how much health we get upon level up, one-tenth of our endurance level is added to
health, and speed affects our… our speed. Next for the Fighters' Guild, they want us to collect
some debt money. You know what? This ain't the high adventure I was looking for when I joined
the guild. How's about we go Hedge-Knight and find our own glory. In the Sheogorad region of
Vvardenfell, in the northern reaches of the land, far to the west of Dagon Fel, there lies a
small ancestral tomb, the Dresthan ancestral tomb. Within the tomb is a vampire who… whoa
lady, calm down. Hammer. Hit her with a hammer. Oh, that's not a lot of damage at all. I might
be unprepared for this. Oh my god, she's bouncing away from me like we have the same ma-magnetic
polarity. You know, I have some Sujamma on me. Some Mazte, too. Could drink that for a boost of
strength. 220 strength. We’ll still be inaccurate, but damn is it gonna hurt when we actually
hit. Ooh, that was a meaty hit right there. Yes, 3 hits in a row. Now she's dead. Time to loot her corpse. So what do we
come here for? Marara’s ring. Reflect 20%, resist normal weapons 40%, and
fortify acrobatics 10 points. Not a bad piece of jewelry if you ask me. Oh my god, come on you dumb
Daedric Butterknife. Hit the pterodactyl. Fine, hammer. Hit it. What's hit—A rat? Really?
Geddouttahere. Oh, well I one shot that. I did it. Mightiest knight in all
of Tamriel. Even further west is the Daedric ruins of Assurdirapal. Within
these ruins is a shrine to the Daedric Prince Malacath. He used to be Trinimac
before Boethiah ate him and shot him out. Now he's Malacath. That's not a joke. That's the
lore. We have some orcs in here who attack us on sight. Much like every other enemy I tried
to kill the first one with the Wakazashi, but soon realized how futile that
was and instead swapped over to an adrenaline-fueled hammer rampage.
This little dance seems to work well. Hold a charge attack, run it in swing, then run
out before the enemy can swing and return. Sure, I might be able to roll the dice and get a dodge
if they actually attack me, but if their weapon doesn't even meet my hitbox, there won't be
an accuracy check to begin with. You see, Morrowind's combat isn't just dice rolls.
There's a bit of maneuvering involved. You probably don't actually have to do
it. You probably shouldn't even be here at this level. I'm pretty sure these
enemies are like level 15, 16, and 17. I'm level what? 3? 2? 3? Something like that. We got some orcish armor here
[note: it’s actually steel] . I could either sell it or wear it. It is heavy. Well technically
it's medium armor, but it weighs a lot. I'll think about it. Whoa, what killed me?
Is it this smoke stuff? Yeah, it must be. Hmm, no. What the hell is happening? Is there
an enemy sniping me from behind this wall? No. Did an orc clip through the floor? Yeah console
commands, I'm cheating. Well, I gotta check. I gotta make sure. Nope, nothing down here. Let
me try leaving and reloading the area. Whoa, I just got launched. Wait a minute.
Oh, it's the Adrenaline Rush buff. I'm an idiot. It fortifies health by 25 points,
so I lose that health when the buff wears off. The way the buff works is if you have 50 health
and then you fortify by another 50 points and you have 100 health, and then you take 50 points
of damage, you don't take the fortified health health as damage. You take your base health
as damage. So you'll have 50 health remaining, but that's your fortified health. When
the fortified goes away, you lose that 50 points and you have zero health because your main
amount of health was reduced to zero. So then you die. That's what's going on here. Let's actually
put Fargoth's ring to use for some quick heals. Here we go. Second Orc, not as armor does the
first, but he's a bit quicker. A few swings from the hammer does the job. Chaining those staggers
is just so satisfying. Third Orc is a wizard. That felt like an execution. Malacath: “You have summoned me? Hmmph. You are all the same. But perhaps
you can be of use to me.” Here we could talk to Malacath and get a quest
from him. He tells us about Oreyn Bearclaw, a Dunmer hero whose claim to fame is built
upon a foundation of lies because his deeds were actually performed by Khara[g] gro-Khar,
his Orcish friend if you couldn't tell by the name. Malacath wants us to find the last of
his bloodline and put an end to it because that's fair, a bit harsh, but he'll give
us the helm of Oreyn Bearclaw if we do it. So murder hobo hedging that away. Oh,
actually, before we leave, let's take this mace. A one-handed blunt weapon with a
drain fatigue effect on cast. Could be useful. If not, we could sell it. Outside the little
village of Gnaar Mok is Farvyn Oreyn killing netches with a pair of intimidating-looking
fellows. He looks quite intimidating himself, actually, kitted out with Dwemer Armor. This took several attempts. I tried brute forcing
it, but his two friends are really strong. One's a caster, so they're always pelting you with
spells, and the other one has a lot of health, so battle of attrition is out. I tried using the
daunting mace to drain Farvyn's fatigue at the start of the fight, but his armored clad friend
beat me down before it even made a difference. On this attempt, I actually killed Farvyn, and I
tried healing up the damage I took from the mage, but my potions weren't strong enough and I died
anyway. Then I remembered. Adrenaline Rush. Go berserk. I killed Farvyn in two hits. The first
one knocking him down to his knees. I rushed to loot him before his allies could do me, and just
in case I had to run away and maybe drop aggro. I threw on Farvyn's Dwemer Armor, beat down his
samurai-looking friend with a few good swings of my warhammer, then blasted the mage with a single
swipe. Adrenaline Rush is busted. I love it. As much as I'd love to keep all the Dweemer and
Orcish Armor I get from these guys, it's just way too heavy to be viable right now, but what I can
do is wait a day and recast Adrenaline Rush for the extra carry capacity from the strength until
I return to town and sell the loot. But before we do that, let's return to Malacath and let him know
the deed is done. I placed a mark on his shrine, so getting back is no problem. He's pleased with
our actions and rewards us with the Helm of Oreyn Bearclaw, a heavy armor helmet that fortifies
both agility and endurance by 40 points each. Super strong, stupidly strong actually. We could
sell it for 125,000 gold, but that'd be dumb. Malacath: “Wear it proudly, and let it serve
as a reminder of what really happened.” Back in Caldera with Creeper, I sold some of
the loot that I got, including the Orcish Armor, and I'm now sitting at a healthy 17k. And
we're going to need all that gold for the forthcoming training montage. Another
level, 5 points to agility, endurance, and intelligence. Why intelligence?
Well, intelligence governs security, and the more intelligence we have, the
better our chances are at picking locks. This will be important later. Also, it gives
us more magic for casting mark and recall. Instead of dealing with security, I could use
Alteration and make a 100 points unlock spell, but then I'd have to train up Alteration a
bit so the cast chance would be reasonable, and Alteration is governed by willpower, not
by intelligence, and I want to get some extra magic for casting mark and recall, so this
just seems like the better option. Our next piece of strong gear, two pieces actually, is
in the caverns of Ilunibi. This place should sound familiar to you if you've done the main
quest, or if you've watched my marksmanship only video. During the main quest, you
have to come here and kill Dagoth Gares, clearing out the six house cult's presence
in this cave. But if you come here before advancing that far into the main quest, it's
just a cave filled with ash slaves and such. Gares ain't here. But at the end of the dungeon
where you would normally fight Dagoth Gares, and find a bunch of loot, is something I never
knew about. Let me drink this potion of light I found...somewhere. I'm glad I held onto it
because the loot here is hard to see. Behind this... coffin? Is a pair of gauntlets. The
Fists of Randagolf. The right gauntlet fortifies strength by 20 points, the left fortifies
agility by 20 points. Not only does the right gauntlet make our weapons hit harder, but
it lets us carry 100 more points worth of stuff. The left makes us more likely to hit, and less
likely to be hit. We're only level 3 right now and we have a constant 120 agility.
Ahh…Morrowind. Let's get some more broken equipment. First, let me introduce you to the best merchant in
the game. This mudcrab. Yeah. It’s, um—yeah… He’s do ten thousand gold. Getting to him
is way more inconvenient than creeper, but it’s a lot easier to sell him
loot without having to constantly shuffle gear between him and you
to get the most out of each sale. I only have cheap stuff to sell to him right
now, the general loot I grabbed in Ilunibi, but I'll leave a mark here since we'll need
his large gold stores soon enough. The next dungeon we're going to stack is Nammu, a little
cavern west of Sadrith Mora along the coast of Vvardenfell before you hit the oceanic
archipelago to the east. Upon entering, we're immediately attacked and even
though we're stacked with agility gear, this dumbass Daedric wakizashi just won't
hit. Instead, I used my new two-handed hammer, the 6th house bell that you can get from
Ilunibi, to cave this lady's skull in. There. Adrenaline Rush time. Yeah, there we go.
Daedric wakizashi. Killing it. Not that much of a dumbass. Oh my god. Ripping
through all these schmucks, you see a dude walk in with a glowing bear skull on his
head, and your first reaction is to jump him? Are you kidding me? So the guy we're looking
to kill is at the top of these precarious bridges and narrow walkways. And here he
is. Gotta be careful fighting him though. I'm moving really fast and have
little room to strafe. I might be able to out-damage him before he...
Oh. Well. Oh, he's still alive. Okay, now he's dead. On his
corpse is the Ring of the Wind, a ring that fortifies agility by 30 points. A
constant effect, by the way. All these pieces of gear I'm collecting have had constant
effects. These aren't on-cast effects. As long as I'm wearing the gear, I get the
buff. There's another guy in here, John Hawker, at the top of those walkways who will give us some
gauntlets in exchange for two divine intervention swirls, Zenithar’s Warning and Zenithar’s Wiles.
They aren't all that exciting. Who cares? Here we are back in Balmora, our home base, pretty
much. Ready to level up again. But first, I had to zip around to the local trainers so
I could ensure I'd get 5 points to endurance, speed, and intelligence. With this level,
I now have maximum endurance. Every level will now increase my health by 10 points. I'll
need over 200 points of health to beat the game. You'll understand why soon enough. I did a
second run around the city to the trainers, making sure to train in some major and
minor skills as well to get me to level 5. I've been training security
for intelligence attributes, and since I have a major skill, 10 security
training sessions gets me a character level. This time we're allocating points to strength,
intelligence, and speed. The next dungeon we'll be extracting powerful gear from is a Daedric
Ruins to Molag Bal, Southwest of Khuul, Ashalmawia. Within the dungeon is a Dunmer by the
name of Gordol. He's decked out in Ebony Gear and has a Daedric War Axe. Expensive loot to say
the least, and I need all the gold I can find. Training gets very expensive the higher your
levels get. I literally get the drop on him and immediately focus on killing his bonelord before
I get cursed or diseased. The last thing I need is something reducing my strength. With all
the agility buffs, even though my short blade skill is only 33, the fight wasn't all that bad.
Considering he was wearing a bunch of Ebony Armor, I'd say we did pretty... Why am I not wearing
pants? I'm taking this Ebony Armor for myself, and I'll sell all the pieces I
have no use for. Unfortunately, my strength was sapped a bit, but
fortunately we have adrenaline rush, so it's not a huge problem. You might
think I only came here for the armor, but actually hidden away in the upper reaches
of this dungeon is a little alcove with Daedric darts and a Daedric mace, a one-handed Daedric
weapon that aligns with one of my major skills. How wonderful. Surely I won't replace it. So I did the old creeper shuffle but at the mud
crab this time to offload a ton of this loot. It took a while since I was over encumbered
and kept getting attacked while waiting, but the scribs wouldn't actually attack me, so
I couldn't get over to them because I couldn't move. They just kept wandering nearby outside of
my range, so I couldn't kill them. Eventually it did wander over to me and I killed it, and then
when I waited again another scrib showed up, and honestly there's something really silly about
casting a Adrenaline Rush just to kill a scrib. After selling everything, I walked away with
a hefty sum of 137,000 gold. Who needs the Fighters’ Guild to make money? Now to cure this
disease. Praying at a shrine does the trick, you just gotta figure out how to get to one
when you're over encumbered. I just used divine intervention, ended up in Ebonheart, and
then used Adrenaline Rush to get to the altar. Easy peasy. Alright, more training. It's so
great that Balmora is full of skill trainers. Level 6 and we'll help ourselves to 5 points in
strength, agility, and speed. Level 7, strength, intelligence, and willpower. Level 8, strength,
intelligence, agility. Level 9, strength, agility, speed. What took about 10 seconds to explain took
about 20 minutes of running around Balmora to all the trainers, so to break up the monotony
I'm going go venture beyond the ghost gate. I'm only level 9, but I'm an efficient level 9
with busted gear. The enemies across the wall, they don't stand a chance. Look, a hunger. Creepy little bastards. Oh, not so tough
when your own paralyze spells get reflected, huh? If you're curious, one of the
skills I trained for intelligence was alchemy. And with alchemy
you can make levitate potions. You can buy racee plumes and coda flowers from
Cienne Sintieve in Ald’ruhn. You can actually use alchemy to break this game completely, literally
getting Keening and Sunder at level 1 and beating the game that way just by using alchemy to exploit
the ridiculousness of fortify potions. I'll have a video about that…eventually. So there are
several ash vampires behind the ghost gate, and each one you kill weakens Dagoth Ur slightly.
You only have to kill two to get your hands on Sunder and Keening, but why not kill an extra
few? Shake things up a bit, test how we're doing. Here we are in Endusal, Kagrenac’s study. As
soon as we enter we're attacked by a Dremora Lord who dies pretty easily, dropping nothing but
a heart and a dwarven battle axe. No Daedric armor unfortunately, which shouldn't be too surprising
honestly, even in later installments of the Elder Scrolls games. Killing a daedra that's been
summoned into Tamriel doesn't get you daedric gear. However, daedric gear in Morrowind is way
more rare than it would be in say Skyrim where you can just craft it. If I'm not mistaken,
most pieces have a single instance throughout the entire game. But if you want to get the
whole set really fast, except for the helmet, you could just kill Divayth Fyr and get it
that way. But then you lock yourself out of the main quest. Which really doesn't matter
right now, so we could probably go do that, but Divayth Fyr is cool. Anyway, there's a squid
guy in this dungeon as well. I wouldn't say he's trivial, but I'm tanky enough to withstand
several attacks from him. Oh hey, a Daedroth! They're really thin in Morrowind. Like,
this looks like a dude in a costume, or something you'd see on the wall of an Egyptian
tomb. So the boss of this dungeon is Dagoth Endus, and I pretty much just bullied him
to death. It felt kind of unfair, but screw him. So let's sell some loot to
Creeper and now back beyond the gate. Holy moly. Go away beasts, I don't have any treats. Back to Balmora, running from trainer to
trainer to get some levels. Another level, level 10, Strength, Agility, and
Speed. 11, Strength, Agility, Speed. 12, Strength, Agility, Speed.
13, Strength, Agility, and Speed. 14, Strength, Agility, Speed. We've now
maxed out both Strength and Agility. 100 in each. Time to move on to some
other attributes. 15, Intelligence, Willpower, and Speed. 16, Intelligence, Willpower, Speed. 17, Intelligence, Willpower,
and Personality. Why Personality? Because Caius Cosades, I believe his pronounce
Cosa-deez, not Co-saydz because Imperial, Latin, whatever. He can train speechcraft and I needed
10 minor skill level ups to level up so I just taught speechcraft. 18, Intelligence, Willpower,
and Personality. 19, Intelligence, Willpower, and one to Luck. You can never allocate more than
one point to luck and I literally have zero need for personality, that's why I'm doing YouTube,
so I didn't bother training any of those skills. And finally, level 20, Intelligence,
Willpower, and one to Luck. By the way, I do not recommend playing Morrowind like this.
Not only does it suck the life out of the game, but you become way too powerful, way too
fast. Being perfectly optimal breaks the game in a way that's not as fun as say
making overpowered spells and enchants. But this is for YouTube, I'm not here to have fun.
Now that I'm level 20, I can beat the game. First I want to get a Daedric Longsword. In the St. Olm
sewers, there's an orc standing outside a door. Kill her and go inside and you'll be met with
a shrine to Mehrunes Dagon. One of the enemies in the shrine is wielding the Longsword we want,
so the only solution is to kill her and take it. I killed her and took it. This crossbow
jackass will be my first victim with the sword. My second victim will be one third
of the tribunal, Vivec. You see, we never became Neraverine. We never even started
that journey. But if we want to wield Sunder and Keening and destroy the Heart of Larkin, we need
Wraithguard. Vivec won't give us Wraithguard, except under certain conditions, so we're
just going to have to take it from him. Vivec has a lot of health, but he's surprisingly
easy to kill. All he does is cast spells which are really easy to dodge and growl like a tiger. You
can either duck behind a pillar or strafe in one direction as he casts, then quickly switch
to the other direction before it launches. If you do get hit, drink some potions. With
Vivec dead, the threads of prophecy are severed or whatever, but we can take from his corpse a
unique glimmer artifact. That's not Wraithguard. It's not even technically a piece of armor we
can wear. Maybe if we could speak with a Dwemer, perhaps one who worked with Kagrenac, we
might be able to jury rig this into a proper version of Wraithguard. But all the glimmer
vanished from Tamriel quite some time ago. Well, except for one. Deep within Divayth Fyr's
Corprusarium is the last Dwemer on Tamriel. Yagrum Bagarn. When Kagrenac fiddled with the
Heart of Lorkhan and all the Dwemer vanished, Yagrum was somewhere in oblivion, off world,
so he was unaffected. And then at some point in his life as the last glimmer, he contracted
Corprus, a divine disease spread by Dagoth Ur himself. This made Bagarn immortal, but
caused his body to become bloated and mutated. He's still coherent, however. If we talk to him
about the artifact, he reveals that he was one of Kagrenac's master crafters. He may not have
worked directly on Wraithguard, but he tells us that he could restore the artifact if only he
had access to Kagrenac's plan book and journals. Well, let's get him what he needs.
Ironically, Kagrenac's journal is in Endusal. I didn't realize that at the time,
but since the place is already cleared out, we can just hop right in and grab it.
Kagrenac's plan book is in Tureynulal, another vampire fortress beyond the Ghost Gate.
But since we're in the neighborhood, I popped over into Odrosal to kill Dagoth Odros and grab Keening
from the shrine in the tower. I'd be lying if I said the fights in here were noteworthy.
I literally three shot the Golden Saint. The first hit and knocked her down, the
next two were just executioner strikes. Tureynulal had a few enemies, a
lot of those noodle-snoot guys, but again, we're overpowered. Who needs the
Nerevarine? After killing Dagoth Tureynul, I scoured the many books in the room, unable
to find Kagrenac's plan book. It's in the desk, hiding. Before returning to Yagrum,
I popped into Vemynal to grab Sunder. This is what counts for divinity these days. Why is this skeleton stronger
than the vampire? It's named? Huh, I didn't know that. Back to our
dwarf pal. With the books in hand, Yagrum Bagarn is able to activate
Wraithguard, but he refuses to do it unless we're in perfect health. When we
equip the jury-rigged version of Wraithguard, we don't just take 217 points worth of
damage, we lose 217 points of health. Gone, permanently. We literally go from 243 hit
points to 26. To beat the game this way, you must be level 20, at least, otherwise Yagrum won't
do this view, and you need enough hit points to survive equipping Wraithguard. This is why getting
endurance so high so early was so important, but we did it. We got Wraithguard without
doing the main quest. We aren't Nerevarine, we aren't Hortators, we never met the Ashlanders,
hell, we spent most of our time in Balmorra. Let's go kill a god. The interesting thing about this version
of Wraithguard is that it's a left-handed gauntlet instead of a right-handed one, so I
don't know how it protects us from the powers of Sunder and Keening since we're holding them
in our right hand, but…magic. The enchantments it gives are the same though. Good thing too,
since we need all the defenses we can get, considering we have, like, no health. And it's
a good thing Sunder is such a strong hammer that can pretty much one-shot everything
in this dungeon leading up to Dagoth Ur. Now let me let you in on a little secret. I didn't
realize I had 26 health while running through this dungeon. I thought the permanent health loss thing
was a bug that OpenMW patched, but I believe it's a bug that the Morrowind Patch patches, but
OpenMW is different, so I kinda Mister-Magoo’d my way through this place just to get obliterated
by a single hit from Daddy Ur. Second time around, I didn't chat with Ur, and I just smashed him
into the dirt before he could get a spell off. Goddamn, I'm so fast, I should've got the
Boots of Blinding Speed. That would've been ridiculous. And that's Morrowind without the
main quest. As I said earlier in the video, there's only one truly essential NPC in this
game, Yagrum Bagarn. You can kill everyone else, and still beat the game, as long as our pal
Yagrum Bagarn remains friendly. And actually, if you abuse Alchemy, you can kill him too, but
well, that's for a different video. What the- Oh, Adrenaline Rush wore off. That's the danger
of the Fortify health buff, I guess. Well, vivec is kill, is canonically
dead, he trained through hard.