You can beat Morrowind without the Main Quest

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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.
Info
Channel: Just Background Noise
Views: 341,236
Rating: undefined out of 5
Keywords: The Elder Scrolls, Elder Scrolls, Morrowind, TESIII, TES3 Morrowind, Challenge Run, Challenge, TES, Restricted Challenge Run, Morrowind Backpath, Backpath, Morrowind without the Main Quest, Main Quest
Id: UcyAnWCrdGE
Channel Id: undefined
Length: 33min 5sec (1985 seconds)
Published: Mon Dec 04 2023
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