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Friday, June 13, 2008

Final Boss Dagoth Ur's Death

Birthsigns

The Apprentice The Apprentice
The Apprentice ability confers a 100-point bonus to your Magicka attribute, but gives you a 100% Weakness to Magic.
The Atronach The Atronach
With the Atronach ability you don't regain Magicka over time. Instead you have a 50% Spell Absorption to recharge your Magicka. Your base Magicka is also increased by 150 points.
The Lady The Lady
The Lady's Blessing confers bonuses of 10 points to your Willpower and Endurance attributes.
The Lord The Lord
Being born under the Lord gives you the Blood of the North lesser power to regenerate up to 90 points of Health. However, you also gain the Trollkin curse, a permanent 25% Weakness to Fire.
The Lover The Lover
Use the Lover's Kiss power once a day to paralyze an opponent for 10 seconds at the cost of 120 points of Fatigue.
The Mage The Mage
The Mage ability confers a permanent bonus of 50 points to your Magicka.
The Ritual The Ritual
Those born under the Ritual use the Mara's Gift power once a day as a powerful Restore Health spell. The Blessed Word can turn the undead.
The Serpent The Serpent
Gain the Serpent spell to cause a slow but potent poison on touch, while simultaneously curing yourself and dispelling magic on yourself. Casting this spell costs 100 points of Fatigue.
The Shadow The Shadow
Use the Moonshadow power once a day to become Invisible for 60 seconds.
The Steed The Steed
The Steed ability grants a bonus of 20 to your Speed attribute.
The Thief The Thief
The Thief ability grants a 10-point bonus to your Agility, Speed, and Luck attributes.
The Tower The Tower
With the Tower Key power, once a day open a door or container of Average lock level or less. The Tower Warden reflects five points of damage for 120 seconds once a day.
The Warrior The Warrior
The Warrior ability grants a bonus of 10 points to your Strength and Endurance attributes.

Thursday, June 12, 2008

Morrowind Geography

Morrowind is the northeastmost province of the Tamrielic Empire, bounded on the north and east by the ocean, on the west by Skyrim, on the southwest by Cyrodiil , and on the south by Black Marsh . Vvardenfell District consists of the island of Vvardenfell, surrounded by the Inland Sea, and dominated by the titanic volcano Red Mountain and its associated ash wastelands. Only recently open to settlement and trade, most of the island's population is confined to the relatively hospitable west and southwest coast, centered around the ancient city of Vivec and the old Great House district centers at Balmora, Ald'ruhn, and Sadrith Mora. The rest of the island is covered by hostile desert wastes, arid grasslands, and volcanic badlands, and thinly populated by the nomadic Ashlander tribes.

Morrowind Armor

Netch Leather
Most outlanders adopt the comfortable and affordable native netch leather armor style when they come to Morrowind. The intrinsic durability and flexibility of netch hide, combined with the elaborate articulation of the Dunmer design and painstaking craftsmanship, make netch armor far superior to the heavy, inelegant leather armor styles of the West.

Chitin
Made from laminated insect shell glued with organic resins, chitin armor is also superior to any comparable Western light armor designs. Chitin armor gives better protection, but is lighter and more comfortable, than Western light leather and reinforced leather armors. Here, as in most native style, a scarf protects the neck and mouth from blowing sand and ash while campaigning.

Bonemold
Also known as 'Great House' armor in Morrowind, bonemold is a medium weight armor affordable only by Dunmer nobles. Each piece is assembled from many pieces of softened shell, molded into shape, then bonded and reinforced with resin glues. The example shown here features a distinctive House Redoran gah-julan ('great-benefit') helm with the protective cowl deployed for ash wastes travel.

Indoril
Indoril armor is the ornate heavy armor style worn by Ordinators, a military order of knights in service of the Tribunal Temple. Gold leaf details the pauldrons, bracers, and helm of this insect-shell laminate armor. So many Ordinators come from House Indoril that the armor style is known as 'Indoril' armor, though knights of all Great Houses may serve as Ordinators.

Glass
The Dunmer are the masters of light armor design, and the glass armor is the pinnacle of that design. Inspired by traditional High Elven ornate armors, this very expensive armor is studded with native volcanic glass. Remarkably light and flexible, glass armor absorbs and distributes shock better than steel.
Dwarven
The secrets of Dwemer armorcraft are long-forgotten. All examples encountered are thousands of years old, salvaged from ancient Dwemer ruins. Dwemer armor is heavy and cumbersome, but Dwemer craftsmanship and metallurgy are unmatched in any modern metal armor style. Enthusiasts pay fabulous prices for individual pieces, and the few complete sets are in the hands of collectors.

Iron Plate
Western-style iron plate provides good protection, but is so heavy and uncomfortable that despite its modest cost and wide availability in Imperialized Morrowind, adventurers and mercenaries quickly upgrade to better-quality metal armors or adopt the lighter native laminated shell armors when they can afford them.

Imperial Guard Heavy Armor
Imperial Guard armor is a more expensive and decorative version of the common Legion veteran's heavy infantry armor. Chain is worn over leather padding, with steel greaves, pauldron, cuirass, and helm.

Templar Heavy Armor
Officers of the Imperial Legion and knights of the various Imperial military orders are privileged to wear this armor. Plate cuirass and greaves and a reinforced steel helm are worn over leather padding and chain. Though heavy and uncomfortable for campaigning, this armor gives excellent protection in melee combats.

Orcish Medium Armor
Based on High Elven designs, orcish armor is an ornate but remarkably light steel plate worn over cloth padding. Light and comfortable by contrast with other steel plate designs, orcish armor commands premium prices from campaigning mercenary officers and style-conscious nobles.

Morrowind Weapons

Elder Scrolls Morrowind Weapon Descriptions

Chitin
These native Dunmer weapons are created from the sturdy but light exoskeletons of local creatures. Layers of chitin are typically laminated using bug resin glues to form strong but flexible weapons. The serrated edges of the original materials are exploited to create especially wicked daggers and slashing weapons.


Iron
For centuries, cheap and serviceable iron and iron-reinforced weapons have been produced in quantity for the Legions. These and similarly made iron weapons are in use throughout the Empire.

Steel
Imperial steel weapons are standard issue for the elite units of the Legions. Nobles, merchant-traders, and professional mercenaries prefer the higher quality materials and craftsmanship of Imperial steel. Various other weapons of exotic design (in particular, the tantos and katanas made in the Akaviri style) are also made of high-quality steel.


Silver
High-quality steel is plated or filagreed with silver because of the arcane effects of the precious metal on the flesh of magical and supernatural creatures. Well-heeled aristocrats and bravos also sport such weapons for their distinctive elegance.

Dwarven
These refined and elegant weapons resist corrosion and retain their edge in spite of hard use, and are notable among the distinctive relics of the extinct Dwemer race. Enterprising adventurers risk life and limb to recover these ornate, heavy weapons from the Dwarven ruins scattered throughout Tamriel.

Glass
These light and elegant weapons of Elven manufacture feature extravagant use of rare metals and cutting edges made from rare crystalline materials. Duellists and assassins appreciate the delicate balance and sinister sharpness of glass weapons.

Ebony
Ebony weapons are made from a rare form of volcanic glass found almost exclusively in the buried deposits and surface lava flows of Vvardenfell's Red Mountain. 'Ebony' refers to the lustrous, black, glassy surface of ebony weapons.

Daedric
Daedric weapons are made from ebony which has been refined using the craft and magical substances of the lesser minions of Oblivion. The process is not a pleasant one for the Daedra involved, and the weapons retain echoes of preternaturally prolonged suffering endured during manufacture. Daedric weapons are the most rare and expensive weapons known in Tamriel.

Wednesday, June 11, 2008

What Elder Scrolls Is

Elder Scrolls Morrowind is a full roleplaying game made by Bethna Software. The game is for pc, and xbox. It won many awards like game of the year for GameSpy, CGM, Gamespot, Team Xbox and best rpg from IGN. The game is a very popular game and is also one of the longest and most free roaming game of all time.The World is centered around you. All the other characters change their perception of you based on your actions, allowing you to experience the world as an evil character or noble do-gooder with realistic repercussions and results. Balanced gameplay ensures that thief, magic user, and fighter classes enjoy equal benefits and status in the world and that no one class enjoys an unfair advantage over any other. Hundreds of locations to explore in the wilderness, including caves, ruins, dungeons, and more.

Elder Scrolls Morrowind Guide Part 4

Vivec Informants

Speak with Caius Cosades about more orders, and he'll ask you to meet with three people in the city of Vivec; Addhiranirr, the outlaw Khajiit, Huleeya, and Mehra Milo. Caius will give you their general location, but it's going to take some asking around and some searching to find them.

To get to Vivec, have the Mages Guild teleport you out of Balmora. Vivec city is comprised of fifteen cantons , and each canton has multiple levels, making Vivec one pain in the butt to navigate. You'll be teleported to Vivec's Foreign Quarter, in the northern part of Vivec.

Huleeya
The Mages Guild is on the fourth level of the Foreign Quarter, and Huleeya is on the second level (he's in the Lower Waistworks). Make your way down to the Lower Waistworks by first exiting the top level , going down to the Upper Waistworks, and from the Upper Waistworks, down to the Lower Waistworks- it may take some exploration, but you'll make it. Once you're in the Lower Waistworks, find the Black Shalk Cornerclub- it's on the eastside of the Waistworks. Enter this bar, and find Huleeya- he should be easy to find, as he's the only guy there that resembles a lizard.

Speak with Huleeya. He's being bullied by some troublesome fools. They're not going to let Huleeya out of the Black Shalk, unless you bribe them with some money or if you think you can take them on you can always tell Huleeya you ready to leave and they will attack you. Kill them then go to the rare bookstore on the opposite side. Once you've got him there, he'll tell you what he knows.

Addhiranirr
Leave the Lower Waistworks of the Foreign Quarter, and find one of the ramps that'll take you down to the base-level of outdoor Vivec. From their, make your way to the St. Olms Canton . Enter the Waistworks of St. Olms, and ask around for Addhiranirr. People will tell you that she's hiding from the Census and Excise agents, down in the Underworks of St. Olms. To reach the Underworks, find the entrance into the Canalworks , and then find a hatch on the ground to the Underworks. You'll find Addhiranirr in the north-east section of the Underworks.


Speak with the Khajiit, and she'll give you a proposition. She'll tell you the information if you get rid of the Census and Excise agent hovering around St. Olms. The Census and Excise agent is roaming about in the Waistworks of St. Olms-- he¿s dressed in purple. Speak with him and he¿ll ask you if you¿ve seen Addhiranirr. If you want Addhiranirr¿s information, you¿re going to have to lie to the poor joe-- tell him that you saw her leaving. Go back to the Underworks, and let Addhiranirr know-- she¿ll divulge all she knows.

Mehra Milo
The good friend of Caius¿ is camping out in the library of the Hall of Wisdom; Mehra¿s in a southern canton of Vivec ("3" on the map). Enter the Hall of Wisdom from the north-facing entrance, take the first hall on the right, up the stairs, and head into the library. There you¿ll find Mehra Milo. Speak with her and she¿ll lead you to a back corner, and there will tell you all she knows.

Make sure you speak with her about everything. Eventually she¿ll admit that she doesn¿t know everything, and suggests finding a copy of the book Progress of Truth. The best thing to do from here is head back to the Foreign Quarter, and visit Jobasha¿s Rare Books again. Jobasha has a copy of the book on hand (it¿s not expensive). Now you¿re ready to warp back to Balmora, and fill Caius Cosades in.

Meet with Caius, and he¿ll give you a little break. You¿ve brought him a lot of information and he¿d like to delve into it a bit, so he asks you to occupy yourself with some freelance work. If you¿re up to it, go ahead and do some work for The Fighters Guild, or join the Mages Guild and do some work for them. If you¿re just interested in advancing along the story line, however, rest for a day, and report back to Caius.

Friday, June 6, 2008

Elder Scrolls Morrowind Guide Part 3

Give Caius the notes Hasphat gave you on the Sixth House. He'll notice that Hasphat didn't know much regarding the Nerevarine, so he¿ll ask you to dig elsewhere , this time, you'll be at the mercy of Sharn gra-Muzgob, a member of Balmora's Guild of Mages. You'll find her downstairs in the Mages Guild. Speak with her and, to our surprise, she'll have an errand for you.

Sharn gra-Muzgob will tell you that she needs the skull of Llevule Andrano, for purposes of necromancy. The skull is in the Andrano Ancestral Tomb, which isn't too far northeast from Seyda Neen. Take the Stilt Strider from Balmora to Seyda Neen, and follow a path east to the Andrano Ancestral Tomb.

The Andrano Ancestral Tomb is a lot more complex than the first ancestral tomb we raided, and filled with many more enemies. You'll enter a long hallway, and at the end of it is a small room with an Ancestor Ghost. Head through the door to the north, entering a short hallway at the end of which is another door, and open that door. Behind are two enemies; closest is a Lesser Bonewalker, which shouldn't pose much threat. But in the far-left corner is a Skeleton Archer, and he's got some nasty arrows. Beat the Bonewalker down as quickly as possible, and then face the Skeleton Archer. To dodge his arrows, strafe back-and-forth very quickly, and he should shoot far left and right, missing you. Make your way as close to him as possible while dodging back-and-forth, and begin your beat-down.

In the center of the room with the Bonewalker and the Archer Skeleton is a large drop to the room below. Jump down and there will be a door on the north side. On the other side of the door waits a Skeleton, and thankfully he has no arrows. Kill him, and nearby should be another door. The door leads to a small room with two things worth mentioning: the first is a Bonewalker, and the second is the skull of Llevule Andrano. Kill the Bonewalker, and grab the skull. Re-enter the curving hallway, and make your way east. You'll enter an opening in the tomb with two Skeletons, one of them being an Archer.

Go back to the Mages Guild and speak with Sharn gra-Muzgob. Ask her about the Nerevarine cult, and she should give you some notes. Bring them to Caius Cosades, and he'll thank you, and tells you to go do some more freelance work before he gives you more orders. You can ask him about Advancement, and he'll give you a little promotion in the Blades.

Wednesday, June 4, 2008

Elder Scrolls Morrowind Guide Part 2

Fighter Guild

Enter the Fighters Guild and head upstairs , speak with Eydis Fire Eyes. She'll ask if you want to join the Fighters Guild , say yes! Talk to her some more and she'll give you your first orders. Apparently someone in town is having a problem with Cave Rats. Before you head out on that, though, stop by the supply chest near the exit , since you're a member of the Fighters Guild now, you can take from it freely.

Drarayne Thela's Cave Rats
Drarayne Thela's house is on the east side of Balmora , run on over, and talk to her. She'll tell you there's one Cave Rat trapped in her room (oh, for the sake of the pillows!). Open the door, stab the Cave Rat in the head, and it should die with two hits. That should be no problem at all. Now as Drarayne said, there are two more Cave Rats upstairs, in the attic. Exit the home, and go up the stairs outside. The room is dark, but you should have no problem knocking out the two pests. When you've done such, go speak with Drarayne and collect your reward . Report back to Eydis and let her know that the mission is completed.

Back To The Main Quest

Report back to Caius Cosades in Balmora , you're ready to take on the main quest, and complete some tasks for the Blades faction. Ask Caius for duties. He's looking for some information regarding the Nerevarine and the Sixth House, two things connected with an ancient cult that threatens the empire. He sends you to ask Hasphat Antabolis in the Fighters Guild in Balmora , but warns you that Hasphat will require a favor before he gives up any knowledge.

Hasphat sends you to Arkngthand, a Dwemer ruin just east of Balmora, in search of a Dwemer Puzzle Box. The Puzzle Box is pretty small, and frankly, Arkngthand is huge, though luckily it won¿t take too much work to get to it. Follow the map east of Balmora, and across a bridge just north of Fort Moonmoth. Be ready , on the bridge awaits an aggressive mage. He'll summon creatures to aid him, but don't worry about them. Focus on killing the mage, and once he's dead, his summoned creatures will vanish. Just past the bridge you'll reach the entrance into Arkngthand, but it's locked , in front of it is a pipe with a crank which, when turned, will open the doors for a brief moment. Crank the crank, and run to the door. Enter the Dwemer ruin.