Let’s Illustrate Morrowind Part 26: Indiana Fault And The Temple Of Loot

So back at the guild Fault finally ranks up. That means access to new trainers with better spells none of which she can afford!

But this is a Bethesda fantasy game so there’s bound to be a few treasure filled random dungeons somehwere nearby, right? There are lots of unexplored locations around Bolera and Fault manages to raid a tomb, a cave full of bandits and even accidentally bumps into the back door of that one orc filled volcano temple she cleared out earlier. Out of a sense of curiosity I steal the gems off the alter and this time Fault has enough levels to barely defeat the Deadra Lord that is summoned to defend the alter. He drops pretty good loot.

After dozens of videogames filled with rubies and diamonds the size of your fist real world gems are a little underwhelming.

After hundreds of videogames filled with rubies and diamonds the size of your fist real world gems are a little underwhelming.

Back int town Fault is jut rich enough to prepare herself for her next adventure. Ten ranks of block training should give her +5 to agility next time she levels and help solve her “can’t hit the wide side of a barn” accuracy problem.

It’s then off to the mage’s guild to finally play around with the custom spell system.

Fault has been dilligently gathering more Bound X spells as she adventures and now has the ability to summon a full set of armor. But doing so one piece at a time takes forever and lets the enemies get in a lot of free hits. On the other hand, once she’s properly all magic armored up most fights last less than ten seconds.

So I create a new spell called “Daedra Burst” that summons all four four types of Bound Armor along with a Bound Spear. This would normally cost a lot of mana but by dropping it’s duration down to a mere ten seconds it now costs a mere five mana per cast!

As a bonus the short duration means it will get cast more often which means more conjuration points.