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I generally take a critical distance from trailers, and have an explicit aversion to those battle-focused CGI ones that always seem to accompany high-fantasy RPGs like Dragon Age: Origins, Skyrim, and, a couple of weeks ago, Elder Scrolls Online: Morrowind. Not only do I find them egregiously unrepresentative of the actual games, but there’s something about the ease with which the omnipotent on-screen characters kick ass and cast magic that seems a little adolescent, a little unmagical, as if casting spells were as simple as pulling the trigger on a paintball gun.
Read more: the best MMOs on PC.
But the gameplay trailer I saw at an event for ESO: Morrowind was another story. It starts with the camera slowly moving forward along that little pier in Seyda Neen, where so many of us took our first tentative steps in Elder Scrolls III all those years ago. Then it sweeps through gloriously remodelled versions of stunning in-game locations – a bustling Balmora, the strange carapace-township of Gnisis, giant mushrooms aplenty, and a partially built Vivec City (hopefully it won’t be such a nightmare to navigate this time). I’m barely looking at the PvE MMO action taking place in the foreground, or the new Warden class strutting around with his bear, which is supposed to be a big deal. For me, the trailer was a heavy nostalgia trip, capped off by a teasing few seconds of that blissful Morrowind theme tune.
The tune was the final straw. The bastard MMO got its hooks into me.
As you can tell, I’m fond of Morrowind. I recently spent hours modding the game to kingdom come, and what started out as a ‘modding for modding’s sake’ type project led to me being pulled into its world of towering fungi, dust storms, slavery, over-persistent cliff racers, and hypnotic, harsh landscapes. Now that my lengthy love affairs with Oblivion and Skyrim are over and my mind has cleared, I’m ready to declare that the topography and narratives of Morrowind were far more fascinating than those of its successors.
That ESO trailer did its job, suggesting that the devs are at least aware of the special place Morrowind holds in gamers’ hearts. But catering to that fondness throughout the latest chapter in Elder Scrolls Online is a much bigger task than exploiting it in a trailer (it was, in fairness, a well-edited trailer). I chat with Rich Lambert, the game’s creative director, about how ZeniMax Online Studios plan to make their recreation of Morrowind a worthy one.
“Something we learned soon after starting ESO is that Elder Scrolls fans are very vocal about lore and things that they love,” he says. “They love Morrowind, and we had to make sure to give the a true representation of the place.” To that end, the devs took the unusual step of using the exact same map as the original Morrowind for ESO, albeit stretched and squished in all the necessary places to fit into the more modern ESO world.
From GTA to Zelda, videogame series love to reimagine and overhaul familiar locations across multiple titles – so you’ll never see the same Los Santos or Hyrule twice. But Elder Scrolls’ world is more rigid than that. Maps of Tamriel have existed since the Daggerfall days (1996 but who’s counting?), and fans have become far too invested in the geo-political lay of the land to take kindly to any drastic changes. Even if you’re not an Elder Scrolls lore-diver, for many of us Morrowind (or more specifically Vvardenfell, the isle where most of the action takes place) played a monumental role in our gaming lives as it was one of the first times we got to experience a truly open and believable 3D world. Few people forget their adventures in Morrowind; the place is so tangible and significant that it’s practically a holy site of gaming, and may the Nine have mercy on those who dare try to desecrate it.
Despite being set 700 years before Elder Scrolls III, ESO’s faithful recreation of Vvardenfell is clearly designed to make us Morrowindians feel right at home. The land is still (or ‘already’, depending on how you look at it) divvied up between the five Great Houses of the Dunmer, who exist in a kind of Cold War harmony while using the Morag Tong assassins to quickly silence any upstarts and destabilising parties in the region. On the spiritual level, the hermaphroditic mortal god Vivec oversees things from his Mayan-like palace in the middle of his eponymous city, and barbaric ashlanders inhabit camps in the wilderness.
And speaking of wilderness, you’ll find many of the same strange, shelly creatures roaming the lands. The goofy kagoutis and sinister brain-sucking hungers are back, and silt striders have already been tamed in this timeline to provide a means of fast travel. Those surreal flying squids are accounted for too, but one crucial detail hasn’t been mentioned. I ask about the dreaded cliff racers, the spammy, persistent pterodactyl-like creatures that borderline-ruined many an ESIII player’s days (check out this video of a mod that spawns two for every one you kill for some sardonic amusement). Lambert chuckles when I reminisce about cliff racers. “We didn’t want streams and streams of pterodactyls attacking people. We’ve changed them to cliff striders now.” I’m sure that won’t be a deal-breaker for too many people…
It’s not just the heavyweight world-building that’s there to welcome old-timers, but irreverent nods too. Everyone who played Morrowind remembers the Census and Excise Office where you create a character by speaking with eccentric immigration agent Socucius Ergalla (“Ahhhh yes. We’ve been expecting you…”). In ESO, a quest takes you to the very same building, where a distant ancestor of Ergalla’s (identifiable by the surname) starts asking you about your background, before being told by a guard that you’re not fresh off the boat. It’s a nice little touch that’ll force a fond smile even on the face of the cynic who sees all of ESO as a bastardisation of the Elder Scrolls name.
So ESO: Morrowind is faithful to its roots. Very faithful. But once this point was hammered home I was intrigued to know the details about but what’s changed in my beloved Vvardenfell in those 700 years. Quite a lot, according to Lambert: “Vivec City is still under construction, and Ghost Gate isn’t there because the volcano hasn’t erupted yet. This also means the biomes are different, so the Ashlands are a little bit smaller, and Balmora, which was arid in ESIII, is lush and green here.” It seems that all such changes in the game are based on historical and geographical phenomena within the world, rather than things that inexplicably happen just for the sake of updating the design. It imbues exploration in ESO: Morrowind with a layer of genuine historical curiosity.
One of the more compelling details that I spoke with Lambert about was the meteor precariously hovering above Vivec City, suspended in the air as an ostentatious show of power by Vivec himself (the big diva). Where in Elder Scrolls III it housed a prison running on slave labour, in ESO it’s uninhabited, but inching closer and closer towards the ground due to Vivec being sick and unable to support it. Naturally, then, you get drawn into a quest where you need to help him. Another intriguing quest sees you trying to free an Argonian slave with dreams of becoming a Telvanni mage, bringing you into contact with the slavery that’s an accepted part of society in this region. “Morrowind has always been filled with dark themes, and we want players to see them,” Lambert assures me. It’s good to know that the unique, otherworldly, and often dark spirit of Morrowind isn’t being diluted for its online rendition.
Such quests are in line with the game’s recent form; the devs have been working hard on making the world feel more alive and involved than how those who played ESO in its early days may remember it. There’s something poetic about a return to one of the most loved locales in the series also marking ESO hitting its stride after what the developers themselves admit were shaky beginnings.
Morrowind is a place many of us associate with getting lost in the wilderness, of taking a wrong turn in some stretch of ashland or swamp and stumbling upon a tomb or NPC that leads us onto unexpected adventures. This was largely thanks to the game’s charmingly rustic approach to navigation, forcing us to follow road signs, directions scribbled into our journals, or simply word-of-mouth directions from NPCs. While it’d be unrealistic to expect a modern MMO to leave players quite so untended, Lambert said that he wanted to channel some of that feeling into ESO:
“What captured my attention about Morrowind when I first played it was that it was so freeform, letting you go anywhere, and even got lost if you wanted to,” he says. “I want ESO players to get that same kind of feeling. There are many places off the beaten path here that we don’t direct you to at all – you’ll just have to go find them.”
Perhaps the most crucial thing here is not so much that ESO’s take on Morrowind is faithful to ESIII, but that it continues on the path to bringing this online game closer in spirit to the sprawling, undirected and free-feeling mainline games that made the series one of the most loved in video-games. There’s no place more fitting than Vvardenfell to showcase how far ESO has come towards rediscovering its lineage.
- Read More
- ESO Elsweyr release date
- ESO Necromancer skills
- ESO Elsweyr Skyshard locations
The UESPWiki – Your source for The Elder Scrolls since 1995
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Racer Plumes ingred_racer_plumes_01 | |||
---|---|---|---|
20 | 0.1 | ||
Alchemy Effects | |||
1st | Drain Willpower | ||
2nd | Levitate | ||
Sources | |||
# Samples | 27 | ||
Creature | Cliff Racer | % | 60 |
Found | Everywhere outdoors |
Racer Plumes
Cliff Racer
- 'Racer plumes from the native bird-like cliff racer are used locally and throughout the Empire as decorations for garments and household goods.'
Racer Plumes can be found by killing Cliff Racers, which can be found - well, let's face it, where can't they be found? You shouldn't have any trouble collecting more than you could ever need of this ingredient, used pretty much exclusively for making Levitate potions. (Mix with Coda Flower or Trama Root.)
In case you're not unlucky enough to be swarmed by dozens of these annoying creatures every minute you spend outdoors, these vendors carry a restocking supply:
- Brarayni Sarys (10) - Tower Entry, Tel Aruhn
- Cienne Sintieve* (5) - Cienne Sintieve: Alchemist, Manor District, Ald'ruhn
- Craetia Jullalian (5) - Guild of Mages, Foreign Quarter, Vivec
- Daynali Dren (10) - Lower Tower, Tel Mora
- Garas Seloth (5) - Telvanni Alchemist, Telvanni Canton, Vivec
- Nalcarya of White Haven (10) - Nalcarya: Fine Alchemist, Balmora
- Tusamircil (10) - Mage's GuildWolverine Hall, Sadrith Mora
* Cienne's ingredients are stored in a chest in her shop, rather than on her person. If you can gain access to this chest without being caught, you will have an unlimited supply.
Apr 16, 2016 Ranking the Dark Souls Bosses from Easiest to Hardest #1-26. We've got our ranking of the hardest, easiest, worst, and best Dark Souls bosses. We've got bosses such as Ornstein and Smough. Dark souls 1 all bosses. A boss is a powerful, non-respawning enemy in Dark Souls. Bosses are distinguishable from normal enemies as their name and HP are displayed at the bottom of the screen once encountered, and they are usually on the opposite side of a white fog door. While players will generally end up fighting. Sep 26, 2015 Dark Souls all boss fights on PC in 4k and 60fps. 0:00 - Taurus Demon 1:09 - Bell Gargoyle 3:06 - Moonlight Butterfly 6:02 - Capra Demon 7:50 - Gaping Dragon 10:46 - Stray Demon 14:11 - Chaos. Dark Souls All Bosses is a speedrun category in which the player tries to complete the game as fast as possible while also killing all enemies that are considered a boss (see below for a list of all bosses). Glitches, skips and sequence breaks are all allowed. Bosses are unique and powerful enemies in Dark Souls and Dark Souls Remastered. Defeating bosses affects the world of Lordran, limiting multiplayer invasions and progressing flags in NPC questlines. Bosses can only be defeated once in your own world, but you may join and assist other players with their battles by going online. Keep in mind that.
Loose samples can be found in the following locations:
- Ashmelech, (2 in Small Chest)
- Molag Mar, Redoran Stronghold (2)
- Sadrith Mora, Pierlette Rostorard: Apothecary (2 in Basket)
- Vivec, Telvanni Alchemist (2)
- Assumanu (1 in Small Chest)
- Balmora, Nalcarya of White Haven: Fine Alchemist (1 in Small Chest)
- Buckmoth Legion Fort, Interior (1 in Small Chest)
- Drinith Ancestral Tomb (1)
- Molag Mar, Vasesius Viciulus: Trader (1)
- Sadrith Mora, Anis Seloth: Alchemist (1 in Small Chest)
- Sarethi Ancestral Tomb (1)
- Shal (1 in Small Chest)
- Suran, Ibarnadad Assirnarari: Apothecary (1)
- Tel Aruhn, Bildren Areleth: Apothecary (1 in Small Chest)
- Tel Mora, Berwen: Trader (1)
- Tel Uvirith, Arelas' House (1)
- Tel Uvirith, Menas' House (1 in Small Chest)
- Tel Uvirith, Omavel's House (1)
- Vandus Ancestral Tomb (1)
- Vivec, Arena Hidden Area (1 in Small Chest)
- Vivec, Aurane Frernis: Apothecary (1 in Small Chest)
- Vivec, Foreign Quarter Upper Waistworks (1 in Small Chest)
- Vivec, Telvanni Apothecary (1 in Small Chest)
Retrieved from 'https://en.uesp.net/w/index.php?title=Morrowind:Racer_Plumes&oldid=1907978'
Cliff Racer Welcome To Morrowind Full
The UESPWiki – Your source for The Elder Scrolls since 1995
< Morrowind: Creatures(Redirected from Morrowind:Cliff Racer)
Alit[edit]
Alit
Alits are common tailless two-legged creatures found in the grasslands and ash wastes of Vvardenfell in Morrowind. They are similar to their more powerful cousin, the kagouti, and resemble a disproportionately large walking mouth. Diseased and Blighted Alit attacks are poisonous, and may also transmit their disease to the player.
They are one of the two creatures in the game without unique sound effects—they share sounds with the hunger. The sounds are meant for the Alit however as their file name would indicate. It should also be noted that without Bloodmoon installed, creatures with unassigned sounds default to the Alit's.
Creature | Drops | Attacks | Soul | |
---|---|---|---|---|
Alit alit | Alit Hide | 30 |
| 20 (Petty) |
Diseased Alit alit_diseased |
| 25 (Petty) | ||
Blighted Alit alit_blighted | 105 |
|
*Note: The regular Alit was given the Alit Bite ability in Morrowind Patch Project 1.6.6.
Cliff Racer[edit]
Cliff Racer
Cliff Racers are large flying creatures found throughout Vvardenfell. They are very aggressive and will attack anyone in sight. Cliff Racers have good vision range, and will often detect and follow the player without being noticed. This can result in swarms of them descending upon the unwary adventurer. Their AI can be rather flawed at times; for example they often go to you using non-linear routes, similar to 'zig-zag' flying, and can get stuck for a while in trees.
Creature | Drops | Attacks | Soul | |
---|---|---|---|---|
Cliff Racer cliff racer | Racer Plumes | 45 |
| 20 (Petty) |
Diseased Cliff Racer cliff racer_diseased |
| |||
Blighted Cliff Racer cliff racer_blighted | 90 |
|
Dreugh[edit]
Dreugh
Dreugh are ancient part-human, part-octopus, and part-crustacean sea monsters commonly hunted for their skin (to make armor) and Dreugh Wax from their shells (for its magical properties). The wax found within their shells is highly valuable and useful if the player has a high alchemy skill. You will often encounter them in shallow water, in caves, and along the coastline. Dreugh can be found in high concentrations around Gnaar Mok, around Ebonheart in the waters below the bridge and the caves, in the deepest waters far off the coast of Seyda Neen, and in Koal Cave near Gnisis.
Dreugh tend to swarm upon you while swimming or diving, so Water Walking is often a faster and safer alternative. When fighting them in melee, aim for where the tentacles connect to the torso.
Creature | Drops | Attacks | Soul | |
---|---|---|---|---|
Dreugh dreugh | Dreugh Wax | 60 |
| 75 (Common) |
Dreugh Warlord dreugh_koal (Koal Cave) | 200 |
|
Guar[edit]
Guar
Guar are the primary domesticated herd animals of Vvardenfell and are not usually aggressive, with the exception of the somewhat rare Wild Guar.
Creature | Drops | Attacks | Soul | ||
---|---|---|---|---|---|
Guar guar | Wild Guar guar_feral | Guar Hide | 38 |
| 20 (Petty) |
Pack Guar guar_pack (Ahemmusa Camp) | |||||
Corky guar_llovyn_unique (Outside Llovyn's Farmhouse in the Ascadian Isles region) |
| ||||
Tarvyn's Guar guar_pack_tarvyn_unique (nowhere) | Guar Hide Assorted Plates | ||||
Rollie the Guar guar_rollie_unique (With Teris Raledran in the Ascadian Isles region) | Assorted Clothing |
| 10 (Petty) | ||
The White Guar guar_white_unique (Grazelands region) | Guar Hide | 50 (Lesser) | |||
Dead Guar guar_hrmudcrabnest (Bitter Coast region) | nothing | 0 |
| 0 |
Kagouti[edit]
Kagouti
The more powerful relatives of the Alits, Kagoutis are large and aggressive two-legged animals with large tusks.
Creature | Drops | Attacks | Soul | |
---|---|---|---|---|
Kagouti kagouti | Kagouti Hide | 45 |
| 20 (Petty) |
Mating Kagouti kagouti_mating (Ascadian Isles region (2,-4)) |
| 200 (Grand) | ||
Kagouti kagouti_hrk (West Gash region (-8,8)) |
| |||
Diseased Kagouti kagouti_diseased |
| 20 (Petty) | ||
Blighted Kagouti kagouti_blighted | 90 |
|
Mudcrab[edit]
Mudcrab
Mudcrabs are small, hard-shelled creatures found on the shores throughout Morrowind. They will only become aggressive when you come into close proximity of them. High concentrations of Mudcrabs can be found along the Bitter Coast near Seyda Neen, Gnaar Mok, Hla Oad and in Khuul. Be careful searching the Diseased Mudcrab bodies, as you may contract Swamp Fever.
Creature | Drops | Attacks | Soul | |
---|---|---|---|---|
Mudcrab mudcrab | Crab Meat | 15 |
| 5 (Petty) |
Diseased Mudcrab mudcrab-Diseased |
| |||
Mudcrab mudcrab_hrmudcrabnest (Bitter Coast (-8,4)) |
| 20 (Petty) | ||
Mudcrab dead_mudcrab (Kumarahaz) | 0 |
| 0 | |
Mudcrab * mudcrab_unique (Azura's Coast (9,-10)) | Crab Meat Assorted Liquor | 20 |
| 5 (Petty) |
* This is the famous Mudcrab merchant.
Netch[edit]
Bull Netch
Betty Netch
Netch are large, peaceful creatures resembling airborne jellyfish with the size and disposition of cattle. They are supported by internal sacs of magical vapors. Netch are herded by farmers in peaceful areas, as their hide makes a good quality leather. The female or 'betty' Netch is smaller than the male or 'bull', but is more easily provoked into aggression, especially in herds where the female-male ratio is kept higher than in the wild for faster breeding. Some bull Netch, however, have a poisonous attack. These creatures are non-aggressive, but can be defensive of their territory during their breeding season.
Creature | Drops | Attacks | Soul | |
---|---|---|---|---|
Betty Netch netch_betty | Netch Leather | 113 |
| 75 (Common) |
Betty Netch netch_betty_ranched (All around the Ascadian Isles region) | ||||
Betty Netch netch_betty_ilgn (Gnaar Mok) | 45 |
| 10 (Petty) | |
Bull Netch netch_bull_ilgn (Near Gnaar Mok) |
| |||
Bull Netch netch_bull_ranched (All around the Ascadian Isles region) | ||||
Bull Netch netch_bull |
| 50 (Lesser) | ||
Giant Bull Netch Netch_Giant_UNIQUE (Sheogorad (1,24)) | 250 |
| 60 (Lesser) | |
Bull Netch netch_bull_dead, netch_bull_dead_2 (South of Gnaar Mok) | 0 |
| 0 |
Nix-Hound[edit]
Nix-Hound
Nix-Hounds are medium-sized predators that have been known to hunt in packs. They may be fast, but they are not very dangerous for medium-level players. They are easily defeated with Marksman weapons.
Creature | Drops | Attacks | Soul | |
---|---|---|---|---|
Nix-Hound nix-hound | Hound Meat | 23 |
| 10 (Petty) |
Blighted Nix-Hound nix-hound blighted | 68 |
|
Rat[edit]
Rat
Rats are common rodents found throughout Morrowind. There are many variations of rats, though all are weak.
Creature | Drops | Attacks | Soul | ||
---|---|---|---|---|---|
Rat Rat | Rat Meat | 23 |
| 10 (Petty) | |
Cave Rat rat_cave_fgrh (Balmora, Drarayne Thelas' House) | Cave Rat rat_cave_fgt (Telasero, Lower Level) |
| |||
Telvanni Sewer Rat rat_telvanni_unique (VivecTelvanni Underworks) |
| ||||
Telvanni Sewer Rat rat_telvanni_unique_2 (VivecTelvanni Enchanter) | 30 |
| |||
Game Rat rat_cave_hhte1 (VivecSt. Olms, Yngling Manor Basement) | 38 |
| |||
Diseased Rat rat_diseased | 23 |
| 40 (Lesser) | ||
Blighted Rat rat_blighted | Blighted Game Rat rat_cave_hhte2 (VivecSt. Olms, Yngling Manor Basement) | 45 |
| 10 (Petty) | |
Dead Rat dead rat | nothing | 0 |
| 0 |
Shalk[edit]
Shalk
Shalks are large and slightly aggressive beetles which use magical fire to attack. They can often be found in the Grazelands and in certain dungeons.
Creature | Drops | Attacks | Soul | |||
---|---|---|---|---|---|---|
Shalk shalk | Shalk Resin | 38 | 100 | -60 |
| 30 (Petty) |
Diseased Shalk shalk_diseased |
| |||||
Diseased Shalk shalk_diseased_hram (Ashimanu Egg Mine, Queen's Lair) | 15 |
| 10 (Petty) | |||
Blighted Shalk shalk_blighted | 80 |
| 30 (Petty) |
Slaughterfish[edit]
Small Slaughterfish
![Cliff racer welcome to morrowind 2 Cliff racer welcome to morrowind 2](/uploads/1/2/3/7/123735495/250815321.gif)
Slaughterfish
Slaughterfish are common and aggressive fish found in the waters surrounding Morrowind and in the flooded areas of shipwrecks. They are encountered often en masse and will form into large packs behind the player when swimming.
Creature | Drops | Attacks | Soul | |
---|---|---|---|---|
Small Slaughterfish Slaughterfish_Small | Scales | 15 |
| 10 (Petty) |
Slaughterfish slaughterfish | 23 |
| ||
Old Blue Fin slaughterfish_hr_sfavd (Ald Velothi) | 68 |
| 5 (Petty) |
Retrieved from 'https://en.uesp.net/w/index.php?title=Morrowind:Beasts&oldid=1973772#Cliff_Racer'