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* PuzzleBoss: There are two stages to the fight with Dagoth Ur. The first is pretty simple, in that you just need to kill him like any other enemy. [[spoiler: However, with him being a legitimate PhysicalGod, he respawns in the next room and is truly invincible without breaking the game. In order to beat him, you need to strike the Heart of Lorkhan, the source of his power, with the Tools of Kagrenac in the specific order Vivec told you]].
* QuicksandBox: Vvardenfell is huge, and it takes almost 45 minutes to walk from one end to the other (and that's without stopping to explore along the way.) In the tutorial, you learn in five minutes how to use the controls before the game kicks you out of the door, hands you a couple of coins and basically says: "Here, this is the world. Have fun". You only get some vague directions on where to go for the next story mission. The game also doesn't do much hand-holding in your quest log, forcing you to remember people and places from quests you might have received weeks ago in real time.


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* RageHelm:
** Played straight with the game's various Daedric helms.
** Averted with the Indoril helms of the Ordinators. They instead have an emotionless FrozenFace.
** Played straight with Almalexia's "War Mask," [[spoiler: which you get to see up close and personal when she tries to kill you.]]
* RagnarokProofing: Justified for the Dwemer creations, as is standard for the series. The abandoned Dwemer settlements, despite being deserted for thousands of years, are filled with running machinery and weapons and armour in perfect condition, however the Dwemer bent/changed the laws of physics to make their materials impervious to wear, tear and corrosion.
* RainbowSpeak: The game uses hyperlinks within dialogue text to introduce new topics of conversation.
* RandomlyGeneratedLevels: Averted, as the entire world is hand-built and does not change.


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* RareCandy: Skill books serve this function, increasing a specific skill by one when read.


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* ReassignedToAntarctica:
** Trebonius, the incompetent Archmage of the Mages Guild in Vvardenfell, is believed to have gotten that title as a combination of this trope and KickedUpstairs. He is indeed a powerful battlemage, but his mainland superiors got tired of his incompetence, so they made him the Archmage in the most backwater province in the empire.
** In ''Bloodmoon'', most or all of the soldiers stationed at Fort Frostmoth are there because of punishment. It's a freezing island filled with werewolves, naked barbarians, tree-women, and undead warriors.
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* PraetorianGuard: Almalexia has "Her Hands" elite High Ordinators while King Helseth has his Royal Guards in this role. Naturally, the two groups conflict, as can be seen in ''Tribunal''.


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* {{Precursors}}:
** The Dwemer, as is standard for the series. Here, their disappearance and creations directly played a part in the central conflict of the main quest.
** The Chimer were the gold-skinned precursors to the modern Dunmer. [[UnreliableNarrator Possibly]], as a result of the Tribunal going against the orders of Azura when using the tools on the Heart to ascend to godhood, Azura cursed the Chimer with ashen skin and blood red eyes.
* PressureSensitiveInterface: On the X-Box controller, when using the white/black buttons to raise/lower price offers with vendors, how hard you push them determines how fast the figure changes.
* PrestigiousPlayerTitle: The PlayerCharacter is the Nerevarine, the reincarnation of one of Morrowind's greatest warriors, Indoril Nerevar, and the focus of an ancient prophecy. In addition are the dozen-plus other titles one can acquire by advancing through the ranks of all the various guilds and factions within the game.
* PrisonShip: The game starts on one, as you are delivered to Vvardenfell.
* ProceduralGeneration: Averted for the first (and to date, only) time in the series. ''Morrowind'' is entirely hand-build in terms of landscape, dungeon designs, etc.
* ProjectileSpell: One of the three variants of spell in the game. The others are "On Touch" spells and "On Self" spells. These also apply to "Cast When Used" enchantments.


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* ProtagonistWithoutAPast: All that is known about your character prior to the start of the game is that your parents were unknown, and that you were prisoner in the Imperial City.


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* PushedInFrontOfTheAudience: A side quest in ''Tribunal'' gives you the option of replacing a sick actor in a politically charged play, and if you try it, someone tries to assassinate you part way through. Turns out that the assassin's presence was known, and you were deliberately put in that position in order to protect the actor.
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* PotionBrewingMechanic: One exists and is controlled by the Intelligence attribute and Alchemy skill. Basically, you harvest plants and [[OrganDrops animal parts]], figure out which four harmful or beneficial magical effects each of them has, and mix two or more ingredients with a certain effect to produce a potion of that effect. You also need alchemical tools (such as pestles, mortars, retorts, etc.) and their quality has impact upon different aspects of the resulting potions (e.g. effects duration and magnitude). It is also one of the most notorious game breakers in the ''Elder Scrolls'' series, as it is possible to create potions which increase Intelligence, which then allows you to create stronger potions with stacking effects. The end result are potions which massively increase attributes and health with a duration of hundreds of real-world hours.


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* PoweredByAForsakenChild: Using soul gems, one can trap the souls of creatures or Daedra and then use them to enchant items.
* PowerfulPick: Miner's Picks can be equipped as a weapon, classified as a type of Axe. They are pitifully slow to swing and deal such little damage that they're essentially useless.


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* PowerNullifier: Slave bracers are a remarkably simple way to keep slaves from casting spells. They are locked bracers enchanted with a small but constant magicka-drain effect. It takes a while to fully work, but once the magicka hits zero it's not coming back up barring magicka potions or removal of the bracers followed by sleep. No magicka, no spells.
* PracticalTaunt: A necessity if you need to kill someone, but do not want to commit murder. Murder is against the law, but if you can provoke the target into attacking you, you can fight back and kill them completely legally under self-defence. Amusingly, just taunting them is often not enough - you have a relationship measure that, if it sinks too low, simply leads the target to believe that you are NotWorthKilling, and they will ignore you no matter how much you taunt them. If however, you compliment and/or bribe them into liking you better, you gain enough of their respect that your taunts are effective. Then they'll pull out their weapon and go to town.
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* PortTown: Vvardenfell being an island turns almost every coastal city into one of these. However, due to the Blight quarantine, only [[FirstTown Seyda Neen]] remains in operation with traffic from the mainland.
* PostEndGameContent: The Morag Tong has a series of quests which are only available if you are the Grandmaster of the faction and have completed the main quest. Namely, they are a series of high-level assassinations where the targets are primarily characters whose death prior to beating the game would have made it unwinnable by the standard means. Many other quests also become significantly easier once you've completed the main quest, particularly those which involve increasing the disposition of a NPC because you can use your status as Nerevarine to butter them up even if you have a low Speechcraft skill.
* PosthumousCharacter: Lord Indoril Nerevar. His death, and the subsequent events, are the main catalyst for the plot of the game some 4000 years later. The events of his life and death are discovered through in-game books and conversations with several prominent characters. They, of course, [[TheRashomon conflict greatly]]. [[spoiler: The Player Character is his reincarnation. [[TheUnchosenOne Maybe]].]]

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* PoisonIsCorrosive: The spell "Acid Splash" and the like count as a variety of Poison when it comes to calculating resistances.
* PortalNetwork:
** The Mages Guild runs a "Guild Guide" service, where you can be teleported instantly from any Mages Guild base to any of the other Mages Guild bases.
** The ring of ancient Chimeri fortresses around Vvardenfell has "Propylon Chambers," which can teleport you to either of the neighboring fortresses if you have the proper Propylon Index. The remoteness of the fortresses makes this method of travel rather inefficient. (Still, they have their uses, such as the Tribunal Temple quest which requires you to travel across the island after taking a vow of silence, or to quickly travel as a Vampire where the other fast travel options are unavailable.)



* PowerCreep: The natural enemies you encounter in Bloodmoon (such as wolves and bears) are as powerful as enemies you find inside the Ghost Fence in Vvardenfell. The expansion also contains some of the few weapons in the entire series which are stronger than Daedric.

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* PowerCreep: The natural enemies you encounter in Bloodmoon ''Bloodmoon'' (such as wolves and bears) are as powerful as enemies you find inside the Ghost Fence in Vvardenfell. The expansion also contains some of the few weapons in the entire series which are stronger than Daedric.
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* PointOfNoReturn:
** Averted with the main quest. In fact, it is even recommended that you make several forays into Red Mountain, clearing out and looting the Ash Vampire citadels first, then returning to heal. It isn't until you [[spoiler: are in the Heart Chamber with Dagoth Ur himself that you must defeat him to leave]].
** ''Tribunal'' has the "Polite" version. [[spoiler: Almalexia tells you that she is sending you to Sotha Sil's Clockwork City, and that there is no way to return until he is defeated]]. She recommends that you prepare yourself accordingly.
** ''Bloodmoon'' has the "Nasty" version. [[spoiler: After completing a certain quest, you'll be kidnapped by werewolves the next time you sleep and taken into the glacier for Hircine's "wild hunt."]] If you don't have the supplies necessary to survive on you, it is strongly recommended that you reload a save from before, if you have one.
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* PlayingWithFire: Fire spells are one of the three main varieties of Destruction magic. However, it is the least useful of them as 75% of the [=NPCs=] in the game are the fire-resistant Dunmer.
* PlotArmor: Averted with [=NPCs=]. You can kill anyone in the game if you so choose and are strong enough to do so. For most plot-important characters, you will get pop-up text stating that you've doomed the world and recommending that you load a saved game after you've killed them, but that is all. (And some plot-important [=NPCs=] do not give this message.)
* PlotCouponThatDoesSomething:
** The Moon-And-Star ring [[spoiler: given to you by Azura in recognition of your status as the Nerevarine]] also mildly boosts your Personality attribute and Speechcraft skill. It's a good item to wear when you need to persuade a NPC.
** The tools of Kagrenac (Wraithguard, Keening, and Sunder) are a gauntlet, dagger, and hammer respectively needed to [[spoiler: tap into and/or sever the enchantments on the Heart of Lorkhan]]. However, each is also one of the best pieces of equipment in it's class available in the game.
** In the Morag Tong questline, you'll be tasked with recovering all of the "Threads of the Webspinner," special enchanted items of clothing and jewelry which increase one skill in particular. It's recommended that if you find one you like, save it and turn it in at the end.
* PlotDetour: At several points in the early main quest, Caius will recommend that the player go off and do side quests in order to keep up his/her public identity as a freelance adventurer, and also to gain money and experience.
* PlotTriggeringDeath: The main quest is kicked off some 4000 years prior to the time the game takes place with the death of Lord Indoril Nerevar. His death, the subsequent events of Dagoth Ur and the Tribunal using the Heart of Lorkhan to obtain divinity, and his prophesied {{Reincarnation}} are the driving force behind the game's plot.
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* PainfullySlowProjectile: Projectile weapons travel slowly enough that dodging them is a real possibility. Projectile spells travel even slower, to the point where battle an enemy mage is best done by dodging his attacks until he runs out of Magicka before closing in to kill him.

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* PainfullySlowProjectile: Projectile weapons travel slowly enough that dodging them is a real possibility. Projectile spells travel even slower, to the point where battle battling an enemy mage is best done by dodging his attacks until he runs out of Magicka before closing in to kill him.



* Plaguemaster: Dagoth Ur uses his magically-achieved godhood to spread Corprus Disease across the island of Vvardenfell via blight storms and infected wildlife. If the disease is left unchecked, it horribly disfigures and kills its victims, but if he uses his power to direct the disease, the disfigurations make the infected into powerful, mindless servants to help him.

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* Plaguemaster: {{Plaguemaster}}: Dagoth Ur uses his magically-achieved godhood to spread Corprus Disease across the island of Vvardenfell via blight storms and infected wildlife. If the disease is left unchecked, it horribly disfigures and kills its victims, but if he uses his power to direct the disease, the disfigurations make the infected into powerful, mindless servants to help him.
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* Plaguemaster: Dagoth Ur uses his magically-achieved godhood to spread Corprus Disease across the island of Vvardenfell via blight storms and infected wildlife. If the disease is left unchecked, it horribly disfigures and kills its victims, but if he uses his power to direct the disease, the disfigurations make the infected into powerful, mindless servants to help him.


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* PlayerCharacterCalculus: The "Lone Gunman" variety. At times, you may be tasked with escorting an NPC character, but their ArtificialStupidity rarely makes it worth having them around.
* PlayerHeadquarters: Several become available as you advance through the game.
** One early side quest in [[FirstTown Seyda Neen]] has you track down the murderer of a local tax collector. When you find the murderer, you may choose to execute him for his crimes. If you do, you can use his shack as your home while in the area. It contains a hammock for sleeping and a few containers for storage.
** After a certain point in the main quest, [[spoiler: Caius Cosades]] is recalled to the Imperial City. He lets you have his small Balmora house to use as you see fit. It contains a bed for sleeping and several storage containers.
** In order to complete the quest lines for the three Great Houses, you'll need to build yourself a stronghold. After getting the construction contract, paying for the construction, and taking on a few quests to eliminate obstacles to construction, you are free to move into your new manor. Additional quests build up the area around your house, turning it into a small town complete with at least one trader.
** Upon completing the East Empire Company questline in ''Bloodmoon'', you are rewarded with the Factor's Estate. It is a massive mansion in Raven Rock, the mining town you personally helped to grow from nothing.


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* PlayerTic: Jumping everywhere as you run seems to be common among players. At low levels, it takes so long by this method that it is much more of a tic than a real practice. However, doing so increases your Acrobatics skill, and once that is sufficiently high, it becomes the fastest way to travel on foot.
* PlayingDrunk: Caius Cosades claims to be addicted to Moon Sugar (and its refined variant, Skooma). Given that he is: a) the Imperial Spymaster, b) said to hold his "liquor" fairly well, and c) implied to have killed people who have underestimated him, it can be assumed it is an act.

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* PainfullySlowProjectile: Projectile weapons travel slowly enough that dodging them is a real possibility. Projectile spells travel even slower, to the point where battle an enemy mage is best done by dodging his attacks until he runs out of Magicka before closing in to kill him.
* PamphletShelf: Averted. Every book shown is readable, and books often just contain backstory and lore sometimes not even related to the particular games' storyline. Other times, they contain [[InGameNovel full-fledged short stories]]. Even the [[RareCandy skill books]] include stories relevant to that skill, rather than just increasing the skill. (They do cheat a bit by frequently padding the shelves with multiple copies of the same book, as is the case in almost every bookseller shop and library in the game.)
* PardonMyKlingon: Dunmer are fond of this, typically using the examples seen under FantasticSlur above.



* PhlebotinumHandlingRequirements: You must be wearing [[spoiler: Wraithguard]] in order to handle [[spoiler: Keening and Sunder]] without dying instantly. And in order to even ''wear'' [[spoiler: Wraithguard]], you must [[spoiler: sacrifice a large portion of your health, ''permanently.'' If acquired the "standard" way, through Vivec, he will take you "outside of time and space" so that it doesn't harm you.]]

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* PhlebotinumHandlingRequirements: PayEvilUntoEvil: You are free to kill bandits, smugglers, cultists, and the like to your heart's content. The shopkeeper in the starting village even recommends it as a way to improve your skills. He does note, however, that if you try it on innocent townsfolk, it will be considered murder. It can be taken even further since you can taunt [=NPCs=] into attacking you, which makes killing them legal since they technically struck the first blow.
* PenultimateWeapon: While the weapons listed under InfinityPlusOneSword and InfinityMinusOneSword are all among the best in the game, they can be beaten using a Daedric weapon you've custom enchanted yourself with a powerful soul. (The single most damaging weapon in the game would be a Daedric Battle Axe custom enchanted with a Damage Health spell, using [[spoiler:Almalexia's]] soul trapped in Azura's Star for the maximum number of blows before being drained.)
* PettingZooPeople: The series standard LizardFolk Argonians and CatFolk Khajiit.
* PhlebotinumHandlingEquipment:
You must be wearing [[spoiler: Wraithguard]] Wraithguard in order to handle [[spoiler: Keening and Sunder]] Sunder without dying instantly. And in order to even ''wear'' [[spoiler: Wraithguard]], Wraithguard, you must [[spoiler: sacrifice a large portion of your health, ''permanently.'' If acquired the "standard" way, through Vivec, he will take you "outside of time and space" so that it doesn't harm you.]]
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* OurGodsAreDifferent: The Dunmer worship the Tribunal, a trio of [[PhysicalGod Physical Gods]] who obtained their divinity by using Dwemer tools on the heart of a dead god.
* OurMonstersAreWeird:
** Fitting nicely with the game's alien setting, Vvardenfell's wildlife is mostly unique with very few real-life analogues.
** In addition to the series standards like the various forms of undead and lesser Daedra, the Sixth House enemies have a very weird and "other" feel.
* OurOrcsAreDifferent: While ''Daggerfall'' began the transition from Tolkein-style Orcs, ''Morrowind'' is the first game where Orcs are are a playable race, having moved firmly to Blizzard-style Orcs.
* OurWerewolvesAreDifferent: Lycanthropy in ''Bloodmoon'' is an infection disease which causes the victim to transform every night. While transformed, the victim must kill a NPC or else they will be severely weakened upon returning to a humanoid form.
* OurWightsAreDifferent: Another in-universe name for Dagoth Ur's Ash Vampires are "Heartwights." This is doubly more fitting since they, like Dagoth Ur, are bound to the Heart of Lorkhan and are not vampire-like in the least.
* OurZombiesAreDifferent:
** TheUndead - What the rest of Tamriel refers to as zombies, the Dunmer traditionally refer to as "Bonewalkers." They come in Lesser, Standard, and Greater varieties. They are summoned by Temple faithful to protect their Ancestral Tombs, which is considered to be different than blasphemous necromancy.
** PlagueZombie - Those inflicted with the Corprus Disease fit under this category. They have nasty cases of BodyHorror and their mental faculties degrade over time.
** Draugr are another [[TheUndead undead]] variant which appear in ''Bloodmoon'' as preserved, re-animated corpses of ancient Nords who have been in some way cursed.

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* OneSizeFitsAll:
** Played straight for the non-beast races. You can loot a piece of armor off an Orc or Nord, then equip it to your Bosmer and it will fit perfectly.
** Beast races avert it for closed helmets and boots. Because of their elongated faces and unusual feet, [[LizardFolk Argonians]] and [[CatFolk Khajiit]] cannot wear them.



* OnlyKnownByTheirNickname: Like the protagonists of the other games in the series, the PlayerCharacter will only ever be referred to as "the Nerevarine" in future games.



* OppositeSexClone: Divayth Fyr has created four of them, who are interchangeably referred to as his wives and daughters.
* OracularHead: One side quest in ''Bloodmoon'' has a man sending you to rescue his friend, who is an oracle. [[spoiler: It turns out his "friend" is really a skull]].
* OrbitalShot: Happens when you allow the game to go idle, with the camera slowly circling your character.



* OrganicTechnology:
** The Telvanni magically grow wizard towers which are combination MageTower and FungusHumongous.
** Players can employ Silt Striders: gigantic, domesticated arthropods that are used to rapidly travel from city to city in the game world. The striders essentially appear akin to enormous fleas. The striders have portions of their shell removed from their back so that the driver, or 'caravaner', can poke at the sensitive flesh underneath to goad the strider in the desired direction. Their shells are further carved or modified to hold cargo or passengers, based on need.



* UnwinnableByDesign: Since all [=NPCs=] are mortal, it is entirely possible to kill someone critical to the main plot and thereby prevent you from completing it. The game is decent enough to tell you when you do this so that you can reload a saved game.
** There is also a "back door" method of defeating the BigBad that requires only one living NPC, but it skips the entire story and is [[GuideDangIt pretty well hidden]]. However, this NPC can die as well. Still...
*** All you need to do to win the game is [[spoiler: possess Keening and Sunder and use them on the Heart of Lorkhan in the right sequence. Without Wraithguard (either type), using these weapons will drain you horribly, but high-level players can still pull it off.]] This means the only way to make the game ''truly'' unwinnable is to collect one or more of those items and then destroy them, though setting them down somewhere you'll never think to look and then forgetting you've done this will suffice in a practical sense.
** Other major plotlines, such as those of the various Guilds and Houses you can join, can be made unwinnable by killing important characters or being permanently expelled for bad behavior.

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* UnwinnableByDesign: Since all [=NPCs=] are mortal, it is entirely possible to kill someone critical to the main plot and thereby prevent you from completing it. The game is decent enough to tell you when you do this so that you can reload a saved game.
**
game. There is also a "back door" method of defeating the BigBad that requires only one living NPC, but it skips the entire story and is [[GuideDangIt pretty well hidden]]. However, this NPC can die as well. Still...
*** All you need to do to win the game is [[spoiler: possess Keening and Sunder and use them on the Heart of Lorkhan in the right sequence. Without Wraithguard (either type), using these weapons will drain you horribly, but high-level players can still pull it off.]]
This means the only way to make the game ''truly'' unwinnable is to collect one or more of those items and then destroy them, though setting them down somewhere you'll never think to look and then forgetting you've done this will suffice in a practical sense.
** Other
also true for other major plotlines, such as those of for the various Guilds and Houses Factions you can join, join. (However, you will get no such message there.)
* UnwinnableByMistake: There are technically three ways to beat the main quest of the game. In addition to the two mentioned above, there is a third using the Alchemy exploit to make your character god like and capable of [[spoiler: using the Tools of Kagrenac on the Heart of Lorkhan without the Wraithguard, which will instantly kill any player who doesn't have thousands of constantly regeneration health points]]. However, in all three methods, the tools Keening and Sunder are required to beat the game. If you misplace them, say but placing them on a corpse that then disappears, you
can be made unwinnable by killing important characters or being permanently expelled for bad behavior.make the game truly unwinnable.
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OneStatToRuleThemAll: Endurance. Considering that it determines your starting health, as well as your health gain per level, it is a critically important attribute for all character builds. Making Endurance one of your favored attributes during character creation is highly encouraged.

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* OneStatToRuleThemAll: Endurance. Considering that it determines your starting health, as well as your health gain per level, it is a critically important attribute for all character builds. Making Endurance one of your favored attributes during character creation is highly encouraged.

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* OlderIsBetter: Ancient Dwemer gear is better than most modern armors. [[spoiler: Justified throughout the series, as you find out the Dwemer were fanatics about building stuff to last for a VERY long time.]]

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* OhMyGods: Aside from ''Elder Scrolls'' standard expressions like "By the Nine," there is the Dunmeri "B'Vehk," which is a contraction of "By Vivec!"
* OlderIsBetter: Ancient Dwemer gear is better than most modern armors. [[spoiler: Justified throughout the series, as you find out the Dwemer were fanatics about building stuff to last for a VERY long time.]]time, up to and including ''bending the laws of nature'' to preserve their creations.



* OneStatToRuleThemAll: Endurance. Considering that it determines your starting health, as well as your health gain per level, it is a critically important attribute for all character builds. Making Endurance one of your favored attributes during character creation is highly encouraged.

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* OnceIsNotEnough: Spriggans in ''Bloodmoon'' need to be killed three times before they'll stay dead. (This holds true even if you soul trap their first form.)
* OncePerEpisode: Like most of the other games in the series, you start off here as a prisoner.
* OneRiotOneRanger:
** The PlayerCharacter, in order to fulfill the Nerevarine Prophesy, needs to be named the "Hortator" of the three Dunmeri Great Houses with holdings on Vvardenfell. A Hortator is a traditional Dunmer war-leader, implied to typically lead entire armies into battle. However, circumstances are such here that the Nerevarine will need to go by his/herself into Red Mountain to face Dagoth Ur. [[spoiler: Primarily, because he/she has been rendered immune to all disease (another requirement to meet the prophecy) while anyone he/she could bring along would risk catching a Blight disease, or worse, the Corprus Disease.]]
** The Buoyant Armigers are the Tribunal Temple's elite special forces, generally hand-picked by Vivec himself. In the few instances we get to see or hear about them in action in the game, they almost exclusively work alone. One exception is a Fighter's Guild quest which has you aid a new Buoyant Armiger in clearing out a necromancer's den.
* OneGenderRace: For the lesser Daedra, Dremora are always male while Golden Saints and Winged Twilights are always female.
OneStatToRuleThemAll: Endurance. Considering that it determines your starting health, as well as your health gain per level, it is a critically important attribute for all character builds. Making Endurance one of your favored attributes during character creation is highly encouraged.
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* NumericalHard: The game has a difficultly slider. Set at easiest, all your attacks do 6 times their normal damage and enemies do 1/6th their normal amount. Set at its hardest, those numbers are reversed. Nothing else is changed.
* OccupiersOutOfOurCountry: Kicking the Empire out of Morrowind is an open part of Dagoth Ur's plan. This sentiment is actually shared by quite a few other groups, ranging from the ruthless gangster Camonna Tong to even honorable groups like House Redoran. It's just that those groups lack the resources to actually drive the Empire out, while Dagoth Ur certainly would if he gets his hands on all of the Tools of Kagrenac.
* OffTheRails: You can easily break the main quest by killing one of dozens of essential [=NPCs=]. The game does warn you if you've done this and encourages you to restore a saved file from before. There is also the "[[TakeAThirdOption backpath]]" method to beating the main quest, where only one NPC is truly essential ([[spoiler: Yagrum Bagarn]],) but is much more difficult to complete. Even if that is rendered impossible, one can use the Alchemy exploit to give yourself god-like levels of power and [[spoiler: use the Tools of Kagrenac without Wraithguard to unbind the Heart of Lorkhan, which is normally instant death for the player]].

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* NoOneSeesTheBoss: The Tribunal were forced into this after Dagoth Ur cut them off from their source of power. Previously, Vivec and Almalexia walked and worked among their people, offering words of advice and performing miracles. Now, they remain almost exclusively in their temples, communicating with only a few high ranking officials and personal guards. (Sotha Sil was always reclusive to begin with.)

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* NoOneSeesTheBoss: The Tribunal were forced into this after Dagoth Ur cut them off from their source of power. Previously, Vivec and Almalexia walked and worked among their people, offering words of advice guidance and performing miracles. Now, they remain almost exclusively in their temples, communicating with only a few high ranking Temple officials and personal guards. (Sotha Sil was always reclusive to begin with.))
* NoSneakAttacks: The ''Tribunal'' expansion kicks off when you are attacked by Dark Brotherhood assassins in your sleep. However, for whatever reason, they wake you up before attacking, giving you a chance to fight back.


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* NotCheatingUnlessYouGetCaught: Applies to breaking the rules of the various Guilds and Factions in the game. One of the consistent rules is usually that you're not allowed to steal from or kill other guild members. However, you can do both of these things safely and if you do it without getting caught, you won't be kicked out of the guild. House Telvanni has an interesting twist on theft among members: their philosophy is that, if you steal something from another member of the Telvanni and live to tell about it, you clearly deserve whatever it is you stole.


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* NotQuiteFlight: The Levitation spell allows for the "walking through the air" form of flying.


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* NowWhereWasIGoingAgain: The game lacks quest markers and the Journal in the vanilla game can be cumbersome and confusing. The expansions added new features to the Journal, like the ability to sort entries into active and finished quests. This is an incredible boon for keeping track of your goals, and makes level-appropriate progression through multiple factions at once infinitely more practical. This, unfortunately, doesn't help the instances where the directions given are incorrect or when the directions ''are'' correct, but were recorded incorrectly in the Journal.

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** The most obvious examples are Glass (a very strong mineral as opposed to a brittle substance made by melting quartz; it's a bit like obsidian but harder to shatter) and Ebony (another very strong mineral, as opposed to a tropical tree with black wood). That said, glass does ''look'' a fair bit glass-y, translucence and all (and ebony is rather dark in colour).

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** The As per series tradition, the most obvious notable examples are Glass (a very strong mineral as opposed to a brittle substance made by melting quartz; it's a bit like obsidian but harder to shatter) and Ebony (another very strong mineral, as opposed to a tropical tree with black wood). That said, glass does ''look'' a fair bit glass-y, translucence and all (and ebony is rather dark in colour).



* * NoStatAtrophy: The only way to permanently lower a statistic is by going to jail, and even then, it is only very slight decreases. Temporary ways exist in the game by means of spells, diseases, and enchantments but are restored after the effect wears off or is cured.

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* NoOneSeesTheBoss: The Tribunal were forced into this after Dagoth Ur cut them off from their source of power. Previously, Vivec and Almalexia walked and worked among their people, offering words of advice and performing miracles. Now, they remain almost exclusively in their temples, communicating with only a few high ranking officials and personal guards. (Sotha Sil was always reclusive to begin with.)
* NoStatAtrophy: The only way to permanently lower a statistic is by going to jail, and even then, it is only very slight decreases. Temporary ways exist in the game by means of spells, diseases, and enchantments but are restored after the effect wears off or is cured.

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* NoStatAtrophy: The only way to permanently lower a statistic is by going to jail, and even then, it is only very slight decreases. Temporary ways exist in the game by means of spells, diseases, and enchantments but are restored after the effect wears off or is cured.

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* NoStatAtrophy: The only way to permanently lower a statistic is by going to jail, NoFourthWall: A few glitches and technical issues from previous ''Elder Scrolls'' games were incorporated into canon this way. For example, there is the "jagged water" glitch which occurs in ''Redguard'' showing up here as a reference in one of Vivec's books.
* NoHeroDiscount: Downplayed in that while you'll still need to pay for items
even if you're a world-saving hero, you can use that fact to increase the disposition of shopkeepers, getting you cheaper prices.
* NoImmortalInertia: Played straight with Dagoth Ur, whose physical body vanishes [[spoiler: after you've severed his ties to the Heart of Lorkhan]]. The Tribunal are able to survive this, as Vivec says, thanks to the faith of their followers.
* NoisyRobots: All of the various Dwemer Animunculi make "clanky" metal-on-stone or metal-on-metal sounds as they move. Even when still, they'll make noise by releasing steam.
* NoManOfWomanBorn: The in-game book ''The Hope of the Redoran'' follows this. It tells the story of a Dunmeri noble named Andas, of whom it was prophesied that "his blood shall never be spilled", and that he cannot be killed by magic, illness, or poison. Indeed, the prophecy seems to come true, leading people to call Andas "The Hope Of The Redoran," in accordance with the wording of the prophecy. When he grows up, he lords this over his friends and peers as a sign of his superiority in combat, and it gives him the arrogance to challenge his cousin Athyn to a duel for an important political position. It ends with Athyn beating Andas to death with a quarterstaff, after Athyn's combat instructor gave him the idea. (Up until
then, it is only very slight decreases. Temporary ways exist in the game by means of spells, diseases, and enchantments but are restored after the effect wears off or is cured.Athyn had been despairing.)


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* * NoStatAtrophy: The only way to permanently lower a statistic is by going to jail, and even then, it is only very slight decreases. Temporary ways exist in the game by means of spells, diseases, and enchantments but are restored after the effect wears off or is cured.
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* NiceJobFixingItVillain: In ''Tribunal'', Almalexia tasks you with reforging True Flame, the FlamingSword of the original Nerevar, to use against a deranged Sotha Sil. [[spoiler: However, it turns out that ''she'' is the villain, having already killed Sotha Sil, and basically handed the Nerevarine one of the best swords in the game to use against ''her'']].
* NoArcInArchery: Played straight with full powered shots. However, if one fires an arrow without fully drawing the bow back, the arrow will noticeably drop in the air.
* NobleSavage:
** Played with significantly between the various Ashlander tribes. The Ashlanders chose to live nomadic, traditional lives in the barren Ashlands thousands of years ago when the "more civilized" Dunmer chose to adopt the Tribunal as their gods. The Ashlanders proudly keep the oldest Dunmer traditions alive, including their belief in the return of The Nerevarine. [[spoiler: And it turns out they are totally right about that]]. To note:
*** Played straight for the most part by the more peaceful tribes like the Urshilaku, Ahemmusa, and Zainab. During the time of the game, the Ahemmusa don't even have an Ashkhan, instead, giving war powers to their Wise Woman. (They are also, however, considered the weakest of the tribes as a result.) The Urshilaku are generally peaceful, and are the tribe most responsible for keeping the prophesies of the Nerevarine alive. The Zainab are the least 'savage', having developed a Settled Dunmer-like understanding of trade (and the fact that it can have political implications) and even going so far as to run an ebony mine of their own, for sale of the mined ebony to others. Each of these tribes, however, can still be prone to xenophobia against non-Ashlander Dunmer and especially toward any outlanders.
*** The Erabenimsun avert it with their current leadership, which consists of mostly war-like and highly aggressive elders. They're known to raid nearby settlements and kidnap or kill most outlanders on sight. To complete the main quest, you'll need to get them to name you Nerevarine, but the current leadership won't do it. [[spoiler:The Wise Woman concocts a plan to have you kill the warlike leaders and convince the peace-loving son of the former Ashkhan to take up the title]].
*** Rogue Ashlanders absolutely avert it. They attack travelers on sight and generally behave no better than standard bandits.
** Played straight again with the Skaal in ''Bloodmoon''. They are Solstheim's nature-worshiping Nord tribe. They generally prefer to be left alone, but if a respectful outsider comes along, they are willing to communicate and barter.

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** Even if one is selling their artifact items to the museum, the player's stronghold will inevitably end up looking like this as it fills with questing treasures.

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** Even if one is selling their artifact items to the museum, the player's stronghold will inevitably end up looking like this as it fills with questing treasures. Numerous mods exist which make displaying your questing treasures even easier.
* MusicalSpoiler: The battle music will initiate as soon as you've aggro'd an enemy, even if you haven't actually seen that enemy.
* MysticalPlague: Dagoth Ur's Blight, which spreads via Blight Storms and his minions. It can inflict crippling blight diseases and, most importantly, the Corprus Disease. The Corprus Disease is actually a curse of Dagoth Ur's (essentially divinity channeled from the Heart of Lorkhan) which brings those inflicted under his influence.


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* NamedWeapons: Countless examples. Every artifact class weapon has a name, as do numerous "unique" weapons which are generally named and enchanted versions of more common weapons. When enchanting a weapon, the player has the option of renaming it as well.


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* NarrativeFiligree: Standard for the series. There are exorbitant amounts of items, books, NPC conversations, and just general world details that have nothing to do with any quest or plot, but are simply there to flesh out the rich world of the game.
* NastyParty: One such party can be read about in the in-game book "A Game at Dinner".


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* NeedleInAStackOfNeedles: One House Redoran quest tasks you with finding a Dwemer artifacts smuggler. In order to complete the quest, you'll need to find a smuggled Dwemer object which is well-hidden on a table with numerous other mundane items.
* NerfArm:
** The Fork of Horripilation, which is a cursed dinner fork and easily the least-damaging weapon in the game.
** The Miner's Pick is a weak and heavy weapon classified as an axe.
* NeverTrustATitle: The Elder Scrolls themselves are never seen in the game, and only mentioned once, as the impetus for the Emperor ordering your release to Morrowind. You also do not get to see the entire province of Morrowind, only one district: the island of Vvardenfell. Finally, it's the 5th game with "Elder Scrolls" in the name, following ''Arena, Daggerfall, Battlespire, and Redguard''.
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* MuseumOfTheStrangeAndUnusual:
** Mournhold features the Museum of Artifacts, which will purchase and display any artifacts [[GottaCatchEmAll collected by the player]].
** Even if one is selling their artifact items to the museum, the player's stronghold will inevitably end up looking like this as it fills with questing treasures.
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* MurderInc:
** The Morag Tong, an ancient government-sanctioned assassin's guild, operates in Morrowind. Their traditional role in Dunmer culture is to settle disputes between the Great Houses, before those disputes reach the level of outright war, through the use of legal executions against the offending party. The player can join them, if the player can find their hidden headquarters...
** The Dark Brotherhood is an illegal offshoot of the Morag Tong, who have primarily taken up operations in the rest of Tamriel. They are at open war with the Morag Tong. The ''Tribunal'' expansion kicks off when they come after the player.

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* MoneySpider: The OrganDrop / VendorTrash version is in full effect. Hunting creatures and then selling their parts (which are technically alchemical ingredients) is a decent way of making money.

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* MoneySpider: The OrganDrop OrganDrops / VendorTrash version is in full effect. Hunting creatures and then selling their parts (which are technically alchemical ingredients) is a decent way of making money.


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* MorePredatorsThanPrey: The vast majority of wildlife you encounter on Vvardenfell or Solstheim are hostile predators.
* MortalityEnsues: After severing their ties to the heart of Lorkhan, this happens to [[spoiler: the Tribunal and Dagoth Ur. The Tribunal are able to persist with a trace of their divinity in tact, Dagoth Ur [[NoImmortalInertia does not]].]]
* MortonsFork: Gaenor's side quest in ''Tribunal''. If you give him gold, he'll demand more and more until he finally declares you're lying about having that much gold and are trying to mock him with your kindness. If you turn him down at any point, he declares you to be a heartless bastard. (Regardless of if you gave him gold or not, he'll show up a few days later having taken quite a few [[TookALevelInBadass levels in badass]] and wanting to fight you.)
* MrExposition: Subverted in the main quest, as the game gives you several Mr. Exposition type characters (Caius, Azura, Vivec, Dagoth Ur, the Temple giving a different account than Vivec...plus you can do your own research with some in-game texts) all of whom [[TheRashomon contradict eachother]]. There are strong hints that Azura, Vivec, and Dagoth Ur have their own motives for lying (or at least not being entirely truthful) and you're [[TheUnreveal never told outright which one was right]]. A lot is left to personal interpretation.

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* MobWar: There is an ongoing conflict between the ruthless, murderous native gangsters in the Camonna Tong and the imperial import Thieves' Guild. While all-out war is not something either side can afford, the conflict is still nasty enough that even the usually violence-averse Guild orders Tong operatives killed.



* MoneySpider: The OrganDrop / VendorTrash version is in full effect. Hunting creatures and then selling their parts (which are technically alchemical ingredients) is a decent way of making money.



* {{Mooks}}: The Sixth House cultists.

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* {{Mooks}}: MookMaker: You'll run into one in [[spoiler: Sotha Sil's Clockwork City]] which continually produces fabricants. Interestingly, you'll need to activate a series of valves on the machine itself in order to escape ''through'' it.
* {{Mooks}}:
**
The Sixth House cultists.main games uses Dagoth Ur's various minions in this way (Dreamers, Ash Beasts, Corprus Beasts, lesser Dagoths, etc.)
** ''Tribunal'' uses [[spoiler: Sotha Sil's fabricant creatures, though he's not the one controlling them...]]
** ''Bloodmoon'' has Hircine's werewolves.
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* MightMakesRight: The [[EvilSorcerer Telvanni]] believe it to the point where it's actually part of their doctrine.
--> "If you steal from another Telvanni, but still live, then clearly you deserve whatever you stole. Murdering your opponents by magic or treachery is the traditional way of settling disputes. If you win, then clearly your argument has more merit."


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* MiniBoss: The final area in the main quest and each of the main quests of the expansions features one of these.
** About halfway through Dagoth Ur's Red Mountain citadel, you'll face Dagoth Gilvoth, one of Dagoth Ur's Ash Vampire minions. (The six other Ash Vampires in the game are each the boss of their own stronghold.)
** In ''Tribunal'', near the end of [[spoiler: Sotha Sil's Clockwork City]], you'll have to battle the Imperfect, a giant fabricant which hits hard and comes with [[ShockAndAwe lightning]] attacks.
** In ''Bloodmoon'', you'll face several of these [[spoiler: as your fellow competitors inside Hircine's glacial hunting grounds]].
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* MegaCorp:
** House Hlaalu is the fantasy equivalent, being focused on mercantilism and trade (along with all of the corporate espionage and backstabbing that usually entails.)
** The East Empire Company resembles an early modern version. They dominate inter-provincial trade in the Empire and have become quite wealthy (and sometimes unscrupulous) as a result. You can join them in ''Bloodmoon''.
* MenuTimeLockout: Bringing up the menu essentially freezes the game world. It is useful in a fight, allowing you to change armor, change clothing items, ready spells or enchantments, and drink/eat any potions or food you want. The only thing you can't do is change your weapon mid-swing.


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* MetaphoricallyTrue: Vivec is a huge fan of statements like this, and uses them liberally in his speech and throughout his writings.
* MethuselahSyndrome: As is standard for ''Elder Scrolls'' series elves, the Mer races have natural lifespans measured in the centuries. (And this is without counting divine beings like the Tribunal or those who have used magic to prolong their lives, like the Telvanni wizards.)
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* MaximumHPReduction: If you are using the "[[TakeAThirdOption backpath]]" method to beat the main quest, this will happen to you when [[spoiler: you equip the jury-rigged Wraithguard for the first time to the effect of about 200 maximum health, permanently]]. If it doesn't kill you outright, it can leave you with the equivalent maximum health of a low-leveled character at a stage in the game where you should rightfully have hundreds.
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** ''Tribunal'' adds the Bi-Polar Blade as a reward for completing "the Match Maker" side quest. The two enchantments on the blade cancel each other out, which is fitting given the name of the weapon, but it still a powerful blade in it's own right - dealing damage on the level of the game's other artifact two-handed blades. (It can also be sold to the Mournhold Museum for a cool 20,000 gold if you prefer.)


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* MasterSwordsman: Ulms Drathen,the master trainer of the Long Blade skill, is a Dunmer crusader decked out in Glass armor weilding a Daedric Claymore in Molag Mar.
* MatchMakerQuest:
** One side quest involves a woman who has fallen for the bandit who robbed her, and wants help tracking him down. Surprisingly, it turns out well.
** A ''Tribunal'' side quest, actually called "The Match Maker," has you playing one of these for a young Dunmer woman who is too busy with work to find a husband. You can find 3 men to set her up on a date with. Whether the date is successful or not is up to a random chance; you can give each of the men advice which increases the odds of success, but never above 67%. If successful, one man gives you nothing as a reward, the other gives you an enchanted belt, and the third gives you the artifact weapon "the Bi-Polar Blade."
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* MasterConsole: One is present, with a long list of codes ranging from the game-breaking ones like god mode to minor ones which can help fix broken quests and the like.


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* MasterOfUnlocking: The player can use lockpicks to open locked doors and containers. The player's Security skill combined with the quality of lockpick is used to determine the success rate. If your skill level is too low, it will be impossible to pick locks with much higher levels. Also available is the "Open" spell, which will automatically unlock any door or container at or below the level of the spell. (It does not, however, disarm trapped locks.)
* MasterPoisoner: King Hlaalu Helseth is reputed to be one of the greatest and most subtle poisoners in the world.
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* MagicTool: Repair hammers of various quality can be found in the game and can be used to fix any type of weapon or armor. (With the success rate and condition improvement based on your Armorer skill.)


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* MalevolentArchitecture:
** Largely averted in the main game. You can explore dozens of caves, ruins, and the like with the only threats being any inhabitants themselves.
** Played straight with Sotha Sil's Clockwork City in ''Tribunal''. There are numerous deathtraps which can kill you quickly. This is at least party justified by the Clockwork City only having one real inhabitant, who is both a recluse and (being both a [[PhysicalGod god]] and the creator of the City) in control of its functions, including the traps.


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* MarkedChange:
** After the Tribunal went against the will of Azura and used the Tools of Kagrenac on the Heart of Lorkhan, she either cursed the formerly gold-skinned Chimer people with the dark skin and red eyes of the modern Dunmer, or pointed out that the Tribunal had done it while using the tools. (The details are rather [[TheRashomon sketchy]] at best.)
** The physical forms of the Tribunal all changed as well after using the tools to achieve godhood. Almalexia kept her Chimer form, becoming even more beautiful and adding all sorts of adornments to her form. Vivec became half-Chimer/half-Dunmer, split right down the middle, which went along well with his mythic status as a hermaphrodite "trickster," and added a "flame" to his bald head. Sotha Sil meanwhile adopted the basic form of a Dunmer.
** When Almalexia [[spoiler: finally snaps and reveals her FaceHeelTurn to the Nerevarine, she appears with her terrifying battle mask]].

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