"Morrowind": artifacts and unique items with permanent effects. The Elder Scrolls - Where Did the Dwemer Disappear Nerano Manor Key

Pushed me to take on the investigation of the disappearance of the Dwemer race personally, because. I don’t believe any ag "am.ru and the Nomads sitting on them. The question of gnomes haunts the players to this day, and a huge number of theories and versions are still being built. And I will shed light on some of them today.

The first person who is interested in gnomes, and who meets us at the very beginning, is Hasfat Antabolis. So, I interviewed Hasfat:

- Hello, Hasfat, please tell me about the Dwemer!

The Dwemer are a fabulous, extinct race of Dwarves whose ruins and magnificent artifacts are scattered throughout Tamriel. The elves use the word "Dwemer" to mean "deep digging", "wise" and "secret"; the imperials use the word "dwarf", which was mentioned in fairy tales. That is what the race of giants affectionately called their "little" Dwemer friends. There are several remnants of Dwemer settlements in Vvardenfell. In addition, many found Dwemer artifacts.

- Can you tell me more about the disappearance?

The disappearance of the Dwarves occurred before the appearance of imperial written records; Dunmer oral legends say that the Dwemer were severely punished by the gods for insolence and disbelief. Dwemer ruins are scattered throughout Tamriel, we often find weapons, armor, household items, money and other traces of the life of the dwarves, but the circumstances of the disappearance of the dwarves themselves are one of the greatest mysteries of the Empire.

- Thank you very much, Hasfat, it was nice to talk to you!

Finally, my photo with Hasfat:

So, we have the 1st version: THE DWEMER WERE PUNISHED BY THE GODS.

- Hello, can you tell me about the disappearance of the gnomes?

Among the Dwemer, it was not customary to consider their spirits as synthetic constructs, three, four or forty degrees of creation deviating from the divine essence. In the days of the Dawn Era, they studied the death of the bones of the earth, now we call it the law of nature, dissecting the process of holy will in the mundane. I believe that their mechanics and tone architects have found a constant regression of technology to do the opposite - that is, to create a saint out of the destruction of the mundane. Since there are no Dwemer corpses or signs of conflict left, I believe that generations of ritual "anti-creation" led to their instantaneous but predictable disappearance from the world. They turned out to be beyond mathematics, color, beyond all existing laws. The fact that the Dwemer disappeared during the conflict with the Nerevarine and the Tribunal is a mere coincidence.

Baladas, I have here 3 books found in the ruins of Bethamets, Nchuleftingt and Mchuleft: Divine Metaphysics, Hanging Gardens and Egg of Time. Could you explain to me what they are about?

Yes, now I can translate these books. The first is Bthuand Mzanch's refutation of a popular theory from the time of Nerevar. The Dwemer believed that using the power of Lorkhan's heart was a terrible risk. "The Egg of Time" contains Bthuand's arguments in favor of the inconsistency of this idea, many of them are quite convincing. The next book, Divine Metaphysics, is an explanation of how the Dwemer tried to create a new god, Anumidium, using the tools of Kagrenac and the sacred music of the heart. There are several theories on how to subdue Ehlnofey or "Earth Bones", but I'm not entirely sure I understand them myself.

- Thank you, Baladas, it was nice to have a dialogue with you!

And, as expected - a photo with the interlocutor:

Disappearance of the Dwemer, journalistic investigation.


Disappearance of the Dwemer, journalistic investigation.

So, we have the 2nd version: They disappeared due to the "anti-creative" orientation of their actions.

And now let's go to the corprusarium to Yagrum Bagarn, to find out what the last dwarf thinks about the disappearance of the gnomes.

Yagrum, hello. Where do you think your entire race has gone?

Hmm... I don't know what happened. I wasn't there. At that time, I was taken to the Outer Realm, and then my people disappeared. I had to leave Red Mountain and wander Tamriel for many years, scouring our desert colonies for survivors or explanations. However, by the time my return to Red Mountain took place, the answer had not been found. Instead, I ran into a corprus and I've been living here ever since. But I have theories on this, if you're interested.

- Yes, yes, of course, continue!

Lord Kagrenac, the pre-eminent philosopher and magician of my age, has created an apparatus for the purpose of manipulating mythical forces in order to transcend the mortality of the Dwemer. However, after considering his formula, some logicians have stated that side effects cannot be avoided, and the consequences can be catastrophic. I think Cogrenac managed to give our race eternal life, but with unpredictable consequences - for example, a complete transfer to the Outer Dimension. Or he was wrong, and our race was completely destroyed.

- Thank you very much for the interesting information!

and of course a photo for memory:

Disappearance of the Dwemer, journalistic investigation.


Disappearance of the Dwemer, journalistic investigation.

Version 3: Kagrenac gave everyone eternal life in the Outer Dimension.

Version 4: Kagrenac slammed everyone because of his incompetence.

And now let's analyze the most wealthy versions, I consider the 1st and 3rd as such.

Destruction by the Gods: a very likely version, given that the Dwemer wanted to create their new god. Of course, the rest of the gods did not like it. Therefore, and probably, it was decided to destroy the gnomes. Also, the 1st version is not denied by the second, since in the second they could be destroyed by the gods.

Version 3: also a consistent version, given that this is the opinion of the last survivor of the race, and the opinion is supported by two Dwemer books "Divine Metaphysics" and "Egg of Time", but here's the point: the survivor is a Dwemer, the books were written by Dwemer, therefore thoughts are clearly strong should not differ, which we see.

Therefore, the most possible version is the divine destruction of the Dwemer, supported by at least 1 one version and undeniable by another.

We decided to dedicate this guide to the most useful artifacts from Morrowind. All the things that we will talk about today can be found during the passage of the game and used by your character. Artifacts are primarily objects endowed with unique properties and effects. They can all be divided into 3 groups: weapons, armor/clothes, and rings/amulets. By the way, there are several special quests in the game that can be completed not only for the sake of obtaining artifacts, but also for the sake of simply interacting with them (for example, the “Dwemer Artifacts” task). There are many unique things and items with useful characteristics in Morrowind, the main thing is to know where to look for them.

Daedric Crescent Blade

Specifications:

  • Type: long, two-handed.
  • Slashing Damage: 15 to 40 HP
  • Cutting Damage: 20 to 50 HP
  • Piercing Damage: 5 to 15 pts.
  • Weighs: 35.
  • Cost: 180 thousand.
  • Armor Destroying Effect: 30 pts.
  • Paralysis effect for 10 seconds.
  • Charges: 250.

The weapon is located in a tower called Tel Fir. The location is located on an island not far from the continent, more precisely, in the southwest direction from the city of Sadrit Mora. Once inside, we look for a box (we advise you to look at the lower left shelf), closed with a lock of the hundredth level. Inside there will be an amulet that will take us to one of the Daedric Sanctuaries. We teleport to a small room guarded by Dremora - we defeat it and go back. This time the amulet will hit, and instead our character will be holding the Daedric Crescent.

"Skull Crusher"

Weapon characteristics:

  • Type: crushing, one-handed.
  • Cleaving Damage: 10 to 60 HP
  • Cutting Damage: 10 to 50 HP
  • Piercing Damage: 7 to 10 pts.
  • Weighs: 15.
  • Cost: 48 thousand.
  • Permanent effect "Feather": 15 points.
  • Attack Increase: 5 pts.
  • Charges: 250.

First we travel to Sadrit Mora, and then we follow east. Sooner or later we must reach the Daedric ruins without any visible entrance. A little to the east of this place, on a small island, you can find the Lobster Ancestral Tomb. Part of the Tomb will be occupied by Daedric ruins - we get to the end, go up and find ourselves at the Forgotten Vaults of Anudnabia. We go into the Forge and go down to the lower level. In one of the rooms we will be thrown up to the place where the chest with the lock of the eightieth level is located. We deal with the burglary and pick up the Skull Crusher.

Note: At the same level, you can pick up the "Daedric Dreadface" helmet from the corresponding set of armor. To do this, simply fly up a little higher than the chest to where a series of ledges is located. The helmet we need will lie on one of these ledges.

"Spear of Bitter Mercy"

Main characteristics:

  • Type: polearm, two-handed.
  • Cleaving Damage: 1 to 15 pts.
  • Cutting damage: from 1 to 15 pts.
  • Piercing Damage: 15 to 60 HP
  • Weight: 20.
  • Cost: 130 thousand.
  • Reflection Effect: 30% for 30 seconds.
  • Summon Storm Atronach: The spell lasts 30 seconds.
  • Charges: 2160.

The spear is given as a reward for completing Sheogorath's quest. To do this, we go to the city of Vivec, where, in the District of St. Delin, you can find the Dungeon with the Daedric Sanctuary of Ihinipalith. On the territory of the Sanctuary there is a statue of Sheogorath - let's turn to it to get the task.

The quest to get the "Spear" is rather unusual: we have to go to the northernmost island in the archipelago called Shegorod, where a distraught hermit lives. This hermit is the owner of the great artifact "Itchy Fork". We must obtain this item and use it in the fight against the giant netch male. If by this moment the character has not yet managed to pump the “Short Blades” skill, then we advise you to opt for a more familiar weapon, and use the “Fork” at the very end of the battle, for finishing off. The male netch can be found in the northwestern part of the archipelago.

Armor Symbol of Eleidon

Armor Feature:

  • Type: heavy.
  • Protection: 333.
  • Durability: 2000.
  • Weight: 30.
  • Cost: 200 thousand.
  • Health regeneration effect: 50-100 points.
  • Charges: 95.

The armor is hidden in the depths of the Ibar-Dad cave. You can get there using the following route: we find the city of Maar Gan on the map, to the north of it there should be a camp called Urshilak. First we go towards the camp, and then we turn west and continue to go to the next location with the Sanctuary.

Having reached the goal, we choose the path that leads to the southwest, and it will lead us to the Ibar-Dad cave. Inside we have to swim a little. We boldly jump into the water and swim to the fork, where you need to choose the left side. We select the key and go back - this time we swim to the right. Sooner or later, a Tomb will appear in front of us, which will be guarded by several serious enemies. We deal with the threat, open the doors with the previously found key, and pick up the "Symbol of Eleidon". We advise you to look around: in the Tomb you can find other good things and unique Morrowind artifacts.

Importing armor into other games

It is worth mentioning that on the Internet you can find quite interesting mods for artifacts from Morrowind in Skyrim, which allow you to transfer your favorite unique items from the third part of the game series to the fifth. The list of imported artifacts includes a wide variety of things, including the “Symbol of Eleidon” armor.

"Helm of Oreyn"

Artifact stats:

  • Type: heavy.
  • Protection: 300.
  • Durability: 900.
  • Weighs: 10.
  • Cost: 125 thousand.
  • Increased Agility Effect: 40 pts.
  • Increased stamina effect: 40 points.

Just like the Spear of Bitter Mercy we talked about earlier, Oreyn's Helm can be obtained as a reward for completing one of the Daedric quests. This time we will be dealing with a statue from the Sanctuary of Assurdirapal. The location we need is located on a small island north of the Dunmer fortress Valenvarion, which, in turn, is located east of the Urshilaku camp. If you have difficulty finding the last location, then we advise you to start your journey from Maar Gan, and from there move north towards the coast.

As for the statue itself, you will have to go down to the Inner Sanctuary for it. We speak with her and get the task: to deal with Farvin Oreyn - the last descendant of the Oreyn clan. The character can be found south of Gnaar Mok. By itself, he is not dangerous, but with his bodyguards you will have to tinker. We kill all three and return to the Sanctuary, where a well-deserved reward will already be waiting for us.

"Ring of Khajiit"

Item Feature:

  • Weight: 0.1 units
  • Cost: 10 thousand.
  • Permanent invisibility effect lasting 30 seconds.
  • Increased Speed ​​Effect: +20% for 30 seconds.
  • Charges: 265.

Like most artifacts in the game, the Ring of Khajiit is a quest reward. In order to start the quest, you need to meet with Taros Dral - the NPC that wears a mask and is always located at the Altar near the Hidden Area of ​​the Arena (Vivec City).

Taros will ask us to go to Balmora, where a character named Balin Omavel lives - he will need to be poisoned with poison. The victim's house is located near the house of Caius Cosades. Getting inside is easy - just jump from one roof to another, and then pick the lock of the fiftieth level. Once in the house, we add poison and with a clear conscience (is it calm?) We go to report on the task done. True, this time, we will not speak with Taros Dral, but with the Altar of Mephala itself.

Additional information about the quest with the "Ring of Khajiit"

We advise you to complete the quest at night, as in this case the character can go unnoticed. To use the poison, you just need to press the "space" by moving the mouse arrow over the object in advance. After that, an inscription will appear, to which you need to answer “yes”. That's all, the quest can be considered completed!

By the way, the Ring of Khajiit is also included in the list of available artifacts from Morrowind for Skyrim, which means that it can always be transferred from one game to another with a special mod.

Where did the word "Dwemer" come from?

Dwemer is the real (elvish) name of the Dwarves. It is pronounced like this: TWO-MER. In some translations, "undersized people", "skillful people" and, probably, the best translation is "in-depth people". Perhaps "profound" in the sense of "enlightened and skillful" is opposed to referring to "physical depth" of some sort.
The name "gnomes" was used mostly by non-elven races and had various meanings. Rumor has it that the name "dwarves" was given to the Dwemer by giants who once lived in Morrowind. Perhaps this is just confusion. A variation on the legend suggests that the ancestors of Men and Mer, described as the "titanic" Ehlnofey (also known as the Bones of the Earth), gave the name to the Dwemer. In this case, the name is actually a play on words, combining short stature (relative to "titanic" Ehlnofey) and intelligence. Both of these interpretations show inconsistencies beyond the scope of this manual, but they are still possible.

The most possible interpretation is that "dwarf" is just a mistranslation of the word "dwemer", then it is correct in the sense of "in-depth people", but "two" was mistranslated by people as "low". Thus it turned out "undersized people", or gnomes.

Legacy of the Dwemer

All that remains of the Dwemer are their inventions. Of course, the most famous remaining artifacts are the Numidium, which Tiber Septim used to "forge" the Third Empire, as well as the items: the Cleaver, the Divider and the Wraithguard.


TES III: Morrowind - On the left is an example of one of the Dwemer ghosts that still haunt their Dwemer ruins. On the right is Yagrum Bagarn, the last living dwarf crippled by the Corprus disease.
Dwarven Orb Centurion
Dwarven weapons resist corrosion and retain their sharpness despite frequent use. The Imperial administration forbids the use, sale or export of such artifacts outside the province of Morrowind, but this does not stop smugglers. Dwemer items are very rare and highly valued by collectors throughout the Empire.


Above is an example of a Dwemer Animunculi, a protective Centurion Sphere. According to unidentified sources, the Dwemer Animunculi went out of action when they were far enough away from Vvardenfell (maybe due to the radius of influence of the Heart of Lorkhan?). Since these Centurions are also found on Hammerfell, it can be assumed that the Rourken clan used an alternative power source to power their creations, such as Steam Pipe devices. In the ruins of the Dwemer on the island of Stros M "Kai, Redguard Cyrus fought much larger, more dangerous versions of these steam animuncles and steam golems.

Dwemer runes

There are two different forms of Dwemer writing. Many good examples of the first type, which we will call "Dwemeris Glyphs" for simplicity, have been found in Morrowind and Hammerfell. These are the runes that make up the texts of the books "Egg of Time" and "Divine Metaphysics" (links to the books are given below).
The second type has so far only been seen in Morrowind, on chimneys and panels in Dwemer ruins scattered throughout Vvardenfell. We call this collection of runes "Dwemeris Script".
Whether these two types of runes are related to each other is not yet clear, and research into finding their link is still ongoing. The "glyphs" have withstood all attempts at understanding them, and the diagram below continues to detail the indexing system.
However, we were lucky enough to translate the available "Script" runes by studying them separately. Lord Divayth Fir, Magister and Scholar of Telvanni, confirmed that their meanings are exactly as shown below. Of course, it's clear that Lord Fyr has access to a larger area of ​​diverse examples, as he also allowed us to recognize the rune that stands for Tamriel's "F", which would otherwise be impossible.


Consider pages from the Dwemer books The Egg of Time and Divine Metaphysics.


Illustrations from the books "Divine Metaphysics" and "The Egg of Time"
The first depicts a gnome golem that was in ruins. The next is an image of an unknown group of travelers. Perhaps the Rourken clan during their great exodus. Thinking about the last image (which was not found in the ruins) and the fact that the sign on it was the inscription "Lorkhan", it seems that this beetle somehow represents the Heart of Lorkhan or its power.
"Divine Metaphysics", in the words of Baladas Demnevanni: "An explanation of how the Dwemer tried to create a new god, Anumidium, using the Tools of Kagrenac and the holy sounds of Lorkhan's heart." Demnevanni also tells us that the "Egg of Time" is Bthuand Mzanchem's refutation of a popular theory from Nerevar's time. Some Dwemer believed that using the power of the Heart of Lorkhan involved a terrible risk. The Egg of Time contains many of Bthuand's arguments against this idea, many of which are irrefutable.
Although some of the Dwemer writing has already been deciphered, this does not yet allow successful reading of Dwemer writing. So far, for researchers, they represent only a collection of unrelated symbols.

Dwemer model of the "Solar System"

http://yfrog.com/n4dwemers5g
Ruined Dwarven Telescope

Among the large number of views that can be enjoyed from the Dwemer Observatory on Stros M "Kai, there is what may be the only functioning Dwemer Model of the Solar System (hereinafter referred to as the Model) in existence today.
The excellent knowledge of the planets by the Dwemer race is very well documented and was achieved through their careful observations of the heavens using such fine observatories. The model of the solar system on the island of Stros M "Kai provides a rare opportunity to learn about the Dwemer model of the planets and their movement.
According to Elder Scrolls Cosmology, there are eight other planets besides Nirn, the mortal planet. This is how mortals literally understand the Eight Immortals who, according to myth, created the mortal planet in the Age of Twilight:
"Eight planets refer to the Eight Deities. They are all present in the Dwemer Solar System Model along with the mortal planet, Nirn."
We also know from Cosmology that the three Guardian Constellations are "guarded" by the Dominion Planets, "Akatosh (the eye of War), Julianos (the eye of the Mage), and Arkay (the eye of the Thief)".
As they are comprehended from Nirn, the constellations follow an annual pattern of rotation in the sky. This allows mortals to assign certain times of the year to the constellations when each of them is in the sky where the sun rises at the same time every year.
In order for mortals to identify three of the planets as constituting permanent constellation markers, these planets must also follow the same predictable yearly path pattern in the sky and be visible in the orbit of Nirn. This is most likely why the Dwemer modeled a planetary system with Nirn at the very center, which confirms the model of the solar system on the island of Stros M'kai.

Dominion planets

Since the three Dominion Planets have a constant position in the Sentinel Constellations and are related to each other, we can also assume that the three Model spheres representing them have constant relative positions in their orbits.
http://yfrog.com/66planetsg
Dwemer model of the solar system
Examining the Model in more detail (see diagram on the right), it can be seen that the three spheres p1, p2 and p3 are the only ones that have a constant relative position throughout their orbits, and they should represent the Dominion Planets.
These are three spheres that are connected by a triangular, dragon-like frame of the Model, and it is most likely that the head of the Dragon, p2, is Akatosh, the Dragon Planet. Comparing the constellation diagram of the Solar System model with the Observatory diagram, it can be seen that of this trio, the p1 sphere, with the smallest orbit and closest location in relation to Nirn, is most likely Arkay, the Dominion Planet of the constellation Vora, which is shown on the map at the lowest latitude (latitude 1).
Julianos, the Dominion Planet of the Magus constellation, which the constellation chart has placed in mid-latitude, is most likely a sphere in the tail of the Dragon, p3.
As we have seen, the three spheres of the Dominion Planet have synchronous orbits. They all have the same curious effect of staggering in their orbital plane, where the normal axis of their orbits shifts a few degrees from the true axis of Nirn, X, to a tilted position, Y, and back again. This "Wobbling" occurs twice during each complete circle of the orbit, each time narrowly avoiding the collision of the Dragon Planet (p2) with the p6 sphere.
Of the five remaining planets represented in the Model, only two orbit Nirn, p5 and p6. The other three are in orbit around the larger planets. One could mistake them for moons, but Elder Scrolls Cosmology states that moons are not (too remarkable to be) represented in the Dwarven Model of the Solar System.
However, 'Cosmology' makes it clear that small planets orbiting larger planets may be "Minor Gods" referring to the Gods of their major planets. This may raise the question of which of the Eight Lights can be regarded as "accompanying" the others.
The orbit of the p5 sphere is quite complex due to the rotation of its inclined orbital plane. The angle of inclination is constant, but the sphere's orbital plane makes one complete rotation about the true axis of Nirn for each completed cycle of the Model. The sphere itself, at the same time, makes four complete revolutions around Nirn.
It should also be noted that the p6 sphere is the only one that directly rotates around Nirn in the opposite direction to other spheres. Whether this observation, or any other made here, may have a deeper meaning is a matter for a larger discussion. But in any case, the Model exists as another confirmation of the genius of the Dwemer race.

Dwemer Observatory

The Dwemer Observatory on the island of Stros M "Kai, off the coast of Hammerfell, was built by the vanished Rurken clan sometime after 1E 420 and, unlike many similar observatories on Morrowind, is still in excellent condition.
http://yfrog.com/73constchartg

The interior walls are lined with tall metal signs, each displaying one of the twelve permanent constellations. Of course, the Dwemer understood the constellations in accordance with their culture and many of their representations are different from modern Tamriel.
A closely similar, matching set of displays can be found on the walls of the Hall of Heartfire at Bamz Amsshend, a recently excavated settlement below Mournhold, in Morrowind. However, getting to these ruins to make a comparison can be extremely dangerous, so be extremely careful.
Beneath each image is a "button" on the floor depicting the Dwemer Sign representing that constellation. The observatory floor chart creates a map of the relative positions of the twelve constellations, also showing the signs they correspond to.
The picture on the right is a diagram of the floor of the observatory. The signs are shown in yellow and blue, just like the original diagram; the blue signs show the Constellations of Guardians, and the yellow ones show their "charges".
We have added reference numbers to explain which constellation and which season each sign represents. The red numbers show their latitude, while the green numbers show their sectors.
The positions shown on the diagram indicate where to point the telescope to see the desired constellation. The buttons below the portraits rotate the observatory to get to the right sector for each constellation, and the wheel on the telescope raises it to the right latitude. It can be in three positions, the lowest of which is the height of the constellation Vora.
When a certain constellation is visible through a telescope, its Dwemer display is somehow hidden from view in such a way that the stars only shine through the points they are allowed to. This is very helpful as it certifies whether the constellation is currently visible and hides its major points in the Dwemer display, allowing them not to be distracted when compared to its known major points in the modern display. The sign that indicates the currently viewed constellation is also visible in the upper left corner of the viewport.

What did they look like?

Because the dwarves died so long ago, we don't know much about them. In general, we know that they were recluses and possessed great power, preferring technology over magic (the gnomes on Stros M "Kai were confident in steam power). They lived in large semi-underground buildings and created mechanical creatures called Animukuli, as well as other devices "We know that the Dunmers, Nordlings, Redguards, perhaps even the Gods, were afraid of them. We can say that the Dwemer were "blasphemers." They challenged the power of Et" Hell (Aedra and Daedra), questioning their power, and went to " Outer Worlds". These factors may have led to their demise, as discussed below. Perhaps the defining aspect of Dwemer culture is their use of the "Heart". According to legend, after Lorkhan tricked or convinced Aedra to create the mortal plan, they tore out his divine heart and threw it into Nirn, where it was to be buried forever. The Dwemer found this heart, explored its secrets and used its divine power to create many things. They created the Blade Cleaver and Hammer the Splitter along with Wraithguard to harness the power of the Heart.
One of the things they built is the huge golem Nimidium, the Copper God, created to help them "transcend the Gray Possibility [Nirn, the Mortal Plane]" by drawing power directly from the Heart. In other words, this golem was more than just a destructive force. He was the true new God that the Dwemer created from the substance of Lorkhan, the "Dead" God.
After the disappearance of the Dwemer, Numidium reappeared in a weaker form when Tiber Septim used it to conquer all of Tamriel and usher in the Third Era.
A good example of the Dwemer's attitude towards the gods is the story "Azura's Box", in which the Dwemer summons Azura to solve a riddle and tricks her. He does this in order to understand the limits of the power of Et "Hell. In contrast, his pious Chimer friend is stunned by the audacity of the Dwemer, but he agrees to help him and calls Azura. At the end of the story, Azura curses the Dwemer and, possibly, the house of the Chimer for disrespect. This is a good example contrast between Chimer faith and Dwemer disbelief.
This theme is repeated for the Dwemer. Baladas Demnevanni says that "during the Dawn Era they discovered the death of the Bones of the Earth, which we now call the laws of nature, by analyzing the process of turning sacred will into impious. I believe that their mechanics and tonal architects discovered systematic methods of regression to reverse the process - then is, to create the sacred out of the death of the wicked."
The final aspect of the Dwemer data is that while many think of them as a technology-driven race, an extra dimension has been added to them. Apparently, the power of the Heart of Lorkhan brought some sort of magic into their "technology". However, there is also evidence that the Dwemer possessed elements of spirituality.
According to the Chimerwamidium (Ancient Tales of the Dwemer, Part VI), the Dwemer supposedly had an ability called "The Call". This is akin to what we call telepathy or self-knowledge. She allowed the Dwemer to communicate with each other over vast distances. Supposedly, in the last seconds before disappearing, Master Craft Kagrenac used the Call to communicate with all Dwemer to herald their exodus from the mortal world.
Whether this version of their end is correct or not is unknown, but there is another one. The last living dwarf, Yagrum Bagarn, said that when the Dwemer disappeared, he was in the "Outer Worlds", and therefore did not disappear with them. The outer worlds refer to the planes beyond Nirn. It could be Aetherius, Oblivion, or any other "location" in the Aurbis. In any case, this shows us that at least some Dwemer had the ability to move their bodies out of the mortal plane and travel outside of, or (perhaps) with, their bodies. This is the thought of Baladas Demnevanni, who says that the Dwemer practiced "generations of ritual anti-creatures" which is possibly responsible for their disappearance.
As a side note, it is not known if the Call and these anti-creatures were an innate or learned ability, or if they were obtained through some kind of technology or from the use of the Heart.

Dwemer Artifacts

The Cleaver is an artifact blade, one of the enchanted weapons made by the Dwemer High Commander Kagrenac. A cursed weapon that kills anyone who dares to take it without the Wraithguard gauntlet. Kagrenac's weapons are renowned for being able to use the heart of the dead god Lorkhan to gain some of his divine power.
http://yfrog.com/n3keeningg

Divider, one of Kagrenac's weapons. One of the most mysterious artifacts of Tamriel, which caused the rise and fall of the Dwemer civilization. A cursed item that kills anyone who dares to take it without the Wraithguard glove. Kagrenac's weapons are renowned for being able to use the heart of the dead god Lorkhan to gain some of his divine power. In the entire existence of Nirn, only the members of the Tribunal and Dagoth Ur have managed to accomplish this. Anyone who wants to repeat their deed must remember the tragic fate of the Dwemer people and the curse imposed by the Daedra Azura on all Dunmer when the leaders of the Tribunal used the tools of Kagrenac.
http://yfrog.com/42sunderg

Ghost Guard - a mysterious Dwemer artifact, was specially created to protect the owner from the deadly energy of the Divider and Cleaver artifacts. In addition, it has less significant protection enchantments against physical and magical damage, which can also be useful.
http://yfrog.com/n5wraithguardg

Where have the Dwemer gone?

They vanished into thin air. Quite strange, isn't it?
The problem is that there are many different opinions of their end. I'll try to break this section into mini-sections: facts about the (sometimes inconsistent) disappearances of the Dwemer, as well as speculations about their disappearance.

"Facts"
Time and place - Vvardenfell, during the Battle of Red Mountain. This was the climax of the war between the Chimer and the Dwemer. On the Chimer side, Nerevar, Almalexia, Vivec, and Sotha Sil were represented.
Dumac and Kagrenac spoke from the Dwemer side. There was also Vorin Dagoth from the House of Dagoth, as well as Nords and Orcs. However, it is not known exactly which side they were on. The five songs about King Wulfhart state that the Nords and Orcs were on the side of the House of Dagoth against the Dwemer. However, the book also states that Nerevar fought on the side of the Dwemer and the Chimer were not represented at all, giving a difference in understanding. In addition, the book The War of the First Council states that House Dagoth was on the side of the Dwemer, and that the Nords and Orcs fought them. This, however, is also possible, according to Vivec's records, Dagoth Ur fought on the same side with Nerevar. While this question is historically important, it is not relevant to the Dwemer.
According to some versions of events, the Dwemer were simply slaughtered - and this is the explanation for their disappearance. It doesn't look like the Rourken clan that was on the other side of the continent disappeared at the same time. Don't forget the stories (of Vivec and the Ashlanders) that claim something far more significant happened.
These versions state that at the end of the battle, Nerevar, Dagoth Ur, Kagrenac and others were in the Chamber of the Heart. Dumac could be here and be killed or unconscious. According to one version, Kagrenac, seeing that he was in trouble, took the Tools and went to the Heart. Others saw him trying to use the tools on his heart and at that moment all the Dwemer on Tamriel disappeared without a trace. His use of the Tools may have had the purpose of making his race godlike. According to other accounts, Kagrenac was killed by Dagoth Ur, and Azura showed Nerevar how to use the tools to cut the Dwemer's connection to the Heart. "And on the battlefield, the Tribunal and their armies saw the Dwemer around them turn to ashes, as they lost their stolen immortality." The question is whether the Tools were actually used and whether they actually worked.

reasoning
Assuming the Dwemer end entries above are correct, there are several possibilities that come from them. Here I will cite the ones I have been thinking about.
Possibility A: Instruments operated. Kagrenac successfully used the Tools and possibly the Call to move his people from Mundus, the Mortal Plane. He either deified them or simply allowed them to roam freely in the Outer Worlds.
It's possible, but not likely to be true. If this happened, then Vivec, who is a god, would not say: "I do not feel their presence in the eternal divine world beyond mortal time." In addition, for the reasons described below, I think that certain Et "Ada would never allow the Dwemer to do this. Finally, if you think about it, if the Dwemer were deified, we would hear more about it.
Opportunity B: Instruments did not work. Kagrenac foolishly wiped his race from the face of Nirn. They were destroyed or transported somewhere outside Nirn and died.
This is most like the truth. The book The Egg of Time shows that there were divisions among the Dwemer. The book states that it is safe to use the power of the Heart, and that the Dwemer who thought it involved great risk were wrong. I think we wouldn't have known about this "controversy" if the experiments on the Heart were really safe, and something terrible could have happened if Kagranak tried to use the Tools on it. There is also an article called "Zero Sermon of Thirty-six Lessons" that Jobasha gave us on the official forum. This is a very confusing and seemingly non-official document, but it contains three secret messages that can be deciphered from the text.
One of them says: "The Dwemer and Oblivion own this treasure and they are dead there."
Opportunity B: Kagrenac didn't have a chance to actually use the Tools. A second before he could do so, the Daedric Prince Azura had thrown him and all other Dwemer from Nirn and imprisoned them in Oblivion. As an alternative, he used the Tools, but when his race was transferred from Mundus, Azura imprisoned them in Oblivion. Or he died before he had a chance, and Azura showed Nerevar how to use the Tools to destroy the Dwarven Heart Charm, making it disappear instantly.
Or Azura brought them to Oblivion and there they could die or not.
This, in my opinion, is the most plausible of the possibilities. As mentioned above, the Dwemer questioned the power of Et "Hell and did not honor them like other races. One example of this was associated with Azura - this is described in Azura's Box. And we must not forget the main goal of Numidium, the Brass God. Which, according to "Divine Metaphysics", was a new god created from the power of the "Dead" God, Lorkhan. This is blasphemy in the greatest sense, and according to some sources, Azura did not want this.
More importantly, Azura was involved several times during the Battle of Red Mountain, before and after the war. In The Battle of Red Mountain, it is said that Nerevar came to Holamayan and summoned Azura to ask for advice, and she told him that the construction of the "New God of the Dwemer must be prevented at all costs." In Nerevar at Red Mountain, Azura tells Nerevar how to use the Tools in the Heart Chamber to destroy the Dwemer, which he does (at which point, according to legend, all the Dwemer simply disappeared). Later, according to both records, the Tribunal breaks their oath to Nerevar and Azura and uses the Heart to become gods. At this time, Azura appears and curses the Chimer, turning them into Dunmer, "so that they will forever remember their evil deeds." Finally, it was said that Azura would someday bring Nerevar back to Morrowind to destroy the Heart and its destructive influence once and for all, and this is the story of the Nerevarine.
All these events show that Azura took an active part in preventing the use of the Heart. For some reason, she did not want the Heart to be used for the needs of mortals. From this, I understood that Azura was protecting the natural order of the divine and mortals in order to protect them on Tamriel, or simply wanted to punish the Dwemer for their pride, imprisoning them forever in Oblivion, where they still exist.

Known Dwemer
Bthuand Mzanch- One of the Tonal Architects, and author of The Egg of Time. In it, Bthuand challenges the idea that draining the energy from the Heart of Lorkhan is too dangerous. Some believed that the use of the Heart could have side effects, but the Tonal Architects insisted that there could be no unforeseen consequences from their work.
Dumac- King of the Dwemer and friend of Nerevar. Dumac and Nerevar united their races to drive the Nords out of Morrowind (which at the time was called Dunmeret). They renamed the lands Resdayn and formed the First Council to govern the two races. They later declared war on each other when Nerevar demanded a halt to the construction of the Numidium, which Dumac may or may not have known about). He was called Dumac Korolgnom (Dwarfking), and his enemies called him Dumac Dwarf-Orc.
Kagrenac- "Chief Tonal Architect" or "Founder" of the Dwemer. Kagrenac was the master mer who worked on Lorkhan's heart. He created the first Tin God, Numidium, along with Keening, Sunder (Cleaver and Divider), and Wraithguard. He was present at the Battle of Red Mountain, and (according to some stories) tried to use the tools on the Heart a second before his race vanished.
Yagrum Bagarn- The last living Dwarf and one of Kagrenac's Tonal Architects. Bagarn was in the Outer Dimension when his entire race disappeared, so he was unaffected by this event. He wandered Morrowind for many years in search of other Dwemer, but the search did not bring any results. He picked up Corprus and went insane for many years. Now his home is the Corpusarium in Tel Fira and he is more conscious, though not in full control of his body and mind.

Chronology

Below is a rough timeline of the Dwemer and their activities in Tamriel. Years can differ by n-th number of years.
??? - 1E 222 Dwemer and Chimer live in Velothi (Morrowind), inharmoniously, in conflict.
1E 240 The Nords conquer Velothi and possibly rename it Dunmereth.
1E 420 Indoril Nerevar and the Nome King Dumac united and drove off the Nords. They renamed Dunmereth Resdayn.
1E??? Clan Rourken refused to ally with the Chimer, leaving Resdayn and traveling to a desolate land called Volenfell (later Hammerfell).
1E 668 Nerevar hears rumors about Numidium and blames Dumac. The two races are at war, and the Dwemer disappear. The Tribunal uses the Heart's power to become Gods and Dagoth Ur creates a heart chain and becomes the Crazy God. Azura turns the Chimer into Dunmer, and for the first time in recorded history, Vulcan erupts.
3E 0 The Unknown Hero restores the Numidium again and creates the West Portal. In this situation, many events are said to have taken place at the same time (the rise of a new Orsinium, the King of Hearts becoming God, etc.). The Underking absorbs Mantella (rumored to be his own heart) and dies as a mortal, getting the peace he wanted.
3E 427 Nerevar returns to Nirn in the form of another unnamed hero, the Nerevarine. The Nerevarine unites Morrowind behind them and uses Kagrenac's tools to destroy the Heart spell once and for all. Lorkhan's heart shrinks and disappears. Dagoth Ur dies and his creation Akulacan, the Second Numidium, is destroyed.

Thanks to In the Role for the information provided.

Enjoy reading!
Always yours,
Lord Dmitry

In this section you will find detailed information about all Morrovidn artifacts belonging to the category weapon. For the most part, artifact weapons are unique and are found in a single copy. Each weapon is unique in its own way and has powerful enchantments that can help you in combat.

Cleaver

Cleaver- a dagger, one of the Tools of the Chief Dwemer Tonal Architect Kagrenac. Was created to collect and focus energy Hearts of Lorkhan. The enchantment placed on the Cleaver is so powerful that it will kill anyone who takes it without wearing it. Ghost Guardian. The hilt of the blade is made of ebony-reinforced Dwemer metal, but the blade is made of soulProof stone modified by Dwemer convectors? .

The tool was used by Kagrenac to influence the Heart during the War of the First Council, when the Dwemer race disappeared from Nirn.

Was used by the Nerevarine to destroy the Sixth House in the depths of Red Mountain.

Short blades, one-handed

  • Chop: 9 - 15
  • Slash: 9 - 15
  • Stab: 9 - 18

Enchantment:

  • Increase magic 50p. - permanent effect
  • Increase health 30p. - permanent effect
  • Attack increase 30p. - permanent effect
  • Speed ​​increase 20p. - permanent effect
  • Agility increase 20p. - permanent effect

Features: Used to interact with Heart of Lorkhan. Without the Wraithguard equipped, deals massive damage to the player's health.

A one-handed hammer, one of the Tools of Dwemer Chief Tone Architect Kagrenac. It was created to collect and focus the energy of the Heart of Lorkhan. The enchantment placed on the Divider is so powerful that it will kill anyone who takes it without a Wraithguard equipped.

Kagrenac used the Heart Tool during the War of the First Council, when the Dwemer race disappeared from Nirn.

It was reused by the Nerevarine to destroy the Sixth House in the bowels of the Red Mountain.

  • Chop: 10 - 70
  • Slash: 10 - 60
  • Stab: 1 - 4

Enchantment:

  • Attack increase 30p. permanent effect
  • Strength increase 20p. permanent effect
  • Agility increase 20p. permanent effect
  • Luck increase 20p. permanent effect
  • Reducing the reserve of forces 1p. permanent effect

Features: Used to interact with the Heart of Lorkhan. Without the Wraithguard equipped, deals massive damage to health.

Having a magic bonus, the divider deals purely physical damage of 40 - 100 units (the enemy's magic resistances do not affect weapon damage), and can also deal damage to ghosts and lesser daedra. For all its positive qualities, it is one-handed and weighs less than Daedric weapons. According to many players is the best weapon in the game.

Umber

Umber- a sword that takes possession of the mind of its owner, if this owner is not a player. The wielder of this sword assumes the name Umbra and becomes obsessed with killing, feeding the souls of enemies to the sword. According to legend, this sword was enchanted by the witch Naenra Vaer with the soul of the hero Umbra, and in the novel by Greg Keyes "Lord of the souls" it turns out that the mysterious witch could be reincarnated Sheogorath.

However, this sword is able to enslave the mind of its owners. Most of those who own it become furious and bloodthirsty berserkers, living for the sake of battle and sowing death of people and mer to feed their souls to the sword. Soon they even forget their own name, preferring to be named after the sword.

Sword Damage:

  • Chop: 10-50
  • Slash: 10-45
  • Stab: 10-40

Sword, artifact. Featured in several games in The Elder Scrolls series.

The Paladin's Blade is an ancient claymore whose offensive abilities are only surpassed by its defensive abilities. It gives the wearer health, protects them from fire, and reflects any spells cast on them back at the mage. Chrysamer does not go overboard with hosts, serving the master for an unlimited time.

- Yagrum Bagarn, Legends of Tamriel
When used, it grants 5-20% fire resistance and 5-20% reflect all other spells, and restores health in the amount of 5-20 HP per second. The effect lasts 30 seconds.

Cleaver of Saint Felms

Cleaver of St. Felms - artifact Temple Tribunal, an ax that once belonged to one of the saints - St. Felms. Its last owner was Mendel Eves, the Eternal Guardian, who died in the depths of the Tureinulal fortress, fighting against the monsters of the Sixth House.

Uvu Llaren, an attendant from the Ghostgate, will ask you to find and return this artifact to the Temple. The relic remained lying on the body of the fallen Guardian in Tureinulal, in the Clovis Bubble location. If you like this ax, don't be discouraged - when you reach the rank of Patriarch, Uvu will give you the artifact back.

Judgment of Veloth

Judgment of Veloth- a unique enchanted Daedric hammer, which is a relic of the Temple of the Tribunal. The protagonist receives this artifact as a gift from Tarer Rothelot, steward of the Temple in the fortress of Molag Mar.

Word reached Rotelot that the vampires of the Berne clan had settled in the Dwemer stronghold of Galom Deus. The temple leads an irreconcilable enmity with vampires, so Tarer ordered the hero to clear the dungeon from vampires and kill the leader of the Raxle Berne clan. To help with this difficult task, he gave him several items from the equipment of a vampire hunter, including this hammer.

It is not necessary to kill vampires with this hammer on purpose, just as no one requires you to return the artifact - from now on it is only yours, do with it as you like.

Main characteristics:

Two-handed warhammer, blunt weapon:

  • Slash Damage: 1-70
  • Cutting damage: 1-60
  • Piercing Damage: 1-4

Magic effect “Judgement of Veloth” (on target, on hit):

  • Fire Strike 4-10 sts. for 10 s.
  • Drain Agility 25 pts for 10 secs
  • Absorb Stamina 5 pts for 10 secs.

Charge / Energy Consumption = 400 / 40 = 10 hits.

Damage Weight Price
See article 10 75000
Strength 4000
A type Staff
Skill No skill required
Enchantment See article

- A weapon that belonged to a powerful wizard. Hasedoki was a magician with a competitive spirit. He wandered the earth in search of a magician who would be stronger than him. But Hasedoki was very strong, and never met anyone who would accept his challenge. In the end, he became lonely and unhappy - so many people feared him - and trapped his own life force in this staff, where his soul remains to this day. Mages across Tamriel are passionately searching for this magical staff. It gives the wearer protection from magic - a gift for any wizard.

- Yagrum Bagarn, Legends of Tamriel

This staff is found in the Gimothran Ancestral Tomb, in the possession of the hostile orc sorcerer Koffutto Gilgar. The tomb itself is located in the Molag Amur region, south of Falensarano.

Main characteristics:

Blunt weapon, two-handed:

  • Chop: 5 - 10
  • Slash: 1 - 10
  • Stab: 5 - 15

Enchantment:

  • Magic resistance 30-40% for 30 sec. using.

Charge / Power Consumption = 525 / 105 = 5 uses.

Staff of Magnus

Damage Weight Price
See article 10 210000
Strength 4000
A type Staff
Skill No skill required
Enchantment See article

Staff of Magnus- one of the oldest artifacts of Tamriel, was created by Magnus as a kind of metaphysical battery. When used, it absorbs the magical energy of the victim and restores the wearer's life energy. This is the only artifact in the world that has the power to hold the power of Magnus.

The staff is able to absorb an unimaginable amount of magical energy, which makes the wearer dangerous for any magicians. Where the energy goes and what it is converted into is unknown. There are many theories about this, however, given the connection of the staff with the Eye of Magnus, it can be assumed that all the energy goes into the Eye.

In the game, this staff is wielded by the sorceress Hlaren Tree of the Assu Cave, in the mountains northwest of Molag Mar. She does not tolerate uninvited guests and will immediately attack. About where to look for the artifact, Azira, a Khajiit alchemist from the Balmora Mages Guild, will hint when the main character advances enough on the career ladder. However, you can find the cave on your own, stumbling upon it while wandering around Molag Amur. The staff has the following characteristics:

  • Slash: 5-15;
  • Slash: 1-10;
  • Stab: 5-15.

Effect when using:

  • Absorb Magic 25–50 pts. for 60 sec;
  • Restore health 1 pt. for 60 sec.

Bow of Auriel

Bow of Auriel- This is one of the most powerful artifacts that ever existed in Tamriel. Like his "brother", Auriel's Shield, he was created by the great elven god-hero. In the Altmeri legend "Heart of the World" it is said that Anu gave the bow and shield to Auriel so that he could save Aldmeris from the human hordes. When Auriel tore out the heart from Lorkhan, he first tried to destroy it, but could not, since it was also the heart of Nirn. Then Auriel fastened the heart to an arrow and launched from his bow as far as possible, and where it landed, the volcano Vvardenfell was formed. This bow can turn any arrow into flying death. Even without the power of Auriel, the bow retains its magical properties using its own energy reserve.

The bow is in the possession of Ralin Otravel, who serves the Temple of the Tribunal in Ghostgate. Lady Therana of House Telvanni wants this artifact. To do this, you will either have to steal the bow, or kill Poison. Terana will pay 5,000 Septims. However, you can leave this quest and keep the relic for yourself.

Unlike the rest of the games in the series, here Auriel's bow is not enchanted. Perhaps this is a defect of the creators. In the GFM patch plugin from 1C, the following enchantment has been added to the artifact (the effect on the target, when used):

  • "Lightning strike" 10-25 pp.
  • “Take away strength” 10-20 pp. for 5 s.
  • "Absorb magic" 2-5 pp. for 5 s.

Charge / Power Consumption = 210 / 42 = 5 uses.

  • In addition The Elder Scrolls III: Tribunal the bow can be donated or sold to Thorasa Aram at the Mournhold Artifact Museum for 15,000 gold (much more profitable than giving it to Terana).
  • Mrs. Terana claims that the onion literally stinks of ashy sweet potato, whose smell irritates her. Maybe this is the nonsense of a Dunmer woman surviving from her mind, but Thoras Aram, when buying an artifact, also talks about the aroma of sweet potato.
  • If you are playing without GFM_1C and plan to sell the bow to the museum, do not enchant it yourself - when enchanting, the weapon ID will change and the game will no longer recognize it.

Mage's Bane

Mage's Bane- unique glass claymore. Apparently, she got this name for her magical properties, with the help of which you can get a small resistance to magic for a short time.

The blade can be found in the burial caves of Urshilaku, southeast of the Ashlander camp of the same name. It is in the location "Burial Laterus" in the hands of one of the mummies in the upper part of the burial, not far from the entrance to another part of the dungeon - "Beautiful Burial".

Enchantment:

Effect on self when used:

  • Magic Resistance 20-40% for 10 seconds.

Charge / Consumption = 150 / 30 = 5 uses.

Ice Blade of the Monarch

One of the most coveted artifacts in Tamriel. Legend says that the evil Archmage Almion Selmo enchanted the great warrior's claymore with the soul of the Ice Monarch, a more powerful form of the Ice Atronach. The warrior, Tyrgnarr Assi, took part in a conspiracy against the great king of a distant land, who set out to put a new leader on the throne. The plot failed, and Tyrgnarr was captured. Since then, the Ice Blade has fallen into the hands of many criminals. This sword freezes anyone it touches with the blade.

It can be found in the Dunmer fortress of Rotheran. There, in the Arena, stands Llaren Terano, who owns this sword. Rotheran lies far south of Dagon Fel, on an island off the coast of Sheogorad.

Main characteristics:

Long blades, two-handed weapons.

  • Chop: 5 - 50
  • Slash: 4 - 40
  • Stab: 3 - 30
  • Enchantment: 10-40 cold damage on hit.

Bonebiter Bow of Sul-Senipul

Bonebiter Bow of Sul-Senipul- Ashlander Artifact. It is only known about him that this bow once belonged to Sul-Senipul - the father of the Ashkhan tribe Urshilaku Sul-Matuul, who, in turn, is one of the key characters in the main storyline of the game.

The bow can be found in the burial caves of Urshilaku, which are located southeast of the camp of the same name. This artifact belongs to the ghost of Sun-Senipul. Kill him and take the artifact. The ghost can be found in the Beautiful Burial.

The bow is required to complete the Sul-Matuul quest, after which you can keep the bow for yourself.

In the same caves you can find another artifact - .

Mace blessed by Malacath, crafted from sacred ebony. Makkan's legendary weapon that sent many Daedra back to Oblivion. The weapon also has the ability to summon spirits from Oblivion. It was used against Daedra in Battlespire and is currently used by adventurers. Malacath's curse on this weapon is that if a Daedra invokes the mace's power, he will be taken to a place in Oblivion from which it is impossible to get out to Nirn and other worlds.

This artifact is stored in the Tel Fyr Tower, in a chest to the left of the entrance to Divayth Fir's room. The chest is locked with a level 100 padlock and equipped with a frost magic trap. Divayth Fir himself will not mind if you decide to take the artifact for yourself.

Specifications:

Blunt weapon, one-handed:

  • Slash Damage: 10 – 35
  • Cutting Damage: 10 – 35
  • Piercing Damage: 6 – 8

Enchantment (on self, when used):

  • Summons a Dremora for 30 seconds.
  • Call scamp for 30 sec.

Charge / Consumption = 300 / 60 = 5 uses.

During the passage of the storyline and the completion of side quests, Dovakin can find or receive unique Dwarven artifacts as a reward. But many do not even know that their favorite weapon or item was created using Dwemer technology.

The Dwemer are an intelligent people of elves, who were called dwarves. However, they suddenly disappeared at the beginning First Era. Even after their disappearance, their robots guard their long-abandoned fortress-houses and are ready to give their lives for it. The disappearance of the Dwemer is a huge mystery. However, in addition to empty dungeons, robots and other interesting things, the Dwemer left several very powerful artifacts as a legacy.

All Dwemer Artifacts

  1. Onion Marshmallow- A Dwemer bow that differs from a regular bow only in its rate of fire. This bow belonged to Katria, the traveler whose soul we meet in the ruins of Arkntasm.
  2. ethereal crown- a hoop created by the Dwemer. The crown allows you to use two Guardian Stone effects at once, however, removing the crown will remove one of the effects.
  3. Hammer Volendrang- a powerful Dwemer artifact, and although Malacath gives it to the player, they created the Dwemer hammer.
  4. Shield " "- an artifact that was created by the Dwemer to fight a powerful magician. The shield blocks 50 magic damage.
  5. Aetherial Shield- a beautiful and powerful shield, forged by the Dwemer. When hit by a shield, the enemy becomes incorporeal, therefore he cannot be attacked, and he cannot attack the player, and when hit, the enemy starts to run away.
  6. Dwarven Bow of Destiny— high-quality and powerful bow, which, with a successful shot, deals damage to the enemy and absorbs one of the three attributes (magic, stamina or health).
  7. Aetherial Staff- a powerful staff that allows you to summon a Dwemer spider to the specified location, however, there is a chance that the call will fail or the spider will immediately break.

Finding Dwarven Artifacts - Lost in the ages

Now it will not be difficult for you to find all the Dwemer artifacts, because before your eyes there is a short list of the rarest and most unique items left from the Dwemer civilization.

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