The
original goal of Marassa's Peat was to use lighting and zone effects
(fog, colors), and give the zone a definite atmosphere... a dank, musty
feel presides as the player enters the narrow passages that lead down,
and down.. and down. After several tests of using positive lighting, I found that the dungeon
was too bright for representing peat channels in a bog. Using negative
lighting, or darks, I soon discovered that I could easily and quickly
create a dank, rancid atmosphere in the dungeon. Luminous mushrooms dot
the path, seemingly thriving in the dark.
The entrance to
Marassa’s Peat is located southeast of Hla Oad.
The beastiary in
this dungeon consists of entirely new monsters, using old models. Bog
rats, raptors, various fish, crabs, and three bosses will keep you on
your toes. Several of the creatures are very numerous, and although they
don’t hit hard, they hit often with tweaked stats (high str, agi).
These lesser creatures are a real nuisance when trying to deal with one
of the larger, more dangerous creatures in the dungeon. Each boss drops
nice loot, and there are a few trinkets that can be looted elsewhere in
the dungeon.
Marassa’s Peat has
a keyed progression element, as found in the Temple of Destruction and
Shrine of War. The first key is located on a corpse near the zone, the
second on a boss crab in the only underwater wing you can enter, the
third on a boss fish which ultimately gives you access to Marassa. The
keyed doors are all located in a hub room, with the need for keys
becoming immediately apparent. Once realized, key hunting takes on the
feel of a scavenger hunt, and the desire to see what is behind the
locked door dominates. The element of the insatiably curious monkey is
KEY (pun intended) to keeping players interested, and more importantly,
remembering the content in a positive light.
Requires: Morrowind and Bloodmoon
Bloodmoon patch v1.6.1820