Marassa's Peat...          
 

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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



 

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