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ME_ArcaneGuard V1.08 11/29/2004
Tribunal & Bloodmoon required.

by MentalElf (Barney Blankenship)
email: blankensb001@hawaii.rr.com

Many thanks to the beta testers:
Cenobite
Malaria_CDN
Rogue_Shadow
Chia
Ronin49

Thanks to Paul Page for his support with model conversions.
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Installation: uncompress to your Morrowind directory. Or uncompress to
a folder, then copy the "Data Files" subdirectory to your Morrowind
directory.  Enable ME_ArcaneGuard in your Morrowind Data Files
options.

Born of otherworldly metals and dwemer smithing, the Arcane Guard
armor was scattered before the fall of the dwarves.

Rathlen, a Dwarven smith, found a meteorite that had fallen from the
red moon. With this metal he made a set of armor that was later
blessed by Azura, and before he died, Rathlen hid and scattered the
pieces of the Arcane Guard so it would not fall into enemy hands.
However, in his longing to bring this dwarven legacy to light once
again, he smithed an Arcane Compass, to guide the right champion to
the pieces of the armor. To all others, the compass will lead them to
certain death.

FEATURES:
Seven different areas to combat or figure out.  A complete suit of
custom armor with shield, including female versions of the cuirass and
greaves.  The armor has scripted magic, enabled only when the complete
suit is worn (exception: the shield may simply be carried, it is not
required for the shield to be equipped).  The suit fortifies speed,
strength, fatigue, and provides resists against magicka, paralysis,
and desease. These level up with the player every 5 player levels. In
addition, the suit can heal fully or restore magicka on the player up
to 3 times a day (callled the Three Gifts). This occurs during combat,
and is automatic.  Opponent numbers and strength based on player
level, scaling the combat to your character. However, player level
fifteen is a recommended minimum for this mod.  Highly compatible mod,
adding all new NPCs and dungeon areas.

The armor is Heavy armor, but in truth the weight of the armor is
bunches less than daedric.  The armor peices are at the minimum weight
to be "heavy".  It also has an armor rating less than that of daedric
as well, so it's a sort of "daedric lite".  I have tried to keep this
balanced and not have it be so uber it's a fun killer.  Also note
that beast races do not have to wear the boots or have the boots on
them to "enable" the magic effects of wearing the suit.  The shield
is special too, it supports a player that uses two handed weapons
by allowing the magic to be 'enabled' for wearing the full suit
just being in the player's inventory.  However, if a different
shield is equipped, the armor will "disable" it's magic effects.
So the boots are totally not needed for Khajiits or Argonians,
and the shield must be equipped or kept in inventory.  The armor
increases it's magical properties to an extent leveling with
the player, up to level 80.
