Many thanks to the beta testers:
Cenobite
Malaria_CDN
Rogue_Shadow
Chia
Ronin49
Paul Page (mesh conversion)
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.
