General:Battlegrounds Feature: 3 – Ularra

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Originally published March 29, 2017. The original article can be found here.

“Take the high ground. Ambush your enemies. And, by Stendarr, make them pay for every inch." – Merric at-Aswala

Three unique Battlegrounds are coming with The Elder Scrolls Online: Morrowind's launch on June 6. To help you prepare for the conflicts to come, we are featuring ESO: Morrowind's Battlegrounds all month. The third and final map to be covered? The mysterious decayed shrine of Ularra, also known to The Elder Scrolls III: Morrowind players as Ularradallaku.

Fight in a Long-Dead Shrine[edit]

Set in an overgrown, abandoned temple to the Daedric Prince Mehrunes Dagon, Ularra provides a varied arena with an emphasis on control of the high ground. Dominated by a large central shrine in the middle of the map, the center is an open space that can only be accessed by using one of the three teleporters set on platforms located between each base.

Surrounding the center is dense vegetation and long-fallen ruins, providing a fair amount of cover and line-of-sight breakers. If you want to avoid the center completely and travel without fear of being spotted or attacked from above, you can move underneath the central shrine free from prying eyes.

If you do reach the central platform, you are able to use each of its three terraces to survey a large portion of the map, giving visibility to the objectives and enemy bases that you don't have available while on the ground. More so than on any other map, Ularra provides a large central elevated area to fight over, but don't fall off! While some unique spots allow you to drop down safely, the plunge is sure to hurt if you're not careful.

ON-map-Ularra Capture the Flag.jpg

ON-map-Ularra Domination.jpg

Control The High Ground[edit]

The central location's prominence coupled with the limited paths of attack means that if you and your team manage to control the center, you have a powerful advantage over anybody wanting to move up. But be warned: If you're thinking about taking the center, you should ensure that there isn't an enemy ambush waiting for you first. Because the teleport locations are set, abilities such as the Sorcerer's Daedric Minefield or the Fighters Guild's Trap Beast can provide a deadly surprise for the unaware.

In Team Deathmatch, controlling the center allows you to easily locate and ambush players attempting to teleport up. From the central location and its terraces you are able to engage with almost anybody else on the map, giving you multiple paths of attack.

When playing Ularra on Capture the Flag, the flag itself is not immediately visible upon exiting your base and sits hidden behind some ruins. Keep an eye out for sneak-thieves grabbing it while you're not looking. While much of the fighting in CTF is between bases, the central shrine in Ularra is especially useful as it allows you to scout and directly drop down onto the enemy flags.

In Domination, three of the capture points are located between each base behind the teleporter shrines with the fourth point being right in the middle. As always, avoiding the high-value center point might be the safest option, but in doing so you give up a big strategic option. Once you control the center and the visibility it provides, you're able to anticipate and ambush any would-be attackers.

ON-concept-Ularra.jpg

Mehrunes Dagon is Watching[edit]

The decayed temple of Ularradallaku has always seen its share of bloodshed, and in ESO: Morrowind the tradition continues with the site now one of the launch Battlegrounds. Will you make use of the teleporters and control the center? Or will you prefer to deftly navigate the overgrown paths and ruins below? Don't forget to check out our earlier previews of Ald Carac and Foyada Quarry, and please feel free to share your thoughts with us on Twitter @TESOnline.