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Contents

  • Essentials
    • The World of Westeros
      • Adventuring in Westeros
      • Combat Display
      • Combat
      • Options Menu
      • Achievements
      • Thrones and Bones
    • Mors Westford
      • Mors’s Story
      • Attributes
      • Classes
      • Stances
      • Skills
      • Traits
      • Warg Powers
      • Mors in Combat
    • Alester Sarwyck
      • Alester’s Story
      • Attributes
      • Classes
      • Stances
      • Skills
      • Traits
      • R’hllor Powers
      • Alester in Combat
    • Appendix Lists
      • Achievements
      • Companions
      • Equipment
      • Quests
      • Stances
      • Traits
  • Walkthrough
    • Chapter 1: For This Night, and All Nights to Come
      • Chapter 1: For This Night, and All Nights to Come - Castle Black
      • Chapter 1: For This Night, and All Nights to Come - Icemark
    • Chapter 2: For All the Days Gone By
      • Chapter 2: For All the Days Gone By - Riverspring
      • Chapter 2: For All the Days Gone By - Riverspring Godswood
      • Chapter 2: For All the Days Gone By - Riverspring Courtyard
      • Chapter 2: For All the Days Gone By - Riverspring
      • Chapter 2: For All the Days Gone By - Riverspring Castle
    • Chapter 3: Between a Hunter and His Prey
      • Chapter 3: Between a Hunter and His Prey - Icemark
      • Chapter 3: Between a Hunter and His Prey - The Gift
      • Chapter 3: Between a Hunter and His Prey - Castle Black Common Hall
    • Chapter 4: The Lion’s Will
      • Chapter 4: The Lion’s Will - King’s Landing
      • Chapter 4: The Lion’s Will - Sarwyck Manse
      • Chapter 4: The Lion’s Will - King’s Landing
      • Chapter 4: The Lion’s Will - Maegor’s Holdfast Dungeons
      • Chapter 4: The Lion’s Will - Red Keep
    • Chapter 5: Beauty and the Beast
      • Chapter 5: Beauty and the Beast - Castle Black
      • Chapter 5: Beauty and the Beast - Mole’s Town
      • Chapter 5: Beauty and the Beast - Mole’s Town Tunnels
      • Chapter 5: Beauty and the Beast - Mole’s Town
      • Chapter 5: Beauty and the Beast - Castle Black
    • Chapter 6: The Crown’s Dogs
      • Chapter 6: The Crown’s Dogs - Red Keep
      • Chapter 6: The Crown’s Dogs - King’s Landing
      • Chapter 6: The Crown’s Dogs - Hen House
      • Chapter 6: The Crown’s Dogs - Red Keep
    • Chapter 7: Stray Dog
      • Chapter 7: Stray Dog - Common Hall
      • Chapter 7: Stray Dog - Mole’s Town
      • Chapter 7: Stray Dog - Mole’s Town Tunnels
      • Chapter 7: Stray Dog - The Gift
      • Chapter 7: Stray Dog - Westford Cottage
    • Chapter 8: A New Hope
      • Chapter 8: A New Hope - King’s Landing
      • Chapter 8: A New Hope - King’s Landing Sewers
      • Chapter 8: A New Hope - King’s Landing
      • Chapter 8: A New Hope - City Watch Tower
      • Chapter 8: A New Hope - King’s Landing
      • Chapter 8: A New Hope - King’s Landing Sewers
      • Chapter 8: A New Hope - King’s Landing
      • Chapter 8: Legacy - Riverspring
      • Chapter 8: Legacy - Riverspring Castle
      • Chapter 8: Legacy - Riverspring Tunnels
      • Chapter 8: Legacy - Castlewood
    • Chapter 9: Promise
      • Chapter 9: Promise - Westford Cottage
      • Chapter 9: Promise - A Camp in the Woods
      • Chapter 9: Promise - Castlewood
      • Chapter 9: Promise - Castlewood Dungeon
    • Chapter 10: Crossroads
      • Chapter 10: Crossroads - Castlewood
      • Chapter 10: Crossroads - Castlewood Dungeon
      • Chapter 10: Crossroads - Castlewood Basement
      • Chapter 10: Crossroads - Castlewood
    • Chapter 11: Breaking Point
      • Chapter 11: Breaking Point - Riverspring
      • Chapter 11: Breaking Point - Riverspring Courtyard
      • Chapter 11: Breaking Point - Riverspring Castle
    • Chapter 12: Fight Fire with Fire
      • Chapter 12: Fight Fire with Fire - Riverspring Tunnels
      • Chapter 12: Fight Fire with Fire - Riverspring Castle
    • Chapter 13: Bound
      • Chapter 13: Bound - Riverspring
      • Chapter 13: Bound - Castlewood
      • Chapter 13: Bound - Riverspring Courtyard
    • Chapter 14: Light and Shadow
      • Chapter 14: Light and Shadow - King’s Landing
      • Chapter 14: Light and Shadow - King’s Landing Sewers
      • Chapter 14: Light and Shadow - Maegor’s Holdfast
      • Chapter 14: Light and Shadow - Red Keep
    • Chapter 15: Old Scar
      • Chapter 15: Old Scar - Westford Cottage
    • Final Chapter: Ice and Fire
      • Final Chapter: Ice and Fire - Red Keep
    • Epilogues
      • Alester’s Epilogue 1: “I will offer him to the queen in return for Riverspring.”
      • Alester’s Epilogue 2: “This child will live, in memory of Mors.”
      • Mors’s Epilogue 1: “I will care for him, for Jeyne’s sake...”
      • Mors’s Epilogue 2: “I will live and die at my post...at the Wall.”
    • Side Quests
      • The Faith of Our Ancestors
      • Their Watch Is Ending
      • Treasure Hunt
      • Silence in the Ranks
      • The Black Bloodhound
      • New Blood
      • Self-Made Girl
      • Blood on the Sand
      • Rings and Chains
      • Avenge Riverspring
      • The Maggot in the Apple
      • Safer Streets
      • Not So Wild
      • Rituals and Litanies

Game of Thrones Guide › Essentials › Mors Westford

Warg Powers

Mors is a rare breed: a Warg. He has a special telepathic link with his dog, which means he can see and act through his dog while his human body remains stationary. Once you unlock the Warg ability at Level 2, you can give the dog commands and access the Skinchanger abilities.

Mors’s Dog

The dog is more than a “best friend”; he’s a great ally. During combat, Mors always has his dog at his side, so it’s like having an extra ally in every fight. Early on, the dog hassles enemies for minor damage, but once Mors gains his Skinchanger abilities and can command the dog, the canine becomes a valuable team member. You can use the dog’s initial Attack ability at any time in combat; all the other dog abilities share a common cooldown, so use them sparingly and efficiently.

Perhaps the dog’s most valuable asset is his stealth. As long as Mors stops moving, you can switch point of view to the dog and see things through his eyes. Scouting an area becomes much easier with the dog, who is difficult to detect, prowling the perimeter and noting enemy positions.

Tip

If you switch back to Mors from the dog, your map will be marked with a Warg hint in the spot where the dog last stood. This is an excellent way to mark where scents end up and where potential ambush points lie.

Even better, in Stealth mode, the dog can assassinate enemies without raising the alarm. If you can sneak up on a single enemy, you can pounce on him and rapidly hit the Damage button to deliver a deadly blow. Be careful, though: If an enemy sees you, the attack fails and the alarm goes up, putting defenders on high alert.

Many times during your quests, you’ll need to track down an enemy or an NPC. The dog can smell the various scents in the area and follow their trails. Each scent has a different color: yellow for the main scent you’ve targeted, green for secondary scents, and blue for scents that lead to hidden treasures. While tracking, move slowly and scan for watchful enemies.

If the scent seems to disappear and you get lost, simply backtrack till you last found the scent and look carefully for the trail. Sometimes the trail continues through doors or into areas that the dog can’t reach without help from Mors. In those cases, switch back to Mors; a Warg hint will be marked on the map to follow and the dog will immediately return to Mors without incident (even if he passes through enemy territory, he won’t trigger an alarm while returning to Mors). Think about tracking on a quest objective if you’re unsure of your targeted NPC’s location; the dog can pick up scents almost anywhere and follow them to their source.

Tip

Drop into “scent mode” frequently in areas to search for hidden treasure. It will help bolster your inventory, and there are certain spots in the game where you must find a secret item to continue.

Skinchanger

Mors’s bond with his dog gives him Skinchanger powers. Everyone begins with the dog’s general Attack ability. After that, you can choose the tree’s left or right side. The left side offers more canine attacks; the right side gives you more passive abilities that strengthen the dog.

The first ability on the left side, Immobilize, is one of your best. You command your dog to bite a foe’s leg and distract him for a short duration. It serves as an interrupt to break an opponent’s upcoming action, and it allows Mors to fight bigger groups since the enemies can’t all gang up on him with the dog immobilizing one of them. Under Immobilize, you must take Remove Shield, which disarms a shield from a foe.

Now you have three choices that branch out from Remove Shield. If you continue down the Remove Shield chain, you get Disarm (remove an enemy’s weapon) and Sharp Fangs (adds Bleeding to Throat Lunge, Remove Shield, and Disarm). If you branch left from Remove Shield, you can gain Cave Canem (increased kill speed during stealth assassinations) and Fighting Dog (a massive bonus to the dog’s damage). If you branch right from Remove Shield, you can give the dog the Takedown ability (knock down a foe) and Throat Lunge (major damage attack if the enemy doesn’t have a shield).

The first ability on the right side, Energy, complements all abilities: your abilities recharge faster. If you continue down the chain from Energy, you gain Wild (whole party recovers Energy faster), Intimidation (scares a foe in place for a short duration), and Barking (increased durations for Wild and Intimidation).

If you branch to the right of Energy, you can pick up Harassment (recharge all abilities if the dog kills an opponent), Toughness (a big bonus to the dog’s health), and Reflexes (increased Deflection).

In general, you’ll want to load up on the tree’s left side first to give your dog many combat options. As you earn more points and have plenty of attacks, shift over to the right side and begin to build the dog into a formidable killer.

Sensing Mood

A Warg can sense the mood of people around him. Hostile enemies can be identified by a ring around them and can’t be taken by surprise. Calm enemies have an arc of detection and can be killed if you sneak up on them.

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