The Elder Scrolls III: Morrowind

The Elder Scrolls III: Morrowind is a video game that consists of 11 releases

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The Elder Scrolls III: Morrowind is the third game in Bethesda's open-ended computer-role-playing series. In addition to improved graphics and gameplay, Morrowind features a smaller but more highly detailed world than its predecessors.

Vvardenfell
Vvardenfell
Overview

The Elder Scrolls is a series of role-playing-games--currently four--that lets you create your own story in an open ended world. Morrowind's story occurs on a large volcanic island known as Vvardenfell in the Dunmer province of the Tamrielic Empire, Morrowind.The incredibly expansive world is wide-open to be explored, offering a range of unique landscapes, dungeons, caves and towns.

Morrowind is big in every sense of the word. There are twenty-seven skills to master, and that is not counting the eight attributes in the game. Skills are increased by using them. If you want to use a long blade, then use a long blade and you will gain knowledge in that skill. However, there are trainers that will 'train' you in a specific skill for a fee scattered around the world as well. When you level up, you get points to spend in the attributes. There are pre-made classes to choose from, but you can also answer a series of questions to have the game generate one for you, or you could just make
one yourself by picking from the range of attributes and major and minor skills. There are also over 300 books in the game, not counting the scrolls you can find as well. One particular compilation of the text runs to 1,241 pages on 8.26'' by 11.00'' sized paper.
An Ordinator guarding the city of Vivec
An Ordinator guarding the city of Vivec
Morrowind is a deep game with an emphasis on role-playing, allowing you to do whatever you wish in the world, when you want. The non-linear design gives players a huge variety of options as to what they can do and how they can act, and the storyline can be pursued at your leisure or ignored completely in favor of the huge number of side-quests and exploration opportunities.

Story

The Demigod Dagoth Ur has used the Heart of Lorkhan to make himself immortal and he now seeks to cast out the Imperial forces which are in occupation of Morrowind. The game itself starts with the protagonist in prison, a staple of the Elder Scrolls games. The player is released from a prison boat into a small village called Seyda Neen. He is given a package to deliver to a man called Caius Cosades in Balmora. However, you do not need to follow the quest if you don't want to. You can complete quests for citizens of Vvardenfell in need of help. Alternatively, there are guilds to join, each of which offer a line of quests of their own. The rest of the story revolves around the player's recognition of his true identity and his attempts to thwart Dagoth Ur.

Aside from the main-quests story, The Elder Scrolls III: Morrowind has deep, and detailed lore to complement the main-story. From Dagoth Ur to a cliff-racer, nearly everything has a detailed backstory in Morrowind.
Most of the lore is told through the in-game books and through conversations with any of the hundreds of NPC's that populate Vvardenfell.

Side-Quests

At any time the player can undertake any number of side-quests. There are hundreds of quests to find in Morrowind. There are three political great house factions and seven lesser guilds. You can only join one great house per character, but you can join any and every lesser guild with your character. The factions/guilds don't follow a story like the guilds in TESIV: Oblivion, in Morrowind they are more or less(fun) jobs for the player. Aside from the factions/guilds there are many quests to find in towns and along the connecting roads.

Of course, you could always design your own quest with a pen and some paper.

Gameplay

Players start the game creating a character which they will advance throughout the course of the game. Eleven separate races are available to chose from, each having their own abilities and bonuses. Players can also choose their "birthsign," which also adds bonuses and abilities, before they are released into the world almost immediately after starting the game. Morrowind's completely open world is all available to the player to explore from the moment they disembark from the prison ship, although certain towns and villages must be visited to advance the main quest. Unlike in Oblivion, encounters do not level scale to match the player. As such, it is quite possible to run into impossibly high-level situations as a weak player on accident, or spend an obscene amount of time grinding to a high level, then just crush all the lower-level quests and instances available in the world with minimal effort.

Races


High Elf                                                                                 
High Elf
High Elf

High Elves, or Altmer as they call themselves, are seen as the most noble race in Tamriel. Tall and gold skinned, High Elves originate from their home land of Summerset Isle. High Elves are especially gifted in magic arts but are also weak to its damages.    

Special Abilities
  • Resist Common Disease 75%
  • Weakness to Shock Magic 25%
  • Weakness to Frost Magic 25%
  • Weakness to Fire Magic 50%
  • Weakness to Magicka 50%
  • Fortify maximum Magicka 15 points

Race Bonuses
  • Destruction Magic 10 points
  • Enchant Magic 10 points
  • Alchemy Magic 10 points
  • Alteration magic 5 points
  • Conjuration Magic 5 points
  • Illusion Magic 5 points 


Argonian                                                           
Argonian
Argonian

Argonians originated from the swamps of the Black Marsh. Reptilian looking and expert hunters Argonians are well equipped for both land and water warfare. 

Special Abilities
  • Water Breathing Spell.
  • Resist Poison 100%
  • Resist Common Disease 75%

Race Bonuses
  • Athletics 15 points
  • Alchemy 5 points
  • Illusion 5 points
  • Medium Armor 5 points
  • Mysticism 5 points
  • Spear 5 points
  • Unarmored 5 points  

Wood Elf
Wood Elf
Wood Elf

Considered the barbarians of all the the elf races. Wood Elves live and originate in the trees of Valewood.  Expert marksman and gifted in stealth, Wood Elves make especially good thieves and scouts.

Special Abilities
  • Beast Tongue Spell - ability to command creatures    
  • Resist Common Disease 75%

Race Bonuses 
  • Marksman 15 points
  • Sneak 10 points
  • Light Armor 10 points
  • Alchemy 5 points
  • Acrobatics 5 points


Breton
Breton
Breton

The ancestral land of the Bretons is High Rock. Being gifted in the arts of magic, many Bretons become mages or sorcerers.  

Special Abilities
  • Dragon Skin Spell - Shield
  • Resist Magicka 50%
  • Fortify Maximum Magicka 5 points

Race Bonuses
  • Conjuration 10 points
  • Mysticism 10 points
  • Restoration 10 points
  • Alchemy 5 points
  • Alteration 5 points
  • Illusion 5 points 


Dark Elf


The Dark Elves, or 'Dunmer' as they like to call themselves, inhabit the land of Morrowind. These dark skinned elves are tough and fearless, having provided some of the fiercest resistance in Tamriel to Imperial expansion under the leadership of their living gods, Vivec, Almalexia and Sotha Sil, making them known as some of the best warriors in all of Tamriel. They are skilled in both combat and magic on the battlefield.  
Dark Elf
Dark Elf

Special Abilities
  • Ancestor Guardian Spell 
  • Resist Fire 75%  

Race Bonuses 
  • Long Blade 5 points
  • Destruction 10 points
  • Light Armor 5 points
  • Athletics 5 points
  • Mysticism 5 points
  • Marksman 5 points
  • Short Blade 10 points  


Imperial

From their homeland in Cyrodiil (the setting of The Elder Scrolls IV: Oblivion), Imperials are the protectors and peace keepers of the glorious Empire of Tamriel. Although not as physically imposing as other races, their discipline and mastery of a multitude of skills have allowed them to emerge as the supreme rulers of Tamriel.
Imperial
Imperial

Special Abilities
  • Star of the Wast Spell - Absorb 200 points of fatigue
  • Voice of the Emperor Spell - Charm  

Race Bonuses
  • Speechcraft 10 points 
  • Mercantile 10 points
  • Long Blade 10 points
  • Blunt Weapon 5 points
  • Light Armor 5 points
  • Hand to Hand 5 points 


Khajiit
Khajiit
Khajiit

The Khajiit are feline like creatures originating from Elsweyr.  A Khajiit's natural agility and acrobatic skills make them expert thieves.

Special Abilities
  • Eye of the Night Spell
  • Eye of Fear Spell

Race Bonuses
  • Acrobatics 15 points
  • Athletics 5 points
  • hand to Hand 5 points
  • Light Armor  5 points
  • Security   5 points
  • Short Blade 5 points
  • Sneak 5 points   

Nord

Tall and strong, Nords make tough and resilient warriors. Born in the cold lands of Skyrim, Nords are especially resistant to cold and frost. Nord are also known to be
great warriors due to their skills in weaponry and armor.  
Nord
Nord

Special Abilities
  • Thunder Fist Spell - 25 Frost Magic damage points
  • Woad Spell - Shield
  • Resist Shock 50%
  • Resist Frost 100%

Race Bonuses
  • Axe 10 points
  • Blunt Weapon 10 points  
  • Medium Armor 10 points
  • Heavy Armor 5 points
  • Long Blade 5 points
  • Spear 5 points

Orc

Courageous and strong, Orcs or Orsimer as they are sometimes called are from the land of Orsinium, but inhabit many other areas of High Rock alongside the Bretons. With green skin and sharp teeth, Orcs are fearless on the front line and make brutally effective warriors.       
Orc
Orc

Special Abilities
  • Resist Magicka  25%
  • Berserk Spell

Race Bonuses
  • Armorer 10 points
  • Block 10 points
  • Heavy Armor 10 points
  • Medium Armor 10 points
  • Axe 5 points 

Redguard  
Redguard
Redguard

Quick and agile warriors, Redgaurds make good skirmishers and scouts. Originating from the land of Hammerfell.

Special Abilities
  • Adrenalin Rush Spell 
  • Resist Poison 75%
  • Resist Common Disease 75%

Race Bonuses
  • Long Blade 15 points
  • Athletics 5 points
  • Axe 5 points
  • Blunt Weapon 5 points
  • Heavy Armor 5 points
  • Medium Armor 5 points
  • Short Blade 5 points 


Skills and Attributes


There are 27 skills under 8 attributes in total available in Morrowind.  

Endurance - Heavy Armor, Medium Armor, Spear.
Strength - Acrobatics, Armorer, Axe, Blunt Weapon, Long Blade.
Agility - Block, Light Armor, Marksman, Sneak.
Speed - Athletics, Hand to Hand, Short Blade, Unarmored.
Personality - Illusion, Mercantile, Speechcraft.
Intelligence -  Alchemy, Conjuration, Enchant, Security.
Willpower - Alteration, Destruction, Mysticism, Restoration.
Luck - No skills fall under luck.


System Requirements


Minimum system requirements:
Windows ME/98 128 MB RAM - Windows XP/2000 256 MB RAM
500 MHz Intel Pentium III, Celeron, or AMD Athlon processor
8x CD/DVD-ROM Drive
1 GB free hard disk space
DirectX 8.1 (included)
32MB Direct3D Compatible video card and DirectX 8.1 compatible driver
DirectX 8.1 compatible sound card
Keyboard; Mouse
Recommended:
800 MHz or faster Intel Pentium III or AMD Athlon processor
256 MB RAM
NVIDIA GeForce2 GTS or ATI Radeon 7500 or faster video card.


Modification

Morrowind ships with The Elder Scrolls Construction Set, a program players can use to tweak aspects of the game. Mods exist for new races, different texture sets, completely new houses, player-made quests and guilds, and more. Mods are one of the principle reasons why Morrowind is so replayable. A number of websites exist that encourage player modifications to the game and host player-uploaded modifications.

Websites
Planet Elder Scrolls
ElricM
TES Nexus


Expansion Packs


Since Morrowind's release, Bethesda have delivered two expansion packs for the game. Tribunal was released in the U.S. on November 6th 2002, whilst Bloodmoon arrived on June 3rd 2003.

Game Name The Elder Scrolls III: Morrowind
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Original US Release May 1, 2002
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Aliases Morrowind
Elder Scrolls 3
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