Morrowind description. Guide and walkthrough for "The Elder Scrolls III: Morrowind". Skills and levels

The Elder Scrolls: Morowind
SettingMorrowind
PeriodThird Era, 428.
DeveloperBethesda Game Studios
Game engineNetImmerse/GameBryo
release date
  • PC
    USA 1.05.2002
    Europe 2.05.2002
  • xbox
    USA 6.06.2002
    Europe 11/22/2002
PlatformPC, Xbox
Morrowind (Morrowind) is the third game in The Elder Scrolls series. The game takes place on the island of Vvardenfell, which is part of the province of Morrowind. Smaller in terms of playing space than previous games in the series, but at the same time more thoughtful and detailed. The release was made for the Xbox and PC game consoles on May 2, 2002, and was later localized in Russia. Later, two official additions to the game were also released: Tribunal and Bloodmoon.

Information about quests

  • Quests- A detailed description of all the main and secondary quests of the game.

basic information

  • Organizations of Morrowind- Description of guilds and other organizations in Morrowind.
  • Morrowind locations- Cities and towns of Morrowind.
  • Modifications- Modifications for Morrowind.
  • concept art- Concept art and pre-release sketches from the game.
  • Wallpaper- official wallpapers from the developers.

Gameplay Information

  • Differences between Morrowind, Oblivion and Skyrim- a summary table describing the game features in each game.

general description

Briefly about the main

In addition to the huge world, Morrowind offered players a deep story, consisting of a large number of main and side quests, as well as ways to overcome them, through a rich selection of skills to develop the main character. The developers managed to convey the atmosphere of the world very well: the original landscape, various creatures, big cities and much more were opened for the main character from the very beginning of the game. Particular attention was paid to the history and life of Morrowind: books, writings of history and stories that could be read and investigated, sometimes rejected the player even from the very process of playing. It's no wonder the game is such a huge success, even with a long release date and sequels to the series.

Game process

At the beginning of the game, you are offered to create your own hero. The choice is given as a large number of skills and characteristics, as well as differences in gender, race and appearance. After that, the hero is free to decide his own fate. In the general sense of the word, this means that it can begin to pass

The Elder Scrolls III: Morrowind is a fantasy action RPG developed by the American company Bethesda Softworks and published by Ubisoft in 2002. The game has gained cult status due to its completely open world, highly interactive environments and great modding potential. The attractiveness of the game for a role-playing game lover is added by an interesting plot and a huge amount of informational content, such as the customs of different clans, architectural styles, geographical zones, religions and in-game books are organically shown.

Game world

The game takes place in the fictional fantasy world of Nirn. Nirn is a plane of existence and a planet at the same time. Two satellites revolve around it - Masser and Secunda. In the star system where Nirn is located, there are also eight other planets that represent the Eight Deities.

Vvardenfell, the place where the game takes place, is an island separated from the mainland by the Inland Sea. Because of this isolation, the island has a unique flora and fauna, comparable to the biosphere of the prehistoric era of the Earth. In the center is an active volcano - Red Mountain, the ashes of which quite often flutter over the northern and southeastern parts of Vvardenfell, spreading besides pestilence. The mountain is surrounded by the Ghost Gate, a magical protective barrier that limits the spread of the Corprus disease and the monsters infected with it. The volcano keeps the ruins of the ancient capital of the extinct civilization of the Dwemer (gnomes), in which the leaders and novices of the Sixth House sect settled. It is because of their activities that the island often suffers from painful ash storms.

Morrowind long defended its independence from the Empire, but in the end was forced to join it under the threat of a serious military conflict. The province retained relative autonomy and the right to preserve the traditional way of life. Power is in the hands of the Great Houses of Dunmer (Hlaalu, Redoran, Telvanni divide the territory of Vvardenfell, and Indoril and Dres - the mainland of Morrowind) and the Temple of the Tribunal.

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The starting point of the game is the village of Seyda-Nin. The huge insect on the right, the Silt Strider, is a common means of transportation on the island of Vvardenfell between scattered settlements.

An unknown prisoner is brought to the province Morrowind Empire of Tamriel on Volcano Island Vvardenfell and give freedom in exchange for the fulfillment of certain conditions. His mentor in the province, Kai Kosades, instructs him to learn as much as possible about the culture of the local and indigenous people (dark elves - Dunmer), the life of the three Great Dunmer Houses and the secret organization-sect of the Sixth House. Having learned enough information about the island, the protagonist reaches the fact that he is Nerevarine, the reincarnation of the ancient Dunmer hero Nerevar Indoril. The fate of the Nerevarine is already predetermined: he must kill Dagoth Ur, who is gathering an army of corprus creatures, and restore the lost greatness of the Dunmer people.

Game process

The game is a single-player real-time role-playing game in an open world from the first or third person. After the start of a new game, the player is offered to create his character - 10 races are given to choose from (Imperial, Redguard, Breton, Nordling, Altmer, Dunmer, Bosmer, Khajiit, Argonian or Orc of both sexes, each of which has its own unique role characteristics, skills and magic skills), role class and horoscope sign. Character creation is woven into the game's narrative - it's played out as a drafting of an amnesty.

Role system

The game system is fundamentally different from the classic representatives of CRPG - there is no concept of experience, and character development takes place continuously. "Pumping" of skills occurs when they are used, for example, with successful attacks and parries, creating potions, running. In addition, the skill can be increased by reading a rare book and completing a certain quest. A new level is unlocked, allowing points to be distributed by attributes (strength, intelligence, willpower, agility, speed, stamina, attractiveness, and luck) only if the player has developed 10 or more basic and important skills chosen during character creation.

Combat system

The effectiveness of melee and ranged combat is highly dependent on acquired skills and several factors.

The history of the creation of the game

Versions, editions and sequels

In 2003, two official expansions were released, Tribunal and Bloodmoon, introducing new territories, storylines, and features into the game. In the first of these, the Nerevarine will visit the mainland of Morrowind, namely the city of Mournhold, meet King Helseth and the demigod Almalexia and witness their conflict. The second expansion takes place entirely in the island of Solstheim and introduces two major storylines into the game, both of which provide for a two-way passage. The player will take part in the development or sabotage of a new village on Raven Rock and try to help the settled Nords prevent the coming of the Blood Moon Prophecy, or, conversely, by becoming a werewolf, he will fulfill the decrees of Prince Deirdre Hircine.

A sequel, The Elder Scrolls IV: Oblivion, was released in 2006. The events of the new game, which the inhabitants of Tamriel call the Oblivion Crisis, take place several years after the end of the story. Morrowind. The player will witness the invasion of the troops of Mehrunes Dagon, Prince Deidra, in the central province of the empire - Cyrodiil. In addition, two major expansions for Oblivion were released - Knights of the Nine (2006) and Shivering Isles (2007). In the first of them, the player will have to revive the ancient knightly order of the Nine in order to confront the resurrected Ayleid king Umaril the Featherless. In the latest addition, the protagonist will visit the plane of Oblivion - Trembling Isles Daedra Prince Sheogorath.

In November 2011, The Elder Scrolls V: Skyrim was released.

  • Having been ill with coprus for a sufficient number of days (periodically teleporting to the altar of the temple to restore intellect and wisdom), you can increase the strength and endurance of the character to completely unimaginable values. If you do not allow the characteristics to drain after this - you need a resistance to magic of at least 100%, then the hero can carry a huge amount of cargo and defeat any opponent with one blow of his fist.

Game series The Elder Scrolls- these are games that certainly belong to role-playing games, but at the same time are so original that some call them an "independent genre". This is perhaps too much, but it must be admitted that the skills of playing Might & Magic or even Wizardry in wanderings in Morrowind will not be very useful.

First, the plot The Elder Scrolls extremely free. So free that you can spend whole days (real time, not gaming) walking around virtual spaces, doing a variety of things - from protecting the humiliated and insulted to robbing stores. The world is immense, there are a great many cities and settlements, life is in full swing everywhere. How many cities are there usually in works 3DO? Seven? Twelve? Hehe. The whole universe Might & Magic VI or Wizardry VIII easily fit in a small outback district of Tamriel (the world of all games in the series The Elder Scrolls).

All this is fine, but in the previous game of the series - Daggerfall- freedom has reached such unattainable heights that... the plot is simply lost. No one forced us to move somewhere in the game, and after a while it began to seem that there was never any goal.

In addition, it is difficult to assume that someone will plan and draw hundreds of cities individually. This was not done. The settlements, from the provincial capital to the scruffy village, looked like twins.

All this caused fair criticism. And in Morrowind the developers tried to take into account previous problems, while not losing the unique face of the series. Perhaps they succeeded.

To some extent.

Second unique feature The Elder Scrolls- role system.

In fact, it is difficult to surprise an experienced player in this part. What have you not tried! Systems - class and classless, technical and magical - are no less than cities in Tamriel, counting together with urban-type settlements. Under the role-playing moon, neither system is new Fallout with her individual character pattern, nor the magotechnical structure Arcanum. As Andrei Knyshev said, “everywhere, wherever you spit, they have already spat, and many times over.” But still...

There are 27 skills in the game. For each character, these skills are divided into three classes: primary, secondary, and other. They grow with practice and practice. And depending on their growth, the level grows - and not vice versa!

Character creation in Morrowind- it's pretty subtle. And a mistake in this delicate process can make the game extremely difficult.

What is much worse, this error has a chance to affect far from immediately. That is, you play for several days and feel great, and suddenly it turns out that everything was done wrong, and therefore it is extremely problematic to move on. Do you like this?

I think no.

Therefore, before talking about the plot and other high matters, let's get a better look at what a character can do, how his skills grow and how to plan his development.

Make yourself

Now let's add the legs -

Got an octopus!

from the cartoon

At the start, the hero is asked to name who he is and where he is from, that is, to choose a race and a name, then there are three options: choose a class from the list, answer questionnaires, or plan everything on your own.

As for the list of classes, we’ll talk about it later, but in general, I definitely don’t recommend this to a novice player. This method is not very effective, and, in my opinion, smacks of primitiveness - with such alternatives. Choosing a class by answering questions - a trademark of the series The Elder Scrolls And Ultima- even less effective, but at least interesting. But in more detail, we will analyze the option with character planning.

In theory, we should start chronologically: with race, because it will be asked of you first of all. But then it will not be clear what racial advantages mean and why they are needed. So let's do something unorthodox: first we will describe the skills and attributes, and finally we will return to the races and zodiac signs.

I will make one last warning. All systems based on skill training that I know of simply call for intensive "pumping" of the character and optimization of his training. This guide will hopefully help you in achieving this noble goal, but I solemnly urge you not to overdo it.

The fact is that the balancing of the system raises considerable doubts. It even has frank holes that allow you to dance with relish on the bones of poor game mechanics. Using them contributes to self-affirmation, but not to getting pleasure from the game. Yes, in Morrowind you can become a superhero with the help of a “workaround”, and any small living creatures will simply scatter from you; but do you need it? After all, here is not Ultima Online to measure "coolness" with surrounding players.

Think...

A character in Morrowind has a specialization - combat, magic or stealth. All skills are divided into the same three groups. Specialization also determines in which skills the hero will have an advantage. And the advantage is quite significant - +5 to each skill, +5 to the "ceiling" of their development, plus facilitating the training of this skill.

Attributes

A hero has eight attributes, or basic characteristics.

Force (Strength)- affects the strength of blows, stamina, ability to carry cargo, as well as the initial number of hit points (this is usually called the number of blows that the hero can survive relatively harmlessly). Used for Gunsmith, Percussion Weapon, Long Blade, Axe, and Acrobatics.

Intelligence- determines the amount of magical energy. Used for Hex, Lockpick, Sorcery and Alchemy skills.

Will power- resistance to magic and some other unpleasant things. Used for Destruction, Restoration, Mystic and Polymorph magic skills.

Dexterity- Accuracy, the ability to evade attacks, stamina. Used for the Parry, Light Armor, Marksmanship and Stealth skills.

Speed- movement speed. Used for Athletics, Short Blades, Unarmed Combat, and Unarmored Combat.

Endurance- affects the number of hits, both initial and for each level, and the stamina. Used for Medium and Heavy Armor and Spears.

Charm (Personality)- affects the location of other creatures to the character. Used for Speech, Trade and Illusion magic skills.

Luck- affects everything at once.

When generating a character, two attributes can be chosen as the main ones: they will receive a bonus of +10. Whoever you create, I strongly advise you to choose Luck as one of them: it is the most difficult to grow. True, not all versions of the game that have come to our country allow this.

Skills and levels

Let's beat swords into plowshares, -

said the Khajiit, replacing Long Blade with Speechcraft.

When creating a character (due to manual selection or class definition), skills will be divided for him into three categories: main (major), side (minor) and other (miscellaneous). This division affects the entire game.

The fact is that in Morrowind, unlike the vast majority of role-playing games, skills do not grow with increasing levels, but vice versa - with the growth of skills, the level also increases. It happens like this. In order to get the next level, you need to score 10 steps in your main or side skills. Not necessarily in one: the levels gained in different skills add up. After resting, a new level comes to the hero.

(If you have gained more than 10 levels in the main skills before resting, the extra levels will not disappear, but will remain until the next level increase.)

In doing so, the hero gains additional hit points (1/10 of your Stamina), as well as three points that can be distributed among his attributes (no more than one for each attribute). However, the amount by which an attribute will increase when bonus points are “poured” into it is not constant and depends on how carefully you trained this attribute: adding a bonus point to, say, Agility, you will get an increase from 1 to 5 points - depending on how actively you practiced your Dexterity skills.

The calculation formula is as follows. We add up all the steps we received in the skills of the corresponding attribute, divide by 2 and round the result down (if it is more than 1, but less than 2, then to 2). That is how many attribute points will be added per reward point. For example: 4 points in Heavy Armor, 5 points in Spears, total (4+5)/2 = 4.5, rounded up, we get 4. For the bonus point in Endurance (the attribute responsible for these two skills), we get 4 points. If Spears is 2 and Heavy Armor is 1, we get (2+1)/2 = 1.5 since that's more than 1 - round up to 2.

"Other" skills cannot give a coefficient better than 2.

Recommendation: as you can see, no skill is directly related to Luck, that is, a bonus point will increase it by only 1, and nevertheless, I advise giving one of the points to Luck every or almost every time. Having reached the high levels, she will do you a great service, but it is not easy to grow her.

How to choose your skills? What to put in the main ones, what - in the side ones? There should be five main and side skills each.

Theoretically, it is assumed that your main skills are what you will use in the first place throughout the game. However, this is not quite true.

The most important question to consider when choosing any skill is how easy it is to grow.

There are two ways to grow a skill: by putting it into practice or by buying levels from teachers (who always have a ceiling on what they can teach you). The main method is practice (exceptum excipiendum: if you take advantage of the hole in the balance, which we will talk about a little later in the "stealth skills" section, then there will be more money than you can use, and buying skills will become a good tradition). Well, practice can be expensive or dangerous. Or, on the contrary, do not require anything special from the character at all.

By choosing completely difficult skills for yourself, you will greatly complicate your progress through the levels. Oddly enough, there is also the opposite problem: if you make one of the main skills, for example, Athletics, you will get too fast leveling. And this is not at all as wonderful as it might seem: along with you, monsters will grow in levels (not all, but many), and if your increased skills do not help you get them out of your way, then your life with new levels will become much sadder...

I guess at least one of the main skills should be combat: a pure mage can beat the game, but it's much more difficult. One more position (it is also possible among side skills) should be given to one of the armor skills: walking, gleaming with a soft, unprotected abdomen, is strongly not recommended.

The list should include at least one skill from each attribute you ever hope to develop: training "other" skills gives a maximum bonus point efficiency of 2.

And, finally, it makes sense to have a certain number of “lifting” skills that are easy and safe to train (Athletics is bad because it rises involuntarily, without your will).

Yes, I still didn't mention that you get +30 bonus from the very beginning in main skills, +10 in secondary skills, and +5 in others.

Let's move on to the list of skills.

The battle

This group contains combat and auxiliary skills. Note that light and small arms are not a military matter, and they belong to picaresque professions.

Armorer. Attribute - Strength. Keeps armor and weapons in a "new" state. The fact is that they gradually wear out and become less effective.

To use this skill, you must carry a hammer with you. With it in hand, you can repair your equipment. The hammer also wears out sooner or later, it cannot be repaired (and it does not make sense: it costs a penny).

The skill has a chance to grow every time an item is successfully repaired. But in terms of growth, this skill is one of the slowest and most vile. There is, however, one way to speed up his training a little: to do this, you should learn the spell of destruction of armor (Disintegrate Armor) and cast it on your things.

Heavy Armor. Attribute - Endurance. The effectiveness of wearing heavy armor depends on it, as well as the ability to move relatively freely in them. With a weak development of this skill, you will not get much use from such armor: it will restrict movement instead of protecting its owner.

What armor is heavy? It depends on the material. Iron, steel, silver, dwimer, daedric and ebony.

Growing the skills of wearing armor is very easy. To do this, you just need to expose yourself to the blows of serious opponents. Hurt? What to do. You can resist. And you can substitute the right and left cheeks alternately, pumping up pre-stocked healing potions during the break. But in this case, it is recommended to pack a scroll of Divine Intervention in the bag as well, which will return you to a safe place in a timely manner.

At the same time, the skill grows by leaps and bounds. The same method applies to any other types of armor.

Some argue that the type of enemies is not important, but only their number is important, and in a room with a bunch of rats, growing the ability to wear a shell is no worse and much safer. According to my observations, it is still worse, but I cannot say this with certainty. Maybe I just took too few rats.

Medium Armor. Attribute - Endurance.

Almost everything that has just been said about heavy armor can be repeated about medium ones. This category includes: mail, scales, bone and orc armor.

Long Blades. Attribute - Strength. These are long swords, claymores, katanas, sabers, broadswords, etc. Probably the most balanced weapon.

Axes (Axe). Attribute - Strength. This includes all axes, axes, etc. They, as a rule, do not have the possibility of a meaningful thrusting blow, but a powerful chopping one.

Spears. Attribute - Endurance. Pikes, spears, halberds... Most of them, on the contrary, are strong in thrusting and useless in cutting.

percussion weapon (Blunt weapon). Attribute - Strength. Staves, clubs, maces, hammers.

How to train them, I think, there are no questions. Fight, fight and fight again, as the great Porthos bequeathed. Of course, your "training dolls" sooner or later fall apart; so the key to fast training such skills - places where monsters are born in abundance and constantly. And hit them with the most ineffective of your attacks (depending on the weapon).

There is also a method "on the verge of cheating": attacking friendly ghosts in the mission about the Cave of the Incarnation. This is one of the main missions, it is impossible to pass by. The trick is that the aforementioned ghosts for non-magical weapons are simply invulnerable, and you can kick this "punching bag" to your full satisfaction.

Naturally, the same method can be applied to martial arts from other skill groups.

But if you want my advice - don't get carried away with the "optimal" methods of skill growth, but just play. Along the way, they will grow. This is not Ultima Online, where growth is not a game, but a prelude to a game... Walk around the world, complete tasks and have fun!

Parry (Block). Attribute - Dexterity. This skill allows you to parry blows with a shield; successful parry fully reflects the attack. The importance of this ability for close combat specialists cannot be overestimated.

It grows at the same time as the combat skill, if you take a shield in your hand ...

Athletics. Attribute - Speed. Skill manages running and swimming. Whenever you run (and you do it all the time, I know you! How many people have experienced the exotic pleasure of moving through the game worlds at a leisurely pace?), you are training Athletics. Athletics is essential for scuba diving.

The value of this skill is modified by armor: in heavy armor, it swims rather mediocrely. As the people say - "a dwarf in chain mail can also swim, but neither well nor far." However, Atletika trains much better in armor! It is known that Athletics as a “other” skill, but in armor, grows faster than as a side skill for light equipment lovers. The usual cargo, not worn on the character, does not play a role.

For those who are obsessed with safe training: hit a corner and run into it as fast as you can. By staying in place, you will gradually unwind this already easy skill to train.

Magic

This group includes all magical schools, the ability to defend without armor, as well as the skills to create magic items and potions.

Hex (Enchant). Attribute - Intelligence. The skill manages the imposition of hexes on objects, as well as the recharge of magic items. It is this latter that is the key to training the skill: there are quite a few simple soul gems lying around, and by constantly using charges of a magic item, and then reloading it, you will practice well in slander.

Not only the ability to create and recharge items depends on Hex, but also the speed at which the item in the character’s hands consumes charges.

Alteration. Attribute - Will. Theoretically, the adepts of this school of magic should transform objects and living beings; in fact, this magic is mainly related to travel, allowing you to better jump, run, carry cargo, swim underwater. It also gives the ability to fly. It can create barriers that protect against attacks, open and lock locks. This is a good auxiliary school, but there is nothing special to do with it “on the edge of the attack”.

To train this skill, create the simplest spell for 1 mana point (how to do this, see the chapter "Magic"), and then use it to your heart's content. Don't even try to make this spell useful: it's all about practice. There shouldn't be any problems. The skill trains quickly and efficiently. The same applies to other types of magic.

Important: the training spell should not be harmful even in the mildest version. You will walk with him and train along the way; and if it inadvertently hits a civilian, you will have a lot of problems.

Destruction. Attribute - Will. This is combat magic in its purest form: fire, lightning, disintegration. "And besides scuffle - no miracles," as one genie said.

Illusion. Attribute - Charm. This includes magic that makes invisible, blinds, enchants, paralyzes, soothes, takes away the power of speech, etc. Some of the monsters are resistant to it, but nevertheless, it is no less significant combat magic than the previous school. Although rarely used alone.

Sorcery (Conjuration). Attribute - Intelligence. Subdues creatures, extracts enchanted weapons from nothing, and also summons otherworldly servants. Combines very well with combat skills.

Together, these three schools provide a tool with which the magician can cut his way through the battlefield. The remaining three (Transformation, Mysticism and Recovery) are more of an auxiliary character.

Mysticism. Attribute - Will. A rather strange and, in my opinion, not very internally logical school with many different types of spells: teleportation, telekinesis, absorption or reflection of magic, detection of the invisible. Probably, the authors just wanted to adapt to the generally accepted idea of ​​\u200b\u200b"psionics", but it turned out strange for them.

Restoration. Attribute - Will. Here, on the contrary, everything is clear and obvious: to treat everything and everything, to enhance the characteristics, and so on. You need not so much a magician as a fighter.

All of these five schools of magic are trained exactly on the same principle as the Change.

Alchemy. Attribute - Intelligence. This science allows you to determine potions and magical substances, as well as prepare potions from these substances yourself.

Some of the substances can be easily found, the rest are the product of the preparation of carcasses (alita, daedra and other creatures). To make a potion, you need to pick up a mortar and pestle and use it on the original components.

The number of possible effects is certainly not too large. The general principle of making potions is this: if ingredients A and B are known to have an x ​​effect, and ingredients A and C a y effect, then together A, B, and C will give both of these effects. The order is significant: if B and C together also have some effect, then a mixture of A, B and C will not have it. In general, this is a rather tricky business, and we will return to it in more detail.

To train Alchemy, you just need to buy cheap components in the store, buying up the entire supply, grind them in a mortar and immediately sell them. During this time, there will be a new supply. Continue until done.

Armorless Combat (Unarmored). Attribute - Speed. A special defense skill for those who don't wear armor. Of course, such a fighter will still not achieve a degree of protection comparable to that which gives good armor with a decent level of the corresponding skill, but at least there will be at least some chance to dodge.

It is trained in the same way as other armor skills. It only hurts more...

stealth

In this group - combat skills of the "light" style, all kinds of "thieves" skills and communication skills. According to many players in Morrowind, they give the role-playing system a taste ... In this game, a thief or a merchant can be stronger than warriors and a magician!

Hacking (Security). Attribute - Intelligence. Breaking locks and removing traps. The case, I must say, is quite profitable: there are a lot of castles in the game, and behind them - a lot of money. But it cannot be compared with Trade in terms of financial efficiency.

For training, you will need a spell that locks the door with a lock, and a box. Lockpicks are usually purchased in Balmora, on the lower floor of the South Wall Club, from a Khajiit merchant.

You can also lock the lock with a pick. In some online game, this would be very useful, but here it’s more of an ornament. Although exercise can help.

Stealth (Sneak). Attribute - Dexterity. Bread of a street thief: invisible, silent movement and small tricks with a client's pocket. It can, of course, be used to stick a sharp knife into the client.

Implemented in the game almost honest line of sight. Keep in mind that it doesn't matter if the character's face or back is turned towards you. Stealth allows you to strike from the most advantageous position.

Keep in mind that jokes are bad with the law. True, you can try to pay off the guards, but if the number does not pass, you will be in prison. With a subsequent decrease in skills, which is especially disgusting.

In order to grow this skill, in theory, it is enough just to move in a "hidden" state (that is, with the Stealth button pressed), but I noticed that the growth significantly accelerates if there is someone nearby, and even faster if that someone is a guard. However, it is quite possible to move into the corner of the wall, as in the case of Athletics. So choose a servant of the law, who has become his back to the corner, turn to him the same side and ...

Acrobatics. Attribute - Strength. Allows you to jump far and fall relatively harmlessly. To be frank, I didn't get the hang of this wonderful skill; In my opinion, there are many more useful things in the world. True, they say that an experienced acrobat can get to some hiding places that are inaccessible to others.

There is, however, one guaranteed use for this skill: dealing with the bug of the hero getting stuck in corners. And for some reason I can't believe that Bethesda will ever fix it. Although I want to believe in the best. But you don't have to be a master of acrobatics to do this. Furthermore! A character who is too bouncy runs the risk of jumping on the floor... getting his head stuck in the ceiling and peeking out of the carpet on the second floor in the manner of Said. Very inhumane.

The skill is growing cheerfully and cheerfully, you just need to cheerfully jump like a kid. It is better to do this on the way uphill or on the stairs. The only problem is that, unlike in Athletics, simply holding down the jump button will not work. And you will have to hammer on it with the stubbornness of a Stakhanovite woodpecker.

Light Armor. Attribute - Dexterity. These include: leather, tanned leather, chitin, fur and ... glass. Otherwise, the skill is completely similar to other armor skills already described earlier.

Short Blades. Attribute - Speed. In theory, knives, daggers and wakizashi should benefit from the speed of strikes, but these weapons, however, did not make much of an impression on me. With one exception: they are much easier to deal with shield masters.

Regarding growth, etc. - see the description of other weapons in the military skills section.

Shooting (Marksman). Attribute - Dexterity. Ranged weapons have their advantages; they can be used from an ambush, from above, etc. But personally, I prefer not bows or crossbows, but small throwing knives and sprockets: they work much faster, and in light of this there is a chance to repeatedly damage the enemy before entering into personal contact. Your position will not always be so profitable... Not to mention the faster growth of the skill. Although knives, unlike arrows, are in short supply.

Train - just like any other weapon.

Trade (Mercantile). Attribute - Charm. Improves buying and selling prices in shops.

Oh, how I love those who worked out the balance in this game!

Of course, I understand that the player needs a very strong reason to leave aside their favorite weapon and magic skills in favor of despicable gold, but ... not so much! Trade combined with Eloquence, being well developed, is a real hole in the balance. The fact is that in this state of affairs, you can buy items in the store for less than you sell them there!

And since in the previous game of the series, everyone was very tired of the merchants running out of money too quickly, they made their stock ... big. Very. Ergo: By buying and selling the same old shoe to the same merchant, you can become a millionaire.

Who there wanted to be a thief?

“A petty crook is a person who, in his illegal activities, takes on a risk that is inconsistent with the profit received,” as the brilliant Asprin put it. To take the path of theft in this game is typical quixoticism. An "honest" businessman with minimal effort will earn a thousand times more.

Maybe they'll patch up the hole soon?

But enough of the lyrics, let's move on to specific things. To use this skill, adjust the price of the item with the arrows. Start by changing the price of one coin, gradually gaining impudence. Of course, at times you will be sent to the blue distance, but this is not scary: the skill still grows! Of course, relations with a particular merchant will worsen somewhat, but if you do without excessive arrogance, everything will work out.

Important: when selling items in a bunch, the skill growth is less than when selling them one at a time.

Eloquence (Speechcraft). Attribute - Charm. This skill improves relations with other characters, helps in trading, and, perhaps most importantly, allows you to get more tasks and information, that is, makes the game more active.

Eloquence is quite difficult to train. I advise you to buy this skill if possible (and this, by the way, can be done with our main employer - Cosades). It is also said that the regular selection of the "admire" item in the communication menu helps. Even if it does not impress the interlocutor.

To increase the efficiency of trade, it makes sense to try to strike up a conversation with the merchant before the start of the bargain. It's pretty hard, but sometimes it works.

Combat Without Weapons (Hand-to-Hand). Attribute - Speed. Unarmed attacks do not hit the health, but the fatigue of the enemy until he falls unconscious. Trained in the same way as other combat skills. But I must tell you that I have not yet been able to achieve a serious sense from this “combat” skill. Enemies usually have enough power in reserve.

Small results

When you divide skills into main and secondary ones, in the first place, determine not the most necessary ones, but those that are more difficult to train in the main ones. Namely: Eloquence, Lockpicking, Gunsmith, Trade, Hex, perhaps - one "armor" skill. Magic and weapons feel great in the side. Finally, Athletics, Acrobatics, Stealth should be either in the side, or even in the "other" - in any case, training them is as easy as shelling pears.

Note that, in general, it suffices to pass one weapon and one armor skill. The ability to fight with two types of weapons does not add anything fundamentally new, although it makes it easier for a warrior to increase levels. But a new type of magic gives completely unique opportunities that you just can’t get. First of all, this applies to Mysticism, Restoration, Illusion and Transformation.

SECOND PAGE

Ready classes

If you are creating your character by fully describing its capabilities, this chapter will not be useful to you, and you can safely skip it.

Most of the pre-made classes are not very playable. Abundantly duplicated weapon and armor skills, for example, are of little use to anyone, and it would be more productive to spice up military training with some magic or thieving skills. Short blades seem to make sense as a primary skill for thieves, but not for fighters. And so on.

Here is a full breakdown of the characteristics of the finished classes offered for the player to choose from. These classes - seven of each type.

Combat classes

stealth classes

Magic classes

THIRD PAGE

Races

Well, it's time to consider the races. Each race starts with its own characteristics (which also depend on gender), its own pros and cons, unique advantages and disadvantages.

In the descriptions of the special abilities below, the durations are given in seconds. If "self" is indicated in the "target" column, then this ability only affects the hero himself. Finally, the "price" of abilities is paid in mana.

There are ten races in total. Four human, three elven and three bestial. Out of respect for the owners of the field - after all, we walk around Morrowind, the blooded elven land - let's start with the elves.

Dark Elf

The Dunmer, or, as the despicable Imperials call them, "dark elves" are the original inhabitants of Morrowind (by the way, this name, obviously, should mean either "black wind" or "wind of death": current authors, unlike Tolkien, like to mix the roots of different languages).

Contrary to the usual stereotypes, the Dunmer are not at all distinguished by either dexterity or speed, and in a melee duel, I would not advise betting on them. Their path is the path of a magician, a thief, a night blade, a hired killer. Historians say that the dark elves are famous for their ability to fight in the ranks ... Perhaps, but it seems to me that there are more suitable races for this. It is better to make a mobile war mage out of the Dunmer. An innate magical ability - Ancestral Guardian - saves their lives in difficult situations.

Only representatives of this race can join the guild of assassins - the Morag Tong.

high elf

Altmer - the "main" branch of the elves - is distinguished by exceptional ... how to say it ... fragility. Any targeted spit inflicts grievous bodily harm on them. Living with a weakness for magic, fire, cold, shock is very difficult. To some extent, this is redeemed by an advantage in their own magic, but ... And disease resistance - oh joy, at least they are resistant to something! - very mediocrely atones for such a vulnerability. It is completely incomprehensible what their vaunted sense of superiority over other races is based on ...

Naturally, with such characteristics, they are simply doomed to the life of a magician. Perhaps - combat, one that walks up to its ears in armor. But certainly not a warrior and not a thief. Do not give the high elf a heavy iron crowbar in thin paws!

Forest Elf

These kinsmen of the high elves have become so savage that they have even forgotten how to be vulnerable to everything in the world, like their older brothers. True, things are very good with magical talent. The tool of labor of a true wood elf is a bow, and his way is the way of a scout, an archer or a thief.

A valuable property of the wood elves allows you to command the beasts you meet. Not free, for mana.

Breton

Let's move on to the people.

A famous race of thinkers, poets and magicians, the Bretons learn the verbal components of spells immediately after the words "mother" and "daddy". And for the elves, a lesson: this is what a superior race with a penchant for magic should look like.

Breton is the best choice for a beginner mage. His magical advantages are not as strong as those of the elves, but there are not all these dirty weaknesses. So - the road to the inhabitants of the Upper Rocks!

imperial

These charming, educated and disciplined gentlemen are the superior race not by dubious ethnographic data, but by political position. The masters of the Empire are excellently versed in the skills of Trade and Eloquence, and for all that, they are not bad fighters. It is logical to make them a variation on the theme of the Knight class.

The additional innate magical abilities of the Imperials are not that impressive, but not useless: for example, stopping the enemy on the spot with a command voice...

Northerner

Is it conceivable to do without everyone's favorite - a daring northerner-warriors from Skyrim, the country of the Horizon? In different worlds they are called differently - Vikings, ice barbarians, and so on - but the essence is the same everywhere: people walking around in furs and striking with axes, simple-hearted and straightforward, warlike and proud barbarian tribe, where from the cradle a baby is taught to break skulls .. .

The northerners were so accustomed to the cold that they wanted to spit even on the most ferocious frost, and even they themselves are able to radiate it from time to time. Every northerner is a weapon connoisseur, even if he is engaged in a completely different business ... but who will create a northerner engaged in a different business?!

Red Guardian

The Redguard Redguards - the Moors from the country of Hammerfell ("Falling Hammer") - are worthy rivals of the northerners in the competition for the title of the best warriors of Tamriel.

Oddly enough, it is they, and not the northern barbarians at all, who, in a fighting fury, gnaw at the edge of the shield and rush at the enemies with superhuman strength. Throw in the highest resistance to poison and disease... and you have a creature you don't want to run into in the open, especially if you're a scrib or a bone vagabond...

Argonian

And finally, animal races.

Well, tell me, where did the game developers get that lizards breathe underwater?! Eh, biology is badly taught in the West. Then the lizards breed like rabbits, and even spawn (I'm talking about saccra from Master of Orion 1-2), they swim like frogs...

These particular representatives of the reptilian class have had the ability to breathe underwater since childhood and are almost immune to damaging warm-blooded diseases and poisons. Otherwise, it should be noted that they are average: males hunt, females do not shy away from magic. They make good light fighters-mages.

Khajiit

The feline race of the Khajiit are renowned throughout the world of Tamriel for their thieves, smugglers, and skooma drug dealers. If you need illegal goods, look for a Khajiit...

The cat's clawed paws can be used as weapons in combat, making it easy to climb with them. In jumping with a Khajiit, too, few can compare. And their gaze confuses people.

Orc

And finally - another race of warriors. It is unlikely that anyone doubts that the orcs in this and any other life are suitable only for a fight. But these are fighters more of a defensive plan than an attacker, their specialty is armor and shields. In addition, they are resistant to magic. However, they, like the red guards, have a berserker rage, and remarkable willpower can make them good battle mages.

FOURTH PAGE

Zodiac signs

And finally, the last thing to choose when generating a character is the constellation under which he was born. It has a sense of additional advantages and disadvantages. And you should choose it, in theory, for a pre-conceived combination of race and class / set of skills.

All signs can be divided into several categories.

The first one includes those that simply strengthen the character in one way or another. They will come in handy for almost any hero for whom buffed stats are essential. This includes: Warrior, Mistress, Lover, Mage, Steed. I was most impressed by the sign of the Lady.

The second offers an advantage in exchange for a disadvantage: Atronach, Master, Apprentice. Here you need very careful planning so that the disadvantages do not outweigh the advantages. Of this group, I like the Apprentice the most. The Master and especially the Atronach completely change the way you play, so be very careful with them!

Finally, the third - Tower, Thief, Lover again (this sign fell into both categories), Rite, Shadow - offers the hero a new ability or spell. The question here is simple: is this spell valuable enough to be preferred over a normal buff? As a rule, characters of this type must be created specifically for interaction with the constellation. Rite and Lover among this group seem to be the most interesting options.

Atronach. A sign for those who desire the strange. For such a character, magic does not recover on its own, but is only absorbed when it is used against him. This increases your maximum Magicka by (2 * Intelligence) points. For a warrior who uses magic rarely, it may be a good choice.

Tower. The Beggar's Sniff spell finds animals, slanders, and keys. As for me, only the latter has brought me some benefit.

Warrior. Increase attack by 10 points.

Thief. Gains the Danger Sense special ability, allowing you to protect yourself with a shrine effect.

Mister (Lord). The Heavenly Master bestows a strange blessing... Apparently, our great-grandmother sinned with a troll, and now our health is rapidly regenerating, but we are very vulnerable to fire. At first it looks tempting, but in fact, playing such a character is more difficult than it seems.

Lady. Favor of the Heavenly Lady increases Stamina and Charm by as much as 25 points. For a knight, for example, you can’t imagine better, and not only for him.

Serpent. A special spell is added that poisons the victim, but removes 30 health points from the magician himself. M-yes. Something here the developers overlooked. Maybe I don’t understand something, but, in my opinion, this sign is for people with an innate suicidal tendency. No matter how strong this poison is, the hero usually cannot afford such a luxury. Not our choice!

Lover. Agility increases by 25 (apparently, for overcoming obstacles and for jumping out of the window?), And we get a special "kiss" that takes away magical powers from the victim and paralyzes him. I would never have thought that a vampire is called a lover in Tamriel!

Mage. Magic reserve increases by (0.5 * Intelligence) units. Modest, but without side effects.

Rite (Ritual). The character gains the ability to cast undead spells - by touch and at a distance, as well as magic that restores health. You can make a curious paladin character.

Steed. Increases speed by 25 units.

Shadow. Provides an invisibility spell. Meaningless support for those who are deprived of the magic of illusions, but against the background of some other signs, perhaps, it looks so-so.

Apprentice. Elven Blood increases your magical energy pool by (1.5 * Intelligence) but grants 50% vulnerability to magic. For a magician - a good choice, but only for him.

And now, with all this nonsense on board, we'll try to take off...

Finally, you have figured out all the intricacies of character generation. What to do next?

Example I: paladin

Idea: a warrior, a fighter against the undead and evil spirits... We will need a decent weapon, preferably more than one type, decent armor, the ability to heal, some attacking magic, the ability to heal... Needs Sorcery and/or Hexes. Let's estimate:

For example, yes. However, this is still not ideal.

One may ask why we need both Medium and Heavy Armor: we won’t go in two sets at once? And this is a fair question, but we must also remember that it is not always possible to get the right armor right away, and magical armor may not be of the type that we would like. However, if you wish, you can replace them with something else. Other weapons, for example. shock?

It would be nice to get some more magic at your disposal, say, Destruction or Transformation.

This is where the race and the constellation come to the rescue: you can get a free position for the missing skill if you say goodbye to Restoration. Instead, we take the sign of the Rite (here it is, strength against the undead!). It remains to learn how to cope with diseases and poisons; race Redguard (red guardian) solves this problem, along the way enhancing our ability to long blades.

Eloquence and Armsmaster should be moved to the main skills: they are very difficult to train. Yes, and Hexes are not studied too easily.

Red Guardian, born under the sign of the Rite

Option: instead of Medium Armor, we take Impact Weapons.

Option: we replace Athletics with Short Blades, which also train Speed.

Specialization - of course, combat: magic is a secondary weapon for this hero. The main characteristics are Luck (if allowed, of course) and Strength.

Of course, teleportation does not seem to be one of the obvious properties of this hero. But since it makes life extremely easy, it is probably worth replacing one of the types of armor with Mystique.

Example II: cloak and dagger knight

Now let's try to do something secret, underground and very dangerous. While rich...

First guess:

Dagger + magic + secret movement. The idea is generally clear. Everything seems to be fine, but take a closer look at the list: at least half of the skills train Agility! And you can't live without Strength and Endurance either. And this means that it would be nice to look for useful skills for us on these characteristics.

The Gunsmith skill is certainly useful, but very bad for training, because it trains when the items require it, and not when we want to. Additional weapon? May be. But it is possible that this is where the otherwise not very valuable skill of Acrobatics will come in handy. By jumping, we will easily grow the Strength. And maybe we will find the very caches that were mentioned in the "Acrobatics" section of the "Skills" chapter...

Spears? In my opinion, they are neither to the village nor to the city for this character. It's better to take Medium Armor for Endurance training.

What will we donate? Most likely part of the magic skills.

Finally, Stealth is an important skill for us, but it is pumped so easily that it has nothing to do in the main ones.

So:

For the most greedy: remove Shooting, add Eloquence. And we will buy everything (see the "Trade" section in the "Skills" chapter).

Race? So it asks for a Khajiit or a dark elf. But the dark elf in this combination will give a more aggressive character, and this is perhaps for the better.

The most, in my opinion, the logical choice of the main characteristics - Luck and Strength. Another good idea is to make the main Endurance and abandon Medium Armor, making room for Eloquence, Polymorph or something else.

Finally, a sign. We are supposed not to be seen, and we must strike first; the sign of the Disciple under such conditions is very effective. The Sign of the Lover gives us a powerful weapon against a lonely victim. And finally, the Mistress is the optimal sign for a character who will take Eloquence instead of Medium Armor, refusing to train Endurance.

1 2 3 4 All


Morrowind
wild lands

(The events described took place at the beginning of the Third Empire, during the early years of the reign of Tiber Septim. - Translator's note)

general information

Morrowind was part of the First Nordic Empire, but now belongs to the Dark Elves, whose origins are shrouded in mystery like the ash storms that regularly sweep over their homeland. Wild and proud, the Dark Elves shun all contact with the outside world, including their counterparts in Valenwood and the Summerset Isles. A traveler who crosses the Shadow Gate Pass may think that he has come from Tamriel to another world. The skies are constantly darkened by ferocious ash storms erupting from the powerful volcano Vvardenfell; familiar Tamrielian flora and fauna are replaced by strange and twisted forms that can survive on this ash-covered land; hidden by cloaks and masks, dark elves herd herds of giant insects; couriers rush past on rumbling crab-like creatures twenty feet high.

Wherever you look, cowering slaves everywhere: Argonians, Khajiit, humans, are in a hurry to comply with the barking commands of their Dark Elven masters.

The grey-skinned, red-eyed dark elves seem to be doing very well in their strange ashen land. In Elvish they are called the Dunmer, and they now inhabit a vast expanse of northeastern Tamriel, from the Velothi Mountains to the sea, and from the southern edge of the Deshaan Plain to the northern coast. But where did this strange people come from, what was their original race and origin - these are unanswered questions. The dark elves most likely separated from the main elven race many centuries ago, for they are undoubtedly related to the rest of the elves of Tamriel, but are strikingly different from them not only in their amazing appearance. The dark elf is easily recognizable by his ash-gray skin and red, like embers, eyes, but few people manage to see them, because. they rarely leave their homeland. Like all elves, they are tall and thin, but in the Dunmer, elven arrogance takes on its highest form: they believe that people are no better than animals, and are only suitable for slave labor on the plantations of Tyr. They consider themselves superior YR comments:
The only thing I agree with this compiler. It all started at the border, where I was interrogated by three swaggering Chapthills. They called me rude to my face, as if I didn't know the Dunmeris, and didn't even deign to address me by my full name. Under these circumstances, I preferred to keep my mouth shut - I'm not as young as I used to be, uncle. But I approve of the rebuff they gave to despicable people. However, I think some time of human rule would do the Dunmer good and knock them down a bit.
other elves, who, in their opinion, are only a weak and regressing branch of the main elven race.

The earliest human records of the Dunmer are the sagas and chronicles of the Nords, which remain our only source of information until the High Elf archives are made available to Imperial scholars. The Nords called this region Dunmeret - "Land of the Dunmer", but the Dunmer themselves gave their land the name Resdayn in the distant past. Imperial librarian Elba Lasky has dated the appearance of the Dark Elven people as more than 3,500 years ago. Morrowind got its current name only after the first eruption of Vvardenfell (see Landmarks - Vvardenfell).

When we first learned about the dark elves, they were divided into many tiny clans that were in a state of permanent war with each other. The sagas of the Nords tell that dark elven warriors often willingly became hostages of any northern leader who agreed to go to war against their enemy, which undoubtedly made it easier for the Nords to conquer Morrowind. The Dark Elves are mentioned in the chronicles of 1E 416, while the War of Succession was going on, which caused the fall of the First Nord Empire: “Seeing that the Nords were divided and weak, the Dunmer gathered their council, and gathered all together in their secret places, and plotted against the tribe of Borgas, and suddenly attacked the Nords, and drove them out of their lands, killing many." Thus the First Empire fell at the hands of the Dark Elves.

Two centuries later, we first heard of the Tribunal, which may have gained notoriety after the first eruption of Vvardenfell, which reduced at least half of Morrowind to ruins and forced the people to move closer to the vast southern plateau of Deshaan, smoothly merging into the gloomy swamps of Black Marsh. According to sources, it was the Tribunal that united the dark elven clans into one nation, although the struggle of the clans does not subside to this day, and they are very reluctant to cooperate with each other.

The five clans known as the Great Houses - Indoril, Redoran, Telvanni, Dres, and Hlaalu - completely control the politics and commerce of Morrowind, although there seem to have been six Houses in the past. Each major clan is in alliance with numerous sub-clans, these alliances are relatively constant, although sometimes minor sub-clans go over to the side of other Houses. Previously, the clans fought openly, then it was forbidden by the Tribunal, but the clans continue their bloody feuds through the unique organization of the Morag Tong - the official guild of assassins. Clans simply hire members of the Morag Tong to destroy their enemies, and they kill the "ordered" with impunity, following the strange (but strict) rules of their guild. Such practices strike the citizens of the Empire as barbaric, but like so much else in dark Morrowind, they seem to fit remarkably well with the savage temperament of the dark elves.

The Indoril clan claims to be related to all the legendary Tribunes, which allows them to dominate among the Five Houses. The capital of Indoril and all of Morrowind is Almalexia, and the clergy of the Tribunal (corresponding to the civil government bureaucracy) are subordinate to Indoril and its sub-clans.

The Redoran clan controls the western part of Morrowind, their people are considered the best warriors among the Dunmer.

The Telvanni clan hates outlanders more than any other Dunmer combined. He avoids all contact with foreigners, preferring to herd his herds of giant insects among the rocky hills and islands in the very northeast of Morrowind. Telvanni bug musk is a highly prized spirit among the dark elves, and their mounted insects fetch the highest prices in the markets of Almalexia and Narsis.

The Dres clan governs the southern part of Morrowind, where the fertile Deshaan plain merges with the swamps of Black Marsh. Dres is a large clan of slave traders and planters; thousands of unfortunate prisoners (mostly Argonians, but there are also Khajiit and even citizens of the Empire) pass through the infamous slave barracks of Tyr, the capital of Dres, after which most of them meet their untimely death in the plantations surrounding this sinister city.

The Hlaalu clan is the smallest and weakest of the five clans, trying to maintain the status of the Great House in their ancient capital - Narsis. The Hlaalu are the traditional opponents of the Indoril, who has held power for 3,000 years, and their resilience cannot but command a certain amount of respect. Although Morrowind hates foreigners, Hlaalu merchants manage to maintain some trade with the Empire, trading thick Imperial cloth and Cyrodiil brandy for elegant trinkets made by Morrowind's talented artisans.

Dark elves favor surprisingly light armor made from insect chitin, over which they wear finely crafted spider silk cloaks wrapped several times around the body. A turban and transparent resin goggles protect the head and eyes from the ubiquitous ash, loose trousers and boots complete the costume. Such an outfit looks somewhat strange, but the traveler will be able to fully appreciate it, once in the first ash storm. Indoors, Dunmer shed these protective garb and sport richly embroidered robes and fashionable sashes bearing clan symbols. Bulky ceremonial costumes made from different parts of giant insects remain the privilege of the highest ranks.

Attractions

Almalexia

The largest and oldest city in Morrowind, named after its patron goddess. Almalexia is indeed an old city, probably built before the advent of the Dark Elves. It is said to have been built on the ruins of a major Dwemer city, though its current residents strongly deny this. Here the intrepid traveler will find the center of the Tribunal's cult, the sprawling temple-palace of Mournhold, a city within a city. Mournhold is also the headquarters of the Dunmer government, from where the priests of the Tribunal govern on behalf of their legendary deities.

Sotha Force

Many tales are told of this copper clock city, hidden among the damp swamps of southern Morrowind, the home of the Tribunal's most mysterious member. However, there is no reliable information about his whereabouts, most likely he exists only in stories and songs.

Velothi Pollen Traders Leave G'nisis

Nekrom

This text is not included in the final version of the Pocket Guide from TESA: Redguard

The "City of the Dead", Necrom, preserves a tradition that predates the cult of the Tribunal. From all over Morrowind, Dark Elves of all clans bring their dead here in solemn processions that can last for months. From the mainland, Necrom, with its sheer walls and white towers, seems like a huge necropolis, an impression reinforced by the constant movement of the dead along the paved road to the city, a movement that does not stop day or night.

The city is bustling with life: it has a large and complex hierarchy of priests and ministers, whose only duty is to prepare the dead for the next life and properly place their bodies in the catacombs that riddled the rock under the city.

Vvardenfell

A huge volcano of Tamriel, this mountain is located in the north of Morrowind. It is a small continent in itself, separated from the rest of Morrowind by a giant crater. On a clear day (which is an exceptionally rare event) its summit is visible even from Almalexia, 250 miles to the south. During the Northern Conquest, there was a wealthy Dwemer kingdom in the north of Morrowind, which gave the name to this powerful volcano - Vvardenfell in the Dwarf language means "City of the Strong Shield". It is not known if the Dwarves of Vvardenfell were destroyed by its first eruption, or if they suffered the same mysterious fate as all other Tamrielic Dwemer (see "Ancient Tales of the Dwemer" by Marobar Sul for a full discussion of the disappearance of the Dwarves).

Of course, the kingdom of Vvardenfell did not lose its power during the Northern Conquest. Courageous Dwarves, safely hidden in underground fortresses and united in a single state, were much more serious opponents than the fragmented and warring Dark Elven clans, and they retained their independence when the rest of Morrowind passed to the Nords.

The first volcanic eruption took place in 1E 668, at least as stated in written chronicles. This eruption is still mentioned in the tales of various peoples - for the Nords it was the "Year of Winter in Summer", for the Khajiit - "Death of the Sun". Legend has it that the eruption occurred when a deity fell to the ground, but be that as it may, for several millennia Vvardenfell slept very restlessly, now and then covering the surrounding area with ash. Fortunately, the high mountain range between Morrowind and

A role-playing game where you take on the role of a fulfiller of prophecy and a hero who is free to do as he pleases. In other words, complete freedom of action. The well-thought-out world of the game makes its exploration exciting and unforgettable. Morrowind's universe has its own huge and unique history, which can be studied for more than one month.

Various ruins of bygone peoples, heroes of bygone eras, legendary weapons and armor. Everything has its own background and reflected in a book, of which there are also plenty of them. It is interesting to study and explore Morrowind, completing quests in the process and sometimes even forgetting about them, plunging into a long journey to find another cave with valuable and yet unseen artifacts.

depth of the world

On a warm May day in 2002, the sequel " Elder Scrolls» – . This is an amazing world with warriors and magicians, heroes and adventurers, honest thieves and merciless killers. Morrowind could have become an ordinary project, but there are two “buts” in it that determined its future fate. The plot, sound and even graphics are not the most important thing in this project. The main thing is peace. Every Elder Scrolls game has to face the universe huge scale. Long ago, in Arena, this world began. In Daggerfall, they showed that he is huge. Morrowind reflected all its depth, and this happened Great.

This case is quite rare, when a single computer game spawned an entire universe. The game world can be described for a very long time, it will take hundreds of pages. And for every question: “How? Why? What?" have your own answer. Someone will ask: why are there no horses? Answer: ash storms that poison them. To whom altars are erected in the Empire: the answer is in the book. Each race (and there are 10 of them playable here) has its own long and interesting story.

Why we love

The merit of the game can also be called not that it answers all kinds of questions, but encourages the player to search answers to them. The player first receives a small piece of information and lights up, wanting to get to the truth. For example, in a city, the player comes across a large creature that looks clearly hostile. He comes closer, but it turns out that this is a silt-strider - a common mount. This information is enough for someone, and the other will ask the driver everything about the creature. Learn how they were tamed and how they are controlled. There is even a quest where the player tries to learn the language silt strider.

The game will become a paradise for those who prefer to explore the world around them. Concerning game strings She is typical of the series. The former prisoner finds himself in the organization of the Blades, subsequently learning that he is the Chosen One and off they go. You will have to exterminate a lot of evil, which is included in the entertainment program. Of course, it smacks of banality, but still play Interesting I really want to know who is behind all this.

The story itself is just a drop in the ocean. As the player progresses, he will be able to join a guild: Temple, Legion, Imperial Cult, Fighters Guild, Mages Guild or Thieves Guild; to one of the three Great Houses and to the vampire clan, and only one of the three in one playthrough. side quests more than enough in the game.

The player will stay in all corners of the local world, performing the most various assignments. These are the standard “kill-bring”, as well as “find out”, “find”, “get to” and so on. Some tasks are available to be completed in different ways. For example, you should get an item, but no one cares how the player will do it. There are as many quests as required so that the city does not become annoying.


Mod building

It is worth noting that along with the game appeared Constriction Set- it is he who allows you to create a wide variety of modifications. With its help, new weapons were added, the graphics were redone (and very successfully), and new villages and buildings were created. There are even global mods that include additional NPCs, quests, and even entire islands. Many modders continue create additions for this popular game to this day, paying tribute to the project.

Differences

Morrowind is deeply embedded in the souls of the players. Here, having passed half the island, you will not stumble upon a weak enemy, as in Oblivion, where the level of the world adjusts to the level of the player. Climbed into someone else's territory - get ready get a strong rebuff. If you try hard, you can achieve unprecedented heights in one game month, and yes, this is slightly absurd. Nevertheless, the protagonist will forever remain a stranger for the inhabitants of the island - no matter what he does for them.

Music

Separately, it is worth noting the soundtrack. Responsible for the music in the game Jeremy Soul who did his best. Throughout the adventure, an orchestral arrangement is heard, which during the battle is replaced by faster and more intense music, not intrusive and sounding to the point.

Conclusion

The Elder Scrolls is a huge world. They talk a lot about it, they listen to it a lot and they play it for a long time. Every devoted fan of the RPG genre has noted for himself The Elder Scrolls: Morrowind, in which you can live which is not possible for all projects.

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