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xbaaddict
06-05-2002, 11:30 AM
Morrowind is an epic, open-ended single-player game where you create and play any kind of character you can imagine. Be the noble hero embarking on an epic quest, or an insidious thief rising to leadership of his guild. Be a malevolent sorcerer developing the ultimate spell of destruction, or a reverent healer searching for the cure to a plague. Your actions define your character, and your gameplay changes and evolves in response to your actions. Confront the assassins' guild, and they take out a contract on you. Impress them, and they try to recruit you instead. No two sagas are the same in the world of Morrowind.

Players can choose to follow the intriguing main storyline, or set off to explore the huge province of Morrowind and the many interesting people and exotic locations it contains. Vast cities and remote villages dot the landscape, each with its own unique look and feel. Hundreds of quests and adventures await as you interact with characters and learn more. Regardless of whether you play a murdering assassin or a noble knight, the game holds endless possibilities and allows you to revisit the main storyline at any time.

With Morrowind, the unparalleled Elder Scrolls character system is coupled with an exponential increase in the world's richness of detail and level of visual splendor. Utilizing the latest in 3D technology, Morrowind will feature hyper-realistic textures and polygon counts, real-time shadows, vast landscapes, skeletal based animation, and a complete weather system.

Gameplay is further extended with the inclusion of The Elder Scrolls Construction Set, which will be included with the game. This powerful tool is being used to create the entire game, and will also allow players to modify and add to Morrowind in any way they see fit. Change character or creature attributes and skills, introduce new weapons or dungeons into the game, or create entire new worlds to explore. You'll be amazed how simple it is to use, and astounded by how much bigger it makes an already immense game universe. Players can easily swap files and add or delete them from their game with the click of a mouse, ensuring that no file can ever damage your game or change it permanently.


 Open-ended world allows you to follow the main plot from beginning to end, wander off in search of adventure in any way you see fit, or any combination of both.

 The Elder Scrolls Construction Set ships with the game and allows you to create and import plug-ins that extend gameplay almost indefinitely with new items, characters, dungeons, and areas to explore.

 Stunning visuals with full day/night lighting effects, realistic weather effects, fantastic spell effects, and incredibly detailed creatures, characters, and landscape.

 Customizable interface allows information windows to be hidden, resized, and manipulated with simple drag-and-drop functionality.

 World is centered around you. All the other characters change their perception of you based on your actions, allowing you to experience the world as an evil character or noble do-gooder with realistic repercussions and results.

 Balanced gameplay ensures that thief, magic user, and fighter classes enjoy equal benefits and status in the world and that no one class enjoys an unfair advantage over any other.

 Hundreds of locations to explore in the wilderness, including caves, ruins, dungeons, and more.

 Unique spell system allows you to combine any spell effects you've learned and fine tune their power, range, effect, and more, to allow for an infinite number of spells.

GEOGRAPHY: Morrowind is the northeastmost province of the Tamrielic Empire, bounded on the north and east by the ocean, on the west by Skyrim, on the southwest by Cyrodiil (also known as the Imperial Province), and on the south by Black Marsh (also known as Argonia). Vvardenfell District consists of the island of Vvardenfell, surrounded by the Inland Sea, and dominated by the titanic volcano Red Mountain and its associated ash wastelands. Only recently open to settlement and trade, most of the island's population is confined to the relatively hospitable west and southwest coast, centered around the ancient city of Vivec and the old Great House district centers at Balmora, Ald'ruhn, and Sadrith Mora. The rest of the island is covered by hostile desert wastes, arid grasslands, and volcanic badlands, and thinly populated by the nomadic Ashlander tribes.

CULTURES: Three major cultural groupings have settled Vvardenfell: the Ashlander nomads, the Imperial Provincial culture, and the Dunmer Great House culture. The smallest settlements are the Ashlander nomadic camps, comprised of small portable huts. Recent Imperial colonies like Pelagiad display the same sturdy half-timbered homes and stone castles as might be found in Daggerfall or any other Western province.

The three Dunmer Great Houses that have settled Vvardenfell have distinctive architectures and lifestyles. Aristocratic, warlike Great House Redoran favors a spacious, irregular, organic building style. Great House Hlaalu, an aggressive mercantile culture, strongly admiring and influenced by Imperial culture, prefers simpler, more modern, more densely populated settlements, while bizarre wizard towers dominate mushroom-hut villages of the Great House Telvanni sorcerer-lords. A fourth Great House style, the Velothi or Temple style, is evident in the monumental architecture, bridges, buttresses, and grand canals of the ancient religious center of Vivec City.

POLITICS AND RELIGION: Vvardenfell District's Grand Council, presided over by the sovereign Lord Vedam Dren, Duke of Ebonheart and Vvardenfell, is dominated by five interest groups: the three Great Houses, the Temple, and the Imperial colonists. The Temple and House Redoran are champions of ancient Dunmer customs and privileges, and uncompromising and intolerant worshippers of the native religion call the Tribunal Temple, which venerates three immortal god-kings -- Lord Vivec, Lord Sotha Sil, and Lady Almalexia. The Imperial colonists and House Hlaalu find common cause in their shared tastes for progress, tolerant polytheism, free trade, and vigorous exploitation of Vvardenfell's untapped resources. The policies of House Telvanni's sorcerer-lords are completely unpredictable, whimsically allying with or opposing one faction or another for their own obscure reasons.

CHALLENGES AND OPPORTUNITIES: Vardenfell's greatest challenges are its mutually hostile cultures, its cruel and untamed wildernesses, and the troubling phenomenon of the Blight. The Temple and traditional Dunmer cultures are in direct opposition to the values of the Imperial conqueror's colonists, and the interests of each Great House conflict with the interests of the other Great Houses. Only the unquestioned military dominance of the Imperial Legions and the shrewd policies of the Duke prevent political disputes from expanding into civil unrest or warfare. Even the Legions, however, cannot extend their protection into the sparsely inhabited wastelands of Vvardenfell, where bandits, necromancers, witches, fiends, and grotesque monstrosities find refuge, emerging to threaten the lives of explorers, colonists, and traders. The greatest, and most obscure, threat is the Blight, a mysterious weather-like phenomenon that emanates from the crater of Dagoth Ur, warping and poisoning creatures in its path, and creating diseased horrors that attack travelers and outlying settlements.

The greatest opportunities of Vardenfell lie in its untapped wealth, its rich mines and ancient treasures, its unexplored and unclaimed lands. And even its threats represent limitless opportunity to any bold adventurer determined enough to fight and scheme his way to distinction, earning the attention of the great lords and wizards of Morrowind.



In Tamriel, persons born under certain constellations are said to be 'fortunate in their aspects'. Such persons are often blessed -- or cursed -- with remarkable abilities or weaknesses as a result of the magical conjunctions of celestial influences.

The Apprentice
Those born under the sign of The Apprentice have increased Magicka, but also have a weakness to it.

The Atronach
Those born under the sign of The Atronach cannot regenerate Magicka, but have a chance of absorbing any magic cast at them.

The Lady
Those born under the sign of The Lady have increased Endurance and Personality.

The Lord
Those born under the sign of The Lord can regenerate Health, but are weak to fire.

The Lover
Those born under the sign of The Lover have increased Agility and can paralyze others with a kiss.

The Mage
Those born under the sign of The Mage have increased Magicka.

The Ritual
Those born under the sign of The Ritual can heal faster and turn undead.

The Serpent
Those born under the sign of The Serpent can poison others at a loss of their own health.

The Shadow
Those born under the sign of The Shadow can make themselves invisible.

The Steed
Those born under the sign of The Steed can move faster.

The Thief
Those born under the sign of The Thief are harder to hit.

The Tower
Those born under the sign of The Tower can unlock doors magically and detect things at a distance.

The Warrior
Those born under the sign of The Warrior have an increased chance of hitting.


www.morrowind.com

xbaaddict
06-05-2002, 11:31 AM
Enchant
This skill governs the creation, use, and recharging of enchanted items. Skilled enchanters are more successful at creating new items. Enchanted items burn less power, and are recharged more efficiently from soul gems, for a trained user.
Governing Attribute: Intelligence

Destruction
The destruction skill is the mastery of the spell effects of the College of Destruction. Their spells harm living and unliving things, and include elemental damage, draining, damaging, vulnerability, and disintegration magical effects.
Governing Attribute: Willpower

Alteration
Students of the College of Alteration manipulate the physical world and its natural properties. Alteration effects include water breathing and walking, jumping, levitating, burdening, opening and locking, and creating shield barriers against physical damage.
Governing Attribute: Willpower

Illusion
Spell effects of the College of Illusion alter the perceptions and thoughts of living subjects. Illusion effects blind, illuminate, paralyze, and silence, calm or enrage, charm, distract and camouflage, and render invisible.
Governing Attribute: Personality

Conjuration
The spell effects of the College of Conjuration include the mental domination of mundane and magical creatures, summonation of otherworldly weapons and armor, and summonation of Daedric or undead servants and powers to serve and protect the caster.
Governing Attribute: Intelligence

Mysticism
The spells of the College of Mysticism shape and focus otherworldly forces to bind souls in gems, or teleport the caster's body, or manipulate the world with telekinesis, or absorb or reflect magical energies, or sense unseen objects at a distance.
Governing Attribute: Willpower

Restoration
Adepts of the College of Restoration heal, restore, and fortify the body's attributes and abilities, cure disease, and protect it from other malign influences. Restoration spells can also augment or absorb strength, endurance, intelligence, agility, and other bodily attributes.
Governing Attribute: Willpower

Alchemy
Alchemy identifies magical properties in mundane substances. Substances are consumed directly, or prepared as potions to provide long-lasting benefits like healing and curing disease, water-walking, magical shielding, and fortifying bodily attributes.
Governing Attribute: Intelligence

Unarmored
Unarmored skill lets one avoid or reduce injury during combat while not wearing any armor by evading, deflecting, or absorbing blows. Those versed in this skill are better defended wearing no armor at all than they are when wearing armor.
Governing Attribute: Speed




Security
Security skill lets one open locked doors and containers with lock-picks or disarm traps with probes. This skill is essential for agents and thieves alike.
Governing Attribute: Intelligence

Sneak
The Sneak discipline is the art of moving unseen and unobserved. Skilled sneaks are also adept pickpockets.
Governing Attribute: Agility

Acrobatics
Acrobatics skill enables one to jump long distances and to avoid damage when falling from great heights. Nimble acrobats can reach areas others cannot get to and can direct their paths while falling.
Governing Attribute: Strength

Light Armor
Light armor skill lets one move and defend while wearing light-weight, flexible armors like leather, boiled leather, fur, chitin, and glass armor. To use any style of armor effectively, the wearer must be trained, conditioned, and skilled in its use.
Governing Attribute: Agility

Short Blade
Characters with great short-blade skill are more effective with short, quick, thrusting weapons like daggers, tantos, short swords, and wakazashis.
Governing Attribute: Speed

Marksman
With the marksman skill, one is more effective with ranged weapons like the short bow, long bow, crossbow, throwing star, and throwing knife.
Governing Attribute: Agility

Mercantile
Mercantile skill is the art of buying low and selling high. This skill guarantees lower initial prices for goods, equipment, and services, and improves chances of getting better deals by bargaining.
Governing Attribute: Personality

Speechcraft
Those skilled in speechcraft influence others by admiring, intimidating, and taunting them. Listeners are more willing to divulge information or to entrust important tasks to the skilled speaker.
Governing Attribute: Personality

Hand to Hand
Hand-to-hand skill is the martial art of unarmed combat. Hand-to-hand attacks damage only the fatigue of a standing opponent, but hand-to-hand attacks damage health when a target has been knocked unconscious by fatigue loss.
Governing Attribute: Speed




Block
Block skill allows one to use shields to block any melee attack. A successful block removes all damage from the attack.
Governing Attribute: Agility

Armorer
Armorer skill is used to maintain weapons and armor at top effectiveness. Worn weapons do less damage. Worn armor provides less protection against attacks. As wear increases, the diminishing effectiveness of weapons and armor is dramatic.
Governing Attribute: Strength

Medium Armor
Medium Armor skill lets one move and defend while wearing durable but flexible armors like chain, scale, bonemold, and Orcish armor. To use any style of armor effectively, the wearer must be trained, conditioned, and skilled in its use.
Governing Attribute: Endurance

Heavy Armor
Heavy Armor skill is used to move and defend while wearing massive and rigid armors like iron, steel, silver, Dwemer, ebony, and Daedric armor. To use any style of armor effectively, the wearer must be trained, conditioned, and skilled in its use.
Governing Attribute: Endurance

Blunt Weapon
Blunt Weapon skill makes you more effective when using heavy bashing weapons like maces, hammers, clubs, or staves.
Governing Attribute: Strength

Long Blade
Long Blade skill lets one use broadswords, sabers, longswords, claymores, katanas, and dai-katanas effectively.
Governing Attribute: Strength

Axe
Axe skill helps a user wield heavy chopping weapons like war axes and battleaxes more effectively.
Governing Attribute: Strength

Spear
Spear skill permits effective use of long-hafted thrusting weapons like spears and halberds.
Governing Attribute: Endurance

Athletics
Athletics skill trains and conditions one for running and swimming. Skilled athletes move short and long distances over land with speed and efficiency, and they also swim swiftly underwater.
Governing Attribute: Speed

www.morrowind.com

Thats about it guys.

Knight
06-05-2002, 04:42 PM
Bump