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Let's Experience Morrowind (With Many Images)

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Roswell:

Click here to listen to the main theme of the game

The Elder Scrolls III: Morrowind is, as one could assume, the third installment in the Elder Scrolls game series developed by Bethesda Game Studios and published by Bethesda Softworks and Ubisoft. The original game was released in early May in 2002, making it a rather old game. Just like in the later installments, it is an open world fantasy action roleplaying game where we will create our own character, choosing from multiple fantasy races and skills. We shall be exploring the volcanic island of Vvardenfell in the province of Morrowind, an area that is quite small compared to many other Elder Scrolls games. However, the entire island has been crafted by hand, meaning there are no randomly generated landscapes and exploring is quite worth it. Loved by many for the unique world and disliked by many for the outdated game mechanics, we are here to make our own judgment. Unfortunately there are no ragdoll physics.

I have not played the game personally, but I am with someone who has. While I will be experiencing many things for the first time and our memory is not perfect, I believe there will be many things I can show to you as you help us go through the game. Obviously, we will be playing the PC version. I would also like to ask you to not post spoilers, especially without spoiler tags. You can definitely suggest and talk about things I might have missed, but when it comes to actual plot points that have yet to happen, please wait until we actually get there.

We will be using both of the expansions, Tribunal and Bloodmoon, which add a lot more content and areas mostly meant to be explored after finishing the main quest. We also will not go in this unmodded. We will be using a mod called Morrowind Enhanced which will fix the rather atrocious combat system of the vanilla game. We will also be using certain mods that make the game look a bit better with plenty of new models, textures and a lot more grass and trees. Better Bodies will be changing all the humanoid NPC models to look a lot better than they did in the original game to avoid nightmares. There are also some other small mods that do not really change the game in any other way except add a bit more life to the world, such as Morrowind Comes Alive, a mod that adds some more random NPCs walking around – some of which are hostile.

We – which includes you, the reader – shall be playing the game together. I will post screenshots of our story and give you the option to affect our next step with votes. There is no set voting time or amount of people that have to vote, as I do not know how many are interested. The votes are not true votes perhaps, as the one with most votes might not actually win every time in case some other option would be more interesting or funnier. For the most part, I won't be making the final choice however. We also might not be finishing the game as it is a very big one, but hopefully we will have some fun as long as it lasts.

Let's get started, then.


Table of Contents

Part 0
Welcome to Morrowind
Making a Hero
Roar of Thunder
Almost there

Part 1: Finishing the Tutorial
Part 2: Ladies Man
Part 3: Yook Thunderbeard, Nord Detective
Part 4: On the Trail of the Murderer
Part 5: Bloody Justice
Part 6: Visiting the Smugglers
Part 7: Off to Balmora
Part 8: Balmora Trail
Part 9: A Series of Unfortunate Events
Part 10: Reporting to Caius Cosades
Part 11: New Boss
Part 12: Poached Eggs
Part 13: To Arkngthand
Part 14: Hunting Telvanni Agents
Part 15: Naked Nord Nonsense
Part 16: Reaping the Rewards
Part 17: Ace Alchemist
Part 18: Grave Robbing
Part 19: The Great Houses
Part 20: Spooky Scary Specters
Part 21: Loose Ends

Roswell:
Part 0: Welcome to Morrowind

Intro movie video









They have taken you from the Imperial City's prison, first by carriage and now by boat.



To the East, to Morrowind. Fear not, for I am watchful.



You have been chosen.









"Wake up. We're here."



"Why are you shaking? Are you okay? Wake up...!"













Hello. The gameplay starts with us being given a choice right away. We are going to have to decide on our character's name. It is a very important choice and it is up to you. Please give your suggestions









This is the first time we are given the chance to actually move. This area works as a tutorial to teach you how to move, so there is not much to do. Our first mission is to follow this guard. Up the stairs...





To the hatch that leads to the deck. Only one way to go.



















To Seyda Neen.







And right after we have gotten off the ship, we are given another major choice. We are going to have to choose our race and gender. It's mostly cosmetic, though our race does affect our starting skill bonuses and base attributes, with our gender also affecting those base attributes. Some quests also change a bit depending on if you are a man or a woman. People who share your race will also like you a bit more, though that is a very small boost. The different races also have different special abilities, which might be useful or dangerous, or something that might be useful if you just remember to use them.

This is where the update will stop for now as we shall take a look at our options. The starting attributes aren't too important, so you can just pick what you like. Hopefully our next update will have less images as well as smaller images, though I felt I wanted to show all the subtitles of this part of the game, as it's the one with the most voice acting. Scroll down for our options.

Roswell:
Part 0: Making a Hero

First an introduction to attributes. They will all affect different skills, but we will talk about skills later when it matters.


Strength affects how much damage our weapons do, as well as how much we can carry and our starting health and fatigue.

Intelligence determines our base amount of Magicka.

Willpower affects our ability to cast spells, our ability to resist paralyzing and silencing spells, and gives us more fatigue. That's a good thing. The meter is called fatigue, so you want a bigger one to be less fatigued and... Yes, it's a bit confusing.

Agility helps us hit enemies and dodge attacks or it would if we didn't have a mod for better combat. It also gives us more fatigue and helps us to resist staggering when enemies hit us.

Speed affects how fast we move, which is a good thing.

Endurance is what will be used to calculate our health boosts as we level up, which makes it good for survival. We also get more fatigue with more endurance.

Personality will make people like us more, which helps with any means of persuading.

Luck is a strange attribute that affects just about everything. It doesn't affect the loot we find, but it will affect how lucky we will be anything that has a chance to fail or succeed.




Altmer

Base Attributes

Male
Strength: 30, Intelligence: 50, Willpower: 40, Agility: 40, Speed: 30, Endurance: 40, Personality: 40, Luck: 40

Female
Strength: 30, Intelligence: 50, Willpower: 40, Agility: 40, Speed: 40, Endurance: 30, Personality: 40, Luck: 40


Skill Bonuses

Destruction: +10, Enchant: +10, Alchemy: +10, Alteration +5, Conjuration: +5, Illusion: +5


Specials

Fortify Maximum Magicka 1.5x INT
Resist Common Disease: 75%
Weakness to Shock and Frost: 25%
Weakness to Fire: 50%
Weakness to Magicka: 50%


Altmer, or the High Elves, favor spellcasting. They will get a bigger mana pool and bonuses to many magic skills. All of the special abilities are passive, so they do not have to be activated in any way. They do resist common diseases, but they are weak against every kind of magic, making enemy spellcasters very dangerous. Males have a bit more endurance than females, but females have a bit more speed.




Argonian

Base Attributes

Male
Strength: 40, Intelligence: 40, Willpower: 30, Agility: 50, Speed: 50, Endurance: 30, Personality: 30, Luck: 40

Female
Strength: 40, Intelligence: 50, Willpower: 40, Agility: 40, Speed: 40, Endurance: 30, Personality: 30, Luck: 40


Skill Bonuses

Athletics: +15, Alchemy: +5, Illusion +5, Medium Armor: +5, Mysticism: +5, Spear +5, Unarmored +5


Specials

Resist Poison: 100%
Resist Common Disease: 75
Spell: Water Breathing for 120sec on Self, Cost: 5pts


Argonians are lizard people. They're pretty rounded, though the males have attributes better suited for sneaky and agile characters while the females have more spellcasting power. They don't have any negative effects if one looks at their specials... However, because of them being a beast race, they cannot wear helmets that are closed as they have a snout. Their feet are also different and they cannot wear shoes or any kind, which is quite sad thanks to a certain nice item.




Bosmer

Base Attributes

Male
Strength: 30, Intelligence: 40, Willpower: 30, Agility: 50, Speed: 50, Endurance: 30, Personality: 40, Luck: 40

Female
Strength: 30, Intelligence: 40, Willpower: 30, Agility: 50, Speed: 50, Endurance: 30, Personality: 40, Luck: 40


Skill Bonuses

Marksman: +15, Sneak: +10, Light Armor: +10, Alchemy +5, Acrobatics: +5


Specials

Resist Common Disease: 75%
Power: Beast Tongue – Command Creature 5pts for 600sec


Bosmer, or the Wood Elves, are the usual nature-loving elf type. They are fast, sneaky and very good at bows. Their specials are nothing amazing and their unique power will quickly become quite useless as the creatures you meet become stronger. It is also an active skill, so you would have to remember to use it and it doesn't work on humanoid creatures.




Breton

Base Attributes

Male
Strength: 40, Intelligence: 50, Willpower: 50, Agility: 30, Speed: 30, Endurance: 30, Personality: 40, Luck: 40

Female
Strength: 30, Intelligence: 50, Willpower: 50, Agility: 30, Speed: 40, Endurance: 30, Personality: 40, Luck: 40


Skill Bonuses

Conjuration: +10, Mysticism: +10, Restoration: +10, Alchemy +5, Alteration: +5, Illusion +5


Specials

Fortify Maximum Magicka 0.5x INT
Resist Magicka: 50%
Power: Dragon Skin – Shield 50pts for 60sec on Self


Bretons are human with some Elven ancestry. They're definitely geared towards magic with their attributes and skills. Just like Altmer, they get some extra Magicka, though less than them. They also do not share all the magical weaknesses, which makes Bretons a lot easier to keep alive against magic. Their resist Magicka skill is slightly less useful than it sounds: the usual Shock, Fire and Frost type spells don't count as Magicka spells, so they aren't resisted. The shield power can be very helpful however. Females are speedier while males have more strength.




Dunmer

Base Attributes

Male
Strength: 40, Intelligence: 40, Willpower: 30, Agility: 40, Speed: 50, Endurance: 40, Personality: 30, Luck: 40

Female
Strength: 40, Intelligence: 40, Willpower: 30, Agility: 40, Speed: 50, Endurance: 30, Personality: 40, Luck: 40


Skill Bonuses

Long Blade: +5, Destruction: +10, Light Armor: +5, Athletics +5, Mysticism: +5, Marksman +5, Short Blade +10


Specials

Resist Fire: 75%
Power: Ancestor Guardian – Sanctuary 50pts for 60sec on Self


Dunmer, or the Dark Elves, will be people we will be seeing a lot on Vvardenfell, as it is a part of their province. You would get the most racial disposition points by picking a Dunmer, though that bonus is a very small one. Their race is rather rounded with no large weaknesses and they will resist fire spells very well. Their power is an active one and has to be cast, though it would protect us from physical attacks. The choice between a male and a female would be if you want to have more endurance or more personality, as Dunmer men are apparently very anti-social. Other Dunmer will most likely be calling us scum, no matter their or our gender...




Imperial

Base Attributes

Male
Strength: 40, Intelligence: 40, Willpower: 30, Agility: 30, Speed: 40, Endurance: 40, Personality: 50, Luck: 40

Female
Strength: 40, Intelligence: 40, Willpower: 40, Agility: 30, Speed: 30, Endurance: 40, Personality: 50, Luck: 40


Skill Bonuses

Speechcraft: +5, Mercantile: +10, Long Blade: +10, Blunt Weapon +5, Light Armor: +5, Hand-to-Hand: +5


Specials

Power: Star of the West – Absorb Fatigue 200pts on Target
Power: Voice of the Emperor – Charm 25 to 50pts for 15sec on Target


Imperials are just your usual humans. They're quite balanced, but have the highest personality score of any of the other races. Most likely, everyone will just end up liking an Imperial character the moment they meet, which can be useful. Their specials all have to be activated, so they can be easily forgotten in the middle of everything. Males sacrifice willpower for more speed.




Khajiit

Base Attributes

Male
Strength: 40, Intelligence: 40, Willpower: 30, Agility: 50, Speed: 40, Endurance: 30, Personality: 40, Luck: 40

Female
Strength: 30, Intelligence: 40, Willpower: 30, Agility: 50, Speed: 40, Endurance: 40, Personality: 40, Luck: 40


Skill Bonuses

Acrobatics: +15, Athletics: +5, Hand-to-Hand: +5, Light Armor: +5, Security: +5, Short Blade: +5, Sneak: +5


Specials

Power: Eye of Fear – Demoralize Humanoid 100pts for 30sec on Target
Spell: Eye of Night – Night Eye 50pts for 30sec on Self


Khajiit are cat people. Very sneaky, very agile. Good for thieving and apparently rather intimidating considering their special power. They can also see in the dark with their spell, though other races could also get such a spell – or use a torch or a lantern if it truly is too dark. As a beast race, they share the weakness of Argonians: they cannot wear full helmets because of their muzzle and they have a digitigrade stance with cat-like paws, so they can't use shoes. Females get more endurance than the males, but sacrifice strength for it.




Nord

Base Attributes

Male
Strength: 50, Intelligence: 30, Willpower: 40, Agility: 30, Speed: 40, Endurance: 50, Personality: 30, Luck: 40

Female
Strength: 50, Intelligence: 30, Willpower: 50, Agility: 30, Speed: 40, Endurance: 40, Personality: 30, Luck: 40


Skill Bonuses

Axe: +10, Blunt Weapon: +10, Medium Armor: +10, Heavy Armor: +5, Long Blade: +5, Spear: +5


Specials

Resist Frost: 100%
Resist Shock: 50%
Power: Thunder Fist – Frost Damage 15pts on Touch
Power: Woad – Shield 30pts for 60sec on Self


Nords are another human race and one could say they are the opposite of Bretons. Instead of good magical abilities, Nords are good at hitting things and making things hurt. Most of their skill bonuses will most likely go to waste as you will only concentrate on one type of weapon or armor, though they resist many forms of magic – even having an immunity. Their shield power can also help them last longer if you remember to use it. Men are physically tougher with more endurance but mentally less so with less willpower than their female counterparts.




Orc

Base Attributes

Male
Strength: 45, Intelligence: 30, Willpower: 50, Agility: 35, Speed: 30, Endurance: 50, Personality: 30, Luck: 40

Female
Strength: 45, Intelligence: 40, Willpower: 45, Agility: 35, Speed: 30, Endurance: 50, Personality: 25, Luck: 40


Skill Bonuses

Armorer: +10, Block: +10, Heavy Armor: +10, Medium Armor: +10, Axe: +5


Specials

Resist Magicka: 25%
Power: Berserk – Fortify Health 20pts, Fortify Fatigue 200pts, Fortify Attack 100pts, Drain Agility 100pts, for 60sec on Self


Orcs, or the Orsimer, are considered as being one of the Elven races. The Elven races don't really like that and the Orcs don't really seem to care, either. No one really seems to like Orcs, but they are very good combat characters with good defenses. They're slow, however. They have a rather interesting power and some solid skill bonuses, though Block is absolutely useless due to our combat mod. Females are smarter, but apparently everyone hates female Orcs with their low personality.




Redguard

Base Attributes

Male
Strength: 50, Intelligence: 30, Willpower: 30, Agility: 40, Speed: 40, Endurance: 50, Personality: 30, Luck: 40

Female
Strength: 40, Intelligence: 30, Willpower: 30, Agility: 40, Speed: 40, Endurance: 50, Personality: 40, Luck: 40


Skill Bonuses

Long Blade: +15, Athletics: +5, Axe: +5, Blunt Weapon: +5, Heavy Armor: +5, Medium Armor: +5, Short Blade: +5


Specials

Resist Poison: 75%
Resist Common Disease: 75%
Power: Adrenaline Rush – Fortify Agility 50pts, Fortify Endurance 50pts, Fortify Speed 50pts, Fortify Strength 50pts, Fortify Health 25pts, for 60sec on Self


Redguards are strong and tough, abandoning the magical resistances for more combat prowess. They're faster than the Orcs and more agile than the Nords. They get a big bonus to Long Blades right away, which does make that a good weapon choice for them. They have many weapon skill bonuses, which can of course be both a good thing and a bad thing. You won't be using all of them, but you aren't forced to use Long Blades just because it's the only bonus you get. Their power would make them quite powerful in melee. Males are stronger and better at hitting things, but their personality is worse.



To recap, please choose us a Name, Race and Gender.

Yogi:
Wow, you put a lot of work into this already. I'd like to see a dunmer female. No names come to mind right now besides Yuki2 and what Sands just suggested in IRC, so I'll leave that up to someone else. I'll be following this as it goes on.

Sands:
Bosmer might be hippies, but they're such hippies that the hippiest ones will refuse to eat anything related to plants and are instead strict carnivores. And they're cannibals.

I bet that will never come up in any future Elder Scrolls games! Wow such trivia.

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