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The Elder Scrolls III: Morrowind

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The Elder Scrolls III: Morrowind
Publication information
Developer(s)

Bethesda Softworks

Publisher(s)

Bethesda Softworks

Game engine

Gamebryo

Release date

2002

Genre

First person Action Role-Playing

Modes

Single Player

Rating(s)

ESRB: T
PEGI: 12+

Platform(s)

Microsoft Windows, Xbox

Chronology
Timeline

3E 427

Quotebg.png
"Each event is preceded by Prophecy. But without the hero, there is no Event."
Zurin Arctus, the Underking

The Elder Scrolls III: Morrowind is the third chapter in the Elder Scrolls series of role-playing games (RPG) developed and published by Bethesda Softworks. It is set in and around the province of Morrowind and in particular the island of Vvardenfell.

The game was released for PC on May 1, 2002 in North America and May 2, 2002 in Europe. The Xbox version was released on June 6, 2002 in North America and November 22 in Europe. It is available for the PC and Xbox.

Contents

StoryEdit

In the beginning cinematic, a sentence can be seen. "Many Fall, But One Remains". The story begins with a prophecy that a great hero, long dead, named Nerevar would be reincarnated to unite and liberate the tribe of Dark Elves (Dunmer). The player assumes the role of this person of legend, but it is an open-play game, meaning that they do not have to follow the story line if they do not wish to; they may do anything they wish. The player can follow the main quest for honor and glory, become a nimble thief and steal for a living, join the mages' guild and become the archmage, be an assassin and sneak through the shadows, become a noble Great House member, and even turn into a vampire.

GameplayEdit

Character SystemEdit

BirthsignsEdit

There are thirteen birthsigns you can choose from in Morrowind to have your hero be born under. Each with it's own special abilities and sometimes spells.

They are divided into 3 categories, Charges, Guardians, and the Serpent, which stands alone.:

SerpentEdit

ChargesEdit

GuardiansEdit

  • The Thief: The Thief's ability gives you 10 points of Sanctuary as a constant effect.
  • The Warrior: The Warrior's ability increases your attack points by 10 points.
  • The Mage: The Mage's ability increases magicka by half of the intelligence score.

RacesEdit

MenEdit

  • Nords: The people of Skyrim. They have a keen resistance to frost.
  • Imperials: Natives of the civilized, cosmopolitan province of Cyrodiil. The Imperials are well-educated and well-spoken. Imperials are also known for the discipline and training of their citizen armies. Imperials have proved to be shrewd diplomats and traders, and these traits, along with their remarkable skill and training as light infantry, have enabled them to subdue all the other nations and races, and to have erected the monument to peace and prosperity that comprises the Glorious Empire.
  • Bretons: Bretons are the human descendants who hail from the province of High Rock. They are pure spell weavers and are advanced in all the Arcane arts. While lacking in physical skill, they make up for it in their ability to resist and cast spells that overwhelm most people.
  • Redguards - Natives of the arid Hammerfell. Dark skinned and agile, Redguards are proficient with most war-type battle skills, including the use of Armor, heavy or light, and melee weapons of all types.

MerEdit

Main article: Mer
  • Altmer : the haughty, tall, golden-skinned peoples of Summerset Isle are called High Elves, the Ayleid referred to them as Salache, but they call themselves Altmer, or the "Cultured People". Altmer are adept spellcasters.
  • Bosmer : The Bosmer are the various barbarian Elven clan-folk of Valenwood a forested province in southwestern Tamriel. In the Empire, they are often collectively referred to as Wood Elves. Bosmer prefer Archery and sneaking, making them ideal thieves, rangers, and assassins.
  • Dunmer : The dark-skinned, red-eyed natives of Morrowind, often called Dark Elves, are diverse and talented in their skills, ranging from adept mages, to accurate archers, and even dabbling in swordcraft. Dunmer make ideal spellswords and Nightblades for this reason.
  • Orcs : The Green Skinned "Barbarians" also known as the "Corrupt Elves", hailing from the city of Orsinium in High Rock. Axes and heavy armor encompass the primary battle-skills of the Orcs.

BeastialEdit

  • Khajiit: The Khajiit are a race of feline humanoids hailing from the province of Elsweyr well-known for their keen intelligence and agility. Clever and stealthy, Khajiit make excellent assassins.
  • Argonians: Reptilian denizens of Black Marsh, little is known and less is understood about the Argonians, except that they can breath underwater. Both male and female Argonians, like the Khajiit, make skilled assassins due to their proficient with blades, sneaking, lockpicking, and alchemy. More intelligent than their male counterparts, female Argonians also make adequate mages.

SkillsEdit

GalleryEdit

Media
Main Series:
ArenaDaggerfallMorrowind (Tribunal | Bloodmoon) • Oblivion (Shivering Isles | Knights of the Nine) •
Spin-offs:
BattlespireRedguardTravels: StormholdTravels: DawnstarTravels: ShadowkeyTravels: Oblivion
Strategy guides:
Codex ScientiaThe Daggerfall ChroniclesBattlespire AthenaeumThe Morrowind PropheciesThe Elder Scrolls V: Skyrim Game Guide
Novels:
The Infernal CityLord of Souls
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