Frequently Asked Questions (SamallFAQ edition)
- Samall FAQ

Samall isn't just any llama, he is a daedra from the darkest corners of oblivion, Prince of spit, and Dark Lord of fluffy animals. His expertise on Tamriel has allowed us to compile this Morrowind FAQ.

French version translated from Kathodes FAQ by Ploud. 99.9% of the credit for SamallFAQ goes to Kathode and Dalinn, as their faq's served as the basis for this one. If anyone has additions for this FAQ drop me an e-mail.

- Overview - please select a language -


SamallFAQ v1.12- Last updated 25/04/02 - updated by Kalniel

Fixed a Question which didnt have Q: and A: next to the question and answer parts

French FAQ by Ploud added

Before reading this FAQ, here are the answers to a few of the ultra-common questions about Morrowind.

Q: What is the multiplayer like?
There is no Multiplayer

Q: What are the system specs?
Required: Windows ME/98: 128MB RAM, Windows XP/2000: 256MB RAM; 500mhz Intel p3, celeron or AMD Athalon processor; 8x CD/DVD-ROM Drive; 1GB free hard disk space; Windows swapfile; DirectX 8.1 (included); 32MB Direct3d compatible video card and DirectX 8.1 compatible driver; DirectX 8.1 compatible sound card; keyboard, Mouse.

Recommended: 800mhz or faster; 256MB RAM; NVIDIA Geforce2 GTS, or ATI Radeon 7500 or faster video card.

Supported Video Card Chipsets: NVIDIA Geforce4, Geforce3, Geforce2, Geforce 256, TNT2; ATI Radeon 8500, Radeon 7500, Radeon 7200, Rage 128; Matrox G550, G450, G400.

Q: When is the game getting released?
It went gold on 21/04/02 :)

  • 1. Basic Info
  • 2. General
  • 3. Plot
  • 4. Dunmer Culture + Guilds
  • 5. Towns + NPCs
  • 6. Player Character + Skills
  • 7. Controls + Interface
  • 8. Combat
  • 9. Gameplay + Quests
  • 10. Races/Classes
  • 11. Creatures + Enemies
  • 12. Magic
  • 13. Weapons + Armour
  • 14. TES Editor
  • 15. Music + Sound
  • 16. The Game Engine
  • 17. System Spec Questions
  • 18. The X-Box
  • 19. Shopping + Stealing
    - 1. Basic Info


    Q: What are the Elder Scrolls games?
    The Elder Scrolls are a series of CRPG's set on the fantasy continent of Tamriel. The Elder Scrolls series basically introduced the idea of non-linearity to the gaming world. The first game in the series was Arena, winning several RPG of the year awards for its innovative design. Following Arena was Daggerfall, which expanded upon the base of Arena in virtually every way. Daggerfall had one of the largest worlds of any computer game to date. It also offered unparalleled free-form design, a non-linear quest, and tons of customization options. Two non-RPG spin offs included Battlespire and the 3rd person action/adventure game Redguard. Morrowind is the third game in the direct line of Elder Scrolls titles.

    Q: What format will the game be released on (CD, DVD, etc)?
    CD, probably 2 of them, one for the game and one for the editor. XBox: DVD, 1.

    Q: Is Morrowind a first-person game, a third-person game, an isometric view game, or what?
    A: The answer is that Morrowind is a first-person game. A 3rd person view will be included in the game. It is primarily for viewing your own character in his/her stunning araignment. The dev team refers to it as the "vanity mode". Even with this option, the majority (and I mean 99%+) of the game will take place in first person, as it is reportedly much easier to play in.

    The PC default is 1st person, Xbox default is 3rd person. You can switch at any time and both are useful. In addition there is a vanity mode that kicks in after a period of no action and circles around your character. Console commands can also start this mode. There may be additional camera controls to come.

    Q: Will there be nudity in Morrowind?
    No, there will be no nudity in Morrowind. The team weighed the pros and cons of doing nudity, and determined that the inclusion of nudity was not a feature that significantly added to gameplay, and in some cases, the inclusion of nudity might actually hinder sales.

    Q: When will this game be released?
    It is now available.

    Q: Is Morrowind a 2d or 3d game?
    Morrowind is fully 3D

    Q: What are the system specs?
    Required: Windows ME/98: 128MB RAM, Windows XP/2000: 256MB RAM; 500mhz Intel p3, celeron or AMD Athalon processor; 8x CD/DVD-ROM Drive; 1GB free hard disk space; Windows swapfile; DirectX 8.1 (included); 32MB Direct3d compatible video card and DirectX 8.1 compatible driver; DirectX 8.1 compatible sound card; keyboard, Mouse.

    Recommended: 800mhz or faster; 256MB RAM; NVIDIA Geforce2 GTS, or ATI Radeon 7500 or faster video card.

    Supported Video Card Chipsets: NVIDIA Geforce4, Geforce3, Geforce2, Geforce 256, TNT2; ATI Radeon 8500, Radeon 7500, Radeon 7200, Rage 128; Matrox G550, G450, G400.

    - 2. General


    Q: What is Morrowind?
    A: Morrowind is chapter three of the Elder scrolls, previous chapters were Arena (Chapter 1) and Daggerfall (Chapter 2). Morrowind is a role playing game, but unlike other role playing games it delivers freedom of choice to the character in that they can do just about whatever they want rather than following a main storyline.

    Q: So it is a Medieval type swords and sorcery style game then?
    Yes and no. Morrowind is placed in a fantasy setting, however unlike stereotypical fantasy RPG's it is set upon a volcanic island known as Vvardenfell, home of the Dunmer, better known as the Dark Elves

    Q: Where does the Elder Scrolls 3: Morrowind take place?
    Morrowind's setting is Vvardenfell, the dreary volcanic island home to the Dunmer, or the dark elves. Vvardenfell is an island in the province of Morrowind in the Elder Scrolls world of Tamriel. The game, Morrowind, only takes place on the island of Vvardenfell, not the entirety of Morrowind (although the island is approximately 80% of Morrowind). For the rest of this FAQ, when I use the phrase "in Morrowind", what I mean is "in the game called Morrowind". When I refer to the actual game world area of Morrowind, I will restrict myself to saying "in Vvardenfell".

    Q: Well what exactly is the plot?
    The plot is diverse and involves the main "houses/clans" of Morrowind who contend for the power of the region through economics and politics. There is also the matter of the Volcano, Dagoth-Ur, and the "blight", a disease which is sweeping the island, the source of which is a place also known as the blight.

    Q: I am poor and cant afford a computer or I love consoles, is this game PC only?
    No it will also be released on the X-box and will be released at the same time as the PC version.

    Q: OK I might want to play this game, is there a monthly fee attached?
    Hehe, nope, there is no multiplayer in Morrowind, hence no need for a monthly fee.

    Q: Not even a tiny bit of multiplayer?

    Q: Well how about nudity like in Daggerfall?
    A: Nope none of that either.

    Q: Will Morrowind feature rendered cutscenes like Diablo 2 or Vampire?
    Cut scenes are like those in half life, always from the view of the player. There are pre-rendered cut scenes as well, the introduction for example.

    Q: Will Morrowind feature a tutorial-type section at the beginning to help new players?
    Yes, it will be tied in tightly with character creation, and probably behave much like the opening tutorial in Ultima IX. The process reportedly has something to do with instructions you receive upon leaving the prison ship.

    Q: Will the random dungeon generators of Daggerfall be in Morrowind?
    No. Daggerfall's randomness allowed for an exceptionally large world, albeit with cookie cutter locations and overly generic, labyrinthine dungeons. Morrowind will sacrifice a bit of the size allowed by randomness by attempting to make all locations as unique as possible. This way, there is a sense of reward and discovery at the end of a journey, instead of boredom and monotomy.

    Q: Will the potion maker/spell maker/item enchantings be included?
    Yes, all of those made the cut. It is generally the same as in Daggerfall where you mix together different ingredients to create different effects. The more random stuff you mix, the higher chance you have of creating poison, though. Alchemy is a skill this time around, so a higher skill will bring higher success in making potions.

    Q: A cool feature of Daggerfall was the "ability" to get turned into a vampire or werewolf. Will this also be in Morrowind?
    Vampires are in, although with some modifications, the exact nature of which are unknown at this time. Werewolves are out this time around.

    Q: Will I be able to buy my own house like in Daggerfall?
    Probably not exactly like in Daggerfall, although you will be able to occupy any empty house, or set up your very own using the editor. There will also be player strongholds that you can obtain by somehow building them in the game.

    - 3. Plot


    Q: Will there be a classic antagonist? Like the Evil Wizardtm seeking the destruction of the land?
    Certainly there will be masterminds behind the plot lines. However, the primary conflicts in Morrowind are political and social in nature. For example, one of the major conflicts is between the major ruling Houses of the Dunmer, each strong in its own right, however none being strong enough to overthrow all the others.

    Q: I thought my character was just a courier! How am I supposed to have any political power?
    As your character grows, so will his importance in the politics of the Dunmer. For example, there is the Grand Council of Vvardenfell Province, the ruling body that is authorized to wield the power of the Empire in Vvardenfell. The Council is made up of representatives of three of the Great Houses of Morrowind, the head of the Tribunal religious organization, and the Duke of the Land. Each of these five people votes on issues with profound social and political consequence in Vvardenfell. Through the Reputation stat, the player will be able to directly influence the outcome of votes in the Council. There will be many quests in relation to the Grand Council.

    Q: So what will the main plot specifically deal with? What will be the overarching issue?
    Not revealed in full yet. Todd Howard has stated that it will deal with an ancient House/Guild resurfacing. There is also a mysterious disease called the blight which is sweeping across the land.

    Q: What themes from past Elder Scroll games will Morrowind explore?
    These are straight from game designer Ken Rolston:
    " . . . the rise and fall of Imperial power, the mysterious disappearance of the Dwarves, the subtle and sinister powers of the Daedra Lords and their powerful artifacts, the hidden society of ancient vampires." Also explored will be the mysteries of the disappeared Dwarven people and their peculiar arcane technology, a theme developed in Redguard.

    Q: Will the peculiarness of the Vvardenfell setting introduce any new plot elements into the fray?
    Of course. Again, these are straight from Ken Rolston:
    " . . . the bitter rivalries of the Dunmer Great Houses, the clash between civilized Great House Dunmer culture and barbarian nomadic Ashlander Dunmer culture, the obscure riddles of the Nerevarine prophecies, the looming threat of the Blight, and the shadowy menace of the Sixth House cult."

    - 4. Dunmer Culture + Guilds


    Q: Right, can you tell me about these dark elves then?
    Sure, the Dark Elves (Dunmer) inhabit Vvardenfell, although there are some human Imperial colonies on the island. The Dunmer are factioned however as the main sources of power contend for power.

    Q: Why are the Dunmer so dark skinned and red-eyed? And why do they wear those gas-mask looking things?
    A: The Dunmer are perfectly adapted to their harsh volcanic environment. The volcano spews out great amounts of ash from time to time, blanketing the island. The odd headgear are not gas-masks per se, but rather simple coverings. As stated in the Pocket Guide to the Empire included with Redguard, "While this makes for an outlandish appearance, the traveler will understand the utility of these garments the first time he is caught out of doors in one of the frequent ash storms without such protection".

    Q: What are the general dispositions of the Dunmer to the other races of Tamriel?
    The Dunmer are proud and harsh to the highest degree. So far, that they often take members of other races, including the humans, as slaves.

    Q: What if I choose to play as a dark elf? Since I start in Vvardenfell, home to the dark elves, A: would people still hate me?
    Yes, even if you play as a dark elf, you were born outside the province, and people still mistrust you. To the Dunmer, you are either in with Morrowind or you are an outsider.

    Q: Does Morrowind have it's own king?
    "The Empire has revived an archaic titular "king" from early Chimer traditions of a "high chief of the clans," like the High Elven High King. This replaces the "military governor" of the early years of the occupation. The titular king is descended in line from Hlaalu Brevur, and he and his "court" are generally despised by natives. King Hlaalu Athyn Llethan resides in Castle Mournhold in the city of Narsis [on mainland Morrowind]."

    Q: What are the factions and how many are there?
    There are approximately 10-15 major factions in the game that you can join. Of those, the three major ones are the Great House factions, or the ruling factions of Morrowind. It is not possible to be a member of more than one of those factions, nor is it possible to change from one to another. There are also the Fighter, Mage, Thief, and Dark Brotherhood factions, of which you can be a member of more than one. There is also the Morag Tong, or the Assassin's Guild. Further details on factions are being held back, as some entail key plot elements.

    Q: The faction/guild system in Daggerfall was a great idea, but had poor implementation. Will there be a faction system in Morrowind?
    Yes, factions will be a major part of the game in Morrowind. They will be much improved over Daggerfall.

    Q: Is it necessary for me to join a guild? What happens if I dont?
    A: a player can go through the entire game--and finish the main quest--without ever having joined one of the factions. It will be difficult, since he won't get the benefits that come from joining a faction. (Note: you can aquire a "stronghold" by joining one of the main factions and rising to a high enough rank which brings significant benefits, those benefits remain unclear at this time.)

    Q: What are the benefits of joining one guild over another?
    A: "Most of the really good perks are in the guilds, such as good training, services, and other stuff. Plus all the best quests are there. You'll need to join one to do things like spellmaking and enchanting. They also offer fast travel and teleports. In addition, raising rank in a Guild has extra benefits, such as the use of special equipment only found at that Guild. Each Guild is treated like its own mini-game, where getting to the top of the Guild is the goal. There are also three great Dark Elven Houses. These are the main powers behind the scenes and joining one of these has even more benefit than the other Guilds"

    Q: How easy is it to join a particular guild or faction?
    Some are very easy to join and are very public, others are top-secret and you must be invited to join. The benefits increase dramatically as you rise in rank. There are 3 main houses also, and joining one makes you an enemy of another. All the guilds have feelings towards the others, so people will like you or dislike you as you join other factions"

    Q: Will there be certain obligations to joining various guilds?
    A: "gamers' characters must at some point build a stronghold of their own in one of the towns--depending on which faction the player has chosen. If players choose House Telvanni, then they must learn to grow one of the organic structures the Telvanni Dark Elves call home."

    Q: How big is the island of Vvardenfell?
    There are around 50 towns and villages in Vvardenfell (exact number not certain at this point), with eight landscape types to explore, from grasslands in the south to the volcanic ashlands and blight in the north. If you played Redguard then stating that the game area is about 50 times the size of Redguards playing area would give a good indication of its size.

    - 5. Towns + NPC's


    Q: How many towns are there for me to explore in Morrowind? there were like 1000's in Daggerfall!
    There are around 50 towns and villages in Vvardenfell (exact number not certain at this point), with eight landscape types to explore, from grasslands in the south to the volcanic ashlands and blight in the north. If you played Redguard then stating that the game area is about 50 times the size of Redguards playing area would give a good indication of its size.

    Q: Do all the towns look the same, or do they vary like the landscapes?
    The look and feel of the towns will vary a lot as they are all hand crafted so to speak. Dunmer towns will have the look and feel of the Great House which dominates them, for example Telvanni towns will have tree structures, Redorans will have shell structures, Hlaalu buildings will be similar to adobes whilst Imperial settlements will be more traditional with castle structures and tudor style buildings.

    Q: Will interior maps (houses/dungeons) be separately loading maps like in Daggerfall?
    Yes, as in Daggerfall, interiors will load separately from exteriors. The team experimented with dynamically loading everything, but there was a major performance hit along with major technical problems. The team collectively decided that the performance hit and extra development time outweighed the benefits of loading interiors, and decided to load interiors separately.

    Q: Non Player Characters in Daggerfall were pretty flat and boring. Is the team working to address this in Morrowind?
    Yes, it is a top priority. Morrowind NPC's are every bit as complete as the player character himself, in terms of stats, inventory options, etc.

    Q: Will NPC's have 24hr scheduling?
    It is unknown whether NPC's will have 24hr scheduling. It is almost 100% certain that the majority of them will not. Gameplay specific behavior is at the top of the team's AI list (you expect this character to be here at night, and he is, for example). 24hr schedules will follow that. The editor does allow you to setup schedules for NPC's. For the standard game, however, the team is taking a "wait-and-see" approach. Keep in mind there are 3,244 NPCS, NPCs, and creating individual schedules for each one would be a mammoth task.

    Q: How many NPC's are there?
    A: There are about 50 to 100 plot-centered NPCs (on the main quest), with with 3,244 NPC's overall.

    Q: Do NPCs have "feelings" towards my character?
    "Each character has a disposition," explains Rolston, "and early on in the game they all don't like you because you're a stranger in a strange land, so a lot of the gameplay is unlocking the individual characters to get topics or friendship quests. So it means that your ability to speak well is very significant"

    "The NPCs you will encounter in the game are regulated by their disposition toward you. A high disposition means that they like and respect you, while a low disposition indicates dislike or distrust. NPCs with a high disposition toward you are more likely to share important information with you. You can alter their disposition through your appearance (clothing), actions, or persuasion"

    Q: Can I affect how NPCs feel towards my character?
    A: "NPCs are affected by your appearance and clothing, so a simple way to gain trust is to purchase (or steal) better clothes and armor"

    "Many NPCs also have quests for you to complete, and completing a quest for an NPC will raise their disposition toward you. The persuasion options are another way you can try to influence a particular NPC. You can "admire" the NPC by using flattery to gain trust. The "intimidate" option uses threats to gain information, but it results in a lower disposition the next time you encounter that NPC. A "taunt" encourages an NPC to attack or attempts to persuade a fleeing opponent to stand and fight. Taunts also lower the disposition of the character in question"

    "NPCs use a "disposition" system to gauge how much they like you. We use this setting for how much info they give and many other things. You can effect how much they like you through many actions like completing quests for them, admiring them, wearing better clothes"

    Q: Will there be a lot of combat with NPCs, or more so with creatures?
    "Howard noted that visitors to Morrowind can expect to fight other NPCs more than they have in past games, with only about half of combat devoted to monster bashing"

    Q: Will the NPCs and creatures stay at the same "level" or will they progress as well?
    "While most NPCs will remain at a specific level and skill rank to maintain the game balance, you can also script them to advance in level and skill ranks as the game progresses"

    Q: What other attributes are associated with the NPCs?
    A: "In addition to disposition, NPCs have personality attributes, including aggressiveness and a tendency to flee or call for help. Fighters in general will have a higher aggressiveness because of their confidence and skill in battle, while merchants will have high flee and alarm ratings. When an alarm is sounded, nearby guards will come to investigate"

    Q: When talking to NPC's do they have proper voices or is it restricted to text?
    A: The vast majority of communication between NPC's and the player character shall be done through text. One reason for this is that it would be impossible to have the NPC say the characters name in conversations (as the player chooses their own name) and secondly with 3,244 NPC's the game would have to come on many many cd's. Vocal interaction would also cause extra problems for plugin makers. NPC's mouths however do move when communicating for realism purposes. There will be some instances of sound driven interaction at important parts of the game.

    Q: Well can I add my own voices?
    A: Yes, Morrowind supports wav files for voices and these can be added to your custom NPC's via the editor.

    Q: What is a typical conversation like?
    A: "Conversations can be lengthy or short, depends on the situation. We're trying to keep them as short as possible to get the important info, but you could really grill an NPC for a long time if he likes you" "When you speak to a character this colored bar will give you an indication of how much he likes you or not"

    Q: With all the possible conversation topics, won't the topic list get really long? How is the team handling this problem?
    Basically, only the topics that both you AND the NPC know about will appear in the topic list. You will never get a response that says, "I don't know anything about that." The worst response you will get is "I don't want to tell you about that," which happens if you fail a disposition check. So, for example, let's say you're talking about the Grand Council. You've previously learned about the existence of the Grand Council from another NPC, so that keyword is in your list. When you start talking to another NPC, your key word list is cross checked with the NPC's list, and only the topics that match up are displayed in your list. So you ask him about the Grand Council, and he says, "I don't want to talk about it". You didn't get any information out of him, but because the topic was there, you know that he knows something about it. Maybe you can do a quest for him or join his faction and he will tell you about it.

    Q: Will there be other options available to me during dialog?
    The other two buttons available to you in dialog mode are "Services" and "Persuasion." Services I assumed to be the standard buy/sell fare. Pressing persuasion drops down a menu with the options Compliment, Intimidate, and Taunt. Each of these uses different skills, and affects several different attributes. Compliment uses speech type skills, and most notably affects disposition. It can fail, and negatively affect disposition, though. Intimidate is based on your level/overall power rating. It is a temporary disposition increase. When you intimidate someone, they are momentarily more conducive to providing you with information (modeled as a disposition increase), but the next time you talk to them, their disposition toward you will be lower than when you started. Taunt is basically trying to pick a fight. Fighting in the cities of Morrowind is illegal, and guards will come after you if you try. However, they will only come after the person who started the fight, so if you can successfully taunt someone into picking a fight with you, then you can let the guards pick them off right in the middle of the city. Those three choices affect more than just disposition. Todd showed me a chart where it had each action, and columns for "Increases" and "Decreases" and there were many things in the chart, but I don't remember many specifics.

    Q: Will I be able to steal from NPC's? Will they have line-of-sight vision?
    Yes, you will be able to steal from NPC's and they will have line-of-sight vision. This adds an element of stealth to the game.

    Q: Will I be able to kill any NPC's?
    Yes, all NPC's will be able to be killed by the player, with the possible exception of a scant few (one or two maximum). It is unknown exactly who might escape your wrath.

    Q: Will there be any negative effects for murdering NPC's?
    There's the obvious consequences of the potential to lose a plot-essential NPC. There will be a message warning you if you attempt this, however. Killing random NPC's will also affect other NPC's judgement of you. As for an experience/ability/stat penalty for being evil, there is none. The game is free-form enough to allow you to be as evil as you wish. Also, designer Ken Rolston had this to say about killing NPC's:
    Murdering NPCs is against the law. In addition to negative NPC reactions to outlaw PCs, outlaws are pursued and attacked by guards, and fines and sentences handed out to captured or surrendered PC offenders.

    Q: Will there be any opportunities to have NPCs join with me?
    A: "Well, there is no real "party" system. This is a solo experience. We do have plans for NPCs to be able to follow or escort you. They will fight other NPCs who attack you and such, but you don't really have direct control over them". (Note: It is believed that the Morrowind system works similarly to the half life system.)

    - 6. Player Characters + Skills


    Q: Will there be a way to import my character from Daggerfall?
    No, this feature will not be available in Morrowind for game balance reasons.

    Q: So what factors control the type of character I play?
    A: Each character will have eight attributes -- Strength, Intelligence, Will Power, Agility, Speed, Endurance, Personality, and Luck -- players can fine-tune these to their liking and in turn will effect how other characters in the game view you. Players will also have to choose 5 major and 5 minor skills for their character from a list of 27 (9 warrior, 9 mage and 9 theif)(Note: see skills page)

    Q: Will the skills be the same as they were in Daggerfall?
    Todd Howard stated that they have tweaked the skills by eliminating the ones that someone would not choose as a major skill. Todd stated that if there was a skill that the team decided wouldn't be useful as a major skill "we got rid of it or combined it with something else so that every skill could possibly be a major skill for somebody".

    Q: How many skills will be in the game?
    Straight from Project Lead Todd Howard: There are 27 skills in the game (in addition to the eight attributes). There are nine skills that roughly correlate to each of the following categories: combat skills, magic skills, and stealth skills.

    Q: How will the skills be balanced?
    Todd Howard said: "We're still polishing them, but the idea is that each skill has real "punch" to it, so that any skill is important enough to be a major skill. It's hard because everyone uses certain skills more, but we further balance them by setting how hard they are to raise."

    Q: Will character classes come with inherent skill sets?
    Character classes have five major and five minor skills from a combination of these groups. You can create custom character classes as well choosing skills from the three groups.

    Q: Will I be able to see my character wearing his / her clothing and armor?
    A: Yup;)

    Q: How will the character system in Morrowind work? Will it be the same as Daggerfall's?
    It has been stated that the character selection process will involve in-game choices, such as in System Shock II. It will reportedly involve choices in action and dialog that occur on/around a prison ship at the game's outset.

    Q: Will my character be required to eat or drink to survive?
    No, although food does help lower your fatigue level quickly. Starvation or dehydration are not factors in the game, however.

    - 7. Controls + Interface


    Q: Will the game's controls be customizeable?
    Yes, the controls are 100% customizeable.

    Q: How do I control this character I have created?
    A: The control system is simlar to Jedi Knight or Thief. The mouse doesn't control how you swing your weapon as it controls your view.

    Q: How will the game keep track of my conversations, tasks, etc.?
    A: "The journal system will be in a book format, and will record all pertinent information you receive about any topic. The journal features tabs dividing topics up into categories. The categories I remember are People, Places, Items, and Miscellaneous. Clicking on one of the tabs will bring up a list of all topics that you have information on that falls under that category. Clicking on a topic will bring up a completely hyperlinked list of everything you have heard on that topic. For example, clicking on the topic "Grand Council" would bring up a listing that would include everything you've heard said about the Grand Council. It includes the name of the person who said the info, and what they said. You can then click on the name of the person who said the info, and you would get a list of everything you've ever heard about that person"

    Q: What control will I have over the User Interface?
    A: "Windows can be resized, moved, turned off, or made semitransparent according to your preference. At no point in the game is it necessary to leave the game screen, as you can access inventory, view character statistics, and manage spells through the onscreen windows. Game time will stop when you are reading dialog, making inventory changes, or viewing your character's statistics"

    Q: Will Morrowind's interface be similar to Daggerfall's?
    Probably not similar other than the similarities inherent in the control of a first person game. Todd Howard has stated that the interface should generally feel familiar to anyone who has played a first person shooter.

    Q: How will travel be handled in the game? Will I be able to swim, fly, etc.?
    A: "You can swim and levitate as well, but levitation/flying is extremely expensive in terms of spell points. It's a very high level effect. Fast travel options are common by buying passage with boats, caravans, etc. Mage's Guilds offer teleports as well. Unlike Daggerfall, you can't just do this whenever you like, you have to go to the dock and find the boat. In Daggerfall you could just warp around wherever and whenever you liked, and we felt like we were missing a lot of drama of the adventure. Getting somewhere and finding a castle in the mountains should be an adventure. Crossing the continent is something you'll have to plan and will take time, you can't just click there"

    Q: Will there be ride-able beasts in the game? Horses?
    A: Nope, there are no rideable mounts, and definately not horses. There are however guars which might be capable of acting like a Daggerfall cart for you to carry around all your junk.

    Q: Will the game be able to support other methods of control such as gamepads or joysticks?
    Yes, Morrowind will utilize DirectInput and will presumably work with any DirectInput compatible device.

    Q: Will there be a quick-save/quick-load feature?
    Yes, there will be buttons for quick-save and quick-load.

    Q: How detailed will object interactions be?
    The Morrowind world is very object oriented. Nearly every object will be able to be picked up, examined, and used in some way. Do not expect for a full physics engine to be in the game (i.e. you throw a bucket at an enemy and it hurts him/her), however, the team is striving to make all items as usable as possible. An example of the level of detail is that you can pick fruit off of a tree, and in time the fruit will grow back.

    - 8. Combat


    Q: What are the team's major design goals for combat?
    The team wanted combat to be something that was fun, as well as not overly complicated. They also wanted combat to have a more "kinetic" feel to it, rather than the detached feeling featured in most other RPG's, where you point to an enemy and wait for the battle to be over. Animations, visuals, and sound effects will make sure you feel like you're part of the action. Also, the team wanted all weapons to be useful in some way, even tiny daggers.

    Q: Will combat be real time or turn based?
    Combat will be completely real-time.

    Q: How is combat handled? Is there a targeting system?
    A: The combat system works like this: In an attack, the computer rolls to hit against your entire character (or the monster you are attacking) and then gives the damage to a specific piece of armor. Armor sucks up damage as opposed to stopping attacks. The system is similar for both melee and ranged attacks and prevents players from getting fluke kills.

    "Bethesda describes Morrowind's combat as a combination of the combat systems found in Daggerfall, Jedi Knight, and Thief. Combat occurs in real time and involves three basic attacks: the thrust, the chop, and the slash. You can choose these attacks through footwork - stepping forward while you attack will cause the character to thrust, and stepping sideways will cause the character to slash"

    "The amount of time you hold it down determines the strength. You kind of get in a groove. One strategy is to back away from an opponent, pull your weapon back all the way, run in and release it. This does optimal damage, but tires you out faster"

    Q: Will the player be able to execute "combos" or combinations of moves for more effective combat?
    No, in an effort to keep things simple, there will be no combo moves.

    Q: Will there be a block button or ability?
    Yes, blocking will be completely automatic, based on your combat skill. There will be accompanying animations to make the block seem more realistic.

    - 9. Gameplay + Quests


    Q: What are the quests like? Is Morrowind as non-linear as Daggerfall?
    A: "Instead of the typical scripted campaigns found in most single-player role-playing games, Morrowind will feature a completely nonlinear quest system"

    Q: With the tremendous emphasis on the free-form exploration nature of the game, will there be any formalized quests to undertake?
    Yes! Hundreds, probably! Quests make up the core of the roleplaying game experience. Walking around and seeing stuff can only hold someone's interest for so long.

    Q: In other CRPG's, like Baldur's Gate, side quests seemed rather isolated, in that they didn't relate to the main plot at all, and were just there for something to do. Will there be these types of side quests in Morrowind?
    Side quests like that are inherently unavoidable in CRPG's. Surely there will be the type of side quests in Morrowind that are there just for fun and just for something to do. However, for the vast majority of quests, even the smallest of side quests, Bethesda is seeking to incorporate them into the main storyline.

    Q: Will the quests be all hack n' slash?
    There will be plenty of hacking and slashing in the game, that's for sure. However, there will also be many many other types of quests to undertake. There will be quests that revolve around political issues, there will be Thief like quests where stealth and planning are paramount, and there will be hack n' slash quests where you can't kill anyone. You will be able to fight someone until they fall unconcious from fatigue, thus eliminating the foe without killing him/her.

    Q: Are there still specific Guild related quests?
    "This time around the quests for a Guild are much more refined and tailored to the individual Guild. So you'll really get a thief style experience from the Thieves Guild"

    "The development team has indicated that Morrowind will include more guild and faction-specific quests to provide alternative directions for exploration. Should you decide not to engage in the central quest, you will still have a vast gameworld to explore and experience"

    Q: How is the Skills System setup? How will my skills affect gameplay?
    A: "It's similar to Daggerfall in that it uses a skill based system and the more you use the skills needed by your class, the faster your level will raise. The skill list has gone through some necessary changes to make each skill more important. Classes in the Elder Scrolls are less about what you can or can't do, but more about what is important you. Every character can attempt to do the same thing, but one character will be successful because their skill is higher, while the other will not be. Limiting factors on characters is more a factor of race as opposed to class"

    "The skills are separated into stealth, combat, and magic groups of nine skills each for a total of 27 skills. Every skill has a governing attribute (the attribute most responsible for success in that particular skill) and a method by which the skill is increased. The "medium armor" skill, for instance, is governed by endurance, and you can increase it by being hit in combat while you're wearing armor. There are other ways that you can increase skills beyond their designated action; for instance, reading books on any particular subject can improve a character's skill"

    Q: Mages seemed to have the upper-hand in Daggerfall? Has this been addressed?
    "The developers are trying to address this complaint by carefully balancing the three sets of skills and only allowing an increase in levels by increasing the characters' primary skills. You can increase secondary skills as well but they do not count toward level advancement; therefore, they do not contribute to the increase of the characters' attributes"

    Q: Will there be a journal system in the game that automatically records pertinent information?
    Yes, there will be a very advanced journal system. It has been described as being "like a Windows Help file". All entries will be hyperlinked to other entries and there will be a robust search feature included.

    Q: How do I advance my skills?
    Practice makes perfect, use the skills and they will improve. In Morrowind various books will also increase your skills should your character read them.

    "In order to increase the level of your character, you will need to use the skills associated with your class and not simply engage in the wholesale slaughter of wildlife. With each level increase, you will receive points that can be allocated to your main attributes"

    - 10. Races + Classes


    Q: Will Vvardenfell (and by extension the game) feature races other than the Dunmer?
    Yes. When the empire took over Morrowind (the province) 400 years prior to game time, the island of Vvardenfell was opened to general civilization. Newer settlements feature just as many outsider faces as Dunmer faces.

    Q: What player "races" are available in Morrowind?
    A: "You will be able to play as a High Elf, a Dark Elf, a Wood Elf (Elves) a Redguard, a Cyrodiil, a Nord, a Breton (Humans), an Argonian, an Orc or a Khajit (Beast Races)

    Q: Is there any advantage in choosing to play as one particular race over another?
    A: Yes each race has a distinctive advantage which the others dont, here are some indications of what to expect;

    "Redguard: This dark race is naturally suited for battle. It is skilled with many types of weapons and has above-average endurance and speed. "

    "Breton: This race has high intelligence and willpower and is particularly suited to use magic. In addition to its skill in sorcery, it has a natural resistance to spells."

    "Nord: This tall, light-haired race has great strength and is skilled in battle. It has a natural resistance to both natural and magical cold."

    "High Elf: This race is notable for its golden skin and is blessed with high intelligence, willpower, and agility. It has less spell resistance than the Breton race but is more resistant to disease."

    "Dark Elf: It is known for its strength, intelligence, and speed. This race is skilled with both magic and weapons."

    "Wood Elf: The agility and speed of this mischievous race gives it a natural inclination toward thievery. It is also particularly skilled in archery."

    "Imperial: This sophisticated race is known for its education, manners, and highly disciplined armies.

    Argonian: This amphibious reptilian race is blessed with intelligence, speed, and agility. It is predisposed toward sorcery and thievery."

    "Khajiit: Some members of this feline race have catlike features. It has unmatched agility and is naturally suited to becoming thieves."

    Q: Will there be noticeable differences in the races? Character of the same race?
    A: "Visual differences between the races, including skin tone, facial features, height, and weight are subtly modeled"

    "Each race, beyond having different starting levels, will also get special powers that you cannot obtain any other way than by playing that race. This includes things such as the Nord's "Woad" ability, or the Imperial's "Voice of the Emperor"

    "In addition to the specific traits that are assigned based on your race selection, Howard reveals that you will be able to choose your face, hair, gender, and clothing"

    Q: Will the class I choose, limit me in trying new things? Mages wearing armor?
    "Artificial class-based restrictions are nonexistent: Since every character has every skill, magic users can use swords and wear armor, albeit ineffectively; and fighters can use magic items, but with a very low chance of success. If magic users wanted to wear armor, they could do so and increase their skill slowly; and they would eventually arrive at a point in which they could use it effectively"

    - 11. Creatures + Enemies


    Q: How many different types of enemies will I encounter in Morrowind?
    There are about 50 creatures, many are recognisable from other elder scrolls games whilst some are native to Morrowind. It is believed that half are old monsters and half are new ones.

    Q: All the ph4t l3wt comes from humanoid enemies, will there be many of them or do I only get giant bugs to fight?
    You will encounter approximately a 50/50 mix of NPC enemies and monsters during your adventures. Morrowind players can expect to fight more NPC's than they have done in previous games.

    Q: As my character levels up will enemies be crushed by my might?
    Levelled creatures and levelled items mean that as the character becomes more powerful, many of the enemies s/he encounters will be of a suitable level to be worthy of fighting. Levelled items also means that they will carry better equipment the better level they are.

    Q: What types of creatures will I see in the game?
    A: There are a whole lot of monsters in Morrowind, ranging from the usual undead foes such as skeletons and zombies to the wierd Morrowind bugs like Netches which are a little like floating jellyfish. In addition to this there are the powerful daedra and other lesser foes such as atronachs.

    Q: About how many dungeons will be in the game?
    There has been no concrete number released, but around 350 is the current estimate. This includes many different types of dungeons from tombs to caves and beyond.

    Q: Will creatures in the world respawn, or will there be a set number of creatures for each location?
    Both. Spawn points can be set or randomized, and spawning monsters can be made to spawn based on the player's level of experience.

    - 12. Magic


    Q: What is the magic system like? Can I make my own spells? Magic Items? Potions?
    "It's similar to Daggerfall, but much improved. You'll still be able to make your own spells, but this time you'll have to learn spell effects before you can combine them"

    "Morrowind will let you create your own spells, potions, and magic items. You can create them as plug-in modifications to the game; or if you have advanced alchemy or magic skills, you can build them within the game"

    Q: OK, well how does the alchemy system work?
    "The basic system remains intact where you mix all the ingredients and the potion will yield certain effects. Each ingredient on its own yields certain effects, and by combining them you can get good OR bad results. If you mix too many random things together, your chances of making a poison are very high"

    "It's pretty extensive in the game, more so than any other game I've seen (even Daggerfall). Ingredients and their use have a much more in-game application. For instance, we have ingredients that can only be found in certain plants, or taken from certain creatures. They aren't just scattered around in chests like "look, I found a Daedra's Heart". You'll most likely have to go kill a Daedra to get it"

    Q: What else can you tell me about the magic system?
    "Spells in The Elder Scrolls are made up of effects," Howard explains. "An effect is like, 'fire damage.' In a spell you decide how that damage is applied, at what rate, to what area, and to what level. So with a simple effect, you can generate tons of spells. On top of that, you can combine effects, say 'fire damage' and 'demoralize.' With these two effects you can create a spell that creates fire in a 10-foot circle around you while making all those within it run away"

    "In Morrowind, you can only create spells with effects you have learned. If you have not learned a spell featuring 'demoralize,' you cannot create a spell featuring it. This associates certain effects with teachers you must seek out so you can learn from them."

    "We have around 200 effects in the game. When making a spell you select the effects you want and determine how each is delivered, including its area effect, duration, and magnitude. Depending on all of this, the spell is given a "cost," or how much magic it takes to cast. The higher the cost, the harder it is to cast"

    "Mages must buy and learn spells and effects just as warriors have to get better armor and swords"

    Q: Will each spell or spell combination have a different look?
    "Each spell has a unique particle effect that provides a visual clue to the type of magic it uses. You will scale these visual effects according to the power of the spell so that a 50-point fireball will be ten times larger than a five-point fireball. The developers are still working on the methods of blending multiple particle effects for spells that use two or more types of magic"

    Q: How many magical effects are in the game for me to combine to create something new? What exactly is meant by "effects"?
    There are over 200 effects that you can combine to create new spells. You must learn the effects in the game before you can use them. Spell "effects" are basically just anything that a spell can do, like shooting a fireball, silencing another spell caster, healing someone, etc. There are 150 billion different spell combinations that you can create.

    Q: Will Morrowind have "schools" of magic like there were in Daggerfall?
    It will include the schools of Restoration, Mysticism, Destruction, Alteration, Illusion, and the new school, Conjuration.

    "Magic comes in six schools, and your skill in each school determines how well you can cast spells with effects from that school. You may gain the knowledge to make a spell, but not have the physical capacity to cast it. Morrowind is very similar to Daggerfall in this respect, except that now you must learn the effects before you can create a spell with them. This does allow for some cool mage-type quests where you can go out seeking "knowledge".

    Q: Can you tell me about the new school of magic, Conjuration?
    Conjuration is an entirely new school of magic, not featured in previous Elder Scrolls games. It's made up of four major classes of effects. The first is Turn Undead, similar to its use in other games, where it causes undead opponents to flee in panic. The second is Summon Undead and Summon Daedra, which summons up said creatures to aid you in battle. The third is Charm Creatures/Charm Humanoids, which allows you to make other creatures like you and attack your enemies. The final class of effects is Bound Weapons and Bound Armor, which summons magical daedric weapons and armor of zero encumbrance. Perfect for stealthy character types, as well as things such as swimming or flying.

    Q: What kinds of special visual effects can we expect to see with magic?
    The team is working hard on spectacular particle effects for spells. Visual effects will scale so that a 50-point fireball is ten times larger than a five point fireball. The team is also working on methods by which to blend different particle effects for spells that incorporate more than one magical "effect".

    - 13. Weapons + Armour


    Q: How many weapons will be in the game?
    There will be over 200 weapons in the game, more than likely running the gamut from standard fantasy swords and axes to more exotic Vvardenfell fare.

    Q: The weapons in the game? Are they "balanced"?
    "Each weapon type has its own strengths, so thrusting with a spear will do far more damage than chopping with a spear"

    Also, the bigger and heavier your weapon is, the quicker you will tire. Fatigue plays a large part in the strategy of combat.

    "In every game the bigger weapon is always better. Daggers suck in every game. Why would you every use one if you had a better weapon? By controlling the strength and type of attack, daggers have a good advantage: they are quick and don't need to be swung very hard to do optimal damage. A little tap with a dagger can do more damage than a little tap with a longsword. Really swinging a dagger hard gives you a little more damage, whereas swinging the longsword hard greatly improves how much it can do"

    Q: How will I be able to "use" these weapons?
    "Bethesda describes Morrowind's combat as a combination of the combat systems found in Daggerfall, Jedi Knight, and Thief. Combat occurs in real time and involves three basic attacks: the thrust, the chop, and the slash. You can choose these attacks through footwork - stepping forward while you attack will cause the character to thrust, and stepping sideways will cause the character to slash"

    "The amount of time you hold it down determines the strength. You kind of get in a groove. One strategy is to back away from an opponent, pull your weapon back all the way, run in and release it. This does optimal damage, but tires you out faster"

    Q: Will I be able to use two weapons simultaneously (dual-wield)?

    Q: Are missile weapons in?
    Yes, missile weapons are in.

    Q: How is my armour taken into account during a fight? My shield?
    Characters that are holding shields will have a chance to block attacks

    Q: Can I wear any armour I find or steal?
    A: Yes

    Q: Will there be any sort of "exotic" armour types?
    "Glass armour and weapons, yes. Bonemold and Chitin are other unique materials. We have many of the Arena and Daggerfall ones as well, but it was necessary to add some unique Dark Elven ones"

    - 14. TES Editor


    Q: What is the Elder Scrolls 3 Construction Set?
    The ES3 Construction Set is the very same tool that the game designers at Bethesda are using to build the world of Morrowind. It is a game editor designed to allow the user almost complete control over the game world.

    Q: What will I be able to do the TES Editor?
    "Players will be able to use the same tools the developers used to create Morrowind to create their own lands, castles and monsters -- whatever they want"

    "It's all drag-and- drop. Players can even go into each object and assign it magic points or give monsters skill points. And the brilliant thing of it all, the Editor is tracking it all the changes and its all being put into a plug-in"

    Q: How will the Construction Set interface with the game if there is no multiplayer? Will people only be able to play quests they design themselves?
    No, not at all. The Construction Set uses a plug-in based architecture. Whatever you design in the editor is saved to a file. That file can be used by anyone who has Morrowind. So you can upload them to the web and share with other people. When you start the game, a menu appears asking you what plug-ins you want to load. All you do is choose and start the game with all the new features of the plug-in in place.

    Q: Will the editor compile all the changes I make into one file for easy uploading and downloading?
    Yes, all the changes you make should be compiled into a single .esm file. You might have to include extra files with the .esp file if you included any art not already included with the game. The exact mechanics of this are unclear at this time.

    Q: What other sorts of things will the Editor allow me to add or modify?
    "You can easily modify weapon statistics, tweak skills, and adjust spell effects to fit your preferences"

    "You can create a landscape as fast as you can think it up almost. We've added the "path grids" for AI, so you can generate AI routes for NPCs and creatures to use"

    "At the most basic level, you will have the freedom to design a more fashionable set of armor, conjure a unique magic spell, or forge a sword with unparalleled power. Or, if you are unhappy with the balance between fighters and mages, you can change the underlying formulas"

    Q: Will the editor be shipping with the game?

    Q: Will the editor be difficult to use? What tools will be included for the newbie user? Do I have to have modeling/art/programming knowledge?
    The basic features of the editor are purportedly very easy for beginning users. It supports a very basic drag n' drop, cut n' paste interface with the game world. You can simply select an item from a database and put it in the world with all its properties intact. Using menus, you can alter features easily (i.e. Make fires burn brighter, weapons do more damage, etc.). The game will ship with a huge amount of useable content (ready made models, art, scripts, quests, etc.) that someone can simply place in the game world, no experience required. On the other hand, with the scripting system, one can make things as complex as one is comfortable with.

    Q: Will the editor come with any sort of help files?
    "It will come with documentation to help people understand everything it can do. It doesn't take very long to learn to use, and it let's you do an awful lot with the game"

    Q: So you can just load any plug-in anytime during the game?
    Yes. For example, if you're having trouble defeating a certain key enemy, you could create your own super-weapon, load it into the game, and use it to take out the enemy. You can alter the game experience at any point you choose from beginning to end.

    Q: Doesn't this present the potential for some serious balance issues?
    Of course. If you wanted to make your character incredibly powerful, it's easy to do. If you wanted to delete key game characters vital to quests, that's easy to do also. But that's also the beauty of the editor. It leaves the game experience completely up to the user. The game can be as challenging or as easy as you want it. Also, because of the editor's plug-in architecture, the user can choose at any time which plug-ins he or she wants to use. If one is causing problems you can simply unload it. In the end, it's up to the player. If you want to spend $50 on a game, then create a god weapon and beat it in two days with no challenge, that's your perogative.

    Q: How can I add my own quests to the gameworld?
    "You can script quests either into NPC dialog tags or through a more advanced script-editing system"

    "For the truly inspired (and truly technical) player, this editor can be used to create and script an entire quest (complete with new towns, NPCs, dialogs, and more) that can be posted for use by others as a "plug-in" to their own game world"

    Q: So how do I add things to the gameworld? Is it a difficult process?
    "Rather than building areas one by one, however, they instead created a powerful construction kit to build each world area using modular parts. A unique architectural style was created for each distinct culture found in the game. The buildings in Morrowind are put together with an almost Lego-style arrangement of parts, all of which blend seamlessly together in the game. You can avoid repetition by customizing the buildings and interiors with additional details and objects such as barrels, vines, fireplaces, and furniture. You can position flags and signs and then script them to flap in the wind or swing on hinges, respectively"

    Q: Will I be able to assign magic effects to other things like skills or race abilities?
    A: Yes, you can edit several different things with the magic editor. The categories are: spell, ability, disease, blight disease, curse, and power. Spell is obviously a standard magical spell that you can grant a character, or you can insert into a shop. An ability is an inherent trait of the character. For example if you did a silence effect as an ability, your character would walk around silencing everyone who came near you. A disease is just a standard disease like a rat could give you. A blight disease is like a much more powerful disease. A curse is something even stronger that Todd said would “require scripting” to remove. A power is an ability particular to one race, like the Imperial's “Voice of the Emperor” ability (basically a “charm” spell).

    Q: Will I be able to write my own dialog for characters, and specify when to use it?
    Yes and yes. You will be able to ensure that certain pieces of dialog only appear after certain events take place. Also, dialog is not directly linked to a specific NPC. It is housed in a separate database that can contain references to many many different things such as place, faction, class, and race. This way, you can set a certain piece of information so that an entire town knows it, or an entire race, etc. You can also assign faction requirements to information (only receive that information if the person likes you enough). You can even assign dialog to inanimate objects if you wish. Also, you can rank dialog topics in the order you want them to appear. You may also create dialog menus, where the user has a choice of response.

    Q: How will I go about creating my own spells in the editor?
    All you have to do is pick from a list of effects (which included some very cool stuff), which effects you want to combine. From the interface that I was shown it looked like you could combine a maximum of 6-8 (my memory is foggy) effects for a single spell. Then you select the target, duration, range, and magnitude of each effect. The choice of target included “Caster”, which allows for some really good balancing effects. For example, you could create a really powerful fireball spell that also silences the caster for 30 seconds. The program automatically calculates the spell point cost of the spell based on how powerful it is. Or, alternatively, you can check a box to turn that function off and edit the point cost yourself. When you're done editing the effects, you get to choose what type of spell it is.

    Q: Can I create entirely new things? Textures? Creatures?
    You will be able to do art, textures and models yourself, but you'll need 3D StudioMax to do it.

    Q: Will I be able to create my own buildings without having to use a program like 3d Studio Max?
    Yes, with restrictions. There will be a very large number of "building block" segments included with the game. You can create new buildings by combining building blocks together in different ways. The building blocks are fully rendered sections of buildings. Hallways, stairs, walls, for example. You just drag and drop them into the world to add on to structures.

    Q: Will I be able to alter the music in the game?
    Yes, you can either simply overwrite the files included in the game, or you can write a script to specify when a certain piece of music should play.

    Q: Can I share the things I have built with my friends?
    "The cool thing is players will be able to download other people's plug-ins and use that in their game." What if you don't like a plug-in you downloaded? For example, you downloaded a plug-in that took away a town from your game. "No problem," explains Howard, "you can just uninstall that plug-in and your game will be back to what it was. We've put in our own safety measures"

    Q: How do these new creations fit into the gameworld? Can they harm my game?
    "A straightforward plug-in manager will fuse player modifications and additions with the primary game. This plug-in manager will also let you quickly add and remove modifications to the game without disturbing the original game file"

    "They plug into your current game, so they aren't isolated things. For instance, you can download a plug-in that places an evil Sorcerer into an existing town, thus making all the games NPCs afraid"

    Q: Does the editor have any limits on the size of the world that I can create?
    No. You can even add on to the existing game world if you like. The world size limit is infinite.

    Q: Will I be able to create a whole new world from scratch?
    Yes, but you'll always have to start with the base continent. In other words, you'll never actually be faced with a blank world to create. Plug-in authoring always begins with a "master file". The default master file contains the out-of-box continent of Morrowind. The reason for this is that the master file includes all kinds of required game information, such as races, skills, etc. If you wanted to create an entire world, you should be able to delete the entire continent of Morrowind if you wanted, although the best thing to do would probably be to create a new continent far off the coast of Vvardenfall. That way you won't delete the base continent for people who still want to explore it. Another option is that you can create a brand new master file. Basically you go about this by taking a plug-in that you've created with some location data in it, and saving it as a master plug-in. This will save it with all the necessary world data to allow it to be your "base" world.

    Q: Will I be able to create completely new items by changing the attributes on existing items?
    Yes, when you change the attributes of an existing item, let's say a dagger, you have the option of having the change affect every instance of the item in the world (up the damage on every dagger in the world) or creating a brand new item (Dagger of Asswhooping, unique item).

    Q: When I create a new item, will I be able to put in anywhere? Like in stores or in my characters inventory?
    Yes, you can place the item anywhere in the game including NPC's, stores, and on the ground

    Q: How will the placement of monsters/NPC's work?
    Monster placement can be accomplished in a couple of ways. You can simply drag the monster or NPC from a list into the game world. This will place a single instance of the creature in the game. You can also drag a "levelled" list into the world. This will cause monsters to appear based on the player's level. For example, you could drag a list where one item was a level 5 skaama, and another item could be a level 12 Daedra. So if the player's level is 5, a skaama would appear. If it's 12, a Daedra would appear. You can also create custom lists so that you can get any monster to appear for any player level. For example, you can set it to spawn a Daedra lord for a level 3 player. You can also set any creature to respawn or not.

    Q: Since interiors will be separately loading maps, how will I create an interior in the editor?
    You basically just create the interior the same way you would create and other map. Just set up walls, drag and drop stuff in, etc. Then, you place a "teleporting" door on the outside of your structure, by simply placing a door and checking the "Teleporting" option. You specify a map for the door to teleport the player to, and a starting position and orientation on the map (where the player will be teleported in). Doors that aren't flagged as teleporting simply swing open and shut.

    - 15. Sound + Music


    Q: What types of music will the game feature?
    The music will be similar to that of Gladiator and Conan, the music artist Jeremy Soule, composer for Icewind Dale and many other titles is creating the music for Morrowind.

    Q: What format will the game music be in?
    The game music is in mp3 format, any NPC speech will be in WAV..

    Q: Will game music be dynamic, changing depending on the situation?
    Yes. There is battle music and exploration music. There might be different themes for towns and shops as well.

    Q: Will I be able to alter the music in the game?
    Yes, you can either simply overwrite the files included in the game, or you can write a script to specify when a certain piece of music should play.

    - 16. Game Engine


    Q: Is this the same "engine" used to create Daggerfall?
    No, the engine is something completely different and separate from the XnGine. The new engine is 100% different.

    Q: What engine will Bethesda be using to develop Morrowind? Will it be a licensed product or an inhouse developed engine?
    A: The engine that Morrowind uses is NDL's NetImmerse engine.

    Q: What type of effects can this new engine pull off?
    The character, monster, and NPC models each have around 5,000 - 10,000 polygons

    "For an added level of realism, the game will also feature perspective-corrected projected shadowing for creatures and characters. "

    "The game includes eight basic landscape types, and the terrain editor can blend these types together to create smooth transitions between badlands and forest, sandy beaches and grasslands, or any combination of the various landscape types"

    "Players will get treated to lush environments, detailed textures, and dynamic lighting effects." We're going to have real-time fire effects in Morrowind as well, "explains Howard," players will be able to light torches and see their shadows on walls of dungeons. It'll be cool, trust me." Morrowind will also have day and night cycles, and we're not talking lame light shifting like in other games, we're talking real-time passage of time"

    Q: What kind of animation system will the engine use?
    The animation system is a full skeletal system. We also know that the system supports double jointed tails on the beast races

    Q: Does the engine support effects such as "paper-dolling" your character (i.e. changing clothing)?
    Yes, there will be paper-dolling supported in the engine. Armor and weapons will be visible on your character.

    Q: Does the engine have support for real-time shadows?
    Yes, real-time shadows are in.

    Q: Does the engine support a weather system?
    Morrowind will feature a detailed, region-based weather system that includes weather from rain to ash-storms. Todd Howard stated in an interview that the weather system is made up of three disctinctly cool elements. The first is the awesomely realistic sun/moon system. The second is that weather will realistically scale up or down, so you don't enter an area and suddenly be engulfed by a huge storm. The third is that some weather effects will affect you in physical ways, such as movement rate.

    Q: What about NPC lip movement?
    Yes, the engine features realistic lip and eyelid movements for all NPC's.

    Q: Will the engine feature Transform & Lighting (T&L) acceleration that my GeForce card can take advantage of?

    Q: What renderers will the engine support (OpenGL, Direct3D, Glide, etc)?
    The engine is Direct3D only.

    Q: How will characters' clothes be handled in the game engine? Will it just be different textures?
    The clothing system in Morrowind is near-revolutionary. The clothes/armor aren't just textures applied to a model of a character, they are actually models themselves that are "pasted" onto character models. All armor moves realistically with the character. Robes deform as you would expect and armor realistically slides over the character's body. Also, the level of customization with clothing is incredible. You can get individual pieces to go on every part of your body, including asymmetrical designs, such as differing shoulder pieces. Clothing will also scale with body size, so that it should look good on both stocky and skinny characters.

    - 17. System Spec Questions


    Q: What type of video card will I need to run this game?
    Supported Video Card Chipsets: NVIDIA Geforce4, Geforce3, Geforce2, Geforce 256, TNT2; ATI Radeon 8500, Radeon 7500, Radeon 7200, Rage 128; Matrox G550, G450, G400.

    Bethesda says that even though the game will run on lower-end cards, the game is being designed for cards that support T&L technology" (We say: Geforce 2 minimum, and Geforce 3 for flashy effects). A card with DirectX 8.1 compatable drivers is required, so a voodoo 3 might be able to run it if only the drivers existed.

    Q: What are the system specs?
    Required: Windows ME/98: 128MB RAM, Windows XP/2000: 256MB RAM; 500mhz Intel p3, celeron or AMD Athalon processor; 8x CD/DVD-ROM Drive; 1GB free hard disk space; Windows swapfile; DirectX 8.1 (included); 32MB Direct3d compatible video card and DirectX 8.1 compatible driver; DirectX 8.1 compatible sound card; keyboard, Mouse.

    Recommended: 800mhz or faster; 256MB RAM; NVIDIA Geforce2 GTS, or ATI Radeon 7500 or faster video card.

    Q: I'm planning to upgrade for Morrowind. Would I be better off to spend my money on a new CPU or new video card?
    If you have a Geforce 2 or better I would go for a processor, 1ghz at the minimum would probably be best. If you have an 800mhz processor or above and an old video card I would go for the new card. If you have 128mb RAM or less I would advise that you go for the RAM. This of course is merely advice and anything other than speculation is impossible without the game having been released.

    - 18. The X-Box


    Q: Why is Bethesda releasing Morrowind on the Xbox?
    For several reasons. First and foremost is the added revenue that an Xbox port would bring. Secondly, the Xbox is quite probably the easiest of the next gen consoles to port to, being closest to a PC in architecture. And finally the Xbox port will bring a real RPG experience to players used to pure console Final Fantasy style RPG's.

    Q: How will the Xbox version differ from the PC version?
    Not by much. The main difference will relate to control, as the Xbox exclusively uses a gamepad for control at the moment. The interface for the Xbox is being redesigned from the PC version to be more accessible via a gamepad. As far as content, nothing has been changed.

    Q: Will the Xbox version come with the editor or be able to use plug-ins?
    A: It will not ship with the editor, which uses libraries found only in Windows. Nothing has been stated explicitly about plug-ins.

    Q: Have features for the PC version been 'dumbed-down' to be more in line with the console version?
    Not according to the developers. The design document was locked down before discussions on whether or not to create an Xbox version were complete. The only thing that changed between the two versions is the interface.

    - 19. Shopping + Stealing


    Q: How exactly does the Shopping system in Morrowind operate ?
    The shopping system in Morrowind works like this; To purchase an item from a shopkeeper you must first initiate dialogue with him/her, this will produce an inventory of items (which will include everything they own) from which you can offer to purchase some.

    Q: Well why do I see all those objects just sitting on a table?
    That is to do with the stealing system.

    Q: OK well how do I steal some items?
    To steal items you must attempt to pick the items up directly from the table without bothering to initiate dialogue with the shopkeeper. The game checks your "security" skill and if it is high enough the stealing action is successfull. If your security skill is too low you had better learn to run really fast;)

    Q: Is there a way to dispose of the shopkeeper and then raid the shop?
    Probably yes.

    Q: Can you tell me how?
    hehe, no.

    Q: If I pick and item up and throw it on the ground then run away does that still count as stealing?
    If you pick an item up then throw it away then you are an idiot as you have still been stealing and no longer have an item. I cant go into my local store and throw things around and expect to get away with it;P

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