The slightly more complex slash and thrust attacks are performed by clicking in unison with tapping a directional key, though by turning on the "always use best attack" option, players can eliminate the moving element, freeing them to focus on the combat. The simplest melee attack is a chop action. Combat A screenshot from the game, demonstrating Morrowind 's first-person combat The player is better able to augment attributes related to their skill set, as each level gained in a particular skill adds to the multiplier by which the skill's governing attribute is augmented. Each time the player levels up their character, they can select three attributes to augment as well. The player levels up their character by gaining levels in ten pre-determined skills, listed as major and minor skills. Attributes, however, are improved only when the player levels up. Strength, for example, improves the damage of any physical blow dealt by the player character. Morrowind, like its predecessor Daggerfall, makes a distinction between attributes and skills skills are individual proficiencies in particular schools of battle or with particular armor classes, and attributes are broader proficiencies, such as strength and endurance, which are either tied to important features unconnected to any skill, ( health, evasion chance, etc.) or improve the efficiency of a wide variety of skills. Other skills affect proficiency in other actions such as potion-making, running, lockpicking, etc. Armor skills affect the defensive strength of the armor. Weaponry skills affect the character's chance to hit. Study requires reading books found, some of which will immediately raise a skill when read. Training involves paying money to non-player characters (NPCs) in exchange for immediate proficiency increases in that skill. Raising weapon skills requires striking an enemy with the appropriate weapon raising armor skills requires being struck while wearing the appropriate type of armor etc. Practice involves performing the specific actions associated with a given skill, which gradually raises the character's proficiency in that skill. The player character's proficiency with a skill is increased through practice, training, and study. The player determines their class in one of three ways: picking from a class list, generating a class via questions, or creating a custom class themselves. These affect the player's starting attributes, skills, and abilities. The player is successively asked questions by a fellow prisoner, an officer, and a bureaucrat as the player is registered as a free citizen choosing, in the process, the player character's name, race, gender, class, and birthsign. A tutorial depicting the prisoner's release moves the player through the process of character creation. Morrowind begins with the player's character, having been imprisoned, arriving in Morrowind by boat to be pardoned. See also: Gameplay of The Elder Scrolls Character creation Morrowind was followed by The Elder Scrolls IV: Oblivion in 2006. Both were repackaged into a full set (along with several minor add-ons) and titled Morrowind: Game of the Year Edition, which was released in October 2003. The game spawned two expansion packs: Tribunal and Bloodmoon. It has since been considered one of the best video games ever made. Morrowind achieved critical and commercial success, winning various awards including Game of the Year and selling over four million copies worldwide by 2005. This choice received mixed reactions, though such feelings were tempered by reviewers' appreciation of Morrowind 's expansive, detailed game world. Morrowind was designed with an open-ended, freeform style of gameplay in mind, with less of an emphasis on the main plot than its predecessors. Though primarily a fantasy game, with many gameplay elements and Western medieval and fantasy fiction tropes inspired by Dungeons & Dragons and previous role-playing games, Morrowind also features some steampunk elements, and drew much inspiration from Middle Eastern and East Asian cultures. The central quests concern the demigod Dagoth Ur, housed within the volcanic Red Mountain, who seeks to gain power and break Morrowind free from Imperial reign. The main story takes place on Vvardenfell, an island in the Dunmer (Dark Elf) province of Morrowind, part of the continent of Tamriel. It is the third installment in The Elder Scrolls series, following 1996's The Elder Scrolls II: Daggerfall, and was released in 2002 for Microsoft Windows and Xbox. The Elder Scrolls III: Morrowind is an open-world action role-playing video game developed by Bethesda Game Studios and published by Bethesda Softworks.
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