Go up the spiral staircase, steal what you want and you're done. If you're a member of the Mages Guild, then most items will not be marked as stolen if you take them, but not all.
An additional set can be stolen from Nalcarya of White Haven if you hide next to the pillar near the entrance and access the crate in the corner. If you've already stolen the set from Caldera then you should sell this to her first. Three quests starting in Seyda Neen can all be exploited for a little extra cash early in the game. First and most obvious is the Fargoth's Ring quest. You could keep the ring, but it's much more profitable to return it to him, and you can get it back in a later quest see below.
Also, returning the ring rewards you with an instant Disposition boost with Arrille , the only trader in town, making this perfect for selling the items you stole from the Census and Excise office above. Another quest you can exploit is the Death of a Taxman quest. Find Processus Vitellius ' corpse just outside the town; he will have gold on him. If you report his murder to Socucius Ergalla , he will ask if there was any cash on the body.
If you turn in the money you will be promised a higher reward for executing the murderer. However, if you find the murderer and kill him before reporting to Socucius Ergalla , then you will get the reward for him and still get to keep the tax money, effectively earning gold from this quest instead of When you find Processus Vitellius' Ring during this quest, you may enchant it as it is an Exquisite Ring, the highest quality ring for enchantment. You may also sell it for profit, since it is worth far more than the healing potions you'll receive if you return it.
A roguish option is to return the ring to Thavere Vedrano , take the healing potions, then kill her and take the ring off of her corpse.
Your crime will not be reported and you get both the ring and the potions. Both the killer's home and the lighthouse may also be used as player houses, aside from containers they remain owned by the former occupants, and anything you put into and remove from them will be flagged by the game as stolen.
The third exploitable quest is Fargoth's Hiding Place. Not only do you get back his ring during this quest, but you get a nice pile of gold. While you were told to return two thirds of this gold to Hrisskar Flat-Foot , there are no negative consequences if you just keep it.
You can always give it to him later when you're not desperate for money, if you want to close the Journal entry for this starter quest. If you plan on continuing the Main Quest immediately, your first destination after leaving Seyda Neen will be Balmora. There are several ways to get there. The easiest way is certainly to take the Silt Strider. A more lucrative way is to walk. There is one path in particular on which the new adventurer can find many stashes of loot along the way.
As you exit Seyda Neen, you will see a road ahead that splits—you can go to the right and follow the path up to the Silt Strider, or you can go straight ahead and pass over a little bridge. The second swamp-like pond on your right-hand side contains a rotting tree trunk with three stumps—one of them contains two piles of 25 gold pieces and a Firebite dagger worth 7 gold.
Continue following the path and an unfortunate Bosmer will fall out of the sky to land just in front of you. The corpse can be looted for three Scrolls of Icarian Flight worth gold each; for details and safety tips, see this page. If you walk along the coast, you will find some tombs and a shipwreck with plenty of desirable loot in them.
There is gold inside. As you near Balmora, the Vassir-Didanat Cave a forgotten Ebony mine sought by Great House Hlaalu; see below will be off the road to your right east ,about half way up the Odai River from the coast. When you encounter the rope bridge to the Shulk Egg Mine over on the west side of the river , go instead east-southeast toward the hills on the east side of the Odai to find the cave.
There are powerful atronachs inside you cannot beat yet; all you need do is enter and walk back out again to trigger a reward which you can go claim a few minutes later for the cost of just a few coins for Guild Guide travel from Balmora your next stop to Vivec.
See the Vassir-Didanat Mine quest page for additional information on possible rewards. He talked with Microsoft all the time, and flew out there a couple of times. He worked very hard on that. And that was kind of a rough time, because the whole company was experiencing sort of its own little dot-com crash. ZeniMax, as a whole, saw that Bethesda was one of the divisions that it had that was going to make money, and it was going to be difficult to make money with several of the other divisions, and the money was running out.
So there was some downsizing. That was about the time I decided that I needed to get out. I started my career working on Madden Football — Madden And that is a planned death march. You do , , hundred-hour weeks, and they just plan for that.
So I looked for other work. So there was a lot of pressure. What Todd did is, he had a meeting set up in the hotel next door. So we all left the office for the afternoon. The whole dev team — like some people — showed up in a big meeting room, and no one really knew what was happening.
And he made new business cards for everybody that were whatever you wanted them to be. The game was running late. And we were crunching really hard; Morrowind was a very difficult crunch. Because it was kind of our last shot and our first shot , if that makes sense.
But the team was under immense pressure from the outside to get the game done, and I had felt this huge morale drop. People were worried about their jobs, too. Are we gonna lose our jobs? But my plan all along was: I printed business cards with that as their title, and I called an off-site meeting. I did the meeting in another building, so I think a lot of people thought they were fired, or being laid off.
People outside the team have told us what to do to get this done. But the only way this game actually gets done the way we want is if we all come together and do what we think is right. The team has been through a lot. It feels like we were working hours a week for about a year. The only real challenge was not killing each other. After long hours, you started to get a little bit of cabin fever.
Sometimes we all hated each other by the end of the day. That was more fun, I guess. It was mostly a good time. The way we were making the game was really just the same way that anyone does a plug-in: with the Construction Set.
But what would happen is someone would check something out, and someone else would check something out, and they would just overwrite each other. It was happening a lot.
And you kind of learn to not do that. We were doing things in ways that, now, no sane company would do — without all the QA, without any asset-management software, without level designers, without UI people. People just did stuff, and it was this amazing bit of luck and serendipity that it all came together and ever made it out the door. Taking something like that on, and managing to survive and ship it and have it be good? But we got through certification the first time [we submitted the game].
That makes no sense. That sounds just unfathomable. We did have testers; there was an outside company at the time called Absolute Quality, and we used them a little bit. But it was — it was so big, it was almost impossible to test it. But, yeah, God. It passed cert on the first time? That whole time is a complete, hazy blur. It does sound familiar that we passed cert on the first try. It was just unbridled chaos. Well, how can you tell when unbridled chaos is working as intended?
We wanted to say yes to the player so much that, in Morrowind , we let you break your game. Is that OK? Who does that? Morrowind lets you break your character and your progression — and people really cling to that. His voice is terrible , and the idea was that you should not do that. In breaking that tradition, he allowed a whole new class of singer-songwriters to evolve who were able to personalize the experience of their songs to the user, and in many ways Bethsoft has been visionary about that.
Maybe the only other game companies that are that kind of visionary are all the indies. High polish is the standard. If you make an open-world game, you have to ship it broken. But we were cheerful and positive about being able to get out alive when you start on something like that.
I give Todd a lot of credit for the unanalyzable skill of hitting the sweet spot for delivering, just at the last moment in your schedule, what you said you were going to develop.
We just cut corners on quality wherever possible. But on Morrowind , we had to. Bethesda Softworks launched Morrowind on May 1, The game was an overwhelming success, first on Windows PC and then on the Xbox the following month. Bethesda released a pair of expansions — Tribunal and Bloodmoon — in November and June , respectively. We were about to start on Tribunal , and everybody was pretty fried.
We had really been working crazy hours, and no one knew if the game was going to be a success. We just had no idea. This whole RPG-on-a-console thing was a stupid idea, right? Everybody thought that was gonna be dumb — except Todd, who was right.
At that point, it was Ken, it was me, and it was Doug Goodall. But it just became this really contentious meeting with Doug and Ken. Ken wanted to do some stuff, and Ken is perverse.
He wanted to have like weird Amazons who are stealing your shit, and it was all horrible. I have no design department. Which had the good and the bad side of family. Because it was passionate. Everyone on that team was invested, and even if you disagreed, you knew that it never came from a point of laziness or carelessness. Everything was equally important.
It was a hard time. There [were] long hours. People put everything into that. And it was definitely worth it. Like all things, the good stuff — the important stuff — always stays to the forefront, and anything that was causing you frustration kind of fades away, just disappears in the background. We would often have a lot of late nights, and we were all just out of our minds. I remember a night where we were all getting a little goofy, and someone had — you know those bug zappers that are shaped like tennis rackets?
Someone had one of those at his desk, and for some reason everyone was picking on Ken, and someone had taken his shoes and hidden them, and then somebody walked up behind Ken and was holding this thing over his head.
And it arced. There were a lot of nice moments like that. But there were also weird times, like people quitting in the middle of meetings. I remember having this day with layoffs where no one knew what was going on, and everyone thought the whole company was closing down.
The roots are always more humble, so to speak, and simpler, than how things grow over time. Watching each successive game come out, knowing the strands of DNA that were there all along, and seeing the reception and the number of folks that were able to play and experience these, it was always surprising. How are we gonna top this next time? And the depth that it had, the agency the players had — that still resonates with people. But the exotic nature of the world, and your ability to find your own way in it, absolutely holds up for me.
The way the dialogue works, too — that nested, kind of hyperlinked system — we spent a long time designing that, and I really like that system. Morrowind is a very text-heavy game.
I used to have the numbers memorized for how many lines of [spoken] dialogue were in each of our games, because I was fairly involved in that process. I wanna say Morrowind had maybe 5, lines of dialogue. We went through and recorded intros; we wanted to make sure that everyone had something to say when you walked up to them. Even though we had the rich dialogue trees and the hyperlinked text in the game, we wanted to make sure that each of the races and the sexes had a distinct voice, as well.
That was the beginning of having [original Wonder Woman actress] Lynda Carter record voice-over for our games. It was like a time portal. They had really done a fabulous job with it. I think every game is partly that. And Morrowind embraces that in a really nice way. It was just us kind of laying the foundation for how we make an Elder Scrolls game.
How do we make all the areas we need to make? It went with Oblivion. Oblivion was rad. Working on Oblivion was more pleasant, but at the same time, because I had less control over the authorship, I was less invested. I certainly did the job that I needed to do, but it was not as important to me as Morrowind was. I want it to look like it has the same content, but I want you to change all the elements in it.
I want you to make it whatever you want to make it. I worked on things in the background; I worked on the non-quest dialogue so that it made the world more colorful. But I did not enjoy making the main quest for Oblivion. It was a great spectacle, but very generic and very accessible to users. And so there was sort of a loss of investment on my part.
It made it a lot better on console. But, my God, we were dumbing down RPGs. We were ruining RPGs forever. And that was a lot of the beauty of Morrowind. You could just wander and come across these random little things. Now I appreciate those conveniences we find in a lot of the more modern games. I love hearing that people still care. Video games are such this weird, ephemeral art form. They will never be seen by another human ever again. And that sucks. Oblivion is better software.
Combat and achievement are broken in Morrowind. So it is not as much fun. It also is much less fun in the beginning, because the evolution that occurred in Oblivion — of having the character creation in the middle of the action as opposed to just a walking-around exploration thing — changed it radically. And of course Skyrim iterated on that.
And, again, I hold Todd responsible for solving these problems in Oblivion. The idea of missing in tabletop things has always been part of it. But the point is, in a video game, the user experience is better if you hit and have some feedback. Also, leveling? You take a look at Oblivion , and it solved the problem in the most brilliant way possible by using rubberbanding, which of course has its limitations.
And the challenges seemed fair and balanced in some way, even if stupidly balanced. With Morrowind , we were lucky to get a game out without testing it. We had no way to test a game like that — to play it over and over again. So we made it easy. That was the right choice. But that is the consequence of it being an almost two-decades-old experience. It was at a sweet spot in the industry. Out of all the wide-eyed, more idealistically designed PC RPGs, it really maintained the core of tabletop role-playing.
And it was a seminal game in terms of laying the foundation for these huge, sprawling open-world games like Red Dead Redemption and The Witcher 3. It really laid the groundwork for Oblivion and what that was able to do, and then, subsequently, Skyrim. All of those things, collectively, had a role in changing how people viewed open worlds and player choice.
Morrowind was the one that really started everything on that course, moving it from what Arena and Daggerfall had accomplished, which was cool and impressive — but, to be honest with you, just not on the same scale, and certainly not with the console aspect.
I think that Morrowind was, frankly, revolutionary. If you squint hard enough, you can see bits of it in Daggerfall , because you could still go anywhere and do anything.
I think it did shape that whole open-world genre. And there are a lot of open-world games these days. And it always brings me back to when we were working on Morrowind. We were in the basement, it was totally dark everywhere, and it would be really quiet. Nowadays, I have a Spotify playlist, but I used to have the MP3s burned to a disc that I would play in my car, or at home, and every subsequent Elder Scrolls game, I would just keep reburning that disc and adding more music to it.
There are a couple of tracks in Morrowind that are some of my favorite pieces of music of all time. Morrowind is a story that you can opt into. You can leave the main quest behind and never finish it. Everything orbits around that character. So that helps make it feel real. And people remember their game — their story they made with it. I still love hearing anecdotes from that.
Seventeenth-century Chinese novels used to be published, and only about 25 percent of the book was a novel, and the other 75 percent were commentaries by other people responding to it. So the experience was not just the text; it was how people reacted to it.
Because seeing how people express themselves, and how people play them, reflects the greatest virtues of the games — that they can be played and experienced in completely different ways. I was adamant to put out this editor we had built, The Elder Scrolls Construction Set , because I wanted people to create their own modules.
I thought that would give it this life , and it did somewhat, but that laid the groundwork for us doing it in Oblivion and Fallout 3 and Skyrim and Fallout 4. We gave [PC players] the raw textures and the raw meshes on the second disc, so we basically opened up the archives and let you do whatever you want.
We wanted you to create content. One of my favorite modules was — fans really wanted mounted combat. They wanted horses in the game. So they took pants, they reshaped them, and created a horse out of pants. And they would wear this pair of pants around and pretend that they were riding a horse. I love it. Would you rather work on a game that no one cared about? Because it could always be better. I guess people expect me to be angry or jealous that my original thing got changed, but that world is a living, breathing organism.
So it opened my eyes up. From March 25 to March 31, Bethesda is offering Morrowind for free. Check out more details here.
Cookie banner We use cookies and other tracking technologies to improve your browsing experience on our site, show personalized content and targeted ads, analyze site traffic, and understand where our audiences come from.
By choosing I Accept , you consent to our use of cookies and other tracking technologies. Filed under: Cover Story. Reddit Pocket Flipboard Email. That speech, one source says, probably saved the company. Michael Kirkbride concept artist and writer It all started with a floppy disk. Noah Berry environment artist It was a very lucky break. Mark Bullock environment artist [My job at] Leaping Lizard was actually maybe a mile away from Bethesda.
Ken Rolston lead designer I was really valuable for Bethsoft, and for Morrowind , before the tools were ready. Michael Kirkbride concept artist and writer There were like nine people there, dude.
Erik Parker programmer To my knowledge, I was the first programmer hired to work on the project. Noah Berry environment artist The first thing I remember is walking in the door to the basement, and seeing some guy to my right who was ultimately not part of the Bethesda team but under some other arm of the company.
Mark Nelson writer and quest designer It was bizarre. It was a heck of a lot of fun, quite honestly. Michael Kirkbride concept artist and writer The game was originally set in the Summerset Isles.
Once freed, the game world becomes an incredibly interactive environment filled with opportunities for fun and adventure. Even though the main quest centers on the player being the Nerevarine of prophecy, it is an open-play style role-playing game, meaning you can do what you want and be who you wish.
Prowl the streets as a nimble thief picking pockets and fencing ill-gotten treasure, join the Mages Guild and rise to the rank of Arch-Mage, be an assassin stalking targets in the shadows, become a noble member of one of the Great Houses, and even explore "life" as a vampire or a werewolf. There are thirteen birthsigns to choose from in Morrowind to have the hero be born under, each with its own special abilities and sometimes spells.
There are ten distinct races that you can choose for your character to be born as. These races are broken up into three different categories: Men, Mer, and Beast Races. Beast Races cannot wear shoes, boots or full helmets; specializing in Heavy Armor is not for them.
When building a character, skills are assigned as being major, miscellaneous, and minor. Raising major skills and minor skills, by doing the activity, levels up the character. If you don't want to use it, sell it for a whopping 15, gold. Head to Balmora on the Seyda Neen silt strider. Head left around the building and into Ra'virr's trade house. Sneak attack and kill the Khajiit shopkeeper. Save beforehand in case you accrue a bounty or die.
Keep the ones you want and sell what you don't. Method 1. Choose The Shadow birthsign for the Moonshadow invisibility skill. Get to Ghostgate Tower of Dusk lower level. A merchant there is selling glass armor.
Stand close to a cabinet full of glass armor. Quick save, cast Moonshadow, then sneak and take one piece of armor. Nobody will see you take it, but you won't be invisible anymore so don't take more than one thing at a time.
Repeat steps until he has no more armor on his shelves. It is unlikely that you can get the armor in crates without getting caught, but you might discover a way if you want to try. Go to Caldera and find Creeper on the 2nd floor of Ghorak Manor a house full of orcs on the opposite side of town from the mage's guild. Sell or buyback to Creeper in hr increments to get full price for all your glass.
For example: Sell glass bracer for and wait 24 hours. Then sell glass shoulder for , but buy back the bracer for in the same transaction so that he only owes you Wait 24 hours again and sell back the bracer for You just got all for the shoulders even though he only has at a time.
Purchase training in the same skill 10 times to ensure the x5 modifier on the skills governing attribute when you level up.
0コメント