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  • Accidental Innuendo: At the beginning of the (short but existent) Forced Tutorial, a guard approaches and tells you, "This is where you get off. Come with me."
  • Alternative Character Interpretation: A big part of Morrowind's appeal. There's lots of debate (In-Universe and out) about how responsible Dagoth Ur was for his crimes, about the Tribunal gods, and about who of them murdered Nerevar. The debates rage on to this very day. For additional information, see the series' Alternative Character Interpretation page.
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  • Alt Itis: Unsurprisingly common with all of the character creation and gameplay build options available. Creating one character capable of completing everything in the game is quite challenging, and, due to only being able to join one Great House, technically impossible. Expect to see players with multiple save files. This trend is usually called "Restartitus" on the official forums.
  • Awesome Music: See here.
  • Crazy Awesome: Divayth Fyr is considered this by most Morrowind fans, due to him being a 4,000 year old wizard, collector of Dwemer artifacts, and slightly crazy genius who surrounds himself with opposite-sex clone wife/daughters, diseased zombie-esque maniacs and the last living dwarf. He would even become the unofficial mascot of the Elder Scrolls lore community for a time.
  • Default Setting Syndrome: According to available statistics, the most popular race for the Player Character happens to be Dunmer, which is both the native race of Morrowind, the race pre-selected when you enter the character creation screen, and the race most heavily used in marketing for the game.
  • Demonic Spiders:
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    • Daedroths have a ranged Poison-spell attack and dish out hard physical hits in close combat. They are one of the more dreaded Daedric foes to run into.
    • Dremora Lords have a ranged Fireball-spell attack and hit hard with Ebony or Daedric weapons. They also look identical to standard Dremora until they raise their hands to cast said Fireballs.
    • Greater Bonewalkers are an mid-tier Undead enemy, but aren't particularly difficult in a straight fight. What makes them "Demonic," however, is their That One Attack - a "Damage Strength" spell. Unlike a "Drained" attribute, a "Damaged" attribute won't heal on its own, forcing you to use a restorative item or find a Temple/Imperial Cult shrine. It is incredibly frustrating to encounter a Greater Bonewalker only to have him damage your Strength so much that you have to drop half your inventory (as Strength dictates your carrying capacity) and flee back to civilization to heal. Fortunately, there are Intervention spells that transport you 99% of the way towards the healing altar, but then you still need to manually return to the same point in the dungeon.
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    • Top-tier Dark Brotherhood assassins. They come in pair and attack with Adamantium (a high tier Fantasy Metal added by Tribunal) swords enchanted with Poison and Paralyze spells "on strike." Even if you're resistant or immune to Poison (which depending on your race, is easy to accomplish), the Paralysis effect can leave you as a sitting duck in the middle of battle with two strong foes, with your only hope being that their blades run out of enchantment before you die.
    • Riekling Raiders in the Bloodmoon expansion are incredibly dangerous opponents. Not only can they do large amounts of damage, but they also can reflect spells, regenerate, and attack in groups.
    • Werewolves, added in Bloodmoon, are tough enemies who hit like a truck and move really fast. Their claws can ignore armor and they can destroy shields in a single blow. Unfortunately, you will have to face dozens of them during the later portions of the Bloodmoon main quest. Should you become a werewolf hoping to harness this power for yourself, tough luck. A Player Character werewolf is much more of a Glass Cannon.
    • Ash Vampires can move really fast and do lots of damage both in melee and ranged. To make things worse, some of them can damage your attributes similar to the Greater Bonewalkers.
  • Draco in Leather Pants:
    • Almalexia. Not particularly surprising with her being a red-headed, gold-skinned, Stripperific literal goddess. Her appearance as a Quest Giver and one of the leaders of the Ebonheart Pact in Online has brought new growth for her in this regard.
    • Also Dagoth Ur, although at least he has a few valid justifications that make him more complex.
  • Ensemble Dark Horse: A few notable ones.
    • Jiub. His badass appearance, the fact that he is the first character players encounter, the fact that he is a fellow prison-ship prisoner along with the player, and his friendliness all make him very popular with fans, despite only having a few lines before being put... or rather, kept on a boat. There are more than a few mods that bring him back and add quests centered around him. Later, in Oblivion, there is a mention of him having been canonized as a Saint for ridding Vvardenfell of all Cliff Racers. Finally, in the Dawnguard expansion to Skyrim, he returns in person. The player can encounter Jiub while wandering the Soul Cairn, where soul trapped individuals eventually end up; as it turns out, Jiub was in Kvatch just in time for the Oblivion Crisis, and his soul was captured by an invading dremora. Although initially somewhat oblivious to his true fate, he asks the player to collect pages from the first part of his epic twenty-six volume Opus, The Rise and Fall of Saint Jiub the Eradicator Hero of Morrowind and Savior of the Dunmer.
    • Divayth Fyr has inspired a rabid fandom for a guy who has only a short (but vital) role in the game's main quest. Being a Cool Old Guy Dimensional Traveler who is Really 4000 Years Old, has made himself multiple Opposite-Sex Clone wife/daughters, has a large collection of legendary artifacts (which you can take... if you can find the keys...) and helps the Player Character become The Ageless tends to cause that.
    • M'aiq the Liar makes his first appearance here and was so beloved that he was brought back for each game that followed.
    • Heddvild, the big blonde Nord woman in Balmora, is surprisingly used in a lot of fanfiction and some people have even "cast" her as the Player Character in Oblivion.
    • Crassius Curio, an imperial nobleman whose sponsorship you must gain to join House Hlaalu. He is memorable for his Dirty Old Man personality, for being the only house sponsor who actually takes a liking to you and has the easiest task to get him to sponsor you (which is to strip naked, regardless of your gender). You can ask him for advice with house quests, which will lead you to find he actually has a firm moral code when it comes to political matters. This adds the option to a number of the quests to report corrupt officials to him.
  • Fridge Horror:
    • A loosely hinted-at in-game explanation for the lack of character schedules is that one of the early symptoms of the corpus disease is insomnia. This means that everyone on Vvardenfell is infected, and with Tribunal it's spread to the mainland (despite the travel ban) and with Bloodmoon it's already spread to Solstheim, so perhaps even Skyrim is endangered.
    • A bit of Fridge horror (but possibly satisfying considering he tried getting you killed) for King Helseth. Remember how all mention of him simply dropped off after Oblivion? In Skyrim's Dragonborn DLC, it was noted that House Hlaalu was purged after the Oblivion Crisis because their Imperial supporters had bailed on them to protect Cyrodil during said crisis. King Helseth was in House Hlaalu, meaning he was most likely Unpersoned from Morrowind history (most likely after being executed).
  • Game-Breaker:
    • Players can brew potions. These potions are more effective depending on how high the player's Intelligence stat is. However it is possible to brew Intelligence-enhancing potions with dirt-common ingredients. The Intelligence buff you get from that can then be used to brew even more powerful Intelligence potions, which can be used to brew yet more powerful Intelligence-enhancing potions. This can go on as long as you have enough ingredients (and as noted, the ingredients are very common.) When your Intelligence stat has reached the desired level of godliness, go ahead and brew whatever over-powered mega-potions you want—from Restore Health 9999 Points on Self for 9999999 seconds to 100% Sanctuary on self for 999999 seconds to Immunity to Magicka/Frost/Fire/Shock/Poison/Normal Weapons on Self for 99999 seconds. Creating a potion of Fortify Agility will mean enemies will always miss and you will always hit, although you can still be hit by magic.
    • The Corprus Disease. The effects of the disease boost your strength and endurance, but drains a host of other attributes. Both gains and losses from this are cumulative over time, meaning that if you go to sleep for a year, you'll have 0 in the drained attributes, but a strength and endurance in the hundreds. When you finish the relevant quest, only the drain is removed.
  • Germans Love David Hasselhoff: While the game is generally well received in the Americas and Europe, it was very beloved in Japan. So much so that one of the most popular mods for the game is a Japanese translation. This is despite the game never getting an official release in Japan. Fortunately Bethesda paid attention and made a Japanese release of Oblivion.
  • Goddamned Bats:
    • Cliff Racers, perhaps the most annoying foes in video game history. They make an irritating sound, do little damage, make you flinch when they hit you, drop crappy loot, and come in flocks of three to ten. And once they see you, they won't stop following you unless they get stuck in a tree. They haven't figured out doorknobs, but if you go in a door with some following you, they'll be waiting for you when you come back out. And since they fly, they can swoop down to annoy you from any angle. And their hit detection leaves a lot to be desired. To make matters worse, they're also very capable of infecting the player with a disease. When Jiub shows up in later games, he's mentioned as having wiped out their entire population. Good riddance.
    • Slaughterfish are the watery equivalents: the player needs to barely dip their toe in the water, and it'll be snapped out by a ravenous hungry piranha. It is almost impossible to enter any river, lake, or sea, without the battle music starting and soon getting swarmed. Thankfully, much less of the game is spent in the waters, they die easier than cliff racers, and of course can't follow to the land, leading into them being rather overshadowed by their flying cousins - but in any other game, they would still be the worst enemy ever.
    • Thankfully, neither Cliff Racers nor Slaughterfish spawn anywhere near Solstheim (although a single cliff racer appears as a stuffed trophy in the Skaal village), making the Bloodmoon expansion a refreshing breather from the rest of the game. Of course, the expansion does have its own over-abundance of Wolves and Tusked Bristlebacks, but at least they're easier to pick off than the other two, if only because they neither fly nor swim.
    • Rats and Kwama foragers are very small and weak foes that don't pose much of a threat to a skilled adventurer. However they are very abundant around Vvardenfell which can make encountering these creatures feel like a chore.
    • The Bloodmoon expansion introduces Spriggans. While these creatures don't pose much of a threat towards a higher level character, what makes them annoying is that they need to be killed three times before they stay dead.
  • Goddamned Boss: The final boss of the official plug-in Siege at Firemoth (Grurn) has 2000 hp with a regeneration effect. For comparison, the final boss of theTribunal is a legitimate Physical God with 3000 HP and Bloodmoon's is an aspect of a god with 2000 HP, and neither possesses regeneration. Grum's attacks aren't anything special, and if you have decent Resist Shock effects, he is almost incapable of harming you. That said, he still takes forever to kill.
  • Good Bad Bugs:
    • Some of the Ash creatures have vigorous running animations, but the creatures actually move slowly. This leads to an effect that looks like slow-motion running, a la Baywatch.
    • One of the easiest money earning methods takes advantage of a rounding error, and doesn't even require decent stats: the game works out the total price of goods differently depending on whether you click on a whole stack of items at once or add them individually. Simply pick up a large stack of cheap items. Go to a merchant and add them to your "sell" stack one by one and the game will raise the price by the minimum value rounded up to a whole coin on each click. Sell four hundred arrows, then buy the whole stack back for just one...
    • Because potion effects stack, if you drink two sujammas, your Intelligence attribute will be drained entirely, but once the effect wears off, your magicka reserve will be restored entirely.
    • The Soultrap spell has a glitch that, if combined with another spell effect, will make the latter permanent. This can allow you to create entire armies of summoned creatures that never disappear, and can allow you to max out your stats to god-like levels. All without worrying about the effects running out.
    • Draining and/or damaging a skill's level before getting it trained will have the trainer treat that stat as is, allowing you to level a skill to 100 with any trainer and cheaply too. Of course this also means if you fortify a skill, it'll cost more to level for no reason. This can be used to raise your character's level far beyond what the developers intended. Gaining a level is tied to improving class skills, which puts an effective level cap to where all your class skills are maxed out. This circumvents that limitation.
    • By 'juggling' weapons that grant stat bonuses, it's possible to have the effect stack with itself and render you nigh-godlike. This allows you to complete the game in a matter of minutes.
    • You can fire projectivles through closed (interior) doors to overcome staggering odds.
  • Growing the Beard: While it traded away some of the size of the open world, Morrowind made it far more focused, giving it much greater content density, with defined geography and distinct towns/dungeons/villages (as opposed to the randomly-generated terrain and countless generic cities of Arena and Daggerfall) and characters that are fleshed out instead of being nameless masses like the first two titles. It also made the plot much more freeform compared to Arena and Daggerfall.
  • Hilarious in Hindsight:
    • Between the sparsely populated environments, arid wastelands, limited transportation, massive insects, abandoned futuristic-looking facilities that are infested with centuries-old robots, and the many horribly mutated creatures encountered throughout the land, this game is practically a precursor to Bethesda's run on the Fallout series.
    • The more risque parts of The 36 Sermons of Vivec and The Real Barenziah become this with the Video Game Perversity Potential of Skyrim. Becomes an almost-prophetic Mind Screw if you consider the idea that Vivec may have been using the Construction Set from an in-universe perspective.
  • Idiot Plot: It is way too obvious during the main quest of Tribunal that Almalexia is becoming insane, yet the Player Character is supposedly clueless until The Reveal at the very end. Until then, you have no choice but to carry out all of her crazy commands if you want the game to progress. Granted, this can be subverted by just killing her on the spot, but only if you don't mind cutting the expansion's main questline very short.
  • Inferred Holocaust: The Ministry of Truth, formerly a rogue moon hurled at Vivec city by Sheogorath before it was hollowed out for use by the Tribunal Temple, is suspended over the city and only held in check by Vivec's divine power. As a result of the player's actions at the end of the main quest, Vivec's connection to his divine power source is severed. Confirmed in the later works The Infernal City and Skyrim, which reveal that the moon resumed its fall with its original momentum after Vivec disappears early in the 4th era, and other methods for keeping the moon in place fail. Much of Vvardenfell is destroyed and rendered inhospitable. Red Mountain then erupted, blanketing the rest of Morrowind in choking ash. Finally, sensing their long-time enemy's weakness, the Argonians invaded and drove the few remaining Dunmer out.
  • It's Popular, Now It Sucks!: Prior to Oblivion coming out, it was Morrowind that was considered to be "the symbol of all the bad trends in the industry" by the Vocal Minority of "hardcore" fans. And mostly for the alleged reason of "dumbing down" for console players. Ironically since then, it is now considered the last good Elder Scrolls game by mostly the same crowd.
  • It Was His Sled: Is there anyone who doesn't know that the player is the reincarnation of Nerevar or that Almalexia turns out to be the Big Bad of Tribunal?
  • Junk Rare: Tribunal adds three artifacts with dubious enchantments that are primarily meant to be donated to the Mournhold Museum Of Artifacts, since you need to donate two items to progress with the main questline. These are The Robe of the Lich (which drains 600 health upon equipping it), The Mace of Slurring (which damages the target's Speechcraft), and the BiPolar Blade (which is enchanted to both rally and demoralize its target at the same time). While the enchantment is certainly "junky", the BiPolar Blade still has base damage on par with the game's other legendary two-handed swords, making it something of a Lethal Joke Item. Better still, it is acquired at the end of a Matchmaker Quest which requires no combat, allowing a low-level player to pick it up very early in the game. Compare that to some of the other legendary two-handed swords like Chrysamere and The Iceblade of the Monarch, which must be won from tough foes near the end of lengthy faction questlines.
  • Magnificent Bastard:
    • Azura. Simply put, the entire plot of the game happens according to her plan. Even if you take the "Backpath" method of completing the main quest, which can get you out of working with every other party including the Empire and Vivec, she will still benefit.
    • King Hlaalu Helseth. Fail to capture the throne of Wayrest during the events of Daggerfall? He returns to his mother's homeland and captures the throne there. The former King Llethan is old and weak? Helseth poisons him and usurps his throne, killing Llethan's chosen heir in the process. Some "Nerevarine" character is making news in Vvardenfell? He sends the Dark Brotherhood to kill the Nerevarine. When that fails, Helseth gets the Nerevarine to work for him. The in-game book A Game at Dinner also provides a great example, in which Helseth roots out a spy.
  • Memetic Molester: Crassius Curio. How he speaks, what he writes... Just everything about him screams this, really.
  • Memetic Mutation:
    • Game of the Year, All Years.
    • "We're watching you... scum."
    • "Quickly, outlander, I don't have much time..."
    • This legendary copypasta.
    • Making music using Dagoth Ur's dialogue.
    • Variants of "Morrowind combat" whenever a character is shown repeatedly missing.
  • Nightmare Retardant: After the parade of horrors that are the ash creatures (especially the Ascended Sleepers,) the Ash Vampires, Dagoth Ur's most powerful servants, look like very muscly guys with square ancient Persian beards wearing nothing but a tiny loincloth. Suffice to say, not very intimidating.
  • Nostalgia Filter: For much of the current Elder Scrolls fanbase, this was their first game in the series, and as such, it tends to be held up as the gold standard of the entire franchise. Roughly more than half of the criticisms leveled at Oblivion and Skyrim boil down to "Morrowind did it better."
  • Older Than They Think: Many claim that this game was the first in the series to flesh out the lore and differentiate it from other high fantasy settings. In actuality, many of the “weird” elements of the Elder Scrolls setting go back to Redguard (Michael Kirkbride's first game with the series) and a few even as far as Daggerfall.
  • Padding: Unless you mod or cheat to get around more quickly, you'll spend a lot of time walking. It doesn't help that the default walking speed is slower than an arthritic senior with a walker.
  • Quicksand Box: Vvardenfell is huge, and it takes almost 45 minutes to walk from one end to the other (and that's without stopping to explore along the way.) In the tutorial, you learn in five minutes how to use the controls before the game kicks you out of the door, hands you a couple of coins and basically says: "Here, this is the world. Have fun". You only get some vague directions on where to go for the next story mission. The game also doesn't do much hand-holding in your quest log, forcing you to remember people and places from quests you might have received weeks ago in real time.
  • Rooting for the Empire:
    • Some fans see Dagoth Ur as a misunderstood good guy who just wants to free his people from the exploitative foreign Empire. It helps that a huge chunk of his backstory is about how he was betrayed by his supposedly-good best friend. Mind you, this was after Dagoth decided he wanted to use the artifacts of doom he and Nerevar initially set out to destroy for personal power.
    • Rooting for Almalexia is a whole 'nother case. Rarer, but still happens.
  • Sacred Cow: Noting the It's Popular, Now It Sucks! example above, nowadays Morrowind is considered as this.
  • The Scrappy:
    • Nobody likes Cliff Racers. Bethesda responded to the hatred by having Jiub drive the whole species to extinction by the time of Oblivion.
    • Gaenor doesn't really have any fans, mainly because he'll end up hating you no matter how you deal with him, and because he'll later return with good gear and a high Luck attribute, making him extremely difficult to beat using regular combat methods.
  • Scrappy Mechanic: There are a few.
    • Spell reflection if you're a magic-oriented character. Many enemies in the game will randomly throw your powerful destruction spell right back at you - which, considering the likely power of your spells combined with your own squishiness, is more than likely to kill you outright. Gets absolutely ridiculous, to the point of being unplayable, in the expansions. Further complicating matters is that any enemy with even a small percentage of spell reflection can cause this to happen due to how the mechanic works. For example, an enemy with 10% Reflect doesn't reflect 10% of your damage back at you, which would be more tolerable. It means that enemy has a 10% chance to reflect the entire force of your spell back at you. Even low to mid-tier enemies like Ash Ghouls and Atronachs have at least a 20% Reflect.
    • The Imperial Legion's fixation on uniforms. When you first join, you're given an Imperial Chain Cuirass as your uniform that you HAVE to wear if you want to talk to anyone in the Legion. As you advance through the ranks, you'll be given additional armor pieces and increasingly better cuirasses up to the mighty Lord's Mail, which is one of the best armor pieces in the game. Until then though, you're forced to carry around least one Imperial-type cuirass with you (as you'll most likely find much better armor rather quickly) and if you make the mistake of talking to anyone in the Legion without wearing it, you'll be curtly informed that you're out of uniform (which will cut off further communication) and suffer a small disposition loss with that person. Note that this will even extend to any fellow soldiers you're sent to rescue, who apparently care more about the Legion's dress policies than they do about being saved from murderous Daedra worshippers or bandits. The Legion is also the only faction in the game that has this mechanic, making it seem even more out of place.
    • Having to wait several days between quests for the East Empire Company in Bloodmoon. While it makes sense in-universe in that construction on the colony is ongoing between assignments becoming available (and those assignments are usually you removing issues that were holding up construction,) it unfortunately allows all of Solstheim's vicious and plentiful wildlife to respawn during that time. The lack of fast travel across much of the island means you'll be battling the same packs of wolves and hordes of Riekling Raiders every time you cross the same track of wilderness. While not overly challenging to a high-level character, they do wear out your equipment and greatly slow your traveling speed.
    • Stamina drains as you run and the more Stamina you lose, the more often tasks you perform fail. This leads to players having a hard time dealing with anything after running a short distance, including battle, unlocking things, and bartering.
    • The beast races (Khajiit and Argonians) not being able to wear boots or full helms. This cuts them off from using some of the best equipment in the game, like the Boots of the Apostle (legendary Light Armor boots with a Levitation enchantment) and Masque of Clavicus Vile (a legendary Heavy Armor full helm with a massive Fortify Personality enchantment). The game does Justify it as each race has non-humanoid feet and snouts too long to fit under helmets, but it is extremely unpopular nonetheless. (All future games in the series changed it to allow these races to wear any boots or helmets available.)
    • The combat system's RNG, though normal enough in some other games, becomes incredibly annoying in a first-person game. Veterans don't have as much trouble with it, but new players are usually baffled by the fact that they're firing arrows or slashing their swords and going dead-on point-blank without doing a single point of damage. The main things are that there's no animation for a missed attack aside from the target not reacting, and it adds another level of difficulty to hitting your attacks on top of actually hitting the target (which, in most games, RNG mechanics are an abstraction for to begin with).
  • Scrappy Weapon: Polearms. Though fans have been lamenting about their loss (each game in the series that has followed does not include them), it's rare to find someone who actually uses them. A major factor is that they're two-handed weapons, meaning you cannot use a shield or light source in your off-hand, while doing damage on par with equivalent material one-handed weapons.
  • "Seinfeld" Is Unfunny: By modern standards, it's hard to believe that Morrowind, with its obtuse quests, cumbersome map, lack of NPC AI, and Nintendo 64-era graphics, was cutting-edge at its time. This is especially common among fans of the series who started with Oblivion or Skyrim and then went back to try to play Morrowind. Most heard veterans of the series (particularly on the official forums) hyping the game up but were underwhelmed when they went back to play it in comparison to the newer games. Most of the complaints were toward the obtuse quests (Morrowind laughs at your desire for quest markers), dice-roll oriented combat system, and graphics which look rather outdated by the standards of not only later games, but even games that were already out at the time. Luckily, at least for those who complain about the combat and graphics, there are Game Mod solutions. (most notably, the Morroblivion total conversion makes the combat more like Oblivion's and the Morrowind Graphics Overhaul, with over a quarter of million downloads, which significantly improves the quality of the graphics.)
  • Signature Scene: Stepping off the boat at the very beginning of the game. It's a bright day where, unless you've dallied in the boat, the orchestral swell of the main theme hits as soon as you step outside adding to the "epic" feel. One of your first views, letting you know that this isn't going to be a run-of-the-mill Medieval European Fantasy like the previous two games, is the Silt Strider against the far bank of the river.
  • Special Effects Failure: On some ATI video cards, the sun is black instead of white. Fortunately, there's an easy fix.
  • Squick:
    • The silt strider is a gigantic arthropod used as a means of public transport throughout Vvardenfell. A bit odd so far, but not too out of place for the setting. However, in order to allow for passengers, cargo, and of course the driver, parts of the creature's shell are hollowed out. The driver then controls the strider by DIRECTLY MANIPULATING THE CREATURE'S INTERNAL ORGANS. Fortunately the silt strider doesn't seem to mind.
    • Everything dear old Uncle Crassius says, sweetie.
    • The condition that people born under the sign of The Atronach suffer from that makes it impossible to regenerate Magicka is called... Wombburn.
    • One of the practices that the Corpus beasts like to do is cut off pieces of their mutated skin and eat it. Due to their Healing Factor, it grows back quickly and even more mutated than before.
  • That One Attack: Greater Bonewalkers have an infuriating "damage attribute" spell. Note that says "damage" and not "drain." "Drained" attributes will go back to normal once the spell wears off. "Damaged" attributes will stick with you until you heal them with a temple blessing or potion. It's incredibly frustrating to encounter a Greater Bonewalker halfway through a difficult dungeon only to have him damage your strength attribute so much that you are forced to dump half your inventory (strength determines how much you can carry) in order to flee back to civilization to heal.
  • That One Boss:
    • Gaenor. He reflects almost all damage from magic spells and mundane weapons due to having an insanely high leveled Luck. And no, there is not a puzzle to get around it. You just have to have a hell of a lot of Hit Points while you pummel this heavily-armored highly-agile guy until he falls over and dies. He starts as an NPC, but if you speak to him for any reason, he'll eventually come back in ebony armor. Fortunately, he's easy to avoid if you know to do so. If you don't mind murder, you can also kill him immediately after your first conversation with him when he won't have these protections.
    • The final boss of the Imperial Legion questline counts as well, mainly because he uses both an Infinity +1 Sword and Infinity Plus One Armor. That you just delivered to him. Somewhat forgivable in that he is the highest ranking legion officer in Vvardenfell and isn't really malevolent in any way, but you still need to beat him if you want his title. This is justifiably considered by many to be the single toughest fight in the vanilla game.
    • Gedna Relvel from the Tribunal "Crimson Plague" side questline. What starts with killing some diseased rats and delivering a potion ends with you needing to defeat Gedna, a monstrously powerful lich. She's capable of flinging a very powerful area of effect spell, is immune or resistant to every from of Destruction magic, and quickly regenerates lost Health, Magicka, and Fatigue. Worse, she's supposed to have Health equal to 100x the player's current level, but due to a programming error, she has 800x that amount, making her virtually unkillable at higher levels. And what do you get for killing this notorious Damage-Sponge Boss? Her enchanted Robe of the Lich (which deals 600 damage to you as soon as you put it on) and a once-per-day spell that restores a small amount of Health, Fatigue, and cures Common Disease (which, if you've gotten far enough in the main game's main quest, you're immune to anyway.)
  • That One Disadvantage: "The Lord" Birthsign. It grants a healing spell which is outclassed by Hearth Heal, a spell you can get in character generation for free by having Restoration as a Major or Minor skill. (Failing that, it is also available for purchase from the only merchant in the First Town.) The tradeoff is doubling the fire damage you take. Other Birthsigns provide better skills and weaker penalties, making it suicidal to choose The Lord unless you're roleplaying.
  • That One Level:
    • About halfway through the main quest, you'll need to undergo "The Warrior's Test" which sends you to Kogoruhn, the ancient stronghold of Great House Dagoth (of which Big Bad Dagoth Ur was the leader). You will need to recover three specific items - two of the items are easily found in the domes on the roof. The third requires a trek through the multi-level dungeon and the extensive underground tunnels beneath, which are crawling with Dagoth Ur's Ash Creature minions, undead (including stat-damaging Greater Bonewalkers), and lesser Daedra. Even if you are able to complete it in one shot without having to backtrack to civilization to heal and restock, expect to spend at least an hour there.
    • The final quest for the Bloodmoon expansion involves you being taken into Mortrag Glacier to participate in Hircine's hunt. What makes this quest very difficult is that you will have to navigate a maze full of Werewolves that move quickly and hit like a truck. If you are not careful, you might have to face a group of them all at once. Although you have an NPC that may help you, he can still be overwhelmed and killed by them. Since you will be dragged into this area unwillingly, you may not have had time to prepare for this mission. Luckily the final bosses are a cakewalk compared to the onslaught of werewolves you faced in the maze.
  • That One Sidequest:
    • Finding all of the "Threads of the Webspinner," 26 items in all. Of them, 17 are either on NPCs you are assigned to kill / their guards (or in one case, given to you) by the same quest giver, but a few require you to kill random peaceful NPCs that have no indication that they even have one of the items or NPCs in out-of-the-way dungeons that have no quest at all related to them. Your reward? A mixed Chameleon/Fortify Attack spell that never fails and uses less magicka than a custom spell with the same effects would cost. Not terrible, but not really worth the time and effort this quest entails. The kicker? Before Tribunal, the spell had a different effect and was the only source of the Fortify Skill effect, which gave the quest some significance.
    • Acquiring Eltonbrand. First, it requires you to acquire Goldbrand as part of an obscure quest that you are extremely unlikely to find on your own. (The one person in the game who tells you about it isn't exactly trustworthy and even then, his directions are bad, leading you to swimming around in the ocean further south than you need to.) Then, you get directions from Boethiah to find a sculptor to rebuild the shrine. If you manage to do that, then wait the two in-game weeks required for the statue to be built, you can finally claim Goldbrand. To upgrade it into Eltonbrand, you need to become a vampire (something most players of the game may not even realize is in the game for many, many hours) and perform a specific quest with a specific amount of gold in your inventory. THEN you get Eltonbrand. Complicated and near impossible to find on your own, but very worth it.
    • The Mournhold Museum of Artifacts. While filling it up is quite enjoyable and well worth it, finding all of the artifacts can not only take most of your playthrough, but some of them can be missed, including a shield you can only get as a vampire. Plus once you donate something, you'll have to steal it back if you ever want it back again.
    • The quest where you have to escort an unpleasant lady to a shrine inside the Ghostgate within two days. What makes this quest frustrating is that she moves at a snail's pace and her AI is pretty bad. There are also cliff racers and other wildlife that can potentially kill her.
  • They Wasted a Perfectly Good Character: Sotha Sil. Despite being the third member of the Tribunal alongside Vivec and Almalexia, he gets very little character development in the game since he's already dead. He eventually received a major story role in The Elder Scrolls Online.
  • Ugly Cute: Scribs, which are baby kwama. They look like a mix between a pillbug and a chestburster from Alien, but they're still positively adorable. The fact that they're the most passive animals in the whole game, that they're no bigger than a Pomeranian, and they make the most innocent-sounding squeals when idle just makes you want to have one for a pet. And Bethesda must have been aware of this, since the Tribunal expansion actually lets you buy one while you're in Mournhold (even if you can't take it with you back to Vvardenfell), and they can also be purchased in The Elder Scrolls Online.
  • Uncanny Valley:
    • In audio form. In various Sixth House enclaves, shrines, and lairs there's a set of bells that the player can ring. There's only half a note difference — instead of the intuitive whole note — so something sounds wrong and unsettling about the noise they produce.
    • Argonians and Khajiits walk like they broke their ankles. Everyone else walks like they have a stick up their ass (a pretty blazin' stick, though). Their jaws flap in a really weird way when they talk...
    • The Bull Netch can be this, once you realize they have faces!

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