Morrowind's people, magic and atmosphere, inside Terraria. You play Terraria; Terrawind reads your own installed copy of The Elder Scrolls III: Morrowind every time you press Play and brings its races, classes, spells, skills, books, music and people into the game. No Morrowind files are included, so you need to own it.
Before you start
- You need: Terraria 1.4.5.8 (Steam, Windows) and Morrowind (any edition with Morrowind.esm) installed. Melty finds both.
- Single player only. Not made for or tested in multiplayer.
- Your normal saves are safe. Terrawind keeps its own characters, worlds and settings in
%LOCALAPPDATA%\Terrawind. Terraria.exe is not changed: starting Terraria normally still plays the unmodded game.
- Make a new character and a new world. Terrawind builds its towns and fills chests the first time you enter a world, so start fresh. A medium or large world is best: a medium world has the hold and two Great House settlements, a large one the hold and three, each a long walk apart.
- Don't move characters between Terrawind and plain Terraria. Plain Terraria turns Terrawind's spell tomes back into ordinary Spell Tomes.
Loading: be patient the first time
- Starting up takes about a minute. Terrawind reads Morrowind's files before the title screen appears, with Morrowind's own loading pictures and theme.
- Entering a new world for the first time takes another minute or two. Terrawind raises the hold and the settlements, digs their sewers, grows the mushroom towers and paints Morrowind's colours over Terraria's pictures. The game may pause for a second now and then during that first minute, and the townsfolk move in over the first moments. After that it runs normally, and later loads are quicker (the painted pictures are kept).
- About 1.9 GB of memory in testing; a PC with 8 GB that runs Terraria well should be fine.
Your character
After Terraria's own character creator, you choose a race, class and birthsign with Morrowind's descriptions, attributes and skill bonuses, and two starting gifts (a trained skill, a lasting gift or a spell tome). Health, magicka and fatigue replace hearts and stars. Skills rise as you use them; level up from the character window.
The people
Twenty-four of Morrowind's people live in the towns: Fargoth, Caius Cosades, Ajira, Divayth Fyr, M'Aiq and more, each with hundreds of lines of their own.
- Talk to anyone (right-click) for Morrowind-style conversation. Choose a manner first - Plain, Polite, Humble, Friendly, Rude, Threatening, Flirty, Joking or Sincere - and it colours everything you say.
- They bring things up. Conversations come with suggested answers in four different tones. Whether they like your tone depends on their temperament and how they feel about you, and their reply shows the tone they answer in: (Amused), (Hurt), (Cold). Say the wrong thing and the talk ends there.
- They remember. The joke they laughed at or the rudeness they didn't like comes up next time ("You were short with me last time"), and they notice your usual manner. Keep being rude and they mistrust your friendly words; keep being kind and friendships deepen faster.
- The Insight tab shows what you notice about them: body language, mood, what they think of you. Your Speechcraft sharpens it.
- Work and stories. Varen Sadri, the Guide, gives your first work. Townsfolk have secrets, pasts and stories that unfold over many visits - a blood urn growing lighter at the Temple, a smith who has sharpened the same axe for eleven years - and letters to carry between settlements for septims and friendship.
The world
- The Burning of Vvardenfell: an original story in which Terraria's bosses are champions of the Daedric Princes, each leaving a legendary relic (Goldbrand, Spellbreaker, Wraithguard and more) and a book of lore.
- Eighty Morrowind spells as tomes in chests, cast by Morrowind's rules (they can fail; your skill and fatigue matter). Talent books raise skills or give lasting gifts. Bookcases hold Morrowind's own books to read.
- Alchemy and enchanting at their own benches; soul gems filled with Soul Trap.
- Stealth and crime: sneak, pick locks and pockets, and answer for it - witnesses, a price on your head, guards, a fine or a cell.
- Shops that fit their keepers, prices in septims; health and magicka potions are 75 septims.
- Morrowind's soundtrack, region names on Terraria's biomes, and Great House architecture.
- Argonians breathe under water; minecarts are Morrowind's own wooden mine carts, with your 3D character riding in them.
Controls (added by Terrawind)
| Key | Does |
|---|---|
| K | Character window (race, class, skills, powers, level up) |
| U | Journal (work you've been given) |
| J | Memoir (your character's own journal of what happens to them) |
| L | Your books |
| N | Alchemy (stand at an Alchemy Table or a placed bottle) |
| P | Enchanting (stand at an enchanting table) |
| C | Sneak on/off |
| G | Pickpocket (while sneaking beside someone who hasn't seen you) |
| Left Alt (hold) | Run faster, spending stamina |
| V | Werewolves only, at night: let the beast out or force it back |
| O | Terrawind settings: turn its features on or off |
These are chosen to be free in Terraria's default controls. If you have bound any of these keys to something yourself in Terraria's settings, move that binding to another key.
Good to know
- Potions live in the alchemy window, not Terraria's inventory, and are drunk from there.
- A tome is a Spell Tome underneath: keep tomes out of your inventory when crafting recipes that use Spell Tomes, and the Goblin Tinkerer can't reforge them.
- Bosses can't be paralysed. Morrowind's own quests aren't in; people who mention one will keep mentioning it.
- Townsfolk's 3D looks and portraits come from Morrowind; item pictures and a few plants keep Terraria's colours.
Unofficial fan project, not affiliated with Re-Logic or Bethesda Softworks. Built with the help of an AI coding agent.