title: Hand

text: Together with the thumb, the four fingers form four oblique arches, of which the arch of the index finger functionally is the most important, especially for precision grip, while the arch of the little finger contribute an important locking mechanism for power grip. The thumb is undoubtedly the "master digit" of the hand, giving value to all the other fingers. Together with the index and middle finger, it forms the dynamic tridactyl configuration responsible for most grips not requiring force. The ring and little fingers are more static, a reserve ready to interact with the palm when great force is needed.


title: Hand

text: The muscles acting on the hand can be subdivided into two groups: the extrinsic and intrinsic muscle groups. The extrinsic muscle groups are the long flexors and extensors. They are called extrinsic because the muscle belly is located on the forearm.


title: Hand

text: The intrinsic muscle groups are the thenar (thumb) and hypothenar (little finger) muscles; the interosseous muscles (four dorsally and three volarly) originating between the metacarpal bones; and the lumbrical muscles arising from the deep flexor (and are special because they have no bony origin) to insert on the dorsal extensor hood mechanism.


title: Hand

text: The fingers have two long flexors, located on the underside of the forearm. They insert by tendons to the phalanges of the fingers. The deep flexor attaches to the distal phalanx, and the superficial flexor attaches to the middle phalanx. The flexors allow for the actual bending of the fingers. The thumb has one long flexor and a short flexor in the thenar muscle group. The human thumb also has other muscles in the thenar group (opponens and abductor brevis muscle), moving the thumb in opposition, making grasping possible.


title: Hand

text: The extensors are located on the back of the forearm and are connected in a more complex way than the flexors to the dorsum of the fingers. The tendons unite with the interosseous and lumbrical muscles to form the extensorhood mechanism. The primary function of the extensors is to straighten out the digits. The thumb has two extensors in the forearm; the tendons of these form the anatomical snuff box. Also, the index finger and the little finger have an extra extensor used, for instance, for pointing. The extensors are situated within 6 separate compartments.


title: Hand

text: The first four compartments are located in the grooves present on the dorsum of inferior side of radius while the 5th compartment is in between radius and ulna. The 6th compartment is in the groove on the dorsum of inferior side of ulna.


title: Hand

text: The radial nerve supplies the finger extensors and the thumb abductor, thus the muscles that extends at the wrist and metacarpophalangeal joints (knuckles); and that abducts and extends the thumb.


title: Hand

text: The median nerve supplies the flexors of the wrist and digits, the abductors and opponens of the thumb, the first and second lumbrical.


title: Hand

text: All muscles of the hand are innervated by the brachial plexus (C5–T1) and can be classified by innervation:


title: Hand

text: The radial nerve supplies the skin on the back of the hand from the thumb to the ring finger and the dorsal aspects of the index, middle, and half ring fingers as far as the proximal interphalangeal joints.


title: Hand

text: The median nerve supplies the palmar side of the thumb, index, middle, and half ring fingers. Dorsal branches innervates the distal phalanges of the index, middle, and half ring fingers.


title: Hand

text: The ulnar nerve supplies the ulnar third of the hand, both at the palm and the back of the hand, and the little and half ring fingers.


title: Hand

text: There is a considerable variation to this general pattern, except for the little finger and volar surface of the index finger. For example, in some individuals, the ulnar nerve supplies the entire ring finger and the ulnar side of the middle finger, whilst, in others, the median nerve supplies the entire ring finger.


title: Hand

text: The hand is supplied with blood from two arteries, the ulnar artery and the radial artery. These arteries form three arches over the dorsal and palmar aspects of the hand, the dorsal carpal arch (across the back of the hand), the deep palmar arch, and the superficial palmar arch. Together these three arches and their anastomoses provide oxygenated blood to the palm, the fingers, and the thumb.


title: Hand

text: The hand is drained by the dorsal venous network of the hand with deoxygenated blood leaving the hand via the cephalic vein and the basilic vein.


title: Hand

text: The glabrous (hairless) skin on the front of the hand, the palm, is relatively thick and can be bent along the hand's flexure lines where the skin is tightly bound to the underlying tissue and bones. Compared to the rest of the body's skin, the hands' palms (as well as the soles of the feet) are usually lighter—and even much lighter in dark-skinned individuals, compared to the other side of the hand. Indeed, genes specifically expressed in the dermis of palmoplantar skin inhibit melanin production and thus the ability to tan, and promote the thickening of the stratum lucidum and stratum corneum layers of the epidermis. All parts of the skin involved in grasping are covered by papillary ridges (fingerprints) acting as friction pads. In contrast, the hairy skin on the dorsal side is thin, soft, and pliable, so that the skin can recoil when the fingers are stretched. On the dorsal side, the skin can be moved across the hand up to ; an important input the cutaneous mechanoreceptors.


title: Hand

text: The web of the hand is a "fold of skin which connects the digits". These webs, located between each set of digits, are known as skin folds (interdigital folds or plica interdigitalis). They are defined as "one of the folds of skin, or rudimentary web, between the fingers and toes".


title: Hand

text: The ratio of the length of the index finger to the length of the ring finger in adults is affected by the level of exposure to male sex hormones of the embryo in utero. This digit ratio is below 1 for both sexes but it is lower in males than in females on average.


title: Hand

text: A number of genetic disorders affect the hand. Polydactyly is the presence of more than the usual number of fingers. One of the disorders that can cause this is Catel-Manzke syndrome. The fingers may be fused in a disorder known as syndactyly. Or there may be an absence of one or more central fingers—a condition known as ectrodactyly. Additionally, some people are born without one or both hands (amelia). Hereditary multiple exostoses of the forearm—also known as hereditary multiple osteochondromas—is another cause of hand and forearm deformity in children and adults.


title: Hand

text: The autoimmune disease rheumatoid arthritis can affect the hand, particularly the joints of the fingers.


title: Hand

text: Some conditions can be treated by hand surgery. These include carpal tunnel syndrome, a painful condition of the hand and fingers caused by compression of the median nerve, and Dupuytren's contracture, a condition in which fingers bend towards the palm and cannot be straightened. Similarly, injury to the ulnar nerve may result in a condition in which some of the fingers cannot be flexed.


title: Hand

text: A common fracture of the hand is a scaphoid fracture—a fracture of the scaphoid bone, one of the carpal bones. This is the commonest carpal bone fracture and can be slow to heal due to a limited blood flow to the bone. There are various types of fracture to the base of the thumb; these are known as Rolando fractures, Bennet's fracture, and Gamekeeper's thumb. Another common fracture, known as Boxer's fracture, is to the neck of a metacarpal. One can also have a broken finger.


title: Hand

text: The prehensile hands and feet of primates evolved from the mobile hands of semi-arboreal tree shrews that lived about . This development has been accompanied by important changes in the brain and the relocation of the eyes to the front of the face, together allowing the muscle control and stereoscopic vision necessary for controlled grasping. This grasping, also known as power grip, is supplemented by the precision grip between the thumb and the distal finger pads made possible by the opposable thumbs. "Hominidae" (great apes including humans) acquired an erect bipedal posture about , which freed the hands from the task of locomotion and paved the way for the precision and range of motion in human hands. Functional analyses of the features unique to the hand of modern humans have shown that they are consistent with the stresses and requirements associated with the effective use of paleolithic stone tools. It is possible that the refinement of the bipedal posture in the earliest hominids evolved to facilitate the use of the trunk as leverage in accelerating the hand.


title: Hand

text: While the human hand has unique anatomical features, including a longer thumb and fingers that can be controlled individually to a higher degree, the hands of other primates are anatomically similar and the dexterity of the human hand can not be explained solely on anatomical factors. The neural machinery underlying hand movements is a major contributing factor; primates have evolved direct connections between neurons in cortical motor areas and spinal motoneurons, giving the cerebral cortex monosynaptic control over the motoneurons of the hand muscles; placing the hands "closer" to the brain. The recent evolution of the human hand is thus a direct result of the development of the central nervous system, and the hand, therefore, is a direct tool of our consciousness—the main source of differentiated tactile sensations—and a precise working organ enabling gestures—the expressions of our personalities.


title: Hand

text: There are nevertheless several primitive features left in the human hand, including pentadactyly (having five fingers), the hairless skin of the palm and fingers, and the "os centrale" found in human embryos, prosimians, and apes. Furthermore, the precursors of the intrinsic muscles of the hand are present in the earliest fishes, reflecting that the hand evolved from the pectoral fin and thus is much older than the arm in evolutionary terms.


title: Hand

text: The proportions of the human hand are plesiomorphic (shared by both ancestors and extant primate species); the elongated thumbs and short hands more closely resemble the hand proportions of Miocene apes than those of extant primates. Humans did not evolve from knuckle-walking apes, and chimpanzees and gorillas independently acquired elongated metacarpals as part of their adaptation to their modes of locomotion. Several primitive hand features most likely present in the chimpanzee-human last common ancestor (CHLCA) and absent in modern humans are still present in the hands of "Australopithecus", "Paranthropus", and "Homo floresiensis". This suggests that the derived changes in modern humans and Neanderthals did not evolve until or after the appearance of the earliest Acheulian stone tools, and that these changes are associated with tool-related tasks beyond those observed in other hominins. The thumbs of "Ardipithecus ramidus", an early hominin, are almost as robust as in humans, so this may be a primitive trait, while the palms of other extant higher primates are elongated to the extent that some of the thumb's original function has been lost (most notably in highly arboreal primates such as the spider monkey). In humans, the big toe is thus more derived than the thumb.


title: Hand

text: There is a hypothesis suggesting the form of the modern human hand is especially conducive to the formation of a compact fist, presumably for fighting purposes. The fist is compact and thus effective as a weapon. It also provides protection for the fingers. However, this is not widely accepted to be one of the primary selective pressures acting on hand morphology throughout human evolution, with tool use and production being thought to be far more influential.


title: Hospitality

text: Hospitality is the relationship between a guest and a host, wherein the host receives the guest with some amount of goodwill, including the reception and entertainment of guests, visitors, or strangers. Louis, chevalier de Jaucourt describes hospitality in the as the virtue of a great soul that cares for the whole universe through the ties of humanity. Hospitality is also the way people treat others, that is, the service of welcoming and receiving guests for example in hotels. Hospitality plays a fundamental role to augment or decrease the volume of sales of an organization.


title: Hospitality

text: Derives from the Arab , meaning "host", "guest", or "stranger". is formed from , which means "stranger" or "enemy" (the latter being where terms like "hostile" derive). By metonymy, the Latin word means a guest-chamber, guest's lodging, an inn. is thus the root for the English words "", "hospitality", "hospice", "hostel" and "hotel".


title: Hospitality

text: In ancient cultures, hospitality involved welcoming the stranger and offering him food, shelter, and safety.


title: Hospitality

text: In Ancient Greece, hospitality was a right, with the host being expected to make sure the needs of his guests were met. Conversely, the guest was expected to abide by a set code of behaviour. The ancient Greek term "xenia", or "theoxenia" when a god was involved, expressed this ritualized guest-friendship relation. This ritualized relationship was codified in the Homeric epics, and especially in the "Odyssey". In Greek society, a person's ability to abide by the laws of hospitality determined nobility and social standing. The ancient Greeks, since the time of Homer, believed that the goddess of hospitality and hearth was Hestia, one of the original six Olympians.


title: Hospitality

text: In India and Nepal hospitality is based on the principle "Atithi Devo Bhava", meaning "the guest is God". This principle is shown in a number of stories where a guest is revealed to be a god who rewards the provider of hospitality. From this stems the Indian or Nepal practice of graciousness towards guests at home and in all social situations. The "Tirukkuṛaḷ", an ancient Indian work on ethics and morality, explains the ethics of hospitality through its verses 81 through 90, dedicating a separate chapter on it (chapter 9).


title: Hospitality

text: Judaism praises hospitality to strangers and guests based largely on the examples of Abraham and Lot in the Book of Genesis ( and ). In Hebrew, the practice is called , meaning "welcoming guests". Besides other expectations, hosts are expected to provide nourishment, comfort, and entertainment for their guests, and at the end of the visit, hosts customarily escort their guests out of their home, wishing them a safe journey.


title: Hospitality

text: In Christianity, hospitality is a virtue, which is a reminder of sympathy for strangers and a rule to welcome visitors. This is a virtue found in the Old Testament, with, for example, the custom of the foot washing of visitors or the kiss of peace. It was taught by Jesus in the New Testament. Indeed, Jesus said that those who had welcomed a stranger had welcomed him. Some Western countries have developed a host culture for immigrants, based on the Bible.


title: Hospitality

text: John Paul II writes: "Welcoming our brothers and sisters with care and willingness must not be limited to extraordinary occasions but must become for all believers a "habit" of service in their daily lives."


title: Hospitality

text: Individuals are also treated as favored guests in the liberal Catholic tradition. Honored guests receive first parlance, religious clergy second parlance, and very important persons third parlance. Clergy and followers of Christ received parlance, and some may have turned away from hospitality, welcoming and serving, since active service requires detachment from material goods, family connections, and physical comforts. Hospitality is a meeting of minds, it is an openness to the familiar and meet to discuss and question the mystery of self, social events, experiences, nature and to God. Any guest should never made to feel or see that they are causing undue extra labor by their intrusion or presence.


title: Hospitality

text: It is always polite to ask about religious convictions. John Paul II said: "Only those who have opened their hearts to Christ can offer a hospitality that is never formal or superficial but identified by 'gentleness' and 'reverence'." In reference to Biblical scripture as a sign of politeness to always come to the defense and aid to those who give an account of hope and those interested (see ).


title: Hospitality

text: Christ expanded the meaning of brother and neighbor to include the stranger, that he or she be treated like a follower with and for hospitality and mutual help, if the believer in Christ or who may be a messenger of God either needed help, circumstances made it difficult to interpret and being uncertain of whether an individual is a believer in Christ and God.


title: Hospitality

text: One of the main principles of Pashtunwali is Melmastia. This is the display of hospitality and profound respect to all visitors (regardless of race, religion, national affiliation or economic status) without any hope of remuneration or favour. Pashtuns will go to great lengths to show their hospitality.


title: Hospitality

text: Islam highly recommends one another to say peace be upon you Assalamu Alaikum to one another as Muhammad had said,


title: Hospitality

text: Muslims are obliged to treat their guest with kindness and peace, even prisoners (in war), as Muhammad had said in authentic sources and verses from the Quran.


title: Hospitality

text: Abu Aziz ibn Umair reported: "I was among the prisoners of war on the day of the battle of Badr. Muhammad had said, 'I enjoin you to treat the captives well.' After I accepted Islam, I was among the Ansar (Inhabitants of Madinah) and when the time of lunch or dinner arrived, I would feed dates to the prisoners for I had been fed bread due to the command of Muhammad."


title: Hospitality

text: Invite (all) to the Way of thy Lord with wisdom and beautiful preaching, and argue with them in ways that are best and most gracious.


title: Hospitality

text: Good hospitality is crucial in Islam even in business. According to another report, Muhammad passed by a pile of food in the market. He put his hand inside it and felt dampness, although the surface was dry. He said:


title: Hospitality

text: He said, "Why did you not put the rain-damaged food on top so that people could see it! Whoever cheats us is not one of us."


title: Hospitality

text: Celtic societies also valued the concept of hospitality, especially in terms of protection. A host who granted a person's request for refuge was expected not only to provide food and shelter for his/her guest, but to make sure they did not come to harm while under their care.


title: Hospitality

text: In the West today hospitality is rarely a matter of protection and survival and is more associated with etiquette and entertainment. However, it still involves showing respect for one's guests, providing for their needs, and treating them as equals. Cultures and subcultures vary in the extent to which one is expected to show hospitality to strangers, as opposed to personal friends or members of one's ingroup.


title: Hospitality

text: Jacques Derrida offers a model to understand hospitality that divides unconditional hospitality from conditional hospitality. Over the centuries, philosophers have devoted considerable attention to the problem of hospitality. To Derrida, there is an implicit hostility in hospitality, as it requires treating a person as a stranger, distancing them from oneself; Derrida labels this intrinsic conflict with the portmanteau "hostipitality". However, hospitality offers a paradoxical situation (like language), since the inclusion of those who are welcomed in the sacred law of hospitality implies that others will be rejected. Julia Kristeva alerts readers to the dangers of "perverse hospitality", which consists of taking advantage of the vulnerability of aliens to dispossess them. Hospitality serves to reduce the tension in the process of host–guest encounters, producing a liminal zone that combines curiosity about others and fear of strangers. In general terms, the meaning of hospitality centres on the belief that strangers should be assisted and protected while traveling. However, not all voices are in agreement with this concept. Anthony Pagden describes how the concept of hospitality was historically manipulated to legitimate the conquest of the Americas by imposing the right of free transit, which was conducive to the formation of the modern nation state. This suggests that hospitality is a political institution, which can be ideologically deformed to oppress others.


title: The Elder Scrolls III: Morrowind

text: The Elder Scrolls III: Morrowind is an open-world action role-playing video game developed by Bethesda Game Studios and published by Bethesda Softworks. It is the third installment in the "Elder Scrolls" series, following 1996's "", and was released in 2002 for Microsoft Windows and Xbox. The main story takes place on Vvardenfell, an island in the Dunmer (Dark Elf) province of Morrowind, part of the continent of Tamriel. 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.


title: The Elder Scrolls III: Morrowind

text: Although it is primarily a fantasy game, with many gameplay elements and Western medieval and fantasy fiction tropes inspired by "Dungeons & Dragons" and previous RPGs, "Morrowind" also features some steampunk elements, and drew much inspiration from Middle Eastern and East Asian art, architecture and cultures. "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. This choice received mixed reactions, though such feelings were tempered by reviewers' appreciation of "Morrowind"s expansive, detailed game world.


title: The Elder Scrolls III: Morrowind

text: "Morrowind" achieved critical and commercial success, winning various awards including Game of the Year and selling over four million copies worldwide by 2005. It has since been considered one of the best video games ever made. The game spawned two expansion packs: "" and "". 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 open-source, free software alternative game engine OpenMW permits users of Linux and macOS, as well as Windows, to play the game natively, and with support for optional higher-end graphics than the original Bethesda engine. It requires an installation of the original game, as it uses the Bethesda game data files, and supports many third-party mods. "Morrowind's" Xbox release also runs as a backwards compatible title on the Xbox One and Series X/S consoles. "Morrowind" was followed by "" in 2006.


title: The Elder Scrolls III: Morrowind

text: "Morrowind" begins with the player's character, having been imprisoned, arriving in Morrowind by boat to be pardoned. This is a common introductory segment throughout the main installments of the series. A tutorial depicting the prisoner's release moves the player through the process of character creation. 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. These affect the player's starting attributes, skills, and abilities. The player then determines their class in one of three ways: Picking from a class list, randomly generating a class via questions, or creating a custom class themselves.


title: The Elder Scrolls III: Morrowind

text: The player character's proficiency with a skill is increased through practice, training, and study. Practice involves performing the specific actions associated with a given skill, which gradually raises the character's proficiency 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. Training involves paying cash to non-player characters (NPCs) in exchange for immediate proficiency increases in that skill. Study requires reading books found in the game, some of which will immediately raise a skill when read. Weaponry skills affect the character's chance to hit. Armor skills affect the defensive strength of the armor. Other skills affect proficiency in other actions such as potion-making, running, lockpicking, etc.


title: The Elder Scrolls III: Morrowind

text: "Morrowind", like its predecessor "Daggerfall", makes a distinction between "attributes" and "skills"; skills being those individual proficiencies in particular schools of battle or with particular armor classes, and attributes being 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. Strength, for example, improves the damage of any physical blow dealt by the player character. Attributes, however, are improved only when the player levels up.


title: The Elder Scrolls III: Morrowind

text: The player levels up their character by gaining levels in ten pre-determined skills, listed as "major" and "minor" skills. Each time the player levels up their character, they can select three attributes to augment as well. 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.


title: The Elder Scrolls III: Morrowind

text: The simplest melee attack is a chop action. 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. A melee weapon's damage potential is rated for each of these attacks. Reviewers found little value in choosing between the three types of attacks for most weapons and recommended the "always use best attack" option. Hidden arithmetic modifiers, applied to each combatant's skills, determines whether or not the attack hits. In the game's original release, the player was given no indication of the amount of health left in their enemies and no indication of the strength of the player's attacks. Reviewers took the absence badly, wishing for more visible feedback. Bethesda added enemy health bars in patch 1.1.0605, released one month after "Morrowind"s initial publication.


title: The Elder Scrolls III: Morrowind

text: "Morrowind", following the tradition established by its predecessors in "The Elder Scrolls" series, is a free-form world, with few constricting boundaries on the player's actions. From the beginning of the game, players are put in a world where they are left to roam, steal, quest, and explore, without necessarily following the main quest. Lead designer Ken Rolston, when asked before "Morrowind"s release what he thought were the "core, untouchable design elements" of the "Elder Scrolls" series which "set them apart from other games," responded immediately: "Free-form experience." In Rolston's view, the game's central plot is a chance to introduce the player to a cross-current of conflicting factions, background themes, and the characters of the game, rather than the primary focus of the player's experience. "Every ["The Elder Scrolls"] game has to let you create the kind of character you want, and then do the things you want. We would never have a ["The Elder Scrolls"] role-playing game force you to be a certain character or go down a certain path."


title: The Elder Scrolls III: Morrowind

text: To allow for this behavior, "Morrowind", in addition to creating an extensive main quest, provides detailed discursive quests for a variety of factions, including various guilds, religious organizations, and aristocratic houses, in addition to side-quests found by exploration. The main plot itself may be undertaken in many ways. There are, in the words of critic Craig Lindley, "a very specific set of central plot points within this main plot. But the plot points are partially ordered: seven high-level tasks must be completed, but their constituent sub-tasks...can be accomplished in any order, and this is repeated for the sub-tasks involved in those sub-tasks." The choices the player makes in their performance of these tasks thus become methods of character interpretation; a set of dramatic tools establishing the player's newly created self-identity.


title: The Elder Scrolls III: Morrowind

text: According to Gamasutra's Matt Barton, some have argued that these changes put "Morrowind" closer in spirit to the original "Dungeons & Dragons" tabletop game, where players take a more creative role in their play, and where players are left to decide for themselves the "right" action. This is a view paralleled by Rolston, who has stated that "The goal of every ["The Elder Scrolls"] game is to create something that resembles a pen and paper RPG on the computer." The sheer number of quest possibilities, combined with what developer Ken Rolston identified as a lack of "narrative urgency", left many critics dissatisfied with the main plot. Ken Rolston later stated that the main quest might have been presented with greater force, in the style of the game's successor, "", without losing the free-form design of the series, but such concerns were not addressed before "Morrowind"s release.


title: The Elder Scrolls III: Morrowind

text: While "Morrowind" contains many quests and storylines, the central plot revolves around The Tribunal, a triumvirate of god-like beings ruling over Morrowind, and their struggle against a former ally, the demigod Dagoth Ur and his Sixth House – a cult of followers stretching out from Red Mountain, the volcanic center of Vvardenfell, the island on which the game is set. Dagoth Ur has used the Heart of Lorkhan, an artifact of great power, to make himself immortal and now seeks to drive the Imperial Legion occupiers from Morrowind using his network of spies, as well as Akulakhan, an enormous mechanical golem powered by the Heart of Lorkhan.


title: The Elder Scrolls III: Morrowind

text: After a storm and a strange dream vision, the player character (PC) begins in a town called Seyda Neen, fresh off a boat from a mainland prison, freed by the string-pulling of the current ruler of the Tamrielic Empire, Emperor Uriel Septim VII. The PC is given the task of meeting Caius Cosades, a member of the Blades, a secret group of spies and agents working for the Emperor and the Empire.


title: The Elder Scrolls III: Morrowind

text: Cosades inducts the player into the Blades on the Emperor's orders and sets the player on various quests to uncover the mysterious disappearances and revelations that the citizens of Vvardenfell have experienced, particularly the Sixth House and the Ashlander prophecies of the Nerevarine. It is later revealed that the induction under Cosades, and the player's release from prison, was due to the Emperor's suspicion that the player might be the Nerevarine – a reincarnation of the legendary Dunmer hero Indoril Nerevar – or at least someone who would make a convincing impostor to use for political gain. The PC is tasked with uncovering the prophecies regarding the Nerevarine and to fulfill them to finally defeat Dagoth Ur and his Sixth House cult.


title: The Elder Scrolls III: Morrowind

text: Prophecies from the nomadic Dunmer people living in the Ashlands, the Ashlanders, predict that Nerevar's incarnate will fulfill a set of seven prophecies. The first two prophecies are that the Nerevarine will be born on a certain day to uncertain parents, and will be immune to Corprus disease, a Divine disease created by Dagoth Ur. The player has already fulfilled the first, and hence was chosen for the task. The player becomes immune to Corprus by contracting the disease and surviving an experimental cure. Fulfilling these, the player seeks to complete the third prophecy, a test to find the Moon-and-Star (also called One-Clan-Under-Moon-And-Star), the symbolic ring originally worn by Nerevar, which has the power to instantly kill anyone, apart from himself (and by extension, the Nerevarine), who tries to wear it. Upon finding and equipping the ring, the player receives a vision from Azura, the ancient Daedric Prince of the Dawn and Dusk, who confirms that the player is Nerevar's incarnate. The Nerevarine completes the fourth and fifth trials, which are to rally the Great Houses of the Dunmer and Ashlanders of Vvardenfell under one banner. After receiving the support and being declared "Hortator" by every Great House and "Nerevarine" by all nomadic Ashlander tribes, the player is officially, albeit reluctantly, called "Nerevarine" by the Tribunal Temple, who normally persecutes anyone who claims to be the Nerevarine and sentences them to death.


title: The Elder Scrolls III: Morrowind

text: The Nerevarine is invited to the palace of the poet god-king Vivec, one of the three deities that form the basis of Morrowind's religion, known as the Tribunal, to discuss the assault on Dagoth Ur's stronghold in the heart of Red Mountain. Vivec presents the player with the gauntlet 'Wraithguard', an ancient Dwemer artifact that allows the use of the tools Sunder and Keening. These ancient weapons were created by the Dwemer to tap into the power of the fabled Heart of Lorkhan, which they found beneath Red Mountain - and these same tools have been used by the Tribunal and Dagoth Ur to reach their god-like status.


title: The Elder Scrolls III: Morrowind

text: The tools can, however, also destroy the fabled Heart of Lorkhan, but without having the Wraithguard equipped, they will deal a fatal blow to whoever wields them.


title: The Elder Scrolls III: Morrowind

text: The player travels into Red Mountain to Dagoth Ur's citadel. After talking with Dagoth Ur, who attempts to sway the player to his side with the claim that he is merely following Nerevar's final orders, the player and Dagoth Ur fight. Besting Dagoth Ur, the Nerevarine soon discovers that while the Heart of Lorkhan is still intact, Dagoth Ur remains immortal and he soon returns from death. Making his way to the very heart of the mountain, the Nerevarine finds the Heart of Lorkhan and destroys it, severing Dagoth Ur from his power and ultimately killing him. Akulakhan's Chamber, where Lorkhan's heart resided, is destroyed in the process as the cavern collapses, and in turn, Red Mountain is cleared of blight and The Sixth House falls. Upon escaping from the chamber, the Nerevarine is congratulated by Azura, who comes to reward the player's efforts of fulfilling the prophecy.


title: The Elder Scrolls III: Morrowind

text: The game does not end upon the completion of the main quest, but the game world Vvardenfell is affected in many different ways. The Blight Storms cease to plague the land, and the weak-minded followers of the Sixth House are reawakened, remembering nothing of their ordeal. The Dreamers who harassed the Nerevarine fall silent, and the Nerevarine becomes widely known as the savior of Vvardenfell. The quintessential consequence of defeating Dagoth Ur was the destruction of the Heart of Lorkhan. Due to their immortality linked to the heart, Vivec and the Tribunal become mortal again, leaving Vivec's future in question and up to the player to determine his fate. The loss of divinity among the Tribunal is the main plot point of the game's first expansion, "".


title: The Elder Scrolls III: Morrowind

text: "Morrowind" takes place on Vvardenfell, an island in the Dunmer-dominated province of Morrowind, far from the typically European-inspired lands to the west and south depicted in "" and "". Along with graphical improvements, one of the most apparent differences between "Morrowind" and the earlier games in the series is that "Morrowind" takes place in a much smaller area than the previous games. While "Arena" featured the entirety of Tamriel as an explorable area, and "Daggerfall" featured sizeable portions of two provinces of Tamriel, Hammerfell, and High Rock, "Morrowind" includes only the "relatively small" island of Vvardenfell within the province of Morrowind. The change was a result of a conscious choice on the part of the developers to feature more detail and variety in the game. Whereas "Daggerfall" and "Arena"s dungeons were randomly generated, each area in "Morrowind" was specifically detailed, and each item was individually placed. As a result, reviewers were generally impressed with the game world's variety, as this maintained the perception of an "enormous" game-world. The game area expands to the walled city of Mournhold on Morrowind's mainland in the "" expansion, and the island of Solstheim to the northwest of Vvardenfell in the "" expansion.


title: The Elder Scrolls III: Morrowind

text: "Morrowind"s developers, rather than basing the culture of Morrowind onto the typical Medieval European setting of fantasy games, chose a more eclectic route, taking elements from African cultures, specifically Ancient Egyptian, but also early Japanese, and Middle Eastern cultures. with Egyptian architecture cited in particular for its significant influence on Balmora's Hlaalu architecture. Executive Producer Todd Howard felt that the use of Morrowind as a backdrop was integral in the development of the game's style. While admitting some elements of the partially medieval Imperial culture more typical of fantasy to retain familiarity with the earlier installments of the series, "Morrowind"s Dark Elven setting "opened huge new avenues for creating cultures and sites that are not traditionally seen in a fantasy setting". The development team also gave particular credit to the Ridley Scott film "Gladiator", high fantasy, "The Dark Crystal", and Conan the Barbarian as influences.


title: The Elder Scrolls III: Morrowind

text: The game has over 300 books (not counting spell scrolls). One particular compilation of the text was 1,241 sheets of 8.25 × 11 inch paper. "PC Gamer" weighted the in-game text as equal to six typical-size novels. Many of these books provide long, serial stories, and provide hints as to the background and history of the game. One critic, Phillip Scuderi, remembered "Morrowind" for its great literary richness. To him, the in-game literature and its integration within the game were "Morrowind"s "most original and lasting contribution to the history of games", one that would place it beside "" as one of the most important games of all time. Such themes are echoed in other responses to the game, such as that of RPGamer's Joseph Witham, who found the story "discreet" in its progression, with a dungeon-crawling feel, standing alongside a "whole world of unique history" with books forming the greater part of the player's interaction with that world. Most of the books were reused in "The Elder Scrolls IV: Oblivion" and "".


title: The Elder Scrolls III: Morrowind

text: The game has a great deal of geographic variation in climate, flora, and, to some extent, fauna as well. Besides that, there is also some variety in politics and culture among the in-game populations, the combination of which adds to the uniqueness of different parts of the island. On top of that, there is an archaeological aspect to the game, which gives a certain degree of depth to the story as well as the option for further exploration. Additionally, there are various kinds of limits in visibility such as fog and dust, which are countered with "clear day/night" effects that also enhance visibility to some extent.


title: The Elder Scrolls III: Morrowind

text: The in-game exploration is chiefly based on walking and running; however, there are instances when swimming and sometimes levitation is involved. Transportation of other kinds, such as teleportation, and traveling by boat or on the back of giant flea-like creatures called silt striders, is available for a fee when moving between the various settlements on Vvardenfell as a method of fast travel.


title: The Elder Scrolls III: Morrowind

text: A third title in the "Elder Scrolls" series was first conceived during the development of "Daggerfall", though it was initially to be set in the Summerset Isles and called "Tribunal". Following the release of "Daggerfall", it was set up around an SVGA version of XnGine, which Bethesda later used in "", and set in the province of Morrowind. The game was "much closer to "Daggerfall" in scope", encompassing the whole province of Morrowind, rather than the isle of Vvardenfell, and allowing the player to join all five Dunmer Great Houses. The blight was conceived as a dynamic force, progressively expanding and destroying cities in its wake. It was finally decided that the scope of the original design was too grand given the technology current at the time. According to Ken Rolston, something was said approximating "We're not ready for it, we don't want to jump into this and fail". The project was put on hold in 1997, as Bethesda went on to develop "" and "Battlespire", though the project remained in the back of the developers' minds throughout this period.


title: The Elder Scrolls III: Morrowind

text: The completion of "Redguard" in 1998 led to a return to the "Morrowind" project, as the developers felt a yearning in their audience to return to the classically epic forms of the earlier titles. Finding that the gaps between their technical capacities and those of rival companies had grown in the interim, Bethesda sought to revitalize itself and return to the forefront of the industry, an effort spearheaded by project leader Todd Howard. The XnGine was scrapped and replaced with a licensed copy of NetImmerse, a Direct3D powered engine, with transform and lighting capacity, 32-bit textures and skeletal animation. During their promotional campaign, Bethesda deliberately paralleled their screenshot releases with the announcement of NVIDIA's GeForce 4, as "being indicative of the outstanding water effects the technology is capable of".


title: The Elder Scrolls III: Morrowind

text: The scale of the game was much reduced from the earlier concept, focusing primarily on Dagoth Ur and a smaller area of land. It was decided that the game world would be populated using the methods the team had developed in "Redguard"; that is, the game objects would be crafted by hand, rather than generated using the random algorithmic methods of "Arena" and "Daggerfall". By 2000, "Morrowind" was to be unequivocally a single-player game, with no chance of multiplayer extension. In the words of Pete Hines, Bethesda's Director of Marketing and PR: "No. Not on release, not three months after, no no no." The project, despite the reduced scale, became a massive investment. According to the team's reasoning, the endeavor took "close to 100 man-years to create". To accomplish this feat, Bethesda tripled their staff and spent their first year of development on The Elder Scrolls Construction Set, allowing the game staff to easily balance the game and to modify it in small increments rather than large. According to project leader Todd Howard, the Construction Set came as the result of a collective yearning to develop a "role-playing operating system", capable of extension and modification, rather than a particular type of game. Despite the additional staff, designer Ken Rolston would later state that, compared to "Oblivion", "Morrowind" had a small design team. Around 40 developers worked on the game.


title: The Elder Scrolls III: Morrowind

text: In May 2000, Bethesda set the first expected PC release date in late 2001. On May 5, 2001, Bethesda announced an additional "Morrowind" release for Microsoft's Xbox. The project was, according to the same release, something that Bethesda had been working on with Microsoft since they had first known of the console. "Morrowind" had an impressive showing at E3 2001, demonstrating a beta build to the public. The same beta build was demonstrated to the staff of "PC Gamer" for another preview and was kept around the office as late as June 19 as the subject of later previews, while another test build was developed alongside. Later order forms, such as those by Electronics Boutique, set the date in November. On October 10, 2001, GameSpot reported that "Morrowind"s release date had been set back to March 2002. On October 12, a press release from Bethesda gave the date of "Spring 2002", confirming GameSpot's supposition of delay without agreeing on the more specific date of "March". Though no rationale behind the delay was given at the time, developer Pete Hines later attributed the delay to a need for game testing and balancing. Although the PC version of "Morrowind" had gone gold by April 23, 2002, and was released on May 1 in North America, the Xbox release was delayed further. On April 15, GameSpot suggested an Xbox release date sometime in May and a scheduled "going gold" date for the Xbox version in the first week of the same month. In contradiction of GameSpot's supposition, a June 4 Bethesda press release set June 7 as the Xbox release date.


title: The Elder Scrolls III: Morrowind

text: On January 3, 2002, Bethesda announced that game publisher Ubi Soft would take control of the European distribution of "Morrowind" and eight other Bethesda games. Under Ubi Soft's supervision, "Morrowind"s European release took place in two stages. A "semi-localized" version of the game was released in May, containing a translated manual but leaving the game's text in untranslated English. A fully localized version of the game, with translated versions of both, was released in August. Ubi Soft group brand manager Thomas Petersen described the difficulties of translating a "universe featuring more than a million words" as "quite a task".


title: The Elder Scrolls III: Morrowind

text: In a break from standard industry practice, Bethesda decided to publish its strategy guide in-house, rather than contracting it out to a third-party publisher like BradyGames or Prima Games. The decision resulted from a belief among Bethesda staff that they believed in and understood "Morrowind" more than any external agency and deserved more royalties than were commonly rewarded. Bethesda hired Peter Olafson, a noted game journalist and friend of the company, and they began work on the guide in January 2002, four months before release. The resulting product, "Morrowind Prophecies Strategy Guide", sold over 200,000 copies as of September 24, 2003. Although the royalties from most third-party game publishers approach 25% to 30% only infrequently, Bethesda managed a 70% profit margin on their own. In spite of this success, Bethesda decided to allow Prima Games to publish the "official" game guide for the release of "".


title: The Elder Scrolls III: Morrowind

text: "Morrowind"s soundtrack was composed by Jeremy Soule, a video game composer whose previous soundtracks for "Total Annihilation" and "Icewind Dale" had earned some acclaim from the gaming press. In a Bethesda press release, Soule stated that the "epic quality" of the "Elder Scrolls" series was "particularly compatible with the grand, orchestral style of music" that Soule enjoys composing "the most". Outside Bethesda press releases, some have criticized "Morrowind"s soundtrack. In their reviews of the game, both GameSpot and GameSpy criticized the length of the game's soundtrack and praised its general production quality. In the words of GameSpot's Greg Kasavin: "The very first time you boot up Morrowind, you'll be treated to a memorable, stirring theme filled with soaring strings and booming percussion. You'll proceed to hear it literally every five minutes or so during play." Soule was aware of the problem and chose to create a soft and minimalist score so as not to wear out players' ears.


title: The Elder Scrolls III: Morrowind

text: In a feature for "Gamasutra", Scott B. Morton, although praising the music itself, declared that "Morrowind"s soundtrack did not work effectively with the game's gameplay, accomplishing little as an emotional device. "Morrowind"s soundtrack is ambient, with cues only for battle encounters. In Morton's view, the lack of variation, response to the game's action, and the short length leave players detached from the game world. Alexander Brandon, in another "Gamasutra" feature, praised "Morrowind"s soundtrack for its innovative instrumentation. In Brandon's opinion, its use of orchestral elements in conjunction with synthesized ones, and the use of what Brandon termed "the 'Bolero' approach", left the game's soundtrack feeling "incredibly dramatic". In February 2003, "Morrowind" was nominated for the category of "Outstanding Achievement in Original Music Composition" at the 6th Annual Academy of Interactive Arts & Sciences' Interactive Achievement Awards but lost to "".


title: The Elder Scrolls III: Morrowind

text: "Morrowind" also contained a fair bit of voiced dialogue; an aspect somewhat better received by the gaming press. Of note is Lynda Carter, television's "Wonder Woman", promoted by Bethesda for her role in voicing the female Nords in the game. "Morrowind"s race-specific voice acting received praise from some reviewers, though was met with disdain from others, who disliked the discord between a culturally inflected voice spoken in an alien dialect and the grammatically flawless dialogue printed in the dialogue boxes. The Special Edition Soundtrack was released over DirectSong as a digital release.


title: The Elder Scrolls III: Morrowind

text: Worldwide sales of "The Elder Scrolls III: Morrowind" reached almost 95,000 units by the end of June 2002, and rose to 200,000 copies by the end of September. By August 2005, the game had surpassed 4 million copies sold. In the United States, "Morrowind"s computer version sold 300,000 copies and earned $11.7 million by August 2006, after its release in April 2002. It was the country's 62nd best-selling computer game between January 2000 and August 2006. Combined sales of all "Elder Scrolls" computer games released between those dates had reached 990,000 units in the United States by August 2006.


title: The Elder Scrolls III: Morrowind

text: Morrowind was the best-selling RPG for Xbox in 2002. It was one of the top 10 best-selling games on Xbox from May through October 2003, a full year after its initial launch. The only other game to accomplish this feat was .


title: The Elder Scrolls III: Morrowind

text: "The Elder Scrolls III: Morrowind" was well received by critics. It was congratulated most frequently for its breadth of scope, the richness of its visuals, and the freedom it worked into its design. Alongside the compliments, however, came criticism that the game designers had overstretched themselves, leaving glitches in various spots, and made a game too taxing to be run on an average machine, with one reviewer calling it "a resource pig". In a retrospective by 1Up, the breadth and open-endedness of "Morrowind" are suggested to have contributed to the decline of single-player RPGs on home computers by leading customers to MMORPGs, where they could have a similar experience.


title: The Elder Scrolls III: Morrowind

text: In spite of this, reviewers generally felt that the drawbacks of the game were minor in comparison to its strengths. IGN concluded that "Morrowind isn't perfect and its system requirements are huge; but its accomplishments outweigh any reservations." GameSpots review concluded with a similar summation. ""Morrowind" does have numerous drawbacks ... But they're all generally minor enough that most anyone should be able to look past them ... They'll otherwise find that "Morrowind" fulfills its many ambitious intentions. It's a beautiful-looking, sprawling, and completely open-ended game that allows you to play pretty much however you like".


title: The Elder Scrolls III: Morrowind

text: The game environment of "Morrowind" was applauded as large and richly detailed, particularly for its real-time weather effects, day/night cycle, and its great variety of plant and animal life. "Xbox Nation" commended the game for its "sheer scope", and credited that aspect as the game's "biggest selling point", though it criticized the slowdowns, travel times and questing complexities that resulted from it. In contrast to the "generic" nature of "Daggerfall"s design, reviewers found "Morrowind"s design spectacular, varied, and stunning. GameSpot stated that "Simply exploring Morrowind is possibly the best thing about it."


title: The Elder Scrolls III: Morrowind

text: The mildly complex reciprocal skill system was generally praised, with a few exceptions. IGN, though finding the manual's description of the system unclear, found the classes well balanced and well designed for all play styles. GameSpot found the system transparent and sensible. "PC Gamer", by contrast, found the system unbalanced, with combat privileged over other features. "Computer Gaming World" felt the system's privileging of combinations of single-handed combat weapons and shields over double-handed weapons unnecessarily exploitable, but appreciated the freedom offered by the broad skillset and action-dependent leveling. GameSpy gave strong commendation to the system, stating that "The advancement system makes so much sense that it makes other games, even games set in the "D&D" world such as "Baldur's Gate", look silly by comparison". "Morrowind"s combat system was poorly received by the gaming press. GameSpot characterized it as one of the game's major weak points, and GameSpy devoted the majority of their review's minor complaints to it. The system was disparaged for its simplicity and tendency to bore.


title: The Elder Scrolls III: Morrowind

text: One element about "Morrowind" that received particular, and near-universal, criticism, was the game's journal system. In "Morrowind", the player has a journal which is automatically updated with information from time to time following conversations with NPCs and important developments in the plot, each new entry following all those previous. Though IGN and "GamePro" commended the general interface for its relative ease of use, the journal was almost universally reviled. The journal was found to quickly become a "muddled mess", "hundreds of pages long", without any useful method of organization by quest title or completion level. "Computer Gaming World" called the feature an "anal-retentive nightmare of confusion", and called it one of the game's two greatest shortcomings. However, Bethesda remedied the complaints to some extent in the subsequent expansion "Tribunal". There, the journal was organized by quests and could be more easily navigated.


title: The Elder Scrolls III: Morrowind

text: Despite being Bethesda's first major title to be produced for a console, "Morrowind"s Xbox release was well received in the gaming press. The inability to use add-on modifications on the Xbox version was unhappily felt, as was the decreased resolution, but the qualities of detail and open-endedness which had similarly graced the PC release made good the Xbox release's faults. "Morrowind"s Xbox release sold very well; it continued to rank among the top 10 sellers on the console one year after its initial release, a feat matched only by "". In spite of its critical and commercial success, "Morrowind" did not win any end-of-year press awards for its Xbox release.


title: The Elder Scrolls III: Morrowind

text: The editors of "Computer Games Magazine" named "Morrowind" the third-best computer game of 2002, and wrote, "Unlike its ambitious but ultimately flawed predecessors, this is Herculean role-playing that works." It was a nominee for "PC Gamer US"s "2002 Best Roleplaying Game" award, which ultimately went to "Neverwinter Nights". "Morrowind" won GameSpys PC RPG of the Year Award, though it lost to "Neverwinter Nights" in reader polls, ranking 24% against "Neverwinter"s 34.9% popular support. It won IGN's RPG Vault's Game of the Year Award, IGNs PC Roleplaying Game of the Year Award in both its editorial and popular forms, RPG Vaults Game of the Year Award 2002, and was IGNs reader's choice for Best Story. "Morrowind" lost GameSpots best PC RPG of 2002 award to "Neverwinter Nights", but won best Xbox RPG, and was nominated in the "Best Story on Xbox" and "Best Graphics (Artistic) on Xbox" categories. "Morrowind", in addition to its nomination in music composition, was also nominated in the category of "Computer Role-Playing Game of the Year" at the 2003 Interactive Achievement Awards, but lost, again, to "Neverwinter Nights".


title: The Elder Scrolls III: Morrowind

text: In 2003, "Morrowind" received the dubious honor of ranking 21st on GameSpys "25 Most Overrated Games" list, for its "buggy, repetitive, and dull gameplay". In 2010, IGN ranked Dagoth Ur 90th in "Top 100 Videogames Villains".


title: The Elder Scrolls III: Morrowind

text: "The Elder Scrolls III: Tribunal", announced on September 2, 2002, and scheduled for a PC-only release, went gold on November 1 and was released, with little fanfare, on November 6. "Tribunal" puts the player in the self-contained, walled city of Mournhold, the capital of the province of Morrowind; the new city is not connected to "Morrowind"s landmass, Vvardenfell, and the player must teleport to it. The storyline continues the story of the Tribunal deities.


title: The Elder Scrolls III: Morrowind

text: The choice to produce the expansion was primarily inspired by the success of "Morrowind"s release, as well as a general feeling that "Elder Scrolls" series games are ongoing experiences that merit new things for their players to do. Development on the game began immediately after "Morrowind" shipped, giving the developers a mere five-month development cycle to release the game—a very fast cycle for the industry. The prior existence of the "Construction Set", however, meant that the team "already had the tools in place to add content and features very quickly."


title: The Elder Scrolls III: Morrowind

text: Interface improvements—specifically, an overhaul of "Morrowind"s journal system—were among the key goals for "Tribunal"s release. The new journal allowed the player to sort quests individually and by completion, reducing the confusion caused by the original's jumbling together of every quest into a single chronological stream. The game's reviewers took well to the change, although some criticized the incomplete implementation of the system, and others found the system continued to be "a bit unwieldy."


title: The Elder Scrolls III: Morrowind

text: Reviews of "Tribunal" were generally positive, though to lesser amounts than was the case for "Morrowind". Aggregate scoring sites gave the game generally favorable scores: Metacritic, a score of 80; GameRankings, a score of 82. Most critics commented on the higher linearity of the experience, combined with a reduction in the total size of the play area, giving the changes mixed reviews. GameSpot reported sullenly on the change: "it's somewhat surprising that the Tribunal expansion confines your adventures to the relatively small setting of the municipality Mournhold," and that, in light of this change, ""Tribunal" doesn't have many of the features that made "Morrowind" so appealing." IGN stated that although "you'll rarely lose sight of what you're doing or why," a fact that may make the game more "comprehensible" for some players, "the lack of interaction with the rest of the world is pretty depressing." RPGamer, by contrast, was unequivocally positive about the change: "Bethesda ... neatly sidesteps two of the most difficult atmospheric flaws of "Morrowind"—the constant sense of emptiness, and the bland outdoor landscapes—by having the story take place entirely within the city of Mournhold ... This smaller, tighter playing field ensures that every minor detail can and does get attention."


title: The Elder Scrolls III: Morrowind

text: "The Elder Scrolls III: Bloodmoon", announced on February 14, 2003, and scheduled for release in May of the same year, went gold by May 23, and was released on June 6. Bethesda began work on the expansion immediately following the release of "Tribunal" in November 2002. "Bloodmoon" is a larger expansion than "Tribunal", in terms of area covered and content created; it expands the game's main map to include the untamed island of Solstheim located to the northwest of Vvardenfell, a frigid northern tundra sprinkled with forests, and many new varieties of creatures, such as the short but tough rieklings. These additions marked a return to the "open-ended gameplay" and "free-form exploration" of the original, in contrast to the linearity and confinement of "Tribunal". Reviews for "Bloodmoon" were, again, generally positive. Aggregate scoring sites gave the game generally favorable scores: Metacritic, a score of 85; GameRankings, a score of 83.


title: The Elder Scrolls III: Morrowind

text: One of the key selling points of "Bloodmoon" was its reintegration of werewolves, a feature that had been included in "Daggerfall", but was absent in "Morrowind", despite being a feature prominently advertised in previews before the game's release. "Morrowind" instead included vampirism, which was almost an "Easter egg" in terms of how many players remained unfamiliar with the feature. Players become werewolves by catching the lycanthropic disease "Sanies Lupinus" and letting three days pass without getting it cured. Once the disease has been fully integrated, the player transforms every night, regardless of the lunar cycle. Being a werewolf provides ability increases, though their strength was reduced relative to the major bonuses offered by lycanthropy in "Daggerfall". Some reviewers found the addition to be a welcome challenge, but others thought it frustrating and poorly implemented.


title: The Elder Scrolls III: Morrowind

text: "The Elder Scrolls III: Morrowind Game of the Year Edition" was announced May 12, 2003, and released October 31 of the same year. It compiled both the "Tribunal" and "Bloodmoon" expansions, along with patches available only for the PC release, plus a variety of minor quest and item add-ons, and offered them up in one single package for both PC and Xbox platforms. This provided Xbox players with most of the game content they had not previously had access to. Absent, however, from the Xbox version was the improved journal included in Bethesda's "Bloodmoon" and "Tribunal" releases, as well as the later patched editions of "Morrowind"s original release. Reviewers responded to the absence negatively.


title: The Elder Scrolls III: Morrowind

text: Nonetheless, reviews for the GotY set were generally positive – more so than for all previous releases of the game. "Metacritic" gave the edition an aggregate score of 89; GameRankings, an 88. "PC Gamer" redistributed this version under their "PC Gamer Presents" line.


title: The Elder Scrolls III: Morrowind

text: Bethesda Softworks, the developer of "Morrowind", offers the ability to change the game via plugins (often referred to as modifications, or mods for short) using "The Elder Scrolls Construction Set", which comes with the PC version of the game. The Construction Set, and a variety of third-party mod-making tools, allow the modder to create and edit different objects, places, characters, dialogues, races, birthsigns, abilities, and skills. Characters can be made as strong or as fast as the user wants, and allows the player to experience the game in a way that would not normally be possible within the game's mechanics.


title: The Elder Scrolls III: Morrowind

text: These plugins are usually easy to install and can change almost everything in the game. Plugins can add or modify existing mechanics, creatures, weapons, armor, quests, people, playable species, Easter eggs, stores, player-owned houses, cities, plotlines, and entire landmasses with some or all of the above. Organized projects, such as Tamriel Rebuilt and Project: Tamriel, attempt to recreate the originally envisioned "Morrowind" province and other parties of Tamriel, as seen in other "The Elder Scrolls" games. For example, there are interpretations of both Cyrodiil and Skyrim, the settings of later "The Elder Scrolls" games. The total conversion mod, "Arktwend," developed by SureAI (the same developers behind "" and "Enderal: The Shards of Order") was developed on "Morrowind"s engine and requires "Morrowind, Tribunal", and "Bloodmoon" to play.


title: The Elder Scrolls III: Morrowind

text: Many change or enhance the graphical aspects of the game, such as lighting, 3D models, colors, and textures. Others attempt to optimise demanding meshes (e.g. by reducing draw calls or texture atlasing) or fix unpatched bugs left in the game with unofficial patches. Additionally, Bethesda has produced official mods, such as "Siege at Firemoth", which may be found on the official site. All official plugins are included in the GOG.com release of the "Game of the Year Edition".


title: The Elder Scrolls III: Morrowind

text: OpenMW is an open-source, free-software replacement game engine that supports playing the original and add-on "Morrowind" content natively (without emulation or a virtual machine) on Linux, macOS, Windows, and certain Android devices. It supports higher-resolution graphics (installed as mods) than the original Bethesda engine, but requires a copy of the original game, in any edition, for its data files. Most third-party mods that are not dependent on any MS Windows executables and which are free of serious scripting syntax errors are also compatible with OpenMW. Since 2016, all of the quests, classes, races, and other character choices of "Morrowind" and its official expansions and add-ons are fully playable in OpenMW, though it remains in extended beta testing OpenMW is also the basis for TES3MP, an attempt to develop a networked, multiplayer version of the game, in early alpha testing


title: The Elder Scrolls III: Morrowind

text: Another fan labor effort, The Elder Scrolls Renewal Project, has been working on remastering "Morrowind" to run as add-ons for later games in "The Elder Scrolls" franchise (as "Morroblivion" for "Oblivion", and "Skywind" for "Skyrim"). The project is also working on a remaster of "Oblivion" to run within "Skyrim" (Under the name "Skyblivion").


title: IPad (5th generation)

text: The iPad 9.7-inch (officially iPad (5th generation)) is a tablet computer designed, developed, and marketed by Apple Inc. After its announcement on March 21, 2017, conflicting naming conventions spawned a number of different names, including "seventh-generation iPad" or "iPad (2017)".


title: IPad (5th generation)

text: It is the five years core iPad tablet successor to the iPad (4th generation) where the 2013 iPad Air was released as the first iPad to be exclusive on the iPad Air lineup instead.


title: IPad (5th generation)

text: Unlike the iPad Air 2, this iPad does not have a fully laminated display, and also lacks an anti-reflective coating.


title: IPad (5th generation)

text: On March 27, 2018, Apple announced its successor, the sixth-generation iPad. This also marked the discontinuation of the 2017 iPad.


title: IPad (5th generation)

text: This iPad model was announced by Apple on March 24, 2017 in a press release. There has been confusion around its naming, being referred to as just "iPad" in marketing, but called the "fifth-generation iPad" in official statements and specifications sheets, a title previously taken by 2013's iPad Air. Other sources refer to it as the "seventh-generation iPad", when including the iPad Air and iPad Air 2 as the fifth- and sixth-generation iPads respectively. It has also been referred to as "iPad 2017".


title: IPad (5th generation)

text: Matt Kapko of "CIO" wrote that Apple's introductory pricing of $329 in the United States for the iPad, a $70 price reduction vs the iPad Air 2, appeared to be designed to fend off the encroachment of Google's Chromebook laptops in the education sector and to foster wider adoption in customer-facing terminals. Kapko also wrote that the device is designed to appeal to businesses that require inexpensive tablets for undemanding use, including as kiosks, checkout terminals, and hospitality screens.


title: IPad (5th generation)

text: The fifth generation iPad shares most design elements with the iPadAir, with a 9.7-inch (25 cm) screen, 7.5mm thickness, and differences such as the lack of the physical mute switch, smaller microphone holes and only a single row of speaker holes. Compared to the iPad Air 2, the processor is updated from the Apple A8X to the A9 with the embedded Apple M9 motion co-processor. The fifth generation iPad has 2 gigabytes of RAM. Unlike other iPad models available, this iPad's display is not fully laminated and does not have anti-reflective coating. However, this iPad has a brighter screen than the iPad Air 2 (25% brighter according to Apple). It is available in 32 and 128 GB storage options. Contrasting with the iPad Pro lineup, this iPad features only two speakers (as opposed to four), has no Smart Connector support, and has no camera flash. It is offered in silver, gold, and space grey colors. Despite its use of the Apple A9 processor and accompanying M9 motion co-processor, introduced with the iPhone 6S in 2015, the iPad does not feature support for always-on "Hey Siri" voice input, a feature advertised as being made possible by low-power processing in the then-new chips. The use of "Hey Siri" is limited to when the iPad is connected to power.


title: IPad (5th generation)

text: At the time of its original release, the iPad shipped with iOS 10, a version of Apple's mobile operating system. New units sold come with the new iOS 11 operating system after its Fall 2017 release. The included Touch ID fingerprint sensor allows the user to unlock the device as well as approve purchases from the App Store, iTunes Store, and iBooks Store. Touch ID and Apple Pay let the user purchase items from websites or from within apps.


title: IPad (5th generation)

text: The iPad received generally positive reviews. It was significantly praised for performance, with reviewers asserting that the model was noticeably faster than older iPad models, and also received positive reviews for its price and battery life. It was criticized, however, for lacking a laminated and anti-reflective screen, lack of support for the Apple Pencil, and lack of a Smart Connector for accessories such as attachable keyboards, the latter two of these criticisms being remedied with the introduction of the iPad (6th generation) a year later. Its introductory price in the United States was the lowest ever for an iPad, with the media noting that the lower price might be an effort to encourage wider adoption of the tablet in the education sector, as well as for businesses needing inexpensive tablets for undemanding uses.


title: IPad (5th generation)

text: Dieter Bohn of "The Verge" wrote that "it is a thin, fast tablet", and praised the screen for being "very good", despite not having "the fancy True Tone display that the iPad Pro does, nor does it have some of the things that made the screen on the iPad Air 2 so nice: lamination and anti-reflectivity". He criticized the lack of support for attachable keyboards and Apple Pencil, while praising the A9 processor as "significantly faster than older iPads", though noting that it isn't "necessarily significantly faster than the iPad Air 2", and "not as fast as the iPad Pro". He also disliked that the iPad only features two speakers, as opposed to four on the iPad Pro, while summarizing the overall review with "Fundamentally, what I am trying to tell you is that this is an iPad. You trust that iPads are decent tablets and that they have a basic level of quality, speed, and functionality" and "Get one if you need one, but don't stress that you're missing out if you don't."


title: IPad (5th generation)

text: Sascha Segan of "PC Magazine" wrote that "The Apple iPad is more affordable than ever" and noted that "While there's little reason for existing iPad owners to upgrade, the new iPad's price stabs a stake into the heart of many competing Android tablets". Although criticizing the non-laminated display for being "a little more washed out than its predecessor", he claimed that he "couldn't see a measurable difference" and that it's "a nominal degradation in quality that doesn't really matter in everyday use". Segan also praised performance compared to the prior iPad models, and also praised improved Wi-Fi performance, writing that it is "quite impressive" with "double the Wi-Fi speeds on the new iPad than I did on the Air 2". Jeff Benjamin of "9to5Mac" wrote that "Sure, it lacks the gorgeous laminated, anti-reflective display of the iPad Air 2, and sure it's not as svelte in either thickness or weight. But there's no denying that the 2017 iPad with A9 dual core processor in tow, is a good value". He described the tablet as a "solid buy for upgraders and new users".


title: IPad (5th generation)

text: Igor Bonifacic of "MobileSyrup" also praised the performance, as well as number of iPad apps available, but criticized the camera for being outdated and keyboard/Pencil incompatibility, with a summarization reading: "The 2017 iPad is not an exciting tablet. But then it's not supposed to be exciting, [...] Apple's latest tablet is an iterative update designed to appeal to a specific subset of consumers". Bonifacic also called the tablet "perfect for first-time tablet buyers". Chris Velazco of "Engadget" praised battery life, describing it as "one of the best iPads we've tested", but also criticized the lack of anti-reflection on the display, calling it "another cost-saving measure that I wish Apple had reconsidered".


title: Jujube

text: Jujube (), sometimes jujuba, known by the scientific name Ziziphus jujuba and also called red date, Chinese date, and Chinese jujube, is a species in the genus "Ziziphus" in the buckthorn family Rhamnaceae.


title: Jujube

text: It is a small deciduous tree or shrub reaching a height of , usually with thorny branches. The leaves are shiny-green, ovate-acute, long and wide, with three conspicuous veins at the base, and a finely toothed margin. The flowers are small, wide, with five inconspicuous yellowish-green petals. The fruit is an edible oval drupe deep; when immature it is smooth-green, with the consistency and taste of an apple with lower acidity, maturing brown to purplish-black, and eventually wrinkled, looking like a small date. There is a single hard kernel, similar to an olive pit, containing two seeds.


title: Jujube

text: Flavinoids found in the fruits include Kaempferol 3-O-rutinoside, Quercetine 3-O-robinobioside, Quercetine 3-O-rutinoside. Terpenoids such as colubrinic acid and alphitolic acid were found in the fruits.


title: Jujube

text: The ultimate source of the name is Ancient Greek "zízyphon". This was borrowed into Classical Latin as (used for the fruit) and (the tree). A descendant of the Latin word into a Romance language, which may have been French or medieval Latin , in turn gave rise to the common English "jujube". This name is not related to jojoba, which is a loan from Spanish , itself borrowed from "hohohwi", the name of that plant in a Native American language.


title: Jujube

text: The binomial name has a curious nomenclatural history, due to a combination of botanical naming regulations, and variations in spelling. It was first named in the binomial system by Carl Linnaeus as "Rhamnus zizyphus", in "Species Plantarum" (1753). Philip Miller, in his "Gardener's Dictionary", considered that the jujube and its relatives were sufficiently distinct from "Rhamnus" to be placed in a separate genus (as it had already been by the pre-Linnaean author Tournefort in 1700), and in the 1768 edition he gave it the name "Ziziphus jujuba" (using Tournefort's spelling for the genus name). For the species name, he used a different name, as tautonyms (repetition of exactly the same name in the genus and species) are not permitted in botanical naming. However, because of Miller's slightly different spelling, the combination of the earlier species name (from Linnaeus) with the new genus, "Ziziphus zizyphus", is "not" a tautonym, and was therefore permitted as a botanical name. This combination was made by Hermann Karsten in 1882. In 2006, a proposal was made to suppress the name "Ziziphus zizyphus" in favor of "Ziziphus jujuba", and this proposal was accepted in 2011. "Ziziphus jujuba" is thus the correct scientific name for this species.


title: Jujube

text: Its precise natural distribution is uncertain due to extensive cultivation, but its origin is thought to be in southern Asia, between Lebanon, northern India, and southern and central China, and possibly also southeastern Europe though more likely introduced there.


title: Jujube

text: The plant in Arabic and Persian is known as "Enab (عناب)", and is known as the "hinap" or "finab" in the eastern part of Bulgaria. It grows wild but is also a garden shrub, kept for its fruit. The fruit is picked in the autumn.


title: Jujube

text: The tree tolerates a wide range of temperatures and rainfall, though it requires hot summers and sufficient water for acceptable fruiting. Unlike most of the other species in the genus, it tolerates fairly cold winters, surviving temperatures down to about , and the tree is, for instance, commonly cultivated in Beijing. This wide tolerance enables the jujube to grow in mountain or desert habitats, provided there is access to underground water throughout the summer. The jujube ("Z. jujuba") grows in cooler regions of Asia. Five or more other species of "Ziziphus" are widely distributed in milder climates to hot deserts of Asia and Africa.


title: Jujube

text: This plant has been introduced in Madagascar and grows as an invasive species in the western part of the island, threatening mostly protected areas. It is cultivated in parts of southern California.


title: Jujube

text: Witch's broom, prevalent in China and Korea, is the main disease affecting jujubes, though plantings in North America currently are not affected by any pests or diseases. In Europe, the last several years have seen some 80%–90% of the jujube crop eaten by insect larvae (see picture), including those of the false codling moth, "Thaumatotibia (Cryptophlebia) leucotreta".


title: Jujube

text: The freshly harvested, as well as the candied dried fruit, are often eaten as a snack, or with coffee. Smoked jujubes are consumed in Vietnam and are referred to as black jujubes. A drink can be made by crushing the pulp in water. Both China and Korea produce a sweetened tea syrup containing jujube fruit in glass jars, and canned jujube tea or jujube tea in the form of teabags. To a lesser extent, jujube fruit is made into juice and jujube vinegar (called 枣 醋 or 红枣 醋 in Chinese). They are used for making pickles (কুলের আচার) in west Bengal and Bangladesh. In Assam it is known as "Bogori" and is famous for Bogori aachar (বগৰি আচাৰ). In China, a wine made from jujube fruit is called "hong zao jiu" (红枣酒).


title: Jujube

text: Sometimes pieces of jujube fruit are preserved by storing them in a jar filled with "baijiu" (Chinese liquor), which allows them to be kept fresh for a long time, especially through the winter. Such jujubes are called "zui zao" (醉枣; literally "drunk jujube"). The fruit is also a significant ingredient in a wide variety of Chinese delicacies (e.g. 甑糕 jing gao, a steamed rice cake).


title: Jujube

text: In Vietnam and Taiwan, fully mature, nearly ripe fruit is harvested and sold on the local markets and also exported to Southeast Asian countries. The dried fruit is used in desserts in China and Vietnam, such as "ching bo leung", a cold beverage that includes the dried jujube, longan, fresh seaweed, barley, and lotus seeds.


title: Jujube

text: In Croatia, especially Dalmatia, jujubes are used in marmalades, juices, and "rakija" (fruit brandy).


title: Jujube

text: On his visit to Medina, the 19th-century English explorer, Sir Richard Burton, observed that the local variety of jujube fruit was widely eaten. He describes its taste as like "a bad plum, an unripe cherry, and an insipid apple." He gives the local names for three varieties as "Hindi (Indian), Baladi (native), Tamri (date-like)." A hundred years ago, a close variety was common in the Jordan valley and around Jerusalem. The bedouin valued the fruit, calling it "nabk". It could be dried and kept for winter or made into a paste which was used as bread.


title: Jujube

text: In Persian cuisine, the dried drupes are known as "annab", while in neighboring Azerbaijan, it is commonly eaten as a snack, and is known as "innab". Confusion in the common name apparently is widespread. The "innab" is "Z. jujuba": the local name "ber" is not used for "innab". Rather, "ber" is used for three other cultivated or wild species, e.g., "Z. spina-christi", "Z. mauritiana" and "Z. nummularia" in parts of India and is eaten both fresh and dried. The Arabic name "sidr" is used for "Ziziphus" species other than "Z. jujuba".


title: Jujube

text: Traditionally in India, the fruits are dried in the sun and the hard seeds removed, after which the dried flesh is pounded with tamarind, red chillies, salt, and jaggery. In some parts of the Indian state of Tamil Nadu, fresh whole ripe fruit is crushed with the above ingredients and sun-dried to make cakes called "ilanthai vadai" or "regi vadiyalu" (Telugu). It is also commonly consumed as a snack.


title: Jujube

text: In Northern and Northeastern India the fruit is eaten fresh with salt and chilli flakes and also preserved as candy, jam or pickle with oil and spices.


title: Jujube

text: In Madagascar, jujube fruit is eaten fresh or dried. People also use it to make jam. A jujube honey is produced in the Atlas Mountains of Morocco.


title: Jujube

text: In Senegal and The Gambia, Jujube is called Sii dem or Ceedem, and the fruit is used as snack and also turned into a dried paste favoured as a sweetmeat by schoolchildren. More recently it has been processed and sold in Dakar by women.


title: Jujube

text: The commercial jujube candy popular in movie theaters originally contained jujube juice but now uses other flavorings.


title: Jujube

text: The fruit and its seeds are used in Chinese and Korean traditional medicine, where they are believed to alleviate stress, and traditionally for anti-fungal, anti-bacterial, anti-ulcer, anti-inflammatory purposes and sedation, antispastic, antifertility/contraception, hypotensive and antinephritic, cardiotonic, antioxidant, immunostimulant, and wound healing properties. It is among the fruits used in Kampo. Jujube, along with Gan Cao, is used in Chinese medicine to harmonize and moderate other herbs.


title: Jujube

text: Jujube fruit is also combined with other herbs to treat colds and influenza. The fruit contains many different healthy properties like Vitamins, amino acids. The use of the fruit can be helpful for spleen diseases in Chinese medicine.


title: Jujube

text: In Japan, the "natsume" has given its name to a style of tea caddy used in the Japanese tea ceremony, due to the similar shape. Its hard, oily wood was, along with pear, used for woodcuts to print books starting in the 8th century and continuing through the 19th in China and neighboring countries. As many as 2000 copies could be produced from one jujube woodcut.


title: Jujube

text: In China, the leaves are sometimes picked for teas, such as by families in Laoshan Village, Shandong Province, China, where it counts as a variety of herbal tea.


title: Jujube

text: The timber is sometimes used for small items, such as tuning pegs for instruments. Select grade Jujube timber is often used in traditional Asian instruments for fingerboard, pegs, rests & soundposts, ribs & necks etc. It has a medium to hard density similar to luthier grade European maple and has excellent tonal qualities. Jujube Wood can be found in local folk instruments from Ceylon/India thru to China/Korea; it is also commonly used in China in violin & cello making for overseas export, though usually stained black to imitate the look of ebony. Luthier grade jujube wood planes and carves beautifully.


title: Jujube

text: In Arabic-speaking regions the jujube and alternatively the species "Z. lotus" are closely related to the lote-trees (sing. "سدرة sidrah", pl. " سدر sidr") which are mentioned in the Quran, while in Palestine it is rather the species "Z. spina-christi" that is called "sidr".


title: Jujube

text: An ancient jujube tree in the city Al-Qurnah, Iraq, is claimed by locals as the Tree of Knowledge mentioned in the Bible. Local tradition holds that the place where the city was built was the original site of the Garden of Eden (a passage in the Book of Genesis creation narrative says that a river flowed from the garden and split into Tigris and Euphrates rivers, where is the city currently). The tree is a tourist spot in the town.


title: Shar Pei

text: southern China. Traditionally kept as a property guardian, the Shar Pei was driven to the brink of extinction in the 20th century. The breed is known in the West for its deep wrinkles, whilst a traditional less wrinkled form is maintained in Hong Kong.


title: Shar Pei

text: There are no records indicating the origins of the Shar Pei, although it closely resembles effigies of an un-wrinkled type of guard dog kept in southern China during the Han dynasty; some believe the modern breed, along with the Chow Chow, descends from these dogs. The breed has been identified as a basal breed that predates the emergence of the modern breeds in the 19th century.


title: Shar Pei

text: The Shar Pei was once very popular, but war and political turmoil in China in the 20th century took its toll on the breed and by the 1970s it was close to extinction. In 1973 a Hong Kong businessman named Matgo Law appealed to the international community, in particular the American Kennel Club, to help save the breed; by 1978 the breed was named by "The Guinness Book of Records" as the world’s rarest breed, with only 60 remaining. The resultant publicity led to great demand in the United States for examples of the breed, and unscrupulous breeders in Hong Kong, Macau and Taiwan took to crossing their remaining purebred animals with other breeds including the Bull Terrier, Pug and Bulldog, and selling the offspring to unwitting American buyers. The results of the crossings led to a dog with a much fleshier mouth than the original breed, these dogs became known as "meat-mouth" Shar Peis, whilst the original dogs are called "bone-mouth" Shar Peis.


title: Shar Pei

text: The cause of saving the breed was taken up in the United States by enthusiastic breeders using the dogs smuggled there in the 1970s, a breed club was founded and it received American Kennel Club recognition in 1992, with breed standard specifying a meat-mouth type dog. Some breeders in Hong Kong maintain the traditional bone-mouth type, although it is estimated only 50 to 100 examples of this type remain.


title: Shar Pei

text: In the United States, a number of breeders have selectively bred Shar Peis for a smaller size, creating what they call the Miniature Shar Pei, much to the opposition of many breeders of traditionally sized Shar Peis. Standing to a maximum , the Miniature Shar Pei is bred for both for its smaller size and increased wrinkles.


title: Shar Pei

text: The Shar Pei is a short-coated medium-sized breed of dog, renowned for its excessively wrinkled skin. The breed resembles many dog breeds from the mastiff family; however, it is most closely related to spitz breeds, with the Chow Chow being its closest relative. This is most clearly seen with the two breeds both possessing unique blue-black tongues. This dog falls within the same genetic group as the Chow Chow, the Akita, the Shiba Inu, the Malamute and the Greenland dog.


title: Shar Pei

text: Adult Shar Peis typically stand between and weigh between , they have a short, very harsh coat that can be any solid colour except white, although black, red, fawn and cream are the most common.


title: Shar Pei

text: The Chinese breed standard states they have clam-shell ears, butterfly nose, melon-shaped head, grandmotherly face, water buffalo neck, horse's buttocks and dragon's legs. The breed's head is relatively large compared to its body with a broad muzzle that usually darker than the rest of the coat and well padded causing a bulge at its base, the ears are set wide apart and are small and triangular, and the eyes are set very deeply into the folds of skin on the head. The breed has straight, well boned, muscular legs below sloping shoulders and a medium length broad tail that is curled over their back in a manner typical of spitz-type dogs.


title: Shar Pei

text: Because of its popularity after being introduced to North America in the 1970s, the breed suffered much inexperienced or rushed breeding. This resulted in not only a dramatically different look for the Shar Pei (as its most distinctive features, including its wrinkles and rounded snout, were exaggerated), but also many health problems. The American breed club states that few Shar Peis reach the age of 10 and it has a longevity program recording those dogs that live to 10 years or more.


title: Shar Pei

text: Compared to other breeds, Shar Peis have an increased risk of developing atopic dermatitis, a chronic allergic skin disease. Dogs with allergic skin disease often get allergy-induced skin infections. Shar Peis are also at an increased risk of demodicosis, a disease which happens when "Demodex canis" mites proliferate and cause skin irritation, inflammation and infection.


title: Shar Pei

text: Familial Shar Pei fever (FSF) is a serious congenital disease that causes short fevers lasting from 24 hours to sometimes up to three days and usually accompanied by accumulation of fluid around the ankles (called Swollen Hock Syndrome). Amyloidosis, a long-term condition, is most likely related to FSF, caused by unprocessed amyloid proteins depositing in the organs, most often in the kidneys or liver, leading eventually to kidney failure. The disease is associated with the Western type and it is estimated that 23% are affected. The Australian breed standard was changed in 2009 to discourage breeding for heavy wrinkling.


title: Shar Pei

text: A common problem is a painful eye condition, entropion, in which the eyelashes curl inward, irritating the eye. If untreated, it can cause blindness. This condition can be fixed by surgery ("tacking" the eyelids up so they will not roll onto the eyeball for puppies or surgically removing extra skin in adolescent and older Shar Peis). In Australia, more than eight in 10 Shar Peis require surgery to correct eye problems, contributing to them being the most expensive breed to insure.


title: Shar Pei

text: The Shar Pei is also prone to chronic yeast infections in its ears. This is due to a tight inner ear structure with a wrinkled appearance, making cleaning very difficult; exacerbated by the tight "flap" that the ear creates over the canal, promoting a moist environment.


title: Adventure game

text: An adventure game is a video game genre in which the player assumes the role of a protagonist in an interactive story driven by exploration and/or puzzle-solving. The genre's focus on story allows it to draw heavily from other narrative-based media, literature and film, encompassing a wide variety of literary genres. Many adventure games (text and graphic) are designed for a single player, since this emphasis on story and character makes multiplayer design difficult. "Colossal Cave Adventure" is identified as the first such adventure game, first released in 1976, while other notable adventure game series include "Zork", "King's Quest", "Monkey Island", and "Myst".


title: Adventure game

text: Initial adventure games developed in the 1970s and early 1980s were text-based, using text parsers to translate the player's input into commands. As personal computers became more powerful with better graphics, the graphic adventure-game format became popular, initially by augmenting player's text commands with graphics, but soon moving towards point-and-click interfaces. Further computer advances led to adventure games with more immersive graphics using real-time or pre-rendered three-dimensional scenes or full-motion video taken from the first- or third-person perspective.


title: Adventure game

text: For markets in the Western hemisphere, the genre's popularity peaked during the late 1980s to mid-1990s when many considered it to be among the most technically advanced genres, but it had become a niche genre in the early 2000s due to the popularity of first-person shooters, and it became difficult for developers to find publishers to support adventure-game ventures. Since then, a resurgence in the genre has occurred, spurred on by the success of independent video-game development, particularly from crowdfunding efforts, from the wide availability of digital distribution enabling episodic approaches, and from the proliferation of new gaming platforms, including portable consoles and mobile devices.


title: Adventure game

text: Within Asian markets, adventure games continue to be popular in the form of visual novels, which make up nearly 70% of PC games released in Japan. Asian countries have also found markets for adventure games for portable and mobile gaming devices. Japanese adventure-games tend to be distinct from Western adventure-games and have their own separate development history.


title: Adventure game

text: The term "adventure game" originated from the 1970s text computer game "Colossal Cave Adventure", often referred to simply as "Adventure", which pioneered a style of gameplay which many developers imitated and which became a genre in its own right. The video game genre is therefore defined by its gameplay, unlike the literary genre, which is defined by the subject it addresses: the activity of adventure.


title: Adventure game

text: Essential elements of the genre include storytelling, exploration, and puzzle-solving. Marek Bronstring, former head of content at Sega, has characterised adventure games as puzzles embedded in a narrative framework;


title: Adventure game

text: such games may involve narrative content that a player unlocks piece by piece over time. While the puzzles that players encounter through the story can be arbitrary, those that do not pull the player out of the narrative are considered examples of good design.


title: Adventure game

text: Combat and action challenges are limited or absent in adventure games; this distinguishes them from action games. In the book "Andrew Rollings and Ernest Adams on Game Design", the authors state that "this [reduced emphasis on combat] doesn't mean that there is no conflict in adventure games ... only that combat is not the primary activity." Some adventure games will include a minigame from another video-game genre, which adventure-game purists do not always appreciate. Hybrid action-adventure games blend action and adventure games throughout the game experience, incorporating more physical challenges than pure adventure games and at a faster pace. This definition is hard to apply, however, with some debate among designers about which games classify as action games and which involve enough non-physical challenges to be considered action-adventures.


title: Adventure game

text: Adventure games are also distinct from role-playing video-games that involve action, team-building, and points management. Adventure games lack the numeric rules or relationships seen in role-playing games (RPGs), and seldom have an internal economy. These games lack any skill-system, combat, or "an opponent to be defeated through strategy and tactics". However, some hybrid games exist where role-playing games with strong narrative and puzzle elements are considered RPG-adventures.


title: Adventure game

text: Finally, adventure games are classified separately from puzzle video games. Although an adventure game may involve puzzle-solving, adventure games typically involve a player-controlled avatar in an interactive story.


title: Adventure game

text: Adventure games contain a variety of puzzles, decoding messages, finding and using items, opening locked doors, or finding and exploring new locations. Solving a puzzle will unlock access to new areas in the game world, and reveal more of the game story. Logic puzzles, where mechanical devices are designed with abstract interfaces to test a player's deductive reasoning skills, are common.


title: Adventure game

text: Some puzzles are criticized for the obscurity of their solutions, for example, the combination of a clothes line, clamp, and deflated rubber duck used to gather a key stuck between the subway tracks in "The Longest Journey", which exists outside of the game's narrative and serves only as an obstacle to the player. Others have been criticized for requiring players to blindly guess, either by clicking on the right pixel, or by guessing the right verb in games that use a text interface. Games that require players to navigate mazes have also become less popular, although the earliest text-adventure games usually required players to draw a map if they wanted to navigate the abstract space.


title: Adventure game

text: Many adventure games make use of an inventory management screen as a distinct gameplay mode. Players are only able to pick up some objects in the game, so the player usually knows that only objects that can be picked up are important. Because it can be difficult for a player to know if they missed an important item, they will often scour every scene for items. For games that utilize a point and click device, players will sometimes engage in a systematic search known as a "pixel hunt", trying to locate the small area on the graphic representation of the location on screen that the developers defined, which may not be obvious or only consist of a few on-screen pixels. A notable example comes from the original "Full Throttle" by LucasArts, where one puzzle requires instructing the character to kick a wall at a small spot, which Tim Schafer, the game's lead designer, had admitted years later was a brute force measure; in the remastering of the game, Schafer and his team at Double Fine made this puzzle's solution more obvious. More recent adventure games try to avoid pixel hunts by highlighting the item, or by snapping the player's cursor to the item.