Utilizador:TheNerdMiester/Changes between Oblivion and Morrowind
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This article details the main differences between Morrowind and Oblivion, and how to adapt.
Oblivion for Morrowind Players
Main Characteristics
- Your fatigue no longer drains while you are running. Running only slows the rate at which fatigue regenerates.
- Fatigue also no longer influences the effectiveness of spellcasting.
- The various modes of transport in Morrowind have been replaced by a fast travel system. Once you have visited a location you can travel there immediately by selecting it on your map.
- However, you can only fast travel if you are outside and not fighting. Since the teleport spells are also gone, you cannot teleport out of trouble.
- Spells cannot be deleted from your spellbook, unless you're playing on the PC version.
- Most enemies you encounter will be level-dependent, and not fixed.
- Similarly, most loot you will obtain will be leveled, and there are very few guaranteed locations of high-end weapons and armor, so don't expect to see these until you reach a high level yourself.
- NPCs have dynamic schedules, so they may move around town, go to the chapel, go to work, or be sleeping at any given time of day.
- Some NPCs have been made essential to the game, and can only be knocked unconscious, rather than killed as they could in Morrowind.
- NPC dialogue is completely voiced, so reading is optional.
- There are far fewer topics you may discuss with NPCs, but nearly all NPCs have unique dialogue.
- You may not rest in the wilderness or in owned beds, but waiting now provides all the same restorative effects as resting. You are now required to sleep in a bed to level up, though.
- Items can be freely moved and manipulated using an allocated button.
- Chests and containers have no storage limit.
- You can buy houses of your own in Oblivion.
- There is only one class of disease, so one type of potion can cure all the diseases you may contract.
- You cannot wear both armor and plain clothing at the same time.
- If you become a vampire, you will no longer be hunted by guards and only shunned by townsfolk in late stages of vampirism.
Skills
- You choose 7 major skills at the start of the game, and you must raise those skills in order to level.
- Every other skill is a minor skill. Raising those will not affect your level, but it will affect your attributes when you level up.
- There are skill requirements that must be met before spells of a certain strength can be cast.
- The Speechcraft interface has been changed into a mini-game, where a player must go through a cycle of actions including admire, joke, coerce, and boast. The ability to bribe an NPC is still available. The player can no longer taunt an enemy into attacking him/her.
- The skills Short-Blade and Long-Blade have been condensed into the Blade category.
- Similarly, Blunt Weapon and Axe have been condensed into Blunt.
- You may only use a trainer 5 times per level.
- Each skill comes with its own perks at levels 25, 50, 75, and 100.
- There are no Enchant, Short Blade, Axe, Spear, Medium Armor or Unarmored skills in Oblivion.
- You must reach level 50 in Armorer before you can repair magical items.
- The Acrobatics skills isn't nearly as powerful as in Morrowind: at 100 Acrobatics in Morrowind you can clear jump over a fort wall, while in Oblivion jumping on houses can be a challenge.
- To prevent glitching, Athletics and Acrobatics are the only skills that give bonuses after 100, so even if you have 10000 Blade skill you won't hit any harder, and similarly in Alchemy your potions won't become ridiculously strong.
- Acrobatics does affect how much damage you take from high falls, but due to a glitch, this amount does not affect gameplay.
Stealth
- The weight of your boots affects how well you sneak until you reach Journeyman level in Sneak.
- The amount of light shining on you also affects how well you sneak, so it is important to stay in the shadows.
- Lockpicking is no longer random. You now enter a mini-game where you must manually pick the tumblers to unlock the lock.
- Lockpicks may be used an infinite number of times, provided you do not break them in the lockpicking mini-game.
Merchants
- Merchants have a constant amount of gold, which never decreases. They can only buy individual items for less than or equal to that amount of gold. Since that amount never diminishes, two items can be sold so that the sum total is greater than the amount of gold. Characters with high enough mercantile may invest extra money in the store so merchants have more gold.
- Items in a merchant's store are usually not for sale. Merchants have separate inventories for trade items.
- Most merchants no longer equip items which you sell to them.
- Each item or stack of items you sell or buy constitutes a separate transaction.
- Instead of changing the total cost or total sold of a transaction, you haggle to determine what percentage of an item's value you buy and sell consistently.
- Instead of showing every item in your inventory, when you barter, only items the merchant buys will appear.
- Shops will close at night and will be locked until they open again.
- Merchants will not refuse service if you are in possession of Skooma.
Quests
- Your journal now organizes all your quests under separate titles.
- You cannot look up conversation topics in your journal, as you could in Tribunal and Bloodmoon.
- You may choose to activate any unfinished quest, which makes your compass point you to where you need to go.
Guilds
- Advancement in guilds is only dependent on quests, and not skill and attribute requirements. This allows any class to progress through any guild without reaching skill or attribute barriers.
- The guilds that may be joined are very different: the Dark Brotherhood may be joined in Oblivion, but there are no Morag Tong, Temple, Imperial Cult or Great House factions, or any vampiric clans.
- Guild quests won't require you to kill any NPC essential to another guild's questline.
- The Imperial Legion is present but is not a guild that you can join.
Morrowind for Oblivion Players
Main Characteristics
- There is no quest compass showing you where you have to go. You'll have to note directions to various places, use the sign posts, and do a bit of searching to find what you're looking for. Because of this, the guides for Morrowind quests are more useful because they can tell you where many things are. The guides may seem very long and boring if you frequently used them for Oblivion, but it's better than searching for hours without finding something.
- There is no scaling and much more limited leveling. Many caves and ruins have fixed-level inhabitants. The creatures that spawn and the loot you find in crates depend on your level, but all creatures and attributes have a static level and higher level creatures never completely replace the low level ones. As a result, low level characters will have a much harder time, but high level characters will actually have it easier. No NPCs have leveled armor or weapons -- what they have is what they will always have. Caves and ruins become less profitable as you level up, except for randomly-generated treasure.
- Magicka does not regenerate automatically. The only ways to restore magicka are to drink a potion, rest, or visit an altar. Also, Willpower does not directly affect how quickly you regain magicka.
- Altars require an offering (usually 10-50 gold) to receive a blessing. Blessings vary from each altar, but you can always be cured of diseases and have your magicka restored, which is especially helpful if you were born under the sign The Atronach (and don't regain magicka).
- Fatigue and Luck are much more important and play a role in almost anything you do. If your fatigue and luck are very high, you have a higher chance of hitting with a weapon, a higher chance of not being hit by your enemy (luck), a higher chance of successfully casting a spell, a higher chance of creating a potion, a higher chance of picking a lock, better deals when bartering, and ability to jump higher (fatigue only). Also, running drains your fatigue, unlike in Oblivion where it only slows the time you regain it.
- You can actually fail at casting a spell, creating a potion, and hitting with your weapon. Your success rate depends primarily on your skill level, but is also affected by things such as fatigue and luck.
- Leveling up a combat skill does not increase the damage you do (with the exception of hand to hand), but instead increases the chance to hit your enemy (including hand to hand).
- There are no houses for sale, but you may obtain strongholds through Great House quests or use one of the several caves, camps, or abandoned houses present in the game (though it is possible that if you put your items into an owned container, they will be marked as stolen -- most of the containers in caves or camps are not owned, however).
- Merchants will buy stolen goods, as long as they trade in that item type. If you try to sell them something you stole from them, they will take the item back. If you try to sell them many things that belong to them, they might call the guards and/or attack. Also, if you steal an item, it is not visibly marked in your inventory. This can be a good thing and a bad thing. If you pay your fine to a guard, he will take all stolen items in your inventory even if you are wearing them. This can be frustrating and you can often lose stolen quest items. This can be avoided by dropping every item you know is stolen, or every item you have if you are not sure, and then paying your fine, saving everything you own, stolen or not. There is also an unfortunate glitch in the game where if you steal an object, every other copy of that object to come into your possession will be marked as stolen. (Most notably, stealing soulgems from Galbedir will get you expelled from the Mages Guild if you try to use her as an Enchanter.)
- Travel is significantly more limited, as there are no horses or fast-traveling. There are various means to get you from A to B quickly, though these cost money and can be limited in destinations. As a general rule, if you want to travel anywhere that isn't a town, you will have to make the last stretch of the journey on foot. See Transport for information.
- All rewards in the form of gold, artifacts and items are level-independent, and therefore fixed.
- AI dynamics and schedules do not exist, so NPC locations are almost always fixed within a limited radius, and even NPCs in combat with the player cannot leave their cell unless they are following you -- except for guards. Guards can chase you for a much larger distance before having to turn back.
- Guards will not come to your aid if you are attacked by a human NPC, but will come to your aid against monsters. However, if you have not tried to hit the animal, the guard may not defend you. In some cases the guards will ignore cliff racers, which can be a problem for low level players due to their tendency to swarm.
- Skill Perks are absent (with the exception of Alchemy but not its Master perk), though stat/skill increases in general are worth more.
- You can actually kill essential NPCs in Morrowind. They won't fall unconscious and revive after 10 seconds like in Oblivion, but instead they'll die for good and a "disturbing" message will appear on your screen. You're free to ignore it or reload a saved game, but be aware that the quest(s) may be broken.
- Instead of having to use a Frenzy spell, you can taunt NPCs into attacking you (though this can be difficult for those with low Speechcraft skill).
- It is always possible to increase an NPC's disposition to 100. There is no maximum disposition from admiring as in Oblivion. Unfortunately, raising disposition by admiring is difficult with a Speechcraft and Personality both under 50. If you plan to admire someone, you should increase your Speechcraft by training or using insignificant NPCs such as guards for practice.
- If your bounty reaches 5,000 gold or higher, you are given a death warrant, and the guards attack you on sight. The only way to get rid of this is through the Thieves' Guild. In some unfortunate cases, after you remove your death warrant, the guards in the city in which you received the warrant may continue to attack you.
- If you commit a crime near a guard, they will attempt to arrest you, but guards will no longer run into a building to arrest you.
- If you decide to kill somebody in their house, and nobody sees, you will not incur a bounty.
Factions/Guilds
- There are many more joinable Factions to choose from in Morrowind than in Oblivion.
- Familiar Factions you will recognize from Oblivion that feature in Morrowind are: the Mages Guild, the Fighters Guild and the Thieves Guild. Also The Blades features heavily in the Main Quest. Owners of Mehrunes' Razor may remember a single member of Morag Tong. Nine Divines (which you can join in Knights of the Nine) is similar to the Imperial Cult in Morrowind.
- Factions from Oblivion that you will not encounter are: The Dark Brotherhood (although members of the faction do appear in the game, and play a large role in the Tribunal expansion pack), The Arena and The Knights of The Nine (only available through the plug-in of the same name). The Morag Tong effectively substitutes for the Dark Brotherhood as an 'Assassin's Guild', although with some differences (primarily the fact that the Morag Tong are an entirely legal organization in Morrowind, and do not fulfill the same 'evil' role that the Dark Brotherhood does in Oblivion).
- Factions unique to Morrowind that the player can choose to join include: House Hlaalu, House Redoran, House Telvanni (only one of the three Houses may be joined with a single character), East Empire Company (only available through Bloodmoon), Imperial Legion, Morag Tong, Tribunal Temple, Aundae Clan, Berne Clan, and the Quarra Clan (only one of the Vampire Clans may be joined with a single character, and all have a comparatively limited amount of quests and progression available).
- There are quest conflicts between guilds and Great Houses (for example, if you have already joined the House Redoran, you cannot complete the first quest of House Telvanni, and once you've completed the first quest of the House Telvanni, you cannot join House Redoran). Thus it is impossible to complete the questline of every single guild and Great House on one save file.
- Unlike Oblivion, Morrowind Factions have a compatibility score that modifies the disposition of NPCs that are part of a different Faction to yours. For example, if you join the Mages Guild, members of House Telvanni won't like you and their disposition towards you will drop, and members of the Fighters Guild will like you more and have a higher disposition towards you.
- Advancement in guilds depends upon skills as well as quests. Without good magic skills, you are prevented from achieving the higher ranks in the Mages Guild, for example. In addition, rank advancement isn't the result of a linear quest progression, as in Oblivion. You don't have to do all the quests a faction offers in order to complete their storyline. As a result, you can skip quests if you increase in rank before you accept them, and the quest-giver has different quests for your new rank. If you don't like the quest you're given (because it conflicts with another guild membership, for example), try finding another quest-giver and attempting something different.
Leveling and Training
- Many skills are different in Morrowind, and even skills that appear in both games often have different governing attributes.
- Trainers are much more common (although a larger fraction of the trainers only offer services to guild members). Trainers have a certain level to which they can train you, with one 100-skill "Master Trainer" per skill. There are no Master Training quests you must complete to receive training from them, but sometimes they are in obscure locations and you'll have to search for them.
- There is no limit to the amount of training you can do per level. For details, see Level.
- Trainers will always offer training, regardless of the time of day.
- In Morrowind you choose 5 Major Skills, which receive a large bonus, and 5 Minor skills, which receive a smaller bonus. The remaining skills are miscellaneous skills and receive no bonus. You level up by increasing any combination of major and minor skills.
- Skill increases after you become able to level up, but before you actually rest and do so, continue to count towards that level's attribute bonuses. This makes it easier to get high multipliers.
- You can restore your health/magicka by sleeping, not waiting. You do not need to use a bed to sleep, you may do so simply by resting outside city limits and out of range of hostile enemies. The amount of health and magicka restored is determined by how long you sleep and your stats. While resting out in the wild, your sleep may be interrupted by a hostile creature attacking you.
Stealth
- There are no red icons warning you that you are about to commit a crime, so you have to be much more careful when you pick something up.
- If you join a guild, taking anything from the guild hall may still count as theft.
- No minigame-style security. Lock-picking success chances are based on your agility, security level, luck and lockpick quality. There are many keys to open locked areas as well as many spells and magic items to do so.
- Sneak is toggled on/off differently. Xbox: double-click the left control stick. PC: You cannot toggle sneaking - hold down the Ctrl key instead.
- Stolen goods can be sold to any merchants - but trying to sell an item to the merchant from whom you stole it, along with any other item of the same kind (e.g. if you steal rat meat from a person you can't sell any rat meat back, even if you got it legally somewhere else) will cause them to take it from you.
- Trespassing is not illegal. You may sleep in any bed, though if it is owned, it will be illegal, and you may receive an unpleasant awakening by the guards.
- In Oblivion, failing at picking a lock instantly causes your lockpick to break. In Morrowind, picks have a number of uses, dependent on the quality of the pick, and only break when these uses are depleted.
- Some locks are now 'Trapped', which will cause them to activate a harmful spell to anything that opens it. These can be deactivated with a new sort of pick called a 'Probe', which also rely on your security skill. They can also be avoided by using Telekinesis on the lock from a distance.
Speechcraft
Persuasion is very different in Morrowind compared to Oblivion. First of all, there is no persuasion mini game. Second, it is much more dependent on your speechcraft skill. With a speechcraft skill of 5, you are not going to successfully admire anyone. When you want to persuade someone, you have 4 choices:
- You can admire an NPC. If done successfully, this will permanently raise his disposition. If it fails however, the NPC will like you less.
- You can intimidate an NPC. Just like Admire, successfully doing this will raise his disposition. The NPC will pretend to like you because you are intimidating him. The stronger you are, the better is the chance of success. However, once the conversation is over and you talk to this NPC again, his disposition will have dropped to even less than what it was before you intimidated him.
- You can taunt an NPC, to anger him. Taunting, no matter if you fail or succeed, will lower the NPC's disposition towards you. If you manage to do several successful taunts the NPC will end the conversation and attack you. Because the NPC attacked you first, you will not get a bounty for killing him. The guards, unlike the ones in Oblivion, won't come to help you however.
- Bribing is similar to Oblivion's bribing, but there are some differences. Instead of a fixed amount, you can choose between 10, 100 and 1000 gold. Also, there is still a chance that the NPC won't accept your bribe, and his disposition will drop. You can bribe an NPC as often as you like, as long as you have the money. Larger bribes can mean a larger success rate and a large boost in disposition.
- Most conversation is done in text instead of the prerecorded dialogue of Oblivion. This results in Morrowind having a higher number of topics and NPCs.
Merchants
- Merchant's gold is not a fixed amount, it goes up and down when you buy and sell, respectively. So if you sell an item that is worth 600 to a merchant that has 600 gold, you will be unable to sell anything to them without first buying something or waiting for the gold to reset. A merchant's gold resets every 24 hours.
- Shops never close for the night.
- There is no "Haggle" option in Morrowind. Prices are set after choosing items to buy/sell, instead of said percentages shown on a slider. If the price you offer is accepted or not depends on your mercantile skill and the merchant's disposition towards you. Note that the disposition of the merchant will decrease if the offer is refused, and will increase if the offer is accepted.
- Most non-Khajiit merchants will refuse to speak with you if you have any Skooma or Moon Sugar in your inventory.
Items
- In Oblivion, clothing and armor are exclusive of each other, and may not be worn at the same time. In Morrowind you can equip both clothing and armor at the same time, except on hands and feet. The items show up on your character (e.g. shirt under the cuirass) both in your inventory and visibly.
- Argonians and Khajiits in Morrowind cannot wear any kind of shoes or boots, or full helmets (helmets which do not obscure the face can still be worn).
- In Oblivion, item quality has no effect on how much of an Enchantment it can hold. In Morrowind, higher quality items can hold more powerful enchantments. Additionally, your Enchant skill determines how many uses you can get out of enchanted items. Unlike in Oblivion, enchanted items recharge over time.
- In Morrowind "useless" items like spoons or vases still hold a monetary value and therefore can be collected and sold, making a merchant or thief type of character a more viable option than in Oblivion.
- In Morrowind, many items are not leveled; for example, you can find Daedric weapons at level 6, but the items will remain just as rare at level 6 as at level 60. The reason for this is that Morrowind has a certain fixed amount of items placed within the game. The exception is weapons carried by high level daedra which can only be recovered by a higher level character (although a near unlimited amount of these random items can be recovered over time).
- Rare weapons and armor, such as ebony and daedric, are significantly rarer than in Oblivion due to their fixed number. In some cases, only one example of each item exists. In particular Daedric Armor is well hidden and finding a full set by chance is extremely unlikely.
- In Morrowind, soul gems are valued based on both the gem quality and the power of the soul trapped inside, and are not fixed prices based on soul size alone.
- Morrowind contains a few "cursed" items. If the player picks up one of these items, it causes a creature to spawn nearby and attack the player; most frequently this is a powerful Dremora Lord.
Quests
- In Oblivion, many quest-related items are hidden within rooms or chests that require a key to open. In Morrowind, any locked door or chest can be opened if your security or your alteration skill is high enough. You can drop and sell quest related items so it is possible to lose them. For this reason it is a good idea to save items that have a unique name, or look them up on the wiki before you get rid of them, because they might be related to a quest down the road.
- Because there is no quest compass in Morrowind, it is important to get full directions from the NPC before you leave. Sometimes your journal will update several times while talking to an NPC about different topics, so try to click on every topic that seems relevant to make sure you are getting all the information you need.
Tables of Changes
Combat
Morrowind Combat | Oblivion Combat |
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There are seven skills for different types of weapon: Short Blade, Long Blade, Axe, Blunt Weapon, Spear, Marksman and Hand-to-hand. | Blade governs all lengths of bladed weapons and Blunt governs axes and blunt weapons. Spears do not exist. Marksman covers only Bows. Hand to Hand is changed as seen below. |
Hand-to-Hand damages Fatigue, and does not damage Health until the opponent is knocked out. | Hand-to-Hand damages Health directly, as well as Fatigue, regardless of if they are conscious or not. |
Available weapons include short swords, long swords, broad swords, claymores, wakizashis, katanas, daggers, tantos, sabers, clubs, battle axes, maces, warhammers, war axes, halberds, spears, shortbows, longbows, crossbows, throwing knives, darts and throwing stars. | Only short swords, long swords, claymores, daggers, clubs, battle axes, maces, warhammers, war axes and bows are typically available, although a few katanas and cutlasses also exist. |
Some weapons are only available in certain materials. | Aside from katanas and cutlasses, every base weapon type is available in every material. |
Three weights of armor are available: light, medium and heavy. | Only two weights are present: light and heavy. |
A full set of armor is made up of nine pieces: boots, greaves, cuirass, left and right gauntlets, left and right pauldrons, helmet and shield. | A full set of armor comprises only six pieces: boots, greaves, cuirass, gauntlets, helmet and shield. |
Blocking with a shield happens automatically depending on your Block skill. | The block button triggers blocking. Blocking may be performed with shield, hands or a weapon. |
There are three types of attack: chop, slash and thrust. These are controlled by standing still, moving sideways or moving backwards/forwards respectively while pressing the attack key. | There is only one type of attack initially, but other "power attacks" are learned as a player's skill with a type of weapon increases. |
Each weapon has varying damage levels for each type of attack. | Every weapon does the same base damage no matter what attack is used. |
You may miss an enemy entirely depending on their armor, luck and on your skill. | You always hit an enemy (or their shield) when you attack: their armor and skill affect only how much damage you do. |
Enemies will not pursue you into or out of buildings or dungeons. | Many enemies can pass through doors and usually pursue the player for a long distance. |
There are three types of ranged weapons: bows, crossbows, and thrown weapons (throwing stars, darts and throwing daggers). | Bows are the only type of ranged weapon in Oblivion. |
You cannot recover missed arrows, bolts or thrown weapons, but they sometimes appear in a corpse's inventory if you hit them. | Arrows that miss can always be found on the ground near where they landed. Arrows that hit have a chance to become stuck in the enemy, but can usually be recovered. |
Magic
Morrowind Magic | Oblivion Magic |
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Magicka doesn't regenerate constantly. It is replenished by sleeping, potions, shrines, or absorption. | Your magicka restores over time, except for characters with Stunted Magicka. |
There are no altars for enchanting or spellmaking in Vvardenfell. Instead, enchant is a skill which you can use yourself anytime, anywhere and for free, but with a chance to fail, or you can pay Enchanters to do it for you. | Weapons and armor must be brought to enchanting altars to enchant them, and spells can only be created at Spellmaking altars. |
Most magical items apply their effect when you use them, rather than having a constant effect. | Enchanted pieces of clothing or armor are always "Constant Effect" while enchanted weapons are always "Cast on strike". |
All spells can be cast at any point, regardless of your skill, with varying chances of success. | You must possess the required skill level in a particular magic school before you can cast more powerful spells of that type. |
Casting spells can fail. The Failure rate is influenced by your skill rating in the relevant school of magic, your Willpower, your Luck, and your Fatigue. Instead of the cost of spells, skill level influences the chance of spell failure, using the following formula:( [Luck / 8] + [Willpower / 4] + [Spell Skill * 2.5] - [Magic Cost * 1.25] ) * ( 0.6 + [0.4 * Current Fatigue / Max Fatigue] ) |
Spells have a 100% success rate. Your Skill affects the Magicka cost. |
Spells must be readied just as a weapon must be drawn, and they must cast just as a weapon must attack. You can either have a weapon ready or a spell ready, but not both at the same time. | Spellcasting has been allocated to its own button. There is no need to switch between weapon and magic modes to cast spells. |
The chances of successfully casting a spell are decreased as fatigue decreases. | Spell effectiveness is decreased as more armor is worn. |
Magical items regenerate automatically over time, although they can be recharged using soul gems. | Magical items must be recharged using soul gems, Varla Stones or by taking them to an enchanter. |
You can delete unwanted spells from your spellbook. | Spells cannot be removed once acquired. |
Detect spells work by causing creatures, enchanted items, or keys to appear as symbols on your minimap depending on which spell you use. | The only "detect" spell is Detect life, which causes living (or undead) creatures to be highlighted in the main view screen. |
Certain spell effects from Morrowind were not included in Oblivion, including Mark/Recall, Levitate, Jump, Sanctuary, Slowfall, and Divine/Almsivi Intervention. | |
Several spell effects are associated with different Magic Schools in the two games. For example, Absorb is a Restoration spell in Oblivion, but a Mysticism spell in Morrowind. |
Alchemy
Morrowind Alchemy | Oblivion Alchemy |
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There is no restriction on the number of potions you can drink at one time. | You can only drink four potions at once. |
Potion strength is determined by your Intelligence attribute. | Potion strength is determined by your Alchemy skill and, to some extent, your Luck. |
You can fail at making a potion: a higher Alchemy skill reduces this chance. | You cannot fail to make a potion. |
Potions with negative effects have no use except to sell for cash. | Potions with negative effects (poisons) can be applied to a weapon to give it extra effects. |
You can make potions with the undiscovered effects of ingredients. | You can only make potions with the effects you know about. |
Potion strength is much greater. For more on this see the Morrowind glitches page. | Your potions are much weaker than previously. This combined with the fact that Intelligence no longer governs potion strength means it is no longer possible to create "mega-potions", such as health potions that restore several thousand points of health a second and last for weeks or months of game-time. |
Travel
Morrowind Travel | Oblivion Travel |
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There is no fast travel in Morrowind; it is not possible to freely travel instantaneously in real time between any two known exterior locations. | You can fast-travel to any location that you have discovered (some you don't even have to discover), but there are no transportation services like boats (except in the quest Caught in the Hunt) or Silt Striders. |
There are no horses. | Horses help to speed up regular on-foot travel and fast-travel. |
Paid travel services between fixed locations are available through silt striders, boats and gondolas (Intra-Vivec only). | There are no paid travel services. However you can now fast travel between any locations you have discovered. |
Instant travel between Mages Guilds is available through Guild Guides. | There is no instant travel between Guild Halls without the Frostcrag Spire plugin. |
Instant travel from any location to nearby "safe" spots: Almsivi Intervention, Divine Intervention (these work from interior locations, too). | Almsivi and Divine Intervention no longer exist. |
Mark and Recall are spells that are much like instant travel to certain spots are available. | Mark and Recall spells have been removed from the game. |
A network of Propylon Chambers surrounds the island, with instant travel, if you have the right index. | There are no Dunmer strongholds in Oblivion. Since all Propylon Chambers are located within a Dunmer stronghold there are no more Propylon Chambers. |
Custom Jump and Levitation Spells can make for very fast travel. | Jump and Levitate are no longer available, presumably because now that cities are interior cells it would be possible to Jump or Levitate over the walls. |
All cities in Morrowind are exterior cells. | Each city loads in a separate cell, instead of in the exterior. Small towns and villages, such as Harlun's Watch, are still in the outside world however. |
Your mini-map shows where you are on the local map. | Instead of a mini-map, a compass is at the bottom of the screen, which points out locations, discovered or not, and quest targets. |
Crime
Morrowind Crime | Oblivion Crime |
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You are not informed if an action is illegal or not. You will only be alerted to your actions being a crime if you are caught. | The action icon turns red for any illegal act, alerting you to the crime before you commit it. |
Stolen items will not be marked as stolen, you must remember which of your belongings are ill gotten. | Stolen items will have a red hand icon over them to indicate they're stolen. |
If you pay your bounty the guard will simply take your money on the spot and release you. | If you pay your bounty you will be transported to the nearest castle/prison to be processed and released. |
If you surrender to the guards and go to jail, you are committed to your fate. Escape is impossible. | When you choose to go to jail, you can try a jailbreak. |
If you gain a bounty equal to Five-Thousand Gold a death warrant will be issued for you, guards will not attempt to arrest you. The only way to get rid of your bounty is the Thieves Guild. | Guards will always attempt to arrest you, and you can always be forgiven for your crimes through the proper channels. |
Stolen goods may be sold to merchants, regardless of their ties to the black market. | Stolen items may not be sold to regular merchants (they will not appear in the trade menu). You must find fences from the Thieves Guild in order to sell stolen goods. |