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	<updated>2026-06-10T11:29:25Z</updated>
	<subtitle>User Contributions</subtitle>
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	<entry>
		<id>https://en.uesp.net/w/index.php?title=Bloodmoon:Athellor&amp;diff=598125</id>
		<title>Bloodmoon:Athellor</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Bloodmoon:Athellor&amp;diff=598125"/>
		<updated>2010-08-29T19:45:09Z</updated>

		<summary type="html">&lt;p&gt;76.2.97.167: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NPC Summary&lt;br /&gt;
|city=[[Bloodmoon:Raven Rock|Raven Rock]]&lt;br /&gt;
|loc=Bar&lt;br /&gt;
|race=Altmer&lt;br /&gt;
|gender=Male&lt;br /&gt;
|class=Noble&lt;br /&gt;
|level=9&lt;br /&gt;
|health=82&lt;br /&gt;
|magicka=126&lt;br /&gt;
|alarm=0&lt;br /&gt;
|fight=30&lt;br /&gt;
|image=BM-npc-Athellor.jpg&lt;br /&gt;
|imgdesc=Athellor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Athellor''' is a male [[Morrowind:Altmer|Altmer]] in the [[Bloodmoon:Raven Rock|Raven Rock]] Bar.  Convinced that he is descended from a race of Snow Elves, the [[Lore:Falmer|Falmer]], he will send you on a quest to find evidence that supports his claims.&lt;br /&gt;
&lt;br /&gt;
==Related Quests==&lt;br /&gt;
*{{Quest Link|In Search of the Falmer}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Athellor is the only Altmer in the Bloodmoon expansion.&lt;/div&gt;</summary>
		<author><name>76.2.97.167</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Morrowind_talk:Console&amp;diff=591722</id>
		<title>Morrowind talk:Console</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Morrowind_talk:Console&amp;diff=591722"/>
		<updated>2010-08-07T02:57:34Z</updated>

		<summary type="html">&lt;p&gt;76.2.97.167: /* First person scaling to height */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Disabling Setflying?==&lt;br /&gt;
&lt;br /&gt;
The article mentions it, but how exactly do you disable setflying? I've tried setting it to 0, and actually typing in &amp;quot;Disable Setflying&amp;quot;, but my character continues to fly around without a levitation spell, and no way of stopping it [[User:75.120.20.131|75.120.20.131]] 05:14, 18 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Redundancy==&lt;br /&gt;
See [[Tes3Mod:Categorical Function List#Console]]. —[[User:Wrye|Wrye]] 13:28, 1 November 2006 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well actually, this page was moved out from the [[Morrowind:Cheats|Morrowind Cheats]] page, after I discussed it with Nephele. We thought it would make more sense to have it similar to the Console page in the Oblivion section. I donʼt think either of us realized that there was a large page devoted to it in the Tes3Mod section. Even still, I really donʼt think that page fits for the purpose of a general page. Thereʼs just so much information, it takes forever to find specific commands, so for a casual player trying to trouble shoot a problem, it just isnʼt useful. Of course, as a modder resource it is probably very nice. I think we should just keep this page to have a quick reference and to have continuity between the Oblivion and Morrowind pages —[[User:Ratwar|Ratwar]] 15:37, 1 November 2006 (EST)&lt;br /&gt;
&lt;br /&gt;
::Just to chime in and basically agree with everything Ratwar said… The info on this page isnʼt new, it was already technically redundant, just buried in a mess on the cheats page. And the list of commands on the Tes3Mod page isnʼt exactly user friendly, especially for new players who have never used the console before. There should probably be some cross links added from this page to the modding page, perhaps even links from each of the individual commands to some of the detailed individual pages that have been set up. But overall I think this is a case where redundancy may be most useful overall for the readers. —[[User:Nephele|Nephele]] 17:03, 1 November 2006 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I agree that this separate, simplified page is needed. For one it explains how to use the console, and form commands based on desired action/outcome. As a quick reference itʼs excellent. — [[User:Lee Carre|Lee Carré]] 06:12, 26 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==How to Enhance Effect of Enchanted Clothing?==&lt;br /&gt;
Anybody know how you can set the enchantment level of a item of clothing for a more powerful effect?&lt;br /&gt;
&lt;br /&gt;
:This is not the place to ask game-play questions, the [http://www.uesp.net/phpbb/ forum] would be more appropriate. If you wish to gain useful answers, youʼll want to read and learn about [http://www.catb.org/~esr/faqs/smart-questions.html how to ask questions the smart way]. {{unsigned|Lee Carre}}&lt;br /&gt;
&lt;br /&gt;
He isn't asking a gameplay question, he is asking for a console command to increase the enchantment level on an item to be more powerful.&lt;br /&gt;
&lt;br /&gt;
Which is a gameplay question. [[User:32.157.94.152|32.157.94.152]] 20:01, 20 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
While I am new here I feel compelled to add my opinion. I do see both sides of the argument but have to agree that this is a CONSOLE Question more than a gameplay one.[[User:LadyPegasus|*LadyPegasus - There are no wrong choices in life, only different paths we choose to take.]] 14:48, 4 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
: I disagree. This is more of a &amp;quot;cheat&amp;quot; thing (and I don't mean that in a derogatory manner) and as such it is a gameplay question. But seeing as the question is here, might as well answer it. No, the only way to increase the enchantment capacity of an item is to edit it in the Construction Set. --[[User:Gaebrial|Gaebrial]] 15:21, 5 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== SetAcrobatics ==&lt;br /&gt;
&lt;br /&gt;
I moved this comment from the article, where it had been added to the description of the the Set&amp;lt;Skill&amp;gt; command:&lt;br /&gt;
:''(I have never had this problem. I think the notion comes from a certain scroll you can pick at the beginning of the game which gives 1000 acrobatics and only lasts for 7 seconds, hence by the time you hit the ground the magic is gone and you die. It is not hard to quicksave before you test things however.)''&lt;br /&gt;
The comment needs to be confirmed, rewritten to not be in first person, rewritten to not be so circumspect about the facts (spoilers are OK on the site!), and integrated with the rest of the text instead of added as a parenthetical comment. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 02:19, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Enableracemenu reset stats? ==&lt;br /&gt;
&lt;br /&gt;
I didn't think I saw it on the list, but does using EnableRaceMenu to change appearance reset your stats like it does in Oblivion? {{unsigned|76.235.207.108}}&lt;br /&gt;
&lt;br /&gt;
:Sometimes. It depends what you change. There's a slight peculiarity when you use it multiple times in the same session (without saving, exiting, and reloading). The first time you use it, you just get the race selection screen. The second time you use it, you get the class selection screen as well. The third time you use it, you get the birthsign screen as well. From the fourth time onwards, you get all the screens including the final 'review' screen. Your stats will be reset if you either (a) change race or sex, class or birthsign, or (b) click 'ok' on the review screen. If you simply change your hairstyle, and remember to save, exit, and reload after doing so, your stats should not be reset, no matter how many times you change hairstyle. --[[User:Gaebrial|Gaebrial]] 05:26, 30 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== How to undo these commands? ==&lt;br /&gt;
&lt;br /&gt;
How does someone undo some of the commands such as FillJournal.  I am new to this part of the game and did not realize that using some of the commands like that affects ALL of your saved games!  Now I am stuck halfway in the game and unable to do the Quests to finish getting the high characters in each faction.  Do I have to start all over again and either way will this command affect new games as well?[[User:LadyPegasus|There are no wrong choices in life, only different paths we choose to take.]] 22:46, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:FillJournal cannot be undone, but it should only affect the current savegame, not all of them.  Unless you used it on all of your characters that is.  Or is it possible that you used it on one character, then loaded up another character without quitting first?  Sometimes things like that carry over when you reload.  If you didn't SAVE with the other characters, you should be able to just quit the program and restart it, and they'll be fixed.  If you saved each of your characters after noticing the problem, then yeah, you're probably screwed. --[[User:TheRealLurlock|TheRealLurlock]] &amp;lt;sup&amp;gt;[[User_talk:TheRealLurlock|Talk]]&amp;lt;/sup&amp;gt; 23:19, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thanks and I do not know what else to do because, knowing that it should work that way, I only saved the one I had filled to play with it a little, (something that I do NOT recommend, btw).  When I realized that this was not a good idea for what I wanted at this time, I went to a previously saved game but there it was, the journal was filled and I had NOT done so in that one :(.  Looks like I am starting over, joy! Thanks ne way!&lt;br /&gt;
&lt;br /&gt;
:I think it may be possible to reset quests one by one using the [[Tes3Mod:SetJournalIndex|SetJournalIndex]] command and the proper quest ID to set it back to 0.  The entries will stay in the Journal, there's nothing you can do about that, I think.  But it might still be possible to do the quests.  Of course, you'll need to do it for every quest you want to do one by one, which is a real pain, assuming it even works.  But it's worth a shot. --[[User:TheRealLurlock|TheRealLurlock]] &amp;lt;sup&amp;gt;[[User_talk:TheRealLurlock|Talk]]&amp;lt;/sup&amp;gt; 23:43, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
*Sigh*&lt;br /&gt;
OK, thanks for your help!&lt;br /&gt;
&lt;br /&gt;
==Opening console==&lt;br /&gt;
I've got a problem with opening console. the key ~ left from 1 does nothing. i remember that last time after i installed i used console all the time for tgm and so but when i reinstalled game after computer was screwed, i cant open the console. is there a solution or alternate way to open it? {{unsigned|90.191.152.173|20:05, 20 December 2008 (EST)}}&lt;br /&gt;
:What country are you in?  Or more importantly, what language is your keyboard?  On certain language setups, the key to open the console is located elsewhere on the keyboard.  If it's a US keyboard set to standard American English layout, I've got no clue why it doesn't work.  I'm pretty sure the keyboards for most English-speaking countries are not that much different, but some other language versions have it in a different place. --[[User:TheRealLurlock|TheRealLurlock]] &amp;lt;sup&amp;gt;[[User_talk:TheRealLurlock|Talk]]&amp;lt;/sup&amp;gt; 20:05, 20 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
in english(US) it does ` and in estonian ˇ, in both langues i must use shift to make tilde and in game it doesn't work. ive tried spanish, uk english and zulu and other languages but still nothing...&lt;br /&gt;
&lt;br /&gt;
I suggest changing your console opening key via MGE. On my laptop, it just would not recognise the necessary drivers. Its simpler to change teh console to a key your computer recognises. [[User:78.148.55.16|78.148.55.16]] 20:27, 26 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: What is MGE? {{unsigned|90.191.152.173|31 December 2008}}&lt;br /&gt;
:: The Morrowind Graphics Extender. You can get hold of it {{Tesnexus|5535|here}}. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 04:33, 31 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Got it working after some messing, how do i change it now? &lt;br /&gt;
nvm already got it ty&lt;br /&gt;
&lt;br /&gt;
I've got a similar problem only my console hasn't worked at all, not for any game that I have on my labtop. It works just fine in say, MS Works or similar programs but Morrowind refuses to read it at all. I've been scouring the web trying to find somefix that will allow me to use the console, but most of them say to go to the .ini file and enable the console there. I went to said file only to find nothing even remotely meantioning console. Could someone help me with this?   [[User:Zinnister|Zinnister]] 13:30, 28 June 2009 (UTC)Zinn.&lt;br /&gt;
&lt;br /&gt;
:Have you tried aforementioned solution with MGE? On [[Oblivion:Console]] there is a problem listed with infrared receivers on laptops. Could that be causing the problem? --[[User:Timenn|Timenn]]&amp;lt;span style=&amp;quot;font-size: 8px; font-style: italic;&amp;quot;&amp;gt; &amp;amp;lt; &amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;[[User_talk:Timenn|talk]]&amp;lt;/span&amp;gt; &amp;amp;gt; &amp;lt;/span&amp;gt; 08:27, 29 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I can't seem to download MGE, and there isn't anything wrong with the receivers inso far as I can tell. I'm using the keyboard on the labtop, with the latest drivers for it (so vista says....). {{Unsigned|Zinnister|29 June 2009}}&lt;br /&gt;
&lt;br /&gt;
:How come you can't install MGE? The receivers shouldn't be malfunctioning themselves, it's just they have been reported to conflict with the console in Oblivion. Since Morrowind is partly similar, I suggested it. --[[User:Timenn|Timenn]]&amp;lt;span style=&amp;quot;font-size: 8px; font-style: italic;&amp;quot;&amp;gt; &amp;amp;lt; &amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;[[User_talk:Timenn|talk]]&amp;lt;/span&amp;gt; &amp;amp;gt; &amp;lt;/span&amp;gt; 19:18, 29 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Dunno why I can't install MGE I get a bunch of different errors from it. I can download it just fine, but when I try to install it it just throws a bunch of errors at me and then closes it. Thank you for suggesting the receivers though, it was something that hadn't crossed my mind yet. [[User:Zinnister|Zinnister]] 18:05, 30 June 2009 (UTC)Zinn&lt;br /&gt;
&lt;br /&gt;
:Make sure you have the [http://www.microsoft.com/downloads/details.aspx?familyid=10CC340B-F857-4A14-83F5-25634C3BF043&amp;amp;displaylang=en Microsoft .NET Framework ]installed, as it is required by MGE. Otherwise I wouldn't know. --[[User:Timenn|Timenn]]-&amp;lt;span style=&amp;quot;font-size: 9px; letter-spacing: 1px;&amp;quot;&amp;gt;&amp;amp;lt;[[User talk:Timenn|talk]]&amp;amp;gt;&amp;lt;/span&amp;gt; 11:01, 1 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
No thats not the problem with it.....I'll try the MGE again and see what happens. [[User:Zinnister|Zinnister]] 00:35, 2 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Ok got it installed and is working.......kinda, everytime I try to remap the console it gives me an error that reads Error creating direct input device. Lemme revise that, it won't let me remap any keys and now my keyboard has gone wonky. where the left bracket([) is on my labtop amounts to @ in the console....I can't get any weapons because my &amp;quot; key reads as a (:)......If this gets anymore complicated I'mma just say forget about this, and remove mge and just not cheat on Morrowind. [[User:Zinnister|Zinnister]] 06:46, 2 July 2009 (UTC)&lt;br /&gt;
:It sounds like directx thinks your keyboard is japanese. Open Keyboards in control panel and see if anything is called 109. If it is, uninstall it if you are brave enough to fix it if something goes wrong.  {{unsigned|4.227.107.189|22:30, 8 September 2009}}&lt;br /&gt;
&lt;br /&gt;
Is there any way to get MGE on the normal version or morrowind?  When I try and open MGE it tells me I need the bloodmoon expansion.  I need the console to add my grand soul gems that the guards ALWAYS take whenever I talk to them even though they're not stolen.  I've done everything from changing keyboard drivers to reinstalling the game and nothing works (no i dont have any infra red devices)  {{unsigned|86.139.2.80|13:10, 4 November 2009}}&lt;br /&gt;
&lt;br /&gt;
:I don't think there's a way, sorry.  You can recover confiscated items at the nearest evidence chest, if you're stealthy enough.  These are found in most imperial forts. [[User:Narfblat|Narfblat]] 21:04, 4 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Reset Actors==&lt;br /&gt;
Has anyone encountered problems with this command? It seems that sometimes certain NPCs won't &amp;quot;reset&amp;quot; to their original location- neither when they fell into the Balmora canal nor when they fell through the floor of the world.&lt;br /&gt;
Also, it doesn't seem to work with NPCs thatwere added by a mod.&lt;br /&gt;
Is there a way to &amp;quot;reset&amp;quot; either &amp;quot;stubborn&amp;quot; NPCs or NPCs from mods (without the work-around of commanding them)? -[[User:Meisterdieb|Meisterdieb]] 11:46, 28 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
use console code of placeatpc but you have to find the name as it is listed via CSE such as Gentleman Jim Stacey is simply known as Stacey in there and that is what you use to place him there. This is how it is listed in the console code page:&lt;br /&gt;
&lt;br /&gt;
PlaceAtPC, [ObjectID], [Count], [Distance], [Direction] 			&lt;br /&gt;
&lt;br /&gt;
Places the given object into the world near the player. For example PlaceAtPC &amp;quot;sharn gra-muzgob&amp;quot;,1,20,1 will place one NPC Sharn 20 units in front of the player. See the editor for more object IDs. It’s suggested that if you want to summon something/someone using this that you type 1,1,1 for the count/distance/direction. Example: placeatpc &amp;quot;sharn gra-muzgob&amp;quot; 1,1,1. Making those values 0,0,0 will place the object/person will put it exactly where you are standing. You can usually just step out of them, but in some instances you can get stuck. [[User:LadyPegasus|*LadyPegasus - There are no wrong choices in life, only different paths we choose to take.]] 14:36, 4 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:PlaceAtPC places a new instance of the NPC, rather than moving the original. I don't think there's a &amp;quot;moveto&amp;quot; command in Morrowind, so you'd have to use the &amp;quot;setpos&amp;quot; command to set their X, Y, and Z co-ordinates separately. Oh, and the easy way to find an NPC's editor ID is to look at them, open the console, and then click on them. --[[User:Gaebrial|Gaebrial]] 15:18, 5 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Ressurect ==&lt;br /&gt;
&lt;br /&gt;
Dosn't work. I clicked on the person (in this case, an Ordinator) and typed &amp;quot;ressurect&amp;quot;. Nothing. Tried with a capital R, and still no. What's the dealio? [[User:Lucky the Cat Guy|Lucky the Cat Guy.]] 00:13, 15 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:Oh, I spelled it wrong...I'm smart. -_- [[User:Lucky the Cat Guy|Lucky the Cat Guy.]] 00:14, 15 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Setpos command ==&lt;br /&gt;
&lt;br /&gt;
There is a setpos command in Morrowind, asking for (X, Y, Z) &lt;br /&gt;
&lt;br /&gt;
Test it out and possible add it to the console command page.&lt;br /&gt;
&lt;br /&gt;
== End combat? ==&lt;br /&gt;
&lt;br /&gt;
Is there a command to make a NPC stop attacking you? And if so what is it? [[User:Lucky the Cat Guy|Lucky the Cat Guy.]] 01:12, 19 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
: The command &amp;quot;stopcombat&amp;quot; executed on a NPC will stop them attacking you (or anybody else), but if they are naturally hostile, they will attack again after a short while. To stop that, you need to use &amp;quot;moddisposition player x&amp;quot;, where x is a positive integer. This will raised their disposition towards you by x points, so you need to make sure x is high enough to stop them attacking. --[[User:Gaebrial|Gaebrial]] 07:48, 19 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Well the person attacking me isn't normally hostile. My personality is over 100. I enchanted a skirt, and apparently didn't see that it was constant effect. So it launched a soul trap spell when I put it on, and he attacked me. (I'm talking about the leader of the Urshilaku in this case..the Hurkan or something). But i'll try &amp;quot;stopcombat&amp;quot; Thanks [[User:Lucky the Cat Guy|Lucky the Cat Guy.]] 12:06, 19 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Syntax Problems==&lt;br /&gt;
&lt;br /&gt;
I had extreme trouble getting several of the console commands to work correctly, until I found out I was missing commas.  For example, AddItem (featured prominently at the top) needed a comma after the last quote mark and before the quantity, in order to work on my version (1.6.1820). {{unsigned|24.118.73.28|24 March 2009}}&lt;br /&gt;
: Odd. That's the version I'm on and I've never had that problem. Is that with all commands and all objects or just some? –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 07:01, 24 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Time of Day ==&lt;br /&gt;
&lt;br /&gt;
Is there a command to change the time of day? Thanks. [[User:71.3.69.212|71.3.69.212]] 00:06, 29 April 2009 (EDT)&lt;br /&gt;
: No. You have to use the wait function. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 14:50, 29 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Signs+Containers ==&lt;br /&gt;
&lt;br /&gt;
Is there a way to change the name a sign or door displays just in console?  Say I kill the useless Clagius Clanter in Balmora and take his shop, but don't want the signs to still read his name. I know changing the cell name wouldn't really be possible without the CS,and the doors at least would still have to send you to the correct cell and not one that wouldn't exsist. But other than that...&lt;br /&gt;
&lt;br /&gt;
I thought there might be something that would just change the text that would appear when you hover over it.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Also, Is there a way to set the amount of weight a container can hold in the console? I seem to remember doing this alot back in the day, just don't rember how...&lt;br /&gt;
&lt;br /&gt;
- [[User:Gleamscale|Gleamscale]] 19:28, 1 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Editing Height ==&lt;br /&gt;
Hello! i waz wondering if there was a console command that edits your height or soomethign along thos lines. --[[User:Akatsuki|Akatsuki]] 10:07, 2 August 2009 (UTC)&lt;br /&gt;
: Yes, as long as you have Tribunal installed, you can use &amp;lt;code&amp;gt;player-&amp;gt;SetScale value&amp;lt;/code&amp;gt; to change your height. Be careful though - anything much above 1.5 for value will make movement trickier as you will bang your head on ceilings or trees. –[[User:Rpeh|rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 12:39, 2 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Entering Control Console using a 64 Bit machine ==&lt;br /&gt;
&lt;br /&gt;
I am having troubles entering the Control Console with my 64 Bit machine.  Entering the &amp;quot;~&amp;quot; symbol doesn't work.  Is there another way to enter the Control Consol?&lt;br /&gt;
Thanks&lt;br /&gt;
[[Special:Contributions/76.25.235.174|76.25.235.174]] 16:44, 16 November 2009 (UTC)&lt;br /&gt;
:If you're using Vista, you'll probably need to use MGE.  Look at the &amp;quot;opening console&amp;quot; discussion above. [[User:Narfblat|Narfblat]] 07:10, 19 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Disable Overencumbered ==&lt;br /&gt;
&lt;br /&gt;
Is there any way to disable, or at least raise your encumberement level to the point of impossibilty? Without altering your strength I mean.&lt;br /&gt;
&lt;br /&gt;
== Change Name of a Cell, Door, etc? ==&lt;br /&gt;
Hi, sorry if this is a very basic question - I've not had much experience with the console. I was wondering if it is possible to change the name on a door, cell, etc, for example my character just inherited the shack in Seyda Neen (I forget the previous owner's name) and I would like the door to read &amp;quot;[my character's name]'s house&amp;quot;. Just a minor thing, wondering if it's possible to do without using the construction set. Thanks --[[User:Chiliflamingo|Chiliflamingo]] 00:22, 18 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:No, I believe it's not possible to change the name of a door with using the console. If I recall correctly Morrowind uses the cell name of where the door leads to, and that cell name cannot be changed by using the console. --[[User:Timenn|Timenn]]-&amp;lt;span style=&amp;quot;font-size: 9px; letter-spacing: 1px;&amp;quot;&amp;gt;&amp;amp;lt;[[User talk:Timenn|talk]]&amp;amp;gt;&amp;lt;/span&amp;gt; 13:42, 19 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::That makes sense. Can't be bothered plunging into the construction set so I'll leave it for now. Thanks --[[User:Chiliflamingo|Chiliflamingo]] 14:18, 21 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
You can't change the name of an object or cell that has already been created the only way you can make it under your name is to actually make it in the TES&lt;br /&gt;
&lt;br /&gt;
== Quotation mark wtf? ==&lt;br /&gt;
&lt;br /&gt;
How can you type the quotaion mark in morrowind console? It's needed for several codes and i cant type it for some reason(Shift+2=@ apparently). [[Special:Contributions/88.195.137.206|88.195.137.206]] 15:22, 19 January 2010 (UTC)&lt;br /&gt;
: You're obviously using a non-US keyboard, like me. Try actually pressing @ instead. That's where the Merkins keep their &amp;quot; key. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 15:13, 19 January 2010 (UTC)&lt;br /&gt;
::It worked,had to press shift+Ä button(finnish keyboard) :D. [[Special:Contributions/88.195.137.206|88.195.137.206]] 15:22, 19 January 2010 (UTC) &lt;br /&gt;
&lt;br /&gt;
== Set Command Not Working == &lt;br /&gt;
&lt;br /&gt;
I'm typing player -&amp;gt; SetSpeed [100] (or strength or restoration or blunt weapon) and the console is saying you need to enter a value on line 1, what's wrong with what I'm doing ? Note: the commands tcl, coc, tai, ra, resurrect, and unlock work just fine.--[[User:TheAlbinoOrc|TheAlbinoOrc]] 18:07, 26 January 2010 (UTC)&lt;br /&gt;
:Have you tried to set the value without the brackets? I think that the brackets are just intended to indicate that you must insert a value, but you don't actually have to type them in the code. --&amp;lt;font color=orange&amp;gt;[[User:S'drassa|S'drassa]]&amp;lt;/font&amp;gt; &amp;lt;sup&amp;gt;•&amp;lt;font color=purple&amp;gt;[[User_Talk:S'drassa|T2M]]&amp;lt;/font&amp;gt;&amp;lt;/sup&amp;gt; 18:11, 26 January 2010 (UTC) &lt;br /&gt;
:Yeah, it was the brackets, Thanks Sdrassa.--[[User:TheAlbinoOrc|TheAlbinoOrc]] 18:18, 26 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Items not being obtained. ==&lt;br /&gt;
&lt;br /&gt;
Whenever i try to use the console command to obtain a regular peice of armor, or anything regular for that matter, it doesn't work. Same applies to some unique clothing such as Helset's Ring and Robes. An explanation would be appreciated.{{Unsigned|24.251.66.123|27 January 2010}} &lt;br /&gt;
:Are you sure your typing it right ? It's one of the ones that gets kinda finicky about the ids, for example entering player -&amp;gt; AddItem &amp;quot;bm wolf greaves&amp;quot; 1 won't work but player -&amp;gt; AddItem &amp;quot;BM wolf greaves&amp;quot; 1 works just fine, so make sure there aren't any small bugs in your capitalization or anything, if it turns out that that's not the problem though I'm not sure what you can do, besides talk to someone else about it.--[[User:TheAlbinoOrc|TheAlbinoOrc]] 12:39, 27 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Question  ==&lt;br /&gt;
&lt;br /&gt;
Does somebody now the console command to raise your rank in a a faction.[[User:Sayonara|Sayonara]] 11:55, 1 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:'''pcraiserank &amp;quot;faction ID&amp;quot;''' This can be found in the complete lis, which is linked to from the short list at morrowind:console.  [[User:Narfblat|Narfblat]] 08:15, 4 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Time of Day (again) == &lt;br /&gt;
&lt;br /&gt;
Restarting an old discussion here because there is a command to change the time of day, it's set gamehour to (insert value here).--[[User:TheAlbinoOrc|TheAlbinoOrc]] 19:18, 2 March 2010 (UTC) &lt;br /&gt;
&lt;br /&gt;
== Resurrect Player == &lt;br /&gt;
&lt;br /&gt;
I've noticed that you can't cast spells unless you save and reload but never seen it reset the spellbook I was using this command repeatedly was this what Narfblat meant ?--[[User:TheAlbinoOrc|TheAlbinoOrc]] 21:06, 6 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Xbox ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to open the console on the Xbox version? I tried getting a USB to Xbox controller adapter (Xbox controllers are actually USB devices, with different connectors), and plugging in a USB keyboard, but it doesn't do anything.&lt;br /&gt;
[[Special:Contributions/173.31.27.76|173.31.27.76]] 04:26, 12 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Can't open the console ==&lt;br /&gt;
&lt;br /&gt;
I recently downloaded morrowind from steam, and i can't seem to open the console! I've tried hitting ~, but nothing happens. Any suggestions? (i play on a desktop computer w/ windows 7 if that helps) [[User:MrSensiBob|MrSensiBob]] 15:15, 2 July 2010 (UTC) &lt;br /&gt;
&lt;br /&gt;
:Are you using a non-US keyboard ?--&amp;lt;span style=&amp;quot;font-family:Lucida Handwriting; color: #000;  text-shadow: 0 0 4px #ccc, 0 -2px 4px #ff3, 2px -4px 6px #fd3, -2px -6px  11px #f80, 2px -8px 18px #f20;writing-mode:tb-rl&amp;quot;&amp;gt;&amp;lt;font color=&amp;quot;MidnightBlue&amp;quot;&amp;gt;[[User:TheAlbinoOrc|'''TheAlbinoOrc''']]&amp;lt;/font&amp;gt;&amp;lt;sup&amp;gt;[[User_talk:TheAlbinoOrc|&amp;lt;font color=&amp;quot;MidnightBlue&amp;quot;&amp;gt;Got_a_question?&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt;&amp;lt;/span&amp;gt; 20:17, 2 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Nope, I'm using a US keyboard.....&lt;br /&gt;
&lt;br /&gt;
:::Can't open console either, I'm using a UK keyboard. Tried ` and ~ and shift+whatever anyone help? is there maybe a patch I can use? Really bummed I can't use it.&lt;br /&gt;
&lt;br /&gt;
::::Search for third-party mods.  I seem to recall a piece of jewelry that you can use, something like &amp;quot;Amulet of Console&amp;quot;.  --'''[[User:GuildKnight|GK]]'''&amp;lt;sup&amp;gt;[[User_talk:GuildKnight|talk2me]]&amp;lt;/sup&amp;gt; 01:39, 5 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cant make the &amp;gt; needed for typing cheats ==&lt;br /&gt;
&lt;br /&gt;
Hi guys &lt;br /&gt;
I was wondering if anybody knows how u can make the &amp;quot;&amp;gt;&amp;quot; in morrowind cuz my pc cant do it. also first it couldent open the console either but i fixd that problem with the MGE but now i cant type the &amp;quot;&amp;gt;&amp;quot; needed for typing the command &amp;quot;player-&amp;gt;&amp;quot;. its really getting on my nerves, but thanks 4 ur help anyway [[Special:Contributions/80.162.150.174|80.162.150.174]] 17:26, 3 August 2010 (UTC) &lt;br /&gt;
&lt;br /&gt;
:If you can't get your &amp;gt; key to work then go to third-person and click your character.--&amp;lt;span style=&amp;quot;font-family:Lucida Handwriting; color: #000;  text-shadow: 0 0 4px #ccc, 0 -2px 4px #ff3, 2px -4px 6px #fd3, -2px -6px  11px #f80, 2px -8px 18px #f20;writing-mode:tb-rl&amp;quot;&amp;gt;&amp;lt;font color=&amp;quot;MidnightBlue&amp;quot;&amp;gt;[[User:TheAlbinoOrc|'''TheAlbinoOrc''']]&amp;lt;/font&amp;gt;&amp;lt;sup&amp;gt;[[User_talk:TheAlbinoOrc|&amp;lt;font color=&amp;quot;MidnightBlue&amp;quot;&amp;gt;any_questions?&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt;&amp;lt;/span&amp;gt; 17:31, 3 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Thank you so much dude. it did the trick. now i can finaly play. thanks man ! :)&lt;br /&gt;
&lt;br /&gt;
::: How do you mean &amp;quot;can't do it&amp;quot;? All PC keyboards should have a &amp;quot;&amp;gt;&amp;quot; symbol. If the problem is that you keep getting &amp;quot;.&amp;quot; instead, try pressing shift or capslock a couple of times and see what happens. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 17:42, 3 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== First person scaling to height ==&lt;br /&gt;
&lt;br /&gt;
Obviously SetScale makes people taller/shorter, but first person is unchanged. Is there a console command for it? [[Special:Contributions/76.2.97.167|76.2.97.167]] 11:45, 5 August 2010 (UTC)&lt;br /&gt;
: Anyone? [[Special:Contributions/76.2.97.167|76.2.97.167]] 02:57, 7 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>76.2.97.167</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Morrowind_talk:Taxes_from_Gnisis&amp;diff=591420</id>
		<title>Morrowind talk:Taxes from Gnisis</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Morrowind_talk:Taxes_from_Gnisis&amp;diff=591420"/>
		<updated>2010-08-05T22:28:18Z</updated>

		<summary type="html">&lt;p&gt;76.2.97.167: /* No Taxes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== No Taxes ==&lt;br /&gt;
&lt;br /&gt;
I don't get an option to ask for taxes, any help? [[Special:Contributions/76.2.97.167|76.2.97.167]] 01:16, 5 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: The topic isn't just &amp;quot;taxes&amp;quot;, it's &amp;quot;taxes from Gnisis&amp;quot;. If you don't have that option, make sure you definitely have the quest active (ie, the line &amp;quot;Hlaren Ramoran asked me to collect the taxes from Hetman Abelmawia in Gnisis.&amp;quot; is in your journal). I don't know what else could be wrong. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 06:36, 5 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Oddly enough, reloading my save before I talked to him, House Redoran completely disappeared from my factions list...no &amp;quot;expelled&amp;quot; or anything, just gone...What on earth? [[Special:Contributions/76.2.97.167|76.2.97.167]] 11:43, 5 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:are you running mods perhaps?--&amp;lt;font color=magenta&amp;gt;[[User:GUM!!!|GUM!!!]]&amp;lt;/font&amp;gt; 12:40, 5 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Yeah, but ones that remove a faction from your faction list, and remove all topics related to the quests done? I'm doubting it. No mods I run influence any factions that I'm aware of. [[Special:Contributions/76.2.97.167|76.2.97.167]] 22:28, 5 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>76.2.97.167</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Morrowind_talk:Console&amp;diff=591320</id>
		<title>Morrowind talk:Console</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Morrowind_talk:Console&amp;diff=591320"/>
		<updated>2010-08-05T11:45:26Z</updated>

		<summary type="html">&lt;p&gt;76.2.97.167: /* First person scaling to height */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Disabling Setflying?==&lt;br /&gt;
&lt;br /&gt;
The article mentions it, but how exactly do you disable setflying? I've tried setting it to 0, and actually typing in &amp;quot;Disable Setflying&amp;quot;, but my character continues to fly around without a levitation spell, and no way of stopping it [[User:75.120.20.131|75.120.20.131]] 05:14, 18 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Redundancy==&lt;br /&gt;
See [[Tes3Mod:Categorical Function List#Console]]. —[[User:Wrye|Wrye]] 13:28, 1 November 2006 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well actually, this page was moved out from the [[Morrowind:Cheats|Morrowind Cheats]] page, after I discussed it with Nephele. We thought it would make more sense to have it similar to the Console page in the Oblivion section. I donʼt think either of us realized that there was a large page devoted to it in the Tes3Mod section. Even still, I really donʼt think that page fits for the purpose of a general page. Thereʼs just so much information, it takes forever to find specific commands, so for a casual player trying to trouble shoot a problem, it just isnʼt useful. Of course, as a modder resource it is probably very nice. I think we should just keep this page to have a quick reference and to have continuity between the Oblivion and Morrowind pages —[[User:Ratwar|Ratwar]] 15:37, 1 November 2006 (EST)&lt;br /&gt;
&lt;br /&gt;
::Just to chime in and basically agree with everything Ratwar said… The info on this page isnʼt new, it was already technically redundant, just buried in a mess on the cheats page. And the list of commands on the Tes3Mod page isnʼt exactly user friendly, especially for new players who have never used the console before. There should probably be some cross links added from this page to the modding page, perhaps even links from each of the individual commands to some of the detailed individual pages that have been set up. But overall I think this is a case where redundancy may be most useful overall for the readers. —[[User:Nephele|Nephele]] 17:03, 1 November 2006 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I agree that this separate, simplified page is needed. For one it explains how to use the console, and form commands based on desired action/outcome. As a quick reference itʼs excellent. — [[User:Lee Carre|Lee Carré]] 06:12, 26 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==How to Enhance Effect of Enchanted Clothing?==&lt;br /&gt;
Anybody know how you can set the enchantment level of a item of clothing for a more powerful effect?&lt;br /&gt;
&lt;br /&gt;
:This is not the place to ask game-play questions, the [http://www.uesp.net/phpbb/ forum] would be more appropriate. If you wish to gain useful answers, youʼll want to read and learn about [http://www.catb.org/~esr/faqs/smart-questions.html how to ask questions the smart way]. {{unsigned|Lee Carre}}&lt;br /&gt;
&lt;br /&gt;
He isn't asking a gameplay question, he is asking for a console command to increase the enchantment level on an item to be more powerful.&lt;br /&gt;
&lt;br /&gt;
Which is a gameplay question. [[User:32.157.94.152|32.157.94.152]] 20:01, 20 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
While I am new here I feel compelled to add my opinion. I do see both sides of the argument but have to agree that this is a CONSOLE Question more than a gameplay one.[[User:LadyPegasus|*LadyPegasus - There are no wrong choices in life, only different paths we choose to take.]] 14:48, 4 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
: I disagree. This is more of a &amp;quot;cheat&amp;quot; thing (and I don't mean that in a derogatory manner) and as such it is a gameplay question. But seeing as the question is here, might as well answer it. No, the only way to increase the enchantment capacity of an item is to edit it in the Construction Set. --[[User:Gaebrial|Gaebrial]] 15:21, 5 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== SetAcrobatics ==&lt;br /&gt;
&lt;br /&gt;
I moved this comment from the article, where it had been added to the description of the the Set&amp;lt;Skill&amp;gt; command:&lt;br /&gt;
:''(I have never had this problem. I think the notion comes from a certain scroll you can pick at the beginning of the game which gives 1000 acrobatics and only lasts for 7 seconds, hence by the time you hit the ground the magic is gone and you die. It is not hard to quicksave before you test things however.)''&lt;br /&gt;
The comment needs to be confirmed, rewritten to not be in first person, rewritten to not be so circumspect about the facts (spoilers are OK on the site!), and integrated with the rest of the text instead of added as a parenthetical comment. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 02:19, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Enableracemenu reset stats? ==&lt;br /&gt;
&lt;br /&gt;
I didn't think I saw it on the list, but does using EnableRaceMenu to change appearance reset your stats like it does in Oblivion? {{unsigned|76.235.207.108}}&lt;br /&gt;
&lt;br /&gt;
:Sometimes. It depends what you change. There's a slight peculiarity when you use it multiple times in the same session (without saving, exiting, and reloading). The first time you use it, you just get the race selection screen. The second time you use it, you get the class selection screen as well. The third time you use it, you get the birthsign screen as well. From the fourth time onwards, you get all the screens including the final 'review' screen. Your stats will be reset if you either (a) change race or sex, class or birthsign, or (b) click 'ok' on the review screen. If you simply change your hairstyle, and remember to save, exit, and reload after doing so, your stats should not be reset, no matter how many times you change hairstyle. --[[User:Gaebrial|Gaebrial]] 05:26, 30 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== How to undo these commands? ==&lt;br /&gt;
&lt;br /&gt;
How does someone undo some of the commands such as FillJournal.  I am new to this part of the game and did not realize that using some of the commands like that affects ALL of your saved games!  Now I am stuck halfway in the game and unable to do the Quests to finish getting the high characters in each faction.  Do I have to start all over again and either way will this command affect new games as well?[[User:LadyPegasus|There are no wrong choices in life, only different paths we choose to take.]] 22:46, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:FillJournal cannot be undone, but it should only affect the current savegame, not all of them.  Unless you used it on all of your characters that is.  Or is it possible that you used it on one character, then loaded up another character without quitting first?  Sometimes things like that carry over when you reload.  If you didn't SAVE with the other characters, you should be able to just quit the program and restart it, and they'll be fixed.  If you saved each of your characters after noticing the problem, then yeah, you're probably screwed. --[[User:TheRealLurlock|TheRealLurlock]] &amp;lt;sup&amp;gt;[[User_talk:TheRealLurlock|Talk]]&amp;lt;/sup&amp;gt; 23:19, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thanks and I do not know what else to do because, knowing that it should work that way, I only saved the one I had filled to play with it a little, (something that I do NOT recommend, btw).  When I realized that this was not a good idea for what I wanted at this time, I went to a previously saved game but there it was, the journal was filled and I had NOT done so in that one :(.  Looks like I am starting over, joy! Thanks ne way!&lt;br /&gt;
&lt;br /&gt;
:I think it may be possible to reset quests one by one using the [[Tes3Mod:SetJournalIndex|SetJournalIndex]] command and the proper quest ID to set it back to 0.  The entries will stay in the Journal, there's nothing you can do about that, I think.  But it might still be possible to do the quests.  Of course, you'll need to do it for every quest you want to do one by one, which is a real pain, assuming it even works.  But it's worth a shot. --[[User:TheRealLurlock|TheRealLurlock]] &amp;lt;sup&amp;gt;[[User_talk:TheRealLurlock|Talk]]&amp;lt;/sup&amp;gt; 23:43, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
*Sigh*&lt;br /&gt;
OK, thanks for your help!&lt;br /&gt;
&lt;br /&gt;
==Opening console==&lt;br /&gt;
I've got a problem with opening console. the key ~ left from 1 does nothing. i remember that last time after i installed i used console all the time for tgm and so but when i reinstalled game after computer was screwed, i cant open the console. is there a solution or alternate way to open it? {{unsigned|90.191.152.173|20:05, 20 December 2008 (EST)}}&lt;br /&gt;
:What country are you in?  Or more importantly, what language is your keyboard?  On certain language setups, the key to open the console is located elsewhere on the keyboard.  If it's a US keyboard set to standard American English layout, I've got no clue why it doesn't work.  I'm pretty sure the keyboards for most English-speaking countries are not that much different, but some other language versions have it in a different place. --[[User:TheRealLurlock|TheRealLurlock]] &amp;lt;sup&amp;gt;[[User_talk:TheRealLurlock|Talk]]&amp;lt;/sup&amp;gt; 20:05, 20 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
in english(US) it does ` and in estonian ˇ, in both langues i must use shift to make tilde and in game it doesn't work. ive tried spanish, uk english and zulu and other languages but still nothing...&lt;br /&gt;
&lt;br /&gt;
I suggest changing your console opening key via MGE. On my laptop, it just would not recognise the necessary drivers. Its simpler to change teh console to a key your computer recognises. [[User:78.148.55.16|78.148.55.16]] 20:27, 26 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: What is MGE? {{unsigned|90.191.152.173|31 December 2008}}&lt;br /&gt;
:: The Morrowind Graphics Extender. You can get hold of it {{Tesnexus|5535|here}}. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 04:33, 31 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Got it working after some messing, how do i change it now? &lt;br /&gt;
nvm already got it ty&lt;br /&gt;
&lt;br /&gt;
I've got a similar problem only my console hasn't worked at all, not for any game that I have on my labtop. It works just fine in say, MS Works or similar programs but Morrowind refuses to read it at all. I've been scouring the web trying to find somefix that will allow me to use the console, but most of them say to go to the .ini file and enable the console there. I went to said file only to find nothing even remotely meantioning console. Could someone help me with this?   [[User:Zinnister|Zinnister]] 13:30, 28 June 2009 (UTC)Zinn.&lt;br /&gt;
&lt;br /&gt;
:Have you tried aforementioned solution with MGE? On [[Oblivion:Console]] there is a problem listed with infrared receivers on laptops. Could that be causing the problem? --[[User:Timenn|Timenn]]&amp;lt;span style=&amp;quot;font-size: 8px; font-style: italic;&amp;quot;&amp;gt; &amp;amp;lt; &amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;[[User_talk:Timenn|talk]]&amp;lt;/span&amp;gt; &amp;amp;gt; &amp;lt;/span&amp;gt; 08:27, 29 June 2009 (UTC)&lt;br /&gt;
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I can't seem to download MGE, and there isn't anything wrong with the receivers inso far as I can tell. I'm using the keyboard on the labtop, with the latest drivers for it (so vista says....). {{Unsigned|Zinnister|29 June 2009}}&lt;br /&gt;
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:How come you can't install MGE? The receivers shouldn't be malfunctioning themselves, it's just they have been reported to conflict with the console in Oblivion. Since Morrowind is partly similar, I suggested it. --[[User:Timenn|Timenn]]&amp;lt;span style=&amp;quot;font-size: 8px; font-style: italic;&amp;quot;&amp;gt; &amp;amp;lt; &amp;lt;span style=&amp;quot;font-size: 10px;&amp;quot;&amp;gt;[[User_talk:Timenn|talk]]&amp;lt;/span&amp;gt; &amp;amp;gt; &amp;lt;/span&amp;gt; 19:18, 29 June 2009 (UTC)&lt;br /&gt;
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Dunno why I can't install MGE I get a bunch of different errors from it. I can download it just fine, but when I try to install it it just throws a bunch of errors at me and then closes it. Thank you for suggesting the receivers though, it was something that hadn't crossed my mind yet. [[User:Zinnister|Zinnister]] 18:05, 30 June 2009 (UTC)Zinn&lt;br /&gt;
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:Make sure you have the [http://www.microsoft.com/downloads/details.aspx?familyid=10CC340B-F857-4A14-83F5-25634C3BF043&amp;amp;displaylang=en Microsoft .NET Framework ]installed, as it is required by MGE. Otherwise I wouldn't know. --[[User:Timenn|Timenn]]-&amp;lt;span style=&amp;quot;font-size: 9px; letter-spacing: 1px;&amp;quot;&amp;gt;&amp;amp;lt;[[User talk:Timenn|talk]]&amp;amp;gt;&amp;lt;/span&amp;gt; 11:01, 1 July 2009 (UTC)&lt;br /&gt;
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No thats not the problem with it.....I'll try the MGE again and see what happens. [[User:Zinnister|Zinnister]] 00:35, 2 July 2009 (UTC)&lt;br /&gt;
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Ok got it installed and is working.......kinda, everytime I try to remap the console it gives me an error that reads Error creating direct input device. Lemme revise that, it won't let me remap any keys and now my keyboard has gone wonky. where the left bracket([) is on my labtop amounts to @ in the console....I can't get any weapons because my &amp;quot; key reads as a (:)......If this gets anymore complicated I'mma just say forget about this, and remove mge and just not cheat on Morrowind. [[User:Zinnister|Zinnister]] 06:46, 2 July 2009 (UTC)&lt;br /&gt;
:It sounds like directx thinks your keyboard is japanese. Open Keyboards in control panel and see if anything is called 109. If it is, uninstall it if you are brave enough to fix it if something goes wrong.  {{unsigned|4.227.107.189|22:30, 8 September 2009}}&lt;br /&gt;
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Is there any way to get MGE on the normal version or morrowind?  When I try and open MGE it tells me I need the bloodmoon expansion.  I need the console to add my grand soul gems that the guards ALWAYS take whenever I talk to them even though they're not stolen.  I've done everything from changing keyboard drivers to reinstalling the game and nothing works (no i dont have any infra red devices)  {{unsigned|86.139.2.80|13:10, 4 November 2009}}&lt;br /&gt;
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:I don't think there's a way, sorry.  You can recover confiscated items at the nearest evidence chest, if you're stealthy enough.  These are found in most imperial forts. [[User:Narfblat|Narfblat]] 21:04, 4 November 2009 (UTC)&lt;br /&gt;
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==Reset Actors==&lt;br /&gt;
Has anyone encountered problems with this command? It seems that sometimes certain NPCs won't &amp;quot;reset&amp;quot; to their original location- neither when they fell into the Balmora canal nor when they fell through the floor of the world.&lt;br /&gt;
Also, it doesn't seem to work with NPCs thatwere added by a mod.&lt;br /&gt;
Is there a way to &amp;quot;reset&amp;quot; either &amp;quot;stubborn&amp;quot; NPCs or NPCs from mods (without the work-around of commanding them)? -[[User:Meisterdieb|Meisterdieb]] 11:46, 28 December 2008 (EST)&lt;br /&gt;
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use console code of placeatpc but you have to find the name as it is listed via CSE such as Gentleman Jim Stacey is simply known as Stacey in there and that is what you use to place him there. This is how it is listed in the console code page:&lt;br /&gt;
&lt;br /&gt;
PlaceAtPC, [ObjectID], [Count], [Distance], [Direction] 			&lt;br /&gt;
&lt;br /&gt;
Places the given object into the world near the player. For example PlaceAtPC &amp;quot;sharn gra-muzgob&amp;quot;,1,20,1 will place one NPC Sharn 20 units in front of the player. See the editor for more object IDs. It’s suggested that if you want to summon something/someone using this that you type 1,1,1 for the count/distance/direction. Example: placeatpc &amp;quot;sharn gra-muzgob&amp;quot; 1,1,1. Making those values 0,0,0 will place the object/person will put it exactly where you are standing. You can usually just step out of them, but in some instances you can get stuck. [[User:LadyPegasus|*LadyPegasus - There are no wrong choices in life, only different paths we choose to take.]] 14:36, 4 January 2009 (EST)&lt;br /&gt;
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:PlaceAtPC places a new instance of the NPC, rather than moving the original. I don't think there's a &amp;quot;moveto&amp;quot; command in Morrowind, so you'd have to use the &amp;quot;setpos&amp;quot; command to set their X, Y, and Z co-ordinates separately. Oh, and the easy way to find an NPC's editor ID is to look at them, open the console, and then click on them. --[[User:Gaebrial|Gaebrial]] 15:18, 5 January 2009 (EST)&lt;br /&gt;
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== Ressurect ==&lt;br /&gt;
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Dosn't work. I clicked on the person (in this case, an Ordinator) and typed &amp;quot;ressurect&amp;quot;. Nothing. Tried with a capital R, and still no. What's the dealio? [[User:Lucky the Cat Guy|Lucky the Cat Guy.]] 00:13, 15 January 2009 (EST)&lt;br /&gt;
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:Oh, I spelled it wrong...I'm smart. -_- [[User:Lucky the Cat Guy|Lucky the Cat Guy.]] 00:14, 15 January 2009 (EST)&lt;br /&gt;
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== Setpos command ==&lt;br /&gt;
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There is a setpos command in Morrowind, asking for (X, Y, Z) &lt;br /&gt;
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Test it out and possible add it to the console command page.&lt;br /&gt;
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== End combat? ==&lt;br /&gt;
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Is there a command to make a NPC stop attacking you? And if so what is it? [[User:Lucky the Cat Guy|Lucky the Cat Guy.]] 01:12, 19 January 2009 (EST)&lt;br /&gt;
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: The command &amp;quot;stopcombat&amp;quot; executed on a NPC will stop them attacking you (or anybody else), but if they are naturally hostile, they will attack again after a short while. To stop that, you need to use &amp;quot;moddisposition player x&amp;quot;, where x is a positive integer. This will raised their disposition towards you by x points, so you need to make sure x is high enough to stop them attacking. --[[User:Gaebrial|Gaebrial]] 07:48, 19 January 2009 (EST)&lt;br /&gt;
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::Well the person attacking me isn't normally hostile. My personality is over 100. I enchanted a skirt, and apparently didn't see that it was constant effect. So it launched a soul trap spell when I put it on, and he attacked me. (I'm talking about the leader of the Urshilaku in this case..the Hurkan or something). But i'll try &amp;quot;stopcombat&amp;quot; Thanks [[User:Lucky the Cat Guy|Lucky the Cat Guy.]] 12:06, 19 January 2009 (EST)&lt;br /&gt;
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==Syntax Problems==&lt;br /&gt;
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I had extreme trouble getting several of the console commands to work correctly, until I found out I was missing commas.  For example, AddItem (featured prominently at the top) needed a comma after the last quote mark and before the quantity, in order to work on my version (1.6.1820). {{unsigned|24.118.73.28|24 March 2009}}&lt;br /&gt;
: Odd. That's the version I'm on and I've never had that problem. Is that with all commands and all objects or just some? –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 07:01, 24 March 2009 (EDT)&lt;br /&gt;
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== Time of Day ==&lt;br /&gt;
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Is there a command to change the time of day? Thanks. [[User:71.3.69.212|71.3.69.212]] 00:06, 29 April 2009 (EDT)&lt;br /&gt;
: No. You have to use the wait function. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 14:50, 29 April 2009 (EDT)&lt;br /&gt;
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== Signs+Containers ==&lt;br /&gt;
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Is there a way to change the name a sign or door displays just in console?  Say I kill the useless Clagius Clanter in Balmora and take his shop, but don't want the signs to still read his name. I know changing the cell name wouldn't really be possible without the CS,and the doors at least would still have to send you to the correct cell and not one that wouldn't exsist. But other than that...&lt;br /&gt;
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I thought there might be something that would just change the text that would appear when you hover over it.&lt;br /&gt;
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---&lt;br /&gt;
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Also, Is there a way to set the amount of weight a container can hold in the console? I seem to remember doing this alot back in the day, just don't rember how...&lt;br /&gt;
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- [[User:Gleamscale|Gleamscale]] 19:28, 1 July 2009 (UTC)&lt;br /&gt;
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== Editing Height ==&lt;br /&gt;
Hello! i waz wondering if there was a console command that edits your height or soomethign along thos lines. --[[User:Akatsuki|Akatsuki]] 10:07, 2 August 2009 (UTC)&lt;br /&gt;
: Yes, as long as you have Tribunal installed, you can use &amp;lt;code&amp;gt;player-&amp;gt;SetScale value&amp;lt;/code&amp;gt; to change your height. Be careful though - anything much above 1.5 for value will make movement trickier as you will bang your head on ceilings or trees. –[[User:Rpeh|rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 12:39, 2 August 2009 (UTC)&lt;br /&gt;
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== Entering Control Console using a 64 Bit machine ==&lt;br /&gt;
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I am having troubles entering the Control Console with my 64 Bit machine.  Entering the &amp;quot;~&amp;quot; symbol doesn't work.  Is there another way to enter the Control Consol?&lt;br /&gt;
Thanks&lt;br /&gt;
[[Special:Contributions/76.25.235.174|76.25.235.174]] 16:44, 16 November 2009 (UTC)&lt;br /&gt;
:If you're using Vista, you'll probably need to use MGE.  Look at the &amp;quot;opening console&amp;quot; discussion above. [[User:Narfblat|Narfblat]] 07:10, 19 November 2009 (UTC)&lt;br /&gt;
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== Disable Overencumbered ==&lt;br /&gt;
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Is there any way to disable, or at least raise your encumberement level to the point of impossibilty? Without altering your strength I mean.&lt;br /&gt;
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== Change Name of a Cell, Door, etc? ==&lt;br /&gt;
Hi, sorry if this is a very basic question - I've not had much experience with the console. I was wondering if it is possible to change the name on a door, cell, etc, for example my character just inherited the shack in Seyda Neen (I forget the previous owner's name) and I would like the door to read &amp;quot;[my character's name]'s house&amp;quot;. Just a minor thing, wondering if it's possible to do without using the construction set. Thanks --[[User:Chiliflamingo|Chiliflamingo]] 00:22, 18 January 2010 (UTC)&lt;br /&gt;
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:No, I believe it's not possible to change the name of a door with using the console. If I recall correctly Morrowind uses the cell name of where the door leads to, and that cell name cannot be changed by using the console. --[[User:Timenn|Timenn]]-&amp;lt;span style=&amp;quot;font-size: 9px; letter-spacing: 1px;&amp;quot;&amp;gt;&amp;amp;lt;[[User talk:Timenn|talk]]&amp;amp;gt;&amp;lt;/span&amp;gt; 13:42, 19 January 2010 (UTC)&lt;br /&gt;
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::That makes sense. Can't be bothered plunging into the construction set so I'll leave it for now. Thanks --[[User:Chiliflamingo|Chiliflamingo]] 14:18, 21 January 2010 (UTC)&lt;br /&gt;
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You can't change the name of an object or cell that has already been created the only way you can make it under your name is to actually make it in the TES&lt;br /&gt;
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== Quotation mark wtf? ==&lt;br /&gt;
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How can you type the quotaion mark in morrowind console? It's needed for several codes and i cant type it for some reason(Shift+2=@ apparently). [[Special:Contributions/88.195.137.206|88.195.137.206]] 15:22, 19 January 2010 (UTC)&lt;br /&gt;
: You're obviously using a non-US keyboard, like me. Try actually pressing @ instead. That's where the Merkins keep their &amp;quot; key. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 15:13, 19 January 2010 (UTC)&lt;br /&gt;
::It worked,had to press shift+Ä button(finnish keyboard) :D. [[Special:Contributions/88.195.137.206|88.195.137.206]] 15:22, 19 January 2010 (UTC) &lt;br /&gt;
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== Set Command Not Working == &lt;br /&gt;
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I'm typing player -&amp;gt; SetSpeed [100] (or strength or restoration or blunt weapon) and the console is saying you need to enter a value on line 1, what's wrong with what I'm doing ? Note: the commands tcl, coc, tai, ra, resurrect, and unlock work just fine.--[[User:TheAlbinoOrc|TheAlbinoOrc]] 18:07, 26 January 2010 (UTC)&lt;br /&gt;
:Have you tried to set the value without the brackets? I think that the brackets are just intended to indicate that you must insert a value, but you don't actually have to type them in the code. --&amp;lt;font color=orange&amp;gt;[[User:S'drassa|S'drassa]]&amp;lt;/font&amp;gt; &amp;lt;sup&amp;gt;•&amp;lt;font color=purple&amp;gt;[[User_Talk:S'drassa|T2M]]&amp;lt;/font&amp;gt;&amp;lt;/sup&amp;gt; 18:11, 26 January 2010 (UTC) &lt;br /&gt;
:Yeah, it was the brackets, Thanks Sdrassa.--[[User:TheAlbinoOrc|TheAlbinoOrc]] 18:18, 26 January 2010 (UTC)&lt;br /&gt;
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== Items not being obtained. ==&lt;br /&gt;
&lt;br /&gt;
Whenever i try to use the console command to obtain a regular peice of armor, or anything regular for that matter, it doesn't work. Same applies to some unique clothing such as Helset's Ring and Robes. An explanation would be appreciated.{{Unsigned|24.251.66.123|27 January 2010}} &lt;br /&gt;
:Are you sure your typing it right ? It's one of the ones that gets kinda finicky about the ids, for example entering player -&amp;gt; AddItem &amp;quot;bm wolf greaves&amp;quot; 1 won't work but player -&amp;gt; AddItem &amp;quot;BM wolf greaves&amp;quot; 1 works just fine, so make sure there aren't any small bugs in your capitalization or anything, if it turns out that that's not the problem though I'm not sure what you can do, besides talk to someone else about it.--[[User:TheAlbinoOrc|TheAlbinoOrc]] 12:39, 27 January 2010 (UTC)&lt;br /&gt;
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== Question  ==&lt;br /&gt;
&lt;br /&gt;
Does somebody now the console command to raise your rank in a a faction.[[User:Sayonara|Sayonara]] 11:55, 1 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:'''pcraiserank &amp;quot;faction ID&amp;quot;''' This can be found in the complete lis, which is linked to from the short list at morrowind:console.  [[User:Narfblat|Narfblat]] 08:15, 4 March 2010 (UTC)&lt;br /&gt;
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== Time of Day (again) == &lt;br /&gt;
&lt;br /&gt;
Restarting an old discussion here because there is a command to change the time of day, it's set gamehour to (insert value here).--[[User:TheAlbinoOrc|TheAlbinoOrc]] 19:18, 2 March 2010 (UTC) &lt;br /&gt;
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== Resurrect Player == &lt;br /&gt;
&lt;br /&gt;
I've noticed that you can't cast spells unless you save and reload but never seen it reset the spellbook I was using this command repeatedly was this what Narfblat meant ?--[[User:TheAlbinoOrc|TheAlbinoOrc]] 21:06, 6 March 2010 (UTC)&lt;br /&gt;
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== Xbox ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to open the console on the Xbox version? I tried getting a USB to Xbox controller adapter (Xbox controllers are actually USB devices, with different connectors), and plugging in a USB keyboard, but it doesn't do anything.&lt;br /&gt;
[[Special:Contributions/173.31.27.76|173.31.27.76]] 04:26, 12 June 2010 (UTC)&lt;br /&gt;
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== Can't open the console ==&lt;br /&gt;
&lt;br /&gt;
I recently downloaded morrowind from steam, and i can't seem to open the console! I've tried hitting ~, but nothing happens. Any suggestions? (i play on a desktop computer w/ windows 7 if that helps) [[User:MrSensiBob|MrSensiBob]] 15:15, 2 July 2010 (UTC) &lt;br /&gt;
&lt;br /&gt;
:Are you using a non-US keyboard ?--&amp;lt;span style=&amp;quot;font-family:Lucida Handwriting; color: #000;  text-shadow: 0 0 4px #ccc, 0 -2px 4px #ff3, 2px -4px 6px #fd3, -2px -6px  11px #f80, 2px -8px 18px #f20;writing-mode:tb-rl&amp;quot;&amp;gt;&amp;lt;font color=&amp;quot;MidnightBlue&amp;quot;&amp;gt;[[User:TheAlbinoOrc|'''TheAlbinoOrc''']]&amp;lt;/font&amp;gt;&amp;lt;sup&amp;gt;[[User_talk:TheAlbinoOrc|&amp;lt;font color=&amp;quot;MidnightBlue&amp;quot;&amp;gt;Got_a_question?&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt;&amp;lt;/span&amp;gt; 20:17, 2 July 2010 (UTC)&lt;br /&gt;
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::Nope, I'm using a US keyboard.....&lt;br /&gt;
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:::Can't open console either, I'm using a UK keyboard. Tried ` and ~ and shift+whatever anyone help? is there maybe a patch I can use? Really bummed I can't use it.&lt;br /&gt;
&lt;br /&gt;
::::Search for third-party mods.  I seem to recall a piece of jewelry that you can use, something like &amp;quot;Amulet of Console&amp;quot;.  --'''[[User:GuildKnight|GK]]'''&amp;lt;sup&amp;gt;[[User_talk:GuildKnight|talk2me]]&amp;lt;/sup&amp;gt; 01:39, 5 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cant make the &amp;gt; needed for typing cheats ==&lt;br /&gt;
&lt;br /&gt;
Hi guys &lt;br /&gt;
I was wondering if anybody knows how u can make the &amp;quot;&amp;gt;&amp;quot; in morrowind cuz my pc cant do it. also first it couldent open the console either but i fixd that problem with the MGE but now i cant type the &amp;quot;&amp;gt;&amp;quot; needed for typing the command &amp;quot;player-&amp;gt;&amp;quot;. its really getting on my nerves, but thanks 4 ur help anyway [[Special:Contributions/80.162.150.174|80.162.150.174]] 17:26, 3 August 2010 (UTC) &lt;br /&gt;
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:If you can't get your &amp;gt; key to work then go to third-person and click your character.--&amp;lt;span style=&amp;quot;font-family:Lucida Handwriting; color: #000;  text-shadow: 0 0 4px #ccc, 0 -2px 4px #ff3, 2px -4px 6px #fd3, -2px -6px  11px #f80, 2px -8px 18px #f20;writing-mode:tb-rl&amp;quot;&amp;gt;&amp;lt;font color=&amp;quot;MidnightBlue&amp;quot;&amp;gt;[[User:TheAlbinoOrc|'''TheAlbinoOrc''']]&amp;lt;/font&amp;gt;&amp;lt;sup&amp;gt;[[User_talk:TheAlbinoOrc|&amp;lt;font color=&amp;quot;MidnightBlue&amp;quot;&amp;gt;any_questions?&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt;&amp;lt;/span&amp;gt; 17:31, 3 August 2010 (UTC)&lt;br /&gt;
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::Thank you so much dude. it did the trick. now i can finaly play. thanks man ! :)&lt;br /&gt;
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::: How do you mean &amp;quot;can't do it&amp;quot;? All PC keyboards should have a &amp;quot;&amp;gt;&amp;quot; symbol. If the problem is that you keep getting &amp;quot;.&amp;quot; instead, try pressing shift or capslock a couple of times and see what happens. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 17:42, 3 August 2010 (UTC)&lt;br /&gt;
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== First person scaling to height ==&lt;br /&gt;
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Obviously SetScale makes people taller/shorter, but first person is unchanged. Is there a console command for it? [[Special:Contributions/76.2.97.167|76.2.97.167]] 11:45, 5 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>76.2.97.167</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Morrowind_talk:Taxes_from_Gnisis&amp;diff=591319</id>
		<title>Morrowind talk:Taxes from Gnisis</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Morrowind_talk:Taxes_from_Gnisis&amp;diff=591319"/>
		<updated>2010-08-05T11:43:24Z</updated>

		<summary type="html">&lt;p&gt;76.2.97.167: /* No Taxes */&lt;/p&gt;
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&lt;div&gt;== No Taxes ==&lt;br /&gt;
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I don't get an option to ask for taxes, any help? [[Special:Contributions/76.2.97.167|76.2.97.167]] 01:16, 5 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: The topic isn't just &amp;quot;taxes&amp;quot;, it's &amp;quot;taxes from Gnisis&amp;quot;. If you don't have that option, make sure you definitely have the quest active (ie, the line &amp;quot;Hlaren Ramoran asked me to collect the taxes from Hetman Abelmawia in Gnisis.&amp;quot; is in your journal). I don't know what else could be wrong. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 06:36, 5 August 2010 (UTC)&lt;br /&gt;
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::Oddly enough, reloading my save before I talked to him, House Redoran completely disappeared from my factions list...no &amp;quot;expelled&amp;quot; or anything, just gone...What on earth? [[Special:Contributions/76.2.97.167|76.2.97.167]] 11:43, 5 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>76.2.97.167</name></author>
		
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	<entry>
		<id>https://en.uesp.net/w/index.php?title=Morrowind_talk:Taxes_from_Gnisis&amp;diff=591284</id>
		<title>Morrowind talk:Taxes from Gnisis</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Morrowind_talk:Taxes_from_Gnisis&amp;diff=591284"/>
		<updated>2010-08-05T01:16:20Z</updated>

		<summary type="html">&lt;p&gt;76.2.97.167: No Taxes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== No Taxes ==&lt;br /&gt;
&lt;br /&gt;
I don't get an option to ask for taxes, any help? [[Special:Contributions/76.2.97.167|76.2.97.167]] 01:16, 5 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>76.2.97.167</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Morrowind:Fake_Soul_Gem_(quest)&amp;diff=591255</id>
		<title>Morrowind:Fake Soul Gem (quest)</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Morrowind:Fake_Soul_Gem_(quest)&amp;diff=591255"/>
		<updated>2010-08-04T23:46:59Z</updated>

		<summary type="html">&lt;p&gt;76.2.97.167: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Quests|Mages Guild/Balmora}}&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver=[[Morrowind:Ajira|Ajira]]&lt;br /&gt;
|Start=[[Morrowind:Balmora|Balmora]]&lt;br /&gt;
|Disp=+10 Disposition&lt;br /&gt;
|ID=MG_Sabotage&lt;br /&gt;
|Prev=[[Morrowind:Four Types of Mushrooms|Four Types of Mushrooms]]&lt;br /&gt;
|Next=[[Morrowind:Four Types of Flowers|Four Types of Flowers]]&lt;br /&gt;
|Loc=[[Morrowind:Balmora|Balmora]]&lt;br /&gt;
|Image=MW-quest-Fake Soul Gem (quest).jpg&lt;br /&gt;
|ImgDesc=Ajira has a bet with Galbedir&lt;br /&gt;
|Rep=+5 [[Morrowind:Mages Guild|Mages Guild]] Faction Reputation&lt;br /&gt;
|description=You must help Ajira ensure she wins a bet.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
#Chat with [[Morrowind:Ajira|Ajira]] to find out about her bet.&lt;br /&gt;
#Place a [[Morrowind:Fake Soul Gem (item)|Fake Soul Gem]] in [[Morrowind:Galbedir|Galbedir]]'s desk.&lt;br /&gt;
#Return to Ajira for your reward.&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
===A &amp;quot;Friendly&amp;quot; Wager===&lt;br /&gt;
It appears that the dear [[Morrowind:Ajira|Ajira]] in the [[Morrowind:Balmora|Balmora]] [[Morrowind:Mages Guild|Mages Guild]] has made a bet with [[Morrowind:Galbedir|Galbedir]] over which one will get promoted to the level of Journeyman first. Ajira wants you to sabotage Galbedir's project by placing a [[Morrowind:Fake Soul Gem (item)|Fake Soul Gem]] in Galbedir's desk, which is located on the top level of the Mages Guild in [[Morrowind:Balmora|Balmora]], without Galbedir knowing.&lt;br /&gt;
&lt;br /&gt;
===Wandering Galbedir===&lt;br /&gt;
Galbedir will come downstairs shortly to talk with [[Morrowind:Marayn Dren|Marayn Dren]], during which time you can proceed upstairs to place the fake soul gem in Galbedir's desk before she returns.&lt;br /&gt;
&lt;br /&gt;
===Return to Ajira===&lt;br /&gt;
Report back to [[Morrowind:Ajira|Ajira]] when you've completed your task.  Your disposition with Ajira raises by +10, and if you meet the requirements you can be promoted to rank of Journeyman.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Although Galbedir tells you she's an Apprentice when you ask for her background, the construction set lists her as a Journeyman from the start.&lt;br /&gt;
* If you talk with Galbedir afterwards, she doesn't seem to mind the sabotage attempt. &lt;br /&gt;
* There are a number of filled and unfilled soul gems on Galbedir's desk.  While she's downstairs, you can lift them for recharging enchanted weapons, or making some money; '''be warned''' -- don't try to sell them back to Galbedir, since she will recognize them.&lt;br /&gt;
* If you steal the soul gems from her desk, she will think all soul gems you own belong to her when enchanting, whether or not you took them from her desk. This means you can only use her to enchant if using [[Morrowind:Azura's Star|Azura's Star]].&lt;br /&gt;
* You might also want to swipe the Limeware Platter as it is somewhat valuable and Galbedir doesn't deal with miscellaneous items.&lt;br /&gt;
* If you take too long pilfering Galbedir's desk, and she returns before you place the fake soul gem, you can still place the fake gem with her standing there and complete this quest.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*If you leave the guild hall while Galbedir is downstairs, she will be stuck there and won't return to her desk. On PC you can use the [[Morrowind:Console#ResetActors|ResetActors]] command in the console to move her back to her post upstairs.&lt;br /&gt;
&lt;br /&gt;
* As Galbedir walks back upstairs, if you get close enough to her she will stop moving and remain in that spot forever. This can be good if you wanted to steal the soul gems from her desk or to keep her downstairs for quicker access, but in some places she may block hallways, making it difficult to move around. Also, if you leave the guild before she makes her way back to her original spot, she may stop where she stands and remain there. This too can be corrected by the ResetActors command.&lt;br /&gt;
&lt;br /&gt;
* If you mention Ajira to Galbedir after learning about the bet from the other guild members, she will believe that you are plotting with Ajira against her. This response will still appear even if you are not a member of the Mages Guild, or if you have not done this quest.&lt;br /&gt;
&lt;br /&gt;
==Quest Stages==&lt;br /&gt;
{{MW Quest Stages Notes}}&lt;br /&gt;
{{Journal Entries&lt;br /&gt;
|id=MG_Sabotage&lt;br /&gt;
|10||Ajira gave me a fake soul gem. She wants me to sabotage Galbedir's Journeyman project. I should put the fake soul gem in Galbedir's desk.&lt;br /&gt;
|100|yes|Ajira thanked me for helping her sabotage Galbedir's experiment.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Quest Footer|Prev=[[Morrowind:Four Types of Mushrooms|Four Types of Mushrooms]]|Next=[[Morrowind:Four Types of Flowers|Four Types of Flowers]]|Up=[[Morrowind:Mages_Guild#Mages Guild Quests|Mages Guild Quests]]}}&lt;/div&gt;</summary>
		<author><name>76.2.97.167</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Morrowind:Galbedir&amp;diff=591254</id>
		<title>Morrowind:Galbedir</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Morrowind:Galbedir&amp;diff=591254"/>
		<updated>2010-08-04T23:44:52Z</updated>

		<summary type="html">&lt;p&gt;76.2.97.167: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NPC Summary&lt;br /&gt;
|city=[[Morrowind:Balmora|Balmora]]&lt;br /&gt;
|loc=Guild of Mages&lt;br /&gt;
|race=Bosmer&lt;br /&gt;
|gender=Female&lt;br /&gt;
|level=7&lt;br /&gt;
|class=Enchanter Service&lt;br /&gt;
|gold=900&lt;br /&gt;
|merc=10&lt;br /&gt;
|buys=Weapons, Armor, Books, Clothing, Misc., Magic Items&lt;br /&gt;
|train=[[Morrowind:Alchemy|Alchemy]] (49)&amp;lt;br&amp;gt;[[Morrowind:Destruction|Destruction]] (48)&amp;lt;br&amp;gt;[[Morrowind:Unarmored|Unarmored]] (48)&lt;br /&gt;
|enchanter=Yes&lt;br /&gt;
|health=57&lt;br /&gt;
|magicka=132&lt;br /&gt;
|alarm=100&lt;br /&gt;
|fight=30&lt;br /&gt;
|image=MW-npc-Galbedir.jpg&lt;br /&gt;
|imgdesc=Galbedir, Mages Guild, Balmora&lt;br /&gt;
|faction={{Faction|Mages Guild|2}}&lt;br /&gt;
}}&lt;br /&gt;
'''Galbedir''', a female [[Morrowind:Bosmer|Bosmer]] and [[Morrowind:Enchanter|Enchanter]], is a Journeyman in the [[Morrowind:Mages Guild|Mages Guild]]. Galbedir can be found in the upper level of the Guildhall in [[Morrowind:Balmora|Balmora]]. She also has a grudge against [[Morrowind:Ajira|Ajira]].&lt;br /&gt;
&lt;br /&gt;
Galbedir is one of the few vendors who both sells filled soul gems and enchanted items, and also provides enchanting services. She is an excellent source for both new and experienced characters.&lt;br /&gt;
&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*Galbedir has a bet with [[Morrowind:Ajira|Ajira]] over who will advance to Journeyman first. Although Galbedir is already listed as a Journeyman in the construction set, asking her about her background reveals she's an apprentice.&lt;br /&gt;
&lt;br /&gt;
==Related Quests==&lt;br /&gt;
*{{Quest Link|Fake Soul Gem (quest)|Fake Soul Gem}}&lt;br /&gt;
&lt;br /&gt;
*{{Quest Link|Stolen Reports}}&lt;br /&gt;
&lt;br /&gt;
{{NewLine}}&lt;br /&gt;
&lt;br /&gt;
==Wares==&lt;br /&gt;
{{Wares Notes|f|y|y}}&lt;br /&gt;
{|&lt;br /&gt;
|-{{AL|T}}&lt;br /&gt;
|{{C|2}}&lt;br /&gt;
{|width=100% class=wikitable&lt;br /&gt;
!Item!!Qty&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2|Clothing&lt;br /&gt;
|-&lt;br /&gt;
|[[Morrowind:Amulet of Stamina|Amulet of Stamina]]||1&lt;br /&gt;
|-&lt;br /&gt;
|''[[Morrowind:Common Shoes|Common Shoes]]''||1&lt;br /&gt;
|-&lt;br /&gt;
|[[Morrowind:Doze Charm|Doze Charm]]||1&lt;br /&gt;
|-&lt;br /&gt;
|''[[Morrowind:Expensive Amulet|Expensive Amulet]]''||1&lt;br /&gt;
|-&lt;br /&gt;
|''[[Morrowind:Expensive Belt|Expensive Belt]]''||1&lt;br /&gt;
|-&lt;br /&gt;
|''[[Morrowind:Exquisite Robe|Exquisite Robe]]''||1&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2|Weapons&lt;br /&gt;
|-&lt;br /&gt;
|[[Morrowind:Dire Viperblade|Dire Viperblade]]||1&lt;br /&gt;
|-&lt;br /&gt;
|[[Morrowind:Iron Sparkskewer|Iron Sparkskewer]]||1&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2|Ingredients&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Morrowind:Random ingredient|random_ingredient]]'''||28&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2|Scrolls&lt;br /&gt;
|-&lt;br /&gt;
|[[Morrowind:Scroll of Almsivi Intervention|Scroll of Almsivi Intervention]]||-2&lt;br /&gt;
|-&lt;br /&gt;
|[[Morrowind:Scroll of Celerity|Scroll of Celerity]]||-2&lt;br /&gt;
|-&lt;br /&gt;
|[[Morrowind:Scroll of Dedres' Masterful Eye|Scroll of Dedres' Masterful Eye]]||-2&lt;br /&gt;
|-&lt;br /&gt;
|[[Morrowind:Scroll of Divine Intervention|Scroll of Divine Intervention]]||-2&lt;br /&gt;
|-&lt;br /&gt;
|[[Morrowind:Scroll of Drathis' Winter Guest|Scroll of Drathis' Winter Guest]]||-2&lt;br /&gt;
|-&lt;br /&gt;
|[[Morrowind:Scroll of Fphyggi's Gem-Feeder|Scroll of Fphyggi's Gem-Feeder]]||-2&lt;br /&gt;
|-&lt;br /&gt;
|[[Morrowind:Scroll of Healing|Scroll of Healing]]||-5&lt;br /&gt;
|-&lt;br /&gt;
|[[Morrowind:Scroll of Ondusi's Unhinging|Scroll of Ondusi's Unhinging]]||-2&lt;br /&gt;
|}&lt;br /&gt;
|{{C|2}}&lt;br /&gt;
{|width=100% class=wikitable&lt;br /&gt;
!colspan=2|Scrolls (cont.)&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Qty&lt;br /&gt;
|-&lt;br /&gt;
|[[Morrowind:Scroll of Salen's Vivication|Scroll of Salen's Vivication]]||-2&lt;br /&gt;
|-&lt;br /&gt;
|[[Morrowind:Scroll of Savage Might|Scroll of Savage Might]]||-2&lt;br /&gt;
|-&lt;br /&gt;
|[[Morrowind:Scroll of Taldam's Scorcher|Scroll of Taldam's Scorcher]]||-2&lt;br /&gt;
|-&lt;br /&gt;
|[[Morrowind:Scroll of The First Barrier|Scroll of The First Barrier]]||-2&lt;br /&gt;
|-&lt;br /&gt;
|[[Morrowind:Scroll of The Second Barrier|Scroll of The Second Barrier]]||-2&lt;br /&gt;
|-&lt;br /&gt;
|[[Morrowind:Scroll of Tinur's Hoptoad|Scroll of Tinur's Hoptoad]]||-5&lt;br /&gt;
|-&lt;br /&gt;
|[[Morrowind:Scroll of Vigor|Scroll of Vigor]]||-2&lt;br /&gt;
|-&lt;br /&gt;
|[[Morrowind:Scroll of Vitality|Scroll of Vitality]]||-2&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2|Other&lt;br /&gt;
|-&lt;br /&gt;
|[[Morrowind:Petty Soul Gem|Petty Soul Gem]]||3&lt;br /&gt;
|-&lt;br /&gt;
|[[Morrowind:Lesser Soul Gem|Lesser Soul Gem]]||2&lt;br /&gt;
|-&lt;br /&gt;
|[[Morrowind:Common Soul Gem|Common Soul Gem]]||2&lt;br /&gt;
|-&lt;br /&gt;
|[[Morrowind:Greater Soul Gem|Greater Soul Gem]]||1&lt;br /&gt;
|-&lt;br /&gt;
|[[Morrowind:Grand Soul Gem|Grand Soul Gem]]||1&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Morrowind:L m enchantitem hlaalu rank0|l_m_enchantitem_hlaalu_rank0]]'''||-2&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Morrowind:L m enchantitem hlaalu rank4|l_m_enchantitem_hlaalu_rank4]]'''||-2&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Morrowind:L m enchantitem imperial rank0|l_m_enchantitem_imperial_rank0]]'''||-2&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Morrowind:L m enchantitem redoran rank4|l_m_enchantitem_redoran_rank4]]'''||-2&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Morrowind:L m enchantitem telvanni rank01|l_m_enchantitem_telvanni_rank01]]'''||-2&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Morrowind:L m enchantitem temple rank0 2|l_m_enchantitem_temple_rank0_2]]'''||-2&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76.2.97.167</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Boethia&amp;diff=591239</id>
		<title>Oblivion:Boethia</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Boethia&amp;diff=591239"/>
		<updated>2010-08-04T23:09:32Z</updated>

		<summary type="html">&lt;p&gt;76.2.97.167: Undo revision 591228 by 76.226.219.187 (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Quests|Daedric}}&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver=[[Oblivion:Haekwon|Haekwon]]&lt;br /&gt;
|Icon=OB-qico-Daedric.png&lt;br /&gt;
|Start={{Map Link|Boethia's Shrine|Boethia's Shrine (map)}}&lt;br /&gt;
|ReqLevel=20&lt;br /&gt;
|Reward=[[Oblivion:Goldbrand|Goldbrand]]&lt;br /&gt;
|Fame=Fame +1&lt;br /&gt;
|ID=DABoethia&lt;br /&gt;
|Loc=[[Oblivion:Planes of Oblivion#Realm of Boethia|Realm of Boethia]]&lt;br /&gt;
|Image=OB-Img-ShrineofBoethia.JPG&lt;br /&gt;
|ImgDesc=Shrine of Boethia&lt;br /&gt;
|description=Prove your worthiness to Boethia in the Tournament of Ten Bloods.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
# Once you have reached level 20, talk to [[Oblivion:Haekwon|Haekwon]] at the '''Shrine of Boethia''' to find out about the gruesome offering [[Lore:Boethia|Boethia]] requires.&lt;br /&gt;
# Acquire and offer one [[Oblivion:Daedra Heart|Daedra Heart]] to Boethia and travel to the '''Planes of Oblivion''' to participate in an interplanar tournament.&lt;br /&gt;
# Win the tournament, and return to the Shrine of Boethia for your reward.&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
===A Gruesome Offering to a Grisly Prince===&lt;br /&gt;
'''See the {{Map Link|Boethia's Shrine|oblivion map}} for the location of this shrine.''' Travel to the Shrine of Boethia, located southeast of [[Oblivion:Cheydinhal|Cheydinhal]] in the [[Oblivion:Valus Mountains|Valus Mountains]]. &lt;br /&gt;
&lt;br /&gt;
The location of this Shrine can be marked on your map by speaking to [[Oblivion:Borba gra-Uzgash|Borba gra-Uzgash]] about &amp;quot;Daedric shrines&amp;quot; after having read ''[[Oblivion:The Refugees|The Refugees]]'' or ''[[Oblivion:Modern Heretics|Modern Heretics]]'', or by speaking to [[Oblivion:Ulene Hlervu|Ulene Hlervu]] about &amp;quot;Cheydinhal&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once at the shrine, speak to [[Oblivion:Haekwon|Haekwon]] to learn that you need to make an offering of a [[Oblivion:Daedra Heart|Daedra Heart]]. Once you have the heart, return to the shrine and activate it. Boethia will say:&lt;br /&gt;
&lt;br /&gt;
:''Why do you summon me? You are not one of my faithful. Do you hope to be counted among my Chosen? Then prove yourself to me, mortal. I shall open a portal for you to one of my realms in Oblivion. Go, and take your place in my Tournament of Ten Bloods. Survive, and you will be rewarded. Fail, and your soul belongs to me.''&lt;br /&gt;
&lt;br /&gt;
After the dialogue, a blue portal will open nearby. Whenever you are ready, activate it to be transported to the arena.&lt;br /&gt;
&lt;br /&gt;
===Let the Games Begin!===&lt;br /&gt;
You will arrive in the stadium where the '''Tournament of the Ten Bloods''' takes place. You'll need to be prepared to fight nine rounds against each of the other races of Tamriel, one at a time. Be prepared; these characters are armed to the teeth with dozens of potions, weapons, powerful ranged attacks, and will often heal themselves. You will be unable to leave until all of them have been defeated. While you're battling, watch out for the lava: there's no fence to protect you (but you can certainly feel free to use this to your advantage by chasing your enemies into the lava). When you are ready to fight the next opponent, approach the gates to the right. These open before you reach them, so be prepared.&lt;br /&gt;
&lt;br /&gt;
Unlike the gladiator battles in the Arena, there are no rules about looting the corpses of your fallen opponents. Make sure you pillage the bodies of the fallen for some nice leveled weaponry and armor. You don't have to pillage until all battles are completed because the corpses never disappear. Although the focus of this quest is usually to obtain [[Oblivion:Goldbrand|Goldbrand]], the arrows available from the defeated opponents are a collection of the best of the game. In fact, one could argue that these arrows are potentially more valuable and deadly than Goldbrand itself. Characters who focus on archery would be wise to make this quest a priority.&lt;br /&gt;
&lt;br /&gt;
When you have defeated your final opponent, a portal appears back to the realm of Cyrodiil. Activate it to return to Tamriel once you have looted the corpses of your opponents to your heart's desire. If you want to bring back more items than you can carry, pile them up by the entrance and pick them all up when you decide to leave. You can still travel through the portal if you are overencumbered.&lt;br /&gt;
&lt;br /&gt;
===To the Victor go the Spoils===&lt;br /&gt;
Approach the shrine and activate it. Boethia will congratulate you on your victory and reward you with a wonderful enchanted sword called [[Oblivion:Goldbrand|Goldbrand]], with huge damage along with a 22 fire damage per hit enchantment (regardless of player level).&lt;br /&gt;
:''I greet you, Chosen One! A victory in my Tournament of Ten Bloods brings great honor. Take Goldbrand, sheathe it in your enemies, and offer their souls as praise to me.''&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Boethia's realm is ''Attribution's Share'', a realm described as having &amp;quot;twisted towers and mazes&amp;quot;. However, this realm is identical to ''the Deadlands'', Mehrunes Dagon's realm. &lt;br /&gt;
* Most of the leveled lists containing enchanted items that the Chosen are equipped with top out at level 22.  If you want a chance at the best loot, you may consider waiting until you reach level 22 to enter Boethia's realm.&lt;br /&gt;
* Even though all of the Chosen are equipped via leveled lists, some of the Chosen are guaranteed to have specific pieces of equipment: these leveled lists top out at level 20 (which is the minimum level for the quest), have only one item at level 20, and will only give the top item in the list.&lt;br /&gt;
**'''Orc''': Daedric Boots, Daedric Cuirass, Daedric Helmet&lt;br /&gt;
**'''Nord''': Daedric Boots, Daedric Shield&lt;br /&gt;
**'''Khajiit''': Glass Boots, Glass Cuirass, Glass Gauntlets, Glass Shield&lt;br /&gt;
**'''Imperial''':  Daedric Boots, Daedric Cuirass&lt;br /&gt;
*When fighting the Khajiit, Boethiah will say ''&amp;quot;Another one bites the dust, the Khajiit is done.&amp;quot;'' This is reference to the popular song ''Another One Bites the Dust ''by Queen.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*If you approach the war gate to the left, the enemy behind it will notice you and try to attack. Eventually they will fall in the lava trying to reach you and die. Boethia will announce their death and because it was out of sequence the remainder of the gates won't open. To complete the quest, jump around the other gates to fight the remaining opponents. When they are all dead the quest will continue as usual.&lt;br /&gt;
** {{UOP}}&lt;br /&gt;
*If you are using a custom race mod, it is likely that this quest will not work properly.  To complete the quest, use the &amp;lt;code&amp;gt;showracemenu&amp;lt;/code&amp;gt; console command to change your race to one of the normal (non-custom) races BEFORE you give the Daedra Heart to Boethia, and complete the quest as normal.  After the quest, you can use the console to change back to your custom race.  Please note that this will likely change your skill levels, so use this method with caution.&lt;br /&gt;
**The [[Tes4Mod:Unofficial Oblivion Patch|Unofficial Oblivion Patch]] includes a fix to make custom races work with both this quest and [[Oblivion:Valen Dreth|Valen Dreth's]] dialogue at the beginning of the game.&lt;br /&gt;
*If a powerful [[Oblivion:Charm|Charm]] spell is used to make the NPCs accept a yield, they can be spoken to. An interesting quirk is all the NPCs are friendly, save for the Khajiit, who reverts into a highwayman - demanding money from you.&lt;br /&gt;
*There is a rare bug that puts all of the races around the cage you teleport to, standing still. The cage will open, and you can fight them all or each other, they could eventually go in to the lava. This makes the quest easy, as you can do area of effect spells, frenzy spells, or just let them fight each other. It is unknown how the bug happens, but the quest is MUCH easier once it happens.&lt;br /&gt;
&lt;br /&gt;
== Journal Entries ==&lt;br /&gt;
{{Journal Entries&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
| I have been told by one of Boethia's followers that in order to summon the Daedra, I must give a daedra heart as an offering to the statue. [You must be level 20 to begin this quest.]&lt;br /&gt;
| 20&lt;br /&gt;
|&lt;br /&gt;
| Boethia has told me that I am to participate in the Tournament of Ten Bloods. When I am ready, I should enter the nearby portal to Oblivion, and I will be sent to one of his realms for the battle.&lt;br /&gt;
| 30&lt;br /&gt;
|&lt;br /&gt;
| I have defeated all of Boethia's followers in the Tournament of Ten Bloods. I should speak once more with the Daedra Lord.&lt;br /&gt;
| 100&lt;br /&gt;
| fin&lt;br /&gt;
| Boethia was pleased with my performance in the Tournament of Ten Bloods. He has rewarded me with the enchanted sword, Goldbrand.&lt;br /&gt;
}}&lt;br /&gt;
{{OB Journal Entries Notes}}&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;125px&amp;quot; heights=&amp;quot;125px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:OB-Map-DABoethiaRealm.jpg|Boethia's Realm&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>76.2.97.167</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Morrowind:Galtis_Guvron&amp;diff=591237</id>
		<title>Morrowind:Galtis Guvron</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Morrowind:Galtis_Guvron&amp;diff=591237"/>
		<updated>2010-08-04T23:08:15Z</updated>

		<summary type="html">&lt;p&gt;76.2.97.167: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NPC Summary&lt;br /&gt;
|city=[[Morrowind:Ald'ruhn|Ald'ruhn]]&lt;br /&gt;
|loc=The Rat In The Pot&lt;br /&gt;
|race=Dunmer&lt;br /&gt;
|gender=Male&lt;br /&gt;
|class=Pawnbroker&lt;br /&gt;
|level=7&lt;br /&gt;
|merc=25&lt;br /&gt;
|gold=600&lt;br /&gt;
|buys=Weapons, Armor, Clothing, Ingredients, Potions, Repair Items, Lockpicks, Probes, Lights, Misc., Magic Items&lt;br /&gt;
|health=71&lt;br /&gt;
|magicka=120&lt;br /&gt;
|alarm=100&lt;br /&gt;
|fight=30&lt;br /&gt;
|image=MW-npc-Galtis Guvron.jpg&lt;br /&gt;
|imgdesc=Galtis Guvron&lt;br /&gt;
}}&lt;br /&gt;
'''Galtis Guvron''' is a [[Morrowind:Dunmer|Dunmer]] pawnbroker who can be found at The Rat In The Pot in [[Morrowind:Ald'ruhn|Ald'ruhn]].  He doesn't have much in the way of wares, but what he does sell tells a lot about him - he apparently has ties to the [[Morrowind:Sixth House|Sixth House]], and has been tasked with placing [[Morrowind:Ash Statue|Ash Statue]]s around the city.  If you ask him about Ash Statues during the quest for House Redoran, he will attack you. Otherwise, he will pretend to know nothing about them. The [[Morrowind:Galtis Guvron's Note|note]] you'll find on him explains it all.&lt;br /&gt;
&lt;br /&gt;
==Related Quests==&lt;br /&gt;
===[[Morrowind:House Redoran|House Redoran]]===&lt;br /&gt;
*{{Quest Link|Ash Statue}}&lt;br /&gt;
&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
==Wares==&lt;br /&gt;
{{Wares Notes|m|y}}&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
!Item!!Qty&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2|Clothing&lt;br /&gt;
|-&lt;br /&gt;
|''[[Morrowind:Common Amulet|Common Amulet]]''||1&lt;br /&gt;
|-&lt;br /&gt;
|''[[Morrowind:Common Belt|Common Belt]]''||1&lt;br /&gt;
|-&lt;br /&gt;
|''[[Morrowind:Common Pants|Common Pants]]''||1&lt;br /&gt;
|-&lt;br /&gt;
|''[[Morrowind:Common Shirt|Common Shirt]]''||1&lt;br /&gt;
|-&lt;br /&gt;
|''[[Morrowind:Common Shoes|Common Shoes]]''||1&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2|Weapons&lt;br /&gt;
|-&lt;br /&gt;
|''[[Morrowind:Steel Dagger|Steel Dagger]]''||2&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2|Other&lt;br /&gt;
|-&lt;br /&gt;
|[[Morrowind:Torch|Torch]]||-3&lt;br /&gt;
|-&lt;br /&gt;
|[[Morrowind:Ash Statue|Ash Statue]]||-3&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76.2.97.167</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Morrowind:Sload_Soap_(quest)&amp;diff=590857</id>
		<title>Morrowind:Sload Soap (quest)</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Morrowind:Sload_Soap_(quest)&amp;diff=590857"/>
		<updated>2010-08-03T06:26:26Z</updated>

		<summary type="html">&lt;p&gt;76.2.97.167: /* Notes */ Just attempted, didn't happen.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Quests|House Telvanni}}&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver=[[Morrowind:Arara Uvulas|Arara Uvulas]]&lt;br /&gt;
|Start=the [[Morrowind:House Telvanni|Telvanni]] Council House, [[Morrowind:Sadrith Mora|Sadrith Mora]]&lt;br /&gt;
|Disp=+5 Disposition ([[Morrowind:Arara Uvulas|Arara Uvulas]]),&amp;lt;br&amp;gt;+20 Disposition ([[Morrowind:Master Neloth|Neloth]])&lt;br /&gt;
|ID=HT_SloadSoap&lt;br /&gt;
|Prev=None&lt;br /&gt;
|Next=[[Morrowind:Staff of the Silver Dawn|Staff of the Silver Dawn]]&lt;br /&gt;
|Loc=[[Morrowind:Sadrith Mora|Sadrith Mora]]&lt;br /&gt;
|ReqRank=None&lt;br /&gt;
|AddBelow=&lt;br /&gt;
|Image=MW_Ingred_SloadSoap.jpg&lt;br /&gt;
|imgdesc=Three pieces of Sload Soap&lt;br /&gt;
|Rep=+5 [[Morrowind:House Telvanni|Telvanni]] Faction Reputation&lt;br /&gt;
|description=Retrieve five pieces of [[Morrowind:Sload Soap|Sload Soap]] for [[Morrowind:Neloth|Neloth]]'s research.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
# Talk to [[Morrowind:Arara Uvulas|Arara Uvulas]] in the [[Morrowind:House Telvanni|Telvanni]] Council House in [[Morrowind:Sadrith Mora|Sadrith Mora]] for chores.&lt;br /&gt;
# Get five pieces of [[Morrowind:Sload Soap|Sload Soap]].&lt;br /&gt;
# Return to Arara to complete the quest.&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
===Chores===&lt;br /&gt;
[[Morrowind:Arara Uvulas|Arara Uvulas]] in the [[Morrowind:House Telvanni|Telvanni]] Council House in [[Morrowind:Sadrith Mora|Sadrith Mora]] will ask you to retrieve five pieces of [[Morrowind:Sload Soap|Sload Soap]] for her master, Neloth's, research (and actually gives you some gold to help buy some).&lt;br /&gt;
&lt;br /&gt;
===Sload Soap===&lt;br /&gt;
If you happen to have the five pieces of soap, you can give them to Arara straight away and keep the gold. Otherwise, head over to [[Morrowind:Anis Seloth|Anis Seloth]]'s shop in town to buy the soap, which cannot be found in the wild.&lt;br /&gt;
&lt;br /&gt;
Return to Arara with the fives pieces of soap to complete the quest. She will tell you that she uses them, along with [[Morrowind:Roobrush|Roobrush]] and [[Morrowind:Bonemeal|Bonemeal]] to make an ointment for Neloth's joints because &amp;quot;He is old, you see, and has trouble moving about.&amp;quot; A potion made from those three ingredients would have [[Morrowind:Restore Agility|Restore Agility]] and [[Morrowind:Fortify Agility|Fortify Agility]] effects, but also a [[Morrowind:Drain Personality|Drain Personality]] effect, which might go some way towards explaining Neloth's demeanor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Quest Stages==&lt;br /&gt;
{{MW Quest Stages Notes}}&lt;br /&gt;
{{Journal Entries&lt;br /&gt;
|id=HT_SloadSoap&lt;br /&gt;
|10||Mouth Arara Uvulas asked me to acquire five portions of Sload soap.&lt;br /&gt;
|100|yes|Mouth Arara Uvulas thanked me for bringing her Sload soap.&lt;br /&gt;
}}	&lt;br /&gt;
&lt;br /&gt;
{{Quest Footer|Prev=None|Next=[[Morrowind:Staff of the Silver Dawn|Staff of the Silver Dawn]]|Up=[[Morrowind:House Telvanni#House Telvanni Quests|House Telvanni Quests]]}}&lt;/div&gt;</summary>
		<author><name>76.2.97.167</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Morrowind_talk:Galbedir&amp;diff=590832</id>
		<title>Morrowind talk:Galbedir</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Morrowind_talk:Galbedir&amp;diff=590832"/>
		<updated>2010-08-03T03:33:54Z</updated>

		<summary type="html">&lt;p&gt;76.2.97.167: /* Journeyman? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;just a note, if you steal any of her gems while doing the fake soul gem when shes gone and you try to sell her soulgems or try to get her to enchant something even if it's not one of the gems you previously stole or stolen at all she will still say it's hers and attack [[User:Archmage123|Archmage123]] 23:08, 25 December 2008 (EST)&lt;br /&gt;
: That already gets a mention on the quest page - [[Morrowind:Fake Soul Gem (quest)]]. [[User:Dr Jones|Dr Jones]] 05:36, 26 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
o, sry :( didn't no [[User:Archmage123|Archmage123]] 12:58, 26 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Journeyman? ==&lt;br /&gt;
&lt;br /&gt;
Asking Galbedir about her background has her revealing she's an Apprentice (Done during the ceramic bowl quest).&lt;/div&gt;</summary>
		<author><name>76.2.97.167</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Morrowind:Morrowind_for_Oblivion_Players&amp;diff=590799</id>
		<title>Morrowind:Morrowind for Oblivion Players</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Morrowind:Morrowind_for_Oblivion_Players&amp;diff=590799"/>
		<updated>2010-08-03T00:01:50Z</updated>

		<summary type="html">&lt;p&gt;76.2.97.167: /* Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category:Morrowind-Hints| Hints]]&lt;br /&gt;
{{Trail}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
'''Guideline:'''&lt;br /&gt;
This article should only contain the major differences between the two games accompanied with links to relevant articles in the Morrowind namespace, and provide useful tips for adapting. &lt;br /&gt;
&lt;br /&gt;
This is a list of differences to help you start your adventures in [[Morrowind:Vvardenfell|Vvardenfell]] on a good note. For more tips, see [[Morrowind:Hints|Hints]] and [[Morrowind:Starting out|Starting out]].&lt;br /&gt;
&lt;br /&gt;
==Main Characteristics==&lt;br /&gt;
*  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 guide 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* Magicka no longer regenerates automatically. The only ways to restore magicka are to drink a potion, rest, or visit an altar. Willpower no longer directly affects how quickly you regain magicka.&lt;br /&gt;
* 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).&lt;br /&gt;
* [[Morrowind:Fatigue|Fatigue]] and [[Morrowind:Luck|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.&lt;br /&gt;
* 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.&lt;br /&gt;
* Leveling up a combat skill does not increase the damage you do, but instead increases the chance to hit your enemy.&lt;br /&gt;
* 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).&lt;br /&gt;
* 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 (every other green plate if you stole a green plate, for example) to come into your posession will be marked as stolen.&lt;br /&gt;
* 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 [[Morrowind:Transport|Transport]] for information. &lt;br /&gt;
* All rewards in the form of gold, [[Morrowind:Artifacts|Artifacts]] and [[Morrowind:Items|Items]] are level-independent, and therefore fixed.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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 [[Morrowind:Beasts#Cliff racers|cliff racers]], which can be a problem for low level players due to their tendency to swarm.&lt;br /&gt;
* [[Oblivion:Skill_Perks|Skill Perks]] are absent (with the exception of Alchemy but not its Master perk), though stat/skill increases in general are worth more.&lt;br /&gt;
* 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 &amp;quot;disturbing&amp;quot; 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.&lt;br /&gt;
* Instead of having to use a Frenzy spell, you can taunt NPCs into attacking you (though this can be dificult for those with low Speechcraft skill).&lt;br /&gt;
* 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.&lt;br /&gt;
* If your bounty reaches 5,000 gold or higher, you are given a death warrant, and guards to 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* If you decide to kill somebody in their house, and nobody sees, you will not incur a bounty.&lt;br /&gt;
&lt;br /&gt;
==Factions/Guilds==&lt;br /&gt;
* There are many more joinable Factions to choose from in Morrowind than in Oblivion.&lt;br /&gt;
* Familiar Factions you will recognize from Oblivion that feature in Morrowind are: [[Morrowind:Mages Guild|the Mages Guild]], [[Morrowind:Fighters Guild|the Fighters Guild]] and [[Morrowind:Thieves Guild|the Thieves Guild]]. Also [[Morrowind:Main Quest|The Blades]] features heavily in the [[Morrowind:Main Quest|Main Quest]]. Owners of [[Oblivion:Mehrunes' Razor|Mehrunes' Razor]] may remember a single member of [[Morrowind:Morag Tong|Morag Tong]].&lt;br /&gt;
* 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:Tribunal|Tribunal expansion pack]]), The Arena and The Knights of The Nine (only available through the plug-in of the same name). The [[Morrowind:Morag Tong|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).&lt;br /&gt;
* Factions unique to Morrowind that the player can choose to join include: [[Morrowind:House Hlaalu|House Hlaalu]], [[Morrowind:House Redoran|House Redoran]], [[Morrowind:House Telvanni|House Telvanni]] (only one of the three Houses may be joined with a single character), [[Bloodmoon:East Empire Company|East Empire Company]] (only available through Bloodmoon),  [[Morrowind:Imperial Legion|Imperial Legion]], Morag Tong, [[Morrowind:Tribunal Temple|Tribunal Temple]], [[Morrowind:Imperial Cult|Imperial Cult]], [[Morrowind:Aundae Clan|Aundae Clan]], [[Morrowind:Berne Clan|Berne Clan]], and the [[Morrowind:Quarra Clan|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).&lt;br /&gt;
* There are quest conflicts between guilds and Great Houses (for example, if you have already joined the Thieves' Guild, you cannot complete the first quest of the Balmora Fighters' Guild, and once you've completed the first quest of the Balmora Fighter's Guild, you cannot join the Thieves' Guild). Thus it is impossible to complete the questline of every single guild and Great House on one save file.&lt;br /&gt;
* 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. &lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
==[[Morrowind:Combat|Combat]]==&lt;br /&gt;
* There are more skills regarding weapons and armor (including the [[Morrowind:Unarmored|Unarmored]] skill). For example, daggers and longswords are governed by [[Morrowind:Short Blade|Short Blade]] and [[Morrowind:Long Blade|Long Blade]] respectively.&lt;br /&gt;
* Combat skill does not modify the damage, but the chance to hit. Because of this, it is vital that you choose at least one weapon skill as a Major Skill, especially if you are starting a game for the first time. You will generally also have to forgo the use of weapons that you are not skilled in the use of, even if they are vastly numerically superior to your own.&lt;br /&gt;
* In unpatched versions of Morrowind, there is no health bar indicating your opponent's health. &lt;br /&gt;
* Random encounters with hostile monsters, particularly low-level ones such as cliff racers, are much more common. Conflicts with multiple creatures are common. At low levels, this can be particularly troublesome. &lt;br /&gt;
* Blocking attacks occurs automatically; it is not controlled with a button as in Oblivion, although your position affects the rate of blocking. You cannot block with a weapon, you must have a shield equipped. Your block skill, agility and luck will determine how often you block, and a successful block absorbs all damage.&lt;br /&gt;
* You can perform 3 different attacks with melee weapons, depending on which way you are moving when you hit the attack button. Each attack does different amounts of damage depending on the weapon. There is also an option to always use the best attack for your weapon, set under &amp;quot;Options.&amp;quot;&lt;br /&gt;
* There are no power attacks. Holding the attack button will simply cause a successful hit to deal more damage up to the limit of your weapon. In other words, bring your weapon back fully before release for full damage.&lt;br /&gt;
* There is no possibility of yielding in combat. The only way to stop combat other than killing the opponent or using the console (cheating) is to cast a calm spell.&lt;br /&gt;
* Your fatigue affects your chance to hit and cast a spell.&lt;br /&gt;
&lt;br /&gt;
==[[Morrowind:Level|Leveling]] and [[Morrowind:Trainers|Training]]==&lt;br /&gt;
* Many skills are different in Morrowind, and even skills that appear in both games often have different governing attributes.&lt;br /&gt;
* [[Morrowind:Trainers|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 &amp;quot;Master Trainer&amp;quot; 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.&lt;br /&gt;
* There is no limit to the amount of training you can do per level. For details, see [[Morrowind:Level|Level]].&lt;br /&gt;
* Trainers will always offer training, regardless of the time of day.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
==[[Morrowind:Spell Effects|Magic]]==&lt;br /&gt;
Although the magic in Oblivion is very similar to that of Morrowind, some spells and effects were changed in Oblivion. Key differences include:&lt;br /&gt;
*Significant [[Morrowind:Spells|spells]] that are not present in Oblivion: Mark/Recall, Levitation, Jump, SlowFall, Lock and Divine/Almsivi Intervention.&lt;br /&gt;
*Magicka doesn't regenerate constantly. It is replenished by sleeping, potions, shrines, or absorption, making pure magic a less viable alternative to physical combat. Playing a Mage depending solely on [[Morrowind:Destruction|Destruction]] for killing will take careful planning. See [http://www.xs4all.nl/~dleijen/mage.html here] for a detailed strategy and helpful balancing mods.&lt;br /&gt;
*Casting spells can fail, unlike in Oblivion. Failure rate is influenced by your skill rating in the relevant school of magic, your [[Morrowind:Willpower|Willpower]], your [[Morrowind:Luck|Luck]], and your [[Morrowind:Fatigue|Fatigue]]. Instead of the cost of spells, skill level influences the chance of spell failure, using the following formula:&lt;br /&gt;
&lt;br /&gt;
 ( [Luck / 8] + [Willpower / 4] + [Spell Skill * 2.5] - [Magic Cost * 1.25] ) * ( 0.6 + [0.4 * Current Fatigue / Max Fatigue] )&lt;br /&gt;
&lt;br /&gt;
* Spell effectiveness is not decreased by wearing armor. However, being more encumbered will make you tire faster when running (which makes spells fail more often), jump less high, and run slower.&lt;br /&gt;
* All spells are available for purchase from the start of the game, largely independent of Rank or Faction. See [[Morrowind:Spell Merchants|Spell Merchants]], some of which are Spell makers for custom spells.&lt;br /&gt;
* Spells take longer to cast. They must be readied just as a weapon must be drawn, and they must cast just as a weapon must attack.&lt;br /&gt;
* There are no altars for enchanting or spellmaking in Vvardenfell. Instead, [[Morrowind:Enchant|enchant]] is a skill which you can use yourself anytime, anywhere and for free, but with a chance to fail, or you can pay [[Morrowind:Enchanter|Enchanters]] to do it for you.&lt;br /&gt;
* Most magical items apply their effect when you use them, rather than having a constant effect.&lt;br /&gt;
* You can delete spells from your spellbook.  In the PC version, Shift+click on the spell in the magic menu; in the Xbox version, use the White button (Left Bumper on Xbox 360).&lt;br /&gt;
* Though each enchanted item also shows up in the inventory box, it must be readied to be &amp;quot;(cast when) used&amp;quot; by selection from a list of enchanted items in the spells box.&lt;br /&gt;
* The Detect spell works differently, as there are two separate spells for Creatures/Humanoids. Unlike Oblivion, you don't see them through the walls, but they appear as red circles on your minimap.&lt;br /&gt;
&lt;br /&gt;
==[[Morrowind:Potions|Potions]]==&lt;br /&gt;
Overall, [[Morrowind:alchemy|alchemy]] has far more potential in Morrowind than in Oblivion.&lt;br /&gt;
* You can drink an unlimited number of potions at the same time.&lt;br /&gt;
* Potion strength is influenced by your Intelligence; boosting Intelligence past 100 is a well-known exploit that can be used to create super-powerful potions.&lt;br /&gt;
* You can fail at creating a potion. The higher your alchemy, the less the chance this will happen.&lt;br /&gt;
* You can make potions using the unknown effects of ingredients.&lt;br /&gt;
* As with Oblivion, you can collect samples from plants and animals. Restocking Merchants can be pushed to have unlimited supplies.  &lt;br /&gt;
* In Morrowind, plants are treated mainly as containers, which makes harvesting take somewhat longer. Also, organic ingredients take 4 months to respawn, much longer than in Oblivion.&lt;br /&gt;
* There are no useful poisons -- a potion with only negative effects is still a potion and will affect you if drunk, but it can't be used to poison weapons.&lt;br /&gt;
&lt;br /&gt;
==[[Morrowind:Sneak|Stealth]]==&lt;br /&gt;
* There are no red icons warning you that you are about to commit a [[Morrowind:Crime|crime]], so you have to be much more careful when you pick something up.&lt;br /&gt;
* If you join a guild, taking anything from the guild hall may still count as theft.&lt;br /&gt;
* No minigame-style security. Lock-picking success chances are based on your [[Morrowind:Agility|agility]], [[Morrowind:Security|security]] level, [[Morrowind:Luck|luck]] and [[Morrowind:Thieves Tools|lockpick]] quality. There are many [[Morrowind:Keys|keys]] to open locked areas as well as many spells and magic items to do so.&lt;br /&gt;
* Doors/containers can be trapped as well as locked; you need a probe or telekinesis to remove traps. If you open a trapped door/container, you will have some type of negative magic effect (similar to being hit by a spell in combat) and the trap will disappear.&lt;br /&gt;
* [[Morrowind:Sneak|Sneak]] is toggled on/off differently. Xbox: double-click the left control stick. PC: You cannot toggle sneaking - hold down the Ctrl key instead. &lt;br /&gt;
* 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.&lt;br /&gt;
* Additionally, merchants who belong to a faction will do the same if you try to sell them an item stolen from that faction, even if it was in another city on the other side of the map.  It's generally best to avoid selling things to faction-affiliated merchants, just in case.&lt;br /&gt;
* Trespassing is not illegal. You may sleep in any bed, though if it is owned, it will be illegal, and you may recieve an unpleasant awakening by the guards.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
==[[Morrowind:Transport|Transport]]==&lt;br /&gt;
There is no Oblivion-style fast travel in Morrowind: it is not possible to freely travel instantaneously in real time between any two known exterior locations.  There are also no horses.  Therefore, you'll potentially spend more time walking in Morrowind.  However, there are several alternative means of transportation:&lt;br /&gt;
* Paid travel services between fixed locations: silt striders, boats, gondolas.&lt;br /&gt;
* Instant travel between [[Morrowind:Mages Guild|Mages Guild]]s is available through  [[Morrowind:Guild Guide|Guild Guide]]s.&lt;br /&gt;
* Instant travel from any location to nearby &amp;quot;safe&amp;quot; spots: Almsivi Intervention, Divine Intervention (these work from interior locations, too).&lt;br /&gt;
* Mark and Recall are spells that are much like instant travel to certain spots.&lt;br /&gt;
* A network of [[Morrowind:Propylon Chamber|Propylon Chamber]]s surrounds the island, with instant travel, if you have the right index.&lt;br /&gt;
* Custom Jump and Levitation [[Morrowind:Spells|Spells]] can make for ''very'' fast travel.&lt;br /&gt;
&lt;br /&gt;
==[[Morrowind:Speechcraft|Speechcraft]]==&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
&lt;br /&gt;
* You can admire an NPC. If done successfully, this will permanently raise his disposition. If it fails however, the NPC will like you less.&lt;br /&gt;
* 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.&lt;br /&gt;
*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. &lt;br /&gt;
* 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 (however, he or she will still take your money). 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.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
==[[Morrowind:Merchants|Merchants]]==&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
* Shops never close for the night.&lt;br /&gt;
* There is no &amp;quot;Haggle&amp;quot; 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.&lt;br /&gt;
* Most non-[[Morrowind:Khajiit|Khajiit]] merchants will refuse to speak with you if you have any [[Morrowind:Skooma|Skooma]] or [[Morrowind:Moon Sugar|Moon Sugar]] in your inventory.&lt;br /&gt;
&lt;br /&gt;
==[[Morrowind:Items|Items]]==&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
* [[Morrowind:Argonian|Argonian]]s and [[Morrowind:Khajiit|Khajiit]]s in Morrowind cannot wear any kind of shoes or boots, or full helmets (helmets which do not obscure the face can still be worn).&lt;br /&gt;
* In Oblivion, item quality has no effect on how much of an [[Oblivion:Enchanting|Enchantment]] it can hold. In Morrowind, higher quality items can hold more powerful enchantments.  Additionally, your [[Morrowind:Enchant|Enchant]] skill determines how many uses you can get out of enchanted items. Unlike in Oblivion, enchanted items recharge over time.&lt;br /&gt;
* In Morrowind &amp;quot;useless&amp;quot; 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.&lt;br /&gt;
* 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).&lt;br /&gt;
* 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 [[Morrowind:Daedric Armor|Daedric Armor]] is well hidden and finding a full set by chance is extremely unlikely.  &lt;br /&gt;
* 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.&lt;br /&gt;
* Gloves and Shoulder-pads can be worn one at a time, and shoulder-pads are their own separate slots instead of being part of the cuirass.&lt;br /&gt;
&lt;br /&gt;
==[[Morrowind:Quests|Quests]]==&lt;br /&gt;
*  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 [[Morrowind:Security|security]] or your [[Morrowind:Alteration|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.&lt;br /&gt;
*  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.&lt;/div&gt;</summary>
		<author><name>76.2.97.167</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Morrowind:Morrowind_for_Oblivion_Players&amp;diff=590797</id>
		<title>Morrowind:Morrowind for Oblivion Players</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Morrowind:Morrowind_for_Oblivion_Players&amp;diff=590797"/>
		<updated>2010-08-02T23:54:20Z</updated>

		<summary type="html">&lt;p&gt;76.2.97.167: /* Stealth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category:Morrowind-Hints| Hints]]&lt;br /&gt;
{{Trail}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
'''Guideline:'''&lt;br /&gt;
This article should only contain the major differences between the two games accompanied with links to relevant articles in the Morrowind namespace, and provide useful tips for adapting. &lt;br /&gt;
&lt;br /&gt;
This is a list of differences to help you start your adventures in [[Morrowind:Vvardenfell|Vvardenfell]] on a good note. For more tips, see [[Morrowind:Hints|Hints]] and [[Morrowind:Starting out|Starting out]].&lt;br /&gt;
&lt;br /&gt;
==Main Characteristics==&lt;br /&gt;
*  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 guide 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* Magicka no longer regenerates automatically. The only ways to restore magicka are to drink a potion, rest, or visit an altar. Willpower no longer directly affects how quickly you regain magicka.&lt;br /&gt;
* 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).&lt;br /&gt;
* [[Morrowind:Fatigue|Fatigue]] and [[Morrowind:Luck|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.&lt;br /&gt;
* 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.&lt;br /&gt;
* Leveling up a combat skill does not increase the damage you do, but instead increases the chance to hit your enemy.&lt;br /&gt;
* 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).&lt;br /&gt;
* 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 (every other green plate if you stole a green plate, for example) to come into your posession will be marked as stolen.&lt;br /&gt;
* 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 [[Morrowind:Transport|Transport]] for information. &lt;br /&gt;
* All rewards in the form of gold, [[Morrowind:Artifacts|Artifacts]] and [[Morrowind:Items|Items]] are level-independent, and therefore fixed.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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 [[Morrowind:Beasts#Cliff racers|cliff racers]], which can be a problem for low level players due to their tendency to swarm.&lt;br /&gt;
* [[Oblivion:Skill_Perks|Skill Perks]] are absent (with the exception of Alchemy but not its Master perk), though stat/skill increases in general are worth more.&lt;br /&gt;
* 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 &amp;quot;disturbing&amp;quot; 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.&lt;br /&gt;
* Instead of having to use a Frenzy spell, you can taunt NPCs into attacking you (though this can be dificult for those with low Speechcraft skill).&lt;br /&gt;
* 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.&lt;br /&gt;
* If your bounty reaches 5,000 gold or higher, you are given a death warrant, and guards to 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* If you decide to kill somebody in their house, and nobody sees, you will not incur a bounty.&lt;br /&gt;
&lt;br /&gt;
==Factions/Guilds==&lt;br /&gt;
* There are many more joinable Factions to choose from in Morrowind than in Oblivion.&lt;br /&gt;
* Familiar Factions you will recognize from Oblivion that feature in Morrowind are: [[Morrowind:Mages Guild|the Mages Guild]], [[Morrowind:Fighters Guild|the Fighters Guild]] and [[Morrowind:Thieves Guild|the Thieves Guild]]. Also [[Morrowind:Main Quest|The Blades]] features heavily in the [[Morrowind:Main Quest|Main Quest]]. Owners of [[Oblivion:Mehrunes' Razor|Mehrunes' Razor]] may remember a single member of [[Morrowind:Morag Tong|Morag Tong]].&lt;br /&gt;
* 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:Tribunal|Tribunal expansion pack]]), The Arena and The Knights of The Nine (only available through the plug-in of the same name). The [[Morrowind:Morag Tong|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).&lt;br /&gt;
* Factions unique to Morrowind that the player can choose to join include: [[Morrowind:House Hlaalu|House Hlaalu]], [[Morrowind:House Redoran|House Redoran]], [[Morrowind:House Telvanni|House Telvanni]] (only one of the three Houses may be joined with a single character), [[Bloodmoon:East Empire Company|East Empire Company]] (only available through Bloodmoon),  [[Morrowind:Imperial Legion|Imperial Legion]], Morag Tong, [[Morrowind:Tribunal Temple|Tribunal Temple]], [[Morrowind:Imperial Cult|Imperial Cult]], [[Morrowind:Aundae Clan|Aundae Clan]], [[Morrowind:Berne Clan|Berne Clan]], and the [[Morrowind:Quarra Clan|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).&lt;br /&gt;
* There are quest conflicts between guilds and Great Houses (for example, if you have already joined the Thieves' Guild, you cannot complete the first quest of the Balmora Fighters' Guild, and once you've completed the first quest of the Balmora Fighter's Guild, you cannot join the Thieves' Guild). Thus it is impossible to complete the questline of every single guild and Great House on one save file.&lt;br /&gt;
* 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. &lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
==[[Morrowind:Combat|Combat]]==&lt;br /&gt;
* There are more skills regarding weapons and armor (including the [[Morrowind:Unarmored|Unarmored]] skill). For example, daggers and longswords are governed by [[Morrowind:Short Blade|Short Blade]] and [[Morrowind:Long Blade|Long Blade]] respectively.&lt;br /&gt;
* Combat skill does not modify the damage, but the chance to hit. Because of this, it is vital that you choose at least one weapon skill as a Major Skill, especially if you are starting a game for the first time. You will generally also have to forgo the use of weapons that you are not skilled in the use of, even if they are vastly numerically superior to your own.&lt;br /&gt;
* In unpatched versions of Morrowind, there is no health bar indicating your opponent's health. &lt;br /&gt;
* Random encounters with hostile monsters, particularly low-level ones such as cliff racers, are much more common. Conflicts with multiple creatures are common. At low levels, this can be particularly troublesome. &lt;br /&gt;
* Blocking attacks occurs automatically; it is not controlled with a button as in Oblivion, although your position affects the rate of blocking. You cannot block with a weapon, you must have a shield equipped. Your block skill, agility and luck will determine how often you block, and a successful block absorbs all damage.&lt;br /&gt;
* You can perform 3 different attacks with melee weapons, depending on which way you are moving when you hit the attack button. Each attack does different amounts of damage depending on the weapon. There is also an option to always use the best attack for your weapon, set under &amp;quot;Options.&amp;quot;&lt;br /&gt;
* There are no power attacks. Holding the attack button will simply cause a successful hit to deal more damage up to the limit of your weapon. In other words, bring your weapon back fully before release for full damage.&lt;br /&gt;
* There is no possibility of yielding in combat. The only way to stop combat other than killing the opponent or using the console (cheating) is to cast a calm spell.&lt;br /&gt;
* Your fatigue affects your chance to hit and cast a spell.&lt;br /&gt;
&lt;br /&gt;
==[[Morrowind:Level|Leveling]] and [[Morrowind:Trainers|Training]]==&lt;br /&gt;
* Many skills are different in Morrowind, and even skills that appear in both games often have different governing attributes.&lt;br /&gt;
* [[Morrowind:Trainers|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 &amp;quot;Master Trainer&amp;quot; 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.&lt;br /&gt;
* There is no limit to the amount of training you can do per level. For details, see [[Morrowind:Level|Level]].&lt;br /&gt;
* Trainers will always offer training, regardless of the time of day.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
==[[Morrowind:Spell Effects|Magic]]==&lt;br /&gt;
Although the magic in Oblivion is very similar to that of Morrowind, some spells and effects were changed in Oblivion. Key differences include:&lt;br /&gt;
*Significant [[Morrowind:Spells|spells]] that are not present in Oblivion: Mark/Recall, Levitation, Jump, SlowFall, Lock and Divine/Almsivi Intervention.&lt;br /&gt;
*Magicka doesn't regenerate constantly. It is replenished by sleeping, potions, shrines, or absorption, making pure magic a less viable alternative to physical combat. Playing a Mage depending solely on [[Morrowind:Destruction|Destruction]] for killing will take careful planning. See [http://www.xs4all.nl/~dleijen/mage.html here] for a detailed strategy and helpful balancing mods.&lt;br /&gt;
*Casting spells can fail, unlike in Oblivion. Failure rate is influenced by your skill rating in the relevant school of magic, your [[Morrowind:Willpower|Willpower]], your [[Morrowind:Luck|Luck]], and your [[Morrowind:Fatigue|Fatigue]]. Instead of the cost of spells, skill level influences the chance of spell failure, using the following formula:&lt;br /&gt;
&lt;br /&gt;
 ( [Luck / 8] + [Willpower / 4] + [Spell Skill * 2.5] - [Magic Cost * 1.25] ) * ( 0.6 + [0.4 * Current Fatigue / Max Fatigue] )&lt;br /&gt;
&lt;br /&gt;
* Spell effectiveness is not decreased by wearing armor. However, being more encumbered will make you tire faster when running (which makes spells fail more often), jump less high, and run slower.&lt;br /&gt;
* All spells are available for purchase from the start of the game, largely independent of Rank or Faction. See [[Morrowind:Spell Merchants|Spell Merchants]], some of which are Spell makers for custom spells.&lt;br /&gt;
* Spells take longer to cast. They must be readied just as a weapon must be drawn, and they must cast just as a weapon must attack.&lt;br /&gt;
* There are no altars for enchanting or spellmaking in Vvardenfell. Instead, [[Morrowind:Enchant|enchant]] is a skill which you can use yourself anytime, anywhere and for free, but with a chance to fail, or you can pay [[Morrowind:Enchanter|Enchanters]] to do it for you.&lt;br /&gt;
* Most magical items apply their effect when you use them, rather than having a constant effect.&lt;br /&gt;
* You can delete spells from your spellbook.  In the PC version, Shift+click on the spell in the magic menu; in the Xbox version, use the White button (Left Bumper on Xbox 360).&lt;br /&gt;
* Though each enchanted item also shows up in the inventory box, it must be readied to be &amp;quot;(cast when) used&amp;quot; by selection from a list of enchanted items in the spells box.&lt;br /&gt;
* The Detect spell works differently, as there are two separate spells for Creatures/Humanoids. Unlike Oblivion, you don't see them through the walls, but they appear as red circles on your minimap.&lt;br /&gt;
&lt;br /&gt;
==[[Morrowind:Potions|Potions]]==&lt;br /&gt;
Overall, [[Morrowind:alchemy|alchemy]] has far more potential in Morrowind than in Oblivion.&lt;br /&gt;
* You can drink an unlimited number of potions at the same time.&lt;br /&gt;
* Potion strength is influenced by your Intelligence; boosting Intelligence past 100 is a well-known exploit that can be used to create super-powerful potions.&lt;br /&gt;
* You can fail at creating a potion. The higher your alchemy, the less the chance this will happen.&lt;br /&gt;
* You can make potions using the unknown effects of ingredients.&lt;br /&gt;
* As with Oblivion, you can collect samples from plants and animals. Restocking Merchants can be pushed to have unlimited supplies.  &lt;br /&gt;
* In Morrowind, plants are treated mainly as containers, which makes harvesting take somewhat longer. Also, organic ingredients take 4 months to respawn, much longer than in Oblivion.&lt;br /&gt;
* There are no useful poisons -- a potion with only negative effects is still a potion and will affect you if drunk, but it can't be used to poison weapons.&lt;br /&gt;
&lt;br /&gt;
==[[Morrowind:Sneak|Stealth]]==&lt;br /&gt;
* There are no red icons warning you that you are about to commit a [[Morrowind:Crime|crime]], so you have to be much more careful when you pick something up.&lt;br /&gt;
* If you join a guild, taking anything from the guild hall may still count as theft.&lt;br /&gt;
* No minigame-style security. Lock-picking success chances are based on your [[Morrowind:Agility|agility]], [[Morrowind:Security|security]] level, [[Morrowind:Luck|luck]] and [[Morrowind:Thieves Tools|lockpick]] quality. There are many [[Morrowind:Keys|keys]] to open locked areas as well as many spells and magic items to do so.&lt;br /&gt;
* Doors/containers can be trapped as well as locked; you need a probe or telekinesis to remove traps. If you open a trapped door/container, you will have some type of negative magic effect (similar to being hit by a spell in combat) and the trap will disappear.&lt;br /&gt;
* [[Morrowind:Sneak|Sneak]] is toggled on/off differently. Xbox: double-click the left control stick. PC: You cannot toggle sneaking - hold down the Ctrl key instead. &lt;br /&gt;
* 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.&lt;br /&gt;
* Additionally, merchants who belong to a faction will do the same if you try to sell them an item stolen from that faction, even if it was in another city on the other side of the map.  It's generally best to avoid selling things to faction-affiliated merchants, just in case.&lt;br /&gt;
* Trespassing is not illegal. You may sleep in any bed, though if it is owned, it will be illegal, and you may recieve an unpleasant awakening by the guards.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
==[[Morrowind:Transport|Transport]]==&lt;br /&gt;
There is no Oblivion-style fast travel in Morrowind: it is not possible to freely travel instantaneously in real time between any two known exterior locations.  There are also no horses.  Therefore, you'll potentially spend more time walking in Morrowind.  However, there are several alternative means of transportation:&lt;br /&gt;
* Paid travel services between fixed locations: silt striders, boats, gondolas.&lt;br /&gt;
* Instant travel between [[Morrowind:Mages Guild|Mages Guild]]s is available through  [[Morrowind:Guild Guide|Guild Guide]]s.&lt;br /&gt;
* Instant travel from any location to nearby &amp;quot;safe&amp;quot; spots: Almsivi Intervention, Divine Intervention (these work from interior locations, too).&lt;br /&gt;
* Mark and Recall are spells that are much like instant travel to certain spots.&lt;br /&gt;
* A network of [[Morrowind:Propylon Chamber|Propylon Chamber]]s surrounds the island, with instant travel, if you have the right index.&lt;br /&gt;
* Custom Jump and Levitation [[Morrowind:Spells|Spells]] can make for ''very'' fast travel.&lt;br /&gt;
&lt;br /&gt;
==[[Morrowind:Speechcraft|Speechcraft]]==&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
&lt;br /&gt;
* You can admire an NPC. If done successfully, this will permanently raise his disposition. If it fails however, the NPC will like you less.&lt;br /&gt;
* 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.&lt;br /&gt;
*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. &lt;br /&gt;
* 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 (however, he or she will still take your money). 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.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
==[[Morrowind:Merchants|Merchants]]==&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
* Shops never close for the night.&lt;br /&gt;
* There is no &amp;quot;Haggle&amp;quot; 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.&lt;br /&gt;
* Most non-[[Morrowind:Khajiit|Khajiit]] merchants will refuse to speak with you if you have any [[Morrowind:Skooma|Skooma]] or [[Morrowind:Moon Sugar|Moon Sugar]] in your inventory.&lt;br /&gt;
&lt;br /&gt;
==[[Morrowind:Items|Items]]==&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
* [[Morrowind:Argonian|Argonian]]s and [[Morrowind:Khajiit|Khajiit]]s in Morrowind cannot wear any kind of shoes or boots, or full helmets (helmets which do not obscure the face can still be worn).&lt;br /&gt;
* In Oblivion, item quality has no effect on how much of an [[Oblivion:Enchanting|Enchantment]] it can hold. In Morrowind, higher quality items can hold more powerful enchantments.  Additionally, your [[Morrowind:Enchant|Enchant]] skill determines how many uses you can get out of enchanted items. Unlike in Oblivion, enchanted items recharge over time.&lt;br /&gt;
* In Morrowind &amp;quot;useless&amp;quot; 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.&lt;br /&gt;
* 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).&lt;br /&gt;
* 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 [[Morrowind:Daedric Armor|Daedric Armor]] is well hidden and finding a full set by chance is extremely unlikely.  &lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
==[[Morrowind:Quests|Quests]]==&lt;br /&gt;
*  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 [[Morrowind:Security|security]] or your [[Morrowind:Alteration|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.&lt;br /&gt;
*  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.&lt;/div&gt;</summary>
		<author><name>76.2.97.167</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Morrowind:Morrowind_for_Oblivion_Players&amp;diff=590796</id>
		<title>Morrowind:Morrowind for Oblivion Players</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Morrowind:Morrowind_for_Oblivion_Players&amp;diff=590796"/>
		<updated>2010-08-02T23:50:52Z</updated>

		<summary type="html">&lt;p&gt;76.2.97.167: /* Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category:Morrowind-Hints| Hints]]&lt;br /&gt;
{{Trail}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
'''Guideline:'''&lt;br /&gt;
This article should only contain the major differences between the two games accompanied with links to relevant articles in the Morrowind namespace, and provide useful tips for adapting. &lt;br /&gt;
&lt;br /&gt;
This is a list of differences to help you start your adventures in [[Morrowind:Vvardenfell|Vvardenfell]] on a good note. For more tips, see [[Morrowind:Hints|Hints]] and [[Morrowind:Starting out|Starting out]].&lt;br /&gt;
&lt;br /&gt;
==Main Characteristics==&lt;br /&gt;
*  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 guide 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* Magicka no longer regenerates automatically. The only ways to restore magicka are to drink a potion, rest, or visit an altar. Willpower no longer directly affects how quickly you regain magicka.&lt;br /&gt;
* 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).&lt;br /&gt;
* [[Morrowind:Fatigue|Fatigue]] and [[Morrowind:Luck|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.&lt;br /&gt;
* 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.&lt;br /&gt;
* Leveling up a combat skill does not increase the damage you do, but instead increases the chance to hit your enemy.&lt;br /&gt;
* 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).&lt;br /&gt;
* 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 (every other green plate if you stole a green plate, for example) to come into your posession will be marked as stolen.&lt;br /&gt;
* 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 [[Morrowind:Transport|Transport]] for information. &lt;br /&gt;
* All rewards in the form of gold, [[Morrowind:Artifacts|Artifacts]] and [[Morrowind:Items|Items]] are level-independent, and therefore fixed.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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 [[Morrowind:Beasts#Cliff racers|cliff racers]], which can be a problem for low level players due to their tendency to swarm.&lt;br /&gt;
* [[Oblivion:Skill_Perks|Skill Perks]] are absent (with the exception of Alchemy but not its Master perk), though stat/skill increases in general are worth more.&lt;br /&gt;
* 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 &amp;quot;disturbing&amp;quot; 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.&lt;br /&gt;
* Instead of having to use a Frenzy spell, you can taunt NPCs into attacking you (though this can be dificult for those with low Speechcraft skill).&lt;br /&gt;
* 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.&lt;br /&gt;
* If your bounty reaches 5,000 gold or higher, you are given a death warrant, and guards to 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* If you decide to kill somebody in their house, and nobody sees, you will not incur a bounty.&lt;br /&gt;
&lt;br /&gt;
==Factions/Guilds==&lt;br /&gt;
* There are many more joinable Factions to choose from in Morrowind than in Oblivion.&lt;br /&gt;
* Familiar Factions you will recognize from Oblivion that feature in Morrowind are: [[Morrowind:Mages Guild|the Mages Guild]], [[Morrowind:Fighters Guild|the Fighters Guild]] and [[Morrowind:Thieves Guild|the Thieves Guild]]. Also [[Morrowind:Main Quest|The Blades]] features heavily in the [[Morrowind:Main Quest|Main Quest]]. Owners of [[Oblivion:Mehrunes' Razor|Mehrunes' Razor]] may remember a single member of [[Morrowind:Morag Tong|Morag Tong]].&lt;br /&gt;
* 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:Tribunal|Tribunal expansion pack]]), The Arena and The Knights of The Nine (only available through the plug-in of the same name). The [[Morrowind:Morag Tong|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).&lt;br /&gt;
* Factions unique to Morrowind that the player can choose to join include: [[Morrowind:House Hlaalu|House Hlaalu]], [[Morrowind:House Redoran|House Redoran]], [[Morrowind:House Telvanni|House Telvanni]] (only one of the three Houses may be joined with a single character), [[Bloodmoon:East Empire Company|East Empire Company]] (only available through Bloodmoon),  [[Morrowind:Imperial Legion|Imperial Legion]], Morag Tong, [[Morrowind:Tribunal Temple|Tribunal Temple]], [[Morrowind:Imperial Cult|Imperial Cult]], [[Morrowind:Aundae Clan|Aundae Clan]], [[Morrowind:Berne Clan|Berne Clan]], and the [[Morrowind:Quarra Clan|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).&lt;br /&gt;
* There are quest conflicts between guilds and Great Houses (for example, if you have already joined the Thieves' Guild, you cannot complete the first quest of the Balmora Fighters' Guild, and once you've completed the first quest of the Balmora Fighter's Guild, you cannot join the Thieves' Guild). Thus it is impossible to complete the questline of every single guild and Great House on one save file.&lt;br /&gt;
* 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. &lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
==[[Morrowind:Combat|Combat]]==&lt;br /&gt;
* There are more skills regarding weapons and armor (including the [[Morrowind:Unarmored|Unarmored]] skill). For example, daggers and longswords are governed by [[Morrowind:Short Blade|Short Blade]] and [[Morrowind:Long Blade|Long Blade]] respectively.&lt;br /&gt;
* Combat skill does not modify the damage, but the chance to hit. Because of this, it is vital that you choose at least one weapon skill as a Major Skill, especially if you are starting a game for the first time. You will generally also have to forgo the use of weapons that you are not skilled in the use of, even if they are vastly numerically superior to your own.&lt;br /&gt;
* In unpatched versions of Morrowind, there is no health bar indicating your opponent's health. &lt;br /&gt;
* Random encounters with hostile monsters, particularly low-level ones such as cliff racers, are much more common. Conflicts with multiple creatures are common. At low levels, this can be particularly troublesome. &lt;br /&gt;
* Blocking attacks occurs automatically; it is not controlled with a button as in Oblivion, although your position affects the rate of blocking. You cannot block with a weapon, you must have a shield equipped. Your block skill, agility and luck will determine how often you block, and a successful block absorbs all damage.&lt;br /&gt;
* You can perform 3 different attacks with melee weapons, depending on which way you are moving when you hit the attack button. Each attack does different amounts of damage depending on the weapon. There is also an option to always use the best attack for your weapon, set under &amp;quot;Options.&amp;quot;&lt;br /&gt;
* There are no power attacks. Holding the attack button will simply cause a successful hit to deal more damage up to the limit of your weapon. In other words, bring your weapon back fully before release for full damage.&lt;br /&gt;
* There is no possibility of yielding in combat. The only way to stop combat other than killing the opponent or using the console (cheating) is to cast a calm spell.&lt;br /&gt;
* Your fatigue affects your chance to hit and cast a spell.&lt;br /&gt;
&lt;br /&gt;
==[[Morrowind:Level|Leveling]] and [[Morrowind:Trainers|Training]]==&lt;br /&gt;
* Many skills are different in Morrowind, and even skills that appear in both games often have different governing attributes.&lt;br /&gt;
* [[Morrowind:Trainers|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 &amp;quot;Master Trainer&amp;quot; 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.&lt;br /&gt;
* There is no limit to the amount of training you can do per level. For details, see [[Morrowind:Level|Level]].&lt;br /&gt;
* Trainers will always offer training, regardless of the time of day.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
==[[Morrowind:Spell Effects|Magic]]==&lt;br /&gt;
Although the magic in Oblivion is very similar to that of Morrowind, some spells and effects were changed in Oblivion. Key differences include:&lt;br /&gt;
*Significant [[Morrowind:Spells|spells]] that are not present in Oblivion: Mark/Recall, Levitation, Jump, SlowFall, Lock and Divine/Almsivi Intervention.&lt;br /&gt;
*Magicka doesn't regenerate constantly. It is replenished by sleeping, potions, shrines, or absorption, making pure magic a less viable alternative to physical combat. Playing a Mage depending solely on [[Morrowind:Destruction|Destruction]] for killing will take careful planning. See [http://www.xs4all.nl/~dleijen/mage.html here] for a detailed strategy and helpful balancing mods.&lt;br /&gt;
*Casting spells can fail, unlike in Oblivion. Failure rate is influenced by your skill rating in the relevant school of magic, your [[Morrowind:Willpower|Willpower]], your [[Morrowind:Luck|Luck]], and your [[Morrowind:Fatigue|Fatigue]]. Instead of the cost of spells, skill level influences the chance of spell failure, using the following formula:&lt;br /&gt;
&lt;br /&gt;
 ( [Luck / 8] + [Willpower / 4] + [Spell Skill * 2.5] - [Magic Cost * 1.25] ) * ( 0.6 + [0.4 * Current Fatigue / Max Fatigue] )&lt;br /&gt;
&lt;br /&gt;
* Spell effectiveness is not decreased by wearing armor. However, being more encumbered will make you tire faster when running (which makes spells fail more often), jump less high, and run slower.&lt;br /&gt;
* All spells are available for purchase from the start of the game, largely independent of Rank or Faction. See [[Morrowind:Spell Merchants|Spell Merchants]], some of which are Spell makers for custom spells.&lt;br /&gt;
* Spells take longer to cast. They must be readied just as a weapon must be drawn, and they must cast just as a weapon must attack.&lt;br /&gt;
* There are no altars for enchanting or spellmaking in Vvardenfell. Instead, [[Morrowind:Enchant|enchant]] is a skill which you can use yourself anytime, anywhere and for free, but with a chance to fail, or you can pay [[Morrowind:Enchanter|Enchanters]] to do it for you.&lt;br /&gt;
* Most magical items apply their effect when you use them, rather than having a constant effect.&lt;br /&gt;
* You can delete spells from your spellbook.  In the PC version, Shift+click on the spell in the magic menu; in the Xbox version, use the White button (Left Bumper on Xbox 360).&lt;br /&gt;
* Though each enchanted item also shows up in the inventory box, it must be readied to be &amp;quot;(cast when) used&amp;quot; by selection from a list of enchanted items in the spells box.&lt;br /&gt;
* The Detect spell works differently, as there are two separate spells for Creatures/Humanoids. Unlike Oblivion, you don't see them through the walls, but they appear as red circles on your minimap.&lt;br /&gt;
&lt;br /&gt;
==[[Morrowind:Potions|Potions]]==&lt;br /&gt;
Overall, [[Morrowind:alchemy|alchemy]] has far more potential in Morrowind than in Oblivion.&lt;br /&gt;
* You can drink an unlimited number of potions at the same time.&lt;br /&gt;
* Potion strength is influenced by your Intelligence; boosting Intelligence past 100 is a well-known exploit that can be used to create super-powerful potions.&lt;br /&gt;
* You can fail at creating a potion. The higher your alchemy, the less the chance this will happen.&lt;br /&gt;
* You can make potions using the unknown effects of ingredients.&lt;br /&gt;
* As with Oblivion, you can collect samples from plants and animals. Restocking Merchants can be pushed to have unlimited supplies.  &lt;br /&gt;
* In Morrowind, plants are treated mainly as containers, which makes harvesting take somewhat longer. Also, organic ingredients take 4 months to respawn, much longer than in Oblivion.&lt;br /&gt;
* There are no useful poisons -- a potion with only negative effects is still a potion and will affect you if drunk, but it can't be used to poison weapons.&lt;br /&gt;
&lt;br /&gt;
==[[Morrowind:Sneak|Stealth]]==&lt;br /&gt;
* There are no red icons warning you that you are about to commit a [[Morrowind:Crime|crime]], so you have to be much more careful when you pick something up.&lt;br /&gt;
* If you join a guild, taking anything from the guild hall may still count as theft.&lt;br /&gt;
* No minigame-style security. Lock-picking success chances are based on your [[Morrowind:Agility|agility]], [[Morrowind:Security|security]] level, [[Morrowind:Luck|luck]] and [[Morrowind:Thieves Tools|lockpick]] quality. There are many [[Morrowind:Keys|keys]] to open locked areas as well as many spells and magic items to do so.&lt;br /&gt;
* Doors/containers can be trapped as well as locked; you need a probe or telekinesis to remove traps. If you open a trapped door/container, you will have some type of negative magic effect (similar to being hit by a spell in combat) and the trap will disappear.&lt;br /&gt;
* [[Morrowind:Sneak|Sneak]] is toggled on/off differently. Xbox: double-click the left control stick. PC: You cannot toggle sneaking - hold down the Ctrl key instead. &lt;br /&gt;
* 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.&lt;br /&gt;
* Additionally, merchants who belong to a faction will do the same if you try to sell them an item stolen from that faction, even if it was in another city on the other side of the map.  It's generally best to avoid selling things to faction-affiliated merchants, just in case.&lt;br /&gt;
* Trespassing is not illegal. You may sleep in any bed, though if it is owned, it will be illegal, and you may recieve an unpleasant awakening by the guards.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
==[[Morrowind:Transport|Transport]]==&lt;br /&gt;
There is no Oblivion-style fast travel in Morrowind: it is not possible to freely travel instantaneously in real time between any two known exterior locations.  There are also no horses.  Therefore, you'll potentially spend more time walking in Morrowind.  However, there are several alternative means of transportation:&lt;br /&gt;
* Paid travel services between fixed locations: silt striders, boats, gondolas.&lt;br /&gt;
* Instant travel between [[Morrowind:Mages Guild|Mages Guild]]s is available through  [[Morrowind:Guild Guide|Guild Guide]]s.&lt;br /&gt;
* Instant travel from any location to nearby &amp;quot;safe&amp;quot; spots: Almsivi Intervention, Divine Intervention (these work from interior locations, too).&lt;br /&gt;
* Mark and Recall are spells that are much like instant travel to certain spots.&lt;br /&gt;
* A network of [[Morrowind:Propylon Chamber|Propylon Chamber]]s surrounds the island, with instant travel, if you have the right index.&lt;br /&gt;
* Custom Jump and Levitation [[Morrowind:Spells|Spells]] can make for ''very'' fast travel.&lt;br /&gt;
&lt;br /&gt;
==[[Morrowind:Speechcraft|Speechcraft]]==&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
&lt;br /&gt;
* You can admire an NPC. If done successfully, this will permanently raise his disposition. If it fails however, the NPC will like you less.&lt;br /&gt;
* 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.&lt;br /&gt;
*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. &lt;br /&gt;
* 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 (however, he or she will still take your money). 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.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
==[[Morrowind:Merchants|Merchants]]==&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
* Shops never close for the night.&lt;br /&gt;
* There is no &amp;quot;Haggle&amp;quot; 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.&lt;br /&gt;
* Most non-[[Morrowind:Khajiit|Khajiit]] merchants will refuse to speak with you if you have any [[Morrowind:Skooma|Skooma]] or [[Morrowind:Moon Sugar|Moon Sugar]] in your inventory.&lt;br /&gt;
&lt;br /&gt;
==[[Morrowind:Items|Items]]==&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
* [[Morrowind:Argonian|Argonian]]s and [[Morrowind:Khajiit|Khajiit]]s in Morrowind cannot wear any kind of shoes or boots, or full helmets (helmets which do not obscure the face can still be worn).&lt;br /&gt;
* In Oblivion, item quality has no effect on how much of an [[Oblivion:Enchanting|Enchantment]] it can hold. In Morrowind, higher quality items can hold more powerful enchantments.  Additionally, your [[Morrowind:Enchant|Enchant]] skill determines how many uses you can get out of enchanted items. Unlike in Oblivion, enchanted items recharge over time.&lt;br /&gt;
* In Morrowind &amp;quot;useless&amp;quot; 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.&lt;br /&gt;
* 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).&lt;br /&gt;
* 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 [[Morrowind:Daedric Armor|Daedric Armor]] is well hidden and finding a full set by chance is extremely unlikely.  &lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
==[[Morrowind:Quests|Quests]]==&lt;br /&gt;
*  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 [[Morrowind:Security|security]] or your [[Morrowind:Alteration|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.&lt;br /&gt;
*  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.&lt;/div&gt;</summary>
		<author><name>76.2.97.167</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Bloodworm_Helm&amp;diff=590773</id>
		<title>Oblivion:Bloodworm Helm</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Bloodworm_Helm&amp;diff=590773"/>
		<updated>2010-08-02T22:30:31Z</updated>

		<summary type="html">&lt;p&gt;76.2.97.167: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Trail|Items|Artifacts}} [[Category:Oblivion-Armor-Helmets Light]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;{{Artifact Summary&lt;br /&gt;
|PageName=Bloodworm Helm&lt;br /&gt;
|ArtifactType=Leveled Artifact&lt;br /&gt;
|MaxLevel=25&lt;br /&gt;
|Rating=4.5&lt;br /&gt;
|Health=150&lt;br /&gt;
|Weight=5&lt;br /&gt;
|Value=1255&lt;br /&gt;
|Enchant=[[Oblivion:Fortify Skill|Fortify]] [[Oblivion:Conjuration|Conjuration]] 12 pts&lt;br /&gt;
|Type=Light Helmet&lt;br /&gt;
|ObjectID=0007BE43&lt;br /&gt;
|EditorID=BloodwormHelm25&lt;br /&gt;
|Image=OB-BloodwormHelm.jpg&lt;br /&gt;
}}&lt;br /&gt;
The '''Bloodworm Helm''' is a leveled [[Oblivion:Light Armor|light]] helmet encountered during [[Oblivion:The_Bloodworm_Helm|The Bloodworm Helm]] quest, given by the [[Oblivion:Mages Guild|Mages Guild]]. It must be given up after the quest and cannot subsequently be retrieved.  The level 1-4 helm also allows you to cast the apprentice-level version of the [[Oblivion:Essence_Drain|Essence Drain]] spell when wearing the helm. The higher level versions of the helm are ''supposed'' to also provide higher level Essence Drain spells, but there is a glitch in all of the helm scripts.&amp;lt;includeonly&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For full leveled statistics, see the [[Oblivion:Bloodworm Helm#Leveled Statistics|Bloodworm Helm]] article.&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{NewLine}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* The [[Tes4Mod:Unofficial Oblivion Patch|Unofficial Oblivion Patch]] places both the Bloodworm Helm and the [[Oblivion:Necromancer's Amulet|Necromancer's Amulet]] into the Arch Mage's desk.&lt;br /&gt;
&lt;br /&gt;
* The [[Morrowind:Bloodworm Helm|Bloodworm Helm]] also appeared in Morrowind.&lt;br /&gt;
&lt;br /&gt;
==Leveled Statistics==&lt;br /&gt;
{| class=wikitable width=100% style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Level&lt;br /&gt;
! [[Image:OBWeightIcon_small.png|Weight]]&lt;br /&gt;
! [[Image:OBHealthIcon_small.png|Health]]&lt;br /&gt;
! [[Image:OBValueIcon_small.png|Value]]&lt;br /&gt;
! [[Image:OBRatingIcon_small.png|Rating]]&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
|1-4&amp;lt;br&amp;gt;{{ID|00014673}} ||5 ||150 ||255 ||4.5&lt;br /&gt;
|[[Oblivion:Fortify Skill|Fortify Conjuration]] 2pts&lt;br /&gt;
|-&lt;br /&gt;
|5-9&amp;lt;br&amp;gt;{{ID|0007BE3F}} ||5 ||150 ||455 ||4.5&lt;br /&gt;
|Fortify Conjuration 4pts&lt;br /&gt;
|-&lt;br /&gt;
|10-14&amp;lt;br&amp;gt;{{ID|0007BE40}} ||5 ||150 ||655 ||4.5&lt;br /&gt;
|Fortify Conjuration 6pts&lt;br /&gt;
|-&lt;br /&gt;
|15-19&amp;lt;br&amp;gt;{{ID|0007BE41}} ||5 ||150 ||855 ||4.5&lt;br /&gt;
|Fortify Conjuration 8pts&lt;br /&gt;
|-&lt;br /&gt;
|20-24&amp;lt;br&amp;gt;{{ID|0007BE42}} ||5 ||150 ||1055 ||4.5&lt;br /&gt;
|Fortify Conjuration 10pts&lt;br /&gt;
|-&lt;br /&gt;
|25+&amp;lt;br&amp;gt;{{ID|0007BE43}} ||5 ||150 ||1255 ||4.5&lt;br /&gt;
|Fortify Conjuration 12pts&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Oblivion-Quest Items|{{PAGENAME}}]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>76.2.97.167</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Lore_talk:Pelinal_Whitestrake&amp;diff=590608</id>
		<title>Lore talk:Pelinal Whitestrake</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Lore_talk:Pelinal_Whitestrake&amp;diff=590608"/>
		<updated>2010-08-02T03:12:34Z</updated>

		<summary type="html">&lt;p&gt;76.2.97.167: /* Shezarr Reincarnate */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==format==&lt;br /&gt;
I would appreciate it if a Mentor would put the Song of Pelinal, Before the Ages of Man and the Oblivion: Pelinal links in their proper positions.&lt;br /&gt;
Looks alot better now.&lt;br /&gt;
== predecessors ==&lt;br /&gt;
Before the Ages of Man is old lore from way before kotn. The Song of Pelinal names him as Pelinal the Third because of his relation to those other Shor avatars. He is the third in a line of champions and we have names for the other two. Pelinal never ruled anything, and did not use magicka excepting his cyborg and time-traveling tendencies, yet Ages of Man describes a sorcerer king who created many kingdoms. Remember that this is the story from an elven perspective, and exhibits bias in the line directly above this one. Pelinal is accounted part of a series of champions that can be viewed as equivalents and the same person. So the timeline isn't far wrong. Pelinal is, however, an exception because he is a dual avatar of Lorkhan AND Akatosh, not just the one. Not a retcon so much as an update. It's another case of sources that seem to conflict, but still inform the reader on their respective subjects. For perspective, we're basically talking about Lorkhan recurring, and you know his most recent incarnation as Wulfharth or Ysmir.[[User:Temple-Zero|Temple-Zero]] 13:58, 4 September 2008 (EDT)&lt;br /&gt;
: &amp;quot;''the legendary immortal hero, warrior, sorceror, and king variously known as Pelinal Whitestrake, Harrald Hairy Breeks, Ysmir, Hans the Fox, etc.''&amp;quot; (from [[Lore:Before the Ages of Man|Before the Ages of Man]])&lt;br /&gt;
: That's pretty explicit that they're all the same person. &amp;quot;Variously known&amp;quot; means that ONE person has several names, not that there are several people. I didn't undo your edit out of spite, I undid it because it's wrong.  –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 14:19, 4 September 2008 (EDT)&lt;br /&gt;
::Of course you didn't do it out of spite, you did it because you read one sentence of a single, biased, outdated source on the subject at hand, and chose to believe its vague brevity over all other sources. I believe that you have extensively expounded on the tenuous nature of ES texts. Does this only apply when you during the unofficial lore debate? Pelinal is not a Sorcerer. Pelinal is not a king. The source is wrong. Did you read my post? Respond to it and this doesn't need to be an edit war. This is the Pelinal article, not the Before the Ages of Man article. If you want the line to stay, then perhaps it should be revised so it is no longer misleading.[[User:Temple-Zero|Temple-Zero]] 16:36, 4 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: First, it was the original source to which you referred ([http://www.uesp.net/w/index.php?title=Lore%3APelinal_Whitestrake&amp;amp;diff=357332&amp;amp;oldid=357028 here]). Second, BtAoM is an in-game source and is just as valid as anything else: don't presume to decide which in-game sources are valid and which aren't. Third, The Song of Pelinal explicitly says that nobody is sure why he's called &amp;quot;Pelinal the Third&amp;quot;. Fourth, it says that if he has been incarnated before it's still '''the same person'''. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 00:47, 5 September 2008 (EDT)&lt;br /&gt;
::::Hamstringing nuance and ignoring the purpose of conflicting stories in texts is one thing when it leads to simple incompleteness, but listing the names like this is misleading. I get the feeling that you don't care if it's misleading or contrary to the actual story, it's only the paraphrasing that is important. Incidentally, Before the Ages of Man was originally an unofficial lore document written by MK and put on a fan site many years ago. It was dug up and put into Oblivion, though by whose perogative I don't know. If you want the names to stay, they need to be explained, as anyone who cross-references and finds out that the hero of Kotn was actually a fighter mage with a Napoleon complex who bopped in and out of history more than the Knights Templar in crappy fiction is going to be pretty darn confused. So see what I wrote beneath here. It's *not* simple.[[User:Temple-Zero|Temple-Zero]] 11:20, 5 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: I'd agree that the article isn't very well written at the moment and that listing all the names in one place like that isn't the best idea. However, my purpose thus far has simply been to establish the ''facts'' before worrying about style. Now that the facts have indeed been established, we can work on the style part. The rumor about Before the Ages of Man is interesting and goes to show that unofficial lore can indeed make it into the game. If any of the current out-of-game material is added to later games, patches, mods etc then of course it becomes canon. –[[User:Rpeh|Rpeh]]&amp;lt;sup&amp;gt;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/sup&amp;gt; 08:07, 6 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== test-run for the line in parenthesis ==&lt;br /&gt;
His moniker 'Pelinal the Third' suggests a relationship with other supernatural champions of mankind- Harrald Harry-Breeks and Hans the Fox. Some sources suggest that he is one and the same, although it is unlikely that this is the whole story, given his more alien characteristics and persona, and the fact that he cannot easily be described as a king or sorcerer. It is also worth noting that Pelinal ultimately suffered a gruesome death (his counterparts are described as immortal), and did not reincarnate at a later date, as did his predecessors. &lt;br /&gt;
&lt;br /&gt;
This could be in a notes section?[[User:Temple-Zero|Temple-Zero]] 17:04, 4 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== First Issue of Challenge ==&lt;br /&gt;
&lt;br /&gt;
''The Whitestrake cracked the floor with his mace and they withdrew, and he said, &amp;quot;Bring me Umaril that called me out!&amp;quot;''-  Direct quote from [[Lore:The Song of Pelinal, v 7|The Song of Pelinal, v 7]].  ([[User:Gadianzero|Gadianzero]] 22:45, 5 January 2009 (EST))&lt;br /&gt;
:My mistake. The article is much more readable now.[[User:Temple-Zero|Temple-Zero]] 11:26, 6 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Shezarr Reincarnate ==&lt;br /&gt;
&lt;br /&gt;
In the Bethesda forums, I've been told that Pelinal is the reincarnation of Shezarr/Shor/Lorkhan. Is there any truth to this?&lt;/div&gt;</summary>
		<author><name>76.2.97.167</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Morrowind_talk:Nerevarine&amp;diff=590542</id>
		<title>Morrowind talk:Nerevarine</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Morrowind_talk:Nerevarine&amp;diff=590542"/>
		<updated>2010-08-01T21:57:11Z</updated>

		<summary type="html">&lt;p&gt;76.2.97.167: /* Nerevarine, the...cat? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Page Blanking==&lt;br /&gt;
&lt;br /&gt;
I'm not familiar enough with all of the Morrowind articles to know whether or not this page is necessary.  If the creator would like the article to be deleted, he or she should make the appropriate requst.  If not, I think it is better to have a vague description on the page than to have a blank article sitting around.  --[[User:Eshe|Eshe]] 19:29, 23 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The page should probably exist, though possibly it might be more appropriate in Tamriel namespace.  The Nerevarine, in short, is you, when you play the game.  As such, it's hard to write a history of the character, since you can play it any way you want.  But it is important to the lore, and thus a page is justified, though I'm not lore-fluent enough that I feel comfortable writing it myself.  I'll just mark this as a stub, and hopefully one of our lore-experts will flesh it out at some point. --[[User:TheRealLurlock|TheRealLurlock]] &amp;lt;sup&amp;gt;[[User_talk:TheRealLurlock|Talk]]&amp;lt;/sup&amp;gt; 23:53, 23 August 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I think this page should be categorised under Lore, and I will gladly try to expand this article myself, except I don't know how to move the page over to the Lore section...[[User:Remorse1994|Remorse1994]] 20:29, 24 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Nerevarine Prophecy ==&lt;br /&gt;
&lt;br /&gt;
Should the trials and prophecies of the player/Nerevarine go here? &amp;lt;span style=&amp;quot;font-size:85%;&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;background:#000;padding:4px;&amp;quot;&amp;gt;[[User:Lukish|&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;Lukish&amp;lt;span style=&amp;quot;text-decoration:blink;&amp;quot;&amp;gt;&amp;amp;#95;&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt; [[User talk:Lukish|Tlk]] [[Special:Contributions/Lukish|Cnt]]&amp;lt;/span&amp;gt; 05:37, 31 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== The Nerevarine is male ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;In the waning years of the Third Era of Tamriel, a prisoner born on a certain day to uncertain parents was sent under guard, without explanation, to Morrowind, ignorant of the role '''he''' was to play in that nation's history...&amp;quot; This comes from the Morrowind introduction cutscene. So doesn't this mean that the Nerevarine is canonically male? [[User:C Teng|C&amp;amp;nbsp;Teng]]&amp;amp;nbsp;[[User talk:C Teng|&amp;lt;sup&amp;gt;[talk]&amp;lt;/sup&amp;gt;]] 01:14, 23 September 2009 (UTC)&lt;br /&gt;
:&amp;quot;He&amp;quot; is also the neutral pronoun for the English language, so it many cases, it can refer to a female (in unknown circumstances, such as dealing with prophecy in this case). –[[User:Elliot|Elliot]]&amp;amp;nbsp;&amp;lt;sup&amp;gt;[[User_talk:Elliot|talk]]&amp;lt;/sup&amp;gt; 01:20, 23 September 2009 (UTC)&lt;br /&gt;
::Maybe we should include this (and what you just said) in the article. [[User:C Teng|C&amp;amp;nbsp;Teng]]&amp;amp;nbsp;[[User talk:C Teng|&amp;lt;sup&amp;gt;[talk]&amp;lt;/sup&amp;gt;]] 01:49, 23 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Nerevarine as a faction? ==&lt;br /&gt;
Do you join this faction during the game?  I was sent here from the faction page and I am looking at the relations table and wondering what the faction is like.  I am trying to calculate faction deposition and I am wondering if this is a faction for NPCs, if so it should be stated who is in the faction like the other faction pages, or does the player automatically join this faction after picking up the moon-and-star? {{unsigned|69.169.148.48|23 April 2010}}&lt;br /&gt;
&lt;br /&gt;
: Yes, you get added to it once you pick up the ring. There are a couple of adjustments to faction reactions too. If you're ''already'' in House Redoran, the relationship between the Redoran and Nerevarine factions is increased by 4. The same applies if you're already in the Temple. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 10:16, 24 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Cool thanks for the info, maybe this should be added to the actual page? {{unsigned|69.169.148.48|22 May 2010}}&lt;br /&gt;
&lt;br /&gt;
::: I've added it to the Factions page. [[User:Rpeh|rpeh]]&amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•&amp;lt;/span&amp;gt; 09:00, 23 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Nerevarine, the...cat? ==&lt;br /&gt;
&lt;br /&gt;
Is it weird to find it a tad unrealistic that the reincarnate of the Nerevarine can be any race? I find it rather funny that a Khajiit can banish the evil of Red Mountain threatening a province that...enslaves Khajiits. Since the Nerevar was Chimeri, wouldn't it make more sense for the nerevarine to be Altmer? [[Special:Contributions/76.2.97.167|76.2.97.167]] 21:57, 1 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>76.2.97.167</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Morrowind_talk:Vivec_(god)&amp;diff=590535</id>
		<title>Morrowind talk:Vivec (god)</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Morrowind_talk:Vivec_(god)&amp;diff=590535"/>
		<updated>2010-08-01T21:37:19Z</updated>

		<summary type="html">&lt;p&gt;76.2.97.167: /* Strategy For Killing Vivec */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I disagree with the following paragraph:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They then went against Nerevar's dying wish by using the profane Tools of Kagrenac on the Heart of Lorkhan in order to steal its divine essence for themselves. They achieved great heroism with their divinity, but it was also their undoing; because they worked deeds of good against the evil of the Heart they were weakened even before the return of Dagoth-Ur, Nerevar's nemesis. Dagoth-Ur, who had also stolen power from the Heart, acted in accordance with its evil and grew stronger.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Heart of Lorkhan isn't evil, just a very powerful artifact. The Tribunal members used its power to gain divine powers, by tapping it once in a while with Kagernac's tools. Their power was not sustainable, so the had to re-imbue themselves every time with the Heart's power, when their energy was running low. When Dagoth Ur came back to life, he regained control over the Tool and the Heart, thus the Tribunal members could no longer reimbue themselves and they grew weaker and weaker with time.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Dagor-Ur [...] acted in accordance with its evil and grew stonger.&amp;quot; signals a big misunderstanding somewhere. &lt;br /&gt;
&lt;br /&gt;
[[User:Ralleyon|Ralleyon]] 03:57, 29 June 2008 (EDT)&lt;br /&gt;
:Sithis created Lorkhan to kill the Aedra, making him evil to do this. This would make Lorkhan's heart evil, would it not?--[[User:Drake3555|Drake3555]] 19:38, 5 August 2008 (EDT)&lt;br /&gt;
I think I know which book you read to come up with that, and let me say that is you want to learn about the topic, you shouldn't start there.[[User:Temple-Zero|Temple-Zero]] 19:47, 5 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Well, the whole &amp;quot;What happened at Red Mountain&amp;quot; section is under reconstruction. The [[Lore:Heart of Lorkhan]] is what stabilized [[Lore:Mundus|Mundus]]' &amp;amp; [[Lore:Nirn|Nirn]] existence (among other stones &amp;amp; towers), keeping the planes separated, without the continued presence of the gods. Talking about this in terms of good/evil is not very helpful, I think. --[[User:Benould|Benould]]&amp;lt;sup&amp;gt;•[[User_Talk:Benould|T]]•[[Special:Contributions/Benould|C]]&amp;lt;/sup&amp;gt; 19:53, 5 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
'He has saved the Dunmeri people from certain death on numerous occasions, most notably when he taught them how to breathe water so that he could flood Morrowind and kill the Akaviri invaders, c. 2E 572.'&lt;br /&gt;
&lt;br /&gt;
I recall this being from some of the Temple documents, and thus slightly dubious. Teaching a group of dunmer to breath water so that they could spring/be bait in an ambush I could understand, since I think Vivec would be powerful enough to flood a moderate area. It would have been something like the battler against the Empire referenced in ''2920, The Last Year of the First Era''. But flooding an entire province? I'm not sure all the daedra working together could do that. I also doubt that every mer in Morrowind could successfully water breath for long enough to drown the invaders. &lt;br /&gt;
&lt;br /&gt;
I'm not sure this should be listed as factual, which it currently appears to be. ~Morgrim&lt;br /&gt;
&lt;br /&gt;
== Vivec's Health After Main Quest ==&lt;br /&gt;
&lt;br /&gt;
Added a mention of what happens (or rather doesn't) when you kill Vivec after you've beaten the Main Quest.  Would anyone happen to know his exact HP?  (It is definitely under 3000, if not 1000.) -[[Special:Contributions/71.249.111.52|71.249.111.52]] 13:09, 24 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Odd, I've just given it a check on my save game... still has it as 3000.--{{unsigned|203.59.20.221}}&lt;br /&gt;
&lt;br /&gt;
== Note Verification ==&lt;br /&gt;
&lt;br /&gt;
I'm moving [http://i38.tinypic.com/qns57r.jpg this link] that was offered as verification for the following note: &lt;br /&gt;
:If you kill Vivec after you finish the Main Quest, he has much less health and will leave no corpse, soul, or the [[Morrowind:Yagrum_Bagarn_and_Wraithguard#God-Killer|Back Path]] [[Morrowind:Wraithguard|left-handed Wraithguard]] since it is no longer necessary.  Instead, you are simply left with the message &amp;quot;''The Heart of Lorkhan is no more, and Vivec and his {{sic|innatural|unnatural}} powers dissolved with it.''&amp;quot;&lt;br /&gt;
I don't buy a screenshot as hard evidence for this, but since I'm not sure I wanted to start a discussion about it.  Can anyone else help out with this? –[[User:Eshe|Eshe]]&amp;lt;sup&amp;gt;[[User talk:Eshe|talk]]&amp;lt;/sup&amp;gt; 02:45, 14 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After finishing the main quest i killed vivec, but i just get the information that i killed an immportant character and i could loot the corpse for the wraithguard.&lt;br /&gt;
There is a bug also when i talk to other people abaout almalexia. Theres an option that i found Sotha sil dead and that i killed almalexia AND vivec, also vivec is still living.&lt;br /&gt;
&lt;br /&gt;
::Yeah, you can kill Almalexia before the showdown (although you'd have to fight her 4 near-invincible guards to do it) and no one in Mournhold will care or notice.  However, Vivec can die with that message and without giving up his version of Wraithguard, but it seems to show up only if you meet some seemingly weird conditions. -[[Special:Contributions/71.247.37.33|71.247.37.33]] 15:48, 11 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::When someone can tell us what those conditions are, we can add it to the page. Otherwise, we can't really call it accurate, since I've got two Wraithguards.--[[User:Ratwar|Ratwar]] 22:18, 11 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::No. There is a screenshot showing this to be true, so it should definitely be mentioned on the article until somebody can show that it is NOT true. The burden of proof is on you here, Ratwar. [[Special:Contributions/89.168.79.167|89.168.79.167]] 23:05, 11 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Whoa, can we please quit reverting this edit until we get more information?  I don't see any problem with leaving the note and verification tag in place for now.  The reason we have doubts about the screenshot is because we don't have any way of knowing whether this screenshot was in any way altered or what version of the game it comes from.  For all we know, the shot is from a modified version of the game, which means it doesn't apply to the article.  In any case, I'd appreciate it if everyone would discuss it here instead of arguing back and forth through edit summaries. –[[User:Eshe|Eshe]]&amp;lt;sup&amp;gt;[[User talk:Eshe|talk]]&amp;lt;/sup&amp;gt; 23:37, 11 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Sorry... was that not what I just did? I posted on the talk page to explain why deleting the information was wrong. What else should I have done, Eshe?&lt;br /&gt;
: I must confess I haven't seen the message myself, but the information should not be dismissed until it is clear that the message came from a mod. [[Special:Contributions/89.168.46.238|89.168.46.238]] 00:22, 12 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Er...that comment was addressed to everyone.  I didn't mean to imply you'd done the wrong thing; I was simply requesting that everyone move to a discussion rather than an edit war.  Sorry!  I should have been more clear. –[[User:Eshe|Eshe]]&amp;lt;sup&amp;gt;[[User talk:Eshe|talk]]&amp;lt;/sup&amp;gt; 00:27, 12 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Searching the construction set for that particular phrase, I couldn't find anything. And yes, I checked the GMTS too. The fact that that line is absent suggests without much doubt that the entire event does not exist. The screenshot could as easily be from a mod. There might be a difference in versions here (GOTY vs. classic) but I seriously doubt that this case. Since Ratwar has been unable to reproduce the event as well, I opt to remove the note from the article. --[[User:Timenn|Timenn]]-&amp;lt;span style=&amp;quot;font-size: 9px; letter-spacing: 1px;&amp;quot;&amp;gt;&amp;amp;lt;[[User talk:Timenn|talk]]&amp;amp;gt;&amp;lt;/span&amp;gt; 09:43, 12 November 2009 (UTC)&lt;br /&gt;
::::I have now gone back and verified in game that no such text appears. This was gone on a basically clean install of Morrowind without either of the expansions. I have failed to see anything that points to this being accurate in either the Construction Set or the actual Game itself. The single screen has now been confirmed false by myself, Timenn, and 79.199.199.180. Now it is still possible that the text itself is added by one of the expansions, though I highly doubt it. Therefore, until someone can list the circumstances that leads to this message appearing, I have removed it from the page.--[[User:Ratwar|Ratwar]] 06:27, 16 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Strategy For Killing Vivec ==&lt;br /&gt;
&lt;br /&gt;
What's a good strategy for killing Vivec? Is there a minimum level for it to even be possible? [[User:MrSensiBob|MrSensiBob]] 00:04, 11 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Make sure you have a lot of health and a high hit chance.[[User:Kinvalor75|Kinvalor75]] 20:30, 1 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Just dodge his spells for a while until he runs out of magicka. He's cake when he just uses hand to hand.&lt;/div&gt;</summary>
		<author><name>76.2.97.167</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Tribunal:Her_Hand%27s_Armor&amp;diff=590529</id>
		<title>Tribunal:Her Hand's Armor</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Tribunal:Her_Hand%27s_Armor&amp;diff=590529"/>
		<updated>2010-08-01T21:30:02Z</updated>

		<summary type="html">&lt;p&gt;76.2.97.167: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Tribunal Armor Trail}}&lt;br /&gt;
[[Category:Tribunal-Armor-Full_Sets_Heavy]]&lt;br /&gt;
{|width=100%&lt;br /&gt;
|[[Image:TR_Armor_HerHandsM.jpg|thumb|center|Male]]&lt;br /&gt;
|[[Image:TR_Armor_HerHandsF.jpg|thumb|center|Female]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Her Hand's Armor''' is used by the [[Tribunal:High Ordinator|High Ordinators]] in [[Tribunal:Mournhold|Mournhold]]. Although it looks similar to the [[Morrowind:Indoril Armor|Indoril Armor]] that [[Morrowind:Ordinator|Ordinators]] wear, this armor is a type of heavy armor. The enchanted version of the armor is the one that the guards of [[Tribunal:Almalexia|Almalexia]] wear.&lt;br /&gt;
==Stats==&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
|+ Heavy Armor&lt;br /&gt;
! !!Armor **&lt;br /&gt;
![[Image:OBWeightIcon_small.png|Weight]]&lt;br /&gt;
![[Image:OBHealthIcon_small.png|Health]]&lt;br /&gt;
![[Image:OBValueIcon_small.png|Value]]&lt;br /&gt;
![[Image:OBRatingIcon_small.png|Rating]]&lt;br /&gt;
!Enchant&lt;br /&gt;
!Enchantment&lt;br /&gt;
|-&lt;br /&gt;
![[Image:TR_Icon_A_Her Hand's Helmet.png|Her Hand's Helmet]]&lt;br /&gt;
!{{LE|Her Hand's Helmet}}*&amp;lt;br&amp;gt;{{ID|''Indoril_MH_Guard_helmet''}}&lt;br /&gt;
|15.0||700||12000&lt;br /&gt;
!75&lt;br /&gt;
|65&lt;br /&gt;
|Constant Effect&amp;lt;br/&amp;gt;{{MW EffectLink|Reflect}} 5pts on self&lt;br /&gt;
|-&lt;br /&gt;
![[Image:TR_Icon_A_Her Hand's Cuirass.png|Her Hand's Cuirass]]&lt;br /&gt;
!{{LE|Her Hand's Cuirass}}*&amp;lt;br&amp;gt;{{ID|''Indoril_MH_Guard_Cuirass''}}&lt;br /&gt;
|90.0||2800||50000&lt;br /&gt;
!70&lt;br /&gt;
|55&lt;br /&gt;
|Constant Effect&amp;lt;br/&amp;gt;{{MW EffectLink|Fortify Skill|Fortify Heavy Armor}} 10pts on self&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=2|[[Image:TR_Icon_A_Her Hand's Pauldron.png|Her Hand's Pauldron]]&lt;br /&gt;
!{{LE|Her Hand's Left Pauldron}}&amp;lt;br&amp;gt;{{ID|''Indoril_MH_Guard_Pauldron_L''}}&lt;br /&gt;
|30.0||700||20000&lt;br /&gt;
!70&lt;br /&gt;
|5&lt;br /&gt;
|Constant Effect&amp;lt;br/&amp;gt;{{MW EffectLink|Resist Poison}} 5pts on self&lt;br /&gt;
|-&lt;br /&gt;
!{{LE|Her Hand's Right Pauldron}}&amp;lt;br&amp;gt;{{ID|''Indoril_MH_Guard_Pauldron_R''}}&lt;br /&gt;
|30.0||700||20000&lt;br /&gt;
!70&lt;br /&gt;
|5&lt;br /&gt;
|Constant Effect&amp;lt;br/&amp;gt;{{MW EffectLink|Resist Paralysis}} 5pts on self&lt;br /&gt;
|-&lt;br /&gt;
![[Image:TR_Icon_A_Her Hand's Greaves.png|Her Hand's Greaves]]&lt;br /&gt;
!{{LE|Her Hand's Greaves}}&amp;lt;br&amp;gt;{{ID|''Indoril_MH_Guard_Greaves''}}&lt;br /&gt;
|45.0||700||33000&lt;br /&gt;
!70&lt;br /&gt;
|6&lt;br /&gt;
|Constant Effect&amp;lt;br/&amp;gt;{{MW EffectLink|Fortify Skill|Fortify Medium Armor}} 5pts on self&lt;br /&gt;
|-&lt;br /&gt;
![[Image:TR_Icon_A_Her Hand's Boots.png|Her Hand's Boots]]&lt;br /&gt;
!{{LE|Her Hand's Boots}}&amp;lt;br&amp;gt;{{ID|''Indoril_MH_Guard_boots''}}&lt;br /&gt;
|60.0||700||15000&lt;br /&gt;
!70&lt;br /&gt;
|20&lt;br /&gt;
|Constant Effect&amp;lt;br/&amp;gt;{{MW EffectLink|Fortify Attribute|Fortify Agility}} 5pts on self&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=2|[[Image:TR_Icon_A_Her Hand's Gauntlet.png|Her Hand's Gauntlet]]&lt;br /&gt;
!{{LE|Her Hand's Left Gauntlet}}&amp;lt;br&amp;gt;{{ID|''Indoril_MH_Guard_gauntlet_L''}}&lt;br /&gt;
|15.0||300||13000&lt;br /&gt;
!70&lt;br /&gt;
|50&lt;br /&gt;
|Constant Effect&amp;lt;br/&amp;gt;{{MW EffectLink|Fortify Attribute|Fortify Strength}} 5pts on self&lt;br /&gt;
|-&lt;br /&gt;
!{{LE|Her Hand's Right Gauntlet}}&amp;lt;br&amp;gt;{{ID|''Indoril_MH_Guard_gauntlet_R''}}&lt;br /&gt;
|15.0||300||13000&lt;br /&gt;
!70&lt;br /&gt;
|50&lt;br /&gt;
|Constant Effect&amp;lt;br/&amp;gt;{{MW EffectLink|Fortify Attack|Fortify Attack}} 5pts on self&lt;br /&gt;
|-&lt;br /&gt;
![[Image:TR_Icon_A_Her Hand's Shield.png|Her Hand's Shield]]&lt;br /&gt;
!{{LE|Her Hand's Shield}}****&amp;lt;br&amp;gt;{{ID|''Indoril_MH_Guard_shield''}}&lt;br /&gt;
|17.0||320||2500&lt;br /&gt;
!55&lt;br /&gt;
|50&lt;br /&gt;
|Constant Effect&amp;lt;br/&amp;gt;{{MW EffectLink|Fortify Skill|Fortify Block}} 10pts on self&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; As with the Indoril armor, wearing either the Cuirass or the Helmet will earn you the wrath of the Ordinators if you talk to them.  (This includes those who talk to you if they are trying to arrest you.)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; The enchanted versions replace &amp;quot;MH_Guard&amp;quot; with &amp;quot;Almalexia&amp;quot; and are already enchanted with a variety of skill-fortifying effects; otherwise, they are identical. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt; Obviously, only one of these two columns is relevant to a particular piece of armor &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;****&amp;lt;/nowiki&amp;gt; Enchanted version not carried by [[Tribunal:Salas Valor|Salas Valor]]&lt;/div&gt;</summary>
		<author><name>76.2.97.167</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Tribunal:Her_Hand%27s_Armor&amp;diff=590526</id>
		<title>Tribunal:Her Hand's Armor</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Tribunal:Her_Hand%27s_Armor&amp;diff=590526"/>
		<updated>2010-08-01T21:25:38Z</updated>

		<summary type="html">&lt;p&gt;76.2.97.167: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Tribunal Armor Trail}}&lt;br /&gt;
[[Category:Tribunal-Armor-Full_Sets_Heavy]]&lt;br /&gt;
{|width=100%&lt;br /&gt;
|[[Image:TR_Armor_HerHandsM.jpg|thumb|center|Male]]&lt;br /&gt;
|[[Image:TR_Armor_HerHandsF.jpg|thumb|center|Female]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Her Hand's Armor''' is used by the [[Tribunal:High Ordinator|High Ordinators]] in [[Tribunal:Mournhold|Mournhold]]. Although it looks similar to the [[Morrowind:Indoril Armor|Indoril Armor]] that [[Morrowind:Ordinator|Ordinators]] wear, this armor is a type of heavy armor. The enchanted version of the armor is the one that the guards of [[Tribunal:Almalexia|Almalexia]] wear.&lt;br /&gt;
==Stats==&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
|+ Heavy Armor&lt;br /&gt;
! !!Armor **&lt;br /&gt;
![[Image:OBWeightIcon_small.png|Weight]]&lt;br /&gt;
![[Image:OBHealthIcon_small.png|Health]]&lt;br /&gt;
![[Image:OBValueIcon_small.png|Value]]&lt;br /&gt;
![[Image:OBRatingIcon_small.png|Rating]]&lt;br /&gt;
!Enchant&lt;br /&gt;
!Enchantment&lt;br /&gt;
|-&lt;br /&gt;
![[Image:TR_Icon_A_Her Hand's Helmet.png|Her Hand's Helmet]]&lt;br /&gt;
!{{LE|Her Hand's Helmet}}*&amp;lt;br&amp;gt;{{ID|''Indoril_MH_Guard_helmet''}}&lt;br /&gt;
|15.0||700||12000&lt;br /&gt;
!75&lt;br /&gt;
|65&lt;br /&gt;
|Constant Effect&amp;lt;br/&amp;gt;{{MW EffectLink|Reflect}} 5pts on self&lt;br /&gt;
|-&lt;br /&gt;
![[Image:TR_Icon_A_Her Hand's Cuirass.png|Her Hand's Cuirass]]&lt;br /&gt;
!{{LE|Her Hand's Cuirass}}*&amp;lt;br&amp;gt;{{ID|''Indoril_MH_Guard_Cuirass''}}&lt;br /&gt;
|90.0||2800||50000&lt;br /&gt;
!70&lt;br /&gt;
|55&lt;br /&gt;
|Constant Effect&amp;lt;br/&amp;gt;{{MW EffectLink|Fortify Skill|Fortify Heavy Armor}} 10pts on self&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=2|[[Image:TR_Icon_A_Her Hand's Pauldron.png|Her Hand's Pauldron]]&lt;br /&gt;
!{{LE|Her Hand's Left Pauldron}}&amp;lt;br&amp;gt;{{ID|''Indoril_MH_Guard_Pauldron_L''}}&lt;br /&gt;
|30.0||700||20000&lt;br /&gt;
!70&lt;br /&gt;
|5&lt;br /&gt;
|Constant Effect&amp;lt;br/&amp;gt;{{MW EffectLink|Resist Poison}} 5pts on self&lt;br /&gt;
|-&lt;br /&gt;
!{{LE|Her Hand's Right Pauldron}}&amp;lt;br&amp;gt;{{ID|''Indoril_MH_Guard_Pauldron_R''}}&lt;br /&gt;
|30.0||700||20000&lt;br /&gt;
!70&lt;br /&gt;
|5&lt;br /&gt;
|Constant Effect&amp;lt;br/&amp;gt;{{MW EffectLink|Resist Paralysis}} 5pts on self&lt;br /&gt;
|-&lt;br /&gt;
![[Image:TR_Icon_A_Her Hand's Greaves.png|Her Hand's Greaves]]&lt;br /&gt;
!{{LE|Her Hand's Greaves}}&amp;lt;br&amp;gt;{{ID|''Indoril_MH_Guard_Greaves''}}&lt;br /&gt;
|45.0||700||33000&lt;br /&gt;
!70&lt;br /&gt;
|6&lt;br /&gt;
|Constant Effect&amp;lt;br/&amp;gt;{{MW EffectLink|Fortify Skill|Fortify Medium Armor}} 5pts on self&lt;br /&gt;
|-&lt;br /&gt;
![[Image:TR_Icon_A_Her Hand's Boots.png|Her Hand's Boots]]&lt;br /&gt;
!{{LE|Her Hand's Boots}}&amp;lt;br&amp;gt;{{ID|''Indoril_MH_Guard_boots''}}&lt;br /&gt;
|60.0||700||15000&lt;br /&gt;
!70&lt;br /&gt;
|20&lt;br /&gt;
|Constant Effect&amp;lt;br/&amp;gt;{{MW EffectLink|Fortify Attribute|Fortify Agility}} 5pts on self&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=2|[[Image:TR_Icon_A_Her Hand's Gauntlet.png|Her Hand's Gauntlet]]&lt;br /&gt;
!{{LE|Her Hand's Left Gauntlet}}&amp;lt;br&amp;gt;{{ID|''Indoril_MH_Guard_gauntlet_L''}}&lt;br /&gt;
|15.0||300||13000&lt;br /&gt;
!70&lt;br /&gt;
|50&lt;br /&gt;
|Constant Effect&amp;lt;br/&amp;gt;{{MW EffectLink|Fortify Attribute|Fortify Strength}} 5pts on self&lt;br /&gt;
|-&lt;br /&gt;
!{{LE|Her Hand's Right Gauntlet}}&amp;lt;br&amp;gt;{{ID|''Indoril_MH_Guard_gauntlet_R''}}&lt;br /&gt;
|15.0||300||13000&lt;br /&gt;
!70&lt;br /&gt;
|50&lt;br /&gt;
|Constant Effect&amp;lt;br/&amp;gt;{{MW EffectLink|Fortify Attack|Fortify Attack}} 5pts on self&lt;br /&gt;
|-&lt;br /&gt;
![[Image:TR_Icon_A_Her Hand's Shield.png|Her Hand's Shield]]&lt;br /&gt;
!{{LE|Her Hand's Shield}}****&amp;lt;br&amp;gt;{{ID|''Indoril_MH_Guard_shield''}}&lt;br /&gt;
|17.0||320||2500&lt;br /&gt;
!55&lt;br /&gt;
|50&lt;br /&gt;
|Constant Effect&amp;lt;br/&amp;gt;{{MW EffectLink|Fortify Skill|Fortify Block}} 10pts on self&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; As with the Indoril armor, wearing either the Cuirass or the Helmet will earn you the wrath of the Ordinators if you talk to them.  (This includes those who talk to you if they are trying to arrest you.)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; The enchanted versions replace &amp;quot;MH_Guard&amp;quot; with &amp;quot;Almalexia&amp;quot; and are already enchanted with a variety of skill-fortifying effects; otherwise, they are identical. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt; Obviously, only one of these two columns is relevant to a particular piece of armor &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;****&amp;lt;/nowiki&amp;gt; Not carried by [[Tribunal:Salas Valor|Salas Valor]]&lt;/div&gt;</summary>
		<author><name>76.2.97.167</name></author>
		
	</entry>
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