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This article details the main differences between Morrowind and Oblivion, and how to adapt.
[edit] Main Characteristics
- Your fatigue no longer drains as quickly when you are running. Running only slows the rate fatigue regenerates.
- Transportation is almost nonexistent in Oblivion.
- Spells cannot be deleted from your spellbook, unless you're playing on the PC version.
- Most enemies you encounter will be level-dependent, and not fixed.
- NPCs have dynamic schedules, so they may move around town, go to church, go to work, or be sleeping at any given time of day.
- Some NPCs have been made essential to the game, and can only be knocked unconscious, rather than killed as they could in Morrowind.
- NPC dialogue is completely voiced, so reading is optional.
- There are far fewer topics you may discuss with NPCs, but nearly all NPCs have unique dialogue.
- You may not rest in the wilderness or in owned beds, but waiting now provides all the same restorative effects as resting. You must still sleep in a bed to level up, though.
- Items can be freely moved and manipulated using an allocated button.
- Chests and containers have no storage limit.
- You can actually buy houses in Oblivion.
- There is only one type of disease, so one type of potion can cure all the diseases you may catch.
- You choose 7 major skills at the start of the game, and you must raise those skills in order to level.
- Every other skill is a minor skill. Raising those will not affect your level, but it will affect your attributes when you level up.
- There are skill requirements that must be met before spells of a certain strength can be cast.
- Speechcraft interface has been changed into a mini-game, where a player must go through a cycle of actions including admire, joke, intimidate, and boast. The player can no longer taunt an enemy into attacking him/her.
- The skills short-blade and long-blade have been condensed into the Blade category.
- Similarly, blunt weapon and axe have been condensed into Blunt.
- You may only use a trainer 5 times per level.
- Each skill comes with its own perks at levels 25, 50, 75, and 100.
- There is no Enchant, Spear, Medium Armor or Unarmored skill in Oblivion.
- You must reach level 50 in Armorer before you can repair magical items.
- You may always hit an enemy when you swing your weapon. The only limiting factor now is how much damage you do.
- Spears, broadswords, crossbows, and throwing weapons have been removed from Oblivion. Katanas are also only available as Akaviri Katanas and Dai-Katanas
- Aside from katanas, every base weapon type is available in every material.
- There are significantly fewer types of armor available in the game - 12 as opposed to 27, not including expansions.
- There are no pauldrons in Oblivion, and gauntlets have been condensed into one item.
- There is no medium armor in the game. It is all either heavy or light.
- The shield has an allocated button so you must actively block incoming attacks.
- You can perform power attacks by holding down the attack button and moving in different directions.
- Each weapon has a basic damage rating. There are no varying damage levels for different types of attacks, such as stab, crush, or thrust.
- Some types of armor and weapons will only appear after reaching requisite character levels.
- Enemies can pass through doors and usually pursue the player for much longer distances than in Morrowind.
- Your magicka restores over time, except for characters with the Atronach birthsign, so you don't have to sleep or drink potions to get it back.
- Spellcasting has been allocated to its own button. There is no need to switch between weapon and magic modes to cast spells.
- Certain spells are absent from Oblivion, including Mark/Recall, Levitate, Sanctuary, Slowfall, and Divine/Almsivi Intervention.
- Several spell effects are associated with different Magic Schools. For example, Absorb is a Restoration spell instead of a Mysticism spell.
- There is always a 100% chance of casting a spell. The only limiting factors are your Magicka level and your skill mastery.
- Weapons must be brought to enchanting altars to enchant them.
- You can't fail at enchanting items.
- You must use a soul gem or a Varla Stone to recharge a magical item. It will not constantly regenerate. You can also opt to pay to have it recharged.
- Enchanted pieces of clothing or armor are always "Constant Effect".
- Enchanted weapons are always "Cast on strike".
- There is no way to enchant staves.
- Wearing armor reduces the power of a spell.
- You can only drink up to 4 potions at once.
- Potions with only negative attributes can now be used to poison a weapon.
- When making potions, you can only make potions with effects listed in your inventory. You may not create a potion of Night-eye with 2 ingredients you know to give the effect if your Alchemy level isn't high enough to show that.
- You can't fail at making potions.
- Various valuables, such as diamonds or rubies, are no longer ingredients. You can't eat them or use them for creating potions.
- Your crosshair will change to red to indicate an illegal action, such as stealing and trespassing.
- Even though the crosshair turns red while pointing at some books, it's never illegal to read them, only to pick them up.
- Stolen items will have a red hand icon over them to indicate they're stolen.
- Stolen items may not be sold to regular merchants. You must find fences from the Thieves Guild in order to sell the stolen goods.
- The weight of your boots affects how well you sneak until you reach Journeyman level.
- The amount of light shining on you also affects how well you sneak, so it is important to stay in the shadows.
- Lockpicking is no longer random. You now enter a mini-game where you must manually pick the tumblers to unlock the lock.
- Lockpicks may be used an infinite number of times, provided you do not break them in the lockpicking mini-game.
- Merchants have a constant amount of gold, which never decreases. However, with high enough mercantile, you may invest extra money in the store so merchants have more gold.
- Items in a merchant's store are not for sale. Merchants have separate inventories for trade items.
- Merchants no longer equip items which you sell to them.
- You may set a certain level at which items are bartered, instead of bartering every time you wish to buy or sell items.
- You sell each item individually, instead of selecting several items and selling them only then.
- Instead of showing every item in your inventory, when you barter, only items the merchant buys will appear.
- Shops will close at night and will be locked until they open again.
[edit] Travel
- Each city loads in a separate cell, instead of in the game itself. Small towns and villages are still in-world though.
- Every location you have discovered is marked on your map.
- You can fast-travel to any location that you have discovered, but there are no transportation services like boats or Silt Striders.
- Horses help to speed up regular on-foot travel and fast-travel.
- Instead of a mini-map, a compass is at the bottom of the screen, which points out locations, discovered or not.
- Your journal now organizes all your quests under separate titles.
- You may choose to activate any active quest when you want.
- Your compass points you to where you need to go in an active quest.
- Advancement in guilds is only dependent on quests, and not skill and attribute requirements.
- The guilds that may be joined are very different: the Dark Brotherhood may be joined in Oblivion, but there are no Morag Tong, Temple, Imperial Cult or Great House factions, or any vampiric clans.
- Guild quests won't require you to kill any NPC essential to another guild's questline.