Morrowind is a huge game, and it can be a bit tough, especially in the beginning. There are quite a few ways to make the game much easier; some of them were put in by the developers themselves, while others are of the more unintentional variety - problems with the game mechanics. These are tactics that exploit the game's own rules to make the game easier. The dividing lines between clever play, exploits of game bugs/misfeatures, and outright cheats are blurry. Aspects of the game itself (like Constant Effect enchantment by the player character) demand some things that would seem at first to be exploits.
|Please note that Console Commands and Glitches are not listed on this page, even though they are very useful for "cheating". A cheat here is not an illegal modification of the game's variables; rather, it's a "game breaker", an exploit of unbalanced mechanics in the game to better one's character. A glitch, in contrast, is a flaw in the game that is not meant to be there, even if a player can still take advantage of it.|
- 1 Drain and Train
- 2 Alchemical Breakthrough
- 3 Free Money
- 4 Crack Any Lock, Get Any Loot
- 5 Raise Anyone's Disposition to 100 Easily
- 6 Infinite Levels
- 7 Recharging Magicka
- 8 Super-potions
- 9 Steal Without Fear
- 10 Easy Stealing
- 11 Killing Without Bounty or Being Expelled from Factions
- 12 The Ultimate Hide Power
- 13 Easy Armor Skill Upgrade
- 14 Something for Nothing
- 15 Enchanting Skill Exploit
- 16 Infinite Supply of Dremora Lords
- 17 Xbox Cheat Codes
Drain and Train
Training in Morrowind has two major problems. The first is cost, and the other is the scant availability of high-level trainers. A simple way to work around this is to use a Drain Skill spell. This allows a normally high-leveled skill to be trained by a cheaper low-level trainer.
Even after reaching level 100 in a skill, you can continue training it using this method, though it will never be above 100 without an enhancement effect active. Your level keeps increasing as your skills do, so you continue to level up even after all your Major and Minor Skills are at 100, by using this exploit to temporarily lower a skill below 100 and make it trainable again. It is the act of training Major/Minor Skills a total of ten times, not the numbers the skills are at, that triggers a level-up.
This bug is fixed in OpenMW. Temporarily draining a skill below 100 does not permit it to be re-trained by trainers, or by skill books; actual skill damage is required (from Damage Skill effects or from jail).
Alchemy is one of the easiest ways to make money in Morrowind. There is a way to make – and sell – an unlimited number of potions, using the game's restocking vendors. To begin, find a restocking alchemy merchant, and purchase two different ingredients with at least one common effect. Some recommendations are:
- Nalcarya, the Balmora alchemist: Kwama Cuttle and Scales for Water Walking. Note also that Nalcarya has 3,000 gold. Ingredient cost: 4. Nalcarya also sells Racer Plumes and Trama Root for Levitate. Ingredient cost: 35.
- Aunius Autrus in the Wolverine Hall Imperial Shrine: Ash Yam, Bloat and Netch Leather for Fortify Intelligence. Bloat can be eliminated initially, if desired. It should be noted that including Bloat will make the potion 3x as powerful, but will not increase its value. Ingredient cost without Bloat: 2; with Bloat: 7. The other advantage is that consuming the Fortify Intelligence potions will reduce failure rate and improve potion quality. The downside is that Aunius Autrus only has 200 gold. On the other hand, he stands in the same room as Scelian Plebo who has 250 more and is a restocking vendor of Saltrice and Marshmerrow for Restore Health (Ingredient cost:2) and Tusamircil is just upstairs with 400 gold more and a guild guide to whisk you off to Ajira (see below) or Ernand Thierry (see below).
- Llathyno Hlaalu in the Balmora Tribunal Temple: Kresh Fiber and Stoneflower Petals for Fortify Personality. Llathyno Hlaalu has 300 gold and stands in the same room as Llara Omayn who buys potions and has 150 gold. The real value of this location, however, is that you can drink the Fortify Personality potions before negotiating with other vendors and get good prices elsewhere. Ingredient Cost: 2.
- Ajira of the Balmora Guild of Mages: Small Kwama Egg and Crab Meat for Restore Fatigue. She also sells Hound Meat, but it is twice as expensive as Crab Meat. Ajira has 800 gold, is right next to a guild guide, and Dralasa Nithryon the pawnbroker across the street buys potions and has 700 gold. Ingredient cost: 2.
- Anis Seloth in Sadrith Mora: Violet Coprinus and Kwama Cuttle for Water Walking. Anis Seloth only has 800 gold and it's a bit of a walk. A Master's Mortar and Pestle plus a Master's Retort are in a box upstairs and can be borrowed without difficulty. The rest of the Master's level equipment is on display in the shop under the watchful eyes of the guard, but the Master's Calcinator and Alembic can be picked up from the top of the stairs using Telekinesis. (You can also get a full set of Master's alchemy equipment for free and no risk at the top of a tower of the Guild of Mages in Caldera; see below for details.) Anis Seloth is kind enough to stock Alit Hide and Bonemeal so you can brew up a potion of Telekinesis on the spot. The real prize, the Grandmaster's Mortar and Pestle and Calcinator are on her person. She's definitely worth visiting if you plan to buy the Grandmaster's Calcinator. Ingredient cost: 3.
- Daynali Dren in the Lower Tower of Tel Mora: Crab Meat and Hound Meat for Restore Fatigue. Daynali Dren is a long trip, but she is a restocking merchant of all the Grandmaster's Level Alchemy Equipment. She also has 3,999 gold per day and is a good place to dump stolen alchemy equipment. All the Grandmaster's Equipment is on her person. Ingredient cost: 3.
- Danoso Andrano of the Tribunal Temple in Ald'ruhn: Wickwheat and Marshmerrow for Restore Health. Danoso Andrano has 300 gold and stands right next to Folvys Andalor, who also buys potions and has 300 gold. Ingredient cost: 2.
- Dralval Andrano of the Tribunal Temple in Balmora: Wickwheat and Marshmerrow for Restore Health. Dralval Andrano has 250 gold. Ingredient cost: 2.
- Tusamircil in Wolverine Hall Mages Guild: Hound Meat and Crab Meat for Restore Fatigue Tusamircil has 400 gold. Ingredient cost: 3.
- Ernand Thierry in the Caldera Guild of Mages: Violet Coprinus and Ampoule Pod for Water Walking. Especially useful is the fact that Creeper lives just down the street, for easy and profitable disposal of the potions. Creeper has 5,000 gold. Irgola the pawnbroker also buys potions and has 500 gold. Ingredient cost: 3.
- Eldrilu Dalen in the Vos Chapel: Ash Yam and Netch Leather for Fortify Intelligence. Corkbulb Root, Saltrice, Scrib Jerky and Guar Hide can be combined to form a combined potion of Restore Health, Restore Fatigue and Fortify Luck. Eldrilu Dalen has 250 gold. Ingredient cost: 2 and 9 respectively.
Merchants will have full money again 24 hours after selling to them. Since training takes 2 hours, you can revisit your Alchemy Merchant of choice after 12 trains and trade potions for money again. If you cannot carry the number of potions you have made, you can set them in a pile on the floor next to the merchant. No one will steal them, nor will you be considered a thief when you pick them back up. Be careful with Nalcarya as she will edge forward over time and you may find it impossible to pick up the potions if you set them at her feet.
Initially (if you have not raised a merchant's Disposition to 100 yet), and especially if you have MCP (highly recommended), it is best to purchase the ingredients one at a time by holding CTRL and clicking on the ingredient and clicking offer. This will increase the merchant Disposition by 1 point for each sale and will result in better prices down the line. If you have MCP this increase in disposition will be permanent; in the vanilla game, it is lost when you dismiss the NPC's dialog box, though it is retained for multiple buys as long as the main dialog is not closed.
If the vendor has too small a supply of the item and you are finding it tedious to purchase 5, then another 5, then another 5, you can increase the vendor's stock. First buy all the ingredients that the vendor sells. Once you've purchased their supply of these items, exit the barter screen, but do not close the "talk" screen. Now, re-enter the barter screen, and sell them back the ingredients that you just bought. Exit the barter screen, and then re-enter it for the third time. The merchant should now have twice as many of that ingredient as he or she started with. Buy them all, and repeat the process to further increase their supply. Then, convert your ingredients to potions, and sell them to the same vendor to make a hefty profit.
High level Alchemy equipment can be easily stolen from the Caldera Mages Guild to increase your potion values, and the Alembic can be sold right away to generate seed capital without affecting potion quality. Take the guild guide to Caldera, and go down the stairs to find a door next to the alchemist. Go through that door and up a spiral staircase to the top. Another Master's set may be stolen from Nalcarya, Balmora's alchemist, by carefully positioning yourself so the post blocks her view, then accessing the crate in the corner. The alembic will be harder to sell, as it's valued at 1200 and most vendors don't have enough to buy it. Creeper doesn't buy alchemy equipment. Don't try selling it back to Nalcarya, as she'll immediately recognize it as her stolen equipment (and will do so with any other Master's Alembic). You can probably sell it to Ajira for 800. Nalcarya also has a Grandmaster's Mortar and Pestle on the shelf, but it is in plain sight of the guard, and can't be easily lifted. However, you can easily brew enough Water Walking potions right there to buy it outright. If you're determined to steal it, go to Tusamircil for Corkbulb Root and downstairs to Aunius Autrus for Guar Hide, to make 30 Fortify Luck potions (fewer will be required if you boost your Intelligence first). Go back to Nalcarya and drink all the Fortify Luck potions. You won't have any problems then. Alternatively, you could buy Alit Hide and Bonemeal to make a potion of Telekinesis, then stand out of sight of both the guard and Nalcarya; just to the right of the bench is perfect, and you will have no problems stealing the Grandmaster's Mortar and Pestle without being caught. Scelian Plebo (previously mentioned) will sell you the Bonemeal and Nalcarya herself stocks the Alit Hide.
This method can also be combined with the super-potion trick. Potions created with this trick will be much more expensive, allowing you, with the same encumbrance, to move more value.
At 300 Mercantile, you can buy items for 0 gold and sell 1-gold items for all of the merchant's gold. Alternatively, you can increase your Personality to over 2000 and your luck to 1000 using the infinite attributes cheat to get the same result. Increasing stats to these levels is a bit tedious; just boosting your Mercantile to 100 is enough to get high-value items for very low prices, then sell them back for more. Or, slightly less ridiculously and more profitably, sell them to either of the two creature merchants, Creeper or the Mudcrab merchant, who always pay full retail. It can be argued that these creature merchants were included in the game at all specifically to inspire players to do this, to gain the large amounts of gold necessary for Constant Effect enchantments. But it leads to a problem, detailed in the next paragraph.
An obvious, though also tedious, way to get essentially unlimited funds is to buy restocking items in quantity from any merchant with the restocking feature, and get them cheap with even moderately boosted (near 100) Mercantile skill and a high Disposition, then sell them at full price to either of the two creature merchants. The general merchant Verick Gemain has Silver Bolts which are good for this purpose (restocking 100 at a time, and selling for more than the Silver Arrow equivalent), and is right across the street in Caldera from Creeper, who has 5000 gold per game day (raisable with another exploit). This is definitely a game-breaker, as it removes all incentive to go adventuring for sellable items, leaving nothing for you to do but quests, which will all be insanely easy after you use your infinite money to buy all the best possible gear and training, without any other effort. If you're going to cheat that bad, just use the console to give yourself 100,000,000 septims and save yourself the time. This exploit is obvious to anyone who thinks for a few moments about Creeper or the Mudcrab merchant versus restocking merchants. You just have to pretend it isn't possible, or there's no point to the game. Similarly, resist the temptation to keep buying low-weight, high-value booze and potions from restocking merchants for the purpose of selling them to the creature merchants. The only practical use for the trick is for repeat players to "get on with it" quickly past the baby-steps first couple of levels, and avoid many real-time hours of fighting the same rats and crabs over and over again.
A more legit but one-time trick worth it for low-level, gold-poor characters and in no way a cheat, but rather exploitative: One of the libraries in Vivec, the Redoran Records, is easily robbed (just close the door!), and is right across the hall from a merchant in Redoran Temple Shrine who will happily buy all the books you're obviously stealing from his neighbor. He has low gold, so this takes several game days (buy his potions, many of which restock, and spells to give him more gold temporarily), or you can haul the loot to another merchant. See "Raise Anyone's Disposition to 100 Easily", below, for maximizing the sale value. You might want to keep the copy of Chronicles of Nchuleft, since it's needed for a quest and is uncommon.
Crack Any Lock, Get Any Loot
Stock up on Fortify Magicka and Restore Magicka potions. Get a "Fortify Alteration on self for 5 seconds" spell at various strengths (Fortify Skill spells are provided by the Tribunal or Bloodmoon expansions, or the GotY edition of Morrowind, which includes both), or use items that stack up to provide about the same effect, and Open spells at various common magnitudes (25, 50, 75, and 100). Fortify your Magicka enough to cover the cost of both spells, cast the one, then the other (or use the potions or other items, then the strong Open spell). No lock is safe; a Breton, anyone with a Magicka-fortifying birthsign, and anyone with Alteration as a Major Skill or manually well-trained can pull this off by level 3 or 4 without even using Fortify Magicka. You only need to resort to Security for low-level locks, when you don't want to burn the Magicka on them. This technique can be used, with Security as a Minor Skill but hardly ever used, as a way to delay hitting maximum (no-cheat) level; you can still have a very low Security, that has only been raised by Disarm, when all other Major and Minor Skills are at 100.
If the lock is remote, you can use Fortify Mysticism for a couple of seconds, then Telekinesis at various distances (for a little longer, maybe 15 seconds to crack the lock, get the contents, and get anything else within range on nearby shelves or whatever).
If the loot is under constant watch, and you don't have super-high Sneak, you can use Fortify Sneak. Or you can use Fortify Illusion, and then stack a Chameleon 100 spell, and bunch of Chameleon potions, and (if you have them) Chameleon items, before going through the above. Neither Sneak nor Chameleon are foolproof except at abnormally high levels, so you may want to drop all your potentially stolen gear (or just all of it – the game's idea of "stolen" is badly broken in many ways) before doing this, in case you get caught and fined and lots of stuff confiscated. That's assuming you are not using the "just reload my last quicksave and try again until it works" approach. Then again, you can use this lock-cracking technique to pick the locks on and get the contents of Evidence Chests anyway.
An alternative to the Telekinesis and Sneak approaches to guarded loot is to use Command Humanoid, after Fortify Illusion, to lead guards away from line-of-sight so you can you work the lock in relative privacy. This is arguably just clever play, not an exploit, as it seems to be one of the principal reasons for this spell. Excessive use of it, however, can make the game too easy, by curtailing key-searching subquests, and avoiding fights one is supposed to have.
A trick similar to these loot-grabbing techniques can be used to sharply Fortify Sneak for pickpocketing with quite a bit more assurance.
See note in "Raise Anyone's Disposition to 100 Easily", below, about custom versus stock Fortify spells.
Raise Anyone's Disposition to 100 Easily
Similar to the above, use the Fortify Personality spell (provided by the Tribunal or Bloodmoon expansions, or the GotY edition of Morrowind, which includes them), or items with that effect, to get disposition "naturally" but temporarily high, or use Charm for a similar temporary boost (but let it wear off before you move if you don't want to be followed). For a permanent Disposition 100, do not use Charm, Fortify Personality, or any other temporary boost to Personality or Disposition. Instead, use Fortify Speechcraft (2 seconds is enough, since you'll never leave the talk dialog until you get it) with enough magnitude to put your stat over 100, then repeatedly use Admire and the cheaper two levels of Bribe (10-gold bribes are usually sufficient). If the NPC's own Personality is very high (this is rare), they may be strongly resistant to bribes under 1000 gold, which may be more than the value of what you want from them. Fortify Luck can help. It can take numerous attempts with Admire and low Bribe, since disposition is harder to raise from 90-something to 100 than it is from 80 to 90. If it's a merchant, next use Fortify Mercantile to get ridiculously good prices when buying. When selling, an abnormally high Mercantile may work, but a just somewhat high one may not. Due to a bug, you may find it more effective to slightly lower Disposition, to the 85–90 range, and then use a strong Drain Mercantile spell on yourself; while you will not be able to negotiate for better prices, you'll be offered a much better one to start with, for no explicable reason.
Note that we're talking about custom Fortify and Drain spells from spellmakers here. Don't keep the stock Fortify/Drain spells, as they're always too long, at greatly inflated Magicka cost, for things like this. No one needs Fortified Personality for 60 seconds, or even 10, since game time freezes while the talk dialog box, inventory/magic window, or any other menu is open. (As an aside, they're usually also too short for combat-related ones like Fortify Health or Drain Fatigue. Plus, many of them have unhelpful names.) Note that Mercantile tricks for buying goods also work for buying spells and enchantments. Always keep rings, amulets, and belts that bolster attributes and skills, even if just +5 for 30 seconds; they are low-weight, don't sell for much, and stack with spells, potions, and scrolls. Get the Mentor's Ring early in the game and keep it on most of the time, since it bolsters your spellcasting ability (and, for Bretons and anyone with a Magicka-multiplier birthsign, it also instantly boosts your Magicka simply by boosting Intelligence). Amulets and belts can be gradually replaced with custom enchanted rings (1/10 the weight) as you go.
If an NPC is hostile, you can use Calm Humanoid (use Fortify Illusion first, if necessary), then the above techniques. This can be used to temporarily dialogue with NPCs from factions one of yours is at war with and who would otherwise attack you on sight. It can also be used to converse with Daedra worshippers and smugglers, but there's not much point, since the fight is back on when the Calm spell wears off, and they probably won't say anything interesting. It will not work on guards if you have a bounty; their impetus to arrest you is still triggered by opening a talk dialog with them. It will not enable you to buy merchandise or services from NPCs who only serve their faction.
It is possible to level up indefinitely using the following. After you've reached the vanilla maximum level by raising all Major and Minor Skills to 100:
- Raise one of your Attributes to 100.
- Find or create an item that will raise that same attribute over 100 as a constant effect.
- Locate a Master Trainer for a skill that falls under that attribute.
- Train over and over. The message underneath will always say that you have raised that skill to 100, but you will still get the skill points and therefore keep leveling.
Go to jail (drop your gear first, for anything the game considers "stolen" will be taken from you). You will lose skill points, but you won't lose levels. Train your skills back up, and you'll still level up. You may have to do this repeatedly, since the skill losses are random, and only Major and Minor Skills count towards leveling; you need 10 of those freed up by jail to level again.
Purchase a spell with a Drain Skill effect. See above "Drain and Train" cheat. This is more effective than the Soultrap cheat because it actually raises your skills, rather than temporarily enhancing them until they are somehow drained.
Although these cheats will allow you to raise your level, they will not raise your skills over 100.
Those born under the sign of The Atronach may enjoy the benefits of increased Magicka, but the accompanying stunted Magicka does tend to ruin all the fun. Other methods of recharging Magicka, such as Summoning Ancestral Ghosts to Absorb Magicka from them, are time-consuming and eat up more Magicka. As an alternative, simply activate any Shrine of the Tribunal or Imperial Altar, and select Attribute Restoration to refill your Magicka to its max. Note that this trick only works for those born under the Atronach. If you are Breton (comes with native Resist Magicka ability), it helps to temporarily impose Weakness to Magicka in equal proportion, or there's a 50% chance the shrine/altar effect will fail. Likewise, unequip any Resist Magicka items.
A different way to recharge Magicka is with Drain Intelligence 100 for 1 second on self (fixed in MCP 2.0). With an Intelligence drained to 0, you have no Magicka, which the game sees as 100%. When the drain ends, you will keep the 100% Magicka pool, now to its maximum. This is an extreme effect of the standard Magicka pool relativity. Enchanting items with the required spells is fairly cheap, and the spell itself requires very little Magicka. Resist Magicka effects (including that of the Breton race) will interfere with the spell, possibly requiring a Weakness effect to be cast previously.
You can create insane potions such as +368 Speed for 1000 seconds, +72 Magicka for 209 seconds, Levitate 368 for 500 seconds, etc. If the techniques detailed here are pursued doggedly, you can create potions that last for weeks. There are basically two approaches, involving the stacking of potions, or of spells, to achieve some combination of Fortify Intelligence, Fortify Luck, and/or Fortify Alchemy, resulting in potions with increased strength, duration, or both, greatly in excess of stock potions you can buy or find.
Since a) drinking multiples of the same potion causes effects to stack, b) potion effects usually last longer than spells, and b) potions expend no Magicka, then drinking a great number of Fortify Intelligence and Luck potions may be easier and more effective than using custom spells with the same effects or with Fortify Alchemy. The techniques can also be combined. Don't forget to also equip and activate any items that provide these buffs, and to have everything you need already in your inventory.
Both techniques practically require high-end Alchemy apparatus (at least Master-level), and definitely require sufficient ingredients to make the super-potions of your choice, and for any "support" potions (e.g. hundreds of Ash Yams, etc., for stacked Fortify Intelligence potions). It is advisable to save a backup game before starting so that you can reload and fine-tune your process after your initial experiments. Because these approaches are expensive in various ways, they should ideally be used when one is prepared to create multiple super-potions.
The Intelligence- and Luck-boosting aspects of these approaches can also be used to boost your Enchant capability, e.g. to do your own Constant Effect enchantments which would always fail without such an exploit. (The developers appear to have intended that CE be something you must purchase from professional enchanters and at a high price.)
The Stacked Potions Method (Works in Vanilla Morrowind)
- A potion to Fortify Intelligence can be made with Ash Yam, Bloat, Netch Leather, and for Bloodmoon players, Horker Tusk. Aside from the last, these are easily bought from alchemists, apothecaries, etc., and are common low-end loot. Gets lots of these ingredients.
- Since each potion will be made with ever-increasing, fortified skill, the values for each successive potion will go up mulitplicatively when you use the last such potion you created to make the next, and repeat this process. Focus on potency more than duration for these Intelligence boosters.
- You can also stack other Fortify Intelligence effects, e.g. from items and spells, plus Fortify Luck and (with Tribunal or Bloodmoon) Fortify Alchemy.
- Imbibe your potions and use other buffs with as little delay between them as possible.
- Quickly activate your Alchemy apparatus.
- With your Intelligence and (optionally) other relevant stats fortified to inhuman heights in this manner, you are ready to mix the other super-potions you originally wanted to make.
Merchants who restock ingredients for Fortify Intelligence are: Aunius Autrus at Wolverine Hall, Imperial Shrine; Eldrilu Dalen at Vos Chapel; and Mehra Drora at Gnisis Temple. Eldrilu Dalen can also be exploited to make super-potions of Fortify Endurance and of combined Restore Health, Restore Fatigue and Fortify Luck.
The Stacked Spells Method (Requires Tribunal or Bloodmoon)
- Obtain any Fortify Skill spell. These are only provided by the Tribunal and Bloodmoon expansions (or the GotY edition of Morrowind, which includes them).
- Visit a friendly spellmaker, and have a spell made to Fortify Restoration 100 min/max for 4 seconds on self. You will cast this spell initially, to enable you to cast more powerful spells afterwards.
- If the above spell is too difficult to cast, create an additional Fortify Restoration spell with a lower value and a 3 second duration. You can probably manage +25 min/max over 3 seconds, even if your skill is very low.
- You can also add potions or other items that stack to boost the Fortify magnitude.
- Create the final custom spell, giving it up to 8 effects. If you add multiples of the same effect, they stack. Fill all eight of the slots with Fortify Alchemy +100 min/max for 1 or 2 second.
- Use a few Fortify and Restore Magicka potions as needed throughout the next steps. If you have the Magicka or potions for it, a Fortify Luck effect will also be helpful.
- Start casting, and avoid any delays between spells:
- If your Restoration skill is low, you will first cast the lesser Restoraton spell. This is probably when you also should drink your first Fortify / Restore Magicka potion.
- Cast the +100 Restoration spell.
- Cast your new Alchemy and optional Luck power-up spell(s)
- Quickly activate your Alchemy apparatus
- You are now ready to make your super-potions.
Stacking the same spell effect more than once in a single spell or item is an exploit disabled by some of the code-patching projects and by OpenMW. You can work around this limitation by buying slight variants of the same spell; those will stack when cast in series, as long as they are different by at least one point of magnitude, duration, or area. So, just make their durations successively long enough that you can in fact cast them all one after another and have them all still be in effect. You can also stack potions, as detailed above.
Cautions and Other Notes
Beware that excessive use of this technique (or just using a certain potion) can cause the game to glitch or crash. For example, with Intelligence of 55000+ and Luck of 3500+, a Fortify Speed or Levitate potion can cause you to run or fly through the ground or walls, and freeze the game. If you are lucky, you will may re-appear where you left the game, but you could fall into the void or the water table and have to reload from an earlier savegame if Console commands (such as
PositionCell) do not get you back onto the ground; if you are still alive, you can also try Intervention or Recall.
Even aside from glitching, these cheats can really upset game balance, to the point where it can ruin the game for you, especially if it affects combat, spellcasting ability, chance of success to steal, or other carefully balanced game mechanics.
Canceling the effects of very-long-term potions can be problematic; while Dispel will work, it will also cancel the effects of any other spells, potions, scrolls, or on-use enchanted items, which might not be desirable to do in the context.
An actually practical, "convenience" application of these techniques (especially for repeat players who have already been through their exploration-and-mystery phase), is greatly boosting Speed for long-distance running, or similarly creating potions for fast and long-lasting Levitate. Between Speed and fast Levitation potions, you can easily travel from one end of the map to the other in about 10 minutes. This approach is good for mapping out large swathes of the landmass to get rid of the "fog of war" effect obscuring everything. The game itself provides a few helpful things for this, but they're very limited: the Morrowind:Boots of Blinding Speed induce a vision problem one has to work around; there are a few fast-levitation scrolls, they are rare and do not last long; and the blessing provided by the Shrine of Daring atop the Vivec Temple lasts 20 minutes, but isn't really very fast.
Steal Without Fear
In Ghorak Manor in Caldera, you can steal anything you want from the containers and in the open, including several pieces of Orcish Armor. While the NPCs will say things like "stop, thief" or "guards!", you will not get a bounty on your head, and all they do is talk; even their Disposition is unaffected. As an added bonus, the creature merchant Creeper is in this manor.
This technique works for many places without Guards, so, as long as you save before you loot someone's house or whatever, you should be fine. It also works in some unexpected places, like inside the Argonian and Skyrim Missions, and many rooms full of Guards and other NPCs in the castle, at Ebonheart. This wiki's lists of NPCs in places indicate their Alarm (willingness to act on your crime); a surprising number have a 0 value here.
Quite a percentage of containers and items that should be owned are not (including many stacks of gold), and can be stolen with impunity. One has to save first and experiment in "throw-away" games, by not using Sneak, Chameleon, or other stealth, to determine which containers they are, then revert to your original game in progress. The OpenMW game engine distinguishes owned from unowned items and containers when mousing over them; this feature may have also been added in some of the code-patching projects for the original game engine, as well as various third-party mods.
There is a way to steal items without being caught, anywhere in the game, regardless of your stealth or other skills (except perhaps Acrobatics). All you must do is get on top of the item you wish to steal, preferably indoors, and jump up while looking down at the item. At the height of your jump, steal the item and nobody should notice. This is because when you jump, the game registers that you are on a higher floor or level than you really are. You should save before doing this if it is your first time. This cheat/glitch should work in both the original and the GotY edition of Morrowind. It does not work under several of the code-patching projects, however, nor in OpenMW.
Another easy way is simply boosting your Stealth Skills to about 900 with Fortify Skill spells (provided by the Tribunal or Bloodmoon expansions, or the GotY edition of Morrowind, which includes them), or corresponding potions or other items. Activate the spell or item, and then sneak. You can pickpocket characters with very high Sneak skill (better able to detect the crime) this way; Lord Fyr is an example.
Killing Without Bounty or Being Expelled from Factions
In order to kill someone from a faction you are a member in without being expelled (e.g., Ordinators in Hlaalu Vaults, if you are Hlaalu), you can use Frenzy Humanoid or Taunt to get them to attack you first, making it self-defense on your part. An outlandish mass-murder approach is to kill everyone within sight in one magic strike. You will only be expelled and get a bounty if A) you are seen by someone outside your circle of death, or B) someone survives the initial burst. One method to do this is a spell with Weakness to Magicka 100 in 50 ft, Drain Endurance 100 in 50 ft, Damage Health 100 in 50 ft, and Drain Health 100 in 50 ft, cast while you have the sneak icon. Use a smaller area of effect to prevent collateral damage to bystanders.
Another way to do this is to create a piece of armor, such as a gauntlet, with a Constant Effect: Damage Health enchantment, then go into pickpocket mode and drop it in their inventory. If they are not already wearing armor of the type you used, they will put it on and be damaged by it. Even if caught, you will only incur a bounty for attempted theft, not murder.[verification needed — May be fixed in MCP 2.0. Is fixed in OpenMW – cannot put items into the inventory of pickpocket victims.]
Similarly, you can loot an entire store for a small fee. To do this, go to any store without a guard in it, say Ra'virr in Balmora. You must kill the merchant, so potions are recommended. Take all the valuables. If you have done this right, your bounty will not be over 40. Then, put your valuables (including your original gear, some of which may register as stolen) on the floor, then go pay your bounty. Since guards will not actively pursue you with that bounty, pay it, then go back for your loot and original gear. Sell the items you don't want to another merchant, and there you have it. This works in GotY PC Morrowind, as far as confirmation goes. Beware faction ownership, however; it does not pertain to generic town merchants, but may to those within guilds and Great House facilities.
The Ultimate Hide Power
Saving and reloading a game will make your distant enemies lose track of you, if you don't want to be followed.
Easy Armor Skill Upgrade
You can use this to easily raise your Unarmored, Light Armor, Medium Armor, and Heavy Armor skills to 100. Simply equip whatever type of armor you wish to train, enable the Xbox health replenish cheat from the previous section, or (on any platform) equip a Constant Effect: Restore Health item, and find an enemy or two. Just make sure you pick an enemy that isn't likely to be able to beat you down faster than you can regenerate; swarms of Slaughterfish and Nix Hounds work well for this. The same basic principle applies if have a stack of Restore Health potions.
You can also do this without quite cheating by exploiting the Vivec Puzzle Canal, Center, where you must drown yourself in order to open the secret gateway. Once you drown yourself, your health will go back up to full. If you attack the Dremora, Krazzt, and don't kill him, he will keep attacking you until you die, but each time your health is low or you die, you will be resurrected and your health restored to full. This will allow you to raise your armor level as much as you wish.
Note, however, that for all of these exploits, your armor will still degrade unless you're skilling-up Unarmored. Furthermore, doing this cheat is best when high-durabilitiy armor is equipped, like Daedric. It will, of course, only help time-wise, in the case that you leave the game unattended for long periods of time. You can also bring multiple sets of armor of the same general class (or even different classes to train Light, Medium, Heavy, and Unarmored in series) and re-equip as you go. If you can run away, you can also repair your armor and return for more.
Something for Nothing
Items can be sold individually (by using Ctrl+Click) or in stacks (Shift+Click). You can use this to sell and then rebuy the same product for different prices. When starting out, your mercantile will likely be bad and selling a stack of 100 arrows will generally sell for less than 100 gold. However, if you sell them one by one, each arrow will always sell for 1 gold.
Exploiting this fact, you can sell all of your 1-gold items one by one, then without clicking the Accept Transaction button, use Shift+Click to buy the whole stack back. You will now have a situation in which no exchanges are being made but the merchant is offering you gold. Rinse and repeat. When satisfied, click Accept Transaction.
- You have to eventually have something on the table in order to complete the transaction. Offering nothing for 500 gold is unacceptable but offering one arrow or one goblet for 500 gold is just fine.
- The price being offered is the base price, so you can still negotiate on top of that with your mercantile as you would normally when buying/selling an item.
- This works because when you buy back the stack, the game subtracts the price the merchant would have normally given you for the entire stack at once which is much less than the full value of the stack.
- This trick does not work with the Mudcrab merchant and Creeper. Since they are creatures, they will always buy and sell at the base price of items because they have no Personality. When you buy back your items, the value subtracted is the item's base value, causing you to make no money.
Enchanting Skill Exploit
If you get your Enchanting skill to 110 or more (via Fortify Enchant), all uses of enchanted items cost only 1 charge, regardless of their effect. Note that some items may claim they take 0 or even a negative charge to use, but they will still consume 1 charge on use. This occurs due to a peculiarity in the charge cost formula that does not properly account for abnormally high Enchant values.
Infinite Supply of Dremora Lords
By exploiting the respawning of Dremora Lords by cursed ingredients, you can get an endless line of Lords to soultrap, and to slaughter for their Daedra's Heart and their Dwarven, Ebony, and Daedric weapons. Any cursed Daedra's Heart or cursed gem ingredient from a Daedric altar (the item that summoned a Lord when you picked it up the first time) can be taken home, then by placing it in a container, then either a) taking it out and putting it on a table or other surface, and picking it up again, or b) leaving it on a table, leaving and re-entering the room, and picking it up again, it will summon a new Lord. The leave-and-come-back trick seems to work for all cursed items, and the container trick only for some of them, e.g. a cursed Daedra's Heart. These were probably intended to only spawn a new Lord each game day, but you can have a floor littered with dozens of valuable weapons to use or sell from this Daedra-in-a-barrel trick, in about an hour of gameplay with this exploit.
This is probably the fastest route to millionaire in the game. It requires no alchemy tedium and potion haggling. And since the supply is endless, there is no longer any incentive to try to "work" Creeper, the Mudcrab merchant, or any other vendor up to higher cash reserves. Just sell for the maximum they have on hand, go get more insta-loot this way, and do Wait for 24 game hours to reset the merchants you're using. Your only cost is marginal, for whatever potions you may need to recover from the Dremora Lord fights (see Mercantile and Persuasion tricks elsewhere on this page to get them for dirt-cheap if you're not making them at home).
Xbox Cheat Codes
To activate cheats, go to the stats window and highlight the statistic you want to replenish. Then use the following button combination to activate. On the Xbox 360 Controller, Left Bumper replaces White and the Right Bumper replaces Black.
- Restore Health
- Black, White, Black, Black, Black, and hold A
- Restore Magicka
- Black, White, White, Black, White, and hold A
- Restore Fatigue
- Black, Black, White, White, Black, and hold A
- Unlimited Health
- Black, White, Black, Black, Black, and hold A
- Unlimited Magicka
- Black, Black, White, White,Black, White, and hold A
- Unlimited Fatigue
- Black, Black, White, White, Black, and hold A
If you close the stats window while holding the A key down for any of the cheats mentioned above, it will replenish constantly. But if you enter any other page in your menu, the chosen statistic will cease to constantly replenish. After activating one of these cheats, access anything which has an inventory and allows you to use right trigger to switch over to your own inventory. (In the wild, random monsters work well for this but also any of the various plants which provide Alchemy ingredients will work. In more civilized situations chests, drawers, closets and other such things work great.) Hit the right trigger so that you are on your own inventory, then hit B and exit. If all went well, you can now access the other 3 menu pages with the cheat still active. Beware: going to the stats page will force you to repeat. Warning: These cheats only act as replenish, you can still be killed with the refill health cheat active. Don't take on high hitting opponents even with this cheat because they can still kill you quite easily.
To further explain, you can use restore health – for example with the constant replenish code to – restore your health. So long as you do not take a hit hard enough to kill you or several quick shots, you may enter the stats page and not press anything and simply watch your health auto replenish without taking more shots. When you exit the screen back to the play mode you may continue to battle and repeat. You can use this to defeat practically anyone in the game, so long as you have enough health, weapons, armor, time and patience in regards to the enemy.