User talk:DextroWombat/Skyrim for Oblivion Players

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Skyrim Super-Potions[edit]

Actually, it turns out you can create them. First have some Fortify Alchemy apparel and equip it. Create a Fortify Restoration potion, un-equip and re-equip your Fortify Alchemy apparel. You can now make stronger potions. This can be exploited ad infinitum, however because it is based off of what seems to be a glitch there is a good chance that this will be patched.

This probably ought to be included in the article, since people would be interested in it, but I'll let you be the judge of that. ?• JATalk 06:37, 17 March 2012 (UTC)

I'd actually taken that row out, but if it bears mentioning I could put it back in. Is there somewhere detailing this already, so that I could just put a link in it instead of explaining the whole process here? (compare to the one for Morrowind saying go here [to glitches]) DextroWombat 06:39, 17 March 2012 (UTC)
Yes, here is the link: Skyrim:Fortify Restoration#Notes. ?• JATalk 06:47, 17 March 2012 (UTC)


Do you think it may be worth it to add another column to each table? I feel as though it would make it so much easier to label what's being compared, so that you have that category on the side rather than having to read the info for each game to figure out what's going on.


Morrowind Skills Oblivion Skills Skyrim Skills
Major and Minor Skills Your character has 5 Major Skills and 5 Minor Skills. Your level is dependent on these. Everything else is considered a Miscellaneous skill, and has no effect on your level, though they do contribute to your attributes on level up. Your character has 7 Major Skills. Your level is dependent on these. Everything else is considered a Minor skill, and has no effect on your level, though they do contribute to your attributes on level up. There are no major or minor skills, in fact, skills aren't even chosen pre-game as in Morrowind and Oblivion. All skills affect your level as they increase, as well as your attributes.
Trainers Trainers can be used as often as you please, provided you have the gold to pay and they are able to train you further. Trainers can only be used 5 times per level.
Perks There are no skill perks. Each skill automatically receives perks at level 25, 50, 75 and 100. As you level up, you earn perk points that are spent in trees corresponding to each skill.
Acrobatics The Acrobatics skill is obnoxiously powerful compared to later TES games. The Acrobatics skill has been significantly toned down. Acrobatics is no longer a learnable skill.
Skill Level Effects Higher skill level in weapon skills increases your chance to hit your target. Higher skill level in weapon skills increases the damage you do with that weapon.
Skill Level 100+ Most skills will continue to provide more benefit over level 100. Athletics and Acrobatics are the only skills that provide more benefit over level 100.

Some of those row names could be better, but that's just of the top of my head.

--Velyanthe 15:35, 17 March 2012 (UTC)

I actually think that's a fantastic idea! On that note, there could probably be a lot of condensing done, like in the Travel table there were some talking about divine/almsivi and mark/recall and propylon, and i just put them all in the same box cuz i didn't see the point in having separate ones. Feel free to go at it on the main stuff if you want, you seem to have a better handle on the table stuff than i do! i won't be able to work on it til prob tomorrow, movie marathon with my gf today, but have at it! DextroWombat 15:39, 17 March 2012 (UTC)
As far as formatting goes, I think it would be good to have this page mirror the main pages of the respective sites (have topics like attributes, races, birthsigns, etc) as opposed to the way it looks now - any thoughts? DextroWombat 15:48, 17 March 2012 (UTC)
I'll get to work on labeling the columns, then.
What kind of formatting do you mean? Do you just mean labeling the sections? If so, then I think that such labeling would work out nicely. --Velyanthe 15:55, 17 March 2012 (UTC)
Well, going off of your idea of labeling the columns, it shouldn't be too hard to take this page and make it look like the main pages, for example:
Morrowind Characters Oblivion Characters Skyrim Characters
That way the whole page looks like its own front page, so to speak. Granted, some of that will be useless for our purposes, but, like, the absence of traditional attributes in Skyrim would definitely be something worth mentioning, or the lack of classes, or the differences between vampirism between the three (not to go into *too* much detail, of course, that's what the links to other pages are for) DextroWombat 16:03, 17 March 2012 (UTC)
So are you saying to put that chart at the top (or somewhere in the page) along with the other charts that we have? If so, that would be a good idea. --Velyanthe 16:39, 17 March 2012 (UTC)

() Yeah, absolutely! Was actually thinking (once we get everything in table form) that we could take all the stuff that we have already and integrate it into that format - shouldn't be too hard, and more importantly, is consistent with what your average user will see. It would also help us as a guideline for stuff that *should* be in the article that isn't. I'd say that that's the last step, though, after we get everything else straightened out - it'll be a lot easier to just move the info around than to try and build it from the ground up. DextroWombat 18:33, 17 March 2012 (UTC)

I'm still kind of lost on what you mean by integrating everything else into that format. You want the whole page to be one big chart? --Velyanthe 20:01, 17 March 2012 (UTC)
Not one big chart, per se, rather a lot of smaller charts (maybe collapsible, don't know if we can do that or not) - the main thing is that on the two original pages, they're marked unfinished because everything needed to go into table format, reason being so that it would be easier to put the Skyrim stuff in. So yeah, charts on that definitely. As far as the format of the other pages go, it's just a thought at this point, but I'd like them to resemble the Morrowind, Oblivion, and Skyrim main pages - I think that'd make them a little more user-friendly cuz they'll follow what's sort of a standard listing. Basically, we finish out the tables we've got so far so we've got all the info in table form (it'll be easier to work with then) and then cut/paste stuff around so that it's separated into the same categories as the 3 games' front pages, like so:
Character Information
  • Attributes
  • Races
  • Classes
  • Fame/Infamy/Reputation
  • Leveling
  • etc
Gameplay Information
  • Controls
  • Diseases
  • etc

(none of those are exact or set in stone, i just took them straight off the Oblivion page)

A lot of the stuff that we have can fit into different tables so that it's a little more organized, and some stuff that we don't have but should would fall under more categories. lol I don't know if I'm explaining it well enough, but when I get a chance to spend a little more time on it, I'll draw up some skeleton charts so you'll be able to see exactly what I'm talking about. Now back to movies lol DextroWombat 21:36, 17 March 2012 (UTC)
I understand now, that makes sense and would work out well. --Velyanthe 21:52, 17 March 2012 (UTC)

"Un-tabled" info from existing pages[edit]

This is the "un-tabled" info from the Oblivion and Morrowind pages, respectively. I'll go through it later this evening or tomorrow sometime to filter out the stuff that's already in tables (started on it, but still WIP) - if anyone's got time and beats me to it, have at it! DextroWombat 15:44, 17 March 2012 (UTC)


Resting: I could have sworn that resting/sleeping/etc. in Skyrim was the exact same as in Oblivion--you can wait anywhere away from enemies, but you can only sleep in a bed, the difference being that in SR you get a bonus depending on the bed. I'm not certain what "resting" means in this context, since you can sleep or wait. --Velyanthe 22:15, 19 March 2012 (UTC)

Morrowind Oblivion Skyrim
Fatigue Running and jumping drain your Fatigue. Low fatigue lowers your chances of casting a spell. Fatigue does not regenerate while running. Your fatigue no longer drains while you are running. Running only slows the rate at which fatigue regenerates. Fatigue also no longer influences the effectiveness of spellcasting. Jumping and running have no effect on your stamina, though sprinting does. Your stamina has no effect on spellcasting chances.
Enemy Scaling Creatures do not scale to your level, their stats are fixed. Most enemies will be level-dependent, and will be more powerful when you are a higher level. Most enemies will be level-dependent, and will be more powerful when you are a higher level. Most enemies stop scaling once the player reaches level 50.
Item Scaling Most of the rare items in the game are available at any time, even level one. Random loot is leveled. All rewards in the form of gold, artifacts and items are level-independent, and therefore fixed. Most loot in the game is leveled - don't expect to see the best stuff until you are a high level.
NPC Schedules With very few exceptions, NPCs always stay in one place or in a small area. Stores do not close at night. NPCs have dynamic schedules, so they may move around town, go to the chapel, go to work, or be sleeping at any given time of day. Most stores are closed at night, and buildings locked. NPCs have dynamic schedules, so they may move around town, go to the chapel, go to work, or be sleeping at any given time of day. Most stores are closed at night, and buildings locked.
Essential NPCs Essential NPCs can be killed, but doing so relays a message that "the thread of prophecy has been broken" and says to reload or "continue in this doomed world". Essential NPCs can only be knocked unconscious. Essential NPCs can only be knocked down.
NPC Audio NPCs have random greetings, but few dialogues are voiced. NPC dialogue is completely voiced, so reading is optional.
Discussion Topics Most NPCs have a large list of topics you can speak with them about, with many generic responses. There are far fewer topics you may discuss with NPCs, but nearly all NPCs have unique dialogue.
Resting You can rest at any time in the wilderness, provided there are no enemies around and you are on solid ground. You may not rest in the wilderness or in owned beds, but waiting now provides all the same restorative effects as resting. You are now required to sleep in a bed to level up, though. You can rest at any time in the wilderness, provided there are no enemies around and you are on solid ground. You can level up at any time - resting/sleeping isn't required.
Moving Objects Any item must be moved from your inventory. Items can be freely moved and manipulated outside of your inventory using an allocated button.
Container Capacity Most chests and containers can hold no more than 100 lbs. Chests and containers have no storage limit. Chests and containers have no storage limit. However, there are Mannequins and various Weapon Racks, which have a limited capacity.
Owning Property As a high-level member of a Great House, you can build a stronghold. You can also be given one in Bloodmoon. You can buy houses of your own in Oblivion. You can buy houses of your own in Skyrim. NPCs who have a high disposition for you will often allow you to take some of their less valuable items and even sleep in their beds. Also, upon marrying someone, you will share ownership on all of your spouse's property.
Diseases There are three types of diseases, requiring three different cures. One of these, corprus, is unique to the main quest. There is only one class of disease, so one type of potion can cure all the diseases you may contract. The exception is Vampirism, which can only be cured through a lengthy quest. You can only contract Vampirism once - if you are cured of it, you can never become a vampire again. There is only one class of disease, so one type of potion can cure all the diseases you may contract. The exceptions are Vampirism and Lycanthropy, the latter of which can only be cured through a lengthy process. You can only become a werewolf once - if you are cured of it, you can never become one again. Unlike Oblivion, however, you can become a vampire as often as you want.
Clothing Options You can wear armor and plain clothing at the same time. You cannot wear both armor and plain clothing at the same time. (In other words, you can't wear a shirt under a cuirass or a hat under a helmet).
Vampirism If you are a vampire, most NPCs (excluding the Mages Guild and House Telvanni) will not speak with you. Guards will attack you on sight. If you become a vampire, you will no longer be hunted by guards and only shunned by townsfolk in late stages of vampirism. In early stages, NPCs do little more than comment on your health; at later stages, some will refuse to talk to you and others will attack you on sight.
Altars Altars require an offering to receive a blessing Blessings vary from each altar, but you can always be cured of diseases and have your magicka restored at them. Altars can be used for free, though a large number of them require that you have visited a wayshrine for that deity. Altars can be used for free.
Speechcraft It is always possible to increase an NPC's disposition to 100. There is no maximum disposition from admiring. You can taunt NPCs into attacking you. NPCs have a maximum disposition that increases with your personality. The Speechcraft skill has been completely eliminated in Skyrim. It was combined with Mercantile into the skill Speech. You can increase an NPCs disposition by doing quests for them, and decrease it by harming or stealing from them.
Beast Races Argonians and Khajiits in Morrowind cannot wear any kind of shoes or boots, or full helmets (helmets which do not obscure the face can still be worn). Argonians and Khajiits can wear shoes, boots, and full helmets.
Enchant Capacity Higher quality items can hold more powerful enchantments. Additionally, your Enchant skill determines how many uses you can get out of enchanted items. Unlike in Oblivion, enchanted items recharge over time. Item quality has no effect on how much of an Enchantment it can hold.
Soul Gems Soul gems are valued based on both the gem quality and the power of the soul trapped inside. Soul gem values are fixed prices based on soul size alone. Pre-filled soul gems are valued by the value of the gem and the soul. Soul gems that the player fill are valued by the gem quality alone.
Cursed Items Morrowind contains a few "cursed" items. If the player picks up one of these items, it causes a creature to spawn nearby and attack the player; most frequently this is a powerful Dremora Lord. In Oblivion the name "cursed items" applies to items that you can reverse-pickpocket onto NPCs and cause damage to them. The term also applies to the Staff of the Everscamp, but technically it is a quest item. In Skyrim the only "cursed item" is the Cursed Ring of Hircine, which automatically equips itself and forces the player to randomly transform into a werewolf. It too is a quest item and it won't come off until the related quest is finished.


  • Note that Oblivion is omitted from this table. This is because Lycanthropy is not present in Oblivion.
Morrowind Skyrim
Becoming a Werewolf You can become a werewolf through the Bloodmoon questline. You can also become one by catching Sanies Lupinus by fighitng any of the werewolves found scattered across Solstheim. You can only become a werewolf through the Companions questline.
Vampirism You can be both a werewolf and a Vampire in Morrowind. You will get the benefits and drawbacks of both, so be careful. You can not be both a werewolf and a Vampire at the same time. If you are a vampire when you become a werewolf, the vampirism will be cured.
Transformation Every night, from 9:00pm to 6:00am, you will transform into a werewolf. You can transform into a werewolf at any time you want to, but you can transform only once a day.
Feeding You must kill an NPC while as a werewolf, else you will suffer massive damage when you transform back. You are transformed into a werewolf for three minutes at default. You can extend this for 30 seconds by killing and eating an NPC.
Abilities as a Werewolf While as a werewolf, you will have a permanent Detect Animal for 4000 feet, but it will only detect NPCs (your prey). You also have the Night Eye ability. You have access to one default shout (weak Fear for 60 seconds), but through quests you can obtain three other shouts: one which summons two red wolf spirits to help you fight, one which is equivalent to Detect Life, and one which is a stronger version of the default shout. You can only use one shout at a time.
Combat Your only method of fighting is by claw (Hand-to-hand), which does Health damage rather than Fatigue damage. Your only method of fighting is by claw. However, you can do numerous power attacks, a devastating sprinting attack, as well as numerous kill moves.
Skills Affected Numerous skills and attributes, especially in the realm of Athletics, Endurance, and Strength, will be fortified significantly, and your health will be doubled. However, most of your other skills will either be drained to zero or by 10 points. You have a very fast sprint (faster than horses) and both your health and stamina are increased by 100 points. However, your health regeneration slows down dramatically, and the quickest way to regain lost health is by eating an NPC.
Related Artifacts Hircine's Ring allows one to transform into a werewolf for 6 hours. There is no bloodlust (meaning you don't have to kill anybody), but being caught transforming still counts as a crime. The Cursed Ring of Hircine is a ring given to the player during the quest Ill Met By Moonlight. It automatically equips itself and randomly transforms the player into a werewolf, often with dire consequences. The uncursed Ring of Hircine, however, does no such thing - it grants an additional werewolf transformation once each day.
  • When you transform back you will be completely naked.
  • Being caught while transforming is a crime.
  • If you cure your lycanthropy, you can never becomee a werewolf again.
  • bleh, now it's all in a table - if someone wouldn't mind putting that in the appropriate tables on the main page, I'd really appreciate it DextroWombat 22:14, 19 March 2012 (UTC)
Starting from the top. 1. I've seen that enemies scale with your level, but not necessarily the gear that they carry. (Ex. I'm level 70, I still can find people to fight that are in iron/fur armor and iron/steel weapons) 2. In morrowind every piece of loot is fixed, and can be repeatedly received on different PCs, In skyrim the loot appears to be radiant and almost never the same for a different character. 3. As far as I can tell NPCs have their own schedules to keep, but are not dynamic and are therefor fixed. 4. Essential NPCs will drop to one knee when almost dead (10% hp) 5. Unlike in oblivion a vampire has no control over what state he/she progresses to (IE you will automatically upgrade to the next rank of vampirism instead of having to wait making feeding imperative) and unlike in oblivion or skyrim (as far as I've seen) there is no clan behavior as in morrowind. 6. In morrowind when you are a werewolf you will transform EVERY night, you will need to feed (kill) someone EVERY night or you will be almost dead when you are finished being a werewolf. (The player will receive a message saying "You are weakened from the hunger") There is an abstract animation symbolizing the change, versus watching your character change. In Morrowind its possible to cure lycanthropy with a normal cure disease effect whereas skyrim it is a choice. 7. Any altar can be used at any time, they all cure all diseases except for full blown vamprism and lycanthropy and will give a minor buff for a time while removing any lingering buff from other altars, in skyrim. 8. NPCs now use a quest/like system where you must do a task for them and they become your friends. You can still Persuade, bribe, and intimidate with the addition of brawl (for some npcs). Wearing full daedric armor in skyrim makes it easier to intimidate (Much like in Morrowind wearing the Daedric Face of Terror/Inspiration made it easier to Intimidate/Persuade) 9. Soul gems are assigned a base value when empty and the size of the soul within is added to the value of the gem, when a gem is filled with the highest rank of soul possible it doubles the worth of the gem. 10. In oblivion cursed items became the name that refers to an item that is reverse pick pocketed to an NPC with a damage on self enchantment, the only notable cursed item beyond that is Staff of the Everscamp which is technically a quest item, but cannot be removed from the inventory until reaching the appointed place while also reducing the holders speed. I have yet to see a cursed item that works as they did in Morrowind, but the Cursed Ring of Hircine seems to fit the bill, forcing the PC to transform randomly into a werewolf that automatically equips itself when received and will not come off until the quest is finished. I hope this helped answer some questions Chronic 00:08, 28 March 2012 (UTC)
Okay, I added significantly to the table. After starting on the Lycanthropy section, I realized that it was way too big to fit in a single row, so I gave it its own table. • JATalk 22:27, 30 March 2012 (UTC)

Skyrim Experiments[edit]

Can someone fire up Skyrim and do the following experiments:

  • Using the console (I don't know the commands, but you can find them here) experiment with different skills, setting them to 100 and then to random numbers above 100 (say, up to about 175) and see if there is any significant effect (i.e. more damage with weapon skills, lower magicka cost with magic skills etc)
  • Become a vampire (once again, the console commands should be here) and make notes of how NPCs and/or guards interact with you as a vampire and in the various stages of vampirism.

Those are the last two unanswered questions, and once we get them out of the way, we can mark a big checkmark on the list! I'm gonna do some work on the tables tomorrow, hopefully get them all finished and start polishing, and hopefully we can have this ready by the end of the week! Thanks for all the help guys! DextroWombat 10:45, 2 April 2012 (UTC)

Being a vampire appears to have little changes at rank 1, at rank 2 some npcs begin to inquire about your health, at stage 3 most npcs will inquire about your health, some may refuse to talk to you at all and a further few may attack you on sight. at stage four most npcs will ignore you, talk about your health, and a broader range of npcs will attack you on sight. Chronic 00:26, 10 April 2012 (UTC)
That's awesome - does anyone know about the specifics of the rejection/attacks in the later stages, like what they depend on (maybe their "Fight" attribute is set higher or something like that, or maybe members of a certain faction?) DextroWombat 05:59, 10 April 2012 (UTC)
I believe it has something to do with an NPCs hidden "Confidence" rating.Chronic 19:55, 14 April 2012 (UTC)