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morrowind the world was fixed, all gear in place and you levelled to the challenges or you died, oblivion the world spawned gear to match your current level and was always the same challenge regardless.
morrowind you level up and your character got stronger, oblivion you level up and the world got stronger.
Leveling. All skills grant level experience, major skills just progress faster. When you level up, you get 12 points to distribute to any stats you want, with a spread to 3 stats at a time. Luck takes 4 points to increase by 1, everything else is raised by 1 per point with a max of +5, so you can go +5 +5 +2, +4 +4 +4, or +4 +4 +1 Luck to maximize whatever gains you want. Considering that minor skills contribute to levels as well, level cap is innately higher but maxing stats is slower than they were with efficient leveling in the original.
Few perks were changed around, like armorer repairing magic armor is at apprentice and swapped places with longer-lasting hammers, acrobatics can jump off water at expert and gets better fall damage reduction at master instead and some perks were completely redone like Athletics lets you get 100% stamina regen while running at Apprentice instead of Master and Journeyman/Expert/Master just reduces the cost of sprinting (a new thing) and block gets just stacking reductions to fatigue impact from blocks as well as a shield bash attack instead of the passive recoil/disarm perks.
The Lord sign was made useful, copying more of the Skyrim standing stone being 15 Armor and 15% Magic Resist instead of small heal and suicidal fire damage taken.
Stats have slightly different impacts, endurance is now retroactive in health per level, strength also increases health, shortswords and daggers are governed by agility instead of strength, things of that nature.
Races get the choice between two starting 'background bonuses' in addition to the normal racial abilities on character creation, considering I have only made one character and haven't dug too deeply on it, they appear to be minor flavor changes.
Weapons function a little differently, two-handed weapons seem to have a one-two combo where the second swing starts up a lot slower while a longsword would have a one-two-three combo. Weapon reach/spacing also seems a little different, starting a block is slower after coming off of a swing or spell cast, and holding block no longer lets you speed-cast spells. Bows still have pretty strong arrow drop but it is a little better than it was in original.
Power attacks are stronger baseline and instead of having directional styles for power attacks, they just grant a different benefit based upon your weapon type which get buffed by perks.
Out of Combat health regen happens normally, without needing to wait an hour. It may seem small but it vastly reduces the reliance on Restoration or potions outside of combat, making Atronach an easier choice to work with.
Lockpicking is still thematically the same but is a little more difficult than the original as baiting the tumblers are less consistent to the point I rushed to get the Skeleton key as soon as I could.
You also don't get barraged by the DLC quests the second you step into the sewers, you generally hear about them from random NPC dialogue and rumors instead.
Considering most of the voice acting, quests, dungeon layouts and the like all appear to be the same, the game is still just Oblivion again but with some better mechanics.