Morrowind

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bmurph101

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bmurph101

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About this mod

A mod that aims to encourage and balance PvP in TES3MP

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This overhaul is for the use of my TES3MP Server, 'For Sovngarde!'. I am happy to assist those who are trying to start their own server, but please do not use my work as a draw for your own server.

Discord Link for Updates and Announcements

****UPDATED 1/6/19**** To Install, Simply Open the Archive and Drag the "Data Files" Folder into your Morrowind Directory (Usually C:\Program Files (x86)\Steam\steamapps\common\Morrowind)

Patch Notes for 5.0.1:

World:

- Added the Pugilist of Pain, the Champion of the Dreamers who guards the Northern path to Dagoth Ur within the Ghostfence
- Dagoth Ur now has an actual army, and the Ghostfence has been turned into a warzone. Expect frequent battles with powerful Ash Creatures and Corprus Monsters.
- Added 1,125 "Common" NPC Variants across 188 new spawnpoints in Balmora, Vivec, and Ald-Ruhn. This was aimed to make the world feel more "alive", and will be taken even further in the future if successful.
- Cleaned up the dungeon Abanabi, fixing enemies getting stuck on each other and creating a larger end space for the final fight with Draramu Hloran
- Creeper and Mudcrab Merchant have had their gold values reset back to 10k gold, as per player requests. Enables players to effectively farm gold and creates natural PvP hotspots.

Spells: (these spells are available from Heem - La (Ald-Ruhn) or Sharn gra-Muzgob (Balmora)

- Mara's Kiss: Restores Health 30 pts for 3 seconds on target
- Mara's Fortitude: Restores Fatiuge 30 pts for 3 seconds on target
- Mara's Wisdom: Restore Magicka 30 pts for 3 seconds on target -

Weapons/Armor:

- TUGS: Weight taken from 20 -> 300, Damage Increased from 60 -> 80
- Fist of the Northern Star: +20 constant effect to hand to hand, +50 Shield. Constantly drains 100 Skill points from Short Blade, Long Blade, Axe, Marksman, Blunt Weapon, and Spears (Drops from Pugilist of Pain)


****UPDATED 7/20/18**** To Install, Simply Open the Archive and Drag the "Data Files" Folder into your Morrowind Directory (Usually C:\Program Files (x86)\Steam\steamapps\common\Morrowind)

Patch Notes for 5.0:

Racial Changes: I felt I had stripped away part of what it meant to play a beast race, and Orcs felt sorely lacking too. They've received much love in this update.

- Khajiit Racial: +25 to Acrobatics, +30 to Unarmored, +50 to Hand-to-hand, +10 to Speed
- Argonian Racial: + 25 to Athletics, +30 to Unarmored, +30 to Hand-to-hand, + 15 to Speed, Permanent Water Breathing
- Orc Racial: +20 to Endurance, +40 to armorer, +20 to All 3 Armor Skills
- Athletics has been changed to level up at an acceptable rate; players will no longer need to afk sprint/swim or train this skill; this was done to alleviate some of the sluggishness of early game Morrowind

Visual Changes:

- War Staff of Volaxiss now uses the same mesh as the Crosier of St. Lothis
- Implemented custom mesh for new artifact, Agony's Edge
- Increased the size of all spears/halberds to more accurately represent the longer ranges they have
- Implemented custom mesh for Tiber's Ultra Greatsword

Weapon Changes: This is something I've been wanting to do for a while. The spears/halberds in Morrowind always felt too small in stature, and their damage values mean that they need to have a bit more range. The distance should feel about right now with the reach length updated, along with the longer weapon models.

- Ilkurok: Now does 6-42 Thrust Damage
- Blessed Spear: Now has a constant shield effect of 50
- All base game spears/halberds have had their range bumped from 1.8 to 2.3 (This does NOT include all the generic enchanted weapons found in the world)
- Glass, Dwarven, Steel, and Iron Halberds now deal primarily Slash Damage as Opposed to Thrust 
- Also buffed range of Hunter's Spear, Spear of Bitter Mercy, and TUGS to 2.3
- Fix enchantment for Widow's Wail (was previously bugged)
- Added new artifact scythe, Agony's Edge: 15-60 Slash Damage, Uses "Spears" skill. Located in Ibar-Dad

Armor Changes: It made no sense for the DB gauntlets to have Randagulf's blessing; Glass is the BiS for light armor users, so it made sense it should have it instead. The Mantle of Woe/Robe of the Lich were far too strong when worn over armor sets; they now will be a liability for close range combat if they are worn. Finally, the Bloodworm Helm will be a nice addition for those casters out there.

- Removed Randagulf's blessing from DB gauntlets, added it to Glass gauntlets
- Reduce Stamina regeneration effect for stamina shields (Undaunted = 3 fatigue per second, Darksun/Ice = 2 fatigue per second)
- Added skill drains for Mantle of Woe/Robe of the Lich (Wearing these robes will now drain all three armor skills by 65 pts)
- Bloodworm Helm: 80 Armor Rating, now Fortifies Destruction, Conjuration, and Illusion + 10

Accessory Changes: This was inspired mostly by the fact that most attributes didn't receive a buff of some kind from any accessory. These should compliment accessories like Aeslip's Ring or Ring of the Wind that already exist in game.

- Added Ring of Strength: Fortify Strength +10 (Lootable from Dandras Vules)
- Added Ring of Luck: Fortify Luck +30 (Lootable from Dandras Vules)
- Added Ring of Endurance: Fortify Endurance +20 (Lootable from Crazy Batou)
- Added Ring of Speed: Fortify Athletics +10 (Lootable from the Steam Guardian in Mudan, Central Vault)
- Nerfed Marara's Ring (Removed the Reflect)

World/Boss Changes: World Bosses and Dungeons felt too easy and forgiving for the loot they hold. They now should be significantly harder to acquire.

- Crazy Batou: Now has 2000 HP
- Changed the giant Udyrfrykte to an Aspect of Tiber Septim
- Adjusted spacing in Dungeons so that mobs are less likely to get stuck on each other
- Scaled the difficulty of the new dungeons to be significantly more difficult
- World and Dungeon bosses should be significantly more dangerous
- Dandras Vules: Health reduced from 2500 to 2000

Spell Changes: Mostly crushed spells that weren't functioning properly. Sacrifice is now a true sacrifice, as you'll end up trading your own hp to heal your ally. Mana Glutton will be a must for most Mages/Wizards, as Mana Well was FAR too strong for a starting spell. Fatigue regeneration also enabled players to mindlessly sprint/jump/attack and only have to cast once to fully regain their fatigue bar. It must be monitored much more carefully now.

- Fixed Vampire's Fist (Will now correctly leech 50 hp and blind target for 75 pts for 3 seconds)
- Mana Well: now only restores 40 Mana instead of 400
- Sacrifice will: now heals for 50 pts over 5 seconds, but damages the caster for 15 pts over 3 seconds
- Mana Glutton: New, high level mana recovery spell. Available from Heem-La and Erer Darothril. Recover 150 Mana over 3 seconds, but at the cost of 20 mana
- Fatigue Regeneration only restores 35 fatigue over 1 second as opposed to 100 over 2 seconds

****UPDATED 12/5/17**** (Requires re-download. Extract the contents of the zip into your Morrowind/Data Files Folder. Say yes to all when asked to overwrite)

4.4.4 Patch Notes:

Spell Changes:

- Added Spell Vampire's Fist: Absorb 50 pts of Health on Touch, Blind 75 pts for 3 seconds (Purchase from Heem-La)
- Scrolls of Black Despair/Fate/Mind/Scorn/Sloth/Weakness: No longer damage your attributes
- Restore Health, Fatigue, and Magicka effects are now color coded to provide visual feedback to a player as to what an opponent is trying to recover (Health= Red, Magicka = Blue, Fatigue = Green). Note: this color change is seen during the cast animation, not in the actual effect (so as to maintain Restoration effects being consistent)

World Changes:

- Buffed King Kuthain and Volaxiss, Scourge of the Sea
- Dark Brotherhood Assassins have seen their hp pool double and attributes pumped. They should be scary to fight.
- Dandras Vules, Leader of the Dark Brotherhood now wields a unique artifact weapon, Widow's Wail (see weapon changes for stats and effect)

Weapon Changes:

- Cleaver of St. Felms: Now does 30 pts of Frost Damage Upon Hit
- Increased min/max projectile speed by ~17%
- Widow's Wail: 10-35 Chop Damage; Damages health 20 pts for 2 seconds upon strike
- Increased the max damage of Spear of the Hunter, Spear of Bitter Mercy, and Talos' Ultra Greatsword from 60 to 70
- Talos Ultra Greatsword is now a Blunt Weapon; this was to remove yet another Longblade artifact and give it to another weapon skill
- Clutterbane's attack speed increased from 1.30 to 1.50
- Umbra's attack speed set back to 1.35
- Chrysamere max damage increased from 70 to 75
- Ripfang now damages health 20 pts for 2 seconds upon strike

Armor Changes

- Implemented a new Light Armor Set: Morag Tong Armor (used NazoX9's armor set, which he gives permission to use. It can be found here: https://www.nexusmods.com/morrowind/mods/44938)
- Morag Tong Armor: Light Armor, AR base rating of 30 / A spare set can be found on the walkway leading into Eno Hlaalu's room

****UPDATED 12/3/17**** (Does NOT require redownload)

Races now properly have their adjusted hp:

- Bosmer/Altmer/Khajiit: 350 hp
- Imperial/Breton/Dunmer: 375 hp
- Nord/Redguard/Argonian: 400 hp
- Orsimer: 450 hp

****UPDATED 11/30/17, Requires re-download if you've previously downloaded (select yes when asked if you'd like to overwrite files)****

Patch Notes for 4.4.3:

Game Changes:

- The Athletics multiplier for movement speed has been reduced from 1.0 to 0.9, as certain characters with pumped athletics and light armor were able to zip around at speeds that seemed unreasonable
- Orcs have had their passive redone: they now gain +40 to armorer, and +20 to heavy/light/medium armor
- Increased the speed of projectile magicka from 2250 to 3000 (now 3x the speed of the Vanilla game)
- Numerous "essential" NPCs were being killed and breaking the game for others; they now have 60k HP and a passive ability that regenerates 1k hp per second, essentially making them unkillable.
- Bonewalkers will no longer drain or damage your attributes

Weapon Changes:

- Nerfed the feather effect of Therana's rewards from 50 down to 5
- Redas' Robe feather effect nerfed from 50 to 5
- Talos' Ultra Greatsword has been reworked: it now has the exact same stats as the Spear of Bitter Mercy or Hunter's Spear, but is a longblade and deals primarily slash damage.
- Akatosh's Bolter has had its attack speed increased from .35 back to 1.0, as it was far too slow to be of any real use
- Sunder's passive effect has been reduced from 30/20/20/20 to 10/5/5/5
- Mace of Molag Bal: removed the absorb strength effect, as this could potentially create super characters in the middle of a fight
- Mehrune's Razor: removed disintegrate armor effect
- Artifact weapons that rely heavily on their enchantments for their power have seen their enchantment pool increased exponentially and had the costs reduced to 1 per swing; this includes Hopesfire, Trueflame, Mace of Molag Bal, Goldbrand, Scourge, Ice Blade of the Monarch, Spear of the Hunter, and Mehrune's Razor

Magicka Changes:
 
- Buffed the AoE on Force Bolt, which is a ranged stun for mages. It can now be purchased from Heem-La at the Ald-ruhn Mages Guild
- Increased the damage on Daedric Bite from 50 to 70, as well as the AoE.
- Increased the AoE on Greater Fireball/Frostball/Shockball/Viperbolt
- Heem-La in Ald-Ruhn now also sells Viperbolt, Daedric Bite, and Force Bolt. He is more or less the go to for most mage spells.
- Hide, Concealment, and Invisibility will now only cloak the caster for 10 seconds, as opposed to 30, 90, and 30 respectively
- Recall, Divine Intervention, and Almsivi Intervention now all damage the caster for 250 pts of health, making it much less of a "get out of jail free" card

Armor Changes:

- Snow Wolf Armor now has the same protections as Glass Armor 
- Removed the drain magicka effects from the Shield of the Undaunted/Ice Shield/Darksun Shield; Nerfed the fatigue restoration effects and dropped the armor rating considerably; if you want to use these shields to bolster your fatigue, it will cost you significant armor rating


****UPDATED 11/28/17, Requires re-download if you've previously downloaded (select yes when asked if you'd like to overwrite files)****

Hotfixes:

- Nerfed the min damage on Volaxiss' War Staff, as it was far too powerful to spam quick attacks
- Fixed a bug that caused players to glitch out and become unhittable when they reached a certain threshold of hp
- Players of all races are now set at 500 hp; varying HP will hopefully be reintroduced at a later point, when it doesn't break the game
- Buffed Volaxiss' health pool from 900-1800
- Added Orcish Bolts and Ebony Arrows to the loot tables of Volaxiss and King Kuthain, respectively.
- Fixed a bug that was causing the Mantle of Woe to still give 15x the max magicka as opposed to 1.5x

****UPDATED 11/25/17, Requires re-download if you've previously downloaded (select yes when asked if you'd like to overwrite files)****

Hotfixes:

- Adjusted the movement speed of Grahl monsters; their speed was causing them to be too powerful
- Added an NPC to the Aguraki Arena to allow players to leave the island without needing to die.

****UPDATED 11/24/17, Requires re-download if you've previously downloaded (select yes when asked if you'd like to overwrite files)****

Bug Fixes:

- Fixed a bug that was causing dungeon mobs to move at insanely high movement speeds
- Fixed a bug that was causing loot in revamped dungeon chests to appear in lower leveled dungeons
- Fixed a bug that caused the Mantle of Woe/Robe of the Lich to give exponentially more Magicka than intended

Balance Changes:

- Nerfed the degree that Staves boosted Magicka schools
 - Axe Queen of Bats received a slight damage buff to even it with the Daedric Battle Axe, though it is slower and with a further reach
- King Kuthain was buffed to increase his difficulty accordingly
- King Kuthain's loot table was nerfed substantially, as it gave too much for players to semi-easily obtain

World Changes:

- Added World Boss #2: Volaxiss, Scourge of the sea. Spawns in cell -20, 15 (SE of Fort Frostmouth); Drops Volaxiss War Staff + gold 

- Added War Staff of Volaxiss: A powerful staff that buffs its user's magicka schools, as well as constantly replenishes their mana pool. Also does decent melee damage. A very enticing item for Magicka users.

- Added Aguraki Arena: this is a new worldspace that was handcrafted by Steelface. It will be a great space for players to host events, hang out, or even beat the crap out of each other for sport. Can be accessed by swimming North of Khuul, or by speaking to Aguraki's Warden located directly outside of Balmora Temple.

****UPDATED 11/17/17, Requires re-download if you've previously downloaded****
World Changes:

- Added 103 player homes for varying prices (special thanks to /u/mupfelofen for helping me accomplish this)
- Potion of Heroism: Night Eye 50 pts for 60 seconds
- Blood of the Quarra: Now only Telekinesis 20 pts for 30 seconds 
- Sinyaramen's Potion: Removed strength buff
- Verminous Fabricant: Now gives Night Eye 
- Alcohol has been nerfed to function as a roleplay item; after drinking enough subsequent alcohol, you will literally black out
- Mudcrab Merchant and Creeper have both been limited to only 100 Gold
- The maximum amount of gold that ANY Merchant should have is now 500
- Removed the paralysis effect from Arrows of Holding
- Altered the effects of numerous "Damage Attribute" specific weapons to only drain attributes as opposed to damaging them
- King Kuthain, First "World Boss" Added. SE of Kogoruhn, Cell 1,13. Drops Ebony, Daedric, Glass, Dwemer, and Orcish loot, plus 10k in Gold


Birthsigns Reworked:

- Shadow: Fortify shortblade +10, sneak +30, Agility +5
- Thief: Fortify speechcraft +10, security +30, luck +10
- Lover: Fortify agility +15, personality +10
- Tower: Fortify Light, Medium, Heavy Armor + 20; Renamed Beggar's Nose to Labryinth Crawler
- Ritual: Fortify Alteration, Conjuration + 20, Willpower +15
- Atronach: Reduced Spell Absorption chance from 50 to 15%. Increased Fortify Max Magicka effect
- Apprentice: Removed Weakness to Magicka, Fortify Illusion and Restoration + 20
- Mage: Added Fortify +20 to Destruction and Mysticism
- Lord: Fortify Health +50, Fortify Block +15
- Lady: Unchanged
- Serpent: Night Eye 30 pts constant, Fortify Willpower +15. Starts with Toxic Field and Viperbolt.
- Steed: Unchanged
- Warrior: Also Fortifies Strength +10


Combat Changes:

- ******Marksman's governing attribute is now Strength so that archer characters can level effectively through combat; for those that are unaware, even though Marksman is governed by Agility in the Vanilla game, you only increase the damage dealt by increasing your Strength. Raising Agility does not improve your hitting power in Vanilla Morrowind.******

- Marksman gains are now at 4x the normal skill gain rate.

- Set the projectile speed for bows/crossbows at 3000; thrown weapons are now at 1000 (up from 300)

- Shortbow of Sanguine Sureflight: Now constantly buffs Marksman +10

- Bow of Shadows/Auriel's Bow: Now both give constant Night-eye +50, Fortify Strength +10

- Bows and Crossbows across the board have received huge damage buffs, as with the current changes they were sorely lacking.

- Massive Skill Gains for Speechcraft (+40 for success, + 10 for failure) and Mercantile (20x)

- One-handed artifacts buffed slightly (max damage taken from 45 to 55) 

- Wolf Armor has been buffed from 15 to 30 Armor rating

- Ice/Orcish armors buffed from 55 to 60 Armor Rating

- Dark Brotherhood armor buffed from 30 to 40 Armor Rating 

- Glass armor buffed back to original Armor Rating (40 to 50)

Newest version here: https://www.nexusmods.com/morrowind/mods/45241?



****UPDATED 11/8/17, Requires re-download if you've previously downloaded*****

- Buffed Imperial Steel Armor; protections doubled from 16 to 32

- Buffed Imperial Templar Armor; protections buffed from 18 to 40

- Buffed Dwemer Armor; protections buffed from 20 to 50 (only 10 AR less than Ebony now)

- Cleaned the file; special thanks to /u/MortimerMcMire for pointing that out for me!

Newest version here: https://www.nexusmods.com/morrowind/mods/45241/?


****Updated 11/5/17**** 

- Dunmer now receive a +15 boost to their Willpower as well as the Destruction and Shortblade buffs

- Imperials also gain +15 to their Mercantile/Speechcraft Skills

- Attempted to permanently remove the possibility of being knocked down from the game, as it doesn't seem like a good PvP mechanic

Title says it all. This is intended to be used with TES3MP (a fork off of the OpenMW project).

Below is a complete list of changes for those who want to see before downloading.

Installation guide:

1) Download from https://www.nexusmods.com/morrowind/mods/45241/?

2)Extract the contents of the zip file to your 'Data Files' folder; this is typically located in Steam/steamapps/common/morrowind

3) Open your OpenMWLauncher; Click Data Files at the top; click the box next to "Balance Patch.ESP" to enable it.

4) Join the server entitled HKM PvP Server

5) Have fun!


Changelog for those interested:

Character Changes:Endurance is no longer the stat worth leveling, as gaining hp per level has been disabled by this patch. That’s not to say it doesn’t have its value, but you no longer need to worry about missing out on valuable hit points by not pumping endurance immediately. This was to prevent mix/maxers from griefing lower leveled, more casual players by having a 500+ hp advantage on them.

 Instead, upon login, characters will have their health dictated to them based on race. I also added some passives that will incentivize race selection; these effects will apply over 100 in the case of attributes/skills. Note: The default HP you are set with is 350. Races with more than 350hp have a permanent fortify health buff bundled in with their passive, which will set your hp at the appropriate amount.


*****Every character, regardless of race, receives:

- Basic Heal
- Basic Sacrifice
- Mana Well
- Basic Fatigue Regeneration

***These spells have a 100% success rate and are designed to give everyone some basic utility. Also, ALL natural resists/immunities have been removed save for the Breton receiving 25% magicka resists. This was done to prevent certain builds instantly losing to others simply because of the race that they’re fighting (i.e. Frost Mage vs Nord).


- Nord: Strongest race. 400 hp; Removed Woad; Passive: Nordic Strength: + 15 strength

- Orc: Hardiest of Races. 450 hp; Passive: Orcish Hardiness: +20 endurance

- Redguard: Most natural warriors. 400 hp; Removed Adrenaline Rush; Passive: Hammerfell’s Finest: +15 to attack (was considering doing +25, but didn't want to make it too OP when stacked with Warrior birth sign)

- Dunmer: Fairly resilient, naturally adept with fire and daggers. 375 hp; Removed Ancestor Guardian; Passive: Ashlander’s Pride: +15 to Destruction and Shortblades, +15 to Willpower

- Imperial: Fairly resilient, well rounded. 375 hp; Removed Voice of the Emperor; Passive: Imperial Edge: +15 Luck, +15 to Mercantile and Speechcraft

- Khajit: Frail, but incredibly agile. 350 hp; Removed Eye of Fear; Passive: Khajit Acrobatics +25 to Acrobatics, Hand to Hand, and +30 to Unarmored 

- Breton: Fairly resilient, adept mages. 375 hp; Passive: Breton’s Ward 25% resist to Magicka and receive 50% more max Magicka

- Bosmer: Frail, but nimble and natural archers. 350 hp; Removed Beast Tongue; Passive: Goliath’s Bane: +15 to agility and +15 to marksman

- Argonian: Resilient and strong legged. 400 hp; Removed Argonian Breathing; Passive: Argonian Strides: +25 to athletics and + 30 to unarmored

- Altmer: Frail, but the best natural casters. Removed their weaknesses to magicka and elemental magic. 350 hp; Passive: Spellweaver’s Gambit: Max Magicka increased by 150%


Artifact Changes:- The logic behind these changes is to make it so artifact weapons are special, without making them game breakingly special. One handers in particular have this issue, as they can be paired with a shield that enables blocking.

One handed changes:

- Mace of Molag Bal : Max Damage buffed to 45

- Scourge: Max Damage buffed to 45 

- Skull Crusher: Max Damage nerfed to 45

- Sunder: Max Damage nerfed to 45

- Mace of Slurring: Max Damage buffed to 45

- Mace of Aevar Stone-Singer: Easily the most broken 1 hander in the game. Reach nerfed to 1.0 (same as all other clubs, down from 1.6). Max Damage nerfed to 45.

- Hopesfire/Trueflame: Also very overpowered items; Max Damage nerfed to 45 on both to offset powerful enchant effect. Reach set to 1.0

- Cleaver of St. Felms: Max Damage buffed to 45

- Clutterbane: Previously unobtainable in game. 1 handed Mace, Damage 10-45. Weight 50. Fortifies Blunt Weapon and Block +10; Drains Light Armor 50 pts. Great for Tank builds.

- Ripfang: New custom dagger carried by Goris the Maggot King; 15-28 thrust damage.


Two Handed Changes:

- Umbra: One of the most lacking artifacts in my opinion, and I found that to be a real shame. Max Damage boosted to 65 to put it on par with Chrysamere. Also fortifies Longblade +10

- Volendrung: Probably the most useless artifact that was lacking a serious place. Damage buffed to 60 to make it viable.

- Daedric Crescent: Enchant effect removed. Speed buffed to compensate. Changed from a Longblade to a Shortblade

- Stendarr's Hammer: Actually a usable weapon now. Health set at 5000. Weight at 200 (will eat a good amount of encumbrance). Speed set at .80 (down from 1.0) to compensate for high damage. Also restores fatigue +10 per second and increases max fatigue, but drains Heavy Armor Skill by 100 pts

- Spear of the Hunter: Nerfed the OP enchantment. Weapon will now only poison 4 pts for 5 seconds on touch.

- Wings of the Queen of Bats: Added this previously unobtainable weapon to the game; it is in the game files, but was never implemented. A powerful 2 handed axe, it resides in the same cavern as Chrysamere. 10-70 Max Chop Damage. 1.0 Attack Speed. No enchant effect, but functions as a silver weapon as well.


Arrows:

- Ebony Arrow of Slaying: Reduced damage from 5000 down to 50. No longer an instagib abusable weapon


Spell Changes:

- Greater Frostball/Greater Fireball/Greater Shockball/Viperbolt: These 4 spells have been reworked to do a flat damage of 70 in their respective elements (frost/fire/electricity/poison). Can be purchased from the same NPCs they are normally sold at.

- God’s Fire/God’s Frost/God’s Spark/Toxic Field: Have been reworked to act as field AoE’s for mages. Their effective AoE has been doubled (from 10 to 20), but the damage has been immensely nerfed. Now does 50 damage over the course of 10 seconds. Designed to finish/harass/hold chokes. These are purchased from Erer Darothril in Wolverine’s Hall.

- Force Bolt: Now has had the health drain removed. Strictly an immobilizing spell for the moment.

- Force Push: New spell added to allow mages to “self peel” from a melee opponent. Forces 1 point of Paralyze for 2 seconds on touch; essentially immobilizes for a brief moment. Cannot fail upon casting. All players will start with this spell.

- Ocular Disarray: Missile that blinds for 100% for 4 seconds on impact. Replaces the Spell “Clench”. Fevyn Ralen in Vivec sells this spell. Governed by the Destruction school.

- Damage Attribute Spells: Aside from Clench (which has been overwritten to be a new blind for mages), these have all been altered to “drain” your attributes, not damage them permanently. This was done for obvious reasons.


Magic Armor/Clothing:

- Amulet of Admonition: Reduced paralysis from 30 seconds down to 3 seconds. Still might be OP, but we will see in time.

- Belt of Northern Knuck Knuck: Now drains between 3-15 fatigue, as opposed to 3-120.

- Helm of Oreyn Bearclaw: Ridiculously overpowered when playing with others. Instead of +40 Agility/Endurance, instead sitting at +5 for each respective stat. 

- Fists of Randagulf: Same as above. +5 Agility and Strength respectively.

- Dark Brotherhood Gauntlets/Ice Gauntlets: Received Randagulf's effect, to add both a light and medium armor option for those that desire it

- Ring of the Wind: Reduced to +10 Agility from +30

- Ebony Mail: Removed shield effect. Removed Fire protection. Magicka resistance increased to 30%

- Ring of Equity: Spell absorption reduced to 30%, removed reflect

- Shashev's Ring: Removed the paralyzing effect

- Boots of Blinding Speed: Magnitude of speed increase reduced from 200 down to 20

- Cuirass of the Savior’s Hide: Armor rating reduced from 80 to 45; Resist magicka effect reduced from 60 to 20

- Darksun Shield: Removed reflect enchantment

- Shield of the Undaunted: Now has constant restore fatigue effect

- Ice Shield: Same enchantment as Darksun Shield

- Dragonbone Cuirass: Fire resist reduced to 50%

- Eleidon’s Ward: Now heals for 20-30 hp, down from 50-100

- Wraithguard: Removed reflect

- Robe of Elanande: Now fortifies maximum magicka by 100


General Armor Changes: Some normal armor sets have received nerfs and buffs as well. Glass armor, for example, provided an armor rating of 50 per piece, which is higher than the best rating of Medium armor, and the nearest comparable Medium armor set (Indoril) instantly makes guards hostile towards you.

- Glass Armor: Has had the base armor rating for all pieces nerfed from 50 to 40, save the Tower Shield, which is set to 45. It has also been made heavier up from 60 to 75.

- Orcish Armor: Has been buffed significantly to provide some nice end game gear for Medium armor users. Base protections on everything has been taken from 30  55, save the Tower shield, which is set to 60. ***Ice Armor also has the same stats as Orcish Armor for those who manage to find it***

- Chitin Armor: Has been buffed to provide some decent light armor other than glass; all protections scaled up from 10 to 20. Doubled/tripled some of the armor durability, as they were laughably low.

- Bonemold Armor: Same as above. Needed some in between armor for medium users; buffed all protections from 16 to 27.


General Weapon Changes:

- Spears have been reworked to be more viable weapons; as they currently stand in Vanilla Morrowind, their performance is relatively poor. The lower end versions still remain in their Vanilla state; everything from the Silver Spear and up has received significant damage boosts to put them on par with their other counterparts.

- Staves have been given passive buffs to increase every magic school upon equipping them; they’ve also had some slight damage increases as well. ***This does not apply to unique or already enchanted Staves***


Monster Changes:

- The changes to encourage group play have been somewhat drastic; all daedra are now at least twice as strong, though most have about 4-5 times as much hp.

- Also, many non-hostile NPCs that are simply “existing” in the world-space have been given HUGE boosts to prevent easy farming of good gear. This includes NPCs you are required to fight for artifact quests. Artifacts and high end gear will be difficult to obtain, unlike the Vanilla game. 

- If they’re walking around in nice and shiny gear, or killing them for a Daedric Prince will grant you nice and shiny gear, then they will probably put up quite a fight.


Questing:

- Morrowind is an extensive game filled with hundreds, perhaps even thousands of total quests and interactions with the world. As such, it will be some time before EVERY quest is perfected for the multiplayer experience; however, as it currently stands now, the entire main quest should be playable for a group of 5-6 people at one time. Quests that require you to pick up “1” unique item have had that item duplicated numerous times over, so that the cell and world do not need to be reset for you to continue through the experience with your friends.


Dungeons:

- I’ve completely revamped several dungeons; mob density has been increased substantially, the types of mobs seen will be quite different, and there are even “boss” type fights at the end. These drop quite nice loot and should probably be run with a group. These include:

- Abanabi
- Ibar-Dad
- Mudan Grotto
- Tears of Amun-Shae
- Venim Ancestral Tomb (this one may be soloable)
- 2 “new” areas that were previously not worth of note that now contain seriously powerful items. One is a dwemer ruin, the other a cave. That’s all the information I’ll give out in that regard. Get out there and explore!

Miscellaneous:

- Restorative potions have all but been nerfed to the point of being obsolete; this was to prevent players running around with hundreds of potions and being immortal warriors

- Silt Strider traveling NPCs have been given 20k hp to prevent their easy accidental death

- Guards have been roided out to prevent them being farmed for easy gear/gold- Skill gains have been set to 2x their normal rate to prevent those who farm and use trainers from being too far ahead

- Acrobatics has been nerfed significantly to avoid the game resorting to "Quakewind"; Acrobatics will still influence your reduced damage from falling and can indeed provide you with some advantages, but don't expect to be skiing and kiting anymore



Experimental/New additions:

- Clutterbane (see 1 handed section)

- Ripfang (see 1 handed section)
 
- Wings of the Queen of Bats (see 2 handed section)

- Akatosh’s Bolter: This Dwemer smith imbued Akatosh’s Fury into this extraordinary crossbow; the incredible power came at a heavy price. 60-60 Crossbow; Attack speed .35 (down from 1.0). Fortifies Marksman +20, Night Eye +20. Used Alaisiagae’s Dwemer Crossbow Model https://www.nexusmods.com/morrowind/mods/27280/? 

- Robe of the Lich/Mantle of Woe: Lichs were feared casters that delved into the school of Necromancy. Removed the drain health effect. Now both have a constant +150 Magicka Effect. Also fortify Conjuration and Destruction schools by +20. Should aid casting mains quite a bit.

- Talos’ Ultra Greatsword: The weapon used by the man-become-God himself during his battles in the cold. Inspired by the Souls series. Custom model made by me. Reach 2.0. Damage 20-100. Speed .35 (down from1.25). Weight 450; Passive Effect: Drain Heavy Armor 100 pts, Drain Medium armor 100 pts, Fortify Strength 10 pts, Fortify Fatigue 10 pts