List of notable differences from Morrowind

This is a **list of notable differences** Nerevarine Prophecies has when compared to the base Elder Scrolls III: Morrowind GOTY Edition. Much of this information has been collated thanks to the Nerevarine Prophecies discord server.

## Level Cap

A level cap of level 60 has been introduced. Attribute multiplier gains are controlled by the server rather than the player to ensure you will always max out all of your attributes by level 60.

## Health

Endurance affects health in real-time, (previously, your base health only changed on level ups) so users will no longer need to worry about maxing their endurance as early as possible. The new health calculation formula is as follows:

**health** = (((**level** \* 0.02) + **hpFactor**) \* **currentEndurance**) + (**healthRelatedMasteries** + **fortifiedHealthEffects**)

* **hpFactor** takes into account acquired hpFactor/hpMod masteries that boost this value, such as the *Hearty* mastery line.
* Depending on your specialization, your initial hpFactor will vary:
	+ **Combat** = 2.4
	+ **Magic** = 1
	+ **Stealth** = 1.6

## Magicka

Total magicka formula is altered from the vanilla formula. The new formula is as follows:

**magicka**= (((**level** \* 0.02) + **magickaFactor**) \* **currentIntelligence**) + (**magickaRelatedMasteries** + **fortifiedMagickaEffects**)

* **magickaFactor** takes into account acquired fortify maximum magicka effects that boost this value (such as certain birthsigns and races).
* Depending on your specialization, your initial magickaFactor will vary:
	+ **Combat** = 0.9
	+ **Magic** = 1.5
	+ **Stealth** = 1.15

## Fatigue

Total fatigue formula is altered from the vanilla formula. The new formula is as follows:

**fatigue** = (((**level** \* (0.02 + **fatigueFactor**) + (**currentStrength** + **currentWillpower** + **currentAgility** + **currentEndurance** ) + (**fatigueRelatedMasteries** + **fortifiedFatigueEffects**)

* There are currently no **fatigueFactors** like what exist for Health and Magicka.
* Instead, it solely depends on your specialization:
	+ **Combat** = 1.8
	+ **Magic** = 0.9
	+ **Stealth** = 3

## Derived Over Time Effects

Health, Magicka and Fatigue have what is referred to as *Over Time* effects. The respective names being **HoT** *(Healing over Time)*, **MoT** *(Magicka over Time)* and **FoT** *(Fatigue over Time)*. These values will regenerate your Health, Magicka and Fatigue by specific amounts once every six seconds. There are two factors in regards to determining the value of Over Time effects. Firstly, their is your natural Over Time value, which is dependent on your current maximum Health or Magicka. The formula for natural Over Time is **<*maxHealth or maxMagicka>/50***. Additionally, players can further boost their Over Time effects by either acquiring Masteries, spells/spell effects with related boosts or equipping items that have a hidden *(due to Morrowind item description limitations)* Over Time effect.

* **Note regarding Magicka over Time:** Those born under the sign of the Atronach receive 0 (zero) natural Magicka over Time, and must rely on MoT gained from class masteries and equipment with MoT. (Gained MoT values from these methods are also half what they would normally be for Atronach players.)
* **Note regarding Fatigue over Time:** Fatigue has no natural Over Time value due to Morrowind already innately restoring your fatigue as time passes. Instead, you can only raise your Fatigue over Time by Class Masteries, Spell Effects and Equipment with the effect attached.

## NPC Training

Players are only able to train with an actor five times per real-life, earth day.

## Player Training

Players can train their skills from other players via activating a player to open the player interaction menu, and selecting the option "Training" if it exists on the player interaction menu list.

## Potions

Players are limited to how many potions they can have active at a time on their character. The limit value is based on the players alchemy skill. Player potions also no longer have gold value, so cannot be sold to NPC merchants for profit.

## Enchantment

Enchanted items no longer passively recharge over time, and require a filled soul gem to restore their charges. Player enchanted items no longer have gold value, so cannot be sold to NPC merchants for profit. Variable enchantments (Example; Fortify Health 1 to 89 pts) will now convert both values into the same number depending on your enchanting abilities. (No more need for spamming equipment to get the best variable effects.)

## Fortification Limitations

Players have a limit on how high they can fortify their attributes and skills via fortification effects from spells, powers and equipment. Players can increase this limit via unlocking certain masteries for their character.

## Increased Chances

Certain chance-based mechanics have been given increased odds, including increased successful blocking chances, increased successful enchanting chances, and increased successful pickpocketing chances. These can be unlocked through the use of masteries.

## Quest & No-Trade Items

Certain items have been designated as quest items (and are marked with a quest tag) and some have been designated as non-tradeable (and are marked with a no-trade tag).

These tags are often associated with items that can be accidentally sold to merchants, or traded to a player that should not yet have said item. These items are unable to be sold to a merchant due to this and specifically no-trade items cannot be traded to other players.

## Powers

Players will now receive a message indicating when a power is on cooldown (and for how long) upon setting the power as their active spell. (By default, players would have to manually keep track of when they last used their power in order to know when they can use it again. Now, players are informed of how much longer they have to wait.) In some cases, certain power recast times have been reduced or even removed entirely, making them work like a Toggle with no cooldown, allowing the user to toggle the powers effect on and off at will.

## Spirit Masters

In most major towns and cities, there are Spirit Masters, with whom you can bind your soul. After doing so, you will return to that Spirit Master upon death.

## Invulnerable NPCs & Creatures

In some cases and conditions, an actor may be invulnerable. If you attempt to strike an actor and either you can't ever seem to hit them or they do no retaliate, there is a good chance they are set to invulnerable and/or permanently calmed. This typically means they are tied to another quest, and may or may not be killable once you arrive to said part of quest.

## Soul Trapping

Soul Trap no longer works on summoned creatures. There is a class mastery (Soul Gem Synthesis) you can acquire that allows you to convert unfilled soul gems of lower quality into higher quality soul gems.

## Specialization

Your chosen specialization when creating class has an impact on your pools.

## Birthsigns

Each of the Morrowind birthsigns has been changed for balancing purposes.

## Races

Each of the Morrowind races' specials have been changed for balancing purposes.

## Cell Resets

Most cells will reset somewhere between 3 to 6 hours after the first person has entered the cell for the first time since the prior cell reset. For the cell reset to occur, there must be no players with the cell loaded. (If an interior cell, there must simply be no players inside the cell. If an exterior cell, there must be no players near the cell, as being near the cell to where you can see objects within it qualifies as having the cell loaded.) The exception to this rule is cells that contain your players name in them. (For example; *Bank Vault [Jiub]* would be a safe place for Jiub to store their items found during their adventures, because the cell will never reset unless Jiub was to delete his character.)