Screen Rant

Why morrowind's fast travel is so much better than skyrim's.

4

Your changes have been saved

Email Is sent

Please verify your email address.

You’ve reached your account maximum for followed topics.

PS Plus Is Getting One Of The Most Underrated PS4 Games On May 21

One of starfield's companions just became more powerful than ever, call of duty could finally be coming to xbox game pass, but there's a catch.

Bethesda's  The Elder Scrolls III: Morrowwind has the best fast travel system in the series.  The Elder Scrolls V: Skyrim might have been efficient when it comes to traveling, but it lacks the design elements present in  Morrowind.  Traversing the world of an  Elder Scrolls game is a key aspect in their entertainment, as they are designed to encourage discovery and exploration.

Skyrim gives players the option to essentially teleport to any location on the map that has been previously uncovered, which is great in its own right. However, without that instant travel players are forced to learn the lay of the land and remember what every route leads to in  Morrowind 's overworld . By today's standards this method is rather inconvenient, but it's also creates another layer of gameplay.

Related: Elder Scrolls: Why Morrowind Is STILL Nearly Everyone's Favorite

There are a few options for traveling in  Morrowind aside from walking. Players are able to commute via a network of silt striders, boats, and magic. The thing is, these aren't all linked together and transports don't go to every area on Morrowind's  map. What this does is it creates a sense of distance in the game and gives landmarks that players can recognize during their journey. Instead of hopping around the map at a moment's notice (ignoring those pesky load times) players must remember where they are going, where they are coming from, and where they are currently. It means more work for the player, but it also means a richer and more meaningful experience. Anyone that has played  Morrowind  will have a hard time forgetting the image of those massive bug-busses on the outskirts of the city.

Why Morrowind's Travel Is Better Than Skyrim's Teleporting

Some might argue that Skyrim has a much better fast travel system because players can go anywhere at the drop of a hat. These worlds are beautiful and deserve to be seen, but 15 minutes of in-game walking can get old quickly.  Skyrim 's system is more efficient, however it fails to create a sense of familiarity which ultimately further immerses the player - although Skyrim  provides various loading screens to help with the brief intermission from gameplay, turning items around over and over isn't terribly engaging.

In  Morrowind the loading screens are simple black screens with a loading bar at the bottom, but players are traveling from one transport location to another. It's akin to learning the routes of the Chicago train system. It can be frustrating at first, but it's part of the overall experience. That's the point and why the people at  Bethesda designed these systems  the way they did.

Skyrim  has a network of carriages that carry players to known and unknown major locations for a fee, something that is likely inspired by  Morrowind's  system . That said, it's not the fast travel system the game is known for and it's unlikely players would choose this option over a free teleport. In Morrowind , every method of travel costs money just as it does in the real world. Whether it be a silk strider, boat ride, teleportation scroll, or paying the mage guild, every transport is an investment.

It's the intention of the developers to bring players into their world to the best of their ability. That subtleness is often replaced with convenience as technology advances, and that's certainly the case in these two titles, which is why  The Elder Scrolls III:  Morrowind 's fast travel is so much better than  Skyrim 's.

Next: Useful Morrowind Spells That Would Make TES6 Better Than Skyrim

  • Game Features
  • The Elder Scrolls

Morrowind:Speed

MW-icon-attribute-Speed.jpg

Speed is the governing Attribute for Athletics , Hand-to-hand , Short Blade and Unarmored . It affects:

  • How fast you move in the game world, which includes swimming.

Character Creation [ edit ]

The starting values for Speed vary by race and gender:

The following classes have Speed as a favored attribute and receive a +10 bonus:

  • Assassin , Barbarian , Nightblade , Rogue , Scout , Thief

The Steed birthsign also grants a +25 bonus to Speed.

Spell Effects [ edit ]

These spell effects affect Speed:

  • Absorb Speed
  • Damage Speed
  • Drain Speed
  • Fortify Speed
  • Restore Speed

Artifacts [ edit ]

These artifacts have a constant Fortify Speed effect:

Notes [ edit ]

  • With higher Speed, you can travel around the game world more quickly. Since Morrowind has fewer fast-travel options than other games in the series, Speed is especially relevant.
  • Speed increases the distance covered when jumping forward, allowing someone with a high Speed value to jump over wide gaps without the need for magic effects such as Levitate or Jump .
  • Movement speed is heavily affected by a character's weight . Heavier races like Orcs and Nords can move surprisingly fast despite their low starting speed. Since weight remains fixed, these races have the highest maximum movement speeds at 100 Speed and Athletics.
  • The unique Boots of Blinding Speed are a popular means of significantly increasing your Speed for an extended duration. See the related quest for details on obtaining the boots and dealing with their peculiar flaw. Note that Khajiit and Argonians cannot wear boots.
  • OpenMW does not fix this glitch, as it would cause noticeable gameplay changes for magical combat.
  • Morrowind-Attributes

Navigation menu

Personal tools.

  • Not logged in
  • Contributions
  • Create account

Search

  • How to Contribute
  • Recent Changes
  • Random Page
  • View Mobile Site
  • Android App
  • All Content
  • Elder Scrolls Online
  • Battlespire
  • Call to Arms
  • Merchandise
  • Featured Content
  • Community Portal
  • Admin Noticeboard
  • Join Server
  • X (Twitter)
  • Hosted Wikis
  • Starfield Wiki
  • Oblivion CS Wiki
  • Skyrim CK Wiki
  • Fallout 3 GECK Wiki
  • Fallout 4 CK Wiki
  • What Links Here
  • Related changes
  • Special Pages
  • Printable Version
  • Permanent Link
  • Page information
  • Cite this page

[Content is available under Attribution-ShareAlike]

  • This page was last edited on 15 February 2024, at 09:57.
  • All content is available under the terms of the Attribution-ShareAlike 2.5 License .
  • Privacy Policy
  • About UESPWiki
  • Disclaimers
  • Mobile view
  • PlayStation 3
  • PlayStation 4
  • PlayStation 5
  • Xbox Series
  • More Systems
  • fast travel
  • The Elder Scrolls III: Morrowind
  • Topic Archived
  • Page 1 of 2

More Topics from this Board

  • Which Morrowind expansion do you prefer? 46 posts, 1/31 12:46AM
  • Why Skink-In-Trees-Shade gives no quests and is always working on a potion 6 posts, 12/19 8:07AM
  • Raise blocking lvl 1 post, 11/10 9:25PM
  • Easy/Hard Mode 6 posts, 9/19 7:35PM
  • knock out divayth fry 4 posts, 8/29 12:15AM

GameFAQs Q&A

  • Where can I find Mark/Recall? Side Quest 2 Answers
  • How do i join house telvanni? Plot 2 Answers
  • Where to find Progress of Truth (Book) ?? Side Quest 2 Answers
  • How do you stop somone you acidently attacked? General 4 Answers
  • Where do you find divine intervention scrolls from cant find them in the foreign quarters in vivec? Side Quest 4 Answers

can you fast travel in morrowind

The Elder Scrolls III: Morrowind

can you fast travel in morrowind

Report this post

Valve Logo

can you fast travel in morrowind

The Elder Scrolls III: Morrowind review

To celebrate the 30th anniversary of The Elder Scrolls, we're publishing our original reviews of each main game in the series from our archives. This review first ran in PC Gamer UK issue 111, back in June 2002.

To the outrage of the Morrowind enjoyers of the current PC Gamer team, this is the lowest score the UK mag has awarded for any release in the main series—although 83% is still more than respectable. (Our sister magazine, Edge, was much harsher, awarding it 6/10.) Reading this review, I get the sense that as much as Ross appreciated much of what the game did, he struggled to look past the infamous Bethesda jank. As Ross himself says, "More cynical souls may have a less enthralling experience than those whose imagination can fill in the gaps." It's a sentiment that, for a certain kind of player, could hold true for any of the Elder Scrolls games.

I wanted a mission, and for my sins they gave me one. While reviewing Morrowind is hardly a life-threatening quest—and the advice never to get off the boat would prevent progress past the first minute of the game—it's a Herculean task. We're used to RPGs demanding weeks of play and immense patience, but the Elder Scrolls series has always aimed to offer particularly huge and complex worlds. Morrowind takes this to a new extreme.

Developers Bethesda were clearly unsatisfied with the randomised world offered by Daggerfall (PCG 35, 89%) and have sought here to define every quest, location and NPC in detail. The result is an island just three miles across but packed with thousands of unique NPCs, perhaps thirty hamlets, villages and—incredibly—a potential 500 hours of adventuring. Sounds great, doesn't it? And for the most part, the game's mechanics are mightily impressive. But the impression is that Bethesda have aimed for quantity first and foremost; inevitably, quality suffers.

You're a prisoner. Or, rather, you were a prisoner. For reasons unknown to you, you're set free on the island of Vvardenfell at the behest of the Emperor, no less. Things begin organically enough, as you select your character by interacting with the customs officials. You're asked where you're from: selecting a race cleverly sets your height and the first-person viewpoint relative to other characters. Each race also has specific pros and cons in terms of statistics and resistances, and will gain better co-operation with some races than others. And then it really becomes complicated: you can either answer questions relating to how you would react to certain situations, thus deriving your 'natural' class and preferred skills; or you can select a class from a list; or you can manually select every skill bonus yourself.

While this will be fairly straightforward to gamers familiar with RPGs, the ramifications of your initial choices are massive. Selecting a skill—say, Conjuration—as a preferential one, it will improve faster with use (there are none of the traditional experience points). Improving your five favoured skills by a total of ten points puts you up a level, allowing you to allocate statistic bonuses—so selecting skills which are used regularly (such as Athletics, which improves while you run) will have your character levelling up faster. Characters specialising in spellcasting or thievery skills (which are used less often) will therefore improve slower. Equally, should you neglect a skill initially, raising it later is tortuous. While every character can use any item or spell, you'll be ineffectual if you're unskilled. The positive side to this arcane system is that you can mix and match your character. Want to be a heavily armoured spell-flinger? Or a lightly armoured, fast-moving archer? You can do all this and much more.

The first-person perspective system works well, allowing you to easily study items—every object in the world has a brief description which flashes up when you look at it. A third-person view was never originally intended to be included, but it's there and allows you to look at your character in all his or her glory. Armour, clothes and weapons are all depicted accurately, and the divided nature of armour (each set is made up of eight pieces) can make for some marvellously mismatched combinations.

Morrowind clearly prides itself on its freeform nature. If you really wanted, you could ignore the suggestions made to you at the start—that you find the person who will kick-start the main quest—and simply head off into the wilds of Vvardenfell to live and die on your own terms. However, you'll soon see the attractions of joining up with one or more of the dozen or so guilds and factions. Being a member offers concessions on guild services (merchants, trainers who can improve your skills for a price and so on) and a safe place to sleep but more importantly it puts quests your way. The absence of an experience point system means that completing these doesn't boost your character in the traditional way, but you'll get the opportunity to flex your skills, which gradually improve as you use them.

The guild quests are ultimately unfocused, distracting you for the complex main quest

Such quests often require travel around the island of Vvardenfell, which is divided into dozens of load areas. Travelling by foot is tortuous, even when running (which depletes Fatigue, leaving you vulnerable). Thankfully, two methods of speedy travel are available between major locations: the bus-like Silt Striders (travel is instant, so you never see them move) and teleportation between branches of the Mages' Guild. You'll still have to slog overland to more obscure locations, though, and finding these can be an absolute nightmare without a paper map (included in the yet-to-be-available-over-here Collectors' Edition). While there's almost endless adventuring to be had via guild quests, they inevitably become slightly rote: although the objectives are always different, there simply isn't enough room in the game for each to be fleshed out with character and atmosphere. The guild quests are ultimately unfocused, distracting you from the complex main quest.

On the other hand, the main quest (which can be finished, if you're single-minded enough, in about 80 hours) is rather better. Working as a spy for the Emperor, you're sent around the island to uncover a plot of intrigue, ancient prophecy and personal discovery (some RPG stereotypes are too precious to abandon). Most encounters with NPCs remain fairly wooden affairs, as much of the conversation spools off a dialogue database shared between many denizens of a certain area. Select a topic from the list and they'll all come out with the same answer, including, on occasion, telling you where to find themselves. Everyone you talk to has a percentage reaction gauge, indicating how much they like you and are willing to co-operate, divulge secrets or offer good prices for goods, items and services. This is an excellent idea in theory, but it's far too easy to exploit. Let's say you've a bundle of magic swords you want to flog, but the nearest merchant doesn't like you much. Use Persuasion (based on your Speechcraft skill) to try and bribe him at ten gold pieces a time. Fail? No problem—try again. You might succeed five times out of ten, having lost 100 gold, but the merchant's improved demeanour means you'll get a far better price for your magic bling. It just doesn't make sense, and it's something you'll encounter time and again.

Equally, stealing your way to riches is also too easy. The penalty for breaking and entering, should you get caught by the rozzers in a civilised town, is usually a moderate fine. Soon, though, you can amass a small fortune in valuable items, which can easily be hawked using the method above, and before long you can afford to train yourself to superhuman status and buy all the best toys without putting yourself in danger or working too hard. There are many ways to success in Morrowind, and being a dumb swordsman is perhaps the hardest. Plump for a high Alchemy skill and you can pluck your way to victory by collecting components from the environment and combining them to make valuable potions. You can even manufacture your own, unique spells by combining known effects (or have them made for you, for a price).

Whereas the finest RPGs have the atmosphere and story to suck in every gamer, Morrowind requires limitless reserves of patience and disbelief-suspension

As history teaches us, conflict is inevitable. Melee combat is simple enough: draw your weapon, get close enough to see your enemy's dandruff—and click. There are three different attacks (chop, slash and thrust) which do different amounts of damage depending on the weapon and how long you hold down the button, and are activated by moving while clicking (though I recommend the 'always use best attack' option). Missile weapons are even simpler (just point and click), as are spells. The business of fighting is resultingly soulless: you've never any idea how much you're hurting your target, and enemies' tactics vary only from 'attack and charge' to 'charge and attack'. Tramping through the hills of Vvardenfell is dangerous, and you'll be attacked from time to time, though these encounters scale to your character's level so you'll rarely be outclassed.

I desperately want to be able to praise Morrowind unreservedly for creating a believable, self-contained fantasy world in which, even once the main quest has been completed, you can carry on living and adventuring. But whereas the finest RPGs have the atmosphere and story to suck in every gamer, Morrowind requires limitless reserves of patience and disbelief-suspension. It feels mechanical at every turn—consequently, more cynical souls may have a less enthralling experience than those whose imagination can fill in the gaps. Bethesda are to be congratulated for the scale and depth of Morrowind's world and system, but to be honest it should have been a quarter of the scale and four times as artfully made. Size, it seems, isn't everything.

 The Elder Scrolls III: Morrowind review

IMAGES

  1. Integrated Morrowind Travel Map: a combination of the Quick Travel and

    can you fast travel in morrowind

  2. Vvardenfell Fast Travel Map in beautiful low definition : Morrowind

    can you fast travel in morrowind

  3. Forms of fast travel in Morrowind

    can you fast travel in morrowind

  4. The actual way to fast travel : r/Morrowind

    can you fast travel in morrowind

  5. Exploring the Enchanting Landscapes of Morrowind: A Comprehensive Guide

    can you fast travel in morrowind

  6. Morrowind 2012: The Ultimate Fast-Traveling Spell

    can you fast travel in morrowind

VIDEO

  1. 10 Useful Morrowind Tips (#1)

  2. Morrowind Mod

  3. Morrowind

  4. Ashfall

  5. Fast Travel in Morrowind part 1

  6. This is why I Fast Travel....

COMMENTS

  1. Absolute Beginner's Guide to Fast Travel : r/Morrowind

    This is the absolute beginner's guide to fast travel in Morrowind! Regardless of your build, you will be doing lots and lots of travel. Let's see how efficient we can get. You begin in Seyda Neen, let's take the silt strider to Balmora (or walk). We need Mark/Recall and the intervention spells ASAP, thankfully the Balmora temple has all ...

  2. Morrowind:Transport

    Morrowind:Transport. Route map showing quick-transport options throughout Vvardenfell. Vvardenfell is a vast landscape. There is even a quest whose sole objective is to walk from one side of the map to the other without talking to anyone, and this is likely to be an undertaking of half an hour or more, depending on how fast you can move.

  3. Steam Community :: Guide :: How to fast travel in Marrowind

    This is a guide on fast travel. As you may know, there is no offcial fast travel system in Marrowind created for the end user. However, via the debug console, you can easily travel between towns, anywhere in the world. How To Do This: To use this method, follow these steps: 1. Press the "~" button on your keyboard. This will open the console.

  4. The Elder Scrolls III: Morrowind Q&A for Xbox

    You can't fast travel whenever and wherever you like, but there are ways to fast travel. Boats in most costal towns, Stilt Strider in many towns all over Vvardenfell, the Propylon Chambers scattered throughout Vvardenfell, the Mages Guild Guide, Gondolas, Intervention spells, and the Recall effect. Boats, Gondolas, and Stilt Striders work very ...

  5. A Short Guide to Fast Travel in Morrowind

    The basics of getting around in Morrowind. Show this video to your grandmother so that she may attain enlightenment. Previous video on Fast Travel: https://y...

  6. Why Morrowind's Fast Travel Is So Much Better Than Skyrim's

    Why Morrowind's Travel Is Better Than Skyrim's Teleporting. Some might argue that Skyrim has a much better fast travel system because players can go anywhere at the drop of a hat. These worlds are beautiful and deserve to be seen, but 15 minutes of in-game walking can get old quickly. Skyrim 's system is more efficient, however it fails to ...

  7. Fast Travel in Morrowind

    Quick overview of the basic methods of fast travel in Morrowind(Propylon's not covered here, keeping it simple for newcomers)

  8. How to fast travel in Morrowind ...

    A video on different forms of fast travel in Morrowind: https://youtu.be/B3fKU1bXcCAView my current mods here: http://raboninco.com/1611174/mwmodsIf you want...

  9. Morrowind:Speed

    Notes []. With higher Speed, you can travel around the game world more quickly. Since Morrowind has fewer fast-travel options than other games in the series, Speed is especially relevant.; Speed increases the distance covered when jumping forward, allowing someone with a high Speed value to jump over wide gaps without the need for magic effects such as Levitate or Jump.

  10. A Short Guide to Fast Travel in Morrowind

    A Short Guide to Fast Travel in Morrowind----I don't delete comments unless they are obvious spam or exceptionally insulting. ----I record with Bandicam and edit with Adobe Premiere Pro. I make thumbnails using PhotoFiltre. If you want to support this channel, you can donate via Super Thanks."

  11. fast travel

    There are a number of fast travel mods, including one that allows you to travel anywhere on the Morrowind map, including Milk, Assurdirapal, and Dun Ahhe. Check out Planet Elder Scrolls for more information. It's always cheating, in a story, to kill off the person who prevents the happy ending.--Mary Stewart. Kujja 12 years ago #8.

  12. How to conveniently fast travel anywhere in Elder Scrolls Morrowind

    Website: http://www.almarsguides.comPatreon: https://www.patreon.com/almarsguidesFor more guides and information about each game be sure to check out my webs...

  13. Any fast travel mods? :: The Elder Scrolls III: Morrowind General

    if you feel travel is bad i can give you a few tips. Mark/Recall. you can find Mark/Recall amulets pretty commonly. Mark: marks a spot. Recall: Recall will goto wherever mark was last cast (you do not need to cast Mark after recalling to keep it marked) a VERY helpful tip i found for Mark/Recall is put it in the Balmora Mages Guild next to the ...

  14. Fast Travel at Morrowind Nexus

    Note: you can change this at any time by typing into the console: set yac_map_costtravel to -1 Then activate the brown bar twice and you should find you have a new spell, "Map - Open". Cast it and you will be taken to a map of Morrowind. To move around on the map, use the keys you use for moving your character (by default w, a, s, d).

  15. Fast Travel at Morrowind Nexus

    This is a re-upload of an old mod from 2007. As such there is no support available. Description. This mod enables you to fast travel to anywhere on Morrowind or Solstheim. When you first load the mod, you are given a spell which when cast takes you to a maproom, you move your crosshair around the map and select where you want to go.

  16. Stronghold Fast Travel at Morrowind Nexus

    About this mod. This mod will add fast travel NPCs to the game world upon reaching stage 3 on your great house stronghold. Also, after becoming the Nerevarine and defeating Dagoth Ur you'll receive a band to teleport you to the stronghold as well as other special merchants. This mod adds new fast travel NPCs to locations around Vvardenfell to ...

  17. The Elder Scrolls III: Morrowind review

    Thankfully, two methods of speedy travel are available between major locations: the bus-like Silt Striders (travel is instant, so you never see them move) and teleportation between branches of the ...

  18. Andromedas Fast Travel at Morrowind Nexus

    The idea was to add some form of simple fast travel into Morrowind. The mod is intended as an immersive form of fast travel, allowing the player to travel to whatever location is shown on a signpost. If you see a road sign you can click on it, be prompted with a menu confirming if you wish to travel to that location.