This is a page summarizing a large number of significant differences between Morrowind, Oblivion, and Skyrim. More detailed information can be found on the individual games' pages.

Altars/Shrines Altars require an offering of between 0-35 gold pieces to receive a blessing, dependent upon player rank in the shrine's associated faction. Blessings vary from each altar, but you can always be cured of diseases and poisons by using them. Altars can be used for free, though a large number of them require that you have visited a wayshrine for that deity. If your Infamy is greater than your Fame, you cannot use altars, except for some found in the official downloads. Altars can be used for free, but bonuses from multiple altars no longer stack. Furthermore, since Skyrim abandons the "fame/infamy" system of Oblivion, you are not limited in your ability to use altars in this way. Survival Mode requires a payment of gold to receive a blessing from an altar.

Attributes Your race, and to a lesser extent, your class, determine your starting attributes like Strength and Speed. These can be increased on level up. Strength, Speed, and the other six primary attributes from previous games no longer exist—there are only three attributes now: Health, Magicka, and Stamina. All races start with 100 in each attribute, with the exception of Altmer, who start with 150 magicka.

Beast Races Argonians and Khajiit in Morrowind cannot wear any kind of shoes or boots, or full helmets; helmets which do not obscure the face can still be worn. There are no restrictions on what you may wear based on race.

Birthsigns You choose a birthsign at character creation that gives your character special abilities. This cannot be changed. You choose a birthsign at character creation that gives your character special abilities. This cannot be changed. In addition, you may use a birthsign stone to grant an additional power, similar to the birthsign abilities, which can be changed but you may only have the power of one birthsign stone at a time. Standing stones replace traditional birthsigns and grant corresponding powers, which you may change at any time. With the Aetherial Crown (DG), two powers can be active at once.

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 pants under greaves.

Container Capacity Most chests and containers can hold no more than 100 lbs. Chests and containers have no storage limit. Most containers have no storage limit; however, there are mannequins, bookshelves, and weapon and shield racks and plaques which can contain a fixed number of items.

Cursed Items Morrowind contains a few cursed items. If you pick up one of these items, it causes a creature to spawn nearby and attack; most frequently this is a powerful Dremora Lord. In Oblivion, the term "cursed items" refers 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 you to randomly transform if you are a werewolf.

Discussion Topics Most NPCs have a large list of topics you can speak with them about, but with many generic responses. However, some NPCs have some unique dialogue. There is little voice acting, it is mostly text based. There are far fewer topics you may discuss with NPCs, but nearly all NPCs have unique dialogue and dialogue is nearly always personal and individualized.

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 or a spell 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 have a limited number of times that you can become a werewolf again after being cured, so be careful when curing lycanthropy. This is changed with the Dawnguard add-on.(DG) You can become a vampire as often as you want.

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. Different and more powerful variations of enemies appear at higher levels. Most enemies will be level-dependent, and will be more powerful when you are a higher level. Most enemies have a level range, restricting their leveling to minimum and maximum levels.

Fatigue Running and jumping drain your Fatigue. Low fatigue lowers your chances of successfully accomplishing any task that requires a roll (hitting enemies in combat, casting spells, persuasion, etc). 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, etc. Jumping, running, and standard attacks will not drain your stamina, but sprinting, using power attacks, and blocking will. Your stamina has no effect on spellcasting or combat chances.

Item Scaling Most of the rare items in the game are available at any time, even level 1. 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, including a large amount of unique items and artifacts. Once acquired, the higher-level variants can not be obtained. Don't expect to see the best stuff until you are a high level. Most unique items are no longer leveled, with some exceptions. Most non-unique loot is still leveled. Additionally, some items placed in the world can spawn as leveled items.

Moving Objects Any item must be moved from your inventory, but on the PC version, an item can be picked up by opening the menus and left-clicking it, then moved non-dynamically. Items can be freely moved and manipulated outside of your inventory using an allocated button. Moving an object that is owned counts as a crime if the act is witnessed. Inanimate object placement may change when you leave and return to the area. There is no longer a dedicated key button for moving items, instead items are moved by holding the button used to pick up items. Moving an owned object no longer counts as a crime.

NPC Audio NPCs have random greetings, but few dialogues are voiced. As a result, the vast majority of the dialogue is text-based. NPC dialogue is completely voiced, so reading is optional.

NPC Protection There are essential NPCs, which 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". There are many generic NPCs who respawn, such as guards, and there is also one named respawning NPC: Din. Essential NPCs cannot be killed, but can be knocked unconscious. Essential NPCs have a crown for a talk icon. There are also respawning NPCs, most of whom are generic but several of whom are named. There are two levels of protection, neither can be easily spotted. Essential NPCs cannot be killed, but can be knocked down (temporarily limp/crawl on their knees). Protected NPCs, upon losing a large amount of health, will kneel down and all enemies will disengage combat with them; they can only be killed by you. All followers are Protected when following you. Some NPCs respawn, most of which are generic, but carriage drivers and a few others are named. Children cannot be harmed at all.

NPC Schedules With very few exceptions, NPCs always stay in one place or in a small area. 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. A small number of NPCs travel to different cities periodically.

Owning Property As a high-level member of a Great House, you can build a stronghold. You can also acquire two player homes in Bloodmoon. You are also given a small house during the main quest. You can buy houses of your own in Oblivion. Some houses require completion of a quest to become available. With larger houses, you may buy furnishings for each room after the initial purchase of the house. 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. Upon marrying someone, you will share ownership on all of your spouse's property. With Hearthfire installed, you can build your own home and customize it with numerous furnishing options.

Physics No item/ragdoll physics. Havok Physics introduced, adding ragdoll and item physics to the world. Living NPC Ragdoll physics was somewhat flawed however, NPCs would sometimes teleport back up if pushed over a railing for example. Havok physics retained and improved, especially for living NPC ragdolls. Ragdolls, even living ones will now fall and act like they're supposed to. In addition, fall damage is less forgiving than in the previous two games, falls that would result in barely a scratch in previous games will now severely injure or even kill you. Interestingly, fall damage is not applied right away, but rather just before the NPC in question would get back up.

Sleeping and Waiting You can sleep at any time in the wilderness, provided there are no enemies around and you are on solid ground. You must sleep to level up. You can wait at any time in the wilderness, provided there are no enemies around, you are not trespassing and you are on solid ground. You cannot sleep in owned beds, however waiting now provides all the same restorative effects as sleeping. You must sleep to level up. You can wait at any time, provided there are no enemies around, you are not trespassing and you are on solid ground. You can level up at any time—waiting/sleeping isn't required. Sleeping in a proper bed grants you a temporary increase in experience gained unless you're a werewolf.

Speechcraft Increasing disposition is purely skill-based. 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. Increasing disposition is controlled by a mini-game that gets easier as your Speechcraft increases. NPCs have a maximum disposition that increases with your Personality. The Speechcraft skill has been combined with Mercantile into the skill Speech. You can increase an NPC's disposition by doing quests for them or their friends, and decrease it by harming or stealing from them or someone they care about. There are nine levels of disposition, from -4 (Arch nemesis) to +4 (Lover). A positive disposition is required in order for someone to agree to marry you.

Swimming When you are underwater, a meter shows how much air you have left before you begin to take health damage. You can avoid swimming with Waterwalking spells or enchantments. There is no visible air meter when underwater, instead your character will make noises to indicate if they need to breathe before you start losing health. Waterwalking is available in Dragonborn as a potion and enchantment and as a Vampire Lord ability in Dawnguard.

Swimming and combat Weapons and spells (Touch & Self) can be used while swimming. In particular, the Swift Swim spell effect is useful for moving around underwater. Melee weapons and spells (Touch & Self) can be used while swimming. Ranged weapons can be used, but have extremely limited range in water. No weapons or spells of any kind can be used while swimming, though the Cloak spells can be used to attack enemies in the water if cast beforehand.