Daggerfall: Veteran Tips for Beginners #2

Post » Tue May 17, 2011 10:49 am

Yup, seems it was taking my one click as two. Slowed the mouse down and got the second popup. Thanks guys.

Another quick question, does anyone else have the music going 'electronic beeps and buzzes style' sometimes? I have to save and reload the game to get the midi music back! I have the sound set to Soundblaster 16 and midi 401.

By the way, there's another way to check your health condition. Go to your character sheet and click the line where the character's health is displayed. A pop-up will appear showing your health status.
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butterfly
 
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Post » Tue May 17, 2011 3:26 pm

Hallo,

Does anyone else have problems with when you find a map and it says something like "you have found the secret location of the long lost....."(my case Masterston Palace and Anrarugoth) and then when searching for it on the map it simply doesn't appear. I'm sure I havn't died and reloaded and thus missed finding it. All the other map locations with toombs and ruins etc that i've found I've had no problem finding by searching its name.

Anyone who knows what the problem can be?


Anyone?
Whould appreciate it.
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Suzy Santana
 
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Post » Tue May 17, 2011 1:06 pm

Shades, it not Scorpions as I know their sound. And I don't think it's a Lich as they fire lightning spells and such and have a groan noise. I don't think the "rat a tat tat, rat a tat tat, rat a tat tat" is the creature, I think it's the spell.

It sounds like a trap to me, they sound like machine guns and even my lvl 14, full daedric, enchanted-out-the-wazoo character can be insta-killed by some traps.

I don't think it's one of the big baddies, as they have very distinctive sounds that you should notice form a mile off: loud groaning (Ancient Vampie, Ancient Lich) or repeated laughter(Daedra Lord).
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Elizabeth Falvey
 
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Post » Tue May 17, 2011 1:15 am

Ehh, can someone tell how to run FIXSAVE? It tells me:

Please insert your Daggerfall CD into the CD-ROM Drive.
Press any key when you are ready.

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Madeleine Rose Walsh
 
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Post » Tue May 17, 2011 2:15 am

Mr. Fresh:

Sorry I missed your question earlier.

No, it's never happened to me that discovered locations don't show up on the world map. BUT... location spellings are notoriously tricky, and it has (very) often happened that I haven't been able to "find" a location because I'm misspelling it.

Try this: open up your world map (W), click on your country location, and then, at the bottom of the screen, deactivate the town, farm, and temple filters. You should see a map of the country in green with a sprinkling of red and orange dots. The red dots are crypts: those small, two room dungeons that you can use as a base if you're a vampire, or as a means of training if you're low level. The orange dots are either dungeons you've been to (completed quests), dungeons you need to go to (active quests), or dungeons that have otherwise been marked because you've found a map. I've you've not been adventuring too long, and haven't used the "reveal all" map cheat, then you ought to be able to find the location manually.


Humorguy:

Sorry, I have no idea what could be killing you.
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BEl J
 
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Post » Tue May 17, 2011 1:30 pm

Thanks for the help guys, but as it had happened in two places where I had been before and where I was going through a door I had opened previously, Iam not sure it's a trap, and I have fought Ancient Vampires and know their sounds. If Ifind out myself, i'll let you know! :)
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Johnny
 
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Post » Tue May 17, 2011 7:24 am

Shades, it not Scorpions as I know their sound. And I don't think it's a Lich as they fire lightning spells and such and have a groan noise. I don't think the "rat a tat tat, rat a tat tat, rat a tat tat" is the creature, I think it's the spell. As that's what Iam hearing as I die, not hearing then and then hearing a spell,but rather hearing that rat a tat as I go down.


It is quite possibly a trap.
I've encountered a few of them going up or down stairs,
also after a jump across to a treasure room. the ledge before the treasure room is trapped.

but, I have not encountered traps just randomly placed on doors before (levers yes, not doors)
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Cheville Thompson
 
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Post » Tue May 17, 2011 2:41 pm

I need some tips concerning joining guilds.

1) Should I join guilds early, to get access to their several benefits, or should I wait until I know that I'll actually perform jobs for them soon?
The thing is, I've heard that a) your reputation drops if you don't do jobs and B) you might get kicked out of the guild if your reputation is too low. But I have never heard anything about whether there's a connection between the two, i.e. if not doing jobs can lower your reputation so much that you get thrown out of the guild?

2) Which temples/knightly orders are the most interesting / best fitting for a "thief" character? (By "thief" I don't really mean a burglar, but a... "special agent" or something like that. Someone who works for the Empire, but does so by being stealthy and persuasive.)
I've read the descriptions on the UESP, but I thought you veterans might have some more information about this... maybe the quests of one temple are more fitting than those of another, even though they have similar requirements. In any case, I've read that Kynareth is always a bad idea, is that really true?

3) When is it generally safe to accept quests? How can I tell? I'm currently level 2 (and having a hard time gaining skill points for some reason), should I even do guild quests when I'm still such a low-level character? And what about the different quests from the people inside the castles? Are they more difficult, or less?
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Betsy Humpledink
 
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Post » Tue May 17, 2011 7:44 am

I need some tips concerning joining guilds.

1) Should I join guilds early, to get access to their several benefits, or should I wait until I know that I'll actually perform jobs for them soon?
The thing is, I've heard that a) your reputation drops if you don't do jobs and B) you might get kicked out of the guild if your reputation is too low. But I have never heard anything about whether there's a connection between the two, i.e. if not doing jobs can lower your reputation so much that you get thrown out of the guild?


There's no reason to join late. Your reputation drops only a point each month, which is very slow. You can refuse quests without losing reputation and go for the easier quests. It IS possible that your reputation drops if you do quests agains't the guild, but unless we are talking about the brotherood or the theieves, you can always rejoin.

2) Which temples/knightly orders are the most interesting / best fitting for a "thief" character? (By "thief" I don't really mean a burglar, but a... "special agent" or something like that. Someone who works for the Empire, but does so by being stealthy and persuasive.)
I've read the descriptions on the UESP, but I thought you veterans might have some more information about this... maybe the quests of one temple are more fitting than those of another, even though they have similar requirements. In any case, I've read that Kynareth is always a bad idea, is that really true?


All temples and knight orders have the same quests. I don't know what could fit a thief better, but you can look at what skills they train and decide for yourself. I believe all knight orders train in the same skills.

3) When is it generally safe to accept quests? How can I tell? I'm currently level 2 (and having a hard time gaining skill points for some reason), should I even do guild quests when I'm still such a low-level character? And what about the different quests from the people inside the castles? Are they more difficult, or less?


I usually do the quests my char would do from a RP point of view. You can avoid dungeon crawls for now if you know what quests lead to them, as refusing a quest doesn't affects your reputation. Note though, that refusing a quest from the main storyline essentially stops you from completing the game.

The fighters and mages guild have some very easy low level quests. Nobles have some courier quests that are basically "take this there". You just have to play the game and build experience.
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FLYBOYLEAK
 
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Post » Tue May 17, 2011 12:38 am

Thanks for the help guys, but as it had happened in two places where I had been before and where I was going through a door I had opened previously, Iam not sure it's a trap, and I have fought Ancient Vampires and know their sounds. If Ifind out myself, i'll let you know! :)


Its a trap.

Daggerfall has all kinds of traps, some of them are rare to find. Just yesterday, I opened a magic door to a room with a few levers, pulled the first one and had the door CLOSE behind me. I was trapped and without a way to open it. There weren't enemies nearby, so I went to sleep... but there WERE enemies nearby sooner than I could recover my spell points to cast anything.

There are chairs that kill you if you sit (stand) on them, skulls and candles that are switches, skulls that teleport you, all kinda neat stuff.
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Marie
 
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Post » Mon May 16, 2011 11:06 pm

1) My advice: join early. I seem to remember that your reputation in a guild can decrease slowly over time, but it's never happened to me personally and I could be misremembering; doing quests is an easy way to get cred in the guild. anyway.

2) Well, you get the same quests regardless of which temple/order you join. So it's really an aesthetic matter: do you want to be a Knight of the Rose, a Knight of the Raven, or a Knight of the Owl? Can't advise you with regard to Kynareth, on the other hand.

3) Accept quests immediately. The creatures you encounter in dungeons and such will be scaled to your level. For example, decide on a guild you want to work in and simply quest for them. Remember, you can always turn down a quest that sounds boring, or that you've done before, with no negative consequences. Just ask the quest giver for a different quest, and one will be randomly generated. In my opinion no quests are more or less difficult, just more or less interesting. A word to the wise: there are only a very few thief guild quests, and they are uniformly boring IMHO.

Don't be shy. 007 -- just go for it!

:)?
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Lovingly
 
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Post » Tue May 17, 2011 12:31 am

There are no differences between the different Temple's quests. There is, however, slight differences in services. Most temples usually only offer potion making as a service. However, Arkay will offer soul gems for sale. With Julianos, instead of potions, you can buy magic items and gain access to the item maker. Kynareth has a spellmaker.
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Princess Johnson
 
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Post » Tue May 17, 2011 10:38 am

A Trap that doesn't go off the first and second time you pass, but on the third? And where you hear a 'rat a tat tat rat a tat tat rat a tat tat rat a tat tat'? Until someone tells me they know it a trap because they heard that 'rat a tat tat' noise, then I am inclined to still say you are wrong.
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KU Fint
 
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Post » Tue May 17, 2011 10:10 am

Ok.I have a quest to open a chest that can only be opened by an 'open' spell. How do i do this?Do I put the item on the ground and then use the spell on it? Or is there some way to use an open spell while it's in my inventory? I have tried putting the chest on the floor, but then it just becomes 'loot', so the spell isn't working on it.
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kasia
 
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Post » Tue May 17, 2011 4:51 am

Ok.I have a quest to open a chest that can only be opened by an 'open' spell. How do i do this?Do I put the item on the ground and then use the spell on it? Or is there some way to use an open spell while it's in my inventory? I have tried putting the chest on the floor, but then it just becomes 'loot', so the spell isn't working on it.


You are supposed to simply use the spell while the box is in your inventory.
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Mistress trades Melissa
 
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Post » Tue May 17, 2011 8:45 am

Ok.I have a quest to open a chest that can only be opened by an 'open' spell. How do i do this?Do I put the item on the ground and then use the spell on it? Or is there some way to use an open spell while it's in my inventory? I have tried putting the chest on the floor, but then it just becomes 'loot', so the spell isn't working on it.
Just cast open while you hold it.
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naome duncan
 
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Post » Tue May 17, 2011 10:55 am

Just cast open while you hold it.



Yes, sure, if you have 850 gold and 133 spell points. Seems to open the box in this Mage's quest you need a 'bought' spell, not a 'made' spell. I have 41 spell points and the 'made' open spell uses 26, the 'bought' spell needs 133. So yet another quest failed. 4 quest failures in a row because of how this game works, or rather doesn't work.


I give up. I will be happier playing Morrowind again.
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Mariaa EM.
 
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Post » Tue May 17, 2011 8:45 am

41 spell points is a very low amount. To be able to be a viable magic user, you need to have one of the increased magery advantages and an INT of at least 50, otherwise you will never be able to use magic other than a very distant support role.

I routinely make characters that start with at least 150 spell points using the custom character generator.. you just have to understand the mechanics of the game and realize that you're probably going to fail Mages Guild quests with 41 spell points.
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Gaelle Courant
 
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Post » Tue May 17, 2011 8:00 am

Better solution: get an enchantment item that deals with the spell Open.
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BRAD MONTGOMERY
 
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Post » Tue May 17, 2011 6:02 am

41 spell points is a very low amount. To be able to be a viable magic user, you need to have one of the increased magery advantages and an INT of at least 50, otherwise you will never be able to use magic other than a very distant support role.

I routinely make characters that start with at least 150 spell points using the custom character generator.. you just have to understand the mechanics of the game and realize that you're probably going to fail Mages Guild quests with 41 spell points.


My INT is 74 and my Mysticism is around 30%, but what your saying, is basically don't be any character other than a Mage or a character with huge spell points. This means you cannot roleplay in Daggerfall. It means you can only be a Mage something, even if you don't call it a Mage something, And why a bought spell rather than a made spell? Does that means made spells are cheaper because they are second rate? Everyone in these threads have pointed out they're cheaper, no one has ever said they were second rate, which is what Bethesda are saying with this quest.

So 4 quests, from red brick doors that didn't work to quest items you couldn't reach without cheating, to quest items not in the dungeon at all and dungeons designed for the recall spell owners to cope with getting out of dungeons that are designed for getting in by foot, but not out, to being told over and over that you should only play a Mage with the ebony dagger and the x3 magika all tells me this is not a roleplaying game like Arena and Morrowind and Oblivion, because in those games you can play a thief or a warrior or a monk and not be stymied at every point. In Daggerfall if you're less than a powerful mage with 100+ spell points you are going to find this game so frustrating as to not be enjoyable. I don;t want to play a mage. So I am going back to Morrowind, that allows for me to be anything. Daggerfall doesn't do that, it just says it does, but Bethesda back then obviously lied. I have given this game enough chances with 3 restarts, No more.
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Pumpkin
 
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Post » Tue May 17, 2011 8:36 am

As it stands, you are only getting one half of a spell point per Intelligence point you have. You could of added 1.5x and have over 100 points, or even Int in Spellpoints and you would have 74 points. The unfortunate fact is that unless you have increased magery as an advantage (even the "cheap ones" I just described), you will be pretty much crippled when it comes to casting spells.

I agree, the dungeons in Daggerfall are rediculous. I usually resort to cheating to find a quest item after I've searched everything I could. The cheat has never failed me, though. The only time I legitimately couldn't find a quest item was when I was running Daggerfall straight off from Windows XP and got the infamous invisible quest item bug. It doesn't occur in DOSBox, though.

Sorry you've had such a rough time with Daggerfall. :-/
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Guy Pearce
 
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Post » Tue May 17, 2011 1:05 pm

I've done ok at Daggerfall as a non-magic character before. The only part that was hard was getting out of some of those nasty dungeons. I suspect there's a way around that with a temple and an item maker. Potions can help with swimming if needed.

Morrowind is also somewhat difficult, at least initially, without some magic. Magic still totally svcks for combat in Morrowind, but not having mark/recall and maybe some other support spells makes the game a lot harder.
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Steve Smith
 
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Post » Tue May 17, 2011 8:32 am

Well, as I say, unless I take huge magic improvements at character build so I can get recall from the get-go and do quests, this game is a frustration. And any charatcer that has huge magic improvements is a Mage, even if you call it a whatever. So this is a Mage playing game. This is a magic playing game. This is a spell using game.

And I have played Morrowind as a thief character and while having a harder game I was NEVER even 10% as frustrated as I am with this game. A 75 INT should allow for RECALLl to be used. It should allow for a simple OPEN spell to be used. In any other roleplaying game, this INT would be seen as a powerful magic bearer. Heck, even Daggerfall says of a 74 INT that I am considered BRILLIANT - yet I cannot use a simple RECALL or OPEN spell which in any other RPG are at the simple/cheap end of the spell range!. I think that last sentence says it all.
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Tyrel
 
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Post » Tue May 17, 2011 9:03 am

The designers apparently wanted you to take an advantage (and remember, there are cheaper increased magery options and not just the one "powerful" 3x option) if you wanted to be a spellcaster. I think the original intent was to have very clear differences between magic and non magic characters, though in the end due to the nature of the game it didn't work very well.

I found it frustrating as well in the beginning, but eventually settled with the fact that I had to take at least the Int in Spellpoints advantage if I wanted to use magic as a viable option in my characters career. I can't really blame Bethesda as the game was a huge project ahead of it's time in 1996.. I can only tip my hat at what they accomplished and get over some of the frustrating facts so that I can enjoy the game the way it should be. I really think that you should give the game another shot. It really is an amazing experience playing this game once you get passed the ugly shell. :) Just remember, if you're going to be taking a route that is going to require magic at some point, take one of the increased magery advantages. There are cheap ones that still make magic viable.. I promise. :)
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Ashley Campos
 
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Post » Tue May 17, 2011 3:40 am

Dude, thats just the game design. Without the magic advantage you can't use spells. Thats fairly alike Morrowind actually, because a Redguard character without a birth sign that gives extra sp can't use many spells either.

It really sounds to me you'd be better off creating a new character because it sounds like you intended your char to be a mage but forgot to add the right advantages for it. It also sounds like its your first game play.. so maybe you'd benefit from picking one of the custom classes before creating custom ones.

And just for the record, the first time I finished the main quest was with a character that had no magic skills. Its fairly possible and enjoyable.
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Krystina Proietti
 
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