Daggerfall Video Tutorial?

Post » Sat Jul 31, 2010 7:05 pm

A few years back I came across a video on youtube explaining the character creation, starting dungeon, and some other helpful things. I can't seem to find it on youtube anymore, when I follow the old link I get a "video has been removed" message.

So my question is: Does anyone know what video I'm talking about, and know if it's archived? I wanted to try and play some Daggerfall again but I'm stumped at the character creation.

Thanks.
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Big Homie
 
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Post » Sat Jul 31, 2010 9:53 pm

Yeah, I know which one you're talking about, I was watching it myself a few weeks ago. I can't seem to be able to find it now.

This is the only one I could find:

http://www.youtube.com/watch?v=7I0NO2buEEs
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Chelsea Head
 
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Post » Sat Jul 31, 2010 11:11 am

Thanks but that doesn't have a walkthrough or anything. I just need a refresher to get back in the swing of things.

I guess the creator of the video closed his account, because he has quite a few Daggerfall videos and I don't see any.
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Eve Booker
 
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Post » Sat Jul 31, 2010 11:21 am

I don't know of any videos up about character creation, but there are a number of good guides out there, such as the UESP, http://www.izhtex.com/tes2/, and on http://www.gamefaqs.com/computer/doswin/file/29065/50211.

As for escaping the first dungeon, there's a video http://s6.photobucket.com/albums/y217/Jormungandr83/?action=view¤t=Privateer_Commentary.flv.
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Makenna Nomad
 
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Post » Sat Jul 31, 2010 9:53 pm

Thanks for the help, I think I'll give it a go and try to get somewhere this time. :)

Ok so I actually got past the character creation this time, but I didn't get the personality question about the emperors gift. I made a shortblade assassin character and I wanted the ebony dagger to help with the imp and stuff. How do you get this question? I don't mind remaking my character as I didn't leave the first room yet. :banghead:
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Sammygirl500
 
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Post » Sat Jul 31, 2010 5:20 pm

Might as well ask this here instead of making a new topic. Along with my previous question, anyone have any advice on character builds? Like what stats/skills are important, which stats/skills svck, etc. I don't have the manual anymore and replacementdocs.com doesn't have it. (removed at the request of bethesda :banghead:) so any advice would help. I don't even know what willpower, personality, or luck do in this Elder Scrolls game. I may have to remake this character so I get the "emperor's gift" question, but I want something similar to this.

I'll post my current build:

Race: Dark ElfStats after rolling bonuses:STR: 52INT: 42WIL: 40AGI: 62END: 64PER: 35SPD: 70LUC: 62HP per level: 22-24, I forgot....Primary Skills:Critical StrikeShortbladeDodgingMajor Skills:AlterationThaumaturgyMysticismMinor Skills:StreetwiseBackstabbingStealthClimbingLockpickingMedicalAdvantages:Increased Magery 3xExpertise in shortbladeDisadvantages:Forbidden use of hand-to-handDarkness-powered magery: lower magic ability in daylightLow tolerance to poisonCritical weakness to disease

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Alexis Estrada
 
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Post » Sat Jul 31, 2010 1:44 pm

Personality doesn't have much use unless you plan to use the streetwise or etiquette skills. I always like to keep it at at least a respectable number though so people will still talk to me..
Willpower modifies your resistance to magic. A lower WIL means you may occasionally go down quicker against a spellcaster who has a powerful spell.
Luck modifies everything you do (in a small way). It also modifies random loot you find, as well. I've found it's not really necessary to dump a lot of points into it. Personally, in your build, I would rather keep LUC down to around 50 and boost WIL back up to 50 as well so that you have a better resistance to magic. WIL isn't generally something you're going to pour alot of points into when you level up, so it's better to keep it at a decent number to start with.

The only disadvantages that you may really notice will be (obviously) lower magic ability in daylight--not a huge deal--and the critical weakness to disease. I remember taking this and getting diseased in Privateer's Hold from the rats. It can add a fun challenge, though. (and you can create a nice backstory as well--growing up as a sickly child or something like that)

There's really no point in including Medical or Streetwise in any skill slot, even minor. Medical will develop on it's own, as the skill is checked (and therefore trained) every time you sleep and heal.

If you're going to completely fill your Major Skills with magic skills, you may want to think about adding more INT off the bat.

All in all though it's a pretty solid character. The nice thing about Daggerfall though is that unless you completely fudge things by putting languages in your major skills and lower your END to 10, you can usually get by pretty well regardless. :)
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Stephanie Kemp
 
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Post » Sat Jul 31, 2010 6:58 pm

Personality doesn't have much use unless you plan to use the streetwise or etiquette skills. I always like to keep it at at least a respectable number though so people will still talk to me..
Willpower modifies your resistance to magic. A lower WIL means you may occasionally go down quicker against a spellcaster who has a powerful spell.
Luck modifies everything you do (in a small way). It also modifies random loot you find, as well. I've found it's not really necessary to dump a lot of points into it. Personally, in your build, I would rather keep LUC down to around 50 and boost WIL back up to 50 as well so that you have a better resistance to magic. WIL isn't generally something you're going to pour alot of points into when you level up, so it's better to keep it at a decent number to start with.

The only disadvantages that you may really notice will be (obviously) lower magic ability in daylight--not a huge deal--and the critical weakness to disease. I remember taking this and getting diseased in Privateer's Hold from the rats. It can add a fun challenge, though. (and you can create a nice backstory as well--growing up as a sickly child or something like that)

There's really no point in including Medical or Streetwise in any skill slot, even minor. Medical will develop on it's own, as the skill is checked (and therefore trained) every time you sleep and heal.

If you're going to completely fill your Major Skills with magic skills, you may want to think about adding more INT off the bat.

All in all though it's a pretty solid character. The nice thing about Daggerfall though is that unless you completely fudge things by putting languages in your major skills and lower your END to 10, you can usually get by pretty well regardless. :)

Thanks for the help. The only reason I added those three magic skills is because the video tutorial said they were useful, and I had nothing else I wanted to put there. I think they were for mark, recall, water breathing, water walking, and levitation. Those are the only ones I plan to use, so it it worth more than 40 Int with increased magery? I don't know how much magicka they cost to cast.

Still no idea about the emperor's gift background question?
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Laura Wilson
 
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Post » Sat Jul 31, 2010 3:52 pm

The questionnaires are based on what type of class you've created.. try moving the magic skills to minor and moving things like stealth and lockpicking to major.
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Rachel Hall
 
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Post » Sat Jul 31, 2010 12:11 pm

The questionnaires are based on what type of class you've created.. try moving the magic skills to minor and moving things like stealth and lockpicking to major.

All right thank you, I'll try that.
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Jessica Thomson
 
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Post » Sat Jul 31, 2010 7:27 am

Personality doesn't have much use unless you plan to use the streetwise or etiquette skills. I always like to keep it at at least a respectable number though so people will still talk to me..

There's really no point in including Medical or Streetwise in any skill slot, even minor. Medical will develop on it's own, as the skill is checked (and therefore trained) every time you sleep and heal.


Personality and streetwise is very useful if you want to get yourself out of court by lying or debating your innocence. :)
(Being in the Thieves' Guild also helps you at court to be judged innocent, depending on your rank. I suppose it's the same with the Dark Brotherhood. Poor judges... I suppose the TG and the DB kidnap their children to let their brothers escape the law.)
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Johnny
 
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Post » Sat Jul 31, 2010 9:24 am

Which of those three magical skills is the most useful? Do you need levitation as much as you need it in Morrowind? Are there underwater dungeons that make water breathing essential? I definitely want some kind of intervention or mark and recall but I don't know which magical skill governs that. Mysticism?

If I don't take the magic skills as majors, what is a useful major for an assassin?
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clelia vega
 
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Post » Sat Jul 31, 2010 5:35 pm

Mysticism has a few useful spells: Open, Recall, and Soul Trap
Thaumaturgy will have your levitate spell, buoyancy can sometimes also come in handy. Water Breathing is an Alteration spell.

Honestly, you're going to run into dungeons where you can use both levitate and water breathing.. there are some common underwater dungeon blocks and also some areas that are much easier to reach with levitation. Levitation is also very helpful in a couple main quest dungeons (noteably, off the top my head, Scourge Barrow and Mantella Crux)

Backstabbing, Stealth, and possibly Lockpicking seems like a good fit to Assassins. Backstabbing and Lockpicking can be a pain to train, though. Alternatively you can use say Illusion instead of Lockpicking.
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Daramis McGee
 
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Post » Sat Jul 31, 2010 6:26 am

I kept getting the Nightblade questionnaire even after putting my magic skills into minor, so I just used the guide in Jormungandr's post to edit the game data and changed one of the questions. Thanks everyone, now I'm finally ready to play! :toughninja:

EDIT: Just a quick question. I found leather, chain, and metal armor so far, but there's no armor skills in the game. Is it best to just wear the armor with the most AC bonus, or does leather have unique abilities I'm not aware of? I'm a thief type character so if leather makes you faster then should I wear that? I'm still in the first dungeon but I'm running out of encumbrance to carry everything out, so I need to know what I can drop.
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Esther Fernandez
 
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Post » Sat Jul 31, 2010 8:49 am

And no, there are no armor skills. Armor does not affect stealth of spellcasting. If your thief wants to wear full platemail, you go right ahead. It does add a good bit of weight, though, so if your strength is not high it will eat up a large amount of your weight limit and slow you down.
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x_JeNnY_x
 
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