Daggerfall, what could I miss

Post » Fri May 04, 2012 12:19 pm

SO I'm gonna start playing Daggerfall soon and I really wanna experience everything it has to offer, I'll explore, talk to people etc but having never played the game before Idk if their are things I could easily miss. Like due to ingame dates or not saying something correctly.

Anyone got a list or know some things I should be aware of before I start playing?
User avatar
Astargoth Rockin' Design
 
Posts: 3450
Joined: Mon Apr 02, 2007 2:51 pm

Post » Fri May 04, 2012 11:18 am

The main quest's quests are timed so make sure you complete them in time. You're given plenty of time so don't worry too much. The only thing you might really miss out on in in-game content is the item maker, spell maker, and deadra summoning from certain guilds. You have to very high rank in order to get access to some of those features. Also don't worry about missing anything if you don't finish a regular quest from a guild, merchant, or other quest giver, they are all randomized. I think thats all you can really miss out on. Have fun!
User avatar
Steeeph
 
Posts: 3443
Joined: Wed Apr 04, 2007 8:28 am

Post » Fri May 04, 2012 7:02 am

I had the game for years before I realized some of the far-away places have really weird textures.
User avatar
Yvonne
 
Posts: 3577
Joined: Sat Sep 23, 2006 3:05 am

Post » Fri May 04, 2012 12:44 pm

Daggerfall isn't Skyrim. You can't expect to be able to experience everything in one character - if you work in the Fighters Guild and the Mages Guild, you will end up doing quests that conflict with the interests of the Necromancers, Dark Brotherhood, and Thieves Guild, and they won't like you for it. So if you want to experience everything the game has to offer, expect to do multiple play-throughs.

Some other tips for you:

When you first start playing the game, DO NOT TURN OFF THE TUTORIAL. It contains VERY MANY useful tips that will help you get a bearing on the world of Daggerfall.

Once you're out of the initial cave and in Daggerfall city, the first thing you should do is look for work. The Very Important People will begin contacting you on their own as soon as you start making a name for yourself among the common folk.

Most people don't have anything important to tell you. The townies are really only good for asking directions to places. Don't try small talk with them - you'll just confuse them (and yourself, probably!). You should also usually leave the "Blunt" and "Polite" buttons in the dialog window alone, since it's pretty much impossible (and pointless) to tell if the people you're talking to prefer one way of speaking over another.

As Benefactor said, the quests in this game are timed. You'll always be given copious amounts of time to complete a quest, but if you travel a lot and put it off then you could end up screwing up whatever questline you're trying to work through, so watch out. When I first started playing the game I wasn't able to complete one of the quests for the main questline in time and now I can't finish the main quest.

Healing potions and such are sold primarily by the mages guild and the various temple orders, but they won't even let you buy them until you've advanced within their ranks to a considerable degree, so make sure to research them all on the UESP and pick one that matches your character's abilities best.

Keep multiple saves of each character and SAVE VERY OFTEN! I like to save before I take on a quest, before I travel, before I enter a dungeon, before I buy/sell anything significant, and multiple times while crawling through a dungeon.

If you find ANYTHING Daedric, keep it and save your game. They're worth much, much more than they're weight in gold.

Speaking of which, gold will weigh your character down in Daggerfall - you can't expect to carry all of your vast wealth on your character at all times. So once you begin amassing a load of treasure, begin depositing it in the banks. In fact, as long as you're traveling your character should never carry more than a hundred gold coins on him at once. When you decide to go shopping or make large scale purchases, just take out a letter of credit - the shop keepers can then take/give credit from/to you as needed. The only times you ever need gold coins are when you buy food or a bed at a tavern or if you go travelling - in those cases, your business partner will only take hard cash. Finally, be aware though that each kingdom will keep a separate bank account for your character, so you'll have to keep track of where you've been storing all of your money as you play the game.

As soon as you can, buy a horse and cart and start saving up for a ship. The former will allow you to travel quickly and freely across the land the land of Daggerfall as well as provide plenty of room to store unnecessary items, and the latter will allow you to travel across the Illiac Bay without paying the exorbitant fees that the ship captains will charge you for travel.

Spells are very useful. If you're going to depend primarily on physical weapons, I'd recommend that you major in at least one school of magic like Alteration so you can use Resist Element, Levitation, and Water Breathing spells. Mysticism is also a useful school of magic that you might want to look into.

There are generally three ways to open a locked door: pick the lock (which is impossible if your Lockpicking skill isn't considerably high), cast an Open spell (which is sometimes the only viable method), or just hit it with your weapon until it busts open.

Some enemies are resistant to weapons of weaker materials. Harpies, for example, cannot be harmed by anything weaker than Dwarven weapons, which are pretty rare early on in the game, so be careful.

Minor skills are not dependable in almost every case.

Be careful when limiting yourself to certain armor types and such when creating your character - when I created my Argonian Nightblade, I gave her a disadvantage that prevented me from ever equipping her with plate armor of any kind, whether it be Iron, Steel, Mithril, Silver, Elven, Daedric, etc. It turned out ok since my character is very quick and agile and doesn't depend much on armor anyway, but the decision was still pretty reckless.

By the way, if you "use" clothing items in your inventory, then you can change their style. Tucked, untucked, w/ vest, w/o vest, buttoned, unbuttoned, etc.

If you don't have a levitation spell, you can scale walls by orienting yourself so that you're completely perpendicular to the surface of the wall, then walking straight into it. It will take a little practice to know when exactly you're looking straight at a wall (the compass helps with that sometimes) but if you keep walking into a wall like that in a second or two your character should begin automatically climbing the wall. (think about that - Daggerfall had players leaping across buildings at night, stalking people like hawks long before Assassin's Creed came along!)

Wow, I didn't mean to write a book for you or anything, but I guess that's what happened in the end. :biggrin: I hope you find my tips useful.
User avatar
Lil'.KiiDD
 
Posts: 3566
Joined: Mon Nov 26, 2007 11:41 am

Post » Fri May 04, 2012 4:11 pm

Stamina is not the short term combat fatigue from the recent games. It is your stamina for the day before you need to rest. Don't pass out fighting a gargoyle or something. If the "end" of a quest seems fishy, start asking townspeople about it. Really look through the dialogue options, there are tons of things to ask about. Don't camp in the towns, get a room at the Inn. Knightly Orders are for dungeon divers and those who want free houses, but they are province specific. Only commit if you plan to spend lots of time in that province.

Also if you ask for directions, and the person knows where it is but gives a vague answer, keep asking until they mark it on your map.
User avatar
Chrissie Pillinger
 
Posts: 3464
Joined: Fri Jun 16, 2006 3:26 am

Post » Fri May 04, 2012 4:30 am

One of the most useful spells in Daggerfall is, in my opinion, "RECALL". Most Daggerfall dungeons are humongous and labyrinthical. Most have but one exit, which can be bewilderingly hard to find after completing your mission. "RECALL", better termed 'mark and recall' solves that. You cast it once while standing at the exit just after entering the dungeon. Then, when ready to leave, cast it again. The second cast takes you to the spot you marked with your first cast. Very very handy. My poor still noobish dunmer doesn't yet have the mana to cast it. We've on occasion spent well over a real-life hour relocating that blasted exit.

-Decrepit-
User avatar
Mizz.Jayy
 
Posts: 3483
Joined: Sat Mar 03, 2007 5:56 pm

Post » Fri May 04, 2012 10:02 am

Recall (a.k.a. teleport) is nice to find on an enchanted item, if you don't have the spell points to cast it. Since you typically use it twice per dungeon, they last a long time. I don't remember if a non-mage with only 0.5 spell points per level can ever cast it directly. I don't recall either if that stops you making your own item when you reach Enchanter rank.

Levitation can be replaced by climbing a lot of the time, but you'll find a few places where there's no substitute for the real thing. The minimum levitation spell also makes a good "practice" spell for raising your skill, if you're magically-inclined.
User avatar
Amber Hubbard
 
Posts: 3537
Joined: Tue Dec 05, 2006 6:59 pm

Post » Fri May 04, 2012 8:22 am

If high enough in the Mages Guild, you have access to the teleporter mage. Lay a recall anchor next to him and you negate any time or gold needed to travel anywhere. Just remember to set another one before reusing him.
User avatar
Charlotte Lloyd-Jones
 
Posts: 3345
Joined: Fri Jun 30, 2006 4:53 pm

Post » Fri May 04, 2012 8:20 am

If high enough in the Mages Guild, you have access to the teleporter mage. Lay a recall anchor next to him and you negate any time or gold needed to travel anywhere. Just remember to set another one before reusing him.
Say, that's a good trick. Thanks for sharing.
User avatar
nath
 
Posts: 3463
Joined: Mon Jan 22, 2007 5:34 am


Return to The Elder Scrolls Series Discussion