Wereglitch

Post » Fri Sep 03, 2010 2:10 am

I recently contracted lycanthropy in Daggerfall, but I think something went wrong. Ever since I became a werewolf, my stats have been ridiculously high for a level 10 char, even when I'm not transformed. Is this supposed to happen?

But I'm actually glad that this happened, though. My char used to svck. But now I kill everything without having to run away. :)
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Chloe Lou
 
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Post » Thu Sep 02, 2010 10:18 pm

Yes, that's meant to happen :>
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Liii BLATES
 
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Post » Thu Sep 02, 2010 2:17 pm

Really? It makes the gameplay unbalanced, but whatever.
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Solina971
 
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Post » Fri Sep 03, 2010 2:35 am

Just wait until you've been a were for about one month. :whistling:
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Catherine N
 
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Post » Fri Sep 03, 2010 1:17 am

Yea, both vampirism and lycanthropy give amazing attribute and skill bonuses, but only vampirism actually gets in your face and makes life more difficult. Being a furry doesn't have enough disadvantages to balance it out all that well.
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Emily Graham
 
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Post » Thu Sep 02, 2010 6:15 pm

Yup! The stat boosts caused by Lycanthropy are definitely over-the-top. If you intend to tackle some large and/or difficult dungeons, however, now is the time. Oh, and the term, "hunt the innocent" means killing them with your regular weapons, because the town streets clear when you transform. Definitely wish they'd send guards to apprehend you or something, as with Bloodmoon. Still, it's fun for a while.
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Rachell Katherine
 
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Post » Thu Sep 02, 2010 9:35 pm

Yeah, lycanthropy makes you superhuman, but it gets pretty boring after a while, being able to kill most things with ease, I'd suggest changing back when you get the chance.
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Stacyia
 
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Post » Fri Sep 03, 2010 2:28 am

At the same time though, the occasional groups of
Spoiler
assassins sent after you
really help liven things up. Wish there were more sorts of encounters in Daggerfall (especially whilst you're in cities or sleeping in taverns), especially given the seedy social underground feel the game has.

EDIT: Gosh, the new spoiler tag implementation is a bit aesthetically sloppy. Oh and Dirnae, I can see my avatar's arm in your avatar! :P
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Penny Courture
 
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Post » Thu Sep 02, 2010 3:40 pm

And I can see my avatar's elbow and (assumedly saucy) play script in yours! :P

Those groups are fun, so if you're curious, go ahead and stay as a wolf for a while.
I prefer not to play as a lycan myself, it's a little too easy for my taste. :hehe:
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liz barnes
 
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Post » Thu Sep 02, 2010 1:42 pm

Yeah, lycanthropy makes you superhuman, but it gets pretty boring after a while, being able to kill most things with ease, I'd suggest changing back when you get the chance.

I did change back, but I saved before undergoing the mission. After I completed it, I just reverted back to the save because in order to get cured I had to
Spoiler
make a little girl drink my blood, and then kill her.

But, my character has morals, so I just stayed a werewolf.
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Stephy Beck
 
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Post » Thu Sep 02, 2010 8:11 pm

Ah ha, that is a nasty quest. :evil:

There is another quest which you can use to get cured, for those with higher morals.
However, it's a one time quest (but the reward is crap anyway IIRC), and if you cure yourself you fail the mission, so you might want to think about it first.
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meghan lock
 
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Post » Fri Sep 03, 2010 1:56 am

Weres and vamps can be cured easily with the only side effect being the -2 from a failed quest using the Glenmoril Witches' pure water. You can get that quest as many times as you want.
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barbara belmonte
 
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Post » Fri Sep 03, 2010 6:37 am

I'm rather fond of Loup characters, and usually use a custom character class with the intention of becoming one. I call it a 'Shifter', and the idea is to balance out the super-powers of lycanthropy with some stiff disadvantages. The usual list includes 'No regeneration of Mana', 'No magic in Daylight', 'No magic in Darkness' (in other words, a Shifter is magic but cannot do magic, ever); 'damage from holy places' (as a creature of nature, god-consecrated ground is painful and unnatural); and 'forbidden materials steel/elven/dwarven' (technology-refined metals, again, unnatural). That's all seven slots for disadvantages, and they balance out the advantages of 'acute hearing', 'athletics', 'expertise hand-to-hand', and 'immunity to paralysis/disease/poison.'
It's true that even the disadvantages don't entirely balance out the benefits of going were, but I like the role-playing aspect of it, with self-imposed bans on any sorts of weapons or armor (you're a deadly hand-to-hand fighter, leave the blades to the humans). I usually toss in a few language skills to be in better 'harmony' with nature, too. Giantish and Orcish will let you get into the Fighter's Guild, which is a useful place for the class-- unless you're in the Southern lands, where they're sometimes holy ground. Keeping a totally hand-to-hand character alive until you can encounter werewolves and actually catch the disease can be a challenge, too. Good guild fits are Thieves, Dark Brotherhood, and Fighters. With the aversion to holy ground and null-magic, I don't recommend any temples or the mage's guild.
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Etta Hargrave
 
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