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FAQ/Walkthrough by Jormungandr83
Version: 1.30 | Updated: 01/22/17
ï»¿***************************************** * * * The Elder Scrolls: Chapter II * * =---------------------------------= * * D A G G E R F A L L * * * ***************************************** FAQ / Hints / Walkthrough Completed: 27 Sept, 2007 Updated: 5 July, 2010 Updated: 8 July, 2010 Updated: 2 May, 2011 Updated: 31 May, 2014 Updated: 21 January, 2017 =============================================================================== || Table of Contents Quick Search Code || =============================================================================== i --- Welcome to Daggerfall! 001 I --- Creating your Character 002 1. Your race 003 2. Your class 004 a. Attributes 005 b. Skills and Leveling up 006 c. Advantages and Disadvantages 007 d. The Difficulty Dagger 008 e. Reputation 009 3. Background generating questions 010 4. Rolling your Stats 011 5. The Controls, and Customizing Them 012 6. Escaping the Privateer's Hold 013 II -- Life in the Illiac Bay 014 1. Travel 015 2. Towns and Locations 016 3. Dialogue 017 4. Shops and Services 018 5. Crime and Punishment 019 III - Items 020 1. Weapons 021 2. Armor 022 3. Materials 023 4. Miscellaneous items 024 5. Artifacts 025 IV -- Magic 026 1. The Spellmaker 027 2. Schools and Effects 028 3. Enchantments 029 V --- Guilds 030 1. Membership and Advancement 031 2. Quests and Reputation 032 3. The Factions 033 VI -- Dungeons and Adventure 034 1. Combat 035 2. Tips on navigating dungeons 036 3. The infamous Void 037 4. Bestiary 038 5. Diseases 039 6. Vampirism 040 7. Lycanthropy 041 VII - The Main Story 042 01. Meeting Lady Brisienna 043 (Part I - The Missing Letter) 02. Morgiah's Letter 044 03. Cyndassa's Brother 045 04. Finding the Courier 046 05. The Lich's Soul 047 06. The Letter in Orsinium 048 07. What is the Mantella? 049 (Part II - Lysandus's Revenge) 08. A Missing Prince 050 09. The Painting 051 10. The Underking 052 11. Seeking Medora 053 12. Breaking the Curse 054 13. The Dust of Restful Death 055 14. Lysandus's Tomb 056 15. Woodborne Hall 057 (Part III - Numidium Reborn) 16. The Totem 058 17. Decisions 059 18. The Mantellan Crux 060 (Optional Quests) 19. Blackmail 061 20. Elysana's Gift 062 21. A Book for Barenziah 063 22. The Madness of Nulfaga 064 23. Mynisera's Letters 065 24. Elysana's Trap 066 =============================================================================== || i - Welcome to Daggerfall! 001 || =============================================================================== "Prepare to experience your new obsession!" says the game box, and it could not have been more correct. You are about to step into one of the largest game worlds ever created. Hundreds of towns and dungeons, dozens of guilds, and an infinite number of quests, Daggerfall will give you a whole new understanding of "massive." Seriously, there are over 15,000 locations on the game map. However, suffice it to say that writing a guide for this sort of game is much different than writing for your typical RPG. Daggerfall, like all other Elder Scrolls chapters, is completely open ended--you are simply dumped in a world and left to do with it as you please. Sure, there's a main quest to follow (which will be covered), but it is always more fun to ditch that story altogether and go make your own. Join the guilds, raid the dungeons, explore the various kingdoms of the bay--there's plenty to do. Also, much of the game content is randomly generated. Monsters, loot, store shelves, most NPCs are randomly generated; even quests are created from templates. All of the town and dungeon layouts, however, were procedurally generated during development--they'll always be the same for every game. As such and apart from the main quest walkthrough, this guide will be largely gameplay hints and strategies. I cannot tell you exactly where Object X will be in that dungeon; but I can tell you what skills are best, which guilds have the better services, how to make excellent and useful spells, and much, much more. Everything you read here is from my playing experience, which is extensive. Any information presented here that came from other sources will be credited in that section. =============================================================================== || I - Creating your Character 002 || =============================================================================== The character creation system in Daggerfall is robust. You have more control over what your character is and is not than in any other RPG. Want a strong, yet unpopular warrior, who is better than most with axes, excels at archery, and is deathly afraid of the undead? You can do that. Or what about a battlemage whose magic is more powerful in darkness, trains in both magic and the arts of war, excels when fighting humans, and for whatever reason, cannot bear to touch silvered equipment? You can do that too, and more. =============================================================================== || I.1 - Your Race 003 || =============================================================================== There are eight races in Daggerfall. Your choice of race is largely cosmetic and has little effect on the game from a stats perspective. Your race supposedly affects your starting attributes, but so does your class--and through experimentation it seems that the class overrides any changes made by your race. So it makes little difference what you choose here, so just pick whichever race appeals to you. There are two exceptions, however: Nords and High Elves. Nords get resistance to frost and High Elves get immunity to paralysis. You select you race by choosing a home province, and then you may select your gender (which is entirely cosmetic). Province: Race: Special trait: ------------------------------------------------------------ High Rock Bretons none Hammerfell Redguards none Skyrim Nords Resistace to Frost magic Morrowind Dark Elves none Sumurset Isle High Elves Immunity to Paralysis Valenwood Wood Elves none Elsweyr Khajiit none Black Marsh Argonians none ------------------------------------------------------------ The Imperial province has no playable race, as it is considered a melting pot of all the playable races. =============================================================================== || I.2 - Your Class 004 || =============================================================================== Now THIS is the meat of character creation. Here is where you'll get to really customize yourself, by adjusting your starting attributes, selecting all your class skills, advantages, disadvantages, etc. When selecting a class, you can choose a premade class or, at the bottom of the list, choose to create a custom class. Believe me when I tell you that you should never even bother with the premade classes; why would you want to anyways, when you can make exactly the character you want with a custom class? =============================================================================== || I.2a - Attributes 005 || =============================================================================== We'll start off with the Attributes. Along the left side of the screen you will see the eight Primary Attributes for your character. By clicking first on the score and then on the arrows that appear, you can adjust their starting value--just remember that if you add to one attribute, you'll have to take from another. Attribute: Affects: ------------------------------------------------------------------------------- Strength The damage you deal in combat and how much you can carry. Any character can benefit from a high Strength score. Being able to carry more loot and equipment is always helpful. Skills governed: Axe, Blunt Weapon, Climbing, and Jumping. Intelligence How much Magicka you have to cast spells with. Magic-using characters should always bump up their Intelligence a bit. Skills governed: all Languages, Lockpicking, and Medical. Willpower Willpower is paramount for offensive spellcasting characters. It affects how well you resist magical attacks, which is good for everyone, but also how difficult your own spells are to resist. Combat wizards want a really high willpower. Willpower also affects how quickly your magicka restores while you rest; so if you plan to have a ton of magicka, this will ensure you don't have to rest as long to recover it. Skills governed: All schools of magic. Agility Your chance of hitting an opponent and avoiding attacks. Hitting and not getting hit being the two most important things in combat, this is clearly a good stat for ALL characters. Skills governed: Archery, Critical Strike, Hand-to-Hand, Long Blade, Pickpoket, and Short Blade. Endurance Your amount of Health, healing rate, and disease and poison resistance. Having a higher healing rate is nice because you won't have to rest as long to heal up. However, if all you want is more health, then don't bother here, but add points to the "Max Hit Points per Level" box (which we will discuss later). Endurance also determines how long you can hold your breath while underwater. Skills governed: Swimming. Personality How positively people react to you. If there's a stat that doesn't really matter so much, it's this one. Yes, people will respond better to your questions in dialog, and they might offer you better prices for goods and services, but let's be realistic. For one, there are TONS of NPCs in the game; if one doesn't respond well, the next one will. For two, money is rarely an issue for ANY Daggerfall character. Just don't bother with personality; if you want to bump it down 10, 20, or even 30 points in order to boost other stats, you go right ahead. Skills governed: Ettiquette, Merchantile, and Streetwise Speed How fast you move, including attack speed. Moving quickly saves time and ensures you can outrun your enemies (and, more importantly, the city guards). Also, a character with a high speed score can dish out a lot of attacks very quickly; this is a definite advantage in combat. Skills governed: Dodging and Running. Luck Everything you do in a small way. Luck plays a small role in every calculation the game makes, such as what loot you find. That said, how you treat your Luck score is up to you; I often just leave it at 50 and never touch it. Skills governed: None. ------------------------------------------------------------------------------- As you can tell, having higher attributes grants bonuses in certain areas. However, it is important to note that some of these bonuses increase with every point of attribute you gain, and some only on increments of 10. For instance, each point of Strength will add to your weight limit, and every point of Intelligence will add to your maximum amount of magicka. However, your bonus to resisting magic will only increase every 10 points above or below 50, and the same goes for Strength and your damage bonus in combat. Also, these scores are not set in stone for character generation; when you actually roll your character later on, your final attribute scores will be these values + 1d10 points. You'll also get between 6-14 bonus points to allocate as you desire. * Here is a handy chart summarizing how important each attribute is to the three main archetypes: warrior, rogue, mage. Attribute Warrior Rogue Mage ------------------------------------- STR *** ** INT *** WIL * *** AGI *** *** * END *** ** PER SPD ** *** * LUC ------------------------------------- * Looking for a stat to dump? If you want to seriously boost one of your more desireable attributes, you'll have to reduce others to make up the difference. You can dock an attribute down to as low as 10 and raise it as high as 75. Popular and more-or-less harmless attributes to seriously ditch are PER and LUC. If you aren't using much magic (or not offensively) you can dump WIL, and if you're not using magic at all: INT can go, too. STR, AGI, and END are attributes that you don't neccessarily have to put many points into, but taking away too much isn't very wise either. =============================================================================== || I.2b - Skills and leveling up 006 || =============================================================================== Next you will select the skills that are important to your class. There are 35 skills in Daggerfall; you will select 12 of them for your class: 3 Primary skills, starting in the high 20s/low 30s. 3 Major skills, starting in the low 20s. 6 Minor skills, starting around 14. You can still use and advance in the remaining skills you did not pick, but they will start out low (5), improve slowly, and not contribute to leveling up. Listed with each skill is the Governing Attribute for that skill. Having a high governing attribute will give you bonuses when using that skill and make it improve faster. * Weapon skills: it is important to have at least one melee weapon skill, but there is rarely any reason to take more than one. Taking Archery or Hand to Hand to supplement your primary weapon skill can be very useful. ------------------------------------------------------------------------------- Axe Axes come in only two varieties: one handed and two handed. (STR) Makes for a fairly boring weapon skill, but if you like axes, go for it. Axes are durable and deal decent amounts of damage. Unfortunately, axes are also less commonly found than the other weapons. But they look cool. Blunt Weapon Blunts are the hardiest weapons in the game; you'll rarely have (STR) your warhammer break on you. On top of that, blunt weapons are the only weapons that deal full damage to Undead creatures--all others deal only half damage. That and flails look awesome. Blunt weapons house the second best weapon in the game: the two-handed warhammer. Short Blade The lightest and quickest weapons, short blades are also the (STR) frailest and deal the least damage. However, they are light enough that it is easy to carry multiple backup weapons. If your character prefers to travel light, short blades are for you. Long Blade Long blades deal the most damage, but are not as durable as axes (STR) or blunt weapons. They also seem to be the most commonly found weapons in the game. Long blade is home to the best weapon in the game: the daikatana. Archery Archery can be very powerful, even in the narrow corridors of (AGI) dungeons. It is also very easy to deal backstabbing attacks with bows. Because ranged magic attacks can be hard to aim, archery is often the best way to pick off foes from a distance. There is also a handy bug where you can shoot arrow through most doors, easily killing enemies on the other side. Hah! Hand to Hand The art of unarmed combat. Damage is rather low, but your fists (AGI) never wear out or break, and they can damage any monster, even if it has a material requirement, such as silver. H2H makes for a reliable backup weapon. If you plan on becoming a Lycanthrope, having a good H2H skill will make you even more unbelievably dangerous than you already are. ------------------------------------------------------------------------------- * Magic Skills: Regardless of class, most adventurers of any mettle tend to study a little magic. It opens up many abilities that can save your skin or save you a lot of time and sweat. That said: it is possible to play, enjoy, and complete the game without any magic whatsoever. We'll have more info on the magic system later on in the guide. ------------------------------------------------------------------------------- Alteration This is the most useful school of magic by far. Water walking (WIL) and water breathing will make underwater areas--which are usually quite troublesome--a breeze. Free Action will save your skin from paralyzing enemies. And finally, alteration also boasts some protection and resistance spells. However! If all that interests you here are the water walking and breathing spells, then deviting a skill slot to Alteration is not necessary. Those spells are cheap enough to cast without much skill in the school. Same goes for Free Action. Basically, you only have to take Alteration if you want the protection and resistance spells. Destruction You blow stuff up with this school; there's not really much else (WIL) to say. At high levels you can toss around some extremely powerful stuff with impunity. Personally, I'm not much for offensive magic, as ranged spells are hard to aim correctly; but if you see yourself enjoying blasting apart your enemies, be my guest and devote some time to this school. Your own willpower score affects how difficult your spells are to resist, so definitely boost your willpower score as high as it can go. A resisted spell is wasted magicka! Illusion Every stealthy character is made even more stealthy with this (WIL) school of magic. There aren't many spells for this school, but illusion spells are incredibly useful. Make youself invisible and waltz right past your enemies--or, you know, hack them to bits while their friends don't notice. Hah! Mysticism There are two very useful spells in this school. One is Recall, (WIL) which allows you to teleport back to an "anchor" you set with the same spell. The other useful spell here is Open--and that is an VERY useful spell, because Lockpicking is difficult to train. However, both of these spells are easy enough to pull off with a low skill level, so taking this school as a class skill isn't entirely necessary--just note that if you don't take this skill, make sure you end up with at least 70 or 80 magicka, which the the max cost for Recall. Restoration Being able to heal your wounds during combat is going to (WIL) save your life more times than you'll care to count. Potions are not as ubiquitous as they are in many other games, so restoration magic is usually the primary way to heal your wounds when you cannot rest. Restoration is also home to magical resistance and absorption spells, as well as fortification spells to boost your attributes. Every character can benefit from taking this skill. Thaumaturgy Thaumaturgy would be worthwhile to take for Levitation alone, as (WIL) it is by far the most useful spell in the game. Also in this school is Spell Reflection, which can help turn enemy spells against their masters. While Levitation is simple enough to cast without a high skill level, Spell reflection is not. ------------------------------------------------------------------------------- * A quick note: Guilds have skill requirements to join and advance. This is most noticeable and problematic for the Mages Guild, as if you don't have magical skills high enough, you won't be able to join. If you plan on joining the mages guild, you should place at least one school of magic as a Primary skill, just so it starts high enough to join the guild as quickly as possible. Also, here is a list of the spell effect for each school: ------------------------------------------------------------------ (ALTERATION) (ILLUSION) (RESTORATION) Climbing Chameleon Cure Elemental Resistance Invisibility Fortify Attribute Free Action Light Heal Jumping Shadow Regenerate Paralyze Spell Absorption Shield (MYSTICISM) Spell Resistance Slowfall Comprehend Languages Transfer Water Breathing Create Item Water Walking Detect (THAUMATURGY) Dispel Charm (DESTRUCTION) Identify Levitate Continuous Damage Lock Pacify Damage Open Spell Reflection Disintegrate Silence Drain Soul Trap Teleport ------------------------------------------------------------------ * Other skills: Let's face it, you won't be able to fill your 12 slots with weapons and magic, will you? Well, I suppose you could, but... ------------------------------------------------------------------------------- Languages Centaurian, daedric, dragonish, giantish, harpy, impish, nymph, (INT) orcish, and spriggan. Don't get your hopes up--there is no real conversing with monsters in this game. All the language skills do is give you a chance that the creature will not attack you, assumably by talking to it. A hint: Don't have you weapon out when trying to talk to them; they'll take offense instantly and attack you. Another hint: Don't bother with these skills at all. They are pointless. If you don't want the nasty orc to attack you, just kill it; then you can take its stuff. On the other hand, some of these monsters can be very difficult foes. Like spriggans--ugh, I hate spriggans. So being able to talk your way past them without having to kill them can be very nice indeed. Also, some players simply enjoy the roleplaying aspect of choosing a language skill. New players just skip these. Backstabbing Ah, the favored skill of assassins. Anytime you hit someone (AGI) from behind this skill is checked; and if successful, you can dish out a lot of damage. For obvious reasons, this one goes hand in hand with stealth. Archery is also good at backstabbing. Stealth Ah, the OTHER favored skill of sneaky people. It's always to (AGI) your advantage to get the first strike, especially if it helps you get a backstab attack on them. Also, NOT attracting the attention of wandering monsters in a dungeon is always a good idea. Stealth works like this: the skill is checked automatically when you come into range of an enemy. It doesn't matter if you are walking or running, you can still successfully sneak up on someone unawares, but you get bonuses for moving slowly. So walking is better than running and sneaking better than walking. A wonderful skill to pair with Illusion magic! Lockpicking Ah, the OTHER other... Wait a minute, this skill sucks! Not (AGI) kidding, this one is the worst. Not only is it amazingly slow to train but you often only get one attempt per door (exterior and dungeon doors only; you can make as many attempts as you want on interior town doors--but the guards will be called immediately on the second try). It's not that lockpicking in itself is a bad idea, just that this game does a poor job of implementing it. Luckily there are other ways through locked doors. You can magic them open with the Mysticism spell Open, or you can bash them open with your weapon or fist. Note that even the weakest Open spell will open any door in any town, and anyone can cast it. As for bashing, try not to do it in towns--it's noisy and alerts the guards; as for bashing doors in dungeons, sure it's still noisy, but who cares? Suffice it to say that the lockpicking skill sucks and you can get by far better with the Open spell or a good bashing. Remember that bashing doors puts some serious wear and tear on your weapon, so carry a spare or switch to your fists. Pickpocket Pickpocketing is also useless. You can pickpocket people--and (AGI) monsters, humorously enough. Of course, you'll only get a few pieces of gold at best. The other thing Pickpocket governs is shoplifting, which you should NEVER do. For one, you'll rarely succeed, even with 100 skill; for two it's much easier and profitable to just break in at night and swipe the entire contents of the store. We'll talk more about that in the Crime section, so stay tuned. Crit. Strike Each time you hit something in combat, this skill is checked to (AGI) see if you made a Critical strike--dealing more damage than usual. The higher the skill, the more often this happens. Anyone who plans on getting into fights with weapons can benefit from this skill, which by the way is everyone. Dodging Dodging helps you avoid attacks in combat, which is most helpful (SPD) if you don't plan on wearing much armor. You can always do your own dodging, by just moving out of range when they are about to attack, but that tactic doesn't always work so well in tight corridors or when surrounded by enemies. This is a nice skill to have around. Climbing You will find climbing very useful, especially if you cannot use (STR) levitation magic. Arriving to a city at night only to find the gates shut in your face is not problem if you can just scale the city walls and hop in. Note that in order to complete the main story, you must be able to levitate or climb. Climbing is done by facing a wall as perpendicularly as you can, and walking into it. Within a few seconds, you should begin to scale the wall. Jumping As the name suggests, this skill governs your ability to jump. (STR) Doesn't sound that glamorous, no, but there are many times you'll encounter pitfalls in dungeons that you'll either have to levitate over or jump over (or fall into, of course). Note that if you cannot levitate, you also must be able to jump well to complete the main story. Running Also an easy one, this one helps you run faster. The benefits (SPD) should be obvious: the faster you can run, the better you can outrun the city guards (seriously, who else do you run from?). Certainly not going to kill you to leave this one out, but if you have a slot you need filled, it's a fine choice. Swimming I don't really have to explain what this skill does, right? (END) There are plenty of underwater areas you can encounter in dungeons, some of them quite extensive. Having a good skill here can help you survive them, because let me tell you: underwater areas are dangerous. You'll move very slowly and sink straight to the bottom if you are carrying too much junk--and by "too much junk" I mean anything over half your encumbrance. So while you are fighting aqueous monsters and trying to explore the area, your breath meter will rapidly deplete until you die. So having a decent swimming skill is helpful, but then again, if you have Alteration and can cast water breathing and water walking, these areas are a walk in the park--er, pond. And to be honest, even characters with no alteration skill whatsoever can cast those two spells, provided you made them in the weakest version possible with the Spellmaker (which we'll get to later). Etiquette There are two dialog skills, Etiquette and Streetwise. When & speaking to people, you can choose to speak with a Normal, Streetwise Polite, or Blunt tone. Polite (Etiquette) is best used with (PER) well-spoken people such as nobles; Blunt (Streetwise) is best with the common peasants and unsavory sorts. You can often get more information out of people if you speak like they do--on the other hand, there are a LOT of people wandering around the cities; if one person won't give you any information, chances are the next one will, or the next, or the next. These skills also play a role in the legal system. If you are arrested and plead "not guilty", you will be given the chance to either debate your innocence or just flat out lie to the judge. Debating involves Etiquette, lying uses Streetwise. With a good skill in one of these, you can get off easy. We'll go into more depth with Dialog and Crime later on. Mercantile This one will help you in your bartering, ensuring you'll get (PER) better deals when buying and selling stuff. There'll be lots of buying and selling in the game, so this could be worthwhile; could be, if money were ever an issue in this game. No, you will be hauling in quite a bit of cash without the aid of mercantile, so you can definitely do without this one. Medical And finally, we come to medical. This skill helps you heal (INT) faster so that it takes less time to rest and recover your health, magicka, and fatigue. Because all quests have time limits, it can be a bad thing if you spend too much time resting; a high skill here can cut your naptimes shorter and let you get on with the adventuring. Still not THAT cool of a skill. ------------------------------------------------------------------------------- *************** * Leveling up * *************** While we're talking about skills, we might as well talk about leveling up. Daggerfall employs a use-based system; as you practice your skills, you will get better at them. The more you use a skill, the faster it will improve. Improving your class skills will contribute to when you level up; when you level up, you will gain more health and get between 4 and 6 points to add to your attributes as you see fit. * When does a skill increase? In order for any one of your skills to increase, you must meet all of the following criteria: 1. You must have used the skill enough; the amount you have to use to improve the skill increases exponentially as your skill grows. For instance, it will take much more practice to raise a skill from 59 to 60 than it did 14 to 15. Unfortunately, the game does not show your progress toward raising any skill. 2. It must have been at least 6 hours since the last time you raised the skill. 3. Finally, you must have just finished resting or traveling. Your skill will not increase immediately once you have practiced enough; your character must have had time to rest and reflect on what they have learned. * When do you level up? Well, that's a little complicated. The game does not present any information on how long it will be before you level up, and the equation itself is a tad involved. Basically, the game tracks your 3 Primary skills, your top 2 Majors, and your single highest Minor skill. When the combined value of these skills has changed by 15 points, you level up; the only exception is that it only takes 2 skill raises to reach level 2. It is best if you just don't think about it; your skills will increase when they increase, you will level up when you level up. It is supposed to be a natural progression, so treat it as such. =============================================================================== || I.2c - Advantages and Disadvantages 007 || =============================================================================== Here is where you can really make your character interesting. Either by giving them fun gifts and abilities, or by cursing them with neat restrictions, or a mixture of both. With the Advantages and Disadvantages, you can make your character truly unique, so go wild. Advantages ------------------------------------------------------------------------------- Acute Hearing This advantage allows you to hear creatures from farther away. If you are on a quest to hunt for a particular critter, then this can help you to locate them, assuming you know what they sound like. Kinda helpful, but you can usually hear the creatures from a decent distance anyways. Still, this is one of my favorite advantages, because I do very much like to hear that stupid imp I'm hunting before I go trudging through the entire dungeon looking for it. Adrenaline Rush When you get low on health, this will give you a boost to your speed, chance to hit, damage output, etc. Really, though, when you get low on health, it's a better idea to run away and heal than to keep fighting. This advantage isn't all that advantageous. Still, if you like the berserking aspect of it, go right ahead. Athleticism This one makes you lose less fatigue from taking actions like running and jumping. Since fatigue does not recover on its own, and when you run out of fatigue you pass out (and usually get eaten), this one could be a good choice; except that if you are going that long without resting, you have other issues. A quick nap is more than enough to recover your fatigue, and Restoration has spells to recover it very quickly as well. Bonus to Hit Animals, daedra, humanoid, or undead. Make your choice and you'll be better at hitting those foes. Assassins would be wise to choose Humanoid here, as all of the assassin quests involve killing humans. For reference, the variety of enemies is roughly 25% animal, 8% daedra, 51% humanoid, and 15% undead. That said, the daedra and undead are the ones that hurt the most; human enemies, who are a large portion of the humanoid category, are also dangerous as they continue to scale somewhat to your level. The best choice here is Humanoid or Undead. Immunity Disease, fire, frost, magic, paralysis, poison, or shock. Pick one, and it will never bother you again. Keep in mind that being immune to "magic" here refers only to spells that do not fall into the other categories. Also note that Immunity, Resistance, Low Tolerance and Critical Weakness are all mutually exclusive: you cannot take two for the same type of magic. This is an expensive advantage, for obvious reasons; the best choice is Paralysis, as it is by far the most annoying and deadly spell to be under. Remember that High Elves are already immune to Paralysis. Increased Magery 1x, 1.5x, 1.75x, 2x, or 3x INT as your maximum amount of magicka. If you plan on using magic AT ALL, you should take 3x right now--there is no reason not to. More magicka means more spells. When you are deep in a dungeon and cannot rest safely, you'll be glad you have more magicka to work with. The base muliplier is 0.5x. Rapid Healing In general, in darkness, or in light. This will allow your character to heal faster when resting. Note that "light" means outside in the daytime, where "darkness" refers to everywhere else: nighttime, inside buildings, and, most importantly, in dungeons. You will be spending the vast majority of your time in darkness, so there is little reason to ever take Light or General. Also, this advantage serves as an excellent substitute for the Medical skill. Regenerate Health In general, in darkness, in light, or in water. This gifts your character with slow, constant regeneration of their health under the specified condition. Again, like Rapid Healing, in Darkness is your best option; however, taking this advantage in General can also be beneficial, as it will also regenerate your health while in towns (where you can only rest in taverns, certain guilds, or a purchased house). Resistance Disease, fire, frost, magic, paralysis, poison, or shock. This will give you increased protection against the chosen type of magic. Disease and poison are the least of your worries, as spells, potions, or a trip to a temple will take care of any afflictions you encounter--just don't wait to long; Daggerfall diseases are no joking matter. Spell Absorption In general, in darkness, or in light. Ah, now this is a powerful advantage to have. With Spell Absorption, you have a chance of absorbing enemy spells, converting them harmlessly into magicka, recovering some of your reservoir. This certainly helps in dungeons, where it is often difficult to find a safe place to rest; by absorbing enemy spells, you can refill your magicka without resting. Did you know you can be caught in your own spell's blast radius? Oh yes, and you can easily hurt yourself very badly if you aren't careful with your area- based spells. Interestingly enough, with this advantage, you can absorb your own spell, recovering its magicka; oh, and it'll still hurt anyone nearby, too. See where I'm going with this? Walk up to an enemy and cast a fireball at your feet; you'll hurt him AND you'll reabsorb the magicka it took to cast the spell, which you can use to recast that spell again. Repeat until he's toast. Yes, it's horribly cheap, and you're probably abusing the system; but if you don't care about that, well, you can become fairly unstoppable. There's a downside to this, of course. You see, if you absorb more magicka than you can contain (that is, going above your maximum amount of magicka), you overload and take magicka burn--which hurts a lot, and is often outright fatal. Yes, absorbing spells can kill you. This means that if you go up against a powerful spellcasting enemy, you can overload rather quickly and kill yourself. This advantage, therefore, requires you to monitor your magicka to keep from going over. ------------------------------------------------------------------------------- Disadvantages: I often find that it is your character's flaws and restrictions that make him or her worthwhile to play, moreso than their gifts or advantages. ------------------------------------------------------------------------------- Critical Weakness Disease, fire, frost, magic, paralysis, poison, or shock. Make your choice here, and it will be your bane. A safe choice is disease, as it only increases your chance of contracting a disease, not the effects of the illness. High Elves should feel free to pick Paralysis as their weakness, because they are already immune to it. Hah! Damage From holy places, or from sunlight. You will take damage from prolonged exposure in these areas or conditions. The temples aren't such a problem if you don't plan on joining one; if you are quick, you can even run in and get cured of your diseases without taking too much damage. As for the sunlight... well, this makes it more difficult to visit the guilds and merchants. Daylight shines from 6:00 to 18:00 (Daggerfall uses a 24 hour clock). Most shops are open from 9:00 to 20:00. Of course, on an overcast day, you'll take less damage, and if you run quickly you can often run from establishment to establishment in order to make your way about safely in sunlight. But the case remains that it is more difficult to go shopping when you take damage from sunlight; you also cannot travel during the daytime hours, because you are taking damage. Still, this is a disadvantage that will drastically change your playing style, making for a very interesting character. Darkness Magery Lowered ability in light, or unable in light. This in an interesting one. What this does is either lower your maximum amount of magicka or remove it entirely when in light. Again, "light" refers to being outside in daylight, and that is a small percentage of the game; the vast majority of the time you will be in darkness. So this can be a rather safe disadvantage to take. Forbidden Armor Chain, leather, or plate. Keep this in mind: There is one type of leather armor, and it sucks. There is one kind of chain armor, and it also sucks (still better than leather, of course). Also, only plate armor comes in different materials. This means that all the best armor in the game is plate. Furthermore, wearing armor does not inhibit your sneaking or spellcasting in any way. It's heavy, yes, so it will slow you down a little and hog some of your weight allowance, but that's it. In short, there is little reason not to wear armor. Restricting yourself from leather or chain will only be annoying for the absolute beginning of the game; restricting yourself of plate will haunt you the entire life of your character--unless you are eschewing armor for roleplaying purposes. Forb. Material From lowest to highest: iron, steel, silver, elven, dwarven, mithril, adamantium, ebony, orcish, daedric. Pick a material; you cannot use any weapons or armor of that material. You'll be safe nixing silver or orcish as they are so rare that you'll rarely find them anyway. Iron or steel will make things difficult at the beginning. Forb. Shield Buckler, round, kite, or tower. This should be pretty self explanatory. You would be safe forbidding yourself from bucklers or tower shields; the former because it's just not very protective, and the latter for weight concerns. Honestly, though, shields aren't all that great in the first place, as all of the best weapons are two-handed. Forb. Weaponry Any weapon skill. Considering that you will likely never try to use any weapon but the ones you have chosen for your class, you can feel free to limit yourself from any and all the others. Oddly enough, even though you can select Hand to Hand for this disadvantage, it doesn't do anything. Inability to Inability to regain spell points. This is a difficult one Regain Spell to play with. If you take this and still plan on using Points magic, you MUST take the Spell Absorption advantage-- because with this you cannot regain magicka when resting! Light Magery Lowered ability in darkness, or unable in darkness. You should never, under any circumstance, take this. As said before, you are going to be in darkness for most of the game; unless you are deliberately cutting yourself off from magic altogether, this is a terrible disadvantage. Low Tolerance Disease, fire, frost, magic, paralysis, poison, or shock. The lesser version of Critical Weakness. There's not much else to say than that. Phobia Of animals, daedra, humanoid, or undead. Take this one with caution. You will have more trouble hitting and deal less damage to the chosen creature type. Furthermore, they will have LESS trouble hitting you, and deal you MORE damage than usual. That goes for magic as well; your spells will be less effective against them, and theirs more against you. Animals are on the whole the weakest creature type, so they are a less dangerous choice. Daedra are very powerful to begin with, so making them more difficult sounds like a bad idea; however, they are also the least common enemy you will meet. Choosing Humanoid or Undead is a very brave, and probably foolish, choice; They are both powerful and plentiful. ------------------------------------------------------------------------------- =============================================================================== || I.2d - The Difficulty Dagger 008 || =============================================================================== So what's the point in choosing disadvantages? Well, you see that bar with the dagger on it? That is the Difficulty Dagger. Choosing advantages makes it go up; choosing disadvantages makes it go back down. This is important because you cannot proceed unless the dagger is somewhere in the middle, out of the red zones at the top and bottom. That means that there is a limit to the number of advantages you can give your character--but you can add more advantages if you also give you character some disadvantages as well. Now, some advantages and disadvantages move the dagger more than others, all depending on how great an effect they have on the game. For instance, choosing Regenerate Health is going to bump the dagger up a lot more than choosing Acute Hearing. Also, the secondary choices have varying effects as well on the dagger: Regenerate Health in General moves it more than Regenerate Health in Darkness. So you will have to choose just what advantages are the most important to you, and which disadvantages you can stomach to get what you want. There is one more thing that affects the Difficulty Dagger: the Max Hit Points per Level box. The more hit points you give yourself per level, the higher the dagger goes. So if you want a lot of Health, you're going to have to give yourself some serious disadvantages to make up for that bonus. [!] Where the Difficulty Dagger lies on the graph also has an effect on your game. The higher the dagger, the more you have to practice your skills to improve them; the lower the dagger, the less you have to practice. So if the dagger is high, your character will advance more slowly than if the dagger was low. These are double-edged swords, of course. Naturally, progressing slowly can be irritating; however, if you progress too quickly, you will begin to meet stronger monsters before you have had time to collect worthy equipment. It's your choice, but often the best place is near the middle of the graph. ------------------------------------------------------------------------------- =============================================================================== || I.2e - Reputations 009 || =============================================================================== Finally, the last part of creating your class is to set your reputations with some of the various factions. There are hundreds of factions in the game; these are but the largest and most common. You may alter how much these factions like or dislike you by clicking in the graphs. Just remember that the total must be equal to zero. If you give 5 points to one, you must take 5 points from another. Merchants: These represent all the merchants and shopkeepers in the game. Naturally, if they like you more, they will give you better deals when buying of selling items. Of course, money is so rarely a problem in Daggerfall, that getting better deals may not be all that prudent. Merchants also offer quests, however, so making them hate you too much may cut off this source of adventure. Peasants: You will often be interacting with the commoners, especially those who wander around the towns. You will need to ask directions of them, find out the services in their town, ask where to find work, etc. If they do not like you enough, they will often refuse to talk to you altogether. As such, it is usually a bad idea to make this faction hate you. On the other hand, there isn't a whole lot to gain by them loving you either. Scholars: Scholars include the Mages Guild and all Temples, among others. If you plan on joining either of these guilds, best to make them love you from the start. If you don't plan on joining either, it won't hurt to bump their opinion of you down a bit so you can boost another reputation. Nobility: These guys aren't all that important. Sure, you can get quests from them, but they often aren't as worthwhile as other sources. Unless you have roleplaying reasons for supporting the nobles, feel free to make these guys hate you. Underworld: The thieves, assassins, and criminals of the Illiac Bay. If you plan on falling in with these unsavory sorts, it can be to your benefit to get on their good side early on. As for letting them hate you, well, these underworld types are known to ambush those who cross them, which could be seen as a bad thing. That's it! Your class is finished. Don't forget to give it a name. Some NPCs will refer to you by your name, race, or even your class, so your choice of class name does have an affect! =============================================================================== || I.3 - Background Generating Questions 010 || =============================================================================== Now that your class is constructed, the game will ask you 12 questions that will help flesh out your character. They will range from "what have you been studying the longest?" and "what god do your worship, if any?" to "What are you the worst at?" and "Whom do you despise more than usual?" In general, the effect that each answer you give should be fairly obvious. If you say you have been spent the most time studying archery, you will begin with a slightly higher skill in archery. If you say you worship Julianos, then your reputation with that temple will be a little higher. There are a few things to look out for: 1. One of the questions you can be asked involves the Emperor giving you an item; If you can answer "An ebony dagger," do so--even if you don't use short blades this will sell for a ton of gold. If you do plan on using short blades, then this is an excellent weapon that will serve you well for a long time. 2. Other than the ebony dagger, or possibly the silver flail, do not bother with asking for weapons or armor. Answering that the Emperor gave you a full suit of armor will net you a full suit of IRON armor, the worst plate in the game. Rest assured that you will be decked out in at least leather, chain, or iron by the time you exit the starter dungeon; From there, a quick stop at an Armorer shop and you can buy/steal enough to be adequately protected. Instead, choose books or gems, things that look like they would sell for a lot. It's always nice to have more money at the beginning. 3. There is a slight bug involved with choosing "Critical Weakness to Disease" as a special disadvantage, and also saying that you "have the most trouble Resisting Diseases." Apparently, these choices conflict with each other, and the end result is that you are virtually immune to diseases altogether (don't worry, you can still contract vampirism or lycanthropy, if that is your goal). =============================================================================== || I.4 - Rolling your Stats 011 || =============================================================================== Now that your class is constructed and your background generated, you will get to name your character and choose his or her face. Then you will proceed to rolling your attributes. As noted earlier, the scores you see now are the ones you set earlier + 1d10 points. Along side your attributes you will see the bonus points that you may also distribute as you wish. * If you do not like the scores you see, you may click the "Reroll" button as much as you wish. You can also use the save and load roll buttons to store and recall values as you search for the best set of values. To the side of your attributes you will see other stats that are affected by those attributes. Each box is situated beside the attribute that affects it. Dam: Your damage bonus in combat. This increases with every 10 points of Strength. Max Enc: Your encumbrance, or how much you can carry. This is equal to 1.5 * your Strength. Spell Points: You maximum amount of Magicka, which increases with every point of Intelligence. The base rate is 0.5 * INT, however, this may change depending on whether you took the Increased Magery special advantage. Magic Resist: Your bonus to resisting magic. Increases with every 10 points of Willpower. To Hit: Your bonus to your rolls to hit enemies in combat. Increases with every 10 points of Agility. Hit Pts: You bonus to the health you gain per level. Increases with every 10 points of Endurance. Healing Rate: Your bonus to the amount of health you regain per hour of rest. Increases with every 10 points of Endurance. As you can see, most of these bonuses increase only on multiples of 10; so when distributing your bonus points, it may be wise to go ahead and bump a few of these attributes up to 60, 70 or whatever, just to get that extra little bonus to your rolls. After you set your Attributes, you can move ahead to add some bonus points to your skills. You will get 6 points each to distribute among each group of skills: Primary, Major, and Minor. That's it! Your finished with character creation. Now it's time to watch the introductory videos and start the game. =============================================================================== || I.5 - The Controls, and Customizing Them 012 || =============================================================================== Now that you're in the game, it's prime time to learn the controls. By default, the game uses a mouse-based interface. As you move the mouse towards the edges it will turn from an X into an arrow; clicking will move or turn your character in that direction. The closer you are to the edge, the faster you will go. You can also use the arrow keys to move around. The buttons along the toolbar have the following uses and keyboard buttons: Portrait: F5, Brings up the character screen where you can view your stats. Options: ESC, brings up the options menu. Star: Backspace, Brings up your spell book. Hand: Changes your interaction mode, which are also easily accessed: F1 Steal Mode, F2 Grab Mode, F3 Info mode, F4 Dialog Mode. Bags: F6, Brings up your Inventory. Swords: A, Readies/puts away your weapon. Wand: U, Use a magical item. Legs: T, Change mode of transportation (foot, horse, cart, ship) Map: M/W, Brings up the local map. Right-click brings up the World Map. Campfire: R, Brings up the rest menu. Press ESC and go to Controls to view the various commands and the keys they are mapped to. You can also feel free to customize the controls to your liking. You are welcome to stick with the defaults, of course; however, many people never realize that the game supports mouse freelook, such that the game plays out very similarly to any other first person game. This makes it MUCH easier to look around and control the game. [!] To activate mouse freelook, press ESC and go to Controls. There, along the bottom you will see a button for Mouse, click it. Now, just switch the mouse from Cursor to View. If you set the mouse to freelook, there are two other keys you need to make note of in the controls screen. They are: * Activate Center Object: by pressing this key, you "click" on whatever you are pointed at. This is used to talk to people, pull levers, loot treasure piles and bodies, etc. Pretty much everything. * Toggle Cursor: This will allow you to switch the mouse to a cursor in order to make clicking on small items easier. ** Combat! ** Once you have you weapon readied, you can attack by holding down the right mouse button and moving the mouse around; you are effectively swinging your weapon with the mouse. We'll go into more depth on combat later. ** Magic! ** Casting spells is easy. All you do is open up your spellbook and double click on the spell you wish to cast. The type of spell determines what you have to do next: if it affects you, such as a healing spell, then it will cast immediately. If it is a touch or ranged spell, then you'll have to release the spell manually by either clicking the left mouse button (cursor mode) or pressing "Activate Center Object" (view mode). Note that in order to cast a touch spell, you actually have to be close enough to touch someone. =============================================================================== || I.6 - Escaping the Privateer's Hold 013 || =============================================================================== Since every character you make will have to escape this first dungeon, it seems logical to include this here. This is a walkthrough of the easiest way out of the Privateer's Hold; there is more to the dungeon if you feel like exploring it, but you'll have to do that on your own. You begin in a cave with a campfire. Be sure you open up your inventory and equip any weapons you have. Also, you should save your game right now; the first dungeon is pretty dangerous, and you probably don't want to have to go through character creation all over again. To the south is a passage out of the cave, follow it. You will come to a door. Open it and proceed into the room. In here you will find a rat and a treasure pile. Kill one and loot the other, then proceed up the stairs to the west. This corridor will continue for a while; at the second corner you will encounter a bat. Immediately after the bat you will see a door on your left--DO NOT GO IN THERE! In that room is an imp, which can easily kill you with its shock spells; there is a treasure pile in there, though, so if you want to take the risk going after it, go ahead, but you have been warned! The corridor will continue to wind around, and you will pass a second door; through that door is only a room with another rat in it. Keep following the passage until you come to the third door, which leads down some stairs--you may want to take this little side trip, because down those stairs is a human enemy; he may hurt you quite a bit, but if you can kill him he will be well equipped with a good bit of armor and weapons. Continue along the corridor until it finally ends at a door. Through that door you will find a large, U-shaped table with an archer behind it. If you run up to the table, you will likely be able to hit him a few times and back away before he can hit you; don't worry, he'll be too stupid to come around the table to get you. Kill him, because he'll have some good equipment for your enjoyment. Then take the exit on the north wall. OK, you are now in a large room with a grand staircase. Above the staircase is a balcony that you need to get to. There is one obstacle: a skeletal warrior guards the top of the staircase, and he a very tough enemy to be facing when you are low level and lightly equipped. You can try your luck at defeating him, in which case your next move will be to jump or climb onto the throne at the top of the staircase, and pull the lever next to it; this will make the throne rise up so that you can reach the balcony. The far safer method, however, is to bypass the skeletal warrior altogether. Go around the left side of the staircase, past the bat. There you will see some mismatched textures on the wall--the telltale sign of a hidden door! Open that door and continue straight east through the next door. You are now in a very brown passage that will twist around to the left and lead to some stairs; take the stairs to the top, and through the door you will find yourself on the balcony. Now that you are on the balcony, follow the passage to the south until you come to the first door on your right. This is the final room! Unfortunately, it has a rat, a bat, and an imp guarding it. Kill what you can and run past what you can't; what you are looking for is a stone archway with a skull in it, along the right wall--that is the exit! For reference, all dungeon exits look like that. There! You have escaped, and may now go and explore the world of Daggerfall. =============================================================================== || II - Life in the Illiac Bay 014 || =============================================================================== Now that you are in the world, it's time to learn how to live in it. This section will focus on interacting with the world and doing minor things like travel, dialogue and shopping. =============================================================================== || II.1 - Travel 015 || =============================================================================== Travel is initiated by pressing "W" or by right clicking on the map icon in the toolbar. This will bring up the world map, where you can see the 50+ kingdoms that are open to you. By clicking on a kingdom, it will zoom in and you can see all the individual locations you can travel to. Right clicking will zoom in further, if you like. You can use the filters on the bottom to show or hide certain types of locations. Once you find a place you want to go, click on it to bring up the travel window. Here you can select how you wish to travel: 1. Speed: Cautiously or Recklessly. This determines your pace; recklessly is almost twice as fast as cautiously, however, you will only rest minimally on your journey. So you will arrive in the same shape than you left and may arrive at night. Traveling cautiously is slower; however, you will be fully rested when you arrive, and you will always arrive during the day (often right at dawn). Also, since travelling cautiously counts as resting, you may arrive to find a skill or two has increased along the journey. Do note that if you are a Vampire or afflicted with the Damage in Sunlight special disadvantage, traveling cautiously will always make you arrive at night, often right at sunset. Isn't that thoughtful? 2. Transport: Foot/horse or Ship. This only makes a difference if you are traveling over a body of water, in which case ship travel is much faster--and also much more expensive. If you own a ship (yes, you can buy a ship!) then traveling across water is free. Also, note that owning a horse makes traveling faster as well. 3. Stop for night at...: Inns or Camp out. Staying at inns will cut down on your travel time a little, but costs extra. Camping out is free. You can always see how long your trip will take and how much it will cost at the bottom of the window. Note that the direction your current location is from your desitnation determines what edge of the map you arrive on; that is, if your destination is to the North of you, then you will arrive at the southern edge of town. =============================================================================== || II.2 - Towns and Locations 016 || =============================================================================== As you can see on the travel map, there are thousands of locations; the type of location is designated by the color of its dot. There are also varying shades of each color, which will indicate how large the settlement is; darker shaded locations are smaller, lighter shaded ones are larger. Gray: Towns. The larger towns are often walled and have more services; their services are often of higher quality as well. You will have better chances of finding guilds, temples, and certain shops in the larger towns. Arriving at a walled city at night can be irritating, as the city gates will be closed; of course, you can always climb or levitate over the walls if you need to. Red: Graveyards. These consist of an outdoor cemetery and a single crypt. Most crypts are very small dungeons of 2 or 3 rooms; they'll have a few monsters and a little treasure, but usually nothing to get too excited about. If you rest outside, you will often be disturbed by an enemy of some sort. You can use this to your advantage; you can rest outside, kill what shows up, take its stuff, and repeat until you have lots of loot to go sell. This is also an easy way to practice your skills. Orange: Dungeons. You will only have one orange dot on your map at the beginning--the Privateer's Hold. In order to open up new dungeon locations, you must either find a dungeon map as loot or get a quest involving a dungeon (and most quests do). Dungeons are always very large and rather difficult to navigate. More information on dungeons will come later on in the guide. Blue: Temples. The lighter blue temples have a standard temple, one that you can join and which offers services. They also tend to have a small set of houses around the temple. The dark blue temples are small altars with only a few people and offer no services, nor do they seem to serve any purpose whatsoever. Brown: Homes. These are simple estates and farms that serve no purpose. Black: Witch Covens. These must be discovered by finding a map or getting a quest to a coven. Of course, if you know where one is supposed to be, you could try to find it by walking overland through the wilderness. Covens offer quests and are one path to summoning a Daedric Prince for artifact quests. If you cannot find a location, you may use the Find function to locate it. You do not have to type in the entire location name, however, you must start from the beginning. For example, if you are looking for "The Ruins of Castle Yeomen" then you cannot enter "ruins of yeomen" or "castle yeomen" into the Find function. You must start from the beginning. =============================================================================== || II.3 - Dialogue 017 || =============================================================================== Talking to people is a good way to get information. You can ask them for directions to a certain guild or merchant, where to find a particular person, where to find work, or even just a little information on important people and factions. Most of the time, however, you will be asking them for directions. In the dialog window, you will see a variety of buttons. The top-left most specify what sort of question you are trying to ask. The top two switch between "Tell me about..." which allows you to ask about rumors and general information, and "Where is..." which will ask for directions. If you select "Where is...", then the next four buttons determine what you want directions to; are you asking for directions to a Location, a Person, a Thing, or Work? 1. Locations: All guilds, shops, etc. are Locations. Select first what type of establishment you are looking for, and then select the name of the shop. Also on this list are General and Regional; General includes other locations such as palaces and residences (residences will only be listed if you are on a quest to find one). If this particular town does not offer the shop or guild that you are looking for, then you can ask for it under Regional; the person will then direct you to another town in that kingdom that has that establishment. 2. People: If you are on a quest and need to find a specific person, then you will find their name here. The NPC will then direct you towards the house or establishment where that person currently is. Important NPCs are ALWAYS inside a building of some sort; they never wander around outside. 3. Things: Supposedly, if you were hunting for a specific item for a quest, you would be able to ask for information about it here. Unfortunately, this almost never happens; you are always looking for a person or place, rarely a thing. So this will usually be blank. 4. Work: Asking for work will direct you towards a merchant or innkeeper who is currently offering a quest; you will be directed to both the person by name and the establishment they can be found in. These are all Merchant quests. (see more information on Quests later). --- So what happens when you ask someone a question? Well, they'll either: a. Not know the answer. b. Know the answer and tell you. c. Know the answer and not tell you. For all purposes, a and c are the same thing. If they do know the answer, then they will either give you a cardinal direction and a relative distance (Oh, it's not too far to the southeast), or they will mark its location on your local map. You can ask them multiple times, of course; if they just give you a direction and you'd rather have them mark your map, you can try asking them until they give it to you. If they don't know the answer, just ask someone else! Your tone has an effect on how people respond to your questions. If you use the proper tone, you'll have better luck getting an answer out of them. You can usually tell which tone to use with people based on how they greet you. 1. Polite, which uses your Etiquette skill. This is best used with nobles and other well-spoken people, as well as people who like you. 2. Blunt, which uses your Streetwise skill. This is best used with peasants and lower class citizens, as well as people who clearly do not like you. 3. Normal, which uses no skill and is the most basic way of speaking. You can get most information by just speaking normally, but sometimes it works better to use one of the other tones. =============================================================================== || II.1 - Shops and Services 018 || =============================================================================== Ah, shopping! There are a variety of shops in Daggerfall, so it helps to know the differences between them; the various shops only deal in certain types of items, and some shops are of higher or lower quality than usual. In this section, you'll learn how to shop like the pros. * Quality: Every shop and guild has a quality attached to it. You will know the quality of the shop by the description it gives you when you open the door. 1. "Rusty relics..." is the lowest quality shop. They will carry the lowest quality items; however, the prices will also be the lowest and they will pay top dollar for your stuff! 2. "Sturdy shelves..." is below average. 3. "...adequate construction" is average. You'll have an average chance of finding the better items here, and you'll get standard prices for buying and selling. 4. "...skillfully crafted" is above average. 5. "Incense and soft music..." is the highest quality shop. You'll have the best chance of finding better items here; however, you will pay more for them, and they will give you less for your items when selling. So as you can see, you'll want to remember the Rusty Relics and the Incense shops. Rusty Relics are best for selling, and Incense are best for buying--or, stealing! The same rules apply for guilds; the higher quality guilds often pay more for quests. --- * Types of Merchants: There are a variety of shops to choose from, all depending on what sorts of items you wish to buy or sell. Merchant: Hours: Merchandise: ----------------------------------------------------------------------- Alchemist: 7:00-22:00 Ingredients and precious stones. Armorer: 9:00-19:00 Mostly armor but also some weapons. Bookstores: 9:00-21:00 Books only. Some are actually libraries. Clothier: 10:00-19:00 Clothing only. General Store: 6:00-23:00 Weapons, books, clothing, and jewelry. Jeweler: 9:00-18:00 Jewelry and precious stones. Pawn Shop: 9:00-20:00 All except ingredients and clothing. Weapon Smith: 9:00-20:00 Mostly weapons but also some armor. ----------------------------------------------------------------------- Weapon smiths and armorers will also repair your weapons and armor for a fee. General stores are also the only place to get horses and wagons. Having a horse greatly increases your traveling speed, and you can ride them around town as well (change your mode of transportation by pressing "T" or clicking on the legs on the toolbar). Wagons will allow you to carry much more stuff, although you cannot access them inside dungeons. ************************************************************************* * IT IS IMPORTANT THAT YOU NEVER ACQUIRE ADDITIONAL HORSES OR WAGONS! * ************************************************************************* Did I make that clear enough? You cannot drop or sell horses or wagons, so you'll be stuck with them forever. Also, this has a tendency to cause the game to glitch. So just don't do it; one of each is enough. | Actually, I've been alerted that this was fixed in one of the patches. That's | good, because I was so scarred by this happening to a character of mine once | that I apparently never got over it. Still, it's a good idea not to tempt | fate by buying extra horses or wagons. They don't get you anything anyways. --- Banks: 8:00-15:00 Here you can do a variety of things. Have I mentioned yet that gold has weight? Every 400 gold adds one kilogram. Carrying a lot of money can seriously bog down your encumbrance. Luckily, you can solve this in a way that doesn't involve you dropping money on the floor--yes, clicking on "Gold" in your inventory will allow you to drop gold, but you can't pick it back up! * Your account: You can deposit money into an account at a bank. That money will be accessible from any other bank in that kingdom; each kingdom has its own bank, however, so your money will only be accessible from within the kingdom you deposited it. You may have multiple accounts open, one in each kingdom if you like. You can keep as much money in your account as you like, and withdraw it at any time. * Letters of Credit: Instead of carrying a load of gold around, you can have it converted into a letter of credit. This small, practically weightless piece of paper can be worth any gold amount; however, the bank charges a 1% fee when you make a letter of credit. Still, 1% is a small price to pay for all that freed up weight that you can use to carry more loot! In order to make a letter of credit, you must first deposit money into your account. For reference, if you wish to make a letter of credit such that the gold amount on the letter plus the 1% fee empties your account completely, divide your account balance by 1.01, and make a letter of credit to that amount (truncated to the nearest whole number). You can use letters of credit to pay for items in stores, and if you sell so much that you cannot carry the gold you would receive, they will give you a letter of credit instead. However, you cannot use letters of credit to pay for travel costs or tavern room & board--they only accept cash. * Loans: If you're hurting for cash, you can take out a loan. The maximum amount of the loan depends on your legal reputation in that kingdom. You'll have one year to pay back the loan, with 10% interest. If you don't pay it back your legal rep will plummet. Of course, each kingdom has its own bank, and each kingdom has its own legal reputation for you; your rep in one kingdom has no effect on the other kingdoms of the bay. This means that, if you don't plan to return to a particular kingdom ever again, by all means feel free to take out an impressive loan that you never plan to repay! * Buy House: Yes, you can buy a house! In order to do so, there must be a bank in the town you wish to purchase property in; you may select the house you want from the list, however, you do not get to select where it is. You can sleep in your house and store junk on the floor, but there's not much else to it. * Buy Ship: Ah, now this is a worthwhile purchase! Buying a ship makes ocean travel fast and free. Also, you can board your ship from any outside location by changing your mode of transportation (press "T" or click on the legs on the toolbar and then select Ship). On your ship, you can rest safely and store stuff both inside and outside the hold; even the smaller ship has TONS of space for storage. Changing transportation to ship again will send you back to where you were previously. All in all, this makes a ship a MUCH better purchase than a house, as you can access it from anywhere, not just one town. =============================================================================== || II.5 - Crime and Punishment 019 || =============================================================================== A life of crime can be both enjoyable and rewarding. If done correctly, you can stuff the entire contents of a store into your wagon and escape without the guards ever knowing it was you. Furthermore, as the game does not track what items are stolen and which aren't, you can sell that wagonload right back to the merchant the next morning and he'll be none the wiser--but you will be all the richer. --- Crimes of Theft: * Pickpocketing: The simplest crime, pickpocketing is done by putting yourself into Steal mode (F1) and clicking on any of the townsfolk that wander about. If you are successful, you will pinch a few gold pieces or other random item; if you fail, the guards will be called and will try to arrest you. You can also pickpocket enemies and monsters, which is funny; oddly enough, though, if you pickpocket anyone outdoors, whether it's a townsperson or monster, or whether your in a town, cemetery, or outside a dungeon, the guards will come for you. You can safely pickpocket anyone and anything inside a dungeon to your heart's content, but anywhere else it's illegal. * Shoplifting: First off, never do this. Shoplifting is a terrible idea, and you'll almost never successfully steal anything in this fashion. In any case, shoplifting is done almost no different from normal shopping; you go to a store during business hours, click on a shelf to look at the items, click on what items you want to swipe, and then click "Steal" instead of "Buy." Shoplifting is governed by your pickpocketing skill, but even with 100 skill you'll rarely succeed, so again: don't bother with this method. * Burglary: If you go poking around homes and some stores, you'll find crates and dressers and such. Sometimes, when you click on these containers, you'll get a message to the effect of "This is private property, do you still wish to open it?" Clicking yes will allow you to pillage the container. Unfortunately, this almost always alerts the city guards; of course, the contents are usually worthless, so there's little point in doing this in the first place. * Breaking and Entering: If you are caught picking a lock or bashing in a door, OR if you are seen leaving after breaking into a building, you can be charged with breaking and entering. You will rarely be caught picking locks or leaving establishments, however, bashing in doors is extremely noisy--if at all possible, pick the lock or use an Open spell. * Trespassing: If you are still in an establishment when it opens in the morning, the shopkeeper will discover you and call the guards. It can be difficult to escape from this, as they will often cluster around the door, blocking your escape. Best to just keep an eye on the time and get out beforehand. The best method of thievery is catburglary. Break in at night when the store is closed. You can pick the lock or use an Open spell; you could also bash in the door, but that is unadvised as it will usually attract the guards. Once inside, go to each shelf and empty the contents into your wagon. The next morning, you can sell all the loot you don't want--even to the very same merchant you stole it from! See something you want in a store, but can't afford? It'll still be there that night, provided you haven't left town. --- Crimes of Violence: * Assault: Because assault is attacking without killing, the only people you can assault are the city guards; all other wandering townsfolk die in one hit. Needless to say, if you assault a guard, they'll try to arrest you. * Murder: They tend to send more guards after you for murder than for other crimes. Wandering townsfolk only take one hit to kill, no matter what. For obvious reasons, this is the worst crime and the punishment is usually severe. Note that you can only attack townsfolk and friendly guards with melee weapons; hostile guards can be hit with anything, but you cannot hurt innocent people with arrows or spells. --- Other Crimes: * Vagrancy: Yes, you'll get fined if you try to sleep in towns. If you need to take a snooze, go find a tavern. Loitering is permissible, but don't accidentally sleep by pressing the wrong button! * Criminal Conspiracy: This one is my favorite. If you've already had a few scrapes with the law and your legal reputation is very low, then you can be arrested for simply being a criminal and continuing to exist. This is the city guard's way of saying "Look, you're a psychopath, and we'd rather arrest you now instead of waiting for the inevitable crime spree." This is also what you'll be charged with if you are banished from a town and have the nerve to return. The annoying part about this one is that the guards have a habit of hunting you down, showing up at cemeteries and outside dungeons. --- "I've been caught doing crime, what do I do?" Relax. Getting away with any crime is fairly easy to do. All you have to do is get away without the guards arresting you; if you are asked whether you want to surrender to the city guards, then you've been nabbed and they know who you are. Otherwise, if you can get away, then you'll be fine! Unfortunately, the way the game detects whether a guard has caught you is if they attack you--that is, if you take damage. This means that if you take any damage while being chased by the guards, the game thinks you've been caught and pops up with the surrender message. Even taking falling damage from dropping over the city wall or taking damage from sunlight will trigger the message, which means you've been recognized and your reputation with the law will drop. In order to get away with the crime, you must escape without taking any damage. --- "I surrendered, what happens next?" You'll go to court and stand before a judge. There, they will tell you what crime you are being charged for and what your punishment will be if you are found guilty. Punishments range from fines to imprisonment to banishment. Going to jail for extended periods of time is a bad thing for a number of reasons: for one, you'll probably fail whatever quest you are on because you took too long; for two, your rep with each faction in the game moves one point toward zero each month, so if you go to jail for too long, you can lose your guild membership. Banishment means that if you ever return to the town you were expelled from, the guards will come for you and try to arrest you for Criminal Conspiracy. 1. Plead "Guilty": Admitting to the crime will usually lessen the sentence. 2. Plead "Not Guilty": will give you the chance to argue your case; choose Debate to use your Etiquette skill or Lie to use your Streetwise skill. If you succeed, you'll get off free (you rep will still drop for being arrested). Members of the Thieves Guild or Dark Brotherhood will find that the guild will sometimes pay off or threaten the judge to let you go. This chance is based on your rank within the guild. It pays to have connections! When you are ejected from court or jail, you will be dumped outside the city gates with a single point of health (I guess they beat you up whether you're guilty or not). This leaves you extremely vulnerable, so it's a wise idea to immediately hit "W" and travel Cautiously to some other location, just to get your health back. Sometimes rival factions will have assassins waiting for you, so you'll have to outrun them first. Of course, if you are a vampire or take damage from sunlight and they dump you out during the day... well, you're toast. --- "My rep with the law is really low, how can I make it better?" For reference, you can check you reputation with the law by pressing "I" or clicking on the compass in the toolbar. The various legal reputations are: Revered = Highest Esteemed Honored Admired Respected Dependable Common Citizen = Neutral Undependable Scoundrel Criminal Villain Pond Scum Hated = Lowest Contrary to most games, going to jail does not erase your criminal record. No, that was just the punishment; the law will continue to be suspicious of you for quite a while. There are three ways to improve your legal rep: 1. Time. Every month your reputation with each faction moves one point towards zero, which is neutral. So if you get into trouble, just stay clean for long enough and eventually you'll be back to "Common citizen." 2. Move to a different kingdom. Each kingdom keeps their own legal assessment of you, so if you foul things up in one area, move next door and start with a clean slate. Also, while you spend your time in a neighboring kingdom, your old reputation is slowly normalizing. Sometimes it is wise to choose a kingdom you don't care about and try to contain all your crime in that one area; that way it doesn't matter if you get caught on your thieving spree, because you were not in your home kingdom. There are over 50 kingdoms in the game; you can certainly afford to have one or two hate you. 3. Do certain quests. There are only two quests that can boost your legal rep, and they are both offered by merchants or innkeepers. The first is if they ask you to escort them somewhere; often this is because they are trying to escape the clutches of some other faction. At some point, you may get the chance to turn them over to that faction, and if that faction is the city guards, then turning the shmuck over to them will boost your reputation with the law. The other quest is the one where you are falsely accused of stealing a gem from a merchant. You'll be "hated" until you can prove your innocence, but completion of this quest will also boost your legal rep. =============================================================================== || III - Items 020 || =============================================================================== And now we can get into all the items and loot you'll come across in your adventures. Here you'll learn what equipment is the best, which materials to look out for, and also what isn't worth keeping--you only have so much weight you can carry, best make the most of it! This isn't the most interesting section to write, being mostly tables and numbers, but we'll get through it. =============================================================================== || III.1 - Weapons 021 || =============================================================================== There's always a good chance that you'll come across a better weapon than your current one when adventuring. If you "Info" an item in the inventory screen, you can see its statistics, such as damage output, weight, and condition. The following table lists the weapons by type and in order of increasing quality. All statistics of weapons are modified by the material they are made of. Type: Name: Hands: Base Damage: ------------------------------------------------- Axe Battleaxe 1 2-12 Waraxe 2 2-16 Blunt Weapon Staff 2 1-8 Mace 1 1-12 Flail 2 2-14 Warhammer 2 3-18 Long Blade Broadsword 1 1-12 Saber 1 3-12 Longsword 1 2-16 Katana 1 3-16 Claymore 2 2-18 Daikatana 2 3-21 Short Blade Dagger 1 1-6 Tanto 1 1-8 Shortsword 1 1-8 Wakizashi 1 1-10 Bow Short Bow 2 4-16 Long Bow 2 4-18 ------------------------------------------------- As you can see, the heavy hitters are the axes, blunts, and long blades; specifically the two handers. But don't discount the smaller one handed weapons; you can carry a shield with the smaller weapons, adding to your protection, and the lighter weapons are also faster. The damage may be less, but they'll be more frequent. Also, they won't eat up your encumbrance as much. Also, when using 2 one-handed weapons, it is easy to carry and switch between a normal weapon and your magical awesome weapon--there's no sense in wasting wear and tear on your magical weapon when it's just a rat, but when the nightblade pops out of nowhere, you'll want to swap to it quickly. "S" is the default key to swap hands. =============================================================================== || III.2 - Armor 022 || =============================================================================== There are seven pieces of armor. Armor can be made of Leather, Chain, or Plate; plate armor also comes in varying materials, which affects its weight and how protective it is (see the next section). With the exception of the cuirass, armor makes for the best loot, as it's gold per unit weight ratio is high. Armor: Protects: ------------------------------ Boots Feet and calves Greaves Thighs and waist Cuirass Chest Gauntlets Hands L Pauldron Left arm R Pauldron Right arm Helm Head ------------------------------ There are four types of shields. Shields may come in varying materials, but the material has no effect on the protection the shield provides--however, the protection does stack with any armor you are wearing AND the protection covers multiple hit locations. Shields cannot be worn if you are using a two handed weapon. Shield: Weight: Armor bonus: Locations Protected: -------------------------------------------------------------------- Buckler 1kg +1 Hands, left arm Round 2.25kg +2 Hands, left arm, thighs Kite 3.73kg +3 Hands, left arm, thighs Tower 6.25kg +4 Hands, left arm, thighs, head -------------------------------------------------------------------- =============================================================================== || III.3 - Materials 023 || =============================================================================== Every weapon and armor is made a certain material. This material affects the damage dealt, protection granted, durability, weight, and the gold value of the item. For the most part, all properties increase as you go down the list. There are notable exceptions, of course. Ebony is surprisingly lightweight, along the lines of leather armor. Silver armor tends to be very rare and very valuable. Note that while all armor pieces display some sort of armor bonus, the actual armor rating you get from it is different. Except for chain, the actual armor values tend to follow a rule of: Armor_Value = 2 * Armor_Bonus + 1. Actual Damage Armor Armor Material: Bonus: Bonus: Value: Color: ----------------------------------------------------- Leather n/a +1 3 Chain n/a +3 6 Iron -2 +3 7 Dark gray Steel +0 +4 9 Gray Silver +0 +4 9 Silver Elven +2 +5 11 Bright silver Dwarven +4 +6 13 Gold Mithril +6 +7 15 Dark blue Adamantium +6 +7 15 Dull black Ebony +8 +8 17 Shiny black Orcish +10 +9 19 Green Daedric +12 +10 21 Red ----------------------------------------------------- Do note that there are level requirements for the various materials. You'll have to be higher level before you begin to see items of the more superior materials. Also, many monsters can only be hurt by certain materials. For instance, imps require steel or better, ghosts can only be hurt by silver or better, and most daedra require at least mithril. =============================================================================== || III.4 - Miscellaneous Items 024 || =============================================================================== * Ingredients/Potions: You'll often come across ingredients, especially when looting spellcasting enemies such as mages and sorcerers. You can use them to brew potions, provided you are high enough rank in certain guilds to use their equipment; also, you'll need a recipe, because you cannot just look at an ingredient and know what properties it carries. You can find recipes as loot, but honestly, potions aren't all that worthwhile. If you find a potion as loot, go ahead and keep it if the effect is useful; but don't bother with making your own. Casting the spells yourself is easier, repeatable, and more effective than a potion. That said, many ingredients are worth a lot of gold. Be sure to "info" various ingredients to learn which ones are worth keeping--really, though, ingredients are so light weight that it wouldn't kill you to take them all. * Clothing: Clothing is purely aesthetic. It will not affect anyone's opinion of you, nor will it offer any protection. It's just there to make your character look cool--which is a good thing to do! It can be enchanted, however, and you'll often come across enchanted clothing that can prove to be very useful. * Jewelry: Jewelry does not show on your character, so there's no aesthetic appeal here. Jewelry is best used for its enchantability; because you can equip a lot of jewelry, you can have a lot of enchantments active on yourself, which can give you a serious advantage over your enemies. Also, jewelry usually sells for a lot, so it's always good to grab it when you can. * Other Items: There are other items you'll come across, such as paintings, religious items, and the like. None of these items serve a purpose (although you can "Use" paintings to view them); you can always "info" them to see what they're worth. The best things to grab are Holy Daggers and Holy Tomes, simply because they sell for a ton of gold. =============================================================================== || III.5 - Artifacts 025 || =============================================================================== Artifacts are powerful magical items, weapons, and armor that you can acquire by either summoning a Daedric Prince or by doing certain quests of a Knightly Order. * Knightly Artifacts: High ranking knights can sometimes get a quest to retrieve an artifact. The artifact you get is randomly selected from the following: ------------------------------------------------------------------------------- Auriel's Bow A powerful Elven longbow that has been enchanted to imbue each arrow fired with the spells Lightning, Hand of Sleep, and Magicka Leech. Auriel's Shield This powerful shield grants you resistance to fire, spell reflection, and a magical shielding effect. The spell reflection alone makes this a very valuable item. Chrysamere Also called the Paladin's Blade, this claymore will cast Resist Fire, Spell Reflection, and Heal on command. It also dishes out a ton of damage. Lord's Mail Offers superior protection, constant health regeneration and will cast spells to cure poison and protect you from enemy spells. Necromancer's Amulet Grants you constant spell absorption and casts spells of Regenerate Health and Wisdom. Staff of Magnus Will regenerate health and absorb spells on command. Warlock's Ring Grants spell reflection, healing, and boosts your Speed. ------------------------------------------------------------------------------- * Daedric Artifacts: These items are remarkably more powerful than the Knightly artifacts--and more difficult to come by. In order to get one, you must summon a Daedric Prince for a quest; if you succeed, they will grant you their artifact. There are two ways to summon a Daedra: 1. Mages Guild or Temples. Member of these factions may eventually gain access to the guild summoner. Unfortunately, you must be high ranking in the guild, and you may only summon a daedra on their particular summoning date. Also, each guild will only summon certain daedra. 2. The other path is to seek out a Witch Coven. These appear as black dots on the travel map, and are difficult to find; you must either do a quest involving the coven to find the location or, if you know where it should be, travel overland through the wilderness until you find them. There are many Witch Covens throughout the bay, and some of them are even known to reside in certain towns. The easiest one to find is the Coven on the Bluff, in the kingdom of Daggerfall. Travel to the Burning Martyr of Kynareth, and then wander directly south. The Coven is located in the third map pixel south of the temple. Witches will summon a random Daedra each day for an immense price (100,000+). If they are not summoning the Daedra you seek on this day, come back tomorrow; there is one exception: the Glenmoril Witches will only summon Hircine. Once you cough over the money, you'll get to see the Daedra, and they will offer you a quest to prove you are worthy of their favor. And without further adieu: ------------------------------------------------------------------------------- Azura's Star This is a reusable soulgem. Soulgems are used to trap the (Azura) soul of defeated monsters, granted you cast a soultrap spell on them first. You can use soulgems to boost the enchantment power of an item when enchanting it. There was supposed to be a feature where you could buy and sell souls, ala a black market of sorts; unfortunately, this didn't make it into the game; you can buy them or use them in enchantments, but not sell. Ebony Blade This is a very dark katana with the ability to leech the (Mephala) health from its enemies and transfer this power to its master. It will also cast Silence on command. Ebony Mail This cuirass grants the wearer resistance to common (Boethiah) magical effects, resistance to fire, and a shielding effect. Hircine's Ring Despite the name, this is a shield, and a useful one at (Hircine) that. With this item, you may turn into a werewolf and back again whenever you like. This gives you all the advantages of being a lycanthrope with none of the disadvantages. Mace of Molag Bal This mace has the ability to leech the magicka and (Molag Bal) strength of its victim and transfer them to its master. Masque of... The Masque of Clavicus Vile boosts your reputation. (Clavicus Vile) Mehrune's Razor Each strike from this dagger carries a chance to instantly (Mehrunes Dagon) slay its victim. The perfect assassination weapon. Namira's Ring Each time you are hurt by an enemy, the ring will (Namira) duplicate that damage on your attacker. The amount is affected by the type of creature: Animals take none, Daedra take half, humans and monsters take full, and undead take double. Oghma Infinium This interesting book grants the reader with 30 points to (Hermaeus Mora) add to his or her attributes as they please. Ring of Khajiiti A favorite among thieves, the ring will make you swift and (Meridia) invisible on command. Sanguine Rose This mystical rose will summon forth daedroths to fight (Sanguine) for you. Be warned, as it only has so many uses before it wilts and disappears. Skeleton's Key This magical key will open any lock for you, once a day. (Nocturnal) Skull of Corruption This is an interesting one. The skull, when used on an (Vaernima) enemy, will create a duplicate of that enemy which will fight for you until the original is destroyed. Spell Breaker This magical shield is the bane of mages. It has the (Peryite) ability to silence spellcasters, reflect spells, and negate paralysis on command. Volendrung This warhammer paralyses and leeches the health of your (Malacath) enemies. Wabbajack A most interesting staff, the wabbajack will turn its (Sheogorath) victim into another creature. Be warned, however, as you have no control over what form they will take. You may turn a lich into a rat, or a bear into a vampire ancient. ------------------------------------------------------------------------------- =============================================================================== || IV - Magic 026 || =============================================================================== First, a note about premade spells versus those you can make with the Spellmaker: Custom spells are always better. You can specify exactly what you want them to do, name them whatever you want, and they often cost less to purchase and cast than the premade spells. In short, the premade spells exist to serve one purpose: quests. Some Mages Guild quests require you to cast a certain spell; custom spells won't cut it, it MUST be the premade spell you can purchase from the guild. Other than those, you really shouldn't bother with the canned spells. With that in mind, we'll go into greater detail with the spellmaker and all the powerful spells you can make with it; there are even some spell effects you cannot access unless you make the spell yourself! =============================================================================== || IV.1 - The Spellmaker 027 || =============================================================================== Mages Guild members have access to the Spellmaker, which you can use to compose customized spells. Once you find the person who offers this service, it's just a matter of constructing your arsenal of magics to your liking. Let's look at the base spellmaking screen. Along the bottom left are: Max SP: This is the maximum amount of magicka you have. Money: This is the amount of gold you possess. Spell Cost: How much money the spellmaker is going to charge you. Casting Cost: How much magicka it will cost to cast the spell. Minimum is 5. Name: Name the spell anything you like. Be descriptive and witty. * Remember that one of the primary things your skill in a school of magic does is affect the cost! As your skill increases, the magicka cost of all related spells will decrease. So later on you can afford to cast even bigger spells! Along the right side are the actual spell mechanisms. The two columns allow you to specify the delivery and element the spell takes. Delivery: This determines whom the spell affects. 1. Caster: The spell affects you. 2. Touch: The spell affects a single target, whom you must touch. 3. Single Target at Range: The spell is launched at a distant target and affects a single subject. These spells are extremely difficult to aim and the game's hit detection for ranged spells is weird--mine often fly right through enemies to no effect. So I prefer touch or area spells. 4. Area around Caster: The spell bursts from your character in all directions, affecting everyone nearby. This is useful if you are surrounded by enemies. 5. Area at Range: The spell is launched at a distant target; once it strikes an enemy or solid object, it detonates and affects anyone caught in the blast radius--including yourself, if you are too close. This is a much easier to aim ranged spell, as you do not have to hit them exactly. Element: Only offensive spells may choose an element. They are, from top to bottom: fire, frost, poison, shock, and magic. Some enemies are more resistant or vulnerable to certain elements. For instance, you may wish to create a frost based spell to combat a fire atronach. --- By clicking on the gray sparkly button, you may add a spell effect; a spell may have up to three effects. Each effect may have one or more of the following components, if applicable. These components are affected by your level. * Duration: A + B per C levels Duration determines how long many rounds the spell lasts. A is the base number of rounds (each round is 6 seconds or so); you will also gain B seconds for every C levels. * Chance: A + B per C levels Chance is the probability of success, out of 100%; having a higher chance will make your spells more reliable. The base chance is A, and you will gain B points for every C levels. * Magnitude: A to B + C to D per E levels Magnitude is how effective the spell is, whether in terms of damage dealt or health restored. The base amount is between A and B points, plus an additional amount between C and D for every E levels. Typically, lower level characters benefit more from spells with higher base amounts, as they gain little from the leveled portion; conversely, higher level characters will find that having low base and highly leveled spells will be very efficient. Cantrips: The simplest form of a spell is useful for practice and minor magics. For any given spell, the simplest form of the components, while still being as effective as possible, are as follows: Duration: 1 + 1 per 2 levels Chance: 1 + 1 per 2 levels Magnitude: 1 to 2 + 1 to 2 per 2 levels =============================================================================== || IV.2 - Schools and Effects 028 || =============================================================================== The following chart will detail each of the effects found in the Spellmaker. Effect: (School) Description: ------------------------------------------------------------------------------- Chameleon Normal or True. This allows you to blend in with your (Illusion) surroundings, making it easier to avoid detection. Unlike Shadow, this effect will function in both light and darkness. A Normal chameleon effect will end once you attack something; a True spell will only end when the duration ends--making True the only way to go. Charm This spell makes you more popular with the target. As far (Thaumaturgy) as I can tell, this doesn't do much of anything at all. Climbing This effect makes you twice as good at climbing. Climbing (Alteration?) isn't difficult to do, so this isn't that useful. Also, I'm not convinced that this actually works at all. Comprehend Languages This supposedly boosts your chances of pacifying a (Mysticism) creature by using your language skills. It's about as useless as the language skills themselves Continuous Damage Health, Fatigue, or Spell Points. This will deal the (Destruction) spell's magnitude in damage each round of duration. Needless to say, this is a great offensive spell effect. Just remember that a round is about 6 seconds, so this may take a bit longer than you may expect! Create Item Ah, now this is an immensely useful spell effect. With (Mysticism) this, you can create a variety of items such as armor, weapons, arrows, and clothing--and they exist permanently! The duration only determines how long you have to wait to cast the spell again, so make it as short as possible. The material of item you get is determined by your level and your Luck; you'll often get low quality but it is absolutely possible to summon yourself some seriously excellent gear. This spell effectively rids you of the problems of ever running out of arrows or having no backup weapon. If you are ever in need of anything, summon it yourself. Cure Disease, Paralysis, Poison. Pretty self explanatory, you (Restoration) can rid yourself of one of these maladies. Diseases and poisons are nothing to be trifled with--they can easily kill you if you ignore them for too long. Paralysis is also a deadly spell to be under, as it makes you a sitting duck while your enemy continues to whack on you. Damage Health, Fatigue, or Spell Points. The standard offensive (Destruction) spell. Don't forget to attach the right element to the spell; it is usually wise to have the same type of spells in varying elements. Detect Enemy, Magic, Treasure. While active, this spell will (Mysticism?) point you toward the nearest target of your choice; a red triangle will appear on your compass to point you in the right direction. Note that the spell will point you toward the target as the ethereal crow flies (that is, straight to it through walls) and with no indication of distance; in a Daggerfall dungeon, this may not be all that helpful. Also, the effect has a maximum range, so you'll have to be relatively near the target to pick up on it anyways. Disintegrate A successful disintegration spell is insta-kill. (Destruction) Definitely a powerful spell to have, just make sure you set a high spell chance, as this effect seems easier to resist than usual. Area-based disintegration spells are devastating and awesome. Dispel Daedra, Magic, Undead. The Daedra and Undead versions (Mysticism) function very similarly to Disintegrate, however they leave no corpse to loot; also, they are difficult to pull off. The Magic version will nullify any magical effects on the subject. Drain Attribute. This will lower the specified attribute of the (Destruction) target. This isn't that useful. Even a tactic such as lowering a spellcaster's Intelligence (to reduce their amount of Magicka) is accomplished to better effect by a Silence effect. Elemental Resistance Fire, Frost, Magicka, Poison, Shock. This will make you (Alteration) more resistant to the specified type of magic. This is useful for going up against element-based creatures such as atronachs. Against spellcasters in general, though, you'd be better off with Spell Resistance, below. Fortify Attribute Attribute. This will boost the specified attribute. (Restoration) Strength is the best choice, so that you can carry more stuff. Fortify Luck in conjunction with Create Item will give you a better chance of getting good stuff. Just note that it won't allow the attribute to go over 100. Free Action This effect makes you immune to paralysis. Paralysis (Alteration) being the most deadly and irritating spell to be under, the benefit to having this spell should be obvious. Note that since you can still cast spells when paralyzed, you can use the simplest cantrip of this effect to cure yourself immediately. Heal Health, Fatigue, or Attribute. Your basic Restoration (Restoration) spell, the uses don't need telling. Every character should have a Heal Health spell for emergencies. Identify This will allow you to discern the properties of magical (Mysticism) items you find. The mages guild will identify items for a fee; however, it can be nice to know whether the magic cuirass you just found is really worth keeping before lugging it up the surface. Invisibility Normal or True. Renders you invisible, making it easier (Illusion) to sneak around. Normal ends when you attack someone, True only when the duration ends. Forget Shadow or Chameleon, Invisibility True is the perfect spell to avoid detection--accept no substitute. Do note that the Undead can see right through such spells. Jumping This spell is supposed to boost your jumping ability. It (Alteration) actually doesn't do anything at all, so don't bother. Levitate Allows you to float up, down, and all around. Levitation (Thaumaturgy) is an extremely useful spell, as it allows you to reach any area. You can float over city walls, up shafts in dungeons, over your enemies (while taking potshots at them, of course), etc. Light This curious effect conjures a little candle that floats (Illusion) in front of you, illuminating the area. The candle isn't that bright, and any benefit it gives is lost by the fact that you're stuck with this annoying candle floating around in your face. Sure, dungeons can get dark, but not dark enough to warrant this irksome sort of magic. Lock Supposedly, this would allow you to lock doors. (Mysticism) Unfortunately, I'm convinced it doesn't work, which is disappointing. Open This will allow you to open locked doors. It's a good (Mysticism) idea to have one of these around, as some doors are magically sealed; you cannot pick or bash them, only magic will do. Even the weakest Open spell is enough to crack any town lock. Pacify Animal, Daedra, Humanoid, or Undead. This effect will (Thaumaturgy) keep a member of the selected enemy type from attacking you. Attacking them will immediately cancel the effect, and they will become hostile. I don't know why you would ever want to pacify anything; it'll just wear off later and they'll come after you, and if you kill them you can take their stuff. Paralyze This useful effect will render the target unable to move. (Alteration) This makes them both harmless and easier to kill. Regenerate This is a duration based healing spell. Very useful (Restoration) during combat, as any wounds you suffer can slowly regenerate. Shadow Normal or True. This is the lower form of Chameleon, (Illusion) which only functions in darkness. Seeing, of course, as most if not all the areas you'll want to be stealthy are in darkness, this is a decent choice. Of course, Invisibility True is still better, but this one gets the job done. Shield This effect grants you enhanced protection in the form of (Alteration) extra health. The added health acts as a buffer, such that any damage you take isn't really hurting you. Of course, you lose the extra health once the spell ends. If you have a lot of health to begin with, then better to stick with healing magic; on the other hand, if you keep getting one- or two-hit-killed by heavy hitters like zombies, then the shield spell is the better choice. Silence Removed the target's ability to speak, preventing them (Mysticism) from using magic. Obviously a great way to render spellcasters less dangerous, as they won't be able to blast you, and will have to resort to their undoubtedly weaker physical attacks. Slowfall This effect makes you fall slower. This serves two (Alteration) purposes: one, you won't take any damage from falling too far; and two, you'll be able to cover more ground when gliding off a ledge. It's often a good idea to have a Dispel Magic spell handy, because if you run into a wall, you'll have to wait for yourself to land before you can keep going--which can take an irritatingly long time. Soul Trap If you own a soulgem, you may use this spell to trap the (Mysticism) soul of a creature; the soul can then be used to boost the properties of an enchanted item when using the Item Maker. In order to trap a soul, you must kill the creature while they are under a soultrap spell--BUT BEWARE: If you do not have an empty soulgem in your inventory and cast soultrap on a monster, they will become immortal! They will not be able to die until the soultrap spell wears off, as their soul will not have anywhere to go. That said, an immortal, soultrapped rat or other weak creature makes a humorous combat dummy. Spell Absorption This spell functions exactly as the special advantage of (Restoration) the same name, which I already went into great detail over. While under this spell, you will have a chance of absorbing enemy spells; if successful, the spell will be harmlessly converted into magicka, restoring your reserves. Remember that if you overload on magicka, you can die from it. Spell Reflection Quite possibly the best spell to use against enemy mages (Thaumaturgy) and other spellcasters, this effect gives you a chance of reflecting enemy spells right back at them. Instead of blasting you to bits, they'll blow themselves up instead. With any luck, you won't have to do any work yourself! Spell Resistance The superior version of Elemental Resistance; while the (Restoration) former only protects against certain types of magic, Spell Resistance will protect you against ANY spell, regardless of type. Naturally, this makes it a more expensive spell to cast, but such is the cost of good protection. Teleport Buy this spell right now; you will want it for every (Mysticism) single character you make. Teleport has two functions: the first is to set an anchor, anywhere you want; the second is to teleport back to that anchor, from anywhere. Just remember that each time you teleport, the anchor is erased--you'll have to set a new anchor before you can teleport again. Teleportation makes life so much easier; once you find the object you were searching for in the bottom of a dungeon, you can easily teleport back up the surface instead of retracing your steps all the way to the exit. You could even set the anchor right next to the person who gave you the quest, so you can report your success immediately (and save yourself the time it would have taken to travel). Keep in mind that it is usually a bad idea to place an anchor inside a building; outside or in dungeons is fine, but placing an anchor inside a guild or shop has a tendency to cause the game to glitch. Transfer Health, Fatigue, or Attribute. This effect allows you to (Restoration) leech the selected points from the target, and give them to the caster. This accomplishes two tasks at once, hurting them and healing yourself. Keep in mind that you cannot go over your maximum amount. Water Breathing Because underwater areas can be especially dangerous, (Alteration) these last two spells are very useful. This one allows you to breath while underwater; because your breath doesn't tend to last very long, this is sometimes the only way to traverse some of the larger water areas. Water Walking This one allows you to move through water as quickly as (Alteration) though it were air--think of it as a form of levitation that only works in water. It effectively negates the need for a swimming skill. This makes exploration and combat much easier when underwater. ------------------------------------------------------------------------------- (ALTERATION) (ILLUSION) (RESTORATION) Climbing Chameleon Cure Elemental Resistance Invisibility Fortify Attribute Free Action Light Heal Jumping Shadow Regenerate Paralyze Spell Absorption Shield (MYSTICISM) Spell Resistance Slowfall Comprehend Languages Transfer Water Breathing Create Item Water Walking Detect (THAUMATURGY) Dispel Charm (DESTRUCTION) Identify Levitate Continuous Damage Lock Pacify Damage Open Spell Reflection Disintegrate Silence Drain Soul Trap Teleport ------------------------------------------------------------------------------- =============================================================================== || IV.3 - Enchantments 029 || =============================================================================== High ranking members of the Mages Guild or Temple of Julianos will gain access to the Item Maker, with which you can enchant your gear with a variety of effects. Enchantments are very similar to the Advantage/Disadvantage system during character creation, in that you can add both positive and negative effects to your items. Positive effects add to the enchantment value, which must be under a certain limit to be acceptable. That limit is determined by the item itself and, like the disadvantages, the negative effects can help bring the enchantment value back down under that threshold. Let's look at the Item Making screen. At the top you'll find the following: Item Name: You can rename the item anything you like. Oddly enough, you can rename an item for free by changing its name here and clicking Exit. Current Gold: Your total amount of money. Total Cost: How much it will cost to enchant the item. Enchantment Points: Here you can see both the current enchantment value of your selected effects, as well as the maximum amount the item can be enchanted with. The top right buttons will allow you to sort through your inventory and select an item from the column on the far right. Finally, the two main columns will list and allow you to add powers and side effects to your item. Remember that all effects, both positive and negative, ONLY function while you are wearing the item. If you just have it sitting in your inventory, it will lie dormant. There are two exceptions to this, which are the effects that change the weight of the item. | As an interesting side note, you can use the enchanter to rename an item | without enchanting it. Simply select the item in the enchanting window, | change the name, and click Make Item. Because you didn't add any effects | there is no cost, but it still renames the item for you! Power: Description: ------------------------------------------------------------------------------- Cast when used Here you may select a premade spell for the item to cast on command; unfortunately, you cannot select a custom spell. This is a good way to gain access to spells in schools you are not very good at. Cast when held Just like above, except the spell remains active for as long as you are wearing the item. Giving yourself permanent spell reflection (Shalidor's Mirror is the spell) or levitation can be very nice. Remember that your item is constantly deteriorating while its effect is in use, so only wear the item when needed. Cast when strikes As above, except the spell is cast on your enemy each time you strike them with the item. Obviously, this is for weapons only. Note that if you enchant a bow with this power, each arrow will carry the spell. This can easily make your weapon ridiculously powerful. Just remember to carry a mundane sidearm, as you don't want to waste your enchantment on easy critters like rats. Extra Spell Pts During season, moon phase, or near creature type. Your maximum amount of magicka will be expanded under the chosen condition. As far as I can tell, the seasons are the only ones that work, so don't bother with the other options. This power is the best way to get more magicka. Potent vs Undead, Daedra, Humanoid, or Animals. This will make the weapon more effective when doing battle with the selected creature type. This can help take down the more powerful creatures such as undead and daedra. Regens Health All the time, in sunlight, or in darkness. This functions exactly as the Regenerate Health advantage, except it is only in effect while you are wearing the item. Vampiric Effect At range or when strikes. When Strikes will steal the enemy's health and give it to you each time you hit them. Unfortunately, to my knowledge, the At Range power doesn't work at all. Heal yourself while hurting your enemy? Yes, thank you, that would be nice. Increased Weight 25% or 50%. Increases your encumbrance level by the Allowance selected percentage. Being able to carry more loot is always a plus! Repairs Objects The item will slowly repair items in your inventory, one at a time. The mending is slow, but if you have multiple items with this power, they can really add up; you can even stack this power multiple times on a single item! This power can even repair artifacts. Keep in mind that enchanted items wear faster than normal, and if they ever break, they are destroyed completely. Also note that you cannot repair magical items by taking them to a blacksmith. *** This is the ONLY way to repair magical items! *** Also, in order for this effect to work at all, you'll have to edit your game files. You see, the developers decided that this power was unbalanced--too powerful--so they disabled it. Well, in order to reenable it, all you have to do is open up the Z.CFG file in your base Dagger directory, and add the line "magicrepair 1" to it. Because magical items are destroyed when they break, this can save you the trouble of having to replace an enchanted item because it wore out. Absorbs Spells This acts similar to the Spell Absorption advantage in character creation. The plus for this power, however, is that you can easily take it off when you are full; this will protect you from overloading you magicka. Enhances Skill Any skill. The chosen skill is boosted while you wear the item. Note that with this power, your skills can exceed 100 points! It is important to note that, if you have over 100 skill in a school of magic, ALL spells from that school will cost only 5 points of magicka--no matter how strong the spell. If you can raise a school above 100 points with this effect, you will be able to cast spells so powerful it'll feel like you're cheating. Feather Weight A favorite of mine, this reduces the weight to 0.25 kg. This is especially good to use on heavy weapons and armor, as it will free up a lot of your weight allowance. It's such an inexpensive power, really, that you can't go wrong by adding it to every item you enchant. This is always in effect; the weight is changed permanently. Strengthens Armor This item will improve your armor rating. Each piece of armor is enhanced by 5 points--which effectively turns Elven armor into Daedric. That's nice! Improves Talents Hearing, Athleticism, or Adrenaline Rush. This will NOT give you the equivalent of the Advantages of the same names; however, if you already have the talent, then supposedly this will make it better. But who cares? They really aren't that useful anyways. Good Rep with Commoners, Merchants, Scholars, Nobility, Underworld, All. Choose to have the item make you more popular with one or all of the major reputations. This can help you get into guilds, get better prices, etc. But otherwise it really isn't all that helpful ------------------------------------------------------------------------------- Side Effect: Description: ------------------------------------------------------------------------------- Soul Bound If you have a filled soulgem, you may add it to your item. This will often add both positive and negative effects to your item, and the effects added reflect the creature that was channeled into the item. You can purchase filled soulgems from certain guilds, or you can trap your own if you have an empty soulgem and the soultrap spell. An interesting thing to remember is that if the item ever breaks, the soul of the creature will be released; of course, it's understandably irritated with you for stuffing its essence into an item, and it will attack you. So not only did your epic magical longsword of death just shatter on you, but it released an angry ancient lich that's looking for payback! Item Deteriorates All the time, in sunlight, or in holy places. Just remember this: the decay only takes place while you are holding the item. If you have to go to a temple, just unequip the item, and it won't take an damage. User takes Damage In sunlight or holy places. As above, you'll only take the damage if you are holding the item in the chosen condition. If the item is to be used in dungeons, which are neither holy or in sunlight, then this won't hurt you. Just take it off before stepping outside. Health Leech Whenever used, unless used daily/weekly. The item will hurt you each time you use it, or if you go too long without using it. Needless to say, putting Whenever Used on a weapon is a bad idea! In the case of going too long without using the item, the damage dealt will not heal until you use the item again. And again, this only functions while you are wearing the item. Bad Reactions from Animals, Humanoids, Daedra. Makes it harder to use your language skills on the specified creature type. But, why are you using language skills to begin with? Extra Weight Increased the weight of the item fourfold. Obviously, this is a bad idea to use on weapons and armor, as they tend to be heavy to begin with. This is always in effect; the weight is changed permanently. Weakens Armor Decreases the armor rating of each piece of armor you wear by 5 points, to a minimum of zero. Bad Rep with Commoners, Merchants, Scholars, Nobility, Underworld, All. This will make you unpopular with the selected faction. Of course, as with all other enchantment effects, this only functions while you are wearing the item. If you are in the bottom of a dungeon, who cares if nobody likes you? ------------------------------------------------------------------------------- =============================================================================== || V - Guilds 030 || =============================================================================== Ah, guilds. Pretty much every character you make will want to join a few guilds. They are the path to quests and adventure, and to services you cannot get anywhere else. There are many different guilds: Mages Guild Fighters Guild Thieves Guild Dark Brotherhood Temples (one for each Divine) Knightly Orders (one each for most kingdoms) You may only join one temple and one knightly order, so the maximum number of guilds you can be associated with is six. =============================================================================== || V.1 - Membership and Advancement 031 || =============================================================================== Reputation is important, and so are your skills. In order to join a guild, you must have a reputation with them that is greater than zero, and also have at adequate experience with at least two guild-favored skills. Often, this skill requirement is not an issue, not for joining the guild, at least. Also, to advance in the guild, you must increase both your reputation and your skills to sufficient amounts before they'll promote you. Unfortunately, there is no way to see your current reputation in game, nor can you see what the skill requirements are for your next promotion. Rep 1st 2nd Rank: Req: Skill: Skill: ----------------------------- 0 0 22 4 1 10 30 8 2 20 38 12 3 30 46 16 4 40 54 20 5 50 62 24 6 60 70 28 7 70 78 32 8 80 86 36 9 90 94 40 ----------------------------- You begin at rank 0, so the requirements listed there are to join the guild. As you can see, for each promotion you must increase your Rep by 10, your highest skill by 8 and your second highest skill by 4. Don't forget that you cannot advance until one month has passed since your last promotion. * Nonmember quests If your are ineligible for admission into a guild because of insufficient reputation, you may choose to do a nonmember quest. If you complete the quest, your rep with the guild will increase a little; however, you don't get as much rep as you would for a member quest, and there is usually no other sort of payment. Once you get your rep high enough (that is, zero or above), then they will allow you to join. If it is your skills that are insufficient, well, then the only thing you can do is go out in the world and practice the skills on your own. Once they are high enough, go back and see if they'll accept you. =============================================================================== || V.2 - Quests and Reputation 032 || =============================================================================== Taking quests from your guild is both good for you and good for the faction. By doing them a favor, your guild rep will increase, and you'll probably come across some decent treasure while your doing the job. When you ask for a quest, they will give you a short description of what the quest will entail (going to a dungeon or a town, or what you'll have to kill, etc.); you'll always have the option to refuse the quest--and refusing a quest carries no consequence whatsoever. If you don't want to go hunt down rogue imps again, then just see what other jobs he has available. The quests are randomly generated through templates, so you'll never run out of things to do. Even if the guild questgiver says there's no work available, just ask him again and he'll likely come up with something. Completing a quest nest you 5 points of rep; failing a quest will cost you 2 points. A few tips: 1. Almost all quests have time limits, so don't take to long. You have to complete your objective AND report back to the questgiver in the time allotted. The time you're given may seem like a lot, but travel and resting in dungeons can eat up a lot of time. 2. Don't take too many quests at once; you simply won't have enough time to complete them all. Stopping for a quick in-town quest, such as to clear out a rat infestation for the Fighters Guild, while on your way to another quest location is fine--but never take more than one dungeon quest at once. 3. Learn which quests you enjoy the most. It doesn't matter whether you're crawling around a dungeon for days on end searching for a vampire ancient, or whether you just guarded a tranced wizard for 3 hours--you'll get the same amount of rep for the quest. Also, some quests always pay in gold, and some quests always pay in items. The Mages Guild in particular has a few quests that always pay in an enchanted item of some sort. 4. Always save your game before accepting a quest; furthermore, use a different save slot for your character until that quest is finished. That way, if the quest is too difficult or ends up glitching itself into oblivion, you have a clean save from before you even accepted it. * The effect of time Over time, your rep with each and every faction will slowly normalize to zero, which is neutral; the rate is one point per month. If you abandon your guild for too long, you can find yourself demoted or even expelled because your rep has decreased too much. For this reason, it's always a good idea to stop in with your affiliations and do a job for them every now and then. Because a single quest will get you 5 points of rep, doing one quest will give you a 5-month buffer before your rep begins to decrease. =============================================================================== || V.3 - The Factions 033 || =============================================================================== And now we can go into detail over the various factions. Here you'll see what factions offer which services and, more importantly, which services are the best. * The Mages Guild Obviously the best guild for all spellcasting characters, access to the spellmaker alone makes this guild an essential choice for anyone who plans on using magic. At higher ranks, you can gain access to the Item Maker, which will allow you to enchant your items with an abundance of awesome effects. Also, the Mages guild offers Teleportation--instantaneous travel to any location in the game--to its highest ranked members. Quests for the Mages guild vary from dungeon crawls to town deliveries to guard duty. There's something here for practically any character type. Rank: Title: Service added: ------------------------------------------ 0 Apprentice Spellmaker 1 Journeyman 2 Evoker Guild library 3 Conjurer Buy magical items 4 Magician 5 Enchanter Item Maker 6 Warlock Daedra Summoning 7 Wizard 8 Master Wizard Teleportation 9 Archmage ------------------------------------------ Guild Skills: the six schools of magic. * The Fighters Guild The Fighters Guild and the Fighters Trainers (found in Sentinel) are the same guild. They are local mercenaries that hire out to do middling jobs for the townsfolk--the bigger and more dangerous quests are delegated to the local knightly order. Most quests are in town, and usually involve infestations, wild animals, and escort quests; there are still some dungeon quests, of course. Services include free room at any guildhouse, training, and also a blacksmith who will repair your items at a reduced cost. You do not gain access to any new services as you rise through the ranks of the guild; however your pay is affected by your rank, so higher ranked members will make significantly more money for each job they do. Rank: Title: -------------------- 0 Apprentice 1 Journeyman 2 Swordsman 3 Protector 4 Defender 5 Warder 6 Guardian 7 Champion 8 Warrior 9 Master -------------------- Guild Skills: Archery, axe, blunt weapon, giantish, long blade, orcish, and short blade. * The Thieves Guild Entry into the Thieves Guild is by invitation only. After you commit a number of thefts, be they successful or unsuccessful, you may be contacted by the guild. You see, the Thieves Guild does not tolerate freelance thieves; you must either join them or suffer their wrath--that is, the guild will send thugs after you every now and then. If you decide to join, you will undergo a simple test; if you complete the test, they will admit you into the guild. Being a member of the guild carries several perks. The most important of which is that any time you are arrested for theft, there is a chance that the guild will pay off the judge to let you off free. They will also give you maps t dungeons for you to explore and loot. The spymaster is a special NPC who will always have information on any rumor you are interested in. Thieves Guild quests are all in-town quests; not a single quest involves a dungeon, which is probably why they give you maps when you rank up. Rank: Title: Reward/Service: ------------------------------------------- 0 Apprentice Dungeon map 1 Journeyman 2 Filcher Buy magical items 3 Crook 4 Robber Access to Spymaster 5 Bandit 6 Thief Dungeon map 7 Ringleader 8 Mastermind Dungeon map 9 Master Thief ------------------------------------------- Guild Skills: Climbing, backstabbing, lockpicking, pickpocket, short blade, stealth, and streetwise. * The Dark Brotherhood The assassins guild is also by invitation only. If you murder a few innocent civilians, the Dark Brotherhood will contact you. Freelance assassins are not tolerated; you must join the guild or be marked for death--that is, they will send trained assassins after you every now and then. Like the thieves guild, you will be tested before admission. If you are arrested, there is a chance the guild will threaten the judge to let you off free. Also, each time you are promoted in the guild, they will reveal a dungeon location on your world map. The soulgem dealer is supposed to let you buy and sell soulgems, ala a black market; unfortunately, you can only buy the soulgems, which are useless unless you also have access to the Item Maker. Interestingly enough, you are just as often sent after freelance assassins as you are hired for a true assassination. Most quests involve dungeon crawls, however there are a good handful that are in towns. Rank: Title: Service added: ----------------------------------------- 0 Apprentice 1 Journeyman Buy potions 2 Operator 3 Slayer Potionmaker 4 Executioner 5 Punisher Buy soulgems 6 Terminator 7 Assassin Spymaster 8 Dark Brother 9 Master Assassin ----------------------------------------- Guild Skills: Archery, backstabbing, climbing, critical strike, daedric, destruction, short blade, stealth, streetwise. * Temples There are eight different temples, one for each Divine. Each temple is a separate faction; you may only join one temple. There are also Temple Knights, military arms of the temples, which are the same as the temple they serve. Temple quests involve dungeons and towns, and each of the different temples has one unique quest they offer in addition to the standard ones. Each temple offers different services and at different ranks, so choose carefully. All temples will cure diseases for members and nonmembers alike. Most temples also accept donations, which grant you a blessing to certain things; the magnitude is based on your rank, and the duration on the amount of gold given. Temple: God of: Blessing: ------------------------------------------ Akatosh Time Speed Arkay Birth and Death None Dibella Beauty Luck Julianos Knowledge Intelligence Kynareth Air Endurance Mara Love Personality Stendarr Mercy Legal Rep Zenithar Commerce Mercantile ------------------------------------------ Some temples also grant you special bonuses for being a member: 1. Akatosh will increase your travel speed slightly. 2. Arkay will cure your diseases cheaper. 3. Kynareth will allow you to hold your breath longer underwater. 4. Mara will improve your disposition toward the opposite sex. 5. Stendarr will, on occasion, save you from a killing blow. The following table will lay out when each temples offer their services, with the following abbreviations: HW/Heal Wounds: Speaking to any service provider in the temple will heal you. BP/Buy potions: You may purchase potions. PM/Potionmaker: You gain access to the potion maker. MI/Magical Items: You may purchase magical items. (Julianos only!) IM/Item Maker: You gain access to the Item Maker (Julianos only!) BS/Buy Spells: You may purchase spells. (Kynareth only!) SM/Spellmaker: You gain access to the spellmaker. (Kynareth only!) SG/Soulgems: You may purchase soul gems. DS/Daedra Summoner: You gain access to the daedra summoner. Rank: Title: Aka Ark Dib Jul Kyn Mar Ste Zen ------------------------------------------------------------------------- 0 Novice HW HW 1 Initiate HW BP BP HW HW BP 2 Acolyte HW HW BP BP HW 3 Adept MI BS 4 Curate BP PM/SG SG SG 5 Disciple PM PM IM PM PM 6 Brother SM PM 7 Diviner DS DS DS DS DS DS DS 8 Master DS 9 Patriarch ------------------------------------------------------------------------- As you can see, Julianos is the only temple to sell and make magical items, and Kynareth is the only temple to offer spells and spellmaking. The right temple can offer access to the services you want sooner than usual, so choose wisely. * Knightly Orders And finally we get the knights guild. Like temples, there are many different knightly orders, and you may only join one of them. Each order is specific to a certain kingdom, so if you plan on joining one, you'll probably want to make that kingdom your home. Essentially, however, the orders differ only by name. They all offer the same services and at the same ranks, and offer the same quests--which, by the way, do not pay at all. You're a goody knight, remember? "Doing a good deed is its own reward" and that sort of crap. Knight quests are all dungeon crawls, and often involve more dangerous creatures than your standard fare. There are remarkable benefits to being a knight, of course. You'll never pay for a room in any tavern in the kingdom of your order; this honor eventually extends to all inns in the game, and for ship travel as well. Also, you'll get a free piece of high quality armor each time you rank up--and upon reaching the highest rank: a free house. Awesome! Finally, remember that Knightly Orders offer Artifact quests in addition to their standard missions. Rank: Title: Bonus: --------------------------------------------------------- 0 Aspirant No room charge in home kingdom 1 Squire 2 Gallant Free armor each rank begins now 3 Chevalier 4 Keeper No room charge at any tavern 5 Knight Brother 6 Commander No charge for ocean travel 7 Marshal 8 Seneschal 9 Paladin Free house --------------------------------------------------------- Guild Skills: Archery, critical strike, dragonish, etiquette, giantish, long blade, medical. =============================================================================== || VI - Dungeons and Adventure 034 || =============================================================================== Most of your quests and adventures will involve dungeons. Understand now that dungeons in Daggerfall are not to be taken lightly; they are expansive labyrinths filled with all manner of twisting paths, monsters, levers, and secret passages. You will get lost--and often. So make sure you are well prepared before you enter that dungeon. A few good things to remember are: 1. Travel light. Stuff anything you don't need into your wagon. The less gear you carry around, the more loot you can hold. Remember that gold also has weight; it's a good idea to deposit your cash into a your account or make a letter of credit before adventuring. 2. Once inside, you can only access your wagon by clicking on the dungeon exit. This can be useful, as you can return to the entryway and dump any excess loot you've collected and lighten your load, all without exiting the dungeon. 3. If you do exit the dungeon, it will reset. The layout will be the same, of course, but all the monsters and loot will respawn. Also, your quest target will be relocated. 4. Any treasure you dump on the ground will stay there until either you come back for it or you exit the dungeon. You can use this to leave yourself a trail of breadcrumbs, such as to mark passages you have already explored. Of course, the trail of corpses you leave in your wake will do the same thing. 5. Don't forget to leave a teleportation anchor near the dungeon exit. It is often better to put it there rather than back in town; that way you can easily return to the exit and dump stuff in your wagon without actually leaving the dungeon. Don't forget that after you teleport, the anchor is erased. =============================================================================== || VI.1 - Combat 035 || =============================================================================== Combat is done by holding down the right mouse button and moving the mouse around; you are effectively swinging the weapon with the mouse. This is both entertaining and adds some strategy to the combat system, because the direction you move the mouse determines which attack you perform. The attacks vary on their chance to hit and their damage output. Attack: Chance to hit: Damage: -------------------------------------------------- Horizontal cut average average Diagonal slash lower higher Downward chop lowest highest Forward thrust highest lower -------------------------------------------------- If you are having trouble hitting an enemy, you may want to try more cuts and thrusts, whereas easier to hit enemies may warrant more slashes and chops. If you hit someone especially hard, you will usually knock them back a few feet. If they strike a wall, they will take extra damage. You can even do this with bows. Knocking people over ledges is hilarious. Also, note that once you get close enough to hit an enemy, they will usually wait a second or two before attacking you--and you can tell when they are about to attack because they will usually change their stance right before striking. Because of this, it is an excellent tactic to keep moving in and out of range of your enemy. Move in, take a few swings at them, and then back away before they can attack; when you close in again, they'll have to wait a second or two again before they attack you. If you keep doing this correctly, they'll barely have a chance to hit you. =============================================================================== || VI.2 - Tips on Navigating Dungeons 036 || =============================================================================== Dungeons can be confusing; luckily, you have a fully three-dimensional map at your disposal. It can seem burdensome to use at first, but once you get the hang of it you can see just how helpful it really is. First off, the micromap. The micromap is the small cluster of yellow pixels in the top-left corner of the map screen. That is a very small representation of the entire dungeon. The red dot is your general location, and the blue dot is the general location of the dungeon exit. This can be very useful to you if you get lost and cannot find your way back to the surface. The main map screen shows the layout of the dungeon--as much as you have explored, that is. By using the buttons along the bottom of the screen, you may move and rotate the map; because dungeons are very three-dimensional, and have rooms and corridors on top of one another, you'll often have to use the stair buttons to raise the camera up or down to view the various floors. You are represented by a red arrow, which points in the direction you are facing. The grid button on the left toggles the camera between showing the map from the top or from the side. The top-down camera is the best, as it is the easiest to use; I wouldn't advise bothering with the side-view camera at all. * Secret Doors Secret doors are rather common on dungeons, and can be found in both rooms and corridors. You can often notice them by the way their texture is mismatched with the rest of the wall; however, some secret doors blend in perfectly. Don't fret, though: even if the door fools you, it cannot fool your map! Check your map frequently to see if you have missed any secret passages. =============================================================================== || VI.3 - The Infamous Void 037 || =============================================================================== Daggerfall has a reputation for it's numerous glitches--it's true, although the instability of the game is often exaggerated. With the latest patches (version 1.07.213), the glitches are few and far between. That is, except for the Void. The most well known and oft encountered glitch in the game, it's best you know about it now. You may, at some point in your adventuring... fall through the floor. Or perhaps you may be jumping up a flight of stairs or an incline and manage to launch yourself through the ceiling. Whatever the case, you are in the Void! The Void is the space that lies outside the actual game area. The Void can be deadly; the Void can also be useful and entertaining. A few Void facts: 1. You can only enter the Void from an inside area; that is, inside a dungeon or building. Most of the time, you'll be in a dungeon when the Void claims you. 2. If you fall into the Void, you can die easily. Usually, this comes from falling too far--if you fall to the bottom of the Void (if there could be such a thing), the game will pop you back up to the place you were last standing; you will then, of course, take all that lovely fall damage and die. 3. While in the Void, the dungeon walls are still solid; you cannot pass through them. This means that you can walk around on the ceilings. Unfortunately, this also means that it is difficult to return to the dungeon proper. More on this later. 4. You can see through walls, ceilings, and floors that are not facing you. This means you can easily see all the secret passages and inhabitants of the dungeon--very nice if you are searching for a particular creature. You can also shoot arrows at anyone you can see! Ranged spells will still strike the walls; however, an area-based spell will still hurt anyone nearby. Don't forget about levitation! You can levitate while in the Void, and floating around outside the dungeon proper is a great way to scope the place out. Also, Depending on the task, it is entirely possible to do a quest from within the Void. So, you want to enter the Void on purpose? Be my guest, although there really isn't a foolproof method of Voiding yourself. There are, of course, some actions that tend to do the job: Running and jumping while ascending a staircase or steep incline often leads to launching yourself through the ceiling. Also, jumping and climbing up dungeon walls sometimes does the trick as well. * One somewhat reliable method that I have found is to find an elevator. As you ride it upwards and it nears the top, start running at the wall that the passage will leave from; you will often run under the floor and fall into the void. Just be sure to have a levitation spell handy; you don't want to fall to your death! The main trick to navigating the Void is, well, getting back out--or in, depending on how you look at it. Since you cannot just walk through the walls, you'll have to find another way to return to the dungeon proper. As with entering the Void, there is often no reliable method of leaving either. What you have to do is just search around for what looks like a weak spot in the dungeon geometry; places like staircases, or even the door thresholds can sometimes be squeezed through. Try different angles; reentry through the floor or ceiling is often best. Jump, climb, levitate, duck, anything you can do to trick yourself back into the dungeon. * One reliable method that I have found is to levitate up through the floor of a staircase. Find a staircase and point yourself into the bottom of its slant. Levitate upwards and move forward, and you'll often pop right back into the dungeon. Sometimes doing this while ducking can help. * Also, if you duck and then levitate up under a floor, when you stand up your head will pop through the floor. You often cannot get any further into the room, but this will allow you to interact with objects in the room from the Void. If you can use this to click on the dungeon exit, then you will be free! Of course, the best method to getting out of the void is to teleport back to the anchor you no doubt placed at the dungeon entrance. * The developers did include in one of the patches a method to save yourself from the Void: ALT+F11. What ALT+F11 does is move you back to where you last stood. If you press it enough, you can retrace your steps enough to get yourself back inside the dungeon. Do note that if you just loaded your game and press ALT+F11, the game will not know where you last stood, and will place you at the dungeon entrance. =============================================================================== || VI.4 - Bestiary 038 || =============================================================================== Remember that each creature has a unique sound they make. As you wander through a dungeon, pay attention to the sounds you hear; if you can identify the monster before you see it--or more importantly, before it sees you--you'll be better prepared. There is an exception to this, of course: normal humans make no sounds whatsoever, save for those that come from hacking you to pieces--so always be on the lookout! The creatures are organized by type. While this arrangement should be obvious for most enemies, do note that there really isn't any concrete information on which category a few of these creatures belong to. For example, centaurs and the werecreatures could fit into either animals or humanoids, depending on how you look at them. And gargoyles, well, I know they aren't undead! So just realize that the organization here may not be entirely correct--nobody really knows for sure how they all fit together. * Animals * ------------------------------------------------------------------------------- Rat These obese little rodents will be the least of your troubles. They are known to carry diseases, however, so don't let them munch on you for too long. Bat Flying rats, really, and not much else of interest. As with other flying creatures, they have a tendency to fall through the floor and die--which is humorous. Grizzly Bear Not as dangerous as they look or sound, bears hit rather hard but go down very easily. Sabertooth Tiger Same story as the bears, although they hit slightly harder, and move faster. Nothing a good sword in the pelt won't fix. Imp Extremely dangerous to low level characters, imps favor shock spells and require steel or better weaponry to hurt. Ranged weaponry is best used to kill them without getting close enough to get shocked. Spider These annoyingly deadly critters can paralyze you; fortunately, they hit very slowly. Be prepared with a Free Action spell and it will be far less a threat to you. Scorpion Same story as the spider, however scorpions hit a lot harder, and their paralysis is stronger. Dragonling They have a mighty roar and just love to fireball people to death. These are quite rare to come across, but if you know you're to come up against one, you should invest in a serious Resist Fire spell. Dreugh Underwater creatures, the dreugh have no spells or anything special to look out for--other than the inherent danger that comes with battling someone underwater. Lamia Looking like mermaids gone horribly wrong, lamias do not pose any special threat. Slaughterfish Slaughterfish are only dangerous because they tend to hunt in packs and attack rather quickly. Centaur They have a decent amount of health and hit pretty hard with their spears. Harpy Oh, I hate these things! They hit hard and frequently, and have a lot of health--and they require dwarven or better weaponry to hurt. They are also very fast and difficult to outrun. * Humanoids * ------------------------------------------------------------------------------- Humans Humans are some of the most dangerous foes you will meet. They come in every available premade class, from burglars to knights to sorcerers and everything in between. The warrior types are the easiest, as they attack slowly and are easy to dodge. Rogue types are dangerous, as they attack quickly and some of them can paralyze you. Mage types have a variety of spells at their disposal, but will go down rather easily. They make no noises, and thus can easily surprise you. Humans also continue to scale to your level. Whereas other creatures will remain roughly the same throughout the game, humans will continue to grow more powerful as you do. At all levels, they can pose a serious threat. Of course, they also carry the most treasure, so never hesitate to lay waste to one! Orc These three are simple warriors, each one slightly more Orc Sergeant powerful than the one before. They pose no serious threat; Orc Warlord however, they do often carry a lot of loot, on par with humans. Orc Shaman The orcish shaman, on the other hand, is a serious and terrible foe. They cast a variety of destructive spells, often ranged, and also enjoy turning themselves invisible. Your best method of attack is either to sneak up and kill them quickly, before they can cast anything, or to hide behind a corner and try to lure them into wasting their spells by trying to blast you. Another tactic is to use a Spell Reflection spell, and let karma do the rest. Silence is also a good spell. Atronach Atronachs are elemental golems created by wizards. They come in four varieties: Fire, Frost, Flesh and Iron. Watch out, because certain elements will not only deal no damage, but they will actually heal the atronach. For the fire and frost atronachs, the element in question should be clear; flesh atronachs like poison-based spells, and iron atronachs enjoy a good shock spell. If you come up against an atronach, be sure to avoid using spells of their preferred element. Also, their attacks deal elemental damage; having resistance to their element can make the fight easier for you. Nymph Interestingly enough, Nymphs do not actually deal physical damage. They only harm your fatigue. Of course, if they reduce your fatigue to zero, you pass out and get eaten. Regardless, these naked, giggling girls don't pose any serious threat. They do require silver of better to harm, though. Spriggan These tree creatures are an odd sight in a dungeon. They cast no spells, relying on their wooden claws to kill you. Supposedly, spriggans must be killed three times before they die permanently, but it always seems that once does the trick. Spriggans are very difficult for low level characters, as they are hard to hit and can absorb a lot of damage. Giant As you would expect, they move slowly and hit very hard. Best to either kill them at range or be fleet of foot and attack them while moving in and out of range of their attacks. Werewolf Ah, the lycanthropes at long last. These cursed creatures move Wereboar rather quickly and hit pretty hard. Each hit also carries a chance of contracting their disease--more on lycanthropy later. Be sure to monitor your health after an encounter with these creatures; if you start having odd dreams, best to get to a temple post haste! As per most legends, they require silver or better weaponry to harm them. Gargoyle Just what is a gargoyle? They require mithril weaponry to hurt --like the daedra, however the daedric language skill has no effect on the gargoyle. Being clearly not undead, it must be an animal or humanoid. Ah well. Regardless, other than the steep material requirement, the gargoyle possesses no interesting or dangerous talents. * Undead * Remember that only Blunt weapons deal full damage to Undead creatures; all other weapons deal only half damage. ------------------------------------------------------------------------------- Skeletal Warrior All undead are dangerous enemies, but the skeletal warrior is the least so. All he'll try to do is whack on you with his axe. He does have a pretty terrifying howl, though! He can be quite difficult for low level characters. Zombie Not only do they make the creepiest noise, but zombies also have a ton of health and hit VERY hard--but also very slowly. These guys are not to be taken lightly. They also carry diseases. Mummy Mummies aren't all that powerful in terms of combat prowess, but they do carry all kinds of diseases. Count yourself lucky if you get in a fight with one and don't come out of it with mummy rot or some other deadly illness. Ghost Ghosts require silver or better weaponry to hit, and they love to paralyze hapless adventurers. Be sure to have a Free Action spell active before getting too close. Wraith Wraiths also require silver to hurt, and can dish out a lot of damage. The most annoying thing about wraiths and ghosts is that they are so hard to see! Vampire She (yes, they're all female, go figure) tends to hit slowly, but rather hard. Vampires also have a few spells at their disposal, but nothing all that dangerous. Of course, each time she hurts you, there's a chance you'll catch Vampirism--more on that later. Silver or better. Vampire Ancient All the normal vampires are female, and all the suped-up mega vampires are male. Misogynist much? Regardless, the vampire ancients are up in the top four most dangerous monsters in the game, and for very good reason. They move and attack quickly and deal out a lot of damage. And they can blast you to bits with spells, if they so desire. Also, Any weapon less than mithril will just bounce right off. Lich Liches are powerful undead spellcasters, so any tactics that apply to spellcasters will work here. Just be forewarned that liches, and their more powerful kin, have this odd tendency to blow themselves up with their own spells. As hilarious as that is, be careful not to let them blow you up either, as their spells are more than potent enough to do the job. Mithril or better is required. Ancient Lich Just as vampire ancients are more powerful than normal, so are the ancient liches. More firepower, so they can blast you--and themselves--to tiny bits all the easier. As with most blasting spellcasters, a little spell reflection will usually do the trick. Mithril or better. * Daedra * All Daedra require mithril weaponry or better to harm them. ------------------------------------------------------------------------------- Daedroth The least worrisome of the daedra, Daedroth still pack a punch. They also cast a few spells if you are too far away, so close in quickly and make them use their axe instead. Fire Daedra A resist fire spell would be an obvious help with this enemy, as they love to cast fireballs at you. They do well in melee and have a decent amount of health. Frost Daedra Believe it or not, the frost daedra are significantly more powerful than their fiery kin. They hit a lot harder, although the same tactics apply. Daedra Seducer These daedra start out as beautiful and seductive (and scantily clad) women--but after a few hits they will turn into their true form, which is winged and even less clad than before. They'll put up a good fight. Daedra Lord And here we have it, arguably the most dangerous creature in the game--right up there with ancient liches and vampire ancients. Lords have a lot of health, deal loads of damage, and have an assortment of spells to blast you with. As with most spellcaster/warrior hybrids, the Daedra Lord will cast spells at range before closing in for a melee battle. ------------------------------------------------------------------------------- For reference, the material requirements for creatures go like this: Material: Harms: --------------------------------------------------------------------- Iron Steel Imp Silver Ghost, Wraith, Nymph, Werewolf, Wereboar, Vampire Elven Dwarven Harpy Mithril Gargoyle, All Daedra, Lich, Ancient Lich, Vamp Ancient Adamantium Ebony Orcish Daedric --------------------------------------------------------------------- Enemy Spellcasters can cast the following spells: Spell: Element: ---------------------------- Bayna's Antidote Energy Leech Magic Fireball Fire Fire Storm Fire Free Action Ice Bolt Frost Ice Storm Frost Invisbility Lightning Shock Paralysis Magic Shock Shock Silence Magic Spell Shield Toxic Cloud Poison Wizard's Fire Fire Wizard Rend Magic ---------------------------- =============================================================================== || VI.5 - Diseases 039 || =============================================================================== Diseases in Daggerfall are no laughing matter. These aren't like the diseases in other games where they sap your Strength by a whole 5 points or anything weak like that. No, these diseases can kill you, and often will if you do not seek help quickly. If you contract a disease, you won't know it right away. Hours or even days later, you'll get the "You feel somewhat bad..." message, which should clue you in that you're sick. Press "I" to check your health condition, and it should say you're either poisoned or diseased; if you are diseased, it will tell you what disease you have and what it does. Most diseases will damage one or more attributes or your health, slowly ebbing your life away until you die from it--because if any of you attributes reach zero, you're toast. Most often, you won't die while adventuring; you'll croak on the way home. Traveling is rough on you in your fragile state, and the trip can often be fatal for the diseased. The longer the trip, the more dangerous. If you contract a disease, you can take care of it with a Cure Disease spell or potion, or you can go to a temple ad pay for a cure. Spells and potions are nice and portable, but they are not 100% reliable. Your best bet is to make for a temple. Save before fast traveling! Travel to the nearest location that has a temple--any standard temple will do. Traveling cautiously is the safest, although if that takes too long and you die, reload that saved game and try a reckless pace. Remember that it's only a good chance that you'll die, not a guarantee; if you die, just keep trying. If worse come to worst and you simply cannot survive the trip to the nearest temple, then your only hope is to travel overland through the wilderness; walk there manually instead of using the fast travel system. You'll have to use the "I'm at" button on the world map to see your location as you travel; it's difficult to find a place manually though the pointless, randomly generated wilderness, because even if the map says your in the same pixel as the town, those pixels represent a large area! You can also try saving and attempting to fast travel after wandering a bit toward the town to see if you can survive a shorter trip. =============================================================================== || VI.6 - Vampirism 040 || =============================================================================== If you do battle with a vampire, you may contract vampirism; each attack they land on you will carry a chance of catching the disease. The next time you rest, you will be haunted by nightmares--this is to clue you in that you have the disease. If you do not get a cure within three days, you will die... ...and be reborn a Vampire! You will awaken to find yourself in a dungeon with all your possessions--you were dead; they buried you. Once you escape your crypt you will be free to roam the night, prey on the innocent, and all that jazz. A few things you should know: 1. You take damage from sunlight and holy places! It is not constant--the damage strikes about every five seconds--so it is possible to move around in daylight, hopping from building to building, and run your errands. Daylight shines from 6:00 to 18:00. This has a few implications. For one, you cannot fast travel during the day; fortunately, the developers were thoughtful enough to make it such that if you travel Cautiously, you will always arrive after sunset. Also, if you are eluding the city guards, taking sun damage will make the game think that you have been arrested--which can make your clean getaway more difficult. On the other hand, you're a vampire, so you may not care about your legal rep! 2. You MUST feed once a day, or you will be weakened. And by "weakened" I mean you won't be able to rest until you kill or hurt someone. Anyone will do-- innocent town NPCs, guards, animals, etc. Anyone with blood, and you just have to hurt them once and you'll be fine. 3. Every now and then you'll be ambushed by vampire hunters. No hard feelings, of course, it's all just business. They won't pose much of a threat, but they do tend to hunt in groups and to stage multiple attacks. 4. And this one is important: All your guild affiliations will be lost! You died, remember? You can rejoin them, of course; fortunately, one month after rejoining a guild, your previous rank will be restored. Do realize that you will NOT be able to rejoin the Thieves Guild or Dark Brotherhood. This is due to the way you join them--by invitation only, and you only get one per character. If you wish to be a member of these guilds as a vampire, you MUST ensure that you are invited to join the guild AFTER your transformation. That means no murdering or thieving until you are successfully a member of the blood-sucking population. There are, of course, perks to being a creature of the night. They are: 1. Your get +20 to all your attributes (except Intelligence) to a maximum of 100. WOW! As far as attribute bonus points are concerned: you just leveled up 28 times. 2. You also get +30 to the following skills: Stealth, Running, Jumping, Climbing, Hand to Hand, and Critical Strike--and these CAN go over 100. 3. Furthermore, you'll get extremely cheap versions of Levitate, Charm Mortal, and Calm Humanoid spells added to your spellbook. You will also gain additional spells depending on the area where you were afflicted with vampirism. 4. You are rendered completely immune to disease and paralysis. So you can see that being a Vampire has some serious advantages along with some serious side effects. Being cut off from the daylit world can make shopping and some guild relations difficult, but it does open up a whole new side to the game for you to enjoy. --- Getting Cured: OK, so you're tired of being a vampire; maybe it just wasn't all it was cracked up to be. Whatever. There are two ways to stop cure yourself: 1. Sometimes the vampire hunters will offer to cure you; do the quest and you'll be fine and living again in no time. 2. One of the quests you can do for Witch Coven involves you delivering a certain potion--that potion will cure both vampirism and lycanthropy! Take that lovely draught for yourself and drink to your health. =============================================================================== || VI.7 - Lycanthropy 041 || =============================================================================== The other special disease is Lycanthropy. With this condition, you can shapeshift into a ferociously powerful beast and wreck havoc on the populace and your enemies. There are two werecreatures you can turn into: a werewolf and a wereboar. They have all the same properties and the form you get depends on the creature that gave you the disease. The wereboars look and sound stupid, so be sure it's a werewolf that gives you the disease. As with Vampirism, you'll get a nightmare the first night after you get the disease, and if you do not cure it within three days, you will become a lycanthrope! Being a lycanthrope isn't quite as life changing as being a vampire: 1. You will change involuntarily during each night of the full moon. You will not be able to revert to human forum until morning. 2. You cannot use items or access your inventory at all while shapeshifted. This also means you cannot loot any bodies. 3. You MUST eat an innocent person each month or your maximum amount of health will be reduced to four hit points. Once you feed, your health will return to normal, so eat up! 5. Werewolf hunters, and they function exactly like the vampire hunters do. But there are the advantages: 1. You get +40 to Strength, Endurance, Agility, and Speed, to a max of 100. 2. You also get +30 to Running, Jumping, Climbing, Swimming, Stealth, Critical Strike, and Hand to Hand--and these can go over 100. 3. You cannot use weapons, but your claws are serious death dealers. 4. While shapeshifted, you can only be harmed by Silver or better weapons. On a related note, the city guards and all but the highest level monsters hit with nothing but iron or steel. This makes you all but invulnerable while shifted! Don't forget that magic can still hurt you, of course. 5. You will be given a spell called "Lycanthropy" which will allow you to shift to and from your beast form at will. You can cast it at any time--outside the nights of the full moon, of course. Being a lycanthrope can add a little pizazz to your game, and won't get in your way much at all--not nearly as much as vampirism. Seriously, the side effects are practically nothing at all, and you get some serious perks. Even the stat boosts alone are worth it; and as a plus, you can turn into a furry instrument of death any time you want. --- Getting Cured: Being cured of Lycanthropy is done exactly as for Vampirism, although the quest the hunters give you is different--and a little disturbing. =============================================================================== || VII - The Main Story 042 || =============================================================================== Ah, and finally we get to the main story of Daggerfall. To tell the truth, I don't even know why I am including the main story for this guide; the majority of people who play this game immediately ignore the main quest and run off to do their own adventuring, to make their own story for their character. And for the most part, they really aren't missing that much. You won't find any special items that you can't find elsewhere, nor will the main quest affect your guild reputations in any way--except negatively, if you abandon your duties to pay more attention to the main story. Of course, we'll tackle the main quest anyways. It has a very good storyline, interesting characters, and the only hand-crafted dungeons in the game. But for most people, the meat of the game is in doing their own thing; joining the guilds, doing some crime, and exploring the 99% of the gameworld that the main quest simply doesn't touch. If you watched the opening video, then you know that the Emperor has sent you to Daggerfall for two reasons: one, the more important task, he says, is to investigate the late King Lysandus's haunting of his former kingdom. Secondly, he also wishes you to learn the whereabouts of a certain letter of his that went missing. Unfortunately, your vessel is shipwrecked and you find yourself trapped in a landslide. You awaken to find yourself in a cave--the Privateer's Hold. We went over how to escape this dungeon in the Character Creation section of the guide. * I said this during character creation, but I'll say it again. In order to complete the main quest, You must be able to do one or both of the following: 1. Levitate, which is a Thaumaturgy spell, or 2. Jump and Climb well. * Do note that these quests are not linear; the main story is told through a few seemingly independent stories, which you can do in almost any order. * Many quests have level requirements, so if a particular person isn't giving you the time of day when they should be giving you a quest, go practice your skills and level up a bit. * Most people you will interact with throughout the course of the main quest will be located in the castles of each of the three main kingdoms of the Illiac Bay: Daggerfall, Wayrest, and Sentinel. If you speak to ANYONE in any of those castles and they offer you a quest--DO IT! It may be part of the main story, and if you refuse the quest, you may kill your chances of completing the story. For reference, the people to look out for are: Castle Daggerfall: Cyndassa, Mynisera, Queen Aubk-i Castle Wayrest: Princesses Elysana and Morgiah, Prince Helseth, Queen Barenziah Castle Sentinel: Prince Lhotun, Queen Akorithi The main quest is all too easy to botch up completely, so be careful! ------------------------------------------------------------------------------- 01. Meeting Lady Brisienna 043 Level Req: None Quest Req: None A few weeks after you begin the game, you will receive a letter from Lady Brisienna; she is another agent of the Emperor, and knows of your task. In her letter, she asks you to meet with her to discuss the current situation and where to begin your investigations. She'll give you one month. If you do not meet with her by the end of that month, she will send you another letter saying that she has extended her stay for one additional month, and she threatens to report your uncooperation to the Emperor if you do not meet with her. Keep in mind that if you refuse meet with Lady B, you will be marked a traitor to the Emperor, and you will be unable to continue with the main quest --as in, you lose! If you do plan on going ahead with the story, you must meet with this woman. The tavern she chooses to stay in is selected at random, but will be within the kingdom of Daggerfall. The gist of the meeting is that you should go ask around at the three main kingdoms of the bay--Daggerfall, Wayrest, and Sentinel--and see what they know. ------------------------------------------------------------------------------- This is where the story splits up. There are a few different ways to really begin the main quest, and they branch and reconnect as they go along. Some of the quests are even optional. Of the 24 quests for the main story, only 18 are absolutely required. Here's the basic breakdown: *** Part I - The Missing Letter *** 2. Morgiah's Letter 3. Cyndassa's Brother | | | | | | | 4. Finding the Courier | | | | +------>------>------>------+ | | | | 5. The Lich's Soul 6. The Letter Retrieved | | | | +------<------<------<------+ | | | | | 7. What is the Mantella? | | | End Part I *** Part II - Lysandus's Revenge *** 8. A Missing Prince | | +-----<-----+----->-----+ | | | | 9. The Painting 11. Seeking Medora | | | | | | | 12. Breaking the Curse | | | | | | 10. The Underking 13. The Dust of Restful Death | | | | +----->-----+-----<-----+ | | 14. Lysandus's Tomb | | | 15. Woodborne Hall | | | End Part II *** Part III - Numidium Reborn *** Part I Part II | | | | +--->---+---<---+ | | 16. The Totem | | | 17. Decisions | | | 18. The Mantellan Crux | | | The End *** Optional Quests *** 19. Blackmail --- OR --- 20. Elysana's Gift | | | 21. A Book for Barenziah 22. The Madness of Nulfaga | | | 23. Mynisera's Letters 24. Elysana's Trap ------------------------------------------------------------------------------- | *** Part I - The Missing Letter *** | ------------------------------------------------------------------------------- 02. Morgiah's Letter 044 Level Req: 3 Quest Req: None After you hit 3rd level, you should receive a letter from Morgiah, princess of Wayrest--actually, you should receive a number of letters, hers is one of them. She knows something of the Emperor's letter, and will give you that information if you do a task for her; get used to this sort of arrangement, nobody will give you information for free. Morgiah is up by the thrones with her cat. Her task is to deliver a letter to the King of Worms, a powerful necromancer and without a doubt the coolest character in the game. To find him, make your way to the Dragontail Mountains, which lie in the southeast corner of the world map. His lair is called the Scourg Barrow. When you enter the Scourg Barrow, you will find nothing but a small room with seven coffins; open the second coffin from your left to find the secret passage --well, secret pitfall is more descriptive. Because you'll have to come back out this way, be sure to leave a Teleportation anchor in this entry chamber if you cannot Levitate or Climb--of course, you could drop an anchor regardless just to make life easier. You will drop down into a passage that will lead to a room with a few zombies and many doors. Kill or avoid the zombies, and leave out the door to the left of the one you entered through. Follow this passage to the end, and through the door. If you take a left at the fork, you will find yourself in a cavernous passage. Follow the slope downward, and take the first right. The passage should quickly become paved, and you will find a passage and door to your left. Pick or bash open the door and try to not to freak out, for the King of Worms's lair is filled with no less than two Ancient Liches and a Vampire Ancient, along with a few scantily clad dancers and dudes with wicked halberds. Fortunately for you, they won't attack unless provoked. The KoW himself is up on the dais, next to the coffin. Talk to him and he'll give you a reply letter for Morgiah. This puts you on good terms with the King of Worms. To get out, go back the way you came in--which is easiest if you left an anchor at the entryway. You'll have to levitate or climb out of the coffin; if you want to climb, the only scalable wall is the North one. If you can't climb or levitate, the developers were thoughtful enough the enchant the nearby tapestry to cast levitate on you. Return to Morgiah at Castle Wayrest and she will tell you that the Orc Chief Gortwog has the letter. She directs you to seek out Mynisera, the dowager queen of Daggerfall and wife of the late King Lysandus, about this matter; Morgiah advises you to approach the queen through her handmaid, Cyndassa. ------------------------------------------------------------------------------- 03. Cyndassa's Brother 045 Level Req: 5 Quest Req: None Handmaid to Queen Mynisera, Cyndassa can be found in Castle Daggerfall. Her room is on the left side of the grand staircase that leads to the thrones. She will put in a good word for you with Mynisera if you do her a small favor: Cyndassa wants a particular werewolf killed. The werewolf will be located in a randomly selected dungeon in Daggerfall. As such, I can't help you find the poor beast, but you'll get a message when you kill the right one. Return to Cyndassa when you are finished. It turns out, of course, that the werewolf wasn't just any werewolf, but Cyndassa's own brother. She wanted to put him out of his misery and prevent him from hurting anyone. Whatever. The important part is the deed is done. Cyndassa will reveal that the Emperor's letter was mistakenly delivered to Queen Aubk-i instead of Mynisera. She will also recommend you to Mynisera. ------------------------------------------------------------------------------- 04. Finding the Courier 046 Level Req: 5 Quest Req: 03. Cyndassa's Brother You'll find Mynisera in Castle Daggerfall, in the room on the right side of the grand staircase. Curious about why the letter was not delivered properly, she will send you on a mission to track down the courier. This is somewhat of a wild goose chase, as Mynisera will send to you one person, who will inform you that the courier is expected to be in a certain town on a certain day; your task is to intercept him on that day. Keep in mind that the date for his arrival given to you in the quest dialog may be different from that of your logbook; if that is the case, go with your logbook. The courier will inform you that the letter was simply addressed to the Queen of Daggerfall. Of course, while Mynisera was queen when the Emperor wrote the letter, Lysandus died in the meantime and Gothryd and Aubk-i were in charge when the letter was delivered. Hence the confusion. That's it! This may not seem like an important errand, but it will all fit together soon enough. ------------------------------------------------------------------------------- 05. The Lich's Soul 047 Level Req: 7 Quest Req: 02. Morgiah's Letter After you reach level 7 and have completed Morgiah's quest to deliver the letter to the King of Worms, you will receive a...message from him. An odd fellow, the King of Worms contacts you by sending a zombie after you; after you kill it, you'll find a note stitched into the zombie's flesh. Sick, but effective! Zombie post is the only way to go. The necromancer has a task for you, so it's back to the Scourg Barrow to talk it over. If you don't remember how to get there, refer back to Quest 02. The King informs you that there is a certain lich lurking around the bowels of Castle Sentinel; your task is to kill it and trap its soul for the King of Worms. Don't worry, you don't need a soultrap spell or soulgem to do this quest; he'll give you a special scarab that will automatically trap the lich's soul. As the lich is in Castle Sentinel, that's your next stop. For ease of escape, drop a teleportation anchor somewhere. You'll have to find your way to the dungeon entrance from within the Castle itself. From the grand entry chamber, go straight through the door on the back wall into the garden. Go through the door on the far right corner of the room, and up the elevator. Follow that passage up to the throne room. From there, go through the first door on your right, straight through to the next door, and down the elevator. What follows is an extremely long corridor, during which you will notice the music change tunes. You are now in the dungeon of Castle Sentinel. Keep following the passage as it twists around and take the turn on your left. Then follow that as it descends a little. You will pass a lantern and then a torch; immediately after the torch, turn left. Follow the passage around to the elevator; the elevator will not stop for it, but you will want to get off at the first opening. Follow the passage and pull the lever you find in the room. Then return to the elevator and ride it to the top of the shaft. You will enter a room filled with blue bars. The obviously important door with the tapestries that is caged off leads to your final destination and the lich. To go there, we'll have to lower the bars, which currently block off every door in the room save for two: the one you entered through and one other, so exit through that other door, which is on the West wall, and ride the elevator you find to the bottom. Do not pull the lever by the elevator, but instead follow the passage to the right and take that elevator to the second opening; kill the critter, then follow the next elevator to the top. Going north will take you back to the blue bar room, which is currently blocked off, so go East and follow the passage until you find a lever. Pull that lever and return to the elevator, going North this time into the blue bar room. You will find a new door has been opened, directly across from you, so go through it and down the elevator. You will find yourself in a torture chamber with a lever. Pull the lever and return to the blue bar room. Now go straight through the blue bar room to the previous elevator (left door on the South wall) and ride it to the bottom, around the bend, and take the second elevator to the bottom. If you go to the right, you will see that the bars are no longer blocking that passage, so go that way. Pull the lever you find and ride the elevator to the top. You will find yourself back at the Blue Bar room, except that the cage is gone. Go through the tapestry door, and follow the passage to its end, where you will find the lich. Remember that he can only be harmed by mithril weapons or better, or by magic. Once he is disposed of and his soul siphoned into the scarab, return to the King of Worms for your reward. Your reward is that the King of Worms tells you about the Underking, who is Zurin Arctus, the Imperial Battlemage who aided Tiber Septim in his conquest of Tamriel. Septim betrayed Zurin, for reasons you will discover, but the battlemage managed to live on in an undead state, and eventually became known as the Underking. ------------------------------------------------------------------------------- 06. The Letter Retrieved 048 Level Req: 5 Quest Req: 02. Morgiah's Letter, 04. Finding the Courier Now that Morgiah has informed you that the Emperor's letter is in the hands of Gortwog, and Mynisera is aware of her missing letter and how it went astray, it's time to go get the damn thing. If you talk to Mynisera, she will send you with a letter to Gortwog, who lives in Orsinium. You'll find Orsinium north of Wayrest on the world map. Gortwog himself will be in the back of the entrance chamber In her letter, Mynisera asks Gortwog to return the letter; in return she will aid him in his attempts to secure a sovereign nation for the orcs. Gortwog complies with this by allowing you to poke around Orsinium and find the letter yourself. Jerk. Go through the left door at the back of the entrance chamber. From here, it's a forkless path for quite a while. At the first intersection you come to, turn left. The path will be a straight shot for a while, but eventually you will come to a huge open chamber with a pyramidlike structure in the middle. You want to get up to the top balcony. You can either levitate yourself up there, or it just so happens that jumping into those fountains in the corners will teleport you around. The one you want is the fountain in the Northeast corner. Once you are on the balcony, follow the left staircase up and follow the right wall until you come to a door. Enter the door and continue to follow the right wall until you come to another door. Follow the passage through two cavelike areas, and continue to follow the right wall until the passage ends at a door. Go through the door and take an immediate left, following the passage until it opens up into a large room with--get this--a letter on a pedestal! Once you have the letter, go back the way you came in, or teleport if you thought ahead. Now we finally get to see what the Emperor wanted to tell Mynisera, what secret that was so important that he sent his trusted agent all the way to Daggerfall to investigate and retrieve. The letter tells that the Totem of Tiber Septim has been recovered by a certain Lord Woodborne of Wayrest, and that Mynisera should use her influence to persuade him to return the Totem to the Emperor. Now you have to ask yourself: What is this Totem, and what did Tiber Septim do with it? More importantly, who else knows the contents of this letter? Be sure to return the letter to Mynisera, so she can finally get her mail. ------------------------------------------------------------------------------- 07. What is the Mantella? 049 Level Req: None Quest Req: 06. The Letter Retrieved This isn't really a quest, but after you retrieve the Emperor's letter, you will receive letters from certain factions--assuming they like you enough. The letter will tell about Numidium, a massive brass golem that Tiber Septim used to conquer Tamriel centuries ago. Numidium is controlled by whoever possesses the Totem. If any faction really likes you, then you will also get letters with information about the Mantella, which is a magical gem that powers Numidium; without the Mantella, both the Totem and Numidium are useless. ------------------------------------------------------------------------------- | *** Part II - Lysandus's Revenge *** | ------------------------------------------------------------------------------- 08. A Missing Prince 050 Level Req: 5 Quest Req: None Once you hit level 5, you should receive a letter from Prince Lhotun of Sentinel. You will find him in the grand entry chamber of Castle Sentinel. He has information for you, and just like everyone else, he asks you to do him a favor first. Lhotun tasks you to investigate the death of his older brother, Arthago, because he does not believe the official story of a sudden illness claiming his brother's life. Ask around and you'll find some interesting stuff, but after a few days or weeks you will receive a letter from an agent of the Underking, advising you to investigate a certain dungeon for clues about the missing prince. The dungeon is randomly selected, so you're on your own in finding whatever there is to find (it's a letter). Return your findings to Lhotun and he will tell you about Lysandus's love affair with the sorceress Medora Direnni, and to seek her out for information about his death. Unfortunately, after Lysandus's death his wife, Mynisera, banished Medora from the court of Daggerfall; she fled to her tower on the Isle of Balfeira, which was subsequently cursed by Lysandus's mother, Nulfaga, locking Medora in her tower and infesting it with all sorts of undead creatures. If you are to speak to her, you'll have to fight your way up to her. ------------------------------------------------------------------------------- 09. The Painting 051 Level Req: 5 Quest Req: 08. A Missing Prince Some time after Lhotun's quest you will receive a letter from his mother, Queen Akorithi, bidding you to come see her. She has a task for you, as I sure you have guessed. No, she isn't offering information, just gold. The task is to break into Castle Wayrest and bring her a certain item--a painting, but it's a special painting, as you will soon see. Make your way to Castle Wayrest, and if you don't have a Teleportation spell (what have you been thinking?) get one. This dungeon happens to be full of teleporters, so it's not just a simple matter of retracing your steps to get back out. I'll go over how to leave anyways, but it's just easier for you if you teleport. It wouldn't hurt to have a water walking/breathing spell as well. Anyways, on to Castle Wayrest. Just for kicks, be sure to click on the creepy moaning kid in the entryway. What a weirdo! Drop an anchor, then make you way into the Great Hall behind the throne room, through the huge doors. From there, make your way through the door on the North wall--the guards will probably try to attack you at this point; feel free to kill them. Once through the door, turn left and follow the passage to a room filled with coffins. You will see a brick wall in the corner--this is a teleporter, so step into it. You will be transported to a room with another brick wall, which will lead you to another room and another brick wall. Ignore the lever in the second room. The final teleporter will send you to a torture chamber; exit through the door and take a right, through another door and make your way to the South. Follow the passage until you run into a door, which will be facing West. It will open up into a large water-filled canal. Go around the canal to the far West side, where you will see a board lying across the water. drop into the water. You will see a small tunnel to the East, which you will have to duck to get into. Crawl through the opening and then up, out of the water and through the door. At the top of the stairs you will find a window-like structure blocking your path. Believe it or not, but you'll have to squeeze through that window to proceed. SAVE YOUR GAME! You'll probably end up getting stuck in the window or falling into the void a few times. The best way to get through it is to duck and then climb through the opening; it can take a few tries to get right. Once you are through the window, follow the passage and take the third door you come to, which will be facing West. Follow the passage, taking the first left, and then continuing on until you come to the big room with--hey, a painting! You can "use" it to look at it. You'll see something interesting if you do. At this point, it's time to teleport away and report to Queen Akorithi back in Sentinel. If for whatever silly reason you neglected to lay an anchor somewhere that you can teleport back to, here's how to get out: Retrace your steps all the way back to where you last teleported. From that room (the torture chamber) exit through the door, and this time go left into the other room. In there you will find a secret door on the West wall. The door leads to an oddly textured, narrow corridor with very large stairs. The path will fork and you will see a wheel to the right. Spin that wheel and continue on your way. Eventually you will come to a room. Exit through the door on your left and then into the room across the hall, where you will find a teleporter. The teleporter will send you to a room with a fountain (you'll actually appear on top of the fountain). Exit and follow the passage until you see a door on your left, which will lead to a room with a final teleporter. If you look to the South wall you will see a secret door which will take you through a tunnel to a door. Through the door, take a left and follow the stairs up to a room, and then through the door to the South. Did the music just change? That means your back in Castle Wayrest, and out of the dungeon. Follow the left wall until you reemerge at the Great Hall. Don't forget that the guards still want you to kill them. Report back to Akorithi and give her the painting. She'll ask you if you looked at the painting; feel free to lie to her. ------------------------------------------------------------------------------- 10. The Underking 052 Level Req: 8 Quest Req: 09. The Painting This quest begins with you receiving a letter from an agent of the Underking, asking you to meet him in a tavern in Sentinel. There, you will learn that the King of Worms has placed a cursed item in Castle Llugwych in the kingdom of Ykalon. The castle is a stronghold for the Blades, so your task is to remove it before it can do harm. Upon entering the castle, you will find yourself in a room with a few odd looking columns with heads. Proceed through the West door, through the room, and West again into a hallway. Follow the passage and take the first door you come to, on your left. Take a left and again, take the first door you come to, this time on your right. Pass through the room into the hallway. Follow the passage, going left at each of the two four-way intersections, and continue until you go South straight through a door. Continue going straight and take a left at the intersection. The passage will end at a South facing door. Go through the door and East, following the passage until it comes to an elevator. Past the elevator are two rooms, each with a switch. Pull both and then ride the elevator to the top. From there, follow the passage to the right. The rooms that follow are chock full of nasty critters, but they are guarding the cursed item, so through them you must go. Once you have the item, retrace your steps or teleport out. Then report back to the agent of the Underking. He'll remove the curse, let you keep the item, and then mark the location of Lysandus's tomb on your map. It's in Menevia. ------------------------------------------------------------------------------- 11. Seeking Medora 053 Level Req: 8 Quest Req: 08. A Missing Prince Taking Prince Lhotun's advice, it's time to go see Medora about her knowledge about Lysandus's death and haunting. The path through her tower is not pleasant. You'll find Direnni Tower near the center of the Isle of Balfeira, which is the string of islands in the middle of the Illiac Bay. It would be wise to drop a teleportation anchor near the entrance to the tower. Once inside the tower, you will see the passage ahead deadends. Open the door next to you and enter the great staircase chamber. Go down the steps, across, and climb the second staircase to the first landing. You will see a wheel; give it a turn and return to the dungeon entrance. You will see that the hall that was a deadend is now open. Follow the hall through a door and then make an immediate right, walking through a passage with a few vertical support beams, and enter the room at the end. Here, you will find a torture chamber with an odd brick wall. That brick wall is actually a teleporter. By walking into it, you will transported into a flooded room piled with crates. Exit through the door and climb the stairs into the next room. You will find another brick wall in this room. Clicking on it will transport you into the next area. If you exit through the door to the left of the green tapestry, you will find yourself in a large chamber with a pyramid in the middle. Your target is to reach the balcony; you can levitate their yourself if you have the spell. For those without levitation spells: if you walk straight up the slope, you will see a chain dangling from the balcony; click on it, and it will cast levitation on you. Float up to the balcony and follow the staircase on the left. Follow the right wall, and enter the door. Go straight and you will enter an oddly shaped, mazelike area. Follow the right wall until you come to a torch, then go straight West. Just before the path veers to the left, you will see passages on your left and right sloping downward. Follow either one (they meet up at the same place) and follow the stairs down. And it's puzzle time! If you look to your left, you will see a column with four levers on it. If you go south and go through the door by the tapestry, you'll come to the puzzle itself. The levers move the walls in that area, and only by pulling the right ones will you be able to pass through the series of chambers. Muck around them if you like, but the levers to pull are the ones with tapestries opposite them (the East and West ones). Pull them, and proceed to the south, through the puzzle room, and follow the passage straight up to Medora's room. If you speak to Medora, she will ask you to help her lift the enchantment Nulfaga placed on her tower. If you will help her, she will help you lay Lysandus's spirit to rest. Unfortunately, the task involves you leaving the tower, finding an item, and then returning all the way through this dungeon again to give it to her. So I hope you enjoyed this trip--you'll be doing it again shortly! ------------------------------------------------------------------------------- 12. Breaking the Curse 054 Level Req: 10 Quest Req: 11. Seeking Medora In order to break the spell over Direnni Tower, you'll have to go to Nulfaga's castle, Shedungent, in the Wrothgarian Mountains. You are looking for a Great Unicorn Horn, which Medora can use to dispel the curse laid on her. If you have already done the optional Quest 22. The Madness of Nulfaga, then you already know the shortcut into Nulfaga's chamber. If you haven't done Quest 21, then you might as well drop by Castle Daggerfall and talk to Queen Aubk-i; you're going to walk right by Nulfaga anyways, so you might as well accomplish both quests as once! If you haven't been to see Nulfaga yet and don't know the shortcut into and out of her chamber--and don't want it revealed right now--then you'll find the walkthrough for finding Nulfaga under Quest 22. For now, we'll use the shortcut that you'll learn the first time you meet the crazy old bat. Once in Shedungent, walk straight ahead and click on the banner by the door. Answer "shut up" and the door will open for you. You're now back in Nulfaga's chamber; feel free to say hello and get your daily recommended dosage of nonsensical rambling, but our real business is straight through the chamber into the passage on the North side. Continue along the passage, going up and down a flight of stairs, and then follow the passage to the left at the first intersection, up some more stairs. You will come to a four-way junction, take a left and follow the passage around until you see a torch on the left wall. Click on it and then take the next left. Follow the right wall around the bend and you will come to a room. It may look like a dead end, but there is actually a secret door on the South wall. You can recognize it by the mismatched texture. Beyond is a small room with the Horn on the bed. Snatch it up and return to Medora. ------------------------------------------------------------------------------- 13. The Dust of Restful Death 055 Level Req: 10 Quest Req: 12. Breaking the Curse About one month after you free Medora, she will contact you in a vision. She tells you that Gortwog knows the location of the Dust of Restful Death, which can help calm the spirit of Lysandus. If you go to Gortwog, he will tell you where the dust is located--in a nearby dungeon, selected at random. So you are on your own once again. Gortwog may not make this clear, but you are actually looking for a mummy that is carrying the dust. Once you have the dust, which accompanied by a letter from Gortwog, take it back to Medora. Yes, in her tower. Again. She will require a month to prepare the dust for use, so you'll have to leave Direnni Tower and return after a month has passed. You'll probably be happy to know that once you have the refined dust, you won't ever have to retrace your steps through that damn tower ever again! ------------------------------------------------------------------------------- 14. Lysandus's Tomb 056 Level Req: 10 Quest Req: 10. The Underking, 12. Breaking the Curse So you have the Dust of Restful Death, and Medora has prepared it for use. Now you just have to find Lysandus's tomb. There are only two ways to get the location. Once is by completing Quest 10. The Underking, the other by doing the optional Quest 23. Elysana's Trap. Since you have to do Quest 10 anyways, it might as well be that one. So his tomb is in Menevia, as I'm sure you now know, so go there. It's time to pacify this vengeful ghost and see just what it would take to shut him up permanently. Considering he was murdered, I'm sure you can guess what he wants. This is a heck of a long trek. Be sure to drop a teleportation anchor near the entrance; it will make leaving so much easier. At the back of the entrance chamber with all the statues, take the left door. Follow the left wall until you go through a door. Then follow the passage until you see a floating skull. Clicking on the skull will teleport to another area. Go through the door in front of you, and follow the passage. At the first intersection, take a right. Watch out for the pitfall at the top of the ramp, and follow the passage until you pass through a door. Turn left, and then take a right at the next two intersections. At the third, which you should approach pointing South, go East. Once you pass through the door, take a right. Follow the passage, turning only when the passage turns, and you will eventually come to a door on your left. Take the door, which will lead to an area with a different tileset. At the next two intersections, take a left, and then a right. Follow the passage through a door and a small room. After the small room, follow the passage straight through and take the second door on your left; it will be facing East. Follow the passage. It's a long one. At the second intersection, turn right. Then take a left at the next one. The passage will end at an elevator, which you should ride to the bottom. Then follow the passage all the way around; once you are facing North, take the second door you pass and ride the elevator down to the bottom. Down there you will find a room with a lever; pull it and ride back up to the top and continue along the passage until you end at a door. You are now in Lysandus's Tomb! Go through the opened hatch in the Southeast column; there you will find a switch. Once you pull it the floor of the main chamber will begin to lower, so after you pull it quickly run over so you can ride it down to the bottom. Click on Lysandus's Coffin, and you will automatically use the Dust of Restful Death to calm him enough to speak to you (this is a cutscene). He will tell you that his murderer was Lord Woodborne of Wayrest, and he seeks vengeance on him. Considering a certain "W" has been sending assassins after you, I don't think you'll mind taking care of this for the late king. Getting out is a pain. At this point, you should just teleport back out. Otherwise: facing Lysandus, if you click on the first statue to the left of his little area, the floor will begin to raise again. From there, you'll have to retrace your steps all the way back to the room the skull teleported you to. On the Northern wall, you'll find a well-masked secret door that will lead to another skull, which will teleport near the entrance. ------------------------------------------------------------------------------- 15. Woodborne Hall 057 Level Req: 10 Quest Req: 14. Lysandus's Tomb We know you did it, Woodborne. And we know where you live, too. It's time to deal out some sweet, sweet vengeance. There are actually two ways of doing this. You can either find and kill Woodborne yourself, or you can find his letter confessing the crime, take it to King Eadwyre of Wayrest and let him execute Woodborne for you. Both tasks begin at Woodborne Hall in Wayrest. The dungeon opens into the grand entry. You'll see disconnected pieces of a great ramp that leads up to the upper level, and normally you would have to go running around looking for the four switches to move the ramp into position. Well, not today; I've told before that you have to be able to climb or levitate to finish the main quest; while this isn't quite one of those necessary moments, you should have the skills anyways. So let's put them to the test. Method one: just levitate yourself up there! Why waste time moving ramps around when you can fly? Seriously! Method two: you can also climb up, but it takes a little trick to do. You see, if you sidestep while climbing, you will fall in that direction. This means that if you climb up the wall next to the ramp, once you are above it you can sidestep in that direction, causing you to fall onto the ramp. So what you need to do is look up on the North wall and see where the right edge of the ramp is. You should be able to follow the line of the bricks on the wall and position yourself such that you can climb up right next to the ramp. Now climb! You should be close enough to the ramp that you will see it as you pass; once you are above it, sidestep to the left, and you should land on the ramp. Hah! Now that you are up, go through the door and follow the passage, turning only when you must. You will pass through two intersections, a door, a very long hallway, another door, and then you will come to an intersection. Here you must make your choice: Do you go for the letter, or do you KILL WOODBORNE? -- The Letter: Go right at the intersection. Follow the passage until you come to a T; take a right, and follow the passage until you come to an elevator. If you look South of the elevator, you will see a wall blocking off the passage. If you ride the elevator up and down and back, it will be gone. Go figure. No, you can't just send the elevator around, you actually have to be riding on it. Congratulate yourself on finding the oddest security system in the Bay, and go on down the passage into the room. You'll find a few treasure piles and the letter. Take it to Eadwyre and let him do the dirty work. --- The Kill: You want to kill him yourself? I don't blame you as he's probably been sending assassins after you for quite a while. And if you did any quests for Elysana, Woodborne's betrothed, which always turned into traps, I'm sure you're holding more than a few grudges. Well, it's time to make like the dead king of Daggerfall and lust for revenge! Go straight through the intersection, and then go East at the next. Go straight through the next intersection, and take your first left. Through the door, follow the passage through the four-way intersection. Continue along the passage and it will come to a T and then a fork; go left both times. After the fork, take the first door on your right. Inside will be Lord Woodborne. Hack his ass to pieces, and leave. Once Woodborne is dealt with, you should see the cutscene of Lysandus thanking you and going to his rest. ------------------------------------------------------------------------------- | *** Part III - Numidium Reborn *** | ------------------------------------------------------------------------------- 16. The Totem 058 Level Req: 14 Quest Req: 5. The Lich's Soul, 6. The Letter Retrieved, 15. Woodborne Hall Once you've completed the first two parts of the main quest, you should be contacted by Lady Brisienna again, urging you to meet her at a tavern in Wayrest. There, she'll tell you your next mission--to retrieve the Totem of Tiber Septim! But wait, didn't the Emperor's letter say that Lord Woodborne had it? Yes, but remember that Queen Aubk-i read that letter, and so did Gortwog, and so did a lot of other people. Lady Brisienna will inform you that Aubk-i had the Totem stolen from Woodborne, and it now lies in the vault of Castle Daggerfall. From Castle Daggerfall, go up to the thrones and take the door to the left of King Gothryd. Follow the passage until you come to a large open chamber. To your left you should see a floating platform extending into the room, walk out to the end of it. Look to the Northwest; do you see the bridge that leads to a door? You must get to that door. If you can levitate, do so. If you cannot levitate, there is another way: Look down; you should see a small bridge below the platform you are standing on. Drop down onto it, then go South into the room. Immediately to your right you will see a bridge that connects to the central tower. Cross over, enter the tower, and go up the stairs to the next floor. Cross the bridge in front of you can go through the door. Go West around the ledge and North to a door, then North again through another door. You are now in the vault! Go down to the very bottom of the room, falling down into the water-filled pit. From there, take the left passage on the South wall down and turn the wheel you find there. When you return, you'll find the vault has been lowered. Now go into the right passage on the South wall. In there you will find three chains. The left one teleports you above the vault (but not quite on top of it), the middle one teleports you to the ledges beside the vault, and the right one casts waterbreathing on you. Pull the middle one, and then either levitate or make a running jump from a high ledge onto the top of the vault. Pull the lever you find there, which will open the vault. The Totem is located on the North side of the vault, in the middle chamber on the right side. If you stand on the ledge nearby, you can just run off it into the chamber. Snag the Totem, and get out. ------------------------------------------------------------------------------- 17. Decisions 059 Level Req: 14 Quest Req: 16. The Totem Once you leave Castle Daggerfall with the Totem, you should start hearing from the various factions competing for control of the Totem. If they like you, they'll send you letters pleading their case; if they don't like you, they'll send assassins instead. During this time (you have a year and a day), you must choose one of the factions to give the Totem to--you are basically choosing who wins the game. Your choices are: The Emperor, via Lady Brisienna Gortwog and the Orcs of Orsinium King Gothryd and Queen Aubk-i of Daggerfall King Eadwyre and Queen Barenziah of Wayrest Queen Akorithi of Sentinel The Underking The King of Worms They all want the Totem for different reasons. Some of the factions will reward you in some way, either in gold, items, or in some cases, betrayal. You can try to use the Totem yourself, but that's a bad idea. ------------------------------------------------------------------------------- 18. The Mantellan Crux 060 Level Req: 14 Quest Req: 17. Decisions Once you have given the Totem to the faction of choice, Nulfaga will contact you, bidding you to see her in her castle of Shedungent. You have retrieved the Totem of Tiber Septim, but Numidium cannot be woken without the Mantella. This is your final quest, to venture into Aetherius, to the Mantellan Crux. Prepare yourself for an epic dungeon, and return to Nulfaga when you wish her to transport you to Aetherius. Let me tell you now two important things: 1. There is only one way out of the Crux, and that is by grabbing the Mantella. The only other way to leave this dungeon is to teleport back to an anchor set before leaving. 2. Nulfaga will only send you to the Crux once. If you teleport out, that's it--you lost your only chance of getting the Mantella. You only get once chance at this, so make it count. Make sure your gear is in shape and you have all the weapons and items you need before leaving for the Crux. ** Remember that you ABSOLUTELY must be able to either Levitate or Climb and ** Jump well to complete this dungeon. OK, when you're ready, go talk to Nulfaga again and she will transport you to Aetherius. Be warned: the Mantellan Crux is one heck of an odd place! --- Area 1: The Islands You will materialize on a small floating island with a statue on it. If you click on that statue, it will cast Levitate on you (isn't that nice?); quickly rise upwards, and up to the Southeast you will see a small floating rock with a switch on it. Pull the switch, and now descend down to the island below the starting island. You will see four doors floating in air. Click on the Southernmost door; it doesn't matter if the Frost Daedra opens any or all the doors, you must click the south door and only the south door. Floating downward, you will find a small chamber in the Eastern side of the island; pull the switch and then float upwards. Up high (and I mean high) above the starting island, you will see an opening to the Southwest; enter the opening. If your levitation starts to wear off as you make your way to the opening, try to make it back to the starting island and the statue will recast the spell (unless, of course, you can cast it yourself). Once in the opening, levitate or climb up the shaft. Follow the passage, going straight at the intersection. You will pass a set of blue bars; pull the lever at the end of the passage to remove then, then proceed. You will pass a few more levers. Ignore the first one; pull the second, third, and at the end of the corridor, the fourth as well. Then return the way you came, down the shaft and to the opening. You must now return to the starting island, which you should barely be able to see if you look down. If you cannot levitate, a running jump from the threshold of the opening should do the trick. Once you are on the island, follow the stairsteps down to the chamber within. Step onto the carpet to be transported to the next area. --- Area 2: The Pyramid This part is difficult to do without levitation magic, but it is possible. Exit the passage and ride the elevator on your right down. You will see a graveyard area to the West Southwest. If you can levitate, float over there; if not, you'll have to jump ship early, leaping from the elevator before it reaches the bottom, such that you land on the graveyard. There are three headstones that are important: The Southwesternmost and the Easternmost each need to be clicked once and only once; they will groan at you. The third is the Northernmost, which carries a clue. Once that is done, fall or float down to the string of rocks and make your way into the chamber in the side of the floating graveyard. Pull the lever you find there, and then ride the elevator down to the bottom. Levitate over or hop across the rocks to the elevator, and ride it to the top. It's a long ride. Once at the top, with a nice view of the pyramid, look up to the North and you will see an opening in the wall. Levitate up there; if you cannot levitate, you must climb! Fortunately, you can begin a climb from a fall! Position yourself right in front of the opening and as perpendicular to the wall as possible; use the compass needle to face yourself as North as possible. When you walk off the edge you will fall for a little, and then start climbing! You'll have to get pretty close to the right point of the elevator, and it may take a few tries, but you can do it. If you did it correctly, then you will climb right into the opening. Follow the passage up to the room, and talk to the man. His name and the answer to the riddle is "Benefactor". This will open the top of the pyramid. Make your way back to the opening, and either levitate or make a running suicide leap onto the pyramid. Ride the elevator down. You will find a elevator in the Northeast corner; if it is still covered with a trapdoor, then you did not click on the Easternmost gravestone properly. Ride it down, and drop down the shaft to your right, and then down again to exit the section; if the last shaft is covered, then you missed the Southeasternmost gravestone. --- Area 3: The Temple This one is the easiest. Take a left and go out into the open chamber, and then follow the steps to the right down to the upside-down temple. You will find a door on the East side of the temple, open the door and pull the lever you find there. Now repeat for the West side. OK, now go back to the front and click on the big blue crystal. --- Area 4: The Skulls You are in a room surrounded by eight doors. Take the left door on the South wall, and follow the left wall until you go through a room and into a large fiery chamber. It'd be a good idea to go ahead and drop down to the floor and kill off the fire daedra, otherwise they'll be tossing fireballs at you all day. Once they are killed, click on the cage to be teleported back to the room just before the fire chamber. Now click on the first skull to get your riddle. The basic gist is that you need to click on the skulls who are looking inward toward the big skull. Easy enough, the first one is West along the railing, the first skull you come to. OK, now return to the intersection, and this time go South. The third skull you come to should be facing inward, so click on it and continue on. That's it for the skulls. Just continue along the railing to the end and jump in the eye of the big skull. Talk to Sheogorath if you want, but your destination lies down the elevator. Oddly enough, the elevator is triggered by your movement across the floor, so you'll want to wait for it to get to the top, them move around and jump on. At the bottom you'll have to duck to squeeze through the door; click on the skull and answer his riddle. If you were paying attention to the skulls, you'd have noticed that only one was facing away from the skull, so the answer is "one". --- Area 5: The Sword and Crossbow You are now in a small closet and about to play Russian roulette with a bunch of skulls. One of them opens the door, some of them make noise, some of them teleport you, and some of them will kill you outright. Click on the right one on the North shelf to open the door, where you will fight your way through a spiraling passage to the end--or, if you click the middle one on the Eastern shelf, it will teleport you to the end of the spiral. Nice! From there, go West until you find a door, and up a lot of stairs. At the top, climb or levitate up the shaft; if you climb, you will have to use the sidestepping trick I showed you in Woodborne Hall. At the top of the passage you will find another shaft; there is a passage on the North side that you need to fall or levitate into. Go straight North through the passage, though a secret door, and all the way to the end, where you will find Sheogorath again. The answer to his riddle is "crossbow". Now go back to the central shaft and fall down to the bottom. You will find yourself on a platform next to a huge sword. Go down the hole into the room inside, where you will find a box. Click on the left banner to open the outer box, then click on the inner box to open it, then finally the crystal. The island will begin to sink. Stay inside or go out to shoot at the daedra lords. Once it has stopped sinking, you will see a large crossbow. Go stand where the bolt would go, and then click on the left battleaxe. The crossbow will fire, shooting you upwards. If you look down, you will see the sword sloping back. Hop onto the sword and run up it, through the door and down the elevator. --- Area 6: The Mantella This is it! You cannot get lost here; there is only one way to proceed. After the hallway of pitfalls, you will see the Mantella. Levitate over and get what you came here for. If you cannot levitate, then make a running jump onto the shrine, then climb up the sides to reach the gem. --- The End! Congratulations! You just finished the main quest! Now sit back and watch the cutscene; the ending is different depending on which faction you gave the Totem to: * If the Emperor won, he uses Numidium to reconquer the Illiac Bay and the provinces of Tamriel, strengthening the empire. * if the Underking won, then he sucks the energy from the Mantella and gives himself his final rest. * If Daggerfall, Wayrest, or Sentinel won, then they use Numidium to conquer the other kingdoms of the bay. The empire is weakened. The Underking shows up to destroy himself and Numidium at the last minute. * if Gortwog won, he uses Numidium to conquer the other kingdoms of the bay and the forces of the Emperor, but the Underking still arrives to destroy himself and Numidium. Regardless, Gortwog secures a nation for the orcs. * If the King of Worms won, he uses the Mantella to make himself into a god. * If you tried to use the Totem yourself, Numidium crushes you and goes on a rampage before the Underking shows up and blows himself and the golem up. ------------------------------------------------------------------------------- | *** (Optional Quests) *** | ------------------------------------------------------------------------------- 19. Blackmail 061 Level Req: 4 Quest Req: None This and Quest 20. Elysana's Gift are mutually exclusive; if you take one you cannot do the other. If you talk to Prince Helseth in the great hall of Castle Wayrest, he'll give you a quest. You are to deliver a letter to Lord Castellian. Easy enough. If you do not read it, then all goes as planned and Helseth will pay you with a magic something or other. If you DO read the letter, then you have to make a choice. If you give it to Castellian, then Helseth will still pay up, but your reputation for Wayrest will drop significantly. If you give it to King Eadwyre, your rep with Wayrest will increase significantly. It all depends on what outcome you want. ------------------------------------------------------------------------------- 20. Elysana's Gift 062 Level Req: 6 Quest Req: None This and Quest 19. Blackmail are mutually exclusive; if you take one you cannot do the other. Anyways, head to the throne room of Castle Wayrest. I hate this girl. She's engaged to Lord Woodborne, and every bit as conniving and backstabbing as he is. This is in every way a trap, and you're stuck in it. She wants you to deliver a robe to Lord Castellian (apparently she and her brother Helseth just hate this guy); the robe, of course, is cursed. If someone puts on the robe, it will summon Daedra Seducers to kill them. If you put it on yourself, they will come for you--a tough fight for a level 6 character. Even if you defeat them, you fail the quest. No, you actually have to give it to Castellian, who will of course be jumped by daedra seducers. But wait, there's more! Not only will the Seducers attack you and Castellian, but Castellian's guards will show up and attack you for trying to assassinate their lord! What fun! Once you're done, report back to Elysana so she can play the "Oh, I had no idea that was cursed" card. ------------------------------------------------------------------------------- 21. A Book for Barenziah 063 Level Req: 9 Quest Req: 18. Blackmail If you did not deliver the letter to Castellian in Quest 19. Blackmail, Barenziah may not offer this quest to you. It begins with a letter. You are to retrieve a book that was stolen by the orcs. Interestingly enough, if you do not retrieve the book in time, it will be stolen by the necromancers. If that happens, talk to Gortwog and he will tell you they have it in the Scourg Barrow. It is much easier to get the book from Gortwog, so make your way to Orsinium quickly. Go through the left door at the back of the great hall. Follow the passage, taking a left at the first intersection you come to. You will eventually come out at a large open chamber with a pyramid. The book is down the in the pit at the center of the room, but the doors are magically sealed. To unseal them, you'll have to reach the upper level. If you cannot just levitate yourself up there, go jump in the fountain in the Northeast corner of the chamber; it will transport you to the balcony. From there, take the left staircase. At the next few intersections, go Left, Left, Straight, and Left again. You will find a wheel; spin that wheel and go back to the pit and jump in. The book is through the eastern door. To get out of the pit, you will see a wheel stuck to the north wall of the large, open shaft. Click on it to be transported to the balcony. Take the book back to Barenziah and get your reward. --- If you did not get there in time, then you'll have to make your way to the Scourg Barrow in the Dragontail Mountains. It will be easiest to leave if you drop a teleportation anchor near the entrance. When you enter the Scourg Barrow, you will find nothing but a small room with seven coffins; open the second coffin from your left to find the secret passage --well, secret pitfall is more descriptive. Drop down and follow the passage to a room with many doors. Go through the door immediately to your left, and follow it to a fork. At the fork, go right and follow it until you reach the rift; you'll know it when you see it. Drop to the bottom of the rift and follow it all the way to the end, where it changes textures. Look on your map to see the small triangular secret door on the south side of the rift; open the passage and follow it to a wheel. Spin the wheel and then go across the rift to the passage opposite the secret door, and follow it to the chamber with the book. Now, to get out again, the best way is to teleport to the anchor you should have set at the entrance. If for whatever sick reason you neglected to lay an anchor, the way is rather difficult. The ONLY way to get back out is to go all the way back to the beginning of the rift and levitate or try to climb out. You cannot actually climb any of it, as the walls are slanted, but there are a few places where the slope is just barely light enough for you to walk up. Once you get out with the book, you can either give it to Gortwog or Barenziah. ------------------------------------------------------------------------------- 22. The Madness of Nulfaga 064 Level Req: 3 Quest Req: None If you talk to Aubk-i, she will ask you to go check on Nulfaga, who is the mother of Lysandus, and quite insane to boot. She lives in her Castle of Shedungent in the Wrothgarian Mountains. The room you are looking for is actually right in front of the entrance. The difficulty is that to get through that door, you must know the password, which you get from Nulfaga. If you want the password, read ahead and then click on the banner to give your answer; otherwise, I'll walk you through the long way. The easiest way that I know of goes like this: Go west from the entrance and follow the passage; after some stairs, it will come to an intersection. Go West and then South at the next branch. You will pass under a portcullis; continue down the corridor and through the room at the end into another passage. Go West to the end of the passage. Do not go through the door you see, but through the one you don't see--the secret door to the North; it blends perfectly into the wall, but your map will still show it. Follow the passage until you pass through a door. Go East at the intersection and then straight until you go down some stairs. Go East again, and follow the passage until you enter Nulfaga's chamber. Talk to her and she will babble about some nonsense. The only useful thing she says is to "shut up the door", which tells you that the password for the shortcut is "shut up". The next time you come back (and you will), just click on the banner and give the password for a quick entry. Once you've talked to her, report back to Aubk-i for a few gold. ------------------------------------------------------------------------------- 23. Mynisera's Letters 065 Level Req: 3 Quest Req: 21. The Madness of Nulfaga Well, you helped out Aubk-i with Nulfaga, now she wants you to dig up some dirt on Mynisera. You are to go to Mynisera's castle and find some letters she has left there. The dungeon is supposed to be random, but for whatever reason it almost always picks Castle Necromoghan. Nevertheless, the location within the castle is still random, so you're still on your own for this one. Snag the letters, which turn out to be nothing of any real importance, other than to show that Mynisera has had dealings with the orcs. ------------------------------------------------------------------------------- 24. Elysana's Trap 066 Level Req: None Quest Req: 06. The Letter Retrieved Ah, she's back with another quest/trap. This time, however, the target is you. You are to escort her "cousin" to another town. Easy enough, really, except that you'll be jumped by assassins everywhere you go until you ditch the girl. The only reason to take this, unless you just like assassins ambushing you, is to get the location of Lysandus's Tomb. If you screwed up Quest 10. The Underking, then this is the only way to get the location; one of the assassins will have a note with the location. ------------------------------------------------------------------------------- END OF GUIDE Questions? Comments? Corrections? Contact me at: Jormungandr83@gmail.com Date completed: 27 Sept, 2007 ------------------------------------------------------------------------------- Legal Junk: Copyright 2007 Matt Smith This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. Yada yada yada. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.