Daggerfall talk:ClassMaker

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Disease Immunity[edit]

I just want to point out that the reasoning why the disease immunity trick works is via an overflow, the system confuses a negative number with a very high positive number. The rate for all diseases EXCEPT vampirsm and lycanthropy are measured against this value, by having the impossibly high number you are effectively immune to these diseases. Vampirism and lycanthrophy however work differently, the odds of catching the infection are constant(0.6%), no advantages or disadvantages play any part in the odds, the impossibly large number for protection from disease doesn't apply. — Unsigned comment by 80.192.210.116 (talk) at 09:11 on 5 March 2010‎

Spell Absorption - How Does It Work?[edit]

The formula on the page is (INT+WIL)/2. This would mean that at 100 intelligence and willpower, you have 100 points of spell absorption. I tried creating a character with weaknesses to all kinds of magic, and overcome those with spell absorption. 100 willpower and intelligence doesn't seem to make the character immune to magic, though, so I assume it doesn't work as a percentage, like in Morrowind and Oblivion. Is it just points, so that if the character gets hit for 120 points of fire damage, for example, 100 points is absorbed, and the character is damaged for 20 points? Or in some other manner...? -Weroj 12:24, 16 May 2010 (UTC)

This is a legitimate question. I wanted to make a page or a section about the spell absorption for some time, but didn't know how to start, well lets give some information here.
From my experience, there are two different kinds of spell absorption in the game:
  1. The spell absorption you can choose at the character creation which is used for the Sorcerer.
  2. The spell you can buy at the spell merchant or find on items and artifacts.
The basics are the same for both spell, It is an "all or nothing" mechanism, either you absorb all of the hostile magicka or nothing. You can only absorb magicka if you have equal or more empty magicka which can be restored by the hostile attack. Example your character has a maximum of 100 spellpoints and you currently have 50 magicka. This means you can absorb a spell worth of 50 or less magicka. A spell that is worth 51 magicka can not be absorbed and it will hurt you. This mechanism is an important cause why absorb magicka is only useful for spellcasters, since characters without spell point bonuses can only have a maximum of 50 magicka even with 100 INT. But most magical attacks, especially at higher levels, pack a stronger punch than these 50. One can calculate for oneself what a level 20 Vampire Ancient can do with his shock spell.
That for the mechanism, now the difference for the two spells.
The character creation absorb magicka seems to work always, whenever you have the free magicka you will absorb it. Therefor you can use the "fireball exploit" (You can cast fireball or an other area at range spell at close range and absorb the damage, thus getting all magicka back).
The other spell seems to follow the scheme (INT + WIL)/2, which gives the chance you have to absorb the spell if you have the free magicks, example (75 INT + 75 WIL)/2 = 75% chance. However the 100% chance seems not to work, because an Ancient Lich with 200 INT should be immune to any form of magical attacks, but it isn't.
The second absorb magicka spell overwrites the character creation spell. If a sorcerer uses the second kind of spell, either as spell or on an item, he has no longer the 100% chance but the (INT +WIL)/2 chance. When the spell wears off or he un-equips the magical item the 100% chance returns.--PLRDLF 22:04, 17 May 2010 (UTC)
Thanks, that was a very thorough reply. =) My problem was definitely with not having enough free magicka to absorb the spell - I also think there may be some spells you can't absorb (I only did a small amount of testing, not super-confident about this), for example, enemy mages and such seem to be able to silence you all the time. -Weroj 18:30, 19 May 2010 (UTC)
Ah, good. was coming here after reading reports on gamefaqs that you can overfill the manabar and die. But now that I came here to ask(when it wasn't on the main page) read this first, I know that he must have filled his bar and mistaken the next attack's damage for some kind of "manatoxicity — Unsigned comment by 24.38.235.96 (talk) at 00:30 on 16 September 2012

Player Submitted Custom Classes[edit]

Does this site have, or can one be created, for players to post/submit custom classes? I still play this game regularly and, after 15 years, am always looking for new spins to play it. I would suggest that any methods that circumvent the rules NOT be included. Thanks - Steve. — Unsigned comment by 69.143.221.12 (talk) at 13:59 on 31 December 2010

exact numbers[edit]

anybody know, or know how to get the exact numbers for things like

  • percentages, ex Light-powered lower Magic lowers by how much?
  • difficulty dagger values(+/-) for each of the special strengths and weaknesses
  • number values for the resistance values(critical weakness, immunity, low tolerance and resistance bonuses)
  • numbers for the bonus to hit and phobias
  • adrenaline rush boost mechanic(percent or set?) amount, and requirement to trigger(how low, is it a percent of max or a set number)

anybody know what happens if you DO take a bonus and phobia for the same thing? My daggerfall game(the prepacked one from ancestral ghost) allows me to choose both for undead. Does one replace the other(only apply phobia) or do they both get added(Ex to hit vs undead +5 -5) ? — Unsigned comment by 24.38.235.96 (talk) at 20:28 on 15 September 2012

details[edit]

more info plz, ie how much does "lower magic abilities" reduce magic points? and does it do anything else?

resistance to shock in light[edit]

where did people get this?

I've run both unpached and 2.17 daggerfall and never had an option appear for weakness immunity or resistance to shock that either applied in light or in dark. so fixed an obvious error — Unsigned comment by 24.38.235.96 (talk) at 02:44 on 25 September 2012

High Elf immunity to paralysis[edit]

Is this an actual working passive of High Elves in Daggerfall? I've heard that even though it's listed as one of their natural immunities in their racial description, it actually isn't present.

Perhaps the ones who informed me of this are wrong? I'd like someone to confirm this for me (perhaps add a screenshot if you can) WintersetAltmer (talk) 18:00, 20 September 2013 (GMT)

Miscellaneous skills being "more difficult to raise"[edit]

The manual for Daggerfall seems to indicate that skill points are gained most rapidly/easily for primary skills first, then major, then minor, and finally miscellaneous which are slowest/hardest to increase. However, the manual's descriptions of various game mechanics are notoriously flawed. There are numerous references online to the idea that the player's chosen skills are easier to increase than the others, but I have never seen a formula or evidence for this. Is this actually true? Or is it possible that this is simply a reference to the fact that miscellaneous skills start lower, and will therefore take longer to get to higher levels? Sporky (talk) 22:30, 15 July 2023 (UTC)