THE UNOFFICIAL DAGGERFALL FAQ, version 0.992, 24 August 1996 Authors: Dave Humphrey aj589@freenet.carleton.ca Andrew Frankling 100405.2336@compuserve.com Michael Bodenhoff mboden@dk-online.dk CHANGES SINCE THE LAST EDITION (version 0.991) (Lines that have been significantly changed since the last version are prefixed by a '*'.) 1) Detailed the Hard Disk Installation Options 2) Updated minimum hard drive space requirements 3) Updated DAGGERFALL Win95 compatibilities. 4) Updated information about DAGGERFALL Gold Enhanced Edition 5) Shortened, rearranged & updated DAGGERFALL Information Sources 6) Info on where to get the second DAGGERFALL demo from. 7) Revamped info about DAGGERFALL ordering & the Limited Edition 8) Significantly revamped the structure of DAGGERFALL Previews, and included some new information 9) Included information about how spoilers are handled in the DAGGERFALL Mailing List ========== INDEX =================================================== (1) General Information - Answer to some basic questions (2) Description of DAGGERFALL - What features DAGGERFALL will include (3) DAGGERFALL Previews - Info about the Poster and Screenshots (4) Encounters - Info on what you are up against (5) Artifacts - Serious Hardware (6) Power Up - Tips to help you get the most from DAGGERFALL (7) Bug Alert! - No it isn't only your computer (8) Information about BETHESDA Softworks - Some info on an awesome company (9) DAGGERFALL Information Sources - Where to find DAGGERFALL information, where all this came from (10) Wrap Up - That's all for now ==================================================================== (1) GENERAL INFORMATION ============================================= What is DAGGERFALL anyway? -------------------------------------------------------------------- THE ELDER SCROLLS (TES) CHAPTER 2:DAGGERFALL is the sequel to the award winning role playing game TES:ARENA released in 1993. DAGGERFALL will be a 'free-form' 1st person perspective (you know, like DOOM) role playing game. A 'free-form' game is a game in which the player has a large, sometimes infinite, choice of what to do, unlike some games where the player has to do everything in at given time and sequence. See (2) for a detailed description of what features DAGGERFALL will include. When will DAGGERFALL be released? -------------------------------------------------------------------- The current release date is 30 August 1996. *If you ordered the DAGGERFALL Limited Edition you are "guaranteed" to get it earlier than the release date. DAGGERFALL's release date was initially going to be February 1995. Tell me about the Demo. -------------------------------------------------------------------- The DAGGERFALL Demo is out. The Demo is currently 10.3 MB zipped (46 MB unzipped), which includes a swap file on your hard drive similar to the one in Windows 3.1x. It is available from: http://www.bethsoft.com/cgi-bin/DAGGERFALL.cgi http://happypuppy.com/games/link/daggerfa.htm ftp.bethsoft.com/pub/ScreenShots/DAGGERFALL/ It has also been available on different Game Magazines. Download dagdemo1.zip (5.38MB), dagdemo2.zip (4.71MB) & dagread.me file (2KB) Both zip files must be unzipped with the -d option. The Demo will run with the Matrox Millenium video card only with 1.9 BIOS, which is available from http://www.matrox.com. Windows 95 users must boot to DOS 6.22 or 7.00 before playing the Demo. It includes Demo versions of the character generator, the item maker, the potion maker, the spell maker, a tour of sites of interest, and a playable dungeon. Your character is a pregenerated male 16th level spellsword. There is no save in the Demo. The Demo's 3D rotatable automapping function combines the areas covered by your various dungeon attempts; until you log out of the Demo proper. The Demo also contains water, no magic items and some "eye candy". Due to space restrictions, there is no monster AI in the Demo. The dungeon is off the Pit of Jagadha. It consists of 4 8x8x8 3D blocks. Each block loosely has 8 "levels": there are many partial levels, intersecting ramps between the levels, stairs, balconies, overhangs and rooms with different height ceilings. There is a second version of the Demo. It was released only in the European Version of the April 1994 PC-GAMER and a CDROM of all Bethesda Software's products, the latter now being out of production. It has a woman character, no water, magic items, books and less "eye candy" in the dungeons and some new monsters, such as the giant bat, and an encounter with the UnderKing. It also allows for faster keyboard based movement & levitating up/down know no longer requires the PgUp/PgDn keys, but Insert/Delete. Though it has its downsides such as buggy graphics and "sticky walls", DAGGERFALL Beta Tester's apparently swear that this is the better *version and is definitely more fun to play. It is available at: *http://www.bayserve.net/~lemberg/dfall/dfall.zip So how do I order DAGGERFALL & What is In the Limited Edition? -------------------------------------------------------------------- *Ordering the regular edition of DAGGERFALL through Bethesda *Softworks is $US79.95 (shipping and handling extra), less $US0.50 *for each "credit" that you have gained from using the Bethesda WWW *page. You can order in the following ways INTERNET: http://www.bethsoft.com/cgi-bin/order.cgi MAIL: Customer Service-DAGGERFALL Pre-Order Bethesda Softworks 1370 Piccard Drive Rockville, MD 20850 TELEPHONE: 1-800-677-0700 (toll free in America) Bethesda accepts all major credit cards, money orders, certified checks, cashier's check and personal checks. All certified checks, money orders, cashier's checks and personal checks must be in US dollars. Your credit card will not be charged until the game ships. Personal checks will be cashed about one month before the game ships to ensure that they clear. *You can no longer order the DAGGERFALL Limited Edition. However for *those collector types who are prepared to buy it off someone else, *here is how it differs from the regular edition: - serialised limited edition of 10,000 copies - a Limited Edition DAGGERFALL T-Shirt (100% cotton) featuring the Box Cover design on a black background - a "World of Tamriel" mousepad - a Limited Edition DAGGERFALL poster What are the system requirements/recommendations for DAGGERFALL? ---------------------------------------------------------------------------------------------- Currently, the minimum system requirements for DAGGERFALL stand at: - 486DX2/50 MHz IBM PC or compatible running DOS 5.0+ - 8MB RAM - 512-540KB Base Memory (Not Yet Finalised) - 2x CD-ROM Drive * - 30MB of Hard Drive Space - VLB or PCI VGA graphics card - Supports: Aria, Ensoniq, Roland, SoundBlaster, UltraSound. Bethesda uses the HMI sound drivers - Joystick or Microsoft compatible mouse. People with faster machines than these minimum requirements will be able to take advantage of extra features. Recommended requirements are: - Pentium IBM PC or compatible running DOS 5.0+ - 16MB of Installed RAM - Quad speed CD-ROM drive - VLB or PCI graphics card with 4MB of VRAM * - 4 Different Hard Drive Space Options: 30MB, 90MB, 300MB & * 500MB. Larger installs will speed up the game. The DAGGERFALL game will be able to be run under Windows 95 but will *not be a native Windows 95 Game. It is rumoured that the setup *program for DF will have an option to add a PIF file to the Win95 *desktop fully configured for Daggerfall play under Win95 Debate is currently raging among DAGGERFALL Demo Gamers whether or not the demo runs slowly. Here are some tips to help you optimise its performance: 1) While you can run the Demo on 8MB RAM, 16 MB is strongly recommended 2) Your character will move faster is you use the mouse for movement, rather than the keyboard. Remember the further the cursor is away from the centre of the screen, the faster you will move. Using the shift key & the mouse together is even faster 3) In your CONFIG.SYS file, set FILES=99 & BUFFERS=55. 4) In your AUTOEXEC.BAT file, create a 1MB SmartDrive utilising the /X switch if you have 8-15MB RAM, a 2MB SmartDrive if you have 16-31MB RAM, a 4MB SmartDrive if you have 32MB+ RAM. These SmartDrive figures are general guides only: they are not fixed. 5) Switch off expanded memory What's this I hear about the sequels/addons to DAGGERFALL? -------------------------------------------------------------------- The ability to import your ARENA character into DAGGERFALL will be available as a stand-alone utility, which it is planned will be available by the time DAGGERFALL comes out. Exactly what features of your character you will be able to keep hasn't been decided. No DAGGERFALL add-on mission disks are planned. Bethesda does have plans to do a Gold Enhanced Edition of *DAGGERFALL. However, it is unlikely that there will be any *significant changes to the game, due to the work being done on TES. Development of TES3 is already well advanced under the stewardship of Bruce Nesmith as Chief Designer and Julian Le Fay as Chief Programmer. It is set in the province of Summurset Isle, and will run under a later release of X(n)gine, which incorporates SVGA. It will probably not be a native Windows 95 application. The (first) release date is slated for August 1997. There are rumours to use DAGGERFALL as the core of an online game. Bethesda is unwilling to comment further at this point but it would be quite unlikely that an online game got off the ground in the near to medium future. ==================================================================== (2) DESCRIPTION OF DAGGERFALL ====================================== Like TES: ARENA, DAGGERFALL is set on the continent of Tamriel, being one of 5 major ones on the TES planet. Unlike ARENA however, DAGGERFALL is confined to the area of Tamriel surrounding the Iliac Bay, namely the provinces of Hammerfall & High Rock. DAGGERFALL includes many additions and improvements to the ARENA gameworld such as: - Bethesda's new full, 3-D X(n)gine(Tm) (also used in Bethesda's Terminator Future Shock and Tenth Planet, the latter to be released in 1997), which promises to redefine the role-playing genre. The new engine allows quicker actions, unrestricted viewing angles and complete freedom of movement. Having taken 3 years to make, this powerful proprietary technology allows full 360 degree rotation with fully textured polygons, multiple shaded light sources, VGA graphics and specialised video effects. The X(n)gine can create weather such as snow, sleet, and fog, as well as realistic shading and a fully contoured fractal terrain. Weather effects will vary somewhat depending on the time of year. - the X(n)gine will not support 3D Accelerated GFX boards in the initial DAGGERFALL release; but it is certainly planned - the video refresh rate will vary depending upon what is on the screen at any given time. The 3D X(n)gine should average between 16-20 frames per second and should probably never have to do more than 40. It has no ceiling. - a fully topographical landscape with elevations marked every 6 metres, an area approximately twice the size of Britain - thousands of towns, fortresses and villages to explore - there is about 300MB of terrain and 92MB of sky graphics packed onto the DAGGERFALL CD! - texture maps considerably more complex and detailed than ARENA's, allowing for larger, even multi-story buildings. - all the countryside terrain and fixtures on top of it (e.g. buildings) are randomly generated once by Bethesda before copying to CDs. Thus everyone will be playing the same game world (unlike your individual random generation in ARENA). - much improved plot over ARENA; your character is asked to undertake a special mission for the Emperor and obtain artifacts before rival groups of the court of the town of DAGGERFALL can get them & use them to instigate an uprising. In investigating the court of DAGGERFALL, stories of madness, unrequited love, dark sorcery, seduction, betrayal, and a plot to recreate a powerful force from thousands of years past will be revealed. - the plot is a lot more "active" than ARENAs, involving many non player character types. - keeping with TES "open ended" philosophy, it is even technically possible to win by working against the Emperor - conversation remains handled via a menu driven branching strategy, with the new feature of being able to select your conversational goal. - greatly improved player interaction with NPCs, both in dialogue and action. For example, depending on the circumstances, the completion of say a mini-quest by a character will be remembered later on either positively or negatively by a particular NPC social group, a NPC, a NPC's family, the NPC's allies or enemies, or all of the above. DAGGERFALL keeps track of your characters reputation with each NPC. This applies even to characters that are imported into later games in the TES series. Player language skills, though based on the common tongue, will reflect specific groups & social affiliations and will also affect interaction with NPCs. Character clothing, weapons & armour, which can be changed in shops, also affects NPC interactions - adventure in intricately designed caves, castles, homes, highlands, lowlands, rivers, cliffs, sand dunes, swamps, underwater and different dimensions: a whole range of environments - many objects in the world have mass and can be moved or picked up by the character. These objects follow the normal laws of physics eg. inertia. Some objects, such as houses and pebbles, can't be moved. - buy & use houses, ships and other crafts. Property can be furnished with furniture & treasure. Option available which will protect your property against burglary. - travel from town to town by foot, horseback, horse and wagon or ship. Beware! you can be attacked while using any of these transport methods except ships. - use banks to safely deposit gold, get letters of credit & take out 1 or 3 year loans to finance large purchases - join guilds, temples & knightly orders to help enhance your character's reputation with various social groups; trade goods and services, even smuggle. - experience DAGGERFALL's Legal System, complete with courts & jails. Avoid being caught possessing illegal substances! - shop at furniture stores, armouries/weapon stores, tailors, book stores, alchemists & pawn shops - new spells include identify, polymorph, shadow, slowfall, telekinesis, teleportation, waterbreathing and water walking: there are some 78 standard types - create more unusual and powerful spells with the spellmaker - customizable spell duration icon which flashes towards the end of the spell period - new improved special effects eg. polymorphing - surface dependent walking sounds - 3-D graphical movement is handled much more efficiently than in ARENA - random monster encounter will be largely done away with. It will only occur where it has a direct relationship to the plot, or in a "cleared out" dungeon in a period of time - Each created character, must take 3 primary skills, 3 major skills, and 6 minor skills. When characters begin the game, they are naturally better at the primary and major skills, and worse at the minor and miscellaneous skills (the latter being the skills not chosen, but in which advancement can still be made with great difficulty). It is easiest to advance in primary and major skills, because of the formula used to check the chance of increasing a point every night, and due to you're character being most likely to use the primary and major skills and thus advance in them. Advancement of your character's primary and major skills will cause them to advance in their class as well. - customizable character classes. Characters will be able to take on up to 7 special advantages/disadvantages, which will increase/decrease the amount of experience needed to make the next level. - Bethesda has attempted to reduce the potential power of high level characters in DAGGERFALL by including negative effects for some of the items produced by the ItemMaker and by ensuring that, for instance, "high level characters face up against up high level monsters". There will be no "levelling up" like that occurring in ARENA, an orc will remain a weak monster, regardless of your level increasing the relative "toughness" of some of the monsters - the imbalance in ARENA towards spellcasting character classes has been partly addressed by allowing all non-spell casting classes in DAGGERFALL spell points equal to half their intelligence. - advanced, multi-channel, digitized sound effects and music - although speech will be a part of the game, there was not enough room to implement full speech - enjoy a large variety of song/ballad lyrics written especially for DAGGERFALL - a large variety of quests and adventures offered by individuals and guilds - a standard character generator similar to ARENA will also be available, allowing you to choose one of the 18 character types from that game - create potions and magical items as an extension of ARENA'S SpellMaker. Like in character creation, items can be made more powerful if a side effect is included - Magical items appear with a green background in your inventory - have eavesdropping ability - you can choose an option so that the terrain will have an affect on your constitution - read virtual books graphically covering aspects of Tamriel - Like ARENA, the layout of major dungeons are fixed. The random dungeons will be more variable than those in ARENA, which only had 4 - Unlike ARENA, there will be no dungeon riddles - a new CHILDGUARD feature which allows parents to set the amount of violence and sex displayed with password protection - will be a CD-ROM only game - the following Virtual Reality Helmets will be supported: Virtual I/o, CyberMaxx, Forte VFX1 - the interface will be completely mappable by the player - a calender system conceptually similar to ARENA's is used, however DAGGERFALL will have local and regional holidays as well - the automap is colour coded for urban areas to identify different buildings eg mages guilds "What is wonderful about ARENA and DAGGERFALL is that you can be and do whatever you want with virtually no limitations," said Bethesda President Chris Weaver. "Aside from all the sophisticated technology operating in the background we think that freedom is one of the most important features of TES series. The vast detail of the computer world we have created and the freedom to explore and live an unhindered life has hit home with numbers groups of "non-standard" role players. A case in point is the thousands of ARENA users over age 55. We are very gratified by such cross-over demographics." "We've taken the best elements from the highest quality game engines out there, and improved upon them", said President Chris Weaver. "X(n)gine has the immediacy of DOOM and DARK FORCES and the greater flexibility of DESCENT all in one engine." "X(n)gine is the most sophisticated 3-D engine currently available." Weaver said. "The speed, clarity and dynamics are better than all the others within the 3-D genre. It's as realistic as you can get within the current limitations of the PC. We believe it is also the fastest at moving real world polygons." "Daggerfall is the largest, most detailed CRPG ever created for a computer. There are something on the order of fifty thousand people, six thousand towns, tens of thousands of buildings, caves, dungeons, etc., etc.....Every single editor who has visited our lab has told us that Daggerfall will redefine the entire genre." ==================================================================== (3) DAGGERFALL PREVIEWS ============================================= * All sizes are for the unzipped file. The following list only *details those files that are available from a large number of sites *listed under DAGGERFALL Information Sources. Even more files are *available from http://www.ecn.uoknor.edu/~esglenn/dagger.html. ANIMATIONS: These are Autodesk Animations (flics) of some of DAGGERFALL's monsters. You will need an appropriate viewer to see these, such as contained in the file AAPLHI.ZIP deathani (3086KB) gargoyle (52KB) intrbook (5800KB) lysawake (6300KB) rat (35KB) spider (48KB) MIDIS: *Note: A sound card capable of wavetable synthesis is needed to play *these dag_l (10KB) dag_2 (16KB) dag_3 (10KB) dag_4 (5KB) dag_5 (9KB) dag_6 (7KB) dag_7 (23KB) dag_8 (6KB) dag_9 (6KB) dag_10 (13KB) dag_11 (5KB) dag_12 (14KB) SCREENSHOTS: *Unless otherwise stated, all screenshots are 320X200 gifs. 2moons (5KB) army (640x400 149KB) attack (27KB) *azura (37KB) backup (39KB) battle1 (38KB) battle2 (38KB) battle3 (41KB) battle4 (38KB) battle5 (39KB) battle6 (35KB) battle7 (35KB) *boethia (36KB) bow (41KB) bridge (29KB) bsmith (29KB) cameron (640x400 121KB) castld (22KB) castle (31KB) charfem (29KB) charmale (29KB) chars (20KB - formerly called newflats) *clavicus (35KB) coven (23KB) crypt (39KB) dagboxc (256 colour 550x757 194KB) dagboxc.tif (true colour 625x860 1.6MB) dagger2 (29KB) dagger3 (34KB) dag_pi00 (31KB) dag_pi01 (10KB) dag_pi02 (20KB) dag_pi03 (27KB) dag_pi04 (37KB) dag_pi05 (32KB) dag_pi06 (27KB) dag_pi07 (30KB) dag_pi08 (34KB) dag_pi09 (36KB) dag_pi10 (32KB) dag_pi11 (32KB) dag_pi12 (41KB) dag_pi13 (35KB) dag_pi14 (36KB) dag_pi15 (37KB) dag_pi16 (37KB) dag_pi17 (37KB) dag_pi18 (35KB) dag_pi19 (33KB) dag_pi20 (36KB) deadmon (29KB) desert (16KB) desert1 (30KB) desert2 (28KB) desert3 (23KB) desert4 (24KB) desert5 (23KB) direnni (26KB) distmt (27KB) dngroom (36KB) dung01 (32KB) dung02 (32KB) dung03 (32KB) dung04 (34KB) dung05 (31KB) dungeon (28KB) dungeon1 (42KB) faces_00 (25KB) faces_01 (24KB) faces_02 (24KB) faces_03 (21KB) faces_1 (22KB) faces_2 (29KB) forest (25KB) forest2 (18KB) gargoyle (35KB) greensly (23KB) group (18KB) hallway (30KB) *hircine (36KB) jagadha0 (34KB) jagadha1 (31KB) jagadha2 (32KB) jagadha3 (30KB) jagadha4 (34KB) jagadha5 (34KB) jagadha6 (34KB) jagadha7 (33KB) jagadha8 (35KB) jagadha9 (29KB) landing1 (27KB) landing2 (26KB) lycanth (36KB) lytomb (25KB) mages1 (27KB) mages2 (26KB) mages3 (25KB) manorun (33KB) *mehrunes (37KB) *molagbal (37KB) moonlit (16KB) moontree (11KB) newface1 (31KB) newface2 (24KB) newmon (21KB) newtow1 (37KB - Old Screenshot) newtow2 (31KB - Old Screenshot) newtow03 (42KB) orchall (29KB) orcpal2 (28KB) orcpalc (29KB) outsde01 (35KB - Old Screenshot) outsde02 (35KB) outsde03 (39KB) outsde04 (36KB) outsde05 (36KB) outsde06 (32KB) outsde07 (29KB) outsde08 (31KB) outsde09 (33KB) outsde10 (37KB) outsde11 (27KB) outsde12 (30KB) outsde13 (25KB) outsde14 (24KB) outsde15 (38KB) outsde16 (37KB) outside (18KB) palace (28KB) *peryite (37KB) pines (24KB) royalc (23KB) ruins (22KB) *sanguine (38KB) sbarrow2 (25KB) sbarrow3 (22KB) sbrarrow (34KB) sca0013 (32KB) scene1 (22KB) scr0003 (24KB) scr0010 (31KB) scr0013 (25KB) scrshot1 (39KB) scrshot2 (45KB) scrshot3 (40KB) scrshot4 (26KB) scrshot5 (42KB) scrshot6 (40KB) scrshot7 (45KB) scrshot8 (39KB) scrshot9 (34KB) scrshota (36KB) scrshotb (33KB) seacave1 (24KB) sentinl1 (24KB) sentinl2 (24KB) sentpal (28KB) shedugnt (35KB) shrine (17KB) shrine2 (21KB) sky1 (31KB) sky2 (31KB) sky3 (36KB) sky4 (35KB) sky5 (30KB) sky6 (35KB) sky7 (26KB) spell (40KB) starynit (9KB) sunrise (16KB) sunrise (25KB - 2 Different Screenshots Have Same Name) sunrise2 (30KB) sunrised (35KB) sunset (19KB) sunset1 (27KB) sunset2 (25KB) sunset3 (27KB) swamp (25KB) tam_map (66KB) temple (31KB) temple1 (28KB) town01 (40KB) town02 (31KB) town03 (34KB) town04 (34KB) town05 (39KB) town06 (32KB) vampire (33KB) vampire (35KB - 2 Different Screenshots Have Same Name) water (28KB) waypalc (33KB) woodb (27KB) woodb2 (26KB) ==================================================================== (4) ENCOUNTERS===================================== ASSUMPTION: "Monster Types", "NPCs" & "Random Events" is a summation of the results of the FAQ Authors dissecting the Demo Files, verifying as much as practicable with Bethesda, & making some educated guesses. Exact details are likely to change at short notice. MONSTER TYPES There are 42 main monster types, which are listed below, with approximately 100 monster subtypes, varying by colour and characteristic. An ! means that you can learn the language of the particular monster, which could allow you to negotiate. Alternatively, casting the Tongues spell would temporarily have the same effect A # indicates those able to be encountered in the first demo. A $ indicated those encountered in the second demo The information in the brackets, where it occurs, covers: FIRST BRACKETS: known special attacks/defenses SECOND BRACKETS: best known ways to fight the monster THIRD BRACKETS: gives alternative names ANCIENT LICH#$; (magic, normal weapon immunity) (Get in a straight line of fire & as close as possible without meleeing. Cast Shield, Spell Absorption & as many Fireballs as required) (UnderKing - this alternative name may only occur in the second demo) CENTAUR!; DAEDRA LORD!; DAEDRA SEDUCER!; DRAGONLING!; DREUGH#; FLESH ATRONACH; (NA) (NA) (Golem) FIRE ATRONACH; (NA) (NA) (Golem) FIRE DAEDRA!#$; (fire resistance, magic) (Spell reflection. Cast Cold spells). FROST DAEDRA!#$; (cold resistance, magic) (Spell reflection. Cast fire spells) GARGOYLE; GHOST#$; (silence, paralyzation) GIANT!; GIANT BAT; GIANT SCORPION; (NA) (NA) GRIZZLY BEAR; HARPY!; HORSE; ICE ATRONACH; (NA) (NA) (Golem) IMP!; (NA) (flight, magic) IRON ATRONACH; (NA) (NA) (Golem) LAMIA; LESSER DAEDRA!#$; (normal weapon immunity) (offensive spells) (Daedroth) LICH#$; (magic, normal weapon immunity) (Get in a straight line of fire & as close as possible without meleeing. Cast Shield, Spell Absorption & as many Fireballs as required) MUMMY; NYMPH!; ORC; ORC SERGEANT; ORC SHAMAN#$; (magic) (conventional weapons more effective than Spell Reflection & Offensive Spells at higher character levels) ORC WARLORD#$; RAT$; (disease) SABERTOOTH TIGER; SKELETON WARRIOR#$; (NA) (NA) (Skeletal Warrior/skeleton) SLAUGHTERFISH; SPIDER#; SPRIGGAN!; (NA) (regeneration) VAMPIRE; (high normal weapon resistance, magic, vampirism) VAMPIRE ANCIENT;(high normal weapon resistance?, magic?, vampirism?) WEREBOAR; (normal weapon immunity, lyncanthropy) (NA) (lycanthrope) WEREWOLF; (normal weapon immunity, lyncanthropy) (NA) (lycanthrope) WRAITH#$; (magic, normal weapon immunity) (Spell reflection, cast offensive spells) ZOMBIE; In addition, there are a number of other species in DAGGERFALL that do exist but which don't fit into the above list of 42 monsters: DAEDRA PRINCE; {In DAGGERFALL but you can't fight them} DRAGON!; (NA)(NA) (Wyrm) A further grouping are part of Tamriel folklore: DWARF; GIANT GOBLIN; TROLL; There are also 12 major bad NPC types that you will have to deal with, of which the UnderKing, monks, nightblades, faerie! (fey) are examples. NPCs There are some 295 "NPC types" in DAGGERFALL, whether they be nobility, laymen, humanoids, professions, nations or one of the 20 distinct factions of some of these. Their particular characteristics can be ascertained from the "factions.txt" document that comes with the DAGGERFALL demo. Future versions of this FAQ will explain all the parameters listed in this document. Some NPC descriptions, (both good & bad) are listed in various screenshot descriptions in the DAGGERFALL Preview Section. The top "NPC Types", mainly nations, are listed here, with their power ratings. These are likely to have the greatest long run effect on your game of DAGGERFALL. Please note that the power ratings are indicative only (i.e. perhaps a long run average), the actual power ratings will wax and wane: Name Power DAGGERFALL 8000 Wayrest 8000 Sentinel 6000 Lainlyn 5000 Oblivion 5000 Satakalaam 5000 The Septim Empire 5000 Abibon-Gora 4500 Mournoth 4500 Archmagister 4000 Dwynnen 4000 Menevia 4000 You will have the fortune (or misfortune!) to interact with many of the less powerful NPCs as well, perhaps right down to the lowliest: Name Power Cyndassa 5 Lord Auberon Flyte 5 Lord Plessington 5 The Acolyte 5 Remember, each of these NPC Types will be forming opinions of you based on your actions; even into the sequels of DAGGERFALL. But your character is not the only one who interacts with NPCs in DAGGERFALL. NPC types interact with each other, and many have allies and enemies. The major NPCs are even creatures of habit in that they have daily schedules. RANDOM EVENTS These will further enrich your DAGGERFALL experience. Tamriel is divided up into 65 towns/regions for the purpose of generating random events. ==================================================================== (5) ARTIFACTS===================================== DAGGERFALL has all 16 of the ARENA artifacts (but none are in the demo). Bethesda advises that they will be treated differently in DAGGERFALL to ARENA. The FAQ Co-Authors still suspect that many of their features will be the same. Whether ARENA artifacts will be able to be imported with ARENA characters into DAGGERFALL is unclear. Bethesda also advises that there are further artifacts specific to DAGGERFALL, but at this stage they aren't releasing any details. ==================================================================== (6) POWER UP===================================== Press ALT-Q while playing the Demo to bring up the cheat menu. You get options like 1) become vampire; you get +20 on all statistics (up to a maximum of 100 on any individual statistic). Your extra normal spells are Acidic field, Telekinesis, Calm mortal, Charm Mortal. You can also cast Levitate without expending any spell points 2) become werething; +40 on strength, agility, endurance, speed, (up to a maximum of 100 on any individual statistic). You can cast Lycanthropy without expending any spell points You do however lose some health. You can also change from being a vampire/werething back into your former state. 3) go up a level 4) get extra training in specific areas 5) toggle dungeon 6) toggle compass The actions of 3-6 don't appear to work properly in the demo 7) find treasure The Alt-Q key combination is very likely to be disabled in the full version of DAGGERFALL. ==================================================================== (7) BUG ALERT!===================================== The FAQ Authors believe an updated DEMO would be very worthwhile, especially since it is a major part of the advertising for the game. However, Bethesda is rightly focussing most of its attentions on the game. A new demo is only feasible, preferable & likely after the release of DAGGERFALL. Please provide one of the FAQ Co-Authors will any Demo Bug Details that don't appear below, along with enough information for us to attempt to recreate the bug. The first 5 bugs are well known to Bethesda; the company has promised to have them fixed for the full game. The others may require some lobbying to Bethesda! Our understanding is that they are using the release of the Demo to attempt to eradicate a whole range of bugs from the game, if not the demo... The bugs listed below may not necessarily occur in the second version of the Demo (for more information check out the "Tell Me About the Demo" Section) 1) If you pick some chain boots from Monster inventory the game will crash 2) Using the keyboard for movement is slower than the mouse 3) There is no monster AI (eg. dodging your attacks) 4) Monsters get stuck in the walls 5). It is occasionally possible to vanish into the void (the area outside the demo) 6) Character occasionally steers constantly to the left after having moved backwards 7) When a monster dies close to a wall, you can't get at its treasure 8) If you rest while your weapon is equipped, you often can't reequip it 9) Helmet Icons often have a black border 10) Casting a spell while kneeling on a downward slope appear to make the spell effects come from above your head 11) It is possible to see the black background behind where 2 walls meet when you look at it from a certain angle 12) Sometimes while running full screen part of your sword disappears, apparently that part that would be covered by the status bar. 13) Equipping the blue & gold bra (!) causes the game to crash. This information was provided for all you cross dressers.... 14) "Pops" interrupting the music for many sound cards ==================================================================== (8) INFORMATION ABOUT BETHESDA SOFTWORKS ============================ Info on BETHESDA, as well as key staff: BETHESDA SOFTWORKS Headquartered in Rockville, Maryland, Bethesda is the fourth largest privately held publisher of PC Entertainment software. Bethesda's success and long standing technical expertise has attracted world-class programmers as well as veterans of Hollywood animation studios. The company is the entertainment software division of Media Technology Limited, an international engineering research and development firm founded by members of the Architecture Machine Group at MIT. Info on the DAGGERFALL Lead Programmer: JULIAN LEFAY Julian Lefay is Chief Programmer of Bethesda and joined shortly after its creation in 1987. He is considered by many as one of the key technical people in the entertainment multi-media industry as he combines a rare mix of programming knowledge and computer language skills with proven design capability and music composition experience Lefay began programming in Europe in the early 1980's and quickly became known as one of the best Amstrad and Amiga programmers during the high period of Commodore's success. His programs have won numerous industry awards in virtually every category. His TES:ARENA, has developed into the most award-winning Role Playing Game of 1995. He is currently finishing the next TES sequel, DAGGERFALL. Info on a DAGGERFALL Designer: BRUCE NESMITH Creator of "Ravenloft (r) Campaign Setting, Dragonstrike (r) Board Game," Introduction to AD&D"(r), "Gamma World"(r), "Fourth Edition" and scores of other role-playing games, is one of the most experienced writers in the role-playing community. As Creative Director of TSR, he was in charge of the development of many of TSR's best selling titles. "We are very pleased to have attracted someone of Bruce's caliber," said Christopher Weaver, President of Bethesda. "His extensive background in all manner of role playing over the past twenty years is a unique resource which we intend to utilize to the fullest. Bruce will be an integral part of the core group that directs the future development of role playing at Bethesda." Nesmith commented that he would miss his friends and colleagues at TSR, but was excited about the prospect of creating cutting- edge products at Bethesda. "Bethesda is really committed to redefining numerous genres and they are one of the few groups that has the capability to do it," he said. "Of all the companies that have courted me over the years, Bethesda is the only one who impressed me as having the critical proportions of ability, experience and vision necessary to pull off their plans. The opportunity to become an integral part of such an organization was just too exciting to pass up." Info on the Bethesda Software President: CHRISTOPHER S. WEAVER Christopher Weaver is President of Bethesda and CEO of Media Technology Limited. Weaver was formerly Senior Technical Advisor and Chief Engineer to the House Subcomittee on Communications for the US Congress, Vice President of Science & Technology for the National Cable Association and directed the Office of Technology Forecasting for the American Broadcasting Company in New York. A member of the Directors Guild of America, the IEEE, the Society for Cable Television Engineers and the American National Standards Committee, Weaver pioneered some of the earliest academic and commercial work in interactive laserdisk technology in the 1970's and interactive cable projects in the 1980's. Weaver holds numerous Masters and dual doctoral degrees from Wesleyan University and MIT. He subscribes to Arthur C. Clarke's observation that, "Any sufficiently advanced technology is indistinguishable from magic." ==================================================================== (9) DAGGERFALL INFORMATION SOURCES ================= *Many of these sources contain the latest version of the FAQ, and/or *have helped us to write the FAQ: *AOL: Keyword BETHESDA *BBS: Bethesda Software US Site at (301) 990-7552 COMPUSERVE: GO BETFORUM DAGGERFALL DEMO DOCUMENTATION ELECTRONIC ENTERTAINMENT EXPO (E3), 1995 & 1996 INTERNET - OFFICIAL PAGES: - http://www.bethsoft.com - register and fill out some stuff to get Emporium credits & a different storyline to the unregistered surfers - go to the 'CAULDRON' to access info on BETHESDA's new products. DAGGERFALL is at the top of the list - screenshots are available from: http://www.bethsoft.com/cgi-bin/DAGGERFALL.cgi ftp.bethsoft.com/pub/ScreenShots/DAGGERFALL/ INTERNET - UNOFFICIAL PAGES: - http://www.m0use.net/~uesp/ - http://www.crown.net/~r6g020/DAGGERFALL.html - http://www.ecn.uoknor.edu/~esglenn/dagger.html - http://wcl-l.bham.ac.uk/GamesDomain/faqs/dagerfal.html - http://happypuppy.com/games/faqcht - http://www.cris.com/~kronald/arena.html - http://tahoma.cwu.edu:2000/~greenwel/daggerfall/tes.htm * - http://www.bayserve.net/~lemberg/dfall *MAGAZINES: Computer Gaming World, 1/95, 3/95, 8/95, 9/96; Strategy Plus, 8/95; PC Gamer 8/95; PC Power 8/95; Next Generation 11/95; PC Review 10/95, PC Gamer 4/96 MAILING LIST: Send an email to majordomo@crown.net with nothing in the subject line & one of the following messages in the body: subscribe dagrfall Subscribes to the list unsubscribe dagrfall Removes yourself from the list info dagrfall Obtains information about the list who dagrfall Lists who belongs to the list help Returns a list of commands To contribute to the List send emails to dagrfall@crown.net. Currently the only place to get archives of the list's messages is at http://www.crown.net/~r6g020/daggerfall.html and click the item for mailing list archives on the index portion of the screen. Older archives are available in a single ZIP file, newer ones are straight text files. The list administrator, Richard Gade, can be contacted at rgade@crown.net *ALL messages which contain something which may spoil the fun for *others, MUST contain the word SPOILER in all caps at the start of *the subject. While this is partly left up to your best judgement *things considered to be spoilers include: locations of quest *objects; locations of hidden rooms and/or the means to get into *them; locations of where to buy the best stuff etc; where to find *NPCs and/or what they can tell you or do for you; bugs in the game *that allow you to advance more quickly (whether through money, XP *or items); any "hacks" to the game's files or save games which allow *you to advance. The following are not considered spoilers: *locations of scenery; hints on how to build good spells or items *cheaply; a hack to "backup" your character without changing him/her. USENET: comp.sys.ibm.pc.games.rpg (occasional post) ==================================================================== (10) WRAP UP ======================================================== If you have any suggestions, or find a mistake in this FAQ(contrary to popular belief, we are _not_ perfect ;-), email one of us. Special thanks go to the following people for helping make this FAQ possible: Bethesda01@Aol.Com, Ted Peterson, LoneWolf & Chris Weaver. This FAQ will grow substantially when DAGGERFALL is released. We will eventually provide tips, a walkthrough of the optional plot and the inevitable patch information. "Bethesda Softworks", "The Elder Scrolls", "Arena" and "DAGGERFALL" are trademarks of Media Technology Limited. Copyright 1995 Media Technology Limited DAGGERFALL FAQ, copyright 1996, Dave Humphrey, Andrew Frankling, Michael Bodenhoff ====================================================================