Daggerfall Mod:BIOG??T0.TXT Files/Misc. Item Codes

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Misc. Item Codes[edit]

Drugs[edit]

Many different classes will occasionally offer a "drug mule" quest, where one simply delivers the item (typically) to a different town in the same region. There have yet have been no confirmed legal ramifications for possessing these items, which seems to indicate either they specifically are not contraband, or there is no contraband system within the Daggerfall Legal Framework. See Legal Basics by Anchivius, M.Z.F.

Drug by (X, Y, Z) Coordinate
X Y Z Drug
0 0 0 Indulcet
0 1 0 Sursam
0 2 0 Quaesto Vil
0 3 0 Aegrotat

Containers[edit]

These items hint at the level of detail the Daggerfall programming team originally envisioned. Alas, they serve no functional purpose in the game beyond their resale value at the pawnbrokers and general stores.

Container by (X, Y, Z) Coordinate
X Y Z Container
1 0 0 Glass Jar
1 1 0 Glass Bottle
1 2 0 Decanter
1 3 0 Clay Jar
1 4 0 Small Sack
1 5 0 Large Sack
1 6 0 Quiver
1 7 0 Backpack
1 8 0 Small Chest
1 9 0 Wine Rack
1 10 0 Large Chest

Random Items[edit]

These items, as they are named, will instantiate a random element of the base class. There is currently no known way to start the character with a specific magic item other than an Artifact. It is interesting to note the X-component is not fixed, but ranges through various other domains. Additionally, the presence of elements with non-zero values for the Y- and Z-components implies the random item capability was completely ad hoc, rather than planned and specified a priori in a professional manner.

Random Item by (X, Y, Z) Coordinate
X Y Z Random Item
4 0 0 Random Magic Item
7 0 0 Random Book
11 0 0 Random Map
13 0 0 Random Painting
27 4 0 Random Recipe
27 8 0 Random Map

Environmental Items[edit]

These items were originally intended to impact and interact with the game environment, such as requiring a character to wield a torch to see in dark places, or requiring bandages to mend his injuries. Neither the delivered game, nor the current release (patch level 2.13), have implemented such logic and these items remain considered "useless". These too serve only as the odd quest item, or fodder for the pawnbroker.

Environmental Item by (X, Y, Z) Coordinate
X Y Z Environmental Item
9 0 0 Torch
9 1 0 Lantern
9 2 0 Bandage
9 3 0 Oil
9 4 0 Candle
9 5 0 Parchment

Religious Items[edit]

Given the rather disappointing Temple/Character interaction (their function is identical to the other joinable guilds/factions present in the game), one would except the various religious items to be of little use beyond the occasional quest item. Not so! They not only offer a fair amount of enchantment points, but excellent resale value to the pawnbroker too.

Religious Item by (X, Y, Z) Coordinate
X Y Z Religious Item
10 0 0 Prayer Beads
10 1 0 Rare Symbol
10 2 0 Common Symbol
10 3 0 Belt
10 4 0 Holy Water
10 5 0 Talisman
10 6 0 Religious Item
10 7 0 Small Statue
10 8 0 Icon
10 9 0 Scarab
10 10 0 Holy Candle
10 11 0 Holy Dagger
10 12 0 Holy Tome

Transportation Modes[edit]

Transportation Mode by (X, Y, Z) Coordinate
X Y Z Transportation Mode
23 0 0 Small Cart
23 1 0 Horse
23 2 0 Rowboat
23 3 0 Large Boat
23 4 0 Small Ship
23 5 0 Large Galley

Property Deeds[edit]

Property Deed by (X, Y, Z) Coordinate
X Y Z Property Deed
24 0 0 Deed to Townhouse
24 1 0 Deed to House
24 2 0 Deed to Manor

Quest Items[edit]

Quest Item by (X, Y, Z) Coordinate
X Y Z Quest Item
26 0 0 Telescope
26 1 0 Scales
26 2 0 Globe
26 3 0 Skeleton
26 4 0 Totem
26 5 0 Dead Body
26 6 0 Mantella
26 7 0 Finger

Miscellaneous Items[edit]

Miscellaneous Item by (X, Y, Z) Coordinate
X Y Z Item
27 0 0 Spell Book
27 1 0 Soul Trap
27 2 0 Letter of Credit (worth 0)
27 3 0 Ruby
27 5 0 Dead Body
27 6 0 Deed for House
27 7 0 Ship Deed
28 0 0 Gold (worth 0)
'unknown'
X Y Z Item
8 0 0 Game crashes when I look in Clothing/Misc


† These items were originally intended to impact and interact with the game environment, such as requiring a character to wield a torch to see in dark places, or requiring bandages to mend his injuries. Neither the delivered game, nor the current release (patch level 2.13), have implemented such logic and these items remain largely "useless".