Daggerfall talk:Spell Maker

The UESPWiki – Your source for The Elder Scrolls since 1995
Jump to: navigation, search

This is a start[edit]

The bold sections should each become a separate section. James Wildspell 01:24, 19 February 2008 (EST)

Some Progress[edit]

I hope that someone reads this, and gets some mileage out of it. Is anybody out there? — Unsigned comment by James Wildspell (talkcontribs)

Do patrollers count? ;) --NepheleTalk 00:57, 19 March 2008 (EDT)
If you cast create Item you will start off with clothes that you can sell, but if you continue to cast it as you level up, you will eventually get Daedric weapons and armor! I had made a full suit of armor and a long sword. — Unsigned comment by 63.131.8.59 (talk) at 19:27 on 22 July 2009‎

How do you operate the interfaces?[edit]

Once I select my effect the interface with magnitude, duration exc. won't react to my mouse: how am I supposed to operate it?-RifleAvenger — Unsigned comment by 99.153.45.165 (talk) at 04:26 on 25 July 2009 (UTC)

It would be really nice to know what school of magic each effect belong to[edit]

http://www.uesp.net/wiki/Daggerfall:Magic_and_Spells Dragonalumni 10:49, 15 January 2012 (UTC)

thats really a terrible table for this purpose(its good for logging spells, but to make them its better to list components, that table is cluttered with duplicates and hard to read with the footnotes of which is primary on what part of multifunction spells such as forcebolt). this is better http://www.vaulscastle.com/games/daggerfall/dagschools.htm ~~ — Unsigned comment by 24.38.235.96 (talk) at 08:26 on 26 September 2012‎

Added a how to for spell making.[edit]

Throughout Daggerfall, it is never exactly clear what to do next: Click, Double Click, Hit Return or select a box that moves the player on through a process. This is especially true here, so I added a short tutorial. True, after enough trial and error most could figure it out, so this is for those few who can't so they can continue to enjoy the game. Kalevala (talk) 01:59, 9 August 2021 (UTC)

Spell effectiveness crossover? Level 5.[edit]

As you know, spell effects are X + Y/level (yeah, yeah, technically it's (x1~x2)+(y1~y2)/z levels, but I'm simplifying). From my experience, level 5 is the crossover (that is, raising X and Y are equally effective). At lower levels, raising X is more effective, while at higher levels, raising Y is more effective.

In normal gameplay, you spend a decent amount in both categories (pre-5 and post-5), but if you set the difficulty dagger to 0.3 (which is not hard), almost all of the game is level 6+, so all (or almost all) custom spells will want X set to 1. --DragonAtma 173.77.72.151 22:32, 5 November 2023 (UTC)