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Daggerfall: Travelling

15 February 2011

This page contains lots of hints and tips related to anything related to moving or travelling in the game (such as fast-travelling, running, levitating, etc...). This includes various loopholes related to travelling and lots of various statistics...Enjoy.

Sky Writing - 7 February 1999
How to create your own sky writings in the game.
Levitating Tricks - 7 February 1999
Various tips and tricks for flying around.
Fast-Travelling Loophole - 23 November 1998
An interesting loop-hole in fast-travelling allowing instant and infinite regeneration of health, fatigue and spell-points.
Travel and Healing Bug - 20 June 1998
Take advantage of a small bug in the game that allows you to almost instantly heal yourself.
Speeds of Travelling - 23 May 1998
Measurments of the relative speeds at which you travel in the world of Tamriel.
Nighttime Locating - 7 March 1998
Ever had to find a house/person in a city at night...this tip makes it so much easier.
The Overhead Map - 28 January 1997
What exactly is that funny yellow thing in the corner of a dungeon map?
Dungeon Exploration - 3 January 1997
One method for exploration those maze-like dungeons.
Fydor's Travelling Guide - 3 January 1997
Good introductory tips on modes of travelling (foot, cart, ship, etc...)
Void Ranging - 25 November 1996
Tips on navigating in the ill-gotten void (the other side of the wall).
Getting Directions - November 1996
A sure-fire method of finding where you want to go in a town (or how to properly interrogate NPC's).
Finding People - October 1996
How to find people you're looking for.
Finding Your House - Old
Brief how-to on finding your newly purchased home.

Sky Writing
7 February 1999

The simplest nmethod of sky-writing in the game is accomplished through "laying eggs" by levitating your character and dropping items to leave little floating treasure piles. By laying lots of treasure piles, you can have your character write messages, draw pictures, etc. Unfortunately, when you leave a town or dungeon that you have sky written in, the location resets. When you return, your writing is gone...

But, if you own a ship, the whole grid/square location your ship rests on acts like a house and saves any item you drop in or around your ship, for as long as you own your ship. So, by skywriting at your ship location, what is written is much more permanant.

Original Text Written by Lost Prophet - LostProph@aol.com

Fast-Travel Loophole
23 November 1998

I have found an interesting loophole (or Bug if you like) involving fast travel in the game Daggerfall. There are two methods for fast travel : reckless and cautious. If you choose reckless, it will take less time, but when you arrive at the destination, your health points, fatigue and magicka will be the same as what you have when you left. If cautious is chosen, it may take twice as long to travel, and you always have your health, fatigue and magicka fully charged. Also, if you are not a vampire, you will always arrive during day time. The loophole here is that if you are inside a town, you CAN fast travel to the town you are already in! By choosing cautious, and fast travel to the town you are in right now, you can fully recharge yourself of health, fatigue and magicka. If you fast travel during the daytime, the game clock will advance about one minute; if it is night time, you will arrive the next morning. So, you can have practically unlimited magicka during the daytime outdoors. There is only two drawbacks. First, you always arrive at the edge of the town. So if the town is huge, like the daggerfall city, you need to run around town again. Second, you can not fast travel when there are enemies nearby. However, you can always run to the other end of the town, lose the enemy, and then fast travel to recharge yourself. This is ideal for training your magic skill. I have seen certain hints saying about custom practice spells. After you used up all spell points to practice the six schools of magic, you rest in a tavern to recharge the magicka. You don't have to! Just make sure it is still day time, fast travel to the same town you are in, choose cautious, and you will arrive fully recharged, ready to practice magic again. If you have a couple of quest pending, and can not waste time staying in tavern, this is the trick. After discovered this trick, I rarely use the inn or the fighter Guild for resting. When you have high skill levels in the six schools of magic, you REALLY need this trick to get enough spell points to practice spells. If you are the type who swear never to cheat, here is a small variation. Run outside the town toward any direction. You can also view some scenery along the way, right ? Then fast travel back to the town. It will take less than one hour in game clock, and you will never recover the same amount of magicka by resting one hour.

Another use for this trick is for dungeons. If you happen to arrive during the daytime, you can use the trick to strengthen yourself. You can cast all kinds of spells on yourself to fortify the attributes, fast travel to the same dungeon, have magicka fully recharged, cast more spells, repeat until satisfied. If you do it quickly, the spells you just cast will not expire until you are deep in the dungeon. Then, you can rush to the dungeon door, with all kinds of spells active, AND with FULL magicka. My favor spells for this occasion are : Troll's Blood(regenerate health), Orc Strength, Jack of Trades, Shield, Invisibility, etc. Hey, you have "FREE" spells for use, use them all! This will make you very powerful and "brave" during the first few minutes inside the dungeon. I also strongly suggest a custom made health regeneration spell. Long duration is more important than large magnitude, since you can carry it "FREE" into the dungeon. There is only one drawback. Since you must do this outside the dungeon, you better know where the dungeon door is after you fast traveled. Otherwise, all your spells will expire before you step inside the dungeon. It is still a good exercise though.

Original Text Written by lmei01@utopia.poly.edu

Travel and Healing Bug
23 May 1998

I have found an interesting loophole (or Bug if you like) involving fast travel in the game Daggerfall. If you choose reckless, it will take less time, but when you arrive at the destination, your health points, fatigue and magicka will be the same as what you have when you left. If cautious is chosen, it may take twice as long to travel, and you always have your health, fatigue and magicka fully charged. Also, if you are not a vampire, you will always arrive during day time. The loophole here is that if you are inside a town, you CAN fast travel to the town you are already in! By choosing cautious, and fast travel to the town you are in right now, you can fully recharge yourself of health, fatigue and magicka. If you fast travel during the daytime, the game clock will advance about one minute; if it is night time, you will arrive the next morning. So, you can have practically unlimited magicka during the daytime outdoors. There is only two drawbacks. First, you always arrive at the edge of the town. So if the town is huge, like the daggerfall city, you need to run around town again. Second, you can not fast travel when there are enemies nearby. However, you can always run to the other end of the town, lose the enemy, and then fast travel to recharge yourself.

You can use this to your advantage a number of ways:

  1. Practicing spells. You get essentially unlimited mana during the daylight hours so no need to rest to regain spell points.
  2. This trick also works at dungeons. If you happen to arrive during the daytime, you can use the trick to strengthen yourself. You can cast all kinds of spells on yourself to fortify the attributes, fast travel to the same dungeon, have magicka fully recharged, cast more spells, repeat until satisfied. My favorite spells for this occasion are : Troll's Blood(regenerate health), Orc Strength, Jack of Trades, Shield, Invisibility, etc. Hey, you have "FREE" spells for use, use them all!
  3. You can also use this to get to places faster while still being recharged at the end. Merely recklessly travel to your destination. Once there use the cautious travel. At most it will add 8 hours to the reckless travel time (if you arrive at night) which is still much faster than regular cautious travel.

Original Text Written by mei01@utopia.poly.edu

Relative Speeds of Travelling Modes
23 May 1998

Just a few interesting things I was measuring.

Please note that these are the lower speed limits as I calculated them and are approximate only. For example, the speed cheat running speed could be as high as 160 m/h (faster than a speeding arrow, able to jump city walls in one bound)!

On a realistic note, the running/walking speeds are a bit on the high side. A world-class 100m sprinter might reach as high as 25 m/h. A usual walking speed is more around 2-4 m/h. Try sneaking around a town and see how long it would take to get around...certainly not plausible in the game.

PS: This was measured with a speed of 100 and a running/stealth skill of 100%.

Getting Directions
November 1996

Need to map out a town? Easy. Pick on someone, and if they say "go east" or whatever, then keep on asking them. Eventually they *will* mark it on your map. If they say "I dont know", they really dont know. This way, I have completely mapped all locations in a provincial capital (Glenumbra I think) after asking just 3 people.

Original Text Written by Richard Kempton - richkemp@wizardpost.dundee.ncr.com


Fydor's Travelling Guide
3 January 1997

Travelling throughout Daggerfall (and there are oodles of miles of it) can be a tedious task for any impatient adventurer, ready to slay a dragon. Hold on, young one. First you have to get there. While we can't provide you with precise directions, we can show you how to get there more quickly:

When I first came to Daggerfall, I was amazed by the size of the city. Unfortunately, I had only my walking shoes to get me from point A to point B. Murphy's Law usually dictates that the Mages Guild that you wanted to visit is way over on the other side of the city near the West gate and you entered from the East gate.

However, don't simply walk over there if you can't afford a decent horse...

  1. Run and Jump to your nearest destination in the city. The citizens don't seem to mind and you will increase your skill levels as an added bonus. You might as well start building your skills to increase your levels.
  2. A Cart costs 150 gp base cost that can fluctuate with Mercantile skill and the type of store you enter. This type of transportation also includes a horse, but it rides more like a mule. Still, it seems faster than walking and it costs very little Stamina. An added bonus is you can now store all your precious belongings in a much bigger space.
  3. A Horse costs 1000 gp base cost that can fluctuate with Mercantile skill and the type of store you enter. In my opinion, a horse is much faster than a cart when you want to flee the city guards over slight misunderstandings (I've had plenty of them). Plus, little cost to your Stamina levels. Unfortunately, a horse is much noiser sound-wise than a Cart. You may be a bit annoyed at the clip-clop-clip-clop of the hooves.
  4. A Ship can't really take you anywhere in the City, but!... you can go to your ship, rest in it to recharge your batteries, then click on "Ship" again and you are back in the City. Thus, you can still stay in the city and rest without getting arrested for Vagrancy. An added bonus is you can store your precious inventory here without taking up space in your Cart. A Ship can be bought through a bank for 100,000gp or 200,000gp in any port city [near a body of water]. "Sentinel" the capital city, is a good example.
All these Modes of Transportation can be access by simply pressing "T" on the keyboard. "Foot" requires more specific definitions: "J" for Jump, "P" for Run If you dislike any of these keyboard commands, customize your own through clicking CONTROLS on the Save/Load game box [press ESC to bring this window up].

Original Text Written by Two Socks - scl4@po.cwru.edu


Getting Directions
November 1996

Need to map out a town? Easy. Pick on someone, and if they say "go east" or whatever, then keep on asking them. Eventually they *will* mark it on your map. If they say "I dont know", they really dont know. This way, I have completely mapped all locations in a provincial capital (Glenumbra I think) after asking just 3 people.

Original Text Written by Richard Kempton - richkemp@wizardpost.dundee.ncr.com


Void Ranger Techniques
25 November 1996

I'm sure most of us have experienced the nasty sensation of falling through the floors/walls in a dungeon, ending up in a black expanse named the void. Hopefully the below tips will help you on getting into and out of this void with ease.

GETTING IN: The easiest way into the void is to cast levitate, and then levitate up to either a corner where two types of dungeon connect, or a sloped passage. The slopes are usually easier. Use "d" to duck down, then go as high as you can. Next, turn around, so your back is to the wall, and go up again if you can. Then, back into it and stop just as you touch it. Then hit "d" again and stand up. Usually you stand right through the ceiling/wall. I have more luck on the slopes personally.

TO GET OUT: First and foremost is the trusty Anchor and Teleport method. Do not cast Recall when falling as you will die when you appear. I cast levitate first which seems to avoid this nasty consequence. Second, if you can find a sloped passage, use it to wedge yourself back into the dungeon. Duck down, walk up it, and then stand back up. You can also do this by levitating. Duck, float up to a floor. Stand upright through the panel and float up into the room. It usually works best on edges of Dungeon and slopes, and works exactly the reverse of getting in. I.E. ease up to it, wiggle through, etc.

ALWAYS SAVE FIRST!! I can't stress that enough. Camping in the void is safe, but it's hard to get away from the monsters, and sometimes hard to find all of them in your area. I have never saved in the void, personally, so I don't know if this is safe. Someone else might want to elaborate on that.

Original Text Written by Matthew McCauley - wolf8@mindspring.com


Dechipering the Overhead Map
28 January 1997

The dots of dungeons in the overhead map changes to a darker color when you visit it. Tombs are a red color, new Dungeon locations are orange, and visited dungeons are a lighter red. Also, many people don't know that you can zoom in on the map by clicking the right mouse button.


Dungeon Exploration Method
3 January 1997

Not to bring up the old "dragons in the desert" thread, but I spent a little time (about a week) just running through the wilds of the A'kir (think that's right) desert south of Sentinel...other than a large number of scorpions and (ready for this) vampires, I didn't manage to run into anything all that spectacular...did manage to filch a pair of daedric gauntlets from a corpse tho...:)

On dungeons (I noticed that people were talking about some different dungeon-delving methods) I find that with ye-olde basic dungeon, the following rules work well.

  1. try to map the are around the exit thoroughly, because I've found what I'm looking for in the dungeon fairly close to the exit on a disgustingly high number of occasions...perfect example is Shedungent in the Wrothgarian Mountains...just hit the first door you come to (literally) with a powerful enough open spell, and voila, there's the target.
  2. if you find yourself getting deeper into a dungeon (especially the bigger ones) try to map everything on the current floor first. By this I mean don't go up or down anything, and check behind every door.
  3. )I've never found anything underwater...granted I've heard stories of people finding their target underwater, but as a whole, nothing is down there except the occasional dreugh and the odd zombie.
  4. Finally, if you're REALLY having problems finding what you're looking for, it's a good bet that there's a tunnel leading directly up from somewhere that you've missed...I don't know how many times a simple levitation spell to get me through a hole in the celing has popped me out close to my target.
Granted, there are going to be exceptions to these rules, but for the most part they work well (don't ask me for help on those funky red brick doors though...haven't found a good way to work with them yet...just keep wandering).

Original Text Written by ???


Levitating Tricks
7 February 1999

Attacking
If your opponent has no ranged attack, just whip out a bow for some target partice.
Horse Tricks
If you are riding a horse and cast Levitate, the horse flies, and you can go much quicker than if you were levitating without the horse
Jumping Tricks
If you jump while levitating you can float upwards about twice as fast as normally. You also increase your jumping skill like you wouldn't believe.
Flying Without Levitation
I was playing Daggerfall v2.13 two nights ago and i found a useful bug. It lets you fly UP ONLY without spells or maigc items etc. It may be fun or useful only for those without the Levitate spell or if you run out of magic.
  1. Hold JUMP button for duration of fly time
  2. Equip your Weapon (some work better than others)
  3. Attack the air as quickly as possibly.
  4. You should now float upwards one jump height at a time. I think you can go up forever but i dont know as my hand gets tired after about 24 'steps'.

Original Text Written by Meat - gkltan@singnet.com
and Tim - ThorAth1@aol.com


Finding Residences At Night
7 March 1998

since i have a vampire character i hang around at night. you know, finding stores or residences at night is disgusting. you go to a tavern and ask people around which way it is, but you can never have the exact answer. but i found a way. go to the mages guild (assuming there is one-if there isnt any, this will not work) in the city you are seeking the residence/shop. visit the teleporter (again, if you have enough rank), select teleport, dont go to anywhere and exit. you hear the night's sound in the guild, and it is dark just like you are outside. ask someone in the guild the location, and they will mark it on your map. go out, do your quest. so easy!

Original Text Written by malkocoglu@usa.net

Finding People
October 1996

Often quests require you to find the location of a paticular person. This can be done by going to the appropiate town and talking to an NPC. There are two methods which can give you information.

  1. Ask for Where, Location, and General. This will usually give you location of the palace and houses.
  2. Ask for Where, and People. This will give you locations of where a particular person is, like a tavern, store, house, etc...
If the NPC gives you the location on the map, check it to see where to go.


Finding Your House
Old

After buying one's house, to find where it is check the automap, or you may have to ask someone where it is (you must be lost when you have to ask where you live..:).


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