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Daggerfall:Combat

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{{Daggerfall Trail}}
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Daggerfall relies on survival in combat situations. While much of your fighting will take place in dungeons, the wilderness also offers combat. The best method to get into combat outdoors is to rest until an enemy appears.
Much of the game of ''Daggerfall'' relies on successfully surviving through a combat situation. This page will hopefully help you survive longer than you thought possible by providing hints and tips on fighting.
 
=== '''WeaponWeapons Swinging''' ===
There are four possible ways to swing a weapon in Daggerfall. It may be beneficial to use different swings in different scenarios.
The way you swing your weapon does more than just look nice. It determines your accuracy and damage. This information comes directly from the Daggerfall manual.
{| class="wikitable" align="centerleft"
|-
! Attack Style !! Damage !! Accuracy
|-
| Thrust Forward || Lowered Damage || Increased Accuracy
|}
{{NewLine}}
=== '''Fighting Strategies''' ===
Although poisoned weapons were initially intended theyto arebe not presentincluded in the game, they are not present, no matter what you may read or see in the game.
When using the View Interface, one can easily back up while fighting, which can help prevent one from being hit at all. A hit on the monster causes it to be knocked back, and if the character backs up quickly enough, the monster will not have a chance to attack before the character is ready to strike a blow. By the time the monster has advanced enough to strike, the character can swing again, back up...etc. This can be a very handy tactic.
 
Just make sure you have enough room (small rooms can prevent this tactic) and don't step off a large drop.
 
The spells ''Spell Absorption'' and ''Spell Reflection'' can make one virtually indestructable. Note that spell absorption can also absorb your own spells. Handy for taking out that monster at really close range with fireballs or whatnot.
 
Arrows can be shot through doors (and walls if in the void).
 
Switching from melee weapon to bow can take a dangerously long time, unfortunately. Raising the speed attribute will help this. Using archery only against isolated opponents is one way to compensate for slow loading times of arrows. The attack/retreat to wait for the bow to reload is another tactic.
 
It's often possible to position yourself behind an object such that you can hit your opponent without your opponent hitting you (both using melee weapons). For instance, if you hide behind a shelf in a store, the guards can't hit you but you can hit them.
 
While much of your fighting will most likely take place in dungeons, the wilderness also offers combat if you look for it. The best method is to merely rest for a while and something will come along, and usually with some pretty good loot if you manage to kill it. Remember that spells that work on a Target-At-Range are difficult or impossible to land while outside so stick to regular weapons or area effect spells.
 
Although poisoned weapons were initially intended they are not present in the game, no matter what you may read or see in the game.
 
If you need to quickly change weapons in the middle of a fight, go to your inventory and equip the weapon, then change to your character sheet and wait; you'll get the message "(hand) equipped" after a few seconds. Then go back to the game, and your weapons will be changed.
 
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=== '''More General Combat Strategies''' ===
The first thing you want to do is determine whether or not you want to kill the enemy. If you don't want or have to, let it chase you into a room with a hole. Run around to the other side of the hole, and the enemy will attempt to follow and fall right into the hole! Or position the enemy between you and the hole, take a few whacks at it and it just may go flying backwards into the hole. Just remember that it'll still be down there when you get to the room it fell into. They don't seem to take any damage from the fall either, or die from drowning if there is water at the bottom of the shaft. Also, if you have open and lock spells, run away, close the door and cast the lock spell. Be sure you have either open or recall or you'll be stuck if you want to go back. You CANNOT pick a magically held lock.
 
If you're on a quest for a guild, let's say you're after some mummy wrappings or werewolf blood, 99 times out of 100 you are looking for the only monster in the dungeon of that type. I was crawling through this maze that had bears, tigers, and bats looking for werewolf's blood for the mages guild. I came across a lone werewolf, killed it, and found the blood I needed. When you find the beast and slay it, search the body and pick up the item. As with most quests, a message will appear confirming that you found the item you needed. As a side note, if you're on a quest to slay monster X, make sure you slay monsters Y and Z as well along the way. One time I was supposed to slay a werewolf and this bear got in my way. I whacked him and to my surprise the message appeared :
''"This looks like the beast everyone thought was a werewolf..."''
 
Take advantage of the Xngine's problem with corners and stairways. You know that annoying problem in the game when you round a corner and can't move as if you're "stuck" on it? Well, the monsters can have that problem, too. The only exception is that they are usually so intent on you that they want to walk a straight line to get at you and don't try to move off the corner. Some monsters, like zombies or giants, can't even climb stairways.
 
== Strategy ==
Another thing you can do if you're up against something that is too powerful is to let it chase you until it gets "stuck", or until you backtrack into a large chamber. Make sure the path is clear, because if you ran away from something prior to it'll get a crack at backstabbing you! I'm using a custom class, so I have a natural spell absorption ability. Just for that little extra, I cast reflection if I'm up against something really nasty. In the large room/chamber I save the game just in case, swing, take a step back, swing, take a step back. As most of you know, that usually works, but not against a real tough opponent. Invisibility works well, too. Sometimes if you back away about 5 to 10 paces a monster forgets about you completely. You can tell by watching it and waiting for it to start dawdling around and it'll turn it's back to you. Then you can sneak up and backstab it. If you run away far enough after the backstab and the spell is still in effect, you can do this repeatedly!
The simplest way to deal with an enemy is not to fight it at all. If the enemy hasn't noticed you, just walk away. It has also been reported that kneeling may make it harder for an enemy to spot you.
 
If you choose to fight an enemy, or are forced to, try these tips:
One time I was in a room where there was a mummy and a wereboar in their own cage. I backed away just out of harms reach and picked their pockets. Yes, you can actually pick a monster's pocket. Sure beats training for it or ticking off town guards by going after the peasants.
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The* first thing you want to do is determine whether or not you want to killLet the enemy. If you don't want or have to, let it chase you into a room with a hole. Run around to the other side of the hole, and; the enemy will attempt to follow and fall right into theit. hole! OrAlternately, position the enemy between you and the hole,; takehit it a few whacks at ittimes and it just may gobe flyingforced backwards into the hole. Just rememberRemember that it'll will still be down there when you get to the room it fell into. TheyNote don'tthat seem toenemies take anyno damage from the fall either, ornor diewill fromthey drowningdrown if there is water at the bottom of the shaft. Also, if you have open and lock spells, run away, close the door and cast the lock spell. Be sure you have either open or recall or you'll be stuck if you want to go back. You CANNOT pick a magically held lock.
=== '''Strategies Against Tough Monsters''' ===
I have collected a small set of strategies on how to cope with some of the tough spell casting monsters/enemies. Note that the fact that I'm using a standard warrior (level 13) means that I cannot rely too much to spell casting myself, but on the other hand I'm quite good in close combat.
 
* If you have [[Daggerfall:Mysticism Spells|Open]] and [[Daggerfall:Mysticism Spells|Lock]] spells, run away, close the door, and cast the Lock spell. You must have either Open or [[Daggerfall:Mysticism Spells|Recall]] to release the door you just locked, since you cannot pick a magically held lock.
A ''*very*'' nice thing to have (almost a prerequisite) when fighting these guys is some means to cope with their paralysis spell: immunity , an 'Unrestrainable' magic item (I have at least five of these), etc.
 
When* using the View Interface, one can easily backBacking up while fighting, which can help prevent one from being hit at all. A hit on the monster causes it to be knocked back, and if the character backs up quickly enough, the monster will not have a chance to attack before the character is ready to strike a blow. By the time the monster has advanced enough to strike, the character can swing again, back up...etc, and repeat. ThisJust canmake sure you have enough beroom a(small veryrooms handycan prevent this tactic.) and don't step off a large drop.
'''Vampire, Ancient Vampire'''
As long as there is space to retreat into they seem to be quite easy since they seldom (never?) use ranged attacks. Currently it takes me 2-3 swings to kill a vampire and 5-10 swings to kill an ancient vampire with a daedric Dai-Katana.
 
* The spells [[Daggerfall:Restoration Spells|Spell Absorption]] and [[Daggerfall:Thaumaturgy Spells|Spell Reflection]] can also be highly beneficial. Note that Spell Absorption can also absorb your own spells, which is useful when attacking mosters at close range using [[Daggerfall:Destruction Spells|Fireball]] and similar spells.
'''Lich, Ancient Lich, Mage, Battlemage'''
 
* Arrows can be shot through doors, (and walls if you're in the void), they can also be shot through walls.
Basically, these are tough since they use ranged attacks (especially the former two), but using one or more of the following strategies I'm usually able to handle them (I do save the game before engaging, though - just in case!).
 
* Switching from a melee weapon to a bow can take a dangerously long time, unfortunately. Raising the speedSpeed attribute will help this. Using archery only against isolated opponents is one way to compensate for slow loading times of arrows. TheYou can also use an attack/retreat strategy to wait for the bow to reload is another tactic.
'''General Fighting Strategies'''
 
* If you're both using melee weapons, position yourself behind an object like a shelf in a store so that you can hit your opponent without your opponent hitting you.
''Let it live!''<br>
If the bug is not coming at you, it is not in your way, and you don't ''*want*'' to loot it, this might be the option for you!
 
* "Target at Range" spells are very difficult to use accurately outdoors, so stick to regular weapons or area-effect spells.
''Stab it''<br>
If it hasn't seen you (has anyone noticed any difference in awareness depending on which way the bug is headed?) a single good blow may finish off a lich/ancient lich; at least it won't be able to use ranged area attacks without hitting itself. An invisibility potion is very handy here.
 
* If you need to quickly change weapons in the middle of a fight, go to your inventory and equip the weapon, then change to your character sheet and wait; you'll get the message "(hand) equipped" after a few seconds. Then go back to the game, and your weapons will be changed.
''Lure it''<br>
If the bug is just blocking your way you could try to get it to follow you to a place you don't need to go later and then leave it at a corner, a staircase, or a jump (they seem to have problems with these obstacles). Even if you want to kill it this might be a good idea; if it is stuck behind something it sometimes casts an area attack spell, killing itself in the process.
 
* Take advantage of the XngineXnGine's problemdifficulty with corners and stairways. YouBoth knowmosters that annoying problem inand the game when you round a corner andplayer can't move as if you'reget "stuck" onwhen it?rounding Wellcorners, but the monsters can have that problem, too. The only exception is that they are usually sowalk intent on you that they want to walkin a straight line to get at you and donwon't try to move off the corner. Some monsters, like zombies or giants, can't even climb stairways at all.
''Shoot it''<br>
With a good bow, 5-10 arrows might do the trick. While waiting for the next arrow to become ready you should hide behind a corner, box, etc. It seems to me that the bug takes longer to see you/get to you if you are kneeling (can anyone else confirm this?).
 
* Make use of the [[Daggerfall:Illusion Spells|Invisibility]] spell. If you back away about 5 to 10 paces, sometimes the monster forgets about you completely. Watch it closely and it may turn its back to you, giving you an opportunity to backstab it. If you run away far enough after the backstab and the spell is still in effect, you can do this repeatedly!
''Run up next to it and start fighting it!''<br>
If all else fails you might try this; with a bit of luck you'll get sufficiently close to it before you are hit by the first area attack spell which often will take out the bug. If not, just start swinging your sword - I think I have killed a dozen ancient liches this way, only losing between a third and half of my health in the initial blast.
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* Some enemies seldom or never use use ranged attacks, so stay back and use ranged attacks them for an easy kill.
=== '''Ancient Lich/Vampire Strategies''' ===
I'm sure most of us have had the unfortunate luck of encountering an Ancient Lich or Ancient Vampire in a dark dungeon hall. If one is well prepared, these monsters can pose little threat. If caught off guard, however, the encounter can be deadly. The following is the best strategy I have evolved so far against these enemies. Please post any improvements you may have.
 
* If facing an enemy with [[Daggerfall:Alteration Spells|Paralysis]] spells, use an "Unrestrainable" magic item to eliminate the effect.
Currently against Ancient Vampires I am using a custom Continuous Damage fire based single target ranged spell that does
<pre>
50(HP) X 9(mylevel) = 450(HP) damage per round for 5(rounds) X 9(mylevel) = 45 rounds
</pre>
This would result in a total of 20,250 hit points of damage against the target....IF IT WORKED. Unfortunately, the Ancients just shrug the blast off as if it were but a minor annoyance approximately 65% of the time.
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