Daggerfall:Features
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[edit] THE ELDER SCROLLS CHAPTER 2: DAGGERFALL FAQ, v0.992
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This section, DAGGERFALL's Features, contains a list of all currently known features in the game (i.e., what you can do, how you can do it, what you can't do, etc...).
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 (*'s mean updated info since last FAQ version):
- 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."
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<ADDRESS>HTML FAQ version produced by: <A HREF="mailto:dave@uesp.net">Dave Humphrey - dave@uesp.net</A>, 7 April 1997
DAGGERFALL FAQ also created by: Andrew Frankling - 100405.2336@compuserve.com
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