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Daggerfall:Traveling

214 bytes added, 23:05, 8 August 2014
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The type of directions an NPC gives a player can vary significantly. While some NPCs will be able to mark the desired location on the player’s Automap (see Maps below), others will simply give the player the general direction (North, South, etc.) in which the location lies in respect to the player’s current position. In this case, the player will need either ask around until he/she receives more specific directions or use the compass to find his/her way there.
 
If a player wishes to '''fully map out a local area''' (like a town) by having every building marked, he/she can keep re-asking for directions to the same buildings until the NPC finally marks them on his/her map. For instance, if the NPC says “go east,” then the player can simply ask again and again until the NPC inevitably marks the location. The only exception here is if the NPC says “I don’t know,” in which case they really don’t and another NPC must be asked (still, it shouldn’t take more than 3-4 NPCs to map out an entire city).
 
Another way the player can obtain directions is to acquire a “random map.” Random maps are items obtained from monster drops, random loot piles and quest rewards. When a random map is found, it will resemble an ordinary bit of parchment until the player places it in his/her inventory. When this is done, the map will disappear and the player will receive a message detailing the location (which will always be a dungeon) revealed by the map. This location will be marked on the Provincial map for the region in which the map was found (see Maps below). Random maps are valued by players as they are one of the only ways new, unexplored dungeons can be discovered.
 
===Finding Your House===
After buying your house, you may need to find it: check the Automap; if it is not marked, you may have to ask an NPC where it is (see [[#Directions|Directions]]).
 
==Traveling Loopholes==
 
===Fast-Travel Loophole===
There is an interesting loophole (or bug) involving fast travel in the game. 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, stamina, and magicka will be the same you had when you left. If cautious is chosen, it may take twice as long to travel, but you always have your health, stamina, and magicka fully recharged. Also, if you are not a vampire, you will always arrive during daytime. The loophole here is that if you are at a destination, you ''can'' fast travel to the destination you already are. By choosing cautious, and fast traveling you can fully recharge yourself of health, fatigue, and magicka. If you fast travel during the daytime, the game clock will advance one minute; if it is nighttime, you will arrive at the next morning. So, you can have practically unlimited magicka during the daytime outdoors. There are only two drawbacks.:
 
#* You always arrive at the edge of the destination. So if you are for example in a huge town, like [[Daggerfall:Daggerfall_(city)|Daggerfall]], you need to run around town again.
#* You cannot fast travel when there are enemies nearby. However, you can always run away until you have shaken off the enemy, and then fast travel to recharge yourself.
 
This is ideal for training your magic skill. Some hints involve 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. This isn't necessary. Just make sure it is still daytime, 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 quests pending, and cannot waste time staying in a tavern, this is the trick. After discovering this trick, you may end up using the inn or the Fighters Guild for resting less frequently.
 
===Getting In (Method 2)===
Alternatively, the player may also enter the void through the use of Levitation and savegames. This method is highly useful as it enables players to Void Range in areas where normal entrance methods don't work (i.e., lack of sloped passages, boxes, etc), but it may not work in every location. First, you will need to enter the indoor location you wish to Void Range in, and stand directly below the spot you want to enter the Void. At this point, you will need to save game. Then, exit the indoor location and find an outdoor area where you have plenty of room to levitate in a vertical direction. Proceed to levitate: the actual height you will need to reach varies depending on the height of the ceiling where you saved game, but ~50 feet should do the trick. Once you have reached the desired height, hit ESC and load from the savegame you made while indoors. When you spawn, you will appear on or slightly above the ceiling in the Void directly above the spot you saved in (if you don't, you may need to try again and levitate a bit higher).
 
===To GetGetting Out===
First and foremost is the trusty Anchor and Teleport method. Do not cast Recall when falling as you will die when you appear. If you cast levitate first, this 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!''' This can't be stressed enough. CampingWhile uncommon, it IS possible for spell-casting enemies to hit you with offensive magic if you stray too close to them in thecertain voidareas. isIt safe,can butalso it'sbe hard to get away from the monsters, and sometimes hard to find all of them in your area (making resting rather difficult). It is unknown if saving in the void is safe; it may need testing.