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This page contains general information regarding methods of '''traveling''' in '"'Daggerfall'' (such as fast-traveling, running, levitating, etc.), as well as detailed descriptions of a number of traveling loopholes and various statistics.
==Travel Modes==
The most immediate modes of travel, walking and running, are most commonly used to navigate the immediate vicinity, which ranges from towns and graveyards to sprawling [[Daggerfall:Dungeons|dungeons]]. Walking is accomplished by pressing the “Forward”"Forward" key, in which case you will travel in the direction you are facing, while running can be activated by pressing “P”"P" while you are walking. In addition, it is possible to jump and surmount small obstacles or gaps, which is activated by pressing “J"J." It should be noted, however, that both running and jumping tax your fatigue, and thus cannot be used indefinitely without rest.
It is also important to note that the efficiency of both running and jumping is governed by [[Daggerfall:Skills|skills]] of the same name as well as your Speed and Strength [[Daggerfall:Attributes|Attributes]]. In general, higher running and jumping skills will mean faster running and higher jumping, respectively.
Swimming can be divided into two distinct categories: above-ground swimming and below-ground swimming. When swimming above ground (i.e., outside), you will be unable to submerge (no matter how deep the water is) and will instead be restricted to slowly wallowing through the water at about chest height. When swimming below ground (i.e., in a dungeon), you ''will'' be able to submerge and swim freely (albeit rather slowly) in any direction.
Forward/backward movement while underwater is accomplished in the same fashion as normal walking and running. To ascend and descend, you will need to use the “Pg"Pg Up”Up" and “Pg"Pg Dn”Dn" keys, respectively. It is important to note that the amount of time you are able to stay submerged is regulated by the breath meter, which will appear and begin depleting the moment you submerge. Exceeding this limit (i.e., the breath meter fully depletes) will result in steadily taking damage until you exit the water or die. Below-ground swimming can be made easier though an increased Swimming skill and [[Daggerfall:Magic and Spells|spells]] (such as Water Breathing and Water Walking).
Detail on tips relating to swimming (especially above-ground) can be found [[#Fast Swimming|below]].
If you elect to purchase a [[Daggerfall:General Stores|horse]] (1000 gold), you will be able to ride it in any outdoor environment. You may mount your horse by pressing the “T”"T" key to open the “TransportTransport Mode”Mode menu and then selecting the “Horse”Horse option from those listed. To dismount, you must return to the Transport Mode menu and select the “Foot”Foot option. While on horseback, you will move at a rate slightly higher than the maximum running speed, and will not suffer the normal fatigue brought on by running. In addition, horses will never become fatigued, and thus may be ridden indefinitely.
If you do not have enough money to purchase a horse, you can instead elect to buy a [[Daggerfall:General Stores|cart]]. Carts are significantly cheaper than horses (150 gold versus 1000), are pulled by a horse (which is not detachable from the cart), and can be ridden just like a horse (by selecting “Cart”Cart in the Transport Mode menu). In addition, carts can be used to store a massive amount of items, freeing up your inventory and reducing encumbrance. However, carts are somewhat slower than horses (though still far faster than normal walking speeds).
Details on loopholes relating to horseback/cart riding can be found [[#Indoor Horse/Cart Riding|below]].
===Fast Travel===
Fast Travel is the premier method of efficiently traveling great distances for most players. Regardless of the length of the journey, trips embarked upon with Fast Travel will always take place instantaneously in real-time (though game-time will still advance accordingly). Thus, a trip that might take you hours in real-time will be over in a split-second using Fast-Travel. To activate Fast-Travel, you must first open the Travelmap by pressing the “W”"W" key. From here, you will need to navigate the map of Iliac Bay using the cursor to select the province and then specific place you wish to travel to.
Once the specific place has been selected, the Fast-Travel menu will appear. From here, you will be able to select the speed you wish to travel at (Cautious or Reckless), what method of transport you wish to use (Foot/Horse or Ship) and whether or not you wish to use [[Daggerfall:Taverns|Inns]] or Camp Out during the journey. The amount of time and cost (if any) the trip will require based on these selections is located in the bottom-left section of the menu. Once you have made the necessary selections, you can then select the Begin button in the lower right section of the menu to begin the journey. After a few seconds in real-time, you will arrive at the desired location.
The selections made on the Fast-Travel menu will not only have an impact on journey time and cost, but can also impact both player condition and environmental condition on arrival. If you select “Cautious”Cautious speed when setting out, then you will arrive at the target destination with health, spell points and fatigue fully recharged. In addition, you will always arrive during daytime hours. However, if you select “Reckless”Reckless speed, then you may arrive at any time and will not have recharged health, spell points or fatigue. On the other hand, traveling cautiously will increase in-game travel time, while traveling recklessly will do just the opposite.
[[Daggerfall:Ships|Ships]] will reduce your travel time immensely, though they are highly expensive (100,000-200,000 gold). Selecting “Inns”Inns will subtract from your travel time but make the journey more expensive, while “CampingCamping Out”Out will do just the opposite. One modifier on travel time that is not readily apparent is the weather (rain, snow, etc.), which can actually delay travel times. Another is whether or not you are a [[Daggerfall:Vampirism|Vampire]]. If you are a Vampire, all Fast Travel times will double (for more information on travel as a Vampire, see [[#Traveling as a Vampire|below]]).
Details on loopholes relating to Fast Travel can be found [[#Fast-Travel Loophole|below]].
If you have acquired the necessary spells or [[Daggerfall:Magical Items|magic items]], then levitation will become possible. Levitation acts as a spell effect centered on you, which allows you to temporarily ignore the effects of gravity and fly about. While levitating, the normal walking and running controls will still apply, but if you wish to ascend or descend then you must use the “PgPg Up”Up and “PgPg Dn”Dn keys, respectively. Jumping while levitating will also result in ascending upwards, though this method will rapidly drain your’s fatigue. The spell effect governing levitation will only last as long as it is set to; for more information on spells and how to make them, see [[Daggerfall:Spell Maker|this page]].
Levitation is especially useful when in dungeons, as it allows you to bypass many time-consuming puzzles and traps with ease. It is also a key aspect of [[#Void Ranger Techniques|Void Ranging]].
There are two main methods that you can use to teleport: first, you may buy or make a spell or magic item that allows you to cast teleportation magic, or second, you may rank up in a guild (namely, the [[Daggerfall:Mages Guild|Mages Guild]]) that offers teleportation until you are able to access this [[Daggerfall:Services|service]].
Both methods have their own specific advantages and disadvantages. If you decide to utilize magic to teleport, you must first have enough spell points to cast the spell. Even then, teleportation spells can be costly in terms of spell points. If you elect to use this method, you will first have to travel to the desired teleport location and set an “anchor”"anchor" there. Once this is accomplished, you can instantly return to the anchor location at any time by recasting the teleport spell.
If you decide to utilize a guild to teleport, you will not have to set an anchor, which means you will be able to instantly travel to any location on the map. However, you will be restricted to one-way travel, which can be inconvenient (especially when teleporting to remote areas). Thus, a combination of both methods is recommended: first, set an anchor at a guild that offers the teleportation service. Then, use the guild service to teleport to the desired locale. Once there, you may instantly return to your anchor by recasting the Teleport spell.
Navigation in ''Daggerfall'' is accomplished primarily through the use of the in-game compass, located in the bottom-right section of the screen (though the “look”"look" of the compass differs when in full screen or non-full screen, functionality is unchanged). Other features (like maps) can help you find and travel to specific locations.
Often, you will run into situations while traveling in which directions are needed; this can occur during a quest or when you are simply exploring the world. The easiest way to acquire directions is to speak with one of ''Daggerfall''’s{{'}}s many NPCs.
''Daggerfall''’s{{'}}s NPCs can be divided into three main categories. The first category consists of [[Daggerfall:Bestiary|enemies]], which are hostile to you. These NPCs cannot be spoken to, and thus are useless for directions. The second category consists of the commoners found in the streets of every town, who are available in abundance and can easily be asked for directions. The third category includes shop owners, guild members and nobles. This category can also be spoken to for directions, but there are a few minor differences: firstly, this category of NPC is capable of giving quests, which can sometimes occur randomly when you speak to them. If you are already on a quest or do not want to start a new one, then it may be safer to ask commoners for directions instead (who cannot give quests). Second, there are a few [[Daggerfall:Spymaster|specialized members]] of this NPC class who will give extremely reliable directions (as well as other information).
To ask an NPC for directions, approach the desired NPC and then press the “Space”"Space" key (it is important to make sure player interaction is set to “grab”"grab" or “dialog”"dialog" before doing this, which can be accomplished by pressing “F1”"F1" or “F4”"F4" keys, respectively). Doing so will bring up the NPC interaction menu, from where you will be able to ask for directions to any local place known to the NPC (among other things). It is important to note that there is no grantee any particular “normal”"normal" NPC will know the way to a particular place, so you may have to do some asking around until you find an NPC who is able to direct you to the desired location (the exception to this are the NPCs who specialize in the information business, mentioned above).
The type of directions an NPC gives you can vary significantly. While some NPCs will be able to mark the desired location on youtyour Automap (see Maps below), others will simply give you the general direction (North, South, etc.) in which the location lies in respect to the your current position. In this case, you will need either ask around until you receive more specific directions or use the compass to find your way there.
If you wishes to fully map out a local area (like a town) by having every building marked, you can keep re-asking for directions to the same buildings until the NPC finally marks them on your map. For instance, if the NPC says “go"go east," then you can simply ask again and again until the NPC inevitably marks the location. The only exception here is if the NPC says “I"I don’tdon't know," in which case they really don’tdon't and another NPC must be asked (still, it shouldn’tshouldn't take more than 3-4 NPCs to map out an entire city).
Another way you can obtain directions is to acquire a “random"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 you place it in your inventory. When this is done, the map will disappear and you 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 as they are one of the only ways new, unexplored dungeons can be discovered.
===Maps (Local, World, and Provincial)===
[[File:Daggerfall_Travel_Map.png|320px|thumb|right|The Fast travel map]]There are several types of maps that you have access to in ''Daggerfall''. First is the Local Map, or “Automap"Automap," which can be accessed by pressing the “M”"M" key. Bringing up the Automap will display a detailed bird's-eye view of your immediate vicinity. The function of this map varies depending on if you are indoors or outdoors: if you are outdoors, the map will be a fixed top down view that will display your position as a flashing yellow dot and structures (such as houses, castles and walls) as colored 2D rectangles. If you are indoors, the map will be 3D, displaying any and all corridors, rooms and passages you have discovered in detail. The grid button in the lower right and the up, down, left and right buttons in the lower left will also become usable: when activated, the grid button will change the axis (x or y) of view, while the other buttons will allow you to navigate the 3D map.
Second is the World Map, or “Travelmap"Travelmap," which can be accessed by pressing the “W”"W" key (as detailed [[#Fast Travel|above]]). This map displays an atlas-like aerial view of the Iliac Bay region and its sub-regions. Clicking on any of the individual sub-regions shown on the Travelmap will bring up the Provincial Map and expand the region (which can be zoomed in by right-clicking the desired area), displaying a filterable list of all discovered dungeons, homes, temples and towns (displayed as colored dots) within its borders. The dots representing dungeons have several different colors, which change when they are visited. Tombs are red, new dungeon locations are orange, and visited dungeons are light red.
"Skywriting" is both a navigational tool and a type of in-game art. The simplest method of Skywriting in the game is accomplished through "laying eggs" by walking or levitating and dropping items to leave little floating "treasure piles.". By laying lots of treasure piles, you can write messages, draw pictures, etc. Unfortunately, when you leave a town or dungeon that you have written in the location immediately resets, removing the writing. However, if you own a ship, the whole grid/square location on which the ship rests acts like a house and saves any item dropped in or around it (as long as ownership of the ship is retained). So, by Skywriting at your ship's location, you may leave permanent writing.
Skywriting can also be useful when exploring both indoors and outdoors: the dropped treasure piles can serve as "bread crumbs" for you to follow, which can come in handy (especially in labyrinthine dungeons).
==Travel and Exploration Tips/Strategies==
Once you have gotten used to ''Daggerfall''{{'}}s basic modes of travel and navigation, you will likely discover and put to use innovative strategies designed to streamline the adventuring process. Below are a number of such strategies and methods that have been developed over the years.
===Dungeon Exploration Method===
* Trapdoors usually have a series of teleporters in the dungeon. To get through a trapdoor, go through the teleporters until you see a lever, activate it, and go through the teleporters until you're back at the trapdoor. Go down with a levitate spell to avoid having broken legs at the bottom.
After you have played the game for a while, you will start to notice patterns to the dungeons. This is a by-product of the dungeon creation process. ''Daggerfall'' dungeons are modular. The Main Quest dungeons were painstakingly constructed by hand, but the random dungeons take pieces of the Main Quest dungeons (and other pieces) and sling them together in variousrandom forms. This is why players get a strange sense of "deja vu" in the random dungeons. They really have been here before. Once you reach this point, finding quest objects becomes much easier because each module only has one or two object locations.
===Traveling as a Vampire===
Being a Vampire can present you with some unique travel-related dilemmas. As mentioned above, Vampirism will increase all fast travel times two-fold. Also, it is difficult for Vampires to survive for extended periods of time in direct sunlight (though it can be done), which means most Vampire characters will have to operate primarily at night (18:00 to 6:00). Fast-Traveling also presents a new problem: Vampires will be unable to open the Fast-Travel menu during the day, and whenever you “cautiously”"cautiously" Fast-Travel to a walled city or town, you will always arrive at night (which means the gates will be locked and there will be no NPCs in the streets). Furthermore, most guilds and all shops will be locked down (though high-ranking guild members may be able to access their guild house 24/7). There are ways around some of these obstacles, however.
* Levitation or a high Climbing skill will help you make your way over city walls at night; from there you can travel to an Inn for refuge.
* Shield spells or magic items that offer healing will also help reduce or even prevent damage from the sun, allowing you to move about during the day (necessary for some quests and other activities like banking), though caution should still be exercised.
* Owning a Ship will also make undeath much easier, as you can instantly travel to your ship at any time (by opening the Transport Mode menu and choosing “Ship”"Ship"), which can serve as a shelter from the sun if you go below deck.
*Teleportation can serve as an excellent travel method for Vampires, as it allows you to cover great distances instantly without the need to feed on the way.
In general, Vampire characters should carefully plan their journeys and have healing/regeneration methods available if things go wrong (i.e., you get stuck outside during daytime). It also doesn’tdoesn't hurt to save the game from time to time.
===Levitation Tips===
==Traveling Loopholes==
''Daggerfall'' is full of bugs and issues (known euphemistically as "Loopholes") relating to travel that may be exploited (assuming you are aware of them). A number of these loopholes are detailed below.
===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 ofyour 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 City]], you will need to run around town again.
===Indoor Horse/Cart Riding===
While not normally possible, there ISis a method involving the Recall spell that allows your to ride a horse indoors. First, you must cast a Recall spell and set an anchor inside the building or dungeon you wish to ride in. You must then exit the indoor location, mount your horse, and then recast the Recall spell to teleport. When you appear at the anchor location, you will still be on horseback. This method is not recommended, however, as you cannot access the Transport Mode menu to dismount while indoors, which can result in your becoming trapped indoors on horseback.
===Flying Without Levitation===
A useful bug when playing v1.07.213. It lets you fly ''up only'' without spells or magic items etc. It may be fun or useful only for those without the Levitate spell or who have run out of magic.
* Hold JUMPJump button for duration of fly time.
* Equip your Weapon (some work better than others).
* Attack the air as quickly as possible.
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 dungeons and slopes, and works exactly the reverse of getting in (i.e., ease up to it, wiggle through, etc.).
'''ALWAYSAlways SAVEsave FIRSTfirst!''' This can't be stressed enough. While uncommon, it IS possible for spellcasting enemies to hit you with offensive magic if you stray too close to them in certain areas. It can also be 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.