Daggerfall talk:Races

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Images[edit]

Daggerfall Races: For each race, I have a crazy idea of getting samples of every possible character face, like in the Skyrim articles. Any thoughts/suggestions on going about this? Should I do it in the format the official Skyrim Bethesda samples are done, something else? etc. I feel that the Daggerfall articles need actual in-game pictures for each race. Maybe I will make a GIF depicting every face.

That is all. — Unsigned comment by Yal (talkcontribs) at 10:17 on 27 November 2011 (GMT)

If you wanted to do this, it would be easiest to use Daggerfall Player from Galfar's Lair, or Daggerfall Imaging 2 by Interkarma. Both sites on the Daggerfall:Hacking_Guide page. --DelphiSnakeT+C 14:21, 27 November 2011 (UTC)
I would recommend against making a gif image. It would be better to have separate images for each. --Legoless 23:59, 27 November 2011 (UTC)

Attributes, Bonuses, Resistances[edit]

Yo, you spend the entire article's info telling us about stat attributes that you say are overridden in character creation anyway, yet only offhand mention of the traits such as nord's frost resist and highelf paralysis immunity which are retained? article addresses pointless info while skipping most important part??

ex Tell me exactly how much a nord frostresistance is (at least in relation to immunity, high tolerance, low tolerance, critical weakness values if not an exact number) and what if any do the other races have that maybe aren't so obvious in their descriptions? ect. — Unsigned comment by 190.102.9.107 (talk) at 16:57 on 10 January 2012‎

Because most of the information on Daggerfall is hard to access, as there is no official Construction Set, it's often hard to obtain factual in game data. AFAIK the artical sums up everything that is known. Jadrax 17:22, 10 January 2012 (UTC)
pure speculation \/
known:
high elf: paralasis immunity
based on text in the manual which seems to more clearly hit at bonuses than the in game, as well as the text for the game's race selection, it sounds like
bretons: magic resist
argonian: tire more slowly when swimming(i imagine this is like athleticism)
nord: frost resist
kajjit: bonus to climb similar to argonian swim
bosmer: something like a bonus for archery, maybe similar to an expertese missile
now it gets more hazy with
redgard: possibly a bonus to hit or +damage
and even less solid
dunmer: manual sounds like they get half values of both the redgard and bosmer
edit- arena was clearer, but no idea how much they'd kept as other things changed http://www.svatopluk.com/arena/manual/races.stm but it'd probably be something along those lines judging by similarity in the text, seems like i guessed right for the most part
~~ — Unsigned comment by 24.38.235.96 (talk) at 06:12 on 26 September 2012‎
Yes highly speculative and absolutely pointless, I write this here instead of using just a singe line in the change-summary.
Every and all special race abilities are lost even immunity to paralysis for a high elf character. It's still a popular rumor circulating around, even for advanced players tough. You can check this very easily even when you know nothing about hex-editing. There are at least two decent save-game editors you can use to look up your character's special abilities. Even when you pick the high elf at character creation you will see that this special ability is lost after you have picked the class. A knight however has the immunity to paralysis, you can look this up in your save-game, also by using one of these editors. All special abilities of your final character can be looked up, so you see what is there or what is not. And all these hypothetical abilities mentioned above may be applied in the subsequent games, but not in Daggerfall. The only option you have is to use the class maker to build your own redguard, high elf, etc. whatever-class. Who thinks I'm wrong, can point out where to find infos saying anything to the contrary the game's own data does.--PLRDLF (talk) 20:19, 26 September 2012 (GMT)
ah, thanks. so even the known ones don't actually do anything? so a high elf with critical weakness to paralyze actually has critical weakness to paralyze and will get paralyzed then. thats good to know — Unsigned comment by 24.38.235.96 (talk) at 06:20 on 28 September 2012
.....so I've been playing a highelf with critical weakness to paralysis,
haven't gotten paralized once. maybe I've just gotten every single lucky roll but it seems to do something, at least in my game. I've just spent awhile standing there getting hit by spiders while I healed trying to get paralyzed. I even used one of those save editors and gave myself a few thousand hp and 0 wil and stood there for a group of aincent vampires...no paralysis. lucky dice? i do get the little yellow icon that goes with paralized but am free to move, not sure what else he could cast that would cause the icon. So yeah
you or your save editor appear to be wrong. looks like elves have that and race traits just aren't listed the same way as advantages. Then again the save editors you cite as unquestionable view at the game code or whatever can't even get a toga's name or pic properly labeled and list chain curias as a glove when you look at it from the editor. — Unsigned comment by 24.38.217.116 (talk) at 02:03 on 22 July 2013
I can confirm this. I've not stood around for ancient vampires but I've so far played a High Elf to level 12 without getting paralyzed even a single time. EDIT: I should add that I too have received the yellow box when fighting stuff that should paralyze me and been able to move around108.77.147.9 07:11, 11 September 2013 (GMT)
All special racial advantages have now been confirmed and corrected on this page per the Daggerfall game code reverse-engineering work done by the Daggerfall for Unity developers (https://forums.dfworkshop.net/viewtopic.php?f=4&p=28065#p28045).Mikeprichard (talk) 14:24, 2 August 2019 (UTC)