This was incredibly helpful to me. I could not make sense of any of the numbers on screen. Ended up sitting with a calculator figuring out some incredibly overpowered and cheap spells.
Thanks to you I have hope to survive in Mages Guild with 22 Spell Points as Nord :D Did almost nothing in the game and it won't badly hurt to create a new character but probably will enchant something to add SPs later as well
I'mnot sure if anyone is still wathcing these but the "1+1 per 1" thing means something like the first one being the base duration + the second one being the amount of duration added each level. Right?
Another great spell for any adventurer is an Open Lock spell. Lockpicking is an horrible skill in that game, poorly implemented, making wasting a skill slot for it a severe waste when a simple spell can do the job MUCH better for you at the mere cost of some magicka.
Even if a paralysis spell had 100% chance, the target can still save versus spell made against it (translation: Target resisted spell). Also, I don't know if standard class perks transfer over to randomly generated humans but if that's true, Knights would be immune to paralysis. As for rounds, they seem to last equal to 1 in-game minute. So if you repeatedly every couple seconds check the date with the compass, it resets the timer that counts down each round, as IIRC it takes quite a few seconds for an in-game minute to pass. So if your spell lasts 5 rounds, that's 5 in-game minutes. As for spells, it adds whatever comes after the + sign. For instance, if you made an offensive spell, say a basic Fire spell, if you have a magnitude that reads "5-5 + 3-6 per 1 level", it means at level 1, the spell deals 8 to 11 points of damage. At level 2, it becomes 11 to 17 points of damage, then 14 to 23 at level 3, and so on. So for more expensive spells like Spell Absorption and Spell Reflection, it would help if you're a higher level because then you can make the Chance 1 + a low number and still have 100% success. For instance, if I'm a level 20 character, I can make Spell Reflection have a chance of 1 + 5 to keep the cost down or at level 25+ make a new one that has a chance of 1 + 4 per level. In short, the higher your level is, the more powerful your spells are.
@@Gabranth2 A must-have for any spellcasting-focused character. ;-) I try to have Int 80+ and I take the Spell Points 3x advantage, and I usually have plenty for what I need to do.
@@Gabranth2 Heh. Yeah, if you wanna cast at all - even if you're not technically a caster, lol - you simply MUST go with the 3x advantage. It has that much of an impact. I think I have like 240 something.
I think water walking in this game is more akin to fast swimming than actual walking over the water, basically improving your movement in water. Because of that your character might still need to breathe in order to not die. But my memory is a little fuzzy on that so don’t quote me. 😆
I believe by default backspace opens the spell book, double click on the spell you want to cast then right click to cast it. Shock is an on touch spell so you can't cast it until you are close and have a viable target. Then to recast you press q and then right click again, you have to do this each time you want to recast your selected spell.
"Purple Swirlie." That's grey
Watching in 2024, very useful, thanks 😊
This was incredibly helpful to me. I could not make sense of any of the numbers on screen.
Ended up sitting with a calculator figuring out some incredibly overpowered and cheap spells.
Thanks to you I have hope to survive in Mages Guild with 22 Spell Points as Nord :D Did almost nothing in the game and it won't badly hurt to create a new character but probably will enchant something to add SPs later as well
getting back into this game after only playing it when i was a little little kid thanks for a quick list of useful spells to have around.
Dat pixel clevage tho
Daggerfall has the best pixel tits.
I'mnot sure if anyone is still wathcing these but the "1+1 per 1" thing means something like the first one being the base duration + the second one being the amount of duration added each level. Right?
wu1ming9shi yeah
Thanks! I started playing the gog unity cut (yeah, i know) and I was a bit confused by the ui. Now I can do everything!
spellmaking in Daggerfall is fun :3
Another great spell for any adventurer is an Open Lock spell. Lockpicking is an horrible skill in that game, poorly implemented, making wasting a skill slot for it a severe waste when a simple spell can do the job MUCH better for you at the mere cost of some magicka.
You got me with the Caffeine Joke.
Glad to see you back in action.
I can’t imagine how gamers play their game in the old days with these maths and stats stuffs I have spent 3 hours studying it damn it
I wish I had an enchanted amulet with Recall..
Damned elitist mages don't let me join them. :D
Thanks
Simple and helpful
lol Caffeine :D
11:05 so the description is wrong? It seems intended to work like in Ultima Underworld but doesn't
5 second invisibility?
BLESS YOU
spell making I'm this game is great
Just how much of a chance would you need to paralyze an average human enemy? How much does a round last??
And... how do levels work for spells?
Even if a paralysis spell had 100% chance, the target can still save versus spell made against it (translation: Target resisted spell). Also, I don't know if standard class perks transfer over to randomly generated humans but if that's true, Knights would be immune to paralysis. As for rounds, they seem to last equal to 1 in-game minute. So if you repeatedly every couple seconds check the date with the compass, it resets the timer that counts down each round, as IIRC it takes quite a few seconds for an in-game minute to pass. So if your spell lasts 5 rounds, that's 5 in-game minutes.
As for spells, it adds whatever comes after the + sign. For instance, if you made an offensive spell, say a basic Fire spell, if you have a magnitude that reads "5-5 + 3-6 per 1 level", it means at level 1, the spell deals 8 to 11 points of damage. At level 2, it becomes 11 to 17 points of damage, then 14 to 23 at level 3, and so on. So for more expensive spells like Spell Absorption and Spell Reflection, it would help if you're a higher level because then you can make the Chance 1 + a low number and still have 100% success. For instance, if I'm a level 20 character, I can make Spell Reflection have a chance of 1 + 5 to keep the cost down or at level 25+ make a new one that has a chance of 1 + 4 per level. In short, the higher your level is, the more powerful your spells are.
A round in daggerfall lasts about 3 seconds. I dont know about the paralysis
Most people get lost in the dungeons.
(not the inns)
As far as the + per level, is that talking about your character level or the level of the skill associated with the type of magic you are casting?
If you are still interested- level is character level
how do you get more spell points? I only have 31.
Increase your intelligence attribute
There is also SP multiplier attribute when you make a class. Normally, your SPs are your INT/2, but it might be INTx3
@@Gabranth2 A must-have for any spellcasting-focused character. ;-)
I try to have Int 80+ and I take the Spell Points 3x advantage, and I usually have plenty for what I need to do.
@@jessiehogue. my last character got about 23-26 Spell Points xD Poor class and character creation from my side
@@Gabranth2 Heh. Yeah, if you wanna cast at all - even if you're not technically a caster, lol - you simply MUST go with the 3x advantage. It has that much of an impact. I think I have like 240 something.
i don't actually understood the "per level" thing, i mean... what does it changes?
is it like, in invisibility, every player level will raise 1 + 1 duration?
Just how do you use Water Breathing and Water Walking together?
I think water walking in this game is more akin to fast swimming than actual walking over the water, basically improving your movement in water. Because of that your character might still need to breathe in order to not die.
But my memory is a little fuzzy on that so don’t quote me. 😆
I'm using the same control scheme as you and I can't understand how to cast shock. How can I do that?
I believe by default backspace opens the spell book, double click on the spell you want to cast then right click to cast it. Shock is an on touch spell so you can't cast it until you are close and have a viable target. Then to recast you press q and then right click again, you have to do this each time you want to recast your selected spell.