Author Topic: Let's Roleplay Daggerfall, Touhou edition  (Read 11953 times)

CyberAngel

  • Retired
Let's Roleplay Daggerfall, Touhou edition
« on: December 19, 2014, 11:09:06 PM »
Tenshi (this post)
Marisa
Sakuya



Guess what, I'm not tired of dungeon crawling, after all! The same character can get stale with time, but my newfound dungeon structure knowledge makes exploring them even more fun for me than before. So I decided not to drop playing Daggerfall, but as promised, I'll share the fun and interesting stuff I can come across.

So, for those who don't know, Daggerfall is the second game in Elder Scrolls series. It was released as freeware, but it's a DOS game, and you need to jump through a few hoops to make it work in DOSBox. Thankfully, the official download comes with an instruction how to make it work (even though it lacks a few points you might want to know). The game's known for having a lot of bugs even with latest patches, but there's so much content that bugs tend to be pretty rare, and the bugs you do encounter usually have some way to avoid them.

Oh, and this won't be any usual Let's Play. There are enough of them out there if you wonder how to run through the main questline. Instead, I will show you the random stuff - different factions, different character builds, different regions and so on. But bare-bones runs wouldn't be interesting, would they? Instead, we will be accompanied by...

: HELLO!

...our beloved and not-so-beloved girls.

: Hey, who are you hinting at?

Nobody in particular, it's just everyone has different tastes, that's all, really.

: Hmph. All right, let's leave it at that. Get started already!

Good idea, actually. So, Tenshi, how would you be adventuring in this new land?

: Well, I'm a competent swordfighter and can take a beating, you know. I'll push through everyone on my way to glory!

All right, so you'll be a very tough High Elf immune to all the sneaky stuff like poison or paralysis. No magic, though, but we won't need it.

: I'll be unstoppable!

Let's see if having as much health as possible will save us from being fried by magic users on higher levels. Probably not.

: WHAT?!

Don't worry, we'll sort it out when we get there, I promise.

: Ugh. If you say so.

Anyway, the story so far: Tenshi got bored and came to the capital of Wayrest. End of story.

: Ah, even though it's true, couldn't you have put it in a better way?

So, Tenshi, you want to get the love of people of this land by your great deeds?

: Uh... yeah.

Then your path lies to the local Knightly Order.





: Oh my! I just can't refuse when I'm asked like that, now can I?



Free rest in towns. Small change, but one headache less.

: So, do we start adventuring here?

Not yet.

: Huh? Why?

We need to join a temple as well.

: Do I really have to?

Yes. Always, ALWAYS join a temple. It's the only way to restore lowered attributes. It shouldn't happen to you, Tenshi, but better be safe than sorry. Besides, the local temple in Wayrest is...



Akatosh Chantry. Its god is a dragon. You like dragons, don't you?

: Well, yeah, I even saw a few small ones back in Heaven.



: I'm fine with it.



Don't worry, we won't need to even remember it exists for the most part. Let's get back to the Order now.

: I can't wait to go do my first deed!



: W... WHAAAAAT?!

: Oh, this is just GREAT! I come all the way here, and they tell me my help isn't needed! That's it, I'm leaving!

Hey hey hey, wait up! Just because they don't have a job now doesn't mean there's nothing else to do!

: Well, and what do you suggest for me to do, then?

Actually...



Let's ask the temple questgiver. We need to do a few quests for them to get at least one promotion before we are free to ignore them.

: Geez, I'll probably have to run some dull errand.



Dungeon crawling. You won't be bored.

: Oh. Fine then.



...Uh oh.

: W-what?

Time limits usually reflect the difficulty. Last time I was given a quest with over 30 days of time, I was sent to a dungeon full of enemies I couldn't even scratch while they could devour me in a matter of seconds.

: My goodness! What do we do, then?

Well, it won't hurt to visit it, at least. If things are too hot to handle, we're hightailing it right out.

: Should we? We have to find someone there, after all.

Don't worry, it won't actually matter much. Neither for her, nor for us.

: I'll trust you on this one.

Well, we have things to do. Travel time.



: H-h-h-how am I even supposed to find anything on a map like this?!

There's a "FIND" button in lower left corner.

But first, we need to gear up. The capital of Wayrest has a pretty poor selection of weapon and armor shops, but a city right next to it called Merwark Hollow is a real heaven for that. Just look at what I could assemble.



Full plate, iron and steel.

: Not bad!

Had to choose between a steel daikatana and that silver claymore. The former has more damage, but silver is a better material, and some enemies need a weapon made from a sufficiently good material to be damaged. Until some point, you'd better grab the best material you possibly can. Learned it the hard way.

Anyway, the trip is uneventful and we enter what looks like a pretty unremarkable dungeon. After some exploring, we meet our first enemy.



: Hello!

: You have no place here! Die!

: Just great! Time to test that blade!

Human enemies scale to your level, so Tenshi, being a competent fighter, will have no problem defeating them.

That fighter came from some sort of a hall. Let's go there.



: Ooh, what a cozy-looking place!

And it has three more fighters in it.

: Get her!

*a horribly one-sided carnage later*

: Sorry, did you people say something?

Yes, Tenshi is that good with the blade.

: Anyway, who are these? And why do they attack without a reason?

Well, this is a "hermitage", they probably worship something and it isn't something nice, so feel no qualms about killing any of them.

: You won't have to tell me something like that twice!

Now, this dungeon is full of humans, eh? This is awesome.

: Really? Why?

Human enemies means lots of loot, usually with a lot of good stuff. So remember to gather whatever you can, we're in need of money for now.

: Oh, alright!

Take any armor that isn't a cuirass. Those weigh too much for too little cost, unless the material is good. Also take any weapon better than silver. Except katanas - take all of those, they cost much more than any other weapon but weigh less. So, let's see what good stuff can we find this time.



Tenshi, remember what I said about magic users earlier?

: Um, yeah.

Grab these like your life depends on them. It just might.



Better armor to wear. Always a good thing.



...Elven material is better than silver. Way to make me wish I just stuck with a cheap steel claymore instead of choosing between those two back then.

: Hey, we got better stuff to use, that's all that matters.

Well, let's stick to our silver blade and keep this one around for when it's needed.

Anyway, some more exploring later, we meet a different kind of an enemy.



: Ew, a dead guy.

: *HOOOOOOOOOOOOOOOWL*

: I already hate these!

This one turns out pretty tough and brings down most of our remaining health while we deal with it.

: What the hell?! I can't hit it properly, it needs too much damage and it hits too hard! It's already dead, for pity's sake!

Being stupidly overpowered is a running theme with undead in this game. Pray you won't see any other examples. Anyway, we need to rest to heal the damage.

: What, right here?! Can we at least get back to the cozy room?

...Just this once.

Anyway, more exploring and fighting follows with nothing too interesting. Until we reach...



: Looks like a broken bridge.

The missing part is to the right.

: Oh, hey, it is!

: Wait, what?! It floats in midair?! How?!

Daggerfall logic. Don't question it.

*WHOOSH*

: AH?! An arrow?!

No, it's a mosquito. OF COURSE IT'S AN ARROW! RUN BACK BEHIND THE CORNER ALREADY!

: Ah, s-sorry, I was too surprised.

There's an enemy on that floating block. Human enemies use bows when too far. We can't do anything at this bridge yet, so let's keep exploring.

And in one of the random loot piles, we find something really good.



Holy dagger and holy tome. Only good for selling, but they're very valuable - about as much as all the armor we're wearing right now each.

: Wow! I'll keep an eye out for these!

More adventuring later, we finally enter...



: Whoa, looks like an important place.

Look up.



: Ah!

Yep, we were up there earlier. And the block really floats.

: Never thought I'd see something like that outside of Heaven. You sure it won't fall down?

Relax. This room has other things for you to worry about.



: You're not allowed in here! Leave now!

: Make me.

: Men! Attack!

Four of them. Good thing we rested before entering.

: Not like it will be any trouble for me.

Nope. Anyway, do they have any good loot?



Honestly, why did I bother buying that silver one?

: It's fine, we have two awesome blades now!

Well, out of two weapons of the same material that we have, let's make a weaker one our workhorse and save the stronger just in case.



Steel armor is nothing too rare or special, but it still feels nice to gather an almost full set.

Anyway, Tenshi, let's take a look at that raised platform.



: Ooh, a throne! Can I sit on it?

Geez, stop being such a child. But the look from up there feels nice.



Anyway, back to dungeon's narrow corridors, and eventually we come to...



: Oh, we were in that room earlier.

Go on and push that lever.



: Whoa, that block moved and formed the bridge! Just how does it all work?

Daggerfall logic. Don't question it. Or you'll get an arrow to the face.

: Speaking of which, let's get back up there.

I don't see why not.



: Huh? I think there was someone here before. Where is she?

Don't know, don't care.

Well, we explore the other side of the bridge, get into a few fights (including another skeleton), and eventually come to...



: Hey, we were here before.

Yep, same ledge with the lever.

: Ah, I guess that means we explored everywhere.

Actually, we missed a door. Let's head back there.



: Whoa! Caves?

Yep. New part of the dungeon, sure to be just as big. But that's enough for this time.

Well, it took just as long to make this first post as it took for me to play through what I described, but writing it up was just as fun, so it's fine. Updates probably won't be all that frequent, but there's probably a lot of fun stuff to come. This first dungeon block was a pretty interesting one, so the start is good. It's one of my favourite ones too, and that "cozy room" is usually underwater, so we're all in luck.

See ya next time!

: Bye-bye!
« Last Edit: June 13, 2015, 04:55:35 PM by CyberAngel »

Third Eye Lem

  • Time Ticker
  • Castle Bal
Re: Let's Roleplay Daggerfall, Touhou edition
« Reply #1 on: December 20, 2014, 05:52:28 AM »
Do we get companions in this game? (probably not)

I was not expecting this game to look so much yet so unlike Doom, quite a feat for computers back in the day!

CyberAngel

  • Retired
Re: Let's Roleplay Daggerfall, Touhou edition
« Reply #2 on: December 20, 2014, 12:27:28 PM »
Do we get companions in this game? (probably not)

No, and it's actually best that way. Dungeons are mostly corridors, and if someone stands in the middle it's usually impossible to go past them. Well, I think there are a few artifacts that can summon someone to fight for you, but the chance to get them is rare and is only available after playing a lot.

CyberAngel

  • Retired
Re: Let's Roleplay Daggerfall, Touhou edition
« Reply #3 on: December 31, 2014, 05:29:55 PM »
Okay, time to finish our first dungeon. Last time, we left Tenshi at the entrance to a cavernous section.



: I-it's a bit too dark from here on. Can't we take a torch with us or something?

No. There are items that look like light sources, but they can't be used. The only way to illuminate surroundings is with a "Light" spell. Don't worry, we'll be fine. I used to have problems with such caverns at first, but now I can find my way around.

: O-okay, if you say so.

Well, these caves are pretty nondescript. Full of fighters and skeletons, nothing unusual. Except those fighters REALLY like shooting, and we got hit a few times when the enemy was still unseen in the darkness.

: Not that it helped them.

Eventually, we find someone who doesn't try to skewer us for a change.



: Hey, looks like the lady we were sent to search for.



: Okay, quest complete, we can go back now.

And where do you think you're going?

: Huh?

Quests are just an excuse to discover new dungeons. We're not getting out until we've explored all of it.

: It's not like I really mind, but what about the person we were supposed to escort?

Just tell her to go wait us near the entrance. She was okay hanging around murderous cultists for so long, so she can handle herself.

: Just what kind of an archaeological dig can you do in a place as dangerous as this?

Daggerfall logic. Don't question it.

Anyway, some more cave exploring later, we find a passage to an interesting place.



: This looks familiar.

Same hall we've been around, different ledge. Nothing special otherwise, the lever does just what the last one did. What's interesting is that you usually can reach this place without visiting a different dungeon block, but not in this case, it's a dead end. Never saw that before.

As we finish exploring the caves, we find a curious passage.



: A small cart? Is this place actually a mine or something?

Behind it is a new part of the dungeon, usual corridors this time. Nothing too special, except for one room.



: Okay, and what is THIS supposed to be?

An elevator. Pull the lever and that slab will move upwards. ...Except I've never seen one that had something already lying on it, especially a huge rock. I have a bad feeling about it, so let's not use it for now.

: But we've explored this part already, where else can we go?

There are usually two passages between dungeon blocks. Let's go back into caves and find the other one.

: Okay

Sure enough, we find the other passage, and sure enough, it leads us to the top of that elevator.



Looks like there was a small rockslide right above the elevator. Interesting.

: That wasn't my doing. ...I think.

Well, let's ignore this elevator for now and explore some more. And what do you know, we find a really interesting room.



A room with eight doors, including one we came through, two on each wall. There are loot piles in the middle. Actually--

: Loot piles!

STOP! DON'T COME NEAR--

*doors creak open*

: Kill the thief!

: Try.

Seven enemies, just what we need. Thankfully, about half of them were stuck in their small rooms. Doorways are our friends.

: Anyway, it seems we've explored everywhere. Are we done here?

No. That elevator has a middle floor, and sometimes it's possible to reach it without using it, but not this time, it seems. Looks like we'll have to ride it after all.

: Great, let's go!

The only problem is that it doesn't stop halfway, we'll have to jump out while it moves. And we may as well end up surrounded when we do. You ready for that?

: Do you even have to ask?

Glad to hear it. Well, here goes...



: Looks safe enough. A bit too empty, even.

Lucky us.

As we keep exploring, we find something nice in the enemy loot.



Great, now we have a full steel plate set! That would've happened eventually, but it's a nice feeling nonetheless.

More dungeon crawling follows and we reach the last dungeon block, which is nothing but a bunch of corridors. But in one corner we find something new.



A flooded part of the dungeon. In the water, your movement is much slower, and if you run out of air (which you have little of in this game) it's INSTANT DEATH. That means that without water movement and breathing spells we can't do much down there, and there's usually no need to.

Some time later, we find another flooded corridor. Seems like the two are connected and there's nothing of interest between them, so we can just ignore it.

: Oh yeah? Well watch this! *gasp* *SPLASH*

What are you... Oh geez, she jumped right in, armor and all. Get back, you... ...wait, she reached halfway? Oh my, hurry up, you're almost out of air!

: *SPLASH* *gasp* How's that?

Wow. Really impressive. That's the longest I saw a character stay underwater on natural breath in this game.

: Well, Heaven is pretty boring, so I always liked challenges. Especially stuff like holding my breath underwater as long as possible or swimming between two points as fast as possible.

They didn't go to waste, I see.

As we keep exploring the dungeon, we finally reach the deepest part. And there, we find something that proves that sometimes it's best not to go so deep. Something so horrible that just thinking about it can keep you awake at night. An infernal device so heinous that it would be impossible for a sane mind to come up with something like it. A sight so horrible it will be burned in your mind forever.



Dentist's chair *shudder*

: Um, let's just go back already.

Agreed, we're done with this dungeon now.

Okay, as we were returning to Wayrest to wrap up the quest, I was visiting all towns on the way, sold all the loot and bought all the best gear I could find.



...Which was only elven boots and one pauldron. I thought those would be a bit more frequent by now. Oh well, now we have enough gold to allow all the new gear we'll need (if we find it), so let's change the looting plan. Any armor worse than steel isn't good enough anymore, and even not all elven weapons are worth the trouble now. Only grab the best you can find.

: Alright.

Now it's about time to be done with that quest.



: It only took us 10 days, and traveling took over half of that time. What was there to worry about?

Well, I looked up what kind of a dungeon it was, and if we came there at a higher level it would have been filled with things that could burn or devour us in a matter of seconds.

: Oh my. Well, now that we're done with it, what do we do now?

Let's go ask the Knightly Order again.

: What? That rude bunch? No way!

Come on. Actually, I've forgotten they can give you something nice.



Their smith can give you a free armor piece once a promotion, including when you join them. Now he only gives steel, but it's something.

: *sigh* Alright, they aren't all that bad, then.

Well, let's stop here for now, then.

This update took longer than it should have because I've been sick last week. The dungeon was quite big - four main blocks, and most blocks were a bit different from usual. It's been a bit uneventful this time around, but still with a few interesting points. What else awaits our Tenshi? Stay tuned!

CyberAngel

  • Retired
Re: Let's Roleplay Daggerfall, Touhou edition
« Reply #4 on: January 14, 2015, 12:43:03 AM »
So, let's see what our first mission in the order will be.

: I can hardly wait!



Kill a human enemy, nothing hard. That is, if you can find him or her in a dungeon first.

: That shouldn't be a problem for us, right?

Of course not.



: I, honorable Tenshi, will bring the knave to justice, you can rest assured.

You're getting a kick out of this "valorous knight" thing already, aren't you?

: Well, yeah, that's why I came here, after all.

Good to hear.

Anyway, the dungeon is actually to the EAST. Shows how much you can trust descriptions in this game. The start of the dungeon is nothing special, just a bunch of corridors. But there's a new enemy.



: My, my, what an unhealthy skin tone. Dungeons aren't a good source of healthy foods, eh?

: *SNARL*

Orc Sergeant. There are a few different orc enemies in this game. This one is a middle-strength warrior. His strikes can hurt, but nothing too dangerous for us.

Anyway, we find our way into a new dungeon part.



: Wow, this looks very unusual.

This is sort of a sewage system. The corridors form a huge square. There are also some enemies down there, so this means bath time!

: Ah, um, I'm not sure I should do that.

Don't worry, it's as clean as anywhere else. One corner is shallow, so start from there. Also, an important thing about swimming - if you carry less than half of your maximum encumbrance, you can swim freely, otherwise you sink to the bottom. You're strong enough to swim even in full armor, so there's nothing to worry about.

: Well, if you say so.

Anyway, let's meet some underwater enemies.



Slaughterfish. Eel-like body, mouth big enough to swallow you whole, teeth as big and sharp as daggers.

: It must be Iku's relative.

...Bad joke, peach-head. Anyway, it's somewhat dangerous because it can bite rapidly. Even with lots of health, if you're careless you're fish food.



: What?! A skeleton underwater?!

Yes, undead can appear underwater too. The logic behind this one must be that they're dead and don't need to breathe or something.

Anyway, we can move to the next part of the dungeon from these "sewers", but we barely explored this one. The best way to reach the rest is to go back and find the second entrance to this segment. Sure enough, we find it and reach a very memorable crossroad.



: And how is it memorable?

Each path leads to an interesting place. Let's go down the stairs ahead first.



It's a small well that leads to a hall. Around the corner are stairs that lead to the same hall through a corridor. I usually avoided this place, but since Tenshi is such an able swimmer, let's explore it.

: Yay, I love diving!



The aforementioned hall when you enter it from the stairs. Swimming up the well to grab some air is a good idea. There's a door to the left that leads further.



Another hall, with some air at the top this time, as well as some stuff. This one has a chair floating in the water, nice touch. (Down there are a pair of dreughs that are hard to see, will show them some other time.) There's little other stuff, but it's still interesting to explore such places.

: Can't agree more!

Anyway, back to the crossroad and through the door to the right. There are some stairs down and...



: Sewers again?

It's a small circle this time. Fun part is that it's connected to that big square by a small underwater passage, which we can use if needed.

Anyway, back to the crossroad and down the path to the left...



"The window". It's hard to get through it, but I sometimes manage to do so with a combination of crouching, jumping, running and climbing at the same time. Sometimes I get stuck inside it or get forced outside the walls on top of it instead.

: *HOOOOOOOOOOOOOOOWL*

And it usually doesn't have annoying enemies right on the other side.

: Can I at least kill it from here?

No, can't reach it.

: Blast.

Thankfully, we got through easily this time. Except it was a dead end and we had to go back. Well, time to enter the final part of this dungeon.



: Whoa, a HUGE hall!

Nice change after all the cramped corridors.



Same hall, looking to the right.

Anyway, there are stairs to the left from where we entered. They lead to this place.



: Wait, is that block to the left floating again?

Yes. There's a lever somewhere that moves it as well. If we could jump well, we'd be able to explore this place more, but Tenshi isn't as good jumper as she is swimmer.

: Sorry.

It's fine, we don't have to do that.

Going back to where we entered, there are stairs straight ahead from the door. They aren't always there, so I nearly missed them. When we reach the ground level, we come to this place.



These are "stairs of fun".

: Why?

Each step damages you for some unknown reason. In our state, we'd be dead after two trips.

: Ouch.

Thankfully, we can get to where they lead if we take the door to the left of them. Aren't you happy you're travelling with me?

: Yeah, I am, actually, so thanks.

Funny enough, this path didn't lead anywhere interesting. Instead, there's a door in the column near the stairs, and inside is a spiral staircase that leads to platform above. While exploring it, we find the lever for that floating platform (which only rotates it, useless) as well as corridors that lead to this place.



: Wow, that's the neatest altar I've seen in the dungeons here. There are even statues around it. I wonder what it means...

One statue is white, one is black, they're supposed to be some opposites. Sadly, the time took its toll, and it's hard to tell behind the low-polygonal rendering what they were originally supposed to represent.

: ...Um, what?

Oh, er, nevermind.

As we keep exploring, the top of the spiral staircase leads us here.



: Hey, we're pretty high!

We saw these bridges when we entered the hall. They lead to the second column, and sure enough, it has a spiral staircase inside as well. It doesn't reach the ground level, but going down leads to this interesting platform.



: Um, trees? Green hedges? What's going on here?

Beats me. It's impossible to get them all the way here from the outside, so they must be growing here. As for how that works - Daggerfall logic.

Anyway, if you go up instead, you reach the highest point of this hall.



: Huh? There in the distance... Is that... A door?

Yeah.

: But you can't reach it, the bridge ends halfway.

Yeah.

: What's the point in a door that you can't reach?

Beats me. It doesn't even lead anywhere notable. But there's a notable thing to the right from where we entered this platform.



This is a "hall of fun".

: I have a bad feeling about this...

It damages you with each step you take. It leads to a room with lots of loot inside, but it's usually too much trouble for too little reward.

Except, after exploring everything else, it turns out we need to get there after all. Thankfully, it turns out this particular hall only damages once, so we enter the room.



The amount of torture devices in this one shows it's someone's playroom. And looking to the left...



Just the person we were looking for.

: My name is Tenshi Hinanawi. Prepare to die!

*THWACK*

Poor thing couldn't even put a scratch on us.

: Mission accomplished!

Since we explored everything, let's go wrap up the quest.

While shopping on the way back, I found this.



Silver is as good as steel, just more expensive. But I've never seen any silver armor before, so I thought it just doesn't exist.

As far as actual upgrades go, I only found one.



Sorta nice since gauntlets are the rarest piece of armor, and getting anything better than steel is a slim chance, but I should be getting better materials already.

Also, we found some magical stuff in the dungeon.



Just increases luck as long as you wear it. The effect isn't all that noticeable, but a good thing to keep on at all times in dungeons anyway.

Anyway, reporting the quest.



: Always glad to help.

With this, we're done for now. Till next time!
« Last Edit: January 14, 2015, 12:46:54 AM by C.Angel »

Third Eye Lem

  • Time Ticker
  • Castle Bal
Re: Let's Roleplay Daggerfall, Touhou edition
« Reply #5 on: January 15, 2015, 12:47:10 AM »
I take it that the dungeons and enemies are generated based on your level and where you explore first? Also, which meter does what again? I'm not entirely familiar with the stat system in ES. :V

Sahgren

Re: Let's Roleplay Daggerfall, Touhou edition
« Reply #6 on: January 15, 2015, 01:05:59 AM »
I'm a little amazed at how gear drops have changed between Daggerfall and Oblivion/Skyrim. Steel through Elven equipment right off the back is pretty surprising to me (assuming you didn't do more than the tutorial before the Let's Play).

CyberAngel

  • Retired
Re: Let's Roleplay Daggerfall, Touhou edition
« Reply #7 on: January 15, 2015, 03:59:17 PM »
I take it that the dungeons and enemies are generated based on your level and where you explore first?

Technically, dungeons are preset, but they're chosen randomly, and there are A LOT of them (a hundred or more per kingdom, several thousands total). Each dungeon is made of several (usually 2-4) pre-made blocks. The blocks can repeat between dungeons, but there can be some variation in details. Basically, you can treat each new dungeon as a random set of blocks, but if you visit the same one it will always be the same.

Each dungeon also has a type assigned, and it determines which enemies you can meet. Enemies are generated randomly when you enter the dungeon from those type-specific lists, and tougher enemies don't appear if your level is too low. Supposedly. Also, human enemies are special in that they scale to your level instead.

Also, which meter does what again? I'm not entirely familiar with the stat system in ES. :V

Three meters on bottom left near the portrait are health (green), fatigue (red) and magicka (blue). Health is obvious. Magicka is your usual MP, always empty for this character. Fatigue is interesting, though. It falls all the time you do something, and if it's zero you pass out - a forced sleep for an hour. If it happens in a place where you can't sleep because of "enemies nearby", it's INSTANT GAME OVER ("enemies found and killed you" or something). A few enemies damage fatigue as well as health, so it should be watched as well. All three meters don't regenerate on their own and are restored by sleeping.

Other stuff at the bottom are action buttons (inventory, map, sleep, cast spells etc.) and plain old compass (bottom right, click it for basic status - date/time, location etc.).

If you're underwater, a huge yellow meter appears on the right of the screen. That's air meter.

I'm a little amazed at how gear drops have changed between Daggerfall and Oblivion/Skyrim. Steel through Elven equipment right off the back is pretty surprising to me (assuming you didn't do more than the tutorial before the Let's Play).

Yeah, they were throwing materials around in each game. The progression of materials in this game is linear: Leather, Chain, Iron, Steel, Silver, Elven, Dwarven, Mithril, Adamantium, Ebony, Orcish, Daedric. All armor starting with Iron counts as plate.

CyberAngel

  • Retired
Re: Let's Roleplay Daggerfall, Touhou edition
« Reply #8 on: January 17, 2015, 06:26:09 PM »
Early update because I have time and nothing else to do.

: So, what would my next quest as a knight be?

Actually, let's do one more for the temple instead.

: Oh, alright.



Not a dungeon crawl for a change. One undead shouldn't be too tough for us.



Though it can be.

: Come on, what do you have to fear with me around?

Less than with anyone else, but still.

Anyway, we reach the house and now need to find our target.



: Well, let's just ask around! Excuse me, sir, could you--

Suddenly, all doors swing open and the room is filled with loud clanging along with...

?: SOUND IS RIPPING THROUGH YOUR EARS, THE DEAFENING SOUND OF METAL NEARS!

: Wh-what's this horrible noise?!

Seems like someone went full poltergeist mode.

?: FIST OF TERROR BREAKING THROUGH, NOW THERE'S NOTHING YOU CAN DO!

: I'll gladly "exorcise" whatever makes these awful sounds.

Come on, the song's not that bad.



Ghosts are medium-strength enemies. Can be trouble for weaker characters, but nothing hard for us.

: CRUSHING METAL STRIKES ON THIS FRIGHTENING NIGHT! FALL ONTO YOUR KNEES FOR THE PHANTOM LORD!

: Shut up! Swordplay "Sword of Swagger"!



: I'm so annoyed I won't even ask how a perfectly translucent ghost can leave behind a pile of bones.

It can even have some stuff to loot as well.

Anyway, we report the quest and can forget about the temple for the time being. But any mission that involves traveling means a shopping trip, and just look at what I got this time!



A full set of elven armor, except helmet which is dwarven, one step better. Never managed to gather a full suit of same material above steel before. Just look at how it gleams! Also, a dwarven claymore and a mithril daikatana. Mithril is the next material after dwarven, and it's the first material that can damage any enemy, so we no longer have to be afraid that we can meet someone we won't be able to fight. Buying all that took quite a chunk out of our funds, but it's worth it.

(The skirt is not a part of the armor. There are a few models for each piece except gauntlets and boots, and which one you get is random, material only influences color, and current combination of cuirass and greaves, well... Let's just say I usually don't wear any clothes with armor because it looks awful, but this time I managed to find a piece that actually looks good.)

Anyway, back to doing quests for the knights.



: Dungeon crawling?

Dungeon crawling.



: We faced orcs before, so there should be no problems, right?

Except when we enter the dungeon, there's not a single orc in sight. Only skeletons and...



Giant scorpions. They're pretty tough to kill and their stings can hurt, plus they can paralyze. Good thing we made Tenshi a High Elf, and she's immune to paralysis.

: I told you I won't be stopped by anything!

The dungeon itself isn't much to talk about, though. Tunnels, tunnels and more tunnels. Though there are quite a few nice rooms, and one interesting spot in particular.



I've seen this musical instrument before. In palaces. Why is this one sitting around in a dungeon is a mystery. That orc warlord must be big on luxury items.

: Ooh, can I play it?

Do you know how to play one?

: No.

There's your answer. I don't want you to summon everyone in the dungeon into that small room.

Eventually we meet the orc warlord.



: Your time is over! Where are your underlings now? They can't save you!

: This is my personal residence, human. You think they would protect me better than undead and poisonous beasts?

: No, but there would actually be some good loot and I wouldn't be so angry.

: Don't think you can take me lightly, human.

Orc warlords are the toughest orc warriors, and a few bad strikes can spell trouble even for us. Not the case this time, thankfully.

Quest finished, going back, usual shopping.



I should be able to get better armor now, but only boots upgrade this time.



: Thank you, thank you. Being a knight isn't bad.

After resting from all the travel, we come back for another mission.



Said property being a dungeon. I don't think a single ghost would be the only problem with it, but who are we to complain?



By the way, notice how I don't show how dungeons look on the outside? That's because they're usually nothing but a hill with a door in the middle of nowhere. Not this time.



It even looks like an actual tower, though we're probably going underground anyway.

: Hey, maybe it's a special dungeon or something.

Nah, usual corridors. Inside we meet barbarians, who look like warrior types from the first dungeon we visited, as well as some new enemies.



: Kitten!

Sabertooth ti-- wait, what?!

: Can I take it home?

Don't pet it! Do you want to lose your hand or what?

: Please?

Only as a throw rug.



Fire atronach. Unlike pretty creative depictions in later games, the atronach (don't know how to say that in plural) are simple golem types in this one. Just medium-strength melee fighters with a lot of health.

(Oh, don't mind that I wield an elven blade again, found one in loot and picked it up to sell it, but using it now to keep my main ones in a good condition.)

The dungeon is all corridors again, but there are a few interesting rooms.



This one looks like sort of a greenhouse.



And it also has some fauna as well. In this case, a werewolf. The only one in this dungeon, and the first one we meet. Try not to get hit or you might get strange dreams.

: What kind of dreams?

You're too young to know.

: Oh come on!



And this place looks like a zoo already.

: Ooh, is that a bear in that cage over there? Can I pet it?

You really want to lose a hand, don't you? I'd say "go ahead", but you kinda still need it.



: Hey, a bed. I really could use some rest about now.

...Oh great.

: W-what?

See that red brick wall? It's actually a teleporter.

: Does it lead anywhere interesting?

It's actually the starting point of a series of one-way teleporters. Since we explored everywhere else, we need to use it anyway. Resting is actually a good idea now.

: Yay!

Well, we use it, but the usual chain of teleporters is broken in this case, and we need to look for an alternate entrance into the block, but eventually we find our target.



Wraiths are somewhat stronger ghosts and can be quite troublesome. Nothing too hard for us, so we're done and on our way back.

As we exit the dungeon, I notice something we missed when entering.



:3: Meow!

: Ooh, what a cute thing! Can I take this one, at least?

Honestly, we have better things to do than picking up stray cats.

: Oh come on! Come here, little one!

?: Don't touch that cat!

: Huh? Who said that?



I don't see anyone.

:3: Meow!

: Ah, must be nothing. Come here!

?: I said don't touch that cat!



: Wha..? Wh-who're you?!

: Oh crap, I'm not supposed to show myself.



: W-what just happened?

Let's just go our way already.

Speaking of which, we need to drop by the temple one more time.



Rank promotions can happen about once a month, and two successful missions are enough to get one rank promoton. We need only one here to get free attribute restoration, the only service we might need here. We probably won't, but better safe than sorry.

: But what does that "once again" mean?

A standard promotion speech, probably. Anyway, reporting quest.



: Such generous offers really feel nice.

Except he'd have to deal with that barbarian-run vivarium somehow, which won't ever happen.

: Huh? But we cleaned it out completely.

Not like it will stop them. We can go back and it's still full.

: Aww.

(By the way, interface can black out sometimes when messages appear, so nothing serious there.)



: Ooh, nice! What's the armor piece?

Leather greaves.

: Are they mocking me?!

No, it's just the first promotion, anyway. We'll be jumping up ranks from now on.

Well, that's enough for now. See ya next time!

flyingflames13

  • I shouldn't have shitposted
  • Was banned for making a bane joke 10/10
Re: Let's Roleplay Daggerfall, Touhou edition (latest update - January 17)
« Reply #9 on: January 26, 2015, 02:23:24 PM »
Hurrr hurr not skyrim 0/10

I'm kidding please don't murder me
The Dark Knight Returns was amazing
The Dark Knight Strikes Again was... shit...

CyberAngel

  • Retired
Re: Let's Roleplay Daggerfall, Touhou edition (latest update - January 17)
« Reply #10 on: January 26, 2015, 07:37:45 PM »
: Hey, buddy, you ever wondered how Mithril tastes? You can't get it in your dear Skyrim. Here, I'll give you a sample to chew on.

Tenshi, what the heck do you think you're doing? I didn't buy you those shiny blades so that you'll cut down innocents!

: B... But my honor demands it! I'm a valorous knight, I have to defend my cause!

It's not a matter worthy to put a dent on that beautiful weapon.

: I-if you say so.

But yeah, I just so happen to be preparing the next update, and it shows that something which is considered one of Skyrim's unique points isn't so unique after all. I'll even go ahead and throw in another such point at the end. It should be ready sometime tomorrow.

CyberAngel

  • Retired
Re: Let's Roleplay Daggerfall, Touhou edition (latest update - January 17)
« Reply #11 on: January 27, 2015, 09:20:51 PM »
Anyway, continuing with knightly order quests.



: Um, what's the deal with this guy introducing himself each time?

Who knows? Maybe he has a bad memory.



: Ruins of someone's shack? What kind of a name is that?

Looks like that someone had an extensive cellar. Anyway, this dungeon is nearby for a change. Finally we don't have to cross half the kingdom for no good reason. Inside, we encounter a new enemy.



Harpies. Basically, huge birds with a hag's head. Technically, they're not too tough, except you need dwarven or better weapon to damage them. This can be a problem if you meet them too early, but we're prepared. This place is full of them, so looks like they made their nest here.

: Why would a giant live here, then?

Dunno, maybe he likes them, and they like him back? Not like they can tell you.

Speaking of which, we find said giant very soon.



Up close this guy is one head above us. It's a wonder he can go through doorways. Anyway, giants are tough and need quite a beating, but also can hit hard with their clubs. Not like one can be a problem for us.

Well, we're done with the quest, but let's explore the dungeon anyway. Pretty fast, we come to...



Oh, it's that block. We're on the opposite side of the "window" this time. You know what this means?

: Yay, diving!

Well, let's explore surroundings first, then rest before swimming.



And what do you know, we meet a new enemy. Spiders. Basically, weaker scorpions. Or rather, scorpions are beefed up spiders. These are no problem for us now. Sometimes they die from one good whack, even.

After resting, we dive into underwater hall.



Wow, it's the exact same hall, with floating chair and all. But we get a good look at a dreugh. They're nothing special as far as fighting them goes, though.

: Great, new aquatic wildlife to meet!

Now, it looks like we have nowhere else to go, so time to use that underwater passage in sewers.

: Ooh, exciting!

First, go to that small circle sewers. The passage is on the side opposite the entrance.



It's low, so you have to duck and crawl.



Just pray there are no enemies to block your way on the other side.



Don't forget to un-duck when you're through. And DON'T try to stand up while in the passage.

Anyway, the rest of the dungeon is not much to talk about, so after exploring it we head back. And that means a shopping trip to Merwark Hollow!



Dwarven cuirass and mithril pauldron. Finally something more impressive! Sadly, this seems to be the point when all the armor you wear stops looking good due to very different colors and being unable to reliably get full suits of the same material.



: Ah, it's nothing, really! I'm ready for much more than that!



: I'm not afraid of walking corpses!

Can't say I approve since you haven't seen the worst cases, but you're right this time.



The actual goal of the quest is to find and destroy a MUMMY. Get it? Curse? Mummy? Or rather, great-great-great-grandmummy? Yeah, this is the level of humor developers had when doing this game.

Anyway, when we enter the dungeon, we almost instantly meet a new enemy.



We've seen orcs before, but this is the weakest type. A very basic enemy, at this point we can sometimes kill them with a single hit.

But they aren't the main enemies in this one. Instead, this dungeon is full of giants. And it turns out they like doing a few strikes in a row, and given how powerful they are, we start having trouble even with Tenshi's insane amount of health. They still wouldn't be that much of a problem, but there's also a flaw in Tenshi's build that shows itself. Two-handed weapons are powerful and you need less hits to kill enemies, but less strikes means slower skill increase. At this point our Long Blade skill is lower than it should be, so we still miss regularly. One miss when fighting giants means eating a few strikes with their club in most cases. Very troublesome.

: Not fair! What did I ever do to them?

Quite ironically, seems like your "giant killer" reputation reached them faster than wind. I sure wish this worked both ways - even after all those missions for the welfare of Wayrest, citizens are still rude to us. Seems like that "knightly order improves your regional reputation" bit I heard is false after all.



This is an interesting place. Halls like this aren't rare, but they're usually completely empty except those four fires. This one looks so official!

: You know, this doesn't look like a tomb at all. And why is it full of giants? I thought it was supposed to be protected from intruders.

Hey, maybe giants are actually the ones guarding it? You know, Daggerfall logic and all.

Well, we actually find a part that's full of coffins, so this being a mausoleum is at least slightly believable. The mummy that we look for, however, decided not to wait for us to find it and came out to find us instead. Unexpected.



Mummies are essentially the same as skeletons combat-wise, except without "hard to hit with non-blunt weapon" thing, so returning it to its eternal rest is no problem.



: Yeah, it was a pain, but in a quite different way. Well, are there other things that need to be done?



...This offer sounds shady. Also, we're worshipping Akatosh, so killing dragons would be a probl--

: Very well, I'll gladly take this quest.

Wait, what?! Didn't you say you like dragons?

: Yeah, and I always wanted to fight one, so I'm not missing this opportunity!

But... Ah, whatever, let's roll with it.



: Someone's cellar again?

And it's very close again. Well, what are we waiting for? Step aside, Skyrim, we have dragons too!



First enemies we meet in the dungeon are Nightblades. As I said, human enemies scale to your level. Nightblades aren't the toughest fighters, but they can cast spells, and at our level they have a few troublesome ones that can bite into our health, so better stay on our toes.

: How annoying.

Other enemies present are spiders, giants and skeletons. Seems like each kind keeps to certain areas, so it feels like there's some sort of a community where everyone coexists here.

This dungeon is full of humans, and that means chances of good loot, so I wear the lucky ring again. I only wore it for that barbarians'n'tigers one before, and it seems it's enough for three dungeons tops. Magic stuff slowly deteriorates as you use it, you see, and things that give benefits constantly deteriorate all the time you wear them, so I was saving the ring.



And just look, a new armor piece!

After exploring the dungeon a bit, we find the dragon.



...Yeah, it's no Alduin. I had to look down to see it properly.

: Aww, so disappointing.

That guy did say it just hatched. Plus you can't expect to see a big one in cramped dungeon corridors.

: *growl*

...But I approve killing this one.

: Huh? Why?

Instead of an impressive roar, it does imp sounds. Either a glitch or developers screwed it up.

: I'm sorry?

...Never mind, just kill it. Dragons take a lot of hits and can do a lot of damage, but this one is no problem.

Anyway, we keep exploring the dungeon, and there's some good loot. Namely, potions! Yeah, I didn't find any ever since the first quest. Here, we find several.



This and Resist Fire one cover the common spells we might be hit with. We only have one each, so I save them until they're REALLY needed.



Nice, for when even Tenshi's pretty solid swimming skill (and thus, lung capacity) won't be enough.



A very good healing potion. Good to have just in case.

Anyway, in the deepest part of the dungeon, we find an interesting hall.



: Oh, I wonder what's on top.

Just an empty altar, but you can see the ledge above the entrance.



: Hey, there are doors there.

You can jump over to the part on your left.



: Ooh, this is curious!

A room with eight doors, two on each side. All but the two we can come in from are locked. Hmm, looks familiar...

: Hey, that's a funny statue!

STOP! DON'T TOUCH IT!

*doors creak open*

: You're dead!

: Oh really?

Tenshi. Spells. Low health.

: Oh crap!

Thankfully, not every enemy used damaging spells (they like casting invisibility instead, it seems), and about half of them were stuck in their rooms, so we barely survived without using potions. Doorways truly are our friends.

: I'm sorry!

No, it's my fault as well. I thought the rooms were empty because I heard no enemy sounds from them. But human enemies don't make any sounds. I should have known it's too good to be true.

Anyway, we're done so we head back.



Merwark Hollow shops had a mithril helmet! Looks ridiculous on Tenshi, but what can you do?



Humility isn't one of knights' virtues here, it seems.

: I'm growing tired of this.

Well, let's call it a day.

BONUS: Do you know what else Skyrim "added" that Daggerfall already had?



: Dual wielding!

Well, you still can only fight with one weapon, but you can change between hands instantly with just one button. You see, if you go into your inventory and change weapon, you have to wait a bit before you can use it when you exit.

Anyway, that's it for now. See ya soon!

CyberAngel

  • Retired
Re: Let's Roleplay Daggerfall, Touhou edition (latest update - January 27)
« Reply #12 on: February 07, 2015, 03:00:14 PM »
Okay, things are getting serious now.



: ...Daedras?

Local variety of demons. They're the worst kind of enemy you can meet, even worse than undead. But this case might be hard but manageable.

: Well, it kinda sounds interesting.



Emergency or not, we still go shopping along the way.



Adamantium is one step above Mithril, but it protects just the same. The only difference is that it costs twice as much. I don't feel like paying more, so I'm not buying this material. But there's a different thing we manage to buy.



Finally, a cuirass with a normal skirt again.

: Yeah, it's easier to move around with this one compared to when I had to also wear that thing.

Anyway, we make our way to the place, and it's not a tower, it's...



A whole castle!

: Whoa, it must be impressive inside.

Not necessary. What's inside never depends on what's outside.



And the first room has only one way out - down the well.

: Tough luck, I guess. I can't fly in this place.

Well, there IS a way down, and you can just climb back up afterwards, so there's no problem.

: Climb up? How?

Just climb the wall, all the huge bricks are easy to grab onto.

Oh, right! One of the interesting points of this game is that you can climb any vertical wall. There's even a separate skill for that. I really missed it in Morrowind after playing this game.

: So, how do we get down, then?

Just grab the chain over the well and jump in. It's used for the bucket, so it can help with going down. There's an opening in the west wall, that's where you want to go.

: All right, I'll try.

(What actually happens: click on the chain and a Slowfall spell will be cast on you. Works only once, though.)

After finding the switch to open the well and going down--

: Whee! That was fun!

--we almost instantly meet our first daedra.



Fire Daedra. Not the worst thing we could meet, but still a strong fighter like all of them. Brace yourself.

: As ready as ever!

With a thunderous roar, the daedra attacks. But Tenshi's powerful strikes make sure the battle isn't long.



: Um, what was that?

We're done with the quest. Now we can explore the dungeon some more.

: But it sounded like something serious happened...

Nah, don't worry. There's no rush.

Anyway, new enemies we meet.



Flesh Atronach. Essentially the same as Fire Artonach we met earlier.



This guy that looks like a warrior type is a Sorcerer. They're supposed to be a warrior/mage combination, but they can't cast spells. They supposedly can absorb magic thrown at them, but we can't check that, you know. Well, human enemies means lots of loot, so...



: Har. Har.

The irony of getting this from the first human we meet here is too painful to bear. Oh well, we can sell it to get some gold back.



: Ooh, a pool! There's even a board! I'm jumping in!

NO! STOP!

: Huh? W-what?

Listen. Hear the moans coming from the bottom? It's a new kind of undead. Zombies. You don't want to meet them.

: Oh come on! What do you have to fear with me around?

I'm serious. Even one will be too much trouble, and such halls usually have several enemies down there.

: Alright, if you say so.



Mages. At this point, spells from human enemies start to REALLY hurt. If we're unlucky it's a goodbye to half the healthbar.

: I HATE lightnings!

Mind you, Tenshi has about twice as much health as an average character. High-level spellcasters are indeed deadly enemies.



Iron Golem Atronach. Same deal, different flavor.

Judging by the fact that the enemies here are magic types (let's be kind to Sorcerers and count them as ones) and their creations, this place must be a coven of mages.

: Wasn't this place supposed to be filled with those... daedras? We only met one.

Everything will be explained when we'll report the quest, don't worry.



A hall similar to the one we've been before, but without water. We can find a way down nearby. There's something interesting down there.



: An elevator?

Yeah. It goes through a hole in the ceiling and may lead somewhere new. This one leads into a dead end, though.

Well, we're done with the dungeon and get back to the well. To start climbing we need to jump down first. There's water down there and we... sink to the bottom.



: Hey, we can explore some more here.

No, you're running out of air and can't swim up. Hurry, start climbing out!

: Ah! I can't grab the wall properly underwater!

Damn. Just drop that cuirass and surface then!



: Ugh. We're going back almost empty-handed.

It's too heavy for its cost, so it's not worth it.

Oh yeah, another thing not seen in later games. If you carry too much (somewhere over half of your maximum encumbrance) you can't swim and just sink to the bottom. You can slowly walk along the bottom, and I thought you can still climb, but it seems you can't. Water itself can be a deadly enemy here.

Anyway, we climb out and leave the place. Visiting shops along the way back, we see...



Holy crap!



HOLY CRAP!

: Do you have to swear?

This is daedric gear, the best gear in the game. Each piece costs about five times more gold than we have so we can't buy it yet, but seeing these means we should be able to find somewhat more affordable materials as well. Things get interesting.

Well, we did find something we can buy.



Dwarven greaves.

Also, we found a magic item.



Gives a speed boost while you wear it. That means both movement and attack speed. Not a bad thing to have.



: Oh. That explains why there was only one.



Liches are undead spellcasters. They're extremely dangerous, but let's hope there's only one.



: ...Roost?

I think it's supposed to be a harpy nest, but it's full of much worse enemies.



Orc Shaman, the last of orc enemies. Has some annoying spells and is no slouch in melee. Other enemies present are Nightblades. Yeah, this place is pretty annoying.



: Huh, a locked door. Well, I can bash it down like any other.

Yeah, you can bash down any locked door in this game. The weapons get damaged just like when hitting enemies, so use your fists.

But in this case, hold on for a bit. There's an evil laughter coming from behind it. It's the lich. Time to put that mithril daikatana to use since you can't harm them with anything worse. The battle might be a tough one even for us, so brace yourself.

: I'm ready!



Before we can do anything, the lich, laughing madly, throws a pair of huge fireballs. Thankfully, they hit the corner and he's destroyed by his own blasts. We're also caught in the explosions, but survive. Barely.

: Wah! I couldn't even jump away! Scary!

He's just as dangerous in melee, so we're lucky here. Still, Tenshi's toughness pays off.

: That's it! I'm outta here!

Wait, there's still half a dungeon left, and there are no more liches!

: Don't care! I'm tired of being blasted by magic! I want an easier quest!

Okay, okay, let's head back.



: Well, being a hero feels nice, at least.

At this point, random people are finally polite to us, so I guess Knightly Order quests giving reputation isn't a lie after all.

Anyway, along with congratulations, we are given a letter of invitation by the royal family!



Castle Wayrest, where we are expected.

: My deeds were recognized! Time to reap my fame!

Inside, we are told someone waits for us in the back hall. We go there and...



Hey, look who's chatting with prince Helseth!

: Wha..? Wha-wha-wha-wha-WHAT?!

: Oh. Good afternoon, eldest daughter.

: IIIKUUU?!

: You shouldn't shout such things in public places.

: W-what are you doing here?

: Why, waiting for you, of course.

: That's not what I meant.

: Everyone's worried that you're gone for so long. You've had your fun, time to go home.

: No way! I'm a famous knight now and--

: 22B

*KERZAP*

: OWWW!

: Be a good girl now.

: I HATE lightnings!

: As for you...

...Eh?

: Sorry that you had to babysit her.

Eh, it's nothing.

...Man, what a ride.



Well, I've shown you most quests that you can get in a Knightly Order, so it's a good point to stop. If things felt boring and rushed lately, that's because it felt that way when playing. Being a death machine that makes mincemeat out of everything is fun at first, but gets boring when you get to the point when you just blaze through the dungeons. You get used to it and don't bother to stop and take a good look around yourself.

This first run was supposed to just show the basics, so I went with it lightly. Next I plan to do some more characters in a more interesting way - going full narrative to actually do some roleplay. Not to mention I won't do any more overpowered characters, quite the contrary, it might get to the point where each enemy will be a challenge worthy of description.

For now, I need to make a pause before I can start from scratch. See ya then, I guess.

Yookie

  • Blue flower
  • Green
Re: Let's Roleplay Daggerfall, Touhou edition (latest update - February 7)
« Reply #13 on: February 07, 2015, 11:11:20 PM »
This was really enjoyable to read.
Hope you'll keep it up ~

Sahgren

Re: Let's Roleplay Daggerfall, Touhou edition (latest update - February 7)
« Reply #14 on: February 08, 2015, 01:32:02 AM »
Thanks for the let's play! This is a lot of fun to read through, so I'm looking forward to what you do next.

CyberAngel

  • Retired
Re: Let's Roleplay Daggerfall, Touhou edition (latest update - February 7)
« Reply #15 on: February 08, 2015, 12:46:45 PM »
Thank you, it's always good to know that your work is enjoyed :blush:

I guess this half-joking "no fourth wall" style is fine, then? I can keep it for next characters. Don't really feel like switching to serious narration myself.

nav'

  • nothing to see here
  • definitely not a Ditto
Re: Let's Roleplay Daggerfall, Touhou edition (latest update - February 7)
« Reply #16 on: February 09, 2015, 11:21:44 AM »
Shameful confession time: I never progressed far past the Privateer's Hold in Daggerfall. But I've heard stories of the game's sheer expanse, difficulty, multitude of things to do and huge, twisty, torturous dungeons to explore, get hopelessly lost in and murdered by monsters. Well, truth be told, I prefer more detailed, handcrafted worlds, so Morrowind was always my favourite, but your thread is enjoyable to read nonetheless. Waiting for more. Hopefully Kanako gets to play a role later on.

Just a question: I have a feeling that daedric equipment shows up a bit too early. Is there any (randomized?) magic equipment that would outclass the daedric stuff?
Рабинович глядит на плакат ?Ленин умер, но дело его живет!?
? уж лучше бы о он жил!

CyberAngel

  • Retired
Re: Let's Roleplay Daggerfall, Touhou edition (latest update - February 7)
« Reply #17 on: February 09, 2015, 01:40:51 PM »
Just a question: I have a feeling that daedric equipment shows up a bit too early. Is there any (randomized?) magic equipment that would outclass the daedric stuff?

No, but the thing is that you're not guaranteed to get any that early. Actually, even at high levels (20 and on, with maximum being around 30) odds that you'll collect a full set are extremely slim. Tenshi seeing those items at level 9 was truly a stroke of incredible luck.

That said, enchanted items are very rare but very randomized here. Seeing, for example, a warhammer that casts levitation is nothing strange. But all enchanted items should be used carefully. You see, they don't have a magic reserve of their own, using them damages their durability instead, and magic items can't be repaired. Well, there IS a way to create magic items on your own, but it's not openly available to every character. Though I can say I'll show it on my next run ;)

CyberAngel

  • Retired
Re: Let's Roleplay Daggerfall, Touhou edition (latest update - February 7)
« Reply #18 on: March 06, 2015, 11:35:56 PM »
By Lorkhan's liver, has it really been a whole month since last time already?! I didn't plan to stop for that long, but I was too busy with other stuff. Oh well, at least now I'm more than happy to go dungeon crawling again. And it's time to show a different playstyle - magic. Using a weak mage is quite challenging, but still possible and very interesting.

Well, since most attacking magic in Daggerfall is elemental, I thought about inviting one particular bookworm, but--

: Hiya there!

--a certain someone intercepted the letter.

: I can't help it, I got curious. Can you blame me?

Yes. You do understand what you're about to throw yourself into?

: Don't worry, I'm tough, unlike that walking pillow. Besides, how can I miss a chance to study some new magic?

Well, I did try to warn you, don't cry if it gets too hot.

Anyway, our character will be a Breton with minimal health growth and no armor, but maximum magicka. We'll be able to learn skills and get levels really fast, as well. Still, magic is good, but we need a more usual weapon just in case...

: Just gimme a broom, I know how to whack 'em right!

Well, there are no brooms, but staves are close enough. Anyway, this is how we look like.



...Yeah, sorry, Bretons don't have blondes, and black is unpopular in local fashion. No hats either, but at least I got you a cape to show off.

: Hey, it looks fine! Mmm, purple, that brings me way back...

We already have two staves, one steel and one silver. Should be enough for a start. Also, I've bought a horse and a cart. Cart is important for loot collecting, since it can hold a lot of weight. You can access it anywhere outside dungeons and at the entrance when you're in one. Horse allows you to move around much faster when outside. Technically, cart is also pulled by a horse, but it's slow.

So, we start our adventure in the capital of the kingdom named Ilessan Hills. And the first thing any mage should do is to join the Mages Guild.



It's about the only place where you can get your spells, but it also has other useful services.

: Ooh! I can't wait!



Since using magic is our lifestyle this time, joining is no problem.



: Aww, so I have to wait for the cool stuff?

Actually, Spellmaker is all we'll need at this point, high-rank stuff requires quite a lot of funds which we don't have right now, so it's fine.

: Well, okay then.

Also, we need to join the local temple.



It's the only way for us to stock on potions, and they're better than spells in some cases.

: Potions? That actually sounds interesting. Let's join.



Arkay is the God of Birth and Death. Once we join, we can heal and restore attributes right away, and buy potions after only one promotion. There are also a few more nice services we can get at higher ranks, so we'll work for them quite a bit.



For now, let's go back to the guild and get our spells.

: Yeah!

And not some run-of-the-mill spells. We'll use the Spellmaker to create custom spells tailored for our current skills and needs.



A note about magic skills - the higher they get, the less magicka you need to cast their spells, but the cost can't go below 5, even when it should. So I made spells that are effective enough, cost a little, but still have some space before hitting cost deadzone. Once any spell does that, I'm making a stronger version of it. Also, all spells get stronger/longer/whatever with each character level. These level bonuses are pretty noticeable, so even a spell that is weak at the start can really shine after some time.

Another thing about spells, which is important for attacking ones, is that you can throw them rapid-fire. Unlike melee strikes, when you have to wait for animation to end before doing the next one, you can throw spells as fast as you can hit the "repeat last spell" button. Enemy spellcasters do it just that way, actually, and that's why they can fry you in a second. And that's the thing that allows even a frail mage character to survive.

Now let's go through spells I've made. Flame, Frost, Freeze, Master Spark (yep!) and Fireball belong to the school of Destruction. Obviously, they're our attacking spells. All of them have the damage of the staff (1-8) plus a minimal increase per level (1-2). Not too strong, but they should do. Attacking spells always have an element - Fire, Cold, Shock (electricity), Poison or straight-up Magic. However, quite a lot of enemies are resistant or immune to the last two, so I'm only using the first three. For those, only few enemies have resistances, and it's easy to tell which ones. Also, quite a number of enemies are weak to Cold. Flame and Frost are close-range spells, but they can hit from a bit farther than melee range, and abusing that difference is important for survival. Freeze and Master Spark (which is Shock-based) damage everyone in your sight up to a certain (not too long) distance. Great against groups. Fireball is essentially a magical "rocket launcher". Flies far, has splash damage and can hurt you as well. For those times when you absolutely have to attack someone from afar. You can also have "single target at range" spells, but those plain don't work.

Heal and Wakeup belong to the school of Restoration. Heal restores up to half of our health. "Up to" because it can be anywhere from that to barely any healing. Wakeup restores a bit of fatigue. Just in case, because running out of it sucks. Teleport belongs to the school of Mysticism. It's actually the same as Recall, already existing spell, but costs nothing to make. The way it works is that it either "drops an anchor" or teleports you to it. Anchor needs recasting after each teleport. Costly, but can be worth it, always cast it at the dungeon entrance. Light belongs to the school of Illusion. The only useful spell from there, others are invisibility variations which we don't need, fighting is more fun. May be obsolete since I've fixed my monitor's gamma. Fly belongs to the school of Thaumaturgy. Basically, minimally short levitation. Water Breathing and Water Walking belong to the school of Alteration. Managed to make them quite long-lasting. Water Breathing allows you to stay underwater for longer than you'd naturally can, and Water Walking allows you to move fast underwater. (EDIT: I goofed up, Water Walking actually belongs to Thaumaturgy.)

...Phew. Let's see what our first task will be.



: Sound illegal!

Thankfully, isn't. Go into a dungeon and find an ingredient.

: Yay! Time to test out my new magic!



The time limit is kinda low, though, considering we'll have to rest a lot to restore our magicka.

One more thing is that we should use trainers. They can help us increase our magic skills until they reach 50, a good boost when you can't use one frequently enough. Our Mysticism needs some help, for example. Some time needs to pass between training sessions, so visiting trainers in guilds along the way is a good idea.



This is the map of this kingdom. It may look small, but it's actually packed with dungeons. We'll have a lot of fun.

Anyway, we reach and enter the dungeon.



It's full of orcs. They turn out to be very dangerous. Their hits can deal damage up to half of our total health, and they can hit twice in a row! The main tactic to deal with such dangerous enemies is to try to get them stuck behind something - object in a room, corridor corner, doorway - and fire away the close-range spells. But sometimes they just don't want to get stuck. In that case, it's plan B - backpedal and swing the staff left-to-right. Hopefully, the corridor is long enough.



Another enemies we meet here are skeletons. They're still quite hard to hit, but they're actually less dangerous than orcs. Of course, they can deal half a healthbar damage too, but they only attack once, do it much less frequently and miss much more. Battles with them are longer, but safer. I even usually use staff against them.



In one loot pile we find our first potion. Hoard them.

: Got it!



Oh, this hall... Does that mean...



Yep, this room. Six locked doors, and judging by the sounds there are orcs behind them. Touch the statue and they come out.

: Hmm... Are you pondering what I'm pondering?

Show 'em what it means to be a shining star!

: You have my magic, let's fight as one!

*kick* *CREAK* *GROWL*



After kiting them for a bit and making sure all of them come out of their rooms (doorways, yeah), it turned out there are only four orcs. Oh well, easier for us. Fire away!

: Concentrate your mind and gently mutter the spell. Aim at someone you don't like and unleash a magicannon of love!



...We had to use up all our magicka, and even then only two of them fell. Had to finish the others with the staff and got hit. Once.

: Ouch... Sorry, I got too cocky.

Don't worry, we'll get stronger.

Eventually, we find what we came for.



It's that pile to the left. What it's doing there, or why there's a skull with a candle on that chair, is a mystery.

Since there still was some time left, we finished exploring the dungeon, and we still had a few days to spare. Nice.

Now, along the way back, there's only a single big city that has a magic guild where we could train, and...



...figures we come there at night, when everything is closed. Big cities are surrounded by walls, and the gates close when it gets dark. Looks like we have to move along.

: Wait a bit.

Why?

: I wanna go shopping.

It's the dead of night, all shops are closed.

: Exactly.

...Wait, you mean...

: Yep. Shopping is more fun when the shopkeeper is not around.

...

: Why are you smirking?

Cocky mage by the daylight,
Sneaky thief by the moonlight,
Running from any tough fight,
Ki-ri-sa-me Ma-ri-sa!


: I'm not sure whether to feel flattered or insulted.

Go on, I'm not stopping you. But the gates are closed.

: I still can cast levitation once, you know.

And that's how we get in. Yes, with horse and cart in tow, in case you wonder. You can even fly while on horseback.

Anyway, there are a few dozens of shops, but Marisa managed to get into only one. A general store.

: Anything valuable?

Useless weapons, cheap clothes and other pointless items.

: Sheesh.

And a few dozens of books.

: !!!

: Books, you say?

Ironically enough, books are very valuable. They're somewhat heavy, but who cares if you have a cart? So, with as many books as she can carry in a makeshift bag made from her cape, Marisa exits the shop, dumps them into her cart and leaves the city. (Yes, through locked gates. Don't ask how. Daggerfall logic.)

Anyway, we reach the capital again, sell our "loot" and visit weapon shops because our steel staff started to break. And look what we found!



Staves are cheap, so there's no excuse for not grabbing the good ones.

Anyway, reporting the quest.



: Did he have to be that rude? I might go and find a new guildhall to visit!

Well, you're a newbie there, so just wait a bit until they recognize your worth.

Anyway, that's it for the first update in a long while, see you soon!

: Bye now!
« Last Edit: March 09, 2015, 10:17:35 PM by CyberAngel »

Fetch()tirade

  • serial time-waster
Re: Let's Roleplay Daggerfall, Touhou edition (latest update - March 7)
« Reply #19 on: March 07, 2015, 01:30:16 AM »
Oh how I miss spellcrafting. And making your own enchantments. Is the latter possible in this game?

CyberAngel

  • Retired
Re: Let's Roleplay Daggerfall, Touhou edition (latest update - March 7)
« Reply #20 on: March 07, 2015, 12:04:12 PM »
Yes, and it's more complex than in later games. Never tried it, though, since it's only available at high rank in Mages Guild, and soul gems are both rare and expensive (never found randomly, only bought, and at high rank again). But I'll see what I can do in this playthrough.



EDIT: A small errata to my spells explanation. Water Walking is actually a Thaumaturgy spell, not Alteration. It's sometimes pretty hard to tell which spell belongs where in Daggerfall. No wonder they axed Thaumaturgy in Morrowind.

Also, I added one more spell when I came back from the dungeon. Regenerate, a minimal healing spell meant to be cast repeatedly to level Restoration faster. It's actually a bit more cost-effective to use it, but a bigger one-time heal is still more preferable during battles.
« Last Edit: March 09, 2015, 10:26:58 PM by CyberAngel »

CyberAngel

  • Retired
Re: Let's Roleplay Daggerfall, Touhou edition (latest update - March 7)
« Reply #21 on: March 13, 2015, 10:16:22 PM »
Time to go on with adventures!

: Back to that old man?

Actually, let's do some quests for the temple.

: Oh, alright.



From a dungeon, of course.

: Can I refuse saving a fellow Arkay follower? Especially if it means some more magic practice?



: Oh. I hope I won't have any trouble distinguishing him from any other human enemies.

Even if you will, he'll just fall unconscious from one hit, so go wild on everyone.

: You won't have to tell me that twice!

Anyway, we make our way to the dungeon.



It's full of warriors. And they're tough. They don't do multi-hit combos, but they can still hit fast and are dangerously accurate. They're also somewhat hard to hit and have quite an amount of health. Trying to go melee on them is pretty much a suicide for us. Wasting half of our magicka on them is actually a good outcome, since they can take even more sometimes.

: Ugh. Resting after each one is such a pain, but at least all that magic practice will pay off.

Seriously, they're worse than orcs and skeletons, who are also present in the dungeon. Orcs, by the way, became child's play in comparison since we can hit them consistently now. The only upside is that human enemies means more chances for high-quality weapons and armor that we'll be able to sell.



The first part of the dungeon is caves, and we even find a big one. Not like they're rare, but it's our first.

: I wonder if--

*WHOOSH*

: Wha-- That was an arrow and it almost hit me! But I don't see anyone around!

Up there! On the ledge!



: Sorry, sis, but you just made a big mistake!

Marisa runs up the ledge. The female warrior decides to switch to melee, but can't approach due to dangerous footing. With an evil grin, Marisa sends waves of flames from out of her reach, and eventually the warrior meets her doom, plummeting to the ground below.

: Well, that was a bit gruesome, but still fun.

That's Daggerfall for you.



The circular water canal is the next part of the dungeon we enter.

: Circular? Isn't it a square?

It's a square circle.

Anyway, it's full of Slaughterfish and Dreughs. And here's the reason why I made those two cold-based spells - Dreughs are the first enemies that are weak to cold.

: Freeze 'em solid since they're in water? Makes sense.

Since one corner is shallow enough, we shamelessly lure every creature there one-by-one and freeze them when they're stuck, gliding over the surface thanks to Water Walking.

Finding a way to the corridors above the canals, we finally find our target.



Welcome to Buggerfall.

We're done, but we still have time, so let's visit the next dungeon block.



: Oh, a hall with bridges, but this ledge is a balcony this time. What now?

Go higher.



: Whoa, it's flooded.

Blast. Let's go home.

: Hey, we can levitate and move through water freely, why don't we explore it?

The water is full of Slaughterfish, and they have a huge advantage in open spaces. Given they're pretty dangerous without it, I'm not setting my foot there. And it's not as fun to explore only what's above water here. Besides, we don't have THAT much time.

: Okay, okay, back to the temple, then.



: Hey, it was kinda fun. Let's do something else here.

Agreed, we need one more quest for a promotion.



: Your thoughts?

The undead might be dangerous, but it's just a single one, so let's give it a shot.



The quest sends us across the whole kingdom. Marisa tries some "nighttime shopping" along the way, but no luck.

: I'm getting the hang of local locks, so it won't stay that way for long.

Anyway, we reach the town and find the haunted house.



Wraith. A strong melee fighter, but looks like this one is stuck in the dining room. Doorways really are our friends. Just wave that silver staff until it's gone.

: So, to exorcise a spirit you poke it with a shiny stick? Reimu has it easy.

Anyway, we return and report the quest. Let's return to the Mages Guild for now.



Easy fetch quest, so why not.



OF COURSE, there has to be a catch.

: Seriously! Why are they treating newcomers like dirt?!

Because they're mages, they treat everyone like that.

Anyway, as we're traveling to our destination...



: A letter?



Dark Brotherhood is a continent-wide cult of assassins. It's illegal but everyone uses their "services" anyway.

: Great. And what do we do now?

Nothing. You can just ignore the letter, really. It's not like they'll send anyone after us.

: Okay.

...probably.

: Stop that!

As we continue on our way, Marisa manages to break into another shop.



A pawn shop.

: Anything valuable?

Some assorted junk. And quite a number of books.

: Great!

I think I'll stop mentioning Marisa's night town adventures unless there's something interesting.

Eventually, we meet our target.



: So, what's this important research that Necromancers want?



: Uh... I don't understand it.

I don't think you're supposed to. This must be from the same league as Lorem Ipsum.

As we return, we have an interesting encounter in one town.



: Once upon a midnight dreary, while I pondered, weak and weary, over many quaint and curious volume of forgotten lore--

Quoth the raven: "Shut yer trap!"

: Aww.

Anyway, we return and report the quest.



: Well, at least there's some praise now.

Why don't we do another one?



Almost a fetch quest, but instead of "fetch" it's "cast a spell". Another easy one.



We can buy that "Sleep" spell no problem. It's costly to cast, but there's a trick.

: Is it useful outside the quest?

No.

: Blimey.

On our way there, I finally found where to sell weapons and armor from the last dungeon, and also looked at what staves I could buy, and...



With this and another elven one added to our inventory, we won't need to worry about weapons for quite a while.

Anyway, we reach our destination, find the target and...



Um, I have nothing against the freedom of gender identity, but I still think this is actually a bug.

Now, here's a trick I promised. For spells you cast on someone else (or just throw out there like Fireball) you cast the spell to prepare it and then have to click on the target to unleash it. But before you've thrown it, you can cancel it and get the magicka back. So here, you just cast the spell and the message pops up, you don't need to throw it (besides, it's "target at range", it doesn't work anyway), so you can cancel it. It actually eats a third of our total magicka, so that saves a lot.

So, we're going back. As we pass a town on a dark and rainy night, Marisa, of course, decides to check out shops, when suddenly--



Howling in shadows,
Living in a lunar spell,
He finds his heaven
Spewing from the mouth of hell.
Those that the beast is looking for,
Listen in awe and you'll hear him...


: Bark at the moon!

...ahem...

Yeah, towns are dangerous at night, you can meet enemies on rare occasions. Even then, it's usually humans. This bugger got me surprised. I was approaching that shop in complete silence, then I heard this thing's distinct bark, loud and clear. I couldn't even see him at first before he rounded the corner. In panic, I completely forgot whether Werewolves are dangerous or not, so I was just waving the staff (pulled out the silver one ASAP, thankfully) and backing off. Well, these things are FAST, both in movement and attack speed. By sheer luck, we weren't hit even once.

: Told ya I know how to whack 'em!

Yeah, thanks, Marisa.

So, we finally return and report the quest.



"New Life" is a holiday that's essentially our New Year.

Well, that's it for today. We've seen quite some fun outside of dungeons, so don't ignore quests that don't involve any. Especially if you're like Marisa and have things to do outside of them.

: Heh heh heh!

I mean using trainers, of course. What did you think?

Anyway, bye now!

: Bye!

CyberAngel

  • Retired
Re: Let's Roleplay Daggerfall, Touhou edition (latest update - March 13)
« Reply #22 on: March 15, 2015, 09:48:06 PM »
Rapid-fire update because I'm taking a break from that other stuff.

: So, more missions for the guild?

Yeah, let's do a few more so we can jump two ranks when it's time for a promotion.



: Ugh. That's one strange recipe.

Yeah, that mummy must be popular with adventurers.



But if it's a dungeon crawl, who are we to complain?

: Yeah, I kinda miss them already.

On the road, we visit other guilds to train, and on one such visit the time for our promotion came.



The first rank promotion gives us nothing, but that's fine for now. Let's visit the temple as well, then.



Err, Mages Guild doesn't sell potions, only temples do.

: Yay! Can't wait to see what potions they sell!

Actually, it's ALL OF THEM! The set you're offered when you talk to the potion seller is limited and random, but as I've discovered, when you ask again you're given a different one. So, by asking as many times as needed, you can buy any potion, and in any amount!

: Cool!

This makes potion maker, which is a service given at the higher rank here, kinda useless, since potions aren't too expensive, and paying is better than waiting for the right recipe (which you can only get as a random loot, and they're super rare - I haven't seen a single one yet) and then looking for all the different ingredients.

Anyway, we buy Resist Fire, Resist Shock, Cure Poison and Restore Power potions, three of each. The first two are self-explanatory. Restore Power refills a bit of magicka, but only a small bit. At this moment, it's only 25 points. Not much, but can save you when you need that little push. Cure Poison is by far the most important one. Poisons in this game eat your stats at an alarming speed - one point per in-game minute, which is just a few seconds of real-time - until you cure them, they don't go away with time. You can get poisoned when you're hit with a poisoned weapon. Thief-type human enemies tend to carry them a lot starting with a certain level. So getting those ASAP is very important, since Cure Poison spell is too costly.

Anyway, on to the dungeon!



It has Orc Sergeants. They're the same as usual orcs, just more health. We can hit them consistently, so they stay hitstunned for the most time, nothing hard.



Also, knights. Look and essentially are the same as warriors (here's a better look at the female one). Hit hard, and by this point they have a lot of health. They're the ones we need our attacking spells for.

And lastly, someone we've had a brief acquaintance with recently.



: Puppies!

Turns out they fall from just a few magic swipes. Still, they're fast, and it's best to try and avoid getting hit by them even once.

: Why?

Pray that I won't have to explain. Good thing there were only a few of them.

But this dungeon has a much worse danger - the "can't save in some areas" syndrome. Just like the starter dungeon (that I never mention because screw it), you can save your game only in certain parts of the dungeon, or else the game hangs/crashes and that save slot gets corrupted. Good thing I use all six of them. Only a comparatively small amount of dungeons has this problem, thankfully, but when you're in one it's SO annoying!

Anyway, we eventually find the mummy, and of course it's in the last part of the dungeon we visit. Typical.



It seems to be exactly the same as skeletons (which are also present in the dungeon, as usual), even just as hard to hit. We deal with this one no problem, swipe some bandages off it and hightail it out.

As we start traveling back...



: A letter again? I have a bad feeling about this...



Of course, our famous Book Thief wouldn't stay unnoticed for long, would she? Thankfully, this is actually an invitation to join the Thieves Guild.

: Oh! Should we join?

Why not? The town's along the path we need to take anyway.

So, we find the house we were directed to and grab the shirt, but there's also a slip of paper with it.



: Uh, what's that?

Looks like someone's name and town. Let's visit it.

But as we exit the house...



Oh hey it's mage the owner of the shirt RUN MARISA!

: I'm sure the house was empty just before.

Thankfully, the mage doesn't throw any spells before we can flee. Now, that's indeed a name of a town on that paper, and it's not a long way from the capital where we need to return, so let's find that person.

Along the way, we sold the loot we got from the dungeon again, and...



Seriously, I'm buying too many staves, and I still use my first steel one, though it's close to breaking by now. I'm kinda into hoarding them since last time I played pure mage I couldn't find even one that was better than silver, but now I think we're set for the whole game. I sell the worse staves and use those elven ones from now on, only picking up better materials.

Also, we found an enchanted sword.



Standard fireballs are better than the custom ones I've made, so I think I'll keep this thing around for when we need to throw some. We don't need to wield it to use its spell.

Eventually, we find the person whose name was on the paper.



: "Woman in gray", huh?



: So, what benefits being in a Thieve Guild has?

For us - none. Maybe training Lockpicking, but you use it enough to train it fast enough yourself. Their missions are "go there, steal this" fare, nothing interesting. They can bribe the judge if you get caught stealing, but we can live without that too. We don't even have the time to loiter around the dungeons they "reward" us with maps to. So, let's just ignore them.

: Shucks, way to waste my time.

Anyway, back to our Mages Guild.



We're set for one more promotion, but let's do a few more quests to jump over a rank. That's where the fun stuff starts.

: Oh, alright, let's do it!



We're fully rested from waiting for the guild to open, so we're ready.



Basically, just loiter for three hours near the entrance and kill everything that enters. Surely enough, some assassins show up.



: Oh no, what should I do? Heh heh heh!

Master Spark works like a charm. One great thing about area-effect attacking spells is that they push away the enemy. Thief-type human enemies can hit a few times in a row, and a weak mage like us would get torn apart easily. But we don't need to hold back here.

So, we wait a bit more...



: Oh, great! And it's enchanted, right? What does it do?



Oh, this damn thing.



: I don't get it.

Buggy enchantment. Says one thing, does another. Useless either way.

: Is that a joke, rewarding someone who protected you with something like that?! No way I'm helping any such jerks again!

Relax. Only some high-ranked mages are arrogant. They'll start respecting you with time.

Anyway, one more mission.



: Again?

This time, we need to protect a magic item from stealing.

: Magic item, huh?

Don't steal it yourself, petty revenge isn't worth undoing all the reputation we earned. Trust me, tolerating all this will be worth it.

: Okay, okay.



Great, we have time to rest, so we come back at full strength again. Waiting around the entrance again, and when it's a bit past midnight, the thieves appear.



: "Get him"? Do I really look so masculine?

Also, those thieves are female, but Daggerfall decides to exhibit freedom of gender identity again. Or it's a bug. Regardless, all intrusion attempts are to be met with a Master Spark.

Anyway, our shift ends before long.



The precious stone is of low value, so no real reward again.

: Why are these people so annoying? I'm helping them, for goodness' sake!

Mages. They're arrogant by default.

Well, we're done with the Mages Guild for the time being, it's the dead of night and Marisa needs to sleep again. See ya next time!

: Bye!

CyberAngel

  • Retired
Re: Let's Roleplay Daggerfall, Touhou edition (latest update - March 15)
« Reply #23 on: March 27, 2015, 09:57:08 PM »
Let's see, we're set for the next promotion in Mages Guild, but the temple has something that could be useful for us at a higher rank, so let's use the remaining time between promotions to do some stuff for them.

: Okay.



: Ooh, sounds important. Must be a long and hard task.



: Oh, just one werewolf?

The problem is hunting it down, but... yeah.

Anyway, the dungeon is pretty small and has some Orc Sergeants, which are no challenge, but they also have some friends here.



Giants. If they hit us, it's goodbye to half of our health. And they like doing two-hit combos. Yeah, we can fall pretty fast when against them. Good news is that they aren't all that accurate and easy enough to hit, so our chances are nice. I use both magic and melee against them, depending on the situation.

But this dungeon also has a different kind of troublesome critters to take care of.



Giant scorpions. Their stings hurt a lot and they have a noticeable chance of paralysis. Good news is that they're very inaccurate. Bad news is that they're hard to hit. That and pretty long duration of paralysis make battles with them long, which means more chances for them to land a hit. I still go melee on them, but I did make a note to buy an anti-paralysis spell. When paralyzed, you can't use weapons, but somehow still can cast spells.

: Well, it's not too bad, I can handle this dungeon. Now, how do we find the--

?: OINK!

: Huh? A pig? In a dungeon?

Not exactly.



: Wait, you don't mean...

Uh-huh. Our target. The wereBOAR.

: Truly an abomination I'll be glad to put down.



: Yeah, yeah. Any INTERESTING quests in store?



: Oh, should be no problem.



I'm a bit worried by the long time limit. Thankfully, the dungeon is small again, and we find our target almost instantly.



: The exit is around the corner, geez.

But of course, we're not getting out without exploring the place. So, what enemies does it have?



...Well, this explains it being called a "Web". Thankfully, spiders are absolutely no challenge for us at this point.

This dungeon also has skeletons, but by this point they're barely any danger. Even though our weapon skill is not that high, we can hit them pretty consistently now. I guess the part about bladed weapons having a penalty to hit them is true, after all.

Also, we meet a pretty rare enemy.



Spriggan. Yeah, they look much more "wooden" here, and, strangely enough, they bleed when hit. Can hit pretty hard if you allow them, but a few strikes of our flames take care of them. (Not that they're weak to fire spells, but still, it fits. For bonus absurdity points, this one was hanging around that flame back there.)

Anyway, further in we find different enemies.



Rogues, thief/warrior-type human enemies. Can do two-hit combos, but their hits are not all that strong. Thief-types like poisoned weapons, but it doesn't seem to be the case with this class, thankfully.

As we progress through that part, we come to an interesting situation.



: ...

: ...

: ...I ...don't feel like fighting at the moment.

: ...Likewise.

: It's nice to meet someone who doesn't try to gut you, for a change.

: Yeah, whatever.

: By the way...



: That's a really good outfit to wear in a damp, chilly dungeon.

: Go mind your own business!

Random enemies can decide that they don't want to attack you on sight. Usually, the chance is small, but it's always there, as long as you don't run around with your weapon out. Tenshi did, so she never met such enemies. Marisa actually met some since the first dungeon, but I was waiting for an interesting situation to show that. Some enemies have language skills associated with them, and those can help greatly.

Anyway, we leave our newly found scantly clad friend to warm herself up near that fire and go report the quest.



: Still some time left. Any other quests?



This one is likely to be a long-term one, but it's interesting.



For now, it's just visiting some other towns. First, let's visit our informant in "prophet's" hometown.





Here's what the "tractate" says.



: This guy talked to a fire. Whatever he was smoking is clearly too strong for his own good. Do people even believe this nonsense?

You'd be surprised what can actually happen in this world. But yeah, this guy is a liar, and the only reason he wasn't squashed by Arkay himself yet is because gods can't be bothered to pay attention to each and every heretic like this one. Not like it never happens, though.

Anyway, as we exit the inn where we met the cleric, we encounter a hostile warrior!



: Aren't you afraid you'll get rusty?

: I'll so enjoy doing this!

: Only if you're a masochist!

Marisa is so awesome by now that she could beat this warrior with just her staff. And she's nowhere near max skill yet!

...But was this encounter, possibly, somehow connected to our investigation of this "prophet"? Nah, it's just a coincidence, but a fun one.

Anyway, let's visit the "prophet's" friend.



Uh-huh. Sure. There are so many of them it's easy to make a mistake. Even the cleric that told us about you was a young lady in green. Yeah.

...Well, that's actually true, but this lady is lying. Unfortunately, we still can't do anything if she doesn't want to speak.

: What do we do now, then?

Nothing. Just ignore the quest until something turns up with time. Don't worry, it will. For now, let's go back. We can visit the "prophet" along the way just for kicks.



...He was referred to as "young" earlier. Daggerfall logic.

Oh well. We return to the capital just in time to get our promotions.



Just one rank up, nothing new for us yet.

: But it sure feels nice to be congratulated like that.



What this actually means is that you can use the library now. The books are random and only for reading. But because we actually jumped over a rank, there's a different service that is unlocked for us now.



Magic item seller! Most items are pretty useless, but a chance to find something good is always there.

Anyway, that's enough for now. See ya next time!

: Bye now!

Fetch()tirade

  • serial time-waster
Re: Let's Roleplay Daggerfall, Touhou edition (latest update - March 27)
« Reply #24 on: March 28, 2015, 05:29:27 AM »
No no, Edwane is just translating Arkay's wisdom from some tablets that he found, he's totally trustworthy.
The non-aggressive enemies is interesting though, I haven't seen that in Morrowind or Skyrim.

CyberAngel

  • Retired
Re: Let's Roleplay Daggerfall, Touhou edition (latest update - March 27)
« Reply #25 on: March 28, 2015, 12:41:14 PM »
The non-aggressive enemies is interesting though, I haven't seen that in Morrowind or Skyrim.

Can't say a thing about later games, but in Morrowind some usually-hostile NPC enemies can be completely peaceful if your Personality (and as a result, their disposition) is high enough.

Fetch()tirade

  • serial time-waster
Re: Let's Roleplay Daggerfall, Touhou edition (latest update - March 27)
« Reply #26 on: March 28, 2015, 02:25:06 PM »
Can't say a thing about later games, but in Morrowind some usually-hostile NPC enemies can be completely peaceful if your Personality (and as a result, their disposition) is high enough.
Well that explains it. I never invested much into Personality, only into weapons, armor, and bribes. And later gamebreaking jump enchantments, but that's a separate matter.

CyberAngel

  • Retired
Re: Let's Roleplay Daggerfall, Touhou edition (latest update - March 27)
« Reply #27 on: April 18, 2015, 01:44:10 PM »
I've been quite busy, both in this game and outside of it. Anyway, for our next promotions we'd best jump two ranks in both the guild and the temple, so let's try to do some small quests.



: My, I wonder what got me such honor.

The sound of Master Spark is oddly relaxing.

: True.

Anyway, the "assassins" were pretty wimpy. This quest is actually nice since the reward is a magic item. Let's see what we have this time.



Hey, that's actually pretty nice! Same thing as that sword we have, but lighter. Maybe less durable, but we can get rid of that heavy thing now.



The midnight sky was illuminated by the color of LOVE once again.



Protip: questions like that always mean trouble you don't want. But let's agree this time. Without much explanation, we're given a letter.



: Ooh, sounds mysterious! I wonder what's the deal.



: Oh wow, a prophesy, and I get to be a part of it! Cool!

There are two ways to deal with this quest. One involves dungeon crawling, the other just traveling. We have no time for the former, so let's go fetch the Oracle. Inner Star of Arkay is a very small settlement, with only landmark being a temple. Sure enough, we find the Oracle inside.



Oracle is a unique character who appears only in this quest.



: Back to the capital it is, then!



Another unique thing about the Oracle is that she's connected to the court of Sentinel. You'd need to deal with them during the main quest, but we're ignoring it anyway.

Anyway, next quest.



: Daedra?

Demons.

: Well, I have a lot of magic power, so no problem!

No. Even though by this point I've already bought all the Mysticism training I could, up to 50%, that spell still needs more magicka than what we can have. We'll have to turn down this one.

: Shucks.



Imps are easy enemies.

: No problem, then!



Of course, there's always a catch.

: What's wrong with these people?!

Don't sweat it, the imp's still easy.

Anyway, we travel to the town and find our target in the empty palace.



: Greetings, human. Have you come to serve me?

: How about "no"?

: In that case, fall before my might!

Of course, it's not Marisa that falls here. Imps have a few spells by default, and this one is supposed to have some more, but it didn't use any.

: Piece of cake! Time to get back.

Before we can leave the town, we are given a letter by a courier.



"Prophet" quest surfaces again. Time for a bit of dungeon crawling.

Along the way, we buy a nice magic item in the guild.



It absorbs enemy spells and gives us the magicka from them, but it works only if we have enough empty space in our own reserve. Nice little cheat if we meet a powerful spellcaster.

Anyway, we reach the dungeon, and here's one of the first places we find.



Hey, it's just like the hall we found with Tenshi way back then! Even the throne and "broken" bridge are there. But that's not all. Look who we found in the corner.



: Oh, hey, it's the rogue from the last dungeon.

: ...This can't be happening...

: Long time no see! How you've been doing?

: Why, out of all High Rock, I meet you in the next dungeon I come to?!

: Hey, hey, relax. I'm here on business.

: ...Whatever.

: Say, did you see a guy from the Order of Arkay around here?

: Uh, I think he was looking for something further in the dungeon.

: Oh, great! I need to check up on him.

: ...Um, I think a bunch of cutthroats were looking for him recently as well.

: That's... not great.

Anyway, the dungeon is full of rogues, spiders and scorpions. Good thing I did make that anti-paralysis spell for the latter two. Eventually, we do find who we look for. Or rather...



No Arkay, no talking fire, no tablets. Just... this. Which is expected, actually.

: Wait, how is it even possible to tell it's that man's finger?

Either some sort of magic dactyloscopy, or Daggerfall logic again, "because questfile says so" variety.

Anyway, we can report this quest now.



We also report the imp quest, which sets us for the Mages Guild promotion we need. Time to pay the temple some attention as well.



Just a ghost, which we easily poke to death with a stick. Er, poke "back into" death, I mean.



Ooh, this one's interesting.

: I'm on it!



The possession may be real or fake. If it's real, we get to fight a new enemy. It's tough, but let's risk it. First off, let's speak with the girl's guardian.



: Sounds sincere.

Let's see the girl, then. We find her in the empty attic of the house.



: Ooh, what a cutie! What troubles you, lit--



: I'm... not sure what to think.

Quoting the journal entry, she's either possessed, mad, or the best actor in Tamriel. I kinda thank engine limitations here, I'd hate to see the devs reference The Exorcist any more than this. Anyway, let's visit the priest to see what he can say about it.



OK, now for the moment of truth.



Thankfully, we don't need to look for it since it appears right in the same spot. Behold, the Daedroth!



: HOLY PANCAKES!

...Wait a sec, its armor looks familiar... Damn, it's just an orc with a crocodile head! What a lazy sprite, Bethesda.

Anyway, this doesn't make it any less dangerous. Any hit from that thing can bring down almost all of our health. It usually can cast some spells as well, but not this time. We're already in close quarters, so there's no time to fumble with spells, let's put that mithril staff to use. And what do you know, Marisa showed some acrobatic prowess and defeated the thing by moving all around the room. She even flawlessly dodged two extremely fast three-hit combos.

: Told ya I'm awesome!

Indeed. Who said mages are weak in melee? Not here!



Okay, one more quest.



Easy enough.



: WHAT?! How about saying that BEFORE now?!

Oh well. We're lucky enough to avoid any encounters. Now we're all set. Time for promotions!



Yep, we can make magic things ourselves now! The previous rank also allowed us to buy soul gems, but you can't use them yourself, so we jumped to the rank where we can. But that's not all.



The Order of Arkay also has a soul gem vendor, which becomes available at this rank as well. Only select few places sell soul gems, and this is one of the two temples that does.

: I smell some real fun stuff coming up!

Anyway, I never used enchanting in this game, so I need to explore what I can do with it myself. Here's some first few quick facts. You can actually make an enchantment without a filled soul gem! Staves and jewelry are very good for enchantments, so we're not missing anything by not using armor. That said, enchantments are expensive, with prices being in thousands. Soul gems themselves are pretty expensive, 5k a piece. Filled soul gems are worth many times more, though.

: Hmm...

No, you can't make a business out of filling and selling them. I haven't found anyone who BUYS them. It seems they're for personal use only.

: Shucks.

Well, it seems we'll have a lot of fun in the future. For now, that's enough. Till next time!

: See ya!

Fetch()tirade

  • serial time-waster
Re: Let's Roleplay Daggerfall, Touhou edition (latest update - April 18)
« Reply #28 on: April 18, 2015, 06:52:09 PM »
Melee Sign "STICK SPARK"
I kinda want enchanting to be as gamebreaking as it is in Morrowind, but at the same time I don't. There does seem to be quite a few more negatives for enchanted items in this game though.

CyberAngel

  • Retired
Re: Let's Roleplay Daggerfall, Touhou edition (latest update - April 18)
« Reply #29 on: May 11, 2015, 01:57:09 PM »
Schedule? What's that? Does it taste good?

Anyway, time to see what enchanting's all about!



Magic Item Makers always look like that, like blacksmiths (some weapon/armor merchants), but... magical.

Anyway, there's a set list of effects you can put on your item. Some of them are separate from simply casting spells and go beyond what spells can do. As for spells you can put on them, only standard spells are available, and their list is limited depending on whether they're cast when you use the item, when you equip it, or when you strike with it (if it's a weapon). So as far as effect power goes, you can't make something OP, but being able to cast a spell as much as you wish (until the item breaks, anyway) can certainly help a great deal.

Now, Marisa is a powerful magician, so she can just cast many useful spells by herself, but enchanting items with more expensive spells might be useful (item deterioration is the same regardless of effect). As I said, jewelry is good for enchantments. I made a mark (dunno what it's supposed to be) that casts Recall, the teleportation spell. Even with all that Mysticism training, it's still costly. I might also make items that cast elemental resistance or cure poison. Basically, what potions that we bought do. Cost-wise, it's less effective, but it sure saves the trouble of buying and carrying an equivalent amount of potions.

Lastly, it'd be nice to put a paralysis effect on a staff, but the staves we have now are too weak. This can be overcome by finding better staves, adding a disadvantage to the enchantment or using a soul gem. It didn't look like disadvantages were worth it, so soul gem it is. We'd need a pretty powerful soul, though. So, with an empty soul gem and a new Soul Trap spell, we go on with our adventures!



...Yeah, they apparently teach golem-making here as well.

: Ooh, I want to learn that!

Fat chance, we only get to beat them up. Speaking of which, they're beefy enemies, but let's take the challenge.



Checking shops on our way there, we do find a better staff.



It's still not quite enough to hold that paralysis enchantment, but we won't need a super strong soul for it, something weaker will do. Like... an atronach.

: I see.

So, we reach the dungeon and find our target before long. It's a Fire Atronach. This means we can just freeze it instead of having a long melee battle.



The Soul Trap had no effect, though. Maybe it doesn't work on quest enemies.

Anyway, we keep exploring the dungeon, as usual. It has a lot of giants, who aren't all that much trouble by now. They also have some pets here.



Tigers are almost harmless for us at this point.

: Hey, maybe I can tame one for myself!

And how exactly?

: Why, carrot and stick approach, of course!

I don't think tigers eat carrots.

: Stick it is, then!

You know, I'd normally object since this is animal abuse, but they have a good chance to chew your hands off in process. That'll teach ya.

: Geez, don't be such a killjoy.

Anyway, there are also Orc Sergeants here, as well as a different kind of orcs.



Orc Shamans are the first spellcasters we meet. Generally, they're not that dangerous, but as any spellcasters, they start the battle by rapidly casting their spells in a random order. And they have one really dangerous one. Fire Storm. It's the "hit everything in front of me" one. If they decide to fire off a few in a row, we're dead and there's no escape. The situation like shown above, when there are a few of them, easily warrants a Master Spark. Even after they're done with their magic, they can hit quite painfully in melee, so it's best to be careful anyway.

Also, we met wereboars on a rare occasion. They aren't too tough, but it's best not to get hit by them even once, so we just roast them quickly.

Anyway, when we're done with the dungeon and return home, in one shop we find...



YES! This one costs 11k, but it's bearable since we found a few other daedric weapons to sell in the dungeon. Well, this is the best staff we can find. Will it be enough for that paralysis enchantment?



ALRIGHT! And yes, you can give your own name to an item you make. I was kinda too happy to come up with something good.

Anyway, reporting quest.



: I don't get half of those big words, but... Yay?

Let's see what we can do next.



Well, we don't have any bladed weapons, but why not? The challenge of a magic vs. magic battle will be interesting.



In the dungeon, we meet lots of Wraiths. They hit hard, but we can handle them. But pretty quickly, we encounter a new enemy.



O_O

Marisa, turn around and start ru--

: My, who do we have here? Come closer, I don't bite.

: Sure.



O_O;;

: That's a nice dress. And those skull candleholders look cool.

: *giggle* You're fun. What could a fun little human like you be doing in a hole like this?

: Oh, just looking for some mage that's been bothering the people.

: Oh, that Lysanna? Well, I don't mind if you want to spill her guts or something, but my sisters wouldn't be happy. Good luck finding her, though.

: Why, thank you!

O_O

Did you... just...

: Why are you freaking out?

...This is a Daedra Seducer.

: Huh? Daedra? But she looks and acts normal enough.

Yeah, so are some youkai back in Gensokyo. Still, to think the first one we meet is a peaceful one...

Of course, it doesn't take long to meet the first hostile one. The thing is, if you hit her once, she changes her shape, and... Well, it's pixelated and all, but let's play safe here.

[nsfw]http://i58.tinypic.com/2m2yzjb.png[/nsfw]

The scariest part about her is her attack. She uses a spell Energy Leech. If she lands too many of them in a row, you just die on the spot. I don't know how that spell actually works, but it's supposed to drain your fatigue. Strangely enough, it actually restores it. That, coupled with how she looks, gives quite some thoughts about what she tries to do with you during that attack.

But once she's out of magicka, she just attacks in melee. Her hits are really strong, but rare. Once you survive her Energy Leech spam, she's no trouble. That spell-absorbing cloak we have can help, but it's useful only if we have little magicka left, and it's not 100% effective. And that paralyzing staff we made just refuses to work on them for some reason. And yeah, since she's a daedra, mithril or better is needed.

Yeah, this dungeon will be fun. The long time limit makes sense now.

(By the way, I tried to Soul Trap one, but it still failed. I think I botched the custom soul trap spell.)

There are also Orc Shamans here, who can still be trouble. Also, another new enemy.



: ...Huh? It doesn't attack.

What luck, the first one we meet is non-hostile again.

: Growl.

: Hey, you're a fun little fella, aren't you?

: Growl?

: Haha, what a cutie! Want me to rub your chin?

: Growl!

Geez, stop touching things.

Anyway, this is a gargoyle. It's tough, but not all that strong. The only problem about it is that it can only be hit with mithril and better. Compared to everyone else we meet at this point, it really is hardly any dangerous. And yeah, it has a skull on its flail.

Now, at this point we've run into a problem. We explored half the dungeon, but there's no way further in. Still no sign of the mage, so it's troublesome.

: Oh, what do we do?

Well, let's say we managed to slip through the wall cracks further in. Good thing I always set a Recall anchor near the dungeon entrance. We'll need it this time.

So, the new part that we reach is...



Oh, it's that hall with two pillars with staircases inside! The left one ends halfway up, the right one goes through the ceiling. We're on the topmost platform the right one leads to. The staircase actually leads to a few more rooms above the hall.

Anyway, there's an opening behind the pillar...



: Aw, you can't reach me from there. Too bad.



: You were saying, sweetie?

Yeah, Daedra Seducers can float. Makes sense since their other form has wings, but it's fun to see her just walk through the air like it's nothing. Fun and SCARY.

Oh, did I mention what sound they make? It's a normal female voice. A sinister cackle, but in a normal female voice. You wouldn't think you'd be terrified of that until you meet them in-game.

Anyway, let's enjoy the view from up here.



There's the other pillar, and to the left is a structure I've never seen in such halls before.

: And what's there?

Corpses. Yuck.

Anyway, we eventually meet the mage.



: You know, I'd ask why you decided to use those daedric girls, but I kinda don't want to know.

: Good. Now die.

: Bring it on!

Well, she throws a lot of painful spells, so we just run away and pelt her with fireballs.

: Star Sign "Meteoric Shower"

Anyway, we're done, and it's time to go back. We found a magic item, let's see what it is.



Cures poison. Great, let's keep it so we won't have to bother with potions.

: Ugh, no way I'm wearing that!

You don't need to, you can activate the spell without wearing.



A magical trinket? Let's see...



Casts Free Action, the anti-paralysis spell. I used a cheap custom one, but whatever, let's keep this one as well.

Now, we have enough reputation for the next advancement, but there's a problem. You also need high enough skills to advance. For Mages Guild, it's the six magic schools. We lack a few points for the next rank, and further ones need even more.

: So what do we do?

Let's just keep having fun in dungeons! More challenges means more skill usage.

: Yeah, that's fine with me!

For today, we're done. Until next time!

BONUS: About how I reached the second half of that dungeon...



Void Surfing! You can fall through walls in some points, and it's annoying. But if you can fly, you can do it on purpose and use it to your advantage. Like this time. The wiseguy that made that block have linked both exits on one of the sides to areas inaccessible from the rest of the block. Since dungeons were generated procedurally, things like this were bound to happen. I don't know how someone could think this was a good idea.