[Mage] Daggerfall Unity [4] | Making Spells | Spell Maker | Azimuthal Vectors | Testing Spells
Grimfangs Grimfangs
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 Published On Sep 9, 2024

Welcome back to The Elder Scrolls II: Daggerfall, a role-playing game originally made by Bethesda for the MS Dos. For this playthrough, we are using the Unity remake of the game and a lot of mods to enhance the experience. The game involves navigating the sensitive political landscape of the Illiac Bay, a region of Tamriel on the fictional planet of Nirn comprising of the countries within the bay as well as the various fragmented powers surrounding it on both High Rock and Hammerfell. We have sent to the place on a mission by our Emperor Uriel Septim VII to investigate two curious instances, the shade of King Lysandus that roams the streets of Daggerfall at night and a letter that he sent to the Queen of Daggerfall a few years ago that never reached her. Despite being a dungeon crawler at heart, Daggerfall places a lot of emphasis upon the player's individual exploration as choosing one among the various political factions in the region as they navigate the complex mess that is the Illiac Bay. In this playthrough, we will be playing as a Spellcaster and will shift our focus towards the Mages' Guild and the Temple of Kynareath.

Having gathered quite a lot of gold from our less-than-noble adventures inside the private crypts of wealthy families and gaining enough gear to properly equip ourselves completely in Chain Mail from head to toe, we find ourselves in a position where we can successfully utilise the services of the mages' guild to purchase customised spells from them. Given the nature of spell customisation, we can actually optimise the entire process of spell-making and obtain a few spells that are not only cheaper to cast but much more powerful as compared to what the Mages' Guild has to offer. We can also create some spells that have compound effects that work in conjunction with one another to provide the necessary effects.

We created a plethora of spells and effects, keeping the end-game in mind for the most part and ended up with some really powerful powerful spells indeed. We also got a little creative with the names.

We then decided to test out our spells and the first quest that we were offered was to put someone to sleep. Unfortunately for us, we had no clue how to cast a sleep spell. Instead, we went to purchase one and realised that a sleep spell is nothing but a drain stamina spell and realised the working mechanisms behind a few others.

We then took up the next quest which was Azimuthal Vectors. The quester, pondering the internal working mechanisms of a legendary shield, is looking for guidance from a tome bound by a prominent researcher in the field. The only issue is that the location of the Tome itself is unknown and that only two people know about it. Either a rival researcher, Chrystyrrya Hawkwing, who resides in the Ruins of the Wicking Farmstead. The only other option is to travel to the Ruins of the Old Lysyna's Farm and look into the catalogue in the library there.

With the two alternatives laid out in front of us, we now head over to the Ruins of the Wicking Farmstead to not only test out the spells that we have created but also meet the woman who seems to know so much about Bedyctor Hawksly. The dungeon seemed quite small at first, but as we kept searching, we found a hidden door with a skull in the end of the chamber that it led into. Touching the skull led us to a whole different part of the dungeon where we finally realised the sheer scale of it and realised where all the enemies really were.

This is how Strangeblood made all the spells he required:

00:00 Introduction
01:10 Making Custom Spells
01:09:27 Azimuthal Vectors
01:15:29 Ruins of The Wicking Farmstead

Stay tuned to find out what happens next on The Elder Scrolls II: Daggerfall!

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