Spell Effects - TES II: Daggerfall - ADG Pro 10

Spell Effects - TES II: Daggerfall - ADG Pro 10

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100% crash free! ...not 100% bug free mind you... :P

Today for ADG Pro we're taking an extensive look at the 37 spell effects found in The Elder Scrolls II: Daggerfall. Why? Because for as fun as Daggerfall is, it's also a buggy, broken mess, so there's no guarantee any of the spells are working properly, let alone doing what people would expect them to do. Also, much to my surprise, there's very little info online about what the spell effects are actually doing, and not all of it is actually accurate, so doing some proper testing is really the only way we're gonna know for sure which spells work right, which don't, and which are somewhere in that grey zone of working but kinda really not.

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Additional Information and Corrections:

* Another good character design tip is to bump up your merchant reputation to +10 and then bump down whatever group you have no intention of ever associating with to -10. That way, you can sell stuff for better prices! :)

* Yeah, once I saw how Pacify worked, it became clear to me that Charm was basically doing the same thing, but worked on anything instead of how Pacify was limited to specific kinds of enemies.

* I totally missed that tiny red triangle on the full-screen compass while testing the Detect spells. So... yeah, Detect does indeed work with the full-screen compass! However, instead of showing the triangle bouncing around like crazy when nothing's detected, the triangle disappears, thus why I didn't really notice it properly. :P

* Part of the reason why I missed talking about Soul Trap is because you don't get to experience soul trapping until considerably further into the game than I had time to invest, and I also knew from past experience that it worked. However, I will say that if memory serves me correctly, there were bugs with the soul trapping mechanic when dealing with multiple soul gems, though I don't remember what those bugs were.

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