The Daggerfall Online wiki
Iliac Codex
Plain answers for every road through the Iliac Bay: what to pick, where to go, which key to press, and what the game actually does under the hood.
Quick answers
Tools and calculators
Work it out before you do it in game.
Class calculatorCharacterPrice a custom class and see the difficulty dagger.Hit chance calculatorCombatYour chance to land a blow, under the default combat rules.Damage after armourCombatHow much of a blow gets through armour or a shield.Bow draw timingCombatWhat holding the string for a given time does to hit chance and damage.Spell cost calculatorMagicSpell points for any spell, from your skill in each school.Shop price calculatorTradeWhat a shop asks you for an item and what it pays you for one, after the haggle.
Journeys
A journey is a ready-made class build for one way of playing, with what it means in play, what it starts with and the guides that matter for it.
Shoot from the dark, open every lockWood Elf Archer-ThiefA sneaky bowman who levels by doing the job: Archery, Stealth and Lockpicking are the primaries, so every arrow, every crouched step and every lock raises your level.Archery · Stealth · LockpickingClimb it, swim it, ride it, map itArgonian WayfarerAn explorer who levels by getting around: Climbing, Swimming and Running are primary, so every wall, river and long road raises your level. Argonians never drown, and a camp kit and a few tools feed you on the road.Climbing · Swimming · RunningA sword in one hand, a spell in the otherBreton BattlemageA Breton who fights with a long blade and casts Destruction and Restoration. Intelligence is doubled into spell points by Increased Magery, and the Breton blood already resists magic.Destruction · Restoration · Long BladeEverything is a spellDark Elf SorcererA pure spellcaster who levels by casting Destruction, Illusion and Mysticism. Increased Magery triples Intelligence into spell points, and a dagger covers the moments when the points run out.Destruction · Illusion · MysticismStaff in hand, bandages in the packHigh Elf HealerA support character who levels by healing: Restoration spells and bandages keep you on your feet, and a staff covers the fighting. High Elves are already immune to paralysis, so the points go elsewhere.Restoration · Medical · Blunt WeaponFists, quick feet and nothing to breakKhajiit BrawlerAn unarmed fighter who levels by punching, dodging and moving fast. The Khajiit blood hits harder with fists, and Hand-to-Hand needs no weapon to buy, carry or repair.Hand-to-Hand · Dodging · Critical StrikeAxe and mace, plate and shieldNord WarriorA heavy melee fighter who levels by swinging an axe or a mace, shrugs off blows in plate armour and heals with bandages. The Nord blood already hits harder with axes and blunt weapons.Axe · Blunt Weapon · DodgingGather it, make it, sell itRedguard ArtisanA trader and crafter who levels by completing deals and works the online professions: mining, logging, hunting and fishing for materials, then smithing and cooking to turn them into gold.Mercantile · Blunt Weapon · Dodging
Guides
Getting started
- Which rules applyThe game ships with mods built in and switched on. They change combat, loot, prices, levelling and more, and online they are the same for everyone.
- Ways to playNine ways to play Daggerfall Online, from heavy fighter to trader, with the guides and the journey for each. No way is the intended one.
- Your first hoursFrom waking in Privateer's Hold to a bow in your hands and coin in your purse.
- ControlsEvery default key, shown as printed on your own keyboard.
Your character
- Custom classesThe rules of the class builder and the exact formula behind the difficulty dagger.
- Advantages and disadvantagesThe price of every special advantage and the refund of every disadvantage.
- History questionsHow the game picks your background questions and which answers are worth taking.
- Levelling and skillsWhich skills move your level, why the level-up seems late, and the 95 cap.
- Death and lineageEnduring, Bloodline or No Lineage: what each choice does when you die, online and off.
- Races and weapon bonusesWhich races hit harder with which weapons, driven by your stats, plus the built-in resistances.
Fighting
- Combat basicsHow to attack, what decides a hit, what a hit does, and how armour and shields really work under the game's default rules.
- ArcheryShooting, how long you draw, arrows, and the bonuses that make a bow the best weapon for a Wood Elf.
- Melee weapons and shieldsChoosing a blade, axe, mace or fists, what a shield really does, and how metal, Strength and speed fit together.
- Repairs and armourWhat armour materials do, how repairs are priced, and what a repair kit can and cannot do.
Magic
- ArtifactsThe daedric and legendary items, which ones have special code, and what that code does.
- Spells and castingMagic is open to every class: how casting costs work, which spells you start with (it depends on your skills), and which skills cheapen a spell.
Stealth and crime
- ThievingPickpocketing, picking locks, lifting from homes and shops, and what happens when the watch catches you.
- Joining the Thieves GuildThe guild finds you. Here is exactly what it counts and when the letter comes.
Trade and crafting
- Crafting and professionsThe ten online professions: ranks, tiers, XP, specialisations, and where to look up every recipe.
- Loot and dropsHow a loot table turns into gold and items, what metal drops where, and how Luck decides it.
- Shops and hagglingWhat a shop asks and pays, how Mercantile and Personality change it, and what changes online.
- Banking, loans and letters of creditWhere your gold is safe, what a loan really costs, and the fee on a letter of credit.
- Item rarityHow loot is graded from Common to Legendary, what decides the odds, and where the named Legendary pieces come from.
The world
- World mapThe whole Iliac Bay, put together from the game's own map pages, with every named place on it: towns, dungeons, temples, taverns and more.
- Guilds overviewThe four main guilds, how rank works, who invites you and what the temples and knightly orders are.
- Travel and horsesThe travel map, what a horse or cart changes about moving, and what the transport items cost.
- Dungeons and the automapHow the automap fills in, why a closed door hides a hall, and what the grey rooms mean.
Survival
- Food and cookingHow long each food keeps you full, how it spoils, and how to cook raw meat and fish.
- Resting and timeWhere you can rest, how often, and the two clocks that run the online world.
- Weight, bandages and trainingWhat carrying too much costs you, how bandages heal, what guild training costs, and two smaller rules from Roleplay & Realism.
- Foraging toolsThe six foraging tools, where each can be used, what it finds and what the finds are worth.
Online play
- Playing onlineWhat is shared with other players, what is yours alone, and how the online world differs from classic.
- PvP and the Wild ZoneDuels, the arena, and the Wrothgarian Mountains, the one place you can kill and rob other players.
Reference
- Adding to the codexHow to write a new page or a new journey, and how the codex checks your work.
- Classic rules, for when the mods are offWhat changes if you switch the built-in mods off offline: the classic formulas for hits, damage, loot, repairs, loans and starting spells.
Databases
6427 entries, every number read from the game’s own data tables. See them all.
Item affixes16 entriesEvery kind of bonus a Magic, Rare or Legendary piece can roll, how big it can be at each rung, and the names it gives the piece.Armour damage taken10 entriesWhat share of a blow gets through armour or a shield of each tier, by the kind of attack.Books92 entriesEvery book title in the game.Classes19 entriesThe standard classes: skills, attributes, hit points, advancement multiplier and built-in advantages and disadvantages.Diseases17 entriesThe seventeen diseases: what each wears down, how fast, and whether it ever stops by itself.Spell effects93 entriesThe effects the spellmaker can combine, and which of their numbers (duration, chance, magnitude) you can tune.Where enemies appear45 entriesThe 45 random-encounter tables: which enemies each kind of dungeon, wilderness, town night and building can spawn.Enemies62 entriesEvery monster and class enemy: level, health, damage, armour, weight and what hurts it.Enemy kits13 entriesWhat each class enemy carries and how likely it is to be armoured.Factions366 entriesGuilds, temples, courts, provinces and individuals, with what each belongs to and who its allies and enemies are.Drop material odds100 entriesThe chance that a random weapon is each material, by where it drops and the finder's Luck.Guilds4 entriesThe four main guilds: their skills, ten rank titles and how you get in.History questions18 entriesEvery history question and answer for each standard class, with what each answer gives.Holidays53 entriesThe fifty-three festival days of the Daggerfall year, where each is kept, and the few that change prices or cures.Items326 entriesThe game's item templates, including the ones Roleplay & Realism: Items and the survival rules add: weights, prices, condition and, for weapons, damage.Legendary items30 entriesThe named Legendary weapons, armour and jewellery that can drop, with their bonuses, enchantment, special power and where they are found.Loot tables24 entriesWhat each loot table can drop: the gold range and the chance of each kind of item.Magic items and artifacts59 entriesEvery enchanted item template and every artifact in MAGIC.DEF, with its enchantments.Materials22 entriesHow each weapon and armour material scales price, weight, condition, to-hit and protection.Built-in mods39 entriesThe mods built into the game, which are on by default, and which of them the online rooms fix for everyone.Potion recipes20 entriesEvery potion the cauldron can brew and exactly which ingredients it takes.Professions10 entriesThe ten gathering and crafting professions, their disciplines and the specialisations you can pick.Quests265 entriesEvery quest file shipped with the game: who gives it, how it starts and what it is called.Races8 entriesThe eight playable races: built-in resistances and the combat bonus each one gets.Crafting recipes854 entriesEvery online crafting recipe: what it makes, what it takes, and the profession rank needed.Regions62 entriesThe regions of the Iliac Bay and the temple each one follows.Crafting materials85 entriesEvery ore, ingot, log, plank, pelt and reagent the crafting recipes use, and which recipes use it.Set armour10 entriesThe Daedric Princes' sets: the bonuses that open as you wear two, four and six pieces.Skills35 entriesThe 35 skills, grouped by what they do.Specialisations52 entriesEvery profession specialisation, the rank it unlocks at and what it does.Spells98 entriesThe classic spells: element, target, what a cast costs in spell points at four skill levels, and the effects each one casts.Starting gear29 entriesWhat each primary or major skill adds to a new character's pack.Starting spells6 entriesWhich spells a new character starts with, by magic skill, when it is a primary or a major skill.Swing speed18 entriesHow long a melee swing takes for each weapon, at four combinations of Speed and Strength.Weapon techniques12 entriesThe special attacks a weapon can roll as a line of its own: what each does, which weapons carry it, and what it costs.Towns and cities3444 entriesEvery city, hamlet and village on the Iliac Bay map, with its region and position.Trade goods11 entriesThe goods a ship can carry between the Bay's ports, what each is worth, and which cities make it and which want it.