Special TraitsEdit
There are two types of special traits in Daggerfall: Special Advantages and Special Disadvantages (from here on out referred to as Advantages and Disadvantages respectively). Advantages help the player out by offering immunities, resistances, etc., but they come at a price; they make the character level up slower. Disadvantages are the opposite of advantages; they hinder the character (critical weaknesses, forbidden weaponry, etc.) but allow the character to level up faster.
Special AdvantagesEdit
- Acute Hearing - Monsters are more easily detected before they surprise you.
- Adrenaline Rush - Bonus physical stats when low on health.
- Athleticism - Allows the player to run and swim faster and to jump higher(?).
- Bonus to Hit - Increases the damage done to the selected type of enemy.
- Animals
- Daedra
- Humanoid
- Undead
- Expertise In - Increases the player's ability to fight with the selected type of weapon.
- Axe
- Blunt Weapon
- Hand to Hand
- Long Blade
- Missile Weapon
- Short Blade
- Immunity - Allows the player to become immune to the selected element or status effect.
- Disease
- Fire
- Frost
- Magic
- Paralysis
- Poison
- Shock
- Increased Magery - This increases the amount of Magicka the player has. Essential for magic users.
- 1.5x Int in Spell Points
- 1.75x Int in Spell Points
- 2x Int in Spell Points
- 3x Int in Spell Points
- Int in Spell Points (This does absolutely nothing. Do NOT select this)
- Rapid Healing - This allows the player to increase the rate he/she heals while resting.
- General (This means both in Darkness and in Light)
- In Darkness (This means at Night and in Dungeons)
- In Light (This means during the day)
- Regenerate Health - Allows the player to slowly regenerate health.
- General (This means all the time)
- Darkness (Night and in Dungeons)
- Light (During the day)
- While Immersed in Water
- Resistance - Allows the player to resist the selected element/status effect.
- Disease
- Fire
- Frost
- Magic
- Paralysis
- Poison
- Shock
- Spell Absorption - Allows the player to sometimes absorb spells. ((WIL+INT)/2)
- General (All the time)
- Darkness (Night and in Dungeons)
- Light (During the day)
Special DisadvantagesEdit
- Critical Weakness - Makes the player very vulnerable to the selected element/status effect (use with caution).
- Disease
- Fire
- Frost
- Magic
- Paralysis
- Poison
- Shock
- Damage - Allows the player to slowly take damage over time.
- From Holy Places (Temples)
- From Sunlight (Basically like a Vampire, only you're not a vampire)
- Darkness Powered Magery - This hinders the player's magic ability during the day.
- Lower Magic Ability in Daylight (This decreases the maximum amount of Magicka during the day)
- Unable to Use Magic in Daylight
- Forbidden Armor Types - Self-explanatory.
- Chain
- Leather
- Plate (Iron, Steel, Silver, Elven, Dwarven, Mithril, Adamantium, Orcish, Ebony, and Daedric armor)
- Forbidden Material - This forbids the player from wearing armor AND weapons of the selected material.
- Adamantium
- Daedric
- Dwarven
- Ebony
- Elven
- Iron
- Mithril
- Orcish
- Silver
- Steel
- Forbidden Shield Types - Self-explanatory.
- Buckler
- Kite Shield
- Round Shield
- Tower Shield
- Forbidden Weaponry - Self-explanatory.
- Axe
- Blunt Weapon
- Hand to Hand
- Long Blade
- Missile Weapon
- Short Blade
- Inability to Regen Spell Points - Means that you can't restore your Magicka while resting. If you're a Morrowind/Oblivion fan, it's basically like the Atronach sign without the Spell Absorption.
- Light Powered Magery - The opposite of Darkness Powered Magery.
- Lower Magic Ability in Darkness (This decreases the maximum amount of Magicka during night and in dungeons)
- Unable to Use Magic in Darkness
- Low Tolerance - Causes the player to be slightly weak to selected elements/status effects.
- Disease
- Fire
- Frost
- Magic
- Paralysis
- Poison
- Shock
- Phobia - Decreases the damage done to the selected type of enemy(?).
- Animals
- Daedra
- Humanoid
- Undead