Guilds, Quests & Magic
Quests are your own: each player keeps his own quests, journal and rewards. The monsters and people a quest places are shared, so friends can come along and fight beside you, but only the quest holder can talk them through or claim the reward.
Where a guild sends you
A guild sends you to dungeons that match your rank, measured on the danger map at night:
| Rank | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
|---|---|---|---|---|---|---|---|---|---|---|
| Area level | 1-5 | 2-6 | 4-8 | 6-10 | 8-12 | 10-14 | 12-16 | 14-18 | 16-20 | 18-20 |
- When no dungeon in the region fits, the guild picks the closest match.
- From rank 7, when your region has no dungeon dangerous enough, a guild sends you to a neighboring region. Knightly orders tell you why they send you beyond their liege's lands.
- Commoners, nobles, merchants, witches and vampires send you to dungeons near the danger of the place where they give you the quest.
- The offer tells you how dangerous the place is, in the same words as the danger map: "The Barrow of Darkovus lies where the watch's reach grows thin."
- A guild offers a quest only from the rank whose dungeons can hold its hardest monster, so liches, daedra lords and atronachs wait for senior members.
Rewards and deadlines
- Quest gold that has no fixed amount pays by the danger of the place the quest sends you, not by your level or rank.
- Quest deadlines run on the world's clock, even while you are logged out, and are three times as long as in Daggerfall. Many deadlines also allow for the trip to the quest's first destination.
- A dungeon you are sent to for a quest resets on your first visit for that quest, unless someone is inside.
More to do
- Quest Pack 1 adds hundreds of quests to the guilds, temples, knightly orders and townsfolk.
- The Archaeologists Guild offers its own quests and services.
- Roleplay and Realism and its Items add new armor, weapons and clothing; Crossbows adds crossbows.
Loot
- Unleveled Loot: the materials of what enemies carry and shops sell depend on your luck, the shop's quality, the dungeon and the region, not on your level.
- The server rolls every corpse and treasure pile, the same for everyone.
Spells
- Unleveled Spells: spells do not grow with your level. A spell is as strong as its listed numbers, and the mod's cost formula sets its magicka.
- The spell shop sells at the spell's gold cost and carries the mod's new spells.
- The spellmaker builds fixed values only: duration up to 60, chance up to 100, magnitude up to 999, and Open and Lock up to 20.
- Enemy spellcasters use the mod's spell lists, among them its spells for liches, vampires and daedra.