Dungeons are an essential aspect of gameplay in Daggerfall. This page details their features, types, locations, and other relevant information.
Finding DungeonsEdit
At the start of the game, only Common Cemeteries and Privateer's Hold are known to your character and visible on the map; all other dungeons must be discovered. You can discover new dungeon locations in one of three ways:
- Being informed during quests, which is the most common way.
- Exploring the wilderness, which can take several days with no guarantee of success.
- Receiving a message indicating you are close to a dungeon will unlock it for fast travel, and it can be traveled to immediately to locate the entrance more easily.
- Reading dungeon maps, which can be:
- Found on the bodies of fallen enemies or as loot in treasure piles;
- Received as the reward for a completed quest (almost exclusively for the Fighters Guild);
- Received as a guild promotion reward (see Thieves Guild and Dark Brotherhood);
- Occasionally sold at bookstores.
Dungeon FeaturesEdit
Entrance/ExitEdit
Regardless of their dimensions, all dungeons have only one entrance. Some dungeons, such as castles, have numerous entrances on the surface, but all of these entrances lead to a single entrance/exit inside the dungeon. Sometimes, a dungeon also has more than one exit; if more than one exit exists, you will nevertheless always enter the dungeon at the entrance/exit location. One dungeon with numerous surface entrances and interior exits is Palace Sentinel. The entrance/exit is displayed as a green dot on the dungeon's 2D overview map and as a green tag on the dungeon's 3D detailed map. If other exits exist, they are not visible on the map, and thus can only be found by exploring the dungeon.
CompositionEdit
The layouts of all dungeons are hardcoded in the game data and are thus consistent across all copies of the game. Most dungeons were procedurally generated during the game's development, with the exception of the Main Quest dungeons which were all hand-crafted by the developers. While Main Quest dungeons are generally among the largest in the game, non-Main Quest dungeons are often quite large and complex, with many sharing similar interior components due to the limited number of constituent blocks defined in the game data.
Each dungeon consists of up to 32 blocks (defined in BLOCKS.BSA and referenced (per dungeon) in MAPS.BSA) assembled together on a 2D grid. The dungeon's central blocks are connected to all four cardinally adjacent blocks, as each block includes two connecting passages in each of the four cardinal directions. There are thus two types of blocks: internal and border.
- Internal blocks
- These form the core of the dungeon, where most rooms and corridors are placed. Every internal block has two door openings in each of its four sides, one above the other arranged diagonally. Each door opening is used to link to an adjacent internal block or border block.
- Border blocks
- These are used when it is necessary to close the side of an internal block. Border blocks are generally composed of a single corridor which connects the two door openings on one side of an adjacent internal block, but they can also consist of an isolated room or set of rooms, and sometimes combine the two formats. Border blocks are used to seal a dungeon's peripheral internal blocks and do not contain any quest objects.
EnemiesEdit
Dungeon blocks contain specific spawn points for enemies you must contend with. The types of enemies that appear in a dungeon are determined by the dungeon type and character level. As an example, the Daggerfall dungeon Ruins of Old Barbona's Place begins in block N0000013, featuring a stone bridge over a grotto to the northwest after entering. The enemies in the upper four corners of this room will always be Giant Scorpions at levels 1 and 2, Centaurs at level 3, Burglars at level 4, and so on. As such, by investigating various dungeons at different character levels, it is possible to identify lucrative opportunities for treasure and skill practice. However, at character level 17+, the game makes no further changes to the types of enemies which spawn in dungeons. Therefore, if a room contains two Daedra Seducers at character level 17, it will continue to contain two Daedra Seducers even at character level 30.
Quest ObjectsEdit
Many quests require you to enter a dungeon and find and possibly kill a quest object within; this can be an item, monster, or NPC. The process of finding a quest object in a dungeon is called dungeon crawling, since the location of a quest object in most dungeons is determined randomly from a list applicable to each dungeon, thus generally requiring a thorough exploration. The only exceptions are quest objects in Main Quest dungeons, which are always found in the same locations in their dungeons.
A treasure pile containing the quest object can be found at every quest object location. A quest object's location will remain the same until the quest is over, so repeatedly exiting and reentering a dungeon will not alter the object's location but will respawn all other monsters and treasure piles.
Quest object locations are always the same in each dungeon block, so if you have explored many dungeons during your adventures, you may remember these locations, thus making exploration slightly easier. You can also use a cheat to teleport to the various quest object locations in a dungeon.
MapsEdit
Two types of maps may be viewed within a dungeon. The 2D overview map provides an approximate two-dimensional overview of the dungeon's layout, with your location displayed as a red dot. The 3D detailed map displays your location as a red arrow and shows details of explored areas as they are seen through the character's eyes, complete with all textures and other visible features. As you explore larger dungeons, the detailed map may become quite confusing, but you can click on an area of the map to disable display of that area. When you leave a dungeon, all map information is lost; when you reenter the dungeon, the map will again display its initial unexplored state.
Dungeon TypesEdit
See also Enemy Spawn Locations.
Dungeon Type | Possible Encounters | |||||||
---|---|---|---|---|---|---|---|---|
Animals | Atronachs | Daedra | Humanoids | Lycanthropes | Monsters | Orcs | Undead | |
Barbarian Stronghold | Giant Bat Rat Spider |
Archer Barbarian Rogue Sorceror Warrior |
Wereboar Werewolf |
Centaur | Ancient Lich Vampire Vampire Ancient |
|||
Coven | Giant Bat | Fire Atronach Flesh Atronach Iron Atronach |
Daedra Lord Daedra Seducer Fire Daedra Frost Daedra Lesser Daedra |
Battlemage Mage Nightblade Sorcerer Spellsword |
Harpy Imp Nymph |
|||
Crypt | Giant Bat Rat Spider |
Ghost Lich Mummy Skeleton Warrior Vampire Vampire Ancient Wraith Zombie |
||||||
Desecrated Temple | Giant Bat | Daedra Lord Daedra Seducer Fire Daedra Frost Daedra Lesser Daedra |
Healer Monk Sorcerer |
Dragonling Gargoyle Harpy Imp |
Orc Shaman | Mummy Skeleton Warrior Wraith |
||
Dragon's Den | Giant Bat Giant Scorpion Rat Spider |
Daedra Lord | Battlemage Burglar Knight Mage Nightblade Sorcerer Thief |
Werewolf | Centaur Gargoyle Harpy Nymph |
Ancient Lich Vampire |
||
Giant Stronghold | Giant Scorpion Grizzly Bear Rat Sabretooth Tiger |
Fire Daedra Frost Daedra Lesser Daedra |
Wereboar | Dragonling Giant |
Orc Orc Sergeant Orc Shaman Orc Warlord |
|||
Harpy Nest | Giant Bat Giant Scorpion Rat Spider |
Daedra Lord Daedra Seducer |
Burglar Nightblade Rogue Warrior |
Harpy | Orc Shaman | Skeleton Warrior Vampire |
||
Human Stronghold | Giant Bat Grizzly Bear Rat |
Archer Barbarian Knight Nightblade Rogue Spellsword Warrior |
Centaur | Orc Shaman Orc Warlord |
Vampire Wraith |
|||
Laboratory | Fire Atronach Flesh Atronach Ice Atronach Iron Atronach |
Lesser Daedra | Battlemage Mage Sorcerer |
Gargoyle Imp |
Ancient Lich Lich Zombie |
|||
Mine | Giant Bat Grizzly Bear Rat Spider |
Ice Atronach Iron Atronach |
Fire Daedra | Nightblade Thief Warrior |
Giant | Orc Orc Sergeant |
Skeleton Warrior Vampire Vampire Ancient |
|
Natural Cave | Giant Bat Giant Scorpion Grizzly Bear Rat Sabretooth Tiger Spider |
Barbarian Monk Warrior |
Wereboar Werewolf |
Dragonling Giant Harpy |
Orc Orc Shaman |
Ghost Lich |
||
Orc Stronghold | Giant Bat Giant Scorpion Grizzly Bear Rat Sabretooth Tiger Spider |
Lesser Daedra | Giant | Orc Orc Sergeant Orc Shaman Orc Warlord |
Skeleton Warrior | |||
Prison | Giant Bat Rat Spider |
Flesh Atronach Iron Atronach |
Assassin Barbarian Bard Burglar Nightblade Thief |
Ghost Skeleton Warrior Wraith Zombie |
||||
Ruined Castle | Giant Bat Rat Spider |
Knight Warrior |
Wereboar Werewolf |
Giant | Orc Orc Sergeant |
Ancient Lich Ghost Lich Skeleton Warrior Vampire Ancient Wraith Zombie |
||
Scorpion Nest |
Giant Bat Giant Scorpion Rat Spider |
Daedra Lord Daedra Seducer Lesser Daedra |
Healer Nightblade Thief |
Gargoyle Imp |
Ghost Skeleton Warrior Wraith Zombie |
|||
Spider Nest | Giant Bat Giant Scorpion Rat Spider |
Assassin Ranger Rogue Thief |
Harpy Spriggan |
Ghost Lich Mummy Skeleton Warrior Wraith |
||||
Vampire Haunt | Giant Bat Rat Spider |
Nightblade | Werewolf | Ghost Mummy Skeleton Warrior Vampire Vampire Ancient Wraith |
||||
Volcanic Caves | Giant Bat Giant Scorpion Sabretooth Tiger |
Fire Atronach Iron Atronach |
Daedra Lord Fire Daedra Lesser Daedra |
Barbarian Mage |
Wereboar | Giant Harpy Imp |
Ancient Lich Ghost Wraith |
Dungeon Loot TablesEdit
Loot found in dungeons uses the following loot tables. See also Enemy Loot Tables.
Dungeon Type | Loot Table | Gold | Armor | Weapon | Magic Item | Holy | Book | Misc Monster Ingre | Warm Monster Ingre | Cold Monster Ingre | Misc Ingre1 | Misc Ingre2 | Warm Plant Ingre | Cold Plant Ingre | Clothes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Harpy Nest | D | 1-4 | 0 | 0 | 0 | 4 | 0 | 6 | 6 | 6 | 6 | 0 | 6 | 6 | 0 |
Giant Stronghold | F | 4-30 | 50 | 50 | 1 | 0 | 0 | 5 | 5 | 5 | 2 | 3 | 2 | 2 | 0 |
Crypt, Desecrated Temple, Vampire Haunt | K | 1-10 | 5 | 5 | 3 | 100 | 5 | 3 | 3 | 3 | 3 | 2 | 3 | 3 | 0 |
Spider Nest, Scorpion Nest | L | 1-20 | 50 | 50 | 1 | 3 | 0 | 3 | 3 | 3 | 3 | 5 | 0 | 0 | 75 |
Mine, Natural Cave, Volcanic Caves | M | 1-15 | 10 | 10 | 1 | 1 | 2 | 1 | 1 | 1 | 2 | 3 | 1 | 1 | 15 |
Orc Stronghold, Human Stronghold, Barbarian Stronghold, Prison, Ruined Castle, Cemetery | N | 1-80 | 5 | 5 | 1 | 5 | 5 | 5 | 5 | 5 | 5 | 2 | 5 | 5 | 20 |
Coven | Q | 20-80 | 10 | 25 | 3 | 0 | 5 | 8 | 8 | 8 | 2 | 3 | 2 | 2 | 35 |
Dragon's Den | S | 50-125 | 10 | 10 | 3 | 0 | 5 | 5 | 5 | 5 | 15 | 5 | 5 | 5 | 0 |
Laboratory | U | 7-30 | 10 | 10 | 2 | 10 | 2 | 5 | 5 | 5 | 10 | 2 | 5 | 5 | 0 |
Dungeon LocationsEdit
Note that Castle Daggerfall, Palace Sentinel, and Castle Wayrest, although constructed as dungeons of the "Human Stronghold" type, are not included as dungeons in the below table, as they are located within their respective cities and do not have distinct map markers.
Region | Barbarian Stronghold | Cemetery | Coven | Crypt | Desecrated Temple | Dragon's Den | Giant Stronghold | Harpy Nest | Human Stronghold | Laboratory | Mine | Natural Cave | Orc Stronghold | Prison | Ruined Castle | Scorpion Nest | Spider Nest | Vampire Haunt | Volcanic Caves |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Abibon-Gora | 3 | 9 | 1 | 2 | 7 | 0 | 3 | 11 | 1 | 5 | 2 | 3 | 3 | 2 | 2 | 6 | 1 | 4 | 0 |
Alcaire | 3 | 5 | 2 | 1 | 0 | 0 | 5 | 5 | 2 | 4 | 3 | 0 | 0 | 0 | 4 | 0 | 4 | 4 | 0 |
Alik'r | 1 | 21 | 3 | 23 | 26 | 3 | 5 | 0 | 6 | 1 | 11 | 14 | 3 | 1 | 12 | 21 | 0 | 1 | 0 |
Anticlere | 4 | 48 | 16 | 14 | 13 | 0 | 4 | 4 | 13 | 3 | 7 | 16 | 0 | 4 | 12 | 0 | 3 | 12 | 0 |
Antiphyllos | 0 | 4 | 1 | 0 | 1 | 0 | 0 | 0 | 0 | 1 | 0 | 0 | 1 | 0 | 0 | 0 | 0 | 0 | 0 |
Ayasofya | 0 | 15 | 0 | 4 | 1 | 0 | 1 | 9 | 1 | 0 | 1 | 2 | 2 | 5 | 1 | 1 | 2 | 3 | 0 |
Bergama | 0 | 2 | 1 | 2 | 1 | 0 | 0 | 0 | 0 | 1 | 1 | 1 | 1 | 1 | 0 | 1 | 0 | 1 | 0 |
Betony | 0 | 2 | 2 | 1 | 1 | 0 | 0 | 0 | 0 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 0 |
Bhoriane | 2 | 13 | 4 | 4 | 3 | 0 | 2 | 0 | 2 | 1 | 4 | 3 | 1 | 0 | 3 | 0 | 1 | 2 | 0 |
Cybiades | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
Daenia | 6 | 14 | 1 | 4 | 4 | 0 | 1 | 0 | 3 | 2 | 4 | 4 | 3 | 4 | 5 | 0 | 1 | 6 | 0 |
Daggerfall | 9 | 72 | 13 | 23 | 0 | 20 | 18 | 2 | 1 | 21 | 0 | 13 | 0 | 21 | 24 | 0 | 9 | 21 | 0 |
Dak'fron | 2 | 4 | 1 | 11 | 7 | 16 | 5 | 4 | 6 | 3 | 11 | 14 | 3 | 7 | 9 | 22 | 2 | 0 | 2 |
Dragontail Mountains | 3 | 48 | 7 | 20 | 1 | 2 | 11 | 3 | 13 | 9 | 85 | 48 | 12 | 1 | 8 | 0 | 5 | 5 | 29 |
Dwynnen | 3 | 21 | 7 | 15 | 19 | 4 | 1 | 2 | 9 | 10 | 0 | 2 | 0 | 13 | 23 | 0 | 6 | 16 | 0 |
Ephesus | 3 | 11 | 3 | 2 | 2 | 0 | 2 | 0 | 2 | 2 | 4 | 6 | 4 | 2 | 4 | 7 | 3 | 3 | 3 |
Gavaudon | 2 | 2 | 0 | 1 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 1 | 0 | 0 | 1 | 1 | 0 |
Glenpoint | 0 | 29 | 11 | 16 | 13 | 0 | 2 | 0 | 4 | 16 | 3 | 6 | 0 | 3 | 8 | 0 | 1 | 29 | 0 |
Glenumbra Moors | 2 | 8 | 2 | 1 | 4 | 0 | 2 | 0 | 2 | 2 | 0 | 2 | 0 | 3 | 2 | 0 | 5 | 2 | 0 |
High Rock sea coast | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
Ilessan Hills | 12 | 42 | 18 | 16 | 14 | 0 | 14 | 0 | 12 | 10 | 2 | 12 | 5 | 13 | 18 | 0 | 18 | 11 | 0 |
Isle of Balfiera | 0 | 11 | 1 | 7 | 8 | 0 | 0 | 6 | 0 | 0 | 0 | 2 | 0 | 0 | 8 | 0 | 1 | 3 | 2 |
Kairou | 0 | 3 | 1 | 3 | 1 | 0 | 1 | 6 | 0 | 1 | 3 | 1 | 1 | 3 | 1 | 2 | 3 | 1 | 0 |
Kambria | 3 | 17 | 5 | 6 | 2 | 0 | 5 | 0 | 8 | 7 | 7 | 7 | 5 | 9 | 10 | 0 | 3 | 5 | 0 |
Koegria | 1 | 6 | 2 | 1 | 0 | 0 | 2 | 0 | 0 | 0 | 0 | 4 | 2 | 2 | 0 | 0 | 1 | 2 | 0 |
Kozanset | 2 | 1 | 1 | 1 | 0 | 0 | 1 | 0 | 1 | 0 | 0 | 1 | 0 | 0 | 0 | 0 | 0 | 1 | 0 |
Lainlyn | 0 | 17 | 5 | 3 | 8 | 0 | 1 | 5 | 8 | 1 | 4 | 2 | 0 | 10 | 2 | 4 | 2 | 1 | 0 |
Menevia | 1 | 16 | 2 | 3 | 2 | 0 | 1 | 0 | 0 | 1 | 2 | 0 | 2 | 1 | 3 | 0 | 1 | 0 | 0 |
Mournoth | 7 | 26 | 4 | 8 | 5 | 0 | 5 | 0 | 3 | 7 | 1 | 4 | 5 | 8 | 3 | 5 | 1 | 2 | 0 |
Myrkwasa | 3 | 5 | 0 | 2 | 2 | 0 | 4 | 2 | 4 | 3 | 0 | 2 | 0 | 1 | 1 | 3 | 3 | 1 | 0 |
Northmoor | 3 | 27 | 10 | 3 | 6 | 0 | 3 | 12 | 2 | 2 | 0 | 0 | 0 | 0 | 5 | 0 | 2 | 4 | 0 |
Orsinium Area | 0 | 4 | 0 | 4 | 7 | 0 | 0 | 0 | 0 | 0 | 6 | 4 | 24 | 0 | 5 | 0 | 0 | 0 | 4 |
Phrygias | 1 | 8 | 0 | 1 | 3 | 0 | 2 | 0 | 3 | 6 | 0 | 2 | 7 | 1 | 5 | 0 | 2 | 0 | 0 |
Pothago | 0 | 0 | 0 | 1 | 0 | 0 | 0 | 2 | 1 | 2 | 1 | 0 | 1 | 1 | 0 | 0 | 0 | 0 | 0 |
Santaki | 0 | 7 | 0 | 1 | 0 | 0 | 0 | 0 | 2 | 0 | 0 | 0 | 1 | 1 | 1 | 2 | 0 | 0 | 0 |
Satakalaam | 3 | 10 | 2 | 1 | 0 | 0 | 2 | 0 | 1 | 1 | 3 | 5 | 0 | 3 | 1 | 5 | 3 | 0 | 0 |
Sentinel | 0 | 15 | 12 | 2 | 8 | 0 | 0 | 6 | 1 | 7 | 6 | 20 | 0 | 4 | 11 | 11 | 0 | 7 | 0 |
Shalgora | 2 | 3 | 5 | 4 | 5 | 0 | 2 | 0 | 3 | 4 | 5 | 4 | 2 | 1 | 3 | 0 | 4 | 5 | 0 |
Tigonus | 4 | 10 | 3 | 4 | 4 | 0 | 2 | 12 | 4 | 2 | 5 | 5 | 5 | 2 | 1 | 11 | 4 | 5 | 0 |
Totambu | 10 | 23 | 11 | 16 | 24 | 0 | 19 | 0 | 16 | 14 | 11 | 8 | 21 | 6 | 18 | 14 | 16 | 12 | 0 |
Tulune | 1 | 8 | 2 | 3 | 2 | 0 | 0 | 1 | 4 | 4 | 0 | 0 | 0 | 3 | 4 | 0 | 4 | 2 | 0 |
Urvaius | 3 | 11 | 1 | 1 | 6 | 0 | 2 | 0 | 6 | 1 | 3 | 4 | 7 | 6 | 8 | 0 | 2 | 3 | 0 |
Wayrest | 3 | 40 | 19 | 6 | 16 | 0 | 5 | 7 | 7 | 9 | 14 | 4 | 12 | 10 | 16 | 0 | 3 | 14 | 1 |
Wrothgarian Mountains | 15 | 114 | 7 | 25 | 3 | 4 | 22 | 4 | 0 | 16 | 175 | 127 | 66 | 3 | 13 | 0 | 11 | 25 | 55 |
Ykalon | 10 | 22 | 6 | 7 | 5 | 0 | 8 | 0 | 6 | 10 | 3 | 14 | 6 | 5 | 11 | 0 | 16 | 8 | 0 |
Total | 127 | 774 | 192 | 273 | 236 | 49 | 163 | 104 | 158 | 190 | 387 | 366 | 206 | 161 | 265 | 115 | 144 | 223 | 96 |
4229 |
Dungeon MessagesEdit
Upon nearing a dungeon location or when you exit a dungeon, you will see these possible messages which indicate the dungeon's type.
Note: These messages are only displayed for 2-3 seconds, making them difficult to read.
Dungeon Type | Messages | |||||
---|---|---|---|---|---|---|
Barbarian Stronghold | A horse neighs in the distance. | A sign warns "Trespassers Beware". | An owl hoots softly nearby. | Someone's been this way recently. | You pass a smoldering campfire. | You smell woodsmoke. |
Cemetery/Forgotten Cemetery | A crow caws in the distanct [sic]. | A low, ghostly moan shivers by. | Wagon ruts lead off a ways. | White flowers litter the path. | You smell fresh turned earth. | You smell of freshly buried dead. |
Coven | A rune is scratched in the dirt. | Blood soaks the earth here. | You feel a vague sense of unease. | You feel you are being watched. | You pass a trampled circle in the dirt. | You see movement in the underbrush. |
Crypt | A ghostly wail shatters the silence. | An open grave yawns in your path. | Broken potsherds crunch underfoot. | You hear a distant unearthly moan. | You notice a rank odor. | You stumble over a fallen headstone. |
Desecrated Temple | A headless statue lies in the dust. | A shattered statue rests here. | Blocks of marble lie nearby. | Vines cover jumbled stones here. | You pass a row of fallen columns. | You pass a toppled column. |
Dragon's Den | It is definitely getting warmer. | Scorched bones are everywhere. | The air seems warmer here. | The ground is blackened by fire. | The trees here are charred by fire. | You pass a charred skeleton. |
Giant Stronghold | A huge bonfire smolders nearby. | Footprints are everywhere. BIG footprints. | Gnawed bones litter the ground. | Huge footprints cross your path. | Smoke rises in the distance. | You pass several uprooted trees. |
Harpy Nest | Harpy droppings foul the ground. | Harpy feathers are everywhere. | Large feathers lie scattered about. | The scent of carrion hangs in the air. | You almost gag on a foul stench. | You step over a half-eaten carcass. |
Human Stronghold | A bird calls nearby. | Horses passed this way recently. | Someone's cleared the underbrush here. | The area looks inhabited. | You cross a well-trod path. | You pass a stack of firewood. |
Laboratory | A green haze makes your eyes burn. | The ground here vibrates faintly. | The ground vibrates underfoot. | You notice a strong acrid odor. | You notice an acrid odor. | Your eyes suddenly sting. |
Mine | A deep pit almost blocks your path. | Deep ruts score the ground here. | Piles of dirt are everywhere. | You clamber over piles of gravel. | You detour around a gaping pit. | You pass a heap of rising shovels. |
Natural Cave | A dank breeze ruffles your hair. | A spring bubbles from the ground. | A stream gurgles nearby. | That almost looked like a path. | That looks like a path. | The air seems cooler here. |
Orc Stronghold | A harsh yell brings you up short. | Orcs have trampled the ground here. | Orc tracks cover the ground. | Was that an Orcish sigil? | You notice orc tracks. | You smell orcs. Definitely orcs. |
Prison | A bell tolls in the distance. | A bell tolls nearby. | A despairing cry rings out. | A rotting corpse hangs from a tree. | Is that smoke in the distance? | You trip over a broken Manacle. |
Ruined Castle | A loose paving stone nearly trips you. | Paving stones ring underfoot. | The path is flanked by toppled masonry. | Vines cover piles of rubble. | You pass a low stone wall. | You pass overgrown fields. |
Scorpion Nest | A loud rustling startles you. | Scorpion tracks crisscross the area. | Something's been digging in the sand. | Those look like scorpion tracks. | What's the rustling sound? | You pass a shallow sandy pit. |
Spider Nest | Even the insects have fallen silent. | Hmm, no mosquitoes. | Large spiders scuttle from your path. | Spider webs hang from trees. | You brush aside huge cobwebs. | You push through a huge spiderweb. |
Vampire Haunt | A flock of ravens pass slowly overhead. | A huge bat flaps slowly overhead. | A strange silence envelopes you. | A wolf howls not far away. | Dry bones are littered everywhere. | The air is still and oppressive. |
Volcanic Caves | A hot spring bubbles nearby. | A path winds off among the boulders. | Everything here is covered in ash. | Steam rises from cracks in the earth. | Stone outcroppings dot the area. | You pass several lava boulders. |
Dungeon Block DetailsEdit
Most blocks defined in BLOCKS.BSA appear to be defined in four variations: three dry (denoted by N in the game data) and one flooded (denoted by W in the game data). One block (the double moats) has only two (flooded) variations, as the moats are never dry. Three blocks (the stone arch bridge grotto, the tower of crossroads, and the checkerboard cellar room) never flood; they have only the usual three dry variations.
Note that the gaps in IDs for the special Main Quest blocks are correct; none are missing from the table. The special blocks usually provide unique settings for the dungeon entrance and quest object location, with the rest of the dungeon interior drawn from stock blocks in b*.rdb, n*.rdb, and w*.rdb. Some Main Quest dungeons, including Privateer's Hold, Scourg Burrow, and Shedungent, rework common settings with different treasure drops/enemies.
RDB (Block ID) | Description |
---|---|
(Special) Main Quest Blocks | |
S0000000…006 | Mantellan Crux |
S0000020…022 | Stronghold of Orsinium |
S0000040…043 | Palace Sentinel |
S0000060…071 | Shedungent |
S0000080…082 | Castle Wayrest |
S0000100…101 | Woodborne Hall |
S0000120…121 | Castle Llugwych |
S0000140…141 | Lysandus' Tomb |
S0000160…161 | Castle Daggerfall |
S0000180…181 | Direnni Tower |
S0000200…205 | Scourg Barrow |
S0000999 | Privateer's Hold |
Mausoleum Blocks | |
M0000000…008 | Cemetery |
Border Blocks | |
B0000000…014 | Border blocks |
(Normal) Dry Blocks | |
N0000000 | Big stairs |
N0000001 | Big stairs |
N0000002 | Big stairs with red brick teleporter, blocking statue |
N0000003 | Hollow pyramid, short lever opens trapdoor teleport |
N0000004 | Hollow pyramid, turnwheel in upper mini-maze, skull fountain teleport |
N0000005 | Hollow pyramid, trapdoor over teleport exit |
N0000006 | Two towers with catwalks |
N0000007 | Two towers with catwalks |
N0000008 | Two towers with catwalks |
N0000009 | Caves, arched ramp grotto |
N0000010 | Caves, arched ramp grotto, treasure pile moves stone |
N0000011 | Caves, arched ramp grotto |
N0000012 | The stone arch bridge grotto [1] |
N0000013 | The stone arch bridge grotto [1] |
N0000014 | The stone arch bridge grotto, root teleporters [1] |
N0000015 | Wooden suspension bridge grotto, torch moves wall |
N0000016 | Wooden suspension bridge grotto, opened wall |
N0000017 | Wooden suspension bridge grotto, torch moves wall, teleporter |
N0000018 | Room of tapestries, small surroundings, teleporting treasure pile/brazier |
N0000019 | Room of tapestries, large surroundings, brazier teleporter |
N0000020 | Room of tapestries, large surroundings, brazier teleporter |
N0000021 | Flying J: no unlocking brazier in the rafters |
N0000022 | Flying J with unlocking brazier in the rafters |
N0000023 | Flying J with unlocking brazier in the rafters |
N0000024 | Royal audience hall, stone catwalk |
N0000025 | Royal audience hall, stone catwalk |
N0000026 | Royal audience hall, stone catwalk |
N0000027 | Skull teleporter scenario |
N0000028 | Skull teleporter scenario |
N0000029 | Skull teleporter scenario |
N0000030 | Caves, stone in crossroad |
N0000031 | Caves, stone in crossroad |
N0000032 | Caves, stone in crossroad |
N0000033 | Basement eight-door room |
N0000034 | Basement eight-door room |
N0000035 | Basement eight-door room |
N0000036 | Red brick teleporter maze |
N0000037 | Red brick teleporter maze |
N0000038 | Red brick teleporter maze |
N0000039 | The tower of crossroads [1] |
N0000040 | The tower of crossroads [1] |
N0000041 | The tower of crossroads [1] |
N0000042 | The cellar 12-columned/checkerboard room [1] |
N0000043 | The cellar 12-columned/checkerboard room [1] |
N0000044 | The cellar 12-columned/checkerboard room [1] |
N0000045 | One floor meander, (magic) locked room in basement, often with 3 levers |
N0000046 | One floor meander, (magic) locked room in basement, often with 3 levers |
N0000047 | One floor meander, (magic) locked room in basement, often with 3 levers |
N0000048 | Long attic zigzag, foe inside packing crate |
N0000049 | Long attic zigzag, foe inside packing crate |
N0000050 | Long attic zigzag, foe inside packing crate |
N0000051 | Attic eight-door room/three-floor elevator |
N0000052 | Attic eight-door room/three-floor elevator |
N0000053 | Attic eight-door room/three-floor elevator |
N0000054 | Caged doorway |
N0000055 | Caged doorway |
N0000056 | Caged doorway |
N0000057 | Flying H, zigzag shaft [2] |
N0000058 | Flying H, zigzag shaft [2] |
N0000059 | Flying H, zigzag shaft [2] |
N0000060 | Three U's, short elevator shaft in rafters |
N0000061 | Three U's, short elevator shaft in rafters |
N0000062 | Three U's, short elevator shaft in rafters |
N0000063 | Flying Y: stem is a ramp leading down |
N0000064 | Flying Y: stem is a ramp leading down |
N0000065 | Flying Y: stem is a ramp leading down |
N0000066 | Double spirals [3] |
N0000067 | Double spirals [3] |
N0000068 | Double spirals [3] |
N0000069 | Y in the rafters |
N0000070 | Y in the rafters |
N0000071 | Y in the rafters |
N0000072 | Rafter windowed corridors |
N0000073 | Rafter windowed corridors |
N0000074 | Rafter windowed corridors |
N0000075 | Rafter circle of rooms |
N0000076 | Rafter circle of rooms |
N0000077 | Rafter circle of rooms |
N0000078 | X/H ground floor |
N0000079 | X/H ground floor |
N0000080 | X/H ground floor |
N0000081 | Pig sty [4] |
N0000082 | Pig sty [4] |
N0000083 | Pig sty [4] |
N0000084 | Spaghetti maze |
N0000085 | Spaghetti maze |
N0000086 | Spaghetti maze |
N0000087 | Double ovals (gray stone sewers) |
N0000088 | Double ovals (gray stone sewers) |
N0000089 | Double ovals (gray stone sewers) |
N0000090 | Big barn [5] |
N0000091 | Big barn [5] |
N0000092 | Big barn [5] |
(Wet) Flooded Blocks | |
W0000000 | Flooded caves, stone in crossroad |
W0000001 | Flooded big stairs |
W0000002 | Flooded basement eight-door room |
W0000003 | Flooded hollow pyramid |
W0000004 | Flooded red brick teleporter maze |
W0000005 | Flooded two towers |
W0000006 | The double moats/windowed corridor |
W0000007 | The double moats/windowed corridor |
W0000008 | Flooded caves, arched ramp grotto |
W0000009 | Flooded Y in the rafters |
W0000010 | Flooded rafter windowed corridors |
W0000011 | Flooded rafter circle of rooms |
W0000012 | Flooded X/H ground floor |
W0000013 | Flooded royal audience hall, stone catwalk |
W0000014 | Flooded flying H, zigzag shaft [2] |
W0000015 | Flooded three U's, short elevator shaft in rafters |
W0000016 | Flooded flying Y: stem is a ramp leading down |
W0000017 | Flooded double spirals [3] |
W0000018 | Flooded flying J |
W0000019 | Flooded long attic zigzag |
W0000020 | Flooded attic eight-door room/three-floor elevator |
W0000021 | Flooded caged door |
W0000022 | Flooded pig sty [4] |
W0000023 | Flooded wooden suspension bridge grotto |
W0000024 | Flooded one floor meander |
W0000025 | Flooded room of tapestries |
W0000026 | Flooded skull teleporter scenario |
W0000027 | Flooded spaghetti maze |
W0000028 | Flooded double ovals |
W0000029 | Flooded big barn |
Dungeon Exterior LayoutsEdit
FootnotesEdit
- ^ a b c d e f g h i Never floods.
- ^ a b c d The pieces of the "H" are corridors, with the eastern arms ramping to upper levels, usually with a small room bridging the crosspiece of the "H".
- ^ a b c d Clockwise and anticlockwise square ramps winding around the perimeter of the block.
- ^ a b c d There always seems to be a caged pig in a connecting room in the lower levels of this straightforward block.
- ^ a b c A high open area and an elevator platform that rises through empty air to a single shaft in the roof. It also has a tricky combination of levers, turnwheels, shafts, and sliding walls to open a grate blocking access to the pinnacle rooms.