Daggerfall:Enchanting Items
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This page gives information and tips on how to best enchant items, from loopholes to tons of statistics. It also contains the most commonly found magical items in the game as well as some tips and hints for successful item making and some items which would make your adventuring life much much more enjoyable.
[edit] Common Magical Items
Following table lists the most commonly found magical items in the game. These items can be found as loot, can be a quest reward, or can be found at the magic item merchants of the Mages Guild and the School of Julianos.
| Name | Applied | Range | Enchantment |
|---|---|---|---|
| Blazing Item of Fireballs | when used | Area at Range | Fireball |
| Cursing Item | when used | Area around Caster | Toxic Cloud |
| Deadman's Item | when used | Area around Caster | Fire Storm |
| Frosty Item of Ice Storms | when used | Area at Range | Ice Storm |
| Healing Item | when used | Caster only | Restore Health |
| Item of Far Silence | when used | Target at Range | Far Silence |
| Item of Featherweight | when used | Caster only | Slowfalling |
| Item of Force Bolts | when used | Target at Range | Force Bolt |
| Item of Fortitude | when equipped | Caster only | Fortitude |
| Item of Friendship | when equipped | Caster only | Charisma |
| Item of Nimbleness | when equipped | Caster only | Nimbleness |
| Item of Good Luck | when equipped | Caster only | Jack of Trades |
| Item of Iron Will | when equipped | Caster only | Iron Will |
| Item of Life Stealing | when strikes | On Target | Vampiric effect |
| Item of Lightning | when used | Target at Range | Lightning |
| Item of Magicka | when equipped and a hostile spell is at hand |
Caster only | Absorbs spell |
| Item of Oblivion | when strikes | On Target | Sphere of Negation |
| Item of Paralysis | when used | Target at Range | Medusa's Gaze |
| Item of Shocking | when used | On Touch | Shock |
| Item of the Orc Lord | when equipped | Caster only | Orc Strength |
| Item of the Sealed Door | when used | Caster only | Wizard Lock |
| Item of the Wise | when equipped | Caster only | Wisdom |
| Item of Toxic Clouds | when used | Area around Caster | Toxic Cloud |
| Item of Undeniable Access | when used | Caster only | Open |
| Item of Venom Antidote | when used | Caster only | Cure Poison |
| Item of Venom Spitting | when used | Caster only | Leviatate |
| Item of Water Breathing | when equipped | Caster only | Water Breathing |
| Item of Water-walking | when equipped | Caster only | Water-walking |
| Item of Wild Fire | when used | Area at Range | Wildfire |
| Item of Wizard's Fire | when used | Target at Range | Wizard's Fire |
| Item, the Protector | when used | Caster only | Shield |
| Leaping Item | when equipped | Caster only | Enhance Dragonish |
| Never Tiring Item | when used | Caster only | Restore Stamina |
| Shining Item | when used | Caster only | Light |
| Silent Item | when used | On Touch | Silence |
| Torgo's Item | when equipped | Caster only | Feet of Notorgo |
| Unrestrainable Item | when used | Caster only | Free Action |
Notes:
- Any enchantment which is applied "when used" is equivalent to a spell. Using it will train the skill in the respective school where the effect is resident. The magnitude and duration of the effect depend on the player's level, as it is the case when it comes to spells.
- Enchantments that are applied "when strikes" can only be found on weapons.
- Sometimes enchantments that are applied "when equipped" can also be found on wands. Since wands can not be equipped such a magical item is useless and is only of some value when sold. The enchantments "Water-walking" and "Enhance Dragonish" are often found on wands.
- "Enhance Dragonish" is the only language-relevant enchantment which can be found, all other languages apparently can not be found as enchantments.
- The "Leaping" and "Venom Spitting" items were very likely misnamed by the developers.
[edit] Item Making
Characters must be 5th rank in the Mages Guild or Temple of Julianos to access the Item Maker.
Find the person with the "Make Magic Items" option and activate him. The process is fairly simple. Choose an item you wish to enchant, add the appropriate effect(s) and pay the fee. You may choose a total of 10 advantages or disadvantages. The cost of the item is 10 GP per Enchantment Point of the effect(s) you choose, plus any additional cost for certain advantages or disadvantages.
[edit] Advantages
Advantages provide benefits to the user of the item.
- "Cast when Used" effects are used much like spell-casting, except they use the item's power instead of the character's magicka. When a spell effect is aborted (Destruction-based effects and targeted effects), the aborted points go into the characters magicka, so these items can also be used to refill depleted magicka.
- "Cast when Held" advantages are always in effect whenever they are equipped.
- "Cast when Strikes" is applied to weapons so that when they strike, the enemy has the enchantment cast upon it. "Cast when Strikes" enchantments are useless on armor.
- "Repair Items" will repair any damaged items in the character's inventory, including other enchanted items and artifacts. You must add the line "magicrepair 1" to the z.cfg file for this effect to work.
- "Strengthens Armor" adds +5 to your armor class, but does not stack with other items with the "Strengthens Armor" effect.
An entire list of all advantages and their enchantment power can be found here.
[edit] Disadvantages
Disadvantages hinder the carrier of the item, but will increase the number of available Enchantment Points for the item.
- "Soul Bound" will be explained in the next section.
- "Item Deteriorates" effect causes the item to wear out faster.
- "User takes damage" effect can be dangerous, but is inconsequential to vampires, as they will take damage in sunlight and holy places anyway.
- "Bad Reactions" lowers the to-hit chance and armor class of the character while fighting the type of creature indicated.
- "Bad Reputation with" effects lower the character's reputation with a certain class (or all of them), but be aware that effect continues even if this item is in your pack or in your wagon.
An entire list of all disadvantages and their enchantment power can be found here.
[edit] Creating Items with Bound Souls
Bound Souls are technical disadvantages caused by having the item be bound to a creature. The more powerful of a creature, the more powerful the item can be. Certain creatures have extra advantages and disadvantages forced upon you for using them to enchant your items. If your item breaks, then the creature is released, and will attack you. To soul trap a monster, you must buy soul gems and have a spell with the effect "Soul Trap". Cast the spell on a monster and kill it before the duration runs out. If you are successful, one of your soul gems should say it has monster in it when you info it. An easier way is to have Azura's Star. Whenever you kill a monster, its soul is trapped inside Azura's Star. Make sure that it is empty before you kill the monster you want to trap (use it to ditch the old monster). A table of monster values is here, along with the gold piece value of soul gems with the monster.
[edit] Item Enchantment Points
Ever wanted to know exactly how much you could enchant that Orcish bow you found? The following list gives the enchantment points for most of the items found in Daggerfall, sorted by item type and alphabetically.
- Weapons - List of all weapons with the different material types.
- Armor - List of armor with material types where applicable.
- Clothes - All non-armor related apparel, shirts, pants etc..
- Misc - Gem stones, bracers, rings and other items.
[edit] Tips
- Items that increase your skills are good, but they should be removed before rest and before seeking training in those skills.
- Weapons that boost the skill to use that weapon are a natural choice. Adding increased skill in "Critical Strike" adds even more leverage.
- Have a set of "dungeon" items and a set of "town/diplomacy" items.
- A useful item is a "Cast when used" Recall item. This item can get you out of a dangerous situation quickly without using native magicka, assuming an anchor has already been set.
- Any item with "Extra Spell Points near ___" serves as a handy monster detector, but has little practical value otherwise unless combined with a "Spell Absorption" or similar effect. If a creature is close enough to trigger the effect, rest will be impossible, meaning those spell points cannot usually be gained.
- Beware that "home made" magic clothes tend to break easily, as they can carry only a small magicka load. Some skill-based enchantments, however, have a low enough cost to make the investment worthwhile.
- Another very useful enchantment is the "Repair" ability. If you have such an enchanted item equipped, the health status of a damaged item increases by one level after about 8 hours of rest (example Almost New → New and so on). Sadly, this doesn't work while loitering or during fast travel. Items with the "Repair" ability work additively, meaning that by equipping two items the repair time is halved and so on. This form of repair is very useful to mend magic items (including artifacts), because these can't be repaired in other ways and get worn out after some time of use. The magic repair effect was removed from the game during a later patch, but it was provided again since patch 2.12. However, you must add the line magicrepair 1 to the Z.CFG file in your Daggerfall game directory to make it work. The repair modus starts with the items you have already equipped and works then from the top of your inventory stack (wagon included) downwards. So, if you want a specific item repaired, position it at the top of your inventory or wagon stack. Drop all other items to the ground if necessary, until you only have the item you want repaired in your stack.


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