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- 1 Miscellaneous Items
- 2 Shields and Helms
- 3 Cheap Items
- 4 Good Places to Sell Items
- 5 Computing Item Prices
- 6 More Notes on Item Prices
- 7 Base Price of non-enchanted Armors and Weapons
- 8 Weight of non-enchanted Armor and Weapons
- 9 Value to Weight Ratios of non-enchanted Weapons and Armor
There are many items in Daggerfall which either appear to have a purpose but don't, or don't appear to have a purpose but do.
- Light type objects, candles, lanterns, torches etc... are useless and can be sold at a general store or pawn shop.
- Holy tomes, holy daggers, and other objects don't appear to have any value other than for selling.
These items, although they cannot be equipped, will sometimes carry enchantments. When this is the case, they can be used directly from your inventory.
- Bandages don't appear to have any real use, but apparently if you sleep with one in your inventory when you wake up it will be gone. Not sure if it actually helps heal you or not.
- Paintings don't appear to have any other use than aesthetics, and when you click on one with info selected, you will see a random image with a random title rather than information.
See here for a more complete list.
Some quests require finding a particular object in a dungeon.
- Auriel's Shield - A dull metal plate floating in air.
- Finger - A large object which looks more like a bed roll. Was evidence in a missing persons case.
- Ingredients - These will look just like they do in your inventory except perhaps a bit bigger and brighter. Usually hard to miss.
- Small Statue Sitting on Dungeon Floor: If you click on it it makes a strange noise and opens one of the red teleport doors.
Shields and Helms
Shields and helms in Daggerfall aren't labeled with their component materials. For example, an Adamantium Helm will appear as just a "Helm"; shields are the same way.
Some types of helms always use the same color regardless of the material they are crafted from (for example, the gold Roman-style helm). Other types of helms use the proper color of their component material (a Daedric helm is red). When it comes to shields, leather, chain, silver and elven all appear the same, though their weights can differ. Other types use their proper colors (a Dwarven Shield is yellow). This is an assured way of determining these shield's material type.
When you check the statistics of a piece of armor, you can determine its material by the armor rating. An exception are shields, because a shield's armor rating is independent of the shield's material. While this means that any shield of a given type offers the same protection as another shield of that type, keep in mind that shields made out of higher quality materials will generally be able to hold more enchantment points than shields made out of lower quality materials.
The most confident way to check the material of a piece of armor is by checking its price when you try to sell it. The better the material, the higher the price.
- In Daggerfall Unity there is an option to enable material labels on shield and helms.
Several people have noticed that the magical items bought in the mages guild are much cheaper than usual. For example, the list price of a daedric longsword of oblivion is around 7,000 gold, compared with a price of around 40k-50k gold for a regular daedric longsword in a normal shop. That said, these items are already enchanted; if you wish to create a custom enchantment for a daedric longsword, you will have to spend the time (in a dungeon or thieving) or money (purchasing in a store) to get a normal one.
Nonmagical items are valued by item type and material. Magical items are valued by the enchantment (the base item and material doesn't matter) - so if you purchase an expensive base item that has a very weak enchantment, it makes for quite a bargain. This is very easy to verify if you have access to a magic item maker (like with the Mage's Guild Enchanter) - get, say, two daggers: One iron, the other, daedric. Check them (individually) at a shop to see how much that particular shopkeeper will give you for those items, and note it down. Go to your magic item maker, and enchant them the same way (what you put on them doesn't matter - Feather Weight works). Go to the same shop keeper where you priced them before, and check what he'll pay for them.
Good Places to Sell Items
A general comment about making money. I've discovered that no matter what I have to sell, I get more money for it by taking it to the Alik'r desert somewhere (such Alik'ra City) and selling it. For instance, a holy tome worth 2500 gp may net you about 1000 - 1200 gp somewhere else, but in the desert it's value is almost double and you'll get 2300 - 2400 gp for it. I've actually sold some things in the desert for more than they were worth elsewhere. Especially good are any holy tomes, holy candles, stuff like that. Some of the better ingredients are worth a bunch there too.
It appears that items sold in the desert give you around 78% more retail value than elsewhere.
- The specific region can vary from game to game (for this editor it's Anticlere), but it is true that some regions can offer significantly greater prices than others. You just have to search a bit to find out which ones.
There are several kinds of shops in Daggerfall from the items' quality point of view. You recognize them thanks to the short description which popups when your character enters the place.
When you want to sell, try to find the worse shop, the one with mice running on the floor:
- Rusty relics lie wherever they were last tossed. All the wares show the cracks and chips of shoddy workmanship. A mouse scampers over your feet before burrowing into a nearby sack.
You will sell at high prices here. That is somewhat logical: the shop is that bad because the shopkeeper is not an efficient merchant. But there is little hope for you to find daedric dai katanas inside.
Computing Item Prices
I've long been wanting to figure out how DF computes its item prices, mostly armor and weapons so I can figure out exactly how much all my magical items are worth (there seems to some bug in the game such that all magical items can only be sold for _much_ less than their worth, a daedric cuirass of force bolt for 4000 gold, I don't think so).
Material Price Modifiers
First, the price modifications of the various materials for armor and weapons. It works like this:
Non-Magical Item Price = (Base Item Price) * (Material Modifier)
The (Base Item Price) here would be the price of the leather version of the item (for weapons the leather and chain versions obviously don't exist but for the sake of simplicity we'll assume they do). The material modifiers are as follows.
|Adamantium||192||Very Dark Grey|
Notes on Material Multipliers:
These values computed by basic trial method by selling/buying various items at a variety of stores. Prices used are the ones displayed in the upper left corner above your character portrait.
The prices of items vary by as much as 20% depending on an unknown variable (reputation relative to storekeeper?). The price fluctuates independently of store quality (stores of same quality can have vastly different prices) and item quality. One can assume this is a random fluctuation and not worry about it too much (ex: the range of the daedric multiplier could actually range anywhere from around 1000-2000). Take the above values to be the average multiplier.
Base Item Prices
In order for one to calculated the price of any armor/weapon one needs to know not only the material multiplier (above), but the base price of the item. This base price is simply the price of the leather item. For weapons, which don't have a leather material we take the price of the iron weapon and divide by three to get the base price.
Notes on Base Prices:
The base price of items fluctuates as much as 20% from store to store. The price also fluctuates according to which region you're in. As such, the above values are _mostly_ average item prices from a large variety of stores (where possible). They probably won't be 100% the same as the prices you get with your character since the price most likely depends on the mercantile skill (mine's at around 70%) and reputation with merchants.
The prices here are the ones seen above your character's picture at the left when you're selling/buying. The actual selling price will of course be much less but with a good reputation, the worst quality store, personality and mercantile skill you can get up to 70% of this price when you sell items. On the contrary, if you pick your store poorly the selling price may drop to as little as 25% (or so).
Magical Properties Modifiers
The cost of a magical item will be the sum of all magical properties on the item, the object's base price is not considered. For example, an enchanted daedric cuirass will only cost the price of its enchantment divided by 10.
Magical Item Price = (Bound Souls) + (Magic #1) + (Magic #2) + ....
The price of bound souls can be found above on this page. The magical properties prices can be found below and are deduced from visiting the mages guilds a few times. The values appear to remain constant and are not affected by rep, Personality, etc... There are no prices for adding any of the disadvantages to an item (other than the cost of buying a bound soul). One may also note that the required enchantment points for a spell/effect is equal to the price of the enchantment divided by 10.
Spell Enchanting Costs
|Energy Leech||12600||Far Silence||22900|
|Free Action||16500||God's Fire||17500|
|Hand of Decay||18300||Hand of Sleep||7800|
|Iron Will||12000||Jack of Trades||12000|
|Resist Cold||15600||Resist Fire||15600|
|Resist Poison||16500||Resist Shock||15600|
|Shadow Form||1500||Shalidor's Mirror||19300|
|Spell Drain||13000||Spell Reflection||17200|
|Spell Resistance||12300||Spell Shield||19800|
|Sphere of Negation||42300||Stamina||1300|
|Toxic Cloud||10200||Troll's Blood||9200|
|Vampiric Touch||13800||Water Breathing||1700|
|Wizard Lock||17400||Wizard Rend||16100|
Notes on Spells:
The enchanting cost for spells is the same regardless of the type of spell, ie, whether cast when strikes, held, or used (although most spells are available only in one category).
Other Enchanting Costs
|Extra Spell Points||Per Season||5000|
|Per Moon Phase||2000|
|Regenerate Health||All the Time||40000|
|Vampiric Effect||at Range||20000|
|Increased Weight Allowance||+25%||4000|
|Good Rep With||Each Groups||10000|
|Enhances Skill||All Skills||9000|
More Notes on Item Prices
Sometimes, you just have more items than you can carry, even if you have a wagon. This is especially true when you are fighting inside a big dungeon like Castle Daggerfall, Wayrest, Sentinel, etc. You just can not go outside to unload stuff onto your ship. Then, what items do you put on the wagon: the elven mace, leather pauldron, daedra's heart, or book? If you have space left for the wagon, pick up all loot, by all means. But, when you have more than you can carry, which item should you take, and which should you discard? From a mathematics point of view, if all you care is to sell all these items, you should put items having the highest cost (in Gold Piece - GP) per kilogram (kg) on your wagon. In other words, put the most expensive items pound-for-pound on your wagon. You should take two 1 kg items, each having a cost of 15, instead of one 2 kg item with a cost of 20. Obviously, you must carry your Quest items and powerful weapons. If you wish to use one item, always carry it. If you just wish to sell it for Gold, you can use the tables below for guidance. Books, clothes, and potion ingredients already have their weight and cost descriptions displayed in game. But weapons and armors only display their weight. So, how do you decide what to take?
|Leather||X 1||X 1||X 1 (X 1.4 ?)|
|Chain||X 2||X 2||X 1 (X 1.4 ?)|
|Iron||X 3||X 2||X 1.5|
|Steel||X 6||X 3||X 2|
|Silver||X 12||X 2||X 6|
|Elven||X 24||X 2||X 12|
|Dwarven||X 48||X 1.5||X 32|
|Mithril||X 96||X 2||X 48|
|Adamantium||X 192||X 2||X 96|
|Ebony||X 384||X 1||X 384|
|Orcish||X 768||X 2||X 384|
|Daedric||X 1536||X 3||X 512|
Below is a table listing the base price in cost (GP) per weight (kg) of all weapons and armors. Use it in conjunction with the table above to determine the cost per kg of items made from other materials. The formula is :
item price (in GP/kg) = (Base price in GP/kg) * (material cost ratio) / (material weight ratio)
For example, you wish to know how much a Dwarven Saber is worth. First, you reference the table below, and find an Iron Saber is worth 9.6 GP/kg. You then reference the table above, and find the material cost modifier of Dwarven is 48 and that of Iron is 3, giving 48 / 3 = 16 for the material cost ratio. You next again reference the table above, and find the weight modifier of Dwarven is 1.5 and that of Iron is 2, giving 1.5 / 2 for the material weight ratio. With that information, you can calculate the cost for a Dwarven Saber as follows: 9.6 * 16 / (1.5 / 2) = 563.2 GP/kg. You might then similarly determine the value of an Elven Helm, resulting in 96 * 8 / 1 = 768 GP/kg. You thus find, by weight, an Elven Helm is worth much more than a Dwarven Saber. Similarly, you will find that a Leather Pauldron (90 * (1 / 3) / (1 / 2) = 60) is worth more than an Elven Mace ( 6.7 * 8 / 1 = 53.6 ), kilogram for kilogram.
If you don't have the time to perform all the tedious calculations, here are some rules of thumb :
- Armors of one material, in general, are worth more than most weapons of the next two higher materials.
- Cuirasses are worth considerably less than other armor pieces of the same material.
- Katanas and Bows are worth much more than other weapons of the same material.
- Tower Shields and Kite Shields are the cheapest metal items per kilogram. Unless they are made from special material, take anything else to fill up your wagon. Round Shields and Bucklers fare slightly better, being on the order of a Mace, but are still not very cost-effective.
- Daggerfall has a classic supply-and-demand pricing structure. Very rare items (e.g. those made from Silver or Orcish materials) can sometimes fetch up to 10 times their value as calculated from these tables. As you sell more items, the price of similar armors and weapons will drop. The tables describe more or less the average price. Moreover, the money you receive depends on many factors (merchant skill, shop quality, region, reputation, etc.), but the relative costs between weapons change little. As a result of all this, all prices shown here are necessarily estimates. Errors of 50% on prices for each individual sale are common, considering all the conditions above. Nevertheless, if you've proven a more useful pricing formula, please propose the formula in the "discussion" section of this page.
The following table shows the price in GP per kilogram for non-enchanted iron armors and iron weapons.
Base Price of non-enchanted Armors and Weapons
All values are given in gold pieces.
Weight of non-enchanted Armor and Weapons
All values are given in kg.
Value to Weight Ratios of non-enchanted Weapons and Armor
All values are given in gold pieces per kilogram. (Gold itself is 400 pieces per kilogram.)