Daggerfall:Magical Items

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Standard Magical Items[edit]

The following table lists all standard magical items found in the game. These items can be found as loot, quest rewards, or at the magic item merchants of the Mages Guild and the School of Julianos. For unique magical items, see the Artifacts page.

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 held Caster only Fortitude
Item of Friendship when held Caster only Charisma
Item of Nimbleness when held Caster only Nimbleness
Item of Good Luck when held Caster only Jack of Trades
Item of Iron Will when held 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 held
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 held Caster only Orc Strength
Item of the Sealed Door when used Caster only Wizard Lock
Item of the Wise when held 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 Levitate
Item of Water Breathing when held Caster only Water Breathing
Item of Water-walking when held 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 held 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 held Caster only Feet of Notorgo
Unrestrainable Item when used Caster only Free Action

Notes:

  • The magnitude and duration of the effect on a magical item depends on the player's level, as it does for spells.
  • Enchantments that are applied "when strikes" can only be found on weapons.
  • Sometimes enchantments that are applied "when held" can also be found on wands. Since wands can not be held, such a magical item is useless, other than to sell. 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. This error was fixed by a third-party patch.

Durability of Standard Magical Items[edit]

To make the most of any standard magical item found as loot, quest rewards, or at magic item merchants, it is important to know how long it will last when used. The more often a "when held", "when used", or "when strikes" enchantment on an item is used, the faster the item will wear out due to this enchantment usage. The starting enchantment health of a standard magical item depends on the kind of item. Any standard magical item, besides weapons and armors, always has a starting enchantment health of 1500. This applies also for artifacts; see further below. When it comes to weapons and armors, the material the gear is crafted from determines the starting enchantment health of the standard magical item, regardless of the kind of weapon or armor the standard magical item is. See the below table for further details on the starting enchantment health for each material applicable to weapons and armors.

Material Iron Steel Silver Elven Dwarven Mithril Adamantium Ebony Orcish Daedric
Starting Health 1500 2250 2250 3000 4500 6000 7500 9000 10500 12000

The use of a magical item with a "when held", "when used", or "when strikes" enchantment will decrease its enchantment health until the item breaks and it is gone for good. How much of the item's enchantment health is used is determined when the enchantment is applied/activated.

For "when held" enchantments, i.e. those that are applied as long as the item is equipped, the enchantment will activate and thus decrease the item's enchantment health every time a) the item is re-equipped, b) you wait/rest for a period of 7 in-game hours with the item equipped, or c) you fast-travel for a period of at least 1 day with the item equipped. The item's enchantment health will decrease by 5 every time it is re-equipped, and by 7 for each 7 in-game hour rest period.

For "when used" or "when strikes" enchantments, i.e. those that are applied when an item is used or when it strikes a target, the enchantment will decrease the item's enchantment health by 10 every time it is used or it strikes a target which can be harmed by the weapon's material. In the case of a "when strikes" enchantment, whether or not the struck enemy saved vs. magic is irrelevant; the weapon's enchantment health will always decrease by 10 upon each strike. If an item is used, but the spell is aborted before it is casted, the item's enchantment health will decrease by 10 as well.

If an enchanted item is a weapon or armor piece, it will still also be subject to normal physical durability loss through combat abrasion. Such enchanted weapons and armors may only be repaired by merchants if the line "magicrepair 1" is added to the Z.CFG file in the Daggerfall game directory.

The enchantment health decrease of magical items very likely works additively; i.e. two enchantments on an item will consume 20 enchantment health per use, and so on. However, since standard magical items each contain only one enchantment, this feature is not researched in detail. Such items can only be created by using an Item Maker, who is available for members of the appropriate rank at the Mages Guild or the School of Julianos.

Durability of Artifacts and Item Maker items[edit]

All artifacts have a starting enchantment health of 1500, except the Oghma Infinium, which has only one point of enchantment health, and therefore will vanish after it is used. This also applies if the artifact is a weapon or armor piece, explaining why some artifacts - for example, the Ebony Blade - wear out quickly. Thus, although artifacts may have powerful enchantments, they have a limited durability. This is possibly an oversight on the part of the game's developers. However, if an artifact only passively increases a skill while equipped - e.g. the Chrysamere or the Skeleton Key - it will not wear out, regardless of how long it is equipped.

Similar to artifacts with a passive skill enchantment, magical items made using the Mages Guild or Temple of Julianos Item Maker service other than items made with "Cast When Held", "Cast When Used", "Cast When Strikes", or "Item Deteriorates" enchantments (e.g. items made with "Absorbs Spells", "Enhances Skill", "Enhances Talents", etc. enchantments) will never wear out due to the applied enchantment. For more information regarding enchanting using the Item Maker, see here.

Quests where magical items can be obtained[edit]

Main Quest[edit]