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Misc. Items
12 September 1996
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.
Shields and Helmets
October 1996
The shields and helms in Daggerfall don't appear to be labelled with the appropiate material. i.e., an admantium helm will appear as just 'a helm', similarily with shields. To tell what quality a shield or a helm is, use the info feature in the inventory screen. This will tell you the weight and armor bonuses of the shield/helm. The shields also seem to be the proper color (i.e., a dwarven shield is yellow) and seems to be another way of determining the shield type. Similarily with the helmets, i.e., a daedric helmet will be red.
Cheap Items
November 1996
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 obvilion is around 7,000 gold, compared with a price of around 40-50,000 for a regular daedric longsword found in a shop. The only possible downfall of buying these cheap items, is that they are already enchanted. You will have to find a normal pair in dungeons or a shop if you wish to custom enchant a set.
Good Places to Sell Items
13 December 1996
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'ra desert somewhere 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.
Original Text Written by Linda - mizchief@magicnet.net
Computing Item Prices
20 October 1997
I've long been wanting to figure out how DF computes its item prices, mostly armour 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 armour 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.
Material | Price Multiplier |
---|---|
Leather | 1 |
Chain | 2 |
Iron | 3 |
Steel | 6 |
Silver | 12 |
Elven | 24 |
Dwarven | 48 |
Mithril | 96 |
Adamantium | 192 |
Ebony | 384 |
Orcish | 768 |
Daedric | 1536 |
Notes on Material Multipliers:
Base Item Prices
In order for one to calculated the price of any armour/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:
Magical Properties Modifiers
The cost of a magical item will be the sum of the object price and the sum of all
magical properties on the item.
Magical Item Price = (Item Price) + (Bound Souls) + (Magic #1) + (Magic #2) + ....
The item price can be calculated from the descriptions written above. 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 Name | Enchant Cost (gp) |
Spell Name | Enchant Cost (gp) |
|
---|---|---|---|---|
Balyna's Antidote | 9300 | Chameleon | 2100 | |
Charisma | 12000 | Cure Poison | 10200 | |
Energy Leech | 12600 | Far Silence | 22900 | |
Fireball | 4700 | Fire Storm | 8400 | |
Force Bolt | 30300 | Fortitude | 12000 | |
Free Action | 16500 | God's Fire | 17500 | |
Hand of Decay | 18300 | Hand of Sleep | 7800 | |
Heal | 3600 | Ice Bolt | 9900 | |
Ice Storm | 14200 | Invisibility | 5400 | |
Iron Will | 12000 | Jack of Trades | 12000 | |
Levitate | 3300 | Light | 2500 | |
Lightning | 7600 | Magica Leech | 9300 | |
Medusa's Gaze | 21400 | Nimbleness | 12000 | |
Open | 9000 | Orc Strength | 12000 | |
Paralysis | 16200 | Recall | 4800 | |
Resist Cold | 15600 | Resist Fire | 15600 | |
Resist Poison | 16500 | Resist Shock | 15600 | |
Shadow Form | 1500 | Shalidor's Mirror | 19300 | |
Shield | 10400 | Shock | 3800 | |
Silence | 15300 | Slowfalling | 2400 | |
Spell Drain | 13000 | Spell Reflection | 17200 | |
Spell Resistance | 12300 | Spell Shield | 19800 | |
Sphere of Negation | 42300 | Stamina | 1300 | |
Strength Leech | 4800 | Tongues | 15900 | |
Toxic Cloud | 10200 | Troll's Blood | 9200 | |
Vampiric Touch | 13800 | Water Breathing | 1700 | |
Water Walking | 1700 | Wildfire | 10200 | |
Wisdom | 12000 | Wizard's Fire | 4800 | |
Wizard Lock | 17400 | Wizard Rend | 16100 |
Other Enchanting Costs
Enchantment Name | Enchant Cost (gp) |
|
---|---|---|
Extra Spell Points | Per Season | 5000 |
Per Moon Phase | 2000 | |
Near Undead | 7000 | |
Near Daedra | 8000 | |
Near Humanoids | 9000 | |
Near Animals | 10000 | |
Regenerate Health | All the Time | 40000 |
In Sunlight | 30000 | |
In Darkness | 30000 | |
Potent vs. | Undead | 9000 |
Daedra | 9000 | |
Humanoids | 10000 | |
Animals | 12000 | |
Vampiric Effect | at Range | 20000 |
When Strikes | 10000 | |
Increased Weight Allowance | +25% | 4000 |
+50% | 6000 | |
Improves Talents | Hearing | 5000 |
Athleticism | 6000 | |
Adrenaline Rush | 6000 | |
Good Rep With | Each Groups | 10000 |
All | 50000 | |
Repair | - | 9000 |
Absorbs Spells | - | 15000 |
Enhances Skill | All Skills | 9000 |
Feather Weight | - | 1000 |
Strengthens Armor | - | 7000 |
More Notes on Item Prices
20 June 1998
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? Elven mace, leather pauldron, daedra's heart or a 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 to 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, get the most expensive items pound-for-pound, on your wagon. You should take two 1 k.g. items, each having a cost of 15, instead of one 2 kg. item cost 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 guidence. Books, clothes, and potion ingredients already have the weight and cost descriptions on them. But weapons and armors have only weight description. So how do you decide what to take ?
The following is a table from Rick Huebner ( rhuebner@probe.net ) detailing relative values of different materials. I added one column cost/kg, which is the relative cost / relative weight.
Armor Bonus | Bonus to Damage | Cost | Weight | Cost/Weight Ratio | |
---|---|---|---|---|---|
Leather | +2 | - | X 1 | X 1 | X 1 (X 1.4 ?) |
Chain | +5 ? | - | X 2 | X 2 | X 1 (X 1.4 ?) |
Iron | +6 | -2 | X 4 | X 2 | X 2 |
Steel | +8 | +0 | X 8 | X 2.5 | X 3.2 |
Silver | +8 | +0 | X 16 | X 2.5 | X 6.4 |
Elven | +10 | +2 | X 32 | X 2 | X 16 |
Dwarven | +12 | +4 | X 64 | X 1.5 | X 42.7 |
Mithril | +14 | +6 | X 128 | X 2 | X 64 |
Adamantium | +14 | +6 | X 256 | X 2 | X 128 |
Ebony | +16 | +8 | X 512 | X 1 | X 512 |
Orcish | +18 | +10 | X 1024 | X 2 | X 512 |
Daedric | +20 | +12 | X 2048 | X 2.5 | X 819.2 |
The above table is provided by Rick Huebner ( rhuebner@probe.net ). From math, it states the cost ratio of Leather and Chain are both X 1. But my personal experience indicates that, if you use X 1.4 instead of X 1 for the cost ratio of Leather and Chain, the items prices found using the formula below will be much closer to actual prices. The base price is based on iron items.
The armor bonus shown is in additional to the protection of the armor itself. All seven pieces ( helm, boot, gauntlet, cuirass, greaves, left/right pauldron) provides a protection of +1. The material bonus is in additional to that protection. So Elven greaves provides protection of +11, +1 from greaves itself, +10 from armor bonus. For weapons, the material bonus is in addition to the base damage mentioned on manual page 60-61. If you are careful, you can figure out most of the table above by yourself. Also, you can figure out the values for bows and axes on page 60-61 are incorrect. Shield is a total different animal. All shields of the same kind (Tower, Kite) provide the same protection. The armor bonus of material is not added to shield protection, though the weight modifier is.
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 material. The formula is :
item price ( in GP/kg. ) = (Base price in GP/kg) * (item material cost ratio) / (Base material cost ratio)
If you don't have the time to do all the tedious calculation, here is some rules of thumb :
The table is in decreasing order of price pound-for-pound.
Item (Using Iron) | Cost (GP/kg) |
---|---|
Gauntlets | 200 |
Helm | 170 |
Greaves | 140 |
Pauldron | 130 |
Boots | 110 |
Dai-Katana | 60 |
Long Bow | 56 |
Katana | 45 |
Short Bow | 43 |
Cuirass | 34 |
Wakazashi | 22 |
Tanto | 19 |
Claymore | 16 |
Long Sword | 14 |
Battle Axe | 14 |
Saber | 12 |
War Hammer | 12 |
Dagger | 11 |
Staff | 11 |
War Axe | 11 |
Short Sword | 10 |
Mace | 9 |
Flail | 8 |
Broad Sword | 8 |
Original Text Written by lmei01@utopia.poly.edu
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