This page gives information and tips on how to best enchant items, from loopholes to tons of statistics, as well as some tips and hints for successful item making and some items which would make your adventuring life much more enjoyable.
Characters must be at least 5th rank in the Mages Guild or the Temple of Julianos to access the Item Maker.
Find the person with the "Make Magic Items" option and talk with 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.
Advantages provide benefits to the user of the item.
- Cast When Held advantages are always in effect whenever they are equipped.
- Cast When Used effects are used much like spellcasting, except they use the item's power instead of the character's spell points. When a spell effect is aborted (Destruction-based effects and targeted effects), the aborted points are added to the character's spell points, so these items can also be used to refill depleted spell points.
- Cast When Strikes enchantments may be applied to any weapons, including melee weapons and bows, so that when the weapon successfully strikes a creature, the creature will have the enchantment cast upon it. Although these enchantments may also be applied to armor, they will have no effect in that case.
- Absorbs Spells, again, does exactly what is says on the tin when equipped. It may be more effective than "Cast When Held: Spell Absorption" enchantments.
- Enhances Skill increases the effectiveness of one skill by 15 points. Enhanced skills can exceed 100%. This effect stacks over multiple items if they have the same enchantment.
- Enhances Talents improves an already existing character talent (Athleticism, Acute Hearing, Adrenaline Rush) when an item enchanted with the effect is equipped.
- Extra Spell Pts adds 75 additional spell points to the player's maximum amount of spell points under certain conditions (during certain seasons of the year, during certain phases of the moon, and near particular kinds of enemies). This enchantment stacks with any other item that has the same effect, thus allowing the player to significantly increase his/her amount of available spell points.
- Feather Weight sets the weight of the item enchanted with this power to 0.25 kilograms, regardless of how heavy it was before enchanting.
- Good Reputation With improves your reputation with a specific group (scholars, commoners, etc.) when equipped.
- Increased Weight Allowance is exactly what it says on the tin. This effect does not stack with other items that have the "Increased Weight Allowance" effect.
- Potent Vs allows a weapon to do more damage to a specific kind of creature per successful strike.
- Regens Health regenerates health under certain conditions (all the time, in sunlight, or in darkness) when an item enchanted with the effect is equipped.
- Repairs Objects will repair any damaged items in the character's inventory by one condition level after every 8 hours of rest. This includes other enchanted items and artifacts if you add the line "magicrepair 1" to the Z.CFG file in your Daggerfall game directory.
- Strengthens Armor adds +5 to your armor rating when the item is equipped. This effect does not stack with other items that have the "Strengthens Armor" effect.
- Vampiric Effect enchantments allow the item to transfer health from enemies to your character at range (with a chance to save), or when it strikes (with no possible save).
A complete list of advantages and their enchantment power can be found here.
Disadvantages hinder the carrier of the item, but will increase the number of available Enchantment Points for the item.
- Bad Reactions lowers the to-hit chance and armor rating of the character by 5 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 the effect continues to apply even if the item is in your pack or in your wagon. Essentially, it is the inverse effect of "Good Reputation With".
- Extra Weight increases the weight of an enchanted object by several times.
- Health Leech items can hurt you if you use an item, or even if you don't use an item (depending on the enchantment).
- Item Deteriorates effect causes the item to wear out faster in certain conditions.
- Low Damage Vs is the inverse effect of "Potent Vs", causing an enchanted weapon to do less damage against a specific creature type.
- User Takes Damage effect can be dangerous, but is inconsequential to vampires, as they will take damage in sunlight and holy places anyway.
- Weakens Armor is the inverse to "Strengthens Armor", conferring -5 to armor rating when the item is equipped.
- Soul Bound will be explained in the next section.
A complete list of disadvantages and their enchantment power can be found here.
- Potent Vs and Low Damage Vs have no effect on damage dealt. They also can be applied to all items.
- This bug is fixed in Daggerfall Unity, where these enchantments modify the damage dealt by 5, and can only be applied to weapons.
Creating Items with Bound Souls
Bound Souls are technically disadvantages caused by having the item be bound to a non-human creature (as listed here). The more powerful the 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, the creature is released and will attack you. To soul trap a creature, you must buy soul gems and have a spell with the effect "Soul Trap". Cast the spell on a creature, then kill it before the spell's duration expires. If you are successful, one of your soul gems should indicate in the info tooltip that it contains a creature. An easier way to trap creatures is to have Azura's Star: whenever you kill a creature, if Azura's Star is currently empty, the creature's soul will be trapped inside Azura's Star. Details regarding the enchantment point values conferred by trapped creatures are provided here, along with the monetary value of soul gems containing each type of creature.
Item Enchantment Points
Ever wanted to know exactly how much you could enchant that Orcish bow you found? The following tables list the enchantment point capacity of most items found in Daggerfall, sorted by item type and alphabetically.
- Weapons - List of all weapons, including the various material types.
- Armor - List of all armor, including the various material types where applicable.
- Clothes - List of all non-armor apparel, shirts, pants etc.
- Miscellaneous - List of enchantable gem stones, bracers, rings, and other miscellaneous items.
Durability of Item Maker Items
The health of magical items made using the 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 decrease due to the applied enchantment. However, the health of magical items made with "Cast When Held", "Cast When Used", "Cast When Strikes", or "Item Deteriorates" enchantments will decrease with enchantment usage; for details, see the Magical Items page.)
- Items that increase your skills are useful, but should be removed before rest and before seeking training in those skills. In particular, enchanted weapons that boost the skill to use that weapon are a natural choice.
- Have a set of "dungeon" items and a set of "town/diplomacy" items. For example, dungeon items may have very expensive "User takes damage in sunlight" disadvantages instead of soul bound enchantments (as it's always dark in dungeons anyway).
- A useful item is a "Cast When Used" Recall item. This item can get you out of a dangerous situation quickly without using your character's own spell points, assuming an anchor has already been set.
- Any item with "Extra Spell Points near ___" serves as a handy monster detector, but is more useful when combined with a "Spell Absorption" enchantment or similar effect (as "Spell Absorption" only protects from damage if the character's spell points are not full). If a creature is close enough to trigger the effect, rest will be impossible, meaning the extra spell points cannot actually be gained through rest.
- Another very useful enchantment is the "Repairs Objects" effect. If you have such an enchanted item equipped, the health status of a damaged item that is equipped or in your inventory will increase by one level after 8 hours of rest (e.g. "Almost New" → "New"). Items with the "Repairs Objects" ability work additively, meaning that by equipping two such items, repair time is halved. This form of repair can be very useful to repair magical items (including artifacts); however, you must edit the game files for the repair effect to apply to magical items. (The magical item repair effect available in the game at the time of its initial release was subsequently removed from the game through an official patch, but was made available again through official patch 2.00; however, you must add the line "magicrepair 1" to the Z.CFG file in your Daggerfall game directory for this effect to work. If you do not add this line to the file, only non-magical items will be repaired by the "Repairs Objects" effect.) The effect applies first to the items you have equipped, then in turn to the items in your inventory (wagon included), working from the item positioned at the top of the inventory column downwards. So, if you want a specific item repaired, position it at the top of your inventory or wagon. If necessary, you may drop all other items to the ground until you only have the item you want repaired in your inventory.