Daggerfall:Magical Items

The UESPWiki – Your source for The Elder Scrolls since 1995
Jump to: navigation, search

Magical Items Found as Loot, Quest Rewards, or at Magic Item Merchants[edit]

The following table lists all magical items 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 Magical Items[edit]

To make the most of any magical item found as loot, quest rewards, at magic item merchants, or made using the Mages Guild or Temple of Julianos Item Maker service (see the Enchanting Items page), it is important to know how long it will last when used. As "when held", "when used", or "when strikes" item enchantments are used, the item's health gradually decreases due to this enchantment usage.

The starting health of a magical item depends on the kind of item. Any magical item other than weapons and armors, as well as all artifacts (including artifact weapons and armors, and with the sole exception of the Oghma Infinium, which has only one point of health and will therefore vanish after it is used) always has a starting health of 1500. Thus, although artifacts may have powerful enchantments, they have limited durability, possibly an oversight on the part of the game's developers. However, as noted below for all magical items, only the use of a "when held", "when used", or "when strikes" enchantment will decrease the health of a magical item; therefore, artifact enchantments that only passively increase a skill while the artifact is equipped - e.g. the Chrysamere or the Skeleton Key - will not decrease the artifact's health, regardless of how long the artifact is equipped.

For non-artifact weapons and armors, the material the gear is crafted from determines the starting health of the magical item, regardless of the kind of weapon or armor. See the below table for details on the starting health for each material applicable to non-artifact 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 health until the item breaks and it is gone for good. (The health of magical items made with the "Item Deteriorates" enchantment using the Mages Guild or Temple of Julianos Item Maker service will also decrease over time, as the enchantment itself implies; see the Enchanting Items page.) The health of these items will decrease due to enchantment usage as follows:

For "when held" enchantments, i.e. those that are applied as long as the item is equipped, the item's health will decrease when: a) the item is equipped (with a resulting health decrease in the approximate range of 20 to 40 points, depending on the item, each time the item is equipped), b) you wait/rest for a period of at least 7 in-game hours with the item equipped (with a resulting health decrease of 7 points, i.e. 1 point per 1 in-game hour), or c) you are awake in the game world with the item equipped (with a resulting health decrease of 1 point per 4 in-game minutes). (Note: the enchantment effect of a magical item with a "when held" enchantment is re-applied after each instance of waiting, resting, or fast-traveling for more than 6 hours, with the enchantment effect re-applied at a new value within the effect's range of values, if applicable. However, the item's health is not affected by this re-application of the effect.)

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 item's health will decrease 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 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 health will decrease by 10 as well. (Note: The health decrease of magical items very likely works additively; i.e. two enchantments on an item will consume 20 health per use, and so on. However, since magical items found as loot, quest rewards, or at magic item merchants each contain only one enchantment, this feature is not researched in detail. Non-artifact magical items with more than one enchantment 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.)

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.

Quests where Magical Items can be Obtained[edit]

Main Quest[edit]