Daggerfall: Magical Items

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

The following table lists all random magical items found as loot, as quest rewards, or at the magic item merchants of the Mages Guild and the Temple of Julianos. For unique magical items, see the Artifacts page. For custom-made magical items, see the Enchanting Items 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 Heal
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 Touch
Item of Lightning when used Target at Range Lightning
Item of Magicka when held
and a hostile spell
strikes the player
Caster only Spell Absorption
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 Enhances Skill: Dragonish
Never Tiring Item when used Caster only 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 an above magical item's enchantment 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 "Enhances Skill: Dragonish" are often found on wands.
  • "Enhances Skill: 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 random magical item (found as loot, as quest rewards, or at magic item merchants - see above), unique magical item (see Artifacts), or custom-made magical item (see Enchanting Items), it is important to know how long the item 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. Random magical clothes, random magical miscellaneous items, and all unique magical items (comprising all artifacts, with the sole exception of the Oghma Infinium, which has only one point of health and will therefore vanish after it is used) always have a starting health of 1500. Thus, although artifacts may have powerful enchantments, they have limited health. 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 through the Enhances Skill enchantment - e.g. those applied to the Chrysamere or the Skeleton Key - will not decrease the artifact's health, regardless of how long the artifact is equipped.

For random magical weapons and random magical armors (i.e. not artifact weapons and armors), the material the gear is crafted from determines the starting health of the random magical weapon or armor, regardless of the kind of weapon or armor (dagger, longsword, helm, buckler, etc.). See the below table for details on the starting health for each material applicable to random magical 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 custom-made magical items made with the "Item Deteriorates" enchantment will also decrease over time, as the enchantment itself implies; see Enchanting Items.) 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 with the item equipped (with a resulting health decrease of 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 that 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 points per applied enchantment (i.e. by 20 points if the item has two "when used" or two "when strikes" enchantments, possible only for custom-made magical items and some artifacts) every time it is used or it successfully 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 at least 10 points upon each strike. If an item is used, but the spell is aborted before it is cast, the item's health will decrease by at least 10 points as well.

If a magical item is a weapon or armor piece, it will still also be subject to health loss through combat abrasion. Such magical weapons and armors may only be repaired by merchants or by custom-made magical items with the Repairs Objects enchantment 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]

Other Quests[edit]