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Daggerfall: Item Enchanting

09 February 2011

This page gives information and tips on how to best enchant items, from loopholes to tons of statistics.

Item Making - 7 February 1999
Some items which would make your adventuring life much much more enjoyable. Also contains some tips and hints for successfull item making.
Bound Soul Enchanting - 23 November 1998
List of bound souls statistics including enchanting value, advantages etc... Also includes a helpful walkthrough on creating an item with a bound soul.
Item Enchantment Points - 8 April 1997
List of most of the non-magical items found in Daggerfall along with the number of enchantment points the item has available in the item maker.
Guilds with Item Makers - November 1996
Where to find guilds which offer the item-maker other than the mages guild.

Item Making
7 February 1999

  1. Bad rep with * is active if the object is in your posession, even in your wagon. I made an item with "bad rep with all" and nobody wandering around in the town would talk to me. When I dropped it on the ground they would talk to me again. Note that you can add multiple bad rep disadvantages of the same type (at least in v2.13) which makes making powerful items real easy.
  2. Only one "when strikes" property seems to work. I enchanted a daedric warhammer with "casts ice storm when strikes" and "vampiric effect when strikes", and only the vampiric effect seems to be working.
  3. Crystal with Extra Spellpoints in each of the 4 seasons is nice. +INT spell-points all the time. This enabled me to cast the standard Banish Daedra spell, and do that quest, earlier than I otherwise could've.
  4. Multiple Strengthen-Armor items seem to have no effect. One (or more) gives +5 to all armor. A definite win!
  5. Same with +Carrying Capacity. (A great thing to have, but no multiple benefits from more than one such item.)
  6. Bad Rep from... seem like great disadvantages. Do the disadvantages only occur while the item is equipped? If so, great --- Who cares if your rep with Merchants is poor while you're in a dungeon.
  7. Items that increase your skills are good, but take them off before you try to train (if the item pushes that skill from below-50% to over-50%).
  8. I have a set of "dungeon" items and a set of "town/diplomacy" items. Examples of the former, that I like include: a gem that gives all three Talents (hearing, atheleticism, and adrenaline rush); a gem that increases my backstab, stealth, and critical strike abilities. Examples of the latter, that I like, include +Charisma and (surprisingly useful) +Running.
  9. An extraordinarily useful item, and relatively cheap to make, is one which, when Used, casts Recall. This has gotten me out of many tight places in dungeons, and also helps a lot in town (partly because I have darkness-powered magery).
  10. As others have mentioned, having a couple Repairs Objects items is all it takes to keep your magic weapon in New condition; sometimes I find I need to Rest for several hours, with the weapon unequipped.
  11. One final note: pay attention to the item weights. It doesn't bother to me to carry a dozen 0.25 items, but if they were 0.75 in weight I'd notice 'em a lot more. And of course, anything over a couple pounds gets Featherweight.
  12. Using a trinket which gives extra spell points around undead [A handy monster detector! When your mana dips, there's one around...], I found that Sorcerors trigger the extra spell points, meaning that the game considers them undead, I suppose. Sorcerors also cannot be snared by a Soul Gem or Azura's Star. When you are a vampire, you do not get extra spell points out of an item that grants extra points around undead just by being yourself.
  13. When enchanting items, certain items have a very small magical store (so you can't enchant them with powerful spells.) However, if you add BAD REP WITH ALL as a disadvantage, your magical points for that item drops to -5000! This means that you can create some VERY powerful items.... Also, this doesn't actually seem to affect the way people treat you...(?)
  14. Using the above tip on an item, give it EXTRA SPELL POINTS for ALL FOUR SEASONS, and for ALL THREE MOON PHASES. Note you will have enough magical store to do this if you use the BAD REP WITH ALL option on the item. Now, if you do this for say, two rings, when you wear them, your magicka level has shot up to about double it's normal value!
  15. A have discovered also that you can add a BAD REACTION disadvantage to an item as many times as you like (on the same item!). This might exist only in certain versions.

Contributers Include: Glenn R Bundy - gbundy@lucent.com
and BigFish776@aol.com.

Creating Items with Bound Souls
23 November 1998

Here's some step-by-step instructions on creating items with bound souls (original text written by Davis Guilbert - pronase@inconnect.com).

  1. Buy the soul binding spell, or better yet make your own.
  2. Buy an empty soul gem from a magic item salesman in your local mage's guild. (There may be other places to get them as well.)
  3. Find a nasty monster whose soul you would like attached to some inanimate object.
  4. Make sure the soul gem is still in your inventory, not in your wagon, ship, or house.
  5. You may need to draw blood BEFORE casting the spell...at least that's what the books say
  6. Cast your soul binding spell upon the nasty beastie. You will see a message "trap active" if you are successful, else "Save vs spell made." If you are not successful, repeat until you are.
  7. Once you get "trap active" slay the shmeg out of the beastie. Be sure to do it quickly, for the soul trap spell has a limited duration.
  8. The beast is dead, you get it's soul! Info the soul gem in your inventory to convince yourself of this.
  9. Now go to anyplace you have access to an item-maker, select an item you want the soul bound to, and choose the "soul bound" option. Easy as that.
  10. Please note though, that when an item enchanted with a soul (or many souls) breaks, the souls are released in the form of the monster which then attacks you. Just a warning before you put those 5 daedra lord souls in one item.
  11. I've made a few soul-bound items, and I've noticed something very interesting. If you don't want the disadvantages that come with a soul-bound Daedra Lord, then add, say, a soul-bound Mummy, Imp, or something with no drawbacks, then add the Daedra Lord, then remove the Mummy. So far, in every case I've seen, that will remove all the secondary negative effects, allowing you to add 4 Daedra Lords to one item, with no deterioration in sunlight or damage in holy places or what have you. (I think this removes secondary benefits, as well, but with the amount of EP you get, who cares?)
A few notes:
  1. I usually purchase a soul trap spell with a "chance of success" as high as I can manage.
  2. I generally save just before I cast the spell, because I can't cast it a second time (see 1).

Some of the more powerful souls have interesting good and bad side-effects. Please E-Mail the Webmaster any more stats on souls to put here.

Soul Name GP Cost EP Value Advantages DisAdvantages
Air or Flesh Atronach 35,000 300 Cast when held: Slowfalling
Feather Weight
Item deteriorates in sunlight
Ancient Lich 250,000 2,500 None None
Ancient Vampire 100,000 1000 None None
Centaur 8,000 30 None None
Daedra Lord
v1.04.191
800,000 8,000 Potent vs. Daedra User takes damge in holy places
Extra Weight
Daedra Seducer 155,000 1,500 Good Rep with All Item Deteriorates in Sunlight
User takes damage in Holy Places
Health leech unless used weekly
Bad reactions from animals
Daedroth, or Lesser Daedra 105,000 100 None Low Damage vs Daedra
Bad Reactions from Daedra
Item Deteroriates in Holy Places
Dragonling 505,000 5,000 None
NOTE: The only trappable dragonlings souls are quest to kill dragonlings obtained from any knights guild.
None
Dreugh 15,000 100 None None
Earth Atronach 35,000 300 Strengthen Armour Extra Weight
Fire Atronach 35,000 300 Cast when used-Resist fire None
Fire Daedra 55,000 500 Enhance Skill Daedric
Cast when used: Resist Fire
Bad rections from animals
Frost Daedra 55,000 500 Enhance Skill Daedric
Cast when used: Resist Frost
Item Deteriorates in Holy Places
Gargoyle 8,000 30 None None
Giant 6,000 30 None None
Giant Bat 5,000 0 None None
Giant Rat 5,000 0 None None
Giant Scorpion 5,000 0 None None
Giant Spider 5,000 0 None None
Ghost 35,000 300 Feather Light Item deteriorates in Holy Places
Reduced damage vs. undead
Grizzley Bear 5,000 0 None None
Harpy 8,000 30 None None
Ice or Water Atronach 35,000 300 Cast when used: Resist Fire
Cast when used: Ice Storm
Cast when held: Resist Cold
Strengthens armour
None
Imp 6,000 10 None None
Lamia 15,000 100 None None
Lich 105,000 1000 Enhances Skill Destruction Item Deteriorates in Sunlight
Low damage vs. Undead
Mummy 15,000 100 None None
Nymph 15,000 100 None None
Orc 6,000 10 None None
Orc Sergeant 6,000 10 None None
Orc Shaman 8,000 30 None None
Orc Warlord 6,000 10 None None
Skeletal Warrior 5,000 0 None None
Slaughterfish (Giant Eel) 5,000 0 None None
Spriggan 6,000 20 N/A N/A
Tiger 5000 0 None None
Wereboar 6000 140 None None
Werewolf 6,000 90 None None
Wraith 35,000 300 Regen in darkness Deteriorates in holy places
Low damage vs undead
Vampire 75,000 700 None None
Zombie 5,000 0 None None

Contributions from Matthew O. Avent - moa1@cornell.edu.

Item Enchantment Points
6 April 1997

Ever wanted to know exactly how much you could enchant that orcish bow you found? The following list gives the enchantment points for most of the items found in Daggerfall, sorted by item type and alphabetically.

  1. Weapons - List of all weapons with the different material types.
  2. Armour - List of armour with material types where applicable.
  3. Clothes - All non-armour related apparel, shirts, pants etc..
  4. Misc - Gem stones, bracers, rings and other items.

Weapons
Weapon EP Material EP Weapon
BattleAxe 393 Iron 375 Broadsword
525 Steel 500
918 Silver 875
656 Elven 625
787 Dwarven 750
656 Mithril 625
918 Adamantium 875
1050 Ebony 800
1312 Orcish 1250
1575 Daedric 1500
Claymore 525 Iron 150 Dagger
700 Steel 200
1225 Silver 350
875 Elven 250
1050 Dwarven 300
875 Mithril 250
1225 Adamantium 350
1400 Ebony 400
1750 Orcish 500
2100 Daedric 600
Dia-Katana 525 Iron 337 Flail
700 Steel 450
1225 Silver 787
875 Elven 562
1050 Dwarven 675
875 Mithril 562
1225 Adamantium 787
1400 Ebony 900
1750 Orcish 1125
2100 Daedric 1350
Katana 450 Iron 262 Longbow
600 Steel 350
1050 Silver 612
750 Elven 437
900 Dwarven 525
750 Mithril 437
1050 Adamantium 612
1200 Ebony 700
1500 Orcish 875
1800 Daedric 1050
Longsword 450 Iron 375 Mace
600 Steel 500
1050 Silver 875
750 Elven 625
900 Dwarven 750
750 Mithril 625
1050 Adamantium 875
1200 Ebony 1000
1500 Orcish 1250
1800 Daedric 1500
Saber 393 Iron 150 Shortbow
525 Steel 200
918 Silver 350
656 Elven 250
787 Dwarven 300
656 Mithril 250
918 Adamantium 350
1050 Ebony 400
1312 Orcish 500
1575 Daedric 600
Shortsword 300 Iron 525 Staff
400 Steel 700
700 Silver 1225
500 Elven 975
600 Dwarven 1050
500 Mithril 875
700 Adamantium 1225
800 Ebony 1400
1000 Orcish 1750
1200 Daedric 2100
Tanto 165 Iron 337 Wakazaski
220 Steel 450
385 Silver 787
275 Elven 562
330 Dwarven 675
275 Mithril 562
385 Adamantium 787
440 Ebony 900
550 Orcish 1125
660 Daedric 1350
War Axe 375 Iron 412 Warhammer
500 Steel 550
875 Silver 962
625 Elven 687
760 Dwarven 825
625 Mithril 687
875 Adamantium 962
1000 Ebony 1100
1250 Orcish 1375
1500 Daedric 1650

Armour
Armour EP Material EP Armour
Boots 175 Leather - Buckler
175 Chain -
131 Iron 500
175 Steel 500
306 Silver N/A
218 Elven 625
262 Dwarven 750
218 Mithril 625
306 Adamantium 875
350 Ebony 1000
437 Orcish 1250
525 Daedric 1500
Cuirass 400 Leather 400 Gauntlets
400 Chain 400
300 Iron 400
400 Steel 500
525 Silver 700
500 Elven 500
600 Dwarven 600
500 Mithril 500
700 Adamantium 700
800 Ebony 800
1000 Orcish 1000
1200 Daedric 1200
Greaves 50 Leather 900 Helmet
50 Chain 900
37 Iron 675
50 Steel 900
87 Silver 1575
62 Elven 1125
75 Dwarven 1350
62 Mithril 1125
87 Adamantium 1575
100 Ebony 1575
125 Orcish 2250
150 Daedric 2700
Kite Shield - Leather 40 Pauldron
- Chain 40
1000 Iron 30
1750 Steel 40
1750 Silver 87
1250 Elven 50
1500 Dwarven 60
1250 Mithril 50
1750 Adamantium 70
2000 Ebony 80
2500 Orcish 100
3000 Daedric 120
Round Shield 500 Iron 1125 Tower Shield
650 Steel 1500
1137 Silver 1500
812 Elven 1875
975 Dwarven 2250
812 Mithril 1875
1137 Adamantium 3000
1300 Ebony 3000
1625 Orcish 3750
1950 Daedric 4500

Clothes
Item EP Item EP
Anticlere Surcoat 25 Boots 80
Breeches 40 Casual Clock 120
Casual Pants 40 Challenger Straps 10
Champion Straps 10 Dwynnen Surcoat 25
Fancy Armbands 5 Formal Cloak 160
Formal Tunic 25 Khajiit Suit 50
Kimona 50 Lion Cloth 10
Long Shirt 90 Long Skirt 60
Open Tunic 25 Priest Robes 50
Reversible Tunic 25 Sandals 30
Sash 50 Shoes 60
Short Shirt 60 Straps 10
Tall Boots 80 Wrap 50

Miscellaneous
Item EP Item EP
Amber 400 Bandage 200
Bracelet 1750 Bracer 1500
Candle 1000 Cloth Amulet 600
Diamond 3000 Glass Bottle 30
Jade 200 Mark 800
Oil 160 Ring 1800
Ruby 1750 Sapphire 2250
Torc 2050 Torch 200
Turquoise 100 Wand 1200


Guilds With Item Makers
November 1996

Many people have asked how one can get access to the item maker, a very powerful feature in Daggerfall, when they can't become a member of the mages guild (due to lack to spell casting skills). To get access simply become a member to the temple of Julianos. To get access to either one, you need level 5 rank, that requires one of the guild's skills at 62 and another at 24. Also, at level 3: skills 46 & 16, you can buy items. (note that your rep with that guild must be at least 10 * rank for you to advance) quests usually give 5pts reputation. The skills for the Mages Guild are any of the Six Magic branches. The skills for Julianos are: Short Blade, Lockpicking, daedric, impish, mysticism, alteration, and thaumaturgy.

Original Text Written by Frederick Morris Napier - frederick.morris.napier@worldnet.att.net


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