Explore the various 'Power' enchantments in The Elder Scrolls II: Daggerfall, detailing their effects, costs, and strategic uses for item enchantment.
This section details the various 'Power' enchantments available when creating custom spells or enchanting items in The Elder Scrolls II: Daggerfall. These powers offer a wide range of benefits, from altering spellcasting to enhancing combat effectiveness and inventory management.
Cast when used (varies): Allows a premade spell to be cast when the item is activated. Useful for accessing spells from schools you are not proficient in or that are costly to cast.
Cast when held (varies): The spell remains active as long as the item is worn. Permanent spell reflection or levitation are examples. Note that the item deteriorates while its effect is active.
Cast when strikes (varies): The spell is cast on an enemy each time they are struck with the item. This is applicable to weapons only, and enchanting a bow with this power will imbue each arrow with the spell, potentially making the weapon extremely powerful.
Extra Spell Pts (500/season): Increases your maximum magicka under specific conditions (season, moon phase, or creature type). The effect grants +75 maximum spell points per instance and stacks. This is the only way to increase magicka beyond the INT stat cap.
Potent vs (800-1200): Makes a weapon more effective against specific creature types: Undead, Daedra, Humanoid, or Animals.
Regens Health (3000-4000): Functions like the Regenerate Health advantage but is only active while the item is worn.
Vampiric Effect (1000): 'When Strikes' steals enemy health and transfers it to the player with each hit. The 'At Range' option is reportedly non-functional.
Increased Weight Allowance (400 for 25%, 600 for 50%): Increases your encumbrance limit by 25% or 50%. Multiple items with this effect do not stack, and a 25% item overrides a 50% item.
Repairs Objects (900): The item slowly repairs other items in your inventory. This power can stack and even repair artifacts. Note: This is the only method to repair magical items. To enable this power, the line 'magicrepair 1' must be added to the Z.CFG file.
Absorbs Spells (1500): Similar to the Spell Absorption advantage, but can be toggled on/off by equipping/unequipping the item.
Enhances Skill (900): Boosts a chosen skill while the item is worn. Skills can exceed 100 points, making spells from that school cost only 5 magicka points, regardless of power.
Feather Weight (100): Reduces an item's weight to 0.25 kg, freeing up encumbrance allowance. Highly recommended for heavy gear.
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