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There are many items in Daggerfall which either appear to have a purpose but don't, or don't appear to have a purpose but do.
- Light type objects, candles, lanterns, torches etc... are useless and can be sold at a general store or pawn shop.
- Holy tomes, holy daggers, and other objects don't appear to have any value other than for selling.
These items, although they cannot be equipped, will sometimes carry enchantments. When this is the case, they can be used directly from your inventory.
- Bandages don't appear to have any real use, but apparently if you sleep with one in your inventory when you wake up it will be gone. Not sure if it actually helps heal you or not.
- Paintings don't appear to have any other use than aesthetics, and when you click on one with info selected, you will see a random image with a random title rather than information.
Some quests require finding a particular object in a dungeon.
- Auriels Shield - A dull metal plate floating in air.
- Finger - A large object which looks more like a bed roll. Was evidence in a missing persons case.
- Ingredients - These will look just like they do in your inventory except perhaps a bit bigger and brighter. Usually hard to miss.
- Small Statue Sitting on Dungeon Floor: If you click on it it makes a strange noise and opens one of the red teleport doors.
Shields and Helmets
The shields and helmets in Daggerfall don't appear to be labeled with the appropriated material. i.e., an adamantium helmet will appear as just 'a helmet', similarly with shields. Some types of helmets always use the same color regardless from which material they are crafted (like, for example, the gold Roman-style helmet). Other types of helmets use the proper color of the material from which they are crafted i.e., a daedric helmet will be red/black. When it comes to shields, leather, chain, silver and elven, they all use the proper color (i.e., a dwarven shield is yellow). This is an assured way of determining the shield's material type.
When you check the statistics of a piece of armor in your inventory, you can determine the material by the armor bonus. An exception are shields, because their armor bonus is independent of the shield's material. While this means that any shield of a given type offers the same protection as another shield of that type, keep in mind that shields made out of higher quality materials will generally be able to hold more enchantment points than shields made out of lower quality materials. The most confident way to check the material of a piece of armor is by checking its price when you try to sell it. The better the material, the higher the price.
Several people have noticed that the magical items bought in the mages guild are much cheaper than usual. For example, the list price of a daedric longsword of oblivion is around 7,000 gold, compared with a price of around 40k-50k gold for a regular daedric longsword in a normal shop. That said, these items are already enchanted; if you wish to create a custom enchantment for a daedric longsword, you will have to spend the time (in a dungeon or thieving) or money (purchasing in a store) to get a normal one.
Nonmagical items are valued by item type and material. Magical items are valued by the enchantment (the base item and material doesn't matter) - so if you purchase an expensive base item that has a very weak enchantment, it makes for quite a bargain. This is very easy to verify if you have access to a magic item maker (like with the Mage's Guild Enchanter) - get, say, two daggers: One iron, the other, daedric. Check them (individually) at a shop to see how much that particular shopkeeper will give you for those items, and note it down. Go to your magic item maker, and enchant them the same way (what you put on them doesn't matter - Feather Weight works). Go to the same shop keeper where you priced them before, and check what he'll pay for them.
Good Places to Sell Items
A general comment about making money. I've discovered that no matter what I have to sell, I get more money for it by taking it to the Alik'r desert somewhere (such Alik'ra City) and selling it. For instance, a holy tome worth 2500 gp may net you about 1000 - 1200 gp somewhere else, but in the desert it's value is almost double and you'll get 2300 - 2400 gp for it. I've actually sold some things in the desert for more than they were worth elsewhere. Especially good are any holy tomes, holy candles, stuff like that. Some of the better ingredients are worth a bunch there too.
It appears that items sold in the desert give you around 78% more retail value than elsewhere.
There are several kind of shops in Daggerfall from the items' quality point of view. You recognize them thanks to the short description which popups when your character enters the place.
When you want to sell, try to find the worse shop, the one with mice running on the floor:
- Rusty relics lie wherever they were last tossed. All the wares show the cracks and chips of shoddy workmanship. A mouse scampers over your feet before burrowing into a nearby sack.
You will sell at high prices here. That is somewhat logical: the shop is that bad because the shopkeeper is not an efficient merchant. But there is little hope for you to find daedric dai katanas inside.
Computing Item Prices
I've long been wanting to figure out how DF computes its item prices, mostly armor and weapons so I can figure out exactly how much all my magical items are worth (there seems to some bug in the game such that all magical items can only be sold for _much_ less than their worth, a daedric cuirass of force bolt for 4000 gold, I don't think so).
Material Price Modifiers
First, the price modifications of the various materials for armor and weapons. It works like this:
Non-Magical Item Price = (Base Item Price) * (Material Modifier)
The (Base Item Price) here would be the price of the leather version of the item (for weapons the leather and chain versions obviously don't exist but for the sake of simplicity we'll assume they do). The material modifiers are as follows.
|Adamantium||192||Very Dark Grey|
Notes on Material Multipliers:
These values computed by basic trial method by selling/buying various items at a variety of stores. Prices used are the ones displayed in the upper left corner above your character portrait.
The prices of items vary by as much as 20% depending on an unknown variable (reputation relative to storekeeper?). The price fluctuates independently of store quality (stores of same quality can have vastly different prices) and item quality. One can assume this is a random fluctuation and not worry about it too much (ex: the range of the daedric multiplier could actually range anywhere from around 1000-2000). Take the above values to be the average multiplier.
Base Item Prices
In order for one to calculated the price of any armor/weapon one needs to know not only the material multiplier (above), but the base price of the item. This base price is simply the price of the leather item. For weapons, which don't have a leather material we take the price of the iron weapon and divide by three to get the base price.
Notes on Base Prices:
The base price of items fluctuates as much as 20% from store to store. The price also fluctuates according to which region you're in. As such, the above values are _mostly_ average item prices from a large variety of stores (where possible). They probably won't be 100% the same as the prices you get with your character since the price most likely depends on the mercantile skill (mine's at around 70%) and reputation with merchants.
The prices here are the ones seen above your character's picture at the left when you're selling/buying. The actual selling price will of course be much less but with a good reputation, the worst quality store, personality and mercantile skill you can get up to 70% of this price when you sell items. On the contrary, if you pick your store poorly the selling price may drop to as little as 25% (or so).
Magical Properties Modifiers
The cost of a magical item will be the sum of all magical properties on the item, the object's base price is not considered. For example, an enchanted daedric cuirass will only cost the price of its enchantment divided by 10.
Magical Item Price = (Bound Souls) + (Magic #1) + (Magic #2) + ....
The price of bound souls can be found above on this page. The magical properties prices can be found below and are deduced from visiting the mages guilds a few times. The values appear to remain constant and are not affected by rep, Personality, etc... There are no prices for adding any of the disadvantages to an item (other than the cost of buying a bound soul). One may also note that the required enchantment points for a spell/effect is equal to the price of the enchantment divided by 10.
Spell Enchanting Costs
|Energy Leech||12600||Far Silence||22900|
|Free Action||16500||God's Fire||17500|
|Hand of Decay||18300||Hand of Sleep||7800|
|Iron Will||12000||Jack of Trades||12000|
|Resist Cold||15600||Resist Fire||15600|
|Resist Poison||16500||Resist Shock||15600|
|Shadow Form||1500||Shalidor's Mirror||19300|
|Spell Drain||13000||Spell Reflection||17200|
|Spell Resistance||12300||Spell Shield||19800|
|Sphere of Negation||42300||Stamina||1300|
|Toxic Cloud||10200||Troll's Blood||9200|
|Vampiric Touch||13800||Water Breathing||1700|
|Wizard Lock||17400||Wizard Rend||16100|
Notes on Spells:
The enchanting cost for spells is the same regardless of the type of spell, ie, whether cast when strikes, held, or used (although most spells are available only in one category).
Other Enchanting Costs
|Extra Spell Points||Per Season||5000|
|Per Moon Phase||2000|
|Regenerate Health||All the Time||40000|
|Vampiric Effect||at Range||20000|
|Increased Weight Allowance||+25%||4000|
|Good Rep With||Each Groups||10000|
|Enhances Skill||All Skills||9000|
More Notes on Item Prices
Sometimes, you just have more items than you can carry, even if you have a wagon. This is especially true when you are fighting inside a big dungeon like castle Daggerfall, Wayrest, Sentinel, etc. You just can not go outside to unload stuff onto your ship. Then what items do you put on the wagon? Elven mace, leather pauldron, daedra's heart or a book. If you have space left for the wagon, pick up all loot by all means. But, when you have more than you can carry, which item should you take and which to discard? From a mathematics point of view, if all you care is to sell all these items, you should put items having the highest cost (in Gold Piece - GP ) per kilogram (kg) on your wagon. In other words, get the most expensive items pound-for-pound, on your wagon. You should take two 1 k.g. items, each having a cost of 15, instead of one 2 kg. item cost 20. Obviously, you must carry your Quest items, and powerful weapons. If you wish to use one item, always carry it. If you just wish to sell it for Gold, you can use the tables below for guidance. Books, clothes, and potion ingredients already have the weight and cost descriptions on them. But weapons and armors have only weight description. So how do you decide what to take ?
|Armor Bonus||Bonus to Damage||Cost||Weight||Cost/Weight Ratio|
|Leather||+3||-||X 1||X 1||X 1 (X 1.4 ?)|
|Chain||+6||-||X 2||X 2||X 1 (X 1.4 ?)|
|Iron||+7||-2||X 3||X 2||X 1.5|
|Steel||+9||+0||X 6||X 3||X 2|
|Silver||+9||+0||X 12||X 2||X 6|
|Elven||+11||+2||X 24||X 2||X 12|
|Dwarven||+13||+4||X 48||X 1.5||X 32|
|Mithril||+15||+6||X 96||X 2||X 48|
|Adamantium||+15||+6||X 192||X 2||X 96|
|Ebony||+17||+8||X 384||X 1||X 384|
|Orcish||+19||+10||X 768||X 2||X 384|
|Daedric||+21||+12||X 1536||X 3||X 512|
From math, it states the cost ratio of Leather and Chain are both X 1. But my personal experience indicates that, if you use X 1.4 instead of X 1 for the cost ratio of Leather and Chain, the items prices found using the formula below will be much closer to actual prices. The base price is based on iron items.
The armor bonus shown is in additional to the protection of the armor itself. All seven pieces ( helm, boot, gauntlet, cuirass, greaves, left/right pauldron) provides a protection of +1. The material bonus is in additional to that protection. So Elven greaves provides protection of +11, +1 from greaves itself, +10 from armor bonus. For weapons, the material bonus is in addition to the base damage mentioned on manual page 60-61. If you are careful, you can figure out most of the table above by yourself. Also, you can figure out the values for bows and axes on page 60-61 are incorrect. Shield is a total different animal. All shields of the same kind (Tower, Kite) provide the same protection. The armor bonus of material is not added to shield protection, though the weight modifier is. The largest differences in materials for shields are resiliency and enchantment points, which can be a major factor.
Below is a table listing the base price in cost (GP) per weight (kg) of all weapons and armors. Use it in conjunction with the table above to determine the cost per kg of items made from other material. The formula is :
item price (in GP/kg) = (Base price in GP/kg) * (material cost ratio) / (material weight ratio)
For example, you wish to know how much a Dwarven Saber is worth. You look up the table below, and found Iron Saber worth 9.6 GP/kg. You look up the weight modifier of Iron, which is 2 and that of Dwarven, which is 1.5, so you have 1.5 / 2 for the material weight ration. Next you look up the material cost modifiers, that are 3 for iron and 48 for Dwarven, so you have 48 / 3 = 16 for the material cost ratio. With that information you can calculate the cost for a Dwarven Saber as follow: 9.6 * 16 / (1.5 / 2) = 563.2 GP/kg. Then you look up for an Elven Helm. You get 96 * 8 / 1 = 768 GP/kg. So, you know, pound for pound, Elven Helm is worth much more than Dwarven Saber. Similarly, you will find that Leather Pauldron (90 * (1 / 3) / (1 / 2) = 60) is worth more than Elven Mace ( 6.7 * 8 / 1 = 53.6 ), pound for pound.
If you don't have the time to do all the tedious calculation, here is some rules of thumb :
- Armors of one material, in general, are worth more than most weapons of the next two higher metal.
- Cuirass is worth considerably less than other armor of similar material.
- Katana and Bows are worth much more than other weapons of similar material.
- Daggerfall has a classic Supply and Demand pricing structure. Very Rare Items (the only one found so far in the entire game, made from either silver or Orcish), sometimes can fetch up to 10 times their worth from this table. As you sell more items, the price of similar armors and weapons will drop. The table describes more or less the average price.
- The money you get depends on a lot of factors (merchant skill, region, reputation, quality, etc.) but the relative cost between weapons change little.
- Tower Shield and Kite Shield are the cheapest metal items pound-for-pound. Unless they are made from special material, take anything else to fill up your wagon. Round shield and Buckler fare slightly better. They are on the order of mace, and are not very cost effective either.
- All price are estimate. Error of 50% on prices for each individual sale are common, considering all the conditions above. If you found more useful pricing formula, please inform me.
The following table shows the price GP per kilogram proportion for non-enchanted iron armors and iron weapons.
Base Price of non-enchanted Armors and Weapons
All values are given in gold pieces.
Weight of non-enchanted Armor and Weapons
All values are given in kg.
Value to Weight Ratios of non-enchanted Weapons and Armor
All values are given in gold pieces per kilogram. (Gold itself is 400 pieces per kilogram.)