Unique Item Effects

##Requiem 1.9.4

Daedric weapons have additional 50% armor penetration.

Armor made from Daedric, Dragonplate, Dragonscale and Ebony material decrease damage done by dragons by 30%, Glass armor decreases it by 10%.

###Daedric Artifacts

Mehrune's Razor (Dagger) Chance to cause instant kill. (Does ~600 damage)

Daedric Armor Penetration 50%, Base damage same as daedric dagger.

Dawnbreaker (Sword) Burns for 50 points, and when killing undead, has a chance to cause a fiery explosion for 150 points, which staggers and sends undead up to level 50 fleeing for 30 seconds. Base damage is the same as ebony sword.

Counts as daedric and silver, so it's effective against undead and has the Daedric Armor Penetration 50%

Mace of Molag Bal (Mace) Absorb Stamina 75 points and Magicka 125 points if target isn't a Dwarven Automaton, Soul Trap for 7 seconds.

Kills made with this weapon restore its enchantment's charges.

Base damage slightly better than daedric mace, and it's lighter.

Daedric Armor Penetration 50%

Ebony Blade (Greatsword) Absorb Health 10pts, unlimited charges. Increased by 10 points every time you have murdered two NPCs who consider you a friend, up to the maximum of 60 points after murdering 10 NPCs.

Friendly NPCs do not treat an attack with this weapon as assault.

Ebony material, not daedric. Same base damage as ebony greatsword, weighs 12 units.

Volendrung (Warhammer) Absorb Stamina 75 points., Paralyze for 6 seconds.

Daedric Armor Penetration 50%. Base damage same as ebony warhammer.

Rueful Axe (Battleaxe) Absorb Health 25 points.

Daedric Armor Penetration 50%. Base damage slightly less than ebony battleaxe.

Ebony Mail (Heavy Cuirass) Resist Magic 10%, Resist Fire 50%, Resist Poison 100%, Muffle 1 points, Poison Cloak for 5 points.

Ebony material, not daedric

Savior's Hide (Light Cuirass) Resist Magic 25%, Resist Poison 100%, Resist Disease 100%.

Same armor rating as leather armor. Hide material, not daedric.

Ring of Hircine Provides additional transformations for werewolves.

Masque of Clavicus Vile (Heavy Helmet) Prices are 20% better, Fortify Persuasion 10, Magicka regenerates 5% faster.

Daedric Helmet, slightly higher armor rating than ebony.

Spellbreaker (Heavy Shield) While blocking, creates a ward that protects against spells for up to 275 points.

Dwarven material, not daedric.

Ring of Namira Increases Stamina by 250 points.

Adds the ability to feed on corpses, which increases Health and Stamina by 50 points for 300 seconds.

Adds the "Strong Stomach" passive effect, that allows all races to gain bonuses from raw foods, such as bestial stew.

Sanguine Rose (Staff) Summon Dremora for 20 seconds. Requires you to be under the influence of alcohol or Skooma, and wearing no clothes or armor. (Jewelry seems to be allowed) (Something about having 100 or more Mead in your inventory.)

Skull of Corruption (Staff) 666 points of damage when it has been charged by stealing dreams from sleeping NPCs, 66 points of damage otherwise.

Wabbajack (Staff) ???

###Dragon Priest Masks

All masks count as Daedric (They all have a low armor rating. Konahrik has the highest, which places it on par with Iron helmet.)

Hevnoraak (Heavy Armor) Resist Poison 100%, Resist Disease 100%

Volsung (Light Armor) Waterbreathing, no stamina penalties while swimming even when wearing armor, Fortify Carry 50 pts

Krosis (Light Armor) Lockpicking is 50% easier and the bearer can pick Novice locks, Increases damage dealt with ranged weapons by 25%

Rahgot (Heavy Armor) Increases Stamina by 150 points, Stamina Regenerates 200% faster.

Otar (Light Armor) Resist Fire 30%, Resist Shock 30%, Resist Frost 30%

Vokun (Clothing) Conjuration, Alteration and Illusion spells cost 20% less magicka to cast.

Morokei (Clothing) Magicka Regenerates 450% faster.

Nahkriin (Clothing) Increases Magicka by 100 pts, Destruction and Restoration spells cost 20% less to cast.

Konahrik (Heavy Armor) Increases Stamina, Health and Magicka by 100 points, renders you immune to most magical draining and paralysis effects, allow you to keep your focus while running and when hit.

Restores 75 points of Health, Restores 3 points of Magicka and Stamina. Wearer's Thu'um can be used more often.

###One-handed Weapons

Keening Absorbs 25 points of Health, Stamina and Magicka. A Dwarven artifact, does more damage than ebony sword, despite being a dagger.

Blade of Woe Absorbs 25 points of Health. Second highest damage when it comes to daggers.

Bloodthorn Soul Trap for 3 seconds, Absorbs 10 points of Health. A unique steel dagger.

Valdr's Lucky Dagger 25% chance of a critical hit. A steel dagger.

Harkon's Sword Absorbs 50 points of Health, Magicka and Stamina. Soul Trap for 5 sec, Paralyze for 1 sec.

Enchantment only works if wielded by a vampire.

Nightingale Blade Absorbs 15 points of Health and Magicka. Does more damage than an ebony sword.

Chillrend Frost Damage 30 pts, Paralyze for 1 second. Same damage as ebony sword.

Dragonbane Does 150 pts of damage against Dragons. Higher damage than ebony sword.

Windshear Bash attacks made with this weapon have a chance of knocking enemies down. Damage on par with elven sword.

General Tullius' Longsword Fire, Shock and Frost damage, 20 pts each. Seems to have the highest base damage of all swords. Ebony Longsword.

Grimsever Glass sword that does 15 points of Frost Damage, and slows enemies for 3 seconds.

Bolar's Oathblade Damage Stamina 25 points, causes fear up to level 12 for 30 seconds. Damage on par with elven sword.

Red Eagle's Fury Fire Damage 25 pts. Unique saber, gets upgraded to Red Eagle's Bane when the quest is completed.

Red Eagle's Bane Fire Damage 35 points, Turn Undead up to level 13 for 30 seconds. Higher damage than Red Eagle's Fury, on par with elven sword.

Gauldur Blackblade Absorb Health 25 points. Damage on par with elven sword.

The Pale Blade Frost Damage 25 points. Creatures and people up to level 16 flee for 30 seconds. Damage on par with elven sword.

Ghostblade Does 3 points of extra damage, ignoring armor. Same stats as Ancient Nord Sword, except weights only one unit, a decent choice for spellswords.

Gorak's Troll Gutting Knife Fire Damage 30 points. Forsworn sword that does easily more damage than an ebony sword.

Ragnok's Toothpick Frost Damage 30 points, Slow 50 points for 3 seconds. Steel sword with slightly higher damage than normal steel.

Eduj Frost Damage 10 pts, Slow 35 pts for 3 seconds. Nord Hero sword.

Okin Frost Damage 10 pts, Slow 35 pts for 3 seconds. Nord Hero war axe.

Briarheart Geis Does 5 points of additional damage against Nords. Base damage two times higher than a normal Forsworn war axe, on par with elven.

Notched Pickaxe Raises the wielder's Smithing abilities by 5%, and does 5 points of shock damage to enemies on hit.

Poacher's Axe Animals receive 3 points of additional damage. Wooden Axe.

Blade of Haafingar Absorb Health 15 points. Same damage as an elven sword (same with all the other "Blades of Holds").

Blade of the Rift Absorb Stamina 20 points

Blade of the Pale Fire Damage 20 points

Blade of Winterhold Frost Damage 20 points, Slow 50 points for 3 seconds

Blade of Falkreath Shock Damage 20 points.

Blade of Markarth Shock Damage 25 points, deals 50 points of additional unresistable damage to Dwarven Automatons.

Blade of Hjaalmarch Poison Damage 10 points for 5 seconds.

Blade of Morthal Poison Damage 10 points for 5 seconds.

Bouncer Orcish mace that has a chance to send enemies flying

###Two-handed Weapons

Wuuthrad A unique ebony battleaxe that does 1.2x damage to Altmer, Bosmer, Dunmer, and Falmer. Same stats as ebony, except higher damage.

Tyranus' Greatsword Summoned Daedra up to level 30 are sent back to Oblivion, and deals 60 points of unresistable damage to Daedra.

An enchanted silver greatsword, effective against Undead.

The Warhammer of Inebriation Orcish Warhammer. Absorbs 30 points of Stamina when wielded under the influence of alcohol

The Axe of Eastmarch Frost Damage 25 pts, Slow 50 pts for 3 seconds. Nord Hero Battleaxe.

The Longhammer Faster and significantly lighter Orcish Warhammer, does slightly less damage.

Trollsbane Fire Damage 15 points to trolls for 3 seconds. Steel Warhammer.

Aegisbane Frost Damage 20 pts, Slow 50 pts for 3 seconds. Iron Warhammer.

Steel Battleaxe of Fiery Souls Fire Damage 10 pts, Soul Trap for 5 seconds

The Woodman's Friend Unenchanted Iron Battleaxe. Slightly higher base damage, slower speed.

###Bows

Auriel's Bow Sun Damage 20 pts, additional 77 pts to Undead. Same speed, but over double the damage that a glass bow does. High critical damage.

Nightingale Bow Frost Damage 15 pts, Shock Damage 15 pts, Slows target's movement by 25 pts for 3 seconds. Same stats as ebony bow, except lighter weight.

Zephyr Fires 30% faster than a normal dwarven bow.

Gauldur Blackbow Absorb Magicka 35 points. Same stats as a dwarven bow, except twice the weight.

Bow of the Hunt Animals receive 20 points of additional damage. Hunting bow, slightly higher damage.

Firiniel's End Frost Damage 20 points, Slow 50 points for 3 seconds. Elven bow found in a Dark Brotherhood quest.

Froki's Bow Damage Stamina 10 points. Wooden longbow.

###Shields

Shield of Ysgramor (Heavy Armor) Resist Magic 20%, Increases Health by 50. Slightly lower armor rating than ebony shield, but significantly lighter weight. Ebony material.

Shield of Solitude (Light Armor) Resist Magic 30%, Fortify Blocking 35%. Almost as protective as a glass shield, weighs less.

Targe of the Blooded (Heavy Armor) Bashing causes 12 points of damage for 5 seconds. Same armor rating as iron shield, but half the weight.

###Staves

Staff of Magnus Drain Magicka 230 pts, Drain Health 100 pts, Absorb Magicka 20pts for 2 sec, Absorb Health 500 pts when opponent has less than 200 Magicka. Charges = 50000

Staff of Jyrik Gauldurson Target takes 25 points of damage, and twice as much Magicka damage. Charges = 1000

Increases Magicka by 25 points and Magicka regenerates 25% faster while equipped.

Aetherial Staff Summon a Dwarven Spider or Sphere for 60 seconds wherever the caster is pointing. Charges = 1000

Halldir's Staff Calm opponents up to level 12 for 60 seconds, Soul Trap for 60 seconds. Charges = 1000

Sild's Staff Summon Subjugated Ghost for 60 seconds. Charges = 1000.

Staff of Arcane Authority Opponents up to level 15 flee for 5 seconds. Charges = 1000.

Eye of Melka Fireball 80 pts. Charges = 1000

Staff of Hag's Wrath Sprayed on the ground, it creates a wall of fire that does 50 points of fire damage per second. Charges = 3000

(Standard Wall of Flames Staff enchantment)

Staff of Ruunvald Calm opponents up to level 10 for 30 seconds. Charges = 3000

(Standard Fury Staff enchantment)

Gadnor's Staff of Charming Creatures and people up to level 10 will attack anything nearby for 30 seconds, while having additional health and stamina. Charges = 500

(Standard Fury Staff enchantment)

Dragon Priest Staff (Rahgot's Staff) Sprayed on the ground, it creates a wall of fire that does 50 points of fire damage per second. Charges = 5000.

(Standard Wall of Flames Staff enchantment)

Hevnoraak's Staff Sprayed on the ground, it creates a wall of storms that does 50 points of shock damage per second. Charges = 5000

(Standard Wall of Storms Staff enchantment)

###Heavy Armor

Aetherial Helmet Increases Magicka by 50 pts, Increases damage dealt with ranged weapons by 20%, Resist Magic 5%, Night Eye effect.

Aetherial Cuirass Increases Health, Stamina and Magicka by 75 points, immunity to most magical draining and paralysis effects, allows you to keep your focus while running and when hit.

Resist Magic 15%, Poison Resist 100%. Significantly higher armor rating than ebony. Made from Dwarven metal.

Aetherial Gauntlets Increases damage dealt with one-handers by 20%, Increases damage dealt with two-handers by 20%, Increases the amount of blockable damage by 25%

Aetherial Boots Increases Stamina by 50 points and renders you immune to most paralysis effects, Resist Magic 5%, Restore 2 points of stamina, Increases carrying capacity by 50 pts.

Stormlord Armor Resist Magic 20%, Steel plate with armor rating same as ebony armor. Worn by Ulfric.

Stormlord Gauntlets Resist Shock 50%

Stormlord Boots Increases the mass of the wearer by 200 pts to make him/her more resistant to knockdown attacks.

Galmar's Helmet Health Regenerates 100% faster.

Galmar's Cuirass Resist Magic 20%, Steel armor with slightly higher armor rating than ebony.

Galmar's Gauntlets Increases damage dealt with two-handers by 30%

Galmar's Stompers Resist Magic 18%

Imperial General Helmet Resist Magic 20%.

Imperial General Cuirass Increases Health by 70 points and renders you immune to almost all magical draining effects. This set has better armor rating and lower weight than ebony armor, except the helmet. Imperial steel armor worn by General Tullius.

Imperial General Gauntlets Increases damage dealt with one-handers by 30%.

Imperial General Boots Increases Stamina by 70 pts and renders you immune to most paralysis effects.

Imperial Commander Cuirass Increases Health by 60 points and renders you immune to almost all magical draining effects. Almost as protective as ebony armor, half the weight. Imperial steel armor worn by Rikke, who also carries a steel shield with Resist Magic 14%, and a steel mace with Damage Stamina.

Ironhand Gauntlets Increases damage dealt with two-handers by 5%

Ancient Nord armour set All pieces count as Daedric, therefore they have the added protection against dragons.

Helm of Yngol Resist Frost 20%. Unique Draugr steel helmet.

Ancient Helmet of the Unburned Resist Fire 30%. Ancient Nord helmet.

###Light Armor

Nightingale Hood Illusion spells cost 15% less, Increases damage dealt with ranged weapons by 20%, Prices are 15% better.

Nightingale Armor Increases Stamina by 75 pts, Resist Magic 15%, Sneaking is improved by 25%. Higher armor rating than glass armor.

+25 Armor bonus if wearing all Nightingale Armor

Nightingale Gloves Lockpicking is 75% easier and you can pick up to Adept locks, Increases damage dealt with one-handers by 20%, Pickpocketing is 25% easier.

Nightingale Boots Increases Stamina by 50 points and renders you immune to most paralysis effects, Stamina Regenerates 50% faster, Muffle 0.5 pts.

Guild Master's Hood Prices are 35% better, Resist Magic 10%.

Guild Master's Armor Resist Magic 20%, Resist Poison 100%, Increases carrying capacity by 75 points. Same armor rating as glass armor.

Guild Master's Gauntlets Lockpicking is 150% easier and you can pick up to Adept locks, Increases damage dealt with ranged weapons by 25%, Increases damage dealt with one-handers by 25%.

Guild Master's Boots Increases Stamina by 150 points and renders you immune to most paralysis effects, Pickpocketing is 100% easier, Muffle 1 pts.

Thieves Guild Hood Prices are 10% better. (25% when upgraded)

Thieves Guild Armor Increases carrying capacity by 20 pts. (Can be upgraded to 35 pts after completing "Scoundrel’s Folly" quest)

Thieves Guild Gauntlets Lockpicking is 15% easier and the bearer can pick Novice locks. (25% when upgraded)

Thieves Guild Boots Pickpocketing is 15% easier. (25% when upgraded)

Linwe's Hood Increases damage dealt with ranged weapons by 15%

Linwe's Armor Increases Stamina by 15 points

Linwe's Gauntlets Increases damage dealt with one-handers by 15%

Linwe's Boots Sneaking is improved by 15%

Ancient Shrouded Cowl Illusion spells cost 15% less, Increases damage dealt with ranged weapons by 20%, Prices are 15% better.

Ancient Shrouded Armor Resist Magic 20%, Poison Resist 100%, Disease Resist 100%. Armor rating about the same as elven armor.

+25 Armor bonus if wearing all Shrouded Armor

Ancient Shrouded Gloves Increases damage dealt with one-handers by 25%, Increases damage dealt with ranged weapons by 25%, Unarmed Damage increased by 25 points.

Ancient Shrouded Boots Increases Stamina by 50 points and renders you immune to most paralysis effects, Stamina Regenerates 50% faster, Muffle 0.5 pts.

Shrouded Cowl Increases damage dealt with ranged weapons by 10%.

Shrouded Armor Poison Resist 50%

+25 Armor bonus if wearing all Shrouded Armor

Shrouded Gloves Increases damage dealt with one-handers by 10%,

Shrouded Boots Increases Stamina by 60 points and renders you immune to most paralysis effects.

Tumblerbane Gloves Lockpicking is 30% easier and the bearer can pick everything up to Apprentice locks.

Helmet of the Old Gods Increases Magicka by 30 points and allows you to keep your focus while running.

Armor of the Old Gods Destruction spells cost 12% less to cast

Gauntlets of the Old Gods Increases damage dealt with ranged weapons by 10%.

Boots of the Old Gods Sneaking is improved by 20%

Hammerfell Coif Increases damage dealt with ranged weapons by 15%

Hammerfell Chainmail Resist Frost 35%. Worn by Alik'r mercenaries.

Hammerfell Gauntlets Increases damage dealt with one-handers by 15%.

Hammerfell Boots Stamina is increased by 60 points and renders you immune to most paralysis effects.

Alain's Armor Resist Magic 14%. Armor rating slightly less than elven armor.

Alain's Gauntlets Increases damage dealt with fists by 10 points

Alain's Boots Stamina is increased by 60 points and renders you immune to most paralysis effects.

Gloves of the Pugilist Increases Unarmed Damage by 10 points

Movarth's Boots Sneaking is improved by 15%. Hide Boots.

Predator's Grace (Boots) Sneaking is improved by 35%, Stamina Regenerates 1% faster. Hide Boots.

###Clothes

Arch-Mage Robes Spells of every school of magic cost 15% less, Magicka Regenerates 250% faster, Resist Magic 15%,

Increases Magicka by 200 pts and allows you to keep your focus while running and when hit, Increases Health by 25 pts and immunity to most magical draining effects, Increases Stamina by 25 pts and immunity to most paralysis effects,

Increases carrying capacity by 35pts, Resist Poison 100%, Resist Disease 100%

Arch-Mage Boots Resist Fire 25%, Resist Frost 25%, Resist Shock 25%.

Ancano's Robes Resist Magic 20%, Armor rating is crazy.

Ancano's Gloves Increases Magicka by 70 points and allows you to keep your focus while running.

Adds a spell "Arcane Storm", costs 0 magicka to cast.

The caster instantaneously fires a missile of pure magic energy that deals 30 damage and penetrates common magical resistances.

Cicero's Hat Sneaking is improved by 25%

Cicero's Clothes Increases damage dealt with one-handers by 15%.

Cicero's Gloves Increases damage dealt with one-handers by 10%.

Cicero's Boots Muffle 0.5 pts

Shrouded Hood Sneaking is improved by 25%

Shrouded Robes Destruction and Illusion spells cost 15% less to cast.

Shrouded Hand Wraps Increases damage dealt with one-handers by 10%.

Shrouded Shoes Muffle 0.5 pts

Greybeard Robes The wearer's Thu'um can be used more often.

###Jewelry

Necromancer's Amulet Increases Magicka by 200pts, Conjuration spells cost 30% less, Health and Stamina regenerate 75% slower. If base magicka is lower than 150, wearing the amulet kills you quickly.

Gauldur Amulet Increases Health, Stamina and Magicka by 50 points. Renders you immune to almost all magical draining effects and most paralysis effects. Allows you to keep your focus while running and even when hit.

Diadem of the Savant (Circlet) Spells of all magic schools cost 5% less.

Saarthal Amulet Spells of all magic schools cost 3% less.

Mage's Circlet Magicka Regenerates 200% faster

Savos Aren's Amulet Increases Magicka by 50 points, and allows you to keep your focus while running.

Amulet of Articulation Increases Speech skill by 35 points.

Kyne's Token (Amulet) Damage taken from animals is reduced by 10%, Ranged weapons do 10% more damage.

Nightweaver's Band (Ring) Sneaking is improved by 10%, Destruction spells cost 10% less.

Muiri's Ring Increases alchemy efficiency by 6%

Silver-Blood Family Ring Increases smithing efficiency by 6%

Locket of Saint Jiub (Amulet) Increases Stamina by 50 pts, Increases carrying capacity by 50 pts

###Miscellaneous

The White Phial (Potion)

Taken from Unofficial Elder Scrolls Pages:

Drinking The White Phial (Full) moves it to your Miscellaneous section as The White Phial (Empty). After 24 hours the potion inside the White Phial will regenerate and the potion will be drinkable once again. Depending on the choice you make during the quest "Repairing the Phial", the phial will have a different effect:

"I'd like it to have the power of healing." Restores 500 pts of Health.

"I want to be tougher in battle." Increases Stamina by 500 pts for 300 seconds.

"I want to strengthen my magical skills." Increases Magicka by 500 pts for 300 seconds.

"I want to resist the forces of magic." Resist Magic 100% for 60 seconds.

"I want to deal more damage in battle." Fortify One-Handed, Two-Handed and Archery 100% for 30 seconds.

"I want to be better hidden in the shadows." Sneaking is improved by 20% for 3600 seconds.

Bag of Holding (Misc. item)

Increases carrying capacity by 100 points.

###Powers, Abilities, Passive Effects

Bestial Blood Increases Health by 100 points, Increases Stamina by 100 points, Increases carrying capacity by 50 points, Fortify Unarmed Damage 15 points. Active even while not in werewolf form.

Agent of Mara Resist Magic 5%. Mara's Shrine Blessing now also increases 50 points of Health.

Agent of Dibella Increases damage against the opposite sex by 10%. Dibella's Shrine Blessing now also improves prices by 15%.

Ancient Knowledge Fortify Smithing 5%. Increases armor rating for all Dwarven armor by 25%, tempering efficiency increased by 15%.

Sinderion's Serendipity Increases alchemy efficiency by 5%. There is at most a 25% chance of creating a duplicate potion, stacks with Distillation alchemy perk.

Sailor's Repose Healing spells are 10% more effective

Posted Dec 7, 2016, 4:50 PM UTC · edited

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