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The (in)famous Beginner's Guide to Daggerfall b...doc
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Artifacts

Artifacts are super-nifty magical items that usually do more than one thing. They can be obtained by characters who complete certain quests. On the whole, most artifacts can be replicated in an Item-Maker, although some serious side-effects are usually required to balance out the powers. Some artifacts (the Oghma Infinium, for example) cannot be replicated.

There are two general types of artifacts available in the game: aligned and non-aligned. Aligned artifacts are obtained through the process of summoning a Daedra Prince and completing the required quest. Non-aligned artifacts can only be obtained through Knights Guild quests (available only to members of the guild). It has been said that a player can only have one artifact at a time. This is completely false. A player can have as many artifacts as he/she can gather and, for the non-aligned artifacts, as many of the same artifact as he/she can get quests for.

Most artifacts allegedly disappear after a year and a day, but it has been my experience that they simply wear out, the same as any other magical item. However, like any other magical item, an item with the “Repair” power can repair them.

Aligned Artifacts

There are sixteen aligned artifacts in the game. These can only be obtained through summoning the appropriate Daedra Prince. Be aware that there is always a 5% chance of Sheogorath appearing at any summoning and the chance increases if it's raining at the time. Also, it has been my experience that refusing the artifact quest runs a 50-50 chance of crashing the game (error 116), at least when dealing with Sheogorath when he shows up unexpectedly. Helpful hint: save before summoning. Here are the aligned artifacts in order of their summoning dates. The description of the artifact is what you will see when you click on the item in “Info” mode. It is taken from the text.rsc file.

Masque of Clavicus Vile

Daedra Prince: Clavicus Vile

Summoning Date: 1st of Morning Star

Description: Ever the vain one, Clavicus Vile made a masque suited to his own personality. The bearer of the masque is more likely to get a positive response from the people of Tamriel. The higher his personality, the larger the bonus. The best known story of the masque tells the tale of Avalea, a noblewoman of some renown. As a young girl, she was grossly disfigured by a spiteful servant. Avalea made a dark deal with Clavicus Vile and received the masque in return. Though the masque did not change her looks, suddenly she had the respect and admiration of everyone. A year and a day after her marriage to a well connected baron, Clavicus reclaimed his masque. Although pregnant with his child, Avalea was banished from the baron's household. Twenty one years and one day later, Avalea's daughter claimed her vengeance by slaying the baron.

Comments: For those with a strong need to be loved and appreciated, the Masque is tailor made. Essentially the same as an item with an "increases reputation" effect, which takes one of your ring slots (go figure). Like most artifacts, the quest is to descend to the depths of some dungeon and off someone (a werebeastie in this case) and then go collect your artifact.

Ring of Khajiiti

Daedra Prince: Meridia

Summoning Date: 13th of Morning Star

Description: The Ring of the Khajiiti is an ancient relic, hundreds of years older than Rajhin, the thief who made the Ring famous. It was Rajhin who used the Ring's powers to make himself as invisible, silent, and quick as a breath of wind. Using the Ring he became the most successful burglar in Elsweyr's history. Rajhin's eventual fate is a mystery, but according to legend, the Ring rebelled against such constant use and disappeared, leaving Rajhin helpless before his enemies.

Comments: It casts Invisibility and Feet of Notorgo, which can be replicated in an Item-Maker.

Wabbajack

Daedra Prince: Sheogorath

Summoning Date: 2nd of Sun's Dawn (5% at any Daedric Summoning)

Description: Madness and chaos are the trademarks of Sheogorath. The Wabbajack embodies these same traits. Using the artifact on a creature will transform it into something else. The creature can become any one of the following monsters: rat, imp, spriggan, giant bat, grizzly bear, spider, nymph, harpy, skeletal warrior, giant, zombie, giant scorpion, iron atronach, flesh atronach, ice atronach, fire atronach, lich. The problem is the bearer has no way of controlling the transformation. He could change a giant bat into a lich, or a fire atronach into a rat.

Comments: Wabbajack is a fun artifact. It looks like a staff made of iron, but when you strike your opponent, it is changed into something else. Multiple strikes do not yield multiple transformations. One of the benefits of using Wabbajack is that you usually wind up with two sets of treasure (the original treasure and the treasure that the new critter has). The problem is that you have no control over what you get, so use it cautiously and be prepared for anything.

Sanguine Rose

Daedra Prince: Sanguine

Summoning Date: 16th of Sun's Dawn

Description: The Sanguine Rose is not an artifact most folk would care to have. It summons a lesser daedra to the user. The daedra will attack any other creature in the area except the bearer of the rose. The rose is like any other in that it will wilt. The more of its power that is used, the more wilted it becomes. Eventually all its petals fall off and it loses its powers. Somewhere in Oblivion a new rose blooms and is plucked by Sanguine herself to be given to a new champion.

Comments: I don't know why Sanguine is referred to as "her" because she looks a lot like a he. But if having Daedra do your fighting for you is what you want, then the Rose is what you need.

Oghma Infinium

Daedra Prince: Hermaeus Mora

Summoning Date: 5th of First Seed

Description: The Oghma Infinium is a tome of knowledge written by the Ageless One, the wizard-sage Xarses. All who read the Infinium are filled with the energy of the artifact which can be manipulated to raise one's abilities to near demi-god proportions. Once used, legend has it, the Infinium will disappear from its wielder. It leaves one with 50 bonus points to distribute among the character's attributes as one wants.

Comments: The Oghma is arguably the most useful of the artifacts. How much more useful can you get than 30 attribute points to distribute as you like? Unlike other artifact quests, you are to assassinate someone in a town. The actual assassination is usually not a problem, but the friends of the victim (rangers/barbarians/knights) make getting away again a tad difficult. Afterwards, you'll find your contact in a library in a different town (easy enough since there are rarely more than one or two libraries in a town).

Azura's Star

Daedra Prince: Azura

Summoning Date: 21st of First Seed

Description: Few mortals have the stomach to trade in souls. The Dark Brotherhood does it, as do certain groups within the Mages Guild. For these cruel folk, Azura's Star has a particular fascination. The Star acts as a reusable soul gem. The soul of any creature killed by the bearer of the Star is trapped within it. If the Star already carries a soul, nothing happens. Using Azura's Star empties it, freeing the trapped soul to make its journey to Oblivion. Azura's Star can be used to make magical items over and over and over.

Comments: For those with access to an Item-Maker, but who don't want to blow 5000gp a pop for a soul gem or take the chance of their Soul Trap spell failing, Azura's Star is the solution to their problems. The Star is a reusable soul gem and looks like a big, blue, multi-faceted gem. When equipped (it takes up an Amulet slot), the next creature killed is automatically placed in the gem, ready for soul binding. Rumor (actually one of the forums on CompuServe) maintained that it was possible to soul-trap humans with Azura's Star. I have tried multiple times and not been able to do this. Using the item will harmlessly release the trapped soul and the Star is ready for another occupant.

Spell Breaker

Daedra Prince: Peryite

Summoning Date: 9th of Rain's Hand

Description: Spell Breaker, superficially a Dwarven tower shield, is one of the most ancient relics of Tamriel. Aside from its historic importance dating from the Battle of Rourken-Shalidor, the Spell Breaker protects its wielder almost completely from any spellcaster, either by dispelling magicks or silencing any mage about to cast a spell. It is said that the Breaker still searches for its original owner, and will not remain the property of any one else for long. For most, possessing Spell Breaker for any time is power enough. Spells: Free action and Spell Reflection

Comments: Superficially, Spell Breaker looks like a rainbow-colored tower shield. Other than that, it pretty much does what it says.

Ring of Namira

Daedra Prince: Namira

Summoning Date: 9th of Second Seed

Description: Namira is aligned with the darker side of nature, as is her ring. While the ring is being worn, any damage the bearer takes is suffered by the attacker as well. Spells and missile attacks are ignored. How much damage the attacker suffers depends upon his nature. Animals and Spriggans take no damage, being creatures of nature. Daedric beings only take half the damage they do, being supernatural creatures. Humanoids and monsters take full damage. Undead take twice the damage they dole out, because they are wholly unnatural creatures.

Comments: Hit me, will ya? A fun artifact for the revenge-oriented, but make sure you have more hit points than your opponent before relying on the Ring to save your bacon. If you have a lot of health, a critter (especially an undead) will literally kill itself.

Hircine Ring

Daedra Prince: Hircine

Summoning Date: 5th of Mid-Year or any date by Glenmorial Coven

Description: The curse of lycanthropy has its advantages. The incredible strength, speed, ferocity of a werebeast make it a fearsome opponent. There are, of course, disadvantages. The bearer of the Hircine Shield can choose when to be a lycanthrope and when not. Essentially this gives him all the advantages with few of the negatives.

Comments: The Glenmorial Witches will only summon Hircine, but they will do it on any day. So if you're shaggy, in need of help, have a couple of hundred thou' to spare, and stumble across one of their covens, you're set. The Ring (actually a Buckler Shield that occupies a ring slot) allows the wearer to assume wereform at will and it removes the need to feed on the innocent. If you are not a Lycanthrope, the Ring will do nothing for you.

Skull of Corruption

Daedra Prince: Vaernima

Summoning Date: 10th of Sun's Height

Description: Using the Skull of Corruption on an opponent creates a duplicate of the victim. However, this duplicate will attack the original, not the wielder of the Skull. There is a story about the Thieves Guild Master and the skull that is probably fiction, but highly amusing. The Master used the skull on her enemy, creating a clone of him to fight. After defeating the original, the clever duplicate snatched the Skull from the Master and used it on her. Although the cloned enemy could not directly attack the Master, it could use the Skull to create a duplicate Master. The two clones jointly ruled the Thieves Guild for years.

Comments: Like Wabbajack, this can be a fun (sometimes funny) artifact to use. It seems that if the duplicate is killed, its body does not disappear when you leave the area (congratulations! You've just made a permanent addition to the scenery of the Bay). The treasure seems to remain for a day or two, but it will disappear eventually. Might be an interesting way to make a handy storage area if it's someplace you frequent.

Skeleton Key

Daedra Prince: Nocturnal

Summoning Date: 3rd of Hearth Fire

Description: The power of the Skeleton's Key is very simple, indeed. With it, any non-magically locked door or chest is instantly accessible to even the clumsiest of lockpickers. A particularly skillful lockpicker may even open some magically barred doors with the Key. The two limitations placed on the Key by wizards who sought to protect their storehouses were that the Key could only be used once a day and it would never be the property of one thief for too long. Some of those who have possessed the Key have made themselves rich before it disappeared, others have broken into places they never should have entered. Once a day this key allows one to open one non-magical lock, or a good chance at opening a low level magical lock. Spells: Open

Comments: Aside from working on non-magical locks once per day, you can get the same effect from an item of "undeniable access" if you're willing to be patient.

Volendrung

Daedra Prince: Malacath

Summoning Date: 8th of Frostfall

Description: The Hammer of Might, Volendrung is said to have been created by the Dwarves of the now abandoned clan of Rourken, hundreds of years before they disappeared from the world of Tamriel. It has the ability to grant health to its wielder, but it is best known for the paralyzing and strength leeching effects it has when cast at an enemy. Like the Dwarves who created it, Volendrung is prone to disappearing suddenly, resurfacing sometimes in days, sometimes in eons. Spells: Paralysis, and Vampiric Touch

Comments: A Dwarven Warhammer. The paralyzing effect can be handy if you're engaged with multiple opponents. Not a good item for anyone with a low Blunt Weapon skill, though.

Ebony Blade

Daedra Prince: Mephala

Summoning Date: 13th of Frostfall

Description: The Ebony Blade, sometimes called the Vampire or the Leech, resembles an ebony katana, and its power is very dark indeed. Every time the Ebony Blade strikes an opponent, part of the damage inflicted flows into the wielder as raw power. The Blade itself may not be any more evil than those who have used it, but at some point in its history, a charm was cast on it so it would not remain with any one bladesman for long. The wizard who cast this charm sought to save the souls of any too infatuated by the Blade, and perhaps he was right to do so. Spells: Far silence, vampiric touch, and energy leech

Comments: A very nifty artifact for those without access to an Item-Maker. It's great to be healed while taking damage. If you have access to an Item-Maker, forego this one in favor of your own concoction.

Ebony Mail

Daedra Prince: Beothiah

Summoning Date: 2nd of Sun's Disk

Description: The Ebony Mail is an artifact created before recorded history, according to legend, by the Dark Elven goddess Boethiah. It is she who determines who should possess the Mail and for how long a time. If judged worthy, its power grants the wearer invulnerability to all common magical attacks that drain talents and health. It is Boethiah alone who determines when a person is ineligible to bear the Ebony Mail any longer, and the goddess can be very capricious. Spells: Resist fire, shield, and spell shield

Comments: Although it's called "Mail" it looks like an Ebony Cuirass. That aside, it is a VERY handy item to have around. I don't know if class restrictions apply to this (my PC’s seldom have armor restrictions).

Mehrunes Razor

Daedra Prince: Mehrunes Dagon

Summoning Date: 20th of Sun's Dusk

Description: The Dark Brotherhood has coveted this ebony dagger for generations. This mythical artifact is capable of slaying any creature instantly. Victims of the Razor must save vs. magic or be slain. History does not record any bearers of Mehrunes Razor. However, eighty years ago the Dark Brotherhood was decimated by a vicious internal power struggle. It is suspected that the razor was involved.

Comments: Personally, I like a little more certainty than a save vs. magic. But it's great when the critter fails its save. If you’re terribly speedy, the critter will fail its save before it takes more than a few swats. But the same can be said for any item with “Sphere of Negation” on it.

Mace of Molag Bal

Daedra Prince: Molag Bal

Summoning Date: 20th of Evening Star

Description: Also known as the Vampire's Mace, the Mace of Molag Bal drains its victims of spell points and gives them to the bearer. If the victim has no spell points, he is drained of strength, which is also transferred to the wielder. Using the Mace of Molag Bal can actually give its bearer more spell points or more strength than he would have fully rested. However, these bonus points are temporary. Molag Bal has been quite free with his artifact. There are many legends about the mace. It seems to be a favorite for vanquishing mad wizards.

Comments: A very nifty item. It is the only thing that will allow an attribute to exceed 100 (I've had my STR temporarily at 130+).

Non-Aligned Artifacts

Non-aligned artifacts can be obtained through quests offered by the Knights Guilds. There are seven artifacts available through two or three quests. Which artifact you get is determined by the luck of the dice at the time the quest is offered. Some of the artifacts (Staff of Magnus, for example) have never been obtained by any players that I am aware of (much to the dismay of the artifact collectors). Two of the artifacts (Warlock's Ring and Necromancer's Amulet) can be obtained merely by giving the Totem of Tiber Septim to Lady Brisienna or to the Underking's agent, respectively. Of course it's a bit late in the game by that point in time.

Since there is no Daedra to summon, it is possible to own multiple copies of these artifacts. Considering the general instability of the game platform, it might be wise to not press your luck.

Auriel's Bow

Description: Auriel's Bow appears as a modest Elven Longbow, but it is one of the mightiest ever to exist in Tamriel's history. Allegedly created and used, like its sister Auriel's Shield, by the great Elvish demi-god, the Bow can turn any arrow into a missile of death and destruction. Without Auriel's power behind it, however, the bow uses its own store of energy for its power. Once exhausted of this energy, the bow will vanish and reappear whereever chance puts it. Its most recent appearances have been the subject of gossip for hundreds of years.

Powers: Sleep, Lightning and Magica Leech

Comments: I've never been too impressed with Sleep or Lightning and Magica Leech doesn't seem to work on my system. All in all, the effects are just too iffy for the effort expended.

Auriel's Shield

Description: Auriel's Shield, an Ebony shield said to have once belonged to the quasi-mythical Elvish deity Auriel, can make its wielder nigh invulnerable. In its resistance to fire and magic, Auriel's Shield is unsurpassed. Like many artifacts of Tamriel, the Shield has life and personality of its own, and does not feel bound to its user. A popular fable tells the tale of it abandoning one wielder in her greatest hour of need, but this is perhaps apocryphal.

Powers: Resist Fire, Shield, Spell Reflection

Comments: The Shield and Spell Reflection are very handy, especially at higher levels when melee becomes much more difficult. Resist Fire can be handy if you find a Fire Daedra at long range, but that doesn't happen too often. All in all it's a decent artifact if you can latch onto it.

Chrysamere

Description: Chrysamere, the Paladin's Blade and Sword of Heroes, is an ancient claymore with offensive capabilities only surpassed by its defenses. It lends the wielder health, protects him or her from fire, and reflects any deletory spells cast against the wielder back to the caster. Seldom has Chrysamere been wielded by a bladesman for any length of time, for it chooses not to favor one champion.

Powers: Heal, Resist Fire and Shalidor’s Mirror

Comments: Chrysamere is a very handy artifact for warrior-types. Classes that do not have high skills in Long Blade will find it much less useful, though it is very nice to look at (kind of a cool crystal aquamarine, though it looks like an enchanted steel weapon when you use it). The Heal and Shalidor's Mirror (a high-power Spell Reflection) can be a lifesaver for low and mid-level characters and virtually undefeatable for higher levels.

Lord's Mail

Description: The Lord's Mail, sometimes called the Armor of Morihaus, the Gift of Kynareth, is an ancient cuirass of unsurpassable quality. It grants the wearer the power to regenerate lost health, resist the effects of spells, and cure oneself of poison when used. It is said that whenever Kynareth deigns the wearer unworthy, the Lord's Mail will be taken away and hidden for the next chosen one.

Powers: +7 Armor, Regenerate, Cure Poison, Spell Shield

Comments: For all of its vaunted powers, the Lord's Mail looks a lot like a rusty set of chain mail. Of all of the artifacts, it most looks like something extremely old. All effects are very nice to have around. The Spell Shield is less useful than Spell Reflection, but if it comes to a choice between taking a ton of damage from a spell and taking a half-ton of damage from a spell....

Necromancer's Amulet

Description: The legendary Necromancer's Amulet, the last surviving relic of the mad sorceror Mannimarco, grants any spellcaster who wears it the ability to regenerate from injury, and absorb magicka. The bearer also becomes wise beyond his years. This artifact is popular amongst mages. It is the one flaw of the Amulet that it is unstable in this world forever doomed to fade in and out of existence, reappearing at locations distant from that of its disappearance.

Powers: Troll’s Blood, Enhance Wisdom, Spell Absorption

Comments: Troll's Blood is a watered down version of Regenerate, but still handy if you don’t mind standing around waiting for it to do its thing. The Spell Absorption, however, is a little less functional. First, it does not work as consistently as it did in "TES: Arena" (meaning absorption is not a sure thing). Secondly, if your magica is fully charged, absorbing a spell will only fry you. On the whole, I'd take the Amulet if there were nothing else around, but it's not an artifact that I would go out of my way to get. If you are not a knight, you can get this artifact by delivering the Totem to the Underking's agent.

Staff of Magnus

Description: The Staff of Magnus, one of the elder artifacts of Tamriel, was a metaphysical battery of sorts for its creator, the Arch-Mage Magnus. When used, it regenerates the wielder's health at remarkable rates. In time, the Staff will abandon the bearer who wields it before he becomes too powerful and upsets the mystical balance it is sworn to protect.

Powers: faster healing and Spell Absorption

Comments: Considering that I've never heard of anyone actually getting this artifact, and considering my generally low opinion of Spell Absorption in Daggerfall, I wouldn't waste my time with this one unless you REALLY like dungeon crawling.

Warlock's Ring

Description: The Warlock's Ring of the Arch-Mage Syrabane is one of the most popular relics of myth and fable. In Tamriel's ancient history, Syrabane saved all of the continent by judicious use of his Ring, and ever since, it has helped adventurers with less lofty goals. It is best known for its ability to reflect spells cast at its wearer and to improve his or her speed and health, though it may have additional powers. No adventurer can wear the Warlock's Ring for long, for it is said the Ring is Syrabane's alone to command.

Powers: Shalidor's Mirror, Heal, and Feet of Notorgo

Comments: This one is well worth the effort. Shalidor's Mirror is a hyped Spell Reflection and very workable, especially at higher levels. If you're not a knight, you can get this artifact by giving the Totem to Lady Brisienna (you'll need something like this in the Mantellan Crux, anyway).

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