Other Item Powers

There are a variety of other powers which you can emplace in an item. Many are very useful, some are not-so useful. The following tables describe these powers with EP cost for each power and a few comments from my own experience.

Power Condition I Condition II EP Cost Comments
Extra Spell Points

Season

Winter
Spring
Summer
Fall

500 per season

Very handy. The prior problems appear to have been fixed and the extra spell points seem to work as they should. If you don't mind taking damage, you can enhance all but one of your magic shools and take extra points during all seasons and add the side effect of taking damage in sunlight. All of that will fit into a torc. Damage is minimal unless you need to loiter (serious owie).

Moon Phase

Full
Half
New

200 per phase

Near

Undead

700

A nifty effect when combined with Spell Absorption. If your magica is fully charged, you won't be able to absorb spells. Adding this effect will usually allow you to absorb one or two spells since the power is only operational when you're near the offending critter.

Daedra

800

Humanoids

900

Animals

1200

Potent vs.

Undead

while item is equipped

800

A VERY handy power to have if you know what you're going up against. For example, in Medora's Tower you know you're going to be dealing with a lot of undead; in the Mantella Crux you'll be dealing with Daedra; etc. Normal damage versus everything else.

Daedra

900

Humanoid

1000

Animals

1200

Regenerates Health

All the time

while item is equipped

4000

Health regeneration is slow and does not operate while loitering. It does operate while resting, though. Not a very handy power from my experience.

in sunlight

3000

in darkness

3000

Vampiric Effect

at range

while item is equipped

2000

If you're going to put a power on a weapon, this is the one to use. Health transfer is small, but the target gets no saving throw if you take "when strikes".

when strikes

1000

Increased Weight Allowance

+25%

while item is equipped

400

A nice thing to have if you're not planning on visiting your wagon for a while. Additional effects and items are not cumulative.

+50%

600

Repairs Items

while item is equipped

900

Magic item repair will not work unless "magicrepair 1" has been added to your z.cfg file and you're running the latest patch. Items are repaired based on their location in your inventory (top first). Multiple items with this effect will accelerate repairs and can work on more than one item at a time.
Absorbs Spells

while item is equipped

1500

I've found that this spell absorption is more effective than the "Cast When ..." versions of the spell.
Enhances Skill

pick a skill

while item is equipped

900 per skill

Adds about 15 points to the affected skill. Skills enhanced by items with this power can exceed 100 and the enhanced skill will be used for determining your rank within the guild. Multiple enhancements in a single item are not effective, but enhancements from multiple items are.
Feather Weight

always (even when unequipped)

100

Reduces weight of the item to .25 kg. Effect is always operational, but item weighs normal amount if you try to put it on your wagon. Think about it: a full suit of daedric armor weighs 1.75 kg if each piece is enchanted with feather weight. I've never had a piece of armor wear out when this was the only enchantment on it. This effect will also negate the additional weight side effect that comes from some soul bindings, but it must be added BEFORE adding the soul bound side effect.
Strengthens Armor

while item is equipped

700

+5 to armor all around. Multiple enchantments will not work, neither will multiple items. Only one enhancement to a customer. And I'd really like to know how the guy on page 52 of the manual got up to 40 armor class.
Enhances Talents

Acute Hearing

while item is equipped

500

I've not found that these enchantments will actually bestow the talent, but it will enhance an existing talent. Maybe you'll have better luck with it than I did.

Athleticism

600

Adrenaline Rush

600

Good Reputation with

Commoners

while item is equipped

1000

Tired of sucking up to all of those different factions just so you can get a decent shot at a quest or some information? Here's one way to fix it without performing endless quests. There is no obvious rep increase (it doesn't change the rep with the factions in the faction.txt file), but they appear to be a bit friendlier when you're dealing with them. I'd guess there is a modifier to the reaction roll when you talk to a member of the group.

Merchants

1000

Scholars

1000

Nobility

1000

Underworld

1000

Everybody

5000