Again, this is approximate, as the flooring operations that occur when setting the maximum magnitude introduce important rounding errors later when determining actual net uses. They do not match leveled items of the same enchantment strength and the gold value actually decreases with strength (which makes no sense). To use the enchanting skill, you will first need access to an arcane enchanter. I guess I was wrong. The following races have an initial skill bonus in Enchanting: A few basic tips to increasing your Enchanting skill are as follows: One achievement is related to enchanting: The UESPWiki – Your source for The Elder Scrolls since 1995, https://en.uesp.net/w/index.php?title=Skyrim:Enchanting&oldid=2308784, Skyrim-Bugs Fixed by the Official Skyrim Patch, Skyrim-Bugs Fixed by the Unofficial Skyrim Patch. Get four more pieces of unenchanted apparel, one for each of the same slots as before (head, necklace, ring, arms). For example, I am currently dual weilding daedric swords, one with a fire damage and absorb health enchantments, and the other with a shock damage and absorb magicka enchantment. If the weapon has two effects, the charges per use are added together, resulting in fewer uses. For example, if you have. Many Fortify Skill enchantments actually affect the action directly instead of increasing your skill. A slider bar allows you to select the power level of the Enchantment. The name you choose appears in all capital letters in the enchanting interface, but it will use the capitalization you specify in the inventory and favorites menus. Also, enchantments with no magnitude but a simple on-or-not effect (e.g. Lower gem = lower % boost on stats, stamina etc. Since the value of powerful enchantments like Paralysis or. Obviously this list needs to be properly organized, and not all of them are guaranteed to work, however the ones in the brackets that, for example, say EnchFortifySneakConstantSelf … As soon as you unequip them, they will reset to their normal charge use. Shock enchantments on weapons and armor are 25% stronger. Each level in the Enchanting skill increases the strength of enchantments in a quadratic fashion to a maximum of +25% effectiveness at level 100. Enchantment magnitude - There are usually five or six levels of strength that an enchanted weapon may have. Higher gem = much higher % boost on stats, ie … Damage Stamina is affected by both Fire Enchanter and Augmented Flames. Once you have chosen your enchantment(s), you will then select a soul gem for use. An enchantment's base magnitude is the number shown when you hover over that enchantment (in the enchanting menu) without selecting it. There are two versions of this effect, allowing it to be applied twice. I assume if you only have paralyze it'll need 100% alteration cost reduction, or maybe if paralyze … The Enchanting skill tree has a total of 9 perks, requiring a total of 13 perk points to fill. Waterbreathing can be applied to helms, rings, and necklaces, while Muffle can be applied to footwear. Weapon class - Varies from Daggers to Warhammers. The less charges you have, the more powerful your enchantment is, but also the shorter it lasts which means a lot more soul gems being used as well. Enchant gear with improved Fortify Alchemy effects more powerful than those you started with. That's partially true. The Banish enchantment is by far the most profitable weapon enchantment, followed by Absorb Health and Paralyze. Weapon enchantment - The enchantment effect itself. It is possible this does not work as advertised--see the talk page. I would like to entirely remove the charge costs for all Daedric enchanted weapons (effectively make them like Ebony Blade where they still have an enchantment, but they don't require charges). Credits and distribution permission. The "stronger" enchantment can be changed by modifying the magnitude of the enchantment. At 100 Enchanting and with the appropriate perks, if you have the maximum four items enchanted with these, you will do +160% damage. You can't increase the enchant but you can take a few perks that will help. The exponent of 1.1 in the number of charges consumed per use means that weapons are more efficient if a lower magnitude is picked. Credits and distribution permission. The magnitude of this part of the effect is fixed regardless of skill, soul used, or perks. Which enchantments can be applied to a particular item varies by item type. The number of uses does depend on the soul used, but not on perks (assuming maximum magnitude is used). Known exceptions are Banish and Paralyze (both at level 22). Typically there are four variables that the game uses to generate enchanted weapons. Modifying Enchanted Weapon Charge Costs - posted in Skyrim Creation Kit and Modders: Hi, I've done several searches on this and have come up empty, so here I am. Increasing this skill increases the amount of charges available when creating an enchanted item and the quality of the enchantment that can be placed on that item. Some enchantment effects cannot be applied to followers, or do not confer the expected benefits to them. The Slow Time shout, with all three words, may allow you to gain a few seconds while doing this. The total number of charges is increased by magicka cost reducing equipment and a high skill level in the respective magic school, but not by the Novice-Master perks. Note that many items, such as staves, artifacts and even most unique items, cannot be disenchanted and their enchantments cannot be learned; they will not even appear on the disenchanting list. This is because the game recalculates the whole charge system when equiping an enchanted item, so any changes (from perks, buffs etc.) For weapons, you can select the magnitude of the effect up to a maximum. This must be done quickly as time runs normally in most of the enchanting menus. This page was last modified on 20 January 2021, at 01:09. Thanks again, everyone! - posted in General Skyrim Discussion: Hi there, let me start by saying that I wasn't sure what section this would fit best in so I thought I'd put it in general. Possible exceptions are enchantments which apply effects with a duration--since you can swing/fire your weapon fairly quickly, using a duration of more than a couple seconds is usually overkill and will drain your weapon much faster. The number of uses formula has an asymptote at 200 skill. Note that multiple perk modifiers continue to add up - for example, the Chaos effect can incorporate up to 3 specific Enchanting perk modifiers and 3 elemental Destruction perk modifiers. This number specifies the magnitude of the enchantment when a Grand soul is used by a player with level 0 enchanting skill and no enchanting perks. an infinite number of charges. Weapon quality - This pertains to the material the weapon is made of - from Iron to Daedricquality. So, if you have fewer soul gems than you have weapons to enchant, it's usually more profitable to use the smaller soul gems on the weapons, and save the larger ones for apparel. However, if the soul is so small that the Number of Uses can not reach 1, then the maximum magnitude will be adjusted to make sure the weapon has 1 use: Where skill multiplier is the same as for apparel. It may take you multiple pairs of potions to enchant all four pieces. This page was last modified on 7 January 2021, at 23:57. In-game Description: The more powerful the enchanter, the stronger the magic he can bind to his weapons and armor. Open up the enchanting interface at an arcane enchanter, select the option for Disenchant, and select the item you wish to disenchant. Therefore, for most enchantments it is best to use the maximum magnitude. For some reason, the values of enchantments placed on items gradually decrease as the enchanting skill grows in level. Once you have confirmed all of the features of the item you wish to create, select the Enchant option from the menu to complete the process. The formula is based on the displayed number when enchanting the weapon. In Oblivion, it can be done in three ways: Paying for the recharge at one of the Mages Guilds located throughout Tamriel at a cost of 1 per recharge point (see Rechargers section). – Raven Dreamer Nov 13 '11 at 5:28 Yeah, I got that perk, but when I enchanted the bow, I was unaware that there was a slider bar to decrease the damage to increase the charges. Weapons [edit | edit source] There are 17 weapon enchantments available, 18 with Dragonborn, that all have a variable number of charges. However, the effect is quite weak--halving the magnitude of an effect only improves the efficiency by about 7%. There are times when I enchant a weapon and it has no charge used up, but other times it uses up charge.. would like someone theory if they have any.. Enchanted apparel doesn't use charges, just weapons. Moving the slider to the left will increase the number of charges that your item has, but decrease the magnitude of the effect applied. Unlike in the rest of the enchanting process, time is paused while the rename option is open, which is handy if you are using a short-lived Fortify Enchanting potion and need time to look over the available enchantments for the item. At skill level 200, Charges Per Use is 0 and Net Uses is infinity, and beyond that, Charges Per Use ceases to be a real number, which is why Fortify Enchanting Potions fortify enchantments directly, rather than adding to skill - it is fundamental to how enchanting works that the skill number used in the above arithmetic never be above 200, and as just explained, even equaling 200 is problematic. Weapon enchantment prices are calculated by base uses; the fewer base uses an enchantment has, the more expensive the enchantment will be. When enchanting an item, you can rename it. When you pick a soul gem to use, the magnitude of the enchantment(s) you placed on the item will be scaled by the magnitude of the soul gem's soul. If you wish to mass enchant apparel, the most profitable enchantments at the petty soul level are usually Waterbreathing and Muffle, though Fortify Sneak can edge them out at high levels. Enchanting is the ability to add magical effects to weapons, armor, and clothes. Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources; Upload permission You are not allowed to upload this file to other sites under any circumstances; Modification permission You must get permission from me before you are allowed to modify my files to improve it Under some circumstances that is. Can put two enchantments on the same item. Items available to be disenchanted will appear white, while items with enchantments that you already know will appear greyed out. Not with the Spell! Absorb Health is, however, an enchantment found on some weapons and may be learned so it may be used to enchant other weapons. † The actual enchantment on the level 27-35 version of Dragonbane is the same as on the level 1-18 version of the sword, even though the description says otherwise. While enchanting an item, you can rename it. I would assume so, but dual enchanting a fire enchant + paralyze it appears to only need 100% destro cost reduction for it to not use an charges. The second version is from the. Skyrim's Enchanting skill allows you to place magical effects on your weapons and armor. Most notably, Fortify and Fortify enchantments will not benefit your follower. This effect is found on the Briarheart Geis, a weapon that cannot be found in game. You can also enchant a weapon with the Soul Trap spell to save you having to use the spell separately. These stations enable you to both disenchant items that you already have in order to learn their enchantments and create newly enchanted items using the enchantments you currently know. This process has diminishing returns, with the most powerful potion of Fortify Enchanting that can be made, factoring in all possible boosts, being +49% (40% without Vampire/Necromage). Renamed enchanted weapons (of the same type) that share the same effects but with different names will be named the same if you un-equip both. In the above scenario, if you lower the paralysis from 4 to 2 seconds, you will need to reduce Destruction cost instead. A learned enchantment (through disenchanting other items) to apply to the item. Nearly all enchantments are available at level 1. Drink the potions you just made, Fortify Restoration followed by Fortify Enchanting, in front of an enchanting table. Enchanting an iron dagger using petty soul gems with Damage Stamina or Turn Undead will yield a weapon that can be sold for more than the cost of the material used. I call it the "Enchantment Reload Price/Charge Bug" and will be referencing it as the "Reload Bug" fort simplicity. Because these perks affect the item itself, it will also benefit other secondary enchantments (such as those from having the Extra Effect perk) on the item that are not related to elemental damage.