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Skyrim talk:Enchanting/Archive 1

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This is an archive of past Skyrim talk:Enchanting discussions. Do not edit the contents of this page, except for maintenance such as updating links.


Page was missing an enchant, Huntsman's Prowess, which increases a weapon's damage against animals. Can be obtained from Poacher's Axe. Fixing the front page.

Am experiencing trouble with an enchanted item. Anyone else? I enchanted a bow with soul trap. At first it was all blue and glowy and trapping souls. Now it is no longer trapping souls, or giving me the "you don't have a soul gem" message I was getting before when I didn't have one (I do now, anyway).

It is most likely simply out of energy. Check it in your inventory, and hit the Recharge button (T key on computer, not sure about consoles). --QuillanTalk 05:30, 17 November 2011 (UTC)

Disenchating - Levelled?

This is probably a very stupid question, but I'm quite new to the game. If I disenchant an item that has 50% magicka regen for example, does the quality of the enchantment gained from that depend on my enchantment level? Or does my enchanting level only have an affect on my application of that enchantment to a new item?--NEV 01:37, 28 November 2011 (UTC)

Your Enchanting level does not affect disenchanting. It only affects placing enchantments on items. --Fluff 03:07, 28 November 2011 (UTC)

Anyone else having problems with the enchanting then selling?

I have gotten the weapons/armor and tried to enchant to upgrade my skill level but the dang thing keeps reducing the value per enchanted item with the same enchantment. Does the value reset after a certain amount of time because this is getting irritating when I am trying to make money to afford the enchanted weapons offered in the shops to disenchant. Any help would be much appreciated.

Edit: After the 1.2 patch, if you save and then exit out of the game to the dashboard, my enchanted gear's value skyrocketed to what it would have been worth had I found it in a shop rather than enchanting on my own previously. If anyone can confirm this it would be appreciated so that I know whether or not this might be a glitch specific to my game or useful to multiple playthroughs. Thanks in advance --98.162.209.206 16:00, 5 December 2011 (UTC)

I haven't noticed this, interesting. I'll try it out, but I enchanted 4 bows to sell and I believe (from what I remember) they were all the same value. I've heard that the banish enchant or absorb health yields the highest amount of value for an enchant. --Cdevine 02:19, 18 November 2011 (UTC)
It seems to me like the value goes down as the Enchant skill goes up. I spent a few hours yesterday grinding to get 80 Enchant (for the 5/5 perk) making silver rings with Fortify Sneak. Every time I'd go back for a new batch the value of the rings would be a septim or two lower. Over time the value dropped from about 80 to 67. --QuillanTalk 17:52, 21 November 2011 (UTC)
I see, I guess I didn't notice it because I only enchant a few things at a time. --Cdevine 04:58, 22 November 2011 (UTC)
I can confirm that the value of enchanted items decreases as your enchant skill goes up. I did some experiment with the console and this is what I found when enchanting an iron dagger with Banish and Paralyze, with all enchantment perks maxed out:
Enchant skill 0: value was 6194
Enchant skill 100: value was 2074
Enchant skill 200: value was 370
Further increasing enchant skill past 200 did not further decrease the value, though the enchantments became more potent.--Vaultdweller 05:51, 23 November 2011 (UTC)
I experienced similar behavior while running the Alchemy+Enchanting loop. My earliest enchanted equipment was worth more than my latest enchanted equipment, despite having weaker enchantments. --Fluff 00:05, 24 November 2011 (UTC)
My only assumption at this point is that it's a bug where it was supposed to work the opposite way lower enchant skill should equal a lower value. I did think it was really odd that my enchanted steel daggers were netting such a huge profit. --Cdevine 00:12, 24 November 2011 (UTC)
I agree. This is obviously a bug, since enchanted gear that is not created by the player follows the expected value curve, where more powerful enchantments are worth more. --Fluff 00:38, 24 November 2011 (UTC)
I have noticed changing values of items, as well as changing skill enhancments on items I buy from shops or pick up. For example; I bought a ring of eminent pick pocketing that had a 40% increase on it, only to find that once it was in my inventory it had an enhancment of 30%. At first I thought it was some kind of "Belethor is cheating me" shenanigans, but then I noticed it happened on items picked up in dungeon. The values would change once the item was in inventory and not being viewed.
I've also noticed the value change, and I've noticed that you can "wrap" the enchanting increase and actually make it less. For example; If I can enchant something to 23% normally with no potion to help me, and I use a potion for 10% or 15% increase, I can get it to 24$ or 25%, but if I use a potion for 25% enchanting it drops to 21% Zoeymithra 21:31, 9 December 2011 (UTC)
Aditional note; I can see that my enchanting skill is at 101 or 102 or greater when this wrap appears, but his effect doesn't seem to happen with an item with the notched pickaxe smithing skill enchancement. PS you can't get a bonus of +10 to smithing by making 2 daggers of notched pickaxe, and dual wielding them. It appears that the patch to 'fix' (read nerf) enchanting, has broken it slightly. It looks like an algorithm for enchanting is suffering from use of signed ints and missing abs() functions.
I have noticed that the value and charge of an enchanted item will change after moving to a different cell. It will then remain like that. So, for example, an iron dagger with a fire damage enchantment, might have 15 uses and be worth 150 gold as displayed at the arcane enchanter, however upon leaving the enchanter and moving to a different cell it will have 25 uses and be worth 90 gold. It then remains that way for good. Although it always happens eventually it doesn't always happen on the first cell change. Dropping the item on the ground or putting it in a chest can have the same effect. Has anyone else observed this? I haven't read of anyone having a similar issue so maybe it's some weird one-off with this particular game? (I'm still on my first character.) --Bluedanieru 03:07, 29 November 2011 (UTC)
Frost and Silent Moon enchantment seem to suffer from this even without leaving the cell. For both, the actual created item has more uses, and is worth less, than what was displayed just before completing the enchantment in the arcane enchanter screen.
If the value of the enchanted item is based on the uses (Banish worth most, and a base use of around 5 and a half) It makes sense that the value goes down as you level your enchanting because the number of uses goes up. If this is what was intended by the programmers or merely an exciting 'feature' (i.e. unforseen effect) is unknowable right now. However the decrease in value does fit the stated model of less base uses = more value. At least, from that table that used to be on the page.

Soul Trap on conjured creatures

This doesn't appear to work in Skyrim. I've tried both the summoned familiar and a flame atronach, and in both cases I get the message "XXX has resisted Soul Trap". You also can't seem to soul trap dragons, but that makes sense. How could the main character absorb the soul of the dragon if it was trapped in a gem? --QuillanTalk 05:30, 17 November 2011 (UTC)

Breaking the conjurer enchanting freebie a bit eh? Wouldn't be game breaking at all if conjurers could get free enchants.

Soul Siphon and Staves?

Does the Soul Siphon perk charge staves as well? Or is it just physical weapons? Mebestien 18:18, 17 November 2011 (UTC)

I would like to know this as well, can anybody confirm?64.17.84.192 04:37, 20 November 2011 (UTC)
You cannot disenchant staffs, nor can you create enchanted staffs. It's not a weapon, it's an item. --Cdevine 22:16, 22 November 2011 (UTC)
You can recharge them with soul stones, which is the purpose of this perk. Killing using the enchanted weapon should recharge a portion, reducing the amount of recharging you need to do. If you wish, you can try using the console to query the charge level of the staff, shoot off a spell (you mileage varies based on your skill) and then remeasure. This is delta-1. Now go use it to kill a skeever, or something that will die in one hit, and remeasure. if delta-2 < delta-1 then the perk works. This obviously requires you to take the perk (or add it with console). Faluzure 15:23, 24 November 2011 (UTC)
The Soul Siphon perk has not worked with staves in my experience. From what I understand about staves, the cost per charge is the 'same ' as if you were casting the spell; the magicka just comes from the staff instead of your magicka pool. My character has a 100% cost reduction to destruction spells and is using a staff of Fireballs. The charge has not depleted on the staff, but it also has not increased. --Fluff 15:57, 24 November 2011 (UTC)

Notes

"...while the single 20% Fortify Magicka Regen becomes a 3% Fortify Magicka Regen" Is this right, or just a typo? I would assume it was meant to be 30% but since I cannot put two enchantments on an object to verify I didn't change it. Retro signage Kevinx 18:45, 19 November 2011 (UTC)

There are 2 types of Fortify Magicka enchanments. Just Fortify Magicka and Fortfiy Skill+Magicka. What he is saying, is in the case of Fortify Skill+Magicka, the Magicka bonus is always maxed. In case of Fortify Magicka, the bonus is dependent on your skill/perks. Also, don't forget to sign your responses :D Rayce Kaiser 13:43, 18 November 2011 (UTC)
Ok, I think I understand. The way I read it was if you put 2 20% Fortify Magicka Regen on one object it would drop to 3%, but it was just my misunderstanding, thanks for the clarification. Kevinx 18:45, 19 November 2011 (UTC)

Re-enchanting?

Does anybody know if the same item can be enchanted again at a later time? For example, my enchanting skill is currently at 50 and I put a fairly weak fire damage enchantment on my sword. I then raise my skill to 100 - would I be able to re-enchant the sword with stronger fire damage? Or would I have to start from scratch with a completely new sword? --Chiliflamingo 01:20, 18 November 2011 (UTC)

-- You cannot enchant again, over an item. --Cdevine 02:13, 18 November 2011 (UTC)

Sad, IMO broken concept. I can smith my stuff to glory, but if I want to improve an enchant I have to start all over. Given you can enchant smith improved items and keep the improvement, this makes the smithing enchanted perk pointless unless you really really want to improve something you found already enchanted. Wondering why though, when I can smith daedra weapons to nukem quality.
There's a book in-game that discusses that, actually. Apparently there's a magical "law of firsts" that states the first enchantment will be the only one that takes to an item. Out-of-game, it makes sense to me: Enchantments are incredibly potent, easily giving a character 85% resist magic, tons of extra armor skill and damage output, and all other kinds of bonuses. Enchanting an item makes sense to be a capstone of completing the item. (And remember that you can still improve it at a workbench!) --129.49.21.175 21:24, 2 December 2011 (UTC)

Effect stacking behavior.

I've modified the entry which had stated "two enchantments of 50% spell cost reduction would stack up to 100% spell cost reduction instead of the expected 75%". Are many people actually surprised by this? That's how it worked in Morrowind and Oblivion, and more importantly it seems to be the least surprising method. Multiplicative stacking like that would be really weird. It would be impossible to get anything to 100% unless you did it with a single item, and equipping more than a handful of items with the same effect would be pointless. Imagine having 80% resistance to shock and equipping a ring with 25% resist shock enchantment. With multiplicative stacking your resistance would only increase by 4%, despite what the description on the item says.

The way this is implemented in the game feels more intuitive to me, and I think having it explained like it was might actually result in more confusion for readers rather than less. --Bluedanieru 02:56, 18 November 2011 (UTC)

Personally, I used to play the original Mass Effect, and in that game, power cool-down reductions were all stacked multiplicatively, while boosts to damage, for instance, were stacked additively. I had expected magicka cost reduction to stack multiplicatively in this game for that reason, and because the ability to completely eradicate magicka costs seemed a bit illogical. And when you think of how multiplicative stacking works, it does make sense. Yes, adding that 25% resist shock ring would only increase your total shock resistance by 5%. However, look at it this way: 1) You have no shock resistance. You get hit by a shock spell which does 4 damage. By equipping the ring, you would only take 3 damage. 2) You have 80% shock resistance. You get hit by a spell which deals 20 damage normally. Your resistance reduces the damage to 4. With multiplicative stacking, equipping the ring would reduce it to 3. With additive stacking, it would be reduced to zero. So you see, in terms of consistency, multiplicative stacking does make more sense in certain situations. I think it's ambiguous enough to warrant leaving the clarification there. Eruerthiel 19:27, 20 November 2011 (UTC)

Everyone just so you know in Skyrim it stacks additively. you can make things cost 0mp and also cool trick is to make items that reduce magic damage and fire/ice to 0 because you, with 3 items and 100 enchanting, increase your resistance to over 100% to fire/ice/magic which is helpful; however if you do so with fire/ice a cool glitch happens when fighting dragons. They will no longer breath their element at you.(doesn't mean they will land, also if they land you are not invincible to their mouths so don't charge them) I have personally confirmed this, and it is amazing!

Resist magic doesn't quite work for that (and I don't know if it does for fire/frost/shock) because resist magic caps out at 85%. I have over 100 resist magic, but I am still susceptible to magic. (However, if the damage per second is low enough, then the game will round it down to 0 and my health bar won't even show up when taking small amounts of damage!) I think stacking of resist magic effects and resist <element> effects does work multiplicatively: 85% of the spell is removed (for me) and then 56% of whatever element is further removed, meaning I take about 6.6% damage from those sources. That effect has actually not been working right recently. Seems to be some bug or another. --129.49.21.175 21:31, 2 December 2011 (UTC)

Enchanting Clothes

does anyone know if you can enchant clothes? i am an all magic character who doesn't wear any armor and i'd like some enchanted gloves but there are no existing ones in the game and i can't enchant any either. if i raise my enchant skill will i be able to enchant some gloves, or am i stuck going bare handed?

Yes, you can enchant clothing. Check the Clothes store in Solitude if you want to buy some. Rayce Kaiser 13:45, 18 November 2011 (UTC)
Thalmer Mages have nice looking Gloves too Faluzure


Yes you can absolutely enchant clothes. The reason you can't enchant gloves is that certain enchantments are applicable to certain articles of clothing/armor. you most likely don't have any compatible enchantments at this time and need to disenchant skills that work on gloves

http://elderscrolls.wikia.com/wiki/Enchanting_(Skyrim)

This link shows what enchantments you can use on certain items, I have not verified any of these, and I don't know if it is complete


I have a rellevant question regarding this matter. I'm about to hit the roof for enchant, but I havent perked anything else but the first enchantment perk. The other perks inclines that they only works on weapon and amour, which would leave clothes in the dark. Is this correct or does these perks affect clothes as well?
As far as I can tell, all the perks affect clothes as well. --Fluff 00:56, 29 November 2011 (UTC)

Corpus Enchanter

Does the Corpus Enchanter perk only affect the straight 'Fortify Magicka/Stamina/Health' enchantments, or does it affect the regeneration enchantments as well?

It works with everything, just tested it because I had the same question. -Samax92

For me, it seems totally broken; no effects at all, even on Magicka/Stamina/Health gears (as intented); zero effects (just tested again too); The previous level 'insightful enchanter', do seem to work though..on skills stats like armors/one-handed,etc -but not on alchemy skill or extra weight!; don't work either on magicka/etc, but that is normal at least -should have been that higher level 'Corpus Enchanter' perk for that, at least, in the description! Tested with version 1.1 before the 1.2 patch, right now 111203 (again).-? -quickpassageanonym

Just double checking - this also applies to Drain Health/Magicka/Stamina as well, right? So anything at all having to deal with those three stats?

Confirming that Corpus Enchanter also affects apparel and clothing because the description suggests it works exclusively for armor items. -tox2ik

Insightful Enchanter

It says skill enchantments are 25% stronger on armour, is this armour exclusive, or will this work on clothing/robes as well? It seems odd that it would only work on armour seeing as it is a mage skill. same question for corpus enchanter. also, aside from being able to take perks, does my enchanting lvl effect strength of enchantments?

I have not tried it, but I assume it'll work on any item to which skill enchantments can be applied. You might have noticed, but not every magical effect can be placed on every item. Some fortify skill effects can apply to jewelry while some cannot, and some only go on certain body locations. --QuillanTalk 14:07, 19 November 2011 (UTC)

I have tested it now and it seems to work on everything. --Tasheena 04:17, 22 November 2011 (UTC)

New section?

Do you guys think we should make a new section in the article breaking down which magical effects can be applied to which items? Weapons can only take the elemental damage, attribute damage, absorb, and soul trap effects for example. Not every body location can have resist element effects. Do we need to list what goes where, or would a simple statement to that effect be enough? --QuillanTalk 14:10, 19 November 2011 (UTC)

Good idea, I think a small table somewhere in the article would be fine.RIM 14:15, 19 November 2011 (UTC)
I don't know how to build a table on the wiki, but I almost think it would have to be a checkbox format: list the magical effects down the left side, and have boxes across to the right for weapon, helm/hat, armor/clothing, gauntlets/gloves, boots/shoes, shields, necklaces, and rings, and then check off if that effect can be applied to the appropriate effect. Maybe it would be better under the magical effects page. --QuillanTalk 16:22, 19 November 2011 (UTC)

About the note on Magicka reduction stacking.

How does that interact with the cost-reducing series of perks? 81.233.217.129 11:51, 20 November 2011 (UTC)

I'm fairly certain that while enchantment cost reductions are additive with each other, you multiply the enchantment fortification with the perk cost-reduction to get the final cost. Eruerthiel 03:26, 21 November 2011 (UTC)

Thanks. 81.233.217.129 11:13, 21 November 2011 (UTC)

Why can't I disenchant staffs?

i have like 4 staves and I can't disenchant any of them. they are not quest items. WTF— Unsigned comment by 71.239.60.214 (talk) at 22:02 on 22 November 2011

I can't disenchant them either. However, that is probably done on purpose as a staff without an enchantment is pretty much useless. I'll add a note. Wolok gro-Barok 22:14, 22 November 2011 (UTC)
You cannot disenchant staffs, nor can you create enchanted staffs. It's not a weapon, it's an item unfortunately. :( --Cdevine 22:19, 22 November 2011 (UTC)

Sneaking

If you use a 300% sneak fortification, you will end up being less sneaky. Any idea what the limit is? 92.226.93.250 23:52, 22 November 2011 (UTC)

Limitations of the data size of the field used to store it? Possible that the summed value is placed in a single byte (assuming people wouldn't go mad crazy on sneak). If this is true, the limit is probably 255%. Any amount over that would result in a data overflow (essentially subtract 255 from the total if over 255, if there's no data checks in place). To test this, enchant 300%, then try enchanting near 45%, if you get the EXACT same results, then you have your answer.

Well, my conclusion is that sneak enchantments are actually harmful. Be it 300%, 200% or 24%, with or without sneaking perks. And the stronger the enchantment is, the easier you are detected. The regular sneaking perks work normally though. 92.226.90.64 10:24, 28 November 2011 (UTC)

Sneak enchantments only seem to be harmful if it is the primary enchantment. If you have two enchantment on an item and the second is sneaking, the enchantment is beneficial. Same with pickpocketing.

Enchanting 100

At 100 Enchanting with a grand soul I can put 20% increase to skills on items where other people say they are getting 25%. Am I missing something? I also have all the perks.

I'm getting the exact same thing, I have no idea why but its annoying the hell out of me. I suspect it may be related to the insightful enchanter perk in some way.84.48.54.253 11:14, 25 November 2011 (UTC)
Are you boosting your Enchanting above 100? 81.233.217.129 00:33, 27 November 2011 (UTC)
It might have to do if you drink the enchanters elixir or not. It improves further enchantments by 25% for 30 sec, I don't know how high you can get it with high alchemy skill/perks though. Also, check if you have all the perks.
Hi, I have the SAME EXACT problem. Anybody find out WHAT is going on and how to fix it, possibly using console? This is a legitimate bug I've read a few people having this already, and personally I have 100 Enchanting and all the perks (except for the soul gem perks), so I don't think this is a mistake on my part -- it HAS to be a bug of some sort. My maximum enchants without using potions, using grand souls, are 20% for skills like alchemy, and 46% for resistances and such.. 128.151.150.17 14:58, 29 November 2011 (UTC)

SOLUTION: It appears that this is a bug which has been fixed with patch 1.1. If you still have a problem, then it is likely that you are playing the game without patch 1.1. 128.151.150.17 15:17, 29 November 2011 (UTC)

Enchantment Formula/Calculator

Is it possible to grab the enchantment strength formula from the construction set, or is anybody willing to derive it? It would be nice to have a calculator to factor in gem size, skill level, and perks to decide what effects you would like... Stouf761 15:50, 23 November 2011 (UTC)

I did some testing to derive formulas. Couldn't get everything exactly but hopefully this is enough to get started. --Evil4Zerggin 05:17, 25 November 2011 (UTC)

Select your item - Select it's enchantment - when you select the Soul Gem it will automatically show you the strength that your enchant will be (If you have perks in enchanting it will take that into consideration) so no need for a calculator! :)

Which involves having the item, having the enchantment, having the soul, and having the perks. Nah, I'll take a formula. Stouf761 08:26, 2 December 2011 (UTC)

Enchanting gloves

I actually read " Complete Catalogue of Enchantments for Armor" and it had mentioned a pair of gauntlets that actually increased the enchanting skill. The exact quote is "There are even examples of gauntlets that are enchanted to improve the wearer's ability to enchant things." Has anyone found a pair of gauntlets like this? I could only imagine how useful these would be and if they even exist, are probably some type of unique item.

Also, if you want to read this book yourself to verify the information, a copy can be found in Fort Amol beside the enchanting table.

After searching through all the items listed here on the wiki, none of them had a 'Fortify Enchanting' effect on them. Unless the effect is called something different, the gauntlets do not exist. --Fluff 00:48, 24 November 2011 (UTC)
I assume they removed that enchantment from the game after writing that book because it would essentially allow for infinite strength enchantments. --Saphireking65 08:56, 27 November 2011 (UTC)
It wouldn't necessarily mean that you could get an neverending enchantmentloop as you can't in fact disenchant certain unique items and artifact. Also, I think that there're small evidence here and there that there will be some sort of expansion, so those gloves might come in the future.
It also probably wouldn't do much because of the way the game deals with decimal values: The game does not seem to store decimals, preferring to round/truncate them. Even if you got those gloves and disenchanted them, the first full set might give you a 50% bonus (let's say) which stacks on your 125% from perks (I think it is) and a 35% from potions (I can make marginally better than that). So you'd be going from 100 skill + 160% to 100 skill + 210%, for only a 16% top-level change. The next set would get you a 58% bonus, which would only net a 318 / 310 = 2.5% improvement... My math may be wrong on the specifics, but you can see the infinite loop will become too minor of an effect before long, and the game's rounding will cause it to have no effect. A similar infinite loop ALREADY DOES exist: Alchemy allows you to create potions that improve enchanting and enchanting lets you create clothes that improve potions. For me, that loop ceased being beneficial after one iteration, because Skyrim considered the two sets of alchemy-improving clothing to be the same and stacked in my inventory, even though they had different names. So those gloves wouldn't break the game (Although they might pop a few panes out of an already easily-broken system). --Waladil 21:40, 2 December 2011 (UTC)

Enchanting Improved Armor

The following was on the page, but I removed it because it is no longer accurate. I've tested this as well and my armor still kept the improved rating.

Note: If you enchant a weapon or a piece of armor that has been improved at a workbench and do not have the Arcane Blacksmith perk, the item stats will be reset to the base values. It can be improved again if the perk is learned later. (This does not occur on PC or Xbox 360 with Update 1; the user interface may look like it will revert but when you actually enchant the item, it keeps the improved stat).

--Cdevine 21:17, 23 November 2011 (UTC)

Even with the Arcane Smith perk sometimes the armor rating drops in the interface. When you finish the enchantment though it should still be improved.

Alchemy / Enchanting Recursion

I haven't seen this mentioned in any detail on the wiki so I thought it would be worth mentioning for those with patience

You can effectively break the game, I think, with a recursion between Fortify Enchanting Potion and Fortify Alchemy Enchantment

Once you have The Black Star from the Azura Deadric quest & have learned the Fortify Alchemy enchant You can, with time, enchant 4 items with + Alchemy (I've not tested this fully, I am currently in the process, but don't want to use the console to do it) then make a single Fortify Enchanting potion.

Now go out and fill your Black Star with a grand soul (have a bandit location and sneak attack one and flee so you can return there until you run out of bandits)

Drink your Fortify Enchanting potion and replace one of your 4 Alchemy enchanted items with the more powerful enchant. Now Make a more powerful Fortify Enchanting potion and repeat the process.

It is probably a bit quicker, and more useful, to wait until you have higher enchanting/alchemy and perks before starting this. my first fortify enchanting potion was 3% increase, after a couple of goes (and a bit of leveling up alchemy) I'm creating 20% increase potion

Unless there is a hard cap on skill increase effects, then I suspect it's possible to just keep going until you have 1000+% fortify enchanting potions.

Then you can simply create +smithing enchanted items, create very high power weapons/armor and enchant them with fortify skills for massive damage (+500% bow damage anyone?)

Faluzure 10:24, 24 November 2011 (UTC)

The highest Fortify Alchemy enchant you can get with this method is +29%. At that point, the increase you get from the created Fortify Enchanting potion is fractional, so the loop cannot continue. It's true that with the stacked Fortify Smithing enchant and Fortify Smithing potion, you can create some pretty amazing weapons and armor, but the maximum enchants aren't much more powerful than if you just had 100 Enchanting + perks. (For comparison, without a Fortify Enchanting potion, you can get a +25% Fortify Alchemy enchant with 100 Enchanting + perks.) --Fluff 14:14, 24 November 2011 (UTC)

Enchantment Base Magnitude

How exactly does this number work? For example, with 100 Enchanting, 5 ranks of Enchanter, Insightful Enchanter, and a Grand Soul, Fortify (Magic School) and Fortify Alchemy effects are +25%. As you can see, there are a lot of variables involved. Weapons are even more complicated since you can adjust the magnitude. Without more information on how a 'base magnitude' works, this isn't useful information. --Fluff 19:24, 24 November 2011 (UTC)

See the formulas below the effect table. I think I have a fairly complete set now. --Evil4Zerggin 17:41, 25 November 2011 (UTC)
Aye, it's handy to know the mechanics, even if it's just an approximation of the mechanics. Thanks. --Fluff 19:29, 25 November 2011 (UTC)
What effect table? 87.112.104.119 18:01, 5 December 2011 (UTC)
The effect table has been moved to Enchanting Effects. --Fluff 18:03, 5 December 2011 (UTC)

Exact effects and stacking behaviour for each one

I've been looking for some information on how the enchantments exactly behave, especially smithing. The only smithing enchant i can seem to find is +% on quality, but not +actual skill. The only item that "adds to smithing" is the Notched Pickaxe, but it doesn't state an exact amount.

Also, stacking +% quality smithing items does not seem to work, only the highest is chosen, the other items are ignored. I assume this is intended (would make sense for this, enchanting/smithing would be far too powerful otherwise), but i wanted to make sure. I also want to know whether there are any actual +smithing items rather than just +quality.

In short, i think some more detailed listing an explanation would be useful :)

Smithing Enchantments stack, wearing 4x 29% smithing gear gives a massive boost. From testing done by various people on the Bethesda forums, the Notched Pickaxe is currently bugged and does not provide any smithing boost. Kai Heilos 21:22, 8 December 2011 (UTC)

Most profitable enchantment?

Just something I would like to know. I have heard Banish is most profitable, can someone confirm this?


Yes, Banish is by far the most profitable enchant, but it doesn't seem you can legitimately obtain it until mid-game. At 100 enchanting skill with no perks, Banish adds 1302 to the value of the weapon with a petty soul gem. The next best is Paralyze, which adds 366. The best a petty gem can get you on armor is 139 from Waterbreathing, or a lesser gem gets you 157 from Fortify Sneak. These figures will probably sound low, because enchanting is bugged such that things are actually worth less the higher your enchanting skill.

I tested all the enchants using QA room to get all the items. I didn't think another big table was warranted, so I edited the page with a few notes about which enchants were most profitable. Ciinga 23:09, 25 November 2011 (UTC)

Insightful enchanter bug

Did some testing now, created a brand new character. Cheated my way to 100 enchanting \ smithing and alchemy and specced 5x Enchanter. Giving me the ability to make +20% Alchemy gear.

Then I grabbed Insightful Enchanter perk, which should have bumped me up to +25% alchemy gear but it doesnt bump me up at all. Googled it a bit and found a couple of others having the same problem, anyone found a solution to this? 84.48.54.253 15:28, 25 November 2011 (UTC)

I haven't been able to replicate this on the PC version. --Fluff 15:39, 25 November 2011 (UTC)

I just used player.modav enchanting 50 to add 50 more to enchanting giving me the 5% insightful enchanter was going to give then doing player.modav enchanting -50 after I was done to do enchants that are not increased by insightful enchanter lol.

I too have this problem. Anybody have a different solution? This bug is also listed here: http://www.uesp.net/wiki/Skyrim_talk:Enchanting#Enchanting_100 128.151.150.17 15:02, 29 November 2011 (UTC)

SOLUTION: It appears that this is a bug which has been fixed with patch 1.1. If you still have a problem, then it is likely that you are playing the game without patch 1.1. 128.151.150.17 15:18, 29 November 2011 (UTC)

I'm not quite sure what fixed it, had all patches in the first place. At least should have had since it's steam. But reinstall fixed it for me. May be related to messing around with the skyriminfo file though I cant see how it would be 84.48.54.253 18:15, 29 November 2011 (UTC)

32%?

"+32% enchanced enchanting" How would you get this 32% potion? AlchEnch only goes up to 28-29% and generated potions are at best 25% right? 75.93.14.165 17:59, 26 November 2011 (UTC)

A little reading right above this will help you out. --Fluff 18:38, 26 November 2011 (UTC)

enchanting enchantments

I was wondering if anyone has seen a ring or necklace of improved enchanting? It would be spectacular if one could make an enchanters outfit. Also I wanted to mention I have gotten 26% more improved armor and potions with enchantments and the highest smithing potion. I have made is 50%


I am sure that they removed fortify enchanting from the possible options because you would be able to break the game with exponentially increases your fortification by just fortify enchanting making ring/necklace and repeating forever--Lord.Baal 00:46, 27 November 2011 (UTC)

weapon enchantments being boosted

I have all the perks for destruction to boost fire 50%, I noticed that if i first enchant a dagger with say, absorb health, the effect is 20 points per hit with grand soul. If i then add fire damage it not only adds 58 fire damage but boosts the absorb health to 30 points. It seems to work for other things as well, such as duration of soul trap by using fire/frost/lighting as long as u have 50% perk the school of magic. just found this interesting and very useful for boosting enchantments--Lord.Baal 00:49, 27 November 2011 (UTC)

missing weapon enchantment

I noticed I have an enchantment not on the list, it is called "Silent Moons enchant" I got it off a waraxe I found, enchant "while the moons are out, burns target for 15(base) points --Lord.Baal 01:33, 27 November 2011 (UTC)

It was there at one point, but seems to have been accidently removed in all the reformatting. --Fluff 02:58, 27 November 2011 (UTC)
I accidentally lost it when I was recatoregizing enchantments. Sorry! I've filled in the stats now. --Evil4Zerggin 03:49, 27 November 2011 (UTC)

Elemental Fury Enchanting

I noticed after using the Elemental Fury shout, which increases the attack rate of weapons, that instead of applying an active effect in the Magic tab, it instead applies an enchantment to any weapons you currently have equipped. Now, what I am wondering is since this is considered an enchantment, can a weapon with Elemental Fury be disenchanted to then learn the Elemental Fury enchantment and be put on other weapons/items? If someone can confirm this it would be much appreciated. I plan to test it out in a little bit myself.


NO u sheet ur weapons when using disenchant and the +elemental fury fades as a result.

2 resist magic enchants?

The page has a note next to the resist magic stating that "There are two versions of this effect, allowing it to be applied twice." I'm assuming this means that you can put 2 resist magic enchants on the same item, and if that is true how do i acquire both versions? 76.126.125.93 04:47, 27 November 2011 (UTC)

The second version comes (only) from the Drainspell Bow. Not sure where you can get one though (at least without the console). --Evil4Zerggin 05:32, 27 November 2011 (UTC)

Actually, after a Google search, apparently it might be possible to find them in Labyrinthian. --Evil4Zerggin 05:34, 27 November 2011 (UTC)

This is correct. However, I don't remember being able to disenchant a Drainspell bow (or any of the other nifty weapons from Labyrinthian). I'll crawl it again and see. --Fluff 05:44, 27 November 2011 (UTC)
Wait, that's the Absorb Magicka enchantment. The poster asked about the Resist Magic enchantment. --Fluff 05:46, 27 November 2011 (UTC)
All right. I was unable to find a Drainspell bow, but I did find a similar weapon with Absorb Stamina. After disenchanting it, I now have two Absorb Stamina enchants in my list. --Fluff 06:27, 27 November 2011 (UTC)
The second version of the resist magic enchant must come from Savior's Hide, although I'm surprised an artifact can be disenchanted.
Also, there should be a second version of Absorb Health available from a Drainblood Battleaxe. That and the Drainheart Sword you found with the Absorb Stamina both provide different versions of their respective enchantments.
From the data I can pull out long, comprehensive lists of every enchant used in a weapon or armor. The main problem I have analyzing the info right now is knowing which items are disenchantable. Somewhere in the masses of weapon/armor data there's probably a single bit that provides that info, but looking for it right now is looking for a needle in a haystack. --NepheleTalk 06:39, 27 November 2011 (UTC)
I was unable to get a second version of Absorb Health from the Drainblood battleaxe, even though I expected to. To make sure I didn't originally get Absorb Health from the battleaxe, I tried disenchanting a Daedric Battleaxe of Devouring with no effect. In addition, I could not disenchant Savior's Hide. If it's useful to you, I can give you some examples of weapons that you cannot disenchant. A couple are Bow of the Hunt (000ab705) and Giant Club (000c334f). --Fluff 06:54, 27 November 2011 (UTC)
As per the original edit about a second 'resist magic' enchant, it can be found on a shield given for completion of a quest in Solitude. On a guess, I tried the 'Shield of Solitude'. This item does indeed have a second 'resist magic' enchant with a base of 10% instead of 8%. --Fluff 07:06, 27 November 2011 (UTC)
Ah, geez. It's more confusing than I thought. Hopefully the Creation Kit will come out soon and clear matters up. --Evil4Zerggin 07:07, 27 November 2011 (UTC)
No, this is where it get's confusing. I enchanted one ring with both the Shield of Solitude's 10%, and the regular 8%. (After all my bonuses and stuff, it was actually 29% and 23%.) The ring itself shows both effects. My Active Effects page shows the lower of the two effects listed twice under the ring's name, both with the description of just the lower effect (whereas all my other twinchanted items had both effects in the description). So does that ring grant me 46% or 52% Magic resistance? I can't really test it out any way I know. Anyone else know a way to reliably deal a specific value of magical damage to oneself? --129.49.21.175 08:50, 27 November 2011 (UTC)
Double-post: (I refuse to edit my own posts!) Because I am incredibly clever, I did devise a way to consistently hurt myself. Given my innate talents at self-harm, I found myself a nice little soul gem flame trap to give me all the hurt I wanted. Anyway, these are my results: Wearing a ring that claims to give 29% and 23% has the same results as one that does 23% and 29%. It protected me slightly better than using two items with 23% each, and worse than one item with 56% (that one was actually flame protection, but that should net the same as 56% magic in this case.) That means that the item was protecting me at about 52%, even though the Active Effects page did not represent that as such. --129.49.21.175 09:18, 27 November 2011 (UTC)

Looted items with simple enchantments that cannot be replicated

It appears there are items such as rings that boost Stamina Regeneration, for example. According to the table in the article, one cannot enchant such an item himself. Therefore, consideration should be used when disenchanting looted items. Confirmation needed, as (1) my memory could be playing tricks on me, but I'm fairly sure that's where I got my stamina regen - disenchanted a ring that boosted it, or (2) the table is wrong, and it in fact can be created normally.

Both are correct. You can find rings of Stamina Regeneration, but you cannot enchant a ring with Stamina Regeneration. You can find items with enchantments that you would not be able to enchant yourself. --Fluff 06:29, 27 November 2011 (UTC)

Info regarding Alchemy/Enchanting loop "bug"

After extensive testing (on PC ver 1.1.12.0), I have determined the cause of this bug. The perk Insightful Enchanter no longer has any effect on Fortify Alchemy nor Fortify Smithing enchantments. It behaves correctly for all other armor-based skill enchantments (can still get 25% casting cost reduction in magic schools, etc) As a result, the max enchantment for Alchemy or Smithing (while playing by the rules) is +23% and this allows Fortify Enchanting potions of +28%. As such, the Fortify Archery/1-hand/2-hand enchantments cap at 37%, which gives 148% damage boost, 40% less than previously allowed. Also, the +smithing and +weapon damage potions are considerably lower strength.

If you would like to get around this, and get the now [in]famous +29% armors, +32% enchant potions, and +130% smithing/weapon potions, here's how (PC only, sorry):

Once you're ready to begin crafting the ubers, use the console to set your enchanting skill to 146, no more and no less:

player.setav enchanting 146

Then craft the +25% alchemy gear, make +30% enchanting potions, and then make +29% Alchemy and Smithing gear. [Un]fortunately, this workaround skips over the +28% alchemy gear stage.

Now lower enchanting skill back to 100:

player.setav enchanting 100

Craft your +32% enchanting potions, +130% smithing/weapon potions, and resume the pwnage. (more so if you've been using the Falmer Helmet glitch as well)

Alas, this workaround works correctly only when alchemy and/or smithing are enchanted by themselves. Using any other enchantments will result in stronger than normal bonuses (e.g. alchemy +29%, one-handed +60%) This really shouldn't be concerning, though. Just make your crafting set(s) and be done with it.


Also, for anyone who questions it: To my knowledge, there are more than one "1.1.12.0" versions of the game. Certain updates didn't change the version number. Therefore, your particular version might not have this bug but it DOES exist in 1.1.12.0. I (and most of the others with the same problem) know how to read and can correctly use the loop. It just doesn't work for some of us. Be glad that you don't have to use a console cheat before you use a different kind of cheat, and leave the rest of us alone.

This is hardly a bug or a cheat. It's simply how the game mechanics work. I'm not a fan of the change, simply because it doesn't make much sense. "This perk makes all your skill enchantments better. Oh, except for Smithing and Alchemy, because screw you." I think it's worse that this 'change' doesn't really change anything. You can still easily get to the max armor cap, which means everything will be dealing only 20% damage to you. And you still get hard-hitting weapons that will kill most things in three to four hits (instead of one to two hits). I'm willing to bet that you can still go straight from Riverwood to Whiterun at the beginning of the game, use the wagon to discover the holds, level up your three crafting skills to max, create your uber armors and weapons, and complete all the quests in the game without healing mid-fight. This change begs the questions: "What problem was intended to be solved? Did this change solve it?" --Fluff 03:19, 30 November 2011 (UTC)

I got better potions than that without having to use the console. Meaning my method was just an exploit: Your's ventures straight into the realm of cheats. (I consider console to equal cheating, unless a game-breaking bug such as one I encountered in Markarth occurs and needs to be worked around.) --Waladil 21:48, 2 December 2011 (UTC)

Wearing a Falmer helm enchanted to boost Alchemy on top of a circlet enchanted to boost Alchemy - bug/exploit, or not? Using a 29% enchant on the Falmer helm along with the standard other four pieces of gear gets you +37% Enchanting potions... which still generate +29% alchemy buffs, so it doesn't let you go any further in the cycle. It does, however, let you make +147% smithing potions. 146.115.161.12 22:01, 13 December 2011 (UTC)

Is this issue(1.1.12.0) fixed in latter patches?75.172.56.69 08:19, 16 December 2011 (UTC)

Can You Only Capture Souls of the Size Gem You Used to Enchant the Weapon?

If I put soul trap on a bow but you use one of the lesser gems to create the enchantment, I don't appear to be able to capture larger souls, even if I have empty grand soul gems in my inventory. I get the error message that I don't have gems that are large enough. Do I need to pitch this bow and re-enchant another one with a better gem or am I missing something. The bow is charged up, I kill the enemy within the allotted time, I have an empty grand soul gem and I get acknowledgment that a capture of the soul was attempted, so I don't see where else I could be going wrong. I don't see mention anywhere of a need to create a soul-stealing enchantment with a grand soul gem if you want to capture that size though. Thanks for any info.

I have no experience with this, since I don't see any reason to gimp myself by using anything other than Grand Souls. The only thing I could think it might be is killing NPC's; for that, you'll need black soul gems. --Fluff 21:59, 30 November 2011 (UTC)
Yeah, I hadn't encountered any when I crafted the bow. No big deal if I have to make another, I just wanted to see if there was some other factor that I had overlooked.
You can usually find Grand Soul gems pre-filled with Grand Souls at the 'general items' merchants. I found that to be easier than going out and trying to trap a Grand Soul myself. I think they cost a maximum of 1400 septims a piece, but it's not like you need a ton of them, especially if you create a Soul Trap weapon and either load yourself up on empty Soul gems or get Azura's Star/Black Star. --Fluff 01:44, 1 December 2011 (UTC)
You know, I hadn't noticed this: http://www.uesp.net/wiki/Skyrim:Soul_Gem about the NPCs. The guys I tried it out on were 3 imperial soldiers who may have been NPCs.

Proportional to enchanting OR effect ?

"The value of enchanted equipment is inversely proportional to your current level of Enchanting."

This makes it sound as though it's proportional to your enchanting level when you sell the item, rather than when you create it! Also, is it proportional to the level when you create it or the magnitude of the effect? In other words:

"The value of enchanted equipment is inversely proportional to the magnitude of the effect on the item."

87.112.104.119 21:22, 1 December 2011 (UTC)

Aye, that is better, but still not exactly right. For example, an enchanted weapon has maximum value if the enchantment has its maximum magnitude, not its minimum magnitude. So perhaps:
"The value of enchanted equipment is inversely proportional to your level of Enchanting at the time of enchantment." --Fluff 21:42, 1 December 2011 (UTC)

Notes section clean up

Before I delete half the notes I wanted to ask what people thought about that section. To me it is hugely unnecessary to have 3 different notes on how to level up/make money form enchanting. It seems fairly obvious that enchanting higher value weapons/armor will make you more money and the whole section has nothing to do with enchanting. The notes should be about how to use enchanting and notes about the skill. A separate page should be made for people to leave opinions on how to make money because everyone has their own system or ideas on what is the best way (I personally just steal everything I see) and could add a note, enchant stolen items to increase their value before fencing them.--Lord.Baal 08:27, 3 December 2011 (UTC)

Yup, that section is a huge mess of personal tips and what have we. Feel more than free to clean it up - the best way to do it, however, is to move all the "bad" notes to this very talk page; later on, we can figure out if any of them can be used elsewhere. --Krusty 08:32, 3 December 2011 (UTC)
Alright later I am going to clean it up, leave factual information but remove opinions, also the "glich" section should be a note, in my opinion it is not a glitch but a mechanic of the game that is worthy of mentioning. I also noticed many skill pages have huge amounts of opinions that often are not true for all players. I will go through some of them and try to clean them up as well--Lord.Baal 08:41, 3 December 2011 (UTC)
Sounds good! Just remember to use appropriate edit summaries ("cleanup - moved notes to talk" or something like that) and you will be fine. A lot of pages needs to be cleaned up these days, so; best of luck! --Krusty 08:45, 3 December 2011 (UTC)
Thanks Krusty! I am glad to be able to help with the wiki cause I used it soo much in Oblivion. I have been adding notes to post leveling on discussions pages. Feel free to look at what I have done and let me know if you have any advise on making the pages better--Lord.Baal 19:24, 3 December 2011 (UTC)
I disagree with your move of the value glitch. It makes absolutely no sense that an enchantment that's more powerful should be worth less. Compare this with the other two crafting skills. If you make something more powerful, it's worth more. I've even enchanted gear and made it worth less than being not enchanted. This is obviously a glitch and should be noted as such. --Fluff 20:16, 3 December 2011 (UTC)

Experience gained with disenchanting

needs checking - i think you get more experience from disenchanting higher level equipment, not sure if it's the price or the enchantment. if that is true maybe it is advised to wait with enchanting, that is not for profit, for higher levels.

Just confirmed that with console commands. started a new character and just ran to anis. gave myself "hide boots of minor sneaking" and "dragonscale boots of peerless sneaking". disenchanting the hide boots got me to level 19. loaded and disenchanted the dragonscale - got to level 25.

Ways to level enchanting and to make profit section

Please you this space to post ways you level the skill or make coin off enchantments, the notes section is not the proper place for that

The best way of increasing Enchanting is to make iron daggers and enchant them with Petty soul gems in this way not only you are increasing your enchanting but also making a solid amount of gold as one of daggers will be worth around 800 gold and you should have no trouble making 30 or 40 of those at a time.

Another way of increasing Enchanting while making considerable profit is to smith and enchant dwarven bows, if you happen to have a surplus of dwarven metal ingots. Constructing a dwarven bow requires 2 dwarven metal ingots and 1 iron ingot, an iron ingot which you would spend on an iron dagger anyway. Note that smithing other dwarven weapons is more complex. A dwarven bow's base value is far higher than that of an iron dagger. Raising the Enchanting skill level this way is just as effective as in the above method, only more profitable.

A third way to make a large profit with enchanting is to enchant boots/shoes or gloves/gauntlets with fortify sneak. At level 10 enchanting skill, the items you enchant with fortify sneak using a grand soul gem are worth around 3000 more than the item's base cost. (The profit would be ~3000 less the cost of the grand soul gem.) Using the largest soul gem possible greatly increases the profit of these items, unlike weapons and shields where the value of the item enchanted with various soul gems only increases approximately same amount as the increase in the cost of the soul gem used (so, from a profit standpoint, there is no reason to use larger soul gems on weapons). Enchanting boots or gloves is less profitable than enchanting a weapon with banish but since it's often easier to obtain items with sneak (to disenchant) than banish at early levels and since boots (armored or unarmored), shoes, and gloves are also generally easy to find or buy, it's a good way to make money early in the game.

When enchanting for profit some enchantments have a higher base value than others. (e.g., Banish on weapons, sneak on boots)

--Lord.Baal 19:19, 3 December 2011 (UTC)

The Enchanting Effects page has a pair of notes describing the most expensive enchantments. This seems like useful information since it's not obvious that some enchantments are worth more than others. --Fluff 20:28, 3 December 2011 (UTC)
Another way to level enchanting and make considerable profit is by collecting and enchanting clothing. Clothing weighs one pound and is practically everywhere. You can find clothing in end tables, on corpses and often multiples in dressers. You don't even have to engage in combat to get clothing since they are available in all towns free of charge without stealing. A side effect of this, which may be desired or undesirable, is that you do not level smithing. Cloth wearing mages benefit from this because they do not need smithing and increasing smithing will unnecessarily increase level, which is especially bad early on when playing on expert or master difficulty.
If you are a magician, the best location to trade your enchanted clothing and jewelry is the College of Winterhold. Find your skill trainer of choice, for instance if you want to train destruction, locate Faralda the destruction master trainer. All magic skill trainers, with the exception of enchanting, are merchants. If you have lots of gold available, and want training, train first. This will add your gold for your training to the available gold she has. Then you can sell the large amounts of enchanted clothing and jewelry items or even unenchanted jewelry made from cheap iron ore changed to silver or gold with the alteration spell "transmute" which will pay for your training or spell books. Alternatively, the magic merchants will offer robes enchanted with magicka regen and reduced spell costs for the appropriate school, these tend to be expensive, especially early in the game when you are unable to enchant items to the same level of enchantment. You can even buy more empty soul gems or charged soul gems to train your enchanting skill or make more profit enchanting other items with petty gems. Better yet, you can trade your items to Enthir at the college in the hall of attainment for black soul gems, or daedra hearts for daedric item smithing.
Typically, only general store traders will buy jewelry or clothing, there is usually only one in each town and have around 750 gold by default. However, at the college in the hall of countenance, there are four, Phinis Gestor, Faralda, Collette Marchance, and Drevis Neloran who have 500 gold available each for a total of 2,000. Please note they may not all be there at the same time. This saves time having to fast travel or using the wait function.
Joining the Dark Brotherhood and possessing the black star synergizes wonderfully. You accept a dark brotherhood contract to kill someone, trap their soul in the black star, take their belongings. You get gold for completing the contract and selling the victim's belongings that you enchanted with their own souls. It is also deliciously evil. >:3
--Berserkenstein 09:37, 6 December 2011 (UTC)
Black Star + Weapon Enchanted with Soul Trap = Kill with Soul Trap weapon, use that soul to recharge your weapon, rinse, repeat. Recharging items gives enchanting experience(higher souls give more exp) so slaughtering all those humans(grand souls) will level your enchanting pretty quickly. No profit from this, but it allows you to gain enchanting experience for every kill. Alternatively, you can drain charges on different items and use use spells to soul trap, kill, recharge, use charge, repeat. Works with enchanting items and selling,; just use up the soul in Black Star if the soul your trapping would otherwise go to waste. 174.24.235.112 08:43, 8 December 2011 (UTC)Nirva 12/08/2011


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