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Skyrim talk:Enchanting/Archive 2

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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.

Major Glitch

Has anyone else encountered a glitch on the PC which causes your keyboard to stop working? I think it happens when you rename the item, and then trying to change the item or enchantment. For me, the only way to get out of it is removing the battery from my laptop. It's happened to me several times now, if I can get a confirmation I'll add it to the page. Gideon Dragontongue 21:52, 3 December 2011 (UTC)

I've noticed both this and a glitch that occurs occasionally when leaving the enchant table: sometimes you can't move or do anything for a minute or two. I forget how I was able to get out of the glitch you described. It only happened once, but I didn't have to do anything as drastic as removing the battery. --Fluff 22:00, 3 December 2011 (UTC)
Did you click on the button or use the TAB key? Since this is such a major problem, I normally don't enchant things because it's such a hassle to start over from my last save. I'll do a few tests and try to figure out when the issue occurs, if not how to prevent it. Gideon Dragontongue 16:02, 4 December 2011 (UTC)
The scroll wheel sometimes starts changing zoom for me as well as scrolling up and down the list of enchantments/items/soul gems. If I try to leave the table when I'm in first person then I'm stuck, and I have to use enableplayercontrols and pray it lets me out in a timely fashion. 70.67.153.115 20:17, 4 December 2011 (UTC)
Alt+Tab out to your desktop and back in has fixed this problem for me the few times it has happened. Note that once I did have to repeat the process a few times, lol.
The glitch goes away after about 30sec, chances are alt+tab didn't actually fix it, you just spent the time it takes for the glitch to go away. It probably has to do with the camera trying to position itself properly, I noticed they're sometimes having trouble with that when moving from 3rd to 1st person 74.198.165.13 21:49, 9 December 2011 (UTC)

When you get stuck try enabling tcl and disabling it afterwards, maybe it was just a matter of time but I had just read this. Tried zooming in out pressed my f key three times, which switches perspective.. after that though I enabled tcl and then disabled it. I noticed when i did that my screen shifted slightly so I actually bothered to test it out and I was unstuck. Hope this helps someone else.

It tottaly freaked me out when it happened to me. but i found out that although u cant move or jump, ect, u can pull up the menu. i always pull up the esc menu, save, then load, and then wait 10 seconds and it lets me move again. always, all these other solutions..i dont know, its just easier for me to just save, load, and done.

I found the root cause on the PC for this: It's caused by scrolling whilst selecting an item, usually scrolling upwards( puts you into first person view). It can be fixed by scrolling so you're in third person before you exit the altar. Otherwise, you get locked for 30~60s. Alternately, you can use WSAD/Enter to remove the odds of this happening altogether.--Ravage 23:44, 29 December 2011 (UTC)

25% disenchant but only 1% enchant.

I disenchanted some gauntlets of +25% one handed dameage and enchanted my Elven gauntlets with it but I only get 1% increase. Bug or am I missing something? I have 52 enchanting.

The strength of the enchantment depends on perks, enchanting skill, and the quality of the soul used. Disenchant an amulet of Fortify Health 30 pts and enchanting a different item with the same effect but a petty soul will yield something like Fortify Health 3 pts. Gideon Dragontongue 19:36, 5 December 2011 (UTC)
Just a small piece of advise since I didn't notice that my first time disenchanting, don't disenchant anything you care about until you are sure you have the perks and soul gems to make a similar item. Also I have noticed some enchantments are higher then you can create without using alchemy to boost enchanting skills so again be careful what you disenchant--Lord.Baal 06:40, 6 December 2011 (UTC)
Indeed. I've noticed it with resistance to elements enchantments. The best generic items you can find will be at 70% resistance. However, with all the perks and a 25% fortify enchanting potion, you won't be able to make more than 42% resistance. On the other hand, increasing you archery/one-handed/two-handed damages with a custom enchantment will give better results than generic items. Elakyn 22:41, 6 January 2012 (UTC)

Disenchanting an item is like learning ONLY the idea how to make that enchantment. Therefore, you cannot inherit the exact percent of that item, unless you're enchanting ability level is high enough to meet its expectations. If your enchanting level is 100(max), the description the that enchantment is low. But if you start to enchant an item using a gem with grandsoul inside, the percent increases to its maximum or more if added with enchanting potion effect.

There's no need to be crude. Removed insults from the above comment. Verbatim9 18:49, 28 January 2012 (UTC)

Unlimited uses?

After enchanting a sword to do 81 fire and 81 shock damage (all perks in Enchanting, Alchemy and destruction) I proceded to test out my new sword only to find out it didn't use charges. The only thing I can think of that can be causing this is that I'm equiped with a total of 100 fortify destruction and that this is also reducing the charge cost of my weapon. This also happens with weapons I didn't Enchant. Sorry about spelling I'll fix it when I get home. Macilnar 14:03, 6 December 2011 (UTC)

Think of a weapon's charge as a pool of mana. The size of the pool is determined by the size of the soul gem/enchantment ability. The amount of "mana" that the weapon uses per hit, however, is determined by the relevant skill. In this case, Destruction. Since your destruction spells cost nothing, your weapon uses no "mana", and is never depleted. Even without 100% cost reduction, simply leveling the relevant skill will cause your weapon to use less charge per hit, since skills reduce mana cost.--41.132.43.78 15:18, 6 December 2011 (UTC)
That is what I was thinking, I knew staffs staffs acted in this mannor. I didn't think weapons would too, at least to the point of unlimited uses. In this case there is no reason not to max out the spells being Enchanted. Macilnar 16:09, 6 December 2011 (UTC)
This certainly explains a lot than on my profile where I have two steel war axes, both enchanted with both spells; Absorb Stamina 20pts and Chance to Paralyze for 3sec. Their particular charges were only stated to be 55, however I've used these for days now and the bar just started to go down. I've used them for hours now, killing at least a few hundred enemies as I tomb-raided out of boredom. But here's a curious part that I feel is worth adding... This only happens when I dual wield them. If I just use one, say with a shield in my left hand, the charges drop as though normal. So, using only one promotes no more than 55 uses however using both seemingly gives me (Literally) thousands. Anyone have similar instances? If it is worth mentioning my One-Handed, Destruction (Absorb, I believe), Alteration (Paralyze), and Enchanting are all at level 100 but not all the perks are bought. Therefore it is possible my ultra-high level of uses comes from all that factoring, but it does nothing to explain why it's thousands of charges when dualed but only 55 when single-used. 12:11 AM, 16th of December 2011 (CST)

Lowered destruction cost for elemental damage. does it work with with other houses?

Will lowering alteration give you free paralyze and conjuration free soul trap? does anyone know if there are ways to lower any of the other effects costs? — Unsigned comment by 89.138.2.124 (talk) at 16:03 on 7 December 2011 (UTC)

Yes, each effect is governed by the school of magic to which it belongs. You can find out more about each effect by taking a look at the Enchanting Effects page. On Enchanting Effects talk page is a discussion on this issue. --Fluff 14:40, 7 December 2011 (UTC)

So which school the weapon will "use" if multiple school enchantment enchanted? Like chillrend for example, frost damage(destruction) and paralyze(alteration). It's seems chillrend only count on destruction, I have destruction spell -100% cost gear and it becomes inlimited, but at the other time I tried another weapon with absorb magicka(destruction) and paralyze(alteration) with destruction -100% cost gear, the weapon's charge become lesser and lesser after I strike it to the enemies?

i believe the first enchantment will determine the cost. my favorite is paralyze so i got myself -100% alteration and it seems to not matter what was the second enchantment it never cost me anything.
Doesn't seem to work consistently. On my previous save I had a custom daedric war axe enchanted with fire and paralzye; the charges were infinite with only 100% reduction in destruction. The paralyze enchantment was for only 2s though. Yet now, with a daedric warhammer with shock and paralyze lasting 5s, the charges deplete as usual. I'm a bit puzzled because I have a daedric bow with shock and soul trap, from two different schools of magic and I have infinite charges with that bow with only 100% reduction in destruction. Yet this doesn't work with my warhammer. I'm very sure that I put the first enchantment as a destruction based one (if that matters), so can anybody enlighten me as to how dual enchantments work? — Unsigned comment by 220.255.1.75 (talk) at 01:55 on 1 March 2012

Soul Siphon taking effect.

Is there a text message? Is there a graphical effect? Does the charge bar of the weapon pop up in the corner? 95.206.17.147 20:53, 11 December 2011 (UTC)

I've noticed this as well. If you use the spell "Soul Trap", there's a pretty awesome soul sucking effect and sound upon death, but using an enchanted weapon or a bound weapon with the soul trap perk doesn't use that effect at all. It does, however, give the message in the corner "Soul captured!" or "There's no soul gem large enough." 98.247.55.10 04:56, 3 January 2012 (UTC)
I have noticed that the bound weapon doesn't have the effect. All weapons I've created with the Soul Trap enchantment have it though.

Sizeable glitch - any solutions?

I have recently attained 100 enchanting and have just put the fourth perk in enchanter and put a perk in extra effect. I tried to use both the arcane enchanter in dragonsreach and my solitude house and neither work. help?

I think I have a similar problem. I have tried a few different enchanting table and get the same bug every time. In the 'item' menu I can't select any items, it just says "<missing item>" and that same selection occurs when I click where my enchatable items should appear. If someone could help it would be great!!!
Is this the problem that when you click on the Enchanting Table, it just zooms out (if in first person), waits for a second, then zooms back in without going into the enchantment screen? If so, I have the same problem and would also appreciate any comments possible. I tried saving and reloading and it has not worked.

PC bug - game no longer accepts keyboard input

The bug mentioned on the page is a little more generic than suggested. It is nothing to do with renaming an item. Specifically, whenever the mouse scrollwheel is used during enchanting (to move through long lists more quickly), then the game will no longer accept input after quitting enchanting and you need to reload. As far as I can tell, this happens reliably on my game. Using a mouse for just clicking does not cause the bug, and it happens regardless of what else you do during enchanting.

The Enchantments of the Gods

So let the whole debate about whether Alchemy can really boost Enchanting or not come to an end. It most certainly can- *if* you're willing to use the Fortify Restoration loop exploit.
I decided to finally play around with this a bit. I created a range of Fortify Restoration potions, from 1000%-2,000,000,000%.
I then used them to create a range of Fortify Enchanting potions, up to 58,000,000% or so.
The potions only last 30 seconds, so you have to do your Enchanting very quickly, but I was able to create a bow which drains 2 Billion Health and 500 Million Magicka on hit.
I also made a ring which boosts my Health and Magicka by 500 Million. I named it The One Ring, and I had some great fun using it to jump off cliffs one was never meant to survive without Become Ethereal.
Then I discovered that, after I removed the ring, my character's Health had been *permanently* lowered 6 points. It's probably a glitch from having my HP at such insane levels,
but it seemed highly appropriate to keep as a symbol of how my character had been warped by toying with such powerful magic.
Making Enchantments of such ridiculous strength also has another drawback- the Enchanting system seems to glitch out when certain values get too high, which can result in an Enchantment with a negative value.
This can cause some unexpectedly bizarre results, like a weapon which does 1 damage each attack (maybe this could be useful for training?)
and weapons with a negative number of charges, which can only be used if you have Fortify Destruction (or Alteration or whatever) of 100% or more.
So while creating items of utterly ridiculous power is kinda fun, I would recommend sticking to items of merely insane power.
A ring that grants you 5000 health might glitch the game out less than one which grants you 5,000,000, and you'll still be just as invincible.
Also note that you can use this method to create stronger Enchantments *without* resorting to a degenerate loop-
you *can* be reasonable and keep the Fortify Restoration limited to the 100% or so it caps you on the first potion.
Then you can use that to create a potion of Fortify Enchanting ~50%, which will still allow you to make stronger enchantments without using any exploits.
Anyway, I thought I would share my adventures in Enchantment Abuse. Obviously this isn't something to use unless you want to make the game *way* too easy,
but I couldn't pass up a chance to give my character a taste of the power characters have in the PC version (with the console and its omnipotence).
I put most of the items away so I could continue to enjoy the game, but I still carry that Godslayer Bow so I can easily take out the 900th Ancient Dragon to attack Winterhold without a hitch in my schedule ;-)
Creating an item worth billions of Septims would also bring you to level 100 Enchanting instantly if you weren't there already.
By picking up some Salt Piles, some fish, some Blue Butterfly Wings, and some Snowberries, you could bring both Alchemy and Enchanting to level 100 within an hour of starting the game.209.66.120.3 22:39, 19 December 2011 (UTC)

I've noticed this as well. From what I understand about binary (a year or two ago, so don't jump down my throat if I'm off a bit), the first bit in the binary representation of a number can sometimes be used for denoting a negative number. I'm guessing that the number was being stored as a signed number (of some kind, I don't know if it is float, int, etc.), and the negative bit was accidentally changed. I guess this might be a good way to illustrate number storage: 1 0000111 = something negative (depending on negative storage scheme), 0 0000010 = positive 2. Let's continually multiply the number by 2, so the binary representation looks like this 0 0000100 = +4 → 0 0001000 = +8 → 0 0010000 = +16 → 0 0100000 = +32 → 0 1000000 = +64 → 1 0000000 = negative something (depending on negative storage scheme). So your numbers should be smaller than a certain value, depending on the storage size of the number in question (in this 8-bit example, 127 or 01111111).StTheo 22:43, 25 December 2011 (UTC)

To get negative numbers in binary, flip all the 1's to 0's and vice versa and then add one. Since +2 is 0010 (in 4 bits) then -2 is 1101+0001=1110. Notice what happens when you add 0010 and 1110; you get 0000 (because you only have 4 bits). It's pretty slick because you don't need different hardware for signed vs. unsigned arithmetic.

enchanting

Hey so my enchanting is at 100 and have every perk. earlier in the game i had my shield enchanted and it fortified my health by 34. Now everything in my enchantment list is weak. My fortify health enchantment is at 20 and everthing is weak too. Any ideas why? also i use an xbox

you need larger soul gems with large souls. so find a grand or black soul gem filled with grand soul OR soul trap any grand/black soul in an appropriate soul gem. 193.158.17.136 13:41, 30 January 2012 (UTC)

Maximum "safe" fortify enchanting limit for weapons

I've discovered that a very powerful Fortify Enchanting can bug out the game.

At the minimum of 100% Fortify Enchanting, enchantment counter for weapons bugs out: the lower the enchantment magnitude the lower the counter is (which is backwards). This results in a weapon that cannot be recharged upon reloading.

I tested it with two weapons: one with Fiery Trap Soul (60 seconds) and Banish (level 384), this weapon cannot be charged. The second weapon with Magicka Damage 500 pt and Stamina Damage 500 pt can only be used twice, despite the charge still at around 30%

I managed to create a 71% Fortify Enchanting, and this limit seem to work pretty well, but the enchantment uses is still much lower than the supposed displayed (73, I believe I haven't used it that many times and I've ran out of charge)

I talked about this a bit in my long post above. In some cases, it appears to be giving the weapon a negative number of maximum charges. This results in a weapon that displays as fully charged all the time, yet doesn't activate unless I'm wearing gear to Fortify Destruction 100%. It's not ideal, but given the absurd power of the enchantments, it feels almost appropriate to require an item to use the weapon properly (a'la Wraithguard from Morrowind- I wish you could enchant gauntlets with Fortify Destruction for that very reason). Since you've already got the potions, you don't even have to mess with a set of items- you can make a single ring to Fortify Destruction (and, say, Conjuration) over 100%. And while a bow that drains 2 billion life and half a billion magicka may be *slightly* unbalanced, it's fun to pull out when I've fought one too many random Dragons. 209.66.120.3 18:20, 22 December 2011 (UTC)
It does seem to be so. I forgot to add my stats though, I had 100 Enchanting with all perks when I tried it out. It seems to be a bit of a waste of an enchantment slot to make a Fortify Destruction enchantment when you can use it for Fortify Carry Weight or Fortify Stamina (especially for true warriors). This 71% limit allows a maximum of level 53 Banish, so it seems to be the best combination of weapon power and not bugging out. 175.106.8.206 07:56, 27 December 2011 (UTC)

Fortifiyng skills makes those skill perks a waste to spend?

If Fortify Skill (e.g.: Heavy Armor, Block, One-Handed etc.) makes most skill power perks available trough one skill tree (Enchanting) is it even worth to spend more than one perk point on things like Juggernaut or Shield Wall? Similarly to another question at the Smithing discussion page which wonders if just fortifiyng Smithing to a great level renders all the Smithing Perks impotent regarding equipment improvement for endgame builds. Naturally, you won't be able to craft Dragon or Daedric items but you can get Daedric trough other means and for improvement the perks are not needed if your skill is high enough. So if you need those perks elsewhere, just spend one neccessary perk points on the first ones to start the tree (e.g.: Barbarian), but spend others on better perks and btw ignore all perks like Deep Wounds or Bone Crusher.

Theoretically yes, but practically it's not practical, as you have to consume a bottle of potion to get the effect, and most potions will only last for 60 seconds175.106.8.206 07:59, 27 December 2011 (UTC)
What this person says is true, though they can be permanently fortified via enchantments. And yes, you can use potions and enchantments to make your Smithing skill so high the Smithing perks aren't needed.
Also, too many of those Fortify perks (Juggernaut, Armsman, etc.) can make the game too easy, especially later on in the game. If I could go back, I would remove all but one point from those perks and redistribute them.
And I'd only keep the one because it's necessary to advance the skill tree. Smithing ends up making these pointless, *especially* Juggernaut (which I happen to have the most points in). 209.66.120.3 18:05, 27 December 2011 (UTC)

Enchantment Planner

I threw together a spreadsheet to use for planning out enchanted gear. Anybody know how I can make it so edits are possible but only affect the user doing the editing, like making it a template or something? Feel free to download it and check it out.. http://bit.ly/seT2qG 99.236.27.145 07:01, 24 December 2011 (UTC)

• Downloaded...thanks, that helps a lot.--99.254.77.161 16:31, 15 January 2012 (UTC)

Fortify Enchanting - Gauntlets

The holy grail of skyrim http://www.uesp.net/wiki/Skyrim:Catalogue_of_Armor_Enchantments Where are those gloves?

Early in the game (maybe only a week or two after its release), I had come across gauntlets that were enchanted with "Fortify Enchanting". I didn't really know about the power of disenchantment yet, so I sold them for some nice coin, assuming that I'd find this enchantment again in the future with some other random loot. Now I'm at level 59 and I haven't yet come across any such clothing again that is enchanted with "Fortify Enchanting". I thought perhaps I was dreaming about this discovery, but then recently I saw a message on a loading screen that mentioned something about there being rare gauntlets that can fortify enchanting, or something like that. Well, I found them and foolishly sold them. I don't see any mention what-so-ever about these gauntlets on uesp.net. Even the "Fortify Enchanting" wiki only lists "Alchemy" as a possible source and not "Enchanting". Unfortunately, I have absolutely no idea where I found them. Can anyone else confirm their existence? If so, is it possible to disenchant them and then apply "Fortify Enchanting" to other kinds of clothing too? (Note that I have zero (0) mods installed, so the gauntlets were definitely a vanilla game item - unless I just dreamed them up :)--72.229.1.121 05:51, 26 December 2011 (UTC)

2 things, 1st is that I am sure if such a thing existed it would be the main topic on this page due to the ridiculous nature of that enchantment and what you could do with it. second I highly doubt it would be put in game because even bethesda would realize how much that item would be abused. it would be a never ending cycle of using them to fortify enchanting on a new item, use new item to make better newer item till the end of time--Lord.Baal 00:01, 27 December 2011 (UTC)
First, I remember it being something small like 5%. Second, it might not be possible to disenchant it. Third, even if it could be disenchanted, you make a good point; however, the game data can control what items are enchantable with it, so like the Ring of Matrimony bug, perhaps nothing can be enchanted with it. Fourth, I also remember a loading screen message about some kind of gauntlets that fortify enchanting, as I mentioned already, so if that's real then maybe they do exist. I'll take a look at the installation files and see what I can find. Also, I may have an older save file with these gauntlets in my inventory, so maybe if I have 100 free hours I'll try going through them ;)--72.229.1.121 20:16, 28 December 2011 (UTC)
I found the message I was referring to, but I was wrong about it being on a loading screen. Actually, it's in the book "Complete Catalogue of Enchantments for Armor". The exact line is, "There are even examples of gauntlets that are enchanted to improve the wearers ability to enchant things.". Now this is either a teaser line or perhaps I really did find these rare gauntlets early in the game. I'll see if I can find a way to search through my save game files quickly...--72.229.1.121 21:53, 28 December 2011 (UTC)
I just searched through the Data\Strings\Skyrim_English.STRINGS file looking for "glove" or "gauntlet". There weren't any interesting items with "glove" in the name that weren't already listed on the wiki (although I only looked briefly), but I did find "Gauntlets of the Old Gods" as particularly interesting because the wiki has it listed under light armor and links it to the Quest Items wiki, but it's not listed at all in the quest items table - so apparently its enchantment is unknown. Anybody know for sure what this item is?--72.229.1.121 23:02, 28 December 2011 (UTC)

Gauntlets of the Old Gods is from the The Forsworn Conspiracy quest chain (Madanach; "Here is a little thing to remember us (The Forsworn) by" /hands over the set). The enchant on them is 20% to Bow dmg, so that thought is a dead duck. As for the existance of gloves with fortify enchanting on them, they do not exist, you most likely remember an item with fortify Alchemy or Fortify SmithingBlashyrkh 18:35, 18 January 2012 (UTC)

I searched for "bracer" as well, but found nothing interesting.--72.229.1.121 23:39, 28 December 2011 (UTC)
LOL, basing what is in the game off of in game books is a baddd idea. not even close to an accurate source. And again people on pc dump the list from date files if it was possible it would be in the files. I am sure you can find a mod with that but not in the main game. And the Old God items are given from "escape from Cihdna(sp?) Mine" check the forsworn page for details. ps: helpful to sign posts--Lord.Baal 18:38, 29 December 2011 (UTC)
But I'm not basing it off the book, I'm basing it off my memory, as I already mentioned. I only noticed the book later and it reminded me of when I had the gauntlets, so I thought I'd ask here. I also expected that the data in this wiki comes from the actual game files, in a large part, but it's easy to miss one particular item - just like the Old Gods item that I mentioned wasn't listed on the main category page (and thanks for pointing out what that is). BTW, it's not a mod - as I already said, I have no mods. And anyway, maybe it doesn't have to be a named item? Couldn't they have simply given a normal pair of gauntlets the Fortify Enchantment enchantment and either added it as part of random loot (with a very low percentage) or hand-placed it in a specific hidden area in the game world? Of course, if it was early enough in the game, I may have just confused Smithing for Enchanting - that's highly possible too. Anyway, enough speculation - if I can find the time I'm going to look into going through my old save game files programmatically and extracting all of the unique item/enchantment info. Let's hope that if they do exist I actually have a save with them in my inventory.--72.229.1.121 00:12, 30 December 2011 (UTC)

I too noticed the entry in this book and wondered. It could be a teaser from Bethesda, or it could be an actual, random item that rarely shows up. I too vaguely remember finding such an item very early on in my game (was fur bracers from memory) but I obviously sold it without realising its true value (I didn't start mucking with enchanting until the early 30s levels). Dpastern 16:40, 30 December 2011 (UTC)

A book in Skyrim mentions Ri'saad, member of a caravan, just outside Windhelm. However, in-game, he will never be there. Another example: numerous books describe Khajiits under many other forms than the few encountered in the various games; does it mean that sabrecat and moutain lions are actually undercover Khajiits? My point is: don't trust everything you see, hear, or even what you think you remember Elakyn 22:53, 6 January 2012 (UTC)

Anyway to change the maximum number of enchantments on an item eg. 3?

Title says it all, but I want to know if there is a console command or something that controls the maximum number of enchantments on a weapon? Reason for this is because i would love to have a shield with a large variety of protection properties.

I came across those gauntlets at Anise shack. Went downstairs in her cellar, read the note that I stole; the only thing. Messed around at the alchemy table went over to the enchanting table. Nothing much to do since I hadn't even walked over to the first town yet. Came out of the cellar, she then said you found my little secret. I was like what the, never fought before had to take a few potions but she eventually died. Item was on here. My Main Character. Gauntlets +5% enchanting. Attempting to repeat process only rendered random items on a quickly remade cat. I am not sure, but that's what happened. If one doesn't realize how powerful the gloves are then they probably sell them as they are fairly weighty at the start and cant be disenchanted so one can't store things for a bit into the game. Which is a huge help.

Anonymous, hope this clears up things.

Chest armor enchantment choices...

I can't seem to find one that would just be beneficial for someone who likes to just swing a sword around, no spells. What do I need to disenchant for such a conundrum? Thanks!--Ravage 23:49, 29 December 2011 (UTC)

Use fortify health and health regen, its what I use on my warrior character. If you are swinging a sword you are probably taking some damage and those enchantments are always useful to have--Lord.Baal 02:40, 30 December 2011 (UTC)

Leveling / Learning new enchantments

I have learned all available enchantments with +35% bonus (mage stone, lovers comfort) and reached skill level 59 (started with 15). Learning apparel effects gave a higher skill bonus than weapon effects. But is there a difference between specific effects and skill increase from learning these? I dont know, but for me it seems that the skill gain is the same for all apparel effects. --PsychOMc 17:44, 1 January 2012 (UTC)

Basically all U do is make about 250 iron daggers. Then go to "The Fletcher" in Solitude and buy a weapon to banish Deadric. This will disenchant to "Banish" enchantement. Now u go take about 20 filled soul gems.. I use Common, lesser, and Petty. and Take 20 iron daggers to enchant. Enchant these daggers with banish at the highest lvl possible.

Now take your banish daggers to riverwood trader. Buy all his common, lesser, petty soul gems and sell him ur daggers. Wait 48 hours and buy soul gems agian and sell daggers agian. Once u run out of daggers to sell , u should have around 40 filled soul gems. Go get more daggers to enchant to banish.. Rinse and repeat until 100 enchanting..

Also while u are at the Riverwood Trader U can buy a lot of items to disenchant. U should end up with almost all enchantments for clothing and jewelry and around 50,000 gold.

Forget waiting. Just save, kill the dude, then reload your save, causing his inventory to reset, rinse and repeat. Crap... Incorrect punctuation... 173.218.144.66 23:13, 4 January 2012 (UTC)

stupidest thing I ever read. If you goal is to bypass the purpose of the game, exploring and slowly learning and leveling skills why not use commands to modify all of your skills to 100, unlock all enchantments and put yourself in god mode--Lord.Baal 04:35, 6 January 2012 (UTC)
wow, an ignorant statement used to put someone down-- now that's hilarious. Obviously, you cannot use the console on a console so you cannot mod you skills to 100. Second and more important, there is an innate psychological and sociological appeal to working within the constraints of a system-- its a key reason why hackers hack and crackers crack. Basically any Joe can open up the console and type in a single command; you actually get satisfaction and the occasional mental workout if you discover the "solution" (ie. exploit) yourself and then proceed to give your ego a workout by bragging about it on the interwebs. You can think of exploiting the game as a game within a game. After all wasn't the appeal of sandbox games like this one? The freedom to do what you want. 75.80.97.155 15:57, 6 January 2012 (UTC)
In addition, this is a crafting skill. There is no organic way of leveling this skill (or anything other crafting skill); you have to grind it, either through mass enchanting of items or mass recharging of items. Sure, you can get one of the daedric Stars with a soul trap weapon and level it slowly, but that just interrupts combat after every kill. If I'm going to do something boring in a game, I prefer to do it all at once in an area where I'm not being interrupted rather than spreading it out in a ton of small interruptions while I'm out exploring. (And really, after doing it once on my first character, I just skip it with a console command. I don't play games to be bored; I play them to have fun.) --Fluff 16:21, 6 January 2012 (UTC)

Azura/Black Star

Alrighty, so I'm almost done Azuras quest for her star, and want to know if there's any difference between a "black" soul and a "grand" soul in terms of enchanting strength. I wanna power level enchanting and conjuration, and think Azuras Star would be better, but end game I'm looking for character optimization, and if black souls are can give more powerful enchantments then that would be the better choice.

All Humanoid souls (except Falmer) are considered Grand, and function identically for Enchanting purposes.
And *definitely* get the Black Star because 1- whether it's a bug or not, it can hold any soul, not just a humanoid soul, and
2- Black Soul Gems are much, *much* rarer than Grand Soul Gems- there are only two places to reliably obtain them, and even then the supply is quite small. So yeah, Black Star all the way. 209.66.120.3 00:08, 4 January 2012 (UTC)
It may not be consistent with the lore or the description provided to you in-game, but the Black Star works exactly like a refillable black soul gem. Black soul gems can accommodate white souls. I believe they functioned this way in Oblivion as well. If Bethesda restricts the Black Star to only black souls, they would presumably have to do this to black soul gems as well. If they don't do it, I'm sure a mod will do it after the Creation Kit is released. Kastagir 00:51, 6 January 2012 (UTC)
Also, human(oid) opponents are much much more commonly encountered than other creatures that give you grand souls. You might find just one (or none) of the latter in any given dungeon, but every bandit/forsworn/etc. can fill the black star (it's great for refilling weapons on the go). VSim 22:12, 18 February 2012 (UTC)

GO FOR BLACK!!!!!! :) Blashyrkh 18:42, 18 January 2012 (UTC)

Blacksmith's Apron- Glitch

So this has happened to me twice now. I put the Fortify Smithing onto a set of Blacksmith's Apron, then i put it into my home cupboard and come back to find that it has reverted and lost all its enchantments. Not sure or how, just want to see if anyone else has had this issue.

-I can verify this, I've used the Fortify Smithing enchantment on my apron, and then placed it in my dresser in Breezehome, and it has lost the enchantment. I've done this twice as well, and don't plan on using a Blacksmith's Apron for any enchantments from now on, until this glitch is addressed. What I wonder, now, is if this is the case with other articles of clothing as well. --71.165.86.191 01:50, 5 February 2012 (UTC)

This isn't caused by the apron but rather by the house. The houses still have some glitches and will, with some items, respawn the same base item.

Only a temporary boost

From the "Notes" section "A potion that increases destruction magic by X% will increase fire, shock and frost enchantments by the same percent."

Tested this enchanting a bow after drinking +34% Enchanting and +169% Destruction. At first, it seemed that I managed to get 96p in both fire frost and shock damage, but after the +Destruction potion expired, (60 sec) the damage fell to 36p. Repeated the experiment, this time using +Enchanting and +Restoration potion for Helmet. Got -68% casting cost for Destruction and +171% Magicka regen. After the +restoration potion expired, it fell to -29% casting cost and +73% Magicka regen. Drank another of the respective potions and the weapon and armor enchant stats were again boosted for 60 sec. Only the boost conferred by the +enchanting potion is permanent, while the rest are only temporary. Note that this is still very useful, as you can boost your equipment's elemental damage, regeneration rate, or feather effect using potion, when the situation dictates it.

Yes and no; While the bonus imparted by Fortify Restoration potions *appears* to wear off (if you look at the item's stats), it doesn't actually wear off until you remove the item in question.
For example- I'm wearing a pair of boots that boosts Carry Weight by 50. If I drink a Fortify Restoration 100% potion, the boots change to say they fortify Carry by 100, but this doesn't take effect unless I unequip and re-equip the boots.  :The reverse is true as well- once the potion wears off, the stats on the boots change, but my Carry is still boosted by 100 until I remove the boots.
Some items don't even show stat changes when they exist- in particular, the Amulet of Talos always says it reduces the time between shouts by 20%, even if you've used a potion to augment that.
It still says 20%, even if you've fortified it enough to shout as frequently as you wish. 209.66.120.3 18:29, 4 January 2012 (UTC)

This whole abominable exploit

The Inventory and Magic Effects menus operate independently and incorrectly after consuming a Fortify Restoration Potion.

1. Drinking a Potion of Fortify Restoration oddly increases the potency of certain enchantments on items even if the item is equipped.

2. The item gets the boost in the Inventory, but the player does not get the benefit in the Magic Effects until the item undergoes a selection to equip. If the item was already equipped, it must be unequipped and then equipped before the benefit shows up in the Magic Effects.

3. When the Potion of Fortify Restoration wears off, the potency in the Inventory drops, but not in the Magic Effects. The item must be unequipped in order to lose the Magic Effect value.

There are two problems in game design here.

First, why should drinking a Potion of Fortify Restoration affect the strength of enchantments? Enchanting is a separate skill from casting Restoration spells. Logically a Fortify Restoration of 50% should make a healing spell of 100 jump to 150, etc. It should not make a Necklace of Alchemy jump from 12% to 18% or Boots of Carry Weight jump from 60 to 90.

This is most likely a legacy related oversight. Fortify effects are part of the Restoration school in Oblivion. This likely stayed in the game engine for Skyrim. 6 Jan 2012

Second, why should it be necessary for a item to undergo a re-equipping before its effect appears in the Magic Effects? Any change in an equipped item should also be a triggering event for its quiet removal-and-re-inclusion update in the Magic Effects. My guess is that it was never anticipated that an equipped item could undergo a change without first being unequipped, which points back to the first problem with Potions of Restoration as the primary culprit. This is more of a game destroying exploit than Oblivion's Chameleon effects on equipment or ladders made from paint brushes, but it was an unintentional oversight.

This is not uncommon in many games. It is rare to calulate effects on the fly; rather a tag is added that contains the bonus and removed as needed. Since updating the effects is not accounted for, it is clear that modifying enchantment values was not meant to be in the game. 6 Jan 2012

Bethesda very carefully made it so that Alchemists could not make Potions to Fortify Alchemy, and Enchanters could not enchant items that fortified enchanting. Yet they missed the strange cross over effect for Potions of Restoration that allows exponential looping using the alchemy made Potions of Restoration on equipment that fortifies Alchemy.

What to do about it? Well, if Bethesda wants to move to an MORPG as a business model, like World of Warcraft, then they need to step up to the plate and correct the exploit quickly just as WoW does. The simplest correction would be to distribute a patch through Steam that restricts Potions of Fortify Restoration to just the Restoration school of magic.

This is not likely to happen soon. I suspect that right now they are overwhelmed with Crash-to-Desktop stability issues. It is not inconceivable that they may also genuinely want to continue their movie industry business model of produce a block-buster-produce-block-buster-sequel with its inherent dicey gambles and dry spells. Kalevala 01:36, 6 January 2012 (UTC)

Note that Fortify Restoration potions do not increase the strength of all enchantments - just all enchantments that have Restoration effects. That includes practically all apparel enchantments, but none of the weapon enchantments. Similarly, Fortify Destruction potions increase the strength of enchantments that have a Destruction effect, which are most of the weapon enchantments. That part of it makes a sort of sense, even if the outcome of such a system is not desirable. You might find the following discussion on the Enchanting Effects talk page of interest. --Fluff 02:57, 6 January 2012 (UTC)
A somewhat pointless, point. To me the heart of the games is that you can do whatever you want, literally whatever. I dont understand why they try to nerf things, I personally never exploit things and actually just wear Linwe's armor because I think it looks badass. anyone on pc can use commands and god mode to do whatever they want so its really a personal choice how you play the game. dont abuse exploits if you want a challenging and realistic game--Lord.Baal 04:41, 6 January 2012 (UTC)
Although what you two say is true, in my opinion it is wanted by the devs that the restauration and destruction skills boost the fortify and destruction enchants respectively. Also, in my opinion intentionally it should have worked this way; by taking the fortify restoration potion, the enchantment I am doing while under it's influence should be stronger and NOTHING else, while of course having a cap applied (maybe they forgot it, maybe it is not working because of the bug). Same applies for destruction of course. In other words for me it is not only a bug that can be exploited (whether that is good or bad is irrelevant since this is a single-player game), but more importantly it is a bug that prevents me from using fortify restoration potion if I do NOT want to exploit the bug. And there is the problem for me and why I hope for a fix (that does not just take the boost from the skills away). — Unsigned comment by 134.102.123.217 (talk) at 20:37 on 7 January 2012
Even if you believe the effect of boosting enchantments of the same school is intentional design (which is extremely questionable given the description of the potion's effect), the stacking of the effect is clearly not (which is why it doesn't exist for the Fortify Destruction potion). It's clearly a coding glitch and using it is an exploit.--DagmarH 08:40, 8 March 2012 (UTC)

I guess I'm a design snob. It seems to me that if X improves Y by Z%, then that and only that is what it should do. That any change should be reflected in the user interfaces consistently and correctly. If someone on a PC wants to play in god mode, or move the slider to easy on a console, more power to them.

On a separate point, I have a sense that much of the commentary on a lot of pages boils down to how to get a gazillion points of <insert name here> by using the exploit rather than how to play the game using or questions concerning or comments explaining <insert name here>. I guess that makes me grumpy as well as a snob.  ;) Kalevala 06:31, 8 January 2012 (UTC)

The way I see it, it's like duping. It probably wasn't 100% intended, but it's not necessarily detrimental to your gameplay experience (as you can choose whether to abuse it or not) so it doesn't really need to be fixed. Personally I use the exploit to give me more flexibility in my character customization. I made a ridiculous ring of smithing that lets me wear any armor I want (right now I've got the Stormcloak Officer's outfit) and still have the armor rating of my suit of daedric that I'm sick of looking at. Also gave myself 100% cost reduction to all five schools of magic, so I don't have to carry 3-5 different outfits around with me (my character kind of relies on the 100% cost reductions). Instead of keeping the skeleton key and leaving a quest unfinished, I made a ring with ~+70000 to lockpicking so I never break a pick. The exploit can be used to break the game, but it can also be used to make the game significantly less restrictive and more enjoyable (at least for those of us who have the restraint to not make a +1092393 to Unarmed/+293487239 fortify health outfit). I think it (the exploit) deserves a place in a Skyrim version of the Oblivion:Roleplaying page, or perhaps under Skyrim:In-Depth Guides. 70.26.140.186 23:32, 25 January 2012 (UTC)

Isn't that the whole point of a sandbox RPG? I enchanted +5000000% Unarmed on a pair of Stormcloak Officer Gauntlets for whenever I want to be Wolverine.— Unsigned comment by 98.238.243.104 (talk) at 06:20 on 8 February 2012

Quick leveling tip

After acquiring azuras star or the black star, create a weapon with soul trap. Now after each kill recharge the weapon, which grants you enchanting exp, then proceed to the next target. Rinse and repeat to level enchanting as you move through dungeons, crypts, forts, etc.— Unsigned comment by 24.76.93.238 (talk) at 07:12 on 7 Januari 2012

Hardly a quick leveling tip. That would take *quite* some time. Mass producing enchanted daggers and jewelry is much faster. 209.66.120.3 22:56, 11 January 2012 (UTC)
Perhaps rename it a "slow but steady" leveling tip? 71.237.182.242 05:18, 20 January 2012 (UTC)

Extra Effect

Allows 2 enchantments at once- a few questions if i may?

1. Would it be possible to enchant a sword with Fire Damage and Ansorb Health? Is there any difference in the order in which i would enchant? I read somewhere that the 1st enchantment determines charges, while the second determines magnitude. Is that true? If so, would it be smarter to place Absorb Health first, then Fire Damage- this would supposedly give less charges, but greater magnitude? And then use 100% Fortify Destruction armour to nullify charge expenditure.

2. If i was to enchant a piece of armour with the 2 seperate Resist Magic enchantments (Normal and Shield of Solitude version) would they correctly stack?

Thank you 84.13.204.31 17:35, 7 January 2012 (UTC)

  1. Yes, you can enchant a sword with any two weapon enchantments. I haven't noticed a difference in the selection order of enchantments, but I haven't done very many weapon enchants.
  2. Yes, they correctly stack. The UI doesn't update correctly, but empirical evidence has shown that it works as intended despite the display error.
--Fluff 20:16, 7 January 2012 (UTC)
  1. I think you misleading this with oblivion? changing entchantment orders on items in oblivion sometimes leads to get extra charges. just a quick quess.
Paramania 14:49, 18 January 2012 (UTC)
I'm not sure if this matters but I always put SOUL TRAP before damage. I haven't done real testing but the idea is to stack the soul trap first then do the damage. I have no idea how the game engine sorts the enchantments so I may be all under water here but I always get the soul. 174.102.140.128 18:20, 24 February 2012 (UTC)

Optimization

Considering the so-called optimization of enchanting can literally break the game to the point where you one hit everything and also ups you damage ability by 400% over standard use, it has been called by many, include myself an exploit. I would like to make a suggestion that these optimization techniques be moved to a separate page. ( Enchanting_Optimization_Spoilers -or Crafting_Optimazation_Spoilers ) This would also break up the talk sections for people trying to make enchant work vs people who are trying to break it. ^.^ Dragonalumni 09:10, 9 January 2012 (UTC)

I agree that it's given too much importance by its placement here on this page...and that optimizing enchanting early (which I did in response to reading this page) does tend to make the fights too easy. I can't speak for end-game, as I haven't gone there yet. Moving the optimization information to another page would be an improvement. Aside from how much it can spoil the game, it's also greatly in need of clean-up, with way too many references to the restoration potion exploit. Verbatim9 01:01, 30 January 2012 (UTC)

Potions capped to 32%?

I have 4 pieces of fortify alchemy 29%. I get the same effect increase as with 28%, which is 32%. Any way to get better potions and fortifys without using fortify restoration( does it work anymore?) ? --84.248.192.31 19:26, 12 January 2012 (UTC)

You can only get it by either exploiting (use fort resto potion and then immediately equip your fortify alchemy gear) or by using falmer helmet+circlet trick (which some consider to be a bug abuse/exploit too). If you need just to squeeze a little more out of your enchantment, i suggest using the falmer helmet (wearing it and a circlet at the same time) which would give you an extra slot for +% to alchemy (and allow you to make even better +alchemy gear, repeating the alchemy-enchantment cycle some more times, iirc the max ench potion you'd get in the end would be 37%) If you just need stronger enchantments, then use fortify restoration trick - equip all your fort alchemy gear, make fortify restoration potion, drink it, re-equip gear, make another fortify restoration potion, then equip as many +alch gear pieces as you need to make the enchanting potion of the preferred strength (and thus the enchantment of preferred strength) (mind that taking an enchanting potion of a magnitude greater than 99% will break your ability to create weapon enchantments since the formula for charges isnt valid for enchanting skill values over 199) 194.190.40.89 07:36, 20 January 2012 (UTC)

Soul Siphon

It doesn't appear to work as expected. You would think that a creature which normally provided a petty soul would give you 5% of one, or that a creature with a common soul would give you 5% of that. Instead different creatures give wildly different levels of charge, even if they have the same soul level. The amount you get does seem to scale with the difficulty of the creature though, in general. I tested this by changing the magnitude of the effect on the perk to 1 (from 0.05, so getting the entire soul I guess), then observing the yield on different creatures. An elk would hardly recharge the weapon at all, while a mudcrab would give about the same charge you would expect from a petty gem. Also, removing the non-NPC condition on the perk and using it on some NPCs gets different yields as well (and generally much lower than from a grand soul). I *suspect* the recharge amount is calculated according to level, but it doesn't appear to be a linear relationship. -- Bluedanieru 17:40, 14 January 2012 (UTC)

It seems the game will calculate a 'maximum charge' value to prevent you from overcharging your weapon when using Soul Siphon. The trouble is that occasionally, usually after changing cells or reloading a save, the game will reassign that value to be whatever the current charge in the weapon is. By 'occasionally' I mean it seems to inevitably happen after 2 or 3 cell changes. From that point forward, you will not be able to charge the weapon any further than that new value using Soul Siphon. Charging the weapon using a gem will force the game to reassign the value again, but it will only set it at whatever the new charge level is after using the gem. So if you have a weapon where you can't charge it past 1/4 with Soul Siphon and you use a gem to bring it up to 1/2, you will now be able to use Soul Siphon to keep it at 1/2 but no higher. Of course, the charge level will drop again and after a few cell changes you will be back where you started. It stands to reason that eventually the 'ceiling' will ratchet down low enough that the perk won't have any effect at all until you recharge again with a gem. -- Bluedanieru 16:16, 27 January 2012 (UTC)

Easy peasy for archers

If your character is an archer, or just knows how to handle a bow, you might consider that way of power levelling, which is quite challenging, fun, but a bit time consuming. Enchant a bow with a Soul Trap 1 sec enchantment, which will virtually last forever, even with a petty soul (I did it and did not need to refill it yet, but I took 100+shots with it) then go hunt some deer, mudcrab, horker, wolf, rabbit, fox, whatever you find, just keep enough soul gems at you. When all the gems filled, raid a dungeon, rob all the armor, weapon you can get, head to the nearest Arcane Enchanter, disenchant any unknown enchantment, then enchant everything you looted from the dungeon, then sell it triple price. Money+enchanting skill+fighting skill+possible lock picking skill at once, and not bad role playing experiment I think.Anguis Furor 17:32, 20 January 2012 (UTC)

Rather than raid a dungeon for weapons to enchant, why not make them. Then you will also gain smithing experience as well. Collect pelts from the animals you hunted and also, you will need iron ingots. I find Embershards Mine between Riverwood and the Guardian Stones is very useful. This respawns about every 10 game days and only has low level bandits who are easy to defeat. It contains several made up iron ingots and iron ores and also 9 iron veins you can mine. Next head back to War Maiden's and use the smelter to turn the iron ore into ingots, the tanning rack to turn the animal hides into leather and then leather strips, and finally the forge to make them into iron daggers. You can easily make dozens of daggers from one hunting trip and mine visit. Now head up to the arcane enchanter in Dragonsreach and enchant the daggers. The experience points you gain for smithing and enchanting are not affected by what you make - so it is better to make lots of low value items if you are trying to level up.
Even better, if you have Dwarven Smithing, just raid some Dwemer ruins. Lots of soul gems and dwemer items to smelt into Dwarven Metal Ingots. With enough Iron Ingots, you can spam Dwarven Bows to enchant all day. 24.156.216.144 10:44, 24 February 2012 (UTC)

Conflicting Enchantments?

My character is primarily a warrior that uses magic and enchantment to augment his skills. I have heavy armour, and fight one handed with either a destruction or restoration spell in the other. I also have enchantments on weapons and armour to help out with melee (e.g. Fortify One-Handed, Fortify Destruction, Fortify Restoration and Fortify Magicka Regen).

I'm planning on getting to 100 Enchanting soon and using the second enchantment to add magic resistance to the armour I'm going to craft, as well as the existing enchantments. So, for example, my breastplate will be enchanted with Fortify Destruction + Magicka Regen and Resist Magic.

Will the magic resistance enchantments impede the spells at all?

Also, is it worth casting a dual Destruction effect on weapons (e.g. fire and frost)? Or is it more efficient to double-up on the same one? — Unsigned comment by Fritzromanov (talkcontribs) at 07:51 on 25 January 2012

Please ask this type of question in our forums. Questions on this page should relate directly to improving the article itself, not Q&A type questions. Robin Hoodtalk 09:56, 25 January 2012 (UTC)
I have asked a specific question as the guidelines recommend. I'd be grateful if someone could answer it. — Unsigned comment by Fritzromanov (talkcontribs) at 11:14 on 25 January 2012
The ultimate goal of the wiki is to document how the features work, not to help individual players plan their character advancement. As an example of what we mean by "specific questions", your first question would be much better off phrased as "Does Magic Resistance impede spells from Enchantments?" without all the lead-in; you might also be better off asking it at Resist Magic. Robin Hoodtalk 22:52, 25 January 2012 (UTC)

No - from what I've seen, magic resistance has no effect on the effectiveness of other enchanted gear. I haven't seen any mechanic by which different enchantment effects interact with each other (unless you count stacking as interacting) 70.26.140.186 23:04, 25 January 2012 (UTC)

Follower capturing souls

The Tips on soul gems section says "Your follower can act as your "soul harvester" if you give him/her a Soul Trap/Fiery Soul Trap enchanted weapon, and empty soul gems." This does not work for me (PC). I gave my follower, Mjol the Lioness, a soul trap enchanted bow and some empty Petty & Lesser soul gems. After many hours of play and lots of encounters with creatures like wolves and bears, which she frequently shoots at, her soul gems remain empty and the bow remains fully charged.— Unsigned comment by 88.104.119.133 (talk) at 10:55 on 2 February 2012

Are you sure she has it equipped? Followers will automatically equip items with highest base value. So if you had previously given her a more expensive bow before the Soul Trap bow, she'll use the previous one. — Unsigned comment by 98.238.243.104 (talk) at 06:29 on 8 February 2012
Also, I think it may be necessary for the follower to make the killing blow; this was my experience but that may have been becuase the weapon had a 1 second duration.— Unsigned comment by Acaveman (talkcontribs) at 06:53 on 8 February 2012
Who strikes the killing blow shouldn't matter, so long as soul trap is active when it is struck. -- Neondrmr 09:51, 9 February 2012 (UTC)
Unfortunately many followers are bugged so that no matter what bow you give them they will always use the low quality default bow they would start with. If you give Mjol a melee weapon with soul trap you should get the expected behavior. I think it makes sense to point out this bug in the tip though, as it could easily be confusing. Good catch! -- Neondrmr 09:51, 9 February 2012 (UTC)

Extra Enchantments

Linwe's bugged enchantments are listed on this discussion page (which you can learn but can't use), but I saw no mention of mara's blessing (fortify restoration effect, learned from wedding rings), no of the fact that drainspell bow and drainhealth sword teach a second copy of absorb magicka and absorb stamina respectively, which actually function.(They are simply listed as "Absorb Magicka/Stamina" and have the same effect as the normal ones, meaning it is only useful for doubling up on absorb stamina or absorb magicka). The drainblood axe uses the standard absorb health enchantment (meaning the most useful absorb can't be doubled, unfortunately).

Soul Siphon.

I can one-hit weaker animals like deer and wolves, except the bigger ones like sabre cats and bears. Aren't all creatures supposed to be affected by Soul Siphon? — Unsigned comment by Grelaria (talkcontribs) at 23:14 on 12 February 2012

Selfmade Amulets values varying

The Gold value of most of my amulets made with the Fortify Restoration Exploit show ENORMOUS diffrences in how much they are worth; a 248% Fortify Alchemy Amulet is worth 1240 Gold, whilst a 761% Fortify Alchemy one is worth 131 Gold. It seems that the Skill, Soulgem used and Type of Amulet/Ring also affects the Price, since the Fortify Enchanting Potion I drank for the 248% one was 1000%, whilst the other one only was 800-something-%. Still, strange.MarukiTheFaceHater 06:10, 13 February 2012 (UTC)

The gold value is inversely related to your skill. In other words,for example, an Iron Dagger enchanted with Banish at level one will be worth significantly more than a similar dagger enchanted at level 100, even though the enchantment is much stronger. Because of that, Fortify Enchanting potions will decrease the value of any enchantments you make. ?• JATalk 06:23, 13 February 2012 (UTC)
Thank you Jak, I already suspected something like that, and btw, you are the man, commenting on all my entries I looked at so far, haha =), finally somebody answering and responding to other people's posts, too rare in wiki's nowadays.MarukiTheFaceHater 14:22, 14 February 2012 (UTC)

Disenchanting quest items

It appears that you cannot disenchant a quest item. I recovered the Ring of Pure Mixtures from Forsaken Cave, and took it directly to Dragonreach to disenchant it. The ring didn't show up in my list of items eligible for disenchanting. I then returned it to Frida in Dawnstar to complete her quest, pickpocketed it from her, then took it to an Arcane Enchanter. I was then able to disenchant it. i didn't see any note about this in any relevent page. Anybody else experience this? — Unsigned comment by 174.22.17.136 (talk) at 04:24 on 27 February 2012

It depends on exactly what quest item it is. You can't disenchant anything that's in active use (such would destroy the base object and quest items are all protected against being lost). You also can't disenchant many items around the world; many unique quest rewards and some random unique loot. --67.248.246.4 05:12, 1 March 2012 (UTC)

Elemental fury

ok so there is a shout elemental fury that puts +10 elemental fury on ur weapons increasing attack speed but obviously only for a short time untill the shout wears off. everyone will say this cannot be disenchanted but.........THIS CAN BE DISENCHANTED if done right i have disenchanted it on my xbox no mods but when i go to put this enchantment on a weapon it comes up with 000 charged i havent found a way to make this have charges this would be ultimatly the best enchant in the game for weapons if i or somone has some insight to make this work help please :) — Unsigned comment by 174.113.202.140 (talk) at 00:22 on 29 February 2012



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