Semi Protection

Skyrim talk:Enchanting Effects/Archive 3

The UESPWiki – Your source for The Elder Scrolls since 1995
Jump to: navigation, search
This is an archive of past Skyrim talk:Enchanting Effects discussions. Do not edit the contents of this page, except for maintenance such as updating links.

Shadow Enchantments

As part of the Thieves Guild quests you come across some Dunmer Thieves. You need to kill a person called Linwe. His gear has unique Shadow enchantments. Shadowstrike enchatment on his Gloves gives the option for a 2nd +10% base One-Handed Damageboost (Which means with the right perks you can get a +100% damageboost on gloves). His boots give a 2nd Enchantment that does increase Sneakskill, his Hood provides the Shadowsight Enchantment giving a bonus to Ranged Combat.

I am not sure how to edit into the real page, so i figured i do inform you guys in this manner. — Unsigned comment by 84.186.211.93 (talk) at 07:04 on 7 December 2011

Please give more details. I have been able to disenchant those items, but I can't enchant anything with those enchantments. --Fluff 07:27, 7 December 2011 (UTC)
The four enchantments are: Shadowsight (bow damage), Shadowstrength (sneak skill), Shadowstrike (one-handed damage) and Shadowthrive (stamina), from Linwe's four unique pieces of gear. They all four show up in the enchanting menu but I also have not seen any items to which these enchantments can be applied. All four enchantments have the same base value. When I first saw these, my thought was that perhaps these could be stacked with the "vanilla" enchants of the same type, which would make for an epic damage bonus, but it seems more likely that they are unique enchantments that cannot be applied in-game by the user. — Unsigned comment by 76.115.189.48 (talk) at 08:27 on 24 December 2011
They can be applied by the user. I have disenchanted the items and applied them to other items. Three of the four enchantments, namely sneak, one-handed and bow damage, are superior versions of said enchantments. The fourth, a stamina fortification enchantment, is weaker than the normal version (and thus mostly useless). i have also discovered an extra fortify restoration enchantment from the Bonds of Matrimony, named Blessing of Mara. none of these are on the table :( — Unsigned comment by 184.161.123.181 (talk) at 03:54 on 18 January 2012
Not that I don't believe you, but everyone else seems to think that although Linwe's Armor, Boots, Hood, and Gloves can all be disenchanted, the effects that you learn are unusable, making disenchanting pointless. Has anyone been able to verify this? --A CavemanTalk 13:24, 30 March 2012 (UTC)
There is no Blessing of Mara enchanment that you can apply to anything..... You probably did the Temple quest then saw it in your effect list, since you get that as a PERMANENT perk (effect) after said quest. 99.29.161.84 04:06, 16 August 2012 (UTC)

() If you're looking for epic damage bonuses, why not just use the restoration-potion exploit to get, say, a two-million damage bonus to unarmed on your gloves? Put archery on the same set of gloves, and you're oneshotting things in melee and at range. 99.111.84.234 03:45, 1 January 2012 (UTC)

The answer is rather obvious. This is a discussion about legitimate use of the mechanics of the game, not using an exploit.--DagmarH 17:06, 6 February 2012 (UTC)
I think it might be best to list the Shadowskill enchantments and mention a warning that can't be reapplied - I checked this page (but not the talk page) for notes about the Linwe's Armor set before I disenchanted them, since they're pretty good light armors, and then tore them apart only to find the enchantments are useless. 184.174.156.214 21:01, 20 August 2012 (UTC)

Muffle

I've gotten this enchant on a past character before, but at the moment, I'm having absolutely no luck finding it at all. I've been visiting merchants fairly frequently for the past few days and they never seem to sell. Which has lead me to a few questions: 1) Did a patch update remove it? 2) Does it have any kind of restrictions that limit it's appearance, merchant or otherwise (i.e. level-cap restriction)? 3) Is their any place in the game your guaranteed to find an item with this enchant every time? I think an answer to these questions would greatly help me and anybody else having difficulty finding it.--69.205.180.81 03:07, 12 January 2012 (UTC)

I can tell you for sure that it wasn't removed by any sort of patch updates because I have found these recently on one of my three characters. I found two sets of boots with this enchantment on my first character, then one set just recently on my third character. Alphabetface 04:25, 18 January 2012 (UTC)
Muffled is still available - I acquired some boots with muffled on them yesterday 1/19/12 from Balimund, who my toon is married to. Mind you I have been running around a bit the previous three days visiting merchants like crazy, especially those in Whiterun and the Thieves Guild in Riften, with no luck. 72.183.123.145 00:22, 21 January 2012 (UTC)bladestrike
Muffle is like that, it seems. I have *two* characters at 45-50 who've never seen a single pair, ever, and one who seemed to find them in shops every day for about a month (game time) - although not until around 20, I think. The odd thing is that although the effect is insanely powerful, it's almost worthless in terms of Septims, so you'd definitely expect Iron/Fur ones to be available almost immediately, unless they were "pushed" a lot further up. Aliana 22:51, 23 January 2012 (UTC)

() You can get muffled shoes and stuff from the Dark Brotherhood. — Unsigned comment by 74.58.186.34 (talk) at 21:58 on 20 January 2012

Yes, but you cannot disenchant Dark Brotherhood items and learn from them. If you want to apply Muffled as an enchantment, you have to find xxxx Boots of Muffling or something like that. Also the Muffled enchantment seems to be stronger if you apply it to an item than what you get from the Dark Brotherhood items. 72.183.123.145 00:22, 21 January 2012 (UTC)bladestrike
From the sounds of it, this pretty much confirms what I've earlier suspected; it's probably level restricted to some extent. I'm guessing the higher level you are, the less chance muffle-anything has a chance of spawning. When I made the original post I was probably in the level 60-70s range, and now I'm level 80, and still haven't seen it spawn. I haven't visited shops anymore for a long time though (no real need for gold), so I can't really say one way or the other if they'll spawn there or not. So I guess the only real solution is to find a guaranteed spawn point, but I'm highly doubtful their is one. --69.205.180.81 06:28, 24 February 2012 (UTC)
Unfortunately there are no static disenchantable instances of it. It seems that Muffle tends to be extremely rare and difficult to get; I'd say it's the rarest random enchantment in the game by far. Using my level 35 Breton Ninja I world-toured Skyrim 8 times visiting most of the blacksmiths and general stores with no luck. I finally just started doing 48-hour waits to reroll Whiterun so that I could just check Adrianne, Ulfberth, and Belethor (in that order) over and over. 24 such waits later Ulfberth finally had some steel plated boots of muffle. Added all together it took well over 200 individual shop list rolls to finally see Muffle just once! Crazy. 206.76.160.254 18:33, 6 March 2012 (UTC)
I'd say it's the second rarest, with Underwater Breathing being the friggin' Holy Grail. I had played through all of the side quests, became Thane of all of the Holds (except for Windhelm--didn't wanna pick a side yet, probably cause I'm playing as an Imperial!), went through the Companions, Thieves Guild, and Dark Brotherhood storylines, and I think I was at level 72 or so (mainly one-handed, light armor, block, sneak, archery...), and after I overdid it with the Fortify Restoration loop and Enchantments, and marred -- I said marred, people -- a lot of the unique and leveled weapons/armor (Dragonbane did like 165 damage, a Daedric Sword did 120 something, a Daedric Bow was seriously like 230 I think! and I spaced with my Nightingale and Dragonscale Armor, had both jacked up to like 270, with the boots and gauntlets like 160...the game wasn't fun at all), I restarted from an old save at level 31 or 35 (can't remember), and took my time (and I made sure to get the Nightingale Blade before hitting level 46, of course).
I never saw any muffled boots in my first run, but after getting (and I'm not sure if this had something to do with it...) the Sneak Perks just short of Silence (which is basically Muffle), I FINALLY saw muffled boots at Warmaidens. I've seen or found at least 10 other pairs since then. Just level up sneak etc and do a lot of shopping (the merchant perk is a must IMO)
I don't even remember where I bought the Underwater Breathing necklace (or whatever it was...armor? helmet?), but I only saw it that one time. Halle-FREAKING-lujah...my Dragonscale helmet had UW Breathing and Fortify Archery (I only use the Nightingale Bow, and only upgraded it as much as you can with the Ancient Knowledge power/perk, so the 40% just takes it from 62 or so to 90-95...not that I have a complex about upgrades or anything...).--76.121.163.168 01:31, 17 March 2012 (UTC)

Drainblood Battleaxe

This unique item seems like it can't be recharged.

It's weird though, as I could spend a soul gem to recharge it... but regardless of the soulgem size, it just filled the bar with 'blue' instead of 'white' (ie. charged)... it's like the soul gem gave it only the 'potential' to be charged... and won't allow me to charge it any further with more gems...  ??

Very weird, as the other Drain** weapons seem to behave normally for recharging as far as I can tell...

Anyone else have any experience with this? — Unsigned comment by 74.58.186.34 (talk) at 21:56 on 20 January 2012

When you are about to charge a weapon (you have selected "Charge" and are selecting a filled soul gems), the white in the charge bar indicates how much charge the item currently has and the blue indicates how much more the soul gem will give it. HOWEVER when simply viewing an enchanted item (not in the process of charging it) the white and blue have different meanings. The white + blue together indicate how much charge the item has, and the blue indicates how much of the charge will be depleted with one use. In the case of the Drainblood Battleaxe, when the bar is predominantly blue with just a little white portion, that means enchantment only lasts for one swing and then has to be recharged using a soul gem. — Unsigned comment by 24.186.193.115 (talk) at 04:19 on 16 February 2012
The thing of it is, when you are about to charge it, any sized gem shows that it will fill it completely. However, after recharging, upon viewing, the "white" bar displays as being only a tiny fraction filled. Upon use it does indeed use the entire charge and absorbs the given amount of health. The above response is correct, but does not address the fact that even a petty soul gem shows that it will fill the charge completely when charging but does not display as filled upon viewing in the "weapons" tab of the items page. Also pending any reasoning (assuming the display is correct) is why would the Drainblood Battleaxe only ever be able to be recharged with one use while the Drainheart Sword (which also seems to be able to be filled with only a petty soul gem) recieves an appropriate amount of uses. It should also be noted that the Drainspell bow also seems to have the same issue, saying it will be completely filled but only displaying that it is a third of the way filled after charging and showing and that it will use the entire charge (entire bar blue, 1/3 white). Although in my testing, minor though it was, after firing a single arrow, the charge meter above the stamina meter dropped back down to a third, while in the "viewing" it showed the bar a third filled with blue rather than white, also i did not get the "weapon has insufficient charge" prompt after firing a few more times in an attempt to drain it fully. Another note would be that there seems to be no visual effect while using the axe or the bow but again the sword behaves normally with its visual as well as charging effects. If anyone could, please test this more thoroughly to either confirm or deny that this is indeed a bug. — Unsigned comment by 24.58.198.10 (talk) at 20:15 on 25 February 2012
In the case of the Drainblood Battleaxe, the "number of charges" (as given here) is very small. So whether you use a petty soul gem or a grand one, the weapon will be completely charged because even a petty soul gem holds more charge than it does. After the weapon has been charged, the blue and white bars together represent the charge on the weapon. So when viewing it in the "weapons" tab, a filled bar (even if mostly blue) means it is fully charged. The blue indicates how much charge will be used with one use, and because the Drainblood Battleaxe holds only one use, the whole thing is blue.
In the case of the Drainheart sword, it seems that the "number of charges" (again, as used here) is also small since it is able to be entirely filled with even the smallest soul gem. However you could also infer that the "charges per use" as described in the same formula is also very small (~1/20 as much as the "number of charges") since you get about 20 uses out of it. With the battleaxe, however, "number of charges" is roughly equivalent to "charges per use," yielding only one net use.
In the case of the bow, when you were viewing it in the "weapons" category, the remaining third is blue to show that all the remaining charge (if it were enough) would be used. This is consistent with every other enchanted weapon's behavior, and is easily observed on weaker enchantments. Also, the insufficient charge warning happens only once, each time after you re-equip it and use it for the first time.
A few notes... "charges" as described in-game while using the Arcane Enchanter is "net number of uses" on the wiki, not "number of charges." Also, my conclusions regarding "number of charges" and "charges per use" are only inferences, since I don't have access to the console. But ultimately these weapons' behavior can be explained by these formulae. I don't know why the game designers chose to give them such weak enchantments, but I wouldn't call it a "bug." I hope this helped --24.186.193.115 00:52, 30 March 2012 (UTC)
I have just finished looking at these enchantments in the CK and in 2 of the 3 cases, a value field has a "0" where it should probably have a "1", which looks to be pushing an auto-calculated enchantment cost to 23 instead of 1. Sure seems buggy to me, so I just filed a report on the USKP tracker. Lottery Discountz (talk) 03:25, 17 February 2013 (GMT)

Second Absorb Stamina Enchantment

I have disenchanted the Drainheart Sword to learn the Absorb Stamina enchantment. Since then, I found a Steel Warhammer of Torpor. It is my understanding that you can learn two Absorb Stamina enchantments - one from the Drainheart Sword, and another version from any other (generic) stamina-absorbing weapon. However, when I tried disenchanting the steel warhammer it told me "the enchantment on this item is already known." Just in case I wasn't remembering correctly, I grabbed my Drainheart Sword too. Neither can be disenchanted, yet I only know one absorb stamina enchantment.

Does anybody know the cause of this? Since the ability to learn two identical enchantments seems like a bug to begin with, I wonder if certain conditions have to be met to exploit it. I'm wondering if perhaps this happens if you learn the repeated enchantment from the Drainheart Sword before learning it from a generic weapon. — Unsigned comment by 24.186.193.115 (talk) on 16 February 2012

The Steel Warhammer of Torpor is a Damage Stamina effect, not an Absorb Stamina effect – they are not the same. You must already know the Drain Stamina effect, and the Absorb Stamina effect from the Drainheart Sword, but you'll need a non-Drainheart Sword weapon that Absorbs Stamina to get the second Absorb Stamina effect. I can confirm that it is doable, you just need the proper items. Hope that helps! Arcanist 07:18, 16 February 2012 (UTC)
Thank you. I feel silly having overlooked that nuance. I found an actual absorb stamina weapon and was able to disenchant it.
On a side note, be careful with the word "drain". Although "drain" effects do not exist in Skyrim, in prevous TES games "drain" ment temporary damage to health/skills/attributes, which is undone after the drain effect ended. --195.202.166.190 08:49, 30 March 2012 (UTC)

Change to "Absorb Magicka" enchantment's base power/magnitude?

I have read here and elsewhere that the base power for the Absorb Magicka enchantment is 15 points, yet each time I have tried it, mine is 10 points (The Absorb Health and Stamina enchantments are both 8 and 10 points, respectively, as they are supposed to be), even with Drainspell Bow. Anyone else notice this? I'm wondering if it has something to do with the last patch perhaps. --Timfever 00:50, 23 February 2012 (UTC)

Yes. I see this too. I don't know were the 15 is coming from. PC v1.1.21.0... The enchantment "Smithing Expertise" is also called "Notched Pickaxe" for me as well. I wonder if this is a version or platform difference. — Unsigned comment by 97.160.190.171 (talk) at 04:19 on 9 March 2012
Confirmed, it's 10 points. The page has already been updated. Robin Hoodtalk 04:23, 18 March 2012 (UTC)

Blessing of Mara, moved from page

I'm not sure how to add in table properly so could somebody add "Blessing of Mara", base is -10% Restoration costs.

I don't think Blessing of Mara is usable on any item. --A Caveman
Confirmed. While it appears on a couple of items in-game (Amulet of Mara and The Bond of Matrimony), from what I'm seeing the Creation Kit, it doesn't look like the player could ever put it on an item. Robin Hoodtalk 20:39, 18 March 2012 (UTC)
because it's a permanent perk added after the temple quest.....99.29.161.84 04:04, 16 August 2012 (UTC)

What doe's fortify skill actually do?

I know of course that it raises a skill level, although I have been searching for more detailed information I have failed to come across anything I could understand (everything is a formula).

I'm looking to raise all of my skills to level 100. I have 100 enchanting skil with a majority of related perks and can easily fortify most skills to 100. I know that with magic it reduces the cost of the spell making it free and with weapon skills it makes them more powerful, but is this the same with the sneak skill and the pickpocket skill? Will it make me harder to detect by alot or just a fraction? Or if I boost my pickpocket skill to 100 will that raise my chances to 90% when performing the action. This site is very detailed about everything except this.

Almost forgot to add about armor too. I know it fortify's the skill but does this provide any extra protection whatsoever? --SamGhadiali 08:00, 14 April 2012 (UTC)

It looks like you answered your own question here. Looking over this page, i see no room for confusion on this topic. Vyc Ðarkshådøw 06:13, 14 June 2012 (UTC)
Just looked at the page again and now it makes sense! I should of asked to what calibur does it alter skills.--SamGhadiali 18:56, 15 June 2012 (UTC)

enchanted item guarenteed locations and question

i find it very hard to locate various items required to complete the list of enchantments available to the player. can there be a page that gives a list of the lowest level item with a specific enchantment? the twin souls ability lets you double enchantany item, but due to certain pitfalls, i dont know if the (level) robes of (school) that has the added "increase magica regen" stacks on both accounts. say i create a robe with both destruction and restoration and both have the magica regen. would that stack.

finally, in the in-game book "catalogue of armor enchantments", it mentions "enchanted gloves to help with enchanting." does an item exist that can do that? — Unsigned comment by 69.171.187.92 (talk) at 09:36 on 17 June 2012

As far as I know there are no items that boost the enchanting skill, to boost the skill level you would have to turn to potions for that, so no gloves I'm afraid. Don't believe everything you read.
As for your question about stacking. I looked at my available enchantments with 100 Enchanting and all relevent perks. Magicka regenerations appears twice so I believe it would regenerate 20% faster. However if you want to cast your spells quicker you might want to consider that fortifying the skill without the magicka regenerations will allow for a higher spell reduction and with relevent items would allow for free spell casting.
...andddd as for finding items, thats always a pain no matter who you are. Check anywhere that sells armor, general goods and especially the clothes shop in Solitude and unfortunately finding what you want is purely luck. I have yet to find the water breathing enchantment on my third level 81 character who specilizes in enchanting. Its a pain. --SamGhadiali 16:38, 18 June 2012 (UTC)

Waterbreathing Effect

I have played the Dawnguard DLC twice for both factions with two seperate characters and both times I came accross a Falmer holding an enchanted piece of jewellery which had the waterbreathing effect. Should the bugs section be amended to show it's available to everybody without using console commands? --SamGhadiali 14:18, 30 June 2012 (UTC)

Paralyze enchantment activation chance

What is the approximate chance for paralyze to activate? I enchanted a warhammer with it, was leveling up two-handed to get more levels Figured I would count swings with hammer, and times it paralyzed people. I have swung my hammer *checks* 237 times and actualy paralyzed someone 34 times. Those numbers are not "exact" but fairly close, like plus or minus 2 or 3. Anyone have a deffinate "chance" from pc? — Unsigned comment by 68.238.152.79 (talk) at 22:15 on 5 July 2012

Fortify spell school and increase magicka regeneration

Is there no difference in the magnitude you are able to create with these enchantments between disenchanting peerless robes and master robes? If not then which gives more experience for disenchanting? Artemis Entreri 18:17, 13 July 2012 (UTC)

Experience gained via disenchanting is based in the item's cost - whichever is worth more gold will give you more XP :) 76.185.41.201 08:58, 11 July 2013 (GMT)

Peculiar elemental damage enchanting behavior

I finally got Dawnguard to behave properly on my system yesterday, and when I decided to enchant and temper a crossbow to add to my current weaponry I noticed some odd behavior at the enchanting table. I am at level 100 Enchanting with all the perks save Soul Siphon, and I've got all the Augmented elemental damage perks in Destruction at level 2, so when I go into the menu at the table I can give enchantments that cause 46 elemental damage. I decided to use two elemental damage effect to maximize the damage I could do with the crossbow (and give it unlimited charges thanks to my armor and jewelry enchantments). When I selected the second elemental damage enchantment, both enchantments were suddenly able to max out at 69 elemental damage. How is this happening? I don't mind seeing the crossbow kill cams frequently now, but how is it possible for them to apparently be boosting each other?--Playerseekingbugs 07:15, 31 July 2012 (UTC)

Are you a vampire with the Necromage perk? That's the only explanation I can think of. — Unsigned comment by 66.32.78.12 (talk) at 12:42 on 3 August 2012
No. I wasn't a vampire at that time, and I have not bought that perk with my character. I can't test to see if the Enhanced crossbow I just unlocked has the same effect, because the only thing that shows up when I look at it is the note about ignoring 50% of armor. I'll check with the Dwarven one when I get it tomorrow.--Playerseekingbugs 07:35, 6 August 2012 (UTC)
I enchanted a new bow and a few other weapons a couple days ago, and once again every time I tried mixing two elemental damage enchantments they both suddenly jumped in maximum potency when put together. I just calculated what 1.5*46 is, and it's 69. So I suspect that the Augmented perks on the Destruction tree interact with each other in enchanting. I'll see what the Resist elemental damage enchantments do later.--Playerseekingbugs 02:01, 28 August 2012 (UTC)
The perks that increase the effectiveness of elemental damage enchantments on weapons take effect when your weapon has the appropriate enchantment, but they mutliply ALL elemental damage enchantments on that weapon. This is best used with two damage enchantments you have the perks for as they will multiply each other's effect. -ViperAK47 — Unsigned comment by 68.48.207.84 (talk) at 01:02 on 17 September 2012
My friend and I discovered this recently, and found after testing that the various augmented perks react with different enchant effects in this manner. For example augmented flames causes multipliers to affect fire damage, fiery soul trap, silent moons enchant, and stamina damage. When applied with another augmented elemental effect, they both seem to multiply each other. This only works if fire is applied with frost or shock spells. Fire does not seem to affect other fire related enchants in this manner, however frost and shock will recieve an augmented flames multiplier. A frost or shock augmentation will provide another multiplier to the formula, causing both effects to be affected by both augmented perks multipliers. Additionally magicka damage is affected by the frost augmentation, and recieves bonuses when used with augmented fire and shock enchants, but provides no extra multipler. We haven't fully tested all enchantments. Absorb enchants and huntsman's prowess are affected by the bonuses, but dont seem to apply any multiplers with any augmentation perk. This has mainly been tested on an Xbox without any patches, let alone Dawnguard. D474C4V57 & 96.48.136.218 06:47, 10 October 2012 (GMT)

Fiery Soul Trap + Fire Damage

Both enchantments cause burning damage with the added bonus that "Targets on fire take extra damage". Anyone have any idea whether, if placed onto the same weapon using the "Extra Effect" perk, they will work together to amplify each other's burning damage with a single hit? Just Cav 12:07, 3 August 2012 (UTC)

Each enchantment triggers separate from the other one. The target gets hit with the Fire + Soul Trap, as well as the Fire enchantment, on its own. I've tested this myself. VycDarkshadow (talk) 07:23, 10 November 2012 (GMT)
The above implies: Yes. One will "amplify" the fire damage caused by the other. (Good question tag removed.) --JR (talk) 06:38, 22 January 2013 (GMT)

Apparel formula missing potion effect

The formula for the magnitude on apparel is missing the terms for the effect from Fortify Enchanting potions. Is it a simple multiplicative term (like in the Alchemy formulas), or is it more complicated like in the weapon enchantment magnitude formula. --99.237.82.183 13:32, 8 September 2012 (EDT)

Fortify Stamina Regen

Cannot enchant rings with this effect like the article states; only Chest & Feet may be enchanted. — Unsigned comment by 69.209.195.125 (talk) at 01:12 on 26 November 2012

Base Cost discrepancy

Is there some reason why the Base Cost is listed differently for Apparel vs. Weapons on this page? (Note that the apparel enchantments are on average 10x larger Base Cost.) I was about to standardize them (to make the Fortify Magic Skill rows show the actual numbers), but I'm unsure which standard to use. Base Cost for apparel is less relevant in this game than prior games. (Only affects price as far as I know?) Whereas with weapons it affects how many charges as well, so it's more important to know that. Just wondered what the reasoning behind this decision was. TheRealLurlock (talk) 13:58, 15 December 2012 (GMT)

Double enchants, number of charges

Calculating the number of weapon uses per soulgem charge is listed already, but here's another aspect: Having the corresponding magicka cost reduction enchants will increase the amount of charges available. Ok, technically "reduce the soul cost of using the weapon", but same end effect. Since Paralyze has by far highest soulcost per swing, apart from the rather worthless Banish, an armor setup with many Alteration cost reductions makes Paralyze weapons last a lot longer. Even if you have another enchant at maximum strength, you're getting at least 3-4 times as much use of a soulgem with such armor setup. Similarly, using dual damage/absorb enchants with heavy Destruction cost reduction gear will ultimately nullify soul gem drain. — Unsigned comment by 83.226.61.140 (talk) at 11:46 on 24 February 2013

Fortify barter

I understand the fortify barter effect can be disenchanted/enchanted, but it's not in the table. Should it be added, or am I wrong? Vidian (talk) 06:54, 3 March 2013 (GMT)

It's the 4th one on the listDawn (talk) 06:59, 3 March 2013 (GMT)
Ah, since it is not a skill (speech is the skill governing it), I was looking for it under "other", and missed it under the fortify skills section. Thank you. Vidian (talk) 08:36, 3 March 2013 (GMT)

Request: add Base IDs to table

I would like to suggest adding the enchantment IDs to the table, perhaps underneath the names to avoid creating a new column. Dbbolton (talk) 06:24, 7 March 2013 (GMT)

Where's the equation for the skill multiplier?!

Ok, who thought it would be good to delete the equation for the skill multiplier? I can't even find it in the edit history of this article, so I can't undo the edit!

I'd put it back in myself, but the reason I noticed it missing in the first place is because I was on here, trying to find the damned thing!

Please, put it back!Dstebbins (talk) 04:43, 10 April 2013 (GMT)

Which formula are you referring to, exactly? If it's the one I'm looking at, "skill capacity multiplier", it was merged into the "skill cost multiplier" calculation in this edit, apparently to fix the formula. If that's not it, even if you can't find the specific change, it would be helpful if you can find any version of the page that has the formula you're referring to so that we can investigate what it used to be, whether it's useful, and why it was removed. Robin Hood  (talk) 18:46, 10 April 2013 (GMT)
In the section "Effect Charges and Strength", in both the "Apparel" and "Weapons" subsections, a "skill multiplier" is used in each formula. Previous versions of this article showed the formula to calculate this skill multiplier. Now it's gone for some reason. Without it, it's impossible to calculate the magnitude of any enchantment. --87.162.65.30 21:18, 14 April 2013 (GMT)
Ah, I see what you mean now. An IP user removed it without explanation 1.5 months ago. I've restored it. This leaves one question, though: is the skill multiplier in the Apparel section the same skill multiplier as in the Maximum Magnitude formula in the Weapons section? Assuming it is, we should move it to the top, outside of either section, so that it's obvious it applies to both. Robin Hood  (talk) 22:00, 14 April 2013 (GMT)
Thanks for restoring it! I rarely use weapon enchantments and therefore haven't checked if the skill multiplier is the same for those. I would assume that it is, though. --79.221.71.162 09:58, 15 April 2013 (GMT)

Fortify Barter

Just to avoid a possible edit war, the IP editor is correct, Fortify Barter can only be placed on necklaces, not on rings. Confirmed both in game and in the CK. Robin Hood  (talk) 20:31, 11 April 2013 (GMT)

Basic Charge Mechanics

As someone who is new to the game and trying to figure out enchanting, it's not clear to me how charges are used or restored. I'm sort of guessing from what I've read here that more powerful effects get fewer uses, and that once the uses are gone you have to restore charges from a soul gem. Or maybe the enchantment disappears when it runs out of charges. Presumably charges don't restore over time or through any other methods? And this discuss page seems to imply that discounts on spells also apply to how much 'charge' an enchant uses up (on weapons), which was not at all obvious to me. It probably makes sense pretty quickly but it would be nice if the page really laid this out (even if some of it just assumptions that people might or might not make, coming from other games). --209.6.91.193 04:50, 20 April 2013 (GMT)

Base Magnitude for Chaos Damage

Could someone add it? Thanks! 107.0.51.65 17:08, 30 May 2013 (GMT)

Glitch in Enchanted Weapon Name?

My friend was recently playing his file on Skyrim, and after he had created an ebony sword with a frost enchantment and a custom name (Foag, Draconic for Frostburn), he tested it out. It worked, obviously, but after he saved, quit, and went back to it the next day, the sword's name had reverted simply to Ebony Sword, as if he had forgotten to name it. Is this a glitch, or is there any way to fix this? I have never experienced this on my own files, so either it is very rare, or he did something wrong. -Light-in-His-Eyes (talk) 22:40, 18 June 2013 (GMT)

Is he 100% that the name had been applied before he quit the game. There is an issue that means you need to rename it as the last thing you do. There is also another bug where a renamed item will revert to its basic name if it is unequipped and there are other base items of the same type in the inventory, in this case he might have had more than one ebony sword in his inventory and only enchanted one. Silence is GoldenBreak the Silence 22:54, 18 June 2013 (GMT)

Fear

The Kindred Mage perk is said to boost the effective level of Fear weapons vs. NPCs, but can anyone confirm whether Animage does likewise vs. Animals? Thanks. 76.185.41.201 08:50, 10 July 2013 (GMT)

Confirmed. A self-enchanted dagger with default Fear effect (level 10) wielded by a character with the Animage Perk will scare away a level 12 Bear. 76.185.41.201 08:15, 13 July 2013 (GMT)

There's no enchantement bar on a weapon..?

I got a weapon with a enchantement but it doesn't have the enchantement bar, in other words i cannot charge it. The enchantement doesn't seem to work too. — Unsigned comment by 78.62.176.100 (talk) at 07:28 on 22 July 2013

Max Enchanting

In my calculations (Max boost: 3.125 and 15% Base Mag. for Resist Fire), I get that the maximum magnitude is about 47% (rounded), but I have been able to get 51% without potions. 99.177.117.170 08:42, 31 July 2013 (GMT) (Satherian, different IP)

Edit: Woops! Apparently I had some buffs from Dragonborn that I forgot about. — Unsigned comment by 99.177.117.170 (talk) at 19:25 on 1 August 2013

Missing fortify healing rate.

the enchantment list is missing fortify healing rate. I think this page needs to be checked further to see if there are more effects missing. — Unsigned comment by 50.92.47.87 (talk) at 12:15 on 1 August 2013

It's there, Fortify Attribute -> Regen Health. -- SarthesArai Talk 12:21, 1 August 2013 (GMT)
Sorry, I wasn't clear. I meant "The Bond of Matrimony"'s blessings of mara effect.(increase healing received by 10%) It's not enchantable to any items, but it is unique effect on that ring and can be disenchanted(for no benefit) — Unsigned comment by 50.92.47.87 (talk) at 04:07 on 6 August 2013
The very first line on the page states "This page documents the Magical Effects that can be used for Enchanting items." If it can't be used to enchant an item, it doesn't need to be listed in the table. — ABCface 04:09, 6 August 2013 (GMT)

Skill and Perk Interaction Quesion

It is stated in the Skill and Perk interaction section that the augment element perks in the destruction school affect elemental enchantments. My question is, does this include resistances or just weapon enchantments?

I would guess just weapon enchantments, but testing is required. — Unsigned comment by 95.149.119.156 (talk) at 12:51 on 14 August 2013


Prev: Archive 2 Up: Skyrim talk:Enchanting Effects Next: None