Morrowind talk:Enchant/Archive 1

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

Enchant Bug

It looks like the current bug is just a derivation of the soultrap cheat. Morrowind:Cheats Not sure why it's still there in the newer version. — Unsigned comment by Sdphantom6 (talkcontribs) on 24 May 2006

Dumb question

Ok, I have not really thought of this until I got Oblivion. If I make a spell that drains health 30 pts for 10 seconds, does that mean that it does a total of 30 points of damage over 10 seconds, or does it do 30 pts of damage per second for 10 seconds (thus making a total of 300 damage)? Or is it something else that I didn't mention? --WerdnanoslenTalk 08:38, 14 January 2007 (EST)

I think that the drain health spell does 30 pts damage lasting 10 secs, but the damage health spell does 30 pts per sec for 10 secs = 300 pts! --DrPhoton 03:17, 15 January 2007 (EST)
Ah, I was wondering what the difference between drain health and damage health was, thanks. --WerdnanoslenTalk 07:11, 15 January 2007 (EST)
Isn't "drain" temporary damage that goes away after a short time? "Damage" is permanant until healed by some other spell.

Merge & Move

I think the sections about Enchanting and Soul Gems are better placed in Morrowind:Enchanting. In fact most of that information is already there. --DrPhoton 03:27, 19 February 2007 (EST)

Is effectivenss based on luck because sometimes it will be way more effective. If so I want a mod that makes enchant skill based and not luck based Mrp8196 15:26, 3 October 2009 (UTC)

Might be worth a redirect to the enchanting page... but technically the name of the skill is "Enchant", so the existing page title has merit. --WildKard 17:13, 19 February 2007 (EST)
As a matter of fact, I wanted to move everything from Enchanting over to here, similar to the Morrowind:Alchemy or Morrowind:Armorer pages, which document similar skills that have their own UI associated with them. The only reason I didn't is because the Enchanting has a long history and has been in that location for years, and it's extensively linked from other parts of the site, and likely other sites may have links to it as well. While I suppose a redirect would take care of that, I'm not sure if it's a good idea to move something with that much history. --TheRealLurlock Talk 17:22, 19 February 2007 (EST)
I think it's best to move to Enchant, or maybe keep an archived version of the Enchanting page. My reasoning is that someone coming in without any idea would probably look for Enchant first, as that's the skill's name.(Almost typed Enchanthong, somehow.) Somercy 19:17, 19 February 2007 (EST)
In that case, I'll need to get somebody to delete this page to make room for it, since you can preserve a page's history, but only if it's moving somewhere that there isn't already a page. I'll copy this over and try and get an admin's attention to do this. --TheRealLurlock Talk 20:27, 19 February 2007 (EST)
Personally, I think would be best to keep both pages separate. Morrowind:Enchanting explaining how to enchant things, soul gems, and other technical details; and Morrowind:Enchant describing the skill as any other skill. Of course, there should be links on both pages to each other. The same for Morrowind:Alchemy and Morrowind:Armorer. And there should also be another page describing the enchanters offering services and how to use them. TheRealLurlock has been redirecting enchanter services links to this skill, but I think they deserve their own page, as Morrowind:Clothier. --DrPhoton 03:58, 21 February 2007 (EST)
I agree that the enchanter service providers should have their own page - frankly I'm surprised they didn't already. The only reason I was directing the services links here is because there wasn't another place for them. However, I don't see the need to have there be two separate pages - it just makes things more complicated if the information is spread out. I did move the large charts to their own pages, as well as the list of suggested enchantments (which could get huge if we let it), but I think it makes sense to have all the basic information in one place. I'm basically using an analogy to the Oblivion pages for the same types of thing. Oblivion:Alchemy describes pretty much everything you'd ever need to know about alchemy, except the specifics, which are located on Oblivion:Ingredients, Oblivion:Ingredient Locations, Oblivion:Alchemy Effects, and Oblivion:Useful Potions. (Enchant isn't a skill in Oblivion, so there's no direct analogy.) --TheRealLurlock Talk 10:15, 21 February 2007 (EST)
Oops, my mistake, there IS a page for Enchanters at Morrowind:Enchanter. The links that I changed to go here were wrong to begin with, and should be fixed to link there instead. I'll fix that. --TheRealLurlock Talk 17:09, 21 February 2007 (EST)
The problem I see is that this page is getting VERY long and doesn't match the style of the other skill pages. What I'm proposing is to separate this extra content and put it in a separate page as it was before, and just put a link at the bottom of the skill page for people looking for instructions on how to enchant things and not just information on the skill. --DrPhoton 04:10, 22 February 2007 (EST)

Need help or a tutorial on how to do enchant properly

What are the easy steps to make good enchantment?

Should I have the skill at major or a minor skill?--ShakenMike 01:32, 20 February 2007 (EST)

First off, You don't need your Enchant skill to be in your Major/Minor skill groups (unless you want to enchant well, and sooner in the game). I had my Enchant skill in my Minor. Here are the steps:

1. Make sure the enchant rate is at 10, or under ten. 2. If you think you can go over 10, make sure you have good luck. 3. If you want 100% success rate, use an Enchanter. 4. JUST GET LUCKY!!

There's no sure way to get 100% success rate, but you can try experimenting with spells too. --Skeletal 10:51, 4 November 2007 (EST)

Enchant Points

I have noticed a few people listing the enchant points of different items divided by 10, e.g. Daedric tower shield has 2250 pts in the CS, but some people listed it as having 225. Is this any difference between Xbox and PC versions? Or is it between the CS and in-game? --DrPhoton 08:45, 9 July 2007 (EDT)

From what I've seen since I started playing again, I'm getting all of the CS enchantment points divided by 10 - for example, my Glass Helm should have 150 enchantment points on it but when I go to enchant it it has 15. I increased my Intelligence and Enchant to 1000 via the console but they're still all divided by 10. Not sure if it's intentional or, if not, what's causing it, but that'd likely be why they're listing them divided by 10. This is actually why I came to this page, because I really wanted to know if I'm doing something wrong with the enchanting that's making the enchantment points so low - 15 isn't much to work with - but there's no mention of this on the page. --NightStryke 01:14, 29 July 2007 (EDT)
A visit to the official forums told me that the in-game enchantment points are indeed one-tenth of the CS enchantment points. Should maybe make a note of that somewhere. --NightStryke 03:06, 29 July 2007 (EDT)
To re-open an old discussion (in part based upon a series of recent edits by Adjego, e.g. [1] [2], and in part because of some new text at the style guide)...
It seems to me that if the values shown in-game are one-tenth of the CS values, then the values used on the wiki should be the in-game values. Players will be expecting to see values similar to those that they normally see in-game; only a small minority of players will have any experience with using the construction set to look up data. It's also (as far as I can tell from the above discussions) not like armor ratings, for example, where the in-game value is variable, depending upon factors such as the character's skill and attributes. There are many other cases where CS data is adjusted before being displayed on the site, and I don't see why this should be an exception.
Any reasons I'm overlooking that explain why the CS data should be used? One obstacle is making the change and ensuring that a consistent standard is used everywhere. However, at the moment, the site's articles are not consistent. So a decision needs to be made about whether or not to extend Adjego's revisions to the rest of the relevant articles. --NepheleTalk 00:29, 15 January 2008 (EST)
I'm in favor of using the in-game values. It will be much clearer to players reading the wiki, and developers or CS users should already know about this difference. There could also be a note on each page reminding this fact. --DrPhoton 03:08, 15 January 2008 (EST)
Another thought. What happens in-game with enchant points like 25? Are they rounded down (2) or up (3) or displayed as foating point (2.5)? --DrPhoton 03:30, 15 January 2008 (EST)
Good point: a note on each page explaining the values would probably also be useful :) As for cases like 25, I'm not sure what happens in game. But I'd vote for providing the value as 2.5 on the wiki, thus preserving the full precision (assuming that in-game behind the scenes it still treats the value as 2.5). That's consistent with what's been done on the wiki in other cases where non-integer values are used in the game (e.g., weights, armor ratings). --NepheleTalk 17:45, 17 January 2008 (EST)
I also like to vote for in-game values, including fractions and a note on how to interpret them. On why they did it this way I can only assume that they wanted to use integer numbers inside the program, and to increase accuraty they used a unit of 0.1 pound as '1'. I assume the output on screen is simply truncated. Internal calculations seem to work using the whole resolution and hence they could fine tune objects due to what enchantment will fit in there. --Adjego 11:36, 3 February 2008 (EST)

Possible enchant tip

A technique I used was to keep all the exquisite amulets I found and enchant them with constant effect whatever then assign hotkeys to switch them as I need them. For example, let 5 be an amulet of constant levitation, 6 be an amulet of constant invisibility, 7 be an amulet of constant water walking... etc. I kept just 2 rings, Denstagmers and one fortifying luck (there may be another better artifact ring). I didn't enchant any more because switching rings always removes the one you equipped first, and you end up with combinations you don't want.

Also, more amulets can be enchanted for spells; mark and recall, divine/almsivi intervention, soultrap, target open 100pts etc, for use as infinite scrolls.

Although an amulet of constant invisibility never wears out, the invisibility still goes away when you activate something, so you may need to use hotkeys to switch amulets and back again after having used something (like picking a lock).

Lastly, you're not likely to have enough money if you haven't found the talking merchant mudcrab. Taking all the daedric/ebony/glass equipment you find to him will soon get you 1m gold and then money really isn't a problem anymore, but it can seem to be a broken game.

(Syneil) 04:41, 11 July 2007 (EDT)

Well, to enchant very well, you should keep the enchant cost at 10, or under 10, and you should get your enchant skill 90-100. Even my Enchant skill is at 100, but I can't have a 100% enchant rate. The only way to get a 100% enchant rate, is by having good luck. (I have recently devoloped a spell that increases my luck by 100) but, that didn't really give me that much better enchant rate. You could go to an Enchanter, but that costs quite a bit of money... Unless you wanna cheat, by using the permanent fortification spells, and you can get your enchant up, and your luck up. I'm still finding out new ways to enchant, so I'll update soon!

Staada wouldn't trap

Someone else may want to confirm this before posting anything to the article, but playing on the GOTY edition on PC, Staada's soul wouldn't trap despite being slain by an enchanted weapon designed for that purpose. (And it did have enough charges and had been working on other creatures.) I did have a sufficiently large and free soul gem to trap a Golden Saint with me. The result seemed to be what you get when you kill most NPCs, which is actually what I would have expected. I didn't read this section until several days after playing this and I no longer have a save in the right area to go back and test it. One possibility: she can only be trapped in Azura's Star. If that were true, then she could only be trapped by using console commands, since killing her is necessary to get the star. (Unless you can pickpocket the ring? Didn't try that either.)

I've got the GOTY edition, and I have managed to trap Staada's soul successfully in a grand soul gem. Unless you've got a mod that changes her in some way (e.g. one that makes her an NPC rather than a creature), I'm not sure why you couldn't trap her soul. --Gaebrial 06:47, 12 December 2007 (EST)
It might be because Staada casts dispel on herself quite a lot. I tried killing her with my mage character and we stood toe to toe for 5 or 6 casts, me casting soultrap, she casting dispel, soultrap again, dispel again. Then I just hit her with melee so she switched to melee aswell allowing me to cast soultrap again and then I caught her soul just fine. Pinguin333 04:59, 28 January 2008 (EST)

Is this possible?

I was wondering about enchanting a weapon and when I was scrolling through the available spells I found the divine intervention spell. Is it possible to enchant a weapon with cast on strike divine intervention on touch? Would it actually teleport your opponent to the nearest fort? Pinguin333 05:05, 28 January 2008 (EST)

No, you can only enchant an item with divine intervention on self - so it would teleport you to the nearest fort when you hit an opponent. --Gaebrial 05:38, 28 January 2008 (EST)

Constant Effect Tip do not work?

The "Constant Effect Tip" implies that you can enchant an item with a ranged magnitude constant effect and "lock-in" a good value when you equip that item. This does not appear to work for all enchantments. I enchanted an Exquisite Shirt with Restore Endurance 1-23. Each time I check the Magical Effects icon to see what its magnitude is, it changss, whether I had un-equiped and re-equiped the shirt or not. --Brf 07:02, 24 April 2008 (EDT)

Well... I tried this again, with the example given in the article: A Daedric Shield with a Constant Effect Fortify Strength 1-59. This time it seems to lock-in. After a half-dozen equip cycles, I got it to lock-in at 51 points, which it maintained, even after equipping my 2-handed Daedric dai-Katana. I suppose it would be quite annoying to have an attibute bouncing up and down every second or so, while a Restore effect does not work like that. --Brf 19:09, 24 April 2008 (EDT)

Enchanting books

(moved from the article)

(You can't enchant BOOKS on the xbox version. I tried and the option is'nt there) — Unsigned comment by (talk)

soul gem table

I'd like to replace the soul-gem table on this page with the one from Items (basically because it has images of the gems already in it). Thought I'd ask if there's a good reason NOT to before I do. --Aelina 06:37, 3 June 2008 (EDT)

Yeah, that table looks better! I did it already, because the TOC needed fixing, hope you don't mind. --BenouldTC 12:00, 3 June 2008 (EDT)
Of course I don't mind - it's a question of getting it done, not who does it. I'm a bit new at this, where is the best place to ask newbie questions about editing? --Aelina 03:59, 4 June 2008 (EDT)
Probably UESPWiki talk:Getting Started. --Gaebrial 04:25, 4 June 2008 (EDT)


Is there an exact formula for the chance that a object will be enchanted? (Helper Unknown)

According to Rohugh (moderator on the Bethsoft Forums), it's
%Chance = Ench + .25*INT + .125*LCK - 2.5*[X]*[enchantment points]
X is 1 for on use and on strikes enchantments, but it is 2 for constant effect.
Alphax 20:53, 9 December 2008 (EST)
I actualy forgot that I asked this! :) (Helper Unknown) 21:11, 9 December 2008 (EST)

ok so im new at this, bear with me... lol

I think there may be some small flaw in the formula, though it's only speculation due to my attempt. And if there IS actually a flaw in the formula, its very small.

So, according to the formula, to enchant a constant effect restore health exquisite ring with an enchantment cap of 120, it would require 2400 intelligence. 100 + 600 + 12.5 - 600 = 112.5% (or basically 100%, not factoring in the luck because its so small a factor even at 100, and i also used no fortify luck potions in my attempt) The 600 is 25% of 2400 intelligence. This also assumes you have an enchant skill of 100, because why would you be trying to enchant a constant effect item without 100 enchant skill lol. On one other note, i have a luck of around 50, so mine factors in even less at 6.25

Yet, when i enchanted my exquisite ring with a constant spell of restore health 4-5 points, i had an intelligence of about 2100. By the formula, that would be a 25% chance of success. (100 + 525 - 600 = 25%) I enchanted 3 exquisite items with a 120 cap, with constant effect restore health on 2 and constant effect restore fatigue on the other, intelligence somewhere between 2000-2100. All of them succeded.

Now i suppose i could have gotten lucky and rolled a 4 on a 4 sided die 3 times in a row, but the chances of this are unlikely. Let me know what you guys think! :) 22:19, 11 September 2009 (UTC) I thing using an enchanter is more practical My total is 57.6. I have the fortify skill but really it is easier to kill some advanced dremora or raid the vaults than to make your own enchantments. sell a misc item first then sell the advanced item besides I am running on version MCP 1.5 so yeah I'll take the merchant routeMrp8196 00:07, 25 October 2009 (UTC)

There is definitely something wrong with the formula. I tried to enchant an exquisite ring (120 cap) with a cast when used disintegrate armor 403 points. By the formula my chance of success was 37+1523*.25+.125*50-2.5*120=124%, but the enchantment failed. 08:05, 22 November 2010 (UTC)

Dirty Trick

If you enchant an Exquisite Robe with constant-effect Damage Health, and sell it, the buying merchant will immediately wear it, and will keel over dead after a couple of minutes }:)

If your heads-up display is still active when he dies, due to you walking around, etc., you will be charged with murder as though you killed him via combat. However, if you remain completely still, and he dies while you're seeing the revolving third-person view of yourself, the incident is overlooked, and you're free and clear - just recover the robe, and begin rummaging through loot.

Telvanni Cephalopod Helm Merchants

There are only two merchants that sell the Telvanni Cephalopod Helm: Hjotra the Peacock and Fadase Selvayn. Where's the most appropriate place to note this information? Shiva7663 09:40, 22 December 2008 (EST)

I'd say it should probably be added to the Chitin article; locations of other rare items are listed on the various item style pages (e.g., Daedric, Imperial, Orcish). And eventually that link to the Telvanni Cephalopod Helm will take you to the Chitin article. In fact, eventually I was hoping to do one more round of updates to those item style pages to make sure that the articles are all consistent, for example, that they all include location lists for any rare items. But given that I have no idea how long it will take me to get to that, feel free to update the article however you feel is appropriate. --NepheleTalk 20:28, 1 January 2009 (EST)

Tribunal and Bloodmoon mix up

The part about enchanting successfully says that you can buy Fortify Skill spells from Nerile Andaren, Laurina Maria or from Bronrod the Roarer. These characters do not appear in Morrowind, they are apparently from the Tribunal and Bloodmoon expansions. I think this should be noted in the text. — Unsigned comment by (talk) on 9 January 2009

Fair point: now fixed. Thanks for pointing that out! –RpehTCE 12:19, 9 January 2009 (EST)

The size of souls: What's the difference?

What is the difference between enchanting with, say, a petty soul gem with a scrib in it or Azura's Star with Almalexia in it? Can you make stronger enchantments? Does it increase success rate? I don't know if I've missed something or what... Jedibob5 22:23, 9 August 2009 (UTC)

The stronger the soul, the more powerful the spell that it can enchant, up to the limit of the item being enchanted. See Morrowind:Enchant for more details. –rpehTCE 07:06, 10 August 2009 (UTC)
Well, yeah, I read the page, I just don't think that it is stated clearly enough, because I didn't see it. Thanks though. Jedibob5 12:23, 10 August 2009 (UTC)
You're right, I read the whole page looking for that info, then came back here, then went back and read the whole page when I saw his comment. That info isn't on the page. The closest it gets is just to say that you need soul gems to enchant. It'd be nice if there was a formula or something on the page that would tell us how strong a soul we need for a certain number of enchant points (I assume that's what it's based on). 07:04, 9 February 2010 (UTC)

stolen items

Enchanting seems to be a good way to "launder" stolen items you don't want to risk losing if arrested (exceptionally expensive or irreplaceable stuff). When enchanted, it appears the item in question is assigned a new designation, replacing its original tag under which it was stolen. (Interestingly, though, enchanted Indoril Cuirasses and Helmets remain identifiable by Ordinators, who will still attack you for donning their sacred gear.) 02:36, 18 August 2009 (UTC)

This is already covered at Morrowind:Crime, and I think it fits better there. --Timenn-<talk> 17:43, 18 August 2009 (UTC)

xbox 360 weapon enchantment "on target" glitch

why is it that when i play morrowind on my 360, that the "on target" cast when strikes, efects are al gone? for example, say you have a dagger enchanted with 1-5 fire damage, cast when strikes, on target, but when you get it the "on target is gone? so this means that the effect could choose to hit you instead, is this common, or is it my 360, because my game disc is brand new. please someone help! — Unsigned comment by (talk)

It's just that the enchantment doesn't list whether it is 'on touch', 'on target', or 'on self'. If you created it as 'on target', it will remain 'on target'. Although putting an 'on target' enchantment on a dagger is a waste, really, as you're not going to hit anything that isn't in 'on touch' range. --Gaebrial 06:49, 25 September 2009 (UTC)

Enchanting at an NPC: Not expensive!

Hello, reading this page about enchanting made me realise a lot of people apparently don't know this: You can get all your money back from an NPC enchanter as long as they have the Barter option.

Requirements: - Later in the game you have heaps of merchandise too expensive to sell for anything but a fraction of the price, due to vendor selling money limits (most noteworthy all the Glass and Daedric weapons). Even with Mudcrab Merchant or Creeper. - Lay these items down near your prefered enchanter over the course of the game, or store them somewhere else. - Make sure the enchanter is at Disposition 100 so you Barter your loot for the enchant effectively and the initial cost is low. A bit of bargaining also saves you a lot on expensive items. These tips are handy if you want to buy a lot of enchants, but I hardly ever use them, so much expensive loot as you get. - BEFORE ENCHANTING, very important! make sure the vendor isn't at either 0 or its max selling money. If it is, the money you spend on the enchant sometimes doesn't get added up to the selling total, though I have no idea why. So if it's at 0 or max, make sure to buy or sell something insignificant before buying the enchant. I guess this is why most people haven't picked up on this. - Pick up a few of the stored expensive items after getting something enchanted, sell them to the NPC enchanter and get your money back.


Now this still means you have to have the starting money to buy the enchantment. One of my favourites, the constant effect restore health 4pts in an exquisite amulet, costs you around 64.000. However, my opinion is this balances out. It takes you a while to gather up the money for the bigger enchantments, so they better fit your level. By level 20 it shouldn't be a problem to have the enchantment I just mentioned. Actually, that still seems pretty powerful. (-; Anyway, it feels like less of a cheat than the alchemy boost exploit, though I admit the enchant skill itself is absolute crap.

Note: I play Morrowind GOTY (with Bloodmoon & Tribunal) on the PC on the latest patch. However, I've been doing this since I first started playing like 6 years ago so it should work on many if not all PC versions. I have no idea about the XboX and have never played Oblivion. 21:26, 3 December 2009 (UTC)

Calculating enchant values

touch/self: (max.+ min.) x duration x base cost x 0.025 + area x 0.0125 x base cost

target: (max.+ min.) x duration x base cost x 0.025 x 1.5 + area x 0.0125 x base cost

constant effect: (max.+ min.) x base cost x 2.5 + area x 0.025 x base cost

Given from Enchant Simulator (thanks, kertaw48)

This seems to be import information, but seems to be excluded from the wiki.

Not sure where to add, so hoping someone else will 01:37, 31 January 2010 (UTC)

Enchant Skill vs. the depletion of enchanted items

How exactly does the skill "Enchant" change the rate at which non-constant enchanted items deplete? I might be overlooking it, but I can't seem to find the formula (or even a vague hint) in the article nor the discussion page. 09:54, 11 May 2010 (UTC)

Cast Cost = Enchantment points *((100 -(Enchant skill - 10)) / 100)
It basically means that if you have 10 Enchant you will deplete as much charges as the item has enchantment points (e.g. Daedric Tower Shiled has the maximum of 225 enchantment points, so if you make an enchantment which has 225 ench. pts it will deplete 225 charges if your Enchant skill is 10). If your Enchant skill is 60 you'll deplete charges equall to half the ench. pts. of your item and if it's 110 you'll deplete 0 charges. --Kertaw48 22:10, 12 May 2010 (UTC)
That's a pretty amazing bonus! This info belongs in the article. (if it's already in there then I'm seriously blind) Also, any info on the recharge rate of items? -D
Well, unfortunately, I don't know any formulas about it. The only info I have about recharging items is that the recharge over time does not depend on your Enchant skill and that recharge with soulgems does depend on it, since it increases your chances of successfully recharging and the amount of recharge (although the latter only by little). From my observation, the best results are acheived at 110 Enchant, although I don't know why. When recharging with more than that, it decreases the amount of recharge (e.g. when recharging with 1 milion Enchant and more, it recharges by 1 or not at all). Also, the stronger the souls and gems you use are, the better the recharge is...
On another note, I'd like to correct something I wrote earlier. When your Enchant skill is 110 you don't deplete 0 charges, you actually deplete 1 charge, even though it says in the spell menu that you deplete 0 charges. Similarly when your Enchant is above 110, the values of cast cost are actually negative, which should mean that you recharge your items when you use them, instead of depleting them. However, as I said before, this is not the case, as the minimum cast cost of any enchanted item is 1... --Kertaw48 15:51, 14 May 2010 (UTC)

What governs how successful you are at recharging non-constant effect items?

Whenever I played vanilla Morrowind and tried recharging "Cast when Used" or "Cast when Strikes" items, I often failed to recharge them unless my enchant skill was higher than 40. But the real kicker is how the game considers a recharge attempt that only gives back less than 10 points of a success, which is quite odd since when you fail to recharge an item by using a filled soul gem it recharges anyway by 1 or 2 points.

I take it that the game randomizes the amount of magicka given to the item upon a successful rechargine as well? In my days of playing Morrowind, trying to recharge items with high-value souls (like those from Skeleton Champions) using Azura's Star rarely if ever got me more than 50 magicka points on the item. What attributes affect how much a soul's value actually gets transferred to the item's magicka reservoir upon a successful recharge, then? And how high must those attributes be in order to achieve 80% or higher efficiency when recharging with a soul gem? -- 23:41, 23 May 2010 (UTC)

Well, as I wrote in the disscusion above, the best chances for recharge and the best recharge values are obtained when your enchant skill is 110, although I don't know the exact formula, so I don't realy know when a 80% chance of recharge would be achieved. I'm not sure if INT and/or Luck play any role in it, but from my experiences, it's so low that it should be ignored. The values of recharge are randomized and completly unpredictable except for the fact that better souls equals better recharge values. I'm not sure if they're also better if better soulgems are used. --Kertaw48 12:10, 24 May 2010 (UTC)

I guess that's just too bad--you'd think that with a higher skill level you'd be able to make the recharging process more efficient. Sure wish there was a mod that addresses this, along with, say, making the Blind spell effect work like the manual describes it (targets blinded will have a decreased chance of hitting with physical attacks). -- 20:03, 24 May 2010 (UTC)

Ebony Scimitar

Shouldn't it be mentioned that Ebony Scimitars have an astounding 80 enchantment points, while still being excellent one-handed swords in their own right? They fill a good role between an Ebony Staff and a Daedric Daikatana, as far as balancing enchantment with raw damage, and one can use a powerfully enchanted daedric tower shield along with one.— Unsigned comment by (talk) on 31 May 2010

Enchant Simulator

It's a usefull tool (here is more about it and here it actually is) and I think a link to it should be added to the article. There are several links to useful tools at the article about Alchemy, so why not here? It's completely virus-free and almost bug-free (I'm still working on some details). If there is anything about it that makes it unsuitable for the wiki tell me what alterations you think I should do and I'll do them. Also, I know it's not the best recommendation for this to be proposed by me since I made it (however, there's at least one good review, in a discussion on this page).--Kertaw48 21:02, 10 June 2010 (UTC)

So... Over a week has passed and no responses. I mean, I could have just put the Simulator in the article, but I wanted some community consensus. Right now, a single comment would be appreciated. --Kertaw48 07:15, 21 June 2010 (UTC)
I don't know enough about MW— much less MW enchanting— to give you much feedback; however, since it's not getting a response, perhaps you should start a discussion on the CP linking to this. --GKtalk2me 18:30, 21 June 2010 (UTC)

Low Enchantment Cap? Bug?

Whenever I enchant glass swords, shields, or armor, the enchantment cap is always 3 when i use constant effect. Im using a Golden Saint to do it btw. Is it suppose to be only 3 or is it some sort of error? However, with normal clothing, the enchantment cap for constant effect is around 15. Something wrong?

Restocking Soulgems ?

I tried this console trick to give Fadase Selvayn restocking Grand soulgems, since she already restocks the smaller ones using GOTY on PC with Tribunal, Bloodmoon, and patch 1.6.4.

I opened the console.

Clicked Fadase Selvayn.

entered the command:

additem misc_soulgem_grand -5

Much to my surprise, she did not end up with 5 restocking Grands. Instead she had 65531 non-restocking ones. 11:36, 12 September 2010 (UTC)

That won't work. The console uses 2's complement arithmetic, so -1 is 65535, -5 is 65535 and so on. You would have to edit the NPC using the Construction Set. rpeh •TCE 15:30, 12 September 2010 (UTC)
Then that cheat should be removed from the page, since I was following its directions. 18:49, 12 September 2010 (UTC)
Apologies - I didn't realise it was on there. I've deleted the entire section, since cheating isn't normally described on our articles. rpeh •TCE 18:56, 12 September 2010 (UTC)

What determines aura colors?

I've been looking around, but all the results I get are for mods. I'm trying to give my Daedric Claymore a purple aura, which I know I can do with Soul Trap, yet I don't want to have soul trap on that one (already have a soultrapping weapon). Is there a list of what spell effects give the items what color glow? 14:55, 26 September 2010 (UTC) [

Update: Nevermind, I found it. In case anyone else has trouble, here's the link.

enchanting trick

a good way to raise your enchant is to enchant something like a chitin gauntlet wit restore health 1 point on target (or something similar)with azuras star using a grand soul gem because every time you use an enchanted item you gain a small amount of enchant skill and you can use the gauntlet 400 or so times (Eddie the head 04:07, 26 February 2011 (UTC))

You do not raise your enchant by using items, only by creating or recharging them. --Brf 04:13, 26 February 2011 (UTC)
it might only be on the original version or on xbox but ive tried it and i know it works (Eddie the head 05:13, 26 February 2011 (UTC))
It does say in the article that using a magic item increases experience by 0.1, but there are way more effective (and less time consuming) ways to get experience than the above example. -- Jplatinum16 05:29, 26 February 2011 (UTC)
its useful when traveling somewhere though
I'm not sure if I understand the point of this discussion, but the trick that Eddie the head mentioned is faster and more effective way to raise your enchanting skill, than to recharge or create an enchanted item.
Both recharging and crafting a magic item can fail, resulting in a much smaller skill bonus, not to mention that to be actually able to do any of the two you need to have a filled soulgem. To get a soulgem filled with a soul, you need to either buy it (this is of course out of the question, because there are no restockable merchants and their prices are exorbitant) or trap a soul in it yourself. For this you have to have the soul trap spell (easily obtained, but you also need a modest Mysticism skill to be able to successfully cast it), lot of empty soulgems (very easily obtained) and be able to kill creatures to trap them (every soul gives the same skill boost, so any creature will suffice). The method of recharging and/or crafting magic items would be better (but not by much) in both time and effectiveness would the recharge/crafting be always successful. Unfortunately, it is not.
On the other hand, casting a spell by using an enchanted item takes no time to cast, it is always successful and its speed depends only on how fast you can click to cast it. To create such an item (in Eddie's example a chitin gauntlet) you only need one filled soulgem (it only depends on the soul, not the soulgem), a small amount of gold (since the point of this is to be able to cast the spell as many times as possible, you need to use the weakest spell possible, meaning the crafting at the enchanters won't cost practically anything) and an unenchanted item (any will suffice, as long as it can be reused, i.e. no paper or such). The only drawback to this method is that after the charges have been used up, you need to wait a considerable amount of time for it to recharge naturally (this does not depend on your Enchant skill).
Again, both methods are nothing new. The recharge/craft one is much more effective with a higher Enchant skill, while the casting one is the same with any level of Enchant. The casting method is more useful for lower level characters, the only problem is obtaining a soulgem filled with a large soul.
Of course, you could always combine the two methods. Simply create the aforementioned item, use up the charges, go hunting creatures for souls to recharge that item and repeat as much as you need to level up your Enchant skill. -- Kertaw48 12:26, 26 February 2011 (UTC)
Actually, the soulgem with a large soul is easy to find for a low-level character in the Fake Soulgem quest for the Mages Guild. I usually use that one for a weapon though. --Brf 15:09, 26 February 2011 (UTC)

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