Morrowind talk:Useful Enchantments

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Cure paralyzation CE not possible[edit]

Cure paralyzation on self is a 502 CE enchantment, at least on Xbox. So that's not possible.--Benould 08:04, 3 March 2008 (EST)

Making Items[edit]

(moved from article)

This tip has not been extensively tested, but you can test it for yourself. The ORDER of spell effects MATTER. An attack spell or item has to have "Weakness to Magicka" FIRST to work properly.

For example, if you're going to try to use "Drain Luck" to make a target less able to reflect a spell back at you, you must put that AFTER "Weakness to Magicka" to get the max benefit, even though you'd like to put that before "Weakness to Magicka" because the total spell points of those two effects in the same spell or item is less if you put "Drain" before "Weakness". (I have no idea if "Drain Luck" would make a creature less likely to "Reflect" spells back at you. This is just a theory of mine, that I plan to test later.)

One side point of information. "Weakness to Magicka" doesn't do anything if you're already over 100% Resistant to Magicka. Breton/Atronach with magic resistant armor are totally invulnerable to pure magic damage. :)

To test this, use an Atronach character, and make a spell or item to "Drain Attribute" and "Weakness to Magicka" self. You'll find that you get only a partial drain in your stats screen. Now make the reverse spell or item, with "Weakness to Magicka" first. Now the spell works correctly. — Unsigned comment by 71.231.97.1 (talk)

I moved this because of all the "untested" comments. Please test your ideas before posting them. –RpehTCE 16:41, 4 March 2008 (EST)

Restore Magicka belt[edit]

06/21/08 0045 - I was unable to use the restore magicka enchant as documented in the article with my Breton Atronach Mage. I am playing the PC version GOTY straight out of the box, no mods. I do not have enough "sandbox" time to post this correction as an edit. I was NOT happy with the formatting I got with an earlier post and would appreciate some talented assistance in correcting this information such that the "neatness" of this site is not compromised by my ineptness.

The article states; enchant an exquisite belt as follows: Drain Intelligence 100 to 100 for 2 secs on self, followed by: Weakness to Magicka 100 to 100 for 2 secs on self, and that this enchant would fit in the 40 EP available to the belt. It fits in the 40 EP, but it does NOT "restore" magicka after your intelligence attribute exceeds 50 because the Breton's 50% Resist Magicka power/natural ability prevents the 100 pt drain from EVER getting above 50 - the "weakness to magicka" component MUST come first and the DRAIN spell effect is NOT accumulative over time. Drain Intelligence 100 to 100 for two seconds simply takes 100 points off the attribute and keeps it off for two seconds; it does not provide 200 points of total drain. Also, in order for magicka to actually be "restored" Intelligence must actually go "negative", ie: LESS than zero. So the enchant documented in the article, at least for PC GOTY, would not work if a character had maxed his Intelligence at 100. The Drain would have to be at least 101 to force the magicka restore glitch to activate. 111 if Mentor's Ring is on.

The following enchant works with this character and my intelligence is at 85. I am certain it will continue to work but I will post after I have maxed Intelligence to 110 to verify the result. I used SR71's Second Stage enchantment process, but I do not believe it extended any duration times (there is no "targeting" spell in the enchant - nor do you WANT one! A targeting spell would make the drain permanent and that is NOT what we want here).

Exquisite Belt, GSG loaded with Golden Saint -

Weakness to Magicka 100-100 for 1 sec on Self, followed by Drain Intelligence 100-100 for 1 sec on Self, followed by Drain Intelligence 18-17 for 1 sec on Self, followed by Cast when Used.

The total Intelligence Drain is 118, more than enough to force a negative Intelligence to restore magicka, even with Mentor's Ring equipped.

The article also states Intelligence fortified by a CE fortification enchantment can be "damaged" if this Drain enchantment is used WHILE the CE fortification is in effect. This is true. But you do not correct the damaged intelligence with a "restore magicka" spell. You correct it with a "restore intelligence" spell.

Trughbull 01:47, 21 June 2008 (EDT)

Good spot on the Restore Magicka -> Intelligence. Having just read the main article, you're correct that the "Weakness to Magicka" would have to come first, or else the effect is halved, and thus the exploit wouldn't work. I got a Breton atronach, I'll see what enchantment I can get to work, as well, except with Necromancer's Amulet instead of Mentors Ring. BTW, do you know if SR71 is still posting, would love to write an article on advanced enchantments, Reverse Variables and Second Stage enchantments. --BenouldTC 02:47, 21 June 2008 (EDT)
Merged above with main article, my testings show that a natural INT of 100 takes a minimum Drain Intelligence of 101 to restore Magicka. Interestingly, an INT of 90 +10 from Mentor's Ring works with Drain 100. A natural INT of 99 has a 3 in 4 cast success rate with Drain 100, I am not sure what causes the misses. --BenouldTC 06:13, 30 June 2008 (EDT)

Suggested Enchant Spells[edit]

(moved from the article)

I would like to add some useful enchant spells that include combos and single versions. Here are some useful combos. First one is Frost damage 20pts, Fire damage 10pts, Restore health for 2pts for 1sec on self when striking target with weapon. Another combo to do will be Fire damage 5pts for 2sec and posion for 1pt. Now single versions will be poison for 40pts for 1ft and another would be frost damage for 30pts for 1ft.

Moved because of the first-person usage and because it doesn't fit with the style of other items. What are the advantages of these enchantments? Why these and not something else? Apart from anything else, these seem to be rather low-powered enchantments for which there are several better alternatives. –RpehTCE 01:42, 25 March 2009 (EDT)
For suggested enchantments: The reason why its low enchant is because it would be a lot cheaper. I would also say that this shows you some combinations of enchant spells that could be useful for other players in morrowind. Ephraim 23:44, 25 March 2009

Cleanup of Article[edit]

I've created a Useful Enchantment page for Morrowind similar to the Oblivion version on my sandbox. Changes include some spelling errors, an intro paragraph similar to Oblivion's, links for basic enchantments, extra category with descriptions, and putting the sections in alphabetical order. If the new page is approved, I would like to replace it with this one. Of course, the cleanup tag should still remain for more editing. Please comment and discuss! -- Jplatinum16 23:35, 23 December 2009 (UTC)

Even though I'm not a big fan of useful enchantments, I think that it looks better in your sandbox. I say yes and by keeping the cleanup tag, the article can continue to be improved. And you don't need to ask for approval to such things like this, we know is good faith and by simply reading it we can see that you actually worked to improve it, besides it can't get worst than it is now, unless it is vandalism, of course. :) --MC S'drassa T2M 03:23, 24 December 2009 (UTC)
Thanks for the feedback, S'drassa! I just wanted to make sure my version was worthy enough to replace the current one, since replacing a page is a pretty big deal. I would like a few more opinions before I take any action -- Jplatinum16 04:08, 24 December 2009 (UTC)
No problem! And I understand that you want more opinions, but consider it as "improving" the page rather than "replacing" it (since replace is when you totally format a page instead of just tweaking some stuff and adding some info). Anyway, you did the job you decide what to do with it ;) --MC S'drassa T2M 04:12, 24 December 2009 (UTC)
I just cleaned up the articles grammar a bit and tried to get rid of all the uncertain statements, but it still needs a lot of work. i also tried to replace all the caps with bold italics. --BLBE 19:54, 2 January 2010 (UTC)

Why have this page?[edit]

Okay this page sucks. The obliv version is much cleaner and better. But really alot of the morrownd pages look old and messy. At least the people above me tryied to help this page. I thought this was a encyclopedia, not a guide. Sign by me: 76.120.200.30 19:04, 25 December 2009 (UTC)

By the way, is there a page that shows up you how to edit on here. Couldn't fond it by searching — Unsigned comment by 76.120.200.30 (talk) at 19:34 on 25 December 2009
Here you go. UESPWiki:Getting_Started --Nocturnal 00:26, 26 December 2009 (UTC)

Agreed![edit]

In complete agreement with previous section. Last night I added some very useful information to various sections and added a section referencing another page in this very wiki which gives the exact formula for chance of self-creating enchantments. Some edits were done to add clear and precise information as to the int required to create given effects. Some cockfag removed all of this and I cannot find even a reference to the edits I made (perhaps I need to create an account, login, etc. to do such things?)...I can see if I'm going through adding random crap enchantments to the page, but I was adding perfectly valid and useful information - did you at least save my edits somewhere before rolling the page back?

for the record, assuming non-negative enchant and luck, int of 4600 will allow any character to self-enchant 225 points (deadric tower shield, highest enchant item in the base game AFAIK) 100% of the time and summoned creatures may be looted by even weak players with a shortblade enchanted w/ cast-on-strike 1 second of invisibility on-self, even a lvl 1 player can loot a golden saint from time-to-time with such a weapon. — Unsigned comment by 75.231.228.29 (talk) at 00:31 on 18 February 2010

It's [here] along with the reason why it was removed. I agree with the removal, it's more about looting summoned creatures and may be appropriate there. And it's unclear how invisibility will affect looting. Try adding it to the discussion page first to get some reactions. Also: there's no reason for name calling. Marcel 02:12, 18 February 2010 (UTC)

Neutralize Spellcasters[edit]

My best enchantment for use against mages is a cast-on-target Drain Intelligence+Damage Magicka, for 1 second. If the value for both is around 20 or 30, the enchant cost is 10ish, and the attack can be fired off a dozen times before the target is even close enough to respond. In most cases, they'll have to end up engaging you with dagger or fists, as they have no Magicka left for a legitimate attack. 75.62.198.56 21:00, 5 August 2010 (UTC)

This seems redundant, as there is no point to weakening spells if the target cannot cast them. — Unsigned comment by 108.87.89.60 (talk) at 22:41 on 11 July 2011 (GMT)

Insanely Powerful Daedric Battle Axe[edit]

Acquire Azura's Star, a Daedric Battle Axe, about 12,000 gold, and Vivec or Almalexia's soul. Take all the items down to an enchanter. Equip the axe with a "Drain Health 80 pts on touch, cast when strikes." With this, your brand new axe will do 80 damage plus another 80 damage, essentially doubling the weapon's power, making it worth the 90 pounds. Since you used one of the souls from a demi-god, the axe will also have 1000+ charge, making the most powerful weapon you can make in the game (in terms of instant hit-per-hit damage) with an extremely high charge. Depending on your enchantment skill, it should use 5-16 charge per hit.

Pros: You have the most powerful weapon in the game, and with the Tribunal expansion, you can kill a High Ordinator with two or even a single strike. It is relatively cheap, long lasting, and reliable with 4800 hp.

Cons: A Daedric Battle axe is a somewhat rare weapon, and a heavy one as well. Getting it can be a task due to its rarity. Also, its weight can drastically limit a low to mid level character's encumberence level, due to it weighing 90 pounds. In addition, it makes the game relatively easy, although on 100 difficulty it can be somewhat interesting.

This discovery was made by Vengeance312. All credit goes to this player. See his wiki page and post your thanks ASAP. — Unsigned comment by Vengeance312 (talkcontribs) at 09:29 on 18 June 2011

Eversharp Weapons[edit]

Having to maintain weapons in both condition and charge can be a hassle. With Eversharp weapons however, both of these problems can be a thing of the past! Enchanting a weapon with a Bound Weapon spell that casts on strike allows the player to change something like a wimpy iron dagger into the bound weapon of their choice! What is even better is that the weapon never seems to dull down so long as they have a charge, which can make trips to the local smith or using armorer items a thing of the past!

Eversharp weapons are easy to make whether by the player or at the local enchanter. A local enchanter will only charge about 200-300 gold for a 15 second Bound Dagger on cast when strikes, and this only takes one point on the weapon's enchantment allowance. Another great feature is that they can be combined with other enchantments (so long as the weapon has enough room). One nifty enchantment is to combine this with soul trap that has the same time as the bound weapon's cast time, which allows for less hassle with having to capture souls for enchanting and recharging. Damage of any choice can also be applied for extra punch before the bound weapon is summoned.

Pros: Easy to make, cheap to make. Very effective during the beginning of the game and can still be helpful throughout gameplay. Weapon almost never needs repair due to being switched out with each strike. Cast cost is also very low.

Cons: For some reason going over a certain time limit for the bound weapon causes the Eversharp weapon to not re-equip, which can be annoying or even dangerous, so at the moment 15 seconds is recommended for the bound weapon's cast time.

By user ACRaven.--ACRaven 10:56, 6 November 2011 (UTC)

Cleanup (Again) of Article[edit]

I've taken a look at Oblivion's Useful Enchantments page, in hopes of coming up with a good guideline for a "Useful Enchantments" page but I found that it shares many problems with this one. So I've started on a revamp two weeks ago, which can be viewed in my sandbox page. To be specific, I am guided by the following issues / principles:

  • The guidelines read, "Pros and Cons can be listed if you feel they are appropriate." However, it appears many contributors have taken to listing superfluous pros and cons, despite having already outlined the same points in the description of the enchantment. As such, the pros and cons format will no longer be used.
  • A few sections of the original article deals with gameplay practices or custom spells, instead of actual enchantments.
  • There are way too many Constant Effect items when the player does not need those effects all the time! Besides, Vvardenfell is not exactly flooded with Golden Saints and Grand Soul Gems.
  • Leave the magnitude and the duration of the spell effects to the player's discretion. This article is a list of recommended enchantments, not a cheat sheet or specification.
  • Some enchantments already exist in-game; I added them where appropriate. Enchanters charge really exorbitant fees and it is often cheaper to find identical enchantments elsewhere.
  • Lastly, the greatest issue I've had with this page: naming of enchantments. Despite the guidelines, some contributors opt to use brief but marginally descriptive names. In order to deal with this, I have completely replaced the enchantment names with the spell effects (let the enchantment speak for itself, so to say). Also, I modified the way the page is organized since different people have different ideas on "Basic" and "Advanced" enchantments.

As this could be a potentially touchy modification, especially for contributors of "cool" and "awesome" enchantments, I am presenting my cleanup here for review. If it meets little opposition, I could apply the modification from my Sandbox. Salamangkero (talk) 16:26, 16 September 2012 (GMT)

It's me again. As I've received no negative feedback on this, I've proceeded with the page reformat. See the more detailed changelog below:
More Elaborate Enchantments
  • Blink Blade and Blink Blade Part Deux - Chameleon on Self, Cast When Strikes
  • Easy Enchant Items - not included; it's a SPELL, not an enchantment. Apparently, it's not even costly enough to warrant a Cast When Used enchantment.
  • Extreme Paralysis - (Damage Attribute Damage Attribute × 4) + Drain Fatigue Drain Fatigue + Weakness to Magicka Weakness to Magicka on Touch, Cast When Used
  • Extremely Powerful Attack Spell - not included, but might require rewording. It's partly about a <<Element>> Damage + Weakness to <<Element>> enchantment but it also states that these effects could also be achieved (even more efficiently) by casting spells.
  • Icarus Ring - too much unnecessary details; reworded as Fortify Acrobatics / Jump on Self, Cast When Used
  • (Insert Weapon Name) of MIND CONTROL - inappropriate section title format; reworded as Command / Paralysis on Touch / Target, Cast When Strikes
  • (Insert Item) of Summon Golden Saint - reworded to Summon on Self, Cast When Used; it doesn't have to be a Golden Saint, it doesn't have to be Azura's Star
  • Magicka Restore Exploit - easily achievable with a spell; info also found in Tips for the Atronach Player
  • Paralysis Blade - not included, too much personal feedback on "fun", works only against melee opponents
  • Recursive Weapon - Fortify Weapon on Self, Cast When Strikes
  • Staff of Levitation - Useless info; disadvantages easily outweigh the perceived benefit; also, more about gameplay than enchantments.
  • Vampiric Ring - why not as a spell? Also, note on Reflect only works if character has 100% Resist Magicka
  • Vampiric Weapons - Absorb Health on Target/Touch, Cast When Strikes. Removed "added bonus of not doing anything harmful if reflected"; see Absorb Health article.
Constant Effect Enchantments
  • Amulet of Dispel - Dispel on Self, Constant Effect; removed magnitude, will it work with only 1pt?
  • Chameleon Skin - Chameleon on Self, Constant Effect
  • Dremora Companion - does it have to be a Dremora? Does it even have to be constant effect?
  • Enchant Skill Exploit - not included as it is about gameplay / glitch, not an enchantment.
  • Health Breaker - included as Restore Health on Self, Constant Effect; stripped of unnecessary info. It doesn't have to be a Daedric Tower Shield. It doesn't have to be Azura's Star. It doesn't even have to be a Golden Saint's soul.
  • Jumpsuit - reworded into the less superfluous Fortify Acrobatics / Jump on Self, Cast When Used
  • Levitation - reworded from Levitation on Self, Cast When Used because "the pros of levitating forever" do NOT "easily outweigh the con of moving slowly"
  • Super Armor - Fortify Armor on Self, Constant Effect
  • Trick Landings - Slowfall on Self, Constant Effect
  • Weightless, Perpetual Daedric Armor Suit - Bound Armor on Self, Constant Effect; Bound Armor is like Daedric Armor ONLY IN APPEARANCE. Armor Rating remains fixed at 65. Also, does not grant "invincibility"
  • 100% Sanctuary Clothes - Sanctuary on Self, Constant Effect
  • Ring of Panacea - not included, but might need rewording IF it differs significantly from Dispel on Self, Constant Effect. However, for Restore Attributes, does they even have to be Constant Effect?
— Unsigned comment by Salamangkero (talkcontribs) at 09:44 on 22 September 2012
I fixed the erroneous information about the Sanctuary spell. As noted in the discussion on the spell's page, 100% Sanctuary does not make you invulnerable to physical attack, and it's often necessary to go higher than 100. FrozenWolf150 (talk) 08:25, 3 January 2013 (GMT)

Cast When Strikes - On Touch/Target Reflection[edit]

The page claims that if you enchant a weapon with Cast When Strikes On Touch the enchantment can't be reflected back to the PC. In my own testing, I've found this not to be true. In fact, it seems that an enchantment is sometimes less likely to be reflected if you use On Target instead. I'm not entirely convinced my findings are accurate however. Can anyone do some testing to see if this claim has any validity? -- DeJuan N. Onley (talk) 07:09, 28 September 2012 (GMT)

I've found that both have an equal chance of being reflected, though this is based on averages. However, I can confirm that any Cast When Strikes On Touch enchantment can be reflected, or absorbed, just like any other spell. This works for both the player and for enemies. An easy way to observe this is to boost your own Reflect to 100% and then let an enemy hit you with a Cast When Strikes weapon. This is why I always try to have some means of countering the effects of my own offensive spells. FrozenWolf150 (talk) 17:10, 31 December 2012 (GMT)

Explanation for Proposed Deletion[edit]

I was thumbing through pages needing clean up, and I came across this piece here being in the category. Being the big Morrowind fan, having put at least two to three thousand hours into every aspect of the game, I decided I wanted to take a Morrowind page under my wings and get it fixed up to the standard that a game of such incredible quality deserves...

What I see, however, is a list of spells and their descriptions that may as well have just been transcluded to the page, if I didn't know better. Unlike Oblivion:Useful_Spells, there is nothing creative about this page that would make it something interesting to look at. The information contained within it is information that can be found on the appropriate effect page with no additional information whatsoever to explain WHY they are useful as enchantments.

Let me provide a few examples:

  • Open on target: Players with low Security level will benefit from this enchantment.
  • Water breathing: This enchantment give the player immunity against drowning.
  • Water walking: Since one moves faster by walking (or running) over water than by swimming through it, this enchantment enables players swifter passage on the surface of the water. This also makes the player safe from Dreugh or Slaughterfish attacks.

That was just three. The whole page is largely similar, and this is information that can be found elsewhere (i.e. their proper pages). Given the little attention Morrowind receives compared to the other games, and given that only six pages link here, only one of which is a proper article, I really doubt that this page will be missed by anyone. --Snowmane(talkemail) 02:16, 15 January 2013 (GMT)

While I do agree that it is highly likely this page would not be missed, kindly allow me a few words in its defense. First, I think it might be fairer to compare this page to Oblivion's Useful Enchantments page. Also, I believe this page is not dedicated to the explanation of spell effects, which, as you have said, is available in their respective pages. Rather, it lists the creative usage of these spell effects as enchantments; in other words, why Bound Weapon or Soultrap is useful as a "Cast on Strikes" enchantment, how a marksman could benefit from enchanting a Bound Longbow on a crossbow or the merits of Dispel as a "Constant Effect" enchantment. On the other hand, I do agree that a lot of these spell effects are rather obvious. Perhaps it might be reasonable to just trim down the number of entries on this page as opposed to deleting it altogether? Salamangkero (talk) 09:13, 15 January 2013 (GMT)
Yes, there are a few that are genuinely useful and better explained, but I still find the comparison to Useful Enchantments for Oblivion to still not do this page's continued existence any justification, because even OB's counterpart is detailed and moderately creative looking at a glance. And, no, save for only a few, this page does NOT explain the uses of each spell in enchantment, IMO, and I still want to support its deletion. Unless someone has a really good argument for keeping it, the only reason I can see to keep it would be for consistency by having a Useful Enchantments for both of the two namespaces, however, I don't like the idea of justifying the existence of a bad page merely because a moderately good one exists in another namespace. --Snowmane(talkemail) 09:24, 15 January 2013 (GMT)
Improve or delete. It could be useful if we found some really clever hints instead of the current ones. We could include some of the old hints which were noteworthy. There was one about getting the maximum jump from a jump suit, with 0 or 1 slowfall. There was also an ebony staff which had constant effect water breathing and a couple more underwater boons; it was a good idea because it fit a lot of utility into one easily swapped-on ability.
The endless possibilities of enchanting really could go overboard, but then I don't see anything helpful at all here. This should be a list of inspiring combinations, or enchantments using math tricks to squeeze a few extra points out, not an incomplete list of spell effects. Lukish_ Tlk Cnt 11:11, 15 January 2013 (GMT)
After browsing the history a bit, I can find a lot more useful enchanmtments, I don't know when it became this useless page, but we should just revert it and clean it up a bit... or delete it and pretend it never existed. Oh here it is... I don't think I agree with this change. Lukish_ Tlk Cnt 11:24, 15 January 2013 (GMT)
The current version of the article is not especially useful, and looking at the previous version indicates that it had severe issues as well. That being said, the topic of the article is still worthwhile to a non-creative player, which says to me that it shouldn't be deleted wholesale unless we are purging all strategy-based information from the Wiki. Just because this page doesn't have a huge number of links to it doesn't mean that it isn't being used or edited, as the fairly frequent calls for cleanup would indicate. I'd propose a complete rewrite of the article, not a deletion. I'm willing to give it a stab if you don't want to, Snowmane. Spweasel (talk) 14:13, 15 January 2013 (GMT)
If there is someone who wants to actually dig through old revisions of the page and pick out the good ones that were gone, or have the creativity that I lack and are able to put good ones up, and it's done in a reasonable length of time, I'd be willing to give up my pro-deletion claim. However, if it's going to sit like this for another couple years, then we may as well just delete the page. --Snowmane(talkemail) 18:58, 15 January 2013 (GMT)
I'll give a crack at it, then. If there isn't a new revision by the end of the week, feel free to delete the page unless someone else objects. If my edit sucks, that will be a new problem for a different day, of course. Spweasel (talk) 19:57, 15 January 2013 (GMT)

I finished a rough-and-dirty rewrite, culling most of the lame/obvious entries from the earlier revisions. It probably needs some polish from someone without a head cold, so I'm leaving the Cleanup tag in place. The Delete tag is also staying until it gets looked over. Spweasel (talk) 17:07, 16 January 2013 (GMT)

I started a topic on the forums so that players can recommend and debate the merits of their custom enchantments there, rather than clutter up the wiki page. It's obvious that a lot of these ideas need more testing, in addition to explanation as to why they'd be more useful than a spell. For example, one ought to consider what enchantments can do that spells alone cannot. http://forums.uesp.net/viewtopic.php?f=5&t=34640 FrozenWolf150 (talk) 04:53, 20 January 2013 (GMT)
I went ahead and removed the Cleanup tag. I'm not convinced it doesn't still need some cleanup, but it has been almost completely rewritten since the tag was added. If anyone thinks it still needs some cleanup, feel free to add the tag back in. Spweasel (talk) 18:23, 26 January 2013 (GMT)

125 Points in Acrobatics[edit]

Mathochist (talk | contribs) recently added the following edit:

This article used to claim that on top of a natural base of 100 in Acrobatics, 25 additional points of Acrobatics would negate all fall damage. This is NOT true. If a high Acrobatics score did negate fall damage, then the Scrolls of Icarian Flight (which Fortify Acrobatics by 700 points each) would be safe to use by themselves. Which they are not (clearly, given what happened to the guy you get them from after he SPLATs in front of you, and as can easily be tested). This user has tested 125+ Acrobatics and jump speed and height are increased; fall damage is NOT negated.

I tested the original claim in-game and was not able to duplicate Mathochist's findings: with a base level of 100 in Acrobatics, a 25-point Fortify Acrobatics spell did indeed negate all fall damage. Testing was conducted as follows:

  • I created a new vanilla character.
  • Using the console, I gave him a base Acrobatics skill of 100.
  • I added the Levitate spell to him and used Estirdalin to create a custom Fortify Acrobatics 25pts for 60s on Self spell.
  • I levitated straight into the air above Balmora for 30 seconds. When the spell expired, I let the character fall. Upon hitting the ground, he died.
  • I levitated straight into the air above Balmora for 30 seconds. When the spell expired, I cast the custom Fortify Acrobatics spell as the character fell. When he hit the ground, he did so unscathed.
  • I levitated straight into the air above Balmore for 60 seconds. Again, I cast the custom Fortify spell while falling and again, the character landed without a scratch.
  • No matter how far above Balmora I levitated, the character was able to land without injury provided the Fortify Acrobatics effect was active when he landed.

The Scrolls of Icarian Flight are useless for testing this because the Fortify effect from them only lasts for 7 seconds. This is enough to get you airborne, but by the time you land the effect will have long since worn off, which is why your character will die upon landing. Tarhiel's experience is irrelevant; he never actually uses a Scroll of Icarian flight (his page has an explanation of how his fall is set up).

If anyone wishes to test this for themselves, make sure you keep the following points in mind:

  • The character's base level in Acrobatics should be 100. I did not test what happens if the character's base level is less than 100; it's possible that this will affect the outcome. (I may test this at some point if I feel so inclined.)
  • The Fortify Acrobatics effect must be active when the character hits the ground.

Given the above findings, I have reverted the edit and left the original information in place as it appears to be accurate. — Wolfborn(Howl) 02:09, 28 November 2020 (UTC)

Remove or mark non-vanilla entries[edit]

As a user of vanilla Morrowind (PC GOTY edition through Steam), I would suggest removing (my preference) or clearly marking anything that relies on a modded or altered version of the game. In particular, three of the five examples in the cast-on-use category rely on the 500-magnitude maximum from a modded version (maybe MCP?). While it is possible to get over the normal 100-magnitude limit in vanilla by putting multiple copies of an effect in an item, the stacking penalty on cost limits most of these to about 350 total magnitude, at much higher gold cost than the listed examples.

50.99.31.146 00:42, 6 April 2022 (UTC)

Since there has been no change, and no comment from other users in almost a year, I went ahead and marked all of these entries as MOD REQUIRED in the section heading. 50.99.31.252 22:20, 28 March 2023 (UTC)