Morrowind:Useful Enchantments

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There are many good ideas for item enchantments, but here are a few to get you going.

Contents

[edit] Basic Enchantments

Light spell: Useful for those dark dungeons. A 10-20 magnitude on self for as long as you can is quite good.

Night Eye: An excellent spell which often works better than Light, because it has no distance limit. Comparably cheap to make as constant effect. 15-20 magnitude is enough to navigate and fight even in total darkness.

Soul trapping item: On Touch with a small range works well, but some people like On Target soul traps.

Summon Monster: Get it to fight for you, kill for an easy soul, or to recharge your magicka if you have the Atronach birth sign (Ancestral Ghosts and Atronachs work well for this.)

Water Breathing, Water Walking, and Swift Swim: A constant effect Water Breathing item is nice if you can make it.

Levitation: Even a small magnitude, small time spell is useful at getting to many areas. Constant effect levitation can be a literal lifesaver. In combination with the Boots of Blinding Speed, even 1pt levitation gives a rapid flight.

Open: The perfect spell for all those locks. The best way is to create a few items with the same min-max magnitude for opening a variety of lock levels (i.e., 20-20, 50-50, 75-75, etc..., as you are able to make them).

Piercing, flaming, Soultrap Ring: Target Soultrap (3 seconds), 100% Weakness to Fire (3 seconds), 100 points of Fire Damage (3 seconds). This should kill most of your commonly-encountered monsters if you can actually make it.

Calm Humanoid: A ranged spell with a 10 second duration should be useful for stopping people from attacking for a little while in order to speak with them.

Frenzy Humanoid: An On-Touch for 10 seconds item can be used to get people to attack you—without going through the taunting mess—while avoiding the criminal charge for murder. In the beginning this spell can really help your budget since you are able to murder and loot ordinators and guards. They have valuable armor and getting rid of the extra watchful eyes might be handy if you choose to start looting a bit more.

Restore Fatigue: Even a modest constant effect of 8 points (an exquisite belt is a good choice) will allow you to run and jump everywhere and never have to worry about your fatigue meter ever again.

Slowfall: Even 1 point of slowfall as a constant effect prevents any fall damage from occurring. Double this up with waterwalking (1pt) and jump (as high as possible) for long unbroken jumps that will not cause any damage.

[edit] More Elaborate Enchantments

[edit] Magicka Restore Exploit

Simply purchase a spell with the Drain Attribute effect (not Damage Attribute, very important) and Enchant (5 point, fits in an Expensive Belt) or make a spell that will Drain Intelligence 100 pts for 1 sec on Self. Your Intelligence will go to 0, then back up to normal, but your Magicka will be completely replenished. In order for Magicka to actually be "restored", your Intelligence must actually go "negative", less than zero. Either keep your Intelligence at 99 or if you max it at 100, the drain would have to be at least 101 to force the Magicka restore glitch to activate (111 if you have the Mentor's Ring on).

For Breton Atronach characters, an extra step has to be added to overcome the intrinsic 50% Resistance to Magicka (which would cut all these effects i half).

At Intelligence 99 - a 25 pt. Enchantment, fits i.e. in Extravagant Shirts, pants and skirts.

Weakness to Magicka 100-100 for 1 sec on Self, followed by Drain Intelligence 100-100 for 1 sec on Self

Intelligence at 100 or above:

Exquisite Belt (40 pts.), 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 17-17 for 1 sec on Self, set to by Cast when Used. The total Intelligence Drain is 117, more than enough to force a negative Intelligence to restore magicka, even with Mentor's Ring equipped.

[edit] Extremely Powerful Attack Spell

Make an exquisite ring or amulet with 100 points of weakness, duration 1 second, and any area size you want. Add 100 points of damage, duration and area the same as the first. Total enchantment/spell magicka cost...approximately 100 points. Financial cost...approx 8000 drakes.

Because the game charges much more enchantment points for DURATION, the short spells may be made very powerful indeed, with vastly reduced cost, enchantment points and increased success rate. This item does a minimum of 100 points of damage every time. The weakness to damage type increases the damage done. Two shots will instantly kill a Golden Saint, it took three to kill a high level Dagoth. Forget enemy magic resistance, use a poison, or elemental damage version and obliterate them in 2-5 hits. Now Reflect is your biggest enemy, so only advanced characters who can survive multiple hundreds of points of reflected damage should use this item.

Enchant Skill Exploit

Once your enchant skill is 100, buy a Telvanni Helm (the ones that look like squids) at Tel Branora or taunt a guard at Sadrith Mora. Squeeze in 20 points of Fortify Enchant skill constant effect. Now wear it. You will find that the points cost of most or all your "Cast When Used" or "Cast When Strikes" items are now negative. But really, they will now only cost one point per use. At 120 points total enchant skill, the Amulet of Flesh Made Whole, or Trebonius' Staff and other high point items will instantly become WAY cheaper to use. Get the most use out of your prized artifacts and self made enchanted items.

Easy Enchant Items

The easiest way to make enchanted items is to go to the spell maker, and create a spell, "Fortify Enchant 100 points 2-3 seconds Self". Now repeat this effect eight times. Unlike Items, a spell can have the same effect repeated more than once. (This does NOT work on attack spells, and others. But it does work on the "Fortify" family of spell effects) Cast this spell, and if your Restoration skill is high enough, you will instantly boost your enchant skill by 800 points. You will now succeed at any attempt to make enchanted items.

Health Breaker

This one really can break the game, but makes playing on 100 difficulty interesting. All you need is a Daedric towershield, and as high a soul gem as you can get (Golden Saint in Azura's Star being the best that you can easily obtain). Enchant the shield with Constant Effect: Restore Health. Everytime you take a hit the constant effect heals you at an incredible rate.

Pros: You become practically invulnerable save for massive damage (Falling from ridiculous heights) or large continuous damage (Drowning or lava).

Cons: Can essentially break the game, as you can almost never die.

Vampiric Weapons

Enchant any weapon (daedric katana/dai-katana are best) with Absorb Health cast on strike for 2 seconds of highest magnitude you can. This will steal the enemy's health, and use it to replenish your own. It has the added bonus of not doing anything harmful if reflected by higher level enemies like golden saints, unlike basically every other offensive enchantment.

Pros: You can hit for 50 or 60 damage, then take 60 health from them and at the same time totally negate any damage they might have done to you.

Cons: You still have to hit the target for effect to fire, so if you're fighting a much tougher opponent and can't hit them, then you'll never get any benefit, unlike a constant effect healing item.

BlinkBlade

Enchant a weapon (daedric katana, wakazashi, whatever) with chameleon 100% *on self* cast on strike for 2 seconds. Make sure it's cast on strike, and it targets you, not your enemy. Every time you hit the enemy, you will totally disappear, so they can't hit you back. By the time you reappear, you're ready to swing again, and you disappear. You blink in and out of existence only showing up for a half second in between hits, and not at all if you hit fast enough

Pros: It's funny as hell to watch, makes you essentially invincible

Cons: It breaks the AI, causing enemies to flee and not return even after you stop hitting them and become visible again. They just run forever, so you either have to chase them with a bow, be much faster than them and kill them with a sword, or let them run

BlinkBlade Part Deux

Enchant a weapon with the same spell (Cast on Strike) as above, but with the SHORTEST duration possible. Say a second. Now draw back the weapon, and as long as you hold back for over a second before releasing it to hit your target, you get a full sneak attack bonus. Every time. Now since this is a low powered effect, you should have plenty of left over enchant points to add damage health and other effects to make your weapon nasty. (Note: Does NOT work on Game of the Year edition for the Xbox.)

Paralysis Blade

Damage Strength is rather easy and cheap to cast on strike, and several hits with a high magnitude weapon will reduce a melee enemy to zero quite quickly. (Damage Attribute is better than Drain Attribute because Drain wears off eventually. Dagoths never have Restore Attribute potions or spells.) Now they can't move because their encumberence is too high. This works so much better than Burden. Combine this with Damage Agility, or Damage Intelligence for mages (because they can still cast spells at you), and you can quickly disable the most dangerous enemies you encounter. (Damage Agility should keep them from getting up after being knocked down. This is a fun topic for experiments.) And what to do with those immobile targets? You can experiment with fun new attack spells you've just read about here, or practice your archery. Loads of fun for hours at a time!

Amulet of Dispel

Make an amulet with Constant Effect one point of Dispel. This is a very interesting item indeed. In the PC version of Morrowind, it makes you almost immune to every single damage over time spell they throw at you. You get the first second of damage, then the rest of the spell is wasted on you. It doesn't seem to work the same in the Xbox Game of the Year edition, in that I still got the damage over time graphic. But on the PC version, this is a poor man's version of Breton/Atronach combination. The amulet has some interesting limitations, however. Any beneficial spells you cast on yourself are also dispelled. Fireshields, Summons, etc. You're forced to rely on constant effect items, and melee. You can take it off, obviously, for healing-over-time spells like Regenerate. This is a highly interesting item with as many pro's as con's.

Staff of Levitation

Tired of opening up the screen and equipping and removing your levitation Constant Effect items? Simply enchant an Ebony Staff with Levitation, and use the buttons (On the Xbox "X"+"Left or Right Trigger") to change from one weapon to another. I only carry three weapons ever, the Staff, my main sword, and a bow.

Jumpsuit

A method of crossing the vast distances of Morrowind quickly. Brackets indicate what was used in the original design. Enchant item with Constant Effect restore health 2 or 3 points (Closed Ebony Helm). Enchant item with CE restore fatigue (exquisite robe). Enchant item with CE Water Walking (exquisite ring). Enchant as many items possible with Constant Effect Jump 1 - highest possible number (exquisite belt, ring, amulet, daedric tower shield, pauldrons, etc basically any slots not already taken). Equip the first three items and a few of the jump boosters (see constant effect tip above) and try jumping. Fine tune the jump boost so that the damage from hitting the ground is healed by the restore enchanted item while you're in mid air. As your acrobatics skill goes up (it will very quickly) and impact damage goes down, add successive jump items till you wear the whole set. *note* wearing the whole set at once right at the start leads to a small man shaped crater. Alternatively, you can additionally enchant one item with a constant effect slowfall (even 0 or 1 magnitude will do), which will remove all damage from the jumps and allow you to wear the whole set from the beginning (See "Trick Landings," below).

Pros: Incredibly useful for exploring. Very long line of sight because of high jumps, became character's default armor since everything else was too slow by comparison. With only a partial set (about 5 or 7 jump pieces) a fully encumbered character can jump from the top of one canton to another in Vivec, or from the Temple to the Ministry of Truth. You can also jump to the tops of the Ashland mountains with 2 or 3 leaps, and can jump from top to top ignoring the twisting valleys. Water travel is just as fast thanks to the water walking ring, very useful for exploring coastline, getting to Azura's shrine, etc. Jumping is 5-10 times faster than running, even ignoring the terrain advantages. Easily outpaces cliff racers, the fastest enemy in the game. Much faster than levitation. Also jump is not disabled like levitation is for some boss fights such as with Hircine

Cons: Can glitch in tight indoor spaces like spiral stairs, is a pain to put on and take off, takes up lot of space other enchants might use. Highest enchant point items are also heaviest, so less useful for low strength characters

PS: Not really as practical as boosted Int potions like fortify speed etc. You can run/jump as fast/high as you want, just be careful and adjust them smart.

Icarus Ring

Create an exquisite ring with fortify jump 100pts for 2 seconds, fortify str 100 pts for 2 seconds, feather (as much as will fit in the space left) for 2 seconds (juggle the order, they should all fit, if not, get rid of the feather, then some strength). Cast, say goodbye to the face of the earth, and jump in the compass direction you wish to travel. Paired with the Jumpsuit, a jump will cover approximately one third the width of the continent (flat to flat). Also works for shorter trips, just use an amulet of slowfall (a single time, otherwise you'll be hanging up there forever) once you are above your destination and you will stop and then fall straight down. At the end of your jump, whether interrupted by a slowfall or full length, you will be moving very fast towards the ground (you are falling from about 15 kilometers up). It is an instant kill for any normal character. To avoid this messy death, you need fast reflexes and an amulet of slowfall (or equivalent enchanted item, spell is much too slow). The time it takes for the ground to appear out of the fog (draw distance) and impact is only about 1/5 to 1/10 of a second. Slowfalling the whole way is way too slow. A ring of slowfall for 1 pt won't interfer much at all with the speed of the fall, however, all the fall damage will be absorbed, leaving a completely unscathed healthbar. If this feels like glitching to you, use a 1 pt, 1 sec levitate to stop your fall instantly with no damage.

Pros: Absolute fastest way to get to a random isolated spot barring glitched/exploit potions of levitation (thousands of points) or mark/recall, could stack the effects using multiple copies if you had a burning desire to jump from one side of the game world to the other.

Cons: Unless you have a very good bearing it won't get you exactly above where you want to go so there may still be some walking involved, can't use landmarks to guide you (all you see is fog), and of course, splat at the end if you're not quick. Boring to watch grey nothingness for a couple minutes while you're in your ballistic arc with only the occasional loading screen to spice it up.

100% sanctuary clothes

By putting a high constant effect sanctuary on a full set (pants, skirt, shirt, 2 rings, and belt, leaving boots, robes and amulets free) of exquisite clothing it is possible to obtain 100% sanctuary as a constant effect, though VERY VERY costly. It makes you only vulnerable to magic and falls.

Pros: Nobody can hit you with any weapon.

Cons: Costly to buy the soul gems (unless you're using the Azura's Star). Costly to get clothes for enchanting (in time more than money). Costly to actually enchant.

Chameleon Skin

Similar to the above, if you create a constant effect chameleon wardrobe that adds up to 100%, you become totally invisible. This renders you able to steal things in plain sight, sneak by basically anyone (the only way for them to notice you is by sound), and you will never be attacked (though you will need to remove a piece to talk to people). This does break the game pretty badly though, since you can steal, kill, or rob anything or anyone with no consequences. If you want to be a little more sporting, you can create a 100% chameleon for a limited duration item to aid in your infiltration/thievery

Trick Landings

Enchant any object (preferably something that is never removed) with constant effect Slowfall magnitude 1. A magnitude 1 slowfall spell will completely negate falling damage without noticeably changing the PC's falling speed. (Tested against a Scroll of Icarian Flight, straight vertical jump-no falling damage sustained)

Pros: Lets you use Scrolls of Icarian Flight and powerful jump effects without hurting yourself.

Cons: Takes up an enchantment slot unless paired in with another effect on one of your armor pieces.

(Insert weapon name) of MIND CONTROL

Enchant any weapon (don't try arrows, darts, stars, etc.) with control creature/humanoid for... whatever you want. Whenever you use this weapon, there's a period where the hostile target is not doing anything, allowing you to prepare an attack with a stronger weapon.

Pros: Good for fighting very tough hostile creatures, it may allow you to attack a guard without getting a bounty.

Cons: Without a high control rate, the target can totally ignore the magic; same with enemies with resist magic items or abilities on.

(something) of Summon Golden Saint

First, obtain Azura's Star, then enchant something (preferably ring or amulet) with Summon Golden Saint. Summon one, capture its soul to Azura's Star, loot it (you have to be fast before corpse disappears). This way you can have unlimited amount of very good weapons and shields (glass longswords and jinkblades, ebony shields, Daedric weapons, etc.) - you don't even have to rest! Just recharge summoning item with soul trapped in Azura's Star, and repeat process until you're satisfied.

Pros: Allows you to cycle through the process with ease for a potentially massive profit.

Cons: Moving the gear that you have aquired is likely to take several trips.

Weightless, Perpetual Daedric Armor Suit

First, go out to the various conjurers and spell-teachers of the mage guilds and gather your ideal bound weapon spells, along with the bound armor. Go forth and slaughter Golden Saints to harvest their souls. Finally, find a set of expensive/exquisite belt, shoes, rings, and pants. On each of these articles of clothing, place a bound <item> spell on constant effect. this set will basically give you weightless, full daedric armor. You can further augment this by adding a constant effect "fortify strength" on a few items from zero to the max, then just unequip and reequip them until the desired strength is reached. You now can carry your entire hoard on your back, while wearing a full set of daedric armor + their bound enchants. Combined with Redguard Adrenaline Rush or Orc berserk, or just a very high block, very effective invincibility.

Pros: your invincible, you have godlike strength, you can carry your entire horde on your back, did I mention your invincible?

Cons: you can kill everything, which can ruin the game, you cannot further enchant this armor.

Super Armor

First find a 'Fortify Skill' spell, the easiest one to get is on the Bloodmoon Expansion in the Nord Skaal Village (Get fortify unarmored) You can also find them via a Morag Tong guild quest (you have to travel A LOT) and in Almalexia's temple if you have a certain rank in it. Then fill up some grand soul gems (or Azura's Star) with Golden Saint souls (or whatever else gives 400 charge) get the wanted item for enchantment and fill in 'Constant Effect, fortify skill (fill in here) armor or unarmored' if you can get a full suit of armor to fortify itself. You will end up with armor that makes itself stronger!

Example: A full daedric set with all of it constantly making itself better via heavy armor skill!

Pros: The suit is making itself stronger which is great for protection.

Cons: Note that this can be very difficult to make if you dont have a high intelligence skill, as it is likely that the enchantment will fail if you only have 100 intelligence(or even anything in the 1000 - 10000 for that matter). You most likely have to use alchemy to get your intelligence anywhere above 3500, as well as your luck, and for a higher success rate, max your enchant skill.

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