Morrowind talk:Enchant

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[edit] 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.

[edit] 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.

[edit] 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)

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I think it's best to move to Enchant, or maybe keep an archived version of the Enchanting page.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)

[edit] 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)

[edit] 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)

[edit] 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) 139.133.7.37 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!
--Skeletal

[edit] 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)

[edit] 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)

[edit] 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)

[edit] Enchanting books

(moved from the article)

(You can't enchant BOOKS on the xbox version. I tried and the option is'nt there) —The preceding unsigned comment was added by 76.68.228.142 (talkcontribs).

[edit] 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)
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