Enchantment Effects
Enchantment effects can only be put on items that are equipped to certain locations.
 Apparel Effects
Apparel enchantments improve the player's attributes, or provide the player with useful new abilities or resistances. An enchantment's base magnitude is the number shown when you hover over that enchantment (in the enchanting menu) without selecting it. This number specifies the magnitude of the enchantment when a Grand soul is used by a player with level 0 enchanting skill and no enchanting perks.
|Apparel Effect||Body Area||Base Magnitude||Base Cost||Disenchant|
|Fortify Skill||Alchemy||+8% potion strength||167|
|Alteration||-8% casting cost||206|
|Barter||Prices improved by 8%||206|
|Block||+13% damage blocked||235|
|Conjuration||-8% casting cost||246|
|Destruction||-8% casting cost||256|
|Heavy Armor||+8 skill||157|
|Illusion||-8% casting cost||226|
|Light Armor||+8 skill||137|
|Pickpocket||+13% multiplier to success chance||184|
|Restoration||-8% casting cost||231|
|Smithing||+8% tempering strength||236|
|Fortify Attribute||Healing Rate||+10%||251|
|Fortify Other||Carry Weight||+15||393|
|(Magic School) &
|-5% casting cost
10% Magicka Regen
|Apparel Effect||Head||Neck||Chest||Hands||Finger||Feet||Shield||Base Magnitude||Base Cost||Disenchant|
- ^ Rounded down.
- ^ a b c Although armors, necklaces and rings can be disenchanted in order to gain the enchantment, armors, necklaces and foot apparel can be enchanted. Therefore you can equip four items (neck, chest, finger, feet) with that enchantment.
- ^ The magnitude of this part of the effect is fixed regardless of skill, soul used, or perks.
- ^ There are two versions of this effect, allowing it to be applied twice. The second version is from the Shield of Solitude and has a base magnitude of 10%. This bug is fixed by the Unofficial Skyrim Patch.
 Weapon Effects
Base magnitude is the number shown when you hover over an enchantment without selecting it, if you have no perks. It is equivalent to the magnitude with a Grand soul, 0 skill, and no perks. Base uses is defined the same way but cannot be seen directly without the use of the console.
|Weapon Effect||School||Base Magnitude||Base Cost||Disenchant|
50% slow for 2s
|Turn Undead||Restoration||Level 10||29|
|Apply Effect||Paralyze||Alteration||25% chance for 2s||34|
|Special||Briarheart Geis||Destruction||+5 damage vs. Nords||0|
|Fiery Soul Trap||Conjuration||5s
10 fire damage
|Huntsman's Prowess||Destruction||+3 damage vs. Animals||3|
|Notched Pickaxe||Destruction||5 shock damage
|Silent Moons Enchant||Destruction||+10 damage under moonlight||5|
- ^ Rounded down.
- ^ a b There are two versions of this effect, allowing it to be applied twice.
- ^ a b c The magnitude of this part of the effect is fixed regardless of skill, soul used, or perks.
- ^ Only the duration is affected by Enchanting level and perks.
- ^ This effect is found on the Briarheart Geis, a weapon that cannot be found in game.
 Skill and Perk Interaction
- Elemental effects are affected by the appropriate Destruction perks. If you have an elemental effect and the corresponding Destruction perk(s), and a second effect, the perk(s) affect both effects. If you have two elemental effects and their corresponding Destruction perks, both perks apply multiplicatively to both effects, giving up to a x2.25 multiplier.
- Stability affects the duration of Paralyze effects.
- Kindred Mage affects the level of Fear effects against appropriate NPCs. Animage likewise boosts the effective level versus animals.
- Aspect of Terror does NOT affect the level of Fear effects.
- Necromage affects the magnitude (damage or level) of all effects used against undead targets. In particular, this allows Turn Undead effects of level 40 or higher to work on Dragon Priests (level 50).
- Necromage also improves the enchantments on items by 25% if the player is a Vampire.
- The total number of charges is increased by magicka cost reducing equipment and a high skill level in the respective magic school, but not by the Novice-Master perks.
- Damage Stamina is affected by both Fire Enchanter and Augmented Flames.
- Many Fortify Skill enchantments actually affect the action directly instead of increasing your skill.
- Fortify Archery, One-Handed, and Two-Handed are the most powerful offensive enchantments. At 100 Enchanting and with the appropriate perks, if you have the maximum four items enchanted with these, you will do +160% damage. Drinking a "+32% Fortify Enchanting" potion while enchanting further increases this to +188%. For comparison, the difference between having zero perks for a weapon and having all perks for a weapon is +100% damage.
- Resist Magic is probably the most powerful defensive enchantment, as it protects from a wide range of attacks. With the maximum of 85% Resist Magic you can ignore elemental traps and stand in a dragon's breath attack without taking significant damage.
- If you are mass enchanting your items, weapons offer a greater profit per soul gem used. Weapon enchantment prices are calculated by base uses; the fewer base uses an enchantment has, the more expensive the enchantment will be. The Banish enchantment is by far the most profitable weapon enchantment, followed by Absorb Health and Paralyze.
- If you wish to mass enchant armor, clothing or jewelry, the most profitable enchantments at the petty soul level are Waterbreathing and Muffle. Waterbreathing can be applied to helms, rings, and necklaces, while Muffle can be applied to boots, arm slot items and jewelry. (Waterbreathing and Muffle have no magnitude or duration, so they are just as effective and valuable with a petty soul as with a grand one.) If you use at least lesser souls, Fortify Sneak will surpass it. However, no wearable item enchantments are as profitable as the above-mentioned weapon ones per soul used.
- Nearly all enchantments are available at level 1. Known exceptions are Banish and Paralyze (both at level 22).
 Effect Charges and Strength
The net magnitude of the effect follows this formula:
net magnitude = base magnitude * soul multiplier * skill multiplier * (1 + Enchanter perk) * (1 + specific perk modifier)
Soul multiplier is as follows:
Skill multiplier is approximately 1 + (skill/100) * (skill/100 - 0.14) / 3.4. Overall, 100 skill points will grant 25% increase over the base magnitude. The potions will increase your skill in the formula by their given percentage. Maximum possible natural (without potions) multiplier with 100 Enchanting, 5 levels in Enchanter, appropriate +25% perk and Grand soul is 3.125x. With potions (without exploiting fortify restoration effect) the maximum is 4.21875x.
For weapons, you can select the magnitude of the effect up to a maximum. The maximum magnitude is similar to apparel, but not affected by the soul used:
Maximum Magnitude = base enchantment magnitude * skill multiplier * (1 + Enchanter perk modifier) * (1 + specific Enchanting perk modifier) * (1 + elemental Destruction perk modifier) + effect's base magnitude * skill multiplier * (1 + Enchanter perk) * (Potion effect)
The number of uses does depend on the soul used, but not on perks (assuming maximum magnitude is used).
Charges Per Use = 3 * (base enchantment cost * magnitude / maximum magnitude)^1.1 * (1 - sqrt(skill/200)) Net Number of Uses = soul charge capacity / charges per use
Note: base enchantment cost must be calculated according to the formula listed here when the enchantment is set to "Auto-Calculate"
Soul charge capacities are as follows:
If the weapon has two effects, the charges per use are added together, resulting in fewer uses.
The soul multiplier is the same as for apparel.
A graph of the net use multiplier by Enchanting skill level:
- The exponent of 1.1 in the number of charges consumed per use means that weapons are more efficient if a lower magnitude is picked. However, the effect is quite weak--halving the magnitude of an effect only improves the efficiency by about 7%. Therefore, for most enchantments it is best to use the maximum magnitude. Possible exceptions are enchantments which apply effects with a duration--since you can swing/fire your weapon fairly quickly, using a duration of more than a couple seconds is usually overkill and will drain your weapon much faster.
- The number of uses formula has an asymptote at 200 skill. For example, if you could get up to 199 Enchanting, your weapon would have x399.5 charges.
- The formula is based on the displayed number when enchanting the weapon. It is possible this does not work as advertised--see the talk page.
- The number of uses and charges per use is not fixed at the time of the enchanting. If you use a Fortify Enchanting by 99% potion with 100 enchanting skill to enchant a weapon with a powerful enchant, and then use it later (while not under effect of said potion), it will run out of charges very fast, because number of charges per use is calculated at the moment of the usage.
- Some enchantment effects cannot be applied to followers, or do not confer the expected benefits to them. See here.
- If you equip a shield with magical effects and a one-handed weapon, then equip a two-handed weapon, and then switch back to the one-handed weapon, the shield will be automatically re-equipped but without the magical effects.
- Unequipping and re-equipping the shield fixes this.