The UESPWiki – Your source for The Elder Scrolls since 1995
Skyrim: Skills: Magic(Redirected from Skyrim:Enchanter)
Jump to: navigation, search
To meet our site's higher standard of quality, this article or section may require cleanup. The user who placed this here had the following concern:
Article needs to be checked for POV, tone, grammar, etc., and information about what does and doesn't still apply after patches needs to be tested and properly integrated into the article.
To leave a message about the cleanup for this article, please add it to this article's talk page.
Skill: Enchanting

Enchanting is the ability to add magical effects to items such as weapons, armor and clothes. Increasing this skill increases the amount of charges on a weapon or the quality of the enchantment on the armor. The Enchanting skill tree has a total of 9 perks, requiring a total of 13 perk points to fill.

In-game Description: The more powerful the enchanter, the stronger the magic he can bind to his weapons and armor.


[edit] Skill Perks

Enchanting Perk Tree
Enchanter (5 ranks): 0/20/40/60/80 Enchanting. Enchantments are 20/40/60/80/100% stronger.
Fire Enchanter: 30 Enchanting. Fire enchantments are 25% stronger.
Fire Enchanter
Frost Enchanter: 40 Enchanting. Frost enchantments are 25% stronger.
Frost Enchanter
Storm Enchanter: 50 Enchanting. Shock enchantments are 25% stronger.
Storm Enchanter
Extra Effect: 100 Enchanting. Can put two enchantments on the same item.
Extra Effect
Insightful Enchanter: 50 Enchanting. Skill enchants on armor are 25% stronger.
Insightful Enchanter
Corpus Enchanter: 70 Enchanting. Health, magicka, and stamina enchantments are stronger.
Corpus Enchanter
Soul Squeezer: 20 Enchanting. Soul gems provide extra magicka when recharging enchanted equipment.
Soul Squeezer
Soul Siphon: 40 Enchanting. Death blows to creatures trap souls for weapon recharge.
Soul Siphon
Enchanting Perk Tree
Perk Rank Description ID Skill Req. Perk Req.
Enchanter 1 New enchantments are 20% stronger. 000bee97
2 New enchantments are 40% stronger. 000c367c 20 Enchanting
3 New enchantments are 60% stronger. 000c367d 40 Enchanting
4 New enchantments are 80% stronger. 000c367e 60 Enchanting
5 New enchantments are 100% stronger. 000c367f 0 80 Enchanting
Fire Enchanter Fire enchantments are 25% stronger. 00058f80 30 Enchanting Enchanter
Frost Enchanter Frost enchantments are 25% stronger. 00058f81 40 Enchanting Fire Enchanter
Storm Enchanter Shock enchantments are 25% stronger. 00058f82 50 Enchanting Frost Enchanter
Insightful Enchanter Skill enchantments are 25% stronger. 00058f7e 50 Enchanting Enchanter
Corpus Enchanter Health, magicka, and stamina enchantments are 25% stronger. 00058f7d 70 Enchanting Insightful Enchanter
Extra Effect Can put two enchantments on the same item. 00058f7f 100 Enchanting Corpus Enchanter or Storm Enchanter
Soul Squeezer Soul gems provide extra magicka for recharging. (soul gems recharge twice as much magicka) 00058f7c 20 Enchanting Enchanter
Soul Siphon Death blows to creatures, but not people, trap 5% of the victim's soul, recharging the weapon. 00108a44 40 Enchanting Soul Squeezer
  Specifically, this affects Fortify Health, Regenerate Health, Fortify Magicka, Regenerate Magicka, Fortify Stamina, and Regenerate Stamina.

[edit] Skill Usage

Arcane Enchanter

For details on available effects, see Enchanting Effects.

You will need

  • An enchanted item from which to learn a new enchantment or an already learned enchantment.
  • An item (weapon, armor, clothing, jewelry) that is not enchanted that you wish to enchant.
  • A soul gem with a soul trapped in it.
  • Access to an arcane enchanter.

To learn an enchantment

  • Disenchant an enchanted item with the Arcane Enchanter to learn its enchantment permanently.
  • The enchanted item is destroyed when you disenchant it.
  • You will only learn the effect, the magnitude is unimportant.
  • Not every enchanted item can be disenchanted. As a general rule, an item with a unique enchantment can't be disenchanted.

To enchant an item

  1. Use an arcane enchanter.
  2. Select the item you wish to enchant.
  3. Select the enchantment you wish to apply. Enchantments that cannot be applied to the item you picked will be greyed out. You will be allowed to choose the magnitude of your enchantment if you are enchanting a weapon at this point; the greater the magnitude, the more valuable the enchanted item is and the more enchanting experience will be gained from creating it, but lowering the magnitude will allow it to hold more charges.
  4. Select the soul gem you wish to use. The soul gem will be destroyed during the enchantment process (unless it is Azura's Star or the Black Star). The level of the soul held in the gem, your skill, and whether a Fortify Enchanting potion has just been quaffed all affect the amount of charges on a weapon, or the magnitude of the enchantment on apparel. See Effect Charges and Strength for a detailed description. If the soul gem you wish to use is greyed out, then it is not strong enough to enchant the item with your selected enchantment with at least one charge at your selected magnitude; reduce the magnitude, or if you deselect the enchantment, then you can reselect the same enchantment and the magnitude slider will start at the minimum magnitude.
  5. You may rename the item if you wish:
    • PS22.png Press the Triangle to enter a name.
    • Pc22.png Type F if you wish to rename the item. Type the new name, then hit enter when finished.
    • Xbox360.png Press the Y button to enter a name.
  6. Select the Enchant option from the menu to complete the process.

Optimizing enchanting:

Note: This procedure works because the Fortify Restoration effect strengthens the Fortify Skill effect, and Restoration is itself a skill. Some of the following information is at least somewhat incoherent because it has evolved haphazardly over numerous editors and through many versions of the game. Some things referenced may have been removed from the section, or may no longer work due to exploit patches contained in later updates. It remains, and in its present imperfect form for now, because it has been popularly requested information.
  • You can use these methods to increase your stats at any point, for any skill level, using this same method. However, you will benefit even more at higher Alchemy, Enchanting, and Restoration skill levels, and should generally focus on increasing these before optimizing.
  • A procedure is:
  1. Wear four pieces of apparel enchanted with Fortify Alchemy (head, necklace, ring, arms).
  2. Craft a potion of Fortify Restoration at an alchemy lab.
  3. Drink it.
  4. Craft a Fortify Enchanting potion.
  5. Use the enhanced Fortify Enchanting potion, along with powerful soul gems, to enchant one or more items.
  • If you wear four Fortify Alchemy 20% pieces of apparel, and have 100 Alchemy skill, as well as the Benefactor perk, after two iterations you can equip a 25% Fortify Destruction/Restoration/etc. enchanted gear and you will have 108% magicka reduction for that magic school as long as you never take that item off again.
    • Extremely high Fortify Enchantment effects may cause your game to crash when trying to enchant an item.

[edit] Tips on Soul Gems

  • If a soul gem gets filled with a weaker type of soul, e.g. Grand Soul Gem (Petty), it can be emptied and reused by simply dropping it on the ground and picking it up.
  • Your follower can act as your "soul harvester" if you give him/her a Soul Trap/Fiery Soul Trap enchanted weapon, and empty soul gems.
    • Note that many followers are bugged so that they will continue to use their low quality default bow instead of the one you gave them that would trap souls. See the Followers article for more information on this.

[edit] Skill Increases

[edit] Character Creation

The following races have an initial skill bonus in Enchanting:

[edit] Trainers

[edit] Skill Books

[edit] Free Skill Boosts

[edit] Gaining Skill XP

  • Crafting enchanted items gives the biggest overall skill increases.
  • Disenchanting items gives highly variable skill increases, dependent on the effect learned and the magnitude on the item, with apparel effects generally giving larger increases than weapon effects. However, only one item per effect may ever be disenchanted.
  • Recharging enchanted weapons using Soul Gems gives small to moderate skill increases, based on the size of the soul used. It does not matter how many charges there are left on the weapon. Using the Black Star and a weapon with a Soul Trap effect, you can train by recharging the weapon after every kill without having to worry about soul gems.
  • Using The Mage Stone and a sleeping bonus (such as Well Rested) will increase the experience you gain per enchantment.

[edit] Achievements

One achievement is related to enchanting:

  • SR-achievement-Artificer.png Artificer (10 points/Bronze) — Make a smithed item, an enchanted item, and a potion
    • For the purposes of this achievement, disenchanting an item counts as "making" an enchanted item.

[edit] Notes

  • If your Enchanting skill is at 30 or higher, guards may randomly say, "Don't suppose you'd enchant my sword? Dull old blade can barely cut butter."

[edit] Differences from previous Elder Scrolls games

  • Magical effects available for enchanting are not related to the spells that you have learned.
  • Enchanting a stolen item does not remove the stolen flag. Unlike in Oblivion and Morrowind, creating an enchanted item does not actually create a new copy of the weapon.
  • Unlike in Oblivion, you cannot apply harmful enchantments to armor, which means you cannot kill NPCs by reverse-pickpocketing enchanted gear onto them.

[edit] Perks

  • The Soul Siphon perk does not apply to staves.
  • The Insightful Enchanter perk also affects new enchantments on clothing and jewelry, despite only specifying armor in the description.
  • Enchanting perks do not affect pre-existing enchantments.
  • The Destruction perks that increase elemental damage directly affect elemental enchantments on weapons. Or more accurately, they increase the effective magnitude of an enchanted weapon at the time it is wielded by a player with Destruction perks, but will not be applied to another character if given a weapon enchanted by a player with Destruction perks. This effect is applied a second time when using a weapon with two such enchantments. With all relevant Enchantment perks combined with Destruction perks fire +50%, and shock +50%, and a store bought +25% to enchant elixir you are able to create weapons that, when wielded by you will deal 78 fire and 78 shock damage (it will still be 39/39 for everybody else).
Similarly, Illusion enchantments are increased by Vampirism's 25% boost to Illusion magic. This also stacks with the Destruction perks if you make a Fire/Fear or similar weapon.
  • Other Destruction perks that activate on elemental damage (such as Intense Flames) do not activate from elemental damage enchantments on weapons.

[edit] Using enchantments as a mage

  • It is possible with enchanting to cast spells without using magicka. This can be done by wearing multiple pieces of armor/jewelry with multiple enchantments that reduce spell cost of a certain school a combined total of 100% (or greater, though this has no effect beyond 100).
As above, items with enchantments that reduce the magicka cost of spells will also affect charge levels on weapons associated with that school of magic. For example, with armor, helmet, ring and amulet all enchanted with at least -25% skill cost in Destruction, Chillrend will have infinite charge.
  • A potion that increases Destruction magic by X% will increase Fire, Shock and Frost enchantments by the same percent.

[edit] Dual enchantments

  • You cannot place an enchantment over an existing enchantment on an item, although with the Extra Effect perk you can apply two enchantments to the same item, but the two effects must be applied at the same time. For instance, the Blade of Whiterun cannot be enchanted with a second effect because it is already enchanted.
  • Dual-enchanting an item with the Extra Effect perk only requires a single soul gem, and both enchantments are as powerful as either one would be on its own (i.e, the strength of the soul is not split between the two enchantments).
  • The Fiery Souls enchantment, obtained by disenchanting the Steel Battleaxe of Fiery Souls found only in Ironbind Barrow, includes two enchantment effects, Fire Damage and Soul Trap. Using this enchantment as one of the two applied with the Extra Effect perk is the only way for a player to create a weapon that has three enchantment effects (Fire Damage, Soul Trap, and one of your choice)
  • If the enchanted weapon has two enchantments, it is only necessary to have cost reduction in the more powerful/expensive enchantment of two. For example, if you have Paralysis (Alteration) and Fire (Destruction), you only need to have 100% cost reduction in Alteration in order to get infinite charge.

[edit] Enchanting for profit

  • The highest value enchantments for increasing the value of unenchanted items for resale when using petty souls are: Paralyze for weapons until overall level 20, or Banish afterwards, Fortify Block for shields, Fortify Destruction for armor and clothing, Waterbreathing for headgear and jewelry, and Fortify Sneak for footwear and hand/arm slot items. (This may change depending on perks.[verification needed — see talk page])
  • If enchanting for profit, keep in mind the actual value of the increase is additive and not multiplicative, so the value (in gold) that enchanting adds is the same regardless of the value of the item being enchanted. For example, enchanting an iron sword with Turn Undead using a grand soul and all perks will result in a sword with the value of 513 (vs. the base price of 25), while an Orcish bow enchanted with the exact same enchantment and under the same conditions will yield a new value of 638 (vs. the base price of 150). The price increases by 488 gold in both cases. Due to the way barter works in the game, it is more beneficial to enchant lower-value items for the purpose of resale.[verification needed — Explanation needed]

[edit] DragonbornDB

  • Frost Damage, Resist Frost, and Chaos DamageDB enchantments placed on StalhrimDB weapons or armor are 25% stronger than the same enchantments placed on weapons or armor constructed of other materials.

[edit] Bugs

  • Renamed enchanted weapons (of the same type) that share the same effects but with different names will be named the same if you un-equip both.
  • The game may not recognize keystrokes from your keyboard when renaming an item you intend to enchant. It appears to occur when using the mouse during the process, so try to use only the arrow keys and [enter] to name your items.
  • Sometimes you will get stuck when trying to exit from using an arcane enchanter. You are unable to move or use HUD. The problem may fix itself in a minute or two. If not, it's best to save (if you can) and restart the game.
    • This bug is fixed by version 1.4.26 of the Official Skyrim Patch.
    • If you find yourself suddenly in first-person view while using an arcane enchanter, zoom out to third person and then exit the arcane enchanter.
  • If you enchant improved armor, it may appear to lose any improved rating you may have applied through smithing (the UI will show it revert to its base specs). However, after enchanting the item - the item will in fact retain any improved rating.
  • The following items can be disenchanted, but their enchantments cannot be applied to any item:
  • Disenchanting Necromancer Robes gives the Fortify Magicka effect instead of Fortify Magicka Regen effect.
  • The Fortify 'Magic School' plus Magicka Regeneration enchant always gives 10% regeneration, instead of scaling with level or soul gem.
  • If an enchanted shield is automatically reequipped to the character by equipping a one-handed weapon after switching to a two-handed weapon or spell, the enchantments on the shield may not be applied to the character.
  • If you have the Soul Siphon perk, slaying a Dwarven Automaton will restore charge despite the fact that they cannot be soul trapped. ?
  • Value of enchanting objects is not updated correctly when reinforced enchanting above 100%, but exit completely to desktop and reload game fix it. ?

Personal tools
 What is this Ad?
Report Ad