Skyrim talk:Enchanting

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[edit] Apparel Effects not Increasing Properly

Hey, I'm level 65 Enchanting with 4 out of 5 Enchanter Perks. I have no other perks on the Enchanting perk tree nor any of the damage increasing perks on the Destruction perk tree. I noticed that although my weapon effect increases due to my Enchanter perks and level bonus match up pretty much with the formula given on the Enchanting Effects page, my apparel effects don't. For example with the Fire Damage enchantment it goes from 10 to about 19 as I expected when I click on the effect however the Resist Fire effect will only increase from 15% to 19%, and the Fortify Destruction and Magicka Regen only alters the Destruction spell cost from -5% to -6% (I am aware this is the only part of that effect that is meant to change due to a bug). Am I completely missing something here or is there a problem? Thanks :) 82.4.54.248 03:03, 14 July 2012 (UTC)

[edit] Too many notes!!

The Notes section would benefit from sub sections which would also help editors keep track of things. I suggest the sub sections, Perks, Skill increases, Potion effects, and ??? Sniffles 20:42, 5 August 2012 (UTC)

I think you'll find it more to your liking now :) baratron (talk) 23:43, 2 September 2013 (GMT)

[edit] Soul Sqeezer

I read that the Soul Squeezer perk doubles the magicka that soul gems recharge (meaning Grand gems recharge 6000 points of charge per soul). Could this be verified by someone and added to the article? --Skyhirider (talk) 17:19, 4 September 2012 (EDT)

Based on what I've seen in the CK, the Soul Squeezer perk seems to add 250 "charge" to soul gems. This would indeed double the recharge value of a petty soul gem (which have a capacity of 250), but it's not actually that much of an increase with Grand soul gems. The perk entry point is "Mod Soul Gem Recharge", "Add Value", "250". Unless I'm missing a vital piece of hidden info, it does just seem to add 250 capacity to soul gems for recharging, far from double for everything above Petty. (I know I'm a tad late on this, but it confused me when I saw it.) Takark (talk) 23:49, 15 August 2013 (GMT)

[edit] Value and experience

I have noticed that as my experience goes up, the value of an enchantment goes down; even though the newer enchantment is more powerful, the older item is more valuable. Can this fact be worked in to the page? Thundre (talk) 02:07, 5 October 2012 (GMT)

Not only I confirm that value goes down as skill level goes up, but shockingly all previously crafted item in the inventory seem to be re-valued with the current lower value! I was crafting some rings for 394 of value. I made a few, then my enchanting skill went up. I crafted one more (same item, effect and soul gem), and the new value was 391. Then I checked the inventory and all rings I made were now of a value of 391! This also explains why all 24 dwarwen bow that I enchanted across various skill levels all have the same value in the inventory. They have all being re-valued with the current lower value. WTF? This definitely doesn't seem right. --Rope Dog (talk) 19:12, 25 July 2013 (GMT)
This is true and I think a bug, as you increase in skill level the value will decrease and will stack at lower values as you go. If you store them away and come back and check their value after a full game exit/restart (I power off my PS3 and go to bed till the next day) you will find the values are much higher. This also affects enchanting values at 100% with dual enchantment.
As an example:
10 Iron Maces with Banish + Paralyze = 1769 gold at the time of enchantment and storage. After leaving the game and checking the next real life day the value was 3294 gold, a considerable increase.
So, for maximum value, do your mass enchantments and store the items away to sell after a full game exit/restart.
Philbert (talk) 15:45, 17 September 2013 (GMT)
Philbert's right, I do the same thing. --Morrolan (talk) 18:41, 17 September 2013 (GMT)

[edit] Enchanting skill versus magic skills

I was somewhat puzzled by the usage notes in the article, especially considering so called "number of charges" and effects of potions, and after performing some experiments I know they are partly not true. I'd like to change them, but first I want to discuss it there. Maybe someone could word it better or has other comments.

1.Technically there's no such thing as a number of charges. Amount of soul energy (size of charge) used per hit is calculated using listed equation. Enchanting skill imparts two multipliers on the weapon, one related to magnitude (and used in another calculation) and one related to the size of charge. These multipliers are stored in the weapon data and are permanent. The higher the skill, the smaller is charge used. Potion of Fortify Enchanting directly increases Enchanting skill, thus it permanently decreases the size of charge used when used before enchanting. Quaffing the potion later has no effect on any already enchanted weapon. Decreasing Enchanting skill also has no effect.

2.Increasing magic schools skills (like Restoration for Turn Undead or Destruction for damaging enchantments) has further effect on reducing size of charge used, but the reduction is calculated when the weapon is used, and is not stored in weapon data itself.

3.Apparel fortifying magic schools doesn't change magic skills. It decreases requirement for energy though, and thus the size of charge used per hit. The reduction in cost is in effect as long as the apparel is worn, and is not stored in the weapon data. With a weapon enchanted with high enough Enchanting skill it is possible to have the size of charge decreased to zero even if the spell cost of any given school is not decreased to zero.

4.Potions fortifying magic schools also don't change magic skills. Unlike apparel they don't have effect on size of charge. Instead they do increase magnitude of enchanted spells, like damage or level affected. That increase works only until the potion effect wears out, and is not stored in the weapon data.

In short: when enchanting items potions fortifying enchanting should be used, and other potions and fortifying effects shouldn't be used, because they are wasted then.

Additionally, the skill (and probably apparel effects) applies to enemies too. For example Dremora Lord with default burning sword (soul size 3000) and Destruction at 15 uses 13.77 energy per hit (~217 charges), but if you decrease his Destruction to 0, then he uses 18.97 energy per hit (~158 charges). — Unsigned comment by SaikoKila (talkcontribs) at 12:08 on 30 October 2012

[edit] Reversion to Generic Item Name

Since adding Dragonborn, I've enchanted 2 bows (1 stalhrim, 1 dragonbone) and given them custom names, but after exiting the game and coming back later, both have reverted to their generic item names (Stalhrim Bow and Dragonbone Bow). They still have the enchantments I gave them. Has anyone else seen this? As I said, I've only noticed this since adding Dragonborn, but it's possible the issue has existed since before that without my noticing. Username12345 (talk) 17:40, 21 December 2012 (GMT)

Same thing happened to me but with a Blades sword, also since adding Dragonborn. It had its "enchanted name" until I entered the cellar of Heljarchen Hall, at which point it became "Blades sword (legendary)" again. I tried reloading the game, dropping the sword on the floor before entering the cellar and when I came back its name had not changed, but when I picked it up and looked in my inventory it had changed back to its generic name again. I then tried to avoid the cellar alltogether, which worked fine until I entered and exited the Radiant Raiment in Solitude. — Unsigned comment by Tobgry (talkcontribs) at 15:43 on 19 February 2013

[edit] When do perk effects take place?

This has been marked as a question that needs to be answered.

I noticed today that having the Fire/Frost/Shock Enchanter raises the Chaos effect greatly, so it seems all three affect all parts equally. I became curious as to when certain perks are applied--do you need them when you make the item, or will they apply when you getba perk later? I assume different ones, like Necromage and Augmented Shock, will be applied differently. I was also curious as to whether or not Chaos is affected by the Stalhrim bonus or Augmented Fire/Frost/Shock. Can anyone provide an answer, and has anyone researched this? 71.176.222.248 04:04, 30 December 2012 (GMT)

[edit] Strongest enchantment for weapons?

Sorry but i couldnt find a thread on it for this site, so if i missed it, please link it to me.

I found the best to be, having the chaos enchantment from Dragonborn DLC, and the frost enchantment on any Stalhrim weapon. Along with all the Augmented destruction perks, 4 pieces of Ahzidal's Relics, 'Seeker of Sorcery' from the black book: "The Shallow Regent", and the Dukaan mask, the frost enchantment itself does 198 damage (the chaos enchantment has 50% to do close to 300 in each of the elements too) I also have another almost identical sword, with the only difference being instead of a frost enchantment, it has an absorb health one, doing 97 points of absorb health! Note: I didn't us an potions for the enchanting, so if someone would be so kind to do that for me, or has an stronger ideas for enchantments (Not involving the restoration loop), any comments would be appreciated :) — Unsigned comment by Illuminated1 (talkcontribs) at 11:35 on 4 January 2013‎

[edit] Different types of optimizing

Enchanting is an awesome way to get immersed in the game, and different people will want to optimize differently for that purpose. Should there be a page that lists the different optimization methods?

e.g. Optimization using Fortify Restoration, optimization using fortify alchemy equipment, optimization using Dragonborn expansion (the new Dragon Priest masks, switching between Seeker of Sorcery for enchanting and Seeker of Shadows for alchemy etc.) and so on.

Might be helpful for players who are primarily crafters (perhaps there are some who think the Fortify Restoration method is downright dirty and are looking for more "honest" ways to become god-like artisans). --Curethel — Unsigned comment by 72.198.192.252 (talk) at 17:54 on 19 January 2013

[edit] Enchant Strength - Skill vs. Perks

As my enchanting skill increases, I do not see a rise in the power of enchantments. Does Enchanting Skill Level have no factor in enchantment strength, other than the ability to unlock the perks that do increase enchantment strength? Or does skill factor in enchantment magnitude, and mine is too low to be appreciable? S1D3WYZ (talk) 14:45, 20 January 2013 (GMT)

Well, it's funny now that you mention it: The page does not explicitly say. I assume that higher enchantment skills result in creating stronger enchantments. But once something is enchanted, it will not become stronger as you gain enchantment skill. --JR (talk) 15:19, 20 January 2013 (GMT)‎
Hmm, I suppose there's one way to find out. Load a saved game from when your character was very young and enchant (or pretend to) some items. Then type this at the console:
advskill enchanting 100000
If that doesn't take you to 100 enchant skill, just hit up arrow and run it again or add a zero or two. A goat on a boat (talk) 04:53, 12 March 2013 (GMT)

Formula for enchanting effects is here http://www.uesp.net/wiki/Skyrim:Enchanting_Effects Dawn (talk) 06:13, 12 March 2013 (GMT)

[edit] Contradiction

The statement "The base value of the destroyed item is irrelevant" conflicts with the Leveling page which says "1 base XP per 400 enchantment gold value of items disenchanted". In my experience, XP gained by disenchanting an item is proportionate to its monetary cost (with separate scales for weapons and non-weapons). I'd correct the info myself, but there's likely more-qualified contributors around here. . . 76.185.41.201 01:21, 5 March 2013 (GMT)

I think it refers to the value of the enchantment only. Suppose that a given enchantment at the magnitude you can apply it is worth 1000 gold value. The XP value of applying this enchantment to a weapon would be the same if you stuck it on an iron dagger or a legendary 5 daedric battle axe. The final value would of course be higher for the axe, but I don't think the game considers that when calculating enchanting experience for the enchantment. Quillan (talk) 01:28, 5 March 2013 (GMT)
Agreed, but the claim is sandwiched between 2 sentences referring specifically to disenchanting. No sweat, though. 76.185.41.201 06:59, 5 March 2013 (GMT)
The gold value of an item definitely has some kind of bearing on the XP gained from its "teardown" - disenchanting a Novice Robes of Conjuration scores you an enormous quantity more XP than disenchanting a generic black Robes of Conjuration, despite them both featuring the same exact effect, and the difference appears to be proportionate to these items' 528 gold vs 25 gold value. 76.185.41.201 23:25, 5 March 2013 (GMT)
What I have seemed to notice is that tearing down a weapon worth 3000 gold produces the same as tearing one down worth 50. However, with armor, the value makes a huge difference. I was very disappointed to tear down some expensive weapon only to see my progress bar move about 15%. A goat on a boat (talk) 04:48, 12 March 2013 (GMT)

[edit] Proposed new section -- Magnitude (or some such)

So I made a bit of a change to the notes, but I agree with what some others have said that it's far too long and needs to be broken apart categorically instead of being thrown together into a miscelaneous list of notes. So for understanding how perks effect magnitude, I have a very early proposal that I invite others to edit in my sandbox freely: User:A goat on a boat/Magnitude. I don't neccesarily care for the title "Magnitude" because I'm only covering damage effects. Of course, this doesn't address the overall problem, but does begin address a small portion of it. A goat on a boat (talk) 23:15, 11 March 2013 (GMT)

I've been wondering how exactly that works, so thanks for the information. Do we have all the perks listed already? baratron (talk) 00:01, 3 September 2013 (GMT)

[edit] Patch 1.9 possibly removed the Fortify Restoration exploit?

On a PC with all DLCs installed, since updating to 1.9 I haven't been able to use the Fortify Restoration exploit (though I'd successfully used it just before the update). No matter what I do now, I can't get any loops started. Fortify Restoration or Fortify Smithing potions are always created at 127%, the Fortify Enchanting potions are even worse at 32%, and my 4 pieces of 28% Fortify Alchemy equipment have also shown no increases at all.

Can anyone else confirm or deny this? Sinick (talk) 03:01, 23 March 2013 (GMT)

With 1.9 on Xbox (and DG, HF, and DB), I am still able to use the Fortify Restoration exploit - I just made an otherwise impossibly powerful Fortify Smithing potion (+265%). Here is the method I used (just in case you're forgetting a step):
1) Equip Fortify Alchemy apparel
2) Create a Fortify Restoration potion
3) Use the Fortify Restoration potion
4) Un-equip Fortify Alchemy apparel
5) Re-equip Fortify Alchemy apparel
6) Create Fortify Smithing/Enchanting/etc. potion
Of course at step 6 you could also repeat steps 2 through 5 instead, if you want/need a more powerful end result. One thing I did notice that seems different to me is that my boosted Fortify Alchemy active effects do not return to their original levels after the Fortify Restoration potion wears off - I have to un/re-equip the items to get their active effect levels return to normal. Username12345 (talk) 19:56, 8 April 2013 (GMT)
I was looking to see if there were similar posts on the Fortify Restoration talk page, and there was a comment there worth mentioning:
"AHA! you need to be an alchemist in order for this to work, aka you need to have high alchemy skills with perks invested. otherwise some % increase won't be enough to make a new potion. Dawn (talk) 01:23, 2 March 2013 (GMT)"
If you have reset your Alchemy skill (made it Legendary) and it is still low, this could possibly explain why the exploit seems not to work. Username12345 (talk) 20:12, 8 April 2013 (GMT)

The perks that should be invested should include: alchemist 2, physician, and benefactor. Any other perks are fine but to use the restoration exploit these are the perks that make it easier.

[edit] New Boosts to enchanting

Does anyone know how to word the Difference for the article between the boost that Ahzidal's Genius adds to enchanting and the boost that Seeker of Sorcery gives? I'm pretty sure they are different. — Unsigned comment by 71.193.79.45 (talk) at 05:01 on 27 April 2013

[edit] Corpus Enchanter and Absorb XXX

There is a dagger on the Corpus Enchanter perk saying what it affects, but the description indicates it should affect the Absorb series of enchants. Could someone who knows either include or explicitly exclude these from the list? Thanks. 108.180.175.37 22:44, 7 May 2013 (GMT)

The note says precisely what it affects. If it isn't listed, then it doesn't effect those types of enchants. Jeancey (talk) 22:50, 7 May 2013 (GMT)

[edit] Quality or Quantity?

I am Currently working on a particular Mage Class, and with the 1.9 Patch, I am trying to boost my levels by making Enchanting/Destruction/and Restoration Legendary and re-grinding them back out to 100 again. However, I am curious if with Enchanting, is it Quality of the enchant that increases the EXP gained, or is it just sheer quantity of enchants made. I don't want to have to play for 24 hours real time fast traveling between cities to buy out every shops Soul Gems and fill them, and due to a very unfortunate Dragon attack outside of Dawnstar(?) three of the four Khajiit traveling vendors met an untimely demise. (1 moved into a Dragon shout, causing two others to become very angry with me, and disregarded the fact I had two very nice Dremora Lords accompanying my already fully decked out Lydia in Fully Enchanted Daedric Armor.) As I didn't think I would ever really need them again, I didn't bother to reload and have seen then overwritten the saves.

My question is: Can I use the Fortify Restoration Loop to make an absurd Fortify Enchanting Potion that will allow me to level my Enchanting from 15-100 in one enchant like you can with just about anything else. (Make a powerful Fortify Smithing (10000%+) and upgrade a piece of Hide armor with 1 leather to level it too 99-100) I have encountered where crafting a too powerful potion will not actually affect what you are trying to level, (Sold a single Damage Health Poison for ~500,000k and had no effect on leveling Speechcraft, but selling a 100,000k Damage Health Poison to same vendor insta-capped.) I have done several tests but have come to no conclusive findings and was wondering if anyone else has attempted this. — Unsigned comment by 68.191.137.167 (talk) at 17:59 on 24 May 2013

You're going to have to experiment. However, my experience is that your enchantment experience is based on the gold value difference between the enchanted item and the unenchanted version of the item, so yes, your plan will probably work. --Morrolan (talk) 23:08, 7 August 2013 (GMT)

[edit] Can't name enchanted items

When trying to enchant an item, the option to rename the item has completely disappeared from the interface. At first I assumed it was a graphical glitch, but pressing F (the default rename key) has no effect, and the only options are to exit or enchant the item without naming it. This bug persists regardless of which item, effect, soul gem, or alter I am using. Reloading a save, restarting Skyrim, and changing my keybindings all had no effect. Does anyone else have this bug? Is there a fix? Should this be noted on the main page? Thanks in advance. 206.109.97.91 16:42, 29 June 2013 (GMT)

I am also having this problem. I am using the most up to date version on steam and after I type the new name and click select, it reverts to the default item name in all caps. Any ideas on how to get this working? — Unsigned comment by 99.100.192.142 (talk) at 03:08 on 30 December 2013‎
One of the later patches changed the process for enchanting. I don't recall exactly how at the moment, but it seemed like I had some trouble adjusting to it for a bit. If I recall, you need to make sure you hit "enter" after typing in the desired name, before you click select. --Xyzzy Talk 06:04, 30 December 2013 (GMT)
I think it's the same bug as with favorites menu; you can't favorite a weapon if your F key is bound to anything else except Toggle POV so binding F to Toggle POV enables the favorite/unfavorite action in backpack menu(items menu) and so does it with the rename option in enchanting menu. I've made a simple autohotkey script to changing the keys back and forth if anyone is interested contact me via email (adel.dexterATgmailDOTcom) and I'll post it here on uesp.net or somwhere else. Adeldex (talk) 21:21, 18 July 2014 (GMT)

[edit] Curious

I thought that perhaps by waiting until my character was high enough level to acquire a more powerful version of each enchantment before using learning it, the base value of my enchantment would be higher. however it seems that i am unable to make an item even as powerful as those i am finding! don't get me wrong, the enchanting feature in this game is amazing. but when i gain expert level magic enchantments which provide me with 75% less mana cost to specific skill and a 125% magicka regen increase, it irks me to find that at almost master level of enchanting with all but the final perk acquired i am unable to do better then 25% less mana cost for skill and 50% mana regen. all in all i feel like they really don't want magic weilders to upgrade to armor, since the odds of enchanting anything which can even keep up with Morokei and the Archmages Robes is unrealistic. — Unsigned comment by 172.242.119.48 (talk) at 08:52 on 18 July 2013

This is sort of true. You can't touch Master Robes for magicka regen, at 150% boost that's pretty amazing. However the Master Robes only provide a 20% boost to the specific skill, not 75%, I don't know where you got that from, and you can definitely get a lot more than that from custom enchantments. If you're only casting in one school (or two schools, if you have Extra Effect) it's quite feasible to get a -100% casting cost on your school(s) of choice, at which point both magicka regen and magicka itself stops mattering very much. --Morrolan (talk) 23:04, 7 August 2013 (GMT)

[edit] Double Enchantment Explanation please!!

I am attempting to enchant a diamond necklace for Destruction magic i.e. Fortify Destruction & Fortify magic Double enchant. Why is there no difference in the enchantment produced using enchanting skill lvls 100 or 120 Bull Boggart 92.13.126.78 02:23, 21 August 2013 (GMT)

Skills are capped at 100, so I'm not 100% sure what this question means. Perhaps if you used the console to give yourself 120, it simply does nothing extra, à la oblivion and raising skills above 100. — Unsigned comment by 24.200.26.45 (talk) at 16:02 on 2 September 2013

[edit] Unlearning / Removing Learned Enchantments From Table List

After much research on 'unlearning' enchantments, the general assumption that is is not possible is incorrect. It is not possible to do through a console command, and requires an ESS File Editor to modify the content of the save-file.

When in the ESS File Editor, find the entries in the 'Change forms' list (between 'Global data table 2' and 'Global data table 3') designated by 'ENCH'. These are your learned enchantments, though the nested information my not be all that useful. I'm not sure how to tell which enchantment is which, but I would assume they're either alphabetized or listed in order learned. To unlearn all enchantments, delete all 'ENCH' items from the list and save. It is recommended to make a backup beforehand.

Why would anyone ever want to do this? I had an issue with a learned enchantment not showing up in the available enchantment list while unable to re-learn the enchantment from another item. I suspect this was due to a save error due to an alt-tab crash to desktop, but it's anyone's guess. There are a few posts here and there of others having this problem or otherwise interested in 'unlearning' or removing listed enchantments. There was even a post in this page's discussion mentioning a method of editing hex in the game's memory (which I couldn't seem to make work).

I was able to purge my save-file of all learned enchantments and am spawning in items with the previously learned enchantments. One thing to note is that the item spawned in must be a game-item with the enchantment already on it (ex: Dwarven Warhammer of Absorption [000acc70] = Absorb Health), not one that you've enchanted via the console (ex: "playerenchantobject 0001397E 000aa155 1" will not work). --Is404 (talk) 04:20, 21 August 2013 (GMT)

[edit] The Optimizing enchanting/skill exploit section?

Given that:

  • The Optimizing enchanting/skill exploit section itself states "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."

and

  • The Enchanting page is rather long, with a lot of confusing detail already.

Would anyone object to the Optimizing enchanting/skill exploit section starting hidden, so you have to specifically click to see it? I am happy to make the necessary change/s myself if enough people are happy for it to be done. baratron (talk) 00:36, 3 September 2013 (GMT)

I think it should be moved off this page entirely and put on Skyrim:Glitches#Skills, along with the disenchanting exploit. --Morrolan (talk) 14:31, 12 September 2013 (GMT)
Well, nobody replied to this despite its listing on the Community Portal, so I'm going to make that change now. --Morrolan (talk) 13:49, 3 October 2013 (GMT)
I think the reason no-one offered any opinions was because the method for optimizing was mixed in with the exploit. The optimization method is not an exploit, only the removal of items and multiple potions. Silence is GoldenBreak the Silence 14:19, 3 October 2013 (GMT)
Well, that would have been a useful comment to have earlier. But oh well. As long as the page gets cleaned up. :) --Morrolan (talk) 15:32, 3 October 2013 (GMT)

[edit] Staff Enchanter

The Staff Enchanter is related to the Enchanting skill. Creating staves builds skill XP for Enchanting. Both this article and Dragonborn:Staff Enchanter need to be updated. --76.29.252.136 02:19, 3 September 2013 (GMT)

[edit] Insightful perk won't increase skill enchants value?

After taking this perk, even though the enchant was stronger, the item had the same value as the one I made before taking the perk. Is that normal/bug? I checked different skill enchants (sneak, pickpocket) with different soulgems on different items, and also restarted the game. Thx. 217.121.86.187 19:43, 23 September 2013 (GMT)

Enchantment value has gone from moderately buggy to extremely buggy with the current release. It used to be that the stronger the enchantment, the more valuable the item; nowadays it seems more like a roll of the dice, and it's especially weird that exiting the game and re-entering usually changes the value of your custom enchanted items.
Another especially weird fact is that it seems that now the higher your skill, the less valuable your enchanted items are. At least until you exit and restart. Then it's the other way around. I don't get it. --Morrolan (talk) 02:58, 24 September 2013 (GMT)

[edit] Enchantments known list?

Is there any way to see a list of the enchantments you know? I am sick of dragging everything to the enchantment station only to find I know that power, then slow walk my butt back to a market that will buy it. Any ideas? FMPhoenixHawk (talk) 08:14, 30 November 2013 (GMT)

Indeed there's a way, although it requires you to go to an arcane enchanter... The "Enchantment"-Section of the enchanting menu provides you a full list of the enchantments known to you, but there's no other way I know of... -- SarthesArai Talk 10:54, 30 November 2013 (GMT)
If you play on PC, there's a good possibility that there's a console command that would list all your known enchantments, but I couldn't find it. --Xyzzy Talk 16:28, 30 November 2013 (GMT)
I was hoping that there was a way other than the Arcane Enchanter table. I also did not find a console command. Ah well, more slow walking.FMPhoenixHawk (talk) 21:43, 1 December 2013 (GMT)

Someone please edit this properly, as I'm on a Smartphone (And remove this comment)

I found it easiest to make a checklist of each effect and scratch them off as I disenchanted. Started the list with half of them already checked off, which gave me a better idea of what to look for in shops or to hold on to when a dungeon crawl got a little heavy with Generic Magic Weapons and Apparel.

[edit] Bugs Cleanup

  • Sometimes enchanting a new item that shares the effects with an enchanted item in your inventory will cause the item just enchanted to duplicate itself. This means you get two items.
  • When enchanting items, the value of each item decreases as your enchanting level rises (as stated above). It is unknown whether this is a bug or an intended game mechanic. There are two fixes:
  1. Save, quit, and then reload your game after mass enchanting. The item value should rise and now reflect their true value. [verification needed; there are conflicting reports.]
  2. Activate the arcane enchanter, select any soul gem, and select the same enchantment (if it's a weapon enchantment select the same strength/number of charges). There is no need to actually craft an item; just exit enchanting and the value is restored.
  • If an enchanted armor or clothing item is equipped from the favorites menu, its enchantments may not be applied to you.

Removed unconfirmed bugs, they've had enough time. Silence is GoldenBreak the Silence 21:06, 1 December 2013 (GMT)

The second bug there was confirmed right here on this talk page. See this section. --Morrolan (talk) 18:20, 30 December 2013 (GMT)
I've also confirmed the bug. If no one objects I'll add it back. --98.66.161.64 03:08, 15 June 2014 (GMT)

[edit] Triple Enchanting

"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)"

I think this line in the article is false. For example, when disenchanting mage robes that have both mana regen and a skill buff (i.e. 50% mana regen and 12% destruction spell mana reduction), the enchantment learned is the same way. APSX3427 (talk) 18:57, 5 January 2014 (GMT)

Technically, the statement is correct, since it specifically says "weapon", and these enchantments can only be placed on apparel. The Master Robes of Destruction, for example, contains an enchantment called Fortify Destruction that has 2 effects, Fortify Destruction and Regenerate Magicka, so a similar statement could be made about apparel and these enchantments. Personally, I find these kinds of notes to be pointless, more like trivia than actual useful information, so I would rather not see them in the article at all. --Xyzzy Talk 06:45, 6 January 2014 (GMT)

[edit] Maksimum charge?

I have created a weapon(dagger) of fiery soul trap with 7000 charges(max enchanting + perks + potion, 1 sec duration of soul trap). Saved. Wiped out everyone in dragonsreach to check out how much charge would be used in simple fight. The change was so small that when hitted, the charge didn't even show up. Reloaded( don't want to remove everyone from dragonsreach :P). Wiped it again to chcek if it was not a bug. Same - effect, the charge so big that even with 100+ hits it won't show up a difference. Then quited the game and reloaded. THe charge is now about 700. 10 times less. Is it the maximum? Or is it bug? I'm playing necro-vamp btw. — Unsigned comment by 83.6.73.9 (talk) on 16:36

The maximum charge of the enchantment in question depends on your skills in enchanting, conjuration, and destruction. This enchantment in particular lasts a while; it uses fewer charges on-hit than many other enchantments, which is why it drains so slowly. The rest of your message is a little confusing; are you saying that the maximum charges of the weapon decreased, or that the number of times you were able to use the weapon before having to recharge it decreased? ThuumofReason (talk) 17:01, 8 January 2014 (GMT)
THe weapon was enchanteed with 1sec soul trap+ 10fire dmg. That didn't change. When I was creating it, arcane enchater tooltip indicated it was 7000 charges. Right after its creation it was 7000 charges. Saved, reloaded. Still 7000 charges. with 7000 charges i mean you can use a weapon(hit) 7000 times before it depleats and you have to recharge it again. Then I have played for a while without using it, quited the game and started it off again. Now the amount of charges on dagger decreased to 700. Fewer charges. I can hit 10 times less before enchantment depleats. Bugged or is it the maximum amount of charges the weapon is supposed to have? Sory for my english. I mean the amount of charges when the charge of a weapon indicates that its full. — Unsigned comment by 83.6.73.9 (talk) at 17:35 on 8 January 2014
I don't know off the top of my head what the maximum possible number of charges for that enchantment is, but the issue you described could be caused by any number of things. It could be due to mod conflicts or load order, it could be a problem with how the stats are displayed, or it could just be a misunderstanding. I don't think it's normal for the maximum number of charges to spontaneously decrease, but there's really no way to know for sure without being able to see your computer. There are things you could try that might help narrow down what caused it, but beyond that your best bet is probably just to reload the game and see if it happens every time or if it's just a one time thing. ThuumofReason (talk) 21:00, 8 January 2014 (GMT)
While the enchantment amount should not change, the use cost for the enchantment may, resulting in less uses till it's depleted. Did you use any conjuration/destruction fortifying effects while creating the enchantment resulting in a lesser use cost that timed out? --Alfwyn (talk) 21:11, 8 January 2014 (GMT)
Or, maybe there was some cost-reducing equipment on the character which is no longer present? Sergio Morozov (talk) 19:24, 23 January 2014 (GMT)
Same problem (old 1.6 Skyrim, last patched, Unofficial patched...): every time that you change your enchanting skill in any way (maybe "by working" need some verification, but perks, potions and console it's true), it change hit-value on enchanted weapons. Only when it comes to 100x, and does not change in any way by some perk (over enchanting and destruction), the number of hits is stable and hits will be 200, not 20. — Unsigned comment by 31.221.186.79 (talk) at 11:48 on 17 June 2014

[edit] Necromage/vampire exploit on the ps3

I'm playing on the Ps3, with both dawnguard and dragonborn, as well as the latest patch installed.

No matter what I do, I cannot get the necromage/vampire exploit to work. If I reset necromage with the black book, while a vampire, and then reapply it, it doesn't work.

If I cure my vampirism, then become one again while the perk is applied, still doesn't work.

Can someone confirm that this doesn't work or am I doing it wrong? (PS3 only)

— Unsigned comment by 75.94.75.25 (talk) at 14:03 on 17 January 2014

For PC it is "fixed" (removed) by USKP v1.2.3 - (2012-10-23). For PS3... Who knows... Sergio Morozov (talk) 19:22, 23 January 2014 (GMT)

[edit] Ahzidal's armor effect on enchanting value - moved from article

Don't use Ahzidal's armor set if enchanting for profit as it will raise the magnitude of the enchantment slightly but will reduce its cost dramatically. In my test, prices were reduced by 70%.

Moving this from the article for verification. --Xyzzy Talk 15:04, 6 March 2014 (GMT)

[edit] Deep freeze + frost ench

Imagine a weapon enchanted with frost damage, some destruction perks related to frost damage and deep freeze perk. If i will hit a target that is low on health - will it be frozen?

[edit] USKP Fortify Enchanting Potions Change

v2.0.1 of the USKP changed fortify enchanting potions so that they now directly improve the quality of enchants as opposed to simply improving the player's enchanting skill.

See bug #14174 at http://www.iguanadons.net/Unofficial%20Skyrim%20Patch%20Version%20History.html

Should this be mentioned in the bugs/notes section on this page (and/or for the "Enchanting Effects" article)? Wanted to make sure before adding. 86.180.252.164 15:47, 31 March 2014 (GMT)

I think it won't hurt to add the note in the Enchanting Effects article, as we already officially document the USKP here anyway. —<({Quill-Tail>> 15:55, 17 June 2014 (GMT)

[edit] Enchanting leveling: Item enchanting method - XP does NOT depend on gold value

I noticed that Enchanting XP gained from enchanting items does not depend on the final value (i. e. after the enchantment) of the item, nor on the added value (the difference between final value and initial value).

- "Enchanting more valuable items yields more XP" is FALSE - "Enchanting the same item with a more powerful enchantment or soul gem yelds more XP" is FALSE - "Enchanting two diferent items, with soul gems of diferent sizes and diferent enchantments, ceteris paribus, delivers the same XP" us TRUE

Sources: [1] and empirical testing. — Unsigned comment by 189.6.241.30 (talk) at 12:25 on 9 July 2014 (GMT)

A wiki page isn't really a credible source of information to base a claim like this on. Also, what testing did you perform? If you don't explain your testing methods in detail, this is anecdotal evidence, not empirical evidence. How did you measure the experience gain? Zul se onikaanLaan tinvaak 14:00, 9 July 2014 (GMT)
https://www.youtube.com/watch?v=-Xv_rJX3NbE 30 Banish Grand Soul Daedric Daggers had the same experience gain as 30 Fire Damage Petty Soul Iron Daggers.-- Valadez   Talk  Contributions  23:04, 12 July 2014 (GMT)
You need to explain that video properly because I hope you aren't basing your opinion off a random video on youtube that doesn't explain what (if any mods) have been applied, or any other relevant changes, because I can tell you right now that there is a huge difference between enchanting something with fire damage and banish. Silence is GoldenBreak the Silence 23:11, 12 July 2014 (GMT)
I see no mention to any mods in the video. I believe the XP does depend on value, although it is not the end value of the item that matters, AFAIK. ~ Ad intellige (talk) 23:19, 12 July 2014 (GMT)
I made that video and there are no mods of any kind whatsoever that were installed. It's not an opinion, it's a solid test. Also surely the burden of proof is on the person that claimed that it does affect experience gain yet I see no evidence there and that edit was ok but mine isn't? -- Valadez   Talk  Contributions  23:25, 12 July 2014 (GMT)
The publish date on the video is June 2013 so forgive any doubts about its source. The burden of proof lies on the person changing the page, and as this information is on the page, that puts the burden on you. I will be testing this myself tomorrow, and though as a console player I cannot see an exact value, there should be no discernible difference in the skill bar. Until there is a secondary source (i.e. a second person) backing up your findings, a video on youtube is not clear evidence. Silence is GoldenBreak the Silence 23:46, 12 July 2014 (GMT)
The publish date is June 2013 because I made the test back then to post to a forum to prove this. So why does the burden of proof not apply to the person that changed the page to make this claim but it does to me and though I showed proof it somehow doesn't apply? Also I am the secondary source. I am backing up 189.6.241.30. But ok, I'm happy to wait to see the results of your test. It is a very easy test to replicate. -- Valadez   Talk  Contributions  23:58, 12 July 2014 (GMT)

() Don't use YouTube videos as evidence.

Banish dwarfs all other effects for enchanting experience under the current release of Skyrim. That phrase current release is very important. Enchanting XP has been through changes in the game system; early on, it was just based on how many effects you put on things. IIRC it changed sometime around 1.3 or 1.4 to the current system.

The problem with YouTube isn't just that you don't know what mods are in play, but also what version of Skyrim is being used. However, start up a new game with 1.9 installed, do some enchanting, and you'll see the page here is correct. --Morrolan (talk) 04:33, 13 July 2014 (GMT)

Is anyone even testing this? I tested this in 1.9, no mods installed. Each time you enchant an item you get 1 base enchanting experience. Soul gem size, the enchantment, the value of the item being enchanted nor the final value of the item have any affect on the experience gain. None. It's a really simple test. -- Valadez   Talk  Contributions  10:32, 13 July 2014 (GMT)
Do you know the concept of patience? Continually pushing against something that has at least popular belief without clear evidence will only aggravate those seeking the truth. I said I would test it tomorrow, and I have, forgive me for not switching the game on at 9am on a Sunday before I am properly awake. Lastly, you didn't make it clear you were not the IP (not that that is required but it helps in these situations). So despite all this, I can say that you (and the anon) appear to be correct, xp seems to be constant regardless of item, soul, soul gem, or enchantment. However, my skill was at 90 (and I'm on console) so if there were any small discrepancies I would have missed them. Very lastly, being dragged through this argument made me miss one crucial step, when the information was added, which might have resulted in a quicker removal of it from the page as it was only there for a month. Thank you for the information, but not for taking up my time in this way. Silence is GoldenBreak the Silence 13:42, 13 July 2014 (GMT)
Sorry, my last comment wasn't directed at you, I realise that wasn't clear, I wasn't expecting you to test it asap. I was merely frustrated that despite providing evidence and showing an easy, reliable testing method it was still being ignored and people were still claiming it does affect experience gain without even checking. Thank you for checking and confirming my findings. -- Valadez   Talk  Contributions  15:36, 13 July 2014 (GMT)
I too can confirm that enchanting XP is unaffected by item value, enchantment used or soul level (360, version 1.9blabla). I performed the following testing from skill level 31: 20 gold rings of resist disease (petty soul, average value 85 gold), and 20 gold rings of sneak (petty soul, average value 225 gold). Both tests left me at skill level 47.6. I will also add (as someone who has never made a character that doesn't enchant) that I was already certain this was the case prior to testing. Wyndrarch (talk) 03:20, 19 July 2014 (GMT)
Just to add a bit more to this, with a little console use on the PC, the "formula" becomes obvious: you get 1 XP for each enchantment, no matter what. Item value, soul gem strength, enchantment, and skill perks make no difference to this whatsoever. As already noted on the page, the various XP enhancers will, of course, alter the amount. Robin Hood  (talk) 19:49, 8 December 2014 (GMT)

[edit] Enchanting For Profit explanation

Enchanting For Profit's second point is marked as needing an explanation. The explanation is actually rather simple. The sale price of the item is base price plus the enchantment price. X+Y=Z. The goal in making a profit is to put in as little money as possible for the greatest return. So, if you spend 1 gold on an item, enchant it to add 100 to its value, then sell that item for 101 gold, you've earned 100 gold, 10,000% return (100 profit/1 investment). If you do that same thing with an item that cost you 20 gold, then you sell it for 120, but you still only make 100 gold, and that's only a 500% return (100 profit/20 investment). The profit itself is always equal to the value of the enchantment. The ratio of the profit (which will always be the enchantment value) to the investment (the base price of the item) is your percent return. The when the enchantment is worth much more than the item, you make more gold per gold invested.

If you include soul gems, the effect is the same because their price is static. Same goes for if you include the fact that you don't buy or sell at full price; that difference is a straight percentage, so it has no effect on the overall trend. Same goes even if you make the item yourself, because more expensive items require more resources. If you bought those resources, you're losing money; if you collected them, you're losing time. This doesn't actually have anything to do with "the way barter works in the game", it's just a fact of math.

If there's a flaw in this line of thinking, feel free to let me know. I made a spreadsheet to check it, and it works out exactly as expected: low value items return a larger profit than high value items.Xander9009 (talk) 15:12, 18 July 2014 (GMT)

[edit] Moved from Article

  • Extremely high Fortify Enchantment effects may cause your game to crash when trying to enchant an item.

This seems incredibly dubious. How high do the effects have to be in order to cause the alleged crash? And how can we be sure that the fortify enchantment effects are indeed the cause? Zul se onikaanLaan tinvaak 14:05, 1 August 2014 (GMT)

I did some reading and investigating into this and apparently you can do the following:
Assumptions: You have all necessary perks in Alchemy
  • 1: Create 4 pieces of 25% Fortify Enchanting Gear
  • 2: Wear these pieces
  • 3: Create a Fortify Restoration potion
  • 4: Drink this potion
  • 5: Unequip and reequip all pieces of your gear, thus fortifying their effects from Fortify Restoration
  • 6: Repeat from step 3
You can do this infinitely, creating infinitely strong potions. At this point, you can use these ridiculous Fortify Alchemy levels to create Fortify Enchanting potions, which will yield theoretically infinite Enchanting levels. There were then multiple reports across multiple sites that if you go too high and attempt to enchant something with the potions, it crashes your game. If you do this with Fortify Smithing potions instead, you can actually cause character overflow and the game will say you have, for example, 300 armor, but many digits actually get cut off and it can be much more like 30000. The whole process here is exploitable and, in my opinion, a bug. ∬(RisingDusk)dxdy 15:54, 1 August 2014 (GMT)
We don't list exploits outside of the glitches page, and because this is something that can only occur as a result of user actions, it's not a problem with the game itself and therefore doesn't belong in this article. Zul se onikaanLaan tinvaak 16:28, 1 August 2014 (GMT)
Makes sense to me. The entire section of the Enchanting page where this was originally located is based on this exploit, so I'll go ahead and remove it. This glitch is also apparently already captured on the Glitches page, so I think that page is fine. ∬(RisingDusk)dxdy 17:59, 1 August 2014 (GMT)
This is not a glitch, so do not remove it. The 'high number' is 2,147,483,647, above which anything becomes useless as it is treated as a negative. Silence is GoldenBreak the Silence 18:14, 1 August 2014 (GMT)
I sincerely disagree. Being able to create items that provide a bonus couple million to your stats is without a doubt exploitative and a glitch. It's quite clear that nothing in the game is even remotely balanced with Restoration-stacking in mind, and it has even been fixed in the USKP.∬(RisingDusk)dxdy 19:14, 1 August 2014 (GMT)
Then you don't understand the process. The method on the page is entirely legitimate. The process is a diminished returns formula, and is still available with the uskp. Silence is GoldenBreak the Silence 19:20, 1 August 2014 (GMT)
How exactly is this not a glitch, though? It doesn't make sense that being able to achieve such absurdly high numbers (so absurdly high, in fact, that the game files literally cannot handle it) was in any way intended. You can't do it with any other effects, to my knowledge. It seems outright broken to me. eshetalk 19:24, 1 August 2014 (GMT)

() The method on the page is incapable of producing the high numbers. Rising's example above is the glitched version, but it isn't the one on the page. Silence is GoldenBreak the Silence 19:26, 1 August 2014 (GMT)

The method on the page is capable of producing the high numbers. It's also fixed in the USKP; I just checked (the Fortify Restoration potion did not boost the potency of my Fortify Enchanting potion). The process on the page is as follows, taken right from the page itself:
  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 do this, you can then create even more powerful powerful Fortify Alchemy gear, which you then repeat the process with ad nauseum. If we insist on providing a hint like this, then the method that SHOULD be on the page is as follows:
  1. Wear four pieces of apparel enchanted with Fortify Alchemy (head, necklace, ring, arms).
  2. Craft a potion of Fortify Enchanting at an alchemy table
  3. Drink it.
  4. Enchant gear with improved Fortify Alchemy effects more powerful than those you started with.
  5. Repeat from step 1 with the new gear.
This method does follow a diminishing returns pattern, and the best potion you can make with every possible booster even from Dragonborn is one with a 38% bonus to Enchanting. ∬(RisingDusk)dxdy 19:46, 1 August 2014 (GMT)
Removing the whole thing is wrong because it is legitimate. I'm not going to argue if wording is wrong but do not remove the entire thing. Silence is GoldenBreak the Silence 20:08, 1 August 2014 (GMT)
I'll edit that section of the page to reflect the non-exploitable approach and also be more helpful in general. I noticed when I was working through this all in-game today that this page was less useful than I wanted it to be, so a bit of a rewrite will be good for the page on the whole especially since I just tested it all in-game. ∬(RisingDusk)dxdy 20:37, 1 August 2014 (GMT)

[edit] Fortify Effects

I've VN'd my own note about Fortify effects because it needs some verification that I don't have time to do tonight:

  • Are Destruction and Restoration the only effects where this is practical? Sure, a Fortify Illusion effect may still work, but Waterbreathing is Waterbreathing.
  • Is it only potions that create this effect or can you get it from enchanted items as well? (Pretty sure it's only potions, but not 100%.) Robin Hood  (talk) 03:11, 13 August 2014 (GMT)
It's important to note firstly that as this is an exploit, it is documented on Skyrim:Glitches and was told to me that it should not be advertised directly here (hence I didn't add the note that you did). I actually already added a link to it here when I rewrote the page. That said, my testing when I updated this page should answer your questions:
  • All of them work. Fortify Illusion actually empowers fear effects as well (Stacks with Vampire's Champion of the Night!), Fortify Alteration affects Paralysis effects, and so forth. I tested almost every combination I could think of.
  • Potions were the only things that affected enchanting, as the effects behind both the potions and enchanted items are different. Item enchantments only affect spell cost (and as a result, enchanted weapon charge use), while alchemical Restoration boosts affect all things that use Restoration... which is conveniently every Fortify effect. The Restoration potions are how you exploit for infinitely powerful weapons.
Hopefully that answers all of your questions. ∬(RisingDusk)dxdy 03:43, 13 August 2014 (GMT)
It's only an exploit when you use Fortify Restoration with the appropriate Fortify Skills (though the fact that it works with any of them is something I consider to be a bug in its own right). It works more or less as expected when we're talking about Fortify Destruction or Fortify Restoration used with the various elemental damage or resist effects. I have other plans for the rest of the evening, so feel free to make any edits to the page you feel are appropriate, if you have the time. If not, I'll give this some more thought tomorrow. Thanks for your replies! Robin Hood  (talk) 04:03, 13 August 2014 (GMT)
There was already a fortify destruction note in the list, so I'll remove the part you added on that about that and add some crosslinks there since it could use a few. I think we can keep a fortify restoration note on the page, but let's leave out the part on infinitely powerful items. Let me know what you think when you get back! ∬(RisingDusk)dxdy 10:08, 13 August 2014 (GMT)
Yeah, that looks good. I'd missed the Destruction note because I searched the page for "Forty Destrction". D'oh! Robin Hood  (talk) 15:00, 13 August 2014 (GMT)

[edit] Maximizing Enchantment Power is missing the Seeker of Shadows

You can make better potions by using the Seeker of Shadows. Regulary changing between Seeker of Shadows and Seeker of Sorcery during this process will return in better (non-cheated) potions. So the maximum for Fortify Enchanting is +44% not +38%.— Unsigned comment by 85.181.127.22 (talk) at 11:38 on 07 September 2014

I don't know why in the world Seeker of Shadows would have anything to do with enchanting. What makes you think that? •WoahBro►talk 13:59, 7 September 2014 (GMT)
Alchemy is a stealth skill. Silence is GoldenBreak the Silence 14:13, 7 September 2014 (GMT)
That makes more sense. I'm still tired. •WoahBro►talk 14:32, 7 September 2014 (GMT)
I would recommend this instruction:
  1. Travel to Solstheim since it's the only place where you can read a black book
  2. Wear four pieces of apparel enchanted with Fortify Alchemy (head, necklace, ring, arms).
  3. Activate Seeker of Shadows
  4. Craft a potion of Fortify Enchanting at an alchemy lab.
  5. If you have Ahzidal's armor set, reequip it now.
  6. Activate Seeker of Sorcery
  7. Drink the potion you just made.
  8. Enchant gear with improved Fortify Alchemy effects more powerful than those you started with.
  9. Repeat from step 2 with the new gear.
— Unsigned comment by 85.181.120.1 (talk) at 17:06 on 17 September 2014‎
Does Seeker of Shadow actually boost Alchemy? The description for Sorcery lists the +10% enchanting bonus, but Shadow does not list anything to do with boosting Alchemy. It simply says 10% to stealth skills. The best I am able to get is 40% potions, which produce 35% smithing gear-cant reach 44% on the alchemy side. The last step(40%) seems to be the maximum-following the procedure below? Can anyone confirm? — Unsigned comment by 174.4.12.181 (talk) at 21:14 on 10 October 2014‎

[edit] Clarification request

In the "Notes" section, the following "Notes" seem to contradict.

"The Augmented Flames, Augmented Frost, and Augmented Shock perks directly affect elemental enchantment magnitudes on weapons wielded by actors with these perks."

...

"Destruction perks that activate on elemental damage such as Intense Flames do not activate from elemental damage enchantments on weapons."

Can this be addressed or clarified? — Unsigned comment by 70.60.56.210 (talk) at 17:55 on 9 September 2014

Easily. Each element has a perk that causes spells of that element's damage to have an additional effect when the target is at low health. Fire gets a fear effect (that's what intense flames is), frost gets a paralyze, and shock gets a disintegration effect. What the note is saying is that even though the damage of enchantments is increased by the increased elemental damage perks, taking the perks won't allow your enchanted weapons to have the additional effects, so attacking with a fire damage weapon and the intense flames perk wouldn't fear your target. --AN|L (talk) 18:14, 9 September 2014 (GMT)

[edit] Enchanting Perks and Stave Damage

I'm currently playing an actor whose main form of offense is staves/scrolls my question is do the enchanting perks (Fire Enchanter, etc..) affect the damage of staves?

[edit] Once again experience when enchanting isn't affected by soul gem, value of item or effect used.

Already been disputed here. Evidence used. -- Valadez   Talk  Contributions  13:38, 8 December 2014 (GMT)


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