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)
[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)
[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)
[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 (talk • contribs) 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 (talk • contribs) at 15:43 on 19 February 2013
[edit] When do perk effects take place?
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 (talk • contribs) 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
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- 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)
- 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)
- 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)
[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)
[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)
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- 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)
- I was looking to see if there were similar posts on the Fortify Restoration talk page, and there was a comment there worth mentioning:
[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.
[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)
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