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Skyrim talk:Enchanting/Archive 3

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This is an archive of past Skyrim talk:Enchanting discussions. Do not edit the contents of this page, except for maintenance such as updating links.

cannot seem to get a bow with both frost and paralyze to trigger paralyze

I have custom crafted, upgraded and enchanted an ebony bow with frost and paralyze (like skyrims version of chillrend) and for the life of me I cannot get the paralyze effect to trigger... Im not sure what the issue is here but the frost effect works fine... just wondering if anyone else has had trouble with dual enchanting bows... I also made one that does shock and magicka damage and it only seems to do shock damage... :( perhaps the similarity of inherent effects of these pairings is the culprit? 72.71.253.94 03:17, 5 January 2012 (UTC)

EDIT
I made another one to test it out... It works... just really rare and no "target resists paralyze" message... Ive been fighting falmer and I guess they resist paralyze and frost for that matter... I assume they have huge amounts of magicka as well for at no point did the shocking/magicka damage bow get them to stop casting. Can anyone confirm this for me? — Unsigned comment by 72.71.253.94 (talk) at 03:44 on 5 January 2012
A lot of creatures in Skyrim resist Frost (not surprisingly), but also resist Paralyze as well. It may also matter what order they are in. Kastagir 00:46, 6 January 2012 (UTC)
The paralyze enchantment only confers a chance to paralyze and does not paralyze on every hit. — Unsigned comment by 24.183.40.95 (talk) at 05:59 on 10 January 2012
Is there any information regarding what that chance is? My warhammer kills all but the strongest enemies in at most three or four hits, and many in one or two, so it needs to have a fair chance to paralyze in the first few hits to make it worthwhile. Peterguard 16:01, 12 March 2012 (UTC)
25%, if I am not mistaken.QuillanTalk 03:51, 27 March 2012 (UTC)

Renaming item while Enchanting potion expires

When consuming a Potion of Fortify Enchanting, it lasts for 30 seconds.

Question is, when it expires and you are still enchanting an item and in the rename item part, does it remove the boosted enchantments? Or does it hold them since you increased the specs while potion was active?

Finding it tough to enchant and rename an item in under 30 secs, but sure practice would improve that, or dumping all weaps, apparel and misc that I don't need into a container so selection process is faster. Ocelot77 21:56, 14 January 2012 (UTC)

If I remember correctly, the item will retain the face value even after the time expire. Meaning if the screen is showing boosted % and you are renaming without selecting any other thing, it will still show the boosted % after you finish naming. But if you try to do any other thing after renaming such as choosing a different effect or even re-choosing the same effect, the boost will be gone. So in summary, quickly choose the effects, items, soul gem and after that you can take as much time as you like to rename. (ZekunD 23:35, 20 January 2012 (UTC))
I always thought that bringing up the renaming menu paused the counter and so you could of think of a badass name for you new weapon.— Unsigned comment by 98.238.243.104 (talk) at 06:24 on 8 February 2012
I actually did an experiment concerning this a while back. I was at 100 enchanter. Here are the steps:
  1. Drink enchanting potion
  2. Enchant an iron dagger
  3. Enchant a second dagger. Rename the dagger, leaving the name screen open for 60 seconds.
  4. Enchant a third dagger.
  5. Wait 30 secs, Enchant a fourth dagger
This resulted in three identical daggers, and one lesser dagger. I take these results to mean that the countdown is completely halted while the naming screen is up. If somebody wants to duplicate this experiment and if the results are the same then it should probably be included as information on the page. -- Neondrmr 05:42, 12 February 2012 (UTC)
When I posted my reply, I believe it was based on PS3/patch 1.2. I've been away from the game and after reading the previous reply, I went back and tested it with gold diamond necklaces. (on PS3, tested on both patch 1.3 and 1.4)
  • I drank a 37% 30 sec enchanting potion, and made two 29% alchemy necklaces. After making two necklaces, I had 5 sec left for enchanting boost effect (under the active effect list).
  • I drank another potion, quickly chose the same necklace, soul gem, effect (showing 29%). Next, I brought up name input screen and waited for 30 sec. Then, confirmed the name and re-chose the same effect. The value changed to 25%, meaning effect wore off.
  • For the next part, I used active effect timer. I chose necklace, soul gem, effect and opened up name change screen. Then without waiting, exited and checked the active effect timer which showed enchanting effect with 15 sec left.
  • Next, I did the same things, except this time, I waited for ~13 sec on name input screen. Then canceled and checked then active effect timer which showed only 1 sec left.
So timer was counting down while name input screen was active. I am not sure why we got different results. Maybe different platform/version etc? Please feel free to experiment more and correct my results if I am wrong. (ZekunD 13:15, 21 February 2012 (UTC))

() Update:

  • I drank a 37%, 30 sec enchant potion and chose necklace, grand soul gem, 29% alchemy value and a new name. After that, I left it running for 60 sec without pressing the final confirm button for enchantment. After 60 sec, I renamed the item again and waited for another 60 sec without closing the name input screen. Then I pressed confirm and got a 29% enhanced alchemy necklace with my last chosen name.
  • Next, same potion, necklace, gem, 29% alchemy value. This time, I waited 45 sec during the name input screen. Then I confirmed the name and re-chose the same enchantment. The value became 25% enhanced alchemy.

Again this was done on PS3 patch 1.4. So even after the potion effect wore off, I will get the item with last displayed value if I don't change the gem, item or enchantment type. (ZekunD 10:22, 25 February 2012 (UTC))

Confirmed. You have 30 seconds to select the item, enchantments, soul gem, and name. I was unaware of this until I read your post - Thanks. I found a fairly easy way around this though. Before drinking the fortify enchantment potion, do a dry run including naming the item but at the final confirm cancel. Now the name is in the name queue to the right. Drink and set the enchantments, then clear the default name or parts you don't want, select the first letter of the name you want and the rest should show up in the right. Select it (and any additional names should also appear after so keep selecting until done.) This could be challenging if your queue list is long and I don't know of any way to clear it. (Philbert) 174.102.140.128 19:45, 24 February 2012 (UTC)
Thanks for your confirmation. Is it done on PS3 or PC? I did similar dry runs to "save" names in my earlier enchantments to quickly rename. But now, I just use one enchant potion for one item enchantment only. That way, I can spend all 30 sec to choose item, soul gem and enchantments. After I get the desired enchantment values, I just take as much time as I like to rename. As I wrote in the earliest reply, just do the naming as the last step. As long as you don't change the chosen soul gem, item or enchantment after 30 sec, the item will keep the displayed enchantment values even after the potion effect wore off, no matter how many times or how long it takes to rename. I also updated my experiments above to confirm this. (ZekunD 10:22, 25 February 2012 (UTC))
I noticed that while renaming the blades swords, after applying an effect and the soul gem, if you un-select your effect/gem and then cancel enchanting, the name remained on them. Also this is post 1.4 update and on the 360. Basically I came across this while trying to overcome the timing issue with using enchantment potions and renaming items. When going back into enchantment screen to add enchantments to your prior re-naming, I wouldn't recommend entering the rename screen as this may or may not revert the name back to default. I've tried this scenerio with other items, rings, armor, weapons and it didn't work so it must have something to do with the blades swords. I wish they'd just allow you to rename items anyway, it's such a small tweak but would really tie the room together like the dude's rug. (Joshua Chrïst) 74.67.112.164 22:25, 7 March 2012 (UTC)

Corpus Enchanter?

Does Corpus Enchanter affect absorb health or absorb stamina? — Unsigned comment by 50.99.131.84 (talk) at 00:36 on 23 February 2012

No, it doesn't. I've just updated the Corpus Enchanter entry and noted what it does affect. Robin Hoodtalk 04:20, 18 March 2012 (UTC)

useful to vampires

Enchanting is more useful to vampires in my opinion because it can counter the vampire's fire weakness. which makes it very useful if one realizes the threats of dragons and fire mages. so nit should be put back in notes.86.186.211.8 00:58, 3 March 2012 (UTC)

If it is placed anywhere, I would say in the Notes section in the Vampirism page (such as with the Dunmer note about resistance), or a new subsection under the Stages & Effects heading. Definitely not the enchanting page, though. Maybe it would be best to propose it on the Vampirism talk page to see where it would best be placed and whether or not there should be a section about counteracting the downsides of vampirism. --Velyanthe 01:03, 3 March 2012 (UTC)
Yeah, i added the dunmer thing ages ago on one of the pages(even on the dunmer page itself i think) as i am a registered user.
I will place it in the notes of vampirism then. Mr.Scryer. 86.186.211.8 01:06, 3 March 2012 (UTC)

Renaming bug?

I cannot put non ASCII characters when renaming an objet... This is on PC, using Windows XP, with the latest patch.

Does anyone have the same bug? — Unsigned comment by 90.21.132.110 (talk) at 12:30 on 4 March 2012

"Soul squeezer" and "soul siphon"...

While I can understand the usefulness of the second perk (barely), the first is useless to my eyes.

I'd have rather make soul squeezer act like this: allow to fill soul gems to their capacity using lesser souls. Consider the waste of a grand soul gem filled with a petty soul: if you don't know the trick of dropping the sould and then taking it back again to empty it from its space wastage, you waste a soul gem. With the perk reworked as such, you'd be allowed to gradually fill a soul gem with several souls. Requiring 60 enchanting or something... But currently, I fail to see a use for it at all. What do you think? — Unsigned comment by 90.21.6.231 (talk) at 20:17 on 5 March 2012

It allows you to recharge with less soul gems, how's that hard to understand? 50.99.131.84 02:56, 15 March 2012 (UTC)

Weak enchantments

I started out by disenchanting weaker enchants...I seem to be stuck with these. If there anyway that I can replace these with stronger enchants on the table? — Unsigned comment by 66.253.237.134 (talk) at 04:24 on 6 March 2012

The strength of the enchantment on whatever you disenchant makes no difference to the strength of the enchantments you can craft yourself. To get a stronger enchantment use a better soul (I save grand souls for enchanting, I have plenty of other souls for recharging weapons), improve your enchanting perks, or drink an enchanting potion. Peterguard 09:28, 6 March 2012 (UTC)
To complement this answer: enchantments all have a base value. The multiplier applying to enchantments you make yourself depend on both your enchant level and perks you have in the enchant tree.
There is the case for some unique items which have a better base enchantment than other items. This is the case, for instance, for the Shield of Solitude, whose base magic resistance value is 10%, compared to 8% with other resist magic items. — Unsigned comment by 82.235.191.170 (talk) at 12:20 on 6 March 2012

Renaming items: cannot put non ASCII characters?

(the previous entry concerning this bug was deleted, but I confirm this is true) -- you cannot rename items with non ASCII characters, which is a hindrance for us non English speaking people. This should be mentioned in the bugs section. — Unsigned comment by 92.152.77.209 (talk) at 18:53 on 9 March 2012

Weapon enchantment charge use affected by fortify enchants on gear

I notice that charge use for enchanted gear is affected by any discounts due to perks/fortify enchanted armors for the relevant school of magic that the weapon uses. I have 100% reduction in magicka costs for Destruction spells, and my shock enchanted blade uses no charge, but my paralysis enchanted blade uses charge normally. 24.156.216.144 05:23, 10 March 2012 (UTC)

That's because paralysis is an illusion spell. {Sarch Lalaith} — Unsigned comment by 94.5.8.94 (talk) at 03:27 on 6 April 2012
Actually, Paralysis is an Alteration spell. I think he was just mentioning how you could achieve zero cost on weapons as well, not asking why it worked for one and not another. — Unsigned comment by Roppen (talkcontribs) at 22:26 on 1 July 2012

Enchanting Improved Armor/Weapons

Under the notes section, it states that enchanting an improved piece of armor/weapon will revert it to its base stats, but this is not the case. I have enchanted numerous pieces of armor, and weapons, to know that an enhanced item will retain its smithing bonuses.

184.61.128.176 02:08, 23 March 2012 (UTC)

It does not state that. It says the UI displays the item as if it wasn't improved at all. However, I've never noticed that either, so I will VN it. Wolok gro-Barok 18:26, 8 April 2012 (UTC)

mechanics?

what is the mechanics here? ex: how does skill enter into it? whats the difference in magnitude between 0 and 100 skill? does item quality matter? how does soul size affect equipment enchanting ect — Unsigned comment by 24.38.223.147 (talk) at 10:23 on 26 March 2012

I think this might be what you're looking for Peterguard 12:59, 26 March 2012 (UTC)

Best Items to Enchant

In the Gaining XP section it recommends enchanting the daggers crafted while levelling Smithing. While this works very well, for a magic heavy character it may be better to enchant clothes or jewellery. Daggers or armour can't be sold to Mages, meaning that they can't be bartered for spells or soul gems. Clothing is cheap and readily available, and if enchanted with petty soul gems and waterbreathing can make a very tidy profit. — Unsigned comment by 78.168.199.215 (talk) at 17:47 on 30 March 2012

I even perfer gold or silver rings, it i s relativly low weight high profit. That and they are two per ingot. — Unsigned comment by 68.238.152.79 (talk) at 05:19 on 19 April 2012

Smithing experience changes

'Smithing is the easiest to power-level, with enchanting close behind.'

Is this still true as of smithing now that its levelling mechanism has been changed by patch 1.5, or should this sentence be changed?

New Creation 14:48, 15 April 2012 (UTC)

Good spot. Added a note about patch 1.5. The Silencer has spoken 14:57, 15 April 2012 (UTC)

optimizing section is game breaking

Title says it all, it should realy be removed or shortened to something that is not game breaking. — Unsigned comment by 68.238.152.79 (talk) at 05:19 on 19 April 2012

Whether or not the section is game-breaking should be completely irrelevant; the information is useful, relevant, and necessary in order to have a complete list about Skyrim:Enchanting. The G00D Job 14:35, 20 April 2012 (UTC)
"Get enchanting, alchemy, and smithing to 100." By the time you do that, do you really need this advice? Isn't the game pretty much over, unless you enjoy revisiting dungeons and blowing away the hapless residents. "Dull, dull, dull" to quote Sheogorath. The challenge remains in getting the character to level 20 without dying once at maximum difficulty and using no restoration exploits. Now that is fun! However, to each his own. Kalevala 18:35, 24 April 2012 (UTC)
It shouldn't be moved because it's game-breaking, it should be moved because it's about optimising the game via exploits and not really relevant or neccesary to explain what Enchanting is, and how it works. 86.135.238.18 15:11, 26 June 2012 (UTC)

Can't recharge

I cannot recharge weapons from soul gems. In inventory, there's nothing about it at the bottom where it says what key does what, either in weapon category, or in misc with a gem selected. I've tried several likely ones, including equipping a gem, and saw somewhere that T is the key to use, so tried that. Tried all of them both with and without the weapon equipped, tried with the weapon selected in inventory and with the gem selected, tried every other combination of clicks and keys I could think of, nothing works. What am I missing? Also, if it is supposed to be one of the above, then I'm bugged, so how do I recharge something via console? The Staff of Magnus is about to finish discharging, which is gonna break some quests I'd rather not lose. --98.214.211.253 18:16, 24 May 2012 (UTC)

Taken from the Soul Gem page: To use a Soul Gem to recharge a weapon, select the weapon in your inventory and press 'T'. I'm guessing the problem is that you're trying to select the soul gem rather than selecting the weapon, if I'm wrong I apologize. I can't help much more than that since I use Xbox. ABCface 14:34, 26 May 2012 (UTC)
As I said in my original post, I tried T both ways, with the gem selected and with the weapon selected, along with many variations. Bugged it is, then, so how do I recharge items from console to keep it from breaking quests? --98.214.211.253 04:55, 29 May 2012 (UTC)
Let me try, since I play on PC. You don't actually have to select or equip the item to recharge it. Just call up your inventory, then place the mouse pointer over the item you wish to recharge. The option "T" and "Charge" will appear at the lower left, next to "equip", "favorite", etc. After pressing "T", a window should appear asking "Choose Soul Gem to Use", with a list of filled soul gems below it. Click on the soul gem to be used, and the charging should be accomplished. --Xyzzy 05:47, 29 May 2012 (UTC)
Thanks for the detail, Xyzzy. I really wasn't sure how it worked on the PC, since I've never played on anything but Xbox. To the OP, if this doesn't work out for you, and you're still wanting information on console commands for this issue, you might try asking on Skyrim_talk:Console. ABCface 02:57, 30 May 2012 (UTC)

Unlearning an enchantment

The only way an enchantment can be removed from the list of enchantments learned is by directly editing game memory. I describe the method below in case someone may be interested.

  1. Look for the ID of the enchantment to be removed (e.g. Silent Moons Enchant - 0003B0B2). You may expect the game to store the magic effect ID (e.g. Silent Moons Enchant - 0003B0B1) instead of the enchantment ID, but this is obviously not the case. For this particular example of the Silent Moons Enchant, the game uses the lowest level of enchantment no matter what level of weapon is disenchanted.
  2. Find the enchantment ID in the game memory using your favorite program (e.g. Cheat Engine). There are usually three to four hits per ID; the correct one is at position greater than 0x20000000.
  3. Exactly 4 bytes before the ID you should find the byte 0x49. If it is 0x49 it means the enchantment is learned; if it is 0x09 the enchantment is not learned. Just changing this byte should be sufficient. — Unsigned comment by 173.67.55.93 (talk) at 02:15 on 31 May 2012

Enchanted item value deprecation bug

Went through some considerable testing to get to the bottom of this and I think I've got it. I was going to mark all new findings but this is pretty much all new, or at least not widely known.

First, exactly what the bug is: as most of us know, the sell price of enchanted items will appear to be inversely related to your enchanting skill. The lower the enchanting skill, the higher the price. The higher the skill, the lower the price. However, the sell price of previously made items will go down too. For example, if you level from 30 to 50 enchanting making identical items, by the end, all of them will be worth exactly the same as the last item you created. This can be fixed by completely exiting the game, starting it again and loading a save. This works 100% of the time. I can't get the other suggested fix to work at all and unless anyone can attest that it does work, I think it should be removed.

Now here's what has been causing some confusion about the fix, I think. The true value that you get after fixing the bug is often lower than the bugged value. In fact, without perks, the bugged value is higher even at 100 skill. Unperked true value appears to pass bugged value at around ~120 skill, but I didn't go very in-depth with that, and it may even differ based on the enchant or item enchanted. And speaking of perks, they won't apply to the sell price at all until after you restart and fix the bug (aside from Extra Effect). Now I have no idea when a perked true value passes a bugged value. The fact that perks are spread across enchanting skills definitely complicates things.

But yeah, that's pretty much it. I don't know how to go about condensing this to put on the wiki, or if I'm even allowed to edit it.

--Rayzorium 06:36, 5 July 2012 (UTC)


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