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The Elder Scrolls Skyrim: Enchanting Guide Enchanting 101 -------------------------------------------------------------In the Elder Scrolls Skyrim Enchanting is the

act of using soul gems to apply enchantments onto weapons and apparel through the use of an Arcane Enchanter. These enchantments can vary from applying frost or shock effects onto the selected weapon, offering multipliers to targeted skills, to offering a small increases to your health or magicka, and more. These enchantments also stack, thus allowing you to receive significant bonuses of your choosing. Eventually when a weapon enchantment wears off select the weapon and press RB/R2/Z to select a soul gem to recharge the weapon. To start you'll need an Arcane enchanter and an item to disenchant. Arcane Enchanters are readily available in most palaces, purchased housing (excluding Breezehome), and certain dungeons. Next select the item to disenchant to learn the new enchantment. Then select the item you wish to enchant, a soul gem, and a learned enchantment to craft your enchanted item. The soul gem is consumed after use and all disenchanted items will be destroyed in order after learning a new enchantment. The effectiveness of the enchantment is determined by the size of the soul used affecting the duration of an weapon enchantment or the effectiveness of any armour enchantment. Only one enchantment is applied to any given item, unless you obtain the extra effect perk which increases the threshold to two enchantments. However be careful, as enchanted items cannot be re-enchanted.

Pros and Cons of Enchanting -------------------------------------------------------------Pros +Significantly increases the effectiveness of affected skills +Increases damage output as well as survivability +Arcane Enchanters are easily accessible in most major cities Cons -High cost in early game -Levels slowly -Requires a significant perk investment

Arcane Enchanter Locations -------------------------------------------------------------Most major cities, all holds, and even some dungeons contain Arcane Enchanters, enables you to enchant items on the fly, thus giving you the ability to adapt your equipment to your current needs. Below is a list of some of the more useful enchanting locations along with the locations of any nearby soul gems. Dragonsreach Merchant: Fareger Secert-Fire The Enchanting table is located directly right of the Jarls Court and is next to an Alchemy Lab. Nearby on the cupboard is a lesser soul gem and a common soul gem on the table. Due to it's unique central location and immediate

promixity when fast traveling this is agrubly the most widely used Enchanter. Within the same room there is an Alchemy lab, which you can use to create Fortify Enchanting Potions from the ingredients Snowberries, Blue Butterfly Wings, Spriggan Sap, or a Hagraven claw, as well as a Spell Merchant that sells robes, spell tomes, and Soul Gems, with the occasional staff. College of Winterhold-Arch Mage Quarters Merchant: None Located withing the Hall of Elements, the Arch Mages Quarters contains one Arcane Enchanter and an nearby Alchemy lab. On a shelf directly above the Enchanter lies 4 petty soul gems, 2 Lesser soul gem, 1 Common soul gem and 2 Greater Soul Gems. An additional 2 Petty soul gems, 1 Lesser soul gem, 1 common soul gem, and 1 Grand Soul Gem can be found in the nearby display case. On the shelves next to the Alchemy Lab there is 2 Enchanter's philters along with a Blue Butterfly Wing, Spriggan Sap, and Snowberries. College of Winterhold- Hall of Countenance Merchant: Colette Marence, Drevis Neloren, Faralda, Phinis Gestor, The enchanting table is located on the second floor and is surrounded by are 2 display cases carrying 3 Petty Soul Gems, 1 lesser soul gem, and 4 Common Soul Gems. In the rooms below lie 3 Petty Soul Gems, 4 Lesser Soul Gems, and 2 Common Soul Gems, and few merchants that carry an extensive amount of spells, staves, scrolls, and soul gems. Solitude- Blue Palace Merchant: Sybille Stento In the upper stairs eastern bedroom lies an Arcane Enchatnter, Hagraven Claw, and Snowberries on the candle light bench. 1 petty and 3 lesser soul gems are on the bookshelf. Solitude- Castle Dour Merchant: None Located near the entrance. Offers no special severices, but it much easier to access then the Enchanter located in Blue Palace. Morthal- Falion's House Merchant: Falion Located on the eastern end of town, this enchanter is located inside Falion's house and is the only enchanter in Morthal. In addition to providing the usual services, Falion is also a master trainer in conjuration, and frequently stocks Black Soul Gems. On the shelf next to the enchanter lies an enchanter's potion, an enchanter's draught, a petty soul gems and 3 common soul gems. Dawnstar- The White Hall Merchant: Madena In the long house West of Wind Peak Inn, south of Dawnstar, the Arcane Enchanter is located within the southern room of the White Hall. On the shelf behind the counter is a Hagraven Claw. Mistveil Keep- Riften Merchant: None After entering the foyer, the Arcane Enchanter is in the first room to the right. A Soriggan Sap is on the nearby shelf. Weapon Enchantments --------------------------------------------------------------

Absorb Health Base: Absorbs 8 points of health Max : Absorbs 20 points of health Absorb Magicka Base: Absorbs 15 points of magicka Max : Absorbs 37 points of magicka Absorb Stamina Base: Absorbs 10 points of stamina Max : Absorbs 25 points of stamina Banish Base: Summoned Daedra up to level 10 are sent back to Oblivion Max : Summoned Daedra up to level 25 are sent back to Oblivion Fear Base: Creatures and people up to level 10 flee from combat for 30 seconds Max : Creatures and people up to level 25 flee from combat for 30 seconds Fiery Soul Trap Base: If target dies within 4 seconds, fills a soul gem. Burns the target for 10 points. Targets on fire take extra damage Max: If target dies within 10 seconds, fills a soul gem. Burns the target for 10 points. Targets on fire take extra damage. Fire Damage Base: Burns the target for 10 points. Targets on fire take extra damage Max : Burns the target for 45 points. Targets on fire take extra damage Frost Damage Base: Target takes 10 points of frost damage to Health and Stamina Max : Target takes 45 points of frost damage to Health and Stamina Huntsmans Prowess Base: +3 points of extra damage to Animals Max : +7 points of extra damage to Animals Magicka Damage Base: Does 15 points of Magicka damage Max : Does 37 points of Magicka damage Notched Pickaxe Base: Raises the wielder's Smithing Abilities (+5) and does 5 shock damage to enemies on hit Max : Raises the wielder's Smithing Abilities (+5) and does 23 shock damage Paralyze Base: Targets that fail to resist are paralyzed for 2 seconds Max : Targets that fail to resist are paralyzed for 5 seconds Shock Damage Base: Target takes 10 points of shock damage, and half as much Magicka damage Max : Target takes 45 points of shock damage, and half as much Magicka damage Silent Moons Base: While the moons are out, burns the target for 10 points Max : While the moons are out, burns the target for 25 points

Soul Trap Base: If target dies within 4 seconds, fills a soul gem Max : If target dies within 10 seconds, fills a soul gem Stamina Damage Base: Does 15 points of Stamina damage Max : Does 46 points of Stamina damage Turn Undead Base: Undead up to level 10 flee for 30 seconds Max : Undead up to level 25 flee for 30 seconds *Values may be exceeded by the use of a Fortify Enchanting Potion **net value = (base value)(1+0.0025*Enchanting level)(perk multiplier)

Armour Enchantments -------------------------------------------------------------Fortify Alchemy Zone: Helm, Gloves, Amulet, Ring Base: Created potions are 8% more powerful Max : Created potions are 25% more powerful Fortify Alteration Zone: Helm, Armour, Amulet, Ring Base: Alteration spells cost 8% less to cast Max : Alteration spells cost 25% less to cast Fortify Alteration and Fortify Magic Regen Zone: Armour Base: Alteration spells cost 5% less to cast, Magicka regenerates 10% faster Max : Alteration spells cost 15% less to cast, Magicka regenerates 10% faster Fortify Archery Zone: Helm, Gloves, Amulet, Ring Base: Bows do 13% more damage Max : Bows do 40% more damage Fortify Barter Zone: Amulet Base: Prices are 8% better Max : Prices are 25% better Fortify Block Zone: Gloves, Shield, Amulet, Ring Base: Block 13% more damage with your shield Max : Block 40% more damage with your shield Fortify Carry Weight Zone: Gloves, Boots, Amulet, Ring Base: Carrying capacity increased by 15 points Max : Carrying capacity increased by 40 points Fortify Conjuration Zone: Helm, Armour, Amulet, Ring Base: Conjuration spells cost 8% less to cast Max : Conjuration speels cost 40% less to cast Fortify Conjuration and Fortify Magicka Regen

Zone: Armour Base: Conjuration spells cost 5% less to cast, Magicka regenerates 10% faster Max : Conjuration spells cost 15% less to cast, Magicka regenerates 10% faster Fortify Destruction Zone: Helm, Armour, Amulet, Ring Base: Destruction spells cost 8% less to cast Max : Destruction speels cost 25% less to cast Fortify Destruction and Fortify Magicka Regen Zone: Armour Base: Destruction spells cost 5% less to cast, Magicka regenerates 10% faster Max : Destruction speels cost 15% less to cast, Magicka regenerates 31% faster Fortify Healing Rate Zone: Armour, Amulet, Ring Base: Health regenerates 10% faster Max : Health regenerates 31% faster Fortify Health Zone: Armour, Shield, Amulet, Ring Base: Increases your health by 20 points Max : Increases your health by 62 points Fortify Heavy Armour Zone: Armour, Gloves, Amulet, Ring Base: Increases heavy armour skill by 8 points Max : Increases heavy armour skill by 25 points Fortify Illusion Zone: Helm, Armour, Amulet, Ring Base: Illusion spells cost 8% less to cast Max : Illusion spells cost 25% less to cast Fortify Illusion and Fortify Magicka Regen Zone: Armour Base: Destruction spells cost 5% less to cast, Magicka regenerates 10% faster Max : Destruction spells cost 15% less to cast, Magicka regenerates 10% faster Fortify Light Armour Zone: Armour, Gloves, Amulet, Ring Base: Increases light armour skill by 8 points Max : Increases light armour skill by 25 points Fortify Lockpicking Zone: Helm, Gloves, Amulet, Ring Effect: Lockpicking is 13% easier Effect: Lockpicking is 40% easier Fortify Magicka Zone: Helm, Gloves, Amulet, Ring Base: Increases your Magicka by 20 points Max : Increases your Magicka by 62 points Fortify Magicka Regen Zone: Helm, Armour, Ring Base: Magicka regenerates 20% faster Max : Magicka regenerates 62% faster

Fortify One Handed Zone: Gloves, Boots, Amulet, Ring Base: One-handed attacks do 13% more damage Max : One-handed attacks do 40% more damage Fortify Pickpocket Zone: Gloves, Boots, Amulet, Ring Base: Pickpocket success is 13% better Max : Pickpocket success is 40% better Fortify Restoration Zone: Helm, Armour, Amulet, Ring Base: Restoration spells cost 8% less to cast Max : Restoration spells cost 25% less to cast Fortify Restoration and Magicka Regen Zone: Armour Base: Restoration spells cost 5% less to cast, Magicka regenerates 10% faster Max : Restoration speels cost 15% less to cast, Magicka regenerates 10% faster Fortify Smithing Zone: Armour, Gloves, Amulet, Ring Base: Weapons and armor can be improved 8% better Max : Weapons and armor can be improved 25% better Fortify Sneak Zone: Gloves, Boots, Amulet, Ring Base: Sneaking is 13% better Max : Sneaking is 40% better Fortify Stamina Zone: Armour, Boots, Amulet, Ring Base: Increases your stamina by 20 points Max : Increases your stamina by 62 points Fortify Stamina Regen Zone: Armour, Boots, Amulet Base: Stamina regenerates 10% faster Max : Stamina regenerates 31% faster Fortify Two Handed Zone: Gloves, Boots, Amulet, Ring Base: Two-handed attacks do 13% more damage Max : Two-handed attacks do 40% more damage Fortify Unarmed Damage Zone: Gloves Base: Unarmed strikes do up to 10 additional damage Max : Unarmed strikes do up to 12 additional damage Muffle Zone: Boots Effect: Wearer is muffled and moves silently Resist Disease Zone: Armour, Shield, Amulet, Ring Base: Increases Disease Resistance by 25% Max : Increases Disease Resistance by 78%

Resist Fire Zone: Boots, Shield, Amulet, Ring Base: Increases Fire Resistance by 15% Max : Increases Fire Resistance by 46% Resist Frost Zone: Boots, Shield, Amulet, Ring Base: Increases Frost Resistance by 15% Max : Increases Frost Resistance by 46% Resist Magic Zone: Shield, Amulet, Ring Base: Increases Magic Resistance by 8% Max : Increases Magic Resistance by 20% Resist Poison Zone: Armour, Shield, Amulet, Ring Base: Increases Poison Resistance by 15% Max : Increases Poison Resistance by 37% Resist Shock Zone: Boots, Shield, Amulet, Ring Base: Increases Shock Resistance by 15% Max : Increases Shock Resistance by 46% Water Breathing Zone: Helm, Amulet, Ring Effect: Can swim underwater without drowning *Values may be exceeded by the use of a Fortify Enchanting Potion **net value = (base value)(1+0.0025*Enchanting level)(perk multiplier)

Perk and Skill Multipliers -------------------------------------------------------------Skill Multiplier- Enchanting Effect: x(1+0.0025*Skill) effectiveness to all enchantments Perk Multiplier- Enchanter Effect: x(1+ 0.2*Rank) effectiveness to all enchantments Perk Multiplier- Fire Enchanter Effect: x1.25 to Fire Damage, Fiery Soul Trap, Resist Fire Perk Multiplier- Frost Enchanter Effect: x1.25 to Frost Damage, Resist Frost Perk Multiplier- Storm Enchanter Effect: x1.25 to Shock Damage, Resist Shock Perk Multiplier- Insightful Enchanter Effect: x1.25 to Fortify Skill Enchantments Perk Multiplier- Corpus Enchanter Effect: x1.25 to Fortify Health,Fortify Magicka, Fortify Stamina, Perk Multiplier- Augmented Flames Effect: x(1+0.25*Rank) to Fire Damage, Fiery Soul Trap

Perk Multiplier- Augmented Frost Effect: x(1+0.25*Rank) to Frost Damage Perk Multiplier- Augmented Shock Effect: x(1+0.25*Rank) to Shock Damage Perks -------------------------------------------------------------Enchanter Prerequisite: None Effect: New Enchantments are 20% stronger+20% per additional rank, may be taken up to 5 times Soul Squeezer Prerequisite: Enchanting 20, Enchanter Effect: Soul Gems provide extra magicka for recharging Soul Siphon Prerequisite: Enchanting 40, Soul Squeezer Effect: Death blows to creatures, but not people trap 5% of the victim's soul recharging the weapon Fire Enchanter Prerequisite: Enchanting 30, Enchanter Effect: Fire Enchantments on Weapons and Armour are 25% stronger Frost Enchanter Prerequisite: Enchanting 40, Fire Enchanter Effect: Frost Enchantments on Weapons and Armour are 25% stronger Storm Enchanter Prerequisite: Enchanting 50, Frost Enchanter Effect: Shock Enchantments on Weapons and Armour are 25% stronger Insightful Enchanter Prerequisite: Enchanting 50, Enchanter Effect: Skill Enchantments on armor are 25% stronger Corpus Enchanter Prerequisite: Enchanting 70, Insightful Enchanter Effect: Health, magicka, and stamina enchantments on armor are 25% stronger Extra Effect Perquisite: Enchanting 100, Storm Enchanter or Corpus Enchanter Effect: Can now put two enchantments on the same item

Soul Gems -------------------------------------------------------------Types of Soul Gems Petty Soul Gem (able to hold souls of creatures below level 4) Lesser Soul Gem (able to hold souls of creatures below level 16) Common Soul Gem (able to hold souls of creatures below level 28) Greater Soul Gem (able to hold souls of creatures below level 38) Grand Soul Gem (able to hold any soul, excluding humaniods) Black Soul Gem (able to hold any soul)

Azura's Star (able to hold any soul,excluding humanoids,doesn't break upon use) The Black Star (able to hold humanoid souls, doesn't break upon use) Soul Multiplier this directly effects the strength of armour enchantments and duration of weapon enchantments Petty Soul Lesser Soul Common Soul Greater Soul Grand Soul x1/12 x1/6 x1/3 x2/3 x1

Enchanting Mini FAQ -------------------------------------------------------------How do I level Enchanting? Disenchanting items, Enchanting items, and using a Soul Gem to recharge weapons raise Enchanting. You can also receive training from Expert Sergius Turrianus a professor at the College of Winterhold, or from Master Hamal the high priestess of the Temple of Dibella in Makarth (after completing The Heart of Dibella quest). How do I level Enchanting quickly? Unfortunately there are no fast methods to level Enchanting. Either craft or find any lightweight weapon and use petty or lesser soul gems to grind. Remember the main tip is to keep at it, for leveling, the quantity of your enchantments supersedes the quality. Why is my enchanted necklace/armour/ring only giving me a 1% boost? Keep in mind the effectivness of the given enchantment is determined by your skill level in enchanting, the size of the soul gem-larger souls are more effective- and any perks that increase the effectiveness of enchanting.

Credits --------------------------------------------------------------Special thanks to the Elder Scrolls Wikia, the Unofficial Elder Scrolls Pages, and Gamefaqs Xbox 360/PC Skyrim Boards, all of which were invaluable sources in the creation of this guide.

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