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Thaumaturgy is a complete overhaul of Skyrim’s enchanting system designed to

balance existing enchantments and add powerful new weapon and armor enchantments to
the game. By leveraging Skyrim’s slot restriction mechanic, Thaumaturgy is able to
fix several of the problems with Vanilla enchanting (such as 100% cost reduction)
while still ensuring that each individual enchantment feels meaningful. Thaumaturgy
also removes some useless or bugged enchantments, eliminates the crafting loop,
adds missing generic items to the loot lists, and ensures that generic items are
equal in strength to player-created enchantments.

Thaumaturgy does not require my other mods, but it is designed to be consistent


with them. For instance, Thaumaturgy adds weapon enchantments for several of
Mysticism’s Alteration and Illusion archetypes, and some of the new armor
enchantments mirror the potion effects added by Apothecary.

Weapon Enchantments

The magnitudes in the following list reflect the strength of an enchantment created
by a character with 100 Enchanting and all of the Vanilla perks. Generic
enchantments have been reworked to be consistent with player-created enchantments
at all levels.

Spoiler: Show
Notes

Damage values for Fire, Frost, and Shock damage are (mostly) equal to Vanilla. The
incredible power creep that was possible in Vanilla did not come from enchanting
itself, but from outside effects such as the crafting loop and Destruction perks.
Absorb Magicka and Stamina will no longer work on characters who have no Magicka or
Stamina to absorb.
Weakness to Fire, Frost, Shock, and Poison allow spellswords to buff the damage of
their spells. Weakness to Poison is especially suited to alchemists, since it
allows poisons to affect enemies such as Draugr and automatons.
Turn Undead, Banish, and Illusion enchantments now all have a 25% chance to
trigger. This makes them feel more usable in melee combat.
Scrambled Bugs is recommended in order to ensure that Chaos Damage scales properly
with Enchanting skill.

Armor Enchantments

The magnitudes in the following list reflect the strength of an enchantment created
by a character with 100 Enchanting and all of the Vanilla perks. Generic
enchantments have been reworked to be consistent with player-created enchantments
at all levels. The armor slots on which these enchantments can be placed are listed
in parenthesis. No distinction is made between armor and robes, or between
circlets, hoods, and helmets.

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