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    Enchanting Guide by SantaPaws

    Version: 1.01 | Updated: 01/18/12 | Printable Version | Search Guide | Bookmark Guide

    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   x1/12
    Lesser Soul  x1/6
    Common Soul  x1/3
    Greater Soul x2/3
    Grand Soul   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.