Enchanting (Skyrim)

Enchanting is a skill in , and is one of the six skills that falls under the Mage category. Enchanting is a type of arcane crafting, and is one of the three crafting skills of Skyrim. Enchanting allows the Dragonborn to add certain magical improvements and buffs to weapons, armor and jewelry.
==Mechanics==
The act of enchanting requires an item with no existing enchantments, a filled soul gem, knowledge of an enchantment, and the use of an arcane enchanter. The Law of the Firsts states that once an item is enchanted, it can not be enchanted again and can not accept another enchantment.Twin Secrets There are certain items that can be enchanted even though they already have an enchantment. These include the Amulet of the Gargoyle (in ), Horksbane (from ), the Silver Sword, Silver Greatsword, Wuuthrad, and the Longhammer.
To enchant an object, have that object and a filled soul gem in inventory and then activate an Arcane Enchanter. The enchanting menu will appear, with four tabs. The first tab is the Disenchant screen which lists all of the disenchantable objects the Dragonborn has in inventory. Selecting objects here will destroy them and add their enchantment to the Dragonborn's list of known enchantments. Objects with already known enchantments are greyed out. The next tab lists objects capable of being enchanted. Select the desired object here. The next tab lists the known enchantments, select the desired one, or if the Extra Effect perk has been obtained, two may be selected. Note that any numerical bonuses listed in this tab are the maximum, as if a grand soul was used. On the last tab, select a filled soul gem from the list. If a lesser gem is selected, the corresponding lesser bonus will be displayed. Press the Craft key to create the enchanted item.
Arcane Enchanters can be found in all major cities, typically in the Jarl's Palace or Longhouse, in the court wizard's quarters. They are also found in many locations that feature humanoid, magic-using enemies such as Necromancers, Vampires, and Mages. Most houses which the Dragonborn can buy, with the exception of Breezehome in Whiterun, can be equipped with an arcane enchanter. There is even one in Sinderion's Field Laboratory in Blackreach. Court Wizards can sell the Dragonborn enchanted items, as well as soul gems, and likewise, the Dragonborn can sell enchanted items and soul gems to them. There is no Court Wizard in Falkreath or Winterhold.
===Racial bonuses===
Altmer, Imperial, and Orsimer characters gain a + 5 bonus to enchanting at the start of the game.
===Enchantment types===
Enchantments fall into two categories based on type of item:
*Weapons have charged enchantments that cast a spell on the weapon's target when it strikes. Larger soul gems result in more charges on the enchantment, allowing for more strikes before the charge is depleted. Soul Gems, or the perk Soul Siphon, can be used to recharge depleted enchantments. Once depleted, a message on the top left of the screen will say "Your item has insufficient charge." The enchanting meter will appear either above the Dragonborn's Stamina or Magicka bar. If an enchanted weapon or artifact weapon does not have the full amount, a "Charge" option will appear in the weapon inventory, unless the item is fully charged. An exception to this is the dagger Keening.
*Armor and other apparel items cast a constant effect on the wearer as long as the item is worn. Larger soul gems create greater magnitude effects. Muffle and Waterbreathing, being all-or-nothing effects, are not dependent on the size of soul gem used, so a petty soul would do as well as a grand. Unlike weapons, armor/apparel enchantments are permanent and do not require recharging. However, the desired amount can only be modified by using a different type of soul gem.
===Obtaining enchantments===
The Dragonborn initially has no knowledge of enchantments. To learn an enchantment, a magic item with the enchantment that the Dragonborn wants to learn must be disenchanted at an arcane enchanter. The strength of the enchantment on the item does not affect the strength of the enchantment learned by disenchanting it. Disenchanting destroys the item but grants permanent knowledge of the base enchantment, allowing its use when enchanting. Some items cannot be disenchanted to learn their effects, including Quest Items, Daedric Artifacts, Amulets of the Nine Divines, Thieves Guild Armor, and many, but not all, items with unique names. Staves also cannot be disenchanted.
===Staff enchanting===
*One can create staves at the Atronach Forge in the base game, using brooms in place of non-enchanted staves. 
*With , one can buy non-enchanted staves and enchant them with the Staff Enchanter. The Staff Enchanter is only on the island of Solstheim, and none exist in Skyrim. The staff enchanter in Solstheim is locked in a room that is only accessible after completing the Quest "Reluctant Steward" for Master Neloth. It can be found in Tel Mithryn, in the southeast part of the island. Enchanting staves increases the enchanting skill but enchanting perks are not applied. For example, the perk Storm Enchanter does not increase the amount of damage dealt by a storm staff (a shock damage staff). The same applies to Fire Enchanter and Frost Enchanter, respectively.
* With Creation Club content, there is a staff enchanting table in the homesteads of Myrwatch and Bloodchill Manor.
==Leveling==
The following actions raise the Enchanting skill.
It should be noted that some enchantments such as Banish Daedra, Fortify Destruction, Paralyze, Fortify Sneak and Absorb Health produce remarkably more valuable enchantments which can be turned around and sold to buy soul gems and other raw materials to accelerate the leveling process. However, the skill increase gained from the act of enchanting itself is strictly dependent on the size of the soul used and not on the enchanting effect chosen.
Also note that obtaining either Azura's Star or The Black Star will save a lot of money on buying soul gems to enchant with and can be substituted for any use of a soul gem below.
*Disenchanting items yields Enchanting experience as well as the ability to use that enchantment on other items, but destroys the item in the process. Skill gain from disenchanting is based on the power of the enchantment, not necessarily the value of the item. Each enchantment may only be learned once.
*Using a soul gem to recharge weapons (Soul Siphon does not count). Skill gains from recharging weapons are based on size of soul used, regardless of actual charge gained. To recharge an enchanted weapon, select the weapon in the items menu and press the button specified (generally the button for activating powers and shouts) and select a filled soul gem. The larger the soul, the more a weapon is recharged. The soul gem will be destroyed.
**The Daedric quests for Molag Bal and Azura have infinitely rechargeable objects as their rewards. Constantly recharging the Mace of Molag Bal, Azura's Star and/or The Black Star will boost the skill indefinitely.
*One of the most efficient ways to train Enchanting and additionally earning a good amount of money is to enchant cheap items. After acquiring these items, some soul gems and knowledge of at least one enchantment effect, the Dragonborn can Soul Trap an enemy, enchant the cheap items, sell them, obtain new raw materials and repeat this process.
**An advanced approach to enchanting cheap items is as a follows. Obtain a weapon with the Soul Trap enchantment. Use it or enchant the preferred weapon of choice with Soul Trap, stock up on soul gems and then soul trap until a reasonable amount of them are filled. Afterwards, go to the Halted Stream Camp and acquire the Transmute Mineral Ore spell. Mine iron from any source, transmute it into gold, and then smelt the ore into ingots. Craft the ingots into rings and then simply enchant the rings with any enchantment. Sell the rings to any merchant and repeat. If more Iron Ore to Transmute is needed, buy it from a blacksmith or mine more. This technique also levels up to Alteration, Smithing and Speech, and produces a plentiful amount of gold in the process.
*Enchanting boots with the muffle enchantment can prove to be beneficial, as the size of the soul gem is irrelevant with muffle and so the skill gain is a constant.
*Another method is available if is installed or the game version is the special edition. Travel to Tel Mithryn and complete the quest "From the Ashes" upon arriving. Make sure to obtain the Conjure Ash Guardian spell tome at the end of the quest once it is available. Summon the Ash Guardian, use Soul Trap on it, and kill it. Regardless of whether it is summoned friendly or hostile (depending on whether the Dragonborn has a Heart Stone in their inventory), the Ash Guardian is the only creature the Dragonborn can summon that can be affected by Soul Trap. The Ash Guardian's soul is size Greater.
===Books===
Books that raise the Enchanting skill:
*A Tragedy in Black
*Catalogue of Armor Enchantments
*Catalogue of Weapon Enchantments
*Enchanter's Primer
*Twin Secrets
*Oghma Infinium
===Quests===
*Find Pantea's Flute for Pantea Ateia in the Bards College in Solitude. This also increases Alteration, Illusion, Conjuration, Destruction, and Restoration.
===Trainers===
Trainer 	Skill Level 	Location
Sergius Turrianus	Expert (cap of skill level 75)	College of Winterhold
Hamal 	Master (cap of skill level 90)	After completing the quest "The Heart of Dibella," Temple of Dibella, Markarth.
Neloth 	Master (cap of skill level 90)	Tel Mithryn
==Perks==
===Enchanting tree perks===
The following are enchanting perks that become available to select as the skill is leveled up.
Perk (Ranks)	Requirements 	Description
(5) 	Enchanting 0/20/40/60/80 	New enchantments are 20/40/60/80/100% stronger (+20% per rank)
 	Enchanting 20Enchanter 	Soul gems provide extra magicka for recharging
 	Enchanting 30Enchanter 	Fire enchantments on weapons and armor are 25% stronger
 	Enchanting 40Soul Squeezer 	Death blows to creatures, but not people, trap 5% of the victim's soul, recharging the weapon
 	Enchanting 40Fire Enchanter 	Frost enchantments on weapons and armor are 25% stronger
 	Enchanting 50Enchanter 	Skill enchantments on armor are 25% stronger
 	Enchanting 50Frost Enchanter 	Shock enchantments on weapons and armor are 25% stronger
 	Enchanting 70Insightful Enchanter 	Health, magicka and stamina enchantments on armor are 25% stronger
 	Enchanting 100Storm Enchanter or Corpus Enchanter	Can put two enchantments on the same item
In addition to perks increasing enchanting powers, leveling Enchanting increases them. For every 10 levels, enchantments will be 1% stronger.
===Perks from other trees===
The following perks from other trees affect weapon enchantments. Note that while there are weapon effects from the Alteration and Conjuration schools, there are no relevant perks that enhance effects from those schools.
Perk (Ranks)	Requirements 	Description
(2) 	Destruction 30/60Novice Destruction	Fire enchantments do 25% more damage (50% for second rank)
(2) 	Destruction 30/60Novice Destruction	Frost enchantments do 25% more damage (50% for second rank)
(2) 	Destruction 30/60Novice Destruction	Shock enchantments do 25% more damage (50% for second rank)
 	Illusion 90RageQuiet Casting 	Illusion enchantments work on undead, daedra and automatons.
 	Restoration 70Regeneration 	All enchantments are 25% stronger and 50% longer against undead
==Enchantments==
===Weapons===
There are 18 weapon enchantments available. The enchantments wear out after successive use, and to keep the enchantment in effect, it has to be "refilled" by using soul gems to add more uses. The larger the soul used, the more uses given via recharging.
Enchantment 	School
Absorb Health 	Destruction
Absorb Magicka 	Destruction
Absorb Stamina 	Destruction
Banish 	Conjuration
Chaos Damage 	Destruction
Fear 	Illusion
Fiery Soul Trap 	Conjuration
Fire Damage 	Destruction
Frost Damage 	Destruction
Huntsman's Prowess 	N/A
Magicka Damage 	Destruction
Notched Pickaxe 	N/A
Paralyze 	Alteration
Shock Damage 	Destruction
Silent Moons Enchant	Destruction
Soul Trap 	Conjuration
Stamina Damage 	Destruction
Turn Undead 	Restoration
===Apparel===
There are 38 apparel enchantments available. The types of enchantments allowed on apparel are determined by what part of the body the apparel is covering. Unlike weapon enchantments, apparel enchantments do not require recharging and stay enchanted indefinitely. The strength of the enchantment is dependent on the size of soul used to enchant it and the enchanter's perks and skill, except for muffle and water breathing.
Enchantment 	Head 	Chest 	Hands 	Feet 	Shield 	Amulet 	Ring
Fortify Alchemy 	Yes 	 	Yes 	 	 	Yes 	Yes
Fortify Alteration 	Yes 	Yes 	 	 	 	Yes 	Yes
Fortify Alteration and Magicka Regen 	 	Yes 	 	 	 	 	
Fortify Archery 	Yes 	 	Yes 	 	 	Yes 	Yes
Fortify Barter 	 	 	 	 	 	Yes 	
Fortify Block 	 	 	Yes 	 	Yes 	Yes 	Yes
Fortify Carry Weight 	 	 	Yes 	Yes 	 	Yes 	Yes
Fortify Conjuration 	Yes 	Yes 	 	 	 	Yes 	Yes
Fortify Conjuration and Magicka Regen 	 	Yes 	 	 	 	 	
Fortify Destruction 	Yes 	Yes 	 	 	 	Yes 	Yes
Fortify Destruction and Magicka Regen 	 	Yes 	 	 	 	 	
Fortify Healing Rate 	 	Yes 	 	 	 	Yes 	Yes
Fortify Health 	 	Yes 	 	 	Yes 	Yes 	Yes
Fortify Heavy Armor 	 	Yes 	Yes 	 	 	Yes 	Yes
Fortify Illusion 	Yes 	Yes 	 	 	 	Yes 	Yes
Fortify Illusion and Magicka Regen 	 	Yes 	 	 	 	 	
Fortify Light Armor 	 	Yes 	Yes 	 	 	Yes 	Yes
Fortify Lockpicking 	Yes 	 	Yes 	 	 	Yes 	Yes
Fortify Magicka 	Yes 	 	Yes 	 	 	Yes 	Yes
Fortify Magicka Regen 	Yes 	Yes 	 	 	 	 	Yes
Fortify One-Handed 	 	 	Yes 	Yes 	 	Yes 	Yes
Fortify Pickpocket 	 	 	Yes 	Yes 	 	Yes 	Yes
Fortify Restoration 	Yes 	Yes 	 	 	 	Yes 	Yes
Fortify Restoration and Magicka Regen 	 	Yes 	 	 	 	 	
Fortify Smithing 	 	Yes 	Yes 	 	 	Yes 	Yes
Fortify Sneak 	 	 	Yes 	Yes 	 	Yes 	Yes
Fortify Stamina 	 	Yes 	 	Yes 	 	Yes 	Yes
Fortify Stamina Regen 	 	Yes 	 	Yes 	 	Yes 	
Fortify Two-Handed 	 	 	Yes 	Yes 	 	Yes 	Yes
Fortify Unarmed 	 	 	Yes 	 	 	 	Yes
Muffle† 	 	 	 	Yes 	 	 	
Resist Disease 	 	Yes 	 	 	Yes 	Yes 	Yes
Resist Fire 	 	 	 	Yes 	Yes 	Yes 	Yes
Resist Frost 	 	 	 	Yes 	Yes 	Yes 	Yes
Resist Magic 	 	 	 	 	Yes 	Yes 	Yes
Resist Poison 	 	Yes 	 	 	Yes 	Yes 	Yes
Resist Shock 	 	 	 	Yes 	Yes 	Yes 	Yes
Water Breathing† 	Yes 	 	 	 	 	Yes 	Yes
† This enchantment's magnitude is not affected by the size of the soul used.	† This enchantment's magnitude is not affected by the size of the soul used.	† This enchantment's magnitude is not affected by the size of the soul used.	† This enchantment's magnitude is not affected by the size of the soul used.	† This enchantment's magnitude is not affected by the size of the soul used.	† This enchantment's magnitude is not affected by the size of the soul used.	† This enchantment's magnitude is not affected by the size of the soul used.	† This enchantment's magnitude is not affected by the size of the soul used.
==Usefulness==
Click to show
*Soul gems are destroyed when used to enchant or recharge weapons (except for Azura's Star or the The Black Star).
*"Fortify <magic school>" enchantments also affect the amount of charge that an associated offensive enchant will use. For example, a ring enchanted with fortify Destruction will also reduce the charge cost of a weapon enchanted with fire damage. This can be exploited to give enchanted weapons unlimited uses. If there are two weapon enchantments on a weapon, lower the magicka cost by 100% for the enchantment which has a higher costs' school of magic (unless both enchantments are from the same school. e.g. If a weapon is enchanted with both paralysis and frost damage, the paralysis enchant uses more energy per strike, hence the total enchant is classed as Alteration and one should use fortify Alteration 100% rather than fortify Destruction 100% to mitigate costs).
*Enchanting "fortify <magic school>" at 100 skill level and 5/5 Enchanter perk with a grand soul results in a 25% casting cost reduction for that school. This stacks additively, meaning that with four items (chest, ring, amulet and head) spells in that school can be cast for free. Combined with the perk Extra Effect, spells can be cast from up to two schools for free with the same gear set. Combined even more with potions of fortify enchanting, the 100% requirement can be achieved with three pieces, meaning that they can fill in two schools and most of another.
*Soul Trap enchanted weapons are a cost-effective way to collect souls without having to learn or equip the Soul Trap spell in combat. (Bound weapons with the Conjuration perk Soul Stealer are similarly effective.) Weapons do not require a strong enchantment level to make effective use of a Soul Trap enchantment, either: even if the enchantment placed is merely "target dies within 1 second(s)," landing a killing blow (including sneak attacks) causes the target to die immediately, thus their soul is trapped.
*Buying empty soul gems and then filling them offers a good return on investment; get an even better profit by using the filled gems to enchant the numerous Ancient Nord weapons accumulated from looting draugr and other undead. While everything becomes more valuable with enchanting, these particular weapons are nearly worthless, even if improved with smithing, but enchanting them raises their value greatly, even with petty soul gems. Iron weapons too, especially daggers, are good for this path to great wealth as well.
*If they are renamed with "aaa" at the beginning of their name they will be placed at the end of the inventory, out of the way, until they can be sold.
*Permanent "single level" enchantments, such as waterbreathing and muffle, can be applied just as well with a filled petty soul gem than a full grand soul gem, making them a good choice for training. Soul Trap is another good choice for training — although it does scale with the enchanter's skill, it does not require a strong enchantment level to be effective in practical use.
*Giving a follower empty soul gems and equipping them with a weapon enchanted with soul trap can help to fill soul gems easier, leaving the Dragonborn free to use other enchanted weaponry.
*Followers are only affected by some apparel enchantments, including fortify health, magicka, and stamina. Waterbreathing is redundant, as followers cannot drown.
*Use Azura's Star or the Black Star with a soul trap enchanted weapon to trap a soul and then recharge the weapon after each soul trap to level up faster.
*Enchanting items crafted to improve the Smithing skill is a cost effective way to level both even if all the base materials are purchased. This is commonly done by enchanting iron daggers with the Banish Daedra enchantment or the more common damage stamina.
*The transmute spell can be combined with the above to turn iron into gold, smith the gold into rings, enchant the rings, and then sell them. Raises Alteration, Smithing, Speech and enchanting. Windhelm is a good place to do this, because the arcane enchanter behind Niranye's stall is convenient to the Blacksmith Quarters and the enchanted items can be sold to both as well as to Aval Atheron.
*For melee classes, Fiery Soul Trap can be a useful enchantment because it fills a soul gem while inflicting extra fire damage, but it inflicts less damage than the regular fire damage enchantment. Also, it can be set so that it gives one second to fill the soul gem because it focuses on the fire damage, giving unlimited time to kill the enemy and trap its soul.
*Some enchantments will improve the selling price of the base item more than others. In order of descending value:
**Weapons:
**#Banish
**#Paralyze
**#Absorb Health
**#Damage Stamina
**#Absorb Stamina
**#Absorb Magicka
**#Damage Magicka
**#Fear
**#Frost Damage
**#Shock Damage
**#Fiery Soul Trap
**#Fire Damage
**#Soul Trap
**#Huntsman's Prowess
**Chest:
**#Fortify Destruction
**#Fortify Healing Rate
**#Fortify Conjuration
**#Fortify Smithing
**#Fortify Restoration
**#Fortify Health
**Head and Circlet:
**#Fortify Archery
**#Waterbreathing
**#Fortify Destruction
**#Fortify Conjuration
**#Fortify Restoration
**Hands/Feet:
**#Fortify Sneak
**#Muffle
**#Fortify Carry Weight
**#Fortify One-Handed
**#Fortify Two-Handed
**#Fortify Stamina
**Jewelry:
**#Waterbreathing, (the most valuable in lower Enchanting levels)
**#Fortify Sneak, (the most valuable in higher Enchanting levels, since it scales)
**#Fortify Carry Weight
**#Fortify Barter
**#Fortify One-Handed
**#Fortify Two-Handed
**#Fortify Archery
**#Fortify Destruction
**#Fortify Healing Rate
**#Fortify Conjuration
**#Resist Magic (greater)
**#Fortify Block
**#Fortify Smithing
**#Fortify Restoration
**#Fortify Illusion
**#Fortify Alteration
**#Fortify Health
**#Resist Shock
**#Fortify Magicka
**#Resist Frost
**#Resist Magic (lesser)
**#Fortify Alchemy
**#Fortify Stamina
**#Fortify Light Armor
**#Fortify Unarmed
**#Fortify Magicka Regen
**#Fortify Magicka
**Shield:
**#Resist Magic (greater)
**#Fortify Block
**#Fortify Health
**#Resist Shock
**#Resist Magic (lesser)
**#Resist Frost
**#Resist Fire
*To maximize skill gain, activate the Mage Stone and sleep in a bed to obtain a rested effect, (unless a werewolf).
==Method for maximum strength potions and enchantments==
*Prerequisites: Level 100 in Alchemy and Enchanting, five perks in alchemist, one perk in Benefactor, five perks in Enchanter, one perk in Insightful Enchanter, three pieces each head and hand apparel with no enchantments, three rings with no enchantments, three amulets with no enchantments, and twelve grand souls.
*Craft a set of Fortify Alchemy gear.
*Craft several potions of Fortify Enchanting at 30% boost.
*Craft a new set of Fortify Alchemy gear at 28% boost with the aid of the potions.
*Craft several potions of Fortify Enchanting at 32% boost using the new set of gear.
*Craft a final set of Fortify Alchemy gear at 29% boost with the aid of the potions.
*Vampires that have the Restoration perk Necromage, can reach up to 33% Alchemy gear boost and 42% Enchanting potion boost. Vampires that have the Restoration perk Necromage, and while Enchanting wear Ahzidal's boots and any three other Relics of Ahzidal, can reach up to 49% Enchanting potion boost with the Seeker of Sorcery boost and 39% Alchemy gear with Seeker of Shadows.
The final set of gear will not improve the results of a Fortify Enchanting potion, but will improve the results for other potions. Additional potions can be brewed to improve enchantments of all types. One common application is to enchant a set of Fortify Smithing gear and combine it with a maximum strength Fortify Smithing potion to improve weapons and armor.
There is an alternative that is the exploit of the use of Fortify Restoration potions, which improves several status, including Fortify Enchanting. Also, there is an added ability called Seeker of Sorcery from the DLC which makes enchanting 10% more effective. The ability can be gained at the completion of the quest "Black Book: The Sallow Regent." It goes very well with Ahzidal's Armor set, as it increases skill in Enchanting by 10.
==Gallery==
Skyrim Enchanting Table.jpg|An Arcane Enchanter
Staff Enchanter.jpg|A Staff Enchanter
Enchantingsymbols.png
==Trivia==
*Some enchantment and item combinations that cannot be created at the arcane enchanter can be found in enchanted loot.
* A space or special character (e.g. !@#$%^&*) in front of the item's name will sort it at the top of the appropriate inventory list. Likewise, starting an item with lower case letters puts it at the bottom of the list.
*Once an enchantment is selected for an item, it will remain in place until the enchanter is exited or the item is enchanted.
*For single enchantments that have a pair of effects, e.g. Fiery Soul Trap or Fortify <spell school> and magicka regeneration, the second effect is constant and the number of charges, if applicable, is based on the first effect.
*Enchantments are affected by perks from their relevant magic school e.g. shock damage is affected by enhanced shock including enchantments with damage effects that are secondary. Drain and damage effects are all Destruction school effects.
*Having a higher enchantment level slightly raises the Dragonborn's defense against enchanted weaponry. This can be anywhere from 1%-15% and does not show as an active effect.
*Guards may ask to have their weapons enchanted. This cannot actually be done, as it is simply a line spoken by the guard when the Dragonborn's Enchanting skill is high enough.
*Even with the Extra Effect perk, an enchantment cannot be added to an already enchanted item. Any enchantments must be placed the first time an item is enchanted.
*Extra Effect cannot be used to put the same enchantment twice (for example, for stacking purposes) on the same item.
*Vampires, with the Necromage perk from Restoration and the Extra Effect perk, can get 50% spell cost reduction on a single piece of clothing by enchanting it with the "Fortify (school)" and "Fortify (school) and Magicka Regen."
*If the Dragonborn has 100 Enchanting and Extra Effect perk, they can have spells from two schools that cost no magicka. 25% Fortify (schools) x 4 (chest, circlet, ring, necklace) = 100% spell cost reduction.
*If the Dragonborn has two enchantments of a different school on a weapon, they must have 100% cost reduction in both schools for the charge to be infinite. Destruction is perhaps the best school to do this with, as it allows powerful spells like fireball and incinerate to be cast for free, as well as allowing one to put fire, frost, or storm damage on a weapon for infinite charges.
*If the Dragonborn uses a potion that fortifies a certain school of magic it can further increase the power of their weapon enchants as long as the potion lasts. A fortify destruction potion will increase the damage done by any destruction school enchant. A fortify illusion potion will increase the level of NPC affected by a fear weapon enchant. A potion of fortify conjuration will increase the amount of time one has to kill an enemy to fill a soul gem per strike. A potion of fortify restoration will increase the power of the turn undead enchant and all armor enchants.
*Gear with a 1,740% boost to Alchemy will allow the production of Potions of Fortify Enchanting with an enchanting boost of 276%, which will give 100% off the magicka cost of any given school of magic in a single enchantment.
*Like using ingots to improve items with Smithing, stolen gems used in enchanting do not cause the enchanted object to become stolen. Enchanting a stolen object stays stolen, regardless of the gem being stolen or not.
*There are technically two enchantments each for Absorb Health, Absorb Magicka and Absorb Stamina. One is the standard type acquired by disenchanting most random loot with each of the respective enchantments, the other is found when disenchanting the Drainheart Sword, Drainspell Bow and Drainblood Battleaxe respectively. With the Extra Effect perk, the two enchantments of the same name and effect can be put together for a stacking effect.
* Staff Enchanter is accessible in Myrwatch gallery.
==Bugs==
Click to see the list of bugs encountered
*The sale value of items enchanted drops each time an additional item with the same enchantment is made. This makes mass enchanting for profit gradually less profitable.
**This bug can be circumvented by using the following method: Save the game when first learning the enchantment intended for use for profit (usually a high cost weapon enchant such as banish) but before enchanting any items with it. It helps to save next to an enchanting table with materials for at least one enchantment. Keep this save. When mass enchanting in the future, when finished with the batch, save, then load the save from above, enchant once *only* with the enchantment being used for profit and then reload the more recent "mass-enchantment" save. The items will have returned to their correct, full value.
* The Amulet of the Gargoyle in can be enchanted regardless of its initial enchantment. The effects put on the amulet will not appear when viewing it in the inventory. However the effects will appear in the "Active Effects" menu. The bonus to "Summon Gargoyle" will still work in Vampire Lord form, but the custom enchantments will not. This also happens with Wuuthrad on some game versions.
* Enchanting any equipped items may make all of the Dragonborn's weapons appear enchanted, even if they are not.
*Soul Siphon does not appear to work with certain Daedric weapons (ex., Dawnbreaker).
*Enchanting bonuses from perks may not always function properly e.g. only allowing enchantments of 22% in Alchemy and/or Smithing, as opposed to 25%.
** Deleting all Skyrim game data and game updates and reinstalling again may resolve this
*Several enchantments exist that cannot be placed on anything or are duplicates of existing enchantments. These have been marked above with a *. The "Shadowsight," "Shadowstrength," "Shadowstrike," and "Shadowthrive" enchantments are learned from disenchanting Linwe's armor, boots, gloves, and hood. The "Blessing of Mara" is obtained by disenchanting The Bond of Matrimony. Known items that cause duplicate enchantments are the Briarheart weapons and the Shield of Solitude.
*With the Extra Effect perk, both a weapon and an armor enchantment can be selected before selecting an item to enchant. If a weapon is chosen as the item and enchanted it will appear as an enchantment. However, the 'armor' enchantment on the weapon will have no effect and is not listed on the Active Effects section of the Magic Menu.
*The value of enchanted items may go down as Enchanting skill increases; however, sometimes after restarting the game, it may register a higher value; also, using a dead thrall, store these items in them, resurrect, kill and then loot the items, they may be of higher value, (only worked on apparel).
*Two items of the same type with the same enchantment but different names may eventually both have one of the two names. With the Extra Effect perk, switching the order of enchantments can prevent this.
*Movement glitches can occur when exiting an enchanting table. On the PC they appear to be related to using the mouse wheel to scroll through lists when the game incorrectly adjusts the camera perspective at the same time.
**Reloading a previous save will fix this issue but is not always necessary as the glitch is often temporary.
**If the camera is being controlled by the mouse wheel while in the menu, switch to third person view when exiting the table menu. Then the camera controls normally, no reload needed.
*If a companion uses a Soul Trap enchanted weapon with (x) soul gems in their inventory to capture a (x) soul and the Dragonborn then uses fast travel every (x) Soul Gems in the companion's inventory may be filled, x = petty, etc.
*The Destruction perks that improve damage for a specific magic damage type exhibit odd stacking behavior when applying these damage types to weapons as enchantments. The bonus can apply to effects it should not apply to, based on the damage specific description as well as stack with other bonuses from the other damage perks.
*Fortify enchantments do not interact with weapon enchantments in the same way across all platforms. On PC, weapons appear to always drain charges when used. On the PS3 and 360, 100% or more fortification in any school will reduce the charge cost of a weapon enchantment to zero.
*Fortify Restoration potions improve the results of Alchemy. This can be exploited to create stronger sets of Fortify Alchemy and/or Smithing equipment by creating stronger Fortify Enchanting potions.
** Fortify Restoration potions can be stacked using two sets of increased Alchemy armors one at different strengths to create two different strength potions. Use the two potions alternating in a set of three (seems to reset/drop after three potions).
*Fortify Restoration potions improve the strength of enchantments when they are equipped. If a potion is taken immediately before equipping armor, the effects will be permanently improved until the equipment is taken off again. This can also be exploited to create stronger Fortify Smithing and/or Alchemy effects.
* Fortify Conjuration potions or some perks in this school may have an effect on Banish, making it a prolonged effect. With absorb health/stamina/magicka put together with Banish, these effects may also become prolonged.
* Sometimes dropping items enchanted by the Dragonborn will cause them to lose their enchantment(s) permanently.
*Characters with Vampirism and the Restoration perk Necromage will see improved strength of enchantments when they are equipped. The Fortify Alchemy gear can be maxed at 33%, the Enchanting potion at 46%, and Smithing potion at 184% (in conjunction with the Falmer helmet + circlet exploit). With Necromage, the bonuses from the 33% gear will show up as 41% in the active effects.
* Fortify one-handed has no effect on daggers.
*Sometimes, enchanting with the "Fortify Magicka" enchantment will cause the item to give infinite magicka when the Dragonborn's magicka shows as empty.
* Sometimes when enchanting an improved weapon, the improvement disappears in the enchanting menu, but will be there when it is crafted or enchanting is exited.
*Combining a "Fortify" enchantment with "Magicka Regeneration" does not improve the magicka regeneration rate.
* Enchanting certain weapons may get rid of any smithing improvements. For example, if a Blades sword is improved via smithing and then enchanted, the base damage may be the same as the unimproved Blades sword.
* The Absorb Magicka and Resist Magic enchantments can be obtained more than once.
* An enchanted weapon may suddenly have their name reset to the name before enchanting when dropped or placed on a weapon rack.
* If there are manually enchanted items in inventory that do not stack, and if there is also a stack of unenchanted items of the same type at the same time, when selling the unenchanted stack, the rest of the enchanted versions of that weapon may all lose their enchantments.
*The shout Elemental Fury can be glitched to become a permanent enchantment that the Dragonborn is able to dis-enchant and enchant other weapons with. This does not replicate the effect of the shout, however, only the visual effects and the sounds.
* On very rare occasions, legendary-quality ebony weapons that have been enchanted will suddenly show the overall damage in the corner as that weapon's damage times ten plus any number between 1 and 9. It is also proven that they will enact this read damage, providing a randomly powerful exploit. The enchantment on the weapon appears to only provides the effect it reads and does not seem to be an active contributor to the abnormally high physical damage amounts.
* The sound of the Frost Damage Enchantment such as from Chillrend may loop indefinitely regardless if the weapon is currently equipped or not.
** Using Beast Form or Vampire Lord temporarily fixes this until a save is loaded.
** Loading a previous save from before the loop occurred.
** Using the SexChange command acts as a temporary fix, the sound loop will start the next time the game is loaded.
** A working albeit complicated solution is opening Skyrim - Sounds.bsa in Skyrim's 'Data' folder and replacing mag_frostbite_drawsheathe_lpm.wav under 'sounds/fx/mag' with a empty wav file under the same name using an extractor.
==Achievements==
==See also==
*Skills in Skyrim
==External links==
*Character Design Guide
==Appearances==
*
*
*
*
*
**
**
**
*
==References==
de:Verzauberung (Skyrim)
es:Encantamiento (Skyrim)
fr:Enchantement (Skyrim)
it:Incantamenti
pl:Zaklinanie (Skyrim)
ru:Зачарование (Skyrim)
pt:Encantamento (Skyrim)
Category:Skyrim: Magic
*
Category:Skyrim: Skills